Author: tomithy
Date: 2010-08-10 21:12:37 -0700 (Tue, 10 Aug 2010)
New Revision: 21329

Modified:
   cytoscapeweb/branches/gsoc2010/gbeb/src/gbeb/util/GeometryUtil.as
Log:
-Version 0.9 
Cleaned up codes.

Modified: cytoscapeweb/branches/gsoc2010/gbeb/src/gbeb/util/GeometryUtil.as
===================================================================
--- cytoscapeweb/branches/gsoc2010/gbeb/src/gbeb/util/GeometryUtil.as   
2010-08-11 03:48:31 UTC (rev 21328)
+++ cytoscapeweb/branches/gsoc2010/gbeb/src/gbeb/util/GeometryUtil.as   
2010-08-11 04:12:37 UTC (rev 21329)
@@ -64,7 +64,6 @@
                 * point if the lines intersect and null otherwise. Checks for 
intersection of Segment if as_seg is true.
                 * 
                 * Source: 
http://keith-hair.net/blog/2008/08/04/find-intersection-point-of-two-lines-in-as3
-                * 
                 */
 
                public static function 
lineIntersectLine(A:Point,B:Point,E:Point,F:Point,as_seg:Boolean=true):Point {
@@ -91,11 +90,8 @@
                        ip.x=(b1*c2 - b2*c1)/denom;
                        ip.y=(a2*c1 - a1*c2)/denom;
                        
-                       //---------------------------------------------------
-                       //Do checks to see if intersection to endpoints
-                       //distance is longer than actual Segments.
-                       //Return null if it is with any.
-                       //---------------------------------------------------
+                       // Do checks to see if intersection to endpoints 
distance is longer than actual Segments. 
+                       // Return null if it is with any.
                        if(as_seg){
                                if(Math.pow(ip.x - B.x, 2) + Math.pow(ip.y - 
B.y, 2) > Math.pow(A.x - B.x, 2) + Math.pow(A.y - B.y, 2))
                                {
@@ -131,7 +127,6 @@
                }
        
                
-               
                /**
                 * This function derives the position of the anchor point based 
of the location of the control point
                 * for a normal qradratic Bezier curve. 
@@ -147,7 +142,6 @@
                }
 
        
-               
                /**
                 * This function uses accepts and array of 2D points and return 
the geometric center of all the points
                 */
@@ -190,12 +184,12 @@
                        }
                        
                        var clusters:Array = [];
-                       var centroids:Array = []; //stores the centroid of each 
cluster
-                       var prevCentroids:Array = []; //stores the array of 
previous Centroids for comparison
+                       var centroids:Array = []; // Stores the centroid of 
each cluster
+                       var prevCentroids:Array = []; // Stores the array of 
previous Centroids for comparison
                        var numClusters:int = Math.ceil( Math.pow( 
(points.length / 2), 0.5 ));
                        const bundlingDist:int = 50; 
                        
-                       //clustering does not perform well with points <= 2, so 
a mannual fix is necessary
+                       // Clustering does not perform well with points <= 2, 
so a mannual fix is necessary
                        if(points.length == 1) 
                        {
                                clusters.push(points);
@@ -219,9 +213,12 @@
                                centroids.push(new Point( points[i].x, 
points[i].y));
                        }
                        
-                       //The algorithm will loop between assigning the points 
to the clusters that the points are nearest to 
-                       //and recalculating the centroids for each clusters 
after all the points are assigned until the centroids 
-                       //does not shift any more. 
+                       
+                       // ========[ PRIVATE METHODS 
]==============================================================
+                       
+                       // The algorithm will loop between assigning the points 
to the clusters that the points are nearest to 
+                       // and recalculating the centroids for each clusters 
after all the points are assigned until the centroids 
+                       // does not shift any more. 
                        do {    
                                prevCentroids = copyCentroids(centroids);
                                assignPointsToClusters(points, centroids, 
clusters);
@@ -269,8 +266,8 @@
                        }
                }
                
-               //This function creates a copy of the centroids for evaluating 
if there are any more changes to the 
-               //positions of centroids
+               // This function creates a copy of the centroids for evaluating 
if there are any more changes to the 
+               // positions of centroids
                private static function copyCentroids(centroids:Array):Array
                {
                        var prevCentroids:Array = new Array();          
@@ -281,7 +278,7 @@
                        return prevCentroids;
                }
 
-               //This fucntion returns the index of the cluster that the point 
is closest to.
+               // This fucntion returns the index of the cluster that the 
point is closest to.
                private static function getMinDisIndex(distances:Array):int
                {
                        var minDis:Number = Number.MAX_VALUE;
@@ -298,8 +295,8 @@
                        return minDisIndex;
                }
                
-               //This function calculates the x and y pos of each anchor point 
of quadratic bezier curve in order for the curve
-               //to pass through the input (x,y)
+               // This function calculates the x and y pos of each anchor 
point of quadratic bezier curve in order for the curve
+               // to pass through the input (x,y)
                private static function deriveTerm(p0:Number, bt:Number, 
p2:Number, t:Number):Number
                {
                        var negT:Number = 1 - t;

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