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import {quadtree} from "d3-quadtree";
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import constant from "./constant.js";
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import jiggle from "./jiggle.js";
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import {x, y} from "./simulation.js";
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export default function() {
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var nodes,
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node,
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random,
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alpha,
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strength = constant(-30),
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strengths,
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distanceMin2 = 1,
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distanceMax2 = Infinity,
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theta2 = 0.81;
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function force(_) {
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var i, n = nodes.length, tree = quadtree(nodes, x, y).visitAfter(accumulate);
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for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply);
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}
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function initialize() {
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if (!nodes) return;
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var i, n = nodes.length, node;
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strengths = new Array(n);
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for (i = 0; i < n; ++i) node = nodes[i], strengths[node.index] = +strength(node, i, nodes);
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}
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function accumulate(quad) {
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var strength = 0, q, c, weight = 0, x, y, i;
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// For internal nodes, accumulate forces from child quadrants.
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if (quad.length) {
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for (x = y = i = 0; i < 4; ++i) {
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if ((q = quad[i]) && (c = Math.abs(q.value))) {
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strength += q.value, weight += c, x += c * q.x, y += c * q.y;
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}
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}
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quad.x = x / weight;
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quad.y = y / weight;
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}
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// For leaf nodes, accumulate forces from coincident quadrants.
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else {
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q = quad;
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q.x = q.data.x;
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q.y = q.data.y;
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do strength += strengths[q.data.index];
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while (q = q.next);
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}
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quad.value = strength;
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}
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function apply(quad, x1, _, x2) {
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if (!quad.value) return true;
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var x = quad.x - node.x,
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y = quad.y - node.y,
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w = x2 - x1,
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l = x * x + y * y;
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// Apply the Barnes-Hut approximation if possible.
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// Limit forces for very close nodes; randomize direction if coincident.
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if (w * w / theta2 < l) {
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if (l < distanceMax2) {
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if (x === 0) x = jiggle(random), l += x * x;
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if (y === 0) y = jiggle(random), l += y * y;
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if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
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node.vx += x * quad.value * alpha / l;
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node.vy += y * quad.value * alpha / l;
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}
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return true;
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}
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// Otherwise, process points directly.
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else if (quad.length || l >= distanceMax2) return;
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// Limit forces for very close nodes; randomize direction if coincident.
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if (quad.data !== node || quad.next) {
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if (x === 0) x = jiggle(random), l += x * x;
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if (y === 0) y = jiggle(random), l += y * y;
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if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
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}
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do if (quad.data !== node) {
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w = strengths[quad.data.index] * alpha / l;
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node.vx += x * w;
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node.vy += y * w;
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} while (quad = quad.next);
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}
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force.initialize = function(_nodes, _random) {
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nodes = _nodes;
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random = _random;
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initialize();
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};
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force.strength = function(_) {
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return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
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};
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force.distanceMin = function(_) {
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return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2);
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};
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force.distanceMax = function(_) {
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return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2);
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};
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force.theta = function(_) {
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return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2);
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};
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return force;
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}
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Block a user