=head1 NAME Graph::Layouter::Spring - spring graph drawing algorithm implementation =cut package Graph::Layouter::Spring; use strict; use Carp qw (croak); use vars qw ($VERSION @ISA @EXPORT_OK); # $Id: Spring.pm,v 1.7 2004/04/06 15:24:14 pasky Exp $ $VERSION = 0.02; =head1 SYNOPSIS use Graph::Layouter::Spring; Graph::Layouter::Spring::layout($graph); =cut use base qw (Graph::Layouter); require Exporter; push @ISA, 'Exporter'; @EXPORT_OK = qw (layout); =head1 DESCRIPTION This module provides the famous spring graph drawing algorithm implementation. See the C class documentation for usage description. =cut use Graph; use Graph::Base; use Graph::Layouter; =head2 How does it work The algorithm is principially simple, simulating a space of electrically charged particles. Basically, each node is thought of as a particle with the same charge, therefore they all try to get as far of each other as possible. On the other hand, though, there are the edges, which keep nodes together; higher weight the edges have, stronger are they in pulling nodes near each other. So to recapitulate, we have I pushing nodes from each other and I pushing connected nodes near each other. We then just apply the repulsive force between each two nodes and the attractive force between each two connected nodes; each node will have a resulting movement force, which we will apply to the node's position (initially randomzero-zero) after the forces calculation is finished. However, we need to let this repeat for several times in order for the positions to stabilize. In fact, a lot of iterations is needed; higher the better, but also higher the slower, you can very easily get to tens of seconds here so beware. Currently, the number of iterations is hardcoded to 500, but this is expected to get configurable soon. =cut # TODO : _This_ should be all adjustable! my $iterations = 100; # undef for no iterations limit my $max_wait = 10; # (in seconds) undef for no time limit my $max_repulsive_force_distance = 6; my $k = 2; my $c = 0.01; my $max_vertex_movement = 0.5; sub layout { my $graph = shift; Graph::Layouter::_layout_prepare($graph); # Cache my @vertices = $graph->vertices; # Bound execution based on time my $end; $end = time + $max_wait if defined $max_wait; unless (defined $end or defined $iterations) { croak "You did not bound the layouting loop by either time or iterations count!"; } for (my $i = 0; (defined $iterations ? $i < $iterations : 1) and (defined $end ? time <= $end : 1); $i++) { _layout_iteration($graph, \@vertices); } Graph::Layouter::_layout_calc_bounds($graph); } sub _layout_repulsive($$$) { my ($graph, $vertex1, $vertex2) = @_; my $dx = $graph->get_attribute('layout_pos1', $vertex2) - $graph->get_attribute('layout_pos1', $vertex1); my $dy = $graph->get_attribute('layout_pos2', $vertex2) - $graph->get_attribute('layout_pos2', $vertex1); my $d2 = $dx * $dx + $dy * $dy; if ($d2 < 0.01) { $dx = rand (0.1) + 0.1; $dy = rand (0.1) + 0.1; $d2 = $dx * $dx + $dy * $dy; } my $d = sqrt $d2; if ($d < $max_repulsive_force_distance) { my $repulsive_force = $k * $k / $d; # Now, how simple and clear would this be without the silly # encapsulation games... $graph->set_attribute('layout_force1', $vertex2, $graph->get_attribute('layout_force1', $vertex2) + $repulsive_force * $dx / $d); $graph->set_attribute('layout_force2', $vertex2, $graph->get_attribute('layout_force2', $vertex2) + $repulsive_force * $dy / $d); $graph->set_attribute('layout_force1', $vertex1, $graph->get_attribute('layout_force1', $vertex1) - $repulsive_force * $dx / $d); $graph->set_attribute('layout_force2', $vertex1, $graph->get_attribute('layout_force2', $vertex1) - $repulsive_force * $dy / $d); } } sub _layout_attractive($$$) { my ($graph, $vertex1, $vertex2) = @_; my $dx = $graph->get_attribute('layout_pos1', $vertex2) - $graph->get_attribute('layout_pos1', $vertex1); my $dy = $graph->get_attribute('layout_pos2', $vertex2) - $graph->get_attribute('layout_pos2', $vertex1); my $d2 = $dx * $dx + $dy * $dy; if ($d2 < 0.01) { $dx = rand (0.1) + 0.1; $dy = rand (0.1) + 0.1; $d2 = $dx * $dx + $dy * $dy; } my $d = sqrt $d2; if ($d > $max_repulsive_force_distance) { $d = $max_repulsive_force_distance; $d2 = $d * $d; } my $attractive_force = ($d2 - $k * $k) / $k; my $weight = $graph->get_attribute('weight', $vertex1, $vertex2); $weight = 1 if not $weight or $weight < 1; $attractive_force *= log($weight) * 0.5 + 1; $graph->set_attribute('layout_force1', $vertex2, $graph->get_attribute('layout_force1', $vertex2) - $attractive_force * $dx / $d); $graph->set_attribute('layout_force2', $vertex2, $graph->get_attribute('layout_force2', $vertex2) - $attractive_force * $dy / $d); $graph->set_attribute('layout_force1', $vertex1, $graph->get_attribute('layout_force1', $vertex1) + $attractive_force * $dx / $d); $graph->set_attribute('layout_force2', $vertex1, $graph->get_attribute('layout_force2', $vertex1) + $attractive_force * $dy / $d); } sub _layout_iteration($$) { my ($graph, $vertices) = @_; # Welcome to the time-critical zone # Forces on vertices due to vertex-vertex repulsions foreach my $n1 (0 .. $#$vertices) { my $vertex1 = $vertices->[$n1]; foreach my $n2 ($n1 + 1 .. $#$vertices) { my $vertex2 = $vertices->[$n2]; _layout_repulsive($graph, $vertex1, $vertex2); } } # Forces on vertices due to edge attractions my @edges = $graph->edges; while (my ($vertex1, $vertex2) = splice (@edges, 0, 2)) { _layout_attractive($graph, $vertex1, $vertex2); } # Move by the given force foreach my $vertex (@$vertices) { my $xmove = $c * $graph->get_attribute('layout_force1', $vertex); my $ymove = $c * $graph->get_attribute('layout_force2', $vertex); my $max = $max_vertex_movement; $xmove = $max if $xmove > $max; $xmove = -$max if $xmove < -$max; $ymove = $max if $ymove > $max; $ymove = -$max if $ymove < -$max; $graph->set_attribute('layout_pos1', $vertex, $graph->get_attribute('layout_pos1', $vertex) + $xmove); $graph->set_attribute('layout_pos2', $vertex, $graph->get_attribute('layout_pos2', $vertex) + $ymove); $graph->set_attribute('layout_force1', $vertex, 0); $graph->set_attribute('layout_force2', $vertex, 0); } } =head1 SEE ALSO C, C, C =head1 BUGS The object-oriented interface is missing as well as some more universal layout calling interface (hash parameters). It should all be configurable. =head1 COPYRIGHT Copyright 2004 by Petr Baudis Epasky@ucw.czE. This code is distributed under the same copyright terms as Perl itself. The algorithm is based on a spring-style layouter of a Java-based social network tracker PieSpy written by Paul Mutton Epaul@jibble.orgE. =head1 VERSION Version 0.02 $Id: Spring.pm,v 1.7 2004/04/06 15:24:14 pasky Exp $ =cut 1;