Radial tree + Forces

This commit is contained in:
Oxy8
2026-02-10 16:18:24 -03:00
parent d6d37d93d5
commit 022da71e6a
13 changed files with 200973 additions and 94 deletions

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scripts/compute_layout.ts Normal file
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#!/usr/bin/env npx tsx
/**
* Tree-Aware Force Layout
*
* Generates a random tree (via generate_tree), computes a radial tree layout,
* then applies gentle force refinement and writes node_positions.csv.
*
* Usage: npm run layout
*/
import { writeFileSync } from "fs";
import { join, dirname } from "path";
import { fileURLToPath } from "url";
import { generateTree } from "./generate_tree.js";
const __dirname = dirname(fileURLToPath(import.meta.url));
const PUBLIC_DIR = join(__dirname, "..", "public");
// ══════════════════════════════════════════════════════════
// Configuration
// ══════════════════════════════════════════════════════════
const ENABLE_FORCE_SIM = true; // Set to false to skip force simulation
const ITERATIONS = 100; // Force iterations (gentle)
const REPULSION_K = 80; // Repulsion strength (1% of original 8000)
const EDGE_LENGTH = 120; // Desired edge rest length
const ATTRACTION_K = 0.0002; // Spring stiffness for edges (1% of original 0.02)
const THETA = 0.7; // Barnes-Hut accuracy
const INITIAL_MAX_DISP = 15; // Starting max displacement
const COOLING = 0.998; // Very slow cooling per iteration
const MIN_DIST = 0.5;
const PRINT_EVERY = 10; // Print progress every N iterations
// Scale radius so the tree is nicely spread
const RADIUS_PER_DEPTH = EDGE_LENGTH * 1.2;
// ── Special nodes with longer parent-edges ──
// Add vertex IDs here to give them longer edges to their parent.
// These nodes (and all their descendants) will be pushed further out.
const LONG_EDGE_NODES = new Set<number>([
// e.g. 42, 99, 150
]);
const LONG_EDGE_MULTIPLIER = 3.0; // How many times longer than normal
// ══════════════════════════════════════════════════════════
// Generate tree (in-memory)
// ══════════════════════════════════════════════════════════
const { root, nodeCount: N, childrenOf, parentOf } = generateTree();
const nodeIds: number[] = [];
for (let i = 0; i < N; i++) nodeIds.push(i);
// Dense index mapping (identity since IDs are 0..N-1)
const idToIdx = new Map<number, number>();
for (let i = 0; i < N; i++) idToIdx.set(i, i);
// Edge list as index pairs (child, parent)
const edges: Array<[number, number]> = [];
for (const [child, parent] of parentOf) {
edges.push([child, parent]);
}
// Per-node neighbor list (for edge traversal)
const neighbors: number[][] = Array.from({ length: N }, () => []);
for (const [a, b] of edges) {
neighbors[a].push(b);
neighbors[b].push(a);
}
console.log(`Tree: ${N} nodes, ${edges.length} edges, root=${root}`);
// ══════════════════════════════════════════════════════════
// Step 1: Radial tree layout (generous spacing, no crossings)
// ══════════════════════════════════════════════════════════
const x = new Float64Array(N);
const y = new Float64Array(N);
const depth = new Uint32Array(N);
const nodeRadius = new Float64Array(N); // cumulative radius from root
// Compute subtree sizes
const subtreeSize = new Uint32Array(N).fill(1);
{
const rootIdx = idToIdx.get(root)!;
const stack: Array<{ idx: number; phase: "enter" | "exit" }> = [
{ idx: rootIdx, phase: "enter" },
];
while (stack.length > 0) {
const { idx, phase } = stack.pop()!;
if (phase === "enter") {
stack.push({ idx, phase: "exit" });
const kids = childrenOf.get(nodeIds[idx]);
if (kids) {
for (const kid of kids) {
stack.push({ idx: idToIdx.get(kid)!, phase: "enter" });
}
}
} else {
const kids = childrenOf.get(nodeIds[idx]);
if (kids) {
for (const kid of kids) {
subtreeSize[idx] += subtreeSize[idToIdx.get(kid)!];
}
}
}
}
}
// Compute depths & max depth
let maxDepth = 0;
{
const rootIdx = idToIdx.get(root)!;
const stack: Array<{ idx: number; d: number }> = [{ idx: rootIdx, d: 0 }];
while (stack.length > 0) {
const { idx, d } = stack.pop()!;
depth[idx] = d;
if (d > maxDepth) maxDepth = d;
const kids = childrenOf.get(nodeIds[idx]);
if (kids) {
for (const kid of kids) {
stack.push({ idx: idToIdx.get(kid)!, d: d + 1 });
}
}
}
}
// BFS radial assignment (cumulative radii to support per-edge lengths)
{
const rootIdx = idToIdx.get(root)!;
x[rootIdx] = 0;
y[rootIdx] = 0;
nodeRadius[rootIdx] = 0;
interface Entry {
idx: number;
d: number;
aStart: number;
aEnd: number;
}
const queue: Entry[] = [{ idx: rootIdx, d: 0, aStart: 0, aEnd: 2 * Math.PI }];
let head = 0;
while (head < queue.length) {
const { idx, d, aStart, aEnd } = queue[head++];
const kids = childrenOf.get(nodeIds[idx]);
if (!kids || kids.length === 0) continue;
// Sort children by subtree size (largest sectors together for balance)
const sortedKids = [...kids].sort(
(a, b) => (subtreeSize[idToIdx.get(b)!]) - (subtreeSize[idToIdx.get(a)!])
);
const totalWeight = sortedKids.reduce(
(s, k) => s + subtreeSize[idToIdx.get(k)!], 0
);
let angle = aStart;
for (const kid of sortedKids) {
const kidIdx = idToIdx.get(kid)!;
const w = subtreeSize[kidIdx];
const sector = (w / totalWeight) * (aEnd - aStart);
const mid = angle + sector / 2;
// Cumulative radius: parent's radius + edge step (longer for special nodes)
const step = LONG_EDGE_NODES.has(kid)
? RADIUS_PER_DEPTH * LONG_EDGE_MULTIPLIER
: RADIUS_PER_DEPTH;
const r = nodeRadius[idx] + step;
nodeRadius[kidIdx] = r;
x[kidIdx] = r * Math.cos(mid);
y[kidIdx] = r * Math.sin(mid);
queue.push({ idx: kidIdx, d: d + 1, aStart: angle, aEnd: angle + sector });
angle += sector;
}
}
}
console.log(`Radial layout done (depth=${maxDepth}, radius_step=${RADIUS_PER_DEPTH})`);
// ══════════════════════════════════════════════════════════
// Step 2: Gentle force refinement (preserves non-crossing)
// ══════════════════════════════════════════════════════════
// Barnes-Hut quadtree for repulsion
interface BHNode {
cx: number; cy: number;
mass: number;
size: number;
children: (BHNode | null)[];
bodyIdx: number;
}
function buildBHTree(): BHNode {
let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity;
for (let i = 0; i < N; i++) {
if (x[i] < minX) minX = x[i];
if (x[i] > maxX) maxX = x[i];
if (y[i] < minY) minY = y[i];
if (y[i] > maxY) maxY = y[i];
}
const size = Math.max(maxX - minX, maxY - minY, 1) * 1.01;
const cx = (minX + maxX) / 2;
const cy = (minY + maxY) / 2;
const root: BHNode = {
cx: 0, cy: 0, mass: 0, size,
children: [null, null, null, null], bodyIdx: -1,
};
for (let i = 0; i < N; i++) {
insert(root, i, cx, cy, size);
}
return root;
}
function insert(node: BHNode, idx: number, ncx: number, ncy: number, ns: number): void {
if (node.mass === 0) {
node.bodyIdx = idx;
node.cx = x[idx]; node.cy = y[idx];
node.mass = 1;
return;
}
if (node.bodyIdx >= 0) {
const old = node.bodyIdx;
node.bodyIdx = -1;
putInQuadrant(node, old, ncx, ncy, ns);
}
putInQuadrant(node, idx, ncx, ncy, ns);
const tm = node.mass + 1;
node.cx = (node.cx * node.mass + x[idx]) / tm;
node.cy = (node.cy * node.mass + y[idx]) / tm;
node.mass = tm;
}
function putInQuadrant(node: BHNode, idx: number, ncx: number, ncy: number, ns: number): void {
const hs = ns / 2;
const qx = x[idx] >= ncx ? 1 : 0;
const qy = y[idx] >= ncy ? 1 : 0;
const q = qy * 2 + qx;
const ccx = ncx + (qx ? hs / 2 : -hs / 2);
const ccy = ncy + (qy ? hs / 2 : -hs / 2);
if (!node.children[q]) {
node.children[q] = {
cx: 0, cy: 0, mass: 0, size: hs,
children: [null, null, null, null], bodyIdx: -1,
};
}
insert(node.children[q]!, idx, ccx, ccy, hs);
}
function repulse(node: BHNode, idx: number, fx: Float64Array, fy: Float64Array): void {
if (node.mass === 0 || node.bodyIdx === idx) return;
const dx = x[idx] - node.cx;
const dy = y[idx] - node.cy;
const d2 = dx * dx + dy * dy;
const d = Math.sqrt(d2) || MIN_DIST;
if (node.bodyIdx >= 0 || (node.size / d) < THETA) {
const f = REPULSION_K * node.mass / (d2 + MIN_DIST);
fx[idx] += (dx / d) * f;
fy[idx] += (dy / d) * f;
return;
}
for (const c of node.children) {
if (c) repulse(c, idx, fx, fy);
}
}
// ── Force simulation ──
if (ENABLE_FORCE_SIM) {
console.log(`Applying gentle forces (${ITERATIONS} steps, 1% strength)...`);
const t0 = performance.now();
let maxDisp = INITIAL_MAX_DISP;
for (let iter = 0; iter < ITERATIONS; iter++) {
const fx = new Float64Array(N);
const fy = new Float64Array(N);
// 1. Repulsion
const tree = buildBHTree();
for (let i = 0; i < N; i++) {
repulse(tree, i, fx, fy);
}
// 2. Edge attraction (spring toward per-edge rest length)
for (const [a, b] of edges) {
const dx = x[b] - x[a];
const dy = y[b] - y[a];
const d = Math.sqrt(dx * dx + dy * dy) || MIN_DIST;
const aId = nodeIds[a], bId = nodeIds[b];
const isLong = LONG_EDGE_NODES.has(aId) || LONG_EDGE_NODES.has(bId);
const restLen = isLong ? EDGE_LENGTH * LONG_EDGE_MULTIPLIER : EDGE_LENGTH;
const displacement = d - restLen;
const f = ATTRACTION_K * displacement;
const ux = dx / d, uy = dy / d;
fx[a] += ux * f;
fy[a] += uy * f;
fx[b] -= ux * f;
fy[b] -= uy * f;
}
// 3. Apply forces with displacement cap (cooling reduces it over time)
for (let i = 0; i < N; i++) {
const mag = Math.sqrt(fx[i] * fx[i] + fy[i] * fy[i]);
if (mag > 0) {
const cap = Math.min(maxDisp, mag) / mag;
x[i] += fx[i] * cap;
y[i] += fy[i] * cap;
}
}
// 4. Cool down
maxDisp *= COOLING;
if ((iter + 1) % PRINT_EVERY === 0) {
let totalForce = 0;
for (let i = 0; i < N; i++) totalForce += Math.sqrt(fx[i] * fx[i] + fy[i] * fy[i]);
console.log(` iter ${iter + 1}/${ITERATIONS} max_disp=${maxDisp.toFixed(2)} avg_force=${(totalForce / N).toFixed(2)}`);
}
}
const elapsed = performance.now() - t0;
console.log(`Force simulation done in ${(elapsed / 1000).toFixed(1)}s`);
} else {
console.log("Force simulation SKIPPED (ENABLE_FORCE_SIM = false)");
}
// ══════════════════════════════════════════════════════════
// Write output
// ══════════════════════════════════════════════════════════
// Write node positions
const outLines: string[] = ["vertex,x,y"];
for (let i = 0; i < N; i++) {
outLines.push(`${nodeIds[i]},${x[i]},${y[i]}`);
}
const outPath = join(PUBLIC_DIR, "node_positions.csv");
writeFileSync(outPath, outLines.join("\n") + "\n");
console.log(`Wrote ${N} positions to ${outPath}`);
// Write edges (so the renderer can draw them)
const edgeLines: string[] = ["source,target"];
for (const [child, parent] of parentOf) {
edgeLines.push(`${child},${parent}`);
}
const edgesPath = join(PUBLIC_DIR, "edges.csv");
writeFileSync(edgesPath, edgeLines.join("\n") + "\n");
console.log(`Wrote ${edges.length} edges to ${edgesPath}`);