feat: dashboard v2.1 glassmorphism + graph decomposition + fix flaky macOS vector test

Dashboard v2.1 "Nuclear" upgrade:
- Dark glassmorphism UI system (4-tier glass utilities, ambient orbs, nav glow)
- Graph3D decomposed from 806-line monolith into 10 focused modules
- Custom GLSL shaders (nebula FBM background, chromatic aberration, film grain, vignette)
- Enhanced dream mode with smooth 2s lerped transitions and aurora cycling
- Cognitive pipeline visualizer (7-stage search cascade animation)
- Temporal playback slider (scrub through memory evolution over time)
- Bioluminescent color palette for node types and events

Fix flaky CI test on macOS:
- vector::tests::test_add_and_search used near-identical test vectors (additive phase shift)
- Changed to multiplicative frequency so each seed produces a distinct vector

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Sam Valladares 2026-03-01 21:24:10 -06:00
parent 2c1f499a8b
commit d98cf6136a
241 changed files with 6262 additions and 4884 deletions

View file

@ -55,7 +55,7 @@ body {
height: 6px;
}
::-webkit-scrollbar-track {
background: var(--color-abyss);
background: transparent;
}
::-webkit-scrollbar-thumb {
background: var(--color-subtle);
@ -65,7 +65,54 @@ body {
background: var(--color-muted);
}
/* Glow effects */
/*
GLASSMORPHISM SYSTEM
*/
.glass {
background: rgba(22, 22, 56, 0.45);
backdrop-filter: blur(20px) saturate(180%);
-webkit-backdrop-filter: blur(20px) saturate(180%);
border: 1px solid rgba(99, 102, 241, 0.08);
box-shadow:
inset 0 1px 0 0 rgba(255, 255, 255, 0.03),
0 4px 24px rgba(0, 0, 0, 0.3);
}
.glass-subtle {
background: rgba(16, 16, 42, 0.4);
backdrop-filter: blur(12px) saturate(150%);
-webkit-backdrop-filter: blur(12px) saturate(150%);
border: 1px solid rgba(99, 102, 241, 0.06);
box-shadow:
inset 0 1px 0 0 rgba(255, 255, 255, 0.02),
0 2px 12px rgba(0, 0, 0, 0.2);
}
.glass-sidebar {
background: rgba(10, 10, 26, 0.6);
backdrop-filter: blur(24px) saturate(180%);
-webkit-backdrop-filter: blur(24px) saturate(180%);
border-right: 1px solid rgba(99, 102, 241, 0.1);
box-shadow:
inset -1px 0 0 0 rgba(255, 255, 255, 0.02),
4px 0 24px rgba(0, 0, 0, 0.3);
}
.glass-panel {
background: rgba(10, 10, 26, 0.8);
backdrop-filter: blur(24px) saturate(180%);
-webkit-backdrop-filter: blur(24px) saturate(180%);
border: 1px solid rgba(99, 102, 241, 0.1);
box-shadow:
inset 0 1px 0 0 rgba(255, 255, 255, 0.03),
0 8px 32px rgba(0, 0, 0, 0.4);
}
/*
GLOW EFFECTS
*/
.glow-synapse {
box-shadow: 0 0 20px rgba(99, 102, 241, 0.3), 0 0 60px rgba(99, 102, 241, 0.1);
}
@ -76,6 +123,10 @@ body {
box-shadow: 0 0 20px rgba(59, 130, 246, 0.3), 0 0 60px rgba(59, 130, 246, 0.1);
}
/*
ANIMATIONS
*/
/* Pulse animation for live indicators */
@keyframes pulse-glow {
0%, 100% { opacity: 1; }
@ -85,6 +136,91 @@ body {
animation: pulse-glow 2s ease-in-out infinite;
}
/* Ambient background orbs */
@keyframes orb-float-1 {
0%, 100% { transform: translate(0, 0) scale(1); }
25% { transform: translate(60px, -40px) scale(1.1); }
50% { transform: translate(-30px, -80px) scale(0.95); }
75% { transform: translate(-60px, -20px) scale(1.05); }
}
@keyframes orb-float-2 {
0%, 100% { transform: translate(0, 0) scale(1); }
25% { transform: translate(-50px, 30px) scale(1.08); }
50% { transform: translate(40px, 60px) scale(0.92); }
75% { transform: translate(20px, -40px) scale(1.03); }
}
@keyframes orb-float-3 {
0%, 100% { transform: translate(0, 0) scale(1); }
25% { transform: translate(30px, 50px) scale(1.05); }
50% { transform: translate(-60px, 20px) scale(0.98); }
75% { transform: translate(40px, -30px) scale(1.1); }
}
.ambient-orb {
position: fixed;
border-radius: 50%;
filter: blur(80px);
pointer-events: none;
z-index: 0;
opacity: 0.35;
}
.ambient-orb-1 {
width: 400px;
height: 400px;
background: radial-gradient(circle, rgba(168, 85, 247, 0.4), transparent 70%);
top: -10%;
right: -5%;
animation: orb-float-1 20s ease-in-out infinite;
}
.ambient-orb-2 {
width: 350px;
height: 350px;
background: radial-gradient(circle, rgba(99, 102, 241, 0.35), transparent 70%);
bottom: -15%;
left: -5%;
animation: orb-float-2 25s ease-in-out infinite;
}
.ambient-orb-3 {
width: 300px;
height: 300px;
background: radial-gradient(circle, rgba(245, 158, 11, 0.2), transparent 70%);
top: 40%;
left: 40%;
animation: orb-float-3 22s ease-in-out infinite;
}
/* Active nav indicator with animated gradient border */
.nav-active-border {
position: relative;
}
.nav-active-border::before {
content: '';
position: absolute;
left: 0;
top: 4px;
bottom: 4px;
width: 2px;
border-radius: 1px;
background: linear-gradient(
180deg,
var(--color-synapse),
var(--color-dream),
var(--color-synapse)
);
background-size: 100% 200%;
animation: gradient-shift 3s ease-in-out infinite;
}
@keyframes gradient-shift {
0%, 100% { background-position: 0% 0%; }
50% { background-position: 0% 100%; }
}
/* Neural particle animation */
@keyframes float {
0%, 100% { transform: translateY(0) translateX(0); }

View file

@ -1,12 +1,17 @@
<script lang="ts">
import { onMount, onDestroy } from 'svelte';
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import type { GraphNode, GraphEdge, VestigeEvent } from '$types';
import { NODE_TYPE_COLORS } from '$types';
import { createScene, resizeScene, disposeScene, type SceneContext } from '$lib/graph/scene';
import { ForceSimulation } from '$lib/graph/force-sim';
import { NodeManager } from '$lib/graph/nodes';
import { EdgeManager } from '$lib/graph/edges';
import { ParticleSystem } from '$lib/graph/particles';
import { EffectManager } from '$lib/graph/effects';
import { DreamMode } from '$lib/graph/dream-mode';
import { mapEventToEffects } from '$lib/graph/events';
import { createNebulaBackground, updateNebula } from '$lib/graph/shaders/nebula.frag';
import { createPostProcessing, updatePostProcessing, type PostProcessingStack } from '$lib/graph/shaders/post-processing';
import type * as THREE from 'three';
interface Props {
nodes: GraphNode[];
@ -20,45 +25,47 @@
let { nodes, edges, centerId, events = [], isDreaming = false, onSelect }: Props = $props();
let container: HTMLDivElement;
let renderer: THREE.WebGLRenderer;
let scene: THREE.Scene;
let camera: THREE.PerspectiveCamera;
let controls: OrbitControls;
let composer: EffectComposer;
let bloomPass: UnrealBloomPass;
let raycaster: THREE.Raycaster;
let mouse: THREE.Vector2;
let ctx: SceneContext;
let animationId: number;
let nodeGroup: THREE.Group;
let edgeGroup: THREE.Group;
let particleSystem: THREE.Points;
let starField: THREE.Points;
// Maps for lookup
let nodeMeshMap = new Map<string, THREE.Mesh>();
let nodePositions = new Map<string, THREE.Vector3>();
let labelSprites = new Map<string, THREE.Sprite>();
let hoveredNode: string | null = null;
let selectedNode: string | null = null;
// Modules
let nodeManager: NodeManager;
let edgeManager: EdgeManager;
let particles: ParticleSystem;
let effects: EffectManager;
let forceSim: ForceSimulation;
let dreamMode: DreamMode;
let nebulaMaterial: THREE.ShaderMaterial;
let postStack: PostProcessingStack;
// Force simulation state
let velocities = new Map<string, THREE.Vector3>();
let simulationRunning = true;
let simulationStep = 0;
// Event-driven animation state
// Event tracking
let processedEventCount = 0;
let pulseEffects: { nodeId: string; intensity: number; color: THREE.Color; decay: number }[] = [];
let connectionFlashes: { line: THREE.Line; intensity: number }[] = [];
let spawnBursts: { position: THREE.Vector3; age: number; particles: THREE.Points }[] = [];
let dreamTrails: { points: THREE.Vector3[]; line: THREE.Line; age: number }[] = [];
let shockwaves: { mesh: THREE.Mesh; age: number; maxAge: number }[] = [];
onMount(() => {
initScene();
createStarField();
createGraph();
createParticleSystem();
ctx = createScene(container);
// Nebula background
const nebula = createNebulaBackground(ctx.scene);
nebulaMaterial = nebula.material;
// Post-processing (added after bloom)
postStack = createPostProcessing(ctx.composer);
// Modules
particles = new ParticleSystem(ctx.scene);
nodeManager = new NodeManager();
edgeManager = new EdgeManager();
effects = new EffectManager(ctx.scene);
dreamMode = new DreamMode();
// Build graph
const positions = nodeManager.createNodes(nodes);
edgeManager.createEdges(edges, positions);
forceSim = new ForceSimulation(positions);
ctx.scene.add(edgeManager.group);
ctx.scene.add(nodeManager.group);
animate();
window.addEventListener('resize', onResize);
@ -71,432 +78,48 @@
window.removeEventListener('resize', onResize);
container?.removeEventListener('pointermove', onPointerMove);
container?.removeEventListener('click', onClick);
// Dispose Three.js resources to prevent GPU memory leaks
scene?.traverse((obj: THREE.Object3D) => {
if (obj instanceof THREE.Mesh || obj instanceof THREE.InstancedMesh) {
obj.geometry?.dispose();
if (Array.isArray(obj.material)) {
obj.material.forEach((m: THREE.Material) => m.dispose());
} else if (obj.material) {
(obj.material as THREE.Material).dispose();
}
}
});
renderer?.dispose();
composer?.dispose();
effects?.dispose();
particles?.dispose();
nodeManager?.dispose();
edgeManager?.dispose();
if (ctx) disposeScene(ctx);
});
function initScene() {
// Scene
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x050510, 0.008);
// Camera
camera = new THREE.PerspectiveCamera(60, container.clientWidth / container.clientHeight, 0.1, 2000);
camera.position.set(0, 30, 80);
// Renderer (WebGL2 — WebGPU requires async init, use WebGL for now with bloom)
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true,
powerPreference: 'high-performance'
});
renderer.setSize(container.clientWidth, container.clientHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.2;
container.appendChild(renderer.domElement);
// Controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.rotateSpeed = 0.5;
controls.zoomSpeed = 0.8;
controls.minDistance = 10;
controls.maxDistance = 500;
controls.autoRotate = true;
controls.autoRotateSpeed = 0.3;
// Post-processing: Bloom
composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
bloomPass = new UnrealBloomPass(
new THREE.Vector2(container.clientWidth, container.clientHeight),
0.8, // strength
0.4, // radius
0.85 // threshold
);
composer.addPass(bloomPass);
// Lighting
const ambient = new THREE.AmbientLight(0x1a1a3a, 0.5);
scene.add(ambient);
const point1 = new THREE.PointLight(0x6366f1, 1.5, 200);
point1.position.set(50, 50, 50);
scene.add(point1);
const point2 = new THREE.PointLight(0xa855f7, 1, 200);
point2.position.set(-50, -30, -50);
scene.add(point2);
// Raycaster
raycaster = new THREE.Raycaster();
raycaster.params.Points = { threshold: 2 };
mouse = new THREE.Vector2();
}
function createStarField() {
const starGeo = new THREE.BufferGeometry();
const starCount = 3000;
const positions = new Float32Array(starCount * 3);
const sizes = new Float32Array(starCount);
for (let i = 0; i < starCount; i++) {
positions[i * 3] = (Math.random() - 0.5) * 1000;
positions[i * 3 + 1] = (Math.random() - 0.5) * 1000;
positions[i * 3 + 2] = (Math.random() - 0.5) * 1000;
sizes[i] = Math.random() * 1.5;
}
starGeo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
starGeo.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
const starMat = new THREE.PointsMaterial({
color: 0x6366f1,
size: 0.5,
transparent: true,
opacity: 0.4,
sizeAttenuation: true,
blending: THREE.AdditiveBlending
});
starField = new THREE.Points(starGeo, starMat);
scene.add(starField);
}
function createGraph() {
nodeGroup = new THREE.Group();
edgeGroup = new THREE.Group();
// Position nodes using force-directed initial layout
const nodeCount = nodes.length;
const phi = (1 + Math.sqrt(5)) / 2; // Golden ratio for sphere distribution
nodes.forEach((node, i) => {
// Fibonacci sphere distribution for initial positions
const y = 1 - (2 * i) / (nodeCount - 1 || 1);
const radius = Math.sqrt(1 - y * y);
const theta = 2 * Math.PI * i / phi;
const spread = 30 + nodeCount * 0.5;
const pos = new THREE.Vector3(
radius * Math.cos(theta) * spread,
y * spread,
radius * Math.sin(theta) * spread
);
// Center node at origin
if (node.isCenter) pos.set(0, 0, 0);
nodePositions.set(node.id, pos);
velocities.set(node.id, new THREE.Vector3());
// Create node mesh
const size = 0.5 + node.retention * 2;
const color = NODE_TYPE_COLORS[node.type] || '#6b7280';
const geometry = new THREE.SphereGeometry(size, 16, 16);
const material = new THREE.MeshStandardMaterial({
color: new THREE.Color(color),
emissive: new THREE.Color(color),
emissiveIntensity: 0.3 + node.retention * 0.5,
roughness: 0.3,
metalness: 0.1,
transparent: true,
opacity: 0.3 + node.retention * 0.7,
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.copy(pos);
mesh.userData = { nodeId: node.id, type: node.type, retention: node.retention };
nodeMeshMap.set(node.id, mesh);
nodeGroup.add(mesh);
// Glow sprite
const spriteMat = new THREE.SpriteMaterial({
color: new THREE.Color(color),
transparent: true,
opacity: 0.15 + node.retention * 0.2,
blending: THREE.AdditiveBlending,
});
const sprite = new THREE.Sprite(spriteMat);
sprite.scale.set(size * 4, size * 4, 1);
sprite.position.copy(pos);
sprite.userData = { isGlow: true, nodeId: node.id };
nodeGroup.add(sprite);
// Text label sprite (distance-faded)
const labelText = node.label || node.type;
const labelSprite = createTextSprite(labelText, '#e2e8f0');
labelSprite.position.copy(pos);
labelSprite.position.y += size * 2 + 1.5;
labelSprite.userData = { isLabel: true, nodeId: node.id, offset: size * 2 + 1.5 };
nodeGroup.add(labelSprite);
labelSprites.set(node.id, labelSprite);
});
// Create edges
edges.forEach(edge => {
const sourcePos = nodePositions.get(edge.source);
const targetPos = nodePositions.get(edge.target);
if (!sourcePos || !targetPos) return;
const points = [sourcePos, targetPos];
const geometry = new THREE.BufferGeometry().setFromPoints(points);
const material = new THREE.LineBasicMaterial({
color: 0x4a4a7a,
transparent: true,
opacity: Math.min(0.1 + edge.weight * 0.5, 0.6),
blending: THREE.AdditiveBlending,
});
const line = new THREE.Line(geometry, material);
line.userData = { source: edge.source, target: edge.target };
edgeGroup.add(line);
});
scene.add(edgeGroup);
scene.add(nodeGroup);
}
function createParticleSystem() {
const particleCount = 500;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(particleCount * 3);
const colors = new Float32Array(particleCount * 3);
for (let i = 0; i < particleCount; i++) {
positions[i * 3] = (Math.random() - 0.5) * 100;
positions[i * 3 + 1] = (Math.random() - 0.5) * 100;
positions[i * 3 + 2] = (Math.random() - 0.5) * 100;
// Purple-blue neural particles
colors[i * 3] = 0.4 + Math.random() * 0.3;
colors[i * 3 + 1] = 0.3 + Math.random() * 0.2;
colors[i * 3 + 2] = 0.8 + Math.random() * 0.2;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
const material = new THREE.PointsMaterial({
size: 0.3,
vertexColors: true,
transparent: true,
opacity: 0.4,
blending: THREE.AdditiveBlending,
sizeAttenuation: true,
});
particleSystem = new THREE.Points(geometry, material);
scene.add(particleSystem);
}
function createTextSprite(text: string, color: string): THREE.Sprite {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d')!;
canvas.width = 512;
canvas.height = 64;
// Truncate text
const label = text.length > 40 ? text.slice(0, 37) + '...' : text;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.font = 'bold 28px -apple-system, BlinkMacSystemFont, sans-serif';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
// Shadow for readability
ctx.shadowColor = 'rgba(0, 0, 0, 0.8)';
ctx.shadowBlur = 6;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 2;
ctx.fillStyle = color;
ctx.fillText(label, canvas.width / 2, canvas.height / 2);
const texture = new THREE.CanvasTexture(canvas);
texture.needsUpdate = true;
const mat = new THREE.SpriteMaterial({
map: texture,
transparent: true,
opacity: 0,
depthTest: false,
sizeAttenuation: true,
});
const sprite = new THREE.Sprite(mat);
sprite.scale.set(12, 1.5, 1);
return sprite;
}
function runForceSimulation() {
if (!simulationRunning || simulationStep > 300) return;
simulationStep++;
const alpha = Math.max(0.001, 1 - simulationStep / 300);
const repulsionStrength = 500;
const attractionStrength = 0.01;
const dampening = 0.9;
// Repulsion between all nodes
const nodeIds = Array.from(nodePositions.keys());
for (let i = 0; i < nodeIds.length; i++) {
for (let j = i + 1; j < nodeIds.length; j++) {
const posA = nodePositions.get(nodeIds[i])!;
const posB = nodePositions.get(nodeIds[j])!;
const diff = new THREE.Vector3().subVectors(posA, posB);
const dist = diff.length() || 1;
const force = repulsionStrength / (dist * dist) * alpha;
const dir = diff.normalize().multiplyScalar(force);
velocities.get(nodeIds[i])!.add(dir);
velocities.get(nodeIds[j])!.sub(dir);
}
}
// Attraction along edges
edges.forEach(edge => {
const posA = nodePositions.get(edge.source);
const posB = nodePositions.get(edge.target);
if (!posA || !posB) return;
const diff = new THREE.Vector3().subVectors(posB, posA);
const dist = diff.length();
const force = dist * attractionStrength * edge.weight * alpha;
const dir = diff.normalize().multiplyScalar(force);
velocities.get(edge.source)!.add(dir);
velocities.get(edge.target)!.sub(dir);
});
// Centering force
nodeIds.forEach(id => {
const pos = nodePositions.get(id)!;
const vel = velocities.get(id)!;
vel.sub(pos.clone().multiplyScalar(0.001 * alpha));
vel.multiplyScalar(dampening);
pos.add(vel);
// Update mesh positions
const mesh = nodeMeshMap.get(id);
if (mesh) mesh.position.copy(pos);
});
// Update glow sprite and label positions
nodeGroup.children.forEach(child => {
if (child.userData.nodeId) {
const pos = nodePositions.get(child.userData.nodeId);
if (!pos) return;
if (child.userData.isGlow) {
child.position.copy(pos);
} else if (child.userData.isLabel) {
child.position.copy(pos);
child.position.y += child.userData.offset;
}
}
});
// Update edge positions
edgeGroup.children.forEach(child => {
const line = child as THREE.Line;
const sourcePos = nodePositions.get(line.userData.source);
const targetPos = nodePositions.get(line.userData.target);
if (sourcePos && targetPos) {
const positions = line.geometry.attributes.position as THREE.BufferAttribute;
positions.setXYZ(0, sourcePos.x, sourcePos.y, sourcePos.z);
positions.setXYZ(1, targetPos.x, targetPos.y, targetPos.z);
positions.needsUpdate = true;
}
});
}
function animate() {
animationId = requestAnimationFrame(animate);
const time = performance.now() * 0.001;
// Force simulation
runForceSimulation();
forceSim.tick(edges);
// Animate particles
if (particleSystem) {
const positions = particleSystem.geometry.attributes.position as THREE.BufferAttribute;
for (let i = 0; i < positions.count; i++) {
positions.setY(i, positions.getY(i) + Math.sin(time + i * 0.1) * 0.02);
positions.setX(i, positions.getX(i) + Math.cos(time + i * 0.05) * 0.01);
}
positions.needsUpdate = true;
}
// Update positions
nodeManager.updatePositions();
edgeManager.updatePositions(nodeManager.positions);
// Slow star rotation
if (starField) {
starField.rotation.y += 0.0001;
starField.rotation.x += 0.00005;
}
// Animate
particles.animate(time);
nodeManager.animate(time, nodes, ctx.camera);
// Node breathing (retention-based pulse)
nodeMeshMap.forEach((mesh, id) => {
const node = nodes.find(n => n.id === id);
if (!node) return;
const breathe = 1 + Math.sin(time * 1.5 + nodes.indexOf(node) * 0.5) * 0.05 * node.retention;
mesh.scale.setScalar(breathe);
// Dream mode
dreamMode.setActive(isDreaming);
dreamMode.update(ctx.scene, ctx.bloomPass, ctx.controls, ctx.lights, time);
// Highlight hovered
const mat = mesh.material as THREE.MeshStandardMaterial;
if (id === hoveredNode) {
mat.emissiveIntensity = 1.0;
} else if (id === selectedNode) {
mat.emissiveIntensity = 0.8;
} else {
mat.emissiveIntensity = 0.3 + node.retention * 0.5;
}
});
// Nebula + post-processing
updateNebula(
nebulaMaterial,
time,
dreamMode.current.nebulaIntensity,
container.clientWidth,
container.clientHeight
);
updatePostProcessing(postStack, time, dreamMode.current.nebulaIntensity);
// Distance-based label visibility
labelSprites.forEach((sprite, id) => {
const pos = nodePositions.get(id);
if (!pos) return;
const dist = camera.position.distanceTo(pos);
const mat = sprite.material as THREE.SpriteMaterial;
// Fade in when close (< 40 units), fade out when far (> 80 units)
const targetOpacity = id === hoveredNode || id === selectedNode
? 1.0
: dist < 40 ? 0.9 : dist < 80 ? 0.9 * (1 - (dist - 40) / 40) : 0;
mat.opacity += (targetOpacity - mat.opacity) * 0.1;
});
// Dream mode: slower rotation, purple tint, stronger bloom
if (isDreaming) {
controls.autoRotateSpeed = 0.1;
bloomPass.strength = 1.5;
scene.fog = new THREE.FogExp2(0x0a0520, 0.006);
} else {
controls.autoRotateSpeed = 0.3;
bloomPass.strength = 0.8;
}
// Process incoming events
// Events + effects
processEvents();
effects.update(nodeManager.meshMap, ctx.camera);
// Update visual effects
updateEffects(time);
controls.update();
composer.render();
ctx.controls.update();
ctx.composer.render();
}
function processEvents() {
@ -506,300 +129,40 @@
processedEventCount = events.length;
for (const event of newEvents) {
switch (event.type) {
case 'MemoryCreated': {
// Spawn burst: ring of particles expanding outward
const nodeId = (event.data as { id?: string })?.id;
const pos = nodeId ? nodePositions.get(nodeId) : null;
const burstPos = pos?.clone() ?? new THREE.Vector3(
(Math.random() - 0.5) * 40,
(Math.random() - 0.5) * 40,
(Math.random() - 0.5) * 40
);
createSpawnBurst(burstPos, new THREE.Color(0x10b981));
// Also create a shockwave ring
createShockwave(burstPos, new THREE.Color(0x10b981));
break;
}
case 'SearchPerformed': {
// Pulse all visible nodes with blue ripple
const query = (event.data as { query?: string })?.query;
nodeMeshMap.forEach((_, id) => {
pulseEffects.push({
nodeId: id,
intensity: 0.6 + Math.random() * 0.4,
color: new THREE.Color(0x3b82f6),
decay: 0.02
});
});
break;
}
case 'DreamStarted': {
// Dramatic: pulse everything purple, slow time
nodeMeshMap.forEach((_, id) => {
pulseEffects.push({
nodeId: id,
intensity: 1.0,
color: new THREE.Color(0xa855f7),
decay: 0.005
});
});
break;
}
case 'DreamProgress': {
// Light up specific memories as they're "replayed"
const memoryId = (event.data as { memory_id?: string })?.memory_id;
if (memoryId && nodeMeshMap.has(memoryId)) {
pulseEffects.push({
nodeId: memoryId,
intensity: 1.5,
color: new THREE.Color(0xc084fc),
decay: 0.01
});
}
break;
}
case 'DreamCompleted': {
// Celebration burst from center
createSpawnBurst(new THREE.Vector3(0, 0, 0), new THREE.Color(0xa855f7));
createShockwave(new THREE.Vector3(0, 0, 0), new THREE.Color(0xa855f7));
break;
}
case 'ConnectionDiscovered': {
const data = event.data as { source_id?: string; target_id?: string };
const srcPos = data.source_id ? nodePositions.get(data.source_id) : null;
const tgtPos = data.target_id ? nodePositions.get(data.target_id) : null;
if (srcPos && tgtPos) {
createConnectionFlash(srcPos, tgtPos, new THREE.Color(0xf59e0b));
}
break;
}
case 'RetentionDecayed': {
const decayId = (event.data as { id?: string })?.id;
if (decayId && nodeMeshMap.has(decayId)) {
pulseEffects.push({
nodeId: decayId,
intensity: 0.8,
color: new THREE.Color(0xef4444),
decay: 0.03
});
}
break;
}
case 'MemoryPromoted': {
const promoId = (event.data as { id?: string })?.id;
if (promoId && nodeMeshMap.has(promoId)) {
pulseEffects.push({
nodeId: promoId,
intensity: 1.2,
color: new THREE.Color(0x10b981),
decay: 0.01
});
const promoPos = nodePositions.get(promoId);
if (promoPos) createShockwave(promoPos, new THREE.Color(0x10b981));
}
break;
}
case 'ConsolidationCompleted': {
// Global shimmer effect
nodeMeshMap.forEach((_, id) => {
pulseEffects.push({
nodeId: id,
intensity: 0.4 + Math.random() * 0.3,
color: new THREE.Color(0xf59e0b),
decay: 0.015
});
});
break;
}
}
}
}
function createSpawnBurst(position: THREE.Vector3, color: THREE.Color) {
const count = 60;
const geo = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3);
const velocitiesArr = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
positions[i * 3] = position.x;
positions[i * 3 + 1] = position.y;
positions[i * 3 + 2] = position.z;
// Random outward velocity
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const speed = 0.3 + Math.random() * 0.5;
velocitiesArr[i * 3] = Math.sin(phi) * Math.cos(theta) * speed;
velocitiesArr[i * 3 + 1] = Math.sin(phi) * Math.sin(theta) * speed;
velocitiesArr[i * 3 + 2] = Math.cos(phi) * speed;
}
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.setAttribute('velocity', new THREE.BufferAttribute(velocitiesArr, 3));
const mat = new THREE.PointsMaterial({
color,
size: 0.6,
transparent: true,
opacity: 1.0,
blending: THREE.AdditiveBlending,
sizeAttenuation: true,
});
const pts = new THREE.Points(geo, mat);
scene.add(pts);
spawnBursts.push({ position: position.clone(), age: 0, particles: pts });
}
function createShockwave(position: THREE.Vector3, color: THREE.Color) {
const geo = new THREE.RingGeometry(0.1, 0.5, 64);
const mat = new THREE.MeshBasicMaterial({
color,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending,
});
const ring = new THREE.Mesh(geo, mat);
ring.position.copy(position);
// Face camera
ring.lookAt(camera.position);
scene.add(ring);
shockwaves.push({ mesh: ring, age: 0, maxAge: 60 });
}
function createConnectionFlash(from: THREE.Vector3, to: THREE.Vector3, color: THREE.Color) {
const points = [from.clone(), to.clone()];
const geo = new THREE.BufferGeometry().setFromPoints(points);
const mat = new THREE.LineBasicMaterial({
color,
transparent: true,
opacity: 1.0,
blending: THREE.AdditiveBlending,
});
const line = new THREE.Line(geo, mat);
scene.add(line);
connectionFlashes.push({ line, intensity: 1.0 });
}
function updateEffects(time: number) {
// Update pulse effects on nodes
for (let i = pulseEffects.length - 1; i >= 0; i--) {
const pulse = pulseEffects[i];
pulse.intensity -= pulse.decay;
if (pulse.intensity <= 0) {
pulseEffects.splice(i, 1);
continue;
}
const mesh = nodeMeshMap.get(pulse.nodeId);
if (mesh) {
const mat = mesh.material as THREE.MeshStandardMaterial;
mat.emissive.lerp(pulse.color, pulse.intensity * 0.3);
mat.emissiveIntensity = Math.max(mat.emissiveIntensity, pulse.intensity);
}
}
// Update spawn burst particles
for (let i = spawnBursts.length - 1; i >= 0; i--) {
const burst = spawnBursts[i];
burst.age++;
if (burst.age > 120) {
scene.remove(burst.particles);
burst.particles.geometry.dispose();
(burst.particles.material as THREE.Material).dispose();
spawnBursts.splice(i, 1);
continue;
}
const positions = burst.particles.geometry.attributes.position as THREE.BufferAttribute;
const vels = burst.particles.geometry.attributes.velocity as THREE.BufferAttribute;
for (let j = 0; j < positions.count; j++) {
positions.setX(j, positions.getX(j) + vels.getX(j));
positions.setY(j, positions.getY(j) + vels.getY(j));
positions.setZ(j, positions.getZ(j) + vels.getZ(j));
// Dampen velocity
vels.setX(j, vels.getX(j) * 0.97);
vels.setY(j, vels.getY(j) * 0.97);
vels.setZ(j, vels.getZ(j) * 0.97);
}
positions.needsUpdate = true;
const mat = burst.particles.material as THREE.PointsMaterial;
mat.opacity = Math.max(0, 1 - burst.age / 120);
mat.size = 0.6 * (1 - burst.age / 200);
}
// Update shockwave rings
for (let i = shockwaves.length - 1; i >= 0; i--) {
const sw = shockwaves[i];
sw.age++;
if (sw.age > sw.maxAge) {
scene.remove(sw.mesh);
sw.mesh.geometry.dispose();
(sw.mesh.material as THREE.Material).dispose();
shockwaves.splice(i, 1);
continue;
}
const progress = sw.age / sw.maxAge;
const scale = 1 + progress * 20;
sw.mesh.scale.setScalar(scale);
(sw.mesh.material as THREE.MeshBasicMaterial).opacity = 0.8 * (1 - progress);
sw.mesh.lookAt(camera.position);
}
// Update connection flash lines
for (let i = connectionFlashes.length - 1; i >= 0; i--) {
const flash = connectionFlashes[i];
flash.intensity -= 0.015;
if (flash.intensity <= 0) {
scene.remove(flash.line);
flash.line.geometry.dispose();
(flash.line.material as THREE.Material).dispose();
connectionFlashes.splice(i, 1);
continue;
}
(flash.line.material as THREE.LineBasicMaterial).opacity = flash.intensity;
mapEventToEffects(event, effects, nodeManager.positions, nodeManager.meshMap, ctx.camera);
}
}
function onResize() {
if (!container) return;
const w = container.clientWidth;
const h = container.clientHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
composer.setSize(w, h);
if (!container || !ctx) return;
resizeScene(ctx, container);
}
function onPointerMove(event: PointerEvent) {
const rect = container.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
ctx.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
ctx.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const meshes = Array.from(nodeMeshMap.values());
const intersects = raycaster.intersectObjects(meshes);
ctx.raycaster.setFromCamera(ctx.mouse, ctx.camera);
const intersects = ctx.raycaster.intersectObjects(nodeManager.getMeshes());
if (intersects.length > 0) {
hoveredNode = intersects[0].object.userData.nodeId;
nodeManager.hoveredNode = intersects[0].object.userData.nodeId;
container.style.cursor = 'pointer';
} else {
hoveredNode = null;
nodeManager.hoveredNode = null;
container.style.cursor = 'grab';
}
}
function onClick() {
if (hoveredNode) {
selectedNode = hoveredNode;
onSelect?.(hoveredNode);
if (nodeManager.hoveredNode) {
nodeManager.selectedNode = nodeManager.hoveredNode;
onSelect?.(nodeManager.hoveredNode);
// Fly camera to selected node
const pos = nodePositions.get(hoveredNode);
const pos = nodeManager.positions.get(nodeManager.hoveredNode);
if (pos) {
const target = pos.clone();
controls.target.lerp(target, 0.5);
ctx.controls.target.lerp(pos.clone(), 0.5);
}
}
}

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<script lang="ts">
import { onMount } from 'svelte';
interface Props {
resultCount?: number;
durationMs?: number;
active?: boolean;
}
let { resultCount = 0, durationMs = 0, active = false }: Props = $props();
const stages = [
{ name: 'Overfetch', icon: '◎', color: '#818CF8', desc: 'Pull 3x results from hybrid search' },
{ name: 'Rerank', icon: '⟿', color: '#00A8FF', desc: 'Re-score by relevance quality' },
{ name: 'Temporal', icon: '◷', color: '#00D4FF', desc: 'Recent memories get recency bonus' },
{ name: 'Access', icon: '◇', color: '#00FFD1', desc: 'FSRS-6 retention threshold filter' },
{ name: 'Context', icon: '◬', color: '#FFB800', desc: 'Encoding specificity matching' },
{ name: 'Compete', icon: '⬡', color: '#FF3CAC', desc: 'Retrieval-induced forgetting' },
{ name: 'Activate', icon: '◈', color: '#9D00FF', desc: 'Spreading activation cascade' },
];
let activeStage = $state(-1);
let animating = $state(false);
let showResult = $state(false);
$effect(() => {
if (active && !animating) {
startAnimation();
}
});
function startAnimation() {
animating = true;
activeStage = -1;
showResult = false;
// Stretch animation to 2x actual duration for visibility (min 1.5s)
const totalDuration = Math.max(1500, (durationMs || 50) * 2);
const stageDelay = totalDuration / (stages.length + 1);
stages.forEach((_, i) => {
setTimeout(() => {
activeStage = i;
}, stageDelay * (i + 1));
});
setTimeout(() => {
showResult = true;
animating = false;
}, totalDuration);
}
</script>
<div class="glass-subtle rounded-xl p-4 space-y-3">
<div class="flex items-center justify-between">
<span class="text-[10px] text-synapse-glow uppercase tracking-wider font-medium">Cognitive Search Pipeline</span>
{#if showResult}
<span class="text-[10px] text-recall">{resultCount} results in {durationMs}ms</span>
{/if}
</div>
<!-- 7-stage pipeline visualization -->
<div class="flex items-center gap-0.5">
{#each stages as stage, i}
{@const isActive = i <= activeStage}
{@const isCurrent = i === activeStage && animating}
<!-- Stage node -->
<div class="flex flex-col items-center gap-1 flex-1 min-w-0">
<div
class="w-8 h-8 rounded-full flex items-center justify-center text-xs transition-all duration-300
{isCurrent ? 'scale-125' : ''}"
style="background: {isActive ? stage.color + '25' : 'rgba(255,255,255,0.03)'};
border: 1.5px solid {isActive ? stage.color : 'rgba(255,255,255,0.06)'};
color: {isActive ? stage.color : '#4a4a7a'};
box-shadow: {isCurrent ? '0 0 12px ' + stage.color + '40' : 'none'}"
title={stage.desc}
>
{stage.icon}
</div>
<span class="text-[8px] truncate w-full text-center transition-colors duration-300"
style="color: {isActive ? stage.color : '#4a4a7a'}">
{stage.name}
</span>
</div>
<!-- Connecting line -->
{#if i < stages.length - 1}
<div class="h-px flex-shrink-0 w-2 mt-[-12px] transition-all duration-300"
style="background: {i < activeStage ? stages[i + 1].color + '60' : 'rgba(255,255,255,0.06)'}">
</div>
{/if}
{/each}
</div>
<!-- Energy pulse bar -->
<div class="h-1 bg-white/[0.03] rounded-full overflow-hidden">
{#if animating || showResult}
<div
class="h-full rounded-full transition-all ease-out"
style="width: {showResult ? '100' : ((activeStage + 1) / stages.length * 100).toFixed(0)}%;
background: linear-gradient(90deg, #818CF8, #00FFD1, #9D00FF);
transition-duration: {animating ? '300ms' : '500ms'}"
></div>
{/if}
</div>
<!-- Result burst -->
{#if showResult}
<div class="flex items-center gap-2 pt-1 animate-fade-in">
<div class="w-1.5 h-1.5 rounded-full bg-recall animate-pulse-glow"></div>
<span class="text-[10px] text-dim">
Pipeline complete: {resultCount} memories surfaced from {stages.length}-stage cognitive cascade
</span>
</div>
{/if}
</div>
<style>
@keyframes fade-in {
from { opacity: 0; transform: translateY(4px); }
to { opacity: 1; transform: translateY(0); }
}
.animate-fade-in {
animation: fade-in 0.3s ease-out;
}
</style>

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<script lang="ts">
import { onMount, onDestroy } from 'svelte';
import type { GraphNode } from '$types';
import { getDateRange } from '$lib/graph/temporal';
interface Props {
nodes: GraphNode[];
onDateChange: (date: Date) => void;
onToggle: (enabled: boolean) => void;
}
let { nodes, onDateChange, onToggle }: Props = $props();
let enabled = $state(false);
let playing = $state(false);
let speed = $state(1); // days per second
let sliderValue = $state(100); // 0-100 percentage
let animFrameId: number;
let lastTime = 0;
let dateRange = $derived(getDateRange(nodes));
let currentDate = $derived.by(() => {
const oldest = dateRange.oldest.getTime();
const newest = dateRange.newest.getTime();
const range = newest - oldest || 1;
return new Date(oldest + (sliderValue / 100) * range);
});
function formatDate(d: Date): string {
return d.toLocaleDateString('en-US', { month: 'short', day: 'numeric', year: 'numeric' });
}
function toggle() {
enabled = !enabled;
onToggle(enabled);
if (enabled) {
sliderValue = 100;
onDateChange(currentDate);
}
}
function togglePlay() {
playing = !playing;
if (playing) {
sliderValue = 0;
lastTime = performance.now();
playLoop();
} else {
cancelAnimationFrame(animFrameId);
}
}
function playLoop() {
animFrameId = requestAnimationFrame((now) => {
const deltaSeconds = (now - lastTime) / 1000;
lastTime = now;
const oldest = dateRange.oldest.getTime();
const newest = dateRange.newest.getTime();
const totalDays = (newest - oldest) / (24 * 60 * 60 * 1000) || 1;
// Advance by speed days per second
const percentPerSecond = (speed / totalDays) * 100;
sliderValue = Math.min(100, sliderValue + percentPerSecond * deltaSeconds);
onDateChange(currentDate);
if (sliderValue >= 100) {
playing = false;
return;
}
playLoop();
});
}
function onSliderInput() {
onDateChange(currentDate);
}
onDestroy(() => {
cancelAnimationFrame(animFrameId);
});
</script>
{#if enabled}
<div class="absolute bottom-4 left-1/2 -translate-x-1/2 z-10 w-[90%] max-w-xl">
<div class="glass-panel rounded-xl p-3 space-y-2">
<div class="flex items-center justify-between">
<div class="flex items-center gap-2">
<button
onclick={togglePlay}
class="w-7 h-7 rounded-lg bg-synapse/20 border border-synapse/30 text-synapse-glow text-xs flex items-center justify-center hover:bg-synapse/30 transition"
>
{playing ? '⏸' : '▶'}
</button>
<select
bind:value={speed}
class="px-2 py-1 bg-white/[0.03] border border-synapse/10 rounded-lg text-[10px] text-dim focus:outline-none"
>
<option value={1}>1x</option>
<option value={7}>7x</option>
<option value={30}>30x</option>
</select>
</div>
<span class="text-xs text-bright font-medium">{formatDate(currentDate)}</span>
<button
onclick={toggle}
class="text-[10px] text-muted hover:text-text transition"
>
Close
</button>
</div>
<input
type="range"
min="0"
max="100"
step="0.1"
bind:value={sliderValue}
oninput={onSliderInput}
class="w-full h-1.5 appearance-none bg-white/[0.06] rounded-full cursor-pointer
[&::-webkit-slider-thumb]:appearance-none [&::-webkit-slider-thumb]:w-3 [&::-webkit-slider-thumb]:h-3
[&::-webkit-slider-thumb]:rounded-full [&::-webkit-slider-thumb]:bg-synapse-glow
[&::-webkit-slider-thumb]:shadow-[0_0_8px_rgba(129,140,248,0.4)]"
/>
<div class="flex justify-between text-[9px] text-muted">
<span>{formatDate(dateRange.oldest)}</span>
<span>{formatDate(dateRange.newest)}</span>
</div>
</div>
</div>
{:else}
<button
onclick={toggle}
class="absolute bottom-4 right-4 z-10 px-3 py-2 glass rounded-xl text-dim text-xs hover:text-text transition flex items-center gap-1.5"
>
<span></span>
<span>Timeline</span>
</button>
{/if}

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import * as THREE from 'three';
import type { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import type { OrbitControls } from 'three/addons/controls/OrbitControls.js';
export interface DreamConfig {
bloomStrength: number;
rotateSpeed: number;
fogColor: number;
fogDensity: number;
nebulaIntensity: number;
chromaticIntensity: number;
vignetteRadius: number;
breatheAmplitude: number;
}
const NORMAL_CONFIG: DreamConfig = {
bloomStrength: 0.8,
rotateSpeed: 0.3,
fogColor: 0x050510,
fogDensity: 0.008,
nebulaIntensity: 0,
chromaticIntensity: 0.002,
vignetteRadius: 0.9,
breatheAmplitude: 1.0,
};
const DREAM_CONFIG: DreamConfig = {
bloomStrength: 1.8,
rotateSpeed: 0.08,
fogColor: 0x0a0520,
fogDensity: 0.006,
nebulaIntensity: 1.0,
chromaticIntensity: 0.005,
vignetteRadius: 0.7,
breatheAmplitude: 2.0,
};
export class DreamMode {
active = false;
private transition = 0; // 0 = normal, 1 = dream
private transitionSpeed = 0.008; // ~2 seconds at 60fps
current: DreamConfig;
private auroraHue = 0;
constructor() {
this.current = { ...NORMAL_CONFIG };
}
setActive(active: boolean) {
this.active = active;
}
update(
scene: THREE.Scene,
bloomPass: UnrealBloomPass,
controls: OrbitControls,
lights: { point1: THREE.PointLight; point2: THREE.PointLight },
_time: number
) {
// Smooth transition
const target = this.active ? 1 : 0;
this.transition += (target - this.transition) * this.transitionSpeed * 60 * (1 / 60);
this.transition = Math.max(0, Math.min(1, this.transition));
const t = this.transition;
// Lerp all config values
this.current.bloomStrength = this.lerp(NORMAL_CONFIG.bloomStrength, DREAM_CONFIG.bloomStrength, t);
this.current.rotateSpeed = this.lerp(NORMAL_CONFIG.rotateSpeed, DREAM_CONFIG.rotateSpeed, t);
this.current.fogDensity = this.lerp(NORMAL_CONFIG.fogDensity, DREAM_CONFIG.fogDensity, t);
this.current.nebulaIntensity = this.lerp(NORMAL_CONFIG.nebulaIntensity, DREAM_CONFIG.nebulaIntensity, t);
this.current.chromaticIntensity = this.lerp(NORMAL_CONFIG.chromaticIntensity, DREAM_CONFIG.chromaticIntensity, t);
this.current.vignetteRadius = this.lerp(NORMAL_CONFIG.vignetteRadius, DREAM_CONFIG.vignetteRadius, t);
this.current.breatheAmplitude = this.lerp(NORMAL_CONFIG.breatheAmplitude, DREAM_CONFIG.breatheAmplitude, t);
// Apply
bloomPass.strength = this.current.bloomStrength;
controls.autoRotateSpeed = this.current.rotateSpeed;
// Fog color lerp
const normalFog = new THREE.Color(NORMAL_CONFIG.fogColor);
const dreamFog = new THREE.Color(DREAM_CONFIG.fogColor);
const fogColor = normalFog.clone().lerp(dreamFog, t);
scene.fog = new THREE.FogExp2(fogColor, this.current.fogDensity);
// Aurora color cycling during dream
if (t > 0.01) {
this.auroraHue = (_time * 0.1) % 1;
const auroraColor1 = new THREE.Color().setHSL(0.75 + this.auroraHue * 0.15, 0.8, 0.5);
const auroraColor2 = new THREE.Color().setHSL(0.55 + this.auroraHue * 0.2, 0.7, 0.4);
lights.point1.color.lerp(auroraColor1, t * 0.3);
lights.point2.color.lerp(auroraColor2, t * 0.3);
} else {
lights.point1.color.set(0x6366f1);
lights.point2.color.set(0xa855f7);
}
}
private lerp(a: number, b: number, t: number): number {
return a + (b - a) * t;
}
}

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import * as THREE from 'three';
import type { GraphEdge } from '$types';
export class EdgeManager {
group: THREE.Group;
constructor() {
this.group = new THREE.Group();
}
createEdges(edges: GraphEdge[], positions: Map<string, THREE.Vector3>) {
for (const edge of edges) {
const sourcePos = positions.get(edge.source);
const targetPos = positions.get(edge.target);
if (!sourcePos || !targetPos) continue;
const points = [sourcePos, targetPos];
const geometry = new THREE.BufferGeometry().setFromPoints(points);
const material = new THREE.LineBasicMaterial({
color: 0x4a4a7a,
transparent: true,
opacity: Math.min(0.1 + edge.weight * 0.5, 0.6),
blending: THREE.AdditiveBlending,
});
const line = new THREE.Line(geometry, material);
line.userData = { source: edge.source, target: edge.target };
this.group.add(line);
}
}
updatePositions(positions: Map<string, THREE.Vector3>) {
this.group.children.forEach((child) => {
const line = child as THREE.Line;
const sourcePos = positions.get(line.userData.source);
const targetPos = positions.get(line.userData.target);
if (sourcePos && targetPos) {
const attrs = line.geometry.attributes.position as THREE.BufferAttribute;
attrs.setXYZ(0, sourcePos.x, sourcePos.y, sourcePos.z);
attrs.setXYZ(1, targetPos.x, targetPos.y, targetPos.z);
attrs.needsUpdate = true;
}
});
}
dispose() {
this.group.children.forEach((child) => {
const line = child as THREE.Line;
line.geometry?.dispose();
(line.material as THREE.Material)?.dispose();
});
}
}

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import * as THREE from 'three';
export interface PulseEffect {
nodeId: string;
intensity: number;
color: THREE.Color;
decay: number;
}
interface SpawnBurst {
position: THREE.Vector3;
age: number;
particles: THREE.Points;
}
interface Shockwave {
mesh: THREE.Mesh;
age: number;
maxAge: number;
}
interface ConnectionFlash {
line: THREE.Line;
intensity: number;
}
export class EffectManager {
pulseEffects: PulseEffect[] = [];
private spawnBursts: SpawnBurst[] = [];
private shockwaves: Shockwave[] = [];
private connectionFlashes: ConnectionFlash[] = [];
private scene: THREE.Scene;
constructor(scene: THREE.Scene) {
this.scene = scene;
}
addPulse(nodeId: string, intensity: number, color: THREE.Color, decay: number) {
this.pulseEffects.push({ nodeId, intensity, color, decay });
}
createSpawnBurst(position: THREE.Vector3, color: THREE.Color) {
const count = 60;
const geo = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3);
const velocities = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
positions[i * 3] = position.x;
positions[i * 3 + 1] = position.y;
positions[i * 3 + 2] = position.z;
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const speed = 0.3 + Math.random() * 0.5;
velocities[i * 3] = Math.sin(phi) * Math.cos(theta) * speed;
velocities[i * 3 + 1] = Math.sin(phi) * Math.sin(theta) * speed;
velocities[i * 3 + 2] = Math.cos(phi) * speed;
}
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.setAttribute('velocity', new THREE.BufferAttribute(velocities, 3));
const mat = new THREE.PointsMaterial({
color,
size: 0.6,
transparent: true,
opacity: 1.0,
blending: THREE.AdditiveBlending,
sizeAttenuation: true,
});
const pts = new THREE.Points(geo, mat);
this.scene.add(pts);
this.spawnBursts.push({ position: position.clone(), age: 0, particles: pts });
}
createShockwave(position: THREE.Vector3, color: THREE.Color, camera: THREE.Camera) {
const geo = new THREE.RingGeometry(0.1, 0.5, 64);
const mat = new THREE.MeshBasicMaterial({
color,
transparent: true,
opacity: 0.8,
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending,
});
const ring = new THREE.Mesh(geo, mat);
ring.position.copy(position);
ring.lookAt(camera.position);
this.scene.add(ring);
this.shockwaves.push({ mesh: ring, age: 0, maxAge: 60 });
}
createConnectionFlash(from: THREE.Vector3, to: THREE.Vector3, color: THREE.Color) {
const points = [from.clone(), to.clone()];
const geo = new THREE.BufferGeometry().setFromPoints(points);
const mat = new THREE.LineBasicMaterial({
color,
transparent: true,
opacity: 1.0,
blending: THREE.AdditiveBlending,
});
const line = new THREE.Line(geo, mat);
this.scene.add(line);
this.connectionFlashes.push({ line, intensity: 1.0 });
}
update(nodeMeshMap: Map<string, THREE.Mesh>, camera: THREE.Camera) {
// Pulse effects
for (let i = this.pulseEffects.length - 1; i >= 0; i--) {
const pulse = this.pulseEffects[i];
pulse.intensity -= pulse.decay;
if (pulse.intensity <= 0) {
this.pulseEffects.splice(i, 1);
continue;
}
const mesh = nodeMeshMap.get(pulse.nodeId);
if (mesh) {
const mat = mesh.material as THREE.MeshStandardMaterial;
mat.emissive.lerp(pulse.color, pulse.intensity * 0.3);
mat.emissiveIntensity = Math.max(mat.emissiveIntensity, pulse.intensity);
}
}
// Spawn bursts
for (let i = this.spawnBursts.length - 1; i >= 0; i--) {
const burst = this.spawnBursts[i];
burst.age++;
if (burst.age > 120) {
this.scene.remove(burst.particles);
burst.particles.geometry.dispose();
(burst.particles.material as THREE.Material).dispose();
this.spawnBursts.splice(i, 1);
continue;
}
const positions = burst.particles.geometry.attributes.position as THREE.BufferAttribute;
const vels = burst.particles.geometry.attributes.velocity as THREE.BufferAttribute;
for (let j = 0; j < positions.count; j++) {
positions.setX(j, positions.getX(j) + vels.getX(j));
positions.setY(j, positions.getY(j) + vels.getY(j));
positions.setZ(j, positions.getZ(j) + vels.getZ(j));
vels.setX(j, vels.getX(j) * 0.97);
vels.setY(j, vels.getY(j) * 0.97);
vels.setZ(j, vels.getZ(j) * 0.97);
}
positions.needsUpdate = true;
const mat = burst.particles.material as THREE.PointsMaterial;
mat.opacity = Math.max(0, 1 - burst.age / 120);
mat.size = 0.6 * (1 - burst.age / 200);
}
// Shockwaves
for (let i = this.shockwaves.length - 1; i >= 0; i--) {
const sw = this.shockwaves[i];
sw.age++;
if (sw.age > sw.maxAge) {
this.scene.remove(sw.mesh);
sw.mesh.geometry.dispose();
(sw.mesh.material as THREE.Material).dispose();
this.shockwaves.splice(i, 1);
continue;
}
const progress = sw.age / sw.maxAge;
sw.mesh.scale.setScalar(1 + progress * 20);
(sw.mesh.material as THREE.MeshBasicMaterial).opacity = 0.8 * (1 - progress);
sw.mesh.lookAt(camera.position);
}
// Connection flashes
for (let i = this.connectionFlashes.length - 1; i >= 0; i--) {
const flash = this.connectionFlashes[i];
flash.intensity -= 0.015;
if (flash.intensity <= 0) {
this.scene.remove(flash.line);
flash.line.geometry.dispose();
(flash.line.material as THREE.Material).dispose();
this.connectionFlashes.splice(i, 1);
continue;
}
(flash.line.material as THREE.LineBasicMaterial).opacity = flash.intensity;
}
}
dispose() {
for (const burst of this.spawnBursts) {
this.scene.remove(burst.particles);
burst.particles.geometry.dispose();
(burst.particles.material as THREE.Material).dispose();
}
for (const sw of this.shockwaves) {
this.scene.remove(sw.mesh);
sw.mesh.geometry.dispose();
(sw.mesh.material as THREE.Material).dispose();
}
for (const flash of this.connectionFlashes) {
this.scene.remove(flash.line);
flash.line.geometry.dispose();
(flash.line.material as THREE.Material).dispose();
}
this.pulseEffects = [];
this.spawnBursts = [];
this.shockwaves = [];
this.connectionFlashes = [];
}
}

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import * as THREE from 'three';
import type { VestigeEvent } from '$types';
import type { EffectManager } from './effects';
export function mapEventToEffects(
event: VestigeEvent,
effects: EffectManager,
nodePositions: Map<string, THREE.Vector3>,
nodeMeshMap: Map<string, THREE.Mesh>,
camera: THREE.Camera
) {
switch (event.type) {
case 'MemoryCreated': {
const nodeId = (event.data as { id?: string })?.id;
const pos = nodeId ? nodePositions.get(nodeId) : null;
const burstPos =
pos?.clone() ??
new THREE.Vector3(
(Math.random() - 0.5) * 40,
(Math.random() - 0.5) * 40,
(Math.random() - 0.5) * 40
);
effects.createSpawnBurst(burstPos, new THREE.Color(0x00ffd1));
effects.createShockwave(burstPos, new THREE.Color(0x00ffd1), camera);
break;
}
case 'SearchPerformed': {
nodeMeshMap.forEach((_, id) => {
effects.addPulse(id, 0.6 + Math.random() * 0.4, new THREE.Color(0x818cf8), 0.02);
});
break;
}
case 'DreamStarted': {
nodeMeshMap.forEach((_, id) => {
effects.addPulse(id, 1.0, new THREE.Color(0xa855f7), 0.005);
});
break;
}
case 'DreamProgress': {
const memoryId = (event.data as { memory_id?: string })?.memory_id;
if (memoryId && nodeMeshMap.has(memoryId)) {
effects.addPulse(memoryId, 1.5, new THREE.Color(0xc084fc), 0.01);
}
break;
}
case 'DreamCompleted': {
effects.createSpawnBurst(new THREE.Vector3(0, 0, 0), new THREE.Color(0xa855f7));
effects.createShockwave(new THREE.Vector3(0, 0, 0), new THREE.Color(0xa855f7), camera);
break;
}
case 'ConnectionDiscovered': {
const data = event.data as { source_id?: string; target_id?: string };
const srcPos = data.source_id ? nodePositions.get(data.source_id) : null;
const tgtPos = data.target_id ? nodePositions.get(data.target_id) : null;
if (srcPos && tgtPos) {
effects.createConnectionFlash(srcPos, tgtPos, new THREE.Color(0x00d4ff));
}
break;
}
case 'RetentionDecayed': {
const decayId = (event.data as { id?: string })?.id;
if (decayId && nodeMeshMap.has(decayId)) {
effects.addPulse(decayId, 0.8, new THREE.Color(0xff4757), 0.03);
}
break;
}
case 'MemoryPromoted': {
const promoId = (event.data as { id?: string })?.id;
if (promoId && nodeMeshMap.has(promoId)) {
effects.addPulse(promoId, 1.2, new THREE.Color(0x00ff88), 0.01);
const promoPos = nodePositions.get(promoId);
if (promoPos) effects.createShockwave(promoPos, new THREE.Color(0x00ff88), camera);
}
break;
}
case 'ConsolidationCompleted': {
nodeMeshMap.forEach((_, id) => {
effects.addPulse(id, 0.4 + Math.random() * 0.3, new THREE.Color(0xffb800), 0.015);
});
break;
}
case 'ActivationSpread': {
const spreadData = event.data as { source_id?: string; target_ids?: string[] };
if (spreadData.source_id && spreadData.target_ids) {
const srcPos = nodePositions.get(spreadData.source_id);
if (srcPos) {
for (const targetId of spreadData.target_ids) {
const tgtPos = nodePositions.get(targetId);
if (tgtPos) {
effects.createConnectionFlash(srcPos, tgtPos, new THREE.Color(0x14e8c6));
}
}
}
}
break;
}
}
}

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import * as THREE from 'three';
import type { GraphEdge } from '$types';
export class ForceSimulation {
positions: Map<string, THREE.Vector3>;
velocities: Map<string, THREE.Vector3>;
running = true;
step = 0;
private readonly repulsionStrength = 500;
private readonly attractionStrength = 0.01;
private readonly dampening = 0.9;
private readonly maxSteps = 300;
constructor(positions: Map<string, THREE.Vector3>) {
this.positions = positions;
this.velocities = new Map();
for (const id of positions.keys()) {
this.velocities.set(id, new THREE.Vector3());
}
}
tick(edges: GraphEdge[]) {
if (!this.running || this.step > this.maxSteps) return;
this.step++;
const alpha = Math.max(0.001, 1 - this.step / this.maxSteps);
const nodeIds = Array.from(this.positions.keys());
// Repulsion between all nodes
for (let i = 0; i < nodeIds.length; i++) {
for (let j = i + 1; j < nodeIds.length; j++) {
const posA = this.positions.get(nodeIds[i])!;
const posB = this.positions.get(nodeIds[j])!;
const diff = new THREE.Vector3().subVectors(posA, posB);
const dist = diff.length() || 1;
const force = (this.repulsionStrength / (dist * dist)) * alpha;
const dir = diff.normalize().multiplyScalar(force);
this.velocities.get(nodeIds[i])!.add(dir);
this.velocities.get(nodeIds[j])!.sub(dir);
}
}
// Attraction along edges
for (const edge of edges) {
const posA = this.positions.get(edge.source);
const posB = this.positions.get(edge.target);
if (!posA || !posB) continue;
const diff = new THREE.Vector3().subVectors(posB, posA);
const dist = diff.length();
const force = dist * this.attractionStrength * edge.weight * alpha;
const dir = diff.normalize().multiplyScalar(force);
this.velocities.get(edge.source)!.add(dir);
this.velocities.get(edge.target)!.sub(dir);
}
// Centering force + velocity integration
for (const id of nodeIds) {
const pos = this.positions.get(id)!;
const vel = this.velocities.get(id)!;
vel.sub(pos.clone().multiplyScalar(0.001 * alpha));
vel.multiplyScalar(this.dampening);
pos.add(vel);
}
}
reset() {
this.step = 0;
this.running = true;
for (const vel of this.velocities.values()) {
vel.set(0, 0, 0);
}
}
}

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import * as THREE from 'three';
import type { GraphNode } from '$types';
import { NODE_TYPE_COLORS } from '$types';
export class NodeManager {
group: THREE.Group;
meshMap = new Map<string, THREE.Mesh>();
positions = new Map<string, THREE.Vector3>();
labelSprites = new Map<string, THREE.Sprite>();
hoveredNode: string | null = null;
selectedNode: string | null = null;
constructor() {
this.group = new THREE.Group();
}
createNodes(nodes: GraphNode[]): Map<string, THREE.Vector3> {
const phi = (1 + Math.sqrt(5)) / 2;
const count = nodes.length;
for (let i = 0; i < count; i++) {
const node = nodes[i];
// Fibonacci sphere distribution for initial positions
const y = 1 - (2 * i) / (count - 1 || 1);
const radius = Math.sqrt(1 - y * y);
const theta = (2 * Math.PI * i) / phi;
const spread = 30 + count * 0.5;
const pos = new THREE.Vector3(
radius * Math.cos(theta) * spread,
y * spread,
radius * Math.sin(theta) * spread
);
if (node.isCenter) pos.set(0, 0, 0);
this.positions.set(node.id, pos);
const size = 0.5 + node.retention * 2;
const color = NODE_TYPE_COLORS[node.type] || '#8B95A5';
// Node mesh
const geometry = new THREE.SphereGeometry(size, 16, 16);
const material = new THREE.MeshStandardMaterial({
color: new THREE.Color(color),
emissive: new THREE.Color(color),
emissiveIntensity: 0.3 + node.retention * 0.5,
roughness: 0.3,
metalness: 0.1,
transparent: true,
opacity: 0.3 + node.retention * 0.7,
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.copy(pos);
mesh.userData = { nodeId: node.id, type: node.type, retention: node.retention };
this.meshMap.set(node.id, mesh);
this.group.add(mesh);
// Glow sprite
const spriteMat = new THREE.SpriteMaterial({
color: new THREE.Color(color),
transparent: true,
opacity: 0.15 + node.retention * 0.2,
blending: THREE.AdditiveBlending,
});
const sprite = new THREE.Sprite(spriteMat);
sprite.scale.set(size * 4, size * 4, 1);
sprite.position.copy(pos);
sprite.userData = { isGlow: true, nodeId: node.id };
this.group.add(sprite);
// Text label sprite
const labelText = node.label || node.type;
const labelSprite = this.createTextSprite(labelText, '#e2e8f0');
labelSprite.position.copy(pos);
labelSprite.position.y += size * 2 + 1.5;
labelSprite.userData = { isLabel: true, nodeId: node.id, offset: size * 2 + 1.5 };
this.group.add(labelSprite);
this.labelSprites.set(node.id, labelSprite);
}
return this.positions;
}
private createTextSprite(text: string, color: string): THREE.Sprite {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d')!;
canvas.width = 512;
canvas.height = 64;
const label = text.length > 40 ? text.slice(0, 37) + '...' : text;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.font = 'bold 28px -apple-system, BlinkMacSystemFont, sans-serif';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.shadowColor = 'rgba(0, 0, 0, 0.8)';
ctx.shadowBlur = 6;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 2;
ctx.fillStyle = color;
ctx.fillText(label, canvas.width / 2, canvas.height / 2);
const texture = new THREE.CanvasTexture(canvas);
texture.needsUpdate = true;
const mat = new THREE.SpriteMaterial({
map: texture,
transparent: true,
opacity: 0,
depthTest: false,
sizeAttenuation: true,
});
const sprite = new THREE.Sprite(mat);
sprite.scale.set(12, 1.5, 1);
return sprite;
}
updatePositions() {
this.group.children.forEach((child) => {
if (child.userData.nodeId) {
const pos = this.positions.get(child.userData.nodeId);
if (!pos) return;
if (child.userData.isGlow) {
child.position.copy(pos);
} else if (child.userData.isLabel) {
child.position.copy(pos);
child.position.y += child.userData.offset;
} else if (child instanceof THREE.Mesh) {
child.position.copy(pos);
}
}
});
}
animate(time: number, nodes: GraphNode[], camera: THREE.PerspectiveCamera) {
// Node breathing
this.meshMap.forEach((mesh, id) => {
const node = nodes.find((n) => n.id === id);
if (!node) return;
const breathe =
1 + Math.sin(time * 1.5 + nodes.indexOf(node) * 0.5) * 0.15 * node.retention;
mesh.scale.setScalar(breathe);
const mat = mesh.material as THREE.MeshStandardMaterial;
if (id === this.hoveredNode) {
mat.emissiveIntensity = 1.0;
} else if (id === this.selectedNode) {
mat.emissiveIntensity = 0.8;
} else {
// Low-retention nodes breathe slower
const baseIntensity = 0.3 + node.retention * 0.5;
const breatheIntensity =
baseIntensity + Math.sin(time * (0.8 + node.retention * 0.7)) * 0.1 * node.retention;
mat.emissiveIntensity = breatheIntensity;
}
});
// Distance-based label visibility
this.labelSprites.forEach((sprite, id) => {
const pos = this.positions.get(id);
if (!pos) return;
const dist = camera.position.distanceTo(pos);
const mat = sprite.material as THREE.SpriteMaterial;
const targetOpacity =
id === this.hoveredNode || id === this.selectedNode
? 1.0
: dist < 40
? 0.9
: dist < 80
? 0.9 * (1 - (dist - 40) / 40)
: 0;
mat.opacity += (targetOpacity - mat.opacity) * 0.1;
});
}
getMeshes(): THREE.Mesh[] {
return Array.from(this.meshMap.values());
}
dispose() {
this.group.traverse((obj) => {
if (obj instanceof THREE.Mesh) {
obj.geometry?.dispose();
(obj.material as THREE.Material)?.dispose();
} else if (obj instanceof THREE.Sprite) {
(obj.material as THREE.SpriteMaterial)?.map?.dispose();
(obj.material as THREE.Material)?.dispose();
}
});
}
}

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import * as THREE from 'three';
export class ParticleSystem {
starField: THREE.Points;
neuralParticles: THREE.Points;
constructor(scene: THREE.Scene) {
this.starField = this.createStarField();
this.neuralParticles = this.createNeuralParticles();
scene.add(this.starField);
scene.add(this.neuralParticles);
}
private createStarField(): THREE.Points {
const count = 3000;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3);
const sizes = new Float32Array(count);
for (let i = 0; i < count; i++) {
positions[i * 3] = (Math.random() - 0.5) * 1000;
positions[i * 3 + 1] = (Math.random() - 0.5) * 1000;
positions[i * 3 + 2] = (Math.random() - 0.5) * 1000;
sizes[i] = Math.random() * 1.5;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
const material = new THREE.PointsMaterial({
color: 0x6366f1,
size: 0.5,
transparent: true,
opacity: 0.4,
sizeAttenuation: true,
blending: THREE.AdditiveBlending,
});
return new THREE.Points(geometry, material);
}
private createNeuralParticles(): THREE.Points {
const count = 500;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3);
const colors = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
positions[i * 3] = (Math.random() - 0.5) * 100;
positions[i * 3 + 1] = (Math.random() - 0.5) * 100;
positions[i * 3 + 2] = (Math.random() - 0.5) * 100;
colors[i * 3] = 0.4 + Math.random() * 0.3;
colors[i * 3 + 1] = 0.3 + Math.random() * 0.2;
colors[i * 3 + 2] = 0.8 + Math.random() * 0.2;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
const material = new THREE.PointsMaterial({
size: 0.3,
vertexColors: true,
transparent: true,
opacity: 0.4,
blending: THREE.AdditiveBlending,
sizeAttenuation: true,
});
return new THREE.Points(geometry, material);
}
animate(time: number) {
// Star rotation
this.starField.rotation.y += 0.0001;
this.starField.rotation.x += 0.00005;
// Neural particle motion
const positions = this.neuralParticles.geometry.attributes.position as THREE.BufferAttribute;
for (let i = 0; i < positions.count; i++) {
positions.setY(i, positions.getY(i) + Math.sin(time + i * 0.1) * 0.02);
positions.setX(i, positions.getX(i) + Math.cos(time + i * 0.05) * 0.01);
}
positions.needsUpdate = true;
}
dispose() {
this.starField.geometry.dispose();
(this.starField.material as THREE.Material).dispose();
this.neuralParticles.geometry.dispose();
(this.neuralParticles.material as THREE.Material).dispose();
}
}

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import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
export interface SceneContext {
scene: THREE.Scene;
camera: THREE.PerspectiveCamera;
renderer: THREE.WebGLRenderer;
controls: OrbitControls;
composer: EffectComposer;
bloomPass: UnrealBloomPass;
raycaster: THREE.Raycaster;
mouse: THREE.Vector2;
lights: {
ambient: THREE.AmbientLight;
point1: THREE.PointLight;
point2: THREE.PointLight;
};
}
export function createScene(container: HTMLDivElement): SceneContext {
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x050510, 0.008);
const camera = new THREE.PerspectiveCamera(
60,
container.clientWidth / container.clientHeight,
0.1,
2000
);
camera.position.set(0, 30, 80);
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true,
powerPreference: 'high-performance',
});
renderer.setSize(container.clientWidth, container.clientHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.2;
container.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.rotateSpeed = 0.5;
controls.zoomSpeed = 0.8;
controls.minDistance = 10;
controls.maxDistance = 500;
controls.autoRotate = true;
controls.autoRotateSpeed = 0.3;
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(container.clientWidth, container.clientHeight),
0.8,
0.4,
0.85
);
composer.addPass(bloomPass);
const ambient = new THREE.AmbientLight(0x1a1a3a, 0.5);
scene.add(ambient);
const point1 = new THREE.PointLight(0x6366f1, 1.5, 200);
point1.position.set(50, 50, 50);
scene.add(point1);
const point2 = new THREE.PointLight(0xa855f7, 1, 200);
point2.position.set(-50, -30, -50);
scene.add(point2);
const raycaster = new THREE.Raycaster();
raycaster.params.Points = { threshold: 2 };
const mouse = new THREE.Vector2();
return {
scene,
camera,
renderer,
controls,
composer,
bloomPass,
raycaster,
mouse,
lights: { ambient, point1, point2 },
};
}
export function resizeScene(ctx: SceneContext, container: HTMLDivElement) {
const w = container.clientWidth;
const h = container.clientHeight;
ctx.camera.aspect = w / h;
ctx.camera.updateProjectionMatrix();
ctx.renderer.setSize(w, h);
ctx.composer.setSize(w, h);
}
export function disposeScene(ctx: SceneContext) {
ctx.scene.traverse((obj: THREE.Object3D) => {
if (obj instanceof THREE.Mesh || obj instanceof THREE.InstancedMesh) {
obj.geometry?.dispose();
if (Array.isArray(obj.material)) {
obj.material.forEach((m: THREE.Material) => m.dispose());
} else if (obj.material) {
(obj.material as THREE.Material).dispose();
}
}
});
ctx.renderer.dispose();
ctx.composer.dispose();
}

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@ -0,0 +1,146 @@
import * as THREE from 'three';
// Domain-warped FBM noise nebula background shader
const vertexShader = /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}
`;
const fragmentShader = /* glsl */ `
precision highp float;
uniform float uTime;
uniform vec2 uResolution;
uniform float uDreamIntensity;
varying vec2 vUv;
// Simplex-style hash
vec3 hash33(vec3 p3) {
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yxz + 33.33);
return fract((p3.xxy + p3.yxx) * p3.zyx);
}
// 3D value noise
float noise(vec3 p) {
vec3 i = floor(p);
vec3 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float n = i.x + i.y * 157.0 + 113.0 * i.z;
vec4 v1 = fract(sin(vec4(n + 0.0, n + 1.0, n + 157.0, n + 158.0)) * 43758.5453);
vec4 v2 = fract(sin(vec4(n + 113.0, n + 114.0, n + 270.0, n + 271.0)) * 43758.5453);
vec4 a = mix(v1, v2, f.z);
vec2 b = mix(a.xy, a.zw, f.y);
return mix(b.x, b.y, f.x);
}
// FBM with 5 octaves
float fbm(vec3 p) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < 5; i++) {
value += amplitude * noise(p * frequency);
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}
// IQ cosine palette
vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
return a + b * cos(6.28318 * (c * t + d));
}
void main() {
vec2 uv = (gl_FragCoord.xy - 0.5 * uResolution.xy) / min(uResolution.x, uResolution.y);
float t = uTime * 0.05;
// Domain warping: fbm(p + fbm(p + fbm(p)))
vec3 p = vec3(uv * 2.0, t);
float warp1 = fbm(p);
float warp2 = fbm(p + warp1 * 3.0 + vec3(1.7, 9.2, t * 0.3));
float warp3 = fbm(p + warp2 * 2.5 + vec3(8.3, 2.8, t * 0.2));
// Final noise value
float f = fbm(p + warp3 * 2.0);
// Color: cosmic palette that shifts during dream mode
vec3 normalA = vec3(0.02, 0.01, 0.05);
vec3 normalB = vec3(0.03, 0.02, 0.08);
vec3 normalC = vec3(1.0, 1.0, 1.0);
vec3 normalD = vec3(0.70, 0.55, 0.80);
vec3 dreamA = vec3(0.05, 0.01, 0.08);
vec3 dreamB = vec3(0.06, 0.03, 0.12);
vec3 dreamC = vec3(1.0, 0.8, 1.0);
vec3 dreamD = vec3(0.80, 0.40, 0.90);
vec3 a = mix(normalA, dreamA, uDreamIntensity);
vec3 b = mix(normalB, dreamB, uDreamIntensity);
vec3 c = mix(normalC, dreamC, uDreamIntensity);
vec3 d = mix(normalD, dreamD, uDreamIntensity);
vec3 color = palette(f + warp2 * 0.5, a, b, c, d);
// Add subtle star-like highlights
float stars = smoothstep(0.97, 1.0, noise(vec3(uv * 50.0, t * 0.1)));
color += stars * 0.15;
// Intensity modulation
float intensity = 0.15 + 0.1 * uDreamIntensity;
color *= intensity;
// Vignette
float dist = length(uv);
color *= smoothstep(1.5, 0.3, dist);
gl_FragColor = vec4(color, 1.0);
}
`;
export function createNebulaBackground(scene: THREE.Scene): {
mesh: THREE.Mesh;
material: THREE.ShaderMaterial;
} {
const geometry = new THREE.PlaneGeometry(2, 2);
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
uTime: { value: 0 },
uResolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
uDreamIntensity: { value: 0 },
},
depthWrite: false,
depthTest: false,
transparent: false,
});
const mesh = new THREE.Mesh(geometry, material);
mesh.frustumCulled = false;
mesh.renderOrder = -1000;
scene.add(mesh);
return { mesh, material };
}
export function updateNebula(
material: THREE.ShaderMaterial,
time: number,
dreamIntensity: number,
width: number,
height: number
) {
material.uniforms.uTime.value = time;
material.uniforms.uDreamIntensity.value = dreamIntensity;
material.uniforms.uResolution.value.set(width, height);
}

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@ -0,0 +1,147 @@
import * as THREE from 'three';
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
import type { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
// Chromatic Aberration
const ChromaticAberrationShader = {
uniforms: {
tDiffuse: { value: null },
uIntensity: { value: 0.002 },
},
vertexShader: /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: /* glsl */ `
uniform sampler2D tDiffuse;
uniform float uIntensity;
varying vec2 vUv;
void main() {
vec2 center = vec2(0.5);
vec2 dir = vUv - center;
float dist = length(dir);
float rOffset = uIntensity * dist;
float gOffset = 0.0;
float bOffset = -uIntensity * dist;
vec2 rUv = vUv + dir * rOffset;
vec2 gUv = vUv + dir * gOffset;
vec2 bUv = vUv + dir * bOffset;
float r = texture2D(tDiffuse, rUv).r;
float g = texture2D(tDiffuse, gUv).g;
float b = texture2D(tDiffuse, bUv).b;
gl_FragColor = vec4(r, g, b, 1.0);
}
`,
};
// Film Grain
const FilmGrainShader = {
uniforms: {
tDiffuse: { value: null },
uTime: { value: 0 },
uIntensity: { value: 0.04 },
},
vertexShader: /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: /* glsl */ `
uniform sampler2D tDiffuse;
uniform float uTime;
uniform float uIntensity;
varying vec2 vUv;
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec4 color = texture2D(tDiffuse, vUv);
float grain = rand(vUv + vec2(uTime)) * 2.0 - 1.0;
color.rgb += grain * uIntensity;
gl_FragColor = color;
}
`,
};
// Vignette
const VignetteShader = {
uniforms: {
tDiffuse: { value: null },
uRadius: { value: 0.9 },
uSoftness: { value: 0.5 },
},
vertexShader: /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: /* glsl */ `
uniform sampler2D tDiffuse;
uniform float uRadius;
uniform float uSoftness;
varying vec2 vUv;
void main() {
vec4 color = texture2D(tDiffuse, vUv);
vec2 center = vec2(0.5);
float dist = distance(vUv, center) * 1.414;
float vignette = smoothstep(uRadius, uRadius - uSoftness, dist);
color.rgb *= vignette;
gl_FragColor = color;
}
`,
};
export interface PostProcessingStack {
chromatic: ShaderPass;
grain: ShaderPass;
vignette: ShaderPass;
}
export function createPostProcessing(composer: EffectComposer): PostProcessingStack {
const chromatic = new ShaderPass(ChromaticAberrationShader);
const grain = new ShaderPass(FilmGrainShader);
const vignette = new ShaderPass(VignetteShader);
composer.addPass(chromatic);
composer.addPass(grain);
composer.addPass(vignette);
return { chromatic, grain, vignette };
}
export function updatePostProcessing(
stack: PostProcessingStack,
time: number,
dreamIntensity: number
) {
// Chromatic aberration: doubles during dream
const chromaticBase = 0.002;
const chromaticDream = 0.005;
stack.chromatic.uniforms.uIntensity.value =
chromaticBase + (chromaticDream - chromaticBase) * dreamIntensity;
// Film grain: animated
stack.grain.uniforms.uTime.value = time;
stack.grain.uniforms.uIntensity.value = 0.04 + dreamIntensity * 0.02;
// Vignette: tighter during dream
const vignetteBase = 0.9;
const vignetteDream = 0.7;
stack.vignette.uniforms.uRadius.value =
vignetteBase + (vignetteDream - vignetteBase) * dreamIntensity;
}

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@ -0,0 +1,93 @@
import type { GraphNode, GraphEdge } from '$types';
export interface TemporalState {
visibleNodes: GraphNode[];
visibleEdges: GraphEdge[];
nodeOpacities: Map<string, number>;
}
/**
* Filter nodes and edges by a temporal cutoff date.
* Nodes are visible if createdAt <= cutoffDate.
* Edges are visible if both endpoints are visible.
*/
export function filterByDate(
nodes: GraphNode[],
edges: GraphEdge[],
cutoffDate: Date
): TemporalState {
const cutoff = cutoffDate.getTime();
const visibleNodeIds = new Set<string>();
const nodeOpacities = new Map<string, number>();
const visibleNodes = nodes.filter((node) => {
const created = new Date(node.createdAt).getTime();
if (created <= cutoff) {
visibleNodeIds.add(node.id);
// Nodes created near the cutoff date get a fade-in opacity
const age = cutoff - created;
const fadeWindow = 24 * 60 * 60 * 1000; // 1 day fade window
const opacity = age < fadeWindow ? 0.3 + 0.7 * (age / fadeWindow) : 1.0;
nodeOpacities.set(node.id, opacity);
return true;
}
return false;
});
const visibleEdges = edges.filter(
(edge) => visibleNodeIds.has(edge.source) && visibleNodeIds.has(edge.target)
);
return { visibleNodes, visibleEdges, nodeOpacities };
}
/**
* Calculate what retention would have been at a given historical date.
* Uses FSRS-6 decay formula: R(t) = exp(-t / S)
*/
export function retentionAtDate(
currentRetention: number,
stability: number,
nodeCreatedAt: string,
targetDate: Date,
now: Date = new Date()
): number {
const S = Math.max(stability, 0.1);
const nowMs = now.getTime();
const targetMs = targetDate.getTime();
const createdMs = new Date(nodeCreatedAt).getTime();
if (targetMs < createdMs) return 0;
// Time elapsed from creation to target date (in days)
const elapsedDays = (targetMs - createdMs) / (24 * 60 * 60 * 1000);
// R(t) = e^(-t/S)
return Math.exp(-elapsedDays / S);
}
/**
* Get the date range from a set of nodes (oldest to newest).
*/
export function getDateRange(nodes: GraphNode[]): { oldest: Date; newest: Date } {
if (nodes.length === 0) {
const now = new Date();
return { oldest: now, newest: now };
}
let oldest = Infinity;
let newest = -Infinity;
for (const node of nodes) {
const ts = new Date(node.createdAt).getTime();
if (ts < oldest) oldest = ts;
if (ts > newest) newest = ts;
}
return {
oldest: new Date(oldest),
newest: new Date(newest),
};
}

View file

@ -0,0 +1,49 @@
// Shared graph state using Svelte 5 $state runes
// This store manages temporal playback and dream mode state
export const graphState = createGraphState();
function createGraphState() {
let temporalEnabled = $state(false);
let temporalDate = $state<Date>(new Date());
let temporalPlaying = $state(false);
let temporalSpeed = $state(1); // days per second: 1, 7, 30
let dreamMode = $state(false);
return {
get temporalEnabled() {
return temporalEnabled;
},
set temporalEnabled(v: boolean) {
temporalEnabled = v;
},
get temporalDate() {
return temporalDate;
},
set temporalDate(v: Date) {
temporalDate = v;
},
get temporalPlaying() {
return temporalPlaying;
},
set temporalPlaying(v: boolean) {
temporalPlaying = v;
},
get temporalSpeed() {
return temporalSpeed;
},
set temporalSpeed(v: number) {
temporalSpeed = v;
},
get dreamMode() {
return dreamMode;
},
set dreamMode(v: boolean) {
dreamMode = v;
},
};
}

View file

@ -180,33 +180,33 @@ export interface IntentionItem {
snoozed_until?: string;
}
// Node type colors for visualization
// Node type colors for visualization — bioluminescent palette
export const NODE_TYPE_COLORS: Record<string, string> = {
fact: '#3b82f6', // blue
concept: '#8b5cf6', // purple
event: '#f59e0b', // amber
person: '#10b981', // emerald
place: '#06b6d4', // cyan
note: '#6b7280', // gray
pattern: '#ec4899', // pink
decision: '#ef4444', // red
fact: '#00A8FF', // electric blue
concept: '#9D00FF', // deep violet
event: '#FFB800', // golden amber
person: '#00FFD1', // bioluminescent cyan
place: '#00D4FF', // bright cyan
note: '#8B95A5', // soft steel
pattern: '#FF3CAC', // hot pink
decision: '#FF4757', // vivid red
};
export const EVENT_TYPE_COLORS: Record<string, string> = {
MemoryCreated: '#10b981',
MemoryUpdated: '#3b82f6',
MemoryDeleted: '#ef4444',
MemoryPromoted: '#22c55e',
MemoryDemoted: '#f97316',
SearchPerformed: '#6366f1',
DreamStarted: '#8b5cf6',
DreamProgress: '#7c3aed',
DreamCompleted: '#a855f7',
ConsolidationStarted: '#f59e0b',
ConsolidationCompleted: '#f97316',
RetentionDecayed: '#ef4444',
ConnectionDiscovered: '#06b6d4',
ActivationSpread: '#14b8a6',
ImportanceScored: '#ec4899',
Heartbeat: '#6b7280',
MemoryCreated: '#00FFD1',
MemoryUpdated: '#00A8FF',
MemoryDeleted: '#FF4757',
MemoryPromoted: '#00FF88',
MemoryDemoted: '#FF6B35',
SearchPerformed: '#818CF8',
DreamStarted: '#9D00FF',
DreamProgress: '#B44AFF',
DreamCompleted: '#C084FC',
ConsolidationStarted: '#FFB800',
ConsolidationCompleted: '#FF9500',
RetentionDecayed: '#FF4757',
ConnectionDiscovered: '#00D4FF',
ActivationSpread: '#14E8C6',
ImportanceScored: '#FF3CAC',
Heartbeat: '#8B95A5',
};

View file

@ -74,10 +74,10 @@
<div class="grid grid-cols-3 gap-2">
{#each (['associations', 'chains', 'bridges'] as const) as m}
<button onclick={() => switchMode(m)}
class="flex flex-col items-center gap-1 p-3 rounded-lg text-sm transition
class="flex flex-col items-center gap-1 p-3 rounded-xl text-sm transition
{mode === m
? 'bg-synapse/15 text-synapse-glow border border-synapse/40'
: 'bg-surface/30 text-dim border border-subtle/20 hover:border-subtle/40'}">
? 'glass !border-synapse/30 text-synapse-glow'
: 'glass-subtle text-dim hover:bg-white/[0.03]'}">
<span class="text-xl">{MODE_INFO[m].icon}</span>
<span class="font-medium">{m.charAt(0).toUpperCase() + m.slice(1)}</span>
<span class="text-[10px] text-muted text-center">{MODE_INFO[m].desc}</span>
@ -87,22 +87,22 @@
<!-- Search for source memory -->
<div class="space-y-3">
<label class="text-xs text-dim font-medium">Source Memory</label>
<span class="text-xs text-dim font-medium">Source Memory</span>
<div class="flex gap-2">
<input type="text" placeholder="Search for a memory to explore from..."
bind:value={searchQuery}
onkeydown={(e) => e.key === 'Enter' && findSource()}
class="flex-1 px-4 py-2.5 bg-surface border border-subtle/40 rounded-lg text-text text-sm
placeholder:text-muted focus:outline-none focus:border-synapse/60 transition" />
class="flex-1 px-4 py-2.5 bg-white/[0.03] border border-synapse/10 rounded-xl text-text text-sm
placeholder:text-muted focus:outline-none focus:border-synapse/40 transition backdrop-blur-sm" />
<button onclick={findSource}
class="px-4 py-2.5 bg-synapse/20 border border-synapse/40 text-synapse-glow text-sm rounded-lg hover:bg-synapse/30 transition">
class="px-4 py-2.5 bg-synapse/20 border border-synapse/40 text-synapse-glow text-sm rounded-xl hover:bg-synapse/30 transition">
Find
</button>
</div>
</div>
{#if sourceMemory}
<div class="p-3 bg-synapse/10 border border-synapse/30 rounded-lg">
<div class="p-3 glass rounded-xl !border-synapse/20">
<div class="text-[10px] text-synapse-glow mb-1 uppercase tracking-wider">Source</div>
<p class="text-sm text-text">{sourceMemory.content.slice(0, 200)}</p>
<div class="flex gap-2 mt-1.5 text-[10px] text-muted">
@ -115,22 +115,22 @@
<!-- Target memory (for chains/bridges) -->
{#if mode === 'chains' || mode === 'bridges'}
<div class="space-y-3">
<label class="text-xs text-dim font-medium">Target Memory <span class="text-muted">(for {mode})</span></label>
<span class="text-xs text-dim font-medium">Target Memory <span class="text-muted">(for {mode})</span></span>
<div class="flex gap-2">
<input type="text" placeholder="Search for the target memory..."
bind:value={targetQuery}
onkeydown={(e) => e.key === 'Enter' && findTarget()}
class="flex-1 px-4 py-2.5 bg-surface border border-subtle/40 rounded-lg text-text text-sm
placeholder:text-muted focus:outline-none focus:border-dream/60 transition" />
class="flex-1 px-4 py-2.5 bg-white/[0.03] border border-synapse/10 rounded-xl text-text text-sm
placeholder:text-muted focus:outline-none focus:border-dream/40 transition backdrop-blur-sm" />
<button onclick={findTarget}
class="px-4 py-2.5 bg-dream/20 border border-dream/40 text-dream-glow text-sm rounded-lg hover:bg-dream/30 transition">
class="px-4 py-2.5 bg-dream/20 border border-dream/40 text-dream-glow text-sm rounded-xl hover:bg-dream/30 transition">
Find
</button>
</div>
</div>
{#if targetMemory}
<div class="p-3 bg-dream/10 border border-dream/30 rounded-lg">
<div class="p-3 glass rounded-xl !border-dream/20">
<div class="text-[10px] text-dream-glow mb-1 uppercase tracking-wider">Target</div>
<p class="text-sm text-text">{targetMemory.content.slice(0, 200)}</p>
<div class="flex gap-2 mt-1.5 text-[10px] text-muted">
@ -155,14 +155,14 @@
</div>
<div class="space-y-2">
{#each associations as assoc, i}
<div class="p-3 bg-surface/40 border border-subtle/20 rounded-lg flex items-start gap-3 hover:border-subtle/40 transition">
<div class="p-3 glass-subtle rounded-xl flex items-start gap-3 hover:bg-white/[0.03] transition">
<div class="w-6 h-6 rounded-full bg-synapse/15 text-synapse-glow text-xs flex items-center justify-center flex-shrink-0 mt-0.5">
{i + 1}
</div>
<div class="flex-1 min-w-0">
<p class="text-sm text-text line-clamp-2">{assoc.content}</p>
<div class="flex flex-wrap gap-3 mt-1.5 text-xs text-muted">
{#if assoc.nodeType}<span class="px-1.5 py-0.5 bg-deep rounded">{assoc.nodeType}</span>{/if}
{#if assoc.nodeType}<span class="px-1.5 py-0.5 bg-white/[0.04] rounded">{assoc.nodeType}</span>{/if}
{#if assoc.score}<span>Score: {Number(assoc.score).toFixed(3)}</span>{/if}
{#if assoc.similarity}<span>Similarity: {Number(assoc.similarity).toFixed(3)}</span>{/if}
{#if assoc.retention}<span>{(Number(assoc.retention) * 100).toFixed(0)}% retention</span>{/if}
@ -182,29 +182,29 @@
{/if}
<!-- Importance Scorer -->
<div class="pt-8 border-t border-subtle/20">
<div class="pt-8 border-t border-synapse/10">
<h2 class="text-lg text-bright font-semibold mb-4">Importance Scorer</h2>
<p class="text-xs text-muted mb-3">4-channel neuroscience scoring: novelty, arousal, reward, attention</p>
<textarea
bind:value={importanceText}
placeholder="Paste any text to score its importance..."
class="w-full h-24 px-4 py-3 bg-surface border border-subtle/40 rounded-lg text-text text-sm
placeholder:text-muted resize-none focus:outline-none focus:border-synapse/60 transition"
class="w-full h-24 px-4 py-3 bg-white/[0.03] border border-synapse/10 rounded-xl text-text text-sm
placeholder:text-muted resize-none focus:outline-none focus:border-synapse/40 transition backdrop-blur-sm"
></textarea>
<button onclick={scoreImportance}
class="mt-2 px-4 py-2 bg-dream/20 border border-dream/40 text-dream-glow text-sm rounded-lg hover:bg-dream/30 transition">
class="mt-2 px-4 py-2 bg-dream/20 border border-dream/40 text-dream-glow text-sm rounded-xl hover:bg-dream/30 transition">
Score
</button>
{#if importanceResult}
{@const channels = importanceResult.channels as Record<string, number> | undefined}
{@const composite = Number(importanceResult.composite || importanceResult.compositeScore || 0)}
<div class="mt-4 p-4 bg-surface/30 border border-subtle/20 rounded-lg">
<div class="mt-4 p-4 glass rounded-xl">
<div class="flex items-center gap-3 mb-4">
<span class="text-3xl text-bright font-bold">{composite.toFixed(2)}</span>
<span class="px-2 py-1 rounded text-xs {composite > 0.6
<span class="px-2 py-1 rounded-lg text-xs {composite > 0.6
? 'bg-recall/20 text-recall border border-recall/30'
: 'bg-surface text-dim border border-subtle/30'}">
: 'bg-white/[0.04] text-dim border border-subtle/20'}">
{composite > 0.6 ? 'SAVE' : 'SKIP'}
</span>
</div>

View file

@ -1,6 +1,7 @@
<script lang="ts">
import { eventFeed, websocket } from '$stores/websocket';
import { EVENT_TYPE_COLORS, type VestigeEvent } from '$types';
import PipelineVisualizer from '$components/PipelineVisualizer.svelte';
function formatTime(ts: string): string {
return new Date(ts).toLocaleTimeString();
@ -66,22 +67,31 @@
<div class="space-y-2">
{#each $eventFeed as event, i (i)}
<div
class="flex items-start gap-3 p-3 bg-surface/40 border border-subtle/15 rounded-lg
hover:border-subtle/30 transition-all duration-200"
style="border-left: 3px solid {EVENT_TYPE_COLORS[event.type] || '#6b7280'}"
class="flex items-start gap-3 p-3 glass-subtle rounded-xl
hover:bg-white/[0.03] transition-all duration-200"
style="border-left: 3px solid {EVENT_TYPE_COLORS[event.type] || '#8B95A5'}"
>
<div class="w-6 h-6 rounded flex items-center justify-center text-xs flex-shrink-0"
style="background: {EVENT_TYPE_COLORS[event.type] || '#6b7280'}20; color: {EVENT_TYPE_COLORS[event.type] || '#6b7280'}">
style="background: {EVENT_TYPE_COLORS[event.type] || '#8B95A5'}15; color: {EVENT_TYPE_COLORS[event.type] || '#8B95A5'}">
{eventIcon(event.type)}
</div>
<div class="flex-1 min-w-0">
<div class="flex items-center gap-2 mb-0.5">
<span class="text-xs font-medium" style="color: {EVENT_TYPE_COLORS[event.type] || '#6b7280'}">{event.type}</span>
<span class="text-xs font-medium" style="color: {EVENT_TYPE_COLORS[event.type] || '#8B95A5'}">{event.type}</span>
{#if event.data.timestamp}
<span class="text-xs text-muted">{formatTime(String(event.data.timestamp))}</span>
{/if}
</div>
<p class="text-sm text-dim">{eventSummary(event)}</p>
{#if event.type === 'SearchPerformed'}
<div class="mt-2">
<PipelineVisualizer
resultCount={Number(event.data.result_count) || 0}
durationMs={Number(event.data.duration_ms) || 0}
active={true}
/>
</div>
{/if}
</div>
</div>
{/each}

View file

@ -2,9 +2,11 @@
import { onMount } from 'svelte';
import Graph3D from '$components/Graph3D.svelte';
import RetentionCurve from '$components/RetentionCurve.svelte';
import TimeSlider from '$components/TimeSlider.svelte';
import { api } from '$stores/api';
import { eventFeed } from '$stores/websocket';
import type { GraphResponse, Memory } from '$types';
import type { GraphResponse, GraphNode, GraphEdge, Memory } from '$types';
import { filterByDate } from '$lib/graph/temporal';
let graphData: GraphResponse | null = $state(null);
let selectedMemory: Memory | null = $state(null);
@ -13,6 +15,21 @@
let isDreaming = $state(false);
let searchQuery = $state('');
let maxNodes = $state(150);
let temporalEnabled = $state(false);
let temporalDate = $state(new Date());
// Filtered graph data based on temporal mode
let displayNodes = $derived.by((): GraphNode[] => {
if (!graphData) return [];
if (!temporalEnabled) return graphData.nodes;
return filterByDate(graphData.nodes, graphData.edges, temporalDate).visibleNodes;
});
let displayEdges = $derived.by((): GraphEdge[] => {
if (!graphData) return [];
if (!temporalEnabled) return graphData.edges;
return filterByDate(graphData.nodes, graphData.edges, temporalDate).visibleEdges;
});
onMount(() => loadGraph());
@ -73,8 +90,8 @@
</div>
{:else if graphData}
<Graph3D
nodes={graphData.nodes}
edges={graphData.edges}
nodes={displayNodes}
edges={displayEdges}
centerId={graphData.center_id}
events={$eventFeed}
{isDreaming}
@ -91,11 +108,11 @@
placeholder="Center graph on..."
bind:value={searchQuery}
onkeydown={(e) => e.key === 'Enter' && searchGraph()}
class="flex-1 px-3 py-2 bg-abyss/80 backdrop-blur-sm border border-subtle/30 rounded-lg text-text text-sm
placeholder:text-muted focus:outline-none focus:border-synapse/50 transition"
class="flex-1 px-3 py-2 glass rounded-xl text-text text-sm
placeholder:text-muted focus:outline-none focus:!border-synapse/40 transition"
/>
<button onclick={searchGraph}
class="px-3 py-2 bg-synapse/20 border border-synapse/40 text-synapse-glow text-sm rounded-lg hover:bg-synapse/30 transition backdrop-blur-sm">
class="px-3 py-2 bg-synapse/20 border border-synapse/40 text-synapse-glow text-sm rounded-xl hover:bg-synapse/30 transition backdrop-blur-sm">
Focus
</button>
</div>
@ -103,7 +120,7 @@
<div class="flex gap-2 ml-auto">
<!-- Node count -->
<select bind:value={maxNodes} onchange={() => loadGraph()}
class="px-2 py-2 bg-abyss/80 backdrop-blur-sm border border-subtle/30 rounded-lg text-dim text-xs">
class="px-2 py-2 glass rounded-xl text-dim text-xs">
<option value={50}>50 nodes</option>
<option value={100}>100 nodes</option>
<option value={150}>150 nodes</option>
@ -114,7 +131,7 @@
<button
onclick={triggerDream}
disabled={isDreaming}
class="px-4 py-2 rounded-lg bg-dream/20 border border-dream/40 text-dream-glow text-sm
class="px-4 py-2 rounded-xl bg-dream/20 border border-dream/40 text-dream-glow text-sm
hover:bg-dream/30 transition-all backdrop-blur-sm disabled:opacity-50
{isDreaming ? 'glow-dream animate-pulse-glow' : ''}"
>
@ -123,26 +140,35 @@
<!-- Reload -->
<button onclick={() => loadGraph()}
class="px-3 py-2 bg-abyss/80 backdrop-blur-sm border border-subtle/30 rounded-lg text-dim text-sm hover:text-text transition">
class="px-3 py-2 glass rounded-xl text-dim text-sm hover:text-text transition">
</button>
</div>
</div>
<!-- Bottom stats -->
<div class="absolute bottom-4 left-4 z-10 text-xs text-dim backdrop-blur-sm bg-abyss/60 rounded-lg px-3 py-2 border border-subtle/20">
<div class="absolute bottom-4 left-4 z-10 text-xs text-dim glass rounded-xl px-3 py-2">
{#if graphData}
<span>{graphData.nodeCount} nodes</span>
<span>{displayNodes.length} nodes</span>
<span class="mx-2 text-subtle">·</span>
<span>{graphData.edgeCount} edges</span>
<span>{displayEdges.length} edges</span>
<span class="mx-2 text-subtle">·</span>
<span>depth {graphData.depth}</span>
{/if}
</div>
<!-- Temporal playback slider -->
{#if graphData}
<TimeSlider
nodes={graphData.nodes}
onDateChange={(date) => { temporalDate = date; }}
onToggle={(enabled) => { temporalEnabled = enabled; }}
/>
{/if}
<!-- Selected memory panel -->
{#if selectedMemory}
<div class="absolute right-0 top-0 h-full w-96 bg-abyss/95 backdrop-blur-xl border-l border-subtle/30 p-6 overflow-y-auto z-20
<div class="absolute right-0 top-0 h-full w-96 glass-panel p-6 overflow-y-auto z-20
transition-transform duration-300">
<div class="flex justify-between items-start mb-4">
<h3 class="text-bright text-sm font-semibold">Memory Detail</h3>
@ -151,9 +177,9 @@
<div class="space-y-4">
<div class="flex gap-2 flex-wrap">
<span class="px-2 py-0.5 rounded text-xs bg-synapse/20 text-synapse-glow">{selectedMemory.nodeType}</span>
<span class="px-2 py-0.5 rounded-lg text-xs bg-synapse/20 text-synapse-glow">{selectedMemory.nodeType}</span>
{#each selectedMemory.tags as tag}
<span class="px-2 py-0.5 rounded text-xs bg-surface text-dim">{tag}</span>
<span class="px-2 py-0.5 rounded-lg text-xs bg-white/[0.04] text-dim">{tag}</span>
{/each}
</div>
@ -171,7 +197,7 @@
<span>{bar.label}</span>
<span>{(bar.value * 100).toFixed(1)}%</span>
</div>
<div class="h-1.5 bg-surface rounded-full overflow-hidden">
<div class="h-1.5 bg-white/[0.04] rounded-full overflow-hidden">
<div
class="h-full rounded-full transition-all duration-500"
style="width: {bar.value * 100}%; background: {
@ -205,13 +231,13 @@
<div class="flex gap-2 pt-2">
<button
onclick={() => { if (selectedMemory) { api.memories.promote(selectedMemory.id); } }}
class="flex-1 px-3 py-2 rounded bg-recall/20 text-recall text-xs hover:bg-recall/30 transition"
class="flex-1 px-3 py-2 rounded-xl bg-recall/20 text-recall text-xs hover:bg-recall/30 transition"
>
↑ Promote
</button>
<button
onclick={() => { if (selectedMemory) { api.memories.demote(selectedMemory.id); } }}
class="flex-1 px-3 py-2 rounded bg-decay/20 text-decay text-xs hover:bg-decay/30 transition"
class="flex-1 px-3 py-2 rounded-xl bg-decay/20 text-decay text-xs hover:bg-decay/30 transition"
>
↓ Demote
</button>
@ -220,7 +246,7 @@
<!-- Explore from this node -->
<a
href="/explore"
class="block text-center px-3 py-2 rounded bg-dream/10 text-dream-glow text-xs hover:bg-dream/20 transition border border-dream/20"
class="block text-center px-3 py-2 rounded-xl bg-dream/10 text-dream-glow text-xs hover:bg-dream/20 transition border border-dream/20"
>
◬ Explore Connections
</a>

View file

@ -11,7 +11,7 @@
const STATUS_COLORS: Record<string, string> = {
active: 'text-synapse-glow bg-synapse/10 border-synapse/30',
fulfilled: 'text-recall bg-recall/10 border-recall/30',
cancelled: 'text-dim bg-surface border-subtle/30',
cancelled: 'text-dim bg-white/[0.03] border-subtle/20',
snoozed: 'text-dream-glow bg-dream/10 border-dream/30',
};
@ -76,9 +76,9 @@
{#each ['active', 'fulfilled', 'snoozed', 'cancelled', 'all'] as status}
<button
onclick={() => changeFilter(status)}
class="px-3 py-1.5 rounded-lg text-xs transition {statusFilter === status
class="px-3 py-1.5 rounded-xl text-xs transition {statusFilter === status
? 'bg-synapse/20 text-synapse-glow border border-synapse/40'
: 'bg-surface/40 text-dim border border-subtle/20 hover:border-subtle/40'}"
: 'glass-subtle text-dim hover:bg-white/[0.03]'}"
>
{status.charAt(0).toUpperCase() + status.slice(1)}
</button>
@ -88,7 +88,7 @@
{#if loading}
<div class="space-y-2">
{#each Array(4) as _}
<div class="h-16 bg-surface/50 rounded-lg animate-pulse"></div>
<div class="h-16 glass-subtle rounded-xl animate-pulse"></div>
{/each}
</div>
{:else if intentions.length === 0}
@ -100,10 +100,10 @@
{:else}
<div class="space-y-2">
{#each intentions as intention}
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg">
<div class="p-4 glass-subtle rounded-xl">
<div class="flex items-start gap-3">
<!-- Trigger icon -->
<div class="w-8 h-8 rounded-lg bg-deep flex items-center justify-center text-lg flex-shrink-0">
<div class="w-8 h-8 rounded-lg bg-white/[0.04] flex items-center justify-center text-lg flex-shrink-0">
{TRIGGER_ICONS[intention.trigger_type] || '◇'}
</div>
@ -111,7 +111,7 @@
<p class="text-sm text-text">{intention.content}</p>
<div class="flex flex-wrap gap-2 mt-2">
<!-- Status badge -->
<span class="px-2 py-0.5 text-[10px] rounded border {STATUS_COLORS[intention.status] || 'text-dim bg-surface border-subtle/30'}">
<span class="px-2 py-0.5 text-[10px] rounded-lg border {STATUS_COLORS[intention.status] || 'text-dim bg-white/[0.03] border-subtle/20'}">
{intention.status}
</span>
<!-- Priority -->
@ -146,7 +146,7 @@
</div>
<!-- Predictions Section -->
<div class="pt-6 border-t border-subtle/20 space-y-4">
<div class="pt-6 border-t border-synapse/10 space-y-4">
<div class="flex items-center gap-2">
<h2 class="text-sm text-bright font-semibold">Predicted Needs</h2>
<span class="text-xs text-muted">What you might need next</span>
@ -160,7 +160,7 @@
{:else}
<div class="space-y-2">
{#each predictions as pred, i}
<div class="p-3 bg-surface/40 border border-subtle/20 rounded-lg flex items-start gap-3">
<div class="p-3 glass-subtle rounded-xl flex items-start gap-3">
<div class="w-6 h-6 rounded-full bg-dream/20 text-dream-glow text-xs flex items-center justify-center flex-shrink-0 mt-0.5">
{i + 1}
</div>

View file

@ -57,11 +57,11 @@
placeholder="Search memories..."
bind:value={searchQuery}
oninput={onSearch}
class="flex-1 min-w-64 px-4 py-2.5 bg-surface border border-subtle/40 rounded-lg text-text text-sm
placeholder:text-muted focus:outline-none focus:border-synapse/60 focus:ring-1 focus:ring-synapse/30 transition"
class="flex-1 min-w-64 px-4 py-2.5 bg-white/[0.03] border border-synapse/10 rounded-xl text-text text-sm
placeholder:text-muted focus:outline-none focus:border-synapse/40 focus:ring-1 focus:ring-synapse/20 transition backdrop-blur-sm"
/>
<select bind:value={selectedType} onchange={loadMemories}
class="px-3 py-2.5 bg-surface border border-subtle/40 rounded-lg text-dim text-sm focus:outline-none">
class="px-3 py-2.5 bg-white/[0.03] border border-synapse/10 rounded-xl text-dim text-sm focus:outline-none backdrop-blur-sm">
<option value="">All types</option>
<option value="fact">Fact</option>
<option value="concept">Concept</option>
@ -84,7 +84,7 @@
{#if loading}
<div class="grid gap-3">
{#each Array(8) as _}
<div class="h-24 bg-surface/50 rounded-lg animate-pulse"></div>
<div class="h-24 glass-subtle rounded-xl animate-pulse"></div>
{/each}
</div>
{:else}
@ -92,17 +92,17 @@
{#each memories as memory (memory.id)}
<button
onclick={() => selectedMemory = selectedMemory?.id === memory.id ? null : memory}
class="text-left p-4 bg-surface/50 border border-subtle/20 rounded-lg hover:border-synapse/30
hover:bg-surface transition-all duration-200 group
{selectedMemory?.id === memory.id ? 'border-synapse/50 glow-synapse' : ''}"
class="text-left p-4 glass-subtle rounded-xl hover:bg-white/[0.04]
transition-all duration-200 group
{selectedMemory?.id === memory.id ? '!border-synapse/40 glow-synapse' : ''}"
>
<div class="flex items-start justify-between gap-4">
<div class="flex-1 min-w-0">
<div class="flex items-center gap-2 mb-2">
<span class="w-2 h-2 rounded-full" style="background: {NODE_TYPE_COLORS[memory.nodeType] || '#6b7280'}"></span>
<span class="w-2 h-2 rounded-full" style="background: {NODE_TYPE_COLORS[memory.nodeType] || '#8B95A5'}"></span>
<span class="text-xs text-dim">{memory.nodeType}</span>
{#each memory.tags.slice(0, 3) as tag}
<span class="text-xs px-1.5 py-0.5 bg-deep rounded text-muted">{tag}</span>
<span class="text-xs px-1.5 py-0.5 bg-white/[0.04] rounded text-muted">{tag}</span>
{/each}
</div>
<p class="text-sm text-text leading-relaxed line-clamp-2">{memory.content}</p>
@ -116,7 +116,7 @@
</div>
{#if selectedMemory?.id === memory.id}
<div class="mt-4 pt-4 border-t border-subtle/20 space-y-3">
<div class="mt-4 pt-4 border-t border-synapse/10 space-y-3">
<p class="text-sm text-text whitespace-pre-wrap">{memory.content}</p>
<div class="grid grid-cols-3 gap-3 text-xs text-dim">
<div>Storage: {(memory.storageStrength * 100).toFixed(1)}%</div>
@ -126,13 +126,13 @@
<div class="flex gap-2">
<span role="button" tabindex="0" onclick={(e) => { e.stopPropagation(); api.memories.promote(memory.id); }}
onkeydown={(e) => { if (e.key === 'Enter') { e.stopPropagation(); api.memories.promote(memory.id); } }}
class="px-3 py-1.5 bg-recall/20 text-recall text-xs rounded hover:bg-recall/30 cursor-pointer select-none">Promote</span>
class="px-3 py-1.5 bg-recall/20 text-recall text-xs rounded-lg hover:bg-recall/30 cursor-pointer select-none">Promote</span>
<span role="button" tabindex="0" onclick={(e) => { e.stopPropagation(); api.memories.demote(memory.id); }}
onkeydown={(e) => { if (e.key === 'Enter') { e.stopPropagation(); api.memories.demote(memory.id); } }}
class="px-3 py-1.5 bg-decay/20 text-decay text-xs rounded hover:bg-decay/30 cursor-pointer select-none">Demote</span>
class="px-3 py-1.5 bg-decay/20 text-decay text-xs rounded-lg hover:bg-decay/30 cursor-pointer select-none">Demote</span>
<span role="button" tabindex="0" onclick={async (e) => { e.stopPropagation(); await api.memories.delete(memory.id); loadMemories(); }}
onkeydown={async (e) => { if (e.key === 'Enter') { e.stopPropagation(); await api.memories.delete(memory.id); loadMemories(); } }}
class="px-3 py-1.5 bg-decay/10 text-decay/60 text-xs rounded hover:bg-decay/20 ml-auto cursor-pointer select-none">Delete</span>
class="px-3 py-1.5 bg-decay/10 text-decay/60 text-xs rounded-lg hover:bg-decay/20 ml-auto cursor-pointer select-none">Delete</span>
</div>
</div>
{/if}

View file

@ -66,23 +66,23 @@
<!-- System Health Overview -->
<div class="grid grid-cols-2 md:grid-cols-4 gap-3">
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg text-center">
<div class="p-4 glass rounded-xl text-center">
<div class="text-2xl text-bright font-bold">{$memoryCount}</div>
<div class="text-xs text-dim mt-1">Memories</div>
</div>
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg text-center">
<div class="p-4 glass rounded-xl text-center">
<div class="text-2xl font-bold" style="color: {$avgRetention > 0.7 ? '#10b981' : $avgRetention > 0.4 ? '#f59e0b' : '#ef4444'}">{($avgRetention * 100).toFixed(1)}%</div>
<div class="text-xs text-dim mt-1">Avg Retention</div>
</div>
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg text-center">
<div class="p-4 glass rounded-xl text-center">
<div class="text-2xl text-bright font-bold flex items-center justify-center gap-2">
<div class="w-2.5 h-2.5 rounded-full {$isConnected ? 'bg-recall animate-pulse-glow' : 'bg-decay'}"></div>
<span class="text-sm">{$isConnected ? 'Online' : 'Offline'}</span>
</div>
<div class="text-xs text-dim mt-1">WebSocket</div>
</div>
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg text-center">
<div class="text-2xl text-synapse-glow font-bold">v2.0</div>
<div class="p-4 glass rounded-xl text-center">
<div class="text-2xl text-synapse-glow font-bold">v2.1</div>
<div class="text-xs text-dim mt-1">Vestige</div>
</div>
</div>
@ -94,14 +94,14 @@
</h2>
<!-- Consolidation -->
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg space-y-3">
<div class="p-4 glass rounded-xl space-y-3">
<div class="flex items-center justify-between">
<div>
<div class="text-sm text-text font-medium">FSRS-6 Consolidation</div>
<div class="text-xs text-dim">Apply spaced-repetition decay, regenerate embeddings, run maintenance</div>
</div>
<button onclick={runConsolidation} disabled={consolidating}
class="px-4 py-2 bg-warning/20 border border-warning/40 text-warning text-sm rounded-lg hover:bg-warning/30 transition disabled:opacity-50 flex items-center gap-2">
class="px-4 py-2 bg-warning/20 border border-warning/40 text-warning text-sm rounded-xl hover:bg-warning/30 transition disabled:opacity-50 flex items-center gap-2">
{#if consolidating}
<span class="w-3 h-3 border border-warning/50 border-t-warning rounded-full animate-spin"></span>
Running...
@ -111,7 +111,7 @@
</button>
</div>
{#if consolidationResult}
<div class="bg-deep/50 p-3 rounded-lg border border-subtle/10">
<div class="bg-white/[0.02] p-3 rounded-lg border border-synapse/10">
<div class="grid grid-cols-3 gap-3 text-center">
{#if consolidationResult.nodesProcessed !== undefined}
<div>
@ -137,14 +137,14 @@
</div>
<!-- Dream -->
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg space-y-3">
<div class="p-4 glass rounded-xl space-y-3">
<div class="flex items-center justify-between">
<div>
<div class="text-sm text-text font-medium">Memory Dream Cycle</div>
<div class="text-xs text-dim">Replay memories, discover hidden connections, synthesize insights</div>
</div>
<button onclick={runDream} disabled={dreaming}
class="px-4 py-2 bg-dream/20 border border-dream/40 text-dream-glow text-sm rounded-lg hover:bg-dream/30 transition disabled:opacity-50 flex items-center gap-2
class="px-4 py-2 bg-dream/20 border border-dream/40 text-dream-glow text-sm rounded-xl hover:bg-dream/30 transition disabled:opacity-50 flex items-center gap-2
{dreaming ? 'glow-dream animate-pulse-glow' : ''}">
{#if dreaming}
<span class="w-3 h-3 border border-dream/50 border-t-dream rounded-full animate-spin"></span>
@ -155,11 +155,11 @@
</button>
</div>
{#if dreamResult}
<div class="bg-deep/50 p-3 rounded-lg border border-subtle/10 space-y-2">
<div class="bg-white/[0.02] p-3 rounded-lg border border-synapse/10 space-y-2">
{#if dreamResult.insights && Array.isArray(dreamResult.insights)}
<div class="text-xs text-bright font-medium">Insights Discovered:</div>
{#each dreamResult.insights as insight}
<div class="text-xs text-dim bg-dream/5 border border-dream/10 rounded p-2">
<div class="text-xs text-dim bg-dream/5 border border-dream/10 rounded-lg p-2">
{typeof insight === 'string' ? insight : JSON.stringify(insight)}
</div>
{/each}
@ -181,7 +181,7 @@
<h2 class="text-sm text-bright font-semibold flex items-center gap-2">
<span class="text-recall"></span> Retention Distribution
</h2>
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg">
<div class="p-4 glass rounded-xl">
{#if retentionDist.distribution && Array.isArray(retentionDist.distribution)}
<div class="flex items-end gap-1 h-32">
{#each retentionDist.distribution as bucket, i}
@ -208,7 +208,7 @@
<h2 class="text-sm text-bright font-semibold flex items-center gap-2">
<span class="text-synapse"></span> Keyboard Shortcuts
</h2>
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg">
<div class="p-4 glass-subtle rounded-xl">
<div class="grid grid-cols-2 gap-2 text-xs">
{#each [
{ key: '⌘ K', desc: 'Command palette' },
@ -221,7 +221,7 @@
{ key: 'S', desc: 'Go to Stats' },
] as shortcut}
<div class="flex items-center gap-2 py-1">
<kbd class="px-1.5 py-0.5 bg-deep rounded text-[10px] font-mono text-muted min-w-[2rem] text-center">{shortcut.key}</kbd>
<kbd class="px-1.5 py-0.5 bg-white/[0.04] rounded text-[10px] font-mono text-muted min-w-[2rem] text-center">{shortcut.key}</kbd>
<span class="text-dim">{shortcut.desc}</span>
</div>
{/each}
@ -234,17 +234,17 @@
<h2 class="text-sm text-bright font-semibold flex items-center gap-2">
<span class="text-memory"></span> About
</h2>
<div class="p-4 bg-surface/30 border border-subtle/20 rounded-lg space-y-3">
<div class="p-4 glass rounded-xl space-y-3">
<div class="flex items-center gap-4">
<div class="w-12 h-12 rounded-xl bg-gradient-to-br from-dream to-synapse flex items-center justify-center text-bright text-xl font-bold shadow-lg shadow-synapse/20">
V
</div>
<div>
<div class="text-sm text-bright font-semibold">Vestige v2.0 "Cognitive Leap"</div>
<div class="text-sm text-bright font-semibold">Vestige v2.1 "Nuclear Dashboard"</div>
<div class="text-xs text-dim">Your AI's long-term memory system</div>
</div>
</div>
<div class="grid grid-cols-2 gap-2 text-xs text-dim pt-2 border-t border-subtle/10">
<div class="grid grid-cols-2 gap-2 text-xs text-dim pt-2 border-t border-synapse/10">
<div>29 cognitive modules</div>
<div>FSRS-6 spaced repetition</div>
<div>Nomic Embed v1.5 (256d)</div>

View file

@ -42,12 +42,12 @@
{#if loading}
<div class="grid grid-cols-2 lg:grid-cols-4 gap-4">
{#each Array(8) as _}
<div class="h-24 bg-surface/50 rounded-lg animate-pulse"></div>
<div class="h-24 glass-subtle rounded-xl animate-pulse"></div>
{/each}
</div>
{:else if stats && health}
<!-- Status banner -->
<div class="flex items-center gap-3 p-4 rounded-lg border" style="border-color: {statusColor(health.status)}40; background: {statusColor(health.status)}10">
<div class="flex items-center gap-3 p-4 glass rounded-xl" style="border-color: {statusColor(health.status)}30">
<div class="w-3 h-3 rounded-full animate-pulse-glow" style="background: {statusColor(health.status)}"></div>
<span class="text-sm font-medium" style="color: {statusColor(health.status)}">{health.status.toUpperCase()}</span>
<span class="text-xs text-dim">v{health.version}</span>
@ -55,19 +55,19 @@
<!-- Key metrics -->
<div class="grid grid-cols-2 lg:grid-cols-4 gap-4">
<div class="p-4 bg-surface/50 border border-subtle/20 rounded-lg">
<div class="p-4 glass rounded-xl">
<div class="text-2xl text-bright font-bold">{stats.totalMemories}</div>
<div class="text-xs text-dim mt-1">Total Memories</div>
</div>
<div class="p-4 bg-surface/50 border border-subtle/20 rounded-lg">
<div class="p-4 glass rounded-xl">
<div class="text-2xl font-bold" style="color: {stats.averageRetention > 0.7 ? '#10b981' : stats.averageRetention > 0.4 ? '#f59e0b' : '#ef4444'}">{(stats.averageRetention * 100).toFixed(1)}%</div>
<div class="text-xs text-dim mt-1">Avg Retention</div>
</div>
<div class="p-4 bg-surface/50 border border-subtle/20 rounded-lg">
<div class="p-4 glass rounded-xl">
<div class="text-2xl text-bright font-bold">{stats.dueForReview}</div>
<div class="text-xs text-dim mt-1">Due for Review</div>
</div>
<div class="p-4 bg-surface/50 border border-subtle/20 rounded-lg">
<div class="p-4 glass rounded-xl">
<div class="text-2xl text-bright font-bold">{stats.embeddingCoverage.toFixed(0)}%</div>
<div class="text-xs text-dim mt-1">Embedding Coverage</div>
</div>
@ -75,7 +75,7 @@
<!-- Retention Distribution -->
{#if retention}
<div class="p-6 bg-surface/30 border border-subtle/20 rounded-lg">
<div class="p-6 glass rounded-xl">
<h2 class="text-sm text-bright font-semibold mb-4">Retention Distribution</h2>
<div class="flex items-end gap-1 h-40">
{#each retention.distribution as bucket, i}
@ -92,12 +92,12 @@
</div>
<!-- Type breakdown -->
<div class="p-6 bg-surface/30 border border-subtle/20 rounded-lg">
<div class="p-6 glass-subtle rounded-xl">
<h2 class="text-sm text-bright font-semibold mb-4">Memory Types</h2>
<div class="grid grid-cols-2 lg:grid-cols-4 gap-3">
{#each Object.entries(retention.byType) as [type, count]}
<div class="flex items-center gap-2 text-sm">
<div class="w-3 h-3 rounded-full" style="background: {({'fact':'#3b82f6','concept':'#8b5cf6','event':'#f59e0b','person':'#10b981','note':'#6b7280','pattern':'#ec4899','decision':'#ef4444'})[type] || '#6b7280'}"></div>
<div class="w-3 h-3 rounded-full" style="background: {({'fact':'#00A8FF','concept':'#9D00FF','event':'#FFB800','person':'#00FFD1','note':'#8B95A5','pattern':'#FF3CAC','decision':'#FF4757'})[type] || '#8B95A5'}"></div>
<span class="text-dim">{type}</span>
<span class="text-muted ml-auto">{count}</span>
</div>
@ -107,7 +107,7 @@
<!-- Endangered memories -->
{#if retention.endangered.length > 0}
<div class="p-6 bg-decay/5 border border-decay/20 rounded-lg">
<div class="p-6 glass rounded-xl !border-decay/20">
<h2 class="text-sm text-decay font-semibold mb-3">Endangered Memories ({retention.endangered.length})</h2>
<div class="space-y-2 max-h-48 overflow-y-auto">
{#each retention.endangered.slice(0, 20) as m}
@ -124,7 +124,7 @@
<!-- Actions -->
<div class="flex gap-3">
<button onclick={runConsolidation}
class="px-4 py-2 bg-warning/20 border border-warning/40 text-warning text-sm rounded-lg hover:bg-warning/30 transition">
class="px-4 py-2 bg-warning/20 border border-warning/40 text-warning text-sm rounded-xl hover:bg-warning/30 transition">
Run Consolidation
</button>
</div>

View file

@ -28,7 +28,7 @@
<div class="flex items-center justify-between">
<h1 class="text-xl text-bright font-semibold">Timeline</h1>
<select bind:value={days} onchange={loadTimeline}
class="px-3 py-2 bg-surface border border-subtle/40 rounded-lg text-dim text-sm">
class="px-3 py-2 bg-white/[0.03] border border-synapse/10 rounded-xl text-dim text-sm focus:outline-none backdrop-blur-sm">
<option value={7}>7 days</option>
<option value={14}>14 days</option>
<option value={30}>30 days</option>
@ -39,7 +39,7 @@
{#if loading}
<div class="space-y-4">
{#each Array(7) as _}
<div class="h-16 bg-surface/50 rounded-lg animate-pulse"></div>
<div class="h-16 glass-subtle rounded-xl animate-pulse"></div>
{/each}
</div>
{:else if timeline.length === 0}
@ -49,18 +49,18 @@
{:else}
<div class="relative">
<!-- Timeline line -->
<div class="absolute left-6 top-0 bottom-0 w-px bg-subtle/30"></div>
<div class="absolute left-6 top-0 bottom-0 w-px bg-synapse/15"></div>
<div class="space-y-4">
{#each timeline as day (day.date)}
<div class="relative pl-14">
<!-- Dot -->
<div class="absolute left-4 top-3 w-5 h-5 rounded-full border-2 border-synapse bg-abyss flex items-center justify-center">
<div class="absolute left-4 top-3 w-5 h-5 rounded-full border-2 border-synapse bg-void flex items-center justify-center">
<div class="w-2 h-2 rounded-full bg-synapse"></div>
</div>
<button onclick={() => expandedDay = expandedDay === day.date ? null : day.date}
class="w-full text-left p-4 bg-surface/40 border border-subtle/20 rounded-lg hover:border-synapse/30 transition-all">
class="w-full text-left p-4 glass-subtle rounded-xl hover:bg-white/[0.03] transition-all">
<div class="flex items-center justify-between">
<div>
<span class="text-sm text-bright font-medium">{day.date}</span>
@ -69,7 +69,7 @@
<!-- Dots for memory types -->
<div class="flex gap-1">
{#each day.memories.slice(0, 10) as m}
<div class="w-2 h-2 rounded-full" style="background: {NODE_TYPE_COLORS[m.nodeType] || '#6b7280'}; opacity: {0.3 + m.retentionStrength * 0.7}"></div>
<div class="w-2 h-2 rounded-full" style="background: {NODE_TYPE_COLORS[m.nodeType] || '#8B95A5'}; opacity: {0.3 + m.retentionStrength * 0.7}"></div>
{/each}
{#if day.memories.length > 10}
<span class="text-xs text-muted">+{day.memories.length - 10}</span>
@ -78,10 +78,10 @@
</div>
{#if expandedDay === day.date}
<div class="mt-3 pt-3 border-t border-subtle/20 space-y-2">
<div class="mt-3 pt-3 border-t border-synapse/10 space-y-2">
{#each day.memories as m}
<div class="flex items-start gap-2 text-sm">
<div class="w-2 h-2 mt-1.5 rounded-full flex-shrink-0" style="background: {NODE_TYPE_COLORS[m.nodeType] || '#6b7280'}"></div>
<div class="w-2 h-2 mt-1.5 rounded-full flex-shrink-0" style="background: {NODE_TYPE_COLORS[m.nodeType] || '#8B95A5'}"></div>
<div class="flex-1 min-w-0">
<span class="text-dim line-clamp-1">{m.content}</span>
</div>

View file

@ -9,7 +9,7 @@
let { children } = $props();
let showCommandPalette = $state(false);
let cmdQuery = $state('');
let cmdInput: HTMLInputElement;
let cmdInput = $state<HTMLInputElement>(undefined as unknown as HTMLInputElement);
onMount(() => {
websocket.connect();
@ -87,14 +87,19 @@
}
</script>
<!-- Ambient background orbs -->
<div class="ambient-orb ambient-orb-1" aria-hidden="true"></div>
<div class="ambient-orb ambient-orb-2" aria-hidden="true"></div>
<div class="ambient-orb ambient-orb-3" aria-hidden="true"></div>
<!-- Desktop: sidebar + content -->
<!-- Mobile: content + bottom nav -->
<div class="flex flex-col md:flex-row h-screen overflow-hidden bg-void">
<div class="flex flex-col md:flex-row h-screen overflow-hidden bg-void relative z-[1]">
<!-- Desktop Sidebar (hidden on mobile) -->
<nav class="hidden md:flex w-16 lg:w-56 flex-shrink-0 bg-abyss border-r border-subtle/30 flex-col">
<nav class="hidden md:flex w-16 lg:w-56 flex-shrink-0 glass-sidebar flex-col">
<!-- Logo -->
<a href="/graph" class="flex items-center gap-3 px-4 py-5 border-b border-subtle/20">
<div class="w-8 h-8 rounded-lg bg-gradient-to-br from-dream to-synapse flex items-center justify-center text-bright text-sm font-bold">
<a href="/graph" class="flex items-center gap-3 px-4 py-5 border-b border-synapse/10">
<div class="w-8 h-8 rounded-lg bg-gradient-to-br from-dream to-synapse flex items-center justify-center text-bright text-sm font-bold shadow-lg shadow-synapse/20">
V
</div>
<span class="hidden lg:block text-sm font-semibold text-bright tracking-wide">VESTIGE</span>
@ -108,8 +113,8 @@
href={item.href}
class="flex items-center gap-3 px-3 py-2.5 rounded-lg transition-all duration-200 text-sm
{active
? 'bg-synapse/15 text-synapse-glow border border-synapse/30 shadow-[0_0_12px_rgba(99,102,241,0.15)]'
: 'text-dim hover:text-text hover:bg-surface border border-transparent'}"
? 'bg-synapse/15 text-synapse-glow border border-synapse/30 shadow-[0_0_12px_rgba(99,102,241,0.15)] nav-active-border'
: 'text-dim hover:text-text hover:bg-white/[0.03] border border-transparent'}"
>
<span class="text-base w-5 text-center">{item.icon}</span>
<span class="hidden lg:block">{item.label}</span>
@ -122,15 +127,15 @@
<div class="px-2 pb-2">
<button
onclick={() => { showCommandPalette = true; cmdQuery = ''; requestAnimationFrame(() => cmdInput?.focus()); }}
class="w-full flex items-center gap-2 px-3 py-2 rounded-lg text-xs text-muted hover:text-dim hover:bg-surface/50 transition border border-subtle/20"
class="w-full flex items-center gap-2 px-3 py-2 rounded-lg text-xs text-muted hover:text-dim hover:bg-white/[0.03] transition border border-subtle/15"
>
<span class="text-[10px] font-mono bg-surface/60 px-1.5 py-0.5 rounded">⌘K</span>
<span class="text-[10px] font-mono bg-white/[0.04] px-1.5 py-0.5 rounded">⌘K</span>
<span class="hidden lg:block">Command</span>
</button>
</div>
<!-- Status footer -->
<div class="px-3 py-4 border-t border-subtle/20 space-y-2">
<div class="px-3 py-4 border-t border-synapse/10 space-y-2">
<div class="flex items-center gap-2 text-xs">
<div class="w-2 h-2 rounded-full {$isConnected ? 'bg-recall animate-pulse-glow' : 'bg-decay'}"></div>
<span class="hidden lg:block text-dim">{$isConnected ? 'Connected' : 'Offline'}</span>
@ -150,7 +155,7 @@
</main>
<!-- Mobile Bottom Nav (hidden on desktop) -->
<nav class="md:hidden fixed bottom-0 inset-x-0 bg-abyss/95 backdrop-blur-xl border-t border-subtle/30 z-40 safe-bottom">
<nav class="md:hidden fixed bottom-0 inset-x-0 glass border-t border-synapse/10 z-40 safe-bottom">
<div class="flex items-center justify-around px-2 py-1">
{#each mobileNav as item}
{@const active = isActive(item.href, $page.url.pathname)}
@ -183,8 +188,8 @@
onkeydown={(e) => { if (e.key === 'Escape') showCommandPalette = false; }}
onclick={(e) => { if (e.target === e.currentTarget) showCommandPalette = false; }}
>
<div class="w-full max-w-lg bg-abyss border border-subtle/40 rounded-xl shadow-2xl shadow-synapse/10 overflow-hidden">
<div class="flex items-center gap-3 px-4 py-3 border-b border-subtle/20">
<div class="w-full max-w-lg glass-panel rounded-xl shadow-2xl shadow-synapse/10 overflow-hidden">
<div class="flex items-center gap-3 px-4 py-3 border-b border-synapse/10">
<span class="text-synapse text-sm"></span>
<input
bind:this={cmdInput}
@ -198,13 +203,13 @@
}
}}
/>
<span class="text-[10px] text-muted font-mono bg-surface/40 px-1.5 py-0.5 rounded">esc</span>
<span class="text-[10px] text-muted font-mono bg-white/[0.04] px-1.5 py-0.5 rounded">esc</span>
</div>
<div class="max-h-72 overflow-y-auto py-1">
{#each filteredNav as item}
<button
onclick={() => cmdNavigate(item.href)}
class="w-full flex items-center gap-3 px-4 py-2.5 text-sm text-dim hover:text-text hover:bg-surface/40 transition"
class="w-full flex items-center gap-3 px-4 py-2.5 text-sm text-dim hover:text-text hover:bg-white/[0.04] transition"
>
<span class="text-base w-5 text-center">{item.icon}</span>
<span>{item.label}</span>