1 | #region License Information
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2 | /* HeuristicLab
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3 | * Copyright (C) 2002-2016 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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4 | *
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5 | * This file is part of HeuristicLab.
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6 | *
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7 | * HeuristicLab is free software: you can redistribute it and/or modify
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8 | * it under the terms of the GNU General Public License as published by
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9 | * the Free Software Foundation, either version 3 of the License, or
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10 | * (at your option) any later version.
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11 | *
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12 | * HeuristicLab is distributed in the hope that it will be useful,
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15 | * GNU General Public License for more details.
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16 | *
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17 | * You should have received a copy of the GNU General Public License
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18 | * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
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19 | */
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20 | #endregion
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21 |
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22 | using System;
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23 | using System.Collections.Generic;
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24 | using System.Drawing;
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25 | using System.Linq;
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26 |
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27 | namespace HeuristicLab.Networks.Views.NetworkVisualization {
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28 | public class Layout {
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29 | private const double RAD_TO_DEG = 180 / Math.PI;
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30 | private const double DEG_TO_RAD = 1 / RAD_TO_DEG;
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31 |
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32 | private const double REPULSION_CONSTANT = 10000.0;
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33 | private const double ATTRACTION_CONSTANT = 0.1;
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34 | private const double EQUILIBRIUM = 15;
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35 |
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36 | private readonly IList<Node> nodes = new List<Node>();
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37 |
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38 | public bool AddNode(Node node) {
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39 | if (node == null) throw new ArgumentNullException("node");
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40 | if (nodes.Contains(node)) return false;
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41 |
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42 | nodes.Add(node);
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43 | foreach (var c in node.Nodes) AddNode(c);
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44 | return true;
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45 | }
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46 |
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47 | public void Arrange(double damping = 0.5, double springLength = 100, int maxIterations = 500, bool deterministic = true) {
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48 | var random = deterministic ? new Random(0) : new Random();
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49 |
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50 | var nodeMechanics = new NodeMechanics[nodes.Count];
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51 | for (int i = 0; i < nodes.Count; i++) {
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52 | nodeMechanics[i] = new NodeMechanics(nodes[i], new Vector(), Point.Empty);
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53 | nodeMechanics[i].Node.Location = new Point(random.Next(-50, 50), random.Next(-50, 50));
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54 | }
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55 |
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56 | for (int i = 0, eqCount = 0; i < maxIterations && eqCount <= EQUILIBRIUM; i++) {
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57 | double totalDisplacement = 0.0;
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58 |
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59 | foreach (var current in nodeMechanics) {
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60 | var node = current.Node;
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61 | var currentPosition = new Vector(CalculateDistance(Point.Empty, node.Location), CalculateBearingAngle(Point.Empty, node.Location));
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62 | var netForce = new Vector();
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63 |
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64 | foreach (var n in nodes)
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65 | if (n != node)
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66 | netForce += CalculateRepulsionForce(node, n);
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67 |
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68 | foreach (var n in node.Nodes)
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69 | netForce += CalculateAttractionForce(node, n, springLength);
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70 |
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71 | foreach (var n in nodes)
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72 | if (n.Nodes.Contains(node))
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73 | netForce += CalculateAttractionForce(node, n, springLength);
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74 |
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75 | current.Velocity = (current.Velocity + netForce) * damping;
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76 | current.NextPosition = (currentPosition + current.Velocity).ToPoint();
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77 | }
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78 |
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79 | foreach (var current in nodeMechanics) {
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80 | totalDisplacement += CalculateDistance(current.Node.Location, current.NextPosition);
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81 | current.Node.Location = current.NextPosition;
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82 | }
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83 |
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84 | if (totalDisplacement < 10) eqCount++;
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85 | }
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86 | }
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87 |
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88 | public void Arrange(Rectangle bounds, double damping = 0.5, double springLength = 100.0, int maxIterations = 500, bool deterministic = true) {
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89 | Arrange(damping, 200, maxIterations, deterministic);
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90 |
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91 | var logicalBounds = GetLogicalBounds();
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92 | var center = new Point(logicalBounds.X + logicalBounds.Width / 2, logicalBounds.Y + logicalBounds.Height / 2);
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93 | int maxWidth = 0, maxHeight = 0;
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94 | foreach (var node in nodes) {
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95 | node.Location -= (Size)center;
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96 | if (node.Size.Width > maxWidth) maxWidth = node.Size.Width;
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97 | if (node.Size.Height > maxHeight) maxHeight = node.Size.Height;
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98 | }
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99 |
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100 | bounds = new Rectangle(bounds.X + maxWidth / 2, bounds.Y + maxHeight / 2, bounds.Width - maxWidth, bounds.Height - maxHeight);
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101 | double scale = Math.Min((double)bounds.Width / logicalBounds.Width, (double)bounds.Height / logicalBounds.Height);
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102 | foreach (var node in nodes)
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103 | node.Location = ScalePoint(node.Location, scale);
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104 |
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105 | logicalBounds = GetLogicalBounds();
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106 | center = new Point(logicalBounds.X + logicalBounds.Width / 2, logicalBounds.Y + logicalBounds.Height / 2);
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107 | center.Offset(-(bounds.X + bounds.Width / 2), bounds.Y + bounds.Height / 2);
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108 | foreach (var node in nodes)
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109 | node.Location -= (Size)center;
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110 | }
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111 |
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112 | #region Forces
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113 | private Vector CalculateRepulsionForce(Node a, Node b) {
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114 | double r = Math.Max(CalculateDistance(a.Location, b.Location), 1.0);
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115 | double force = -(REPULSION_CONSTANT / (r * r));
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116 | double angle = CalculateBearingAngle(a.Location, b.Location);
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117 | return new Vector(force, angle);
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118 | }
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119 |
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120 | private Vector CalculateAttractionForce(Node a, Node b, double springLength) {
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121 | double r = Math.Max(CalculateDistance(a.Location, b.Location), 1.0);
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122 | double force = ATTRACTION_CONSTANT * Math.Max(r - springLength, 0.0);
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123 | double angle = CalculateBearingAngle(a.Location, b.Location);
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124 | return new Vector(force, angle);
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125 | }
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126 | #endregion
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127 |
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128 | #region Helpers
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129 | private static double CalculateDistance(Point a, Point b) {
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130 | double dX = a.X - b.X;
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131 | double dY = a.Y - b.Y;
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132 | return Math.Sqrt(dX * dX + dY * dY);
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133 | }
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134 |
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135 | private static double CalculateBearingAngle(Point a, Point b) {
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136 | double dX = b.X - a.X;
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137 | double dY = b.Y - a.Y;
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138 | double angle = Math.Atan2(dY, dX) * RAD_TO_DEG;
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139 | return angle;
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140 | }
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141 |
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142 | private static Point ScalePoint(Point p, double scalar) {
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143 | return new Point((int)Math.Round(p.X * scalar), (int)Math.Round(p.Y * scalar));
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144 | }
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145 |
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146 | private Rectangle GetLogicalBounds() {
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147 | int minX = int.MaxValue, maxX = int.MinValue,
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148 | minY = int.MaxValue, maxY = int.MinValue;
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149 | foreach (var node in nodes) {
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150 | if (node.Location.X < minX) minX = node.Location.X;
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151 | if (node.Location.X > maxX) maxX = node.Location.X;
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152 | if (node.Location.Y < minY) minY = node.Location.Y;
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153 | if (node.Location.Y > maxY) maxY = node.Location.Y;
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154 | }
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155 |
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156 | return Rectangle.FromLTRB(minX, minY, maxX, maxY);
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157 | }
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158 | #endregion
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159 |
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160 | #region Vector
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161 | private struct Vector {
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162 | public double X { get; private set; }
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163 | public double Y { get; private set; }
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164 |
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165 | public Vector(double magnitude, double direction)
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166 | : this() {
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167 | X = magnitude * Math.Cos(direction * DEG_TO_RAD);
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168 | Y = magnitude * Math.Sin(direction * DEG_TO_RAD);
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169 | }
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170 |
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171 | public Point ToPoint() {
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172 | return new Point((int)Math.Round(X), (int)Math.Round(Y));
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173 | }
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174 |
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175 | public static Vector operator +(Vector a, Vector b) {
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176 | return new Vector { X = a.X + b.X, Y = a.Y + b.Y };
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177 | }
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178 |
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179 | public static Vector operator *(Vector v, double d) {
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180 | return new Vector { X = v.X * d, Y = v.Y * d };
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181 | }
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182 | }
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183 | #endregion
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184 |
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185 | #region Nodes
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186 | public abstract class Node {
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187 | public Point Location { get; set; }
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188 | public abstract Size Size { get; }
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189 |
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190 | private readonly List<Node> nodes = new List<Node>();
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191 | public IEnumerable<Node> Nodes { get { return nodes; } }
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192 |
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193 | public bool AddNode(Node node) {
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194 | if (node == null) throw new ArgumentNullException("node");
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195 | if (node == this || nodes.Contains(node)) return false;
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196 |
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197 | nodes.Add(node);
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198 | return true;
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199 | }
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200 | }
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201 |
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202 | public class LayoutNode : Node {
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203 | private Size size;
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204 | public override Size Size { get { return size; } }
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205 |
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206 | public LayoutNode(Size size) {
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207 | this.size = size;
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208 | }
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209 | }
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210 | #endregion
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211 |
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212 | #region Mechanics
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213 | private class NodeMechanics {
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214 | public Node Node { get; private set; }
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215 | public Vector Velocity { get; set; }
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216 | public Point NextPosition { get; set; }
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217 |
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218 | public NodeMechanics(Node node, Vector velocity, Point nextPosition) {
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219 | Node = node;
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220 | Velocity = velocity;
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221 | NextPosition = nextPosition;
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222 | }
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223 | }
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224 | #endregion
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225 | }
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226 | }
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