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