forked from: Force-directed graph layout
/**
* Copyright yonatan ( http://wonderfl.net/user/yonatan )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/jeKX
*/
// forked from yonatan's Force-directed graph layout
package {
import flash.display.Sprite;
import flash.events.*;
import flash.geom.*;
import com.bit101.components.*;
public class FlashTest extends Sprite {
private var nodes:Array = [];
private var draggingNode:Node;
public function FlashTest() {
function addNodes(parent:Node, recur:int):void {
var cnt:int = 2 + Math.random() * 3;
for(var i:int = 0; i < cnt; i++) {
var node:Node = new Node;
nodes.push(node);
addChild(node);
node.x = Math.random() * 465;
node.y = Math.random() * 465;
node.connect(parent);
if(recur) {
addNodes(node, recur-1);
}
node.addEventListener(MouseEvent.MOUSE_DOWN, function(e:Event):void { draggingNode = e.target as Node; } );
}
}
function addRandomLinks(cnt:int):void {
while(cnt--) {
var a:Node = nodes[Math.random() * nodes.length | 0];
var b:Node = nodes[Math.random() * nodes.length | 0];
if(a != b) a.connect(b);
}
}
function restart():void {
graphics.clear();
for each(var node:Node in nodes) removeChild(node);
nodes = [];
nodes[0] = addChild(new Node);
nodes[0].x = 465/2;
nodes[0].y = 465/3;
addNodes(nodes[0], 1);
addRandomLinks(5);
nodes[0].buttonMode = false; // no dragging the root node!
}
restart();
new PushButton(this, 5, 5, "Again", restart);
addEventListener(Event.ENTER_FRAME, step);
stage.addEventListener(MouseEvent.MOUSE_UP, function(e:*):void { draggingNode = null; });
}
private function step(e:Event):void {
for(var j:int = 0; j < 5; j++) {
// skip the root node, leave it at the center.
for(var i:int = 1; i < nodes.length; i++) {
if(nodes[i] == draggingNode) {
nodes[i].x = mouseX;
nodes[i].y = mouseY;
} else {
nodes[i].applyForce(nodes);
nodes[i].vy += 800;
}
}
}
drawEdges(nodes);
}
private function drawEdges(nodes:Array):void {
graphics.clear();
graphics.lineStyle(2);
for each(var node:Node in nodes) {
for each(var other:Node in node.connectedNodes) {
graphics.moveTo(node.x, node.y);
graphics.lineTo(other.x, other.y);
}
}
}
}
}
import flash.display.Sprite;
import flash.events.*;
import flash.utils.Dictionary;
class Node extends Sprite {
public var vx:Number = 0;
public var vy:Number = 0;
public var fx:Number = 0;
public var fy:Number = 0;
public const damping:Number = 0.01;
public const timestep:Number = 0.2;
public var connectedNodes:Dictionary;
public function Node() {
connectedNodes = new Dictionary(true);
graphics.lineStyle(2);
graphics.beginFill(0x808080 | (Math.random() * 0xFFFFFF));
graphics.drawCircle(0, 0, 10);
graphics.endFill();
buttonMode = true;
}
public function connect(other:Node):void {
connectedNodes[other] = other;
other.connectedNodes[this] = this;
}
public function disconnect(other:Node):void {
delete connectedNodes[other];
delete other.connectedNodes[this];
}
// based on pseudocode from http://en.wikipedia.org/wiki/Force-based_algorithms_%28graph_drawing%29
public function applyForce(allNodes:Array):void {
var other:Node;
fx = fy = 0;
for each(other in allNodes) {
if(other == this) continue;
var repulsion:Object = computeRepulsion(other);
fx += repulsion.x;
fy += repulsion.y;
}
for each(other in connectedNodes) {
var attraction:Object = computeAttraction(other);
fx += attraction.x;
fy += attraction.y;
}
vx = (vx + timestep * fx) * damping;
vy = (vy + timestep * fy) * damping;
x = x + timestep * vx;
y = y + timestep * vy;
}
public function computeAttraction(other:Node):Object {
var k:Number = 500;
var idealDistance:Number = 15;
var dist:Number = distance(other);
var f:Number = - k * (dist - idealDistance);
var c:Number = f / dist;
return({x: c * (this.x - other.x),
y: c * (this.y - other.y)});
}
public function computeRepulsion(other:Node):Object {
var dist:Number = distance(other);
var f:Number = 10000000 / (dist * dist);
return({x: f * (this.x - other.x) / dist,
y: f * (this.y - other.y) / dist});
}
public function distance(other:Node):Number {
var xd:Number = this.x - other.x;
var yd:Number = this.y - other.y;
var dist:Number = Math.sqrt(xd*xd+yd*yd);
return dist;
}
}