using System;
namespace AIStudio.Wpf.DiagramDesigner.Layout
{
public class Configuration
{
///
/// The network whose nodes are to be repositioned.
///
public DiagramViewModel Network
{
get; set;
}
///
/// 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.
///
public float TimeModifier { get; set; } = 3.5f;
///
/// Number of updates per iteration.
/// Increasing this number increases the accuracy of the physics simulation at the cost of performance.
///
public int UpdatesPerIteration { get; set; } = 1;
///
/// How strongly should nodes push eachother away?
/// A greater NodeRepulsionForce increases the distance between nodes.
///
public float NodeRepulsionForce { get; set; } = 100;
///
/// 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.
///
public Func EquilibriumDistance { get; set; } = conn => 100;
///
/// A function that maps each connection onto the springiness/stiffness constant of its corresponding spring.
/// (c.f. Hooke's law)
///
public Func SpringConstant { get; set; } = conn => 1;
///
/// 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.
///
public Func RowForce { get; set; } = conn => 100;
///
/// A function that maps each node onto its mass in the physics simulation.
/// Greater mass makes the node harder to move.
///
public Func NodeMass { get; set; } = node => 10;
///
/// 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.
///
public Func FrictionCoefficient { get; set; } = node => 2.5f;
///
/// A predicate function that specifies whether or not a node is fixed.
/// Fixed nodes do not get moved in the simulation.
///
public Func IsFixedNode { get; set; } = node => false;
}
}