Esempio n. 1
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        private void LayoutNode(GraphNode node) {
            if (node.moveable) {
                double dx = node.dx;
                double dy = node.dy;

                // The damper slows things down.  It cuts down jiggling at the last moment, and optimizes
                // layout. As an experiment, get rid of the damper in these lines, and make a
                // long straight line of nodes. It wiggles too much and doesn't straighten out.
                dx *= _damper;
                dy *= _damper;

                // Slow down, but dont stop. Nodes in motion store momentum. This helps when the force
                // on a node is very low, but you still want to get optimal layout.
                node.dx = dx / 2;
                node.dy = dy / 2;

                // How far did the node actually move?
                double distanceMoved = Math.Sqrt(dx * dx + dy * dy);

                // Don't move faster then 30 units at a time.
                // Stops severed nodes from flying away?

                node.x = node.x + Math.Max(-30, Math.Min(30, dx));
                node.y = node.y + Math.Max(-30, Math.Min(30, dy));

                _intermediateMaxMotion = Math.Max(distanceMoved, _intermediateMaxMotion);
            }
        }
Esempio n. 2
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 public void AddNode(GraphNode node) {
     _nodes.Add(node);
     if (_updating == false) {
         RaiseChangedEvent();
     }
     else {
         _updated = true;
     }
 }
Esempio n. 3
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        private void RemoveOverlap(GraphNode node1, GraphNode node2) {
            double dx = 0;
            double dy = 0;
            double vx = node1.x - node2.x;
            double vy = node1.y - node2.y;
            double distance = vx * vx + vy * vy;

            // TODO: 36 should be a property instead of hardcoded
            // This is the radius of a node.

            if (distance < 36 * 36 * 2) {
                // If two nodes are right on top of each other, separate them
                // apart randomly
                dx = Math.Random();
                dy = Math.Random();
            }
            else if (distance < 360000) {
                // 600 * 600, because we don't want deleted nodes to fly too far away

                // If it was sqrt(len) then a single node surrounded by many others will
                // always look like a circle.  This might look good at first, but I think
                // it makes large graphs look ugly + it contributes to oscillation.  A
                // linear function does not fall off fast enough, so you get rough edges
                // in the 'force field'

                dx = vx / distance;
                dy = vy / distance;
            }

            double totalRepulsion = DefaultRepulsion * DefaultRepulsion / 100;
            double factor = totalRepulsion * _rigidity;

            node1.dx += dx * factor;
            node1.dy += dy * factor;
            node2.dx -= dx * factor;
            node2.dy -= dy * factor;
        }
Esempio n. 4
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 public GraphEdge(GraphNode fromNode, GraphNode toNode, int length) {
     _fromNode = fromNode;
     _toNode = toNode;
     _length = length;
 }
Esempio n. 5
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        public void RemoveNode(GraphNode node) {
            foreach (GraphEdge edge in node.Edges) {
                RemoveEdge(edge);
            }

            _nodes.Remove(node);
            if (_updating == false) {
                RaiseChangedEvent();
            }
            else {
                _updated = true;
            }
        }