import * as d3 from 'd3';

export default class ClusterBubbleD3 {


  constructor(el, props = {}) {
    console.log(props)
  }



  //and we call render here. this is not a react render. we could call it something else

  render() {

    let margin = {top: 100, right: 100, bottom: 100, left: 100};

    let width = 960,
        height = 500,
        padding = 1.5, // separation between same-color circles
        clusterPadding = 6, // separation between different-color circles
        maxRadius = 12;

    let n = 200, // total number of nodes
        m = 10, // number of distinct clusters
        z = d3.scaleOrdinal(d3.schemeCategory20),
        clusters = new Array(m);

    let svg = d3.select('#bubble')
                .append('svg')
                .attr('height', height)
                .attr('width', width)
                .append('g').attr('transform', 'translate(' + width / 2 + ',' + height / 2 + ')');

    let nodes = d3.range(200).map(() => {
      let i = Math.floor(Math.random() * m),
          radius = Math.sqrt((i + 1) / m * -Math.log(Math.random())) * maxRadius,
          d = {cluster: i, r: radius};
      if (!clusters[i] || (radius > clusters[i].r)) clusters[i] = d;
      return d;
    });

    let circles = svg.append('g')
                     .datum(nodes)
                     .selectAll('.circle')
                     .data(d => d)
                     .enter().append('circle')
                     .attr('r', (d) => d.r)
                     .attr('fill', (d) => z(d.cluster))
                     .attr('stroke', 'black')
                     .attr('stroke-width', 1);

    let simulation = d3.forceSimulation(nodes)
                       .velocityDecay(0.2)
                       .force("x", d3.forceX().strength(.0005))
                       .force("y", d3.forceY().strength(.0005))
                       .force("collide", collide)
                       .force("cluster", clustering)
                       .on("tick", ticked);

    function ticked() {
      circles
        .attr('cx', (d) => d.x)
        .attr('cy', (d) => d.y);
    }

    // These are implementations of the custom forces.
    function clustering(alpha) {
      nodes.forEach(function(d) {
        var cluster = clusters[d.cluster];
        if (cluster === d) return;
        var x = d.x - cluster.x,
            y = d.y - cluster.y,
            l = Math.sqrt(x * x + y * y),
            r = d.r + cluster.r;
        if (l !== r) {
          l = (l - r) / l * alpha;
          d.x -= x *= l;
          d.y -= y *= l;
          cluster.x += x;
          cluster.y += y;
        }
      });
    }

    function collide(alpha) {
      var quadtree = d3.quadtree()
                       .x((d) => d.x)
                       .y((d) => d.y)
                       .addAll(nodes);

      nodes.forEach(function(d) {
        var r = d.r + maxRadius + Math.max(padding, clusterPadding),
            nx1 = d.x - r,
            nx2 = d.x + r,
            ny1 = d.y - r,
            ny2 = d.y + r;
        quadtree.visit(function(quad, x1, y1, x2, y2) {

          if (quad.data && (quad.data !== d)) {
            var x = d.x - quad.data.x,
                y = d.y - quad.data.y,
                l = Math.sqrt(x * x + y * y),
                r = d.r + quad.data.r + (d.cluster === quad.data.cluster ? padding : clusterPadding);
            if (l < r) {
              l = (l - r) / l * alpha;
              d.x -= x *= l;
              d.y -= y *= l;
              quad.data.x += x;
              quad.data.y += y;
            }
          }
          return x1 > nx2 || x2 < nx1 || y1 > ny2 || y2 < ny1;
        });
      });
    }
  }
}
