แก้ coding style ภาค 7
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@@ -28,7 +28,7 @@ export default function () {
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function force (_) {
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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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var i, n = nodes.length, tree = quadtree(nodes, x, y).visitAfter(accumulate);
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for (alpha = _, i = 0; i < n; ++i) {
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for (alpha = _, i = 0; i < n; ++i) {
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node = nodes[i], tree.visit(apply);
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node = nodes[i]; tree.visit(apply);
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}
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}
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}
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}
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@@ -78,8 +78,8 @@ export default function () {
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// Apply the Barnes-Hut approximation if possible.
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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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// Limit forces for very close nodes; randomize direction if coincident.
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if (w / l < theta) {
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if (w / l < theta) {
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if (x === 0) x = jiggle(), l += x * x;
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if (x === 0) {x = jiggle(); l += x * x;}
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if (y === 0) y = jiggle(), l += y * y;
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if (y === 0) {y = jiggle(); l += y * y;}
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if (quad.data) {
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if (quad.data) {
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l = (l - +distance(node, quad.data)) / l * alpha;
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l = (l - +distance(node, quad.data)) / l * alpha;
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x *= l, y *= l;
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x *= l, y *= l;
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@@ -93,14 +93,14 @@ export default function () {
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// Limit forces for very close nodes; randomize direction if coincident.
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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 (quad.data !== node || quad.next) {
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if (x === 0) x = jiggle(), l += x * x;
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if (x === 0) {x = jiggle(); l += x * x;}
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if (y === 0) y = jiggle(), l += y * y;
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if (y === 0) {y = jiggle(); l += y * y;}
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}
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}
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do {
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do {
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if (quad.data !== node) {
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if (quad.data !== node) {
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l = (l - +distance(node, quad.data)) / l * alpha;
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l = (l - +distance(node, quad.data)) / l * alpha;
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x *= l, y *= l;
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x *= l; y *= l;
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quad.data.vx -= x;
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quad.data.vx -= x;
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quad.data.vy -= y;
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quad.data.vy -= y;
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node.vx += x;
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node.vx += x;
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@@ -120,7 +120,7 @@ export default function () {
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for (var i = 0, source, target, realDist, highDist; i < nodes.length; i++) {
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for (var i = 0, source, target, realDist, highDist; i < nodes.length; i++) {
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for (var j = 0; j < nodes.length; j++) {
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for (var j = 0; j < nodes.length; j++) {
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if (i !== j) {
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if (i !== j) {
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source = nodes[i], target = nodes[j];
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source = nodes[i]; target = nodes[j];
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realDist = Math.hypot(target.x - source.x, target.y - source.y);
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realDist = Math.hypot(target.x - source.x, target.y - source.y);
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highDist = +distance(nodes[i], nodes[j]);
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highDist = +distance(nodes[i], nodes[j]);
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totalDiffSq += Math.pow(realDist - highDist, 2);
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totalDiffSq += Math.pow(realDist - highDist, 2);
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@@ -42,8 +42,8 @@ export default function (sim, forceS, forceF) {
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alreadyRanIterations,
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alreadyRanIterations,
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hybrid;
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hybrid;
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if (simulation != undefined) initSimulation();
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if (simulation !== undefined) initSimulation();
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if (forceS != undefined || forceF != undefined) initForces();
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if (forceS !== undefined || forceF !== undefined) initForces();
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// Performed on first run
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// Performed on first run
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function initialize () {
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function initialize () {
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@@ -68,7 +68,7 @@ export default function (sim, forceS, forceF) {
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// Set default value for interpDistanceFn if not been specified yet
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// Set default value for interpDistanceFn if not been specified yet
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if (interpDistanceFn === undefined) {
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if (interpDistanceFn === undefined) {
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if (forceFull.distance == 'function') {
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if (forceFull.distance === 'function') {
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interpDistanceFn = forceFull.distance();
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interpDistanceFn = forceFull.distance();
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} else {
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} else {
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interpDistanceFn = constant(300);
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interpDistanceFn = constant(300);
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@@ -37,9 +37,9 @@ export function placeNearToNearestNeighbour (node, nearNeighbour, radius, sample
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highBound = 0.0;
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highBound = 0.0;
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// Determine the closest quadrant
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// Determine the closest quadrant
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if (dist0 == dist180) {
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if (dist0 === dist180) {
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if (dist90 > dist270) { lowBound = highBound = 270; } else { lowBound = highBound = 90; }
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if (dist90 > dist270) { lowBound = highBound = 270; } else { lowBound = highBound = 90; }
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} else if (dist90 == dist270) {
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} else if (dist90 === dist270) {
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if (dist0 > dist180) { lowBound = highBound = 180; } else { lowBound = highBound = 0; }
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if (dist0 > dist180) { lowBound = highBound = 180; } else { lowBound = highBound = 0; }
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} else if (dist0 > dist180) {
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} else if (dist0 > dist180) {
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if (dist90 > dist270) {
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if (dist90 > dist270) {
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@@ -87,7 +87,7 @@ function sumForcesToSample (node, samples, sampleCache) {
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y = node.y - sample.y || jiggle();
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y = node.y - sample.y || jiggle();
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l = Math.sqrt(x * x + y * y);
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l = Math.sqrt(x * x + y * y);
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l = (l - sampleCache[i]) / l;
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l = (l - sampleCache[i]) / l;
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x *= l, y *= l;
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x *= l; y *= l;
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nodeVx -= x;
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nodeVx -= x;
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nodeVy -= y;
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nodeVy -= y;
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}
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}
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@@ -106,7 +106,7 @@ function binarySearchMin (lb, hb, fn) {
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while (lb <= hb) {
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while (lb <= hb) {
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if (lb === hb) return lb;
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if (lb === hb) return lb;
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if (hb - lb == 1) {
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if (hb - lb === 1) {
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if (fn(lb) >= fn(hb)) return hb;
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if (fn(lb) >= fn(hb)) return hb;
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else return lb;
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else return lb;
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}
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}
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@@ -81,7 +81,7 @@ export default function () {
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y = target.y + target.vy - source.y - source.vy || jiggle();
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y = target.y + target.vy - source.y - source.vy || jiggle();
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l = Math.sqrt(x * x + y * y);
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l = Math.sqrt(x * x + y * y);
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l = (l - dist) / l * dataSizeFactor * alpha;
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l = (l - dist) / l * dataSizeFactor * alpha;
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x *= l, y *= l;
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x *= l; y *= l;
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// Set the calculated velocites for both nodes.
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// Set the calculated velocites for both nodes.
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target.vx -= x;
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target.vx -= x;
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target.vy -= y;
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target.vy -= y;
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@@ -53,7 +53,7 @@ export default function () {
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let u = 2 * Math.random() - 1;
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let u = 2 * Math.random() - 1;
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let v = 2 * Math.random() - 1;
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let v = 2 * Math.random() - 1;
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let r = u * u + v * v;
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let r = u * u + v * v;
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if (r == 0 || r > 1) {
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if (r === 0 || r > 1) {
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return gaussRandom();
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return gaussRandom();
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}
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}
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return u * Math.sqrt(-2 * Math.log(r) / r);
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return u * Math.sqrt(-2 * Math.log(r) / r);
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@@ -140,7 +140,7 @@ export default function () {
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// Normalize p and compute entropy.
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// Normalize p and compute entropy.
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var Hhere = 0.0;
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var Hhere = 0.0;
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for (j = 0; j < N; j++) {
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for (j = 0; j < N; j++) {
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if (psum == 0) {
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if (psum === 0) {
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pj = 0;
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pj = 0;
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} else {
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} else {
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pj = prow[j] / psum;
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pj = prow[j] / psum;
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@@ -329,7 +329,7 @@ export default function () {
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for (var i = 0, source, target, realDist, highDist; i < nodes.length; i++) {
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for (var i = 0, source, target, realDist, highDist; i < nodes.length; i++) {
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for (var j = 0; j < nodes.length; j++) {
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for (var j = 0; j < nodes.length; j++) {
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if (i !== j) {
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if (i !== j) {
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source = nodes[i], target = nodes[j];
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source = nodes[i]; target = nodes[j];
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realDist = Math.hypot(target.x - source.x, target.y - source.y);
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realDist = Math.hypot(target.x - source.x, target.y - source.y);
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highDist = +distance(nodes[i], nodes[j]);
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highDist = +distance(nodes[i], nodes[j]);
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totalDiffSq += Math.pow(realDist - highDist, 2);
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totalDiffSq += Math.pow(realDist - highDist, 2);
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