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https://gitee.com/akwkevin/aistudio.-wpf.-diagram
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@@ -1,69 +1,72 @@
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//using System;
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using System;
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//namespace AIStudio.Wpf.DiagramDesigner.Layout
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//{
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// public class Configuration
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// {
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// /// <summary>
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// /// The network whose nodes are to be repositioned.
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// /// </summary>
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// public DiagramViewModel Network { get; set; }
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namespace AIStudio.Wpf.DiagramDesigner.Layout
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{
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public class Configuration
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{
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/// <summary>
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/// The network whose nodes are to be repositioned.
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/// </summary>
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public DiagramViewModel Network
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{
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get; set;
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}
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// /// <summary>
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// /// A time modifier that is used to speed up, or slow down, time during the simulation.
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// /// A greater time modifier speeds up the physics simulation, at the cost of accuracy and stability.
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// /// </summary>
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// public float TimeModifier { get; set; } = 3.5f;
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// /// <summary>
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// /// Number of updates per iteration.
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// /// Increasing this number increases the accuracy of the physics simulation at the cost of performance.
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// /// </summary>
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// public int UpdatesPerIteration { get; set; } = 1;
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/// <summary>
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/// A time modifier that is used to speed up, or slow down, time during the simulation.
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/// A greater time modifier speeds up the physics simulation, at the cost of accuracy and stability.
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/// </summary>
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public float TimeModifier { get; set; } = 3.5f;
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// /// <summary>
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// /// How strongly should nodes push eachother away?
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// /// A greater NodeRepulsionForce increases the distance between nodes.
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// /// </summary>
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// public float NodeRepulsionForce { get; set; } = 100;
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/// <summary>
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/// Number of updates per iteration.
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/// Increasing this number increases the accuracy of the physics simulation at the cost of performance.
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/// </summary>
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public int UpdatesPerIteration { get; set; } = 1;
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// /// <summary>
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// /// A function that maps each connection onto the equilibrium distance of its corresponding spring.
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// /// A greater equilibrium distance increases the distance between the two connected endpoints.
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// /// </summary>
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// public Func<ConnectionViewModel, double> EquilibriumDistance { get; set; } = conn => 100;
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/// <summary>
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/// How strongly should nodes push eachother away?
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/// A greater NodeRepulsionForce increases the distance between nodes.
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/// </summary>
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public float NodeRepulsionForce { get; set; } = 100;
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// /// <summary>
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// /// A function that maps each connection onto the springiness/stiffness constant of its corresponding spring.
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// /// (c.f. Hooke's law)
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// /// </summary>
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// public Func<ConnectionViewModel, double> SpringConstant { get; set; } = conn => 1;
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/// <summary>
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/// A function that maps each connection onto the equilibrium distance of its corresponding spring.
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/// A greater equilibrium distance increases the distance between the two connected endpoints.
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/// </summary>
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public Func<ConnectionViewModel, double> EquilibriumDistance { get; set; } = conn => 100;
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// /// <summary>
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// /// A function that maps each connection onto the strength of its row force.
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// /// Since inputs/outputs are on the left/right of a node, networks tend to be layed out horizontally.
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// /// The row force is added onto the endpoints of the connection to make the nodes end up in a more horizontal layout.
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// /// </summary>
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// public Func<ConnectionViewModel, double> RowForce { get; set; } = conn => 100;
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/// <summary>
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/// A function that maps each connection onto the springiness/stiffness constant of its corresponding spring.
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/// (c.f. Hooke's law)
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/// </summary>
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public Func<ConnectionViewModel, double> SpringConstant { get; set; } = conn => 1;
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// /// <summary>
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// /// A function that maps each node onto its mass in the physics simulation.
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// /// Greater mass makes the node harder to move.
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// /// </summary>
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// public Func<DesignerItemViewModelBase, float> NodeMass { get; set; } = node => 10;
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/// <summary>
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/// A function that maps each connection onto the strength of its row force.
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/// Since inputs/outputs are on the left/right of a node, networks tend to be layed out horizontally.
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/// The row force is added onto the endpoints of the connection to make the nodes end up in a more horizontal layout.
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/// </summary>
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public Func<ConnectionViewModel, double> RowForce { get; set; } = conn => 100;
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// /// <summary>
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// /// The friction coefficient is used to control friction forces in the simulation.
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// /// Greater friction makes the simulation converge faster, as it slows nodes down when
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// /// they are swinging around. If the friction is too high, the nodes will stop moving before
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// /// they reach their optimal position or might not even move at all.
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// /// </summary>
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// public Func<DesignerItemViewModelBase, float> FrictionCoefficient { get; set; } = node => 2.5f;
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/// <summary>
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/// A function that maps each node onto its mass in the physics simulation.
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/// Greater mass makes the node harder to move.
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/// </summary>
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public Func<DesignerItemViewModelBase, float> NodeMass { get; set; } = node => 10;
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// /// <summary>
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// /// A predicate function that specifies whether or not a node is fixed.
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// /// Fixed nodes do not get moved in the simulation.
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// /// </summary>
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// public Func<DesignerItemViewModelBase, bool> IsFixedNode { get; set; } = node => false;
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// }
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//}
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/// <summary>
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/// The friction coefficient is used to control friction forces in the simulation.
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/// Greater friction makes the simulation converge faster, as it slows nodes down when
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/// they are swinging around. If the friction is too high, the nodes will stop moving before
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/// they reach their optimal position or might not even move at all.
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/// </summary>
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public Func<DesignerItemViewModelBase, float> FrictionCoefficient { get; set; } = node => 2.5f;
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/// <summary>
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/// A predicate function that specifies whether or not a node is fixed.
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/// Fixed nodes do not get moved in the simulation.
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/// </summary>
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public Func<DesignerItemViewModelBase, bool> IsFixedNode { get; set; } = node => false;
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}
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}
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@@ -1,123 +1,123 @@
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//using System;
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//using System.Collections.Generic;
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//using System.Linq;
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//using System.Windows;
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//using AIStudio.Wpf.DiagramDesigner.Geometrys;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Windows;
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using AIStudio.Wpf.DiagramDesigner.Geometrys;
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//namespace AIStudio.Wpf.DiagramDesigner.Layout
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//{
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// internal class Engine
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// {
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// internal void ApplyRandomShift(DiagramViewModel network)
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// {
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// Random random = new Random();
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// foreach (var node in network.Items.OfType<DesignerItemViewModelBase>())
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// {
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// node.Position = node.Position + new VectorBase(random.NextDouble(), random.NextDouble());
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// }
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// }
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namespace AIStudio.Wpf.DiagramDesigner.Layout
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{
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internal class Engine
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{
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internal void ApplyRandomShift(DiagramViewModel network)
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{
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Random random = new Random();
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foreach (var node in network.Items.OfType<DesignerItemViewModelBase>())
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{
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node.Position = node.Position + new VectorBase(random.NextDouble(), random.NextDouble());
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}
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}
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// internal void Update(int deltaTMillis, IState state, Configuration config)
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// {
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// // Calculate forces
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// int nodeCount = config.Network.Items.Count;
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// IList<(DesignerItemViewModelBase, VectorBase)> nodeForces = new List<(DesignerItemViewModelBase, VectorBase)>(nodeCount);
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internal void Update(int deltaTMillis, IState state, Configuration config)
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{
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// Calculate forces
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int nodeCount = config.Network.Items.Count;
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IList<(DesignerItemViewModelBase, VectorBase)> nodeForces = new List<(DesignerItemViewModelBase, VectorBase)>(nodeCount);
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// foreach (var node in config.Network.Items.OfType<DesignerItemViewModelBase>())
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// {
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// if (!config.IsFixedNode(node))
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// {
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// nodeForces.Add((node, CalculateNodeForce(node, state, config)));
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// }
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// }
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foreach (var node in config.Network.Items.OfType<DesignerItemViewModelBase>())
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{
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if (!config.IsFixedNode(node))
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{
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nodeForces.Add((node, CalculateNodeForce(node, state, config)));
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}
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}
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// // Apply forces
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// foreach (var (node, force) in nodeForces)
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// {
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// VectorBase speed = state.GetNodeSpeed(node);
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// VectorBase pos = state.GetNodePosition(node);
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// double deltaT = deltaTMillis / 1000.0;
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// state.SetNodePosition(node, pos + ((speed * deltaT) + (force * deltaT * deltaT / 2)));
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// state.SetNodeSpeed(node, speed + ((force / config.NodeMass(node)) * deltaT));
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// }
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// }
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// Apply forces
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foreach (var (node, force) in nodeForces)
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{
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VectorBase speed = state.GetNodeSpeed(node);
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VectorBase pos = state.GetNodePosition(node);
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double deltaT = deltaTMillis / 1000.0;
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state.SetNodePosition(node, pos + ((speed * deltaT) + (force * deltaT * deltaT / 2)));
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state.SetNodeSpeed(node, speed + ((force / config.NodeMass(node)) * deltaT));
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}
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}
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// private VectorBase CalculateNodeForce(DesignerItemViewModelBase node, IState state, Configuration config)
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// {
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// VectorBase force = new VectorBase();
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private VectorBase CalculateNodeForce(DesignerItemViewModelBase node, IState state, Configuration config)
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{
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VectorBase force = new VectorBase();
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// // Calculate total force on node from endpoints
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// if (node.InputConnectors.Count > 0 || node.OutputConnectors.Count > 0)
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// {
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// force += node.InputConnectors.Concat(node.OutputConnectors)
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// .Select(e => CalculateEndpointForce(e, state, config))
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// .Aggregate((v1, v2) => v1 + v2);
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// }
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// Calculate total force on node from endpoints
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if (node.InputConnectors.Count > 0 || node.OutputConnectors.Count > 0)
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{
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force += node.InputConnectors.Concat(node.OutputConnectors)
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.Select(e => CalculateEndpointForce(e, state, config))
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.Aggregate((v1, v2) => v1 + v2);
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}
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// // Apply node repulsion force so nodes don't overlap
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// var nodeCenter = state.GetNodePosition(node) + (new VectorBase(node.Size.Width, node.Size.Height) / 2.0);
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// foreach (var otherNode in config.Network.Items.OfType<DesignerItemViewModelBase>())
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// {
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// if (node == otherNode)
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// {
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// continue;
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// }
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// Apply node repulsion force so nodes don't overlap
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var nodeCenter = state.GetNodePosition(node) + (new VectorBase(node.Size.Width, node.Size.Height) / 2.0);
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foreach (var otherNode in config.Network.Items.OfType<DesignerItemViewModelBase>())
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{
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if (node == otherNode)
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{
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continue;
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}
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// var otherNodeCenter = state.GetNodePosition(otherNode) + (new VectorBase(otherNode.Size.Width, otherNode.Size.Height) / 2.0);
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// var thisToOther = otherNodeCenter - nodeCenter;
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// var dist = thisToOther.Length;
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// thisToOther.Normalize();
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var otherNodeCenter = state.GetNodePosition(otherNode) + (new VectorBase(otherNode.Size.Width, otherNode.Size.Height) / 2.0);
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var thisToOther = otherNodeCenter - nodeCenter;
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var dist = thisToOther.Length;
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thisToOther.Normalize();
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// var repulsionX = thisToOther.X * (-1 * ((node.Size.Width + otherNode.Size.Width) / 2) / dist);
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// var repulsionY = thisToOther.Y * (-1 * ((node.Size.Height + otherNode.Size.Height) / 2) / dist);
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// force += new VectorBase(repulsionX, repulsionY) * config.NodeRepulsionForce;
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// }
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var repulsionX = thisToOther.X * (-1 * ((node.Size.Width + otherNode.Size.Width) / 2) / dist);
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var repulsionY = thisToOther.Y * (-1 * ((node.Size.Height + otherNode.Size.Height) / 2) / dist);
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force += new VectorBase(repulsionX, repulsionY) * config.NodeRepulsionForce;
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}
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// // Apply friction to make the movement converge to a stable state.
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// float gravity = 9.8f;
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// float normalForce = gravity * config.NodeMass(node);
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// float kineticFriction = normalForce * config.FrictionCoefficient(node);
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// VectorBase frictionVector = new VectorBase();
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// var nodeSpeed = state.GetNodeSpeed(node);
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// if (nodeSpeed.Length > 0)
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// {
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// frictionVector = new VectorBase(nodeSpeed.X, nodeSpeed.Y);
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// frictionVector.Normalize();
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// frictionVector *= -1.0 * kineticFriction;
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// }
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// force += frictionVector;
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// Apply friction to make the movement converge to a stable state.
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float gravity = 9.8f;
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float normalForce = gravity * config.NodeMass(node);
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float kineticFriction = normalForce * config.FrictionCoefficient(node);
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VectorBase frictionVector = new VectorBase();
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var nodeSpeed = state.GetNodeSpeed(node);
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if (nodeSpeed.Length > 0)
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{
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frictionVector = new VectorBase(nodeSpeed.X, nodeSpeed.Y);
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frictionVector.Normalize();
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frictionVector *= -1.0 * kineticFriction;
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}
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force += frictionVector;
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// return force;
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// }
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return force;
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}
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// private VectorBase CalculateEndpointForce(ConnectorInfoBase endpoint, IState state, Configuration config)
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// {
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// var pos = state.GetEndpointPosition(endpoint);
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private VectorBase CalculateEndpointForce(ConnectorInfoBase endpoint, IState state, Configuration config)
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{
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var pos = state.GetEndpointPosition(endpoint);
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// VectorBase force = new VectorBase();
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VectorBase force = new VectorBase();
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// foreach (var conn in endpoint.Connections.Items)
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// {
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// var otherSide = conn.Input == endpoint ? (ConnectorInfoBase)conn.Output : conn.Input;
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// var otherSidePos = state.GetEndpointPosition(otherSide);
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// var dist = (otherSidePos - pos).Length;
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// var angle = Math.Acos((otherSidePos.X - pos.X) / dist);
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// if (otherSidePos.Y < pos.Y)
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// {
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// angle *= -1.0;
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// }
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foreach (var conn in config.Network.Items.OfType<ConnectionViewModel>().Where(p => p.SinkConnectorInfo == endpoint || p.SourceConnectorInfo == endpoint).ToList())
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{
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var otherSide = conn.SourceConnectorInfo == endpoint ? conn.SinkConnectorInfo : conn.SourceConnectorInfo;
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var otherSidePos = state.GetEndpointPosition(otherSide);
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var dist = (otherSidePos - pos).Length;
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var angle = Math.Acos((otherSidePos.X - pos.X) / dist);
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if (otherSidePos.Y < pos.Y)
|
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{
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angle *= -1.0;
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}
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// // Put a spring between connected endpoints.
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// var hookForce = (dist - config.EquilibriumDistance(conn)) * config.SpringConstant(conn);
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// force += new VectorBase(Math.Cos(angle), Math.Sin(angle)) * hookForce;
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// Put a spring between connected endpoints.
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var hookForce = (dist - config.EquilibriumDistance(conn)) * config.SpringConstant(conn);
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force += new VectorBase(Math.Cos(angle), Math.Sin(angle)) * hookForce;
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// // Try to 'straighten' out the graph horizontally.
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// var isLeftSide = endpoint.Orientation == ConnectorOrientation.Left;
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// var rowForce = (isLeftSide ? 1 : -1) * config.RowForce(conn);
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// force.X += rowForce;
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// }
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// Try to 'straighten' out the graph horizontally.
|
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var isLeftSide = endpoint.Orientation == ConnectorOrientation.Left;
|
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var rowForce = (isLeftSide ? 1 : -1) * config.RowForce(conn);
|
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force.X += rowForce;
|
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}
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// return force;
|
||||
// }
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// }
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//}
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return force;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 分组
|
||||
|
||||
Reference in New Issue
Block a user