[13833] | 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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[14618] | 165 | public Vector(double magnitude, double direction)
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| 166 | : this() {
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[13833] | 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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