1171 lines
41 KiB
JavaScript
1171 lines
41 KiB
JavaScript
/**
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* Neural Network Background Animation
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* Modern, darker, mystical theme using WebGL
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* Subtle flowing network aesthetic
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*/
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class NeuralNetworkBackground {
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constructor(options = {}) {
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this.canvas = document.createElement('canvas');
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this.canvas.style.position = 'fixed';
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this.canvas.style.top = '0';
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this.canvas.style.left = '0';
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this.canvas.style.width = '100%';
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this.canvas.style.height = '100%';
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this.canvas.style.zIndex = '-1';
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this.canvas.style.pointerEvents = 'none';
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this.canvas.style.opacity = '0.6'; // Noch weiter reduzierte Opazität für subtileren Hintergrund
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// Standardkonfiguration mit subtileren Werten
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this.config = {
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nodeCount: 10, // Weniger Knoten
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nodeSize: 1.2, // Kleinere Knoten
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connectionDistance: 150, // Reduzierte Verbindungsdistanz
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connectionOpacity: 0.3, // Sanftere Verbindungslinien
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clusterCount: 7, // Weniger Cluster
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clusterRadius: 380, // Größerer Cluster-Radius für mehr Verteilung
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animationSpeed: 0.25, // Langsamere Animation
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flowDensity: 0.05, // Deutlich weniger Flussanimationen
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flowSpeed: 0.04, // Langsamerer Fluss
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flowLength: 0.04, // Kürzere Flussstreifen
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pulseSpeed: 0.0004, // Sehr sanftes Pulsieren
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activationFrequency: 0.4, // Seltenere Aktivierungen
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minConnectionsPerNode: 1,
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maxConnectionsPerNode: 3, // Weniger maximale Verbindungen
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lineUnderFlow: true, // Strichlinie unter Fluss anzeigen
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lineUnderFlowOpacity: 0.2, // Opazität der Strichlinie
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lineUnderFlowWidth: 1.0, // Breite der Strichlinie
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sequentialFlows: true, // Flüsse nacheinander anzeigen
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maxSimultaneousFlows: 3 // Maximale Anzahl gleichzeitiger Flüsse
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};
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// Benutzerkonfiguration übernehmen (falls vorhanden)
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this.config = { ...this.config, ...options.config };
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// Dunkler Modus mit subtileren Farben
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this.darkModeColors = {
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background: '#050a12', // Dunklerer Hintergrund
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nodeColor: '#5a79b7', // Sanfteres Blau
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connectionColor: '#2a3c68', // Gedämpfteres Blau
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flowColor: '#4d6ea8', // Sanfteres Flussblau
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lineUnderFlowColor: '#223a5c', // Dunkleres Blau für Strichlinie
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nodePulse: { r: 120, g: 150, b: 200 } // Sanftere Pulse-Farbe
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};
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// Heller Modus mit subtileren Farben
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this.lightModeColors = {
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background: '#f9fbff', // Hellerer Hintergrund
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nodeColor: '#b9d0f8', // Helleres, sanfteres Blau
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connectionColor: '#e0f0ff', // Sehr helles Blau für subtilere Verbindungen
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flowColor: '#92b2e6', // Sanftes mittleres Blau
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lineUnderFlowColor: '#c7d8f2', // Helles Blau für Strichlinie
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nodePulse: { r: 110, g: 140, b: 200 } // Sanftere Pulse-Farbe
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};
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// Erweiterte Konfiguration
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this.nodes = [];
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this.connections = [];
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this.flows = [];
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this.isDarkMode = options.isDarkMode !== undefined ? options.isDarkMode : true;
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this.useWebGL = options.useWebGL !== undefined ? options.useWebGL : true;
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this.frameRate = options.frameRate || 30; // Reduzierte Framerate für bessere Performance
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this.lastFrameTime = 0;
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this.frameInterval = 1000 / this.frameRate;
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this.lastFlowTime = 0; // Zeit des letzten Fluss-Starts
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this.flowInterval = 2000; // Mindestzeit zwischen neuen Flüssen (ms)
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// Ereignisbehandlung für Fenstergröße und Theme-Wechsel
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this.resizeTimeout = null;
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window.addEventListener('resize', this.onResize.bind(this));
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document.addEventListener('theme-changed', (e) => {
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this.setDarkMode(e.detail.isDarkMode);
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});
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// Initialisierung
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this.webglSetupComplete = false;
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if (this.useWebGL && this.setupWebGL()) {
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this.webglSetupComplete = true;
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} else {
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this.ctx = this.canvas.getContext('2d');
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}
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// If canvas already exists, remove it first
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const existingCanvas = document.getElementById('neural-network-background');
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if (existingCanvas) {
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existingCanvas.remove();
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}
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// Append to body as first child to ensure it's behind everything
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if (document.body.firstChild) {
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document.body.insertBefore(this.canvas, document.body.firstChild);
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} else {
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document.body.appendChild(this.canvas);
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}
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// Animation properties
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this.animationFrameId = null;
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// Initialize
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this.init();
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// Event listeners
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document.addEventListener('darkModeToggled', (event) => {
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this.isDarkMode = event.detail.isDark;
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});
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// Log that the background is initialized
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console.log('Neural Network Background initialized');
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}
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init() {
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this.resizeCanvas();
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if (this.useWebGL) {
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this.initWebGL();
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}
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this.createNodes();
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this.createConnections();
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this.startAnimation();
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}
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resizeCanvas() {
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const pixelRatio = window.devicePixelRatio || 1;
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const width = window.innerWidth;
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const height = window.innerHeight;
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this.canvas.style.width = width + 'px';
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this.canvas.style.height = height + 'px';
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this.canvas.width = width * pixelRatio;
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this.canvas.height = height * pixelRatio;
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if (this.useWebGL) {
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this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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} else if (this.ctx) {
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this.ctx.scale(pixelRatio, pixelRatio);
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}
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// Recalculate node positions after resize
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if (this.nodes.length) {
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this.createNodes();
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this.createConnections();
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}
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}
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initWebGL() {
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// Vertex shader
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const vsSource = `
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attribute vec2 aVertexPosition;
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attribute float aPointSize;
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uniform vec2 uResolution;
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void main() {
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// Convert from pixel to clip space
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vec2 position = (aVertexPosition / uResolution) * 2.0 - 1.0;
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// Flip Y coordinate
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position.y = -position.y;
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gl_Position = vec4(position, 0, 1);
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gl_PointSize = aPointSize;
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}
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`;
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// Fragment shader - Softer glow effect
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const fsSource = `
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precision mediump float;
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uniform vec4 uColor;
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void main() {
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float distance = length(gl_PointCoord - vec2(0.5, 0.5));
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// Softer glow with smoother falloff
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float alpha = 1.0 - smoothstep(0.1, 0.5, distance);
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alpha = pow(alpha, 1.5); // Make the glow even softer
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gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);
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}
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`;
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// Initialize shaders
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const vertexShader = this.loadShader(this.gl.VERTEX_SHADER, vsSource);
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const fragmentShader = this.loadShader(this.gl.FRAGMENT_SHADER, fsSource);
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// Create shader program
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this.shaderProgram = this.gl.createProgram();
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this.gl.attachShader(this.shaderProgram, vertexShader);
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this.gl.attachShader(this.shaderProgram, fragmentShader);
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this.gl.linkProgram(this.shaderProgram);
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if (!this.gl.getProgramParameter(this.shaderProgram, this.gl.LINK_STATUS)) {
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console.error('Unable to initialize the shader program: ' +
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this.gl.getProgramInfoLog(this.shaderProgram));
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return;
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}
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// Get attribute and uniform locations
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this.programInfo = {
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program: this.shaderProgram,
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attribLocations: {
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vertexPosition: this.gl.getAttribLocation(this.shaderProgram, 'aVertexPosition'),
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pointSize: this.gl.getAttribLocation(this.shaderProgram, 'aPointSize')
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},
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uniformLocations: {
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resolution: this.gl.getUniformLocation(this.shaderProgram, 'uResolution'),
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color: this.gl.getUniformLocation(this.shaderProgram, 'uColor')
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}
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};
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// Create buffers
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this.positionBuffer = this.gl.createBuffer();
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this.sizeBuffer = this.gl.createBuffer();
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// Set clear color for WebGL context
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const bgColor = this.hexToRgb(this.darkModeColors.background);
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this.gl.clearColor(bgColor.r/255, bgColor.g/255, bgColor.b/255, 1.0);
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}
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loadShader(type, source) {
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const shader = this.gl.createShader(type);
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this.gl.shaderSource(shader, source);
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this.gl.compileShader(shader);
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if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
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console.error('An error occurred compiling the shaders: ' +
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this.gl.getShaderInfoLog(shader));
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this.gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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createNodes() {
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this.nodes = [];
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const width = this.canvas.width / (window.devicePixelRatio || 1);
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const height = this.canvas.height / (window.devicePixelRatio || 1);
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// Erstelle Cluster-Zentren für neuronale Netzwerkmuster
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const clusterCount = Math.floor(5 + Math.random() * 4); // 5-8 Cluster
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const clusters = [];
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for (let i = 0; i < clusterCount; i++) {
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clusters.push({
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x: Math.random() * width,
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y: Math.random() * height,
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radius: 100 + Math.random() * 150
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});
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}
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// Create nodes with random positions and properties
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for (let i = 0; i < this.config.nodeCount; i++) {
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// Entscheide, ob dieser Knoten zu einem Cluster gehört oder nicht
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const useCluster = Math.random() < this.config.clusteringFactor;
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let x, y;
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if (useCluster && clusters.length > 0) {
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// Wähle ein zufälliges Cluster
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const cluster = clusters[Math.floor(Math.random() * clusters.length)];
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const angle = Math.random() * Math.PI * 2;
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const distance = Math.random() * cluster.radius;
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// Platziere in der Nähe des Clusters mit einiger Streuung
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x = cluster.x + Math.cos(angle) * distance;
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y = cluster.y + Math.sin(angle) * distance;
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// Stelle sicher, dass es innerhalb des Bildschirms bleibt
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x = Math.max(0, Math.min(width, x));
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y = Math.max(0, Math.min(height, y));
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} else {
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// Zufällige Position außerhalb von Clustern
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x = Math.random() * width;
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y = Math.random() * height;
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}
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// Bestimme die Knotengröße - wichtigere Knoten (in Clustern) sind größer
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const nodeImportance = useCluster ? 1.2 : 0.8;
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const size = this.config.nodeSize * nodeImportance + Math.random() * this.config.nodeVariation;
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const node = {
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x: x,
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y: y,
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size: size,
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speed: {
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x: (Math.random() - 0.5) * this.config.animationSpeed,
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y: (Math.random() - 0.5) * this.config.animationSpeed
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},
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pulsePhase: Math.random() * Math.PI * 2, // Random starting phase
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connections: [],
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isActive: Math.random() < 0.3, // Some nodes start active for neural firing effect
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lastFired: 0, // For neural firing animation
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firingRate: 1000 + Math.random() * 4000 // Random firing rate in ms
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};
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this.nodes.push(node);
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}
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}
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createConnections() {
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this.connections = [];
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this.flows = []; // Reset flows
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// Create connections between nearby nodes
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for (let i = 0; i < this.nodes.length; i++) {
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const nodeA = this.nodes[i];
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nodeA.connections = [];
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// Sortiere andere Knoten nach Entfernung für bevorzugte nahe Verbindungen
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const potentialConnections = [];
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for (let j = 0; j < this.nodes.length; j++) {
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if (i === j) continue;
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const nodeB = this.nodes[j];
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const dx = nodeB.x - nodeA.x;
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const dy = nodeB.y - nodeA.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance < this.config.connectionDistance) {
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potentialConnections.push({
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index: j,
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distance: distance
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});
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}
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}
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// Sortiere nach Entfernung
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potentialConnections.sort((a, b) => a.distance - b.distance);
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// Wähle die nächsten N Verbindungen, maximal maxConnections
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const maxConn = Math.min(
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this.config.maxConnections,
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potentialConnections.length,
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1 + Math.floor(Math.random() * this.config.maxConnections)
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);
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for (let c = 0; c < maxConn; c++) {
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const connection = potentialConnections[c];
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const j = connection.index;
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const nodeB = this.nodes[j];
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const distance = connection.distance;
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// Create weighted connection (closer = stronger)
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const connectionStrength = Math.max(0, 1 - distance / this.config.connectionDistance);
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const connOpacity = connectionStrength * this.config.connectionOpacity;
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// Check if connection already exists
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if (!this.connections.some(conn =>
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(conn.from === i && conn.to === j) || (conn.from === j && conn.to === i)
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)) {
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// Neue Verbindung startet mit progress=0 für animierten Aufbau
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this.connections.push({
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from: i,
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to: j,
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distance: distance,
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opacity: connOpacity,
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strength: connectionStrength,
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hasFlow: false,
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lastActivated: 0,
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progress: 0 // Animationsfortschritt für Verbindungsaufbau
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});
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nodeA.connections.push(j);
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nodeB.connections.push(i);
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}
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}
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}
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}
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startAnimation() {
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this.animationFrameId = requestAnimationFrame(this.animate.bind(this));
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}
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animate() {
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// Update nodes
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const width = this.canvas.width / (window.devicePixelRatio || 1);
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const height = this.canvas.height / (window.devicePixelRatio || 1);
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const now = Date.now();
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// Simulate neural firing
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for (let i = 0; i < this.nodes.length; i++) {
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const node = this.nodes[i];
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// Check if node should fire based on its firing rate
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if (now - node.lastFired > node.firingRate) {
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node.isActive = true;
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node.lastFired = now;
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// Activate connected nodes with probability based on connection strength
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for (const connIndex of node.connections) {
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// Find the connection
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const conn = this.connections.find(c =>
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(c.from === i && c.to === connIndex) || (c.from === connIndex && c.to === i)
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);
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if (conn) {
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// Mark connection as recently activated
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conn.lastActivated = now;
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// Create a flow along this connection
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if (Math.random() < conn.strength * 0.8) {
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this.flows.push({
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connection: conn,
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progress: 0,
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direction: conn.from === i, // Flow from activated node
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length: this.config.flowLength + Math.random() * 0.1,
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intensity: 0.7 + Math.random() * 0.3 // Random intensity for variation
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});
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}
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// Probability for connected node to activate
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if (Math.random() < conn.strength * 0.5) {
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this.nodes[connIndex].isActive = true;
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this.nodes[connIndex].lastFired = now - Math.random() * 500; // Slight variation
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}
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}
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}
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} else if (now - node.lastFired > 300) { // Deactivate after short period
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node.isActive = false;
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}
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}
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// Animierter Verbindungsaufbau: progress inkrementieren
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for (const connection of this.connections) {
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if (connection.progress < 1) {
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// Langsamer Aufbau: Geschwindigkeit kann angepasst werden
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connection.progress += 0.012; // Sehr langsam, für subtilen Effekt
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if (connection.progress > 1) connection.progress = 1;
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}
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}
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// Update flows
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this.updateFlows();
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// Occasionally create new flows along connections
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if (Math.random() < this.config.flowDensity) {
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this.createNewFlow();
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}
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// Recalculate connections occasionally for a living network
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if (Math.random() < 0.01) { // Only recalculate 1% of the time for performance
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this.createConnections();
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}
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// Render
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if (this.useWebGL) {
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this.renderWebGL();
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} else {
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this.renderCanvas();
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}
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// Continue animation
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this.animationFrameId = requestAnimationFrame(this.animate.bind(this));
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}
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// New method to update flow animations
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updateFlows() {
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// Update existing flows
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const now = Date.now();
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for (let i = this.flows.length - 1; i >= 0; i--) {
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const flow = this.flows[i];
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// Update flow progress
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flow.progress += this.config.flowSpeed / flow.connection.distance;
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// Update line progress (langsamer als der Blitz)
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flow.lineProgress = Math.min(flow.progress * 1.5, 1.0);
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// Remove completed flows
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if (flow.progress > 1.0) {
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this.flows.splice(i, 1);
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}
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}
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// Generate new flows selten und kontrolliert
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if (Math.random() < this.config.flowDensity &&
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(!this.config.sequentialFlows ||
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now - this.lastFlowTime >= this.flowInterval)) {
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this.createNewFlow();
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}
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}
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// New method to create flow animations
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createNewFlow() {
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if (this.connections.length === 0) return;
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// Überprüfen, ob maximale Anzahl gleichzeitiger Flüsse erreicht ist
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if (this.config.sequentialFlows &&
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this.flows.length >= this.config.maxSimultaneousFlows) {
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return;
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}
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// Überprüfen, ob genügend Zeit seit dem letzten Fluss vergangen ist
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const now = Date.now();
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if (this.config.sequentialFlows &&
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now - this.lastFlowTime < this.flowInterval) {
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return;
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}
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|
|
// Zeit des letzten Flusses aktualisieren
|
|
this.lastFlowTime = now;
|
|
|
|
// Select a random connection with preference for more connected nodes
|
|
let connectionIdx = Math.floor(Math.random() * this.connections.length);
|
|
let attempts = 0;
|
|
|
|
// Try to find a connection with more connected nodes
|
|
while (attempts < 5) {
|
|
const testIdx = Math.floor(Math.random() * this.connections.length);
|
|
const testConn = this.connections[testIdx];
|
|
const fromNode = this.nodes[testConn.from];
|
|
|
|
if (fromNode.connections.length > 2) {
|
|
connectionIdx = testIdx;
|
|
break;
|
|
}
|
|
attempts++;
|
|
}
|
|
|
|
const connection = this.connections[connectionIdx];
|
|
|
|
// Create a new flow along this connection
|
|
this.flows.push({
|
|
connection: connection,
|
|
progress: 0,
|
|
direction: Math.random() > 0.5, // Randomly decide direction
|
|
length: this.config.flowLength + Math.random() * 0.1, // Slightly vary lengths
|
|
lineProgress: 0 // Fortschritt der unterliegenden Strichlinie (startet bei 0)
|
|
});
|
|
}
|
|
|
|
renderWebGL() {
|
|
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
|
|
|
|
const width = this.canvas.width / (window.devicePixelRatio || 1);
|
|
const height = this.canvas.height / (window.devicePixelRatio || 1);
|
|
|
|
// Select shader program
|
|
this.gl.useProgram(this.programInfo.program);
|
|
|
|
// Set resolution uniform
|
|
this.gl.uniform2f(this.programInfo.uniformLocations.resolution, width, height);
|
|
|
|
// Draw connections first (behind nodes)
|
|
this.renderConnectionsWebGL();
|
|
|
|
// Draw flows on top of connections
|
|
this.renderFlowsWebGL();
|
|
|
|
// Draw nodes
|
|
this.renderNodesWebGL();
|
|
}
|
|
|
|
renderNodesWebGL() {
|
|
// Prepare node positions for WebGL
|
|
const positions = new Float32Array(this.nodes.length * 2);
|
|
const sizes = new Float32Array(this.nodes.length);
|
|
|
|
const now = Date.now();
|
|
|
|
for (let i = 0; i < this.nodes.length; i++) {
|
|
const node = this.nodes[i];
|
|
positions[i * 2] = node.x;
|
|
positions[i * 2 + 1] = node.y;
|
|
|
|
// Maximales Pulsieren und sehr große Knoten
|
|
let pulse = Math.sin(node.pulsePhase) * 0.38 + 1.35;
|
|
const connectivityFactor = 1 + (node.connections.length / this.config.maxConnections) * 1.1;
|
|
sizes[i] = node.size * pulse * connectivityFactor;
|
|
}
|
|
|
|
// Bind position buffer
|
|
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer);
|
|
this.gl.bufferData(this.gl.ARRAY_BUFFER, positions, this.gl.STATIC_DRAW);
|
|
this.gl.vertexAttribPointer(
|
|
this.programInfo.attribLocations.vertexPosition,
|
|
2, // components per vertex
|
|
this.gl.FLOAT, // data type
|
|
false, // normalize
|
|
0, // stride
|
|
0 // offset
|
|
);
|
|
this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexPosition);
|
|
|
|
// Bind size buffer
|
|
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.sizeBuffer);
|
|
this.gl.bufferData(this.gl.ARRAY_BUFFER, sizes, this.gl.STATIC_DRAW);
|
|
this.gl.vertexAttribPointer(
|
|
this.programInfo.attribLocations.pointSize,
|
|
1, // components per vertex
|
|
this.gl.FLOAT, // data type
|
|
false, // normalize
|
|
0, // stride
|
|
0 // offset
|
|
);
|
|
this.gl.enableVertexAttribArray(this.programInfo.attribLocations.pointSize);
|
|
|
|
// Enable blending for all nodes
|
|
this.gl.enable(this.gl.BLEND);
|
|
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE); // Additive blending for glow
|
|
|
|
// Draw each node individually with its own color
|
|
for (let i = 0; i < this.nodes.length; i++) {
|
|
const node = this.nodes[i];
|
|
|
|
// Set node color - more visible with active highlighting
|
|
const colorObj = this.isDarkMode ? this.darkModeColors : this.lightModeColors;
|
|
const nodeColor = this.hexToRgb(colorObj.nodeColor);
|
|
const nodePulseColor = this.hexToRgb(colorObj.nodePulse);
|
|
|
|
// Use pulse color for active nodes
|
|
let r = nodeColor.r / 255;
|
|
let g = nodeColor.g / 255;
|
|
let b = nodeColor.b / 255;
|
|
|
|
// Active nodes get brighter color
|
|
if (node.isActive) {
|
|
r = (r + nodePulseColor.r / 255) / 2;
|
|
g = (g + nodePulseColor.g / 255) / 2;
|
|
b = (b + nodePulseColor.b / 255) / 2;
|
|
}
|
|
|
|
// Sehr sichtbare, maximal leuchtende Knoten
|
|
this.gl.uniform4f(
|
|
this.programInfo.uniformLocations.color,
|
|
r, g, b,
|
|
node.isActive ? 1.0 : 0.92 // Maximal sichtbar
|
|
);
|
|
|
|
// Draw each node individually for better control
|
|
this.gl.drawArrays(this.gl.POINTS, i, 1);
|
|
}
|
|
}
|
|
|
|
renderConnectionsWebGL() {
|
|
// Permanente Verbindungsstriche werden nicht mehr gezeichnet
|
|
// Diese Methode bleibt leer, damit keine Linien mehr erscheinen
|
|
}
|
|
|
|
// New method to render the flowing animations
|
|
renderFlowsWebGL() {
|
|
// Für jeden Flow zuerst die unterliegende Strichlinie zeichnen, dann den Blitz
|
|
for (const flow of this.flows) {
|
|
const connection = flow.connection;
|
|
const fromNode = this.nodes[connection.from];
|
|
const toNode = this.nodes[connection.to];
|
|
const direction = flow.direction ? 1 : -1;
|
|
|
|
// 1. Die unterliegende Strichlinie zeichnen
|
|
if (this.config.lineUnderFlow) {
|
|
const lineStart = direction > 0 ? fromNode : toNode;
|
|
const lineEnd = direction > 0 ? toNode : fromNode;
|
|
|
|
// Strichlinie als gerade Linie mit voller Länge, aber mit Fortschritt
|
|
const lineEndPoint = {
|
|
x: lineStart.x + (lineEnd.x - lineStart.x) * flow.lineProgress,
|
|
y: lineStart.y + (lineEnd.y - lineStart.y) * flow.lineProgress
|
|
};
|
|
|
|
const positions = new Float32Array([
|
|
lineStart.x, lineStart.y,
|
|
lineEndPoint.x, lineEndPoint.y
|
|
]);
|
|
|
|
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer);
|
|
this.gl.bufferData(this.gl.ARRAY_BUFFER, positions, this.gl.STATIC_DRAW);
|
|
this.gl.vertexAttribPointer(
|
|
this.programInfo.attribLocations.vertexPosition,
|
|
2,
|
|
this.gl.FLOAT,
|
|
false,
|
|
0,
|
|
0
|
|
);
|
|
this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexPosition);
|
|
this.gl.disableVertexAttribArray(this.programInfo.attribLocations.pointSize);
|
|
|
|
// Sanftere, transparentere Strichlinie
|
|
const colorObj = this.isDarkMode ? this.darkModeColors : this.lightModeColors;
|
|
const lineColor = this.hexToRgb(colorObj.lineUnderFlowColor || colorObj.connectionColor);
|
|
|
|
this.gl.uniform4f(
|
|
this.programInfo.uniformLocations.color,
|
|
lineColor.r / 255,
|
|
lineColor.g / 255,
|
|
lineColor.b / 255,
|
|
this.config.lineUnderFlowOpacity // Sehr subtile Linie
|
|
);
|
|
|
|
this.gl.enable(this.gl.BLEND);
|
|
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA); // Normales Alpha-Blending
|
|
this.gl.lineWidth(this.config.lineUnderFlowWidth); // Dünne Linie
|
|
this.gl.drawArrays(this.gl.LINES, 0, 2);
|
|
}
|
|
|
|
// 2. Den Blitz selbst zeichnen
|
|
const startProgress = flow.progress;
|
|
const endProgress = Math.min(1, startProgress + flow.length);
|
|
if (startProgress >= 1 || endProgress <= 0) continue;
|
|
|
|
let p1, p2;
|
|
if (direction > 0) {
|
|
p1 = {
|
|
x: fromNode.x + (toNode.x - fromNode.x) * startProgress,
|
|
y: fromNode.y + (toNode.y - fromNode.y) * startProgress
|
|
};
|
|
p2 = {
|
|
x: fromNode.x + (toNode.x - fromNode.x) * endProgress,
|
|
y: fromNode.y + (toNode.y - fromNode.y) * endProgress
|
|
};
|
|
} else {
|
|
p1 = {
|
|
x: toNode.x + (fromNode.x - toNode.x) * startProgress,
|
|
y: toNode.y + (fromNode.y - toNode.y) * startProgress
|
|
};
|
|
p2 = {
|
|
x: toNode.x + (fromNode.x - toNode.x) * endProgress,
|
|
y: toNode.y + (fromNode.y - toNode.y) * endProgress
|
|
};
|
|
}
|
|
|
|
// Zickzack-Blitz generieren (weniger ausgeprägt)
|
|
const zigzag = this.generateZigZagPoints(p1, p2, 3, 5); // Weniger Segmente, kleinere Amplitude
|
|
for (let i = 0; i < zigzag.length - 1; i++) {
|
|
const positions = new Float32Array([
|
|
zigzag[i].x, zigzag[i].y,
|
|
zigzag[i + 1].x, zigzag[i + 1].y
|
|
]);
|
|
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer);
|
|
this.gl.bufferData(this.gl.ARRAY_BUFFER, positions, this.gl.STATIC_DRAW);
|
|
this.gl.vertexAttribPointer(
|
|
this.programInfo.attribLocations.vertexPosition,
|
|
2,
|
|
this.gl.FLOAT,
|
|
false,
|
|
0,
|
|
0
|
|
);
|
|
this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexPosition);
|
|
this.gl.disableVertexAttribArray(this.programInfo.attribLocations.pointSize);
|
|
|
|
// Dezenter, subtilerer Blitz
|
|
const colorObj = this.isDarkMode ? this.darkModeColors : this.lightModeColors;
|
|
const flowColor = this.hexToRgb(colorObj.flowColor);
|
|
this.gl.uniform4f(
|
|
this.programInfo.uniformLocations.color,
|
|
flowColor.r / 255,
|
|
flowColor.g / 255,
|
|
flowColor.b / 255,
|
|
0.45 // Geringere Sichtbarkeit
|
|
);
|
|
this.gl.enable(this.gl.BLEND);
|
|
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE);
|
|
this.gl.lineWidth(1.0); // Dünnerer Blitz für subtileren Effekt
|
|
this.gl.drawArrays(this.gl.LINES, 0, 2);
|
|
}
|
|
|
|
// Funken erzeugen - weniger und subtilere elektrische Funken
|
|
const sparks = this.generateSparkPoints(zigzag, 2 + Math.floor(Math.random() * 2)); // Weniger Funken
|
|
for (const spark of sparks) {
|
|
// Sanfteres Weiß-Blau für subtilere elektrische Funken
|
|
this.gl.uniform4f(
|
|
this.programInfo.uniformLocations.color,
|
|
0.85, 0.9, 0.95, 0.4 * spark.intensity // Geringere Intensität
|
|
);
|
|
|
|
// Position für den Funken setzen
|
|
const sparkPos = new Float32Array([spark.x, spark.y]);
|
|
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.positionBuffer);
|
|
this.gl.bufferData(this.gl.ARRAY_BUFFER, sparkPos, this.gl.STATIC_DRAW);
|
|
|
|
// Punktgröße setzen
|
|
const sizes = new Float32Array([spark.size * 2.0]); // Kleinere Funken
|
|
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.sizeBuffer);
|
|
this.gl.bufferData(this.gl.ARRAY_BUFFER, sizes, this.gl.STATIC_DRAW);
|
|
|
|
this.gl.vertexAttribPointer(
|
|
this.programInfo.attribLocations.vertexPosition,
|
|
2,
|
|
this.gl.FLOAT,
|
|
false,
|
|
0,
|
|
0
|
|
);
|
|
this.gl.enableVertexAttribArray(this.programInfo.attribLocations.vertexPosition);
|
|
|
|
this.gl.vertexAttribPointer(
|
|
this.programInfo.attribLocations.pointSize,
|
|
1,
|
|
this.gl.FLOAT,
|
|
false,
|
|
0,
|
|
0
|
|
);
|
|
this.gl.enableVertexAttribArray(this.programInfo.attribLocations.pointSize);
|
|
|
|
this.gl.drawArrays(this.gl.POINTS, 0, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
renderCanvas() {
|
|
if (!this.ctx) return;
|
|
|
|
const { background, nodeColor, connectionColor } = this.isDarkMode ? this.darkModeColors : this.lightModeColors;
|
|
|
|
// Hintergrund sanft löschen mit leichter Transparenz für Nachleuchten
|
|
this.ctx.fillStyle = background;
|
|
this.ctx.globalAlpha = 0.22; // Sehr subtile Überblendung für sanfte Bewegung
|
|
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
|
this.ctx.globalAlpha = 1.0;
|
|
|
|
// Verbindungen zeichnen mit distanzabhängiger Transparenz
|
|
this.connections.forEach(connection => {
|
|
const { source, target, strength } = connection;
|
|
const dx = target.x - source.x;
|
|
const dy = target.y - source.y;
|
|
const distance = Math.sqrt(dx * dx + dy * dy);
|
|
|
|
// Berechne Opazität basierend auf Distanz - je weiter entfernt, desto transparenter
|
|
const maxOpacity = 0.02; // Sehr subtile maximale Opazität
|
|
const opacityFactor = 1 - (distance / this.config.connectionDistance);
|
|
let opacity = maxOpacity * opacityFactor * strength * this.config.connectionOpacity;
|
|
|
|
// Subtilere Linien
|
|
this.ctx.beginPath();
|
|
this.ctx.moveTo(source.x, source.y);
|
|
this.ctx.lineTo(target.x, target.y);
|
|
this.ctx.lineWidth = 0.4; // Sehr dünne Linie
|
|
this.ctx.strokeStyle = connectionColor;
|
|
this.ctx.globalAlpha = opacity;
|
|
this.ctx.stroke();
|
|
this.ctx.globalAlpha = 1.0;
|
|
});
|
|
|
|
// Knoten zeichnen mit subtilerem Glühen und Pulsieren
|
|
this.nodes.forEach(node => {
|
|
const nodeBaseSize = node.size * this.config.nodeSize;
|
|
const pulse = Math.sin(this.time * this.config.pulseSpeed * node.pulseRate) * 0.1 + 1; // Reduzierte Pulsamplitude
|
|
const glowSize = nodeBaseSize * 1.5; // Kleinerer Glowradius
|
|
|
|
// Aktive Knoten speziell hervorheben, aber subtiler
|
|
if (node.active) {
|
|
// Subtiles Glühen für aktive Knoten
|
|
const gradient = this.ctx.createRadialGradient(
|
|
node.x, node.y, 0,
|
|
node.x, node.y, glowSize * 2
|
|
);
|
|
this.ctx.globalAlpha = 0.09; // Sehr niedrige Opazität für subtiles Glühen
|
|
gradient.addColorStop(0, 'rgba(255, 255, 255, 0.15)');
|
|
gradient.addColorStop(1, 'rgba(255, 255, 255, 0)');
|
|
|
|
this.ctx.fillStyle = gradient;
|
|
this.ctx.beginPath();
|
|
this.ctx.arc(node.x, node.y, glowSize * 2, 0, Math.PI * 2);
|
|
this.ctx.fill();
|
|
|
|
// Zeichne aktiven Knoten
|
|
this.ctx.globalAlpha = 0.9;
|
|
this.ctx.fillStyle = nodeColor;
|
|
this.ctx.beginPath();
|
|
this.ctx.arc(node.x, node.y, nodeBaseSize * pulse, 0, Math.PI * 2);
|
|
this.ctx.fill();
|
|
} else {
|
|
// Inaktive Knoten sanfter darstellen
|
|
this.ctx.globalAlpha = 0.8;
|
|
this.ctx.fillStyle = nodeColor;
|
|
this.ctx.beginPath();
|
|
this.ctx.arc(node.x, node.y, nodeBaseSize * pulse * 0.8, 0, Math.PI * 2);
|
|
this.ctx.fill();
|
|
}
|
|
this.ctx.globalAlpha = 1.0;
|
|
});
|
|
}
|
|
|
|
renderFlowsCanvas() {
|
|
if (!this.ctx) return;
|
|
|
|
const { flowColor } = this.isDarkMode ? this.darkModeColors : this.lightModeColors;
|
|
|
|
this.flows.forEach(flow => {
|
|
if (flow.progress > 1) return;
|
|
|
|
const { source, target, progress } = flow;
|
|
|
|
// Berechne aktuelle Position
|
|
const dx = target.x - source.x;
|
|
const dy = target.y - source.y;
|
|
const currentX = source.x + dx * progress;
|
|
const currentY = source.y + dy * progress;
|
|
|
|
// Zick-Zack-Effekt reduzieren für sanftere Bewegung
|
|
const segmentCount = 4; // Weniger Segmente
|
|
const amplitude = 2; // Geringere Amplitude
|
|
const waveLength = 0.2;
|
|
|
|
let prevX = source.x;
|
|
let prevY = source.y;
|
|
|
|
this.ctx.beginPath();
|
|
this.ctx.moveTo(prevX, prevY);
|
|
|
|
// Sanftere "Elektrizitäts"-Linie
|
|
for (let i = 0; i <= segmentCount; i++) {
|
|
const segmentProgress = i / segmentCount;
|
|
if (segmentProgress > progress) break;
|
|
|
|
const segX = source.x + dx * segmentProgress;
|
|
const segY = source.y + dy * segmentProgress;
|
|
|
|
// Sanftere Wellen
|
|
const perpX = -dy * Math.sin(segmentProgress * Math.PI * 10) * amplitude;
|
|
const perpY = dx * Math.sin(segmentProgress * Math.PI * 10) * amplitude;
|
|
|
|
const pointX = segX + perpX * Math.sin(this.time * 0.01);
|
|
const pointY = segY + perpY * Math.sin(this.time * 0.01);
|
|
|
|
this.ctx.lineTo(pointX, pointY);
|
|
prevX = pointX;
|
|
prevY = pointY;
|
|
}
|
|
|
|
// Linienausrichtung und -stil
|
|
this.ctx.lineCap = 'round';
|
|
this.ctx.lineWidth = 1.2; // Dünnere Linie
|
|
|
|
// Subtiler Gloweffekt
|
|
this.ctx.shadowColor = flowColor;
|
|
this.ctx.shadowBlur = 6; // Reduzierter Unschärferadius
|
|
|
|
this.ctx.strokeStyle = flowColor;
|
|
this.ctx.globalAlpha = 0.7 - 0.5 * Math.abs(progress - 0.5); // Sanfteres Ein- und Ausblenden
|
|
this.ctx.stroke();
|
|
this.ctx.globalAlpha = 1;
|
|
this.ctx.shadowBlur = 0;
|
|
|
|
// Funkeneffekte am Ende der Linie, aber weniger und kleiner
|
|
if (progress > 0.9 && Math.random() < 0.3) { // Weniger Funken generieren
|
|
const sparkCount = Math.floor(Math.random() * 2) + 1; // Maximal 3 Funken
|
|
|
|
for (let i = 0; i < sparkCount; i++) {
|
|
const sparkSize = Math.random() * 0.8 + 0.4; // Kleinere Funken
|
|
const sparkAngle = Math.random() * Math.PI * 2;
|
|
const sparkDistance = Math.random() * 5 + 2;
|
|
|
|
const sparkX = currentX + Math.cos(sparkAngle) * sparkDistance;
|
|
const sparkY = currentY + Math.sin(sparkAngle) * sparkDistance;
|
|
|
|
// Weniger intensive Funken
|
|
this.ctx.beginPath();
|
|
this.ctx.arc(sparkX, sparkY, sparkSize, 0, Math.PI * 2);
|
|
this.ctx.fillStyle = flowColor;
|
|
this.ctx.globalAlpha = 0.4; // Reduzierte Opazität
|
|
this.ctx.fill();
|
|
this.ctx.globalAlpha = 1;
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
// Helper method to convert hex to RGB
|
|
hexToRgb(hex) {
|
|
// Remove # if present
|
|
hex = hex.replace(/^#/, '');
|
|
|
|
// Handle rgba hex format
|
|
let alpha = 1;
|
|
if (hex.length === 8) {
|
|
alpha = parseInt(hex.slice(6, 8), 16) / 255;
|
|
hex = hex.slice(0, 6);
|
|
}
|
|
|
|
// Parse hex values
|
|
const bigint = parseInt(hex, 16);
|
|
const r = (bigint >> 16) & 255;
|
|
const g = (bigint >> 8) & 255;
|
|
const b = bigint & 255;
|
|
|
|
return { r, g, b, a: alpha };
|
|
}
|
|
|
|
// Cleanup method
|
|
destroy() {
|
|
if (this.animationFrameId) {
|
|
cancelAnimationFrame(this.animationFrameId);
|
|
}
|
|
|
|
window.removeEventListener('resize', this.resizeCanvas.bind(this));
|
|
|
|
if (this.canvas && this.canvas.parentNode) {
|
|
this.canvas.parentNode.removeChild(this.canvas);
|
|
}
|
|
|
|
if (this.gl) {
|
|
// Clean up WebGL resources
|
|
this.gl.deleteBuffer(this.positionBuffer);
|
|
this.gl.deleteBuffer(this.sizeBuffer);
|
|
this.gl.deleteProgram(this.shaderProgram);
|
|
}
|
|
}
|
|
|
|
// Hilfsfunktion: Erzeuge Zickzack-Punkte für einen Blitz
|
|
generateZigZagPoints(start, end, segments = 5, amplitude = 8) {
|
|
const points = [start];
|
|
for (let i = 1; i < segments; i++) {
|
|
const t = i / segments;
|
|
const x = start.x + (end.x - start.x) * t;
|
|
const y = start.y + (end.y - start.y) * t;
|
|
// Versatz für Zickzack
|
|
const angle = Math.atan2(end.y - start.y, end.x - start.x) + Math.PI / 2;
|
|
const offset = (Math.random() - 0.5) * amplitude * (i % 2 === 0 ? 1 : -1);
|
|
points.push({
|
|
x: x + Math.cos(angle) * offset,
|
|
y: y + Math.sin(angle) * offset
|
|
});
|
|
}
|
|
points.push(end);
|
|
return points;
|
|
}
|
|
|
|
// Hilfsfunktion: Erzeuge Funkenpunkte entlang eines Zickzack-Blitzes
|
|
generateSparkPoints(zigzag, sparkCount = 4) {
|
|
const sparks = [];
|
|
// Moderatere Anzahl an Funken für subtileren Effekt
|
|
const actualSparkCount = sparkCount + Math.floor(Math.random() * 2);
|
|
|
|
for (let i = 0; i < actualSparkCount; i++) {
|
|
// Entlang des gesamten Blitzes verteilen
|
|
const seg = i * (zigzag.length - 1) / actualSparkCount;
|
|
const segIndex = Math.floor(seg);
|
|
const t = seg - segIndex;
|
|
|
|
// Basis-Position
|
|
const x = zigzag[segIndex].x + (zigzag[segIndex + 1].x - zigzag[segIndex].x) * t;
|
|
const y = zigzag[segIndex].y + (zigzag[segIndex + 1].y - zigzag[segIndex].y) * t;
|
|
|
|
// Sanfterer Versatz vom Blitz
|
|
const angle = Math.random() * Math.PI * 2;
|
|
const distance = 2 + Math.random() * 4; // Reduzierter Abstand für subtileres Sprühen
|
|
|
|
sparks.push({
|
|
x: x + Math.cos(angle) * distance,
|
|
y: y + Math.sin(angle) * distance,
|
|
size: 0.5 + Math.random() * 1 // Kleinere Funken
|
|
});
|
|
}
|
|
return sparks;
|
|
}
|
|
|
|
onResize() {
|
|
// Verhindere mehrfache Resize-Events in kurzer Zeit
|
|
if (this.resizeTimeout) clearTimeout(this.resizeTimeout);
|
|
|
|
this.resizeTimeout = setTimeout(() => {
|
|
this.resizeCanvas();
|
|
|
|
// Knoten und Verbindungen neu erstellen, um sie an die neue Größe anzupassen
|
|
this.createNodes();
|
|
this.createConnections();
|
|
}, 200); // Warte 200ms, bevor die Größenanpassung durchgeführt wird
|
|
}
|
|
|
|
setDarkMode(isDarkMode) {
|
|
this.isDarkMode = isDarkMode;
|
|
|
|
// WebGL-Hintergrundfarbe aktualisieren
|
|
if (this.useWebGL && this.gl) {
|
|
const bgColor = this.hexToRgb(
|
|
this.isDarkMode ? this.darkModeColors.background : this.lightModeColors.background
|
|
);
|
|
this.gl.clearColor(bgColor.r/255, bgColor.g/255, bgColor.b/255, 1.0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Initialize when DOM is loaded
|
|
document.addEventListener('DOMContentLoaded', () => {
|
|
// Short delay to ensure DOM is fully loaded
|
|
setTimeout(() => {
|
|
if (!window.neuralNetworkBackground) {
|
|
console.log('Creating Neural Network Background');
|
|
window.neuralNetworkBackground = new NeuralNetworkBackground();
|
|
}
|
|
}, 100);
|
|
});
|
|
|
|
// Re-initialize when page is fully loaded (for safety)
|
|
window.addEventListener('load', () => {
|
|
if (!window.neuralNetworkBackground) {
|
|
console.log('Re-initializing Neural Network Background on full load');
|
|
window.neuralNetworkBackground = new NeuralNetworkBackground();
|
|
}
|
|
});
|
|
|
|
// Clean up when window is closed
|
|
window.addEventListener('beforeunload', () => {
|
|
if (window.neuralNetworkBackground) {
|
|
window.neuralNetworkBackground.destroy();
|
|
}
|
|
});
|
|
|
|
function applyNeuralNetworkStyle(cy) {
|
|
cy.style()
|
|
.selector('node')
|
|
.style({
|
|
'label': 'data(label)',
|
|
'text-valign': 'center',
|
|
'text-halign': 'center',
|
|
'color': 'data(fontColor)',
|
|
'text-outline-width': 2,
|
|
'text-outline-color': 'rgba(0,0,0,0.8)',
|
|
'text-outline-opacity': 0.9,
|
|
'font-size': 'data(fontSize)',
|
|
'font-weight': '500',
|
|
'text-margin-y': 8,
|
|
'width': function(ele) {
|
|
if (ele.data('isCenter')) return 120;
|
|
return ele.data('neuronSize') ? ele.data('neuronSize') * 10 : 80;
|
|
},
|
|
'height': function(ele) {
|
|
if (ele.data('isCenter')) return 120;
|
|
return ele.data('neuronSize') ? ele.data('neuronSize') * 10 : 80;
|
|
},
|
|
'background-color': 'data(color)',
|
|
'background-opacity': 0.9,
|
|
'border-width': 2,
|
|
'border-color': '#ffffff',
|
|
'border-opacity': 0.8,
|
|
'shape': 'ellipse',
|
|
'transition-property': 'background-color, background-opacity, border-width',
|
|
'transition-duration': '0.3s',
|
|
'transition-timing-function': 'ease-in-out'
|
|
})
|
|
.selector('edge')
|
|
.style({
|
|
'width': function(ele) {
|
|
return ele.data('strength') ? ele.data('strength') * 3 : 1;
|
|
},
|
|
'curve-style': 'bezier',
|
|
'line-color': function(ele) {
|
|
const sourceColor = ele.source().data('color');
|
|
return sourceColor || '#8a8aaa';
|
|
},
|
|
'line-opacity': function(ele) {
|
|
return ele.data('strength') ? ele.data('strength') * 0.8 : 0.4;
|
|
},
|
|
'line-style': function(ele) {
|
|
const strength = ele.data('strength');
|
|
if (!strength) return 'solid';
|
|
if (strength <= 0.4) return 'dotted';
|
|
if (strength <= 0.6) return 'dashed';
|
|
return 'solid';
|
|
},
|
|
'target-arrow-shape': 'none',
|
|
'source-endpoint': '0% 50%',
|
|
'target-endpoint': '100% 50%',
|
|
'transition-property': 'line-opacity, width',
|
|
'transition-duration': '0.3s',
|
|
'transition-timing-function': 'ease-in-out'
|
|
})
|
|
.update();
|
|
}
|