@neo4j-nvl/base 1.1.0 → 1.2.0-090ec876
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.
- package/CHANGELOG.md +25 -0
- package/dist/base.mjs +1 -1
- package/dist/types/index.d.ts +20 -1
- package/dist/types/layouts/d3forcelayout/__mocks__/d3ForceLayout.d.ts +10 -0
- package/dist/types/layouts/d3forcelayout/constants.d.ts +0 -1
- package/dist/types/layouts/d3forcelayout/d3ForceLayout.d.ts +20 -20
- package/dist/types/layouts/d3forcelayout/d3ForceLayout.test.d.ts +1 -0
- package/dist/types/layouts/d3forcelayout/types.d.ts +5 -6
- package/dist/types/layouts/forcedirectedlayout/physlayout/PhysLayout.d.ts +17 -13
- package/dist/types/layouts/forcedirectedlayout/physlayout/shaders/multilevel-fragment.d.ts +1 -1
- package/dist/types/layouts/forcedirectedlayout/physlayout/shaders/multilevel-repulsive-fragment.d.ts +1 -1
- package/dist/types/layouts/forcedirectedlayout/physlayout/shaders/multilevel-update-fragment.d.ts +1 -1
- package/dist/types/layouts/forcedirectedlayout/physlayout/shaders/sim-vertex.d.ts +1 -1
- package/dist/types/layouts/forcedirectedlayout/physlayout/solarmerger/SolarMerger.bench.d.ts +1 -0
- package/dist/types/layouts/gridLayout/GridLayout.d.ts +25 -9
- package/dist/types/modules/NvlController.d.ts +25 -4
- package/dist/types/modules/NvlController.test.d.ts +1 -0
- package/dist/types/modules/Shader.d.ts +1 -1
- package/dist/types/modules/state/types.d.ts +32 -13
- package/dist/types/renderers/domrenderer/BaseRenderer.d.ts +1 -1
- package/dist/types/renderers/domrenderer/BaseRenderer.test.d.ts +1 -0
- package/dist/types/renderers/domrenderer/canvasrenderer/CanvasRenderer.d.ts +2 -36
- package/dist/types/renderers/domrenderer/canvasrenderer/arrowDrawing.d.ts +168 -0
- package/dist/types/renderers/domrenderer/canvasrenderer/arrowDrawing.test.d.ts +1 -0
- package/dist/types/renderers/domrenderer/canvasrenderer/nodeDrawing.d.ts +109 -0
- package/dist/types/renderers/domrenderer/canvasrenderer/nodeDrawing.test.d.ts +1 -0
- package/dist/types/renderers/domrenderer/shared/ImageCache.d.ts +3 -2
- package/dist/types/renderers/domrenderer/shared/arrows/ArrowBundle.d.ts +18 -2
- package/dist/types/renderers/domrenderer/shared/arrows/ArrowBundler.d.ts +10 -0
- package/dist/types/renderers/domrenderer/shared/nodes/nodes.d.ts +53 -1
- package/dist/types/renderers/domrenderer/shared/util.d.ts +6 -1
- package/dist/types/renderers/domrenderer/shared/wordwrap.d.ts +12 -1
- package/dist/types/renderers/domrenderer/svgrenderer/SvgRenderer.d.ts +1 -3
- package/dist/types/renderers/domrenderer/svgrenderer/arrowDrawing.d.ts +59 -0
- package/dist/types/renderers/domrenderer/svgrenderer/arrowDrawing.test.d.ts +1 -0
- package/dist/types/renderers/domrenderer/svgrenderer/nodeDrawing.d.ts +16 -0
- package/dist/types/renderers/domrenderer/svgrenderer/nodeDrawing.test.d.ts +1 -0
- package/dist/types/renderers/domrenderer/svgrenderer/svgUtils.d.ts +33 -141
- package/dist/types/renderers/domrenderer/svgrenderer/svgUtils.test.d.ts +1 -0
- package/dist/types/renderers/webglrenderer/Renderer.d.ts +1 -2
- package/dist/types/renderers/webglrenderer/node-animation-fragment.d.ts +1 -1
- package/dist/types/renderers/webglrenderer/node-animation-vertex.d.ts +1 -1
- package/dist/types/renderers/webglrenderer/node-fragment-point.d.ts +1 -1
- package/dist/types/renderers/webglrenderer/node-vertex-point.d.ts +1 -1
- package/dist/types/renderers/webglrenderer/rel-fragment-line.d.ts +1 -1
- package/dist/types/renderers/webglrenderer/rel-vertex-line.d.ts +1 -1
- package/dist/types/renderers/webglrenderer/viewport-box-fragment.d.ts +1 -1
- package/dist/types/renderers/webglrenderer/viewport-box-vertex.d.ts +1 -1
- package/dist/types/utils/canvasManagement.d.ts +1 -1
- package/dist/types/utils/constants.d.ts +8 -2
- package/dist/types/utils/geometry.d.ts +4 -0
- package/dist/types/utils/layoutSeeding.d.ts +7 -0
- package/dist/types/utils/layoutSeeding.test.d.ts +1 -0
- package/dist/types/utils/segmentAnalytics.d.ts +2 -2
- package/package.json +8 -6
- package/dist/types/layouts/forcedirectedlayout/physlayout/shaders/multilevel-fragment-verlet.d.ts +0 -2
- package/dist/types/layouts/forcedirectedlayout/physlayout/shaders/multilevel-repulsive-fragment-verlet.d.ts +0 -2
- package/dist/types/layouts/forcedirectedlayout/physlayout/shaders/workaround-fragment.d.ts +0 -2
- package/dist/types/renderers/domrenderer/canvasrenderer/canvasUtils.d.ts +0 -56
- package/dist/types/renderers/domrenderer/shared/nodes/nodeUtils.d.ts +0 -29
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import type { Point } from '../../../utils/geometry';
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/**
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*
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*
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* @param
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*
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* @param
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* @param
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* @param apexPoint - The apex (top) point of the loop
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* @param control1Point - The first control point
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* @param control2Point - The second control point
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* @returns SVG path string
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* Creates an SVG image element for an icon
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*
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* @param nodeX - The x-coordinate of the node
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* @param nodeY - The y-coordinate of the node
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* @param iconXPos - The x-position of the icon relative to the node
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* @param iconYPos - The y-position of the icon relative to the node
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* @param iconSize - The size of the icon
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* @param image - The image to use for the icon
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* @param isDisabled - Whether the icon should be disabled
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*/
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export declare const
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export declare const createSvgIconElement: (options: {
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nodeX: number;
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nodeY: number;
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iconXPos: number;
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iconYPos: number;
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iconSize: number;
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image: HTMLCanvasElement;
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isDisabled: boolean;
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}) => SVGImageElement;
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*
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* @
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* Calculates the SVG transform string for viewport positioning
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*
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* @param width - SVG viewport width
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* @param height - SVG viewport height
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* @param zoom - Zoom level multiplier
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* @param panX - Pan offset in X direction
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* @param panY - Pan offset in Y direction
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* @returns SVG transform string with translate and scale operations
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export declare const
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export declare const calculateSvgTransform: (width: number, height: number, zoom: number, panX: number, panY: number) => string;
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*
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* @param
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* @param rings - Selection rings configuration
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* @param pixelRatio - Device pixel ratio
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* @returns Array of SVG polygon elements [rings..., arrowhead]
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* Applies text styles to an SVG tspan element based on a style string
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* @param {SVGTSpanElement} tspanElem - The SVG tspan element to style
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* @param {string} styleStr - Comma-separated style string (e.g., "bold,italic")
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export declare const
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tip: Point;
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base1: Point;
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base2: Point;
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}, fillColor: string, rings: Array<{
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color: string;
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width: number;
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}>, pixelRatio: number) => SVGPolygonElement[];
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export declare const applySvgTextStyles: (tspanElem: SVGTSpanElement, styleStr: string) => void;
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/**
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* Creates an SVG text element with styled spans
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dominantBaseline: string;
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lineSpans:
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lineSpans: {
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text: string;
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}
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}[];
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}) => SVGTextElement;
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/**
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* Creates an SVG path element with selection rings
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* @param strokeColor - Stroke color for the path
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* @param strokeWidth - Stroke width for the path
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* @param rings - Selection rings configuration
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* @param pixelRatio - Device pixel ratio
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* @returns Array of SVG path elements [rings..., path]
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export declare const createPathWithRings: (pathData: string, strokeColor: string, strokeWidth: number, rings: Array<{
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width: number;
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}>, pixelRatio: number) => SVGPathElement[];
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/**
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* Creates an SVG polyline element with selection rings
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* @param points - Polyline points string
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* @param strokeColor - Stroke color for the polyline
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* @param strokeWidth - Stroke width for the polyline
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* @param rings - Selection rings configuration
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* @param pixelRatio - Device pixel ratio
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export declare const createPolylineWithRings: (points: string, strokeColor: string, strokeWidth: number, rings: Array<{
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}>, pixelRatio: number) => SVGPolylineElement[];
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/**
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* Calculates arrowhead geometry for relationship endpoints (SVG-specific)
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* @param point1 - First point (direction from)
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export declare const getArrowheadGeometry: (point1: {
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}, arrowLength: number, arrowWidth: number, offsetFactor?: number) => {
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tip: {
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};
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base1: {
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};
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angle: number;
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};
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* Calculates the proper angle for relationship labels to prevent upside-down text (SVG-specific)
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* @returns The corrected angle in degrees
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export declare const getCorrectLabelAngle: (angle: number) => number;
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* Processes caption data for SVG rendering
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* @param captions - Array of caption objects with value and styles
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export declare const getGroupedTextSpans: (lineText: string, stylesPerChar: string[][], startCharIndex: number) => {
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}[];
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* Creates an SVG image element for node icons
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export declare const createSvgIconElement: (options: {
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}) => SVGImageElement;
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export {};
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constructor(gl: WebGLRenderingContext, nodes: DataSet<Node>, rels: DataSet<Relationship>, state: NvlState);
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constructor(gl: WebGL2RenderingContext, nodes: DataSet<Node>, rels: DataSet<Relationship>, state: NvlState);
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declare const _default: "
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declare const _default: "#version 300 es\nprecision lowp float;\n\nuniform mediump float u_zoom;\nuniform lowp float u_animPos;\nuniform mediump float u_glAdjust;\n\nin lowp vec4 color;\nin lowp float varNodeSize;\n\nout vec4 fragColor;\n\nmediump float circleSize = 0.50;\n\nvoid main(void) {\n\n lowp float dist = distance(gl_PointCoord, vec2(0.5));\n\n if (dist > 0.51) {\n discard;\n }\n else {\n lowp float alpha = 1.0 - smoothstep(circleSize - (1.0 / (varNodeSize * 2.0 * u_zoom * u_glAdjust)), circleSize, dist);\n lowp float pulseAlpha = 0.9 - 0.9 * u_animPos;\n fragColor = vec4(color.xyz, 1.0) * alpha * pulseAlpha;\n }\n}\n";
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declare const _default: "#version 300 es\nuniform mat4 u_projection;\nuniform sampler2D u_positions;\nuniform lowp float u_animPos;\nuniform mediump float u_zoom;\nuniform mediump float u_glAdjust;\n\nin float a_size;\nin lowp vec2 a_index;\nin lowp vec4 a_color;\nin lowp float a_active;\n\nout lowp float varNodeSize;\nout lowp vec4 color;\n\nvoid main(void) {\n vec4 data = texture(u_positions, a_index);\n\n gl_Position = u_projection * vec4(data.xy, 0.0, 1.0);\n\n float nodeSize = a_size * u_zoom * u_glAdjust;\n nodeSize = nodeSize * (0.4 / 0.5); // Remove extra space added for shadow and selection ring\n\n gl_PointSize = a_active > 0.5\n ? nodeSize + 0.88 * nodeSize * u_animPos\n : 0.0;\n\n color = a_color;\n varNodeSize = a_size;\n}";
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declare const _default: "#version 300 es\nprecision lowp float;\n\nuniform mediump float u_zoom;\nuniform mediump float u_glAdjust;\n\nin lowp vec4 color;\nin lowp float drawDefaultBorder;\nin lowp vec3 nodeBorderColor;\nin lowp vec3 selectedBorderColor;\nin lowp vec3 selectedInnerBorderColor;\nin lowp vec3 shadowColor;\nin lowp float selected;\nin lowp float hovered;\nin lowp float varNodeSize;\n\nout vec4 fragColor;\n\nmediump float circleSize = 0.40;\nmediump float defaultBoderSize = 0.42;\nmediump float innerSelectedRingSize = 0.43;\nmediump float outerSelectedRingSize = 0.47;\nmediump float shadowSize = 0.51;\n\nlowp float getShadowAlpha(lowp float size, lowp float dist) {\n return (1.0 - smoothstep(size, shadowSize, dist)) * 0.25;\n}\n\nlowp float getCircleAlpha(lowp float ringSize, lowp float nodeSize, lowp float dist) {\n return color.w - smoothstep(ringSize - nodeSize, ringSize, dist);\n}\n\nvoid main() {\n lowp float dist = distance(gl_PointCoord, vec2(0.5));\n\n if (dist > 0.51) {\n discard;\n }\n else {\n lowp float nodeSize = 1.0 / varNodeSize;\n lowp float nodeAlpha = getCircleAlpha(circleSize, nodeSize, dist);\n lowp float borderAlpha = getCircleAlpha(defaultBoderSize, nodeSize, dist);\n lowp float ringAlpha = getCircleAlpha(innerSelectedRingSize, nodeSize, dist);\n lowp vec3 finalColor = color.xyz;\n lowp float finalAlpha = nodeAlpha;\n\n if (selected > 0.0) {\n lowp float shadowAlpha = getShadowAlpha(outerSelectedRingSize, dist);\n lowp float ringAlpha2 = getCircleAlpha(outerSelectedRingSize, nodeSize, dist);\n\n if (drawDefaultBorder > 0.0) {\n finalColor = mix(nodeBorderColor, finalColor, nodeAlpha);\n finalColor = mix(selectedInnerBorderColor, finalColor, borderAlpha);\n finalColor = mix(selectedBorderColor, finalColor, ringAlpha);\n finalColor = mix(shadowColor, finalColor, ringAlpha2);\n finalAlpha = max(shadowAlpha, max(nodeAlpha, max(borderAlpha, ringAlpha2)));\n } else {\n finalColor = mix(selectedInnerBorderColor, finalColor, nodeAlpha);\n finalColor = mix(selectedBorderColor, finalColor, ringAlpha);\n finalColor = mix(shadowColor, finalColor, ringAlpha2);\n finalAlpha = max(shadowAlpha, max(nodeAlpha, max(ringAlpha, ringAlpha2)));\n }\n } else if (hovered > 0.0) {\n if (drawDefaultBorder > 0.0) {\n lowp float shadowAlpha = getShadowAlpha(defaultBoderSize, dist);\n \n finalColor = mix(nodeBorderColor, finalColor, nodeAlpha);\n finalColor = mix(shadowColor, finalColor, borderAlpha);\n finalAlpha = max(shadowAlpha, max(nodeAlpha, ringAlpha));\n } else {\n lowp float shadowAlpha = getShadowAlpha(circleSize, dist);\n\n finalColor = mix(shadowColor, finalColor, nodeAlpha);\n finalAlpha = max(shadowAlpha, nodeAlpha);\n }\n } else {\n if (drawDefaultBorder > 0.0) {\n finalColor = mix(nodeBorderColor, finalColor, nodeAlpha);\n finalAlpha = borderAlpha;\n }\n }\n fragColor = vec4(finalColor, 1.0) * finalAlpha;\n }\n}\n";
|
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2
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export default _default;
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@@ -1,2 +1,2 @@
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1
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-
declare const _default: "
|
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1
|
+
declare const _default: "#version 300 es\nuniform mat4 u_projection;\nuniform sampler2D u_positions;\nuniform mediump float u_zoom;\nuniform mediump float u_glAdjust;\nuniform lowp vec3 u_nodeBorderColor;\nuniform lowp vec3 u_selectedBorderColor;\nuniform lowp vec3 u_selectedInnerBorderColor;\nuniform lowp vec3 u_shadowColor;\nuniform lowp float u_drawDefaultBorder;\n\nin float a_size;\nin lowp vec2 a_index;\nin lowp vec4 a_color;\nin lowp float a_selected;\nin lowp float a_hovered;\n\nout lowp vec4 color;\nout lowp float selected;\nout lowp float hovered;\nout lowp float varNodeSize;\nout lowp vec3 nodeBorderColor;\nout lowp vec3 selectedBorderColor;\nout lowp vec3 selectedInnerBorderColor;\nout lowp vec3 shadowColor;\nout lowp float drawDefaultBorder;\n\nlowp float MinNodeSize = 5.0;\n\nvoid main(void) {\n vec4 data = texture(u_positions, a_index);\n gl_Position = u_projection * vec4(data.xy, 0.0, 1.0);\n\n lowp float nodeSize = a_size * u_zoom * u_glAdjust;\n if (nodeSize < MinNodeSize) {\n gl_PointSize = MinNodeSize;\n varNodeSize = MinNodeSize;\n } else {\n gl_PointSize = nodeSize;\n varNodeSize = nodeSize;\n }\n\n color = a_color;\n selected = a_selected;\n hovered = a_hovered;\n nodeBorderColor = u_nodeBorderColor;\n selectedBorderColor = u_selectedBorderColor;\n selectedInnerBorderColor = u_selectedInnerBorderColor;\n shadowColor = u_shadowColor;\n drawDefaultBorder = u_drawDefaultBorder;\n}";
|
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2
2
|
export default _default;
|
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@@ -1,2 +1,2 @@
|
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1
|
-
declare const _default: "
|
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1
|
+
declare const _default: "#version 300 es\nprecision lowp float;\n\nin lowp vec4 color;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vec4(color.xyz, 1.0) * color.w;\n}\n";
|
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2
2
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export default _default;
|
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@@ -1,2 +1,2 @@
|
|
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1
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-
declare const _default: "
|
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1
|
+
declare const _default: "#version 300 es\nuniform mat4 u_projection;\nuniform sampler2D u_positions;\nuniform mediump float u_glAdjust;\n\nin vec2 a_from;\nin vec2 a_to;\nin lowp vec4 a_color;\nin lowp float a_triside;\nin float a_width;\n\nout lowp vec4 color;\n\nvoid main(void) {\n vec4 from = texture(u_positions, a_from);\n vec4 to = texture(u_positions, a_to);\n vec2 direction = normalize(to.xy - from.xy);\n direction = vec2(-direction.y, direction.x);\n\n float width = a_width * u_glAdjust * 0.5;\n\n if (a_triside == 0.0) {\n from.y += (width / 2.0) * direction.y;\n from.x += (width / 2.0) * direction.x;\n } else {\n from.y -= (width / 2.0) * direction.y;\n from.x -= (width / 2.0) * direction.x;\n }\n\n color = a_color;\n gl_Position = u_projection * vec4(from.xy, 0.0, 1.0);\n}\n";
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2
2
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export default _default;
|
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@@ -1,2 +1,2 @@
|
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1
|
-
declare const _default: "\
|
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1
|
+
declare const _default: "#version 300 es\nprecision lowp float;\n\nin lowp vec4 minimapViewportBoxColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = minimapViewportBoxColor;\n}\n";
|
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2
2
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export default _default;
|
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@@ -1,2 +1,2 @@
|
|
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1
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-
declare const _default: "\
|
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1
|
+
declare const _default: "#version 300 es\nin vec2 coordinates;\nuniform mat4 u_projection;\nuniform lowp vec4 u_minimapViewportBoxColor;\n\nout lowp vec4 minimapViewportBoxColor;\n\nvoid main(void) {\n gl_Position = u_projection * vec4(coordinates, 0.0, 1.0);\n minimapViewportBoxColor = u_minimapViewportBoxColor;\n}\n";
|
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2
2
|
export default _default;
|
|
@@ -13,7 +13,7 @@ export declare const createCanvasForScreenshot: (fullWidth: number, fullHeight:
|
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13
13
|
export declare const createCanvasForRenderer: (parent?: HTMLElement, onContextLostCallback?: (e: WebGLContextEvent) => void) => HTMLCanvasElement;
|
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14
14
|
export declare const removeCanvas: (canvas: HTMLCanvasElement) => void;
|
|
15
15
|
export declare const getCanvas2DContext: (canvas: HTMLCanvasElement) => CanvasRenderingContext2D;
|
|
16
|
-
export declare const getWebGLContext: (canvas: HTMLCanvasElement) =>
|
|
16
|
+
export declare const getWebGLContext: (canvas: HTMLCanvasElement) => WebGL2RenderingContext | null;
|
|
17
17
|
export declare const removeWebGLContext: (webGLCtx: WebGLRenderingContext) => void;
|
|
18
18
|
export declare const checkWebGLAvailability: (canvas?: HTMLCanvasElement) => boolean;
|
|
19
19
|
/**
|
|
@@ -3,9 +3,13 @@ export declare const SpringTextureSize = 4096;
|
|
|
3
3
|
export declare const MaxIndexBuffer = 65536;
|
|
4
4
|
export declare const MinRelLength = 100;
|
|
5
5
|
export declare const Gravity = 25;
|
|
6
|
-
export declare const SimulationStopVelocity =
|
|
7
|
-
export declare const VerletSimulationStopVelocity = 0.25;
|
|
6
|
+
export declare const SimulationStopVelocity = 0.25;
|
|
8
7
|
export declare const MappingEnd = 999999;
|
|
8
|
+
export declare const LayoutStepIntervalMs = 13;
|
|
9
|
+
export declare const DefaultMaxFps = 30;
|
|
10
|
+
export declare const DefaultMinFps = 3;
|
|
11
|
+
export declare const MinAllowedFps = 1;
|
|
12
|
+
export declare const MaxAllowedFps = 120;
|
|
9
13
|
export declare const ActiveAnimDuration = 1000;
|
|
10
14
|
export declare const DefaultNodeSize = 25;
|
|
11
15
|
export declare const DefaultNodeColor = "#FFDF81";
|
|
@@ -40,4 +44,6 @@ export declare const GlAdjust: number;
|
|
|
40
44
|
*/
|
|
41
45
|
export declare const getDevicePixelRatio: () => number;
|
|
42
46
|
export declare const HtmlCaptionMinWidthThreshold = 5;
|
|
47
|
+
/** Min on-screen icon size (px) before we skip drawing; avoids unreadable bitmaps when zoomed out. */
|
|
48
|
+
export declare const MinNodeIconScreenPx = 10;
|
|
43
49
|
export declare const allowedWrappers: string[];
|
|
@@ -9,6 +9,10 @@ export interface Point {
|
|
|
9
9
|
y: number;
|
|
10
10
|
}
|
|
11
11
|
export declare const isPointDefined: (point: Point | Node) => boolean;
|
|
12
|
+
/**
|
|
13
|
+
* Returns true when value is a finite number (not NaN or Infinity).
|
|
14
|
+
*/
|
|
15
|
+
export declare const isValidFiniteNumber: (value: unknown) => value is number;
|
|
12
16
|
/**
|
|
13
17
|
* This function checks if the coordinates are defined.
|
|
14
18
|
* @param from - The {@link Node} the edge starts from.
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
import type { Point } from './geometry';
|
|
2
|
+
export type SeedingMethod = 'box' | 'circle';
|
|
3
|
+
export declare const getCircleSeedRadius: (nodeCount: number, seedSpacing: number) => number;
|
|
4
|
+
export declare const getBoxStartSize: (nodeCount: number) => number;
|
|
5
|
+
export declare const getCirclePositionsForNodeCount: (nodeCount: number, center: Point, radius: number) => Point[];
|
|
6
|
+
export declare const getBoxPositionsForNodeCount: (nodeCount: number, center: Point) => Point[];
|
|
7
|
+
export declare const getSeedPositions: (nodeCount: number, seedingMethod: SeedingMethod, center?: Point) => Point[];
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export {};
|
|
@@ -24,7 +24,7 @@ export declare abstract class AnalyticsFunction {
|
|
|
24
24
|
/**
|
|
25
25
|
* Get/fetch unique segment Id from the localstorage.
|
|
26
26
|
*/
|
|
27
|
-
abstract getSegmentTrackingId():
|
|
27
|
+
abstract getSegmentTrackingId(): string;
|
|
28
28
|
/**
|
|
29
29
|
* Track arbitrary event.
|
|
30
30
|
*/
|
|
@@ -44,7 +44,7 @@ export declare class SegmentAnalytics implements AnalyticsFunction {
|
|
|
44
44
|
}): Promise<void>;
|
|
45
45
|
identify(): void;
|
|
46
46
|
loadSavedSegmentId(): string;
|
|
47
|
-
getSegmentTrackingId():
|
|
47
|
+
getSegmentTrackingId(): string;
|
|
48
48
|
saveTrackingId(segmentId: string): void;
|
|
49
49
|
private ready;
|
|
50
50
|
}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@neo4j-nvl/base",
|
|
3
|
-
"version": "1.
|
|
3
|
+
"version": "1.2.0-090ec876",
|
|
4
4
|
"license": "SEE LICENSE IN 'LICENSE.txt'",
|
|
5
5
|
"homepage": "https://neo4j.com/docs/nvl/current/",
|
|
6
6
|
"description": "Base library for the Neo4j Visualization Library",
|
|
@@ -23,25 +23,26 @@
|
|
|
23
23
|
"build:dev": "yarn global:tsc && webpack --mode development",
|
|
24
24
|
"watch": "concurrently 'tsc -w' 'webpack -w --mode development' -k -n 'tsc,webpack' -c 'cyan,magenta'",
|
|
25
25
|
"test": "yarn global:jest",
|
|
26
|
+
"test:perf": "yarn global:jest --testPathPattern='.bench.' --testPathIgnorePatterns=",
|
|
26
27
|
"eslint": "yarn global:eslint ./src/",
|
|
27
28
|
"coverage": "yarn test --coverage --silent",
|
|
28
29
|
"prepack": "cp ../../LICENSE.txt ./ && cp ../../CHANGELOG.md ./",
|
|
29
30
|
"postpack": "rm LICENSE.txt && rm CHANGELOG.md"
|
|
30
31
|
},
|
|
31
32
|
"dependencies": {
|
|
32
|
-
"@neo4j-nvl/layout-workers": "1.
|
|
33
|
+
"@neo4j-nvl/layout-workers": "1.2.0-090ec876",
|
|
33
34
|
"@segment/analytics-next": "1.81.1",
|
|
34
35
|
"color-string": "1.9.1",
|
|
35
36
|
"d3-force": "3.0.0",
|
|
36
37
|
"gl-matrix": "3.4.4",
|
|
37
38
|
"glsl-inject-defines": "1.0.3",
|
|
38
|
-
"lodash": "4.
|
|
39
|
+
"lodash": "4.18.1",
|
|
39
40
|
"loglevel": "1.9.2",
|
|
40
41
|
"mobx": "3.6.2",
|
|
41
42
|
"node-pid-controller": "1.0.1",
|
|
42
43
|
"resizelistener": "1.1.0",
|
|
43
44
|
"tinycolor2": "1.6.0",
|
|
44
|
-
"uuid": "
|
|
45
|
+
"uuid": "14.0.0"
|
|
45
46
|
},
|
|
46
47
|
"devDependencies": {
|
|
47
48
|
"@babel/core": "7.28.5",
|
|
@@ -53,10 +54,11 @@
|
|
|
53
54
|
"babel-loader": "8.4.1",
|
|
54
55
|
"copy-webpack-plugin": "11.0.0",
|
|
55
56
|
"neo4j-driver": "5.28.2",
|
|
56
|
-
"webpack": "5.
|
|
57
|
+
"webpack": "5.104.1",
|
|
57
58
|
"webpack-cli": "5.1.4"
|
|
58
59
|
},
|
|
59
60
|
"peerDependencies": {
|
|
60
61
|
"neo4j-driver": "*"
|
|
61
|
-
}
|
|
62
|
+
},
|
|
63
|
+
"stableVersion": "1.2.0"
|
|
62
64
|
}
|
package/dist/types/layouts/forcedirectedlayout/physlayout/shaders/multilevel-fragment-verlet.d.ts
DELETED
|
@@ -1,2 +0,0 @@
|
|
|
1
|
-
declare const _default: "precision mediump float;\n\nuniform sampler2D u_physData;\nuniform sampler2D u_connections;\nuniform sampler2D u_connectionOffsets;\nuniform sampler2D u_pinnedNodes;\nuniform sampler2D u_sizeTexture;\nuniform float u_baseLength;\nuniform float u_curIteration;\nuniform float u_iterationMultiplier;\nuniform vec2 u_gravityCenter;\nuniform float u_numNodes;\nuniform float u_gravity;\n\nuniform sampler2D u_clusterData;\nuniform sampler2D u_prevForce;\nuniform float u_collisionMultiplier;\n\n\nfloat DAMP = 0.6;\nfloat COOL = 0.99998;\nfloat TEMP = max(0.02, pow(COOL, u_curIteration));\nfloat TIMESTEP = 1.0 / 30.0;\nfloat VELOCITYDECAY = 0.6;\nfloat accLimitLow = 500000.0;\nfloat accLimitHigh = 750000.0;\nfloat accLimitPosHigh = 10000000.0;\n\nconst float denseNodeThreshold = 1000.0;\nconst float MIN_DISTANCE = 0.00000001;\nconst float MAX_DISTANCE = 1000000000.0;\nconst float MAX_ACCELERATION = 50000.0;\n\nvec4 getTextureData(sampler2D texture, float index, float base) {\n float x = mod(index, base);\n float y = (index - x) / base;\n return texture2D(texture, vec2(x + 0.5, y + 0.5) / base);\n}\n\nbool isNan(float val) {\n return (val < 0.0 || 0.0 < val || val == 0.0) ? false : true;\n}\n\nconst float BIG_NUMBER = 999999999999999999.0;\nbool isInf(float val) {\n return val > BIG_NUMBER || val < -BIG_NUMBER;\n}\n\nvec2 getDelta(vec2 v1, vec2 v2) {\n vec2 delta = v1 - v2;\n float dist = length(delta);\n if (dist < MIN_DISTANCE || isNan(dist)) {\n return vec2(MIN_DISTANCE, MIN_DISTANCE);\n }\n if (dist > MAX_DISTANCE) {\n vec2 normDelta = delta / dist;\n return normDelta * MAX_DISTANCE;\n }\n return delta;\n}\n\nvec4 getOtherNodePosition(float i) {\n return getTextureData(u_physData, i, 256.0);\n}\n\nfloat getCombinedNodeSize(float i, float nodeSize) {\n float otherNodeSize = getTextureData(u_sizeTexture, i, 256.0).a;\n return nodeSize + otherNodeSize;\n}\n\nvec2 getSpringForce(float curConnection, float numConnections, float springFScale, vec4 myPosition, float i) {\n float curSpring = getTextureData(u_connections, curConnection + i, 4096.0).a;\n\n vec4 otherPosition = getTextureData(u_physData, curSpring, 256.0);\n float otherDataPosition = getTextureData(u_connectionOffsets, curSpring, 256.0).a;\n float avgDegree;\n#if INTEL_WORKAROUND\n avgDegree = max(numConnections, 4.0);\n#else\n float otherNumConnections = getTextureData(u_connections, otherDataPosition, 4096.0).a;\n avgDegree = max((otherNumConnections + numConnections * 3.0) / 4.0, 4.0);\n#endif\n\n vec2 delta = getDelta(myPosition.xy, otherPosition.xy);\n float dist = length(delta);\n\n float F = (dist * dist * springFScale) / (u_baseLength * avgDegree);\n if (u_collisionMultiplier > 0.0) {\n F *= u_collisionMultiplier;\n }\n return (-delta / dist) * F;\n}\n\nvec2 getCollisionForce(float combinedNodeSize, float dist, float fScale, vec2 delta) {\n float collisionForce = (combinedNodeSize - dist) / (dist);\n if (u_collisionMultiplier > 0.0) {\n collisionForce *= u_collisionMultiplier;\n }\n return (delta * collisionForce * fScale * combinedNodeSize) / (combinedNodeSize + 1.0);\n}\n\nvec2 getRepulsionForce(float dist, float fScale, vec2 delta) {\n float F = (u_baseLength * u_baseLength * fScale) / (dist);\n return (delta / dist) * F * 0.05;\n}\n\nvoid main(void) {\n float textureSide = 256.0; //#TEXTURE_SIDE#;\n float index = (gl_FragCoord.x - 0.5) + (gl_FragCoord.y - 0.5) * textureSide;\n\n if (index >= u_numNodes) {\n discard;\n }\n\n vec4 clusterData = getTextureData(u_clusterData, index, 256.0);\n\n float clusterIndex = clusterData.x;\n float clusterStartIndex = clusterData.y;\n float clusterSize = clusterData.z;\n float clusterWeight = clusterData.w;\n\n vec4 myPosition = getTextureData(u_physData, index, 256.0);\n vec4 previousForce = getTextureData(u_prevForce, clusterIndex, 256.0);\n\n vec2 acceleration = previousForce.xy;\n\n float isPinned = getTextureData(u_pinnedNodes, index, 256.0).a;\n float nodeSize = getTextureData(u_sizeTexture, index, 256.0).a;\n\n if (isPinned > 0.5) {\n gl_FragColor = vec4(myPosition.xy, 0.0, 0.0);\n return;\n }\n\n float curConnection = getTextureData(u_connectionOffsets, index, 256.0).a;\n float numConnections = getTextureData(u_connections, curConnection, 4096.0).a;\n\n float fScale = 1.0 + sqrt(u_iterationMultiplier);\n float springFScale = fScale;\n\n if (numConnections > denseNodeThreshold) {\n springFScale = sqrt(fScale);\n }\n\n float numOfRels = 0.0;\n\n // Springs\n for (float i = 1.0; i <= 256.0 * 256.0; i++) {\n if (numOfRels >= numConnections) {\n break;\n }\n acceleration += getSpringForce(curConnection, numConnections, springFScale, myPosition, i);\n numOfRels += 1.0;\n }\n\n // Repulsion && collision detection\n if (u_collisionMultiplier > 0.0) {\n float number_of_collisions = 0.0;\n for (float i = 0.0; i < 256.0 * 256.0; i++) {\n if (i >= u_numNodes) {\n break;\n }\n\n if (i == index) {\n continue;\n }\n\n vec4 otherPosition = getOtherNodePosition(i);\n vec2 delta = getDelta(myPosition.xy, otherPosition.xy);\n float dist = length(delta);\n float combinedNodeSize = getCombinedNodeSize(i, nodeSize) * 2.0;\n\n if (dist < combinedNodeSize && number_of_collisions < 40.0) {\n number_of_collisions++;\n acceleration += getCollisionForce(combinedNodeSize, dist, fScale, delta);\n }\n\n if (i >= clusterStartIndex && i < clusterStartIndex + clusterSize) {\n acceleration += getRepulsionForce(dist, fScale, delta);\n }\n }\n } else {\n for (float i = 0.0; i < 256.0 * 256.0; i++) {\n if (i >= clusterStartIndex + clusterSize || i >= u_numNodes) {\n break;\n }\n\n if (i < clusterStartIndex || i == index) {\n continue;\n }\n\n vec4 otherPosition = getOtherNodePosition(i);\n vec2 delta = getDelta(myPosition.xy, otherPosition.xy);\n float dist = length(delta);\n float combinedNodeSize = getCombinedNodeSize(i, nodeSize);\n\n if (dist < combinedNodeSize) {\n acceleration += getCollisionForce(combinedNodeSize, dist, fScale, delta);\n }\n\n acceleration += getRepulsionForce(dist, fScale, delta);\n }\n }\n\n // Gravity\n vec2 delta = getDelta(u_gravityCenter, myPosition.xy);\n float dist = length(delta);\n\n vec2 grav = (delta / dist) * u_gravity * fScale * (dist / 1000.0);\n acceleration += grav;\n\n float accMagnitude = length(acceleration);\n acceleration *= min(MAX_ACCELERATION, accMagnitude) / accMagnitude;\n\n float iterationFrictionThreshold = 1000.0;\n\n if (u_curIteration > iterationFrictionThreshold) {\n float friction = 1.0 + pow((u_curIteration - iterationFrictionThreshold), 2.0) / 100.0;\n acceleration *= 1.0 / friction;\n }\n\n if (u_curIteration == 0.0) {\n gl_FragColor = vec4(myPosition.xy, myPosition.zw);\n } else {\n vec2 prevVelocity = myPosition.zw;\n vec2 currentPos = myPosition.xy;\n vec2 prevPos = currentPos - prevVelocity;\n\n vec2 newPos = currentPos + TEMP * ( DAMP * (prevVelocity) + acceleration * TIMESTEP * TIMESTEP);\n vec2 newVelocity = newPos - currentPos;\n gl_FragColor = vec4(newPos, newVelocity);\n }\n}";
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export default _default;
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declare const _default: "precision mediump float;\nuniform sampler2D u_physData;\nuniform sampler2D u_clusterData;\nuniform sampler2D u_finestIndexes;\nuniform sampler2D u_prevForce;\n\nuniform float u_baseLength;\nuniform float u_numNodes;\nuniform float u_iterationMultiplier;\nuniform float u_isTopLevel;\n\nfloat PI = 3.1415926535897932384626433832795;\nfloat TIMESTEP = 1.0 / 30.0;\nfloat VELOCITYDECAY = 1.0;\n\nvec4 getTextureData(sampler2D texture, float index, float base) {\n float x = mod(index, base);\n float y = (index - x) / base;\n return texture2D(texture, vec2(x + 0.5, y + 0.5) / base);\n}\n\nfloat getSquaredLogClusterWeight(float value) {\n return pow(log(value), 2.0);\n}\n\nvoid main(void) {\n float index = (gl_FragCoord.x - 0.5) + (gl_FragCoord.y - 0.5) * 256.0;\n\n if (index >= u_numNodes) {\n discard;\n }\n\n vec4 clusterData = getTextureData(u_clusterData, index, 256.0);\n\n float clusterIndex = clusterData.x;\n float clusterStartIndex = clusterData.y;\n float clusterSize = clusterData.z;\n float clusterArea = pow(clusterSize + u_baseLength * 2.0, 2.0);\n\n float finestIndex = getTextureData(u_finestIndexes, index, 256.0).a;\n vec4 myPosition = getTextureData(u_physData, finestIndex, 256.0);\n vec4 previousForce = getTextureData(u_prevForce, clusterIndex, 256.0);\n float fScale = 1.0 + sqrt(u_iterationMultiplier);\n\n vec2 acceleration = previousForce.xy;\n\n // Repulsion & Collision Detection\n for (float i = 0.0; i < 256.0 * 256.0; i++) {\n if (i >= clusterStartIndex + clusterSize || i >= u_numNodes) {\n break;\n }\n if (i < clusterStartIndex || i == index) {\n continue;\n }\n\n vec4 otherClusterData = getTextureData(u_clusterData, i, 256.0);\n float otherClusterWeight = getSquaredLogClusterWeight(otherClusterData.w);\n\n float otherFinestIndex = getTextureData(u_finestIndexes, i, 256.0).a;\n vec4 otherPosition = getTextureData(u_physData, otherFinestIndex, 256.0);\n\n vec2 delta = myPosition.xy - otherPosition.xy;\n float dist = max(length(delta), 0.0000001);\n float maxDist = 25.0;\n float repulsionForceScale = 0.1;\n\n float F = (clusterArea * fScale) / (dist * dist);\n\n if (u_isTopLevel == 1.0) {\n repulsionForceScale = 0.2;\n }\n\n acceleration += ((delta / sqrt(dist)) * F) * repulsionForceScale * otherClusterWeight;\n\n if (dist < maxDist) {\n float collide = (maxDist - dist) / (dist * dist);\n acceleration += delta * collide * fScale * maxDist / (maxDist + 1.0);\n }\n }\n\n gl_FragColor = vec4(acceleration, vec2(finestIndex, 0));\n}";
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export default _default;
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declare const _default: "precision lowp float;\n\nuniform sampler2D u_physData;\nuniform float u_index;\n\nfloat shift_right (float v, float amt) { \n v = floor(v) + 0.5; \n return floor(v / exp2(amt)); \n}\n\nfloat shift_left (float v, float amt) { \n return floor(v * exp2(amt) + 0.5); \n}\n\nfloat mask_last (float v, float bits) { \n return mod(v, shift_left(1.0, bits)); \n}\n\nfloat extract_bits (float num, float from, float to) { \n from = floor(from + 0.5); to = floor(to + 0.5); \n return mask_last(shift_right(num, from), to - from); \n}\n\n// From https://stackoverflow.com/questions/17981163/webgl-read-pixels-from-floating-point-render-target\nvec4 encode_float (float val) { \n if (val == 0.0) return vec4(0, 0, 0, 0); \n float sign = val > 0.0 ? 0.0 : 1.0; \n val = abs(val); \n float exponent = floor(log2(val)); \n float biased_exponent = exponent + 127.0; \n float fraction = ((val / exp2(exponent)) - 1.0) * 8388608.0; \n float t = biased_exponent / 2.0; \n float last_bit_of_biased_exponent = fract(t) * 2.0; \n float remaining_bits_of_biased_exponent = floor(t); \n float byte4 = extract_bits(fraction, 0.0, 8.0) / 255.0; \n float byte3 = extract_bits(fraction, 8.0, 16.0) / 255.0; \n float byte2 = (last_bit_of_biased_exponent * 128.0 + extract_bits(fraction, 16.0, 23.0)) / 255.0; \n float byte1 = (sign * 128.0 + remaining_bits_of_biased_exponent) / 255.0; \n return vec4(byte4, byte3, byte2, byte1); \n}\n\nvoid main(void) {\n vec4 texData = texture2D(u_physData, gl_FragCoord.xy / 255.0);\n float data;\n if (u_index == 0.0) {\n data = texData.x;\n } else if (u_index == 1.0) {\n data = texData.y;\n } else if (u_index == 2.0) {\n data = texData.z;\n } else if (u_index == 3.0) {\n data = texData.w;\n }\n\n gl_FragColor = encode_float(data);\n}\n";
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export default _default;
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import type { Point } from '../../../utils/geometry';
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import type { TextSegment } from '../shared/types';
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/**
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* The parameters for drawing an arrowhead.
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*/
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type ArrowHeadParameters = {
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headPosition: Point;
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headAngle: number;
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headHeight: number;
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headChinHeight: number;
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headWidth: number;
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};
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/**
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* Creates an arrowhead shape using a polygon.
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* @param ctx - The canvas context to draw on.
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* @param headLineWidth - The width of the arrowhead's outline.
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* @param color - The color of the arrowhead.
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* @param arrowHeadParameters - The parameters for the arrowhead.
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* @param fill - Whether or not to fill the triangle.
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* @param stroke - Whether or not to stroke the triangle.
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*/
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export declare const drawArrowHead: (ctx: CanvasRenderingContext2D, headLineWidth: number, color: string, arrowHeadParameters: ArrowHeadParameters, fill?: boolean, stroke?: boolean) => void;
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/**
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* Draws borders around a node with a given array of border styles
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* @param ctx - The canvas context.
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* @param x - The x coordinate of the node.
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* @param y - The y coordinate of the node.
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* @param innerRadius - The inner radius of the node without any border.
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* @param borderStyles - An array of border styles.
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* @internal
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* @hidden
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*/
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export declare const drawCircleBand: (ctx: CanvasRenderingContext2D, x: number, y: number, innerRadius: number, borderStyles: {
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width: number;
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color: string;
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}[]) => void;
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/**
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* Fill a circle band with a gradient from a certain color to transparent
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* @param ctx - The canvas context.
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* @param x - The x coordinate of the node.
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* @param y - The y coordinate of the node.
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* @param color - The color of the gradient.
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* @param radius - The inner radius of the node without any border.
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* @param blur - The blur radius of the gradient.
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* @param maxOpacity - The maximum opacity of the gradient.
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*/
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export declare const drawGradientCircleBand: (ctx: CanvasRenderingContext2D, x: number, y: number, color: string, radius: number, blur: number, maxOpacity?: number) => void;
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/**
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* Draw a circle shape with a solid color
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*/
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export declare const drawSolidCircle: (ctx: CanvasRenderingContext2D, x: number, y: number, color: string, size: number) => void;
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/**
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* Prints the caption for a node
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*/
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export declare const drawNodeCaption: (ctx: CanvasRenderingContext2D, lines: TextSegment[], stylesPerChar: string[][], initialYPos: number, fontSize: number, fontFace: string, lineDistance: number, x: number, y: number, ellipsisWidth: number) => void;
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export {};
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@@ -1,29 +0,0 @@
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import type { Node } from '../../../../types/graph-element';
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import type { TextSegment } from '../types';
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/**
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* Returns the caption font size that should be used
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* for the given info level and node diameter.
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* @param infoLevel {number} - The info level.
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* @param nodeRadius {number} - The radius of the node.
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* @param captionSize {number} - The size of the caption.
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* @returns {number} - The font size.
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*/
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export declare const infoLevelToFontSize: (infoLevel: number, nodeRadius?: number, captionSize?: number, hasIcon?: boolean) => number;
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/**
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* Prepares node caption data for rendering (works for both Canvas and SVG)
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* @param node - The node to prepare caption data for
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* @param zoomLevel - Current zoom level
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* @param ctx - Canvas context for text measurement (optional for SVG, will create one if not provided)
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* @returns Caption rendering data including lines, styles, positioning, and font info
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*/
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export declare function prepareNodeCaptionData(node: Node, zoomLevel: number, ctx?: CanvasRenderingContext2D): {
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lines: TextSegment[];
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stylesPerChar: string[][];
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fullCaption: string;
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fontSize: number;
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fontFace: string;
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fontColor: string;
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yPos: number;
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maxNoLines: number;
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hasContent: boolean;
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};
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