力导向算法简单实现
2015-12-15 11:49
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转自 http://zhenghaoju700.blog.163.com/blog/static/13585951820114153548541/
力导向算法 核心
1. 随机分布初始节点位置;
2. 计算每次迭代局部区域内两两节点间的斥力所产生的单位位移(一般为正值);
3. 计算每次迭代每条边的引力对两端节点所产生的单位位移(一般为负值);
4. 步骤 2、3
中的斥力和引力系数直接影响到最终态的理想效果,它与节点间的距离、节点在系统所在区域的平均单位区域均有关,需要开发人员在实践中不断调整;
5. 累加经过步骤 2、3 计算得到的所有节点的单位位移;
6. 迭代 n 次,直至达到理想效果。
算法简单实现
package jsnetworktopu;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
import net.sf.json.JSONArray;
public class Test {
public
static void main(String[] args) {
JDBCGetData jd = new JDBCGetData();
Map map = jd.queryDate();
Set nodes= (Set)map.get("nodes");
Set edges= (Set)map.get("edges");
Spring sp = new Spring();
List lNodes = new ArrayList(nodes);
List lEdges = new ArrayList(edges);
//1.set Node(x,y) , Random
随机分布初始节点位置
//canvas size 1024*768
double start_x, start_y, initSize = 40.0;
for (Node node:lNodes) {
start_x = 0 + 1024 * .5;
start_y = 0 + 768 * .5;
node.setX(start_x + initSize * (Math.random() -
.5));
node.setY(start_y + initSize * (Math.random() -
.5));
}
List reSetNodes =
sp.springLayout(lNodes,lEdges);
//4.反复2,3步 迭代300次
for(int i=0; i<300; i++){
reSetNodes =
sp.springLayout(reSetNodes,lEdges);
}
for(Node node:reSetNodes){
System.out.println(node.getId()+" "+node.getX()+"
"+node.getY());
}
JSONArray jo = JSONArray.fromObject(new
HashSet(reSetNodes));
System.out.println(jo);
}
}
我们的2 和 3步在这
package jsnetworktopu;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
public class Spring {
public List
springLayout(List nodes,List edges) {
//2计算每次迭代局部区域内两两节点间的斥力所产生的单位位移(一般为正值)
int area = 1024 * 768;
double k = Math.sqrt(area /
(double)nodes.size());
double diffx, diffy,
diff;
Map dispx = new HashMap();
Map dispy = new HashMap();
int ejectfactor = 6;
for (int v = 0; v < nodes.size(); v++) {
dispx.put(nodes.get(v).getId(), 0.0);
dispy.put(nodes.get(v).getId(), 0.0);
for (int u = 0; u <
nodes.size(); u++) {
if (u != v) {
diffx = nodes.get(v).getX() -
nodes.get(u).getX();
diffy = nodes.get(v).getY() -
nodes.get(u).getY();
diff = Math.sqrt(diffx * diffx + diffy *
diffy);
if (diff < 30)
ejectfactor = 5;
if (diff > 0 && diff < 250) {
String id = nodes.get(v).getId();
dispx.put(id,dispx.get(id) + diffx / diff * k * k
/ diff * ejectfactor);
dispy.put(id,dispy.get(id) + diffy / diff * k * k
/ diff* ejectfactor);
}
}
}
}
//3.
计算每次迭代每条边的引力对两端节点所产生的单位位移(一般为负值)
int condensefactor = 3;
Node visnodeS = null, visnodeE = null;
for (int e = 0; e < edges.size(); e++) {
String eStartID = edges.get(e).getId1();
String eEndID =
edges.get(e).getId2();
visnodeS = getNodeById(nodes,eStartID);
visnodeE = getNodeById(nodes,eEndID);
diffx = visnodeS.getX() - visnodeE.getX();
diffy = visnodeS.getY() - visnodeE.getY();
diff = Math.sqrt(diffx * diffx + diffy *
diffy);
dispx.put(eStartID,dispx.get(eStartID) - diffx *
diff / k * condensefactor);
dispy.put(eStartID,dispy.get(eStartID) - diffy *
diff / k* condensefactor);
dispx.put(eEndID,dispx.get(eEndID) + diffx * diff
/ k * condensefactor);
dispy.put(eEndID,dispy.get(eEndID) + diffy * diff
/ k * condensefactor);
}
//set x,y
int maxt = 4 ,maxty = 3;
for (int v = 0; v < nodes.size(); v++) {
Node node = nodes.get(v);
Double dx = dispx.get(node.getId());
Double dy = dispy.get(node.getId());
int disppx = (int) Math.floor(dx);
int disppy = (int) Math.floor(dy);
if (disppx < -maxt)
disppx = -maxt;
if (disppx > maxt)
disppx = maxt;
if (disppy < -maxty)
disppy = -maxty;
if (disppy > maxty)
disppy = maxty;
node.setX((node.getX()+disppx));
node.setY((node.getY()+disppy));
}
return nodes;
}
private Node
getNodeById(List nodes,String id){
for(Node node:nodes){
if(node.getId().equals(id)){
return node;
}
}
return null;
}
}
前端用CanvasXpress,因为它也支持设置 x y坐标方式布局。
效果显示(和参考资料中预期的一样):
迭代50次:
迭代100次:
迭代300次:
迭代500次:
当然算法实现上还存在一些问题,但是基本与资料上是一致的!!!
算法的实现 ,来自参考资料的CODE 很感谢 傅冬雷!!!
参考资料
http://www.ibm.com/developerworks/cn/web/0909_fudl_flashsocial/#major3
力导向算法 核心
1. 随机分布初始节点位置;
2. 计算每次迭代局部区域内两两节点间的斥力所产生的单位位移(一般为正值);
3. 计算每次迭代每条边的引力对两端节点所产生的单位位移(一般为负值);
4. 步骤 2、3
中的斥力和引力系数直接影响到最终态的理想效果,它与节点间的距离、节点在系统所在区域的平均单位区域均有关,需要开发人员在实践中不断调整;
5. 累加经过步骤 2、3 计算得到的所有节点的单位位移;
6. 迭代 n 次,直至达到理想效果。
算法简单实现
package jsnetworktopu;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
import net.sf.json.JSONArray;
public class Test {
public
static void main(String[] args) {
JDBCGetData jd = new JDBCGetData();
Map map = jd.queryDate();
Set nodes= (Set)map.get("nodes");
Set edges= (Set)map.get("edges");
Spring sp = new Spring();
List lNodes = new ArrayList(nodes);
List lEdges = new ArrayList(edges);
//1.set Node(x,y) , Random
随机分布初始节点位置
//canvas size 1024*768
double start_x, start_y, initSize = 40.0;
for (Node node:lNodes) {
start_x = 0 + 1024 * .5;
start_y = 0 + 768 * .5;
node.setX(start_x + initSize * (Math.random() -
.5));
node.setY(start_y + initSize * (Math.random() -
.5));
}
List reSetNodes =
sp.springLayout(lNodes,lEdges);
//4.反复2,3步 迭代300次
for(int i=0; i<300; i++){
reSetNodes =
sp.springLayout(reSetNodes,lEdges);
}
for(Node node:reSetNodes){
System.out.println(node.getId()+" "+node.getX()+"
"+node.getY());
}
JSONArray jo = JSONArray.fromObject(new
HashSet(reSetNodes));
System.out.println(jo);
}
}
我们的2 和 3步在这
package jsnetworktopu;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
public class Spring {
public List
springLayout(List nodes,List edges) {
//2计算每次迭代局部区域内两两节点间的斥力所产生的单位位移(一般为正值)
int area = 1024 * 768;
double k = Math.sqrt(area /
(double)nodes.size());
double diffx, diffy,
diff;
Map dispx = new HashMap();
Map dispy = new HashMap();
int ejectfactor = 6;
for (int v = 0; v < nodes.size(); v++) {
dispx.put(nodes.get(v).getId(), 0.0);
dispy.put(nodes.get(v).getId(), 0.0);
for (int u = 0; u <
nodes.size(); u++) {
if (u != v) {
diffx = nodes.get(v).getX() -
nodes.get(u).getX();
diffy = nodes.get(v).getY() -
nodes.get(u).getY();
diff = Math.sqrt(diffx * diffx + diffy *
diffy);
if (diff < 30)
ejectfactor = 5;
if (diff > 0 && diff < 250) {
String id = nodes.get(v).getId();
dispx.put(id,dispx.get(id) + diffx / diff * k * k
/ diff * ejectfactor);
dispy.put(id,dispy.get(id) + diffy / diff * k * k
/ diff* ejectfactor);
}
}
}
}
//3.
计算每次迭代每条边的引力对两端节点所产生的单位位移(一般为负值)
int condensefactor = 3;
Node visnodeS = null, visnodeE = null;
for (int e = 0; e < edges.size(); e++) {
String eStartID = edges.get(e).getId1();
String eEndID =
edges.get(e).getId2();
visnodeS = getNodeById(nodes,eStartID);
visnodeE = getNodeById(nodes,eEndID);
diffx = visnodeS.getX() - visnodeE.getX();
diffy = visnodeS.getY() - visnodeE.getY();
diff = Math.sqrt(diffx * diffx + diffy *
diffy);
dispx.put(eStartID,dispx.get(eStartID) - diffx *
diff / k * condensefactor);
dispy.put(eStartID,dispy.get(eStartID) - diffy *
diff / k* condensefactor);
dispx.put(eEndID,dispx.get(eEndID) + diffx * diff
/ k * condensefactor);
dispy.put(eEndID,dispy.get(eEndID) + diffy * diff
/ k * condensefactor);
}
//set x,y
int maxt = 4 ,maxty = 3;
for (int v = 0; v < nodes.size(); v++) {
Node node = nodes.get(v);
Double dx = dispx.get(node.getId());
Double dy = dispy.get(node.getId());
int disppx = (int) Math.floor(dx);
int disppy = (int) Math.floor(dy);
if (disppx < -maxt)
disppx = -maxt;
if (disppx > maxt)
disppx = maxt;
if (disppy < -maxty)
disppy = -maxty;
if (disppy > maxty)
disppy = maxty;
node.setX((node.getX()+disppx));
node.setY((node.getY()+disppy));
}
return nodes;
}
private Node
getNodeById(List nodes,String id){
for(Node node:nodes){
if(node.getId().equals(id)){
return node;
}
}
return null;
}
}
前端用CanvasXpress,因为它也支持设置 x y坐标方式布局。
效果显示(和参考资料中预期的一样):
迭代50次:
迭代100次:
迭代300次:
迭代500次:
当然算法实现上还存在一些问题,但是基本与资料上是一致的!!!
算法的实现 ,来自参考资料的CODE 很感谢 傅冬雷!!!
参考资料
http://www.ibm.com/developerworks/cn/web/0909_fudl_flashsocial/#major3
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