コード例 #1
0
ファイル: Layout.cs プロジェクト: shaneasd/ConEdit
        public static int Score <TNode>(List <ValueTuple <TNode, PointF> > movement, IConversationEditorControlData <TNode, TransitionNoduleUIInfo> currentFile, Func <Output, PointF> getConnectorLocation)
            where TNode : class, IRenderable <IGui>, IConversationNode, IConfigurable
        {
            Dictionary <TNode, PointF> lookup = movement.ToDictionary(m => m.Item1, m => m.Item2);

            PointF GetOffset(TNode node) => lookup[node].Take(node.Renderer.Area.Center());
            PointF GetLocation(Output connector) => getConnectorLocation(connector).Plus(GetOffset(currentFile.GetNode(connector.Parent.NodeId)));
            bool InSet(Output connector) => lookup.ContainsKey(currentFile.GetNode(connector.Parent.NodeId));

            IEnumerable <Output> BottomConnectors(TNode n) => n.Data.Connectors.Where(c => c.Definition.Position.ForPosition(top: () => false, bottom: () => true, () => false, () => false));
            IEnumerable <(Output, Output)> BottomConnections(TNode n) => BottomConnectors(n).SelectMany(A => A.Connections.Where(InSet).Select(B => (A, B)));
            (PointF, PointF) GetEdge((Output, Output) connectors) => (GetLocation(connectors.Item1), GetLocation(connectors.Item2));

            int score = 0;
            var edges = movement.SelectMany(node => BottomConnections(node.Item1).Select(GetEdge)).ToList();

            for (int i = 0; i < edges.Count; i++)
            {
                for (int j = i + 1; j < edges.Count; j++)
                {
                    var AiPos = edges[i].Item1;
                    var BiPos = edges[i].Item2;
                    var AjPos = edges[j].Item1;
                    var BjPos = edges[j].Item2;
                    if (LinesIntersect((AiPos, BiPos), (AjPos, BjPos)))
                    {
                        score++;
                    }
                }
            }
            return(score);
        }
コード例 #2
0
ファイル: Layout.cs プロジェクト: shaneasd/ConEdit
        public static void LayoutNodes1 <TNode>(IConversationEditorControlData <TNode, TransitionNoduleUIInfo> currentFile, Func <Output, PointF> getConnectorLocation)
            where TNode : class, IRenderable <IGui>, IConversationNode, IConfigurable
        {
            IEnumerable <Output> TopConnectors(TNode n) => n.Data.Connectors.Where(c => c.Definition.Position.ForPosition(top: () => true, () => false, () => false, () => false));
            IEnumerable <Output> BottomConnectors(TNode n) => n.Data.Connectors.Where(c => c.Definition.Position.ForPosition(top: () => false, bottom: () => true, () => false, () => false));
            IEnumerable <TNode> TopConnections(TNode n) => TopConnectors(n).SelectMany(c => c.Connections).Select(c => currentFile.GetNode(c.Parent.NodeId));
            IEnumerable <TNode> BottomConnections(TNode n) => BottomConnectors(n).SelectMany(c => c.Connections).Select(c => currentFile.GetNode(c.Parent.NodeId));

            var ordered = Graph.Order(currentFile.Nodes, TopConnections, BottomConnections);

            ordered.Do
            (
                lists =>
            {
                List <ValueTuple <TNode, PointF> > allmovement = new List <ValueTuple <TNode, PointF> >();
                float xEdge = 100;
                Dictionary <TNode, int> heights = new Dictionary <TNode, int>();
                Dictionary <int, List <TNode> > nodesAtHeight = new Dictionary <int, List <TNode> >();
                int maxHeight = 0;
                for (int j = 0; j < lists.Count; j++)
                {
                    var list = lists[j];
                    for (int i = 0; i < list.Count; i++)
                    {
                        var node      = list[i];
                        int height    = (TopConnections(node).Select(n => heights[n]).Max(x => (int?)x) ?? -1) + 1;
                        heights[node] = height;
                        if (!nodesAtHeight.ContainsKey(height))
                        {
                            nodesAtHeight[height] = new List <TNode>();
                        }
                        nodesAtHeight[height].Add(node);
                        maxHeight = Math.Max(maxHeight, height);
                    }
                }

                float[] widths = new float[maxHeight + 1];
                float maxWidth = 0;
                for (int h = 0; h <= maxHeight; h++)
                {
                    var nodes = nodesAtHeight[h];
                    int count = 0;
                    foreach (var node in nodes)
                    {
                        var width  = node.Renderer.Area.Width;
                        widths[h] += width;
                        count++;
                    }
                    widths[h] += (40 + h * 20) * (count - 1);
                    maxWidth   = Math.Max(maxWidth, widths[h]);
                }

                int bestScore = int.MaxValue;
                List <ValueTuple <TNode, PointF> > bestMovement = new List <ValueTuple <TNode, PointF> >();
                Random r = new Random(0);

                for (int attempts = 0; attempts < 10000; attempts++)
                {
                    List <ValueTuple <TNode, PointF> > movement = new List <ValueTuple <TNode, PointF> >();
                    for (int h = 0; h <= maxHeight; h++)
                    {
                        var nodes       = nodesAtHeight[h];
                        bool randomized = nodes.Randomise(r);
                        float x         = xEdge;

                        foreach (var node in nodes)
                        {
                            var width = node.Renderer.Area.Width;
                            PointF to = new PointF(x + width / 2 + h * 20 + (maxWidth - widths[h]) / 2, h * 100 + 50);     //stagger slightly so vertical lines don't overlap
                            movement.Add((node, to));
                            x += width + 40;
                        }
                    }

                    int score = Score(movement, currentFile, getConnectorLocation);
                    if (score < bestScore)
                    {
                        bestScore    = score;
                        bestMovement = movement.ToList();
                    }
                }

                xEdge += maxWidth + 40;
                allmovement.AddRange(bestMovement);

                currentFile.Move(allmovement);
            },
                error => MessageBox.Show("Cannot perform layout as there are cycles in the graph")
            );
        }
コード例 #3
0
ファイル: Layout.cs プロジェクト: shaneasd/ConEdit
        public static void LayoutNodes2 <TNode>(IConversationEditorControlData <TNode, TransitionNoduleUIInfo> currentFile, Func <Output, PointF> getConnectorLocation)
            where TNode : class, IRenderable <IGui>, IConversationNode, IConfigurable
        {
            IEnumerable <Output> TopConnectors(TNode n) => n.Data.Connectors.Where(c => c.Definition.Position.ForPosition(top: () => true, () => false, () => false, () => false));
            IEnumerable <Output> BottomConnectors(TNode n) => n.Data.Connectors.Where(c => c.Definition.Position.ForPosition(top: () => false, bottom: () => true, () => false, () => false));
            IEnumerable <TNode> TopConnections(TNode n) => TopConnectors(n).SelectMany(c => c.Connections).Select(c => currentFile.GetNode(c.Parent.NodeId));
            IEnumerable <TNode> BottomConnections(TNode n) => BottomConnectors(n).SelectMany(c => c.Connections).Select(c => currentFile.GetNode(c.Parent.NodeId));

            var ordered = Graph.Order(currentFile.Nodes, TopConnections, BottomConnections);

            ordered.Do(list =>
            {
                List <TNode> nodes = list[1];
                PointF centroid    = new PointF(nodes.Average(n => n.Renderer.Area.Center().X), nodes.Average(n => n.Renderer.Area.Center().Y));
                float repulsion    = 1e3f;

                List <ValueTuple <TNode, PointF> > movement = new List <ValueTuple <TNode, PointF> >();

                foreach (var node in nodes.Skip(1))
                {
                    PointF origin = node.Renderer.Area.Center();
                    PointF force  = PointF.Empty;

                    //Attraction
                    PointF N  = PointF.Empty;
                    int count = 0;
                    foreach (var n in TopConnections(node).Concat(BottomConnections(node)))
                    {
                        PointF pos = n.Renderer.Area.Center();
                        //var offset = pos.Take(origin).ScaleBy(attraction);
                        //offset.X = offset.X * Math.Abs(offset.X);
                        //offset.Y = offset.Y * Math.Abs(offset.Y);
                        //force = force.Plus(offset);
                        N = N.Plus(pos);
                        count++;
                    }
                    N     = N.ScaleBy(1.0f / count);
                    force = N.Take(origin).ScaleBy(0.5f);

                    //Repulsion
                    foreach (var n in nodes)
                    {
                        if (n != node)
                        {
                            PointF asd    = n.Renderer.Area.Center().Take(origin);
                            float length2 = (asd.X * asd.X + asd.Y * asd.Y);
                            asd           = asd.ScaleBy((float)Math.Pow(length2, -1)).ScaleBy(repulsion);
                            //asd.X = asd.X * Math.Abs(asd.X);
                            //asd.Y = asd.Y * Math.Abs(asd.Y);
                            force = force.Take(asd);
                        }
                    }

                    //Gravity
                    foreach (var n in nodes)
                    {
                        foreach (var top in TopConnections(n))
                        {
                            var toppos    = top.Renderer.Area.Center();
                            var npos      = n.Renderer.Area.Center();
                            var dif       = npos.Take(toppos);
                            var diflength = (float)Math.Sqrt(dif.X * dif.X + dif.Y * dif.Y);
                            var dot       = dif.Y;
                            float angle   = (float)Math.Acos(dot / diflength);

                            force.Y = force.Y + 2.0e-0f * angle;
                        }

                        movement.Add((node, force.Plus(origin)));
                    }
                }

                currentFile.Move(movement);
            }, error => { });
        }