1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356
|
/*=========================================================================
Program: Visualization Toolkit
Module: vtkSimple2DLayoutStrategy.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/*-------------------------------------------------------------------------
Copyright 2008 Sandia Corporation.
Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
the U.S. Government retains certain rights in this software.
-------------------------------------------------------------------------*/
#include "vtkSimple2DLayoutStrategy.h"
#include "vtkCellArray.h"
#include "vtkCellData.h"
#include "vtkCommand.h"
#include "vtkDataArray.h"
#include "vtkEdgeListIterator.h"
#include "vtkFloatArray.h"
#include "vtkGraph.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPointData.h"
#include "vtkPoints.h"
#include "vtkSmartPointer.h"
#include "vtkTree.h"
vtkStandardNewMacro(vtkSimple2DLayoutStrategy);
#ifndef MIN
#define MIN(x, y) ((x) < (y) ? (x) : (y))
#endif
// Cool-down function.
static inline float CoolDown(float t, float r)
{
return t-(t/r);
}
// ----------------------------------------------------------------------
vtkSimple2DLayoutStrategy::vtkSimple2DLayoutStrategy()
{
// Create internal vtk classes
this->RepulsionArray = vtkFloatArray::New();
this->AttractionArray = vtkFloatArray::New();
this->RandomSeed = 123;
this->IterationsPerLayout = 200;
this->InitialTemperature = 1;
this->CoolDownRate = 50.0;
this->LayoutComplete = 0;
this->EdgeWeightField = 0;
this->SetEdgeWeightField("weight");
this->RestDistance = 0;
this->Jitter = true;
this->MaxNumberOfIterations = 200;
this->EdgeArray = 0;
}
// ----------------------------------------------------------------------
vtkSimple2DLayoutStrategy::~vtkSimple2DLayoutStrategy()
{
this->SetEdgeWeightField(0);
this->RepulsionArray->Delete();
this->AttractionArray->Delete();
delete [] this->EdgeArray;
this->EdgeArray = NULL;
}
// ----------------------------------------------------------------------
// Set the graph that will be laid out
void vtkSimple2DLayoutStrategy::Initialize()
{
vtkMath::RandomSeed(this->RandomSeed);
// Set up some quick access variables
vtkPoints *pts = this->Graph->GetPoints();
vtkIdType numVertices = this->Graph->GetNumberOfVertices();
vtkIdType numEdges = this->Graph->GetNumberOfEdges();
// Make sure output point type is float
if (pts->GetData()->GetDataType() != VTK_FLOAT)
{
vtkErrorMacro("Layout strategy expects to have points of type float");
this->LayoutComplete = 1;
return;
}
// Get a quick pointer to the point data
vtkFloatArray *array = vtkFloatArray::SafeDownCast(pts->GetData());
float *rawPointData = array->GetPointer(0);
// Avoid divide by zero
float div = 1;
if (numVertices > 0)
{
div = static_cast<float>(numVertices);
}
// The optimal distance between vertices.
if (this->RestDistance == 0)
{
this->RestDistance = 1.0/div;
}
// Set up array to store repulsion values
this->RepulsionArray->SetNumberOfComponents(3);
this->RepulsionArray->SetNumberOfTuples(numVertices);
for (vtkIdType i=0; i<numVertices*3; ++i)
{
this->RepulsionArray->SetValue(i, 0);
}
// Set up array to store attraction values
this->AttractionArray->SetNumberOfComponents(3);
this->AttractionArray->SetNumberOfTuples(numVertices);
for (vtkIdType i=0; i<numVertices*3; ++i)
{
this->AttractionArray->SetValue(i, 0);
}
// Put the edge data into compact, fast access edge data structure
delete [] this->EdgeArray;
this->EdgeArray = new vtkLayoutEdge[numEdges];
// If jitter then do it now at initialization
if (Jitter)
{
// Jitter x and y, skip z
for (vtkIdType i=0; i<numVertices*3; i+=3)
{
rawPointData[i] += this->RestDistance*(vtkMath::Random() - .5);
rawPointData[i+1] += this->RestDistance*(vtkMath::Random() - .5);
}
}
// Get the weight array
vtkDataArray* weightArray = NULL;
double weight, maxWeight = 1;
if (this->WeightEdges && this->EdgeWeightField != NULL)
{
weightArray = vtkDataArray::SafeDownCast(this->Graph->GetEdgeData()->GetAbstractArray(this->EdgeWeightField));
if (weightArray != NULL)
{
for (vtkIdType w = 0; w < weightArray->GetNumberOfTuples(); w++)
{
weight = weightArray->GetTuple1(w);
if (weight > maxWeight)
{
maxWeight = weight;
}
}
}
}
// Load up the edge data structures
vtkSmartPointer<vtkEdgeListIterator> edges =
vtkSmartPointer<vtkEdgeListIterator>::New();
this->Graph->GetEdges(edges);
while (edges->HasNext())
{
vtkEdgeType e = edges->Next();
this->EdgeArray[e.Id].from = e.Source;
this->EdgeArray[e.Id].to = e.Target;
if (weightArray != NULL)
{
weight = weightArray->GetTuple1(e.Id);
this->EdgeArray[e.Id].weight = weight / maxWeight;
}
else
{
this->EdgeArray[e.Id].weight = 1.0;
}
}
// Set some vars
this->TotalIterations = 0;
this->LayoutComplete = 0;
this->Temp = this->InitialTemperature;
}
// ----------------------------------------------------------------------
// Simple graph layout method
void vtkSimple2DLayoutStrategy::Layout()
{
// Do I have a graph to layout
if (this->Graph == NULL)
{
vtkErrorMacro("Graph Layout called with Graph==NULL, call SetGraph(g) first");
this->LayoutComplete = 1;
return;
}
// Set up some variables
vtkPoints* pts = this->Graph->GetPoints();
vtkIdType numVertices = this->Graph->GetNumberOfVertices();
vtkIdType numEdges = this->Graph->GetNumberOfEdges();
// Get a quick pointer to the point data
vtkFloatArray *array = vtkFloatArray::SafeDownCast(pts->GetData());
float *rawPointData = array->GetPointer(0);
// This is the mega, uber, triple inner loop
// ye of weak hearts, tread no further!
float delta[]={0,0,0};
float disSquared;
float attractValue;
float epsilon = 1e-5;
vtkIdType pointIndex1=0;
vtkIdType pointIndex2=0;
for(int i = 0; i < this->IterationsPerLayout; ++i)
{
// Initialize the repulsion and attraction arrays
for (vtkIdType j=0; j<numVertices*3; ++j)
{
this->RepulsionArray->SetValue(j, 0);
}
// Set up array to store attraction values
for (vtkIdType j=0; j<numVertices*3; ++j)
{
this->AttractionArray->SetValue(j, 0);
}
// Calculate the repulsive forces
float *rawRepulseArray = this->RepulsionArray->GetPointer(0);
for(vtkIdType j=0; j<numVertices; ++j)
{
pointIndex1 = j * 3;
for(vtkIdType k=0; k<numVertices; ++k)
{
// Don't repulse against yourself :)
if (k == j) continue;
pointIndex2 = k * 3;
delta[0] = rawPointData[pointIndex1] -
rawPointData[pointIndex2];
delta[1] = rawPointData[pointIndex1+1] -
rawPointData[pointIndex2+1];
disSquared = delta[0]*delta[0] + delta[1]*delta[1];
// Avoid divide by zero
disSquared += epsilon;
rawRepulseArray[pointIndex1] += delta[0]/disSquared;
rawRepulseArray[pointIndex1+1] += delta[1]/disSquared;
}
}
// Calculate the attractive forces
float *rawAttractArray = this->AttractionArray->GetPointer(0);
for (vtkIdType j=0; j<numEdges; ++j)
{
pointIndex1 = this->EdgeArray[j].to * 3;
pointIndex2 = this->EdgeArray[j].from * 3;
// No need to attract points to themselves
if (pointIndex1 == pointIndex2) continue;
delta[0] = rawPointData[pointIndex1] -
rawPointData[pointIndex2];
delta[1] = rawPointData[pointIndex1+1] -
rawPointData[pointIndex2+1];
disSquared = delta[0]*delta[0] + delta[1]*delta[1];
// Perform weight adjustment
attractValue = this->EdgeArray[j].weight*disSquared-this->RestDistance;
rawAttractArray[pointIndex1] -= delta[0] * attractValue;
rawAttractArray[pointIndex1+1] -= delta[1] * attractValue;
rawAttractArray[pointIndex2] += delta[0] * attractValue;
rawAttractArray[pointIndex2+1] += delta[1] * attractValue;
}
// Okay now set new positions based on replusion
// and attraction 'forces'
for(vtkIdType j=0; j<numVertices; ++j)
{
pointIndex1 = j * 3;
// Get forces for this node
float forceX = rawAttractArray[pointIndex1] + rawRepulseArray[pointIndex1];
float forceY = rawAttractArray[pointIndex1+1] + rawRepulseArray[pointIndex1+1];
// Forces can get extreme so limit them
// Note: This is psuedo-normalization of the
// force vector, just to save some cycles
// Avoid divide by zero
float forceDiv = fabs(forceX) + fabs(forceY) + epsilon;
float pNormalize = MIN(1, 1.0/forceDiv);
pNormalize *= this->Temp;
forceX *= pNormalize;
forceY *= pNormalize;
rawPointData[pointIndex1] += forceX;
rawPointData[pointIndex1+1] += forceY;
}
// The point coordinates have been modified
this->Graph->GetPoints()->Modified();
// Reduce temperature as layout approaches a better configuration.
this->Temp = CoolDown(this->Temp, this->CoolDownRate);
// Announce progress
double progress = (i+this->TotalIterations) /
static_cast<double>(this->MaxNumberOfIterations);
this->InvokeEvent(vtkCommand::ProgressEvent, static_cast<void *>(&progress));
} // End loop this->IterationsPerLayout
// Check for completion of layout
this->TotalIterations += this->IterationsPerLayout;
if (this->TotalIterations >= this->MaxNumberOfIterations)
{
// I'm done
this->LayoutComplete = 1;
}
// Mark the points as modified
this->Graph->GetPoints()->Modified();
}
void vtkSimple2DLayoutStrategy::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "RandomSeed: " << this->RandomSeed << endl;
os << indent << "InitialTemperature: " << this->InitialTemperature << endl;
os << indent << "MaxNumberOfIterations: " << this->MaxNumberOfIterations << endl;
os << indent << "IterationsPerLayout: " << this->IterationsPerLayout << endl;
os << indent << "CoolDownRate: " << this->CoolDownRate << endl;
os << indent << "Jitter: " << (this->Jitter ? "True" : "False") << endl;
os << indent << "RestDistance: " << this->RestDistance << endl;
}
|