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import type { NN3DModel, Position3D } from '@/schema/types';
/**
* Layout algorithm type
*/
export type LayoutType = 'layered' | 'force' | 'circular' | 'hierarchical' | 'custom';
/**
* Layout configuration options
*/
export interface LayoutOptions {
type: LayoutType;
layerSpacing: number;
nodeSpacing: number;
direction: 'horizontal' | 'vertical' | 'depth';
centerGraph: boolean;
}
/**
* Default layout options
*/
const DEFAULT_OPTIONS: LayoutOptions = {
type: 'layered',
layerSpacing: 3.0,
nodeSpacing: 2.0,
direction: 'horizontal',
centerGraph: true,
};
/**
* Layout result
*/
export interface LayoutResult {
positions: Map<string, Position3D>;
bounds: {
min: Position3D;
max: Position3D;
center: Position3D;
};
}
/**
* Compute layout for a neural network graph
*/
export function computeLayout(
model: NN3DModel,
options: Partial<LayoutOptions> = {}
): LayoutResult {
const opts = { ...DEFAULT_OPTIONS, ...options };
switch (opts.type) {
case 'layered':
return computeLayeredLayout(model, opts);
case 'force':
return computeForceLayout(model, opts);
case 'circular':
return computeCircularLayout(model, opts);
case 'hierarchical':
return computeHierarchicalLayout(model, opts);
default:
return computeLayeredLayout(model, opts);
}
}
/**
* Layered layout - nodes arranged in layers based on depth
*/
function computeLayeredLayout(model: NN3DModel, options: LayoutOptions): LayoutResult {
const { nodes, edges } = model.graph;
const positions = new Map<string, Position3D>();
// Build adjacency and compute depths
const inDegree = new Map<string, number>();
const adjacency = new Map<string, string[]>();
nodes.forEach(node => {
inDegree.set(node.id, 0);
adjacency.set(node.id, []);
});
edges.forEach(edge => {
inDegree.set(edge.target, (inDegree.get(edge.target) || 0) + 1);
adjacency.get(edge.source)?.push(edge.target);
});
// Topological sort to determine layers
const layers: string[][] = [];
const nodeDepths = new Map<string, number>();
const queue: string[] = [];
// Start with nodes having no incoming edges
nodes.forEach(node => {
if (inDegree.get(node.id) === 0) {
queue.push(node.id);
nodeDepths.set(node.id, 0);
}
});
// BFS to assign depths
while (queue.length > 0) {
const nodeId = queue.shift()!;
const depth = nodeDepths.get(nodeId) || 0;
// Ensure layer array exists
if (!layers[depth]) {
layers[depth] = [];
}
layers[depth].push(nodeId);
// Process neighbors
const neighbors = adjacency.get(nodeId) || [];
for (const neighbor of neighbors) {
const newDegree = (inDegree.get(neighbor) || 1) - 1;
inDegree.set(neighbor, newDegree);
if (newDegree === 0) {
nodeDepths.set(neighbor, depth + 1);
queue.push(neighbor);
}
}
}
// Handle cycles (nodes not yet placed)
nodes.forEach(node => {
if (!nodeDepths.has(node.id)) {
const lastLayerIndex = layers.length;
if (!layers[lastLayerIndex]) {
layers[lastLayerIndex] = [];
}
layers[lastLayerIndex].push(node.id);
nodeDepths.set(node.id, lastLayerIndex);
}
});
// Compute positions
let maxWidth = 0;
layers.forEach(layer => {
maxWidth = Math.max(maxWidth, layer.length);
});
layers.forEach((layer, layerIndex) => {
const layerWidth = (layer.length - 1) * options.nodeSpacing;
const startOffset = -layerWidth / 2;
layer.forEach((nodeId, nodeIndex) => {
let x: number, y: number, z: number;
if (options.direction === 'vertical') {
// Vertical: layers stack along Y (top to bottom), nodes spread on X
x = startOffset + nodeIndex * options.nodeSpacing;
y = -layerIndex * options.layerSpacing;
z = 0;
} else if (options.direction === 'horizontal') {
// Horizontal: layers stack along X (left to right), nodes spread on Y
x = layerIndex * options.layerSpacing;
y = startOffset + nodeIndex * options.nodeSpacing;
z = 0;
} else {
// Depth: layers stack along Z (front to back), nodes spread on X
x = startOffset + nodeIndex * options.nodeSpacing;
y = 0;
z = -layerIndex * options.layerSpacing;
}
positions.set(nodeId, { x, y, z });
});
});
return {
positions,
bounds: computeBounds(positions),
};
}
/**
* Force-directed layout using simple spring simulation
*/
function computeForceLayout(model: NN3DModel, options: LayoutOptions): LayoutResult {
const { nodes, edges } = model.graph;
const positions = new Map<string, Position3D>();
const velocities = new Map<string, Position3D>();
// Initialize random positions
nodes.forEach((node, i) => {
const angle = (i / nodes.length) * Math.PI * 2;
const radius = 5 + Math.random() * 5;
positions.set(node.id, {
x: Math.cos(angle) * radius,
y: Math.sin(angle) * radius,
z: (Math.random() - 0.5) * 5,
});
velocities.set(node.id, { x: 0, y: 0, z: 0 });
});
// Simulation parameters
const iterations = 100;
const repulsion = 50;
const attraction = 0.1;
const damping = 0.9;
for (let iter = 0; iter < iterations; iter++) {
// Repulsion between all nodes
for (let i = 0; i < nodes.length; i++) {
for (let j = i + 1; j < nodes.length; j++) {
const posA = positions.get(nodes[i].id)!;
const posB = positions.get(nodes[j].id)!;
const dx = posB.x - posA.x;
const dy = posB.y - posA.y;
const dz = posB.z - posA.z;
const dist = Math.sqrt(dx * dx + dy * dy + dz * dz) + 0.1;
const force = repulsion / (dist * dist);
const fx = (dx / dist) * force;
const fy = (dy / dist) * force;
const fz = (dz / dist) * force;
const velA = velocities.get(nodes[i].id)!;
const velB = velocities.get(nodes[j].id)!;
velA.x -= fx;
velA.y -= fy;
velA.z -= fz;
velB.x += fx;
velB.y += fy;
velB.z += fz;
}
}
// Attraction along edges
edges.forEach(edge => {
const posA = positions.get(edge.source);
const posB = positions.get(edge.target);
if (!posA || !posB) return;
const dx = posB.x - posA.x;
const dy = posB.y - posA.y;
const dz = posB.z - posA.z;
const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
const force = attraction * (dist - options.nodeSpacing);
const fx = (dx / dist) * force;
const fy = (dy / dist) * force;
const fz = (dz / dist) * force;
const velA = velocities.get(edge.source)!;
const velB = velocities.get(edge.target)!;
velA.x += fx;
velA.y += fy;
velA.z += fz;
velB.x -= fx;
velB.y -= fy;
velB.z -= fz;
});
// Apply velocities with damping
nodes.forEach(node => {
const pos = positions.get(node.id)!;
const vel = velocities.get(node.id)!;
pos.x += vel.x;
pos.y += vel.y;
pos.z += vel.z;
vel.x *= damping;
vel.y *= damping;
vel.z *= damping;
});
}
// Center the graph
if (options.centerGraph) {
const bounds = computeBounds(positions);
positions.forEach((pos, id) => {
positions.set(id, {
x: pos.x - bounds.center.x,
y: pos.y - bounds.center.y,
z: pos.z - bounds.center.z,
});
});
}
return {
positions,
bounds: computeBounds(positions),
};
}
/**
* Circular layout - nodes arranged in a circle by layer
*/
function computeCircularLayout(model: NN3DModel, options: LayoutOptions): LayoutResult {
const { nodes } = model.graph;
const positions = new Map<string, Position3D>();
const nodeCount = nodes.length;
const radius = Math.max(nodeCount * options.nodeSpacing / (2 * Math.PI), 5);
nodes.forEach((node, i) => {
const angle = (i / nodeCount) * Math.PI * 2;
positions.set(node.id, {
x: Math.cos(angle) * radius,
y: Math.sin(angle) * radius,
z: 0,
});
});
return {
positions,
bounds: computeBounds(positions),
};
}
/**
* Hierarchical layout - tree-like structure
*/
function computeHierarchicalLayout(model: NN3DModel, options: LayoutOptions): LayoutResult {
// Use layered layout as base, but with different spacing
return computeLayeredLayout(model, {
...options,
layerSpacing: options.layerSpacing * 1.5,
});
}
/**
* Compute bounding box of positions
*/
function computeBounds(positions: Map<string, Position3D>): {
min: Position3D;
max: Position3D;
center: Position3D;
} {
let minX = Infinity, minY = Infinity, minZ = Infinity;
let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
positions.forEach(pos => {
minX = Math.min(minX, pos.x);
minY = Math.min(minY, pos.y);
minZ = Math.min(minZ, pos.z);
maxX = Math.max(maxX, pos.x);
maxY = Math.max(maxY, pos.y);
maxZ = Math.max(maxZ, pos.z);
});
return {
min: { x: minX, y: minY, z: minZ },
max: { x: maxX, y: maxY, z: maxZ },
center: {
x: (minX + maxX) / 2,
y: (minY + maxY) / 2,
z: (minZ + maxZ) / 2,
},
};
}
export { computeBounds };
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