예제 #1
0
        /// <summary>
        /// Sets the fixed source or target terminal point on the given edge.
        /// </summary>
        /// <param name="edge">State whose terminal point should be updated.</param>
        /// <param name="terminal">State which represents the actual terminal.</param>
        /// <param name="source">Boolean that specifies if the terminal is the source.</param>
        /// <param name="constraint">Constraint that specifies the connection.</param>
        public void UpdateFixedTerminalPoint(mxCellState edge, mxCellState terminal,
                                             bool source, mxConnectionConstraint constraint)
        {
            mxPoint pt = null;

            if (constraint != null)
            {
                pt = graph.GetConnectionPoint(terminal, constraint);
            }

            if (pt == null && terminal == null)
            {
                mxPoint    orig = edge.Origin;
                mxGeometry geo  = graph.GetCellGeometry(edge.Cell);
                pt = geo.GetTerminalPoint(source);

                if (pt != null)
                {
                    pt = new mxPoint(scale * (translate.X + pt.X + orig.X),
                                     scale * (translate.Y + pt.Y + orig.Y));
                }
            }

            edge.SetAbsoluteTerminalPoint(pt, source);
        }
예제 #2
0
        /// <summary>
        /// Validates the given cell state.
        /// </summary>
        public void UpdateEdgeState(mxCellState state, mxGeometry geo, mxCellState source, mxCellState target)
        {
            // This will remove edges with no terminals and no terminal points
            // as such edges are invalid and produce NPEs in the edge styles.
            // Also removes connected edges that have no visible terminals.
            if ((graph.Model.GetTerminal(state.Cell, true) != null && source == null) ||
                (source == null && geo.GetTerminalPoint(true) == null) ||
                (graph.Model.GetTerminal(state.Cell, false) != null && target == null) ||
                (target == null && geo.GetTerminalPoint(false) == null))
            {
                RemoveState(state.Cell, true);
            }
            else
            {
                UpdateFixedTerminalPoints(state, source, target);
                UpdatePoints(state, geo.Points, source, target);
                UpdateFloatingTerminalPoints(state, source, target);

                if (state.AbsolutePointCount() < 2 || state.AbsolutePoints[0] == null || state
                    .AbsolutePoints[state.AbsolutePointCount() - 1] == null)
                {
                    // This will remove edges with invalid points from the list of states in the view.
                    // Happens if the one of the terminals and the corresponding terminal point is null.
                    RemoveState(state.Cell, true);
                }
                else
                {
                    UpdateEdgeBounds(state);
                    state.AbsoluteOffset = GetPoint(state, geo);
                }
            }
        }
        /// <summary>
        /// Executes the fast organic layout.
        /// </summary>
        /// <param name="parent"></param>
        public void execute(Object parent)
        {
            mxIGraphModel model = graph.Model;

            // Finds the relevant vertices for the layout
            int           childCount = model.GetChildCount(parent);
            List <Object> tmp        = new List <Object>(childCount);

            for (int i = 0; i < childCount; i++)
            {
                Object child = model.GetChildAt(parent, i);

                if (!IsCellIgnored(child))
                {
                    tmp.Add(child);
                }
            }

            vertexArray = tmp.ToArray();
            int n = vertexArray.Length;

            dispX         = new double[n];
            dispY         = new double[n];
            cellLocation  = new double[n][];
            isMoveable    = new bool[n];
            neighbours    = new int[n][];
            radius        = new double[n];
            radiusSquared = new double[n];

            minDistanceLimitSquared = minDistanceLimit * minDistanceLimit;

            if (forceConstant < 0.001)
            {
                forceConstant = 0.001;
            }

            forceConstantSquared = forceConstant * forceConstant;

            // Create a map of vertices first. This is required for the array of
            // arrays called neighbours which holds, for each vertex, a list of
            // ints which represents the neighbours cells to that vertex as
            // the indices into vertexArray
            for (int i = 0; i < vertexArray.Length; i++)
            {
                Object vertex = vertexArray[i];
                cellLocation[i] = new double[2];

                // Set up the mapping from array indices to cells
                indices[vertex] = i;
                mxGeometry bounds = model.GetGeometry(vertex);

                // Set the X,Y value of the internal version of the cell to
                // the center point of the vertex for better positioning
                double width  = bounds.Width;
                double height = bounds.Height;

                // Randomize (0, 0) locations
                double x = bounds.X;
                double y = bounds.Y;

                cellLocation[i][0] = x + width / 2.0;
                cellLocation[i][1] = y + height / 2.0;

                radius[i]        = Math.Min(width, height);
                radiusSquared[i] = radius[i] * radius[i];
            }

            for (int i = 0; i < n; i++)
            {
                dispX[i]      = 0;
                dispY[i]      = 0;
                isMoveable[i] = graph.IsCellMovable(vertexArray[i]);

                // Get lists of neighbours to all vertices, translate the cells
                // obtained in indices into vertexArray and store as an array
                // against the orginial cell index
                Object[] edges = mxGraphModel.GetEdges(model, vertexArray[i]);
                Object[] cells = mxGraphModel.GetOpposites(model, edges,
                                                           vertexArray[i], true, true);

                neighbours[i] = new int[cells.Length];

                for (int j = 0; j < cells.Length; j++)
                {
                    int?index = indices[cells[j]];

                    // Check the connected cell in part of the vertex list to be
                    // acted on by this layout
                    if (index != null)
                    {
                        neighbours[i][j] = (int)index;
                    }

                    // Else if index of the other cell doesn't correspond to
                    // any cell listed to be acted upon in this layout. Set
                    // the index to the value of this vertex (a dummy self-loop)
                    // so the attraction force of the edge is not calculated
                    else
                    {
                        neighbours[i][j] = i;
                    }
                }
            }
            temperature = initialTemp;

            // If max number of iterations has not been set, guess it
            if (maxIterations == 0)
            {
                maxIterations = (int)(20 * Math.Sqrt(n));
            }

            // Main iteration loop
            for (iteration = 0; iteration < maxIterations; iteration++)
            {
                if (!allowedToRun)
                {
                    return;
                }

                // Calculate repulsive forces on all vertices
                calcRepulsion();

                // Calculate attractive forces through edges
                calcAttraction();

                calcPositions();
                reduceTemperature();
            }

            // Moved cell location back to top-left from center locations used in
            // algorithm
            model.BeginUpdate();
            try
            {
                double?minx = null;
                double?miny = null;

                for (int i = 0; i < vertexArray.Length; i++)
                {
                    Object     vertex = vertexArray[i];
                    mxGeometry geo    = model.GetGeometry(vertex);

                    if (geo != null)
                    {
                        cellLocation[i][0] -= geo.Width / 2.0;
                        cellLocation[i][1] -= geo.Height / 2.0;

                        geo = geo.Clone();

                        geo.X = graph.Snap(cellLocation[i][0]);
                        geo.Y = graph.Snap(cellLocation[i][1]);

                        model.SetGeometry(vertex, geo);

                        if (minx == null)
                        {
                            minx = geo.X;
                        }
                        else
                        {
                            minx = Math.Min((double)minx, geo.X);
                        }

                        if (miny == null)
                        {
                            miny = geo.Y;
                        }
                        else
                        {
                            miny = Math.Min((double)miny, geo.Y);
                        }
                    }
                }

                // Modifies the cloned geometries in-place. Not needed
                // to clone the geometries again as we're in the same
                // undoable change.
                if (minx != null || miny != null)
                {
                    for (int i = 0; i < vertexArray.Length; i++)
                    {
                        Object     vertex = vertexArray[i];
                        mxGeometry geo    = model.GetGeometry(vertex);

                        if (geo != null)
                        {
                            if (minx != null)
                            {
                                geo.X -= ((double)minx) - 1;
                            }

                            if (miny != null)
                            {
                                geo.Y -= ((double)miny) - 1;
                            }
                        }
                    }
                }
            }
            finally
            {
                model.EndUpdate();
            }
        }
예제 #4
0
 /// <summary>
 /// Validates the given cell state.
 /// </summary>
 public void UpdateVertexState(mxCellState state, mxGeometry geo)
 {
     // LATER: Add support for rotation
     UpdateVertexLabelOffset(state);
 }
예제 #5
0
        /// <summary>
        /// Updates the given cell state.
        /// </summary>
        /// <param name="state"></param>
        public void UpdateCellState(mxCellState state, mxCellState source, mxCellState target)
        {
            state.AbsoluteOffset.X = 0;
            state.AbsoluteOffset.Y = 0;
            state.Origin.X         = 0;
            state.Origin.Y         = 0;
            state.Length           = 0;

            mxIGraphModel model  = graph.Model;
            mxCellState   pState = GetState(model.GetParent(state.Cell));

            if (pState != null)
            {
                state.Origin.X += pState.Origin.X;
                state.Origin.Y += pState.Origin.Y;
            }

            mxPoint offset = graph.GetChildOffsetForCell(state.Cell);

            if (offset != null)
            {
                state.Origin.X += offset.X;
                state.Origin.Y += offset.Y;
            }

            mxGeometry geo = graph.GetCellGeometry(state.Cell);

            if (geo != null)
            {
                if (!model.IsEdge(state.Cell))
                {
                    mxPoint origin = state.Origin;
                    offset = geo.Offset;

                    if (offset == null)
                    {
                        offset = EMPTY_POINT;
                    }

                    if (geo.Relative && pState != null)
                    {
                        if (model.IsEdge(pState.Cell))
                        {
                            mxPoint orig = GetPoint(pState, geo);

                            if (orig != null)
                            {
                                origin.X += (orig.X / scale) - pState.Origin.X - translate.X;
                                origin.Y += (orig.Y / scale) - pState.Origin.Y - translate.Y;
                            }
                        }
                        else
                        {
                            origin.X += geo.X * pState.Width / scale + offset.X;
                            origin.Y += geo.Y * pState.Height / scale + offset.Y;
                        }
                    }
                    else
                    {
                        state.AbsoluteOffset = new mxPoint(scale * offset.X,
                                                           scale * offset.Y);
                        origin.X += geo.X;
                        origin.Y += geo.Y;
                    }
                }

                state.X      = scale * (translate.X + state.Origin.X);
                state.Y      = scale * (translate.Y + state.Origin.Y);
                state.Width  = scale * geo.Width;
                state.Height = scale * geo.Height;

                if (model.IsVertex(state.Cell))
                {
                    UpdateVertexState(state, geo);
                }

                if (model.IsEdge(state.Cell))
                {
                    UpdateEdgeState(state, geo, source, target);
                }
            }
        }
예제 #6
0
        /// <summary>
        /// Returns the absolute point on the edge for the given relative
        /// geometry as a point. The edge is represented by the given cell state.
        /// </summary>
        /// <param name="state">Represents the state of the parent edge.</param>
        /// <param name="geometry">Represents the relative location.</param>
        public mxPoint GetPoint(mxCellState state, mxGeometry geometry)
        {
            double x = state.GetCenterX();
            double y = state.GetCenterY();

            if (state.Segments != null && (geometry == null || geometry.Relative))
            {
                double   gx         = (geometry != null) ? geometry.X / 2 : 0;
                int      pointCount = state.AbsolutePoints.Count;
                double   dist       = (gx + 0.5) * state.Length;
                double[] segments   = state.Segments;
                double   segment    = segments[0];
                double   length     = 0;
                int      index      = 1;

                while (dist > length + segment && index < pointCount - 1)
                {
                    length += segment;
                    segment = segments[index++];
                }

                double  factor = (segment == 0) ? 0 : (dist - length) / segment;
                mxPoint p0     = state.AbsolutePoints[index - 1];
                mxPoint pe     = state.AbsolutePoints[index];

                if (p0 != null &&
                    pe != null)
                {
                    double gy      = 0;
                    double offsetX = 0;
                    double offsetY = 0;

                    if (geometry != null)
                    {
                        gy = geometry.Y;
                        mxPoint offset = geometry.Offset;

                        if (offset != null)
                        {
                            offsetX = offset.X;
                            offsetY = offset.Y;
                        }
                    }

                    double dx = pe.X - p0.X;
                    double dy = pe.Y - p0.Y;
                    double nx = (segment == 0) ? 0 : dy / segment;
                    double ny = (segment == 0) ? 0 : dx / segment;

                    x = p0.X + dx * factor + (nx * gy + offsetX) * scale;
                    y = p0.Y + dy * factor - (ny * gy - offsetY) * scale;
                }
            }
            else if (geometry != null)
            {
                mxPoint offset = geometry.Offset;

                if (offset != null)
                {
                    x += offset.X;
                    y += offset.Y;
                }
            }

            return(new mxPoint(x, y));
        }