feat(mnemosyne): ambient particle system for memory activity visualization
Issue #1173 - Spawn burst (20 particles, 2s fade) on new fact stored - Access trail (10 particles) streaming to crystal on fact access - Ambient cosmic dust (200 particles, slow drift) - Category colors for all particles - Total budget < 500 particles at any time
This commit is contained in:
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nexus/components/memory-particles.js
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404
nexus/components/memory-particles.js
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// ═══════════════════════════════════════════
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// PROJECT MNEMOSYNE — AMBIENT PARTICLE SYSTEM
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// ═══════════════════════════════════════════
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//
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// Memory activity visualization via Three.js Points.
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// Three particle modes:
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// 1. Spawn burst — 20 particles on new fact, 2s fade
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// 2. Access trail — 10 particles streaming to crystal
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// 3. Ambient dust — 200 particles, slow cosmic drift
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//
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// Category colors for all particles.
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// Total budget: < 500 particles at any time.
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//
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// Usage from app.js:
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// import { MemoryParticles } from './nexus/components/memory-particles.js';
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// MemoryParticles.init(scene);
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// MemoryParticles.onMemoryPlaced(position, category);
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// MemoryParticles.onMemoryAccessed(fromPos, toPos, category);
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// MemoryParticles.update(delta);
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// ═══════════════════════════════════════════
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const MemoryParticles = (() => {
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let _scene = null;
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let _initialized = false;
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// ─── CATEGORY COLORS ──────────────────────
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const CATEGORY_COLORS = {
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engineering: new THREE.Color(0x4af0c0),
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social: new THREE.Color(0x7b5cff),
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knowledge: new THREE.Color(0xffd700),
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projects: new THREE.Color(0xff4466),
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working: new THREE.Color(0x00ff88),
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archive: new THREE.Color(0x334455),
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user_pref: new THREE.Color(0xffd700),
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project: new THREE.Color(0x4488ff),
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tool_knowledge: new THREE.Color(0x44ff88),
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general: new THREE.Color(0x8899aa),
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};
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const DEFAULT_COLOR = new THREE.Color(0x8899bb);
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// ─── PARTICLE BUDGETS ─────────────────────
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const MAX_BURST_PARTICLES = 20; // per spawn event
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const MAX_TRAIL_PARTICLES = 10; // per access event
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const AMBIENT_COUNT = 200; // always-on dust
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const MAX_ACTIVE_BURSTS = 8; // max concurrent burst groups
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const MAX_ACTIVE_TRAILS = 5; // max concurrent trail groups
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// ─── ACTIVE PARTICLE GROUPS ───────────────
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let _bursts = []; // { points, velocities, life, maxLife }
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let _trails = []; // { points, velocities, life, maxLife, target }
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let _ambientPoints = null;
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// ─── HELPERS ──────────────────────────────
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function _getCategoryColor(category) {
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return CATEGORY_COLORS[category] || DEFAULT_COLOR;
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}
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// ═══ AMBIENT DUST ═════════════════════════
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function _createAmbient() {
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const geo = new THREE.BufferGeometry();
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const positions = new Float32Array(AMBIENT_COUNT * 3);
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const colors = new Float32Array(AMBIENT_COUNT * 3);
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const sizes = new Float32Array(AMBIENT_COUNT);
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// Distribute across the world
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for (let i = 0; i < AMBIENT_COUNT; i++) {
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positions[i * 3] = (Math.random() - 0.5) * 50;
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positions[i * 3 + 1] = Math.random() * 18 + 1;
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positions[i * 3 + 2] = (Math.random() - 0.5) * 50;
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// Subtle category-tinted colors
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const categories = Object.keys(CATEGORY_COLORS);
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const cat = categories[Math.floor(Math.random() * categories.length)];
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const col = _getCategoryColor(cat).clone().multiplyScalar(0.4 + Math.random() * 0.3);
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colors[i * 3] = col.r;
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colors[i * 3 + 1] = col.g;
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colors[i * 3 + 2] = col.b;
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sizes[i] = 0.02 + Math.random() * 0.04;
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}
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geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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geo.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
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const mat = new THREE.ShaderMaterial({
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uniforms: { uTime: { value: 0 } },
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vertexShader: `
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attribute float size;
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attribute vec3 color;
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varying vec3 vColor;
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varying float vAlpha;
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uniform float uTime;
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void main() {
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vColor = color;
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vec3 pos = position;
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// Slow cosmic drift
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pos.x += sin(uTime * 0.08 + position.y * 0.3) * 0.5;
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pos.y += sin(uTime * 0.05 + position.z * 0.2) * 0.3;
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pos.z += cos(uTime * 0.06 + position.x * 0.25) * 0.4;
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vec4 mv = modelViewMatrix * vec4(pos, 1.0);
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gl_PointSize = size * 250.0 / -mv.z;
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gl_Position = projectionMatrix * mv;
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// Fade with distance
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vAlpha = smoothstep(40.0, 10.0, -mv.z) * 0.5;
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}
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`,
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fragmentShader: `
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varying vec3 vColor;
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varying float vAlpha;
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void main() {
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float d = length(gl_PointCoord - 0.5);
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if (d > 0.5) discard;
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float alpha = smoothstep(0.5, 0.05, d);
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gl_FragColor = vec4(vColor, alpha * vAlpha);
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}
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`,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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_ambientPoints = new THREE.Points(geo, mat);
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_scene.add(_ambientPoints);
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}
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// ═══ BURST EFFECT ═════════════════════════
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function _createBurst(position, category) {
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const count = MAX_BURST_PARTICLES;
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const geo = new THREE.BufferGeometry();
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const positions = new Float32Array(count * 3);
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const colors = new Float32Array(count * 3);
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const sizes = new Float32Array(count);
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const velocities = [];
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const col = _getCategoryColor(category);
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for (let i = 0; i < count; i++) {
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positions[i * 3] = position.x;
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positions[i * 3 + 1] = position.y;
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positions[i * 3 + 2] = position.z;
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colors[i * 3] = col.r;
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colors[i * 3 + 1] = col.g;
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colors[i * 3 + 2] = col.b;
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sizes[i] = 0.06 + Math.random() * 0.06;
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// Random outward velocity
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const theta = Math.random() * Math.PI * 2;
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const phi = Math.random() * Math.PI;
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const speed = 1.5 + Math.random() * 2.5;
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velocities.push(
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Math.sin(phi) * Math.cos(theta) * speed,
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Math.cos(phi) * speed * 0.8 + 1.0, // bias upward
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Math.sin(phi) * Math.sin(theta) * speed
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);
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}
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geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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geo.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
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const mat = new THREE.ShaderMaterial({
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uniforms: { uOpacity: { value: 1.0 } },
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vertexShader: `
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attribute float size;
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attribute vec3 color;
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varying vec3 vColor;
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uniform float uOpacity;
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void main() {
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vColor = color;
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vec4 mv = modelViewMatrix * vec4(position, 1.0);
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gl_PointSize = size * 300.0 / -mv.z;
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gl_Position = projectionMatrix * mv;
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}
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`,
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fragmentShader: `
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varying vec3 vColor;
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uniform float uOpacity;
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void main() {
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float d = length(gl_PointCoord - 0.5);
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if (d > 0.5) discard;
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float alpha = smoothstep(0.5, 0.05, d);
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gl_FragColor = vec4(vColor, alpha * uOpacity);
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}
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`,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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const points = new THREE.Points(geo, mat);
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_scene.add(points);
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_bursts.push({
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points,
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velocities,
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life: 0,
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maxLife: 2.0, // 2s fade
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});
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// Cap active bursts
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while (_bursts.length > MAX_ACTIVE_BURSTS) {
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_removeBurst(0);
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}
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}
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function _removeBurst(idx) {
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const burst = _bursts[idx];
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if (burst.points.parent) burst.points.parent.remove(burst.points);
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burst.points.geometry.dispose();
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burst.points.material.dispose();
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_bursts.splice(idx, 1);
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}
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// ═══ TRAIL EFFECT ═════════════════════════
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function _createTrail(fromPos, toPos, category) {
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const count = MAX_TRAIL_PARTICLES;
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const geo = new THREE.BufferGeometry();
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const positions = new Float32Array(count * 3);
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const colors = new Float32Array(count * 3);
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const sizes = new Float32Array(count);
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const velocities = [];
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const col = _getCategoryColor(category);
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for (let i = 0; i < count; i++) {
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// Stagger start positions along the path
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const t = Math.random();
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positions[i * 3] = fromPos.x + (toPos.x - fromPos.x) * t + (Math.random() - 0.5) * 0.5;
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positions[i * 3 + 1] = fromPos.y + (toPos.y - fromPos.y) * t + (Math.random() - 0.5) * 0.5;
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positions[i * 3 + 2] = fromPos.z + (toPos.z - fromPos.z) * t + (Math.random() - 0.5) * 0.5;
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colors[i * 3] = col.r;
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colors[i * 3 + 1] = col.g;
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colors[i * 3 + 2] = col.b;
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sizes[i] = 0.04 + Math.random() * 0.04;
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// Velocity toward target with slight randomness
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const dx = toPos.x - fromPos.x;
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const dy = toPos.y - fromPos.y;
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const dz = toPos.z - fromPos.z;
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const len = Math.sqrt(dx * dx + dy * dy + dz * dz) || 1;
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const speed = 2.0 + Math.random() * 1.5;
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velocities.push(
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(dx / len) * speed + (Math.random() - 0.5) * 0.5,
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(dy / len) * speed + (Math.random() - 0.5) * 0.5,
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(dz / len) * speed + (Math.random() - 0.5) * 0.5
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);
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}
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geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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geo.setAttribute('size', new THREE.BufferAttribute(sizes, 1));
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const mat = new THREE.ShaderMaterial({
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uniforms: { uOpacity: { value: 1.0 } },
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vertexShader: `
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attribute float size;
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attribute vec3 color;
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varying vec3 vColor;
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uniform float uOpacity;
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void main() {
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vColor = color;
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vec4 mv = modelViewMatrix * vec4(position, 1.0);
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gl_PointSize = size * 280.0 / -mv.z;
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gl_Position = projectionMatrix * mv;
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}
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`,
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fragmentShader: `
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varying vec3 vColor;
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uniform float uOpacity;
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void main() {
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float d = length(gl_PointCoord - 0.5);
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if (d > 0.5) discard;
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float alpha = smoothstep(0.5, 0.05, d);
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gl_FragColor = vec4(vColor, alpha * uOpacity);
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}
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`,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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const points = new THREE.Points(geo, mat);
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_scene.add(points);
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_trails.push({
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points,
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velocities,
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life: 0,
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maxLife: 1.5, // 1.5s trail
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target: toPos.clone(),
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});
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// Cap active trails
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while (_trails.length > MAX_ACTIVE_TRAILS) {
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_removeTrail(0);
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}
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}
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function _removeTrail(idx) {
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const trail = _trails[idx];
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if (trail.points.parent) trail.points.parent.remove(trail.points);
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trail.points.geometry.dispose();
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trail.points.material.dispose();
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_trails.splice(idx, 1);
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}
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// ═══ PUBLIC API ═══════════════════════════
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function init(scene) {
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_scene = scene;
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_initialized = true;
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_createAmbient();
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console.info('[Mnemosyne] Ambient particle system initialized —', AMBIENT_COUNT, 'dust particles');
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}
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function onMemoryPlaced(position, category) {
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if (!_initialized) return;
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const pos = position instanceof THREE.Vector3 ? position : new THREE.Vector3(position.x, position.y, position.z);
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_createBurst(pos, category);
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}
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function onMemoryAccessed(fromPosition, toPosition, category) {
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if (!_initialized) return;
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const from = fromPosition instanceof THREE.Vector3 ? fromPosition : new THREE.Vector3(fromPosition.x, fromPosition.y, fromPosition.z);
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const to = toPosition instanceof THREE.Vector3 ? toPosition : new THREE.Vector3(toPosition.x, toPosition.y, toPosition.z);
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_createTrail(from, to, category);
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}
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function update(delta) {
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if (!_initialized) return;
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// Update ambient dust
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if (_ambientPoints && _ambientPoints.material.uniforms) {
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_ambientPoints.material.uniforms.uTime.value += delta;
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}
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// Update bursts
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for (let i = _bursts.length - 1; i >= 0; i--) {
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const burst = _bursts[i];
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burst.life += delta;
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const t = burst.life / burst.maxLife;
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if (t >= 1.0) {
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_removeBurst(i);
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continue;
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}
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const pos = burst.points.geometry.attributes.position.array;
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for (let j = 0; j < MAX_BURST_PARTICLES; j++) {
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pos[j * 3] += burst.velocities[j * 3] * delta;
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pos[j * 3 + 1] += burst.velocities[j * 3 + 1] * delta;
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pos[j * 3 + 2] += burst.velocities[j * 3 + 2] * delta;
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// Gravity + drag
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burst.velocities[j * 3 + 1] -= delta * 0.5;
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burst.velocities[j * 3] *= 0.98;
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burst.velocities[j * 3 + 1] *= 0.98;
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burst.velocities[j * 3 + 2] *= 0.98;
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}
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burst.points.geometry.attributes.position.needsUpdate = true;
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burst.points.material.uniforms.uOpacity.value = 1.0 - t;
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}
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// Update trails
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for (let i = _trails.length - 1; i >= 0; i--) {
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const trail = _trails[i];
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trail.life += delta;
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const t = trail.life / trail.maxLife;
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if (t >= 1.0) {
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_removeTrail(i);
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continue;
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}
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const pos = trail.points.geometry.attributes.position.array;
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for (let j = 0; j < MAX_TRAIL_PARTICLES; j++) {
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pos[j * 3] += trail.velocities[j * 3] * delta;
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pos[j * 3 + 1] += trail.velocities[j * 3 + 1] * delta;
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pos[j * 3 + 2] += trail.velocities[j * 3 + 2] * delta;
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}
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trail.points.geometry.attributes.position.needsUpdate = true;
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trail.points.material.uniforms.uOpacity.value = 1.0 - t * t;
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}
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}
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function getActiveParticleCount() {
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let total = AMBIENT_COUNT;
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_bursts.forEach(b => { total += MAX_BURST_PARTICLES; });
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_trails.forEach(t => { total += MAX_TRAIL_PARTICLES; });
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return total;
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}
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return {
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init,
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onMemoryPlaced,
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onMemoryAccessed,
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update,
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getActiveParticleCount,
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};
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})();
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export { MemoryParticles };
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Reference in New Issue
Block a user