Example #1
0
 public void Clear()
 {
     Commits?.Clear();
     Branches?.Clear();
     Edges?.Clear();
     CommitToModel?.Clear();
     ContentCleared?.Invoke();
 }
        private void SmartGraphPathParentChanged()
        {
            GraphVM previous = Graph;

            Graph = GraphPath?.Parent;
            if (Graph != null && Graph == previous)
            {
                return;
            }
            previous = Graph;

            Nodes.Clear();
            Edges.Clear();
            NodesNames.Clear();
            EdgesPath.Clear();
            NodesPathOrder.Clear();

            if (Graph == null)
            {
                return;
            }

            positioner = new CircleGraphPositioner(Graph);

            double actualWidth  = ActualWidth;
            double actualHeight = ActualHeight;

            foreach (var node in Graph.Nodes)
            {
                Nodes[node]      = CalculatePosition(node, NodesMargin, actualWidth, actualHeight);
                NodesNames[node] = CalculatePosition(node, NamesMargin, actualWidth, actualHeight);
            }

            foreach (var edge in Graph.Edges)
            {
                Edges.Add(edge);
            }

            ++ChangeCount;
        }
Example #3
0
        private void Clear()
        {
            if (Edges != null)
            {
                Edges.Clear();
                Edges = null;
            }

            if (EdgeOrientations != null)
            {
                EdgeOrientations.Clear();
                EdgeOrientations = null;
            }

            if (region == null)
            {
                return;
            }

            region.Clear();
            region = null;
        }
Example #4
0
        public void Reset()
        {
            //if (!this.beachline)
            //{
            //    this.beachline = new this.RBTree();
            //}
            //// Move leftover beachsections to the beachsection junkyard.
            //if (this.beachline.root)
            //{
            //    var beachsection = this.beachline.getFirst(this.beachline.root);
            //    while (beachsection)
            //    {
            //        this.beachsectionJunkyard.push(beachsection); // mark for reuse
            //        beachsection = beachsection.rbNext;
            //    }
            //}
            //this.beachline.root = null;
            //if (!this.circleEvents)
            //{
            //    this.circleEvents = new this.RBTree();
            //}
            //this.circleEvents.root = this.firstCircleEvent = null;
            //this.vertices = [];
            //this.edges = [];
            //this.cells = [];

            BeachLine    = new RBTree();
            CircleEvents = new RBTree();

            BeachLine.Name    = "BeachLine";
            CircleEvents.Name = "CircleEvents";

            firstCircleEvent = null;

            Vertices.Clear();
            Edges.Clear();
            Cells.Clear();
        }
Example #5
0
        public void Dispose()
        {
            int i, n;

            if (sites != null)
            {
                sites.Dispose();
                sites = null;
            }

            if (Edges != null)
            {
                n = Edges.Count;
                for (i = 0; i < n; ++i)
                {
                    Edges[i].Dispose();
                }
                Edges.Clear();
                Edges = null;
            }

            sitesIndexedByLocation = null;
        }
Example #6
0
        public void Dispose()
        {
            sites.Clear();
            sites = null;

#if TRIANGLES
            foreach (Triangle t in triangles)
            {
                t.Dispose();
            }
            triangles.Clear();
#endif

            foreach (Edge e in Edges)
            {
                e.Dispose();
            }
            Edges.Clear();

            PlotBounds = Rectf.zero;
            SitesIndexedByLocation.Clear();
            //SitesIndexedByLocation = null;
        }
Example #7
0
 public void GenerateRandomDistances()
 {
     Edges.Clear();
     NeighbourMatrix = new int[Cities.Count, Cities.Count];
     for (int i = 0; i < Cities.Count; i++)
     {
         for (int j = 0; j < Cities.Count; j++)
         {
             if (j > i)
             {
                 int value = rnd.Next(1, 20);
                 if (rnd.Next(0, 100) > -1)
                 {
                     NeighbourMatrix[i, j] = value;
                     NeighbourMatrix[j, i] = value;
                     if (NeighbourMatrix[i, j] > 0)
                     {
                         Edges.Add(new Edge(Cities[i], Cities[j], NeighbourMatrix[i, j]));
                     }
                 }
             }
         }
     }
 }
Example #8
0
        public void Reorder(int width, int height)
        {
            //Checks if the site is fully included in the frame :
            if (Edges.Select(e => e.VVertexA).All(p => IsVectorInRange(p, width, height)) &&
                Edges.Select(e => e.VVertexB).All(p => IsVectorInRange(p, width, height)))
            {
                IsOnBorder = false;
            }
            else
            {
                IsOnBorder = true;
                Vector previousIntersection = null;
                for (int i = Edges.Count - 1; i >= 0; i--)
                {
                    VoronoiEdge edge  = Edges[i];
                    bool        isAIn = IsVectorInRange(edge.VVertexA, width, height);
                    bool        isBIn = IsVectorInRange(edge.VVertexB, width, height);
                    if (isAIn && isBIn) // Edge is fully in, nothing to do
                    {
                        continue;
                    }
                    if (isAIn || isBIn) // One point in in, needs to be clipped
                    {
                        double        slope         = edge.DirectionVector[1] / edge.DirectionVector[0];
                        Vector        pointIn       = isAIn ? new Vector(edge.VVertexA) : new Vector(edge.VVertexB);
                        List <Vector> intersections = new List <Vector>();
                        //Test collision with (0,0) => (width,0) edge :
                        intersections.Add(new Vector(pointIn[0] - pointIn[1] / slope, 0));
                        //Test collision with (0,height) => (width,height) edge :
                        intersections.Add(new Vector(pointIn[0] + (height - pointIn[1]) / slope, height));
                        //Test collision with (0,0) => (0,height) edge :
                        intersections.Add(new Vector(0, pointIn[1] - pointIn[0] * slope));
                        //Test collision with (width,0) => (width,height) edge :
                        intersections.Add(new Vector(width, pointIn[1] + (width - pointIn[0]) * slope));
                        Vector intersection = intersections.MinBy(p => Vector.Dist(p, pointIn));
                        Edges.RemoveAt(i);
                        Edges.Add(new VoronoiEdge {
                            VVertexA = intersection, VVertexB = pointIn
                        });
                        if (previousIntersection == null)
                        {
                            previousIntersection = intersection;
                        }
                        else
                        {
                            if (intersection[0].Equals(previousIntersection[0]) ||
                                intersection[1].Equals(previousIntersection[1]))
                            {
                                Edges.Add(new VoronoiEdge {
                                    VVertexA = intersection, VVertexB = previousIntersection
                                });
                                IsOnBorder           = true;
                                previousIntersection = null;
                            }
                            else
                            {
                                List <Vector> corners = new List <Vector>
                                {
                                    new Vector(0, 0),
                                    new Vector(width, 0),
                                    new Vector(width, height),
                                    new Vector(0, height)
                                };
                                foreach (Vector corner in corners)
                                {
                                    if ((corner[0].Equals(previousIntersection[0]) ||
                                         corner[0].Equals(intersection[0])) &&
                                        (corner[1].Equals(previousIntersection[1]) ||
                                         corner[1].Equals(intersection[1])))
                                    {
                                        Edges.Add(new VoronoiEdge {
                                            VVertexA = corner, VVertexB = previousIntersection
                                        });
                                        Edges.Add(new VoronoiEdge {
                                            VVertexA = corner, VVertexB = intersection
                                        });
                                        IsOnBorder = true;
                                        break;
                                    }
                                }
                                previousIntersection = null;
                            }
                        }
                    }
                    else // Edge fully out, can be safely removed
                    {
                        Edges.RemoveAt(i);
                    }
                }
                if (previousIntersection != null)
                {
                    throw new InvalidOperationException("Error");
                }
            }
            if (Edges.Count == 0)
            {
                throw new InvalidOperationException("No edges");
            }

            VoronoiEdge first = Edges[Edges.Count - 1];

            Edges.RemoveAt(Edges.Count - 1);
            Vector point;

            VoronoiPoints.Add(point = first.VVertexA);
            Edges.RemoveAll((e) => Equals(e.VVertexA, e.VVertexB));
            do
            {
                VoronoiEdge edge = Edges.Single(e => e.VVertexA.Equals(point) || e.VVertexB.Equals(point));
                Edges.Remove(edge);
                if (Equals(edge.VVertexA, point))
                {
                    VoronoiPoints.Add(point = edge.VVertexB);
                }
                else
                {
                    VoronoiPoints.Add(point = edge.VVertexA);
                }
            } while (!Equals(point, first.VVertexB));
            Edges.Clear();
            //Reverse ordering of the points if needed :
            Vector v1 = VoronoiPoints[0] - VoronoiPoints[1];
            Vector v2 = VoronoiCenter - VoronoiPoints[0];

            if (v1[0] * v2[1] - v1[1] * v2[0] > 0)
            {
                VoronoiPoints.Reverse();
            }
        }
Example #9
0
 internal void ClearEdges()
 {
     numEdges -= Edges.Count;
     Edges.Clear();
 }
Example #10
0
        public void NextExercise()
        {
            int   nodes;
            int   solutionPaths;
            float extraEdgeProbability;
            int   nodesRequiered;

            Scale = 10;
            _solutionPaths.Clear();
            Nodes.Clear();
            Edges.Clear();

            switch (_currentLevel)
            {
            case 0:
                nodes                = 2;
                solutionPaths        = 1;
                _edgesBySolutionPath = new List <int>(solutionPaths)
                {
                    1
                };
                extraEdgeProbability = 0;
                break;

            case 1:
                nodes                = Random.Range(3, 6);
                solutionPaths        = 1;
                _edgesBySolutionPath = new List <int>(solutionPaths)
                {
                    2
                };
                extraEdgeProbability = 0;

                break;

            case 2:
                nodes                = Random.Range(5, 8);
                solutionPaths        = 1;
                _edgesBySolutionPath = new List <int>(solutionPaths)
                {
                    GetEdgesToSolutionPath(nodes)
                };
                extraEdgeProbability = 0.25f;

                break;

            case 3:
                nodes                = Random.Range(5, 8);
                solutionPaths        = 2;
                _edgesBySolutionPath = new List <int>(solutionPaths)
                {
                    GetEdgesToSolutionPath(nodes)
                    , GetEdgesToSolutionPath(nodes)
                };
                nodesRequiered = GetQuantityNodesRequiered(_edgesBySolutionPath[0] + _edgesBySolutionPath[1]);
                if (nodes < nodesRequiered)
                {
                    nodes = nodesRequiered;
                }
                extraEdgeProbability = 0;

                break;

            default:
                nodes                = Random.Range(6, 9);
                solutionPaths        = 2;
                _edgesBySolutionPath = new List <int>(solutionPaths)
                {
                    GetEdgesToSolutionPath(nodes)
                    , GetEdgesToSolutionPath(nodes)
                };
                nodesRequiered = GetQuantityNodesRequiered(_edgesBySolutionPath[0] + _edgesBySolutionPath[1]);
                if (nodes < nodesRequiered)
                {
                    nodes = nodesRequiered;
                }

                extraEdgeProbability = 1f;
                break;
            }
            // Necesito que haya una cantidad mínima de nodos, para poder cumplir las restricciones
            if (!CheckMinNodes(nodes))
            {
                NextExercise();
                return;
            }

            GenerateNodes(nodes);

            /*     ShipmentsPath shipmentsPath = new ShipmentsPath();
             *   shipmentsPath.NodesList = new List<ShipmentNode>(4);
             *   shipmentsPath.NodesList.Add(Nodes[0]);
             *   shipmentsPath.NodesList.Add(Nodes[1]);
             *   shipmentsPath.NodesList.Add(Nodes[2]);
             *   shipmentsPath.NodesList.Add(Nodes[Nodes.Count - 1]);
             *
             *   ShipmentsPath shipmentsPath2 = new ShipmentsPath();
             *   shipmentsPath2.NodesList = new List<ShipmentNode>(4);
             *   shipmentsPath2.NodesList.Add(Nodes[0]);
             *   shipmentsPath2.NodesList.Add(Nodes[3]);
             *   shipmentsPath2.NodesList.Add(Nodes[4]);
             *   shipmentsPath2.NodesList.Add(Nodes[Nodes.Count - 1]);
             *   _solutionPaths.Add(shipmentsPath);
             *   _solutionPaths.Add(shipmentsPath2);*/

            GenerateSolutionPaths(solutionPaths, _edgesBySolutionPath);


            while (SolutionsPathsAreEquals())
            {
                _solutionPaths.Clear();
                _edges.Clear();
                GenerateSolutionPaths(solutionPaths, _edgesBySolutionPath);
            }

            if (!IsValidGraph())
            {
                NextExercise();
                return;
            }
            RemainExercises--;

            /*
             *          GenerateExtraEdges(extraEdgeProbability);
             */
        }
Example #11
0
        public Triangles Triangulate(Nodes nodes)
        {
            int nv = nodes.Count;

            if (nv < 3)
            {
                throw new ArgumentException("Need at least three vertices for triangulation");
            }

            int trimax = 4 * nv;

            // Find the maximum and minimum vertex bounds.
            // This is to allow calculation of the bounding supertriangle
            double xmin = nodes[0].X;
            double ymin = nodes[0].Y;
            double xmax = xmin;
            double ymax = ymin;

            for (int i = 1; i < nv; i++)
            {
                if (nodes[i].X < xmin)
                {
                    xmin = nodes[i].X;
                }
                if (nodes[i].X > xmax)
                {
                    xmax = nodes[i].X;
                }
                if (nodes[i].Y < ymin)
                {
                    ymin = nodes[i].Y;
                }
                if (nodes[i].Y > ymax)
                {
                    ymax = nodes[i].Y;
                }
            }

            double dx   = xmax - xmin;
            double dy   = ymax - ymin;
            double dmax = (dx > dy) ? dx : dy;

            double xmid = (xmax + xmin) * 0.5;
            double ymid = (ymax + ymin) * 0.5;


            // Set up the supertriangle
            // This is a triangle which encompasses all the sample points.
            // The supertriangle coordinates are added to the end of the
            // vertex list. The supertriangle is the first triangle in
            // the triangle list.
            nodes.Add(new Point((xmid - 2 * dmax), (ymid - dmax)));
            nodes.Add(new Point(xmid, (ymid + 2 * dmax)));
            nodes.Add(new Point((xmid + 2 * dmax), (ymid - dmax)));
            Triangles Triangle = new Triangles();

            Triangle.Add(new Triangle(nv, nv + 1, nv + 2)); //SuperTriangle placed at index 0

            // Include each point one at a time into the existing mesh
            for (int i = 0; i < nv; i++)
            {
                if (Progress != null)
                {
                    Progress(i, nv);
                }

                Edges Edges = new Edges(); //[trimax * 3];
                // Set up the edge buffer.
                // If the point (Vertex(i).x,Vertex(i).y) lies inside the circumcircle then the
                // three edges of that triangle are added to the edge buffer and the triangle is removed from list.
                for (int j = 0; j < Triangle.Count; j++)
                {
                    if (InCircle(nodes[i], nodes[Triangle[j].p1], nodes[Triangle[j].p2], nodes[Triangle[j].p3]))
                    {
                        Edges.Add(new Edge(Triangle[j].p1, Triangle[j].p2));
                        Edges.Add(new Edge(Triangle[j].p2, Triangle[j].p3));
                        Edges.Add(new Edge(Triangle[j].p3, Triangle[j].p1));
                        Triangle.RemoveAt(j);
                        j--;
                    }
                }
                if (i >= nv)
                {
                    continue;          //In case we the last duplicate point we removed was the last in the array
                }
                // Remove duplicate edges
                // Note: if all triangles are specified anticlockwise then all
                // interior edges are opposite pointing in direction.
                for (int j = Edges.Count - 2; j >= 0; j--)
                {
                    for (int k = Edges.Count - 1; k >= j + 1; k--)
                    {
                        if (Edges[j].Equals(Edges[k]))
                        {
                            Edges.RemoveAt(k);
                            Edges.RemoveAt(j);
                            k--;
                            continue;
                        }
                    }
                }
                // Form new triangles for the current point
                // Skipping over any tagged edges.
                // All edges are arranged in clockwise order.
                for (int j = 0; j < Edges.Count; j++)
                {
                    if (Triangle.Count >= trimax)
                    {
                        throw new ApplicationException("Exceeded maximum edges");
                    }
                    Triangle.Add(new Triangle(Edges[j].p1, Edges[j].p2, i));
                }
                Edges.Clear();
                Edges = null;
            }
            // Remove triangles with supertriangle vertices
            // These are triangles which have a vertex number greater than nv
            for (int i = Triangle.Count - 1; i >= 0; i--)
            {
                if (Triangle[i].p1 >= nv || Triangle[i].p2 >= nv || Triangle[i].p3 >= nv)
                {
                    Triangle.RemoveAt(i);
                }
            }
            //Remove SuperTriangle vertices
            nodes.RemoveAt(nodes.Count - 1);
            nodes.RemoveAt(nodes.Count - 1);
            nodes.RemoveAt(nodes.Count - 1);
            Triangle.TrimExcess();
            return(Triangle);
        }
Example #12
0
 /// <summary>
 /// Clears the graph ready for new node insertions.
 /// </summary>
 public void Clear()
 {
     NextNodeIndex = 0;
     Nodes.Clear();
     Edges.Clear();
 }
Example #13
0
        private void _graph_CollectionPropertyChanged(object sender, Collections.VulcanCollectionPropertyChangedEventArgs e)
        {
            if (e.PropertyName == "Nodes")
            {
                if (e.Action == NotifyCollectionChangedAction.Reset)
                {
                    Nodes.Clear();
                    return;
                }

                if (e.OldItems != null)
                {
                    foreach (GraphNode <T> oldGraphNode in e.OldItems)
                    {
                        GraphNode <BasicBlock <T> > basicBlockNode = _blockMapping[oldGraphNode];
                        if (basicBlockNode.Item.Count > 1 || oldGraphNode.IncomingEdges.Count > 0 || oldGraphNode.OutgoingEdges.Count > 0)
                        {
                            throw new InvalidOperationException("The Graph attempted to remove a node that still had connections.");
                        }

                        _blockMapping.Remove(oldGraphNode);
                        RemoveNode(basicBlockNode);
                    }
                }

                if (e.NewItems != null)
                {
                    foreach (GraphNode <T> newGraphNode in e.NewItems)
                    {
                        var basicBlock = new BasicBlock <T> {
                            newGraphNode.Item
                        };
                        _blockMapping[newGraphNode] = AddNode(basicBlock);
                    }
                }
            }

            if (e.PropertyName == "Edges")
            {
                if (e.Action == NotifyCollectionChangedAction.Reset)
                {
                    Edges.Clear();
                    return;
                }

                if (e.OldItems != null)
                {
                    foreach (GraphEdge <T> oldGraphEdge in e.OldItems)
                    {
                        OnSourceGraphEdgeRemoved(oldGraphEdge);
                    }
                }

                if (e.NewItems != null)
                {
                    foreach (GraphEdge <T> newGraphEdge in e.NewItems)
                    {
                        OnSourceGraphEdgeAdded(newGraphEdge);
                    }
                }
            }
        }
Example #14
0
 public void ClearGraph()
 {
     Nodes.Clear();
     Edges.Clear();
     NodeMap.Clear();
 }
Example #15
0
 public void Clear()
 {
     Nodes.Clear();
     Edges.Clear();
     Roots.Clear();
 }
 public void RefreshEdgesVertices()
 {
     Vertices.Clear();
     Edges.Clear();
     AddEdgesAndVerticesFrom(Faces);
 }
Example #17
0
 public void Clear()
 {
     Vertices.Clear();
     Edges.Clear();
     Faces.Clear();
 }