import "./GraphBrowser.css"; import { type Component, createSignal, onMount } from "solid-js"; import { currentScene, sceneCache } from "#/engine/Scene.ts"; import { type Edge, type Graph, getNeighbours, type Node, } from "#/lib/Graph.ts"; import { createVector, getDistance, scale, setDistanceNormal, type Vector, } from "#/lib/Vector.ts"; type PhysicsPartial = { position: Vector; velocity: Vector; acceleration: Vector; }; function drawNode( node: Node, ctx: CanvasRenderingContext2D, color: string = "#dbdee1", ): void { ctx.lineWidth = 2; ctx.strokeStyle = color; ctx.beginPath(); ctx.arc(node.position.x, node.position.y, 8, 0, 2 * Math.PI); ctx.stroke(); } function drawEdge( edge: Edge, ctx: CanvasRenderingContext2D, color: string = "#dbdee1", ): void { ctx.lineWidth = 2; ctx.strokeStyle = color; ctx.beginPath(); ctx.moveTo(edge[0].position.x, edge[0].position.y); ctx.lineTo(edge[1].position.x, edge[1].position.y); ctx.stroke(); } function applyRepulsion(nodes: Array): void { const strength = 4; nodes.forEach((node, index) => { for (let i = 0; i < nodes.length; i++) { if (index === i) { continue; } const a = node.position; const b = nodes[i].position; const dx = a.x - b.x; const dy = a.y - b.y; const direction = createVector(dx, dy); const distanceSquare = dx * dx + dy * dy; const magnitude = strength / (distanceSquare + Number.EPSILON); scale(direction, magnitude); node.acceleration.x += direction.x; node.acceleration.y += direction.y; } }); } function hookEdge([a, b]: Edge): void { const restLength = 48; const stiffness = 0.2; const direction = createVector(); setDistanceNormal(direction, a.position, b.position); const distance = getDistance(a.position, b.position); const magnitude = (distance - restLength) * stiffness + Number.EPSILON; scale(direction, magnitude); a.acceleration.x -= direction.x; a.acceleration.y -= direction.y; b.acceleration.x += direction.x; b.acceleration.y += direction.y; } export const GraphBrowser: Component<{ graph: Graph; }> = (props) => { let canvasRef!: HTMLCanvasElement; const [width] = createSignal(300); const [height] = createSignal(300); const enhanceNode = (node: string) => { return { name: node, position: createVector(Math.random(), Math.random()), velocity: createVector(), acceleration: createVector(), }; }; const nodes: Array> = []; let edges: Array> = []; const updateEdges = () => { edges = props.graph.entries().reduce( (acc, [name, neighbours]) => { const node = nodes.find((n) => n.name === name)!; for (const neighbour of neighbours) { const n = nodes.find((node) => node.name === neighbour); if (n !== undefined) { acc.push([node, n]); } } return acc; }, [] as Array>, ); }; onMount(() => { const ctx: CanvasRenderingContext2D = canvasRef.getContext("2d", { alpha: false, })!; const damping = 0.8; const animate = (): void => { for (const node of props.graph.keys()) { if (nodes.find((n) => n.name === node) === undefined) { nodes.push(enhanceNode(node)); updateEdges(); } } const activeNode = props.graph .keys() .find((name) => name === currentScene.data.name); const activeNeighbours = getNeighbours(props.graph, activeNode!); applyRepulsion(nodes); for (const edge of edges) { hookEdge(edge); } for (const node of nodes) { node.velocity.x += node.acceleration.x; node.velocity.y += node.acceleration.y; node.velocity.x *= damping; node.velocity.y *= damping; node.position.x += node.velocity.x; node.position.y += node.velocity.y; node.acceleration.x = 0; node.acceleration.y = 0; } ctx.restore(); ctx.clearRect(0, 0, canvasRef.width, canvasRef.height); ctx.save(); ctx.translate(width() / 2, height() / 2); for (const edge of edges) { drawEdge(edge, ctx, "#404249"); } for (const node of nodes) { if (node.name === activeNode) { drawNode(node, ctx, "#ee459e"); } else { if (activeNeighbours.includes(node.name)) { drawNode(node, ctx, "#6572f5"); } else { drawNode(node, ctx, "#404249"); } } } setTimeout(animate, 100); }; animate(); }); return (
); };