Graphoon/Graph.lua

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Lua
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local Node = require('Node');
local Edge = require('Edge');
local Graph = {};
-- TODO remove / replace LÖVE functions
function Graph.new()
local self = {};
-- Node Objects are stored in a table using their ID as an index.
local nodes = {};
local edges = {};
local edgeIDs = 0;
local center = Node.new( 'center ', love.graphics.getWidth() * 0.5, love.graphics.getHeight() * 0.5);
---
-- Creates a new graph based on the information passed via the table
-- parameter. It creates all nodes and connects them via edges.
-- @param table - A table containing information about nodes and edges.
-- @param x - The minimum x value to use when randomly spawning nodes.
-- @param y - The minimum y value to use when randomly spawning nodes.
-- @param w - The maximum x value to use when randomly spawning nodes.
-- @param h - The maximum y value to use when randomly spawning nodes.
--
function self:create( table, x, y, w, h )
math.randomseed( os.time() );
for _, id in pairs( table.nodes ) do
local rx, ry = math.random( x, w ), math.random( y, h );
self:addNode( Node.new( id, rx, ry ));
end
for _, edge in pairs( table.edges ) do
self:addEdge( nodes[edge.origin], nodes[edge.target] );
end
end
function self:addNode( node )
assert( not nodes[node:getID()], "Node IDs must be unique." );
nodes[node:getID()] = node;
end
function self:removeNode( node )
nodes[node:getID()] = nil;
self:removeEdges( node );
end
function self:addEdge( origin, target )
for _, edge in pairs(edges) do
if edge.origin == origin and edge.target == target then
error "Trying to connect nodes which are already connected.";
end
end
assert(origin ~= target, "Tried to connect a node with itself.");
edges[edgeIDs] = Edge.new( edgeIDs, origin, target );
edgeIDs = edgeIDs + 1;
end
function self:removeEdges( node )
for id, edge in pairs( edges ) do
if edge.origin == node or edge.target == node then
edges[id] = nil;
end
end
end
function self:update( dt, ... )
for _, edge in pairs( edges ) do
edge.origin:attractTo( edge.target );
edge.target:attractTo( edge.origin );
end
for _, nodeA in pairs( nodes ) do
nodeA:attractTo( center );
for _, nodeB in pairs( nodes ) do
if nodeA ~= nodeB then
nodeA:repelFrom( nodeB );
end
end
nodeA:move( dt );
end
end
function self:draw( func )
func( edges, nodes );
end
function self:getNodeAt(x, y, range)
for _, node in pairs( nodes ) do
local nx, ny = node:getPosition();
if x < nx + range and x > nx - range and y < ny + range and y > ny - range then
return node;
end
end
end
return self;
end
return Graph;