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manyBodyReuse.js
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manyBodyReuse.js
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import constant from "./constant";
import {quadtree} from 'd3-quadtree';
export default function() {
var nodes,
node,
alpha,
iter = 0,
tree,
updateClosure,
updateBH,
strength = constant(-30),
strengths,
distanceMin2 = 1,
distanceMax2 = Infinity,
theta2 = 0.81;
function jiggle() {
return (Math.random() - 0.5) * 1e-6;
}
function x(d) {
return d.x;
}
function y(d) {
return d.y;
}
updateClosure = function () {
return function (i) {
if (i % 13 === 0) {
return true;
} else {
return false;
}
};
}
function force(_) {
var i, n = nodes.length;
if (!tree || updateBH(iter, nodes)) {
tree = quadtree(nodes, x, y).visitAfter(accumulate);
nodes.update.push(iter);
}
for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply);
++iter;
}
function initialize() {
if (!nodes) return;
iter = 0;
nodes.update = [];
updateBH = updateClosure();
tree = null;
var i, n = nodes.length, node;
strengths = new Array(n);
for (i = 0; i < n; ++i) node = nodes[i], strengths[node.index] = +strength(node, i, nodes);
}
function accumulate(quad) {
var strength = 0, q, c, weight = 0, x, y, i;
// For internal nodes, accumulate forces from child quadrants.
if (quad.length) {
for (x = y = i = 0; i < 4; ++i) {
if ((q = quad[i]) && (c = Math.abs(q.value))) {
strength += q.value, weight += c, x += c * q.x, y += c * q.y;
}
}
quad.x = x / weight;
quad.y = y / weight;
}
// For leaf nodes, accumulate forces from coincident quadrants.
else {
q = quad;
q.x = q.data.x;
q.y = q.data.y;
do strength += strengths[q.data.index];
while (q = q.next);
}
quad.value = strength;
}
function apply(quad, x1, _, x2) {
if (!quad.value) return true;
var x = quad.x - node.x,
y = quad.y - node.y,
w = x2 - x1,
l = x * x + y * y;
// Apply the Barnes-Hut approximation if possible.
// Limit forces for very close nodes; randomize direction if coincident.
if (w * w / theta2 < l) {
if (l < distanceMax2) {
if (x === 0) x = jiggle(), l += x * x;
if (y === 0) y = jiggle(), l += y * y;
if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
node.vx += x * quad.value * alpha / l;
node.vy += y * quad.value * alpha / l;
}
return true;
}
// Otherwise, process points directly.
else if (quad.length || l >= distanceMax2) return;
// Limit forces for very close nodes; randomize direction if coincident.
if (quad.data !== node || quad.next) {
if (x === 0) x = jiggle(), l += x * x;
if (y === 0) y = jiggle(), l += y * y;
if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
}
do if (quad.data !== node) {
// Use the coordinates of the node and not the quad region.
x = quad.data.x - node.x;
y = quad.data.y - node.y;
l = x * x + y * y;
// Limit forces for very close nodes; randomize direction if coincident.
if (x === 0) x = jiggle(), l += x * x;
if (y === 0) y = jiggle(), l += y * y;
if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
w = strengths[quad.data.index] * alpha / l;
node.vx += x * w;
node.vy += y * w;
} while (quad = quad.next);
}
force.initialize = function(_) {
nodes = _;
initialize();
};
force.strength = function(_) {
return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
};
force.distanceMin = function(_) {
return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2);
};
force.distanceMax = function(_) {
return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2);
};
force.theta = function(_) {
return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2);
};
force.update = function(_) {
return arguments.length ? (updateClosure = _, updateBH = updateClosure(), force) : updateClosure;
};
return force;
}