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sphereql_layout/
force.rs

1use std::f64::consts::PI;
2
3use sphereql_core::{
4    CartesianPoint, SphericalPoint, angular_distance, cartesian_to_spherical,
5    spherical_to_cartesian,
6};
7
8use crate::traits::{DimensionMapper, LayoutStrategy};
9use crate::types::{LayoutEntry, LayoutQuality, LayoutResult};
10
11const EPSILON: f64 = 1e-6;
12const STEP_SIZE_FACTOR: f64 = 0.1;
13const OVERLAP_THRESHOLD: f64 = 0.01;
14
15pub struct ForceDirectedLayout {
16    pub iterations: usize,
17    pub repulsion_strength: f64,
18    pub attraction_strength: f64,
19    pub cooling_rate: f64,
20    pub radius: f64,
21}
22
23impl ForceDirectedLayout {
24    pub fn new() -> Self {
25        Self {
26            iterations: 100,
27            repulsion_strength: 1.0,
28            attraction_strength: 0.1,
29            cooling_rate: 0.95,
30            radius: 1.0,
31        }
32    }
33
34    pub fn with_iterations(mut self, n: usize) -> Self {
35        self.iterations = n;
36        self
37    }
38
39    pub fn with_repulsion(mut self, f: f64) -> Self {
40        self.repulsion_strength = f;
41        self
42    }
43
44    pub fn with_attraction(mut self, f: f64) -> Self {
45        self.attraction_strength = f;
46        self
47    }
48
49    pub fn with_cooling(mut self, f: f64) -> Self {
50        self.cooling_rate = f;
51        self
52    }
53
54    pub fn with_radius(mut self, r: f64) -> Self {
55        self.radius = r;
56        self
57    }
58
59    fn project_to_unit_sphere(p: &SphericalPoint) -> CartesianPoint {
60        let unit = SphericalPoint::new_unchecked(1.0, p.theta, p.phi);
61        spherical_to_cartesian(&unit)
62    }
63
64    const MAX_QUALITY_N: usize = 5000;
65
66    fn compute_quality(positions: &[SphericalPoint], n: usize) -> LayoutQuality {
67        if n <= 1 {
68            return LayoutQuality {
69                dispersion_score: 1.0,
70                overlap_score: 0.0,
71                silhouette_score: 0.0,
72            };
73        }
74
75        let (positions, n) = if n > Self::MAX_QUALITY_N {
76            let step = n / Self::MAX_QUALITY_N;
77            let sampled: Vec<_> = positions
78                .iter()
79                .step_by(step)
80                .take(Self::MAX_QUALITY_N)
81                .copied()
82                .collect();
83            let len = sampled.len();
84            (sampled, len)
85        } else {
86            (positions.to_vec(), n)
87        };
88
89        let ideal_spacing = (4.0 * PI / n as f64).sqrt();
90        let mut min_dist = f64::MAX;
91        let mut overlap_count = 0u64;
92        let total_pairs = (n * (n - 1) / 2) as u64;
93
94        for i in 0..n {
95            for j in (i + 1)..n {
96                let d = angular_distance(&positions[i], &positions[j]);
97                if d < min_dist {
98                    min_dist = d;
99                }
100                if d < OVERLAP_THRESHOLD {
101                    overlap_count += 1;
102                }
103            }
104        }
105
106        let dispersion = (min_dist / ideal_spacing).clamp(0.0, 1.0);
107        let overlap = overlap_count as f64 / total_pairs as f64;
108
109        LayoutQuality {
110            dispersion_score: dispersion,
111            overlap_score: overlap,
112            silhouette_score: 0.0,
113        }
114    }
115}
116
117impl Default for ForceDirectedLayout {
118    fn default() -> Self {
119        Self::new()
120    }
121}
122
123impl<T: Clone> LayoutStrategy<T> for ForceDirectedLayout {
124    fn layout(&self, items: &[T], mapper: &dyn DimensionMapper<Item = T>) -> LayoutResult<T> {
125        let n = items.len();
126
127        if n == 0 {
128            return LayoutResult {
129                entries: Vec::new(),
130                quality: LayoutQuality::default(),
131            };
132        }
133
134        let original_positions: Vec<SphericalPoint> =
135            items.iter().map(|item| mapper.map(item)).collect();
136
137        let original_cartesian: Vec<CartesianPoint> = original_positions
138            .iter()
139            .map(Self::project_to_unit_sphere)
140            .collect();
141
142        let mut positions: Vec<CartesianPoint> = original_cartesian.clone();
143
144        let mut temperature = 1.0;
145
146        for _ in 0..self.iterations {
147            let mut forces: Vec<CartesianPoint> = vec![CartesianPoint::new(0.0, 0.0, 0.0); n];
148
149            for i in 0..n {
150                let pi = positions[i];
151
152                // Repulsion from every other point
153                for (j, &pj) in positions.iter().enumerate() {
154                    if i == j {
155                        continue;
156                    }
157
158                    let sp_i = cartesian_to_spherical(&pi);
159                    let sp_j = cartesian_to_spherical(&pj);
160                    let dist = angular_distance(&sp_i, &sp_j);
161
162                    let dx = pi.x - pj.x;
163                    let dy = pi.y - pj.y;
164                    let dz = pi.z - pj.z;
165
166                    let cart_dist = (dx * dx + dy * dy + dz * dz).sqrt();
167                    if cart_dist < EPSILON {
168                        continue;
169                    }
170
171                    let magnitude = self.repulsion_strength / (dist * dist + EPSILON);
172
173                    forces[i] = CartesianPoint::new(
174                        forces[i].x + magnitude * dx / cart_dist,
175                        forces[i].y + magnitude * dy / cart_dist,
176                        forces[i].z + magnitude * dz / cart_dist,
177                    );
178                }
179
180                // Attraction toward mapper's original position
181                let oi = original_cartesian[i];
182                let sp_i = cartesian_to_spherical(&pi);
183                let sp_oi = cartesian_to_spherical(&oi);
184                let dist_to_original = angular_distance(&sp_i, &sp_oi);
185
186                let dx = oi.x - pi.x;
187                let dy = oi.y - pi.y;
188                let dz = oi.z - pi.z;
189                let cart_dist = (dx * dx + dy * dy + dz * dz).sqrt();
190
191                if cart_dist > EPSILON {
192                    let magnitude = self.attraction_strength * dist_to_original;
193                    forces[i] = CartesianPoint::new(
194                        forces[i].x + magnitude * dx / cart_dist,
195                        forces[i].y + magnitude * dy / cart_dist,
196                        forces[i].z + magnitude * dz / cart_dist,
197                    );
198                }
199            }
200
201            // Apply forces: project onto tangent plane, then normalize back to sphere
202            let step_size = temperature * STEP_SIZE_FACTOR;
203            for i in 0..n {
204                let p = positions[i];
205                let f = forces[i];
206
207                // Project force onto tangent plane at p: f_tangent = f - dot(f, p) * p
208                let dot = f.x * p.x + f.y * p.y + f.z * p.z;
209                let ft = CartesianPoint::new(f.x - dot * p.x, f.y - dot * p.y, f.z - dot * p.z);
210
211                let new_pos = CartesianPoint::new(
212                    p.x + step_size * ft.x,
213                    p.y + step_size * ft.y,
214                    p.z + step_size * ft.z,
215                );
216
217                positions[i] = new_pos.normalize();
218            }
219
220            temperature *= self.cooling_rate;
221        }
222
223        let final_positions: Vec<SphericalPoint> = positions
224            .iter()
225            .map(|c| {
226                let sp = cartesian_to_spherical(c);
227                SphericalPoint::new_unchecked(self.radius, sp.theta, sp.phi)
228            })
229            .collect();
230
231        let entries: Vec<LayoutEntry<T>> = items
232            .iter()
233            .zip(final_positions.iter())
234            .map(|(item, pos)| LayoutEntry {
235                item: item.clone(),
236                position: *pos,
237            })
238            .collect();
239
240        let quality = Self::compute_quality(&final_positions, n);
241
242        LayoutResult { entries, quality }
243    }
244}
245
246#[cfg(test)]
247mod tests {
248    use super::*;
249    use std::f64::consts::FRAC_PI_2;
250
251    struct FixedMapper {
252        positions: Vec<SphericalPoint>,
253    }
254
255    impl DimensionMapper for FixedMapper {
256        type Item = usize;
257        fn map(&self, item: &usize) -> SphericalPoint {
258            self.positions[*item]
259        }
260    }
261
262    struct OriginMapper;
263
264    impl DimensionMapper for OriginMapper {
265        type Item = usize;
266        fn map(&self, _item: &usize) -> SphericalPoint {
267            SphericalPoint::new_unchecked(1.0, 0.0, FRAC_PI_2)
268        }
269    }
270
271    #[test]
272    fn empty_items_returns_empty() {
273        let layout = ForceDirectedLayout::new();
274        let items: Vec<usize> = vec![];
275        let result = layout.layout(&items, &OriginMapper);
276        assert!(result.entries.is_empty());
277    }
278
279    #[test]
280    fn single_item_stays_near_mapper_position() {
281        let target = SphericalPoint::new_unchecked(1.0, 1.0, 1.0);
282        let mapper = FixedMapper {
283            positions: vec![target],
284        };
285        let layout = ForceDirectedLayout::new().with_iterations(50);
286        let result = layout.layout(&[0usize], &mapper);
287
288        assert_eq!(result.entries.len(), 1);
289        let pos = &result.entries[0].position;
290        let dist = angular_distance(pos, &target);
291        assert!(
292            dist < 0.1,
293            "single item should stay near mapper position, but angular distance was {dist}"
294        );
295    }
296
297    #[test]
298    fn two_items_pushed_apart_by_repulsion() {
299        let mapper = FixedMapper {
300            positions: vec![
301                SphericalPoint::new_unchecked(1.0, 0.0, FRAC_PI_2),
302                SphericalPoint::new_unchecked(1.0, 0.1, FRAC_PI_2),
303            ],
304        };
305
306        let layout = ForceDirectedLayout::new()
307            .with_iterations(200)
308            .with_repulsion(2.0)
309            .with_attraction(0.01);
310
311        let result = layout.layout(&[0usize, 1], &mapper);
312        assert_eq!(result.entries.len(), 2);
313
314        let dist = angular_distance(&result.entries[0].position, &result.entries[1].position);
315
316        assert!(
317            dist > PI * 0.5,
318            "two items should be pushed far apart by repulsion, but angular distance was {dist}"
319        );
320    }
321
322    #[test]
323    fn all_positions_have_correct_radius() {
324        let r = 3.5;
325        let mapper = FixedMapper {
326            positions: vec![
327                SphericalPoint::new_unchecked(1.0, 0.0, FRAC_PI_2),
328                SphericalPoint::new_unchecked(1.0, 1.0, 1.0),
329                SphericalPoint::new_unchecked(1.0, 2.0, 0.5),
330                SphericalPoint::new_unchecked(1.0, 3.0, 2.5),
331            ],
332        };
333        let layout = ForceDirectedLayout::new().with_radius(r);
334        let result = layout.layout(&[0usize, 1, 2, 3], &mapper);
335
336        for (i, entry) in result.entries.iter().enumerate() {
337            assert!(
338                (entry.position.r - r).abs() < 1e-12,
339                "entry {i} has radius {}, expected {r}",
340                entry.position.r
341            );
342        }
343    }
344
345    #[test]
346    fn more_iterations_produce_better_or_equal_dispersion() {
347        let mapper = FixedMapper {
348            positions: vec![
349                SphericalPoint::new_unchecked(1.0, 0.0, FRAC_PI_2),
350                SphericalPoint::new_unchecked(1.0, 0.1, FRAC_PI_2),
351                SphericalPoint::new_unchecked(1.0, 0.2, FRAC_PI_2),
352                SphericalPoint::new_unchecked(1.0, 0.3, FRAC_PI_2),
353                SphericalPoint::new_unchecked(1.0, 0.4, FRAC_PI_2),
354            ],
355        };
356
357        let few = ForceDirectedLayout::new()
358            .with_iterations(5)
359            .with_repulsion(1.0)
360            .with_attraction(0.01);
361        let many = ForceDirectedLayout::new()
362            .with_iterations(200)
363            .with_repulsion(1.0)
364            .with_attraction(0.01);
365
366        let items: Vec<usize> = (0..5).collect();
367        let result_few = few.layout(&items, &mapper);
368        let result_many = many.layout(&items, &mapper);
369
370        assert!(
371            result_many.quality.dispersion_score >= result_few.quality.dispersion_score - 1e-6,
372            "more iterations ({}) should produce >= dispersion than fewer ({})",
373            result_many.quality.dispersion_score,
374            result_few.quality.dispersion_score,
375        );
376    }
377
378    #[test]
379    fn cooling_reduces_movement_over_time() {
380        let mapper = FixedMapper {
381            positions: vec![
382                SphericalPoint::new_unchecked(1.0, 0.0, FRAC_PI_2),
383                SphericalPoint::new_unchecked(1.0, 0.1, FRAC_PI_2),
384                SphericalPoint::new_unchecked(1.0, 0.2, FRAC_PI_2),
385            ],
386        };
387
388        let aggressive_cooling = ForceDirectedLayout::new()
389            .with_iterations(100)
390            .with_cooling(0.5);
391
392        let no_cooling = ForceDirectedLayout::new()
393            .with_iterations(100)
394            .with_cooling(1.0);
395
396        let items: Vec<usize> = (0..3).collect();
397        let result_cooled = aggressive_cooling.layout(&items, &mapper);
398        let result_uncooled = no_cooling.layout(&items, &mapper);
399
400        for entry in &result_cooled.entries {
401            assert!(!entry.position.theta.is_nan());
402            assert!(!entry.position.phi.is_nan());
403        }
404
405        let mut total_dist_cooled = 0.0;
406        let mut total_dist_uncooled = 0.0;
407        for (i, orig) in mapper.positions.iter().enumerate() {
408            total_dist_cooled += angular_distance(&result_cooled.entries[i].position, orig);
409            total_dist_uncooled += angular_distance(&result_uncooled.entries[i].position, orig);
410        }
411
412        assert!(
413            total_dist_uncooled >= total_dist_cooled - 1e-6,
414            "uncooled ({total_dist_uncooled}) should move points at least as far as \
415             aggressively cooled ({total_dist_cooled})"
416        );
417    }
418
419    #[test]
420    fn default_builder_matches_new() {
421        let from_new = ForceDirectedLayout::new();
422        let from_default = ForceDirectedLayout::default();
423        assert_eq!(from_new.iterations, from_default.iterations);
424        assert!((from_new.repulsion_strength - from_default.repulsion_strength).abs() < 1e-15);
425        assert!((from_new.attraction_strength - from_default.attraction_strength).abs() < 1e-15);
426        assert!((from_new.cooling_rate - from_default.cooling_rate).abs() < 1e-15);
427        assert!((from_new.radius - from_default.radius).abs() < 1e-15);
428    }
429}