mirror of
https://github.com/samvallad33/vestige.git
synced 2026-04-26 09:16:21 +02:00
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:
parent
2c1f499a8b
commit
d98cf6136a
241 changed files with 6262 additions and 4884 deletions
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@ -1,12 +1,17 @@
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<script lang="ts">
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import { onMount, onDestroy } from 'svelte';
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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import type { GraphNode, GraphEdge, VestigeEvent } from '$types';
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import { NODE_TYPE_COLORS } from '$types';
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import { createScene, resizeScene, disposeScene, type SceneContext } from '$lib/graph/scene';
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import { ForceSimulation } from '$lib/graph/force-sim';
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import { NodeManager } from '$lib/graph/nodes';
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import { EdgeManager } from '$lib/graph/edges';
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import { ParticleSystem } from '$lib/graph/particles';
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import { EffectManager } from '$lib/graph/effects';
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import { DreamMode } from '$lib/graph/dream-mode';
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import { mapEventToEffects } from '$lib/graph/events';
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import { createNebulaBackground, updateNebula } from '$lib/graph/shaders/nebula.frag';
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import { createPostProcessing, updatePostProcessing, type PostProcessingStack } from '$lib/graph/shaders/post-processing';
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import type * as THREE from 'three';
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interface Props {
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nodes: GraphNode[];
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@ -20,45 +25,47 @@
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let { nodes, edges, centerId, events = [], isDreaming = false, onSelect }: Props = $props();
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let container: HTMLDivElement;
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let renderer: THREE.WebGLRenderer;
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let scene: THREE.Scene;
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let camera: THREE.PerspectiveCamera;
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let controls: OrbitControls;
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let composer: EffectComposer;
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let bloomPass: UnrealBloomPass;
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let raycaster: THREE.Raycaster;
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let mouse: THREE.Vector2;
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let ctx: SceneContext;
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let animationId: number;
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let nodeGroup: THREE.Group;
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let edgeGroup: THREE.Group;
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let particleSystem: THREE.Points;
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let starField: THREE.Points;
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// Maps for lookup
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let nodeMeshMap = new Map<string, THREE.Mesh>();
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let nodePositions = new Map<string, THREE.Vector3>();
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let labelSprites = new Map<string, THREE.Sprite>();
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let hoveredNode: string | null = null;
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let selectedNode: string | null = null;
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// Modules
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let nodeManager: NodeManager;
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let edgeManager: EdgeManager;
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let particles: ParticleSystem;
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let effects: EffectManager;
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let forceSim: ForceSimulation;
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let dreamMode: DreamMode;
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let nebulaMaterial: THREE.ShaderMaterial;
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let postStack: PostProcessingStack;
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// Force simulation state
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let velocities = new Map<string, THREE.Vector3>();
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let simulationRunning = true;
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let simulationStep = 0;
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// Event-driven animation state
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// Event tracking
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let processedEventCount = 0;
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let pulseEffects: { nodeId: string; intensity: number; color: THREE.Color; decay: number }[] = [];
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let connectionFlashes: { line: THREE.Line; intensity: number }[] = [];
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let spawnBursts: { position: THREE.Vector3; age: number; particles: THREE.Points }[] = [];
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let dreamTrails: { points: THREE.Vector3[]; line: THREE.Line; age: number }[] = [];
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let shockwaves: { mesh: THREE.Mesh; age: number; maxAge: number }[] = [];
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onMount(() => {
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initScene();
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createStarField();
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createGraph();
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createParticleSystem();
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ctx = createScene(container);
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// Nebula background
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const nebula = createNebulaBackground(ctx.scene);
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nebulaMaterial = nebula.material;
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// Post-processing (added after bloom)
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postStack = createPostProcessing(ctx.composer);
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// Modules
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particles = new ParticleSystem(ctx.scene);
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nodeManager = new NodeManager();
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edgeManager = new EdgeManager();
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effects = new EffectManager(ctx.scene);
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dreamMode = new DreamMode();
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// Build graph
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const positions = nodeManager.createNodes(nodes);
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edgeManager.createEdges(edges, positions);
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forceSim = new ForceSimulation(positions);
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ctx.scene.add(edgeManager.group);
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ctx.scene.add(nodeManager.group);
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animate();
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window.addEventListener('resize', onResize);
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@ -71,432 +78,48 @@
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window.removeEventListener('resize', onResize);
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container?.removeEventListener('pointermove', onPointerMove);
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container?.removeEventListener('click', onClick);
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// Dispose Three.js resources to prevent GPU memory leaks
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scene?.traverse((obj: THREE.Object3D) => {
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if (obj instanceof THREE.Mesh || obj instanceof THREE.InstancedMesh) {
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obj.geometry?.dispose();
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if (Array.isArray(obj.material)) {
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obj.material.forEach((m: THREE.Material) => m.dispose());
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} else if (obj.material) {
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(obj.material as THREE.Material).dispose();
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}
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}
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});
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renderer?.dispose();
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composer?.dispose();
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effects?.dispose();
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particles?.dispose();
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nodeManager?.dispose();
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edgeManager?.dispose();
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if (ctx) disposeScene(ctx);
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});
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function initScene() {
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// Scene
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scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2(0x050510, 0.008);
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// Camera
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camera = new THREE.PerspectiveCamera(60, container.clientWidth / container.clientHeight, 0.1, 2000);
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camera.position.set(0, 30, 80);
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// Renderer (WebGL2 — WebGPU requires async init, use WebGL for now with bloom)
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renderer = new THREE.WebGLRenderer({
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antialias: true,
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alpha: true,
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powerPreference: 'high-performance'
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});
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renderer.setSize(container.clientWidth, container.clientHeight);
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.2;
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container.appendChild(renderer.domElement);
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// Controls
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controls = new OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.dampingFactor = 0.05;
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controls.rotateSpeed = 0.5;
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controls.zoomSpeed = 0.8;
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controls.minDistance = 10;
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controls.maxDistance = 500;
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controls.autoRotate = true;
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controls.autoRotateSpeed = 0.3;
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// Post-processing: Bloom
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composer = new EffectComposer(renderer);
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composer.addPass(new RenderPass(scene, camera));
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bloomPass = new UnrealBloomPass(
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new THREE.Vector2(container.clientWidth, container.clientHeight),
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0.8, // strength
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0.4, // radius
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0.85 // threshold
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);
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composer.addPass(bloomPass);
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// Lighting
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const ambient = new THREE.AmbientLight(0x1a1a3a, 0.5);
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scene.add(ambient);
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const point1 = new THREE.PointLight(0x6366f1, 1.5, 200);
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point1.position.set(50, 50, 50);
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scene.add(point1);
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const point2 = new THREE.PointLight(0xa855f7, 1, 200);
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point2.position.set(-50, -30, -50);
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scene.add(point2);
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// Raycaster
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raycaster = new THREE.Raycaster();
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raycaster.params.Points = { threshold: 2 };
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mouse = new THREE.Vector2();
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}
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function createStarField() {
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const starGeo = new THREE.BufferGeometry();
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const starCount = 3000;
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const positions = new Float32Array(starCount * 3);
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const sizes = new Float32Array(starCount);
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for (let i = 0; i < starCount; i++) {
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positions[i * 3] = (Math.random() - 0.5) * 1000;
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positions[i * 3 + 1] = (Math.random() - 0.5) * 1000;
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positions[i * 3 + 2] = (Math.random() - 0.5) * 1000;
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sizes[i] = Math.random() * 1.5;
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}
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starGeo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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starGeo.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
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const starMat = new THREE.PointsMaterial({
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color: 0x6366f1,
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size: 0.5,
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transparent: true,
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opacity: 0.4,
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sizeAttenuation: true,
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blending: THREE.AdditiveBlending
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});
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starField = new THREE.Points(starGeo, starMat);
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scene.add(starField);
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}
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function createGraph() {
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nodeGroup = new THREE.Group();
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edgeGroup = new THREE.Group();
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// Position nodes using force-directed initial layout
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const nodeCount = nodes.length;
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const phi = (1 + Math.sqrt(5)) / 2; // Golden ratio for sphere distribution
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nodes.forEach((node, i) => {
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// Fibonacci sphere distribution for initial positions
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const y = 1 - (2 * i) / (nodeCount - 1 || 1);
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const radius = Math.sqrt(1 - y * y);
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const theta = 2 * Math.PI * i / phi;
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const spread = 30 + nodeCount * 0.5;
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const pos = new THREE.Vector3(
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radius * Math.cos(theta) * spread,
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y * spread,
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radius * Math.sin(theta) * spread
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);
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// Center node at origin
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if (node.isCenter) pos.set(0, 0, 0);
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nodePositions.set(node.id, pos);
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velocities.set(node.id, new THREE.Vector3());
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// Create node mesh
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const size = 0.5 + node.retention * 2;
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const color = NODE_TYPE_COLORS[node.type] || '#6b7280';
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const geometry = new THREE.SphereGeometry(size, 16, 16);
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const material = new THREE.MeshStandardMaterial({
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color: new THREE.Color(color),
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emissive: new THREE.Color(color),
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emissiveIntensity: 0.3 + node.retention * 0.5,
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roughness: 0.3,
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metalness: 0.1,
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transparent: true,
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opacity: 0.3 + node.retention * 0.7,
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});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.copy(pos);
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mesh.userData = { nodeId: node.id, type: node.type, retention: node.retention };
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nodeMeshMap.set(node.id, mesh);
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nodeGroup.add(mesh);
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// Glow sprite
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const spriteMat = new THREE.SpriteMaterial({
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color: new THREE.Color(color),
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transparent: true,
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opacity: 0.15 + node.retention * 0.2,
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blending: THREE.AdditiveBlending,
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});
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const sprite = new THREE.Sprite(spriteMat);
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sprite.scale.set(size * 4, size * 4, 1);
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sprite.position.copy(pos);
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sprite.userData = { isGlow: true, nodeId: node.id };
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nodeGroup.add(sprite);
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// Text label sprite (distance-faded)
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const labelText = node.label || node.type;
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const labelSprite = createTextSprite(labelText, '#e2e8f0');
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labelSprite.position.copy(pos);
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labelSprite.position.y += size * 2 + 1.5;
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labelSprite.userData = { isLabel: true, nodeId: node.id, offset: size * 2 + 1.5 };
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nodeGroup.add(labelSprite);
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labelSprites.set(node.id, labelSprite);
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});
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// Create edges
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edges.forEach(edge => {
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const sourcePos = nodePositions.get(edge.source);
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const targetPos = nodePositions.get(edge.target);
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if (!sourcePos || !targetPos) return;
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const points = [sourcePos, targetPos];
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const geometry = new THREE.BufferGeometry().setFromPoints(points);
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const material = new THREE.LineBasicMaterial({
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color: 0x4a4a7a,
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transparent: true,
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opacity: Math.min(0.1 + edge.weight * 0.5, 0.6),
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blending: THREE.AdditiveBlending,
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});
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const line = new THREE.Line(geometry, material);
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line.userData = { source: edge.source, target: edge.target };
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edgeGroup.add(line);
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});
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scene.add(edgeGroup);
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scene.add(nodeGroup);
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}
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function createParticleSystem() {
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const particleCount = 500;
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const geometry = new THREE.BufferGeometry();
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const positions = new Float32Array(particleCount * 3);
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const colors = new Float32Array(particleCount * 3);
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for (let i = 0; i < particleCount; i++) {
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positions[i * 3] = (Math.random() - 0.5) * 100;
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positions[i * 3 + 1] = (Math.random() - 0.5) * 100;
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positions[i * 3 + 2] = (Math.random() - 0.5) * 100;
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// Purple-blue neural particles
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colors[i * 3] = 0.4 + Math.random() * 0.3;
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colors[i * 3 + 1] = 0.3 + Math.random() * 0.2;
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colors[i * 3 + 2] = 0.8 + Math.random() * 0.2;
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}
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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const material = new THREE.PointsMaterial({
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size: 0.3,
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vertexColors: true,
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transparent: true,
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opacity: 0.4,
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blending: THREE.AdditiveBlending,
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sizeAttenuation: true,
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});
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particleSystem = new THREE.Points(geometry, material);
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scene.add(particleSystem);
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}
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function createTextSprite(text: string, color: string): THREE.Sprite {
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d')!;
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canvas.width = 512;
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canvas.height = 64;
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// Truncate text
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const label = text.length > 40 ? text.slice(0, 37) + '...' : text;
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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ctx.font = 'bold 28px -apple-system, BlinkMacSystemFont, sans-serif';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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// Shadow for readability
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ctx.shadowColor = 'rgba(0, 0, 0, 0.8)';
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ctx.shadowBlur = 6;
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ctx.shadowOffsetX = 0;
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ctx.shadowOffsetY = 2;
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ctx.fillStyle = color;
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ctx.fillText(label, canvas.width / 2, canvas.height / 2);
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const texture = new THREE.CanvasTexture(canvas);
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texture.needsUpdate = true;
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const mat = new THREE.SpriteMaterial({
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map: texture,
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transparent: true,
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opacity: 0,
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depthTest: false,
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sizeAttenuation: true,
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});
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const sprite = new THREE.Sprite(mat);
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sprite.scale.set(12, 1.5, 1);
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return sprite;
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}
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function runForceSimulation() {
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if (!simulationRunning || simulationStep > 300) return;
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simulationStep++;
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const alpha = Math.max(0.001, 1 - simulationStep / 300);
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const repulsionStrength = 500;
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const attractionStrength = 0.01;
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const dampening = 0.9;
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// Repulsion between all nodes
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const nodeIds = Array.from(nodePositions.keys());
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for (let i = 0; i < nodeIds.length; i++) {
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for (let j = i + 1; j < nodeIds.length; j++) {
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const posA = nodePositions.get(nodeIds[i])!;
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const posB = nodePositions.get(nodeIds[j])!;
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const diff = new THREE.Vector3().subVectors(posA, posB);
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const dist = diff.length() || 1;
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const force = repulsionStrength / (dist * dist) * alpha;
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const dir = diff.normalize().multiplyScalar(force);
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velocities.get(nodeIds[i])!.add(dir);
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velocities.get(nodeIds[j])!.sub(dir);
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}
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}
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// Attraction along edges
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edges.forEach(edge => {
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const posA = nodePositions.get(edge.source);
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const posB = nodePositions.get(edge.target);
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if (!posA || !posB) return;
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const diff = new THREE.Vector3().subVectors(posB, posA);
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const dist = diff.length();
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const force = dist * attractionStrength * edge.weight * alpha;
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const dir = diff.normalize().multiplyScalar(force);
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velocities.get(edge.source)!.add(dir);
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velocities.get(edge.target)!.sub(dir);
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});
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// Centering force
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nodeIds.forEach(id => {
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const pos = nodePositions.get(id)!;
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const vel = velocities.get(id)!;
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vel.sub(pos.clone().multiplyScalar(0.001 * alpha));
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vel.multiplyScalar(dampening);
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pos.add(vel);
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||||
// Update mesh positions
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||||
const mesh = nodeMeshMap.get(id);
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if (mesh) mesh.position.copy(pos);
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});
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||||
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||||
// Update glow sprite and label positions
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||||
nodeGroup.children.forEach(child => {
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if (child.userData.nodeId) {
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const pos = nodePositions.get(child.userData.nodeId);
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||||
if (!pos) return;
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue