Module: Vizcore::DSL::LayoutHelpers
- Included in:
- LayerBuilder
- Defined in:
- lib/vizcore/dsl/layout_helpers.rb
Overview
Reusable layout helper methods for DSL shape point generation.
Instance Method Summary collapse
-
#circle_pack(count:, radius:, min_distance: nil, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate points packed in concentric rings up to target count.
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#grid(count:, columns: nil, rows: nil, spacing: 1.0, spacing_x: nil, spacing_y: nil, center: true, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate a rectangular grid of points.
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#radial(count:, radius:, start_angle: -90.0,, span: 360.0, radius_jitter: 0.0, seed: nil, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate points evenly distributed around a circle.
-
#scatter(count:, width: nil, height: nil, radius: nil, seed: 0, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate pseudo-random points inside a box or circle.
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#spiral(count:, radius:, turns: 2.0, start_radius: 0.0, start_angle: -90.0,, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate spiral points from center outward.
Instance Method Details
#circle_pack(count:, radius:, min_distance: nil, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate points packed in concentric rings up to target count.
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# File 'lib/vizcore/dsl/layout_helpers.rb', line 141 def circle_pack(count:, radius:, min_distance: nil, origin: [0, 0]) target_count = normalize_positive_integer(count, :count) outer_radius = normalize_non_negative_number(radius, :radius) if target_count == 1 return [normalize_xy_pair(origin, :origin)] end min_distance = if min_distance.nil? outer_radius.to_f / Math.sqrt(target_count) else normalize_positive_number(min_distance, :min_distance) end origin_x, origin_y = normalize_xy_pair(origin, :origin) points = [ [origin_x, origin_y] ] ring = 1 while points.length < target_count ring_radius = min_distance * ring break if ring_radius > outer_radius ring_capacity = [[(2.0 * Math::PI * ring_radius / min_distance).round, 6].max, 1].max per_ring = [ring_capacity, target_count - points.length].min angle_step = (Math::PI * 2.0) / per_ring 0.upto(per_ring - 1) do |index| angle = index * angle_step points << [ normalize_layout_coordinate(origin_x + Math.cos(angle) * ring_radius), normalize_layout_coordinate(origin_y + Math.sin(angle) * ring_radius) ] break if points.length >= target_count end ring += 1 end return points if points.length >= target_count raise ArgumentError, "circle_pack cannot place #{target_count} points within radius #{outer_radius}" end |
#grid(count:, columns: nil, rows: nil, spacing: 1.0, spacing_x: nil, spacing_y: nil, center: true, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate a rectangular grid of points.
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# File 'lib/vizcore/dsl/layout_helpers.rb', line 18 def grid(count:, columns: nil, rows: nil, spacing: 1.0, spacing_x: nil, spacing_y: nil, center: true, origin: [0, 0]) point_count = normalize_positive_integer(count, :count) columns = normalize_positive_integer(columns, :columns) if columns rows = normalize_positive_integer(rows, :rows) if rows if columns.nil? && rows.nil? raise ArgumentError, "grid requires columns or rows" end columns ||= Float(point_count) / rows.to_f rows ||= Float(point_count) / columns.to_f columns = columns.ceil rows = rows.ceil if columns <= 0 || rows <= 0 raise ArgumentError, "grid columns and rows must be positive" end x_step = normalize_positive_number(spacing_x || spacing, :spacing_x) y_step = normalize_positive_number(spacing_y || spacing, :spacing_y) origin_x, origin_y = normalize_xy_pair(origin, :origin) x_offset = center && columns > 1 ? -x_step * (columns - 1) / 2.0 : 0.0 y_offset = center && rows > 1 ? -y_step * (rows - 1) / 2.0 : 0.0 points = [] rows.times do |row| columns.times do |column| break if points.length >= point_count points << [ origin_x + x_offset + (column * x_step), origin_y + y_offset + (row * y_step) ] end end points end |
#radial(count:, radius:, start_angle: -90.0,, span: 360.0, radius_jitter: 0.0, seed: nil, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate points evenly distributed around a circle.
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# File 'lib/vizcore/dsl/layout_helpers.rb', line 71 def radial(count:, radius:, start_angle: -90.0, span: 360.0, radius_jitter: 0.0, seed: nil, origin: [0, 0]) point_count = normalize_positive_integer(count, :count) radius = normalize_non_negative_number(radius, :radius) span = Float(span) start = degrees_to_radians(start_angle) jitter = normalize_non_negative_number(radius_jitter, :radius_jitter) random = Random.new(Integer(seed || 0)) origin_x, origin_y = normalize_xy_pair(origin, :origin) points = [] point_count.times do |index| ratio = point_count == 1 ? 0.0 : index.to_f / point_count.to_f angle = start + (ratio * span) * Math::PI / 180.0 jitter_amount = jitter.zero? ? 0.0 : (random.rand * 2.0 - 1.0) * jitter scaled_radius = radius + jitter_amount points << [ normalize_layout_coordinate(origin_x + Math.cos(angle) * scaled_radius), normalize_layout_coordinate(origin_y + Math.sin(angle) * scaled_radius) ] end points end |
#scatter(count:, width: nil, height: nil, radius: nil, seed: 0, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate pseudo-random points inside a box or circle.
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# File 'lib/vizcore/dsl/layout_helpers.rb', line 190 def scatter(count:, width: nil, height: nil, radius: nil, seed: 0, origin: [0, 0]) point_count = normalize_positive_integer(count, :count) origin_x, origin_y = normalize_xy_pair(origin, :origin) random = Random.new(Integer(seed)) if width.nil? && height.nil? && radius.nil? width = 100.0 height = 100.0 end if radius && !width && !height scatter_radius = normalize_non_negative_number(radius, :radius) if scatter_radius.zero? return Array.new(point_count) { [origin_x, origin_y] } end elsif width && height width = normalize_positive_number(width, :width) height = normalize_positive_number(height, :height) else raise ArgumentError, "scatter requires width and height together, or radius" end points = [] point_count.times do if radius points << sample_scatter_radius(random, scatter_radius, origin_x, origin_y) else points << [ origin_x + (random.rand - 0.5) * width, origin_y + (random.rand - 0.5) * height ] end end points end |
#spiral(count:, radius:, turns: 2.0, start_radius: 0.0, start_angle: -90.0,, origin: [0, 0]) ⇒ Array<Array<Float>>
Generate spiral points from center outward.
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# File 'lib/vizcore/dsl/layout_helpers.rb', line 105 def spiral(count:, radius:, turns: 2.0, start_radius: 0.0, start_angle: -90.0, origin: [0, 0]) point_count = normalize_positive_integer(count, :count) outer_radius = normalize_non_negative_number(radius, :radius) start_r = normalize_non_negative_number(start_radius, :start_radius) turns = Float(turns) start = degrees_to_radians(start_angle) if outer_radius < start_r raise ArgumentError, "spiral radius must be greater than or equal to start_radius" end radius_delta = outer_radius - start_r full_turns = turns origin_x, origin_y = normalize_xy_pair(origin, :origin) points = [] point_count.times do |index| ratio = point_count == 1 ? 0.0 : index.to_f / (point_count - 1).to_f current_radius = start_r + (radius_delta * ratio) angle = start + ratio * full_turns * Math::PI * 2.0 points << [ normalize_layout_coordinate(origin_x + Math.cos(angle) * current_radius), normalize_layout_coordinate(origin_y + Math.sin(angle) * current_radius) ] end points end |