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fruchterman_reingold.py
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fruchterman_reingold.py
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#!/usr/bin/env python
# - coding: utf-8 -
# Copyright (C) 2010 Toms Bauģis <toms.baugis at gmail.com>
"""
Frankensteined together from everywhere, including prefuse (http://prefuse.org/),
heygraph (http://www.heychinaski.com/blog/?p=288) and this monstrosity
(http://www.mathiasbader.de/studium/bioinformatics/)
"""
import gtk
from lib import graphics
from lib.pytweener import Easing
import math
from random import random, randint
from copy import deepcopy
class Node(object):
def __init__(self, x, y):
self.x = x
self.y = y
self.vx = 0
self.vy = 0
self.fixed = False #to pin down
self.cluster = None
self.neighbours = []
class Graph(object):
"""graph lives on it's own, separated from display"""
def __init__(self, area_w, area_h):
self.nodes = []
self.edges = []
self.clusters = []
self.iteration = 0
self.force_constant = 0
self.init_layout(area_w, area_h)
self.graph_bounds = None
def populate_nodes(self, area_w, area_h):
self.nodes, self.edges, self.clusters = [], [], []
# nodes
for i in range(randint(5, 30)):
x, y = area_w / 2, area_h / 2
scale_w = x * 0.2;
scale_h = y * 0.2
node = Node(x + (random() - 0.5) * 2 * scale_w,
y + (random() - 0.5) * 2 * scale_h)
self.nodes.append(node)
# edges
node_count = len(self.nodes) - 1
for i in range(randint(node_count / 3, node_count)): #connect random nodes
idx1, idx2 = randint(0, node_count), randint(0, node_count)
node1 = self.nodes[idx1]
node2 = self.nodes[idx2]
self.add_edge(node1, node2)
def add_edge(self, node, node2):
if node == node2 or (node, node2) in self.edges or (node2, node) in self.edges:
return
self.edges.append((node, node2))
node.neighbours.append(node2)
node2.neighbours.append(node)
def remove_edge(self, node, node2):
if (node, node2) in self.edges:
self.edges.remove((node, node2))
node.neighbours.remove(node2)
node2.neighbours.remove(node)
def init_layout(self, area_w, area_h):
if not self.nodes:
self.nodes.append(Node(area_w / 2, area_h / 2))
# cluster
self.clusters = []
for node in self.nodes:
node.cluster = None
all_nodes = list(self.nodes)
def set_cluster(node, cluster):
if not node.cluster:
node.cluster = cluster
cluster.append(node)
all_nodes.remove(node)
for node2 in node.neighbours:
set_cluster(node2, cluster)
while all_nodes:
node = all_nodes[0]
if not node.cluster:
new_cluster = []
self.clusters.append(new_cluster)
set_cluster(node, new_cluster)
# init forces
self.force_constant = math.sqrt(area_h * area_w / float(len(self.nodes)))
self.temperature = len(self.nodes) + math.floor(math.sqrt(len(self.edges)))
self.minimum_temperature = 1
self.initial_temperature = self.temperature
self.iteration = 0
def update(self, area_w, area_h):
self.node_repulsion()
self.atraction()
self.cluster_repulsion()
self.position()
self.iteration +=1
self.temperature = max(self.temperature - (self.initial_temperature / 100), self.minimum_temperature)
# update temperature every ten iterations
if self.iteration % 10 == 0:
min_x, min_y, max_x, max_y = self.graph_bounds
graph_w, graph_h = max_x - min_x, max_y - min_y
graph_magnitude = math.sqrt(graph_w * graph_w + graph_h * graph_h)
canvas_magnitude = math.sqrt(area_w * area_w + area_h * area_h)
self.minimum_temperature = graph_magnitude / canvas_magnitude
def cluster_repulsion(self):
"""push around unconnected nodes on overlap"""
for cluster in self.clusters:
ax1, ay1, ax2, ay2 = self.bounds(cluster)
for cluster2 in self.clusters:
if cluster == cluster2:
continue
bx1, by1, bx2, by2 = self.bounds(cluster2)
if (bx1 <= ax1 <= bx2 or bx1 <= ax2 <= bx2) \
and (by1 <= ay1 <= by2 or by1 <= ay2 <= by2):
dx = (ax1 + ax2) / 2 - (bx1 + bx2) / 2
dy = (ay1 + ay2) / 2 - (by1 + by2) / 2
max_d = float(max(abs(dx), abs(dy)))
dx, dy = dx / max_d, dy / max_d
force_x = dx * random() * 100
force_y = dy * random() * 100
for node in cluster:
node.x += force_x
node.y += force_y
for node in cluster2:
node.x -= force_x
node.y -= force_y
def node_repulsion(self):
"""calculate repulsion for the node"""
for node in self.nodes:
node.vx, node.vy = 0, 0 # reset velocity back to zero
for node2 in node.cluster:
if node == node2: continue
dx = node.x - node2.x
dy = node.y - node2.y
magnitude = math.sqrt(dx * dx + dy * dy)
if magnitude:
force = self.force_constant * self.force_constant / magnitude
node.vx += dx / magnitude * force
node.vy += dy / magnitude * force
def atraction(self):
for edge in self.edges:
node1, node2 = edge
dx = node1.x - node2.x
dy = node1.y - node2.y
distance = math.sqrt(dx * dx + dy * dy)
if distance:
force = distance * distance / self.force_constant
node1.vx -= dx / distance * force
node1.vy -= dy / distance * force
node2.vx += dx / distance * force
node2.vy += dy / distance * force
def position(self):
biggest_move = -1
x1, y1, x2, y2 = 100000, 100000, -100000, -100000
for node in self.nodes:
if node.fixed:
node.fixed = False
continue
distance = math.sqrt(node.vx * node.vx + node.vy * node.vy)
if distance:
node.x += node.vx / distance * min(abs(node.vx), self.temperature)
node.y += node.vy / distance * min(abs(node.vy), self.temperature)
x1, y1 = min(x1, node.x), min(y1, node.y)
x2, y2 = max(x2, node.x), max(y2, node.y)
self.graph_bounds = (x1,y1,x2,y2)
def bounds(self, nodes):
x1, y1, x2, y2 = 100000, 100000, -100000, -100000
for node in nodes:
x1, y1 = min(x1, node.x), min(y1, node.y)
x2, y2 = max(x2, node.x), max(y2, node.y)
return (x1, y1, x2, y2)
class DisplayNode(graphics.Sprite):
def __init__(self, x, y, real_node):
graphics.Sprite.__init__(self, x = x, y = y, draggable = True)
self.real_node = real_node
self.fill = "#999"
self.connect("on-mouse-over", self.on_mouse_over)
self.connect("on-mouse-out", self.on_mouse_out)
self.connect("on-render", self.on_render)
def on_mouse_over(self, sprite):
self.fill = "#000"
def on_mouse_out(self, sprite):
self.fill = "#999"
def on_render(self, sprite):
self.graphics.clear()
self.graphics.arc(0, 0, 5, 0, math.pi * 2)
self.graphics.fill(self.fill)
# adding invisible circle with bigger radius for easier targeting
self.graphics.arc(0, 0, 10, 0, math.pi * 2)
self.graphics.stroke("#000", 0)
class Canvas(graphics.Scene):
def __init__(self):
graphics.Scene.__init__(self)
self.edge_buffer = []
self.clusters = []
self.connect("on-enter-frame", self.on_enter_frame)
self.connect("on-finish-frame", self.on_finish_frame)
self.connect("on-click", self.on_node_click)
self.connect("on-drag", self.on_node_drag)
self.connect("on-mouse-move", self.on_mouse_move)
self.mouse_node = None
self.mouse = None
self.graph = None
self.redo_layout = False
self.display_nodes = []
def on_node_click(self, scene, event, sprite):
mouse_node = sprite
if mouse_node:
if self.mouse_node:
if mouse_node == self.mouse_node:
self.mouse_node = None
return
#check if maybe there is an edge already - in that case remove it
if (self.mouse_node.real_node, mouse_node.real_node) in self.graph.edges:
self.graph.remove_edge(self.mouse_node.real_node, mouse_node.real_node)
elif (mouse_node.real_node, self.mouse_node.real_node) in self.graph.edges:
self.graph.remove_edge(mouse_node.real_node, self.mouse_node.real_node)
else:
self.graph.add_edge(self.mouse_node.real_node, mouse_node.real_node)
self.update_buffer()
if event.button != 3:
self.mouse_node = mouse_node
else:
self.mouse_node = None
self.queue_relayout()
else:
self.mouse_node = mouse_node
else:
if event.button == 3:
self.mouse_node = None
else:
new_node = Node(*self.screen_to_graph(event.x, event.y))
self.graph.nodes.append(new_node)
display_node = self.add_node(event.x, event.y, new_node)
if self.mouse_node:
self.graph.add_edge(self.mouse_node.real_node, new_node)
self.update_buffer()
self.mouse_node = display_node
self.queue_relayout()
def on_node_drag(self, scene, node, event):
node.real_node.x, node.real_node.y = self.screen_to_graph(event.x, event.y)
node.real_node.fixed = True
self.redraw()
def on_mouse_move(self, scene, event):
self.mouse = (event.x, event.y)
self.queue_relayout()
def delauney(self):
pass
def add_node(self, x, y, real_node):
display_node = DisplayNode(x, y, real_node)
self.add_child(display_node)
self.display_nodes.append(display_node)
return display_node
def new_graph(self):
self.clear()
self.display_nodes = []
self.add_child(graphics.Label("Click on screen to add node. Right-click to stop the thread from going on", color="#666", x=10, y=10))
self.edge_buffer = []
if not self.graph:
self.graph = Graph(self.width, self.height)
else:
self.graph.populate_nodes(self.width, self.height)
self.queue_relayout()
for node in self.graph.nodes:
self.add_node(node.x, node.y, node)
self.update_buffer()
self.redraw()
def queue_relayout(self):
self.redo_layout = True
self.redraw()
def update_buffer(self):
self.edge_buffer = []
for edge in self.graph.edges:
self.edge_buffer.append((
self.display_nodes[self.graph.nodes.index(edge[0])],
self.display_nodes[self.graph.nodes.index(edge[1])],
))
def on_finish_frame(self, scene, context):
if self.mouse_node and self.mouse:
c_graphics = graphics.Graphics(context)
c_graphics.set_color("#666")
c_graphics.move_to(self.mouse_node.x, self.mouse_node.y)
c_graphics.line_to(*self.mouse)
c_graphics.stroke()
def on_enter_frame(self, scene, context):
c_graphics = graphics.Graphics(context)
if not self.graph:
self.new_graph()
self.graph.update(self.width, self.height)
if self.redo_layout:
self.redo_layout = False
self.graph.init_layout(self.width, self.height)
# first draw
c_graphics.set_line_style(width = 0.5)
done = abs(self.graph.minimum_temperature - self.graph.temperature) < 0.05
if not done:
c_graphics.set_color("#aaa")
else:
c_graphics.set_color("#666")
for edge in self.edge_buffer:
context.move_to(edge[0].x, edge[0].y)
context.line_to(edge[1].x, edge[1].y)
context.stroke()
if not done:
# then recalculate positions
self.graph.update(self.width, self.height)
# find bounds
min_x, min_y, max_x, max_y = self.graph.graph_bounds
graph_w, graph_h = max_x - min_x, max_y - min_y
factor_x = self.width / float(graph_w)
factor_y = self.height / float(graph_h)
graph_mid_x = (min_x + max_x) / 2.0
graph_mid_y = (min_y + max_y) / 2.0
mid_x, mid_y = self.width / 2.0, self.height / 2.0
factor = min(factor_x, factor_y) * 0.9 # just have the smaller scale, avoid deformations
for i, node in enumerate(self.display_nodes):
self.tweener.kill_tweens(node)
self.animate(node,
x = mid_x + (self.graph.nodes[i].x - graph_mid_x) * factor,
y = mid_y + (self.graph.nodes[i].y - graph_mid_y) * factor,
easing = Easing.Expo.ease_out,
duration = 3)
self.redraw()
def screen_to_graph(self,x, y):
if len(self.graph.nodes) <= 1:
return x, y
min_x, min_y, max_x, max_y = self.graph.graph_bounds
graph_w, graph_h = max_x - min_x, max_y - min_y
factor_x = self.width / float(graph_w)
factor_y = self.height / float(graph_h)
graph_mid_x = (min_x + max_x) / 2.0
graph_mid_y = (min_y + max_y) / 2.0
mid_x, mid_y = self.width / 2.0, self.height / 2.0
factor = min(factor_x, factor_y) * 0.9 # just have the smaller scale, avoid deformations
graph_x = (x - mid_x) / factor + graph_mid_x
graph_y = (y - mid_y) / factor + graph_mid_y
return graph_x, graph_y
def graph_to_screen(self,x, y):
pass
class BasicWindow:
def __init__(self):
window = gtk.Window(gtk.WINDOW_TOPLEVEL)
window.set_size_request(600, 500)
window.connect("delete_event", lambda *args: gtk.main_quit())
self.canvas = Canvas()
box = gtk.VBox()
box.pack_start(self.canvas)
"""
hbox = gtk.HBox(False, 5)
hbox.set_border_width(12)
box.pack_start(hbox, False)
hbox.pack_start(gtk.HBox()) # filler
button = gtk.Button("Random Nodes")
button.connect("clicked", lambda *args: self.canvas.new_graph())
hbox.pack_start(button, False)
"""
window.add(box)
window.show_all()
if __name__ == "__main__":
example = BasicWindow()
gtk.main()