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191 lines
6.0 KiB
C++
191 lines
6.0 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkClustering2DLayoutStrategy.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/*-------------------------------------------------------------------------
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Copyright 2008 Sandia Corporation.
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Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
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the U.S. Government retains certain rights in this software.
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-------------------------------------------------------------------------*/
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/**
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* @class vtkClustering2DLayoutStrategy
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* @brief a simple fast 2D graph layout
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*
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*
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* This class is a density grid based force directed layout strategy.
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* Also please note that 'fast' is relative to quite slow. :)
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* The layout running time is O(V+E) with an extremely high constant.
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* @par Thanks:
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* Thanks to Godzilla for not eating my computer so that this class
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* could be written.
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*/
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#ifndef vtkClustering2DLayoutStrategy_h
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#define vtkClustering2DLayoutStrategy_h
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#include "vtkGraphLayoutStrategy.h"
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#include "vtkInfovisLayoutModule.h" // For export macro
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#include "vtkSmartPointer.h" // Required for smart pointer internal ivars.
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class vtkFastSplatter;
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class vtkImageData;
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class vtkIntArray;
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class vtkFloatArray;
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class VTKINFOVISLAYOUT_EXPORT vtkClustering2DLayoutStrategy : public vtkGraphLayoutStrategy
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{
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public:
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static vtkClustering2DLayoutStrategy* New();
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vtkTypeMacro(vtkClustering2DLayoutStrategy, vtkGraphLayoutStrategy);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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//@{
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/**
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* Seed the random number generator used to jitter point positions.
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* This has a significant effect on their final positions when
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* the layout is complete.
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*/
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vtkSetClampMacro(RandomSeed, int, 0, VTK_INT_MAX);
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vtkGetMacro(RandomSeed, int);
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//@}
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//@{
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/**
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* Set/Get the maximum number of iterations to be used.
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* The higher this number, the more iterations through the algorithm
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* is possible, and thus, the more the graph gets modified.
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* The default is '100' for no particular reason
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* Note: The strong recommendation is that you do not change
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* this parameter. :)
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*/
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vtkSetClampMacro(MaxNumberOfIterations, int, 0, VTK_INT_MAX);
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vtkGetMacro(MaxNumberOfIterations, int);
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//@}
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//@{
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/**
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* Set/Get the number of iterations per layout.
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* The only use for this ivar is for the application
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* to do visualizations of the layout before it's complete.
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* The default is '100' to match the default 'MaxNumberOfIterations'
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* Note: Changing this parameter is just fine :)
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*/
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vtkSetClampMacro(IterationsPerLayout, int, 0, VTK_INT_MAX);
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vtkGetMacro(IterationsPerLayout, int);
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//@}
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//@{
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/**
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* Set the initial temperature. The temperature default is '5'
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* for no particular reason
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* Note: The strong recommendation is that you do not change
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* this parameter. :)
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*/
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vtkSetClampMacro(InitialTemperature, float, 0.0, VTK_FLOAT_MAX);
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vtkGetMacro(InitialTemperature, float);
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//@}
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//@{
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/**
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* Set/Get the Cool-down rate.
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* The higher this number is, the longer it will take to "cool-down",
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* and thus, the more the graph will be modified. The default is '10'
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* for no particular reason.
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* Note: The strong recommendation is that you do not change
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* this parameter. :)
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*/
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vtkSetClampMacro(CoolDownRate, double, 0.01, VTK_DOUBLE_MAX);
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vtkGetMacro(CoolDownRate, double);
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//@}
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//@{
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/**
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* Manually set the resting distance. Otherwise the
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* distance is computed automatically.
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*/
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vtkSetMacro(RestDistance, float);
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vtkGetMacro(RestDistance, float);
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//@}
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/**
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* This strategy sets up some data structures
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* for faster processing of each Layout() call
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*/
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void Initialize() override;
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/**
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* This is the layout method where the graph that was
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* set in SetGraph() is laid out. The method can either
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* entirely layout the graph or iteratively lay out the
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* graph. If you have an iterative layout please implement
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* the IsLayoutComplete() method.
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*/
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void Layout() override;
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/**
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* I'm an iterative layout so this method lets the caller
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* know if I'm done laying out the graph
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*/
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int IsLayoutComplete() override { return this->LayoutComplete; }
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protected:
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vtkClustering2DLayoutStrategy();
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~vtkClustering2DLayoutStrategy() override;
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int MaxNumberOfIterations; // Maximum number of iterations.
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float InitialTemperature;
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float CoolDownRate; // Cool-down rate. Note: Higher # = Slower rate.
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private:
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// An edge consists of two vertices joined together.
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// This struct acts as a "pointer" to those two vertices.
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typedef struct
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{
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vtkIdType from;
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vtkIdType to;
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float weight;
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int dead_edge; // I'm making this an int so that the edge array is
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// word boundary aligned... but I'm not sure what
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// really happens in these days of magical compilers
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} vtkLayoutEdge;
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// This class 'has a' vtkFastSplatter for the density grid
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vtkSmartPointer<vtkFastSplatter> DensityGrid;
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vtkSmartPointer<vtkImageData> SplatImage;
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vtkSmartPointer<vtkFloatArray> RepulsionArray;
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vtkSmartPointer<vtkFloatArray> AttractionArray;
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vtkSmartPointer<vtkIntArray> EdgeCountArray;
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vtkLayoutEdge* EdgeArray;
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int RandomSeed;
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int IterationsPerLayout;
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int TotalIterations;
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int LayoutComplete;
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float Temp;
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float RestDistance;
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float CuttingThreshold;
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// Private helper methods
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void GenerateCircularSplat(vtkImageData* splat, int x, int y);
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void GenerateGaussianSplat(vtkImageData* splat, int x, int y);
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void ResolveCoincidentVertices();
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vtkClustering2DLayoutStrategy(const vtkClustering2DLayoutStrategy&) = delete;
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void operator=(const vtkClustering2DLayoutStrategy&) = delete;
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};
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#endif
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