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-rw-r--r--src/Canvas.cpp98
1 files changed, 62 insertions, 36 deletions
diff --git a/src/Canvas.cpp b/src/Canvas.cpp
index 21b6255..20180e3 100644
--- a/src/Canvas.cpp
+++ b/src/Canvas.cpp
@@ -731,30 +731,14 @@ apply_force(GanvNode* a, GanvNode* b, const Vector& f)
gboolean
GanvCanvasImpl::layout_iteration()
{
- // Calculate repelling forces between nodes
- FOREACH_ITEM(_items, i) {
- if (!GANV_IS_MODULE(*i) && !GANV_IS_CIRCLE(*i)) {
- continue;
- }
- GanvNode* const node = GANV_NODE(*i);
- const Region reg = get_region(node);
-
- FOREACH_ITEM(_items, j) {
- if (i == j || (!GANV_IS_MODULE(*i) && !GANV_IS_CIRCLE(*i))) {
- continue;
- }
- GanvNode* const node2 = GANV_NODE(*j);
- const Region reg2 = get_region(node2);
- apply_force(node, node2, repel_force(reg, reg2));
- }
+ static const double SPRING_K = 14.0;
- // Add fake long spring to partner to line up as if connected
- GanvNode* partner = ganv_node_get_partner(node);
- if (partner) {
- const Region preg = get_region(partner);
- apply_force(node, partner,
- spring_force(preg.pos, reg.pos, preg.area.x));
- }
+ // A light directional force to push sources to the top left
+ static const double DIR_MAGNITUDE = -300.0;
+ Vector dir = { 0.0, 0.0 };
+ switch (_gcanvas->direction) {
+ case GANV_DIRECTION_RIGHT: dir.x = DIR_MAGNITUDE; break;
+ case GANV_DIRECTION_DOWN: dir.y = DIR_MAGNITUDE; break;
}
// Calculate attractive spring forces for edges
@@ -772,19 +756,57 @@ GanvCanvasImpl::layout_iteration()
continue;
}
- // Add slight directional force to push sinks to the right/down
- static const double DIR_MAGNITUDE = -400.0;
- Vector dir = { 0.0, 0.0 };
- switch (_gcanvas->direction) {
- case GANV_DIRECTION_RIGHT: dir.x = DIR_MAGNITUDE; break;
- case GANV_DIRECTION_DOWN: dir.y = DIR_MAGNITUDE; break;
- }
+ head->impl->has_in_edges = TRUE;
+ tail->impl->has_out_edges = TRUE;
const Vector tpos = { edge->impl->coords.x1, edge->impl->coords.y1 };
const Vector hpos = { edge->impl->coords.x2, edge->impl->coords.y2 };
- const Vector f = vec_add(dir, spring_force(hpos, tpos, 0.5));
- apply_force(tail, head, f);
+ apply_force(tail, head, edge_force(dir, hpos, tpos, 0.0001, SPRING_K));
+ }
+
+ // Calculate repelling forces between nodes
+ FOREACH_ITEM(_items, i) {
+ if (!GANV_IS_MODULE(*i) && !GANV_IS_CIRCLE(*i)) {
+ continue;
+ }
+ GanvNode* const node = GANV_NODE(*i);
+ const Region reg = get_region(node);
+
+ GanvNode* partner = ganv_node_get_partner(node);
+ if (partner) {
+ // Add fake long spring to partner to line up as if connected
+ const Region preg = get_region(partner);
+ apply_force(node, partner,
+ edge_force(dir, preg.pos, reg.pos,
+ preg.area.x, SPRING_K));
+ }
+
+ if (node->impl->is_source) {
+ // Add fake weak spring from origin to sources to anchor graph layout
+ const Vector anchor = { 16.0, 16.0 };
+ node->impl->force = vec_add(
+ node->impl->force,
+ spring_force(anchor, reg.pos, 12.0, SPRING_K / 6.0));
+ } else if (!node->impl->partner &&
+ !node->impl->has_in_edges &&
+ !node->impl->has_out_edges) {
+ // Not a source and disconnected, don't repel other nodes
+ continue;
+ }
+
+ FOREACH_ITEM(_items, j) {
+ if (i == j || (!GANV_IS_MODULE(*i) && !GANV_IS_CIRCLE(*i))) {
+ continue;
+ }
+ GanvNode* const node2 = GANV_NODE(*j);
+ if ((!node2->impl->has_in_edges && !node2->impl->has_out_edges) &&
+ !node2->impl->is_source) {
+ continue;
+ }
+
+ apply_force(node, node2, repel_force(reg, get_region(node2)));
+ }
}
// Update positions based on calculated forces
@@ -796,10 +818,12 @@ GanvCanvasImpl::layout_iteration()
GanvNode* const node = GANV_NODE(*i);
- static const float dur = 0.1; // Time duration
+ static const float dur = 0.15; // Time duration
static const float damp = 0.7; // Velocity damping (momentum loss)
- if (node->impl->grabbed) {
+ const bool has_edges = (node->impl->has_in_edges ||
+ node->impl->has_out_edges);
+ if (node->impl->grabbed || (!has_edges && !node->impl->is_source)) {
node->impl->vel.x = 0.0;
node->impl->vel.y = 0.0;
} else {
@@ -816,8 +840,10 @@ GanvCanvasImpl::layout_iteration()
}
// Reset forces for next time
- node->impl->force.x = 0.0;
- node->impl->force.y = 0.0;
+ node->impl->force.x = 0.0;
+ node->impl->force.y = 0.0;
+ node->impl->has_in_edges = FALSE;
+ node->impl->has_out_edges = FALSE;
}
if (n_moved == 0) {