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|
-- Copyright 2015 by Malte Skambath
--
-- This file may be distributed an/or modified
--
-- 1. under the LaTeX Project Public License and/or
-- 2. under the GNU Public License
--
-- See the file doc/generic/pgf/licenses/LICENSE for more information
--
--
-- @field.visible_objects An array which stores for each supernode a mapping
-- of snapshots to the related visible snapshot nodes.
-- Note that these mappings may differ from the supergraph
-- because if there are two snapshot nodes in consecutive snapshots
-- then the first can be shown for a longer time period to
-- put aside some fade animations.
-- @field is_first A table storing for each snapshot node or snapshot arc if it
-- appears in its snapshot. This means that in the previous snapshot
-- there is no corresponding arc or node.
-- @field is_last A table storing for each snapshot node or arc if there
-- is no representative in the next snapshot.
-- @field move_on_enter A table which stores for each snapshot object if it is in
-- motion while it appears in its snapshot.
-- @field move_on_leave A table which stores for each snapshot object if it is in
-- motion while switching to the next snapshot
-- @field last_rep
-- A table which stores for every snapshot node if the representing (visible) node
-- disappears with the next snapshot.
--
-- @field previous_node The same as |next_node| just for the previous node
-- @field next_node A Storage to map each snapshot node to the next node in the
-- following snapshot related to the same supernode.
-- If in the next snapshot there is node following snapshot node
-- then the value is nil.
--
local GraphAnimationCoordination = {}
-- Imports
local lib = require "pgf.gd.lib"
local declare = require("pgf.gd.interface.InterfaceToAlgorithms").declare
local Storage = require "pgf.gd.lib.Storage"
local Coordinate = require "pgf.gd.model.Coordinate"
declare {
key = "modified",
type = "boolean",
Initial = false,
documentation = [["
This key specifies, if a supernode changed its
visual properties since the last snapshot.
The default value is |false| and prevent the algorithm
to produce a lot of unnecessary animations.
"]]
}
declare {
key = "unmodified",
use = {
{ key = "modified", boolean = false},
},
}
---
declare {
key = "minimum rest time",
type = "number",
initial = 0.5,
documentation = [["
This key specifies a minimum time in which a single node
has to be prohibited to be animated.
For a node with minimum rest time of 1s that exists in a snapshot
at time $t$ this means that all animations including movements and fadings
are only allowed before $t$-0.5s and after $t$+0.5s.
"]],
}
declare {
key = "maximum motion time",
type = "number",
initial = math.huge,
documentation = [["
Use this key if you want to limit the time during nodes are allowed to move
when they changing their positions.
"]],
}
declare {
key = "overlapping transition",
type = "boolean",
initial = true,
documentation = [["
Use this key if you want to allow that the fade animations for or dissappearing nodes may occurs while the mid time between two snapshots. If false then the appearing ends on the midtime and the disappering starts in this moment.
"]]
}
---
declare {
key = "default evolving graph animation",
algorithm = GraphAnimationCoordination,
phase = "evolving graph animation",
phase_default = true,
summary = [["
This phase animates all vertices including movements and
fade in or fade out animations given an evolving graph as sequence
of single snapshot graphs.
"]],
documentation = [["
This phase animates all vertices including movements and
fade in or fade out animations given an evolving graph as sequence
of single snapshot graphs.
Your algorithm needs to work on evolving graphs and has to use
the |evolving graph animation| phase. You do not need to use
this key by yourself then because this key starts the default
algorithm algorithm of the phase.
\begin{codeexample}[]
local ga_class = self.digraph.options.algorithm_phases['evolving graph animation']
-- animate graph
ga_class.new {
main_algorithm = self,
supergraph = supergraph,
digraph = self.digraph,
ugraph = self.ugraph
}:run()
\end{codeexample}
This algorithm and phase require a supergraph instance and the original digraph and ugraph.
Note that you have to set the layout of the snapshot nodes before running algorithms of this
is useful.
"]],
}
-- Helpfunctions
--
-- Appends a move animation to a given snapshot object such that the
-- object moves from one point to another on a straight line. Note
-- that the coordinates of the two points are given as relative
-- coordinates to the current origin of the object.
--
-- This means if we want to move a node 1cm to the right the value of
-- |c_from| has to be (0,0) while |c_to| must be (1,0). The argument
-- |c_from| is usefull for a node which has a position but its
-- previous node related to the same supervertex is at a different
-- position. Then we can use this argument to move the new node to
-- its origin position for smooth transitions.
--
-- @field object The snapshot object which should be moved
--
-- @field c_from The coordinate where the animation starts
--
-- @field c_to The coordinate where the animation should end
--
-- @field t_start The time when the movement starts.
--
-- @field t_end The time when the animation stops.
local function append_move_animation(object, c_from, c_to, t_start, t_end)
if not object then return end
assert(object, "no object to animate")
if ((c_from.x~=c_to.x) or (c_from.y~=c_to.y))then
local animations = object.animations or {}
local c1 = Coordinate.new((2*c_from.x+c_to.x)/3,(2*c_from.y+c_to.y)/3)
local c2 = Coordinate.new((c_from.x+2*c_to.x)/3,(c_from.y+2*c_to.y)/3)
local t1 = (7*t_start + 5*t_end)/12
local t2 = (5*t_start + 7*t_end)/12
table.insert(animations, {
attribute = "translate",
entries = {
{ t = t_start, value = c_from},
-- { t = t1, value = c1 },
-- { t = t2, value = c2 },
{ t = t_end, value = c_to }
},
options = { { key = "freeze at end", },
-- {key = "entry control", value="0}{1",}
}
})
object.animations = animations
end
end
local function append_fade_animation(object, v_start, v_end, t_start, t_end)
local animations = object.animations or {}
if v_start == 0 then
table.insert(animations, {
attribute = "stage",
entries = { { t = t_start, value = "true"}, },
options = { { key = "freeze at end" } }
})
elseif v_end == 0 and nil then
table.insert(animations, {
attribute = "stage",
entries = { { t = t_end, value = "false"}, },
options = { --{ key = "freeze at end" }
}
})
end
table.insert(animations, {
attribute = "opacity",
entries = {
{ t = t_start, value = v_start },
{ t = t_end, value = v_end } },
options = { { key = "freeze at end" } }
})
object.animations = animations
end
--
-- check if the difference/vector between two pairs (a1,a2),(b1,b2) of points
-- is the same.
local function eq_offset(a1, a2, b1, b2)
local dx = ((a1.x-a2.x) - (b1.x-b2.x))
local dy = ((a1.y-a2.y) - (b1.y-b2.y))
if dx<0 then dx = -dx end
if dy<0 then dy = -dy end
return dx<0.001 and dy<0.001
end
--
-- Check if two arcs connect a pair of nodes at the same position.
-- This can be used as an indicator that two consecutive arcs
-- can be representet by the same arc object.
--
local function eq_arc(arc1, arc2)
if not arc1 or not arc2 then
return false
end
return eq_offset(arc1.tail.pos, arc1.head.pos, arc2.tail.pos, arc2.head.pos)
end
-- Implementation
function GraphAnimationCoordination:run()
assert(self.supergraph, "no supergraph defined")
self.is_first = Storage.new()
self.is_last = Storage.new()
self.last_rep = Storage.new()
self.move_on_enter = Storage.new()
self.move_on_leave = Storage.new()
self.previous_node = Storage.new()
self.next_node = Storage.new()
self.visible_objects = Storage.new()
self:precomputeNodes()
self:precomputeEdges()
self:animateNodeAppearing()
self:animateEdgeAppearing()
self:generateNodeMotions()
self:generateEdgeMotions()
end
function GraphAnimationCoordination:generateNodeMotions(node_types)
local supergraph = self.supergraph
local graph = self.digraph
for _, supervertex in ipairs(self.supergraph.vertices) do
local lj = -1
local last_v = nil
local last_time = nil
for j, s in ipairs(supergraph.snapshots) do
local vertex = supergraph:getSnapshotVertex(supervertex, s)
if lj == j-1 and vertex and last_v then
local mrt1 = last_v.options["minimum rest time"]/2
local mrt2 = vertex.options["minimum rest time"]/2
local s1 = Coordinate.new(0,0)
local e1 = Coordinate.new(vertex.pos.x-last_v.pos.x,-vertex.pos.y+last_v.pos.y)
local s2 = Coordinate.new(-vertex.pos.x+last_v.pos.x,vertex.pos.y-last_v.pos.y)
local e2 = Coordinate.new(0,0)
local t_end = s.timestamp - math.max(0, mrt2)
local t_start = last_time + math.max(0,mrt1)
local representative = self.visible_objects[supervertex][s]
if representative == vertex then
append_move_animation(vertex, s2, e2, t_start, t_end)
append_move_animation(last_v, s1, e1, t_start, t_end)
else
append_move_animation(representative,s1,e1,t_start,t_end)
end
end
last_time = s.timestamp
lj = j
last_v = vertex
end
end
end
function GraphAnimationCoordination:generateEdgeMotions()
local supergraph = self.supergraph
local graph = self.digraph
for i, arc in ipairs(supergraph.arcs) do
local head = arc.head
local tail = arc.tail
local last_arc = nil
local last_time = nil
local last_v = nil
local last_w = nil
for j, s in ipairs(supergraph.snapshots) do
local v = supergraph:getSnapshotVertex(tail,s)
local w = supergraph:getSnapshotVertex(head,s)
if v and w then
local this_arc = graph:arc(v,w) --or graph:arc(w,v)
if this_arc then
if this_arc and last_arc then
local mrt1 = last_v.options["minimum rest time"]/2
local mrt2 = v.options["minimum rest time"]/2
local s1 = Coordinate.new(0,0)--lv.pos
local e1 = Coordinate.new(v.pos.x-last_v.pos.x,-v.pos.y+last_v.pos.y)
local s2 = Coordinate.new(-v.pos.x+last_v.pos.x,v.pos.y-last_v.pos.y)
local e2 = Coordinate.new(0,0)
local t_end = s.timestamp - math.max(0,mrt2)
local t_start = last_time + math.max(0,mrt1)
local representative = self.visible_objects[arc][s]
if representative == this_arc then
append_move_animation(last_arc, s1, e1, t_start,t_end)
append_move_animation(this_arc, s2, e2, t_start,t_end)
else
append_move_animation(representative,s1,e1,t_start,t_end)
end
this_arc = representative
end
last_arc = this_arc
last_v = v
last_time = s.timestamp
else
last_arc = nil
end
else
last_arc = nil
end
end
end
end
--
--
-- @field t_transition The mid time between two snapshot times.
-- @field fade_duration The duration of the fade animation
-- @field overlapping A boolean defining if the animation occurs
-- beofre and after the mid time (true) or if it
-- starts/end only in one interval (false)
-- @field closing A boolean specifieng if this is a outfading time
local function compute_fade_times(t_transition, fade_duration, overlapping, closing)
if overlapping then
t_start = t_transition - fade_duration / 2
t_end = t_transition + fade_duration / 2
else
if closing then
t_start = t_transition - fade_duration
t_end = t_transition
else
t_start = t_transition
t_end = t_transition + fade_duration
end
end
return {t_start = t_start, t_end = t_end}
end
function GraphAnimationCoordination:animateNodeAppearing()
local supergraph = self.supergraph
for i,vertex in ipairs(self.ugraph.vertices) do
local snapshot = supergraph:getSnapshot(vertex)
local interval = snapshot.interval
local supernode = supergraph:getSupervertex(vertex)
local representative = self.visible_objects[supernode][snapshot]
local overlapping_in = true -- init true for crossfading
local overlapping_out= true
local minimum_rest_time = math.max(0,vertex.options["minimum rest time"])
local allow_overlapping = vertex.options["overlapping transition"]
local fadein_duration = 0.01
local fadeout_duration = 0.01
if self.is_first[vertex] then
fadein_duration = self.ugraph.options["fadein time"]
overlapping_in = false or allow_overlapping
end
if self.is_last[vertex] then
fadeout_duration = self.ugraph.options["fadeout time"]
overlapping_out = false or allow_overlapping
end
if fadein_duration == math.huge or fadein_duration<0 then
fadein_duration = (interval.to-interval.from-minimum_rest_time)/2
if overlapping then fadein_duration = fadein_duration * 2 end
end
if fadeout_duration == math.huge or fadeout_duration<0 then
fadeout_duration = (interval.to-interval.from-minimum_rest_time)/2
if overlapping then fadeout_duration = fadeout_duration*2 end
end
local fin = compute_fade_times(interval.from, fadein_duration, overlapping_in, false)
local fout = compute_fade_times(interval.to, fadeout_duration, overlapping_out, true)
vertex.animations = vertex.animations or {}
if representative~= vertex then
table.insert(vertex.animations,{
attribute = "stage",
entries = { { t = 0, value = "false"}, },
options = {}
})
end
if interval.from > -math.huge and (vertex == representative or self.is_first[vertex]) then
-- only appears if the snapshot node is its own repr. or if in the prev snapshot is
-- no representative.
append_fade_animation(representative, 0, 1, fin.t_start, fin.t_end)
end
if interval.to < math.huge and (self.is_last[vertex] or self.last_rep[vertex]) then
-- The snapshot node only disappears when the node is not visible
-- in the next or (this=)last snapshot:
append_fade_animation(representative, 1, 0, fout.t_start, fout.t_end)
end
end
end
function GraphAnimationCoordination:animateEdgeAppearing()
local supergraph = self.supergraph
local graph = self.digraph
for _,edge in ipairs(graph.arcs) do
local snapshot = supergraph:getSnapshot(edge.head)
local int = snapshot.interval
local superarc = supergraph:getSuperarc(edge)
local representative = self.visible_objects[superarc][snapshot] or edge
local minimum_rest_time = math.max(0,edge.head.options["minimum rest time"]/2,
edge.tail.options["minimum rest time"]/2)
local appears = math.max(int.from, int.from)
local disappears = math.min(int.to, int.to)
local overlapping_in = true -- init true for crossfading
local overlapping_out= true
local fadein_duration = 0.01
local fadeout_duration = 0.01
local allow_overlapping = (edge.tail.options["overlapping transition"] and edge.head.options["overlapping transition"])
if self.is_first[edge] and not self.move_on_enter[edge] and not self.move_on_enter[edge.head] then
fadein_duration = self.ugraph.options["fadein time"]
overlapping_in = false or allow_overlapping
end
if self.is_last[edge] and not self.move_on_leave[edge] then
fadeout_duration = self.ugraph.options["fadeout time"]
overlapping_out = false or allow_overlapping
end
if self.is_first[edge]
and (self.move_on_enter[edge.head]
or self.move_on_enter[edge.tail] )
then
appears = snapshot.timestamp - minimum_rest_time
end
if self.is_last[edge] and
(self.move_on_leave[edge.head]
or self.move_on_leave[edge.tail]
) then
disappears = snapshot.timestamp + minimum_rest_time
end
local fin = compute_fade_times(appears, fadein_duration, overlapping_in,false)
local fout = compute_fade_times(disappears,fadeout_duration,overlapping_out,true)
edge.animations = edge.animations or {}
if representative~=edge then
table.insert(edge.animations,{
attribute = "stage",
entries = { { t = 0, value = "false"}, },
options = {}})
end
-- Fade in:
if appears > -math.huge and (edge == representative or self.is_first[edge]) then
append_fade_animation(representative, 0, 1, fin.t_start, fin.t_end )
end
-- Fade out:
if disappears < math.huge and (self.is_last[edge] or self.last_rep[edge])then
append_fade_animation(representative, 1, 0, fout.t_start,fout.t_end )
end
end
end
function GraphAnimationCoordination:precomputeNodes()
local supergraph = self.supergraph
for _, supernode in ipairs(supergraph.vertices) do
local vis_nodes = {}
self.visible_objects[supernode] = vis_nodes
local any_previous_node = nil
local previous_representant = nil
local node_before = nil
for i, s in ipairs(supergraph.snapshots) do
local node = supergraph:getSnapshotVertex(supernode, s)
if node then
-- assume the node is the last node
self.is_last[node] = true
if node.options["modified"] then
-- modified
vis_nodes[s] = node
previous_representant = node
if any_previous_node then
self.last_rep[any_previous_node] = true
end
else
-- unmodified
previous_representant = previous_representant or node
vis_nodes[s] = previous_representant
end
any_previous_node = node
if node_before then
self.is_last[node_before] = false
self.previous_node[node] = node_before
self.next_node[node_before] = node
local do_move = (( node.pos.x ~= node_before.pos.x )
or (node.pos.y ~= node_before.pos.y))
self.move_on_enter[node] = do_move
self.move_on_leave[node_before] = do_move
else
self.is_first[node] = true
end
node_before = node
else
node_before = nil
end
end
end
end
function GraphAnimationCoordination:precomputeEdges()
-- 1. classify arcs (appearing, disappearing)
for _, arc in ipairs(self.digraph.arcs) do
local head = arc.head
local tail = arc.tail
if not ( self.is_first[head] or self.is_first[tail]) then
if not self.digraph:arc(self.previous_node[tail], self.previous_node[head]) then
-- new arc connects existing nodes
self.is_first[arc] = true
end
else
-- arc and at least one node is new.
self.is_first[arc] = true
end
if not ( self.is_last[head] or self.is_last[tail]) then
if not self.digraph:arc(self.next_node[tail],self.next_node[head]) then
-- arc disappears while nodes are still in the next snapshot
self.is_last[arc] = true
end
else
-- arc and at least one node disappears in the next snapshot
self.is_last[arc] = true
end
self.move_on_enter[arc] = self.move_on_enter[head] or self.move_on_enter[tail]
self.move_on_leave[arc] = self.move_on_leave[head] or self.move_on_leave[tail]
end
-- 2. precompute the unmodified edges
local supergraph = self.supergraph
for _, superarc in ipairs(supergraph.arcs) do
local vis_objects = {}
self.visible_objects[superarc] = vis_objects
local previous_arc
local previous_representant
for _, s in ipairs(supergraph.arc_snapshots[superarc]) do
local head = supergraph:getSnapshotVertex(superarc.head, s)
local tail = supergraph:getSnapshotVertex(superarc.tail, s)
-- use the digraph because the snapshot arc is not syncted
local arc = self.digraph:arc(tail, head)
local modified = false
local opt_array = arc:optionsArray('modified')
for i = 1,#opt_array.aligned do
modified = modified or opt_array[i]
end
if modified or
not eq_arc(arc, previous_arc) or self.is_first[arc] then
--modified
previous_representant = arc
vis_objects[s] = arc
if previous_arc then
self.last_rep[previous_arc] = true
end
else
-- unmodified
previous_representant = previous_representant or arc
vis_objects[s] = previous_representant
end
previous_arc = arc
end
end
end
-- Done
return GraphAnimationCoordination
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