404 lines
16 KiB
C#
404 lines
16 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using FlaxEngine;
|
|
using FlaxEditor.Surface.Elements;
|
|
using FlaxEditor.Surface.Undo;
|
|
|
|
namespace FlaxEditor.Surface
|
|
{
|
|
public partial class VisjectSurface
|
|
{
|
|
// Reference https://github.com/stefnotch/xnode-graph-formatter/blob/812e08e71c7b9b7eb0810dbdfb0a9a1034da6941/Assets/Examples/MathGraph/Editor/MathGraphEditor.cs
|
|
|
|
private class NodeFormattingData
|
|
{
|
|
/// <summary>
|
|
/// Starting from 0 at the main nodes
|
|
/// </summary>
|
|
public int Layer;
|
|
|
|
/// <summary>
|
|
/// Position in the layer
|
|
/// </summary>
|
|
public int Offset;
|
|
|
|
/// <summary>
|
|
/// How far the subtree needs to be moved additionally
|
|
/// </summary>
|
|
public int SubtreeOffset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Formats a graph where the nodes can be disjointed.
|
|
/// Uses the Sugiyama method
|
|
/// </summary>
|
|
/// <param name="nodes">List of nodes</param>
|
|
public void FormatGraph(List<SurfaceNode> nodes)
|
|
{
|
|
if (nodes.Count <= 1)
|
|
return;
|
|
|
|
var nodesToVisit = new HashSet<SurfaceNode>(nodes);
|
|
|
|
// While we haven't formatted every node
|
|
while (nodesToVisit.Count > 0)
|
|
{
|
|
// Run a search in both directions
|
|
var connectedNodes = new List<SurfaceNode>();
|
|
var queue = new Queue<SurfaceNode>();
|
|
|
|
var startNode = nodesToVisit.First();
|
|
nodesToVisit.Remove(startNode);
|
|
queue.Enqueue(startNode);
|
|
|
|
while (queue.Count > 0)
|
|
{
|
|
var node = queue.Dequeue();
|
|
connectedNodes.Add(node);
|
|
|
|
for (int i = 0; i < node.Elements.Count; i++)
|
|
{
|
|
if (node.Elements[i] is Box box)
|
|
{
|
|
for (int j = 0; j < box.Connections.Count; j++)
|
|
{
|
|
if (nodesToVisit.Contains(box.Connections[j].ParentNode))
|
|
{
|
|
nodesToVisit.Remove(box.Connections[j].ParentNode);
|
|
queue.Enqueue(box.Connections[j].ParentNode);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FormatConnectedGraph(connectedNodes);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Formats a graph where all nodes are connected
|
|
/// </summary>
|
|
/// <param name="nodes">List of connected nodes</param>
|
|
protected void FormatConnectedGraph(List<SurfaceNode> nodes)
|
|
{
|
|
if (nodes.Count <= 1)
|
|
return;
|
|
|
|
var boundingBox = GetNodesBounds(nodes);
|
|
|
|
var nodeData = nodes.ToDictionary(n => n, n => new NodeFormattingData { });
|
|
|
|
// Rightmost nodes with none of our nodes to the right of them
|
|
var endNodes = nodes
|
|
.Where(n => !n.GetBoxes().Any(b => b.IsOutput && b.Connections.Any(c => nodeData.ContainsKey(c.ParentNode))))
|
|
.OrderBy(n => n.Top) // Keep their relative order
|
|
.ToList();
|
|
|
|
// Longest path layering
|
|
int maxLayer = SetLayers(nodeData, endNodes);
|
|
|
|
// Set the vertical offsets
|
|
int maxOffset = SetOffsets(nodeData, endNodes, maxLayer);
|
|
|
|
// Layout the nodes
|
|
|
|
// Get the largest nodes in the Y and X direction
|
|
float[] widths = new float[maxLayer + 1];
|
|
float[] heights = new float[maxOffset + 1];
|
|
for (int i = 0; i < nodes.Count; i++)
|
|
{
|
|
if (nodeData.TryGetValue(nodes[i], out var data))
|
|
{
|
|
if (nodes[i].Width > widths[data.Layer])
|
|
{
|
|
widths[data.Layer] = nodes[i].Width;
|
|
}
|
|
if (nodes[i].Height > heights[data.Offset])
|
|
{
|
|
heights[data.Offset] = nodes[i].Height;
|
|
}
|
|
}
|
|
}
|
|
|
|
var minDistanceBetweenNodes = new Float2(30, 30);
|
|
|
|
// Figure out the node positions (aligned to a grid)
|
|
float[] nodeXPositions = new float[widths.Length];
|
|
for (int i = 1; i < widths.Length; i++)
|
|
{
|
|
// Go from right to left (backwards) through the nodes
|
|
nodeXPositions[i] = nodeXPositions[i - 1] + minDistanceBetweenNodes.X + widths[i];
|
|
}
|
|
|
|
float[] nodeYPositions = new float[heights.Length];
|
|
for (int i = 1; i < heights.Length; i++)
|
|
{
|
|
// Go from top to bottom through the nodes
|
|
nodeYPositions[i] = nodeYPositions[i - 1] + heights[i - 1] + minDistanceBetweenNodes.Y;
|
|
}
|
|
|
|
// Set the node positions
|
|
var undoActions = new List<MoveNodesAction>();
|
|
var topRightPosition = endNodes[0].Location;
|
|
for (int i = 0; i < nodes.Count; i++)
|
|
{
|
|
if (nodeData.TryGetValue(nodes[i], out var data))
|
|
{
|
|
var newLocation = new Float2(-nodeXPositions[data.Layer], nodeYPositions[data.Offset]) + topRightPosition;
|
|
var locationDelta = newLocation - nodes[i].Location;
|
|
nodes[i].Location = newLocation;
|
|
|
|
if (Undo != null)
|
|
undoActions.Add(new MoveNodesAction(Context, new[] { nodes[i].ID }, locationDelta));
|
|
}
|
|
}
|
|
|
|
MarkAsEdited(false);
|
|
Undo?.AddAction(new MultiUndoAction(undoActions, "Format nodes"));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assigns a layer to every node
|
|
/// </summary>
|
|
/// <param name="nodeData">The exta node data</param>
|
|
/// <param name="endNodes">The end nodes</param>
|
|
/// <returns>The number of the maximum layer</returns>
|
|
private int SetLayers(Dictionary<SurfaceNode, NodeFormattingData> nodeData, List<SurfaceNode> endNodes)
|
|
{
|
|
// Longest path layering
|
|
int maxLayer = 0;
|
|
var stack = new Stack<SurfaceNode>(endNodes);
|
|
|
|
while (stack.Count > 0)
|
|
{
|
|
var node = stack.Pop();
|
|
int layer = nodeData[node].Layer;
|
|
|
|
for (int i = 0; i < node.Elements.Count; i++)
|
|
{
|
|
if (node.Elements[i] is InputBox box && box.HasAnyConnection)
|
|
{
|
|
var childNode = box.Connections[0].ParentNode;
|
|
|
|
if (nodeData.TryGetValue(childNode, out var data))
|
|
{
|
|
int nodeLayer = Math.Max(data.Layer, layer + 1);
|
|
data.Layer = nodeLayer;
|
|
if (nodeLayer > maxLayer)
|
|
{
|
|
maxLayer = nodeLayer;
|
|
}
|
|
|
|
stack.Push(childNode);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return maxLayer;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Sets the node offsets
|
|
/// </summary>
|
|
/// <param name="nodeData">The exta node data</param>
|
|
/// <param name="endNodes">The end nodes</param>
|
|
/// <param name="maxLayer">The number of the maximum layer</param>
|
|
/// <returns>The number of the maximum offset</returns>
|
|
private int SetOffsets(Dictionary<SurfaceNode, NodeFormattingData> nodeData, List<SurfaceNode> endNodes, int maxLayer)
|
|
{
|
|
int maxOffset = 0;
|
|
|
|
// Keeps track of the largest offset (Y axis) for every layer
|
|
int[] offsets = new int[maxLayer + 1];
|
|
|
|
var visitedNodes = new HashSet<SurfaceNode>();
|
|
|
|
void SetOffsets(SurfaceNode node, NodeFormattingData straightParentData)
|
|
{
|
|
if (!nodeData.TryGetValue(node, out var data))
|
|
return;
|
|
|
|
// If we realize that the current node would collide with an already existing node in this layer
|
|
if (data.Layer >= 0 && offsets[data.Layer] > data.Offset)
|
|
{
|
|
// Move the entire sub-tree down
|
|
straightParentData.SubtreeOffset = Math.Max(straightParentData.SubtreeOffset, offsets[data.Layer] - data.Offset);
|
|
}
|
|
|
|
// Keeps track of the offset of the last direct child we visited
|
|
int childOffset = data.Offset;
|
|
bool straightChild = true;
|
|
|
|
// Run the algorithm for every child
|
|
for (int i = 0; i < node.Elements.Count; i++)
|
|
{
|
|
if (node.Elements[i] is InputBox box && box.HasAnyConnection)
|
|
{
|
|
var childNode = box.Connections[0].ParentNode;
|
|
if (!visitedNodes.Contains(childNode) && nodeData.TryGetValue(childNode, out var childData))
|
|
{
|
|
visitedNodes.Add(childNode);
|
|
childData.Offset = childOffset;
|
|
SetOffsets(childNode, straightChild ? straightParentData : childData);
|
|
childOffset = childData.Offset + 1;
|
|
straightChild = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (data.Layer >= 0)
|
|
{
|
|
// When coming out of the recursion, apply the extra subtree offsets
|
|
data.Offset += straightParentData.SubtreeOffset;
|
|
if (data.Offset > maxOffset)
|
|
{
|
|
maxOffset = data.Offset;
|
|
}
|
|
offsets[data.Layer] = data.Offset + 1;
|
|
}
|
|
}
|
|
|
|
{
|
|
// An imaginary final node
|
|
var endNodeData = new NodeFormattingData { Layer = -1 };
|
|
int childOffset = 0;
|
|
bool straightChild = true;
|
|
|
|
for (int i = 0; i < endNodes.Count; i++)
|
|
{
|
|
if (nodeData.TryGetValue(endNodes[i], out var childData))
|
|
{
|
|
visitedNodes.Add(endNodes[i]);
|
|
childData.Offset = childOffset;
|
|
SetOffsets(endNodes[i], straightChild ? endNodeData : childData);
|
|
childOffset = childData.Offset + 1;
|
|
straightChild = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return maxOffset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Align given nodes on a graph using the given alignment type.
|
|
/// Ignores any potential overlap.
|
|
/// </summary>
|
|
/// <param name="nodes">List of nodes</param>
|
|
/// <param name="alignmentType">Alignemnt type</param>
|
|
public void AlignNodes(List<SurfaceNode> nodes, NodeAlignmentType alignmentType)
|
|
{
|
|
if(nodes.Count <= 1)
|
|
return;
|
|
|
|
var undoActions = new List<MoveNodesAction>();
|
|
var boundingBox = GetNodesBounds(nodes);
|
|
for(int i = 0; i < nodes.Count; i++)
|
|
{
|
|
var centerY = boundingBox.Center.Y - (nodes[i].Height / 2);
|
|
var centerX = boundingBox.Center.X - (nodes[i].Width / 2);
|
|
|
|
var newLocation = alignmentType switch
|
|
{
|
|
NodeAlignmentType.Top => new Float2(nodes[i].Location.X, boundingBox.Top),
|
|
NodeAlignmentType.Middle => new Float2(nodes[i].Location.X, centerY),
|
|
NodeAlignmentType.Bottom => new Float2(nodes[i].Location.X, boundingBox.Bottom - nodes[i].Height),
|
|
|
|
NodeAlignmentType.Left => new Float2(boundingBox.Left, nodes[i].Location.Y),
|
|
NodeAlignmentType.Center => new Float2(centerX, nodes[i].Location.Y),
|
|
NodeAlignmentType.Right => new Float2(boundingBox.Right - nodes[i].Width, nodes[i].Location.Y),
|
|
|
|
_ => throw new NotImplementedException($"Unsupported node alignment type: {alignmentType}"),
|
|
};
|
|
|
|
var locationDelta = newLocation - nodes[i].Location;
|
|
nodes[i].Location = newLocation;
|
|
|
|
if(Undo != null)
|
|
undoActions.Add(new MoveNodesAction(Context, new[] { nodes[i].ID }, locationDelta));
|
|
}
|
|
|
|
MarkAsEdited(false);
|
|
Undo?.AddAction(new MultiUndoAction(undoActions, $"Align nodes ({alignmentType})"));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Distribute the given nodes as equally as possible inside the bounding box, if no fit can be done it will use a default pad of 10 pixels between nodes.
|
|
/// </summary>
|
|
/// <param name="nodes">List of nodes</param>
|
|
/// <param name="vertically">If false will be done horizontally, if true will be done vertically</param>
|
|
public void DistributeNodes(List<SurfaceNode> nodes, bool vertically)
|
|
{
|
|
if(nodes.Count <= 1)
|
|
return;
|
|
|
|
var undoActions = new List<MoveNodesAction>();
|
|
var boundingBox = GetNodesBounds(nodes);
|
|
float padding = 10;
|
|
float totalSize = 0;
|
|
for (int i = 0; i < nodes.Count; i++)
|
|
{
|
|
if (vertically)
|
|
{
|
|
totalSize += nodes[i].Height;
|
|
}
|
|
else
|
|
{
|
|
totalSize += nodes[i].Width;
|
|
}
|
|
}
|
|
|
|
if(vertically)
|
|
{
|
|
nodes.Sort((leftValue, rightValue) => { return leftValue.Y.CompareTo(rightValue.Y); });
|
|
|
|
float position = boundingBox.Top;
|
|
if(totalSize < boundingBox.Height)
|
|
{
|
|
padding = (boundingBox.Height - totalSize) / nodes.Count;
|
|
}
|
|
|
|
for(int i = 0; i < nodes.Count; i++)
|
|
{
|
|
var newLocation = new Float2(nodes[i].X, position);
|
|
var locationDelta = newLocation - nodes[i].Location;
|
|
nodes[i].Location = newLocation;
|
|
|
|
position += nodes[i].Height + padding;
|
|
|
|
if (Undo != null)
|
|
undoActions.Add(new MoveNodesAction(Context, new[] { nodes[i].ID }, locationDelta));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
nodes.Sort((leftValue, rightValue) => { return leftValue.X.CompareTo(rightValue.X); });
|
|
|
|
float position = boundingBox.Left;
|
|
if(totalSize < boundingBox.Width)
|
|
{
|
|
padding = (boundingBox.Width - totalSize) / nodes.Count;
|
|
}
|
|
|
|
for(int i = 0; i < nodes.Count; i++)
|
|
{
|
|
var newLocation = new Float2(position, nodes[i].Y);
|
|
var locationDelta = newLocation - nodes[i].Location;
|
|
nodes[i].Location = newLocation;
|
|
|
|
position += nodes[i].Width + padding;
|
|
|
|
if (Undo != null)
|
|
undoActions.Add(new MoveNodesAction(Context, new[] { nodes[i].ID }, locationDelta));
|
|
}
|
|
}
|
|
|
|
MarkAsEdited(false);
|
|
Undo?.AddAction(new MultiUndoAction(undoActions, vertically ? "Distribute nodes vertically" : "Distribute nodes horizontally"));
|
|
}
|
|
}
|
|
}
|