[claude] Memory Pulse — BFS wave animation on crystal click (#1263) (#1264)
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This commit was merged in pull request #1264.
This commit is contained in:
2026-04-12 06:45:25 +00:00
parent b52c7281f0
commit 76e62fe43f
2 changed files with 164 additions and 0 deletions

4
app.js
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@@ -7,6 +7,7 @@ import { SpatialMemory } from './nexus/components/spatial-memory.js';
import { MemoryBirth } from './nexus/components/memory-birth.js';
import { MemoryOptimizer } from './nexus/components/memory-optimizer.js';
import { MemoryInspect } from './nexus/components/memory-inspect.js';
import { MemoryPulse } from './nexus/components/memory-pulse.js';
// ═══════════════════════════════════════════
// NEXUS v1.1 — Portal System Update
@@ -715,6 +716,7 @@ async function init() {
MemoryBirth.wrapSpatialMemory(SpatialMemory);
SpatialMemory.setCamera(camera);
MemoryInspect.init({ onNavigate: _navigateToMemory });
MemoryPulse.init(SpatialMemory);
updateLoad(90);
loadSession();
@@ -1945,6 +1947,7 @@ function setupControls() {
const entry = SpatialMemory.getMemoryFromMesh(hits[0].object);
if (entry) {
SpatialMemory.highlightMemory(entry.data.id);
MemoryPulse.triggerPulse(entry.data.id);
const regionDef = SpatialMemory.REGIONS[entry.region] || SpatialMemory.REGIONS.working;
MemoryInspect.show(entry.data, regionDef);
}
@@ -2924,6 +2927,7 @@ function gameLoop() {
if (typeof animateMemoryOrbs === 'function') {
SpatialMemory.update(delta);
MemoryBirth.update(delta);
MemoryPulse.update();
animateMemoryOrbs(delta);
}

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@@ -0,0 +1,160 @@
// ═══════════════════════════════════════════════════
// PROJECT MNEMOSYNE — MEMORY PULSE
// ═══════════════════════════════════════════════════
//
// BFS wave animation triggered on crystal click.
// When a memory crystal is clicked, a visual pulse
// radiates through the connection graph — illuminating
// linked memories hop-by-hop with a glow that rises
// sharply and then fades.
//
// Usage:
// MemoryPulse.init(SpatialMemory);
// MemoryPulse.triggerPulse(memId);
// MemoryPulse.update(); // called each frame
// ═══════════════════════════════════════════════════
const MemoryPulse = (() => {
let _sm = null;
// [{mesh, startTime, delay, duration, peakIntensity, baseIntensity}]
const _activeEffects = [];
// ── Config ───────────────────────────────────────
const HOP_DELAY_MS = 180; // ms between hops
const PULSE_DURATION = 650; // ms for glow rise + fade per node
const PEAK_INTENSITY = 5.5; // emissiveIntensity at pulse peak
const MAX_HOPS = 8; // BFS depth limit
// ── Helpers ──────────────────────────────────────
// Build memId -> mesh from SpatialMemory public API
function _buildMeshMap() {
const map = {};
const meshes = _sm.getCrystalMeshes();
for (const mesh of meshes) {
const entry = _sm.getMemoryFromMesh(mesh);
if (entry) map[entry.data.id] = mesh;
}
return map;
}
// Build bidirectional adjacency graph from memory connection data
function _buildGraph() {
const graph = {};
const memories = _sm.getAllMemories();
for (const mem of memories) {
if (!graph[mem.id]) graph[mem.id] = [];
if (mem.connections) {
for (const targetId of mem.connections) {
graph[mem.id].push(targetId);
if (!graph[targetId]) graph[targetId] = [];
graph[targetId].push(mem.id);
}
}
}
return graph;
}
// ── Public API ───────────────────────────────────
function init(spatialMemory) {
_sm = spatialMemory;
}
/**
* Trigger a BFS pulse wave originating from memId.
* Each hop level illuminates after HOP_DELAY_MS * hop ms.
* @param {string} memId - ID of the clicked memory crystal
*/
function triggerPulse(memId) {
if (!_sm) return;
const meshMap = _buildMeshMap();
const graph = _buildGraph();
if (!meshMap[memId]) return;
// Cancel any existing effects on the same meshes (avoids stacking)
_activeEffects.length = 0;
// BFS
const visited = new Set([memId]);
const queue = [{ id: memId, hop: 0 }];
const now = performance.now();
const scheduled = [];
while (queue.length > 0) {
const { id, hop } = queue.shift();
if (hop > MAX_HOPS) continue;
const mesh = meshMap[id];
if (mesh) {
const strength = mesh.userData.strength || 0.7;
const baseIntensity = 1.0 + Math.sin(mesh.userData.pulse || 0) * 0.5 * strength;
scheduled.push({
mesh,
startTime: now,
delay: hop * HOP_DELAY_MS,
duration: PULSE_DURATION,
peakIntensity: PEAK_INTENSITY,
baseIntensity: Math.max(0.5, baseIntensity)
});
}
for (const neighborId of (graph[id] || [])) {
if (!visited.has(neighborId)) {
visited.add(neighborId);
queue.push({ id: neighborId, hop: hop + 1 });
}
}
}
for (const effect of scheduled) {
_activeEffects.push(effect);
}
console.info('[MemoryPulse] Pulse triggered from', memId, '—', scheduled.length, 'nodes in wave');
}
/**
* Advance all active pulse animations. Call once per frame.
*/
function update() {
if (_activeEffects.length === 0) return;
const now = performance.now();
for (let i = _activeEffects.length - 1; i >= 0; i--) {
const e = _activeEffects[i];
const elapsed = now - e.startTime - e.delay;
if (elapsed < 0) continue; // waiting for its hop delay
if (elapsed >= e.duration) {
// Animation complete — restore base intensity
if (e.mesh.material) {
e.mesh.material.emissiveIntensity = e.baseIntensity;
}
_activeEffects.splice(i, 1);
continue;
}
// t: 0 → 1 over duration
const t = elapsed / e.duration;
// sin curve over [0, π]: smooth rise then fall
const glow = Math.sin(t * Math.PI);
if (e.mesh.material) {
e.mesh.material.emissiveIntensity =
e.baseIntensity + glow * (e.peakIntensity - e.baseIntensity);
}
}
}
return { init, triggerPulse, update };
})();
export { MemoryPulse };