@antv/layout 0.3.12 → 1.0.0-alpha.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (555) hide show
  1. package/README.md +45 -32
  2. package/dist/3a54d760230d1933f953.worker.js +2 -0
  3. package/dist/3a54d760230d1933f953.worker.js.map +1 -0
  4. package/dist/index.min.js +2 -0
  5. package/dist/index.min.js.map +1 -0
  6. package/lib/Circular.d.ts +40 -0
  7. package/lib/Supervisor.d.ts +65 -0
  8. package/lib/index.d.ts +3 -3
  9. package/lib/registry.d.ts +3 -0
  10. package/lib/types.d.ts +128 -0
  11. package/lib/util/gpu.d.ts +22 -22
  12. package/lib/util/index.d.ts +6 -6
  13. package/lib/util/math.d.ts +3 -3
  14. package/lib/worker.d.ts +3 -0
  15. package/package.json +21 -95
  16. package/dist/layout.min.js +0 -3
  17. package/dist/layout.min.js.LICENSE.txt +0 -1
  18. package/dist/layout.min.js.map +0 -1
  19. package/es/index.d.ts +0 -3
  20. package/es/index.js +0 -6
  21. package/es/index.js.map +0 -1
  22. package/es/layout/base.d.ts +0 -22
  23. package/es/layout/base.js +0 -51
  24. package/es/layout/base.js.map +0 -1
  25. package/es/layout/circular.d.ts +0 -80
  26. package/es/layout/circular.js +0 -314
  27. package/es/layout/circular.js.map +0 -1
  28. package/es/layout/comboCombined.d.ts +0 -54
  29. package/es/layout/comboCombined.js +0 -354
  30. package/es/layout/comboCombined.js.map +0 -1
  31. package/es/layout/comboForce.d.ts +0 -134
  32. package/es/layout/comboForce.js +0 -801
  33. package/es/layout/comboForce.js.map +0 -1
  34. package/es/layout/concentric.d.ts +0 -67
  35. package/es/layout/concentric.js +0 -219
  36. package/es/layout/concentric.js.map +0 -1
  37. package/es/layout/constants.d.ts +0 -12
  38. package/es/layout/constants.js +0 -22
  39. package/es/layout/constants.js.map +0 -1
  40. package/es/layout/dagre/graph.d.ts +0 -91
  41. package/es/layout/dagre/graph.js +0 -4
  42. package/es/layout/dagre/graph.js.map +0 -1
  43. package/es/layout/dagre/index.d.ts +0 -8
  44. package/es/layout/dagre/index.js +0 -31
  45. package/es/layout/dagre/index.js.map +0 -1
  46. package/es/layout/dagre/src/acyclic.d.ts +0 -6
  47. package/es/layout/dagre/src/acyclic.js +0 -52
  48. package/es/layout/dagre/src/acyclic.js.map +0 -1
  49. package/es/layout/dagre/src/add-border-segments.d.ts +0 -3
  50. package/es/layout/dagre/src/add-border-segments.js +0 -32
  51. package/es/layout/dagre/src/add-border-segments.js.map +0 -1
  52. package/es/layout/dagre/src/coordinate-system.d.ts +0 -6
  53. package/es/layout/dagre/src/coordinate-system.js +0 -69
  54. package/es/layout/dagre/src/coordinate-system.js.map +0 -1
  55. package/es/layout/dagre/src/data/list.d.ts +0 -12
  56. package/es/layout/dagre/src/data/list.js +0 -48
  57. package/es/layout/dagre/src/data/list.js.map +0 -1
  58. package/es/layout/dagre/src/debug.d.ts +0 -3
  59. package/es/layout/dagre/src/debug.js +0 -24
  60. package/es/layout/dagre/src/debug.js.map +0 -1
  61. package/es/layout/dagre/src/greedy-fas.d.ts +0 -3
  62. package/es/layout/dagre/src/greedy-fas.js +0 -114
  63. package/es/layout/dagre/src/greedy-fas.js.map +0 -1
  64. package/es/layout/dagre/src/layout.d.ts +0 -3
  65. package/es/layout/dagre/src/layout.js +0 -518
  66. package/es/layout/dagre/src/layout.js.map +0 -1
  67. package/es/layout/dagre/src/nesting-graph.d.ts +0 -6
  68. package/es/layout/dagre/src/nesting-graph.js +0 -117
  69. package/es/layout/dagre/src/nesting-graph.js.map +0 -1
  70. package/es/layout/dagre/src/normalize.d.ts +0 -6
  71. package/es/layout/dagre/src/normalize.js +0 -89
  72. package/es/layout/dagre/src/normalize.js.map +0 -1
  73. package/es/layout/dagre/src/order/add-subgraph-constraints.d.ts +0 -3
  74. package/es/layout/dagre/src/order/add-subgraph-constraints.js +0 -27
  75. package/es/layout/dagre/src/order/add-subgraph-constraints.js.map +0 -1
  76. package/es/layout/dagre/src/order/barycenter.d.ts +0 -11
  77. package/es/layout/dagre/src/order/barycenter.js +0 -24
  78. package/es/layout/dagre/src/order/barycenter.js.map +0 -1
  79. package/es/layout/dagre/src/order/build-layer-graph.d.ts +0 -3
  80. package/es/layout/dagre/src/order/build-layer-graph.js +0 -71
  81. package/es/layout/dagre/src/order/build-layer-graph.js.map +0 -1
  82. package/es/layout/dagre/src/order/cross-count.d.ts +0 -3
  83. package/es/layout/dagre/src/order/cross-count.js +0 -65
  84. package/es/layout/dagre/src/order/cross-count.js.map +0 -1
  85. package/es/layout/dagre/src/order/index.d.ts +0 -3
  86. package/es/layout/dagre/src/order/index.js +0 -91
  87. package/es/layout/dagre/src/order/index.js.map +0 -1
  88. package/es/layout/dagre/src/order/init-data-order.d.ts +0 -6
  89. package/es/layout/dagre/src/order/init-data-order.js +0 -25
  90. package/es/layout/dagre/src/order/init-data-order.js.map +0 -1
  91. package/es/layout/dagre/src/order/init-order.d.ts +0 -3
  92. package/es/layout/dagre/src/order/init-order.js +0 -52
  93. package/es/layout/dagre/src/order/init-order.js.map +0 -1
  94. package/es/layout/dagre/src/order/resolve-conflicts.d.ts +0 -19
  95. package/es/layout/dagre/src/order/resolve-conflicts.js +0 -93
  96. package/es/layout/dagre/src/order/resolve-conflicts.js.map +0 -1
  97. package/es/layout/dagre/src/order/sort-subgraph.d.ts +0 -7
  98. package/es/layout/dagre/src/order/sort-subgraph.js +0 -85
  99. package/es/layout/dagre/src/order/sort-subgraph.js.map +0 -1
  100. package/es/layout/dagre/src/order/sort.d.ts +0 -7
  101. package/es/layout/dagre/src/order/sort.js +0 -68
  102. package/es/layout/dagre/src/order/sort.js.map +0 -1
  103. package/es/layout/dagre/src/parent-dummy-chains.d.ts +0 -3
  104. package/es/layout/dagre/src/parent-dummy-chains.js +0 -81
  105. package/es/layout/dagre/src/parent-dummy-chains.js.map +0 -1
  106. package/es/layout/dagre/src/position/bk.d.ts +0 -23
  107. package/es/layout/dagre/src/position/bk.js +0 -370
  108. package/es/layout/dagre/src/position/bk.js.map +0 -1
  109. package/es/layout/dagre/src/position/index.d.ts +0 -3
  110. package/es/layout/dagre/src/position/index.js +0 -51
  111. package/es/layout/dagre/src/position/index.js.map +0 -1
  112. package/es/layout/dagre/src/rank/feasible-tree.d.ts +0 -9
  113. package/es/layout/dagre/src/rank/feasible-tree.js +0 -148
  114. package/es/layout/dagre/src/rank/feasible-tree.js.map +0 -1
  115. package/es/layout/dagre/src/rank/index.d.ts +0 -3
  116. package/es/layout/dagre/src/rank/index.js +0 -53
  117. package/es/layout/dagre/src/rank/index.js.map +0 -1
  118. package/es/layout/dagre/src/rank/network-simplex.d.ts +0 -9
  119. package/es/layout/dagre/src/rank/network-simplex.js +0 -195
  120. package/es/layout/dagre/src/rank/network-simplex.js.map +0 -1
  121. package/es/layout/dagre/src/rank/util.d.ts +0 -11
  122. package/es/layout/dagre/src/rank/util.js +0 -141
  123. package/es/layout/dagre/src/rank/util.js.map +0 -1
  124. package/es/layout/dagre/src/util.d.ts +0 -31
  125. package/es/layout/dagre/src/util.js +0 -261
  126. package/es/layout/dagre/src/util.js.map +0 -1
  127. package/es/layout/dagre.d.ts +0 -71
  128. package/es/layout/dagre.js +0 -433
  129. package/es/layout/dagre.js.map +0 -1
  130. package/es/layout/dagreCompound.d.ts +0 -121
  131. package/es/layout/dagreCompound.js +0 -391
  132. package/es/layout/dagreCompound.js.map +0 -1
  133. package/es/layout/er/core.d.ts +0 -1
  134. package/es/layout/er/core.js +0 -107
  135. package/es/layout/er/core.js.map +0 -1
  136. package/es/layout/er/forceGrid.d.ts +0 -8
  137. package/es/layout/er/forceGrid.js +0 -88
  138. package/es/layout/er/forceGrid.js.map +0 -1
  139. package/es/layout/er/grid.d.ts +0 -26
  140. package/es/layout/er/grid.js +0 -162
  141. package/es/layout/er/grid.js.map +0 -1
  142. package/es/layout/er/index.d.ts +0 -29
  143. package/es/layout/er/index.js +0 -54
  144. package/es/layout/er/index.js.map +0 -1
  145. package/es/layout/er/mysqlWorkbench.d.ts +0 -6
  146. package/es/layout/er/mysqlWorkbench.js +0 -324
  147. package/es/layout/er/mysqlWorkbench.js.map +0 -1
  148. package/es/layout/er/type.d.ts +0 -35
  149. package/es/layout/er/type.js +0 -2
  150. package/es/layout/er/type.js.map +0 -1
  151. package/es/layout/force/force-in-a-box.d.ts +0 -28
  152. package/es/layout/force/force-in-a-box.js +0 -330
  153. package/es/layout/force/force-in-a-box.js.map +0 -1
  154. package/es/layout/force/force.d.ts +0 -100
  155. package/es/layout/force/force.js +0 -340
  156. package/es/layout/force/force.js.map +0 -1
  157. package/es/layout/force/index.d.ts +0 -1
  158. package/es/layout/force/index.js +0 -2
  159. package/es/layout/force/index.js.map +0 -1
  160. package/es/layout/force2/ForceNBody.d.ts +0 -7
  161. package/es/layout/force2/ForceNBody.js +0 -94
  162. package/es/layout/force2/ForceNBody.js.map +0 -1
  163. package/es/layout/force2/index.d.ts +0 -119
  164. package/es/layout/force2/index.js +0 -608
  165. package/es/layout/force2/index.js.map +0 -1
  166. package/es/layout/forceAtlas2/body.d.ts +0 -33
  167. package/es/layout/forceAtlas2/body.js +0 -89
  168. package/es/layout/forceAtlas2/body.js.map +0 -1
  169. package/es/layout/forceAtlas2/index.d.ts +0 -115
  170. package/es/layout/forceAtlas2/index.js +0 -484
  171. package/es/layout/forceAtlas2/index.js.map +0 -1
  172. package/es/layout/forceAtlas2/quad.d.ts +0 -27
  173. package/es/layout/forceAtlas2/quad.js +0 -96
  174. package/es/layout/forceAtlas2/quad.js.map +0 -1
  175. package/es/layout/forceAtlas2/quadTree.d.ts +0 -20
  176. package/es/layout/forceAtlas2/quadTree.js +0 -103
  177. package/es/layout/forceAtlas2/quadTree.js.map +0 -1
  178. package/es/layout/fruchterman.d.ts +0 -73
  179. package/es/layout/fruchterman.js +0 -296
  180. package/es/layout/fruchterman.js.map +0 -1
  181. package/es/layout/gForce.d.ts +0 -96
  182. package/es/layout/gForce.js +0 -399
  183. package/es/layout/gForce.js.map +0 -1
  184. package/es/layout/gpu/fruchterman.d.ts +0 -57
  185. package/es/layout/gpu/fruchterman.js +0 -267
  186. package/es/layout/gpu/fruchterman.js.map +0 -1
  187. package/es/layout/gpu/fruchtermanShader.d.ts +0 -4
  188. package/es/layout/gpu/fruchtermanShader.js +0 -201
  189. package/es/layout/gpu/fruchtermanShader.js.map +0 -1
  190. package/es/layout/gpu/gForce.d.ts +0 -68
  191. package/es/layout/gpu/gForce.js +0 -330
  192. package/es/layout/gpu/gForce.js.map +0 -1
  193. package/es/layout/gpu/gForceShader.d.ts +0 -4
  194. package/es/layout/gpu/gForceShader.js +0 -218
  195. package/es/layout/gpu/gForceShader.js.map +0 -1
  196. package/es/layout/grid.d.ts +0 -83
  197. package/es/layout/grid.js +0 -317
  198. package/es/layout/grid.js.map +0 -1
  199. package/es/layout/index.d.ts +0 -22
  200. package/es/layout/index.js +0 -25
  201. package/es/layout/index.js.map +0 -1
  202. package/es/layout/layout.d.ts +0 -26
  203. package/es/layout/layout.js +0 -97
  204. package/es/layout/layout.js.map +0 -1
  205. package/es/layout/mds.d.ts +0 -39
  206. package/es/layout/mds.js +0 -122
  207. package/es/layout/mds.js.map +0 -1
  208. package/es/layout/radial/index.d.ts +0 -1
  209. package/es/layout/radial/index.js +0 -2
  210. package/es/layout/radial/index.js.map +0 -1
  211. package/es/layout/radial/mds.d.ts +0 -15
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  213. package/es/layout/radial/mds.js.map +0 -1
  214. package/es/layout/radial/radial.d.ts +0 -74
  215. package/es/layout/radial/radial.js +0 -420
  216. package/es/layout/radial/radial.js.map +0 -1
  217. package/es/layout/radial/radialNonoverlapForce.d.ts +0 -50
  218. package/es/layout/radial/radialNonoverlapForce.js +0 -123
  219. package/es/layout/radial/radialNonoverlapForce.js.map +0 -1
  220. package/es/layout/random.d.ts +0 -35
  221. package/es/layout/random.js +0 -62
  222. package/es/layout/random.js.map +0 -1
  223. package/es/layout/types.d.ts +0 -432
  224. package/es/layout/types.js +0 -2
  225. package/es/layout/types.js.map +0 -1
  226. package/es/registy/index.d.ts +0 -3
  227. package/es/registy/index.js +0 -41
  228. package/es/registy/index.js.map +0 -1
  229. package/es/util/array.d.ts +0 -1
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  232. package/es/util/function.d.ts +0 -6
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  235. package/es/util/gpu.d.ts +0 -52
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  237. package/es/util/gpu.js.map +0 -1
  238. package/es/util/index.d.ts +0 -6
  239. package/es/util/index.js +0 -7
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  241. package/es/util/math.d.ts +0 -48
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  244. package/es/util/number.d.ts +0 -3
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  247. package/es/util/object.d.ts +0 -2
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  250. package/es/util/string.d.ts +0 -2
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  252. package/es/util/string.js.map +0 -1
  253. package/lib/index.js +0 -24
  254. package/lib/index.js.map +0 -1
  255. package/lib/layout/base.d.ts +0 -22
  256. package/lib/layout/base.js +0 -56
  257. package/lib/layout/base.js.map +0 -1
  258. package/lib/layout/circular.d.ts +0 -80
  259. package/lib/layout/circular.js +0 -337
  260. package/lib/layout/circular.js.map +0 -1
  261. package/lib/layout/comboCombined.d.ts +0 -54
  262. package/lib/layout/comboCombined.js +0 -390
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  264. package/lib/layout/comboForce.d.ts +0 -134
  265. package/lib/layout/comboForce.js +0 -826
  266. package/lib/layout/comboForce.js.map +0 -1
  267. package/lib/layout/concentric.d.ts +0 -67
  268. package/lib/layout/concentric.js +0 -243
  269. package/lib/layout/concentric.js.map +0 -1
  270. package/lib/layout/constants.d.ts +0 -12
  271. package/lib/layout/constants.js +0 -25
  272. package/lib/layout/constants.js.map +0 -1
  273. package/lib/layout/dagre/graph.d.ts +0 -91
  274. package/lib/layout/dagre/graph.js +0 -28
  275. package/lib/layout/dagre/graph.js.map +0 -1
  276. package/lib/layout/dagre/index.d.ts +0 -8
  277. package/lib/layout/dagre/index.js +0 -36
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  279. package/lib/layout/dagre/src/acyclic.d.ts +0 -6
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  288. package/lib/layout/dagre/src/data/list.d.ts +0 -12
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@@ -1,407 +0,0 @@
1
- // @ts-nocheck
2
- /**
3
- * @fileOverview fruchterman layout
4
- * @author shiwu.wyy@antfin.com
5
- */
6
-
7
- import {
8
- IndexMap,
9
- OutNode,
10
- PointTuple,
11
- Edge,
12
- GForceGPULayoutOptions,
13
- Degree
14
- } from "../types";
15
- import { Base } from "../base";
16
- import { isNumber } from "../../util";
17
- // @ts-ignore
18
- import { World } from "@antv/g-webgpu";
19
- import {
20
- proccessToFunc,
21
- buildTextureDataWithTwoEdgeAttr,
22
- arrayToTextureData
23
- } from "../../util/gpu";
24
- import { getDegree } from "../../util/math";
25
- import { gForceBundle, aveMovementBundle } from "./gForceShader";
26
- import { LAYOUT_MESSAGE } from "../constants";
27
- // @ts-ignore
28
- // import { Compiler } from '@antv/g-webgpu-compiler';
29
- // import { gForceCode, aveMovementCode } from './gForceShader';
30
-
31
- type NodeMap = {
32
- [key: string]: OutNode;
33
- };
34
-
35
- /**
36
- * graphin 中的 force 布局
37
- */
38
- export class GForceGPULayout extends Base {
39
- /** 布局中心 */
40
- public center: PointTuple;
41
-
42
- /** 停止迭代的最大迭代数 */
43
- public maxIteration: number = 1000;
44
-
45
- /** 弹簧引力系数 */
46
- public edgeStrength: number | ((d?: any) => number) | undefined = 200;
47
-
48
- /** 斥力系数 */
49
- public nodeStrength: number | ((d?: any) => number) | undefined = 1000;
50
-
51
- /** 库伦系数 */
52
- public coulombDisScale: number = 0.005;
53
-
54
- /** 阻尼系数 */
55
- public damping: number = 0.9;
56
-
57
- /** 最大速度 */
58
- public maxSpeed: number = 1000;
59
-
60
- /** 一次迭代的平均移动距离小于该值时停止迭代 */
61
- public minMovement: number = 0.5;
62
-
63
- /** 迭代中衰减 */
64
- public interval: number = 0.02;
65
-
66
- /** 斥力的一个系数 */
67
- public factor: number = 1;
68
-
69
- /** 每个节点质量的回调函数,若不指定,则默认使用度数作为节点质量 */
70
- public getMass: ((d?: any) => number) | undefined;
71
-
72
- /** 理想边长 */
73
- public linkDistance: number | ((d?: any) => number) | undefined = 1;
74
-
75
- /** 重力大小 */
76
- public gravity: number = 10;
77
-
78
- /** 每个节点中心力的 x、y、强度的回调函数,若不指定,则没有额外中心力 */
79
- public getCenter: ((d?: any, degree?: number) => number[]) | undefined;
80
-
81
- /** 是否启用web worker。前提是在web worker里执行布局,否则无效 */
82
- public workerEnabled: boolean = false;
83
-
84
- public nodes: OutNode[] = [];
85
-
86
- public edges: Edge[] = [];
87
-
88
- public width: number = 300;
89
-
90
- public height: number = 300;
91
-
92
- public nodeMap: NodeMap = {};
93
-
94
- public nodeIdxMap: IndexMap = {};
95
-
96
- public onLayoutEnd: () => void;
97
-
98
- /** 存储节点度数 */
99
- private degrees: Degree[];
100
-
101
- constructor(options?: GForceGPULayoutOptions) {
102
- super();
103
- this.updateCfg(options);
104
- }
105
-
106
- public getDefaultCfg() {
107
- return {
108
- maxIteration: 2000,
109
- gravity: 10,
110
- clustering: false,
111
- clusterGravity: 10
112
- };
113
- }
114
-
115
- /**
116
- * 执行布局
117
- */
118
- public async execute() {
119
- const self = this;
120
- const nodes = self.nodes;
121
-
122
- if (!nodes || nodes.length === 0) {
123
- if (self.onLayoutEnd) self.onLayoutEnd();
124
- return;
125
- }
126
-
127
- if (!self.width && typeof window !== "undefined") {
128
- self.width = window.innerWidth;
129
- }
130
- if (!self.height && typeof window !== "undefined") {
131
- self.height = window.innerHeight;
132
- }
133
- if (!self.center) {
134
- self.center = [self.width / 2, self.height / 2];
135
- }
136
- const center = self.center;
137
-
138
- if (nodes.length === 1) {
139
- nodes[0].x = center[0];
140
- nodes[0].y = center[1];
141
- if (self.onLayoutEnd) self.onLayoutEnd();
142
- return;
143
- }
144
- const nodeMap: NodeMap = {};
145
- const nodeIdxMap: IndexMap = {};
146
- nodes.forEach((node, i) => {
147
- if (!isNumber(node.x)) node.x = Math.random() * self.width;
148
- if (!isNumber(node.y)) node.y = Math.random() * self.height;
149
- nodeMap[node.id] = node;
150
- nodeIdxMap[node.id] = i;
151
- });
152
- self.nodeMap = nodeMap;
153
- self.nodeIdxMap = nodeIdxMap;
154
-
155
- self.nodeStrength = proccessToFunc(self.nodeStrength, 1);
156
- self.edgeStrength = proccessToFunc(self.edgeStrength, 1);
157
-
158
- // layout
159
- await self.run();
160
- }
161
-
162
- public executeWithWorker(canvas?: HTMLCanvasElement, ctx?: any) {
163
- const self = this;
164
- const nodes = self.nodes;
165
- const center = self.center;
166
-
167
- if (!nodes || nodes.length === 0) {
168
- return;
169
- }
170
- if (nodes.length === 1) {
171
- nodes[0].x = center[0];
172
- nodes[0].y = center[1];
173
- return;
174
- }
175
- const nodeMap: NodeMap = {};
176
- const nodeIdxMap: IndexMap = {};
177
- nodes.forEach((node, i) => {
178
- if (!isNumber(node.x)) node.x = Math.random() * self.width;
179
- if (!isNumber(node.y)) node.y = Math.random() * self.height;
180
- nodeMap[node.id] = node;
181
- nodeIdxMap[node.id] = i;
182
- });
183
- self.nodeMap = nodeMap;
184
- self.nodeIdxMap = nodeIdxMap;
185
-
186
- self.nodeStrength = proccessToFunc(self.nodeStrength, 1);
187
- self.edgeStrength = proccessToFunc(self.edgeStrength, 1);
188
-
189
- // layout
190
- self.run(canvas, ctx);
191
- }
192
-
193
- public async run(canvas?: HTMLCanvasElement, ctx?: any) {
194
- const self = this;
195
- const nodes = self.nodes;
196
- const edges = self.edges;
197
- const maxIteration = self.maxIteration;
198
- if (!self.width && typeof window !== "undefined") {
199
- self.width = window.innerWidth;
200
- }
201
- if (!self.height && typeof window !== "undefined") {
202
- self.height = window.innerHeight;
203
- }
204
-
205
- const numParticles = nodes.length;
206
-
207
- self.linkDistance = proccessToFunc(self.linkDistance) as ((
208
- d?: any
209
- ) => number);
210
- self.edgeStrength = proccessToFunc(self.edgeStrength) as ((
211
- d?: any
212
- ) => number);
213
- const {
214
- maxEdgePerVetex,
215
- array: nodesEdgesArray
216
- } = buildTextureDataWithTwoEdgeAttr(
217
- nodes,
218
- edges,
219
- self.linkDistance,
220
- self.edgeStrength
221
- );
222
-
223
- // init degree for mass
224
- self.degrees = getDegree(nodes.length, self.nodeIdxMap, edges).map((degree) => degree.all);
225
- const masses: number[] = [];
226
- const nodeStrengths: number[] = [];
227
- const centerXs: number[] = [];
228
- const centerYs: number[] = [];
229
- const centerGravities: number[] = [];
230
- const fxs: number[] = [];
231
- const fys: number[] = [];
232
-
233
- if (!self.getMass) {
234
- self.getMass = (d) => {
235
- return self.degrees[self.nodeIdxMap[d.id]] || 1;
236
- };
237
- }
238
- const gravity = self.gravity;
239
- const center = self.center;
240
- nodes.forEach((node, i) => {
241
- masses.push((self.getMass as (d?: any) => number)(node));
242
- nodeStrengths.push((self.nodeStrength as Function)(node));
243
- if (!self.degrees[i]) self.degrees[i] = 0;
244
- let nodeGravity = [center[0], center[1], gravity];
245
- if (self.getCenter) {
246
- const customCenter = self.getCenter(node, self.degrees[i]);
247
- if (
248
- customCenter &&
249
- isNumber(customCenter[0]) &&
250
- isNumber(customCenter[1]) &&
251
- isNumber(customCenter[2])
252
- ) {
253
- nodeGravity = customCenter;
254
- }
255
- }
256
- centerXs.push(nodeGravity[0]);
257
- centerYs.push(nodeGravity[1]);
258
- centerGravities.push(nodeGravity[2]);
259
- if (isNumber(node.fx) && isNumber(node.fy)) {
260
- fxs.push(node.fx || 0.001);
261
- fys.push(node.fy || 0.001);
262
- } else {
263
- fxs.push(0);
264
- fys.push(0);
265
- }
266
- });
267
-
268
- // 每个节点的额外属性占两个数组各一格,nodeAttributeArray1 中是:mass, degree, nodeSterngth, 0
269
- const nodeAttributeArray1 = arrayToTextureData([
270
- masses,
271
- self.degrees,
272
- nodeStrengths,
273
- fxs
274
- ]);
275
- // nodeAttributeArray2 中是:centerX, centerY, gravity, 0,
276
- const nodeAttributeArray2 = arrayToTextureData([
277
- centerXs,
278
- centerYs,
279
- centerGravities,
280
- fys
281
- ]);
282
-
283
- const workerEnabled = self.workerEnabled;
284
- let world;
285
-
286
- if (workerEnabled) {
287
- world = World.create({
288
- canvas,
289
- engineOptions: {
290
- supportCompute: true
291
- }
292
- });
293
- } else {
294
- world = World.create({
295
- engineOptions: {
296
- supportCompute: true
297
- }
298
- });
299
- }
300
-
301
- // TODO: 最终的预编译代码放入到 gForceShader.ts 中直接引入,不再需要下面三行
302
- // const compiler = new Compiler();
303
- // const gForceBundle = compiler.compileBundle(gForceCode);
304
- // console.log(gForceBundle.toString());
305
-
306
- const onLayoutEnd = self.onLayoutEnd;
307
-
308
- const initPreviousData = [];
309
- nodesEdgesArray.forEach((value) => {
310
- initPreviousData.push(value);
311
- });
312
- for (let i = 0; i < 4; i++) {
313
- initPreviousData.push(0);
314
- }
315
-
316
- const kernelGForce = world
317
- .createKernel(gForceBundle)
318
- .setDispatch([numParticles, 1, 1])
319
- .setBinding({
320
- u_Data: nodesEdgesArray, // 节点边输入输出
321
- u_damping: self.damping,
322
- u_maxSpeed: self.maxSpeed,
323
- u_minMovement: self.minMovement,
324
- u_coulombDisScale: self.coulombDisScale,
325
- u_factor: self.factor,
326
- u_NodeAttributeArray1: nodeAttributeArray1,
327
- u_NodeAttributeArray2: nodeAttributeArray2,
328
- MAX_EDGE_PER_VERTEX: maxEdgePerVetex,
329
- VERTEX_COUNT: numParticles,
330
- u_AveMovement: initPreviousData,
331
- u_interval: self.interval // 每次迭代更新,首次设置为 interval,在 onIterationCompleted 中更新
332
- });
333
-
334
- // const aveMovementBundle = compiler.compileBundle(aveMovementCode);
335
- // console.log(aveMovementBundle.toString());
336
-
337
- const kernelAveMovement = world
338
- .createKernel(aveMovementBundle)
339
- .setDispatch([1, 1, 1])
340
- .setBinding({
341
- u_Data: nodesEdgesArray,
342
- VERTEX_COUNT: numParticles,
343
- u_AveMovement: [0, 0, 0, 0]
344
- });
345
-
346
- // 执行迭代
347
- // let midRes = nodesEdgesArray;
348
- const execute = async () => {
349
- for (let i = 0; i < maxIteration; i++) {
350
- // TODO: 似乎都来自 kernelGForce 是一个引用
351
- // 当前坐标作为下一次迭代的 PreviousData
352
- // if (i > 0) {
353
- // kernelAveMovement.setBinding({
354
- // u_PreviousData: kernelGForce
355
- // });
356
- // }
357
-
358
- // eslint-disable-next-line no-await-in-loop
359
- await kernelGForce.execute();
360
-
361
- // midRes = await kernelGForce.getOutput();
362
-
363
- // 每次迭代完成后
364
- // 计算平均位移,用于提前终止迭代
365
- kernelAveMovement.setBinding({
366
- u_Data: kernelGForce
367
- });
368
-
369
- // eslint-disable-next-line no-await-in-loop
370
- await kernelAveMovement.execute();
371
-
372
- // 更新衰减函数
373
- const stepInterval = Math.max(0.02, self.interval - i * 0.002);
374
- kernelGForce.setBinding({
375
- u_interval: stepInterval,
376
- u_AveMovement: kernelAveMovement
377
- });
378
- }
379
- const finalParticleData = await kernelGForce.getOutput();
380
-
381
- // 所有迭代完成后
382
- if (canvas) {
383
- // 传递数据给主线程
384
- ctx.postMessage({
385
- type: LAYOUT_MESSAGE.GPUEND,
386
- vertexEdgeData: finalParticleData
387
- // edgeIndexBufferData,
388
- });
389
- } else {
390
- nodes.forEach((node, i) => {
391
- const x = finalParticleData[4 * i];
392
- const y = finalParticleData[4 * i + 1];
393
- node.x = x;
394
- node.y = y;
395
- });
396
- }
397
-
398
- if (onLayoutEnd) onLayoutEnd();
399
- };
400
-
401
- await execute();
402
- }
403
-
404
- public getType() {
405
- return "gForce-gpu";
406
- }
407
- }
@@ -1,220 +0,0 @@
1
- export const gForceCode = `
2
- import { globalInvocationID } from 'g-webgpu';
3
-
4
- const MAX_EDGE_PER_VERTEX;
5
- const VERTEX_COUNT;
6
- const SHIFT_20 = 1048576;
7
-
8
- @numthreads(1, 1, 1)
9
- class GGForce {
10
- @in @out
11
- u_Data: vec4[];
12
-
13
- @in
14
- u_damping: float;
15
-
16
- @in
17
- u_maxSpeed: float;
18
-
19
- @in
20
- u_minMovement: float;
21
-
22
- @in
23
- u_AveMovement: vec4[];
24
-
25
- @in
26
- u_coulombDisScale: float;
27
-
28
- @in
29
- u_factor: float;
30
-
31
- @in
32
- u_NodeAttributeArray1: vec4[];
33
-
34
- @in
35
- u_NodeAttributeArray2: vec4[];
36
-
37
- @in
38
- u_interval: float;
39
-
40
- unpack_float(packedValue: float): ivec2 {
41
- const packedIntValue = int(packedValue);
42
- const v0 = packedIntValue / SHIFT_20;
43
- return [v0, packedIntValue - v0 * SHIFT_20];
44
- }
45
-
46
- calcRepulsive(i: int, currentNode: vec4): vec2 {
47
- let ax = 0, ay = 0;
48
- for (let j: int = 0; j < VERTEX_COUNT; j++) {
49
- if (i != j) {
50
- const nextNode = this.u_Data[j];
51
- const vx = currentNode[0] - nextNode[0];
52
- const vy = currentNode[1] - nextNode[1];
53
- const dist = sqrt(vx * vx + vy * vy) + 0.01;
54
- const n_dist = (dist + 0.1) * this.u_coulombDisScale;
55
- const direx = vx / dist;
56
- const direy = vy / dist;
57
- const attributesi = this.u_NodeAttributeArray1[i];
58
- const attributesj = this.u_NodeAttributeArray1[j];
59
- const massi = attributesi[0];
60
- const nodeStrengthi = attributesi[2];
61
- const nodeStrengthj = attributesj[2];
62
- const nodeStrength = (nodeStrengthi + nodeStrengthj) / 2;
63
- // const param = nodeStrength * this.u_factor / (n_dist * n_dist * massi);
64
- const param = nodeStrength * this.u_factor / (n_dist * n_dist);
65
- ax += direx * param;
66
- ay += direy * param;
67
- }
68
- }
69
- return [ax, ay];
70
- }
71
-
72
- calcGravity(i: int, currentNode: vec4, attributes2: vec4): vec2 {
73
- // note: attributes2 = [centerX, centerY, gravity, 0]
74
-
75
- const vx = currentNode[0] - attributes2[0];
76
- const vy = currentNode[1] - attributes2[1];
77
-
78
- const ax = vx * attributes2[2];
79
- const ay = vy * attributes2[2];
80
-
81
- return [ax, ay];
82
- }
83
-
84
- calcAttractive(i: int, currentNode: vec4, attributes1: vec4): vec2 {
85
- // note: attributes1 = [mass, degree, nodeSterngth, 0]
86
-
87
- const mass = attributes1[0];
88
- let ax = 0, ay = 0;
89
- // const arr_offset = int(floor(currentNode[2] + 0.5));
90
- // const length = int(floor(currentNode[3] + 0.5));
91
-
92
- const compressed = this.unpack_float(currentNode[2]);
93
- const length = compressed[0];
94
- const arr_offset = compressed[1];
95
-
96
- const node_buffer: vec4;
97
- for (let p: int = 0; p < MAX_EDGE_PER_VERTEX; p++) {
98
- if (p >= length) break;
99
- const arr_idx = arr_offset + 4 * p; // i 节点的第 p 条边开始的小格子位置
100
- const buf_offset = arr_idx - arr_idx / 4 * 4;
101
- if (p == 0 || buf_offset == 0) {
102
- node_buffer = this.u_Data[int(arr_idx / 4)]; // 大格子,大格子位置=小个子位置 / 4,
103
- }
104
-
105
- let float_j: float = node_buffer[0];
106
-
107
- const nextNode = this.u_Data[int(float_j)];
108
- const vx = nextNode[0] - currentNode[0];
109
- const vy = nextNode[1] - currentNode[1];
110
- const dist = sqrt(vx * vx + vy * vy) + 0.01;
111
- const direx = vx / dist;
112
- const direy = vy / dist;
113
- const edgeLength = node_buffer[1];
114
- const edgeStrength = node_buffer[2];
115
- const diff: float = edgeLength - dist;//edgeLength
116
- // const param = diff * this.u_stiffness / mass; //
117
- const param = diff * edgeStrength / mass; //
118
- ax -= direx * param;
119
- ay -= direy * param;
120
- }
121
- return [ax, ay];
122
- }
123
-
124
- @main
125
- compute() {
126
- const i = globalInvocationID.x;
127
- const currentNode = this.u_Data[i];
128
- const movement = u_AveMovement[0];
129
- let ax = 0, ay = 0;
130
-
131
- if (i >= VERTEX_COUNT || movement.x < u_minMovement) {
132
- this.u_Data[i] = currentNode;
133
- return;
134
- }
135
-
136
- // 每个节点属性占两个数组中各一格
137
- // [mass, degree, nodeStrength, fx]
138
- const nodeAttributes1 = this.u_NodeAttributeArray1[i];
139
- // [centerX, centerY, centerGravity, fy]
140
- const nodeAttributes2 = this.u_NodeAttributeArray2[i];
141
-
142
- // repulsive
143
- const repulsive = this.calcRepulsive(i, currentNode);
144
- ax += repulsive[0];
145
- ay += repulsive[1];
146
-
147
- // attractive
148
- const attractive = this.calcAttractive(i, currentNode, nodeAttributes1);
149
- ax += attractive[0];
150
- ay += attractive[1];
151
-
152
- // gravity
153
- const gravity = this.calcGravity(i, currentNode, nodeAttributes2);
154
- ax -= gravity[0];
155
- ay -= gravity[1];
156
-
157
- // speed
158
- const param = this.u_interval * this.u_damping;
159
- let vx = ax * param;
160
- let vy = ay * param;
161
- const vlength = sqrt(vx * vx + vy * vy) + 0.0001;
162
- if (vlength > this.u_maxSpeed) {
163
- const param2 = this.u_maxSpeed / vlength;
164
- vx = param2 * vx;
165
- vy = param2 * vy;
166
- }
167
-
168
- // move
169
- if (nodeAttributes1[3] != 0 && nodeAttributes2[3] != 0) {
170
- this.u_Data[i] = [
171
- nodeAttributes1[3],
172
- nodeAttributes2[3],
173
- currentNode[2],
174
- 0
175
- ];
176
- } else {
177
- const distx = vx * this.u_interval;
178
- const disty = vy * this.u_interval;
179
- const distLength = sqrt(distx * distx + disty * disty);
180
- this.u_Data[i] = [
181
- currentNode[0] + distx,
182
- currentNode[1] + disty,
183
- currentNode[2],
184
- distLength
185
- ];
186
- }
187
-
188
- // the avarage move distance
189
- // need to share memory
190
-
191
- }
192
- }
193
- `;
194
-
195
- export const gForceBundle = `{"shaders":{"WGSL":"","GLSL450":"","GLSL100":"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n#define SHIFT_20 1048576.0\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_damping;\\nuniform float u_maxSpeed;\\nuniform float u_minMovement;\\nuniform sampler2D u_AveMovement;\\nuniform vec2 u_AveMovementSize;\\nvec4 getDatau_AveMovement(vec2 address2D) {\\n return vec4(texture2D(u_AveMovement, address2D).rgba);\\n}\\nvec4 getDatau_AveMovement(float address1D) {\\n return getDatau_AveMovement(addrTranslation_1Dto2D(address1D, u_AveMovementSize));\\n}\\nvec4 getDatau_AveMovement(int address1D) {\\n return getDatau_AveMovement(float(address1D));\\n}\\nuniform float u_coulombDisScale;\\nuniform float u_factor;\\nuniform sampler2D u_NodeAttributeArray1;\\nuniform vec2 u_NodeAttributeArray1Size;\\nvec4 getDatau_NodeAttributeArray1(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributeArray1, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributeArray1(float address1D) {\\n return getDatau_NodeAttributeArray1(addrTranslation_1Dto2D(address1D, u_NodeAttributeArray1Size));\\n}\\nvec4 getDatau_NodeAttributeArray1(int address1D) {\\n return getDatau_NodeAttributeArray1(float(address1D));\\n}\\nuniform sampler2D u_NodeAttributeArray2;\\nuniform vec2 u_NodeAttributeArray2Size;\\nvec4 getDatau_NodeAttributeArray2(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributeArray2, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributeArray2(float address1D) {\\n return getDatau_NodeAttributeArray2(addrTranslation_1Dto2D(address1D, u_NodeAttributeArray2Size));\\n}\\nvec4 getDatau_NodeAttributeArray2(int address1D) {\\n return getDatau_NodeAttributeArray2(float(address1D));\\n}\\nuniform float u_interval;\\nivec2 unpack_float(float packedValue) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint packedIntValue = int(packedValue);\\nint v0 = packedIntValue / int(SHIFT_20);\\nreturn ivec2(v0, packedIntValue - (v0 * int(SHIFT_20)));}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat vx = currentNode.x - nextNode.x;\\nfloat vy = currentNode.y - nextNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat n_dist = (dist + 0.1) * u_coulombDisScale;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nvec4 attributesi = getDatau_NodeAttributeArray1(i);\\nvec4 attributesj = getDatau_NodeAttributeArray1(j);\\nfloat massi = attributesi.x;\\nfloat nodeStrengthi = attributesi.z;\\nfloat nodeStrengthj = attributesj.z;\\nfloat nodeStrength = (nodeStrengthi + nodeStrengthj) / 2.0;\\nfloat param = (nodeStrength * u_factor) / (n_dist * n_dist);\\nax += direx * param;\\nay += direy * param;}}\\nreturn vec2(ax, ay);}\\nvec2 calcGravity(int i, vec4 currentNode, vec4 attributes2) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat vx = currentNode.x - attributes2.x;\\nfloat vy = currentNode.y - attributes2.y;\\nfloat ax = vx * attributes2.z;\\nfloat ay = vy * attributes2.z;\\nreturn vec2(ax, ay);}\\nvec2 calcAttractive(int i, vec4 currentNode, vec4 attributes1) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat mass = attributes1.x;\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nivec2 compressed = unpack_float(currentNode.z);\\nint length = compressed.x;\\nint arr_offset = compressed.y;\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + (4 * p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = node_buffer.x;\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat vx = nextNode.x - currentNode.x;\\nfloat vy = nextNode.y - currentNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nfloat edgeLength = node_buffer.y;\\nfloat edgeStrength = node_buffer.z;\\nfloat diff = edgeLength - dist;\\nfloat param = (diff * edgeStrength) / mass;\\nax -= direx * param;\\nay -= direy * param;}\\nreturn vec2(ax, ay);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nvec4 movement = getDatau_AveMovement(0.0);\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nif ((i >= VERTEX_COUNT) || (movement.x < u_minMovement)) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes1 = getDatau_NodeAttributeArray1(i);\\nvec4 nodeAttributes2 = getDatau_NodeAttributeArray2(i);\\nvec2 repulsive = calcRepulsive(i, currentNode);\\nax += repulsive.x;\\nay += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode, nodeAttributes1);\\nax += attractive.x;\\nay += attractive.y;\\nvec2 gravity = calcGravity(i, currentNode, nodeAttributes2);\\nax -= gravity.x;\\nay -= gravity.y;\\nfloat param = u_interval * u_damping;\\nfloat vx = ax * param;\\nfloat vy = ay * param;\\nfloat vlength = sqrt((vx * vx) + (vy * vy)) + 0.0001;\\nif (vlength > u_maxSpeed) {float param2 = u_maxSpeed / vlength;\\nvx = param2 * vx;\\nvy = param2 * vy;}\\nif ((nodeAttributes1.w != 0.0) && (nodeAttributes2.w != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes1.w, nodeAttributes2.w, currentNode.z, 0.0));}else {float distx = vx * u_interval;\\nfloat disty = vy * u_interval;\\nfloat distLength = sqrt((distx * distx) + (disty * disty));\\ngl_FragColor = vec4(vec4(currentNode.x + distx, currentNode.y + disty, currentNode.z, distLength));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n"},"context":{"name":"","dispatch":[1,1,1],"threadGroupSize":[1,1,1],"maxIteration":1,"defines":[{"name":"MAX_EDGE_PER_VERTEX","type":"Float","runtime":true},{"name":"VERTEX_COUNT","type":"Float","runtime":true},{"name":"SHIFT_20","type":"Float","value":1048576,"runtime":false}],"uniforms":[{"name":"u_Data","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":false,"writeonly":false,"size":[1,1]},{"name":"u_damping","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_maxSpeed","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_minMovement","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_AveMovement","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_coulombDisScale","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_factor","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_NodeAttributeArray1","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_NodeAttributeArray2","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_interval","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]}],"globalDeclarations":[],"output":{"name":"u_Data","size":[1,1],"length":1},"needPingpong":true}}`;
196
-
197
- export const aveMovementCode = `
198
- const VERTEX_COUNT;
199
- @numthreads(1, 1, 1)
200
- class CalcAveMovement {
201
- @in
202
- u_Data: vec4[];
203
- @in
204
- u_iter: float;
205
- @in @out
206
- u_AveMovement: vec4[];
207
- @main
208
- compute() {
209
- let movement = 0;
210
- for (let j: int = 0; j < VERTEX_COUNT; j++) {
211
- const vertex = this.u_Data[j];
212
- movement += vertex[3];
213
- }
214
- movement = movement / float(VERTEX_COUNT);
215
- this.u_AveMovement[0] = [movement, 0, 0, 0];
216
- }
217
- }
218
- `;
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-
220
- export const aveMovementBundle = `{"shaders":{"WGSL":"","GLSL450":"","GLSL100":"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_iter;\\nuniform sampler2D u_AveMovement;\\nuniform vec2 u_AveMovementSize;\\nvec4 getDatau_AveMovement(vec2 address2D) {\\n return vec4(texture2D(u_AveMovement, address2D).rgba);\\n}\\nvec4 getDatau_AveMovement(float address1D) {\\n return getDatau_AveMovement(addrTranslation_1Dto2D(address1D, u_AveMovementSize));\\n}\\nvec4 getDatau_AveMovement(int address1D) {\\n return getDatau_AveMovement(float(address1D));\\n}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat movement = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {vec4 vertex = getDatau_Data(j);\\nmovement += vertex.w;}\\nmovement = movement / float(VERTEX_COUNT);\\ngl_FragColor = vec4(vec4(movement, 0.0, 0.0, 0.0));if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n"},"context":{"name":"","dispatch":[1,1,1],"threadGroupSize":[1,1,1],"maxIteration":1,"defines":[{"name":"VERTEX_COUNT","type":"Float","runtime":true}],"uniforms":[{"name":"u_Data","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_iter","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_AveMovement","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":false,"writeonly":false,"size":[1,1]}],"globalDeclarations":[],"output":{"name":"u_AveMovement","size":[1,1],"length":1},"needPingpong":true}}`;