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; } }