mirror of
https://gitee.com/akwkevin/aistudio.-wpf.-diagram
synced 2026-03-11 20:19:26 +08:00
124 lines
4.7 KiB
C#
124 lines
4.7 KiB
C#
//using System;
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//using System.Collections.Generic;
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//using System.Linq;
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//using System.Windows;
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//using AIStudio.Wpf.DiagramDesigner.Geometrys;
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//namespace AIStudio.Wpf.DiagramDesigner.Layout
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//{
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// internal class Engine
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// {
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// internal void ApplyRandomShift(DiagramViewModel network)
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// {
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// Random random = new Random();
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// foreach (var node in network.Items.OfType<DesignerItemViewModelBase>())
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// {
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// node.Position = node.Position + new VectorBase(random.NextDouble(), random.NextDouble());
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// }
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// }
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// internal void Update(int deltaTMillis, IState state, Configuration config)
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// {
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// // Calculate forces
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// int nodeCount = config.Network.Items.Count;
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// IList<(DesignerItemViewModelBase, VectorBase)> nodeForces = new List<(DesignerItemViewModelBase, VectorBase)>(nodeCount);
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// foreach (var node in config.Network.Items.OfType<DesignerItemViewModelBase>())
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// {
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// if (!config.IsFixedNode(node))
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// {
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// nodeForces.Add((node, CalculateNodeForce(node, state, config)));
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// }
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// }
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// // Apply forces
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// foreach (var (node, force) in nodeForces)
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// {
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// VectorBase speed = state.GetNodeSpeed(node);
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// VectorBase pos = state.GetNodePosition(node);
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// double deltaT = deltaTMillis / 1000.0;
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// state.SetNodePosition(node, pos + ((speed * deltaT) + (force * deltaT * deltaT / 2)));
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// state.SetNodeSpeed(node, speed + ((force / config.NodeMass(node)) * deltaT));
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// }
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// }
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// private VectorBase CalculateNodeForce(DesignerItemViewModelBase node, IState state, Configuration config)
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// {
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// VectorBase force = new VectorBase();
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// // Calculate total force on node from endpoints
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// if (node.InputConnectors.Count > 0 || node.OutputConnectors.Count > 0)
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// {
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// force += node.InputConnectors.Concat(node.OutputConnectors)
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// .Select(e => CalculateEndpointForce(e, state, config))
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// .Aggregate((v1, v2) => v1 + v2);
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// }
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// // Apply node repulsion force so nodes don't overlap
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// var nodeCenter = state.GetNodePosition(node) + (new VectorBase(node.Size.Width, node.Size.Height) / 2.0);
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// foreach (var otherNode in config.Network.Items.OfType<DesignerItemViewModelBase>())
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// {
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// if (node == otherNode)
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// {
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// continue;
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// }
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// var otherNodeCenter = state.GetNodePosition(otherNode) + (new VectorBase(otherNode.Size.Width, otherNode.Size.Height) / 2.0);
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// var thisToOther = otherNodeCenter - nodeCenter;
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// var dist = thisToOther.Length;
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// thisToOther.Normalize();
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// var repulsionX = thisToOther.X * (-1 * ((node.Size.Width + otherNode.Size.Width) / 2) / dist);
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// var repulsionY = thisToOther.Y * (-1 * ((node.Size.Height + otherNode.Size.Height) / 2) / dist);
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// force += new VectorBase(repulsionX, repulsionY) * config.NodeRepulsionForce;
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// }
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// // Apply friction to make the movement converge to a stable state.
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// float gravity = 9.8f;
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// float normalForce = gravity * config.NodeMass(node);
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// float kineticFriction = normalForce * config.FrictionCoefficient(node);
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// VectorBase frictionVector = new VectorBase();
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// var nodeSpeed = state.GetNodeSpeed(node);
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// if (nodeSpeed.Length > 0)
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// {
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// frictionVector = new VectorBase(nodeSpeed.X, nodeSpeed.Y);
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// frictionVector.Normalize();
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// frictionVector *= -1.0 * kineticFriction;
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// }
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// force += frictionVector;
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// return force;
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// }
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// private VectorBase CalculateEndpointForce(ConnectorInfoBase endpoint, IState state, Configuration config)
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// {
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// var pos = state.GetEndpointPosition(endpoint);
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// VectorBase force = new VectorBase();
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// foreach (var conn in endpoint.Connections.Items)
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// {
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// var otherSide = conn.Input == endpoint ? (ConnectorInfoBase)conn.Output : conn.Input;
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// var otherSidePos = state.GetEndpointPosition(otherSide);
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// var dist = (otherSidePos - pos).Length;
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// var angle = Math.Acos((otherSidePos.X - pos.X) / dist);
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// if (otherSidePos.Y < pos.Y)
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// {
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// angle *= -1.0;
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// }
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// // Put a spring between connected endpoints.
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// var hookForce = (dist - config.EquilibriumDistance(conn)) * config.SpringConstant(conn);
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// force += new VectorBase(Math.Cos(angle), Math.Sin(angle)) * hookForce;
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// // Try to 'straighten' out the graph horizontally.
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// var isLeftSide = endpoint.Orientation == ConnectorOrientation.Left;
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// var rowForce = (isLeftSide ? 1 : -1) * config.RowForce(conn);
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// force.X += rowForce;
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// }
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// return force;
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// }
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// }
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//}
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