/*========================================================================= Program: Visualization Toolkit Module: vtkCommunity2DLayoutStrategy.h 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. -------------------------------------------------------------------------*/ /** * @class vtkCommunity2DLayoutStrategy * @brief a simple fast 2D graph layout * that looks for a community array on it's input and strengthens * edges within a community and weakens edges not within the community. * * * This class is a density grid based force directed layout strategy. * Also please note that 'fast' is relative to quite slow. :) * The layout running time is O(V+E) with an extremely high constant. * @par Thanks: * Thanks to Godzilla for not eating my computer so that this class * could be written. */ #ifndef vtkCommunity2DLayoutStrategy_h #define vtkCommunity2DLayoutStrategy_h #include "vtkGraphLayoutStrategy.h" #include "vtkInfovisLayoutModule.h" // For export macro #include "vtkSmartPointer.h" // Required for smart pointer internal ivars. class vtkFastSplatter; class vtkImageData; class vtkFloatArray; class VTKINFOVISLAYOUT_EXPORT vtkCommunity2DLayoutStrategy : public vtkGraphLayoutStrategy { public: static vtkCommunity2DLayoutStrategy* New(); vtkTypeMacro(vtkCommunity2DLayoutStrategy, vtkGraphLayoutStrategy); void PrintSelf(ostream& os, vtkIndent indent) override; //@{ /** * Seed the random number generator used to jitter point positions. * This has a significant effect on their final positions when * the layout is complete. */ vtkSetClampMacro(RandomSeed, int, 0, VTK_INT_MAX); vtkGetMacro(RandomSeed, int); //@} //@{ /** * Set/Get the maximum number of iterations to be used. * The higher this number, the more iterations through the algorithm * is possible, and thus, the more the graph gets modified. * The default is '100' for no particular reason * Note: The strong recommendation is that you do not change * this parameter. :) */ vtkSetClampMacro(MaxNumberOfIterations, int, 0, VTK_INT_MAX); vtkGetMacro(MaxNumberOfIterations, int); //@} //@{ /** * Set/Get the number of iterations per layout. * The only use for this ivar is for the application * to do visualizations of the layout before it's complete. * The default is '100' to match the default 'MaxNumberOfIterations' * Note: Changing this parameter is just fine :) */ vtkSetClampMacro(IterationsPerLayout, int, 0, VTK_INT_MAX); vtkGetMacro(IterationsPerLayout, int); //@} //@{ /** * Set the initial temperature. The temperature default is '5' * for no particular reason * Note: The strong recommendation is that you do not change * this parameter. :) */ vtkSetClampMacro(InitialTemperature, float, 0.0, VTK_FLOAT_MAX); vtkGetMacro(InitialTemperature, float); //@} //@{ /** * Set/Get the Cool-down rate. * The higher this number is, the longer it will take to "cool-down", * and thus, the more the graph will be modified. The default is '10' * for no particular reason. * Note: The strong recommendation is that you do not change * this parameter. :) */ vtkSetClampMacro(CoolDownRate, double, 0.01, VTK_DOUBLE_MAX); vtkGetMacro(CoolDownRate, double); //@} //@{ /** * Manually set the resting distance. Otherwise the * distance is computed automatically. */ vtkSetMacro(RestDistance, float); vtkGetMacro(RestDistance, float); //@} /** * This strategy sets up some data structures * for faster processing of each Layout() call */ void Initialize() override; /** * This is the layout method where the graph that was * set in SetGraph() is laid out. The method can either * entirely layout the graph or iteratively lay out the * graph. If you have an iterative layout please implement * the IsLayoutComplete() method. */ void Layout() override; /** * I'm an iterative layout so this method lets the caller * know if I'm done laying out the graph */ int IsLayoutComplete() override { return this->LayoutComplete; } //@{ /** * Get/Set the community array name */ vtkGetStringMacro(CommunityArrayName); vtkSetStringMacro(CommunityArrayName); //@} //@{ /** * Set the community 'strength'. The default is '1' * which means vertices in the same community will be * placed close together, values closer to .1 (minimum) * will mean a layout closer to traditional force directed. */ vtkSetClampMacro(CommunityStrength, float, 0.1, 1.0); vtkGetMacro(CommunityStrength, float); //@} protected: vtkCommunity2DLayoutStrategy(); ~vtkCommunity2DLayoutStrategy() override; int MaxNumberOfIterations; // Maximum number of iterations. float InitialTemperature; float CoolDownRate; // Cool-down rate. Note: Higher # = Slower rate. private: // An edge consists of two vertices joined together. // This struct acts as a "pointer" to those two vertices. typedef struct { vtkIdType from; vtkIdType to; float weight; } vtkLayoutEdge; // This class 'has a' vtkFastSplatter for the density grid vtkSmartPointer DensityGrid; vtkSmartPointer SplatImage; vtkSmartPointer RepulsionArray; vtkSmartPointer AttractionArray; vtkLayoutEdge* EdgeArray; int RandomSeed; int IterationsPerLayout; int TotalIterations; int LayoutComplete; float Temp; float RestDistance; float CommunityStrength; /** * Used to store the community array name */ char* CommunityArrayName; // Private helper methods void GenerateCircularSplat(vtkImageData* splat, int x, int y); void GenerateGaussianSplat(vtkImageData* splat, int x, int y); void ResolveCoincidentVertices(); vtkCommunity2DLayoutStrategy(const vtkCommunity2DLayoutStrategy&) = delete; void operator=(const vtkCommunity2DLayoutStrategy&) = delete; }; #endif