feat: add C++ ImGui functions for core UI and visualization

Funciones C++/ImGui para dashboards (grid, panel, docking, sidebar, tabs),
visualizaciones (candlestick, gauge, histogram, pie, sparkline, heatmap,
scatter, line, bar, surface3d, kpi, table), grafos (force layout, renderer,
viewport, spatial hash, types) y utilidades (time series buffer, tracy zones,
memory/fps overlay, plot theme).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-08 00:10:18 +02:00
parent af9ebd1e0a
commit 0bdf35a461
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#include "viz/graph_force_layout.h"
#include "viz/graph_types.h"
#include <cmath>
#include <cstdlib>
#include <algorithm>
// ---------------------------------------------------------------------------
// Quadtree for Barnes-Hut approximation
// ---------------------------------------------------------------------------
struct QuadNode {
float cx, cy; // center of mass
float mass; // total mass (node count in subtree)
float x0, y0; // bounding box min
float x1, y1; // bounding box max
int children[4]; // NW=0, NE=1, SW=2, SE=3 (-1 = empty)
int body; // node index if leaf (-1 if internal)
};
static constexpr int MAX_QUAD_NODES = 1 << 20; // supports graphs up to ~1M nodes
static QuadNode quad_pool[MAX_QUAD_NODES];
static int quad_count = 0;
static int quad_new(float x0, float y0, float x1, float y1) {
if (quad_count >= MAX_QUAD_NODES) return -1;
int idx = quad_count++;
QuadNode& q = quad_pool[idx];
q.cx = 0; q.cy = 0; q.mass = 0;
q.x0 = x0; q.y0 = y0; q.x1 = x1; q.y1 = y1;
q.children[0] = q.children[1] = q.children[2] = q.children[3] = -1;
q.body = -1;
return idx;
}
// Determine quadrant index for point (px,py) relative to cell midpoint.
// 0=NW, 1=NE, 2=SW, 3=SE
static int quad_child_idx(const QuadNode& q, float px, float py) {
float mx = (q.x0 + q.x1) * 0.5f;
float my = (q.y0 + q.y1) * 0.5f;
int xi = (px >= mx) ? 1 : 0;
int yi = (py >= my) ? 2 : 0;
return xi | yi;
}
// Subdivide cell qi into four children.
static void quad_subdivide(int qi) {
QuadNode& q = quad_pool[qi];
float mx = (q.x0 + q.x1) * 0.5f;
float my = (q.y0 + q.y1) * 0.5f;
// NW
quad_pool[qi].children[0] = quad_new(q.x0, q.y0, mx, my);
// NE
quad_pool[qi].children[1] = quad_new(mx, q.y0, q.x1, my);
// SW
quad_pool[qi].children[2] = quad_new(q.x0, my, mx, q.y1);
// SE
quad_pool[qi].children[3] = quad_new(mx, my, q.x1, q.y1);
}
// Insert body (node_idx at position nx,ny with mass nmass) into cell qi.
// Uses iterative descent to avoid stack overflow on deep trees.
static void quad_insert(int root, int node_idx, float nx, float ny, float nmass) {
int qi = root;
while (qi >= 0) {
QuadNode& q = quad_pool[qi];
// Update center of mass
float total = q.mass + nmass;
q.cx = (q.cx * q.mass + nx * nmass) / total;
q.cy = (q.cy * q.mass + ny * nmass) / total;
q.mass = total;
if (q.body == -1 && q.children[0] == -1) {
// Empty leaf: place body here
q.body = node_idx;
return;
}
if (q.body >= 0) {
// Leaf with existing body: subdivide, push existing body down
quad_subdivide(qi);
// Move old body into correct child (re-read q after subdivide since pool may shift)
QuadNode& qq = quad_pool[qi];
int old_body = qq.body;
float obx = /* we need positions */ 0, oby = 0;
// We store positions in the GraphData, pass via closure is not possible here.
// Instead we pass a pointer to positions alongside. We'll fix this by using
// a file-scope pointer set before each build.
(void)old_body; (void)obx; (void)oby;
// NOTE: positions accessed via file-scope g_nodes pointer below.
qq.body = -1;
}
int ci = quad_child_idx(quad_pool[qi], nx, ny);
qi = quad_pool[qi].children[ci];
}
}
// File-scope pointers set before each tree build (avoids passing them everywhere).
static const GraphNode* g_nodes = nullptr;
// Insert body knowing positions from g_nodes.
static void quad_insert_body(int qi, int node_idx) {
float nx = g_nodes[node_idx].x;
float ny = g_nodes[node_idx].y;
const float nmass = 1.0f;
while (qi >= 0) {
QuadNode& q = quad_pool[qi];
float total = q.mass + nmass;
q.cx = (q.cx * q.mass + nx * nmass) / total;
q.cy = (q.cy * q.mass + ny * nmass) / total;
q.mass = total;
if (q.body == -1 && q.children[0] == -1) {
// Empty leaf
q.body = node_idx;
return;
}
if (q.children[0] == -1) {
// Leaf occupied: subdivide and push existing body down
int old_body = q.body;
q.body = -1;
quad_subdivide(qi);
// Push old body into child
int old_ci = quad_child_idx(quad_pool[qi], g_nodes[old_body].x, g_nodes[old_body].y);
int old_child = quad_pool[qi].children[old_ci];
if (old_child >= 0) {
QuadNode& oc = quad_pool[old_child];
oc.cx = g_nodes[old_body].x;
oc.cy = g_nodes[old_body].y;
oc.mass = 1.0f;
oc.body = old_body;
}
}
int ci = quad_child_idx(quad_pool[qi], nx, ny);
qi = quad_pool[qi].children[ci];
}
}
// Compute Barnes-Hut repulsion force on node at (nx,ny) from subtree qi.
// Accumulates force into (fx, fy).
static void quad_force(int qi, float nx, float ny,
float theta, float repulsion, float min_dist,
float& fx, float& fy) {
// Iterative traversal using a small stack to avoid recursion depth issues.
static int stack[MAX_QUAD_NODES]; // reuse static stack
int top = 0;
stack[top++] = qi;
while (top > 0) {
int ci = stack[--top];
if (ci < 0) continue;
const QuadNode& q = quad_pool[ci];
if (q.mass == 0) continue;
float dx = q.cx - nx;
float dy = q.cy - ny;
float dist2 = dx * dx + dy * dy;
float dist = std::sqrt(dist2);
if (dist < min_dist) dist = min_dist;
// Cell size
float cell_size = q.x1 - q.x0;
// Use multipole approximation if far enough OR if leaf
bool is_leaf = (q.children[0] == -1);
if (is_leaf || (cell_size / dist) < theta) {
// Coulomb repulsion: F = repulsion * mass / dist^2
float force = repulsion * q.mass / (dist * dist);
fx -= force * dx / dist;
fy -= force * dy / dist;
} else {
// Push children
for (int k = 0; k < 4; ++k) {
if (q.children[k] >= 0)
stack[top++] = q.children[k];
}
}
}
}
// ---------------------------------------------------------------------------
// Public API
// ---------------------------------------------------------------------------
float graph_force_layout_step(GraphData& graph, const ForceLayoutConfig& config) {
if (graph.node_count <= 0) return 0.0f;
// Temporary force accumulators (stack-allocated for small graphs, static for large)
static float* fx_buf = nullptr;
static float* fy_buf = nullptr;
static int buf_cap = 0;
if (graph.node_count > buf_cap) {
delete[] fx_buf;
delete[] fy_buf;
buf_cap = graph.node_count + 64;
fx_buf = new float[buf_cap];
fy_buf = new float[buf_cap];
}
float total_energy = 0.0f;
for (int iter = 0; iter < config.iterations; ++iter) {
// Zero forces
for (int i = 0; i < graph.node_count; ++i) {
fx_buf[i] = 0.0f;
fy_buf[i] = 0.0f;
}
// ---- Build Barnes-Hut quadtree ----
// Compute bounding box of current positions
float bx0 = graph.nodes[0].x, bx1 = graph.nodes[0].x;
float by0 = graph.nodes[0].y, by1 = graph.nodes[0].y;
for (int i = 1; i < graph.node_count; ++i) {
float px = graph.nodes[i].x, py = graph.nodes[i].y;
if (px < bx0) bx0 = px; if (px > bx1) bx1 = px;
if (py < by0) by0 = py; if (py > by1) by1 = py;
}
// Add margin to avoid degeneracies
float margin = (bx1 - bx0 + by1 - by0) * 0.05f + 1.0f;
bx0 -= margin; bx1 += margin;
by0 -= margin; by1 += margin;
// Make it square
float side = std::max(bx1 - bx0, by1 - by0);
float cx = (bx0 + bx1) * 0.5f, cy = (by0 + by1) * 0.5f;
bx0 = cx - side * 0.5f; bx1 = cx + side * 0.5f;
by0 = cy - side * 0.5f; by1 = cy + side * 0.5f;
quad_count = 0;
g_nodes = graph.nodes;
int root = quad_new(bx0, by0, bx1, by1);
for (int i = 0; i < graph.node_count; ++i) {
quad_insert_body(root, i);
}
// ---- Repulsion via Barnes-Hut ----
for (int i = 0; i < graph.node_count; ++i) {
if (graph.nodes[i].pinned) continue;
quad_force(root,
graph.nodes[i].x, graph.nodes[i].y,
config.theta, config.repulsion, config.min_distance,
fx_buf[i], fy_buf[i]);
// Subtract self-interaction (the tree includes the node itself)
// Self-force: repulsion * 1 / min_dist^2, but direction is (0,0) -> skip
}
// ---- Attraction along edges (spring force) ----
for (int e = 0; e < graph.edge_count; ++e) {
const GraphEdge& edge = graph.edges[e];
int s = (int)edge.source;
int t = (int)edge.target;
if (s < 0 || s >= graph.node_count) continue;
if (t < 0 || t >= graph.node_count) continue;
float dx = graph.nodes[t].x - graph.nodes[s].x;
float dy = graph.nodes[t].y - graph.nodes[s].y;
float dist = std::sqrt(dx * dx + dy * dy);
if (dist < config.min_distance) dist = config.min_distance;
// F = k * dist * weight (Hooke: pulls toward equilibrium at 0)
float force = config.attraction * dist * edge.weight;
float fx_e = force * dx / dist;
float fy_e = force * dy / dist;
if (!graph.nodes[s].pinned) { fx_buf[s] += fx_e; fy_buf[s] += fy_e; }
if (!graph.nodes[t].pinned) { fx_buf[t] -= fx_e; fy_buf[t] -= fy_e; }
}
// ---- Gravity toward center (0,0) ----
if (config.gravity != 0.0f) {
for (int i = 0; i < graph.node_count; ++i) {
if (graph.nodes[i].pinned) continue;
fx_buf[i] -= config.gravity * graph.nodes[i].x;
fy_buf[i] -= config.gravity * graph.nodes[i].y;
}
}
// ---- Integrate: v = v * damping + F; pos += v ----
total_energy = 0.0f;
for (int i = 0; i < graph.node_count; ++i) {
GraphNode& n = graph.nodes[i];
if (n.pinned) continue;
n.vx = n.vx * config.damping + fx_buf[i];
n.vy = n.vy * config.damping + fy_buf[i];
// Clamp velocity
n.vx = std::max(-config.max_velocity, std::min(config.max_velocity, n.vx));
n.vy = std::max(-config.max_velocity, std::min(config.max_velocity, n.vy));
n.x += n.vx;
n.y += n.vy;
total_energy += n.vx * n.vx + n.vy * n.vy;
}
}
graph.update_bounds();
return total_energy;
}
void graph_force_layout_reset(GraphData& graph, float spread) {
for (int i = 0; i < graph.node_count; ++i) {
GraphNode& n = graph.nodes[i];
if (n.pinned) continue;
// rand() produces [0, RAND_MAX]; map to [-spread, spread]
n.x = spread * (2.0f * (float)rand() / (float)RAND_MAX - 1.0f);
n.y = spread * (2.0f * (float)rand() / (float)RAND_MAX - 1.0f);
n.vx = 0.0f;
n.vy = 0.0f;
}
graph.update_bounds();
}
void graph_layout_circular(GraphData& graph, float radius) {
if (graph.node_count <= 0) return;
const float two_pi = 6.28318530718f;
for (int i = 0; i < graph.node_count; ++i) {
GraphNode& n = graph.nodes[i];
if (n.pinned) continue;
float angle = two_pi * (float)i / (float)graph.node_count;
n.x = radius * std::cos(angle);
n.y = radius * std::sin(angle);
n.vx = 0.0f;
n.vy = 0.0f;
}
graph.update_bounds();
}
void graph_layout_grid(GraphData& graph, float spacing) {
if (graph.node_count <= 0) return;
int cols = (int)std::ceil(std::sqrt((float)graph.node_count));
int rows = (graph.node_count + cols - 1) / cols;
float ox = -0.5f * (cols - 1) * spacing;
float oy = -0.5f * (rows - 1) * spacing;
for (int i = 0; i < graph.node_count; ++i) {
GraphNode& n = graph.nodes[i];
if (n.pinned) continue;
int col = i % cols;
int row = i / cols;
n.x = ox + col * spacing;
n.y = oy + row * spacing;
n.vx = 0.0f;
n.vy = 0.0f;
}
graph.update_bounds();
}