Fix blinking node bug

This commit is contained in:
Ivan Danyliuk 2018-10-27 16:04:54 +02:00
parent 161693931e
commit 72ee3b89c9
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@ -25,13 +25,15 @@ func (w *WebGLScene) AnimatePropagation(plog *propagation.Log) {
fn := func() {
// blink nodes for this timestamp
for _, idx := range nodes {
w.BlinkNode(idx)
go time.AfterFunc(delay, func() { w.UnblinkNode(idx) })
node := w.nodes[idx]
w.BlinkNode(node)
go time.AfterFunc(delay, func() { w.UnblinkNode(node) })
}
// blink links for this timestamp
for _, idx := range edges {
w.BlinkEdge(idx)
go time.AfterFunc(delay, func() { w.UnblinkEdge(idx) })
edge := w.lines[idx]
w.BlinkEdge(edge)
go time.AfterFunc(delay, func() { w.UnblinkEdge(edge) })
}
}
go time.AfterFunc(duration, fn)
@ -53,10 +55,11 @@ func (w *WebGLScene) AnimateOneStep(plog *propagation.Log, step int) {
}
// blink nodes for this timestamp
for i, _ := range w.nodes {
node := w.nodes[i]
if _, ok := nodesToBlink[i]; ok {
w.BlinkNode(i)
w.BlinkNode(node)
} else {
w.UnblinkNode(i)
w.UnblinkNode(node)
}
}
@ -65,35 +68,32 @@ func (w *WebGLScene) AnimateOneStep(plog *propagation.Log, step int) {
edgesToBlink[idx] = struct{}{}
}
for i, _ := range w.lines {
edge := w.lines[i]
if _, ok := edgesToBlink[i]; ok {
w.BlinkEdge(i)
w.BlinkEdge(edge)
} else {
w.UnblinkEdge(i)
w.UnblinkEdge(edge)
}
}
}
// BlinkNode animates a single node blinking. Node specified by its idx.
// TODO(divan): consider renaming it to Highlight or something.
func (w *WebGLScene) BlinkNode(id int) {
node := w.nodes[id]
func (w *WebGLScene) BlinkNode(node *Mesh) {
node.Set("material", BlinkedNodeMaterial)
}
func (w *WebGLScene) UnblinkNode(id int) {
node := w.nodes[id]
func (w *WebGLScene) UnblinkNode(node *Mesh) {
node.Object.Set("material", DefaultNodeMaterial)
}
// BlinkEdge animates a single edge blinking. Edge specified by its idx.
func (w *WebGLScene) BlinkEdge(id int) {
edge := w.lines[id]
func (w *WebGLScene) BlinkEdge(edge *Line) {
edge.Set("material", BlinkedEdgeMaterial)
}
func (w *WebGLScene) UnblinkEdge(id int) {
node := w.lines[id]
node.Object.Set("material", DefaultEdgeMaterial)
func (w *WebGLScene) UnblinkEdge(edge *Line) {
edge.Set("material", DefaultEdgeMaterial)
}
// NewBlinkedEdgeMaterial creates a new default material for the graph blinked edge lines.