mirror of
https://github.com/rm-code/Graphoon.git
synced 2024-11-28 11:34:21 +00:00
228 lines
7.0 KiB
Lua
228 lines
7.0 KiB
Lua
local current = (...):gsub('%.[^%.]+$', '');
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local Node = require(current .. '.Node');
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local Edge = require(current .. '.Edge');
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local Graph = {};
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function Graph.new()
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local self = {};
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local nodes = {};
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local edges = {};
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local edgeIDs = 0;
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local minX, maxX, minY, maxY;
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-- ------------------------------------------------
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-- Local Functions
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-- ------------------------------------------------
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---
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-- Sets the graph's boundaries to nil.
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--
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local function resetBoundaries()
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minX, maxX, minY, maxY = nil, nil, nil, nil;
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end
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---
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-- @param minX - The current minimum x position.
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-- @param maxX - The current maximum y position.
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-- @param minY - The current minimum x position.
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-- @param maxY - The current maximum y position.
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-- @param nx - The new x position to check.
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-- @param ny - The new y position to check.
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--
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local function updateBoundaries( minX, maxX, minY, maxY, nx, ny )
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return math.min( minX or nx, nx ), math.max( maxX or nx, nx ), math.min( minY or ny, ny ), math.max( maxY or ny, ny );
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end
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-- ------------------------------------------------
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-- Public Functions
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-- ------------------------------------------------
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---
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-- Creates a new graph based on the information passed via the table
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-- parameter. It creates all nodes and connects them via edges.
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-- @param table - A table containing information about nodes and edges.
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-- @param x - The minimum x value to use when randomly spawning nodes.
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-- @param y - The minimum y value to use when randomly spawning nodes.
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-- @param w - The maximum x value to use when randomly spawning nodes.
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-- @param h - The maximum y value to use when randomly spawning nodes.
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--
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function self:create( table, x, y, w, h )
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math.randomseed( os.time() );
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for _, node in pairs( table.nodes ) do
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local rx, ry = math.random( x, w ), math.random( y, h );
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if type( node ) == 'string' then
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self:addNode( node, rx, ry );
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elseif type( node ) == 'table' then
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self:addNode( node.id, node.x or rx, node.y or ry, node.anchor );
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end
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end
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for _, edge in pairs( table.edges ) do
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self:addEdge( nodes[edge.origin], nodes[edge.target] );
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end
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end
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---
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-- Add a node to the graph.
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-- @param id - The ID will be used to reference the Node inside of the graph.
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-- @param x - The x coordinate the Node should be spawned at (optional).
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-- @param y - The y coordinate the Node should be spawned at (optional).
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-- @param anchor - Wether the node should be locked in place or not (optional).
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--
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function self:addNode( id, x, y, anchor )
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assert( not nodes[id], "Node IDs must be unique." );
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nodes[id] = Node.new( id, x, y, anchor );
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return nodes[id];
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end
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---
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-- Remove a node from the graph.
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-- This will also remove all edges pointing to or originating from this node.
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-- @param node - The node to remove from the graph.
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--
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function self:removeNode( node )
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nodes[node:getID()] = nil;
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self:removeEdges( node );
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end
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---
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-- Adds a new edge between two nodes.
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-- @param origin - The node from which the edge originates.
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-- @param target - The node to which the edge is pointing to.
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--
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function self:connectNodes( origin, target )
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for _, edge in pairs(edges) do
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if edge.origin == origin and edge.target == target then
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error "Trying to connect nodes which are already connected.";
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end
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end
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assert(origin ~= target, "Tried to connect a node with itself.");
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edges[edgeIDs] = Edge.new( edgeIDs, origin, target );
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edgeIDs = edgeIDs + 1;
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end
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---
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-- Removes all edges leading to or originating from a node.
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-- @param node - The node to remove all edges from.
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--
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function self:removeEdges( node )
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for id, edge in pairs( edges ) do
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if edge.origin == node or edge.target == node then
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edges[id] = nil;
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end
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end
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end
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---
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-- Updates the graph.
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-- @param dt - The delta time between frames.
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--
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function self:update( dt )
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for _, edge in pairs( edges ) do
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edge.origin:attractTo( edge.target );
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edge.target:attractTo( edge.origin );
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end
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resetBoundaries();
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for _, nodeA in pairs( nodes ) do
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if not nodeA:isAnchor() then
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for _, nodeB in pairs( nodes ) do
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if nodeA ~= nodeB then
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nodeA:repelFrom( nodeB );
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end
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end
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nodeA:move( dt );
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end
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minX, maxX, minY, maxY = updateBoundaries( minX, maxX, minY, maxY, nodeA:getPosition() );
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end
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end
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---
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-- Checks if the id points to an existing node.
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-- @param id - The id to check for.
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--
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function self:exists( id )
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return nodes[id] ~= nil;
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end
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---
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-- This function receives a single parameter of type function to which it
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-- will pass the edges and nodes tables. This means the user has to provide
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-- his own drawing function.
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-- @param func - The function to pass the tables to.
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--
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function self:draw( func )
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func( edges, nodes );
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end
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---
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-- Checks if a certain Node ID already exists.
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-- @param id - The id to check for.
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--
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function self:hasNode( id )
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return nodes[id] ~= nil;
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end
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---
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-- Returns the node the id is pointing to.
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-- @param id - The id to check for.
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--
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function self:getNode( id )
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return nodes[id];
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end
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---
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-- Gets a node at a certain point in the graph.
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-- @param x - The x coordinate to check.
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-- @param y - The y coordinate to check.
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-- @param range - The range in which to check around the given coordinates.
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--
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function self:getNodeAt(x, y, range)
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for _, node in pairs( nodes ) do
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local nx, ny = node:getPosition();
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if x < nx + range and x > nx - range and y < ny + range and y > ny - range then
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return node;
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end
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end
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end
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---
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-- Returns the graph's minimum and maxmimum x and y values.
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--
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function self:getBoundaries()
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return minX, maxX, minY, maxY;
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end
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---
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-- Returns the x and y coordinates of the graph's center.
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--
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function self:getCenter()
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return ( ( maxX - minX ) * 0.5 ) + minX, ( ( maxY - minY ) * 0.5 ) + minY;
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end
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---
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-- Turn a node into an anchor.
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-- Anchored nodes have fixed positions and can't be moved by the physical
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-- forces.
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-- @param id - The node's id.
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-- @param x - The x coordinate to anchor the node to.
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-- @param y - The x coordinate to anchor the node to.
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--
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function self:setAnchor( id, x, y )
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nodes[id]:setPosition( x, y );
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nodes[id]:setAnchor( true );
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end
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return self;
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end
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return Graph;
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