whispervis/widgets/force_editor.go

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package widgets
import (
"github.com/divan/graphx/layout"
"github.com/gopherjs/vecty"
"github.com/gopherjs/vecty/elem"
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"github.com/gopherjs/vecty/event"
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)
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// DefaultForcesConfig specifies default configuration for physics simulation.
var DefaultForcesConfig = ForcesConfig{
Config: layout.DefaultConfig,
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Steps: 100,
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}
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// ForceEditor represents forces and physics simulation configuration widget.
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type ForceEditor struct {
vecty.Core
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config ForcesConfig
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repelling *ForceInput
spring *ForceInput
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springLen *ForceInput
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drag *ForceInput
steps *Range
collapsable *Collapsable
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apply func()
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}
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// ForcesConfig represents physics simulation configuration.
type ForcesConfig struct {
layout.Config
Steps int
}
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// NewForceEditor creates a new ForceEditor widget.
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func NewForceEditor(apply func()) *ForceEditor {
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f := &ForceEditor{}
f.config = DefaultForcesConfig
f.repelling = NewForceInput("Gravity:", RepellingForceDescription, f.config.Repelling)
f.spring = NewForceInput("Spring:", SpringForceDescription, f.config.SpringStiffness)
f.springLen = NewForceInput("Length:", SpringLengthDescription, f.config.SpringLen)
f.drag = NewForceInput("Drag:", DragForceDescritption, f.config.DragCoeff)
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f.steps = NewRange("Steps:", StepsDescription, f.config.Steps, 1, 1000, nil)
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f.collapsable = NewCollapsable("Layout forces:", false,
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f.applyButton,
f.repelling,
f.spring,
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f.springLen,
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f.drag,
f.steps,
)
f.apply = apply
return f
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}
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// Render implements vecty's Component interface for ForceEditor.
func (f *ForceEditor) Render() vecty.ComponentOrHTML {
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return Widget(
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f.collapsable,
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)
}
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// Config returns current forces & simulation configuration, getting values from UI.
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func (f *ForceEditor) Config() ForcesConfig {
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return ForcesConfig{
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Steps: f.steps.Value(),
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Config: layout.Config{
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Repelling: f.repelling.Value(),
SpringStiffness: f.spring.Value(),
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SpringLen: f.springLen.Value(),
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DragCoeff: f.drag.Value(),
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},
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}
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}
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func (f *ForceEditor) applyButton() vecty.ComponentOrHTML {
return elem.Button(
vecty.Markup(
vecty.Class("button", "is-info", "is-small"),
event.Click(f.onClick),
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),
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vecty.Text("Apply"),
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)
}
func (f *ForceEditor) onClick(e *vecty.Event) {
go f.apply()
}
const (
RepellingForceDescription = "Repelling force coefficient defines the force for nodes to repel from each other. It's a coefficent for Coulomb's law, and should be negative (positive is attraction)"
SpringForceDescription = "Spring force coefficient defines the force of attraction between linked nodes. It obeys Hooke's law. The larger the coefficient, the more stiffer the spring."
SpringLengthDescription = "Spring length defines a \"normal\" length of the spring. If link is shorted then this value, nodes start to repel, attract otherwise."
DragForceDescritption = "Drag force coefficient defines a drag force, that slows down nodes velocities after applying repelling and spring forces. Increase it if you see jitterness or too much movement on each iteration."
StepsDescription = "Number of physics simulation steps to run. Too big value may slowdown calculation without giving more benefit to the layout. Too little may not be enough to fully apply forces."
)