Files
fn_registry/cpp/functions/viz/graph_force_layout.cpp
T
egutierrez c29428a187 feat(viz): graph_types modelo extendido + EntityType/RelationType + flags (issue 0049e)
Extiende el modelo agnostico de graph_types.h para soportar shapes/iconos/
filtros/labels/streaming sin acoplar a backend. Migra el unico consumer
(demos_graph) en el mismo cambio.

- GraphNode v2: type_id + shape_override/color_override/size_override +
  flags (NF_PINNED/VISIBLE/SELECTED/HOVERED) + label_idx + user_data.
- GraphEdge v2: type_id + style_override + flags (EF_DIRECTED/VISIBLE).
- EntityType / RelationType: tablas en GraphData (types, rel_types).
- Helpers de resolucion (resolve_node_color/shape/size, resolve_edge_*)
  y constructores ergonomicos (graph_node, graph_edge, entity_type,
  relation_type) — sentinel-based para herencia automatica del tipo.
- graph_renderer v1.4: lee NF_VISIBLE / EF_VISIBLE, resuelve apariencia
  via override → EntityType → fallback indexado por type_id. Skipea
  aristas con endpoints invisibles. Shapes siguen pintandose como
  circulo (0049f cableara el dispatch real).
- graph_force_layout v1.2: pinned ahora vive en flags & NF_PINNED.
- graph_viewport v1.1: hover/seleccion publican NF_HOVERED/SELECTED en
  el grafo (clear-then-set). Drag usa NF_PINNED. Tooltip muestra Type/
  user_data en lugar de community/value/label.
- demos_graph: 8 EntityType (paleta antigua) + 1 RelationType. type_id
  por cluster. user_data = indice numerico del nodo. Apariencia visual
  identica al pre-cambio.
- test_graph_types.cpp: 12 casos cubriendo helpers, defaults, bitmask
  manipulation y resoluciones override-vs-EntityType. test_graph_edge_
  static actualizado al nuevo modelo (ya no tiene .color directo).
- 4 .md de tipos nuevos (graph_node, graph_edge, entity_type,
  relation_type) + GraphData v2.0 actualizado.

Tests: 31/31 ctest verdes (incluye test_visual golden).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:44:40 +02:00

383 lines
14 KiB
C++

#include "viz/graph_force_layout.h"
#include "viz/graph_types.h"
#include <cmath>
#include <cstdlib>
#include <algorithm>
#include <vector>
// ---------------------------------------------------------------------------
// 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)
};
// Pool dinamico — antes era un array static QuadNode[1<<20] (~48MB siempre
// reservados, tope rigido en ~250k nodos por la fan-out del subdivide).
// Ahora se redimensiona UNA VEZ al inicio de cada step segun el N del grafo
// (5*N + 1024 celdas como cota holgada para subdivisiones). Despues de eso
// quad_new solo incrementa quad_count, asi que las referencias QuadNode& que
// se mantienen vivas durante la construccion del arbol son seguras.
static std::vector<QuadNode> quad_pool;
static int quad_count = 0;
static int quad_new(float x0, float y0, float x1, float y1) {
if (quad_count >= (int)quad_pool.size()) return -1; // pool agotado
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;
}
// Garantiza que el pool tenga al menos `need` celdas disponibles. Llamar
// ANTES de empezar a construir el arbol para evitar invalidar referencias
// QuadNode& durante quad_subdivide / quad_insert_body.
static void quad_pool_reserve(size_t need) {
if (quad_pool.size() < need) quad_pool.resize(need);
}
// 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) {
// Stack en pila de la funcion: thread-safe (la version anterior con
// `static` se rompia bajo OpenMP). La profundidad de un quadtree con N
// bodies acotada por log4(N) ~= 10 niveles para N <= 1M, asi que 256
// entradas son holgadas para todos los pushes simultaneos.
int stack[256];
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
#pragma omp parallel for if(graph.node_count >= 1024) schedule(static)
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;
// Reserva el pool antes de construir: 5*N + 1024 es cota holgada
// para quadtrees de 2D (worst case ~4N celdas internas+hojas).
quad_pool_reserve((size_t)graph.node_count * 5 + 1024);
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 ----
// Cada iteracion lee del quadtree (read-only) y escribe en su propio
// slot de fx_buf/fy_buf — embarrassingly parallel. quad_force usa
// stack local en pila, asi que es thread-safe.
#pragma omp parallel for if(graph.node_count >= 1024) schedule(dynamic, 256)
for (int i = 0; i < graph.node_count; ++i) {
if (graph.nodes[i].flags & NF_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]);
}
// ---- 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].flags & NF_PINNED)) { fx_buf[s] += fx_e; fy_buf[s] += fy_e; }
if (!(graph.nodes[t].flags & NF_PINNED)) { fx_buf[t] -= fx_e; fy_buf[t] -= fy_e; }
}
// ---- Gravity toward center (0,0) ----
if (config.gravity != 0.0f) {
#pragma omp parallel for if(graph.node_count >= 1024) schedule(static)
for (int i = 0; i < graph.node_count; ++i) {
if (graph.nodes[i].flags & NF_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;
#pragma omp parallel for if(graph.node_count >= 1024) schedule(static) reduction(+:total_energy)
for (int i = 0; i < graph.node_count; ++i) {
GraphNode& n = graph.nodes[i];
if (n.flags & NF_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.flags & NF_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.flags & NF_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();
}
bool graph_force_layout_should_pause(int consecutive_low_frames, int min_consecutive) {
if (min_consecutive <= 0) return true;
return consecutive_low_frames >= min_consecutive;
}
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.flags & NF_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();
}