0e6a013937
Tres mejoras de UX/escala en el demo de grafos:
1. **Wheel zoom dentro del canvas no scrollea la pagina**
En graph_viewport.cpp tras procesar MouseWheel para zoom hacemos
io.MouseWheel = 0 — consume el evento para que el BeginChild padre
(la galeria) no scrollee a la vez que el grafo se acerca. Antes
sentia "doble accion" al rodar la rueda sobre el canvas.
2. **graph_force_layout: pool dinamico (soporta 1M nodos)**
El array static QuadNode[1<<20] (~48MB siempre reservados, tope
rigido en ~250k nodos por la fan-out) se reemplaza por
std::vector<QuadNode>. graph_force_layout_step llama a
quad_pool_reserve(5*N + 1024) ANTES de construir el arbol — asi las
referencias QuadNode& que mantenemos vivas durante quad_subdivide
no se invalidan por reallocaciones a mitad del build (resize solo
ocurre en el reserve inicial). Memoria escala lineal con N: 1M
nodos ≈ 240MB de pool, una vez por programa.
3. **Demo de grafo: sliders extendidos + cluster_r escala con sqrt(N)**
- "Nodes" pasa de 100..20k a 100..1M con escala logaritmica
(ImGuiSliderFlags_Logarithmic) para que el rango medio sea util.
- Nuevos sliders "Edges/node" (1..10) e "Inter %" (0..30%) — antes
hardcoded a 3 y 5%.
- cluster_radius y scatter ahora escalan con sqrt(N): a 1k nodos
~370 px de radio, a 1M ~12000 px. Antes era constante a 200/40
y los nodos quedaban empaquetados al subir N — visualmente "sin
limite cuadrado", esparcidos sobre un area proporcional al grafo.
- Golden de graph_viewport regenerado por la nueva fila de sliders.
Notas:
- A 1M nodos sin GPU compute esta limitado por el upload de aristas
(vertex pulling con TBO llega en 0049d). Render mantenible hasta
~200-300k.
- En Linux/Windows ambos builds limpios. 27/27 tests verde.
242 lines
9.5 KiB
C++
242 lines
9.5 KiB
C++
#include "demos.h"
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#include "demo.h"
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#include "viz/graph_types.h"
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#include "viz/graph_viewport.h"
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#include "viz/graph_force_layout.h"
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#include "core/button.h"
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#include "core/tokens.h"
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#include <imgui.h>
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#include <cmath>
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#include <cstdio>
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#include <vector>
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namespace gallery {
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// Genera un grafo sintetico con N nodos en K clusters. Cada nodo tiene
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// `edges_per_node` aristas intra-cluster + un pct% global inter-cluster.
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// Cluster radio escala con sqrt(N) para que la "nube" no sea siempre el
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// mismo cuadrado de 200 px — a 1M nodos crece a ~6 km de radio en graph
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// space y los nodos pueden esparcirse libremente sin caja artificial.
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static void generate_synthetic_graph(int N, int K,
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int edges_per_node, int inter_pct,
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std::vector<GraphNode>& nodes_out,
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std::vector<GraphEdge>& edges_out) {
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nodes_out.clear();
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edges_out.clear();
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nodes_out.reserve(N);
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edges_out.reserve((size_t)N * (size_t)edges_per_node + (size_t)N * (size_t)inter_pct / 100u);
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unsigned seed = 0x1234abcd;
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auto rnd = [&]() {
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seed = seed * 1664525u + 1013904223u;
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return static_cast<float>((seed >> 8) & 0xffffff) / 16777216.0f;
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};
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// Paleta por cluster (ABGR)
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const uint32_t palette[] = {
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0xff5b8def, 0xff58ca8c, 0xfff5973e, 0xffd95150,
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0xffb87fe0, 0xff5fcdcc, 0xfff2cd52, 0xff99d161,
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};
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const int palette_n = sizeof(palette) / sizeof(palette[0]);
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// Cluster radius y scatter escalan con sqrt(N) para que los nodos no
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// queden empaquetados al subir el slider. A 1M nodes el espacio inicial
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// es ~12k px de lado en lugar de los 280 px hardcoded de antes.
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const float scale = std::sqrt(static_cast<float>(std::max(N, 1)));
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const float cluster_r = 12.0f * scale;
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const float scatter = 4.0f * scale;
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std::vector<float> cluster_cx(K), cluster_cy(K);
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for (int k = 0; k < K; k++) {
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float angle = 2.0f * 3.14159f * k / K;
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cluster_cx[k] = std::cos(angle) * cluster_r;
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cluster_cy[k] = std::sin(angle) * cluster_r;
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}
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for (int i = 0; i < N; i++) {
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int k = i % K;
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GraphNode n = graph_node(static_cast<uint32_t>(i),
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cluster_cx[k] + (rnd() - 0.5f) * scatter,
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cluster_cy[k] + (rnd() - 0.5f) * scatter);
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n.size = 3.0f + rnd() * 2.0f;
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n.color = palette[k % palette_n];
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n.community = static_cast<uint32_t>(k);
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nodes_out.push_back(n);
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}
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auto add_edge = [&](uint32_t a, uint32_t b, float w) {
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if (a == b) return;
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edges_out.push_back(graph_edge(a, b, w));
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};
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int per_cluster = N / K;
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for (int k = 0; k < K; k++) {
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int base = k * per_cluster;
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int end = (k == K - 1) ? N : (base + per_cluster);
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int size = end - base;
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if (size < 2) continue;
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for (int i = base; i < end; i++) {
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for (int e = 0; e < edges_per_node; e++) {
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int j = base + static_cast<int>(rnd() * size);
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add_edge(static_cast<uint32_t>(i),
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static_cast<uint32_t>(j), 1.0f);
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}
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}
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}
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// Inter-cluster: pct% del total de nodos
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long long inter = (long long)N * (long long)inter_pct / 100LL;
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for (long long e = 0; e < inter; e++) {
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uint32_t a = static_cast<uint32_t>(rnd() * N);
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uint32_t b = static_cast<uint32_t>(rnd() * N);
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add_edge(a, b, 0.3f);
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}
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}
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void demo_graph() {
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demo_header("graph_viewport", "v1.0.0",
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"Pipeline completo de visualizacion de grafos: graph_renderer (instanced GPU) "
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"+ graph_force_layout (Barnes-Hut) + graph_spatial_hash (hit-testing). "
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"Render a FBO mostrado via ImGui::Image — escala a decenas de miles de nodos.");
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static int s_n_nodes = 1000;
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static int s_n_clusters = 6;
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static int s_edges_per_n = 3; // aristas intra-cluster por nodo
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static int s_inter_pct = 5; // % de nodos para edges inter-cluster
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static float s_repulsion = 3500.0f; // fuerza de dispersion entre nodos
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static float s_attraction = 0.02f; // muelle entre nodos conectados
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static float s_gravity = 0.001f; // tiron hacia el centro
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static std::vector<GraphNode> s_nodes;
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static std::vector<GraphEdge> s_edges;
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static GraphData s_graph{};
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static GraphViewportState s_state;
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static bool s_initialized = false;
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static bool s_needs_regen = true;
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if (s_needs_regen) {
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generate_synthetic_graph(s_n_nodes, s_n_clusters,
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s_edges_per_n, s_inter_pct,
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s_nodes, s_edges);
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s_graph.nodes = s_nodes.data();
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s_graph.node_count = static_cast<int>(s_nodes.size());
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s_graph.edges = s_edges.data();
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s_graph.edge_count = static_cast<int>(s_edges.size());
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s_graph.update_bounds();
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s_state.layout_running = true;
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s_state.layout_energy = 0.0f;
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s_needs_regen = false;
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s_initialized = true;
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}
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section("Controls");
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{
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using namespace fn_ui;
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ImGui::PushItemWidth(180);
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// Slider Nodes con escala logaritmica para que sea util tanto a 100
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// como a 1M sin tener que arrastrar 10000px.
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ImGui::SliderInt("Nodes", &s_n_nodes, 100, 1000000, "%d",
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ImGuiSliderFlags_Logarithmic);
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ImGui::SameLine();
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ImGui::SliderInt("Clusters", &s_n_clusters, 2, 16);
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ImGui::SliderInt("Edges/node", &s_edges_per_n, 1, 10);
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ImGui::SameLine();
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ImGui::SliderInt("Inter %", &s_inter_pct, 0, 30, "%d%%");
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ImGui::SliderFloat("Repulsion", &s_repulsion, 100.0f, 20000.0f, "%.0f");
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ImGui::SameLine();
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ImGui::SliderFloat("Attraction", &s_attraction, 0.001f, 0.5f, "%.3f");
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ImGui::SameLine();
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ImGui::SliderFloat("Gravity", &s_gravity, 0.0f, 0.05f, "%.4f");
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ImGui::PopItemWidth();
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if (button("Regenerate", ButtonVariant::Primary)) s_needs_regen = true;
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ImGui::SameLine();
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if (button(s_state.layout_running ? "Pause layout" : "Resume layout",
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ButtonVariant::Secondary)) {
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s_state.layout_running = !s_state.layout_running;
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}
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ImGui::SameLine();
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if (button("Fit view", ButtonVariant::Subtle)) {
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graph_viewport_fit(s_graph, s_state);
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}
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}
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section("Stats");
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{
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// Una sola linea fija — sin secciones condicionales que cambien la
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// altura del panel (eso provocaba que el viewport saltara al hacer
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// hover/select).
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char hover_buf[32];
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char sel_buf[32];
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if (s_state.hovered_node >= 0) {
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std::snprintf(hover_buf, sizeof(hover_buf), "#%d c%u",
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s_state.hovered_node,
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s_nodes[s_state.hovered_node].community);
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} else {
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std::snprintf(hover_buf, sizeof(hover_buf), "-");
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}
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if (s_state.selected_node >= 0) {
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std::snprintf(sel_buf, sizeof(sel_buf), "#%d", s_state.selected_node);
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} else {
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std::snprintf(sel_buf, sizeof(sel_buf), "-");
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}
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ImGui::PushStyleColor(ImGuiCol_Text, fn_tokens::colors::text_muted);
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ImGui::Text("nodes=%d edges=%d energy=%.2f fps=%.0f | hover=%s sel=%s",
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s_graph.node_count, s_graph.edge_count,
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s_state.layout_energy, ImGui::GetIO().Framerate,
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hover_buf, sel_buf);
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ImGui::PopStyleColor();
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}
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section("Viewport (drag = pan, wheel = zoom, click = select)");
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if (s_initialized) {
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// Avanzamos 1 paso de force layout cada frame mientras layout_running.
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// Auto-pause: si la energia por nodo cae bajo el umbral durante N
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// frames consecutivos, paramos la simulacion automaticamente — el
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// grafo ya esta estable. El usuario lo retoma con "Resume layout"
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// o "Regenerate".
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static int s_low_energy_frames = 0;
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const int k_pause_after_frames = 30;
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const float k_pause_per_node = 0.001f; // umbral de energia/nodo
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if (s_state.layout_running) {
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ForceLayoutConfig cfg;
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cfg.repulsion = s_repulsion;
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cfg.attraction = s_attraction;
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cfg.gravity = s_gravity;
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cfg.iterations = 1;
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s_state.layout_energy = graph_force_layout_step(s_graph, cfg);
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const float per_node = s_graph.node_count > 0
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? s_state.layout_energy / (float)s_graph.node_count
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: 0.0f;
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if (per_node < k_pause_per_node) {
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if (++s_low_energy_frames >= k_pause_after_frames) {
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s_state.layout_running = false;
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s_low_energy_frames = 0;
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}
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} else {
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s_low_energy_frames = 0;
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}
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} else {
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s_low_energy_frames = 0;
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}
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graph_viewport("##graph_demo", s_graph, s_state, ImVec2(0, 460));
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}
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code_block(
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"static GraphData graph;\n"
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"static GraphViewportState state;\n"
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"// ... rellenar graph.nodes / graph.edges ...\n"
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"graph.update_bounds();\n"
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"\n"
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"// Por frame:\n"
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"if (state.layout_running) {\n"
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" ForceLayoutConfig cfg;\n"
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" cfg.repulsion = 3500; cfg.gravity = 0.001f;\n"
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" graph_force_layout_step(graph, cfg);\n"
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"}\n"
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"graph_viewport(\"##g\", graph, state, ImVec2(0, 460));"
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);
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}
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} // namespace gallery
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