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/*
* TouchGraph LLC. Apache-Style Software License
*
*
* Copyright (c) 2001-2002 Alexander Shapiro. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* 3. The end-user documentation included with the redistribution,
* if any, must include the following acknowledgment:
* "This product includes software developed by
* TouchGraph LLC (http://www.touchgraph.com/)."
* Alternately, this acknowledgment may appear in the software itself,
* if and wherever such third-party acknowledgments normally appear.
*
* 4. The names "TouchGraph" or "TouchGraph LLC" must not be used to endorse
* or promote products derived from this software without prior written
* permission. For written permission, please contact
* alex@touchgraph.com
*
* 5. Products derived from this software may not be called "TouchGraph",
* nor may "TouchGraph" appear in their name, without prior written
* permission of alex@touchgraph.com.
*
* THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESSED OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL TOUCHGRAPH OR ITS CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
* BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* ====================================================================
*
*/
package com.touchgraph.graphlayout;
import com.touchgraph.graphlayout.graphelements.*;
/** TGLayout is the thread responsible for graph layout. It updates
* the real coordinates of the nodes in the graphEltSet object.
* TGPanel sends it resetDamper commands whenever the layout needs
* to be adjusted. After every adjustment cycle, TGLayout triggers
* a repaint of the TGPanel.
*
* ********************************************************************
* This is the heart of the TouchGraph application. Please provide a
* Reference to TouchGraph.com if you are influenced by what you see
* below. Your cooperation will insure that this code remains
* opensource
* ********************************************************************
*
* <p><b>
* Parts of this code build upon Sun's Graph Layout example.
* http://java.sun.com/applets/jdk/1.1/demo/GraphLayout/Graph.java
* </b></p>
*
* @author Alexander Shapiro
* @version 1.22-jre1.1 $Id: TGLayout.java,v 1.1 2002/09/19 15:58:08 ldornbusch Exp $
*/
public class TGLayout implements Runnable {
//private ImmutableGraphEltSet graphEltSet;
private TGPanel tgPanel;
private Thread relaxer;
private double damper=0.0; // A low damper value causes the graph to move slowly
private double maxMotion=0; // Keep an eye on the fastest moving node to see if the graph is stabilizing
private double lastMaxMotion=0;
private double motionRatio = 0; // It's sort of a ratio, equal to lastMaxMotion/maxMotion-1
private boolean damping = true; // When damping is true, the damper value decreases
private double rigidity = 1; // Rigidity has the same effect as the damper, except that it's a constant
// a low rigidity value causes things to go slowly.
// a value that's too high will cause oscillation
private double newRigidity = 1;
Node dragNode=null;
// ............
/** Constructor with a supplied TGPanel <tt>tgp</tt>.
*/
public TGLayout( TGPanel tgp ) {
tgPanel = tgp;
//graphEltSet = tgPanel.getGES();
relaxer = null;
}
void setRigidity(double r) {
newRigidity = r; //update rigidity at the end of the relax() thread
}
void setDragNode(Node n) {
dragNode = n;
}
//relaxEdges is more like tense edges up. All edges pull nodes closes together;
private synchronized void relaxEdges() {
TGForEachEdge fee = new TGForEachEdge() {
public void forEachEdge(Edge e) {
double vx = e.to.x - e.from.x;
double vy = e.to.y - e.from.y;
double len = Math.sqrt(vx * vx + vy * vy);
double dx=vx*rigidity; //rigidity makes edges tighter
double dy=vy*rigidity;
dx /=(e.getLength()*100);
dy /=(e.getLength()*100);
// Edges pull directly in proportion to the distance between the nodes. This is good,
// because we want the edges to be stretchy. The edges are ideal rubberbands. They
// They don't become springs when they are too short. That only causes the graph to
// oscillate.
if (e.to.justMadeLocal || e.to.markedForRemoval || (!e.from.justMadeLocal && !e.from.markedForRemoval)) {
e.to.dx -= dx*len;
e.to.dy -= dy*len;
} else {
double massfade = (e.from.markedForRemoval ? e.from.massfade : 1-e.from.massfade);
massfade*=massfade;
e.to.dx -= dx*len*massfade;
e.to.dy -= dy*len*massfade;
}
if (e.from.justMadeLocal || e.from.markedForRemoval || (!e.to.justMadeLocal && !e.to.markedForRemoval)) {
e.from.dx += dx*len;
e.from.dy += dy*len;
} else {
double massfade = (e.to.markedForRemoval ? e.to.massfade : 1-e.to.massfade);
massfade*=massfade;
e.from.dx += dx*len*massfade;
e.from.dy += dy*len*massfade;
}
}
};
tgPanel.getGES().forAllEdges(fee);
}
/*
private synchronized void avoidLabels() {
for (int i = 0 ; i < graphEltSet.nodeNum() ; i++) {
Node n1 = graphEltSet.nodeAt(i);
double dx = 0;
double dy = 0;
for (int j = 0 ; j < graphEltSet.nodeNum() ; j++) {
if (i == j) {
continue; // It's kind of dumb to do things this way. j should go from i+1 to nodeNum.
}
Node n2 = graphEltSet.nodeAt(j);
double vx = n1.x - n2.x;
double vy = n1.y - n2.y;
double len = vx * vx + vy * vy; // so it's length squared
if (len == 0) {
dx += Math.random(); // If two nodes are right on top of each other, randomly separate
dy += Math.random();
} else if (len <600*600) { //600, because we don't want deleted nodes to fly too far away
dx += vx / len; // If it was sqrt(len) then a single node surrounded by many others will
dy += vy / len; // 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'
}
}
n1.dx += dx*100*rigidity; // rigidity makes nodes avoid each other more.
n1.dy += dy*100*rigidity; // I was surprised to see that this exactly balances multiplying edge tensions
// by the rigidity, and thus has the effect of slowing the graph down, while
// keeping it looking identical.
}
}
*/
private synchronized void avoidLabels() {
TGForEachNodePair fenp = new TGForEachNodePair() {
public void forEachNodePair(Node n1, Node n2) {
double dx=0;
double dy=0;
double vx = n1.x - n2.x;
double vy = n1.y - n2.y;
double len = vx * vx + vy * vy; //so it's length squared
if (len == 0) {
dx = Math.random(); //If two nodes are right on top of each other, randomly separate
dy = Math.random();
} else if (len <600*600) { //600, because we don't want deleted nodes to fly too far away
dx = vx / len; // If it was sqrt(len) then a single node surrounded by many others will
dy = vy / len; // 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'
}
int repSum = n1.repulsion * n2.repulsion/100;
if(n1.justMadeLocal || n1.markedForRemoval || (!n2.justMadeLocal && !n2.markedForRemoval)) {
n1.dx += dx*repSum*rigidity;
n1.dy += dy*repSum*rigidity;
}
else {
double massfade = (n2.markedForRemoval ? n2.massfade : 1-n2.massfade);
massfade*=massfade;
n1.dx += dx*repSum*rigidity*massfade;
n1.dy += dy*repSum*rigidity*massfade;
}
if (n2.justMadeLocal || n2.markedForRemoval || (!n1.justMadeLocal && !n1.markedForRemoval)) {
n2.dx -= dx*repSum*rigidity;
n2.dy -= dy*repSum*rigidity;
}
else {
double massfade = (n1.markedForRemoval ? n1.massfade : 1-n1.massfade);
massfade*=massfade;
n2.dx -= dx*repSum*rigidity*massfade;
n2.dy -= dy*repSum*rigidity*massfade;
}
}
};
tgPanel.getGES().forAllNodePairs(fenp);
}
public void startDamper() {
damping = true;
}
public void stopDamper() {
damping = false;
damper = 1.0; //A value of 1.0 means no damping
}
public void resetDamper() { //reset the damper, but don't keep damping.
damping = true;
damper = 1.0;
}
public void stopMotion() { // stabilize the graph, but do so gently by setting the damper to a low value
damping = true;
if (damper>0.3)
damper = 0.3;
else
damper = 0;
}
public void damp() {
if (damping) {
if(motionRatio<=0.001) { //This is important. Only damp when the graph starts to move faster
//When there is noise, you damp roughly half the time. (Which is a lot)
//
//If things are slowing down, then you can let them do so on their own,
//without damping.
//If max motion<0.2, damp away
//If by the time the damper has ticked down to 0.9, maxMotion is still>1, damp away
//We never want the damper to be negative though
if ((maxMotion<0.2 || (maxMotion>1 && damper<0.9)) && damper > 0.01) damper -= 0.01;
//If we've slowed down significanly, damp more aggresively (then the line two below)
else if (maxMotion<0.4 && damper > 0.003) damper -= 0.003;
//If max motion is pretty high, and we just started damping, then only damp slightly
else if(damper>0.0001) damper -=0.0001;
}
}
if(maxMotion<0.001 && damping) {
damper=0;
}
}
private synchronized void moveNodes() {
lastMaxMotion = maxMotion;
final double[] maxMotionA = new double[1];
maxMotionA[0]=0;
TGForEachNode fen = new TGForEachNode() {
public void forEachNode(Node n) {
double dx = n.dx;
double dy = n.dy;
dx*=damper; //The damper slows things down. It cuts down jiggling at the last moment, and optimizes
dy*=damper; //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.
n.dx=dx/2; //Slow down, but don't stop. Nodes in motion store momentum. This helps when the force
n.dy=dy/2; //on a node is very low, but you still want to get optimal layout.
double distMoved = Math.sqrt(dx*dx+dy*dy); //how far did the node actually move?
if (!n.fixed && !(n==dragNode) ) {
n.x += Math.max(-30, Math.min(30, dx)); //don't move faster then 30 units at a time.
n.y += Math.max(-30, Math.min(30, dy)); //I forget when this is important. Stopping severed nodes from
//flying away?
}
maxMotionA[0]=Math.max(distMoved,maxMotionA[0]);
if(!n.justMadeLocal && !n.markedForRemoval) { n.massfade=1; }
else {
if(n.massfade>=0.004) n.massfade-=0.004;
}
}
};
tgPanel.getGES().forAllNodes(fen);
maxMotion=maxMotionA[0];
if (maxMotion>0) motionRatio = lastMaxMotion/maxMotion-1; //subtract 1 to make a positive value mean that
else motionRatio = 0; //things are moving faster
damp();
}
private synchronized void relax() {
for (int i=0;i<10;i++) {
relaxEdges();
avoidLabels();
moveNodes();
}
if(rigidity!=newRigidity) rigidity= newRigidity; //update rigidity
tgPanel.repaintAfterMove();
}
private void myWait() { //I think it was Netscape that caused me not to use Wait, or was it java 1.1?
try {
Thread.sleep(100);
} catch (InterruptedException e) {
//break;
}
}
public void run() {
Thread me = Thread.currentThread();
// me.setPriority(1); //Makes standard executable look better, but the applet look worse.
while (relaxer == me) {
relax();
try {
relaxer.sleep(20); //Delay to wait for the prior repaint command to finish.
while(damper<0.1 && damping && maxMotion<0.001) myWait();
//System.out.println("damping " + damping + " damp " + damper + " maxM " + maxMotion + " motR " + motionRatio );
} catch (InterruptedException e) {
break;
}
}
}
public void start() {
relaxer = new Thread(this);
relaxer.start();
}
public void stop() {
relaxer = null;
}
} // end com.touchgraph.graphlayout.TGLayout
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