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https://gitee.com/akwkevin/aistudio.-wpf.-diagram
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70 lines
3.0 KiB
C#
70 lines
3.0 KiB
C#
//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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// /// <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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// /// 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 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 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 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 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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// /// 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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