This commit was merged in pull request #1264.
This commit is contained in:
4
app.js
4
app.js
@@ -7,6 +7,7 @@ import { SpatialMemory } from './nexus/components/spatial-memory.js';
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import { MemoryBirth } from './nexus/components/memory-birth.js';
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import { MemoryOptimizer } from './nexus/components/memory-optimizer.js';
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import { MemoryInspect } from './nexus/components/memory-inspect.js';
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import { MemoryPulse } from './nexus/components/memory-pulse.js';
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// ═══════════════════════════════════════════
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// NEXUS v1.1 — Portal System Update
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@@ -715,6 +716,7 @@ async function init() {
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MemoryBirth.wrapSpatialMemory(SpatialMemory);
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SpatialMemory.setCamera(camera);
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MemoryInspect.init({ onNavigate: _navigateToMemory });
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MemoryPulse.init(SpatialMemory);
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updateLoad(90);
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loadSession();
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@@ -1945,6 +1947,7 @@ function setupControls() {
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const entry = SpatialMemory.getMemoryFromMesh(hits[0].object);
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if (entry) {
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SpatialMemory.highlightMemory(entry.data.id);
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MemoryPulse.triggerPulse(entry.data.id);
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const regionDef = SpatialMemory.REGIONS[entry.region] || SpatialMemory.REGIONS.working;
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MemoryInspect.show(entry.data, regionDef);
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}
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@@ -2924,6 +2927,7 @@ function gameLoop() {
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if (typeof animateMemoryOrbs === 'function') {
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SpatialMemory.update(delta);
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MemoryBirth.update(delta);
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MemoryPulse.update();
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animateMemoryOrbs(delta);
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}
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160
nexus/components/memory-pulse.js
Normal file
160
nexus/components/memory-pulse.js
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@@ -0,0 +1,160 @@
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// ═══════════════════════════════════════════════════
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// PROJECT MNEMOSYNE — MEMORY PULSE
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// ═══════════════════════════════════════════════════
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//
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// BFS wave animation triggered on crystal click.
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// When a memory crystal is clicked, a visual pulse
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// radiates through the connection graph — illuminating
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// linked memories hop-by-hop with a glow that rises
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// sharply and then fades.
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//
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// Usage:
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// MemoryPulse.init(SpatialMemory);
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// MemoryPulse.triggerPulse(memId);
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// MemoryPulse.update(); // called each frame
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// ═══════════════════════════════════════════════════
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const MemoryPulse = (() => {
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let _sm = null;
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// [{mesh, startTime, delay, duration, peakIntensity, baseIntensity}]
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const _activeEffects = [];
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// ── Config ───────────────────────────────────────
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const HOP_DELAY_MS = 180; // ms between hops
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const PULSE_DURATION = 650; // ms for glow rise + fade per node
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const PEAK_INTENSITY = 5.5; // emissiveIntensity at pulse peak
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const MAX_HOPS = 8; // BFS depth limit
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// ── Helpers ──────────────────────────────────────
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// Build memId -> mesh from SpatialMemory public API
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function _buildMeshMap() {
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const map = {};
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const meshes = _sm.getCrystalMeshes();
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for (const mesh of meshes) {
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const entry = _sm.getMemoryFromMesh(mesh);
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if (entry) map[entry.data.id] = mesh;
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}
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return map;
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}
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// Build bidirectional adjacency graph from memory connection data
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function _buildGraph() {
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const graph = {};
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const memories = _sm.getAllMemories();
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for (const mem of memories) {
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if (!graph[mem.id]) graph[mem.id] = [];
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if (mem.connections) {
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for (const targetId of mem.connections) {
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graph[mem.id].push(targetId);
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if (!graph[targetId]) graph[targetId] = [];
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graph[targetId].push(mem.id);
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}
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}
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}
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return graph;
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}
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// ── Public API ───────────────────────────────────
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function init(spatialMemory) {
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_sm = spatialMemory;
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}
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/**
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* Trigger a BFS pulse wave originating from memId.
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* Each hop level illuminates after HOP_DELAY_MS * hop ms.
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* @param {string} memId - ID of the clicked memory crystal
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*/
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function triggerPulse(memId) {
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if (!_sm) return;
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const meshMap = _buildMeshMap();
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const graph = _buildGraph();
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if (!meshMap[memId]) return;
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// Cancel any existing effects on the same meshes (avoids stacking)
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_activeEffects.length = 0;
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// BFS
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const visited = new Set([memId]);
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const queue = [{ id: memId, hop: 0 }];
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const now = performance.now();
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const scheduled = [];
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while (queue.length > 0) {
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const { id, hop } = queue.shift();
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if (hop > MAX_HOPS) continue;
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const mesh = meshMap[id];
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if (mesh) {
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const strength = mesh.userData.strength || 0.7;
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const baseIntensity = 1.0 + Math.sin(mesh.userData.pulse || 0) * 0.5 * strength;
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scheduled.push({
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mesh,
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startTime: now,
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delay: hop * HOP_DELAY_MS,
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duration: PULSE_DURATION,
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peakIntensity: PEAK_INTENSITY,
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baseIntensity: Math.max(0.5, baseIntensity)
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});
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}
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for (const neighborId of (graph[id] || [])) {
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if (!visited.has(neighborId)) {
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visited.add(neighborId);
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queue.push({ id: neighborId, hop: hop + 1 });
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}
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}
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}
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for (const effect of scheduled) {
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_activeEffects.push(effect);
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}
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console.info('[MemoryPulse] Pulse triggered from', memId, '—', scheduled.length, 'nodes in wave');
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}
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/**
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* Advance all active pulse animations. Call once per frame.
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*/
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function update() {
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if (_activeEffects.length === 0) return;
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const now = performance.now();
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for (let i = _activeEffects.length - 1; i >= 0; i--) {
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const e = _activeEffects[i];
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const elapsed = now - e.startTime - e.delay;
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if (elapsed < 0) continue; // waiting for its hop delay
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if (elapsed >= e.duration) {
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// Animation complete — restore base intensity
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if (e.mesh.material) {
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e.mesh.material.emissiveIntensity = e.baseIntensity;
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}
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_activeEffects.splice(i, 1);
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continue;
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}
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// t: 0 → 1 over duration
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const t = elapsed / e.duration;
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// sin curve over [0, π]: smooth rise then fall
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const glow = Math.sin(t * Math.PI);
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if (e.mesh.material) {
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e.mesh.material.emissiveIntensity =
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e.baseIntensity + glow * (e.peakIntensity - e.baseIntensity);
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}
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}
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}
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return { init, triggerPulse, update };
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})();
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export { MemoryPulse };
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