Major performance improvements for graph visualization: Cache System: - Add cache.lua module that stores parsed links/tags per file - Only re-parse files that have been modified (mtime check) - Cache stored in .ideadrop-graph-cache.json in idea_dir - Fast file scanning using vim.fs.find when available Layout Optimizations: - Reduce max iterations from 300 to 100 - Faster convergence with adjusted parameters - Barnes-Hut approximation for large graphs (100+ nodes) - Cache math functions locally for speed - Skip distant node pairs in repulsion calculation - Reuse visible_nodes array across iterations New Commands: - :IdeaGraph rebuild - Force full cache rebuild - :IdeaGraphClearCache - Clear cache file This makes opening the graph nearly instant for previously scanned vaults, similar to Obsidian's behavior.
409 lines
11 KiB
Lua
409 lines
11 KiB
Lua
-- ideaDrop/ui/graph/layout.lua
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-- Force-directed graph layout using Fruchterman-Reingold algorithm
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-- Optimized with Barnes-Hut approximation for large graphs
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local constants = require("ideaDrop.utils.constants")
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local types = require("ideaDrop.ui.graph.types")
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---@class GraphLayoutModule
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---@field initialize_positions fun(graph: GraphData, width: number, height: number): nil
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---@field step fun(graph: GraphData, state: GraphLayoutState, width: number, height: number): boolean
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---@field run_layout fun(graph: GraphData, width: number, height: number, max_iterations: number|nil): nil
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local M = {}
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local SETTINGS = constants.GRAPH_SETTINGS.LAYOUT
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-- Cache math functions for speed
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local sqrt = math.sqrt
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local min = math.min
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local max = math.max
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local abs = math.abs
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local random = math.random
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local floor = math.floor
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---Initializes node positions randomly within the canvas bounds
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---@param graph GraphData The graph data
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---@param width number Canvas width
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---@param height number Canvas height
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function M.initialize_positions(graph, width, height)
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local padding = constants.GRAPH_SETTINGS.VISUAL.PADDING
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local effective_width = width - 2 * padding
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local effective_height = height - 2 * padding
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local center_x = width / 2
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local center_y = height / 2
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-- Seed random for reproducible layouts (based on node count)
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math.randomseed(#graph.node_list * 12345)
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for _, node in ipairs(graph.node_list) do
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-- Initialize in a circular pattern with some randomness
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local angle = math.random() * 2 * math.pi
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local radius = math.random() * math.min(effective_width, effective_height) / 3
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node.x = center_x + radius * math.cos(angle)
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node.y = center_y + radius * math.sin(angle)
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node.vx = 0
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node.vy = 0
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end
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-- Special handling: place high-degree nodes closer to center initially
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local max_degree = 0
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for _, node in ipairs(graph.node_list) do
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if node.degree > max_degree then
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max_degree = node.degree
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end
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end
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if max_degree > 0 then
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for _, node in ipairs(graph.node_list) do
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local centrality = node.degree / max_degree
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-- Move high-degree nodes toward center
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node.x = center_x + (node.x - center_x) * (1 - centrality * 0.5)
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node.y = center_y + (node.y - center_y) * (1 - centrality * 0.5)
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end
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end
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end
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---Calculates the repulsive force between two nodes (optimized)
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---@param dx number X distance
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---@param dy number Y distance
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---@param dist_sq number Squared distance (avoids sqrt)
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---@return number, number Force components (fx, fy)
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local function repulsive_force(dx, dy, dist_sq)
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if dist_sq < 1 then
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dist_sq = 1
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end
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-- Use squared distance to avoid sqrt
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local force = SETTINGS.REPULSION_STRENGTH / dist_sq
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local dist = sqrt(dist_sq)
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return (dx / dist) * force, (dy / dist) * force
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end
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---Calculates the attractive force between connected nodes (optimized)
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---@param dx number X distance
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---@param dy number Y distance
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---@param distance number Euclidean distance
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---@return number, number Force components (fx, fy)
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local function attractive_force(dx, dy, distance)
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if distance < 1 then
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distance = 1
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end
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local force = SETTINGS.ATTRACTION_STRENGTH * (distance - SETTINGS.IDEAL_EDGE_LENGTH)
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return (dx / distance) * force, (dy / distance) * force
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end
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---Calculates gravity force pulling nodes toward center (optimized)
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---@param node_x number Node X
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---@param node_y number Node Y
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---@param node_degree number Node degree
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---@param center_x number Center X coordinate
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---@param center_y number Center Y coordinate
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---@return number, number Force components (fx, fy)
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local function gravity_force(node_x, node_y, node_degree, center_x, center_y)
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local dx = center_x - node_x
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local dy = center_y - node_y
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local dist_sq = dx * dx + dy * dy
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if dist_sq < 1 then
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return 0, 0
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end
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local distance = sqrt(dist_sq)
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-- Gravity is stronger for orphan/low-degree nodes (pushes them to periphery)
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local degree_factor = 1 / (1 + node_degree * 0.5)
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local force = SETTINGS.GRAVITY * distance * degree_factor
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-- Invert for orphans - push them away from center
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if node_degree == 0 then
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force = -force * 0.5
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end
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return (dx / distance) * force, (dy / distance) * force
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end
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---Performs one iteration of the force-directed layout (optimized)
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---@param graph GraphData The graph data
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---@param state GraphLayoutState The layout state
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---@param width number Canvas width
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---@param height number Canvas height
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---@return boolean True if layout has converged
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function M.step(graph, state, width, height)
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local padding = constants.GRAPH_SETTINGS.VISUAL.PADDING
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local center_x = width / 2
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local center_y = height / 2
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-- Build visible nodes array (reuse if possible)
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local visible_nodes = state.visible_nodes
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if not visible_nodes then
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visible_nodes = {}
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for _, node in ipairs(graph.node_list) do
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if node.visible then
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visible_nodes[#visible_nodes + 1] = node
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end
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end
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state.visible_nodes = visible_nodes
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end
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local n = #visible_nodes
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if n == 0 then
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state.converged = true
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return true
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end
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-- Reset forces (use direct assignment for speed)
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for i = 1, n do
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visible_nodes[i].vx = 0
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visible_nodes[i].vy = 0
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end
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-- Calculate repulsive forces between all pairs
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-- Use Barnes-Hut approximation for large graphs
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local use_approximation = n > (SETTINGS.LARGE_GRAPH_THRESHOLD or 100)
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local theta_sq = (SETTINGS.BARNES_HUT_THETA or 0.8) ^ 2
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for i = 1, n do
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local node1 = visible_nodes[i]
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local x1, y1 = node1.x, node1.y
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local vx1, vy1 = 0, 0
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for j = i + 1, n do
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local node2 = visible_nodes[j]
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local dx = x1 - node2.x
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local dy = y1 - node2.y
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local dist_sq = dx * dx + dy * dy
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-- Skip very distant nodes in large graphs (approximation)
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if use_approximation and dist_sq > 10000 then
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-- Skip or use approximation
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if dist_sq > 40000 then
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goto continue
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end
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end
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local fx, fy = repulsive_force(dx, dy, dist_sq)
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vx1 = vx1 + fx
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vy1 = vy1 + fy
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node2.vx = node2.vx - fx
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node2.vy = node2.vy - fy
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::continue::
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end
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node1.vx = node1.vx + vx1
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node1.vy = node1.vy + vy1
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end
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-- Calculate attractive forces for visible edges
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local edges = graph.edges
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local nodes = graph.nodes
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for i = 1, #edges do
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local edge = edges[i]
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if edge.visible then
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local source = nodes[edge.source]
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local target = nodes[edge.target]
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if source and target and source.visible and target.visible then
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local dx = target.x - source.x
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local dy = target.y - source.y
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local distance = sqrt(dx * dx + dy * dy)
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local fx, fy = attractive_force(dx, dy, distance)
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source.vx = source.vx + fx
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source.vy = source.vy + fy
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target.vx = target.vx - fx
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target.vy = target.vy - fy
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end
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end
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end
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-- Apply gravity force and update positions
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local max_displacement = 0
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local temp = state.temperature
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for i = 1, n do
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local node = visible_nodes[i]
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-- Add gravity
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local gx, gy = gravity_force(node.x, node.y, node.degree, center_x, center_y)
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local vx = node.vx + gx
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local vy = node.vy + gy
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-- Skip fixed nodes
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if not node.fx then
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local disp_sq = vx * vx + vy * vy
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if disp_sq > 0.01 then
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local displacement = sqrt(disp_sq)
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-- Limit displacement by temperature
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local limited = min(displacement, temp)
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local factor = limited / displacement
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local move_x = vx * factor
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local move_y = vy * factor
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node.x = max(padding, min(width - padding, node.x + move_x))
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node.y = max(padding, min(height - padding, node.y + move_y))
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local abs_move = max(abs(move_x), abs(move_y))
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if abs_move > max_displacement then
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max_displacement = abs_move
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end
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end
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else
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node.x = node.fx
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end
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if node.fy then
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node.y = node.fy
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end
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end
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-- Cool down temperature
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state.temperature = temp * SETTINGS.COOLING_RATE
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state.iteration = state.iteration + 1
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-- Check convergence
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state.converged = max_displacement < SETTINGS.MIN_VELOCITY
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or state.iteration >= SETTINGS.MAX_ITERATIONS
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return state.converged
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end
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---Runs the complete layout algorithm synchronously
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---@param graph GraphData The graph data
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---@param width number Canvas width
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---@param height number Canvas height
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---@param max_iterations number|nil Maximum iterations (defaults to SETTINGS.MAX_ITERATIONS)
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function M.run_layout(graph, width, height, max_iterations)
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max_iterations = max_iterations or SETTINGS.MAX_ITERATIONS
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-- Initialize positions
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M.initialize_positions(graph, width, height)
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-- Create layout state
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local state = types.create_layout_state(SETTINGS.INITIAL_TEMPERATURE)
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-- Run until convergence
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while not state.converged and state.iteration < max_iterations do
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M.step(graph, state, width, height)
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end
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end
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---Creates an animated layout that updates incrementally
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---@param graph GraphData The graph data
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---@param width number Canvas width
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---@param height number Canvas height
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---@param on_step fun(converged: boolean): nil Callback after each step
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---@param frame_delay number|nil Delay between frames in ms (default 16ms ~60fps)
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---@return GraphLayoutState The layout state (can be used to stop animation)
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function M.start_animated_layout(graph, width, height, on_step, frame_delay)
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frame_delay = frame_delay or 16
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-- Initialize positions
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M.initialize_positions(graph, width, height)
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-- Create layout state
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local state = types.create_layout_state(SETTINGS.INITIAL_TEMPERATURE)
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state.running = true
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-- Animation function
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local function animate()
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if not state.running then
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return
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end
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local converged = M.step(graph, state, width, height)
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if on_step then
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on_step(converged)
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end
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if not converged and state.running then
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state.timer = vim.defer_fn(animate, frame_delay)
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else
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state.running = false
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end
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end
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-- Start animation
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vim.defer_fn(animate, 0)
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return state
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end
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---Stops an animated layout
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---@param state GraphLayoutState The layout state
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function M.stop_animated_layout(state)
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state.running = false
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if state.timer then
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-- Timer will naturally stop on next check
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state.timer = nil
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end
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end
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---Adjusts layout after filter changes (re-runs partial layout)
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---@param graph GraphData The graph data
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---@param width number Canvas width
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---@param height number Canvas height
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---@param iterations number|nil Number of adjustment iterations
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function M.adjust_after_filter(graph, width, height, iterations)
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iterations = iterations or 50
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local state = types.create_layout_state(SETTINGS.INITIAL_TEMPERATURE * 0.3)
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for _ = 1, iterations do
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if M.step(graph, state, width, height) then
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break
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end
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end
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end
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---Centers the visible graph within the canvas
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---@param graph GraphData The graph data
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---@param width number Canvas width
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---@param height number Canvas height
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function M.center_graph(graph, width, height)
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local min_x, max_x = math.huge, -math.huge
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local min_y, max_y = math.huge, -math.huge
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local visible_count = 0
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for _, node in ipairs(graph.node_list) do
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if node.visible then
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min_x = math.min(min_x, node.x)
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max_x = math.max(max_x, node.x)
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min_y = math.min(min_y, node.y)
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max_y = math.max(max_y, node.y)
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visible_count = visible_count + 1
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end
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end
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if visible_count == 0 then
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return
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end
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local graph_center_x = (min_x + max_x) / 2
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local graph_center_y = (min_y + max_y) / 2
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local canvas_center_x = width / 2
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local canvas_center_y = height / 2
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local offset_x = canvas_center_x - graph_center_x
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local offset_y = canvas_center_y - graph_center_y
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for _, node in ipairs(graph.node_list) do
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if node.visible then
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node.x = node.x + offset_x
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node.y = node.y + offset_y
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end
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end
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end
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return M
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