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NapCatQQ/src/plugin/network.ts
手瓜一十雪 31fdffde36 fix
2025-03-26 12:27:43 +08:00

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import { createCanvas, loadImage } from "@napi-rs/canvas";
import path from "path";
import { current_path } from "./data";
interface NetworkNode {
id: string;
label: string;
value: number;
}
interface NetworkEdge {
from: string;
to: string;
value: number;
}
interface NetworkData {
nodes: NetworkNode[];
edges: NetworkEdge[];
title: string;
}
export async function drawWordNetwork(data: NetworkData): Promise<string> {
// 根据节点数量动态调整画布尺寸
const nodeCount = data.nodes.length;
const baseWidth = 1000;
const baseHeight = 800;
// 根据节点数量计算合适的尺寸
const width = Math.max(baseWidth, Math.min(2000, baseWidth + (nodeCount - 10) * 30));
const height = Math.max(baseHeight, Math.min(1500, baseHeight + (nodeCount - 10) * 25));
// 根据画布大小调整边距
const padding = Math.max(60, Math.min(100, 60 + nodeCount / 20));
const centerX = width / 2;
const centerY = height / 2;
// 创建画布
const canvas = createCanvas(width, height);
const ctx = canvas.getContext('2d');
// 绘制背景
try {
const backgroundImage = await loadImage(path.join(current_path, '.\\fonts\\post.jpg'));
const pattern = ctx.createPattern(backgroundImage, 'repeat');
if (pattern) {
ctx.fillStyle = pattern;
ctx.fillRect(0, 0, width, height);
// 添加模糊效果
ctx.filter = 'blur(5px)';
ctx.drawImage(canvas, 0, 0);
ctx.filter = 'none';
}
} catch (e) {
// 如果背景图加载失败,使用纯色背景
ctx.fillStyle = '#f0f0f0';
ctx.fillRect(0, 0, width, height);
}
// 绘制半透明卡片背景
const cardWidth = width - padding * 2;
const cardHeight = height - padding * 2;
const cardX = padding;
const cardY = padding;
const radius = 20;
ctx.fillStyle = 'rgba(255, 255, 255, 0.85)';
ctx.beginPath();
ctx.moveTo(cardX + radius, cardY);
ctx.lineTo(cardX + cardWidth - radius, cardY);
ctx.quadraticCurveTo(cardX + cardWidth, cardY, cardX + cardWidth, cardY + radius);
ctx.lineTo(cardX + cardWidth, cardY + cardHeight - radius);
ctx.quadraticCurveTo(cardX + cardWidth, cardY + cardHeight, cardX + cardWidth - radius, cardY + cardHeight);
ctx.lineTo(cardX + radius, cardY + cardHeight);
ctx.quadraticCurveTo(cardX, cardY + cardHeight, cardX, cardY + cardHeight - radius);
ctx.lineTo(cardX, cardY + radius);
ctx.quadraticCurveTo(cardX, cardY, cardX + radius, cardY);
ctx.closePath();
ctx.fill();
// 绘制标题
ctx.fillStyle = '#333';
ctx.font = '28px "Aa偷吃可爱长大的"';
ctx.textAlign = 'center';
ctx.fillText(data.title, centerX, cardY + 40);
// 计算节点位置 (使用简化版力导向算法)
const nodePositions = new Map<string, { x: number, y: number }>();
const radiusScale = 15; // 基础节点半径
const maxRadius = 40; // 最大节点半径
// 找出最大频率值用于缩放
const maxValue = Math.max(...data.nodes.map(n => n.value));
// 计算每个节点的实际半径
const nodeRadiusMap = new Map<string, number>();
for (const node of data.nodes) {
const radius = Math.min(maxRadius, radiusScale + (node.value / maxValue) * 25);
nodeRadiusMap.set(node.id, radius);
}
// 节点重叠标记系统 - 跟踪哪些节点存在重叠
const overlapTracker = new Map<string, Set<string>>();
for (const node of data.nodes) {
overlapTracker.set(node.id, new Set<string>());
}
// 根据画布尺寸调整初始分布范围 - 增加分布范围
const initialRadius = Math.min(cardWidth, cardHeight) * 0.4;
// 对节点按大小排序,确保大节点先放置
const sortedNodes = [...data.nodes].sort((a, b) => b.value - a.value);
// 初始化随机位置 - 改进的空间分配策略
for (let i = 0; i < sortedNodes.length; i++) {
const node = sortedNodes[i];
if (!node) continue; // 防止空节点
const nodeRadius = nodeRadiusMap.get(node.id)!;
// 使用黄金角度法进行更均匀的分布
const goldenAngle = Math.PI * (3 - Math.sqrt(5)); // 黄金角
const angle = i * goldenAngle;
// 根据节点大小调整距离
const sizeFactor = 1 + (nodeRadius / maxRadius) * 0.5; // 大节点获得更远的初始距离
const distance = initialRadius * (0.4 + 0.6 * Math.random()) * sizeFactor;
nodePositions.set(node.id, {
x: centerX + Math.cos(angle) * distance,
y: centerY + Math.sin(angle) * distance
});
}
// 根据节点数量调整迭代次数 - 增加迭代次数确保充分布局
const iterations = Math.max(40, Math.min(80, 40 + nodeCount));
// 模拟物理力学
for (let iteration = 0; iteration < iterations; iteration++) {
// 冷却因子 - 调整冷却曲线以减缓冷却速度
const temperatureFactor = 1 - Math.pow(iteration / iterations, 1.5) * 0.8;
// 清除重叠标记
for (const nodeId of overlapTracker.keys()) {
overlapTracker.get(nodeId)!.clear();
}
// 斥力 (所有节点相互排斥)
for (let i = 0; i < data.nodes.length; i++) {
const node1 = data.nodes[i];
if (!node1) continue; // 防止空节点
const pos1 = nodePositions.get(node1.id)!;
const radius1 = nodeRadiusMap.get(node1.id)!;
for (let j = i + 1; j < data.nodes.length; j++) {
const node2 = data.nodes[j];
if (!node2) continue; // 防止空节点
const pos2 = nodePositions.get(node2.id)!;
const radius2 = nodeRadiusMap.get(node2.id)!;
const dx = pos2.x - pos1.x;
const dy = pos2.y - pos1.y;
const distance = Math.sqrt(dx * dx + dy * dy) || 1;
// 根据节点实际大小计算最小距离
const minDistance = radius1 + radius2 + 40; // 增加最小间隙
// 检测并标记重叠
if (distance < minDistance) {
overlapTracker.get(node1.id)!.add(node2.id);
overlapTracker.get(node2.id)!.add(node1.id);
}
// 对所有节点应用基础斥力
const repulsionStrength = 1200 * temperatureFactor; // 增强基础斥力
if (distance > 0) {
// 使用反比平方斥力,但对近距离节点增加额外斥力
const proximityFactor = Math.pow(Math.max(0, 1 - distance / (minDistance * 2)), 2) * 3 + 1;
const force = Math.min(8, repulsionStrength / (distance * distance)) * proximityFactor;
// 根据节点大小调整斥力
const sizeFactor = (radius1 + radius2) / (radiusScale * 2);
const adjustedForce = force * Math.sqrt(sizeFactor);
const moveX = (dx / distance) * adjustedForce;
const moveY = (dy / distance) * adjustedForce;
pos1.x -= moveX;
pos1.y -= moveY;
pos2.x += moveX;
pos2.y += moveY;
}
// 如果距离小于最小距离,增加强制分离力
if (distance < minDistance) {
// 计算重叠度
const overlapRatio = (minDistance - distance) / minDistance;
// 计算分离力 - 重叠程度越高,力越大
// 在迭代后期增加分离力
const lateStageFactor = 1 + Math.max(0, (iteration - iterations * 0.6) / (iterations * 0.4)) * 2;
const separationForce = overlapRatio * 0.8 * temperatureFactor * lateStageFactor;
pos1.x -= dx * separationForce;
pos1.y -= dy * separationForce;
pos2.x += dx * separationForce;
pos2.y += dy * separationForce;
// 额外的扭矩力,帮助节点绕过彼此
if (overlapRatio > 0.5 && iteration > iterations * 0.3) {
// 计算垂直于连线的方向
const perpX = -dy / distance;
const perpY = dx / distance;
// 随机选择扭矩方向
const sign = Math.random() > 0.5 ? 1 : -1;
const torqueFactor = 0.2 * overlapRatio * temperatureFactor;
pos1.x += perpX * torqueFactor * sign;
pos1.y += perpY * torqueFactor * sign;
pos2.x -= perpX * torqueFactor * sign;
pos2.y -= perpY * torqueFactor * sign;
}
}
}
}
// 引力 (有连接的节点相互吸引) - 优化以避免过度聚集
for (const edge of data.edges) {
const pos1 = nodePositions.get(edge.from)!;
const pos2 = nodePositions.get(edge.to)!;
const radius1 = nodeRadiusMap.get(edge.from)!;
const radius2 = nodeRadiusMap.get(edge.to)!;
const dx = pos2.x - pos1.x;
const dy = pos2.y - pos1.y;
const distance = Math.sqrt(dx * dx + dy * dy) || 1;
// 根据边权值和节点大小调整引力
const baseStrength = Math.min(0.015, edge.value / 200);
const strength = baseStrength * temperatureFactor;
// 根据节点大小动态调整最佳距离
const minNodeDistance = radius1 + radius2 + 40;
const optimalDistance = minNodeDistance + 60 + edge.value * 0.5;
if (distance > optimalDistance) {
// 如果节点距离过远,应用引力
const attractionForce = strength * Math.min(1, (distance - optimalDistance) / optimalDistance);
pos1.x += dx * attractionForce;
pos1.y += dy * attractionForce;
pos2.x -= dx * attractionForce;
pos2.y -= dy * attractionForce;
} else if (distance < minNodeDistance) {
// 如果节点距离过近,应用斥力
const repulsionForce = 0.05 * temperatureFactor * (minNodeDistance - distance) / minNodeDistance;
pos1.x -= dx * repulsionForce;
pos1.y -= dy * repulsionForce;
pos2.x += dx * repulsionForce;
pos2.y += dy * repulsionForce;
}
}
// 中心引力 - 防止节点飞得太远
const availableArea = Math.min(cardWidth, cardHeight) * 0.45; // 增加有效区域
for (const node of data.nodes) {
const pos = nodePositions.get(node.id)!;
const dx = centerX - pos.x;
const dy = centerY - pos.y;
const distanceFromCenter = Math.sqrt(dx * dx + dy * dy);
// 根据与中心距离施加引力
if (distanceFromCenter > availableArea) {
const centerForce = 0.01 * temperatureFactor *
Math.pow((distanceFromCenter - availableArea) / availableArea, 1.2);
pos.x += dx * centerForce;
pos.y += dy * centerForce;
}
}
// 确保节点不会超出边界
for (const node of data.nodes) {
const pos = nodePositions.get(node.id)!;
const radius = nodeRadiusMap.get(node.id)!;
const margin = radius + 20; // 考虑节点实际大小的边距
pos.x = Math.max(cardX + margin, Math.min(cardX + cardWidth - margin, pos.x));
pos.y = Math.max(cardY + margin, Math.min(cardY + cardHeight - margin, pos.y));
}
// 重叠度计算 - 统计当前总重叠数量
let totalOverlaps = 0;
for (const overlaps of overlapTracker.values()) {
totalOverlaps += overlaps.size;
}
// 如果迭代已进行了3/4以上且没有重叠可以提前结束
if (iteration > iterations * 0.75 && totalOverlaps === 0) {
break;
}
}
// 最终重叠消除阶段 - 专门解决残余重叠问题
for (let i = 0; i < 15; i++) {
let overlapsFixed = 0;
for (let j = 0; j < data.nodes.length; j++) {
const node1 = data.nodes[j];
if (!node1) continue; // 防止空节点
const pos1 = nodePositions.get(node1.id)!;
const radius1 = nodeRadiusMap.get(node1.id)!;
for (let k = j + 1; k < data.nodes.length; k++) {
const node2 = data.nodes[k];
if (!node2) continue; // 防止空节点
const pos2 = nodePositions.get(node2.id)!;
const radius2 = nodeRadiusMap.get(node2.id)!;
const dx = pos2.x - pos1.x;
const dy = pos2.y - pos1.y;
const distance = Math.sqrt(dx * dx + dy * dy) || 1;
const minDistance = radius1 + radius2 + 40;
if (distance < minDistance) {
// 计算需要移动的距离
const moveDistance = (minDistance - distance) / 2 + 1;
const moveX = (dx / distance) * moveDistance;
const moveY = (dy / distance) * moveDistance;
// 应用移动
pos1.x -= moveX;
pos1.y -= moveY;
pos2.x += moveX;
pos2.y += moveY;
// 施加小的随机扰动以打破对称性
const jitter = 1;
pos1.x += (Math.random() - 0.5) * jitter;
pos1.y += (Math.random() - 0.5) * jitter;
pos2.x += (Math.random() - 0.5) * jitter;
pos2.y += (Math.random() - 0.5) * jitter;
overlapsFixed++;
}
}
// 确保节点不会超出边界
const radius = nodeRadiusMap.get(node1.id)!;
const margin = radius + 20;
pos1.x = Math.max(cardX + margin, Math.min(cardX + cardWidth - margin, pos1.x));
pos1.y = Math.max(cardY + margin, Math.min(cardY + cardHeight - margin, pos1.y));
}
// 如果没有重叠了,提前退出
if (overlapsFixed === 0) break;
}
// 绘制边 - 改进边的视觉效果
for (const edge of data.edges) {
const pos1 = nodePositions.get(edge.from)!;
const pos2 = nodePositions.get(edge.to)!;
const radius1 = nodeRadiusMap.get(edge.from)!;
const radius2 = nodeRadiusMap.get(edge.to)!;
// 计算边的实际起止点,从节点边缘开始而不是中心
const dx = pos2.x - pos1.x;
const dy = pos2.y - pos1.y;
const distance = Math.sqrt(dx * dx + dy * dy) || 1;
// 计算实际的起点和终点,从节点边缘开始
const startX = pos1.x + (dx / distance) * radius1;
const startY = pos1.y + (dy / distance) * radius1;
const endX = pos2.x - (dx / distance) * radius2;
const endY = pos2.y - (dy / distance) * radius2;
// 根据权重确定线宽
const lineWidth = Math.max(1, Math.min(5, edge.value / 10));
// 计算透明度 (权重越高透明度越低)
const alpha = Math.min(0.7, 0.2 + edge.value / 20);
ctx.beginPath();
ctx.moveTo(startX, startY);
ctx.lineTo(endX, endY);
ctx.strokeStyle = `rgba(100, 100, 255, ${alpha})`;
ctx.lineWidth = lineWidth;
ctx.stroke();
}
// 绘制节点
for (const node of data.nodes) {
const pos = nodePositions.get(node.id)!;
// 使用预计算的节点半径
const radius = nodeRadiusMap.get(node.id)!;
// 绘制节点圆形
ctx.beginPath();
ctx.arc(pos.x, pos.y, radius, 0, Math.PI * 2);
ctx.fillStyle = `rgba(255, 100, 100, 0.8)`;
ctx.fill();
// 绘制边框
ctx.strokeStyle = '#800000';
ctx.lineWidth = 2;
ctx.stroke();
// 根据节点大小调整字体大小
const fontSize = Math.max(14, Math.min(18, 14 + (node.value / maxValue) * 6));
// 绘制文本
ctx.fillStyle = '#000';
ctx.font = `${fontSize}px "Aa偷吃可爱长大的"`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(node.label, pos.x, pos.y);
}
// 绘制图例
ctx.fillStyle = '#333';
ctx.font = '18px "Aa偷吃可爱长大的"';
ctx.textAlign = 'left';
ctx.textBaseline = 'top';
ctx.fillText('词频越高,节点越大', cardX + 20, cardY + 20);
ctx.fillText('关联越强,连线越粗', cardX + 20, cardY + 50);
// 保存图像
const buffer = canvas.toBuffer('image/png');
return "base64://" + buffer.toString('base64');
}