//using System;
//using System.Threading;
//using System.Threading.Tasks;
//using System.Windows;
//namespace AIStudio.Wpf.DiagramDesigner.Layout
//{
// ///
// /// 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.
// ///
// public class ForceDirectedLayouter
// {
// ///
// /// Layout the nodes in the network.
// ///
// /// The configuration to use.
// /// The maximum amount of iterations after which the physics simulation ends.
// 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);
// 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);
// }
// }
// ///
// /// 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.
// ///
// /// The configuration to use.
// /// A cancellation token to end the layout process.
// /// The async task
// 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);
// 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);
// }
// t = newT;
// await Task.Delay(14, token);
// } while (!token.IsCancellationRequested);
// }
// }
//}