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DefinitelyTyped/d3-force/index.d.ts
Tom Wanzek a97708ea92 [types-2.0] d3-zoom and d3-force JSDoc comments (#11542)
* d3-zoom:
* [chore](d3-zoom): Add JSDoc comments.

* d3-force and d3-zoom
* [chore](d3-force): Added JSDoc comments
* [chore](d3-force): Some additions of `| null` or `|  undefined` in preparation of strictNullChecks.
* [chore](d3-zoom): Renamed function argument from callback to listener for consistency.

* d3-force
* [chore](d3-force): clarifying edits to JSDoc comments.
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// Type definitions for D3JS d3-force module v1.0.2
// Project: https://github.com/d3/d3-force/
// Definitions by: Tom Wanzek <https://github.com/tomwanzek>, Alex Ford <https://github.com/gustavderdrache>, Boris Yankov <https://github.com/borisyankov>
// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
// -----------------------------------------------------------------------
// Force Simulation
// -----------------------------------------------------------------------
/**
* The base data structure for the datum of a Simulation Node.
* The optional properties contained in this data structure are internally assigned
* by the Simulation upon (re-)initialization.
*
* When defining a data type to use for node data, it should be an extension of this interface
* and respect the already "earmarked" properties used by the simulation.
*
* IMPORTANT: Prior to initialization, the following properties are optional: index, x, y, vx, and vy.
* After initialization they will be defined. The optional properties fx and fy are ONLY defined,
* if the node's position has been fixed.
*/
export interface SimulationNodeDatum {
/**
* Nodes zero-based index into nodes array. This property is set during the initialization process of a simulation.
*/
index?: number;
/**
* Nodes current x-position
*/
x?: number;
/**
* Nodes current y-position
*/
y?: number;
/**
* Nodes current x-velocity
*/
vx?: number;
/**
* Nodes current y-velocity
*/
vy?: number;
/**
* Nodes fixed x-position (if position was fixed)
*/
fx?: number | null | undefined;
/**
* Nodes fixed y-position (if position was fixed)
*/
fy?: number | null | undefined;
}
/**
* The base data structure for the datum of a Simulation Link, as used by ForceLink.
* The optional properties contained in this data structure are internally assigned
* by when initializating with ForceLink.links(...)
*
*
* IMPORTANT: The source and target properties may be internally mutated in type during the
* ForceLink initialization process (possibly being changed from a node index in the nodes array,
* or a node id string to the simulation node object which was mapped in using the current
* ForceLink.id(...) accessor function.)
*/
export interface SimulationLinkDatum<NodeDatum extends SimulationNodeDatum> {
/**
* Links source node.
* For convenience, a links source property may be initialized using numeric or string identifiers rather than object references; see link.id.
* After initialization, the source property represents the source node object.
*/
source: NodeDatum | string | number;
/**
* Links source link
* For convenience, a links target property may be initialized using numeric or string identifiers rather than object references; see link.id.
* After initialization, the target property represents the source node object.
*/
target: NodeDatum | string | number;
/**
* The zero-based index into the links array. Internally generated when calling ForceLink.links(...)
*/
index?: number;
}
/**
* A Force Simulation
*
* The first generic refers to the type of the datum associated with a node in the simulation.
* The second generic refers to the type of the datum associated with a link in the simulation, if applicable.
*
*/
export interface Simulation<NodeDatum extends SimulationNodeDatum, LinkDatum extends SimulationLinkDatum<NodeDatum> | undefined> {
/**
* Restart the simulations internal timer and return the simulation.
* In conjunction with simulation.alphaTarget or simulation.alpha, this method can be used to “reheat” the simulation during interaction,
* such as when dragging a node, or to resume the simulation after temporarily pausing it with simulation.stop.
*/
restart(): this;
/**
* Stop the simulations internal timer, if it is running, and return the simulation. If the timer is already stopped, this method does nothing.
* This method is useful for running the simulation manually; see simulation.tick.
*/
stop(): this;
/**
* Increments the current alpha by (alphaTarget - alpha) × alphaDecay; then invokes each registered force, passing the new alpha;
* then decrements each nodes velocity by velocity × velocityDecay; lastly increments each nodes position by velocity.
* This method does not dispatch events; events are only dispatched by the internal timer when the simulation is started automatically upon
* creation or by calling simulation.restart. The natural number of ticks when the simulation is started is
* ⌈log(alphaMin) / log(1 - alphaDecay)⌉; by default, this is 300.
*/
tick(): void;
/**
* Returns the simulations array of nodes as specified to the constructor.
*/
nodes(): Array<NodeDatum>;
/**
* Set the simulations nodes to the specified array of objects, initialize their positions and velocities if necessary,
* and then re-initialize any bound forces; Returns the simulation.
*
* Each node must be an object. The following properties are assigned by the simulation:
* - index (the nodes zero-based index into nodes)
* - x (the nodes current x-position)
* - y (the nodes current y-position)
* - vx (the nodes current x-velocity)
* - vy (the nodes current y-velocity)
*
* The position [x,y] and velocity [vx,vy] may be subsequently modified by forces and by the simulation.
* If either vx or vy is NaN, the velocity is initialized to [0,0]. If either x or y is NaN, the position is initialized in a phyllotaxis arrangement,
* so chosen to ensure a deterministic, uniform distribution around the origin.
*
* To fix a node in a given position, you may specify two additional properties:
* - fx (the nodes fixed x-position)
* - fy (the nodes fixed y-position)
*
* At the end of each tick, after the application of any forces, a node with a defined node.fx has node.x reset to this value and node.vx set to zero;
* likewise, a node with a defined node.fy has node.y reset to this value and node.vy set to zero.
* To unfix a node that was previously fixed, set node.fx and node.fy to null, or delete these properties.
*
* If the specified array of nodes is modified, such as when nodes are added to or removed from the simulation,
* this method must be called again with the new (or changed) array to notify the simulation and bound forces of the change;
* the simulation does not make a defensive copy of the specified array.
*/
nodes(nodesData: Array<NodeDatum>): this;
/**
* Return the current alpha of the simulation, which defaults to 1.
*/
alpha(): number;
/**
* Set the current alpha to the specified number in the range [0,1] and return this simulation.
* The default is 1.
*
* @param alpha Current alpha of simulation.
*/
alpha(alpha: number): this;
/**
* Return the current minimum alpha value, which defaults to 0.001.
*/
alphaMin(): number;
/**
* Set the minimum alpha to the specified number in the range [0,1] and return this simulation.
* The default is 0.001. The simulations internal timer stops when the current alpha is less than the minimum alpha.
* The default alpha decay rate of ~0.0228 corresponds to 300 iterations.
*
* @param min Minimum alpha of simulation.
*/
alphaMin(min: number): this;
/**
* Return the current alpha decay rate, which defaults to 0.0228… = 1 - pow(0.001, 1 / 300) where 0.001 is the default minimum alpha.
*/
alphaDecay(): number;
/**
* Set the alpha decay rate to the specified number in the range [0,1] and return this simulation.
* The default is 0.0228… = 1 - pow(0.001, 1 / 300) where 0.001 is the default minimum alpha.
*
* The alpha decay rate determines how quickly the current alpha interpolates towards the desired target alpha;
* since the default target alpha is zero, by default this controls how quickly the simulation cools.
* Higher decay rates cause the simulation to stabilize more quickly, but risk getting stuck in a local minimum;
* lower values cause the simulation to take longer to run, but typically converge on a better layout.
* To have the simulation run forever at the current alpha, set the decay rate to zero;
* alternatively, set a target alpha greater than the minimum alpha.
*
* @param decay Alpha decay rate.
*/
alphaDecay(decay: number): this;
/**
* Returns the current target alpha value, which defaults to 0.
*/
alphaTarget(): number;
/**
* Set the current target alpha to the specified number in the range [0,1] and return this simulation.
* The default is 0.
*
* @param target Alpha target value.
*/
alphaTarget(target: number): this;
/**
* Return the current target alpha value, which defaults to 0.4.
*/
velocityDecay(): number;
/**
* Set the velocity decay factor to the specified number in the range [0,1] and return this simulation.
* The default is 0.4.
*
* The decay factor is akin to atmospheric friction; after the application of any forces during a tick,
* each nodes velocity is multiplied by 1 - decay. As with lowering the alpha decay rate,
* less velocity decay may converge on a better solution, but risks numerical instabilities and oscillation.
*
* @param decay Velocity Decay.
*/
velocityDecay(decay: number): this;
/**
* Return the force with the specified name, or undefined if there is no such force.
* (By default, new simulations have no forces.)
*
* Given that it is in general not known, what type of force has been registered under
* a specified name, use the generic to cast the result to the appropriate type, if known.
*
* @param name Name of the registered force.
*/
force<F extends Force<NodeDatum, LinkDatum>>(name: string): F | undefined;
/**
* Remove a previously registered force.
*
* @param name Name of the registered force.
* @param force Use null to remove force.
*/
force(name: string, force: null): this;
/**
* Assign the force for the specified name and return this simulation.
* (By default, new simulations have no forces.)
*
* @param name Name to register the force under.
* @param force A force to use with the simulation.
*/
force(name: string, force: Force<NodeDatum, LinkDatum>): this;
/**
* Return the node closest to the position [x,y] with the given search radius.
* If radius is not specified, it defaults to infinity.
* If there is no node within the search area, returns undefined.
*
* @param x x-coordinate
* @param y y-coordinate
* @param radius Optional search radius. Defaults to infinity.
*/
find(x: number, y: number, radius?: number): NodeDatum | undefined;
/**
* Return the first currently-assigned listener matching the specified typenames, if any.
*
* @param typenames The typenames is a string containing one or more typename separated by whitespace. Each typename is a type,
* optionally followed by a period (.) and a name, such as "tick.foo" and "tick.bar"; the name allows multiple listeners to be registered for the same type.
* The type must be one of the following: "tick" (after each tick of the simulations internal timer) or
* "end" (after the simulations timer stops when alpha < alphaMin).
*/
on(typenames: 'tick' | 'end' | string): (this: Simulation<NodeDatum, LinkDatum>) => void;
/**
* Remove the current event listeners for the specified typenames, if any, return the simulation.
*
* @param typenames The typenames is a string containing one or more typename separated by whitespace. Each typename is a type,
* optionally followed by a period (.) and a name, such as "tick.foo" and "tick.bar"; the name allows multiple listeners to be registered for the same type.
* The type must be one of the following: "tick" (after each tick of the simulations internal timer) or
* "end" (after the simulations timer stops when alpha < alphaMin).
* @param listener Use null to remove the listener.
*/
on(typenames: 'tick' | 'end' | string, listener: null): this;
/**
* Set the event listener for the specified typenames and return this simulation.
* If an event listener was already registered for the same type and name,
* the existing listener is removed before the new listener is added.
* When a specified event is dispatched, each listener will be invoked with the this context as the simulation.
*
* The type must be one of the following:
* - tick [after each tick of the simulations internal timer]
* - end [after the simulations timer stops when alpha < alphaMin]
*
* Note that tick events are not dispatched when simulation.tick is called manually;
* events are only dispatched by the internal timer and are intended for interactive rendering of the simulation.
* To affect the simulation, register forces instead of modifying nodes positions or velocities inside a tick event listener.
*
* @param typenames The typenames is a string containing one or more typename separated by whitespace. Each typename is a type,
* optionally followed by a period (.) and a name, such as "tick.foo" and "tick.bar"; the name allows multiple listeners to be registered for the same type.
* The type must be one of the following: "tick" (after each tick of the simulations internal timer) or
* "end" (after the simulations timer stops when alpha < alphaMin).
* @param listener An event listener function which is invoked with the this context of the simulation.
*/
on(typenames: 'tick' | 'end' | string, listener: (this: this) => void): this;
}
/**
* Create a new simulation with the specified array of nodes and no forces.
* If nodes is not specified, it defaults to the empty array.
* The simulator starts automatically; use simulation.on to listen for tick events as the simulation runs.
* If you wish to run the simulation manually instead, call simulation.stop, and then call simulation.tick as desired.
*
* Use this signature, when creating a simulation WITHOUT link force(s).
*
* The generic refers to the type of the data for a node.
*
* @param nodesData Optional array of nodes data, defaults to empty array.
*/
export function forceSimulation<NodeDatum extends SimulationNodeDatum>(nodesData?: Array<NodeDatum>): Simulation<NodeDatum, undefined>;
/**
* Create a new simulation with the specified array of nodes and no forces.
* If nodes is not specified, it defaults to the empty array.
* The simulator starts automatically; use simulation.on to listen for tick events as the simulation runs.
* If you wish to run the simulation manually instead, call simulation.stop, and then call simulation.tick as desired.
*
* Use this signature, when creating a simulation WITH link force(s).
*
* The first generic refers to the type of data for a node.
* The second generic refers to the type of data for a link.
*
* @param nodesData Optional array of nodes data, defaults to empty array.
*/
export function forceSimulation<NodeDatum extends SimulationNodeDatum, LinkDatum extends SimulationLinkDatum<NodeDatum>>(nodesData?: Array<NodeDatum>): Simulation<NodeDatum, LinkDatum>;
// ----------------------------------------------------------------------
// Forces
// ----------------------------------------------------------------------
/**
* A force is simply a function that modifies nodes positions or velocities; in this context, a force can apply a classical physical force such as electrical charge or gravity,
* or it can resolve a geometric constraint, such as keeping nodes within a bounding box or keeping linked nodes a fixed distance apart.
*
* Forces typically read the nodes current position [x,y] and then add to (or subtract from) the nodes velocity [vx,vy].
* However, forces may also “peek ahead” to the anticipated next position of the node, [x + vx,y + vy]; this is necessary for resolving geometric constraints through iterative relaxation.
* Forces may also modify the position directly, which is sometimes useful to avoid adding energy to the simulation, such as when recentering the simulation in the viewport.
*
* Forces may optionally implement force.initialize to receive the simulations array of nodes.
*/
export interface Force<NodeDatum extends SimulationNodeDatum, LinkDatum extends SimulationLinkDatum<NodeDatum>> {
/**
* Apply this force, optionally observing the specified alpha.
* Typically, the force is applied to the array of nodes previously passed to force.initialize,
* however, some forces may apply to a subset of nodes, or behave differently.
* For example, d3.forceLink applies to the source and target of each link.
*/
(alpha: number): void;
/**
* Assign the array of nodes to this force. This method is called when a force is bound to a simulation via simulation.force
* and when the simulations nodes change via simulation.nodes.
*
* A force may perform necessary work during initialization, such as evaluating per-node parameters, to avoid repeatedly performing work during each application of the force.
*/
initialize?(nodes: Array<NodeDatum>): void;
}
// Centering ------------------------------------------------------------
/**
* The centering force translates nodes uniformly so that the mean position of all nodes
* (the center of mass if all nodes have equal weight) is at the given position [x,y].
* This force modifies the positions of nodes on each application; it does not modify velocities,
* as doing so would typically cause the nodes to overshoot and oscillate around the desired center.
* This force helps keeps nodes in the center of the viewport, and unlike the positioning force,
* it does not distort their relative positions.
*
* The generic refers to the type of data for a node.
*/
export interface ForceCenter<NodeDatum extends SimulationNodeDatum> extends Force<NodeDatum, any> {
/**
* Return the current x-coordinate of the centering position, which defaults to zero.
*/
x(): number;
/**
* Set the x-coordinate of the centering position.
*
* @param x x-coordinate.
*/
x(x: number): this;
/**
* Return the current y-coordinate of the centering position, which defaults to zero.
*/
y(): number;
/**
* Set the y-coordinate of the centering position.
*
* @param y y-coordinate.
*/
y(y: number): this;
}
/**
* Create a new centering force with the specified x- and y- coordinates.
* If x and y are not specified, they default to [0,0].
*
* The centering force translates nodes uniformly so that the mean position of all nodes
* (the center of mass if all nodes have equal weight) is at the given position [x,y].
* This force modifies the positions of nodes on each application; it does not modify velocities,
* as doing so would typically cause the nodes to overshoot and oscillate around the desired center.
* This force helps keeps nodes in the center of the viewport, and unlike the positioning force,
* it does not distort their relative positions.
*
* The generic refers to the type of data for a node.
*
* @param x An optional x-coordinate for the centering position, defaults to 0.
* @param y An optional y-coordinate for the centering position, defaults to 0.
*/
export function forceCenter<NodeDatum extends SimulationNodeDatum>(x?: number, y?: number): ForceCenter<NodeDatum>;
// Collision ------------------------------------------------------------
/**
* The collision force treats nodes as circles with a given radius, rather than points, and prevents nodes from overlapping.
* More formally, two nodes a and b are separated so that the distance between a and b is at least radius(a) + radius(b).
* To reduce jitter, this is by default a “soft” constraint with a configurable strength and iteration count.
*
* The generic refers to the type of data for a node.
*/
export interface ForceCollide<NodeDatum extends SimulationNodeDatum> extends Force<NodeDatum, any> {
/**
* Returns the current radius accessor function.
*/
radius(): (node: NodeDatum, i: number, nodes: Array<NodeDatum>) => number;
/**
* Set the radius used in collision detection to a constant number for each node.
*
* The constant is internally wrapped into a radius accessor function.
*
* The radius accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the radius of each node is only recomputed
* when the force is initialized or when this method is called with a new radius, and not on every application of the force.
*
* @param radius A constant radius for each node.
*/
radius(radius: number): this;
/**
* Set the radius accessor function determining the radius for each node in collision detection.
*
* The radius accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the radius of each node is only recomputed
* when the force is initialized or when this method is called with a new radius, and not on every application of the force.
*
* @param radius A radius accessor function which is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The function returns a radius.
*/
radius(radius: (node: NodeDatum, i: number, nodes: Array<NodeDatum>) => number): this;
/**
* Return the current strength, which defaults to 0.7.
*/
strength(): number;
/**
* Set the force strength to the specified number in the range [0,1] and return this force.
* The default strength is 0.7.
*
* Overlapping nodes are resolved through iterative relaxation.
* For each node, the other nodes that are anticipated to overlap at the next tick (using the anticipated positions [x + vx,y + vy]) are determined;
* the nodes velocity is then modified to push the node out of each overlapping node.
* The change in velocity is dampened by the forces strength such that the resolution of simultaneous overlaps can be blended together to find a stable solution.
*
* @param strength Strength.
*/
strength(strength: number): this;
/**
* Return the current iteration count which defaults to 1.
*/
iterations(): number;
/**
* Sets the number of iterations per application to the specified number and return this force.
*
* Increasing the number of iterations greatly increases the rigidity of the constraint and avoids partial overlap of nodes,
* but also increases the runtime cost to evaluate the force.
*
* @param iterations Number of iterations.
*/
iterations(iterations: number): this;
}
/**
* Creates a new circle collision force with the default radius one for all nodes.
*
* The collision force treats nodes as circles with a given radius, rather than points, and prevents nodes from overlapping.
* More formally, two nodes a and b are separated so that the distance between a and b is at least radius(a) + radius(b).
* To reduce jitter, this is by default a “soft” constraint with a configurable strength and iteration count.
*
* The generic refers to the type of data for a node.
*/
export function forceCollide<NodeDatum extends SimulationNodeDatum>(): ForceCollide<NodeDatum>;
/**
* Create a new circle collision force with the specified constant radius for all nodes.
*
* The collision force treats nodes as circles with a given radius, rather than points, and prevents nodes from overlapping.
* More formally, two nodes a and b are separated so that the distance between a and b is at least radius(a) + radius(b).
* To reduce jitter, this is by default a “soft” constraint with a configurable strength and iteration count.
*
* The generic refers to the type of data for a node.
*
* @param radius A constant radius for each node.
*/
export function forceCollide<NodeDatum extends SimulationNodeDatum>(radius: number): ForceCollide<NodeDatum>;
/**
* Creates a new circle collision force with the specified radius accessor function.
*
* The collision force treats nodes as circles with a given radius, rather than points, and prevents nodes from overlapping.
* More formally, two nodes a and b are separated so that the distance between a and b is at least radius(a) + radius(b).
* To reduce jitter, this is by default a “soft” constraint with a configurable strength and iteration count.
*
* The radius accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the radius of each node is only recomputed
* when the force is initialized or when this method is called with a new radius, and not on every application of the force.
*
* @param radius A radius accessor function which is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The function returns a radius.
*/
export function forceCollide<NodeDatum extends SimulationNodeDatum>(radius: (node: NodeDatum, i: number, nodes: Array<NodeDatum>) => number): ForceCollide<NodeDatum>;
// Link ----------------------------------------------------------------
/**
* The link force pushes linked nodes together or apart according to the desired link distance.
* The strength of the force is proportional to the difference between the linked nodes distance and the target distance, similar to a spring force.
*
* The first generic refers to the type of data for a node.
* The second generic refers to the type of data for a link.
*/
export interface ForceLink<NodeDatum extends SimulationNodeDatum, LinkDatum extends SimulationLinkDatum<NodeDatum>> extends Force<NodeDatum, LinkDatum> {
/**
* Return the current array of links, which defaults to the empty array.
*
*/
links(): Array<LinkDatum>;
/**
* Set the array of links associated with this force, recompute the distance and strength parameters for each link, and return this force.
*
* Each link is an object with the following properties:
* * source - the links source node; see simulation.nodes
* * target - the links target node; see simulation.nodes
* * index - the zero-based index into links, assigned by this method
*
* For convenience, a links source and target properties may be initialized using numeric or string identifiers rather than object references; see link.id.
* If the specified array of links is modified, such as when links are added to or removed from the simulation,
* this method must be called again with the new (or changed) array to notify the force of the change;
* the force does not make a defensive copy of the specified array.
*
* @param links An array of link data.
*/
links(links: Array<LinkDatum>): this;
/**
* Return the current node id accessor, which defaults to the numeric index of the node.
*/
id(): (node: NodeDatum, i: number, nodesData: Array<NodeDatum>) => (string | number);
/**
* Set the node id accessor to the specified function and return this force.
*
* The default id accessor allows each links source and target to be specified as a zero-based index
* into the nodes array.
*
* The id accessor is invoked for each node whenever the force is initialized,
* as when the nodes or links change, being passed the node and its zero-based index.
*
* @param id A node id accessor function which is invoked for each node in the simulation,
* being passed the node, its zero-based index and the complete array of nodes. It returns a string to represent the node id which can be used
* for matching link source and link target strings during the ForceLink initialization.
*/
id(id: (node: NodeDatum, i: number, nodesData: Array<NodeDatum>) => string): this;
/**
* Return the current distance accessor, which defaults to implying a default distance of 30.
*/
distance(): (link: LinkDatum, i: number, links: Array<LinkDatum>) => number;
/**
* Set the distance accessor to use the specified constant number for all links,
* re-evaluates the distance accessor for each link, and returns this force.
*
* The constant is internally wrapped into a distance accessor function.
*
* The distance accessor is invoked for each link, being passed the link, its zero-based index and the complete array of links.
* The resulting number is then stored internally, such that the distance of each link is only recomputed when the force is initialized or
* when this method is called with a new distance, and not on every application of the force.
*
* @param distance The constant distance to be used for all links.
*/
distance(distance: number): this;
/**
* Set the distance accessor to use the specified function,
* re-evaluates the distance accessor for each link, and returns this force.
*
* The distance accessor is invoked for each link, being passed the link, its zero-based index and the complete array of links.
* The resulting number is then stored internally, such that the distance of each link is only recomputed when the force is initialized or
* when this method is called with a new distance, and not on every application of the force.
*
* @param distance A distance accessor function which is invoked for each link being passed the link,
* its zero-based index and the complete array of links. It returns the distance.
*/
distance(distance: (link: LinkDatum, i: number, links: Array<LinkDatum>) => number): this;
/**
* Return the current strength accessor.
* For details regarding the default behavior see: {@link https://github.com/d3/d3-force#link_strength}
*/
strength(): (link: LinkDatum, i: number, links: Array<LinkDatum>) => number;
/**
* Set the strenght accessor to use the specified constant number for all links,
* re-evaluates the strength accessor for each link, and returns this force.
*
* The constant is internally wrapped into a strength accessor function.
*
* The strength accessor is invoked for each link, being passed the link, its zero-based index and the complete array of links.
* The resulting number is then stored internally, such that the strength of each link is only recomputed
* when the force is initialized or when this method is called with a new strength, and not on every application of the force.
*
* @param strength The constant strength to be used for all links.
*/
strength(strength: number): this;
/**
* Set the strenght accessor to use the specified function,
* re-evaluates the strength accessor for each link, and returns this force.
*
* The strength accessor is invoked for each link, being passed the link, its zero-based index and the complete array of links.
* The resulting number is then stored internally, such that the strength of each link is only recomputed
* when the force is initialized or when this method is called with a new strength, and not on every application of the force.
*
* @param strength A distance accessor function which is invoked for each link being passed the link,
* its zero-based index and the complete array of links. It returns the strength.
*/
strength(strength: (link: LinkDatum, i: number, links: Array<LinkDatum>) => number): this;
/**
* Return the current iteration count which defaults to 1.
*/
iterations(): number;
/**
* Sets the number of iterations per application to the specified number and return this force.
*
* Increasing the number of iterations greatly increases the rigidity of the constraint and is useful for complex structures such as lattices,
* but also increases the runtime cost to evaluate the force.
*
* @param iterations Number of iterations.
*/
iterations(iterations: number): this;
}
/**
* Creates a new link force with the defaulting links to an empty array.
*
* The link force pushes linked nodes together or apart according to the desired link distance.
* The strength of the force is proportional to the difference between the linked nodes distance and the target distance, similar to a spring force.
*
* The first generic refers to the type of data for a node.
* The second generic refers to the type of data for a link.
*/
export function forceLink<NodeDatum extends SimulationNodeDatum, LinksDatum extends SimulationLinkDatum<NodeDatum>>(): ForceLink<NodeDatum, LinksDatum>;
/**
* Creates a new link force with the specified links array.
*
* The link force pushes linked nodes together or apart according to the desired link distance.
* The strength of the force is proportional to the difference between the linked nodes distance and the target distance, similar to a spring force.
*
* The first generic refers to the type of data for a node.
* The second generic refers to the type of data for a link.
*
* @param links An array of link data.
*/
export function forceLink<NodeDatum extends SimulationNodeDatum, LinksDatum extends SimulationLinkDatum<NodeDatum>>(links: Array<LinksDatum>): ForceLink<NodeDatum, LinksDatum>;
// Many Body ----------------------------------------------------------------
/**
* The many-body (or n-body) force applies mutually amongst all nodes. It can be used to simulate gravity (attraction) if the strength is positive,
* or electrostatic charge (repulsion) if the strength is negative. This implementation uses quadtrees and the BarnesHut approximation to greatly
* improve performance; the accuracy can be customized using the theta parameter.
*
* Unlike links, which only affect two linked nodes, the charge force is global: every node affects every other node, even if they are on disconnected subgraphs.
*
* The generic refers to the type of data for a node.
*/
export interface ForceManyBody<NodeDatum extends SimulationNodeDatum> extends Force<NodeDatum, any> {
/**
* Return the current strength accessor.
*
* For details regarding the default behavior see: {@link https://github.com/d3/d3-force#manyBody_strength}
*/
strength(): (d: NodeDatum, i: number, data: Array<NodeDatum>) => number;
/**
* Set the strength accessor to the specified constant strength for all nodes, re-evaluates the strength accessor for each node, and
* returns this force.
*
* A positive value causes nodes to attract each other, similar to gravity, while a negative value causes nodes to repel each other,
* similar to electrostatic charge.
*
* The default represents a constant value of -30.
*
* The constant is internally wrapped into a strength accessor function.
*
* The strength accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the strength of each node is only recomputed when the force is initialized or
* when this method is called with a new strength, and not on every application of the force.
*
* @param strength The constant strength to be used for all nodes.
*/
strength(strength: number): this;
/**
* Set the strength accessor to the specified function, re-evaluates the strength accessor for each node, and
* returns this force.
*
* A positive value causes nodes to attract each other, similar to gravity, while a negative value causes nodes to repel each other,
* similar to electrostatic charge.
*
* The default represents a constant value of -30.
*
* The strength accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the strength of each node is only recomputed when the force is initialized or
* when this method is called with a new strength, and not on every application of the force.
*
* @param strength A strength accessor function which is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The function returns the strength.
*/
strength(strength: (d: NodeDatum, i: number, data: Array<NodeDatum>) => number): this;
/**
* Return the current value of the BarnesHut approximation criterion , which defaults to 0.9
*/
theta(): number;
/**
* Set the BarnesHut approximation criterion to the specified number and returns this force.
*
* To accelerate computation, this force implements the BarnesHut approximation which takes O(n log n) per application
* where n is the number of nodes. For each application, a quadtree stores the current node positions;
* then for each node, the combined force of all other nodes on the given node is computed.
* For a cluster of nodes that is far away, the charge force can be approximated by treating the cluster as a single, larger node.
* The theta parameter determines the accuracy of the approximation:
* if the ratio w / l of the width w of the quadtree cell to the distance l from the node to the cells center of mass is less than theta,
* all nodes in the given cell are treated as a single node rather than individually.
*
* The default value is 0.9.
*
* @param theta Value for the theta parameter.
*/
theta(theta: number): this;
/**
* Returns the current minimum distance over which this force is considered, which defaults to 1.
*/
distanceMin(): number;
/**
* Sets the minimum distance between nodes over which this force is considered.
*
* A minimum distance establishes an upper bound on the strength of the force between two nearby nodes, avoiding instability.
* In particular, it avoids an infinitely-strong force if two nodes are exactly coincident; in this case, the direction of the force is random.
*
* The default value is 1.
*
* @param distance The minimum distance between nodes over which this force is considered.
*/
distanceMin(distance: number): this;
/**
* Returns the current maximum distance over which this force is considered, which defaults to infinity.
*/
distanceMax(): number;
/**
* Sets the maximum distance between nodes over which this force is considered.
*
* Specifying a finite maximum distance improves performance and produces a more localized layout.
*
* The default value is infinity.
*
* @param distance The maximum distance between nodes over which this force is considered.
*/
distanceMax(distance: number): this;
}
/**
* Creates a new many-body force with the default parameters.
*
* The many-body (or n-body) force applies mutually amongst all nodes. It can be used to simulate gravity (attraction) if the strength is positive,
* or electrostatic charge (repulsion) if the strength is negative. This implementation uses quadtrees and the BarnesHut approximation to greatly
* improve performance; the accuracy can be customized using the theta parameter.
*
* Unlike links, which only affect two linked nodes, the charge force is global: every node affects every other node, even if they are on disconnected subgraphs.
*
* The generic refers to the type of data for a node.
*/
export function forceManyBody<NodeDatum extends SimulationNodeDatum>(): ForceManyBody<NodeDatum>;
// Positioning ----------------------------------------------------------------
/**
* The x-positioning force pushes nodes towards a desired position along the given dimension with a configurable strength.
* The strength of the force is proportional to the one-dimensional distance between the nodes position and the target position.
* While this force can be used to position individual nodes, it is intended primarily for global forces that apply to all (or most) nodes.
*
* The generic refers to the type of data for a node.
*/
export interface ForceX<NodeDatum extends SimulationNodeDatum> extends Force<NodeDatum, any> {
/**
* Returns the current strength accessor, which defaults to a constant strength for all nodes of 0.1.
*/
strength(): (d: NodeDatum, i: number, data: Array<NodeDatum>) => number;
/**
* Set the strength accessor to the specified constant strength for all nodes, re-evaluates the strength accessor for each node, and returns this force.
*
* The strength determines how much to increment the nodes x-velocity: (x - node.x) × strength.
*
* For example, a value of 0.1 indicates that the node should move a tenth of the way from its current x-position to the target x-position with each application.
* Higher values moves nodes more quickly to the target position, often at the expense of other forces or constraints.
*
* A value outside the range [0,1] is not recommended.
*
* The constant is internally wrapped into a strength accessor function.
*
* The strength accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the strength of each node is only recomputed when the force is initialized or
* when this method is called with a new strength, and not on every application of the force.
*
* @param strength Constant value of strength to be used for all nodes.
*/
strength(strength: number): this;
/**
* Set the strength accessor to the specified function, re-evaluates the strength accessor for each node, and returns this force.
*
* The strength determines how much to increment the nodes x-velocity: (x - node.x) × strength.
*
* For example, a value of 0.1 indicates that the node should move a tenth of the way from its current x-position to the target x-position with each application.
* Higher values moves nodes more quickly to the target position, often at the expense of other forces or constraints.
*
* A value outside the range [0,1] is not recommended.
*
* The strength accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the strength of each node is only recomputed when the force is initialized or
* when this method is called with a new strength, and not on every application of the force.
*
* @param strength A strength accessor function which is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The function returns the strength.
*/
strength(strength: (d: NodeDatum, i: number, data: Array<NodeDatum>) => number): this;
/**
* Return the current x-accessor, which defaults to a function returning 0 for all nodes.
*/
x(): (d: NodeDatum, i: number, data: Array<NodeDatum>) => number;
/**
* Set the x-coordinate accessor to the specified number, re-evaluates the x-accessor for each node,
* and returns this force.
*
* The constant is internally wrapped into an x-coordinate accessor function.
*
* The x-accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the target x-coordinate of each node is only recomputed when the force is initialized or
* when this method is called with a new x, and not on every application of the force.
*
* @param x Constant x-coordinate to be used for all nodes.
*/
x(x: number): this;
/**
* Set the x-coordinate accessor to the specified function, re-evaluates the x-accessor for each node,
* and returns this force.
*
* The x-accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the target x-coordinate of each node is only recomputed when the force is initialized or
* when this method is called with a new x, and not on every application of the force.
*
* @param x A x-coordinate accessor function which is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The function returns the x-coordinate.
*/
x(x: (d: NodeDatum, i: number, data: Array<NodeDatum>) => number): this;
}
/**
* Create a new positioning force along the x-axis towards the given position x which is defaulted to a constant 0 for all nodes.
*
* The x-positioning force pushes nodes towards a desired position along the given dimension with a configurable strength.
* The strength of the force is proportional to the one-dimensional distance between the nodes position and the target position.
* While this force can be used to position individual nodes, it is intended primarily for global forces that apply to all (or most) nodes.
*
* The generic refers to the type of data for a node.
*/
export function forceX<NodeDatum extends SimulationNodeDatum>(): ForceX<NodeDatum>;
/**
* Create a new positioning force along the x-axis towards the given position x which is constant for all nodes.
*
* The x-positioning force pushes nodes towards a desired position along the given dimension with a configurable strength.
* The strength of the force is proportional to the one-dimensional distance between the nodes position and the target position.
* While this force can be used to position individual nodes, it is intended primarily for global forces that apply to all (or most) nodes.
*
* The generic refers to the type of data for a node.
*
* @param x Constant x-coordinate to be used for all nodes.
*/
export function forceX<NodeDatum extends SimulationNodeDatum>(x: number): ForceX<NodeDatum>;
/**
* Create a new positioning force along the x-axis towards the position x given by evaluating the specified x-coordinate accessor
* for each node.
*
* The x-positioning force pushes nodes towards a desired position along the given dimension with a configurable strength.
* The strength of the force is proportional to the one-dimensional distance between the nodes position and the target position.
* While this force can be used to position individual nodes, it is intended primarily for global forces that apply to all (or most) nodes.
*
* The generic refers to the type of data for a node.
*
* @param x A x-coordinate accessor function which is invoked for each node in the simulation, being passed the node and its zero-based index.
* The function returns the x-coordinate.
*/
export function forceX<NodeDatum extends SimulationNodeDatum>(x: (d: NodeDatum, i: number, data: Array<NodeDatum>) => number): ForceX<NodeDatum>;
/**
* The y-positioning force pushes nodes towards a desired position along the given dimension with a configurable strength.
* The strength of the force is proportional to the one-dimensional distance between the nodes position and the target position.
* While this force can be used to position individual nodes, it is intended primarily for global forces that apply to all (or most) nodes.
*
* The generic refers to the type of data for a node.
*/
export interface ForceY<NodeDatum extends SimulationNodeDatum> extends Force<NodeDatum, any> {
/**
* Returns the current strength accessor, which defaults to a constant strength for all nodes of 0.1.
*/
strength(): (d: NodeDatum, i: number, data: Array<NodeDatum>) => number;
/**
* Set the strength accessor to the specified constant strength for all nodes, re-evaluates the strength accessor for each node, and returns this force.
*
* The strength determines how much to increment the nodes y-velocity: (y - node.y) × strength.
*
* For example, a value of 0.1 indicates that the node should move a tenth of the way from its current y-position to the target y-position with each application.
* Higher values moves nodes more quickly to the target position, often at the expense of other forces or constraints.
*
* A value outside the range [0,1] is not recommended.
*
* The constant is internally wrapped into a strength accessor function.
*
* The strength accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the strength of each node is only recomputed when the force is initialized or
* when this method is called with a new strength, and not on every application of the force.
*
* @param strength Constant value of strength to be used for all nodes.
*/
strength(strength: number): this;
/**
* Set the strength accessor to the specified function, re-evaluates the strength accessor for each node, and returns this force.
*
* The strength determines how much to increment the nodes y-velocity: (y - node.y) × strength.
*
* For example, a value of 0.1 indicates that the node should move a tenth of the way from its current y-position to the target y-position with each application.
* Higher values moves nodes more quickly to the target position, often at the expense of other forces or constraints.
*
* A value outside the range [0,1] is not recommended.
*
* The strength accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the strength of each node is only recomputed when the force is initialized or
* when this method is called with a new strength, and not on every application of the force.
*
* @param strength A strength accessor function which is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The function returns the strength.
*/
strength(strength: (d: NodeDatum, i: number, data: Array<NodeDatum>) => number): this;
/**
* Return the current y-accessor, which defaults to a function returning 0 for all nodes.
*/
y(): (d: NodeDatum, i: number, data: Array<NodeDatum>) => number;
/**
* Set the y-coordinate accessor to the specified number, re-evaluates the y-accessor for each node,
* and returns this force.
*
* The constant is internally wrapped into a y-coordinate accessor function.
*
* The y-accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the target y-coordinate of each node is only recomputed when the force is initialized or
* when this method is called with a new y, and not on every application of the force.
*
* @param y Constant y-coordinate to be used for all nodes.
*/
y(y: number): this;
/**
* Set the y-coordinate accessor to the specified function, re-evaluates the y-accessor for each node,
* and returns this force.
*
* The y-accessor is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The resulting number is then stored internally, such that the target y-coordinate of each node is only recomputed when the force is initialized or
* when this method is called with a new y, and not on every application of the force.
*
* @param y A y-coordinate accessor function which is invoked for each node in the simulation, being passed the node, its zero-based index and the complete array of nodes.
* The function returns the y-coordinate.
*/
y(y: (d: NodeDatum, i: number, data: Array<NodeDatum>) => number): this;
}
/**
* Create a new positioning force along the y-axis towards the given position y which is defaulted to a constant 0 for all nodes.
*
* The y-positioning force pushes nodes towards a desired position along the given dimension with a configurable strength.
* The strength of the force is proportional to the one-dimensional distance between the nodes position and the target position.
* While this force can be used to position individual nodes, it is intended primarily for global forces that apply to all (or most) nodes.
*
* The generic refers to the type of data for a node.
*/
export function forceY<NodeDatum extends SimulationNodeDatum>(): ForceY<NodeDatum>;
/**
* Create a new positioning force along the y-axis towards the given position y which is constant for all nodes.
*
* The y-positioning force pushes nodes towards a desired position along the given dimension with a configurable strength.
* The strength of the force is proportional to the one-dimensional distance between the nodes position and the target position.
* While this force can be used to position individual nodes, it is intended primarily for global forces that apply to all (or most) nodes.
*
* The generic refers to the type of data for a node.
*
* @param y Constant y-coordinate to be used for all nodes.
*/
export function forceY<NodeDatum extends SimulationNodeDatum>(y: number): ForceY<NodeDatum>;
/**
* Create a new positioning force along the y-axis towards the position y given by evaluating the specified y-coordinate accessor
* for each node.
*
* The y-positioning force pushes nodes towards a desired position along the given dimension with a configurable strength.
* The strength of the force is proportional to the one-dimensional distance between the nodes position and the target position.
* While this force can be used to position individual nodes, it is intended primarily for global forces that apply to all (or most) nodes.
*
* The generic refers to the type of data for a node.
*
* @param y A y-coordinate accessor function which is invoked for each node in the simulation, being passed the node and its zero-based index.
* The function returns the y-coordinate.
*/
export function forceY<NodeDatum extends SimulationNodeDatum>(y: (d: NodeDatum, i: number, data: Array<NodeDatum>) => number): ForceY<NodeDatum>;