def decodeG(V, E, S, G): VSet = dict() for pos, pS, pG in V: v = frame.vertex(pos) v.setPotential(pS, pG) VSet[pos] = v ESet = dict() for uPos, vPos, w in E: u = VSet[uPos] v = VSet[vPos] e = frame.edge(u, v) e.setWeight(w) u.addEdge(e) v.addEdgeR(e) ESet[(uPos, vPos)] = e if S is None: vertexS = None else: vertexS = VSet[S] if G is None: vertexG = None else: vertexG = VSet[G] return (VSet, ESet, vertexS, vertexG)
def randomG(): rows = random.randint(4, 16) cols = random.randint(4, 16) rowSize = 480 // rows colSize = 480 // cols safeMaxRowPos = rowSize - 8 safeMaxColPos = rowSize - 8 vertexList = [] for row in range(rows): vertexList.append([]) for col in range(cols): x = row * rowSize + random.randint(8, safeMaxRowPos) y = col * colSize + random.randint(8, safeMaxColPos) vertexList[row].append((x, y)) vS = vertexList[0][0] vG = vertexList[rows - 1][cols - 1] VSet = dict() for row in range(rows): for col in range(cols): pos = vertexList[row][col] v = frame.vertex(pos) v.setPotential(getDist(pos, vG), getDist(pos, vS)) VSet[pos] = v ESet = dict() for row in range(rows): for col in range(cols): uPos = vertexList[row][col] u = VSet[uPos] if row != rows - 1: vPos = vertexList[row + 1][col] v = VSet[vPos] e = frame.edge(u, v) e.setWeight(getDist(uPos, vPos)) u.addEdge(e) v.addEdgeR(e) ESet[(uPos, vPos)] = e if col != cols - 1: vPos = vertexList[row][col + 1] v = VSet[vPos] e = frame.edge(u, v) e.setWeight(getDist(uPos, vPos)) u.addEdge(e) v.addEdgeR(e) ESet[(uPos, vPos)] = e vertexS = VSet[vS] vertexG = VSet[vG] return (VSet, ESet, vertexS, vertexG)
def mouseReleaseEvent(self, event): #new elements if self.tool == 0 or self.tool == 1 or self.tool == 2 or self.tool == 3: if self.vertex: self.vertexPosX, self.vertexPosY = self.getPos(event) tPos = (self.vertexPosX, self.vertexPosY) pos = self.matchVertex(tPos) #DO NOT use tPos instead of pos if pos[0] is not None: self.valid = False else: tempVertex = frame.vertex(tPos) res = self.editVertex(tempVertex) if not res: self.valid = False else: self.valid = True self.main.BDASBtn.setEnabled(False) self.vertexSet[tPos] = tempVertex if self.tool == 2: self.vertexS = tempVertex elif self.tool == 3: self.vertexG = tempVertex elif self.edge: self.edgeGPosX, self.edgeGPosY = self.getPos(event) tUPos = (self.edgeSPosX, self.edgeSPosY) tVPos = (self.edgeGPosX, self.edgeGPosY) if self.valid: tVPos = self.matchVertex(tVPos) if tVPos[0] is not None: if tUPos != tVPos: tPos = (tUPos, tVPos) self.edgeGPosX, self.edgeGPosY = tVPos tempEdge = frame.edge(self.vertexSet[tUPos], self.vertexSet[tVPos]) res = self.editEdge(tempEdge) if not res: self.valid = False else: self.valid = True self.main.BDASBtn.setEnabled(False) self.edgeSet[tPos] = tempEdge self.vertexSet[tUPos].addEdge(tempEdge) self.vertexSet[tVPos].addEdgeR(tempEdge) else: self.valid = False else: self.valid = False #edit elementes elif self.tool == 4 or self.tool == 5: if self.vertex: self.vertexPosX, self.vertexPosY = self.getPos(event) tPos = (self.vertexPosX, self.vertexPosY) tPos = self.matchVertex(tPos) if tPos[0] is not None: if tPos != (self.vertexPPosX, self.vertexPPosY): self.valid = False else: self.vertexPosX, self.vertexPosY = tPos res = self.editVertex(self.vertexSet[tPos]) if not res: self.valid = False else: self.valid = True self.main.BDASBtn.setEnabled(False) else: self.valid = False elif self.edge: self.edgeGPosX, self.edgeGPosY = self.getPos(event) tUPos = (self.edgeSPosX, self.edgeSPosY) tVPos = (self.edgeGPosX, self.edgeGPosY) if self.valid: tVPos = self.matchVertex(tVPos) if tVPos[0] is not None: tPos = (tUPos, tVPos) if tPos in self.edgeSet: self.edgeGPosX, self.edgeGPosY = tVPos res = self.editEdge(self.edgeSet[(tUPos, tVPos)]) if not res: self.valid = False else: self.valid = True self.main.BDASBtn.setEnabled(False) else: self.valid = False else: self.valid = False #delete elements elif self.tool == 6 or self.tool == 7: if self.vertex: self.vertexPosX, self.vertexPosY = self.getPos(event) tPos = (self.vertexPosX, self.vertexPosY) tPos = self.matchVertex(tPos) if tPos[0] is not None: if tPos != (self.vertexPPosX, self.vertexPPosY): self.valid = False else: self.valid = True self.main.BDASBtn.setEnabled(False) self.vertexPosX, self.vertexPosY = tPos tempVertex = self.vertexSet.pop(tPos) self.deleteVertex(tempVertex) if tempVertex is self.vertexS: self.vertexS = None elif tempVertex is self.vertexG: self.vertexG = None else: self.valid = False elif self.edge: self.edgeGPosX, self.edgeGPosY = self.getPos(event) tUPos = (self.edgeSPosX, self.edgeSPosY) tVPos = (self.edgeGPosX, self.edgeGPosY) if self.valid: tVPos = self.matchVertex(tVPos) if tVPos[0] is not None: tPos = (tUPos, tVPos) if tPos in self.edgeSet: self.valid = True self.main.BDASBtn.setEnabled(False) self.edgeGPosX, self.edgeGPosY = tVPos tempEdge = self.edgeSet.pop(tPos) self.deleteEdge(tempEdge) else: self.valid = False else: self.valid = False self.update() return
if col != cols - 1: vPos = vertexList[row][col + 1] v = VSet[vPos] e = frame.edge(u, v) e.setWeight(getDist(uPos, vPos)) u.addEdge(e) v.addEdgeR(e) ESet[(uPos, vPos)] = e vertexS = VSet[vS] vertexG = VSet[vG] return (VSet, ESet, vertexS, vertexG) def getDist(u, v): a, b = u c, d = v return math.floor(pow(pow(a - c, 2) + pow(b - d, 2), 0.5)) if __name__ == '__main__': vertexSet = dict() edgeSet = dict() a = frame.vertex((1, 1)) b = frame.vertex((2.2)) vertexSet[(1, 1)] = a vertexSet[(2, 2)] = b e = frame.edge(a, b) edgeSet[((1, 1), (2, 2))] = e saveG((vertexSet, edgeSet), './', 'graph.pkl')