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