package placement

import (
	
	
	

	
	
)

// initializeByGraphDistance is an experimental, bounded alternative starting
// arrangement. It gives distant parts of the graph distinct space rather than
// minimizing only distances to already placed neighbors. The ordinary orthogonal
// optimizer still owns the final placement.
func initializeByGraphDistance( context.Context,  *layoutgraph.Graph) (bool, error) {
	if  := layoutgraph.Validate(, "GraphDistanceInitialization", );  != nil {
		return false, 
	}
	 := len(.Nodes)
	if  < 4 ||  > 64 || len(.Edges) > 256 || .HasFixedNode() {
		return false, nil
	}
	 := make(map[*layoutgraph.Node]int, )
	for ,  := range .Nodes {
		[] = 
	}
	 := make([][]float64, )
	for  := range  {
		[] = make([]float64, )
		for  := range [] {
			if  !=  {
				[][] = math.Inf(1)
			}
		}
	}
	for ,  := range .Edges {
		,  := [.From]
		,  := [.To]
		if  &&  &&  !=  {
			[][], [][] = 1, 1
		}
	}
	// Near-only or indirect connectivity falls back to ordinary initialization.
	for  := 0;  < ; ++ {
		if  := .Err();  != nil {
			return false, 
		}
		for  := 0;  < ; ++ {
			for  := 0;  < ; ++ {
				[][] = math.Min([][], [][]+[][])
			}
		}
	}
	for  := range  {
		for  := range [] {
			if math.IsInf([][], 1) {
				return false, nil
			}
		}
	}
	,  := make([]float64, ), make([]float64, )
	for  := range  {
		 := 2 * math.Pi * float64() / float64()
		[], [] = math.Sqrt(float64())*math.Cos(), math.Sqrt(float64())*math.Sin()
	}
	// Pairwise relaxation of sum ((EuclideanDistance - graphDistance) /
	// graphDistance)^2. Deterministic sweeps leave the annealing RNG untouched.
	for  := 0;  < 48; ++ {
		if  := .Err();  != nil {
			return false, 
		}
		 := .7 * math.Pow(.02/.7, float64()/47)
		for  := 0;  < ; ++ {
			 := ( + ) % 
			for  :=  + 1;  < ; ++ {
				 := ( + ) % 
				,  := []-[], []-[]
				 := math.Hypot(, )
				if  < 1e-9 {
					, ,  = 1e-6, 1e-6, math.Sqrt(2)*1e-6
				}
				 := math.Min(1, /([][]*[][]))
				 := .5 *  * ( - [][]) / 
				[] -=  * 
				[] -=  * 
				[] +=  * 
				[] +=  * 
			}
		}
	}
	 := make([]int, )
	for  := range  {
		[] = 
	}
	sort.SliceStable(, func(,  int) bool { return len(.Nodes[[]].Edges) > len(.Nodes[[]].Edges) })
	 := make(map[[2]int]bool, )
	 := make([]*geo.Point, )
	for ,  := range  {
		if  := .Err();  != nil {
			return false, 
		}
		,  := []*2+float64(), []*2+float64()
		,  := int(math.Round()), int(math.Round())
		 := [2]int{, }
		 := math.Inf(1)
		// n bounds the radius needed to find an unused integer cell.
		for  := 0;  <= ; ++ {
			for  :=  - ;  <= +; ++ {
				for  :=  - ;  <= +; ++ {
					if  > 0 &&  != - &&  != + &&  != - &&  != + {
						continue
					}
					 := [2]int{, }
					if [] {
						continue
					}
					 := math.Pow(float64()-, 2) + math.Pow(float64()-, 2)
					if  <  {
						,  = , 
					}
				}
			}
			if  < math.Inf(1) {
				break
			}
		}
		[] = true
		[] = geo.NewPoint(float64([0]), float64([1]))
	}
	if  := .Err();  != nil {
		return false, 
	}
	for ,  := range .Nodes {
		.TopLeft = []
	}
	return true, nil
}