Я работал над этим некоторое время назад и выкопал мою старую реализацию в javascript.
Предполагается, что все узлы имеют одинаковую ширину, но это будет хорошо обобщено на случай, когда каждый узел содержит свою собственную ширину.Просто найдите node_size
ссылки и обобщите соответственно.
Ниже приведен полный HTML-файл со встроенным JavaScript.Обновление браузера создает новое случайное дерево и рисует его.Но вы можете игнорировать мои процедуры рисования, которые используют старые CSS-трюки для рендеринга блоков и линий.Координаты хранятся в узлах дерева.
Вот пример выходных данных.Это показывает единственную существенную слабость.Это "осталось жадным".Если поддерево с корнем в 60 может скользить влево и вправо, оно всегда будет как можно левее.Хак специального назначения решает эту проблему для листьев между не листьями одного и того же родителя, например, 73. Общее решение сложнее.
<html>
<head>
<style>
.node {
position: absolute;
background-color: #0000cc;
color: #ffffff;
font-size: 12px;
font-family: sans-serif;
text-align: center;
vertical-align: middle;
border: 1px solid #000088;
}
.dot {
position: absolute;
background-color: black;
width: 1px;
height: 1px;
overflow:hidden;
}
</style>
<script>
var node_size = 18
var horizontal_gap = 16
var vertical_gap = 32
// Draw a graph node.
function node(lbl, x, y, sz) {
if (!sz) sz = node_size
var h = sz / 2
document.write('<div class="node" style="left:' + (x - h) + 'px;top:' + (y - h) +
'px;width:' + sz + 'px;height:' + sz + 'px;line-height:' + sz +
'px;">' + lbl + '</div>')
}
// Draw a 1-pixel black dot.
function dot(x, y) {
document.write('<div class="dot" style="left:' + x + 'px;top:' + y + 'px;"></div>')
}
// Draw a line between two points. Slow but sure...
function arc(x0, y0, x1, y1) {
var dx = x1 - x0
var dy = y1 - y0
var x = x0
var y = y0
if (abs(dx) > abs(dy)) {
var yinc = dy / dx
if (dx < 0)
while (x >= x1) { dot(x, y); --x; y -= yinc }
else
while (x <= x1) { dot(x, y); ++x; y += yinc }
}
else {
var xinc = dx / dy
if (dy < 0)
while (y >= y1) { dot(x, y); --y; x -= xinc }
else
while (y <= y1) { dot(x, y); ++y; x += xinc }
}
}
// Tree node.
function Tree(lbl, children) {
this.lbl = lbl
this.children = children ? children : []
// This will be filled with the x-offset of this node wrt its parent.
this.offset = 0
// Optional coordinates that can be written by place(x, y)
this.x = 0
this.y = 0
}
Tree.prototype.is_leaf = function() { return this.children.length == 0 }
// Label the tree with given root (x,y) coordinates using the offset
// information created by extent().
Tree.prototype.place = function(x, y) {
var n_children = this.children.length
var y_children = y + vertical_gap + node_size
for (var i = 0; i < n_children; i++) {
var child = this.children[i]
child.place(x + child.offset, y_children)
}
this.x = x
this.y = y
}
// Draw the tree after it has been labeled w ith extent() and place().
Tree.prototype.draw = function () {
var n_children = this.children.length
for (var i = 0; i < n_children; i++) {
var child = this.children[i]
arc(this.x, this.y + 0.5 * node_size + 2, child.x, child.y - 0.5 * node_size)
child.draw()
}
node(this.lbl, this.x, this.y)
}
// Recursively assign offsets to subtrees and return an extent
// that gives the shape of this tree.
//
// An extent is an array of left-right x-coordinate ranges,
// one element per tree level. The root of the tree is at
// the origin of its coordinate system.
//
// We merge successive extents by finding the minimum shift
// to the right that will cause the extent being merged to
// not overlap any of the previous ones.
Tree.prototype.extent = function() {
var n_children = this.children.length
// Get the extents of the children
var child_extents = []
for (var i = 0; i < n_children; i++)
child_extents.push(this.children[i].extent())
// Compute a minimum non-overlapping x-offset for each extent
var rightmost = []
var offset = 0
for (i = 0; i < n_children; i++) {
var ext = child_extents[i]
// Find the necessary offset.
offset = 0
for (var j = 0; j < min(ext.length, rightmost.length); j++)
offset = max(offset, rightmost[j] - ext[j][0] + horizontal_gap)
// Update rightmost
for (var j = 0; j < ext.length; j++)
if (j < rightmost.length)
rightmost[j] = offset + ext[j][1]
else
rightmost.push(offset + ext[j][1])
this.children[i].offset = offset
}
rightmost = null // Gc, come get it.
// Center leaves between non-leaf siblings with a tiny state machine.
// This is optional, but eliminates a minor leftward skew in appearance.
var state = 0
var i0 = 0
for (i = 0; i < n_children; i++) {
if (state == 0) {
state = this.children[i].is_leaf() ? 3 : 1
} else if (state == 1) {
if (this.children[i].is_leaf()) {
state = 2
i0 = i - 1 // Found leaf after non-leaf. Remember the non-leaf.
}
} else if (state == 2) {
if (!this.children[i].is_leaf()) {
state = 1 // Found matching non-leaf. Reposition the leaves between.
var dofs = (this.children[i].offset - this.children[i0].offset) / (i - i0)
offset = this.children[i0].offset
for (j = i0 + 1; j < i; j++)
this.children[j].offset = (offset += dofs)
}
} else {
if (!this.children[i].is_leaf()) state = 1
}
}
// Adjust to center the root on its children
for (i = 0; i < n_children; i++)
this.children[i].offset -= 0.5 * offset
// Merge the offset extents of the children into one for this tree
var rtn = [ [-0.5 * node_size, 0.5 * node_size] ]
// Keep track of subtrees currently on left and right edges.
var lft = 0
var rgt = n_children - 1
i = 0
for (i = 0; lft <= rgt; i++) {
while (lft <= rgt && i >= child_extents[lft].length) ++lft
while (lft <= rgt && i >= child_extents[rgt].length) --rgt
if (lft > rgt) break
var x0 = child_extents[lft][i][0] + this.children[lft].offset
var x1 = child_extents[rgt][i][1] + this.children[rgt].offset
rtn.push([x0, x1])
}
return rtn
}
// Return what the bounding box for the tree would be if it were drawn at (0,0).
// To place it at the upper left corner of a div, draw at (-bb[0], -bb[1])
// The box is given as [x_left, y_top, width, height]
function bounding_box(extent) {
var x0 = extent[0][0]
var x1 = extent[0][1]
for (var i = 1; i < extent.length; i++) {
x0 = min(x0, extent[i][0])
x1 = max(x1, extent[i][1])
}
return [x0, -0.5 * node_size, x1 - x0, (node_size + vertical_gap) * extent.length - vertical_gap ]
}
function min(x, y) { return x < y ? x : y }
function max(x, y) { return x > y ? x : y }
function abs(x) { return x < 0 ? -x : x }
// Generate a random tree with given depth and minimum number of children of the root.
// The min_children field is optional. Use e.g. 2 to avoid trivial trees.
var node_label = 0
function random_tree(depth, min_children) {
var n_children = depth <= 1 || Math.random() < 0.5 ? 0 : Math.round(Math.random() * 4)
if (min_children) n_children = max(n_children, min_children)
var children = []
for (var i = 0; i < n_children; i++)
children.push(random_tree(depth - 1, min_children - 1))
return new Tree('' + node_label++, children)
}
</script>
</head>
<body>
<div style="width:1000px;height:800px">
<script>
// Generate a random tree.
tree = random_tree(10, 2)
// Label it with node offsets and get its extent.
e = tree.extent()
// Retrieve a bounding box [x,y,width,height] from the extent.
bb = bounding_box(e)
// Label each node with its (x,y) coordinate placing root at given location.
tree.place(-bb[0] + horizontal_gap, -bb[1] + horizontal_gap)
// Draw using the labels.
tree.draw()
</script>
</div>
</body>
</html>