using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using NodeNetwork.ViewModels; namespace NodeNetwork.Toolkit.Layout.ForceDirected { internal class Engine { internal void ApplyRandomShift(NetworkViewModel network) { Random random = new Random(); foreach (var node in network.Nodes.Items) { node.Position = node.Position + new Vector(random.NextDouble(), random.NextDouble()); } } internal void Update(int deltaTMillis, IState state, Configuration config) { // Calculate forces int nodeCount = config.Network.Nodes.Count; IList<(NodeViewModel, Vector)> nodeForces = new List<(NodeViewModel, Vector)>(nodeCount); foreach (var node in config.Network.Nodes.Items) { if (!config.IsFixedNode(node)) { nodeForces.Add((node, CalculateNodeForce(node, state, config))); } } // Apply forces foreach (var (node, force) in nodeForces) { Vector speed = state.GetNodeSpeed(node); Vector pos = state.GetNodePosition(node); double deltaT = deltaTMillis / 1000.0; state.SetNodePosition(node, pos + ((speed * deltaT) + (force * deltaT * deltaT / 2))); state.SetNodeSpeed(node, speed + ((force / config.NodeMass(node)) * deltaT)); } } private Vector CalculateNodeForce(NodeViewModel node, IState state, Configuration config) { Vector force = new Vector(); // Calculate total force on node from endpoints if (node.Inputs.Count > 0 || node.Outputs.Count > 0) { force += node.Inputs.Items.Cast().Concat(node.Outputs.Items) .Select(e => CalculateEndpointForce(e, state, config)) .Aggregate((v1, v2) => v1 + v2); } // Apply node repulsion force so nodes don't overlap var nodeCenter = state.GetNodePosition(node) + (new Vector(node.Size.Width, node.Size.Height) / 2.0); foreach (var otherNode in config.Network.Nodes.Items) { if (node == otherNode) { continue; } var otherNodeCenter = state.GetNodePosition(otherNode) + (new Vector(otherNode.Size.Width, otherNode.Size.Height) / 2.0); var thisToOther = otherNodeCenter - nodeCenter; var dist = thisToOther.Length; thisToOther.Normalize(); var repulsionX = thisToOther.X * (-1 * ((node.Size.Width + otherNode.Size.Width) / 2) / dist); var repulsionY = thisToOther.Y * (-1 * ((node.Size.Height + otherNode.Size.Height) / 2) / dist); force += new Vector(repulsionX, repulsionY) * config.NodeRepulsionForce; } // Apply friction to make the movement converge to a stable state. float gravity = 9.8f; float normalForce = gravity * config.NodeMass(node); float kineticFriction = normalForce * config.FrictionCoefficient(node); Vector frictionVector = new Vector(); var nodeSpeed = state.GetNodeSpeed(node); if (nodeSpeed.Length > 0) { frictionVector = new Vector(nodeSpeed.X, nodeSpeed.Y); frictionVector.Normalize(); frictionVector *= -1.0 * kineticFriction; } force += frictionVector; return force; } private Vector CalculateEndpointForce(Endpoint endpoint, IState state, Configuration config) { var pos = state.GetEndpointPosition(endpoint); Vector force = new Vector(); foreach (var conn in endpoint.Connections.Items) { var otherSide = conn.Input == endpoint ? (Endpoint)conn.Output : conn.Input; var otherSidePos = state.GetEndpointPosition(otherSide); var dist = (otherSidePos - pos).Length; var angle = Math.Acos((otherSidePos.X - pos.X) / dist); if (otherSidePos.Y < pos.Y) { angle *= -1.0; } // Put a spring between connected endpoints. var hookForce = (dist - config.EquilibriumDistance(conn)) * config.SpringConstant(conn); force += new Vector(Math.Cos(angle), Math.Sin(angle)) * hookForce; // Try to 'straighten' out the graph horizontally. var isLeftSide = endpoint.PortPosition == PortPosition.Left; var rowForce = (isLeftSide ? 1 : -1) * config.RowForce(conn); force.X += rowForce; } return force; } } }