自动布局完成

This commit is contained in:
艾竹
2023-12-21 22:20:38 +08:00
parent 467bec839a
commit 6e917a2107
5 changed files with 340 additions and 320 deletions

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@@ -1,69 +1,72 @@
//using System;
using System;
//namespace AIStudio.Wpf.DiagramDesigner.Layout
//{
// public class Configuration
// {
// /// <summary>
// /// The network whose nodes are to be repositioned.
// /// </summary>
// public DiagramViewModel Network { get; set; }
namespace AIStudio.Wpf.DiagramDesigner.Layout
{
public class Configuration
{
/// <summary>
/// The network whose nodes are to be repositioned.
/// </summary>
public DiagramViewModel Network
{
get; set;
}
// /// <summary>
// /// A time modifier that is used to speed up, or slow down, time during the simulation.
// /// A greater time modifier speeds up the physics simulation, at the cost of accuracy and stability.
// /// </summary>
// public float TimeModifier { get; set; } = 3.5f;
// /// <summary>
// /// Number of updates per iteration.
// /// Increasing this number increases the accuracy of the physics simulation at the cost of performance.
// /// </summary>
// public int UpdatesPerIteration { get; set; } = 1;
/// <summary>
/// A time modifier that is used to speed up, or slow down, time during the simulation.
/// A greater time modifier speeds up the physics simulation, at the cost of accuracy and stability.
/// </summary>
public float TimeModifier { get; set; } = 3.5f;
// /// <summary>
// /// How strongly should nodes push eachother away?
// /// A greater NodeRepulsionForce increases the distance between nodes.
// /// </summary>
// public float NodeRepulsionForce { get; set; } = 100;
/// <summary>
/// Number of updates per iteration.
/// Increasing this number increases the accuracy of the physics simulation at the cost of performance.
/// </summary>
public int UpdatesPerIteration { get; set; } = 1;
// /// <summary>
// /// A function that maps each connection onto the equilibrium distance of its corresponding spring.
// /// A greater equilibrium distance increases the distance between the two connected endpoints.
// /// </summary>
// public Func<ConnectionViewModel, double> EquilibriumDistance { get; set; } = conn => 100;
/// <summary>
/// How strongly should nodes push eachother away?
/// A greater NodeRepulsionForce increases the distance between nodes.
/// </summary>
public float NodeRepulsionForce { get; set; } = 100;
// /// <summary>
// /// A function that maps each connection onto the springiness/stiffness constant of its corresponding spring.
// /// (c.f. Hooke's law)
// /// </summary>
// public Func<ConnectionViewModel, double> SpringConstant { get; set; } = conn => 1;
/// <summary>
/// A function that maps each connection onto the equilibrium distance of its corresponding spring.
/// A greater equilibrium distance increases the distance between the two connected endpoints.
/// </summary>
public Func<ConnectionViewModel, double> EquilibriumDistance { get; set; } = conn => 100;
// /// <summary>
// /// A function that maps each connection onto the strength of its row force.
// /// Since inputs/outputs are on the left/right of a node, networks tend to be layed out horizontally.
// /// The row force is added onto the endpoints of the connection to make the nodes end up in a more horizontal layout.
// /// </summary>
// public Func<ConnectionViewModel, double> RowForce { get; set; } = conn => 100;
/// <summary>
/// A function that maps each connection onto the springiness/stiffness constant of its corresponding spring.
/// (c.f. Hooke's law)
/// </summary>
public Func<ConnectionViewModel, double> SpringConstant { get; set; } = conn => 1;
// /// <summary>
// /// A function that maps each node onto its mass in the physics simulation.
// /// Greater mass makes the node harder to move.
// /// </summary>
// public Func<DesignerItemViewModelBase, float> NodeMass { get; set; } = node => 10;
/// <summary>
/// A function that maps each connection onto the strength of its row force.
/// Since inputs/outputs are on the left/right of a node, networks tend to be layed out horizontally.
/// The row force is added onto the endpoints of the connection to make the nodes end up in a more horizontal layout.
/// </summary>
public Func<ConnectionViewModel, double> RowForce { get; set; } = conn => 100;
// /// <summary>
// /// The friction coefficient is used to control friction forces in the simulation.
// /// Greater friction makes the simulation converge faster, as it slows nodes down when
// /// they are swinging around. If the friction is too high, the nodes will stop moving before
// /// they reach their optimal position or might not even move at all.
// /// </summary>
// public Func<DesignerItemViewModelBase, float> FrictionCoefficient { get; set; } = node => 2.5f;
/// <summary>
/// A function that maps each node onto its mass in the physics simulation.
/// Greater mass makes the node harder to move.
/// </summary>
public Func<DesignerItemViewModelBase, float> NodeMass { get; set; } = node => 10;
// /// <summary>
// /// A predicate function that specifies whether or not a node is fixed.
// /// Fixed nodes do not get moved in the simulation.
// /// </summary>
// public Func<DesignerItemViewModelBase, bool> IsFixedNode { get; set; } = node => false;
// }
//}
/// <summary>
/// The friction coefficient is used to control friction forces in the simulation.
/// Greater friction makes the simulation converge faster, as it slows nodes down when
/// they are swinging around. If the friction is too high, the nodes will stop moving before
/// they reach their optimal position or might not even move at all.
/// </summary>
public Func<DesignerItemViewModelBase, float> FrictionCoefficient { get; set; } = node => 2.5f;
/// <summary>
/// A predicate function that specifies whether or not a node is fixed.
/// Fixed nodes do not get moved in the simulation.
/// </summary>
public Func<DesignerItemViewModelBase, bool> IsFixedNode { get; set; } = node => false;
}
}

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@@ -1,123 +1,123 @@
//using System;
//using System.Collections.Generic;
//using System.Linq;
//using System.Windows;
//using AIStudio.Wpf.DiagramDesigner.Geometrys;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows;
using AIStudio.Wpf.DiagramDesigner.Geometrys;
//namespace AIStudio.Wpf.DiagramDesigner.Layout
//{
// internal class Engine
// {
// internal void ApplyRandomShift(DiagramViewModel network)
// {
// Random random = new Random();
// foreach (var node in network.Items.OfType<DesignerItemViewModelBase>())
// {
// node.Position = node.Position + new VectorBase(random.NextDouble(), random.NextDouble());
// }
// }
namespace AIStudio.Wpf.DiagramDesigner.Layout
{
internal class Engine
{
internal void ApplyRandomShift(DiagramViewModel network)
{
Random random = new Random();
foreach (var node in network.Items.OfType<DesignerItemViewModelBase>())
{
node.Position = node.Position + new VectorBase(random.NextDouble(), random.NextDouble());
}
}
// internal void Update(int deltaTMillis, IState state, Configuration config)
// {
// // Calculate forces
// int nodeCount = config.Network.Items.Count;
// IList<(DesignerItemViewModelBase, VectorBase)> nodeForces = new List<(DesignerItemViewModelBase, VectorBase)>(nodeCount);
internal void Update(int deltaTMillis, IState state, Configuration config)
{
// Calculate forces
int nodeCount = config.Network.Items.Count;
IList<(DesignerItemViewModelBase, VectorBase)> nodeForces = new List<(DesignerItemViewModelBase, VectorBase)>(nodeCount);
// foreach (var node in config.Network.Items.OfType<DesignerItemViewModelBase>())
// {
// if (!config.IsFixedNode(node))
// {
// nodeForces.Add((node, CalculateNodeForce(node, state, config)));
// }
// }
foreach (var node in config.Network.Items.OfType<DesignerItemViewModelBase>())
{
if (!config.IsFixedNode(node))
{
nodeForces.Add((node, CalculateNodeForce(node, state, config)));
}
}
// // Apply forces
// foreach (var (node, force) in nodeForces)
// {
// VectorBase speed = state.GetNodeSpeed(node);
// VectorBase pos = state.GetNodePosition(node);
// double deltaT = deltaTMillis / 1000.0;
// state.SetNodePosition(node, pos + ((speed * deltaT) + (force * deltaT * deltaT / 2)));
// state.SetNodeSpeed(node, speed + ((force / config.NodeMass(node)) * deltaT));
// }
// }
// Apply forces
foreach (var (node, force) in nodeForces)
{
VectorBase speed = state.GetNodeSpeed(node);
VectorBase pos = state.GetNodePosition(node);
double deltaT = deltaTMillis / 1000.0;
state.SetNodePosition(node, pos + ((speed * deltaT) + (force * deltaT * deltaT / 2)));
state.SetNodeSpeed(node, speed + ((force / config.NodeMass(node)) * deltaT));
}
}
// private VectorBase CalculateNodeForce(DesignerItemViewModelBase node, IState state, Configuration config)
// {
// VectorBase force = new VectorBase();
private VectorBase CalculateNodeForce(DesignerItemViewModelBase node, IState state, Configuration config)
{
VectorBase force = new VectorBase();
// // Calculate total force on node from endpoints
// if (node.InputConnectors.Count > 0 || node.OutputConnectors.Count > 0)
// {
// force += node.InputConnectors.Concat(node.OutputConnectors)
// .Select(e => CalculateEndpointForce(e, state, config))
// .Aggregate((v1, v2) => v1 + v2);
// }
// Calculate total force on node from endpoints
if (node.InputConnectors.Count > 0 || node.OutputConnectors.Count > 0)
{
force += node.InputConnectors.Concat(node.OutputConnectors)
.Select(e => CalculateEndpointForce(e, state, config))
.Aggregate((v1, v2) => v1 + v2);
}
// // Apply node repulsion force so nodes don't overlap
// var nodeCenter = state.GetNodePosition(node) + (new VectorBase(node.Size.Width, node.Size.Height) / 2.0);
// foreach (var otherNode in config.Network.Items.OfType<DesignerItemViewModelBase>())
// {
// if (node == otherNode)
// {
// continue;
// }
// Apply node repulsion force so nodes don't overlap
var nodeCenter = state.GetNodePosition(node) + (new VectorBase(node.Size.Width, node.Size.Height) / 2.0);
foreach (var otherNode in config.Network.Items.OfType<DesignerItemViewModelBase>())
{
if (node == otherNode)
{
continue;
}
// var otherNodeCenter = state.GetNodePosition(otherNode) + (new VectorBase(otherNode.Size.Width, otherNode.Size.Height) / 2.0);
// var thisToOther = otherNodeCenter - nodeCenter;
// var dist = thisToOther.Length;
// thisToOther.Normalize();
var otherNodeCenter = state.GetNodePosition(otherNode) + (new VectorBase(otherNode.Size.Width, otherNode.Size.Height) / 2.0);
var thisToOther = otherNodeCenter - nodeCenter;
var dist = thisToOther.Length;
thisToOther.Normalize();
// var repulsionX = thisToOther.X * (-1 * ((node.Size.Width + otherNode.Size.Width) / 2) / dist);
// var repulsionY = thisToOther.Y * (-1 * ((node.Size.Height + otherNode.Size.Height) / 2) / dist);
// force += new VectorBase(repulsionX, repulsionY) * config.NodeRepulsionForce;
// }
var repulsionX = thisToOther.X * (-1 * ((node.Size.Width + otherNode.Size.Width) / 2) / dist);
var repulsionY = thisToOther.Y * (-1 * ((node.Size.Height + otherNode.Size.Height) / 2) / dist);
force += new VectorBase(repulsionX, repulsionY) * config.NodeRepulsionForce;
}
// // Apply friction to make the movement converge to a stable state.
// float gravity = 9.8f;
// float normalForce = gravity * config.NodeMass(node);
// float kineticFriction = normalForce * config.FrictionCoefficient(node);
// VectorBase frictionVector = new VectorBase();
// var nodeSpeed = state.GetNodeSpeed(node);
// if (nodeSpeed.Length > 0)
// {
// frictionVector = new VectorBase(nodeSpeed.X, nodeSpeed.Y);
// frictionVector.Normalize();
// frictionVector *= -1.0 * kineticFriction;
// }
// force += frictionVector;
// Apply friction to make the movement converge to a stable state.
float gravity = 9.8f;
float normalForce = gravity * config.NodeMass(node);
float kineticFriction = normalForce * config.FrictionCoefficient(node);
VectorBase frictionVector = new VectorBase();
var nodeSpeed = state.GetNodeSpeed(node);
if (nodeSpeed.Length > 0)
{
frictionVector = new VectorBase(nodeSpeed.X, nodeSpeed.Y);
frictionVector.Normalize();
frictionVector *= -1.0 * kineticFriction;
}
force += frictionVector;
// return force;
// }
return force;
}
// private VectorBase CalculateEndpointForce(ConnectorInfoBase endpoint, IState state, Configuration config)
// {
// var pos = state.GetEndpointPosition(endpoint);
private VectorBase CalculateEndpointForce(ConnectorInfoBase endpoint, IState state, Configuration config)
{
var pos = state.GetEndpointPosition(endpoint);
// VectorBase force = new VectorBase();
VectorBase force = new VectorBase();
// foreach (var conn in endpoint.Connections.Items)
// {
// var otherSide = conn.Input == endpoint ? (ConnectorInfoBase)conn.Output : conn.Input;
// var otherSidePos = state.GetEndpointPosition(otherSide);
// var dist = (otherSidePos - pos).Length;
// var angle = Math.Acos((otherSidePos.X - pos.X) / dist);
// if (otherSidePos.Y < pos.Y)
// {
// angle *= -1.0;
// }
foreach (var conn in config.Network.Items.OfType<ConnectionViewModel>().Where(p => p.SinkConnectorInfo == endpoint || p.SourceConnectorInfo == endpoint).ToList())
{
var otherSide = conn.SourceConnectorInfo == endpoint ? conn.SinkConnectorInfo : conn.SourceConnectorInfo;
var otherSidePos = state.GetEndpointPosition(otherSide);
var dist = (otherSidePos - pos).Length;
var angle = Math.Acos((otherSidePos.X - pos.X) / dist);
if (otherSidePos.Y < pos.Y)
{
angle *= -1.0;
}
// // Put a spring between connected endpoints.
// var hookForce = (dist - config.EquilibriumDistance(conn)) * config.SpringConstant(conn);
// force += new VectorBase(Math.Cos(angle), Math.Sin(angle)) * hookForce;
// Put a spring between connected endpoints.
var hookForce = (dist - config.EquilibriumDistance(conn)) * config.SpringConstant(conn);
force += new VectorBase(Math.Cos(angle), Math.Sin(angle)) * hookForce;
// // Try to 'straighten' out the graph horizontally.
// var isLeftSide = endpoint.Orientation == ConnectorOrientation.Left;
// var rowForce = (isLeftSide ? 1 : -1) * config.RowForce(conn);
// force.X += rowForce;
// }
// Try to 'straighten' out the graph horizontally.
var isLeftSide = endpoint.Orientation == ConnectorOrientation.Left;
var rowForce = (isLeftSide ? 1 : -1) * config.RowForce(conn);
force.X += rowForce;
}
// return force;
// }
// }
//}
return force;
}
}
}

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@@ -1,81 +1,81 @@
//using System;
//using System.Threading;
//using System.Threading.Tasks;
//using System.Windows;
using System;
using System.Threading;
using System.Threading.Tasks;
using System.Windows;
//namespace AIStudio.Wpf.DiagramDesigner.Layout
//{
// /// <summary>
// /// Reposition the nodes in a network using a physics-based approach.
// /// The nodes are interpreted as point masses, and the connections are represented
// /// by springs. This system, along with a few additional forces such as friction and a
// /// horizontal force, is then simulated to calculate the new position of the nodes.
// /// </summary>
// public class ForceDirectedLayouter
// {
// /// <summary>
// /// Layout the nodes in the network.
// /// </summary>
// /// <param name="config">The configuration to use.</param>
// /// <param name="maxIterations">The maximum amount of iterations after which the physics simulation ends.</param>
// public void Layout(Configuration config, int maxIterations)
// {
// var engine = new Engine();
// var state = new BufferedState();
namespace AIStudio.Wpf.DiagramDesigner.Layout
{
/// <summary>
/// Reposition the nodes in a network using a physics-based approach.
/// The nodes are interpreted as point masses, and the connections are represented
/// by springs. This system, along with a few additional forces such as friction and a
/// horizontal force, is then simulated to calculate the new position of the nodes.
/// </summary>
public class ForceDirectedLayouter
{
/// <summary>
/// Layout the nodes in the network.
/// </summary>
/// <param name="config">The configuration to use.</param>
/// <param name="maxIterations">The maximum amount of iterations after which the physics simulation ends.</param>
public void Layout(Configuration config, int maxIterations)
{
var engine = new Engine();
var state = new BufferedState();
// // Move each node so no two nodes have the exact same position.
// engine.ApplyRandomShift(config.Network);
// Move each node so no two nodes have the exact same position.
engine.ApplyRandomShift(config.Network);
// int deltaT = (int)Math.Ceiling(10.0 / (double)config.UpdatesPerIteration);
// for (int i = 0; i < maxIterations * config.UpdatesPerIteration; i++)
// {
// engine.Update(deltaT, state, config);
// }
int deltaT = (int)Math.Ceiling(10.0 / (double)config.UpdatesPerIteration);
for (int i = 0; i < maxIterations * config.UpdatesPerIteration; i++)
{
engine.Update(deltaT, state, config);
}
// foreach (var newNodePosition in state.NodePositions)
// {
// newNodePosition.Key.Position = new Point(newNodePosition.Value.X, newNodePosition.Value.Y);
// }
// }
foreach (var newNodePosition in state.NodePositions)
{
newNodePosition.Key.Position = new Point(newNodePosition.Value.X, newNodePosition.Value.Y);
}
}
// /// <summary>
// /// Layout the nodes in the network, updating the user interface at each iteration.
// /// This method, contrary to Layout(), lets users see the simulation as it happens.
// /// The cancellation token should be used to end the simulation.
// /// </summary>
// /// <param name="config">The configuration to use.</param>
// /// <param name="token">A cancellation token to end the layout process.</param>
// /// <returns>The async task</returns>
// public async Task LayoutAsync(Configuration config, CancellationToken token)
// {
// var engine = new Engine();
// var state = new LiveState();
/// <summary>
/// Layout the nodes in the network, updating the user interface at each iteration.
/// This method, contrary to Layout(), lets users see the simulation as it happens.
/// The cancellation token should be used to end the simulation.
/// </summary>
/// <param name="config">The configuration to use.</param>
/// <param name="token">A cancellation token to end the layout process.</param>
/// <returns>The async task</returns>
public async Task LayoutAsync(Configuration config, CancellationToken token)
{
var engine = new Engine();
var state = new LiveState();
// // Move each node so no two nodes have the exact same position.
// engine.ApplyRandomShift(config.Network);
// Move each node so no two nodes have the exact same position.
engine.ApplyRandomShift(config.Network);
// DateTime start = DateTime.Now;
// TimeSpan t = TimeSpan.Zero;
// do
// {
// // Current real time
// var newT = DateTime.Now - start;
// var deltaT = newT - t;
// // Current modified time
// //int virtT = (int)(t.Milliseconds * Settings.TimeModifier);
// int virtDeltaT = (int)(deltaT.Milliseconds * config.TimeModifier);
// int virtDeltaTPerUpdate = virtDeltaT / config.UpdatesPerIteration;
// for (int i = 0; i < config.UpdatesPerIteration; i++)
// {
// // Modified time in this update step
// engine.Update(virtDeltaTPerUpdate, state, config);
// }
DateTime start = DateTime.Now;
TimeSpan t = TimeSpan.Zero;
do
{
// Current real time
var newT = DateTime.Now - start;
var deltaT = newT - t;
// t = newT;
// Current modified time
//int virtT = (int)(t.Milliseconds * Settings.TimeModifier);
int virtDeltaT = (int)(deltaT.Milliseconds * config.TimeModifier);
int virtDeltaTPerUpdate = virtDeltaT / config.UpdatesPerIteration;
for (int i = 0; i < config.UpdatesPerIteration; i++)
{
// Modified time in this update step
engine.Update(virtDeltaTPerUpdate, state, config);
}
// await Task.Delay(14, token);
// } while (!token.IsCancellationRequested);
// }
// }
//}
t = newT;
await Task.Delay(14, token);
} while (!token.IsCancellationRequested);
}
}
}

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@@ -1,100 +1,100 @@
//using System.Collections.Generic;
//using System.Windows;
//using AIStudio.Wpf.DiagramDesigner.Geometrys;
using System.Collections.Generic;
using System.Windows;
using AIStudio.Wpf.DiagramDesigner.Geometrys;
//namespace AIStudio.Wpf.DiagramDesigner.Layout
//{
// internal interface IState
// {
// VectorBase GetNodePosition(DesignerItemViewModelBase node);
// void SetNodePosition(DesignerItemViewModelBase node, VectorBase pos);
// VectorBase GetEndpointPosition(ConnectorInfoBase endpoint);
// VectorBase GetNodeSpeed(DesignerItemViewModelBase node);
// void SetNodeSpeed(DesignerItemViewModelBase node, VectorBase speed);
// }
namespace AIStudio.Wpf.DiagramDesigner.Layout
{
internal interface IState
{
VectorBase GetNodePosition(DesignerItemViewModelBase node);
void SetNodePosition(DesignerItemViewModelBase node, VectorBase pos);
VectorBase GetEndpointPosition(ConnectorInfoBase endpoint);
VectorBase GetNodeSpeed(DesignerItemViewModelBase node);
void SetNodeSpeed(DesignerItemViewModelBase node, VectorBase speed);
}
// internal class BufferedState : IState
// {
// private readonly Dictionary<DesignerItemViewModelBase, VectorBase> _nodePositions = new Dictionary<DesignerItemViewModelBase, VectorBase>();
// private readonly Dictionary<ConnectorInfoBase, VectorBase> _endpointRelativePositions = new Dictionary<ConnectorInfoBase, VectorBase>();
// public IEnumerable<KeyValuePair<DesignerItemViewModelBase, VectorBase>> NodePositions => _nodePositions;
internal class BufferedState : IState
{
private readonly Dictionary<DesignerItemViewModelBase, VectorBase> _nodePositions = new Dictionary<DesignerItemViewModelBase, VectorBase>();
private readonly Dictionary<ConnectorInfoBase, VectorBase> _endpointRelativePositions = new Dictionary<ConnectorInfoBase, VectorBase>();
public IEnumerable<KeyValuePair<DesignerItemViewModelBase, VectorBase>> NodePositions => _nodePositions;
// private readonly Dictionary<DesignerItemViewModelBase, VectorBase> _nodeSpeeds = new Dictionary<DesignerItemViewModelBase, VectorBase>();
private readonly Dictionary<DesignerItemViewModelBase, VectorBase> _nodeSpeeds = new Dictionary<DesignerItemViewModelBase, VectorBase>();
// public VectorBase GetNodePosition(DesignerItemViewModelBase node)
// {
// if (!_nodePositions.TryGetValue(node, out VectorBase result))
// {
// result = new VectorBase(node.Position.X, node.Position.Y);
// }
public VectorBase GetNodePosition(DesignerItemViewModelBase node)
{
if (!_nodePositions.TryGetValue(node, out VectorBase result))
{
result = new VectorBase(node.Position.X, node.Position.Y);
}
// return result;
// }
return result;
}
// public void SetNodePosition(DesignerItemViewModelBase node, VectorBase pos)
// {
// _nodePositions[node] = pos;
// }
public void SetNodePosition(DesignerItemViewModelBase node, VectorBase pos)
{
_nodePositions[node] = pos;
}
// public VectorBase GetEndpointPosition(ConnectorInfoBase endpoint)
// {
// if (!_endpointRelativePositions.TryGetValue(endpoint, out VectorBase result))
// {
// result = new VectorBase(endpoint.MiddlePosition.X, endpoint.MiddlePosition.Y) - GetNodePosition(endpoint.Parent);
// _endpointRelativePositions[endpoint] = result;
// }
public VectorBase GetEndpointPosition(ConnectorInfoBase endpoint)
{
if (!_endpointRelativePositions.TryGetValue(endpoint, out VectorBase result))
{
result = new VectorBase(endpoint.MiddlePosition.X, endpoint.MiddlePosition.Y) - GetNodePosition(endpoint.Parent as DesignerItemViewModelBase);
_endpointRelativePositions[endpoint] = result;
}
// return result + GetNodePosition(endpoint.Parent as DesignerItemViewModelBase);
// }
return result + GetNodePosition(endpoint.Parent as DesignerItemViewModelBase);
}
// public VectorBase GetNodeSpeed(DesignerItemViewModelBase node)
// {
// if (!_nodeSpeeds.TryGetValue(node, out VectorBase result))
// {
// result = new VectorBase(0, 0);
// }
public VectorBase GetNodeSpeed(DesignerItemViewModelBase node)
{
if (!_nodeSpeeds.TryGetValue(node, out VectorBase result))
{
result = new VectorBase(0, 0);
}
// return result;
// }
return result;
}
// public void SetNodeSpeed(DesignerItemViewModelBase node, VectorBase speed)
// {
// _nodeSpeeds[node] = speed;
// }
// }
public void SetNodeSpeed(DesignerItemViewModelBase node, VectorBase speed)
{
_nodeSpeeds[node] = speed;
}
}
// internal class LiveState : IState
// {
// private readonly Dictionary<DesignerItemViewModelBase, VectorBase> _nodeSpeeds = new Dictionary<DesignerItemViewModelBase, VectorBase>();
internal class LiveState : IState
{
private readonly Dictionary<DesignerItemViewModelBase, VectorBase> _nodeSpeeds = new Dictionary<DesignerItemViewModelBase, VectorBase>();
// public VectorBase GetNodePosition(DesignerItemViewModelBase node)
// {
// return new VectorBase(node.Position.X, node.Position.Y);
// }
public VectorBase GetNodePosition(DesignerItemViewModelBase node)
{
return new VectorBase(node.Position.X, node.Position.Y);
}
// public void SetNodePosition(DesignerItemViewModelBase node, VectorBase pos)
// {
// node.Position = new Point(pos.X, pos.Y);
// }
public void SetNodePosition(DesignerItemViewModelBase node, VectorBase pos)
{
node.Position = new Point(pos.X, pos.Y);
}
// public VectorBase GetEndpointPosition(ConnectorInfoBase endpoint)
// {
// return new VectorBase(endpoint.MiddlePosition.X, endpoint.MiddlePosition.Y);
// }
public VectorBase GetEndpointPosition(ConnectorInfoBase endpoint)
{
return new VectorBase(endpoint.MiddlePosition.X, endpoint.MiddlePosition.Y);
}
// public VectorBase GetNodeSpeed(DesignerItemViewModelBase node)
// {
// if (!_nodeSpeeds.TryGetValue(node, out VectorBase result))
// {
// result = new VectorBase(0, 0);
// }
public VectorBase GetNodeSpeed(DesignerItemViewModelBase node)
{
if (!_nodeSpeeds.TryGetValue(node, out VectorBase result))
{
result = new VectorBase(0, 0);
}
// return result;
// }
return result;
}
// public void SetNodeSpeed(DesignerItemViewModelBase node, VectorBase speed)
// {
// _nodeSpeeds[node] = speed;
// }
// }
//}
public void SetNodeSpeed(DesignerItemViewModelBase node, VectorBase speed)
{
_nodeSpeeds[node] = speed;
}
}
}

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@@ -10,6 +10,7 @@ using System.Windows.Input;
using System.Windows.Media;
using AIStudio.Wpf.DiagramDesigner.Geometrys;
using AIStudio.Wpf.DiagramDesigner.Helpers;
using AIStudio.Wpf.DiagramDesigner.Layout;
using AIStudio.Wpf.DiagramDesigner.Models;
using Newtonsoft.Json;
using static System.Net.Mime.MediaTypeNames;
@@ -676,6 +677,16 @@ namespace AIStudio.Wpf.DiagramDesigner
}
}
private ICommand _autoLayoutCommand;
public ICommand AutoLayoutCommand
{
get
{
return this._autoLayoutCommand ?? (this._autoLayoutCommand = new SimpleCommand(ExecuteEnable, ExecuteAutoLayoutCommand));
}
}
private ICommand _groupCommand;
public ICommand GroupCommand
{
@@ -2438,6 +2449,12 @@ namespace AIStudio.Wpf.DiagramDesigner
FitViewModel = new FitViewModel() { BoundingRect = DiagramViewModelHelper.GetBoundingRectangle(Items.OfType<DesignerItemViewModelBase>()), FitMode = FitMode.FitHeight };
}
}
private void ExecuteAutoLayoutCommand(object parameter)
{
ForceDirectedLayouter layouter = new ForceDirectedLayouter();
layouter.Layout(new Configuration { Network = this }, 10000);
}
#endregion
#region