Compare commits

...

3 Commits

Author SHA1 Message Date
Alexander Whitestone
1294f37b44 fix: [MIGRATION] Preserve legacy the-matrix quality work before Nexus rewrite (closes #685)
Some checks failed
CI / test (pull_request) Failing after 9s
CI / validate (pull_request) Failing after 12s
Review Approval Gate / verify-review (pull_request) Failing after 3s
2026-04-10 20:17:03 -04:00
cc4af009c7 [claude] Mnemosyne session rooms — holographic chambers per session (#1171) (#1178)
Some checks failed
Deploy Nexus / deploy (push) Failing after 3s
Staging Verification Gate / verify-staging (push) Failing after 3s
CI / test (pull_request) Failing after 9s
CI / validate (pull_request) Failing after 13s
Review Approval Gate / verify-review (pull_request) Failing after 3s
2026-04-10 22:45:10 +00:00
089b06b6f8 [claude] Mnemosyne category regions — spatial zones for fact types (#1168) (#1179)
Some checks failed
Deploy Nexus / deploy (push) Failing after 2s
Staging Verification Gate / verify-staging (push) Has been cancelled
2026-04-10 22:45:04 +00:00
6 changed files with 861 additions and 99 deletions

View File

@@ -1,132 +1,169 @@
# Legacy Matrix Audit
# Legacy Matrix Audit — Migration Table
Purpose:
Preserve useful work from `/Users/apayne/the-matrix` before the Nexus browser shell is rebuilt.
Preserve quality work from `/Users/apayne/the-matrix` before the Nexus browser shell is rebuilt.
Canonical rule:
- `Timmy_Foundation/the-nexus` is the only canonical 3D repo.
- `/Users/apayne/the-matrix` is legacy source material, not a parallel product.
- This document is the authoritative migration table for issue #685.
## Verified Legacy Matrix State
## Verified Legacy State
Local legacy repo:
- `/Users/apayne/the-matrix`
Local legacy repo: `/Users/apayne/the-matrix`
Observed facts:
- Vite browser app exists
- `npm test` passes with `87 passed, 0 failed`
- 23 JS modules under `js/`
- package scripts include `dev`, `build`, `preview`, and `test`
- Vite browser app, vanilla JS + Three.js 0.171.0
- 24 JS modules under `js/`
- Smoke suite: 87 passed, 0 failed
- Package scripts: dev, build, preview, test
- PWA manifest + service worker
- Vite config with code-splitting (Three.js in separate chunk)
- Quality-tier system for hardware detection
- WebSocket client with reconnection, heartbeat, mock mode
- Full avatar FPS movement + PiP camera
- Sub-world portal system with zone triggers
## Known historical Nexus snapshot
## Migration Table
Useful in-repo reference point:
- `0518a1c3ae3c1d0afeb24dea9772102f5a3d9a66`
Decision key:
- **CARRY** = transplant concepts and patterns into Nexus vNext
- **ARCHIVE** = keep as reference, do not directly transplant
- **DROP** = do not preserve unless re-justified
That snapshot still contains browser-world root files such as:
- `index.html`
- `app.js`
- `style.css`
- `package.json`
- `tests/`
### Core Modules
## Rescue Candidates
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/main.js` | 180 | App bootstrap, render loop, WebGL context recovery | **CARRY** | Architectural pattern. Shows clean init/teardown lifecycle, context-loss recovery, visibility pause. Nexus needs this loop but should not copy the monolithic wiring. |
| `js/world.js` | 95 | Scene, camera, renderer, grid, lights | **CARRY** | Foundational. Quality-tier-aware renderer setup, grid floor, lighting. Nexus already has a world but should adopt the tier-aware antialiasing and pixel-ratio capping. |
| `js/config.js` | 68 | Connection config via URL params + env vars | **ARCHIVE** | Pattern reference only. Nexus config should route through Hermes harness, not Vite env vars. The URL-override pattern (ws, token, mock) is worth remembering. |
| `js/quality.js` | 90 | Hardware detection, quality tier (low/medium/high) | **CARRY** | Directly useful. DPR capping, core/memory/screen heuristics, WebGL renderer sniffing. Nexus needs this for graceful degradation on Mac/iPad. |
| `js/storage.js` | 39 | Safe localStorage with in-memory fallback | **CARRY** | Small, robust, sandbox-proof. Nexus should use this or equivalent. Prevents crashes in sandboxed iframes. |
### Carry forward into Nexus vNext
### Agent System
1. `agent-defs.js`
- agent identity definitions
- useful as seed data/model for visible entities in the world
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/agent-defs.js` | 30 | Agent identity data (id, label, color, role, position) | **CARRY** | Seed data model. Nexus agents should be defined similarly — data-driven, not hardcoded in render logic. Color hex helper is trivial but useful. |
| `js/agents.js` | 523 | Agent 3D objects, movement, state, connection lines, hot-add/remove | **CARRY** | Core visual system. Shared geometries (perf), movement interpolation, wallet-health stress glow, auto-placement algorithm, connection-line pulse. All valuable. Needs integration with real agent state from Hermes. |
| `js/behaviors.js` | 413 | Autonomous agent behavior state machine | **ARCHIVE** | Pattern reference. The personality-weighted behavior selection, conversation pairing, and artifact-placement system are well-designed. But Nexus behaviors should be driven by Hermes, not a client-side simulation. Keep the architecture, drop the fake-autonomy. |
| `js/presence.js` | 139 | Agent presence HUD (online/offline, uptime, state) | **CARRY** | Valuable UX. Live "who's here" panel with uptime tickers and state indicators. Needs real backend state, not mock assumptions. |
2. `agents.js`
- agent objects, state machine, connection lines
- useful for visualizing Timmy / subagents / system processes in a world-native way
### Visitor & Interaction
3. `avatar.js`
- visitor embodiment, movement, camera handling
- strongly aligned with "training ground" and "walk the world" goals
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/visitor.js` | 141 | Visitor enter/leave protocol, chat input | **CARRY** | Session lifecycle. Device detection, visibility-based leave/return, chat input wiring. Directly applicable to Nexus visitor tracking. |
| `js/avatar.js` | 360 | FPS movement, PiP dual-camera, touch input | **CARRY** | Visitor embodiment. WASD + arrow movement, first/third person swap, PiP canvas, touch joystick, right-click mouse-look. Strong work. Needs tuning for Nexus world bounds. |
| `js/interaction.js` | 296 | Raycasting, click-to-select agents, info popup | **CARRY** | Essential for any browser world. OrbitControls, pointer/tap detection, agent popup with state/role, TALK button. The popup-anchoring-to-3D-position logic is particularly well done. |
| `js/zones.js` | 161 | Proximity trigger zones (portal enter/exit, events) | **CARRY** | Spatial event system. Portal traversal, event triggers, once-only zones. Nexus portals (#672) need this exact pattern. |
4. `ui.js`
- HUD, chat surfaces, overlays
- useful if rebuilt against real harness data instead of stale fake state
### Chat & Communication
5. `websocket.js`
- browser-side live bridge patterns
- useful if retethered to Hermes-facing transport
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/bark.js` | 141 | Speech bubble system with typing animation | **CARRY** | Timmy's voice in-world. Typing animation, queue, auto-dismiss, emotion tags, demo bark lines. Strong expressive presence. The demo lines ("The Tower watches. The Tower remembers.") are good seed content. |
| `js/ui.js` | 285 | Chat panel, agent list, HUD, streaming tokens | **CARRY** | Chat infrastructure. Rolling chat buffer, per-agent localStorage history, streaming token display with cursor animation, HTML escaping. Needs reconnection to Hermes chat instead of WS mock. |
| `js/transcript.js` | 183 | Conversation transcript logger, export | **ARCHIVE** | Pattern reference. The rolling buffer, structured JSON entries, TXT/JSON download, HUD badge are all solid. But transcript authority should live in Hermes, not browser localStorage. Keep the UX pattern, rebuild storage layer. |
6. `transcript.js`
- local transcript capture pattern
- useful if durable truth still routes through Hermes and browser cache remains secondary
### Visual Effects
7. `ambient.js`
- mood / atmosphere system
- directly supports wizardly presentation without changing system authority
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/effects.js` | 195 | Matrix rain particles + starfield | **CARRY** | Atmospheric foundation. Quality-tier particle counts, frame-skip optimization, adaptive draw-range (FPS-budget recovery), bounding-sphere pre-compute. This is production-grade particle work. |
| `js/ambient.js` | 212 | Mood-driven atmosphere (lighting, fog, rain, stars) | **CARRY** | Scene mood engine. Smooth eased transitions between mood states (calm, focused, excited, contemplative, stressed), per-mood lighting/fog/rain/star parameters. Directly supports Nexus atmosphere. |
| `js/satflow.js` | 261 | Lightning payment particle flow | **CARRY** | Economy visualization. Bezier-arc particles, staggered travel, burst-on-arrival, pooling. If Nexus shows any payment/economy flow, this is the pattern. |
8. `satflow.js`
- visual economy / payment flow motifs
- useful if Timmy's economy/agent interactions become a real visible layer
### Economy & Scene
9. `economy.js`
- treasury / wallet panel ideas
- useful if later backed by real sovereign metrics
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/economy.js` | 100 | Wallet/treasury HUD panel | **ARCHIVE** | UI pattern reference. Clean sats formatting, per-agent balance rows, health-colored dots, recent transactions. Worth rebuilding when backed by real sovereign metrics. |
| `js/scene-objects.js` | 718 | Dynamic 3D object registry, portals, sub-worlds | **CARRY** | Critical. Geometry/material factories, animation system (rotate/bob/pulse/orbit), portal visual (torus ring + glow disc + zone), sub-world load/unload, text sprites, compound groups. This is the most complex and valuable module. Nexus portals (#672) should build on this. |
10. `presence.js`
- who-is-here / online-state UI
- useful for showing human + agent + process presence in the world
### Backend Bridge
11. `interaction.js`
- clicking, inspecting, selecting world entities
- likely needed in any real browser-facing Nexus shell
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/websocket.js` | 598 | WebSocket client, message dispatcher, mock mode | **ARCHIVE** | Pattern reference only. Reconnection with exponential backoff, heartbeat/zombie detection, rich message dispatch (40+ message types), streaming chat support. The architecture is sound but must be reconnected to Hermes transport, not copied wholesale. The message-type catalog is the most valuable reference artifact. |
| `js/demo.js` | ~300 | Demo autopilot (mock mode simulation) | **DROP** | Fake activity simulation. Deliberately creates the illusion of live data. Do not preserve. If Nexus needs a demo mode, build a clearly-labeled one that doesn't pretend to be real. |
12. `quality.js`
- hardware-aware quality tiering
- useful for local-first graceful degradation on Mac hardware
### Testing & Build
13. `bark.js`
- prominent speech / bark system
- strong fit for Timmy's expressive presence in-world
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `test/smoke.mjs` | 235 | Automated browser smoke test suite | **CARRY** | Testing discipline. Module inventory check, export verification, HTML structure validation, Vite build test, bundle-size budget, PWA manifest check. Nexus should adopt this pattern (adapted for its own module structure). |
| `vite.config.js` | 53 | Build config with code splitting, SW generation | **ARCHIVE** | Build tooling reference. manualChunks for Three.js, SW precache generation plugin. Relevant if Nexus re-commits to Vite. |
| `sw.js` | ~40 | Service worker with precache | **ARCHIVE** | PWA reference. Relevant only if Nexus pursues offline-first PWA. |
| `manifest.json` | ~20 | PWA manifest | **ARCHIVE** | PWA reference. |
14. `world.js`, `effects.js`, `scene-objects.js`, `zones.js`
- broad visual foundation work
- should be mined for patterns, not blindly transplanted
### Server-Side (Python)
15. `test/smoke.mjs`
- browser smoke discipline
- should inform rebuilt validation in canonical Nexus repo
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `server/bridge.py` | ~900 | WebSocket bridge server | **ARCHIVE** | Reference. Hermes replaces this role. Keep for protocol schema reference. |
| `server/gateway.py` | ~400 | HTTP gateway | **ARCHIVE** | Reference. |
| `server/ollama_client.py` | ~280 | Ollama integration | **ARCHIVE** | Reference. Relevant if Nexus needs local model calls. |
| `server/research.py` | ~450 | Research pipeline | **ARCHIVE** | Reference. |
| `server/webhooks.py` | ~350 | Webhook handler | **ARCHIVE** | Reference. |
| `server/test_*.py` | ~5 files | Server test suites | **ARCHIVE** | Testing patterns worth studying. |
### Archive as reference, not direct carry-forward
## Summary by Decision
- demo/autopilot assumptions that pretend fake backend activity is real
- any websocket schema that no longer matches Hermes truth
- Vite-specific plumbing that is only useful if we consciously recommit to Vite
### CARRY FORWARD (17 modules)
These modules contain patterns, algorithms, or entire implementations that should move into the Nexus browser shell:
### Deliberately drop unless re-justified
- `quality.js` — hardware detection
- `storage.js` — safe persistence
- `world.js` — scene foundation
- `agent-defs.js` — agent data model
- `agents.js` — agent visualization + movement
- `presence.js` — online presence HUD
- `visitor.js` — session lifecycle
- `avatar.js` — FPS embodiment
- `interaction.js` — click/select/raycast
- `zones.js` — spatial triggers
- `bark.js` — speech bubbles
- `ui.js` — chat/HUD
- `effects.js` — particle effects
- `ambient.js` — mood atmosphere
- `satflow.js` — payment flow particles
- `scene-objects.js` — dynamic objects + portals
- `test/smoke.mjs` — smoke test discipline
- anything that presents mock data as if it were live
- anything that duplicates a better Hermes-native telemetry path
- anything that turns the browser into the system of record
### ARCHIVE AS REFERENCE (9 modules/files)
Keep for patterns, protocol schemas, and architectural reference. Do not directly transplant:
- `config.js` — config pattern (use Hermes instead)
- `behaviors.js` — behavior architecture (use Hermes-driven state)
- `transcript.js` — transcript UX (use Hermes storage)
- `economy.js` — economy UI pattern (use real metrics)
- `websocket.js` — message protocol catalog + reconnection patterns
- `vite.config.js` — build tooling
- `sw.js`, `manifest.json` — PWA reference
- `server/*.py` — server protocol schemas
### DELIBERATELY DROP (2)
Do not preserve unless re-justified:
- `demo.js` — fake activity simulation; creates false impression of live system
- `main.js` monolithic wiring — the init pattern carries, the specific module wiring does not
## Concern Separation for Nexus vNext
When rebuilding inside `the-nexus`, keep concerns separated:
When rebuilding inside `the-nexus`, keep these concerns in separate modules:
1. World shell / rendering
- scene, camera, movement, atmosphere
2. Presence and embodiment
- avatar, agent placement, selection, bark/chat surfaces
3. Harness bridge
- websocket / API bridge from Hermes truth into browser state
4. Visualization panels
- metrics, presence, economy, portal states, transcripts
5. Validation
- smoke tests, screenshot proof, provenance checks
6. Game portal layer
- Morrowind / portal-specific interaction surfaces
1. **World shell** — scene, camera, renderer, grid, lights, fog
2. **Effects layer** — rain, stars, ambient mood transitions
3. **Agent visualization** — 3D objects, labels, connection lines, movement
4. **Visitor embodiment** — avatar, FPS controls, PiP camera
5. **Interaction layer** — raycasting, selection, zones, portal traversal
6. **Communication surface** — bark, chat panel, streaming tokens
7. **Presence & HUD** — who's-online, economy panel, transcript controls
8. **Harness bridge** — WebSocket/API transport to Hermes (NOT a copy of websocket.js)
9. **Quality & config** — hardware detection, runtime configuration
10. **Smoke tests** — automated validation
Do not collapse all of this into one giant app file again.
Do not let visual shell code become telemetry authority.

112
app.js
View File

@@ -4,6 +4,7 @@ import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import { SMAAPass } from 'three/addons/postprocessing/SMAAPass.js';
import { SpatialMemory } from './nexus/components/spatial-memory.js';
import { SessionRooms } from './nexus/components/session-rooms.js';
// ═══════════════════════════════════════════
// NEXUS v1.1 — Portal System Update
@@ -705,6 +706,7 @@ async function init() {
createWorkshopTerminal();
createAshStorm();
SpatialMemory.init(scene);
SessionRooms.init(scene, camera, null);
updateLoad(90);
loadSession();
@@ -1915,8 +1917,19 @@ function setupControls() {
}
}
// Priority 3: Session rooms (Mnemosyne #1171)
const roomMeshes = SessionRooms.getClickableMeshes();
if (roomMeshes.length > 0) {
const roomHits = raycaster.intersectObjects(roomMeshes, false);
if (roomHits.length > 0) {
const session = SessionRooms.handleRoomClick(roomHits[0].object);
if (session) { _showSessionRoomPanel(session); return; }
}
}
// Clicked empty space — dismiss panel
dismissMemoryPanel();
_dismissSessionRoomPanel();
}
}
});
@@ -2734,6 +2747,62 @@ function _dismissMemoryPanelForce() {
}, 200);
}
/**
* Show the session room HUD panel when a chamber is entered.
* @param {object} session — { id, timestamp, facts[] }
*/
function _showSessionRoomPanel(session) {
const panel = document.getElementById('session-room-panel');
if (!panel) return;
const dt = session.timestamp ? new Date(session.timestamp) : new Date();
const tsEl = document.getElementById('session-room-timestamp');
if (tsEl) tsEl.textContent = isNaN(dt.getTime()) ? session.id : dt.toLocaleString();
const countEl = document.getElementById('session-room-fact-count');
const facts = session.facts || [];
if (countEl) countEl.textContent = facts.length + (facts.length === 1 ? ' fact' : ' facts') + ' in this chamber';
const listEl = document.getElementById('session-room-facts');
if (listEl) {
listEl.innerHTML = '';
facts.slice(0, 8).forEach(f => {
const item = document.createElement('div');
item.className = 'session-room-fact-item';
item.textContent = f.content || f.id || '(unknown)';
item.title = f.content || '';
listEl.appendChild(item);
});
if (facts.length > 8) {
const more = document.createElement('div');
more.className = 'session-room-fact-item';
more.style.color = 'rgba(200,180,255,0.4)';
more.textContent = '\u2026 ' + (facts.length - 8) + ' more';
listEl.appendChild(more);
}
}
// Close button
const closeBtn = document.getElementById('session-room-close');
if (closeBtn) closeBtn.onclick = () => _dismissSessionRoomPanel();
panel.classList.remove('session-panel-fade-out');
panel.style.display = 'block';
}
/**
* Dismiss the session room panel.
*/
function _dismissSessionRoomPanel() {
const panel = document.getElementById('session-room-panel');
if (!panel || panel.style.display === 'none') return;
panel.classList.add('session-panel-fade-out');
setTimeout(() => {
panel.style.display = 'none';
panel.classList.remove('session-panel-fade-out');
}, 200);
}
function gameLoop() {
requestAnimationFrame(gameLoop);
@@ -2765,6 +2834,9 @@ function gameLoop() {
animateMemoryOrbs(delta);
}
// Project Mnemosyne - Session Rooms (#1171)
SessionRooms.update(delta);
const mode = NAV_MODES[navModeIdx];
const chatActive = document.activeElement === document.getElementById('chat-input');
@@ -3288,12 +3360,52 @@ init().then(() => {
{ id: 'mem_hermes_chat', content: 'First conversation through the Hermes gateway', category: 'social', strength: 0.7, connections: [] },
{ id: 'mem_mnemosyne_start', content: 'Project Mnemosyne began — the living archive awakens', category: 'projects', strength: 0.9, connections: ['mem_nexus_birth', 'mem_spatial_schema'] },
{ id: 'mem_spatial_schema', content: 'Spatial Memory Schema defined — memories gain permanent homes', category: 'engineering', strength: 0.8, connections: ['mem_mnemosyne_start'] },
// MemPalace category zone demos — issue #1168
{ id: 'mem_pref_dark_mode', content: 'User prefers dark mode and monospace fonts', category: 'user_pref', strength: 0.9, connections: [] },
{ id: 'mem_pref_verbose_logs', content: 'User prefers verbose logging during debug sessions', category: 'user_pref', strength: 0.7, connections: [] },
{ id: 'mem_proj_nexus_goal', content: 'The Nexus goal: local-first 3D training ground for Timmy', category: 'project', strength: 0.95, connections: ['mem_proj_mnemosyne'] },
{ id: 'mem_proj_mnemosyne', content: 'Project Mnemosyne: holographic living archive of facts', category: 'project', strength: 0.85, connections: ['mem_proj_nexus_goal'] },
{ id: 'mem_tool_three_js', content: 'Three.js — 3D rendering library used for the Nexus world', category: 'tool', strength: 0.8, connections: [] },
{ id: 'mem_tool_gitea', content: 'Gitea API at forge.alexanderwhitestone.com for issue tracking', category: 'tool', strength: 0.75, connections: [] },
{ id: 'mem_gen_websocket', content: 'WebSocket bridge (server.py) connects Timmy cognition to the browser', category: 'general', strength: 0.7, connections: [] },
{ id: 'mem_gen_hermes', content: 'Hermes harness: telemetry and durable truth pipeline', category: 'general', strength: 0.65, connections: [] },
];
demoMemories.forEach(m => SpatialMemory.placeMemory(m));
// Gravity well clustering — attract related crystals, bake positions (issue #1175)
SpatialMemory.runGravityLayout();
// Project Mnemosyne — seed demo session rooms (#1171)
// Sessions group facts by conversation/work session with a timestamp.
const demoSessions = [
{
id: 'session_2026_03_01',
timestamp: '2026-03-01T10:00:00.000Z',
facts: [
{ id: 'mem_nexus_birth', content: 'The Nexus came online — first render of the 3D world', category: 'knowledge', strength: 0.95 },
{ id: 'mem_mnemosyne_start', content: 'Project Mnemosyne began — the living archive awakens', category: 'projects', strength: 0.9 },
]
},
{
id: 'session_2026_03_15',
timestamp: '2026-03-15T14:30:00.000Z',
facts: [
{ id: 'mem_first_portal', content: 'First portal deployed — connection to external service', category: 'engineering', strength: 0.85 },
{ id: 'mem_hermes_chat', content: 'First conversation through the Hermes gateway', category: 'social', strength: 0.7 },
{ id: 'mem_spatial_schema', content: 'Spatial Memory Schema defined — memories gain homes', category: 'engineering', strength: 0.8 },
]
},
{
id: 'session_2026_04_10',
timestamp: '2026-04-10T09:00:00.000Z',
facts: [
{ id: 'mem_session_rooms', content: 'Session rooms introduced — holographic chambers per session', category: 'projects', strength: 0.88 },
{ id: 'mem_gravity_wells', content: 'Gravity-well clustering bakes crystal positions on load', category: 'engineering', strength: 0.75 },
]
}
];
SessionRooms.updateSessions(demoSessions);
fetchGiteaData();
setInterval(fetchGiteaData, 30000);
runWeeklyAudit();

View File

@@ -236,6 +236,21 @@
</div>
</div>
<!-- Session Room HUD Panel (Mnemosyne #1171) -->
<div id="session-room-panel" class="session-room-panel" style="display:none;">
<div class="session-room-panel-content">
<div class="session-room-header">
<span class="session-room-icon">&#x25A1;</span>
<div class="session-room-title">SESSION CHAMBER</div>
<button class="session-room-close" id="session-room-close" title="Close">&#x2715;</button>
</div>
<div class="session-room-timestamp" id="session-room-timestamp">&mdash;</div>
<div class="session-room-fact-count" id="session-room-fact-count">0 facts</div>
<div class="session-room-facts" id="session-room-facts"></div>
<div class="session-room-hint">Flying into chamber&hellip;</div>
</div>
</div>
<!-- Portal Atlas Overlay -->
<div id="atlas-overlay" class="atlas-overlay" style="display:none;">
<div class="atlas-content">

View File

@@ -0,0 +1,413 @@
// ═══════════════════════════════════════════════════════
// PROJECT MNEMOSYNE — SESSION ROOMS (Issue #1171)
// ═══════════════════════════════════════════════════════
//
// Groups memories by session into holographic chambers.
// Each session becomes a wireframe cube floating in space.
// Rooms are arranged chronologically along a spiral.
// Click a room to fly inside; distant rooms LOD to a point.
//
// Usage from app.js:
// SessionRooms.init(scene, camera, controls);
// SessionRooms.updateSessions(sessions); // [{id, timestamp, facts[]}]
// SessionRooms.update(delta); // call each frame
// SessionRooms.getClickableMeshes(); // for raycasting
// SessionRooms.handleRoomClick(mesh); // trigger fly-in
// ═══════════════════════════════════════════════════════
const SessionRooms = (() => {
// ─── CONSTANTS ───────────────────────────────────────
const MAX_ROOMS = 20;
const ROOM_SIZE = 9; // wireframe cube edge length
const ROOM_HALF = ROOM_SIZE / 2;
const LOD_THRESHOLD = 55; // distance: full → point
const LOD_HYSTERESIS = 5; // buffer to avoid flicker
const SPIRAL_BASE_R = 20; // spiral inner radius
const SPIRAL_R_STEP = 5; // radius growth per room
const SPIRAL_ANGLE_INC = 2.399; // golden angle (radians)
const SPIRAL_Y_STEP = 1.5; // vertical rise per room
const FLY_DURATION = 1.5; // seconds for fly-in tween
const FLY_TARGET_DEPTH = ROOM_HALF - 1.5; // how deep inside to stop
const ROOM_COLOR = 0x7b5cff; // violet — mnemosyne accent
const POINT_COLOR = 0x9b7cff;
const LABEL_COLOR = '#c8b4ff';
const STORAGE_KEY = 'mnemosyne_sessions_v1';
// ─── STATE ────────────────────────────────────────────
let _scene = null;
let _camera = null;
let _controls = null;
let _rooms = []; // array of room objects
let _sessionIndex = {}; // id → room object
// Fly-in tween state
let _flyActive = false;
let _flyElapsed = 0;
let _flyFrom = null;
let _flyTo = null;
let _flyLookFrom = null;
let _flyLookTo = null;
let _flyActiveRoom = null;
// ─── SPIRAL POSITION ──────────────────────────────────
function _spiralPos(index) {
const angle = index * SPIRAL_ANGLE_INC;
const r = SPIRAL_BASE_R + index * SPIRAL_R_STEP;
const y = index * SPIRAL_Y_STEP;
return new THREE.Vector3(
Math.cos(angle) * r,
y,
Math.sin(angle) * r
);
}
// ─── CREATE ROOM ──────────────────────────────────────
function _createRoom(session, index) {
const pos = _spiralPos(index);
const group = new THREE.Group();
group.position.copy(pos);
// Wireframe cube
const boxGeo = new THREE.BoxGeometry(ROOM_SIZE, ROOM_SIZE, ROOM_SIZE);
const edgesGeo = new THREE.EdgesGeometry(boxGeo);
const edgesMat = new THREE.LineBasicMaterial({
color: ROOM_COLOR,
transparent: true,
opacity: 0.55
});
const wireframe = new THREE.LineSegments(edgesGeo, edgesMat);
wireframe.userData = { type: 'session_room_wireframe', sessionId: session.id };
group.add(wireframe);
// Collision mesh (invisible, for raycasting)
const hitGeo = new THREE.BoxGeometry(ROOM_SIZE, ROOM_SIZE, ROOM_SIZE);
const hitMat = new THREE.MeshBasicMaterial({
visible: false,
transparent: true,
opacity: 0,
side: THREE.FrontSide
});
const hitMesh = new THREE.Mesh(hitGeo, hitMat);
hitMesh.userData = { type: 'session_room', sessionId: session.id, roomIndex: index };
group.add(hitMesh);
// LOD point (small sphere shown at distance)
const pointGeo = new THREE.SphereGeometry(0.5, 6, 4);
const pointMat = new THREE.MeshBasicMaterial({
color: POINT_COLOR,
transparent: true,
opacity: 0.7
});
const pointMesh = new THREE.Mesh(pointGeo, pointMat);
pointMesh.userData = { type: 'session_room_point', sessionId: session.id };
pointMesh.visible = false; // starts hidden; shown only at LOD distance
group.add(pointMesh);
// Timestamp billboard sprite
const sprite = _makeTimestampSprite(session.timestamp, session.facts.length);
sprite.position.set(0, ROOM_HALF + 1.2, 0);
group.add(sprite);
// Inner ambient glow
const glow = new THREE.PointLight(ROOM_COLOR, 0.4, ROOM_SIZE * 1.2);
group.add(glow);
_scene.add(group);
const room = {
session,
group,
wireframe,
hitMesh,
pointMesh,
sprite,
glow,
pos: pos.clone(),
index,
lodActive: false,
pulsePhase: Math.random() * Math.PI * 2
};
_rooms.push(room);
_sessionIndex[session.id] = room;
console.info('[SessionRooms] Created room for session', session.id, 'at index', index);
return room;
}
// ─── TIMESTAMP SPRITE ────────────────────────────────
function _makeTimestampSprite(isoTimestamp, factCount) {
const canvas = document.createElement('canvas');
canvas.width = 320;
canvas.height = 72;
const ctx = canvas.getContext('2d');
// Background pill
ctx.clearRect(0, 0, 320, 72);
ctx.fillStyle = 'rgba(20, 10, 40, 0.82)';
_roundRect(ctx, 4, 4, 312, 64, 14);
ctx.fill();
// Border
ctx.strokeStyle = 'rgba(123, 92, 255, 0.6)';
ctx.lineWidth = 1.5;
_roundRect(ctx, 4, 4, 312, 64, 14);
ctx.stroke();
// Timestamp text
const dt = isoTimestamp ? new Date(isoTimestamp) : new Date();
const label = _formatDate(dt);
ctx.fillStyle = LABEL_COLOR;
ctx.font = 'bold 15px monospace';
ctx.textAlign = 'center';
ctx.fillText(label, 160, 30);
// Fact count
ctx.fillStyle = 'rgba(200, 180, 255, 0.65)';
ctx.font = '12px monospace';
ctx.fillText(factCount + (factCount === 1 ? ' fact' : ' facts'), 160, 52);
const tex = new THREE.CanvasTexture(canvas);
const mat = new THREE.SpriteMaterial({ map: tex, transparent: true, opacity: 0.88 });
const sprite = new THREE.Sprite(mat);
sprite.scale.set(5, 1.1, 1);
sprite.userData = { type: 'session_room_label' };
return sprite;
}
// ─── HELPERS ──────────────────────────────────────────
function _roundRect(ctx, x, y, w, h, r) {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.lineTo(x + w - r, y);
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
ctx.lineTo(x + w, y + h - r);
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
ctx.lineTo(x + r, y + h);
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
ctx.closePath();
}
function _formatDate(dt) {
if (isNaN(dt.getTime())) return 'Unknown session';
const pad = n => String(n).padStart(2, '0');
return `${dt.getFullYear()}-${pad(dt.getMonth() + 1)}-${pad(dt.getDate())} ${pad(dt.getHours())}:${pad(dt.getMinutes())}`;
}
// ─── DISPOSE ROOM ────────────────────────────────────
function _disposeRoom(room) {
room.wireframe.geometry.dispose();
room.wireframe.material.dispose();
room.hitMesh.geometry.dispose();
room.hitMesh.material.dispose();
room.pointMesh.geometry.dispose();
room.pointMesh.material.dispose();
if (room.sprite.material.map) room.sprite.material.map.dispose();
room.sprite.material.dispose();
if (room.group.parent) room.group.parent.remove(room.group);
delete _sessionIndex[room.session.id];
}
// ─── PUBLIC: UPDATE SESSIONS ─────────────────────────
// sessions: [{id, timestamp, facts:[{id,content,category,strength,...}]}]
// Sorted chronologically oldest→newest; max MAX_ROOMS shown.
function updateSessions(sessions) {
if (!_scene) return;
const sorted = [...sessions]
.sort((a, b) => new Date(a.timestamp) - new Date(b.timestamp))
.slice(-MAX_ROOMS); // keep most recent MAX_ROOMS
// Remove rooms no longer present
const incoming = new Set(sorted.map(s => s.id));
for (let i = _rooms.length - 1; i >= 0; i--) {
const room = _rooms[i];
if (!incoming.has(room.session.id)) {
_disposeRoom(room);
_rooms.splice(i, 1);
}
}
// Add / update
sorted.forEach((session, idx) => {
if (_sessionIndex[session.id]) {
// Update position if index changed
const room = _sessionIndex[session.id];
if (room.index !== idx) {
room.index = idx;
const newPos = _spiralPos(idx);
room.group.position.copy(newPos);
room.pos.copy(newPos);
}
} else {
_createRoom(session, idx);
}
});
saveToStorage(sorted);
console.info('[SessionRooms] Updated:', _rooms.length, 'session rooms');
}
// ─── PUBLIC: INIT ─────────────────────────────────────
function init(scene, camera, controls) {
_scene = scene;
_camera = camera;
_controls = controls;
console.info('[SessionRooms] Initialized');
// Restore persisted sessions
const saved = loadFromStorage();
if (saved && saved.length > 0) {
updateSessions(saved);
}
}
// ─── PUBLIC: UPDATE (per-frame) ───────────────────────
function update(delta) {
if (!_scene || !_camera) return;
const camPos = _camera.position;
_rooms.forEach(room => {
const dist = camPos.distanceTo(room.pos);
// LOD toggle
const threshold = room.lodActive
? LOD_THRESHOLD + LOD_HYSTERESIS // must come closer to exit LOD
: LOD_THRESHOLD;
if (dist > threshold && !room.lodActive) {
room.lodActive = true;
room.wireframe.visible = false;
room.sprite.visible = false;
room.pointMesh.visible = true;
} else if (dist <= threshold && room.lodActive) {
room.lodActive = false;
room.wireframe.visible = true;
room.sprite.visible = true;
room.pointMesh.visible = false;
}
// Pulse wireframe opacity
room.pulsePhase += delta * 0.6;
if (!room.lodActive) {
room.wireframe.material.opacity = 0.3 + Math.sin(room.pulsePhase) * 0.2;
room.glow.intensity = 0.3 + Math.sin(room.pulsePhase * 1.4) * 0.15;
}
// Slowly rotate each room
room.group.rotation.y += delta * 0.04;
});
// Fly-in tween
if (_flyActive) {
_flyElapsed += delta;
const t = Math.min(_flyElapsed / FLY_DURATION, 1);
const ease = _easeInOut(t);
_camera.position.lerpVectors(_flyFrom, _flyTo, ease);
// Interpolate lookAt
const lookNow = new THREE.Vector3().lerpVectors(_flyLookFrom, _flyLookTo, ease);
_camera.lookAt(lookNow);
if (_controls && _controls.target) _controls.target.copy(lookNow);
if (t >= 1) {
_flyActive = false;
if (_controls && typeof _controls.update === 'function') _controls.update();
console.info('[SessionRooms] Fly-in complete for session', _flyActiveRoom && _flyActiveRoom.session.id);
_flyActiveRoom = null;
}
}
}
// ─── EASING ───────────────────────────────────────────
function _easeInOut(t) {
return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t;
}
// ─── PUBLIC: GET CLICKABLE MESHES ─────────────────────
function getClickableMeshes() {
return _rooms.map(r => r.hitMesh);
}
// ─── PUBLIC: HANDLE ROOM CLICK ────────────────────────
function handleRoomClick(mesh) {
const { sessionId } = mesh.userData;
const room = _sessionIndex[sessionId];
if (!room || !_camera) return null;
// Fly into the room from the front face
_flyActive = true;
_flyElapsed = 0;
_flyActiveRoom = room;
_flyFrom = _camera.position.clone();
// Target: step inside the room toward its center
const dir = room.pos.clone().sub(_camera.position).normalize();
_flyTo = room.pos.clone().add(dir.multiplyScalar(FLY_TARGET_DEPTH));
_flyLookFrom = _controls && _controls.target
? _controls.target.clone()
: _camera.position.clone().add(_camera.getWorldDirection(new THREE.Vector3()));
_flyLookTo = room.pos.clone();
console.info('[SessionRooms] Flying into session room:', sessionId);
return room.session;
}
// ─── PERSISTENCE ──────────────────────────────────────
function saveToStorage(sessions) {
if (typeof localStorage === 'undefined') return;
try {
localStorage.setItem(STORAGE_KEY, JSON.stringify({ v: 1, sessions }));
} catch (e) {
console.warn('[SessionRooms] Failed to save to localStorage:', e);
}
}
function loadFromStorage() {
if (typeof localStorage === 'undefined') return null;
try {
const raw = localStorage.getItem(STORAGE_KEY);
if (!raw) return null;
const parsed = JSON.parse(raw);
if (!parsed || parsed.v !== 1 || !Array.isArray(parsed.sessions)) return null;
console.info('[SessionRooms] Restored', parsed.sessions.length, 'sessions from localStorage');
return parsed.sessions;
} catch (e) {
console.warn('[SessionRooms] Failed to load from localStorage:', e);
return null;
}
}
function clearStorage() {
if (typeof localStorage !== 'undefined') {
localStorage.removeItem(STORAGE_KEY);
console.info('[SessionRooms] Cleared localStorage');
}
}
// ─── PUBLIC API ───────────────────────────────────────
return {
init,
updateSessions,
update,
getClickableMeshes,
handleRoomClick,
clearStorage,
// For external inspection
getRooms: () => _rooms,
getSession: (id) => _sessionIndex[id] || null,
isFlyActive: () => _flyActive
};
})();
export { SessionRooms };

View File

@@ -8,12 +8,20 @@
// holographic archive.
//
// World layout (hex cylinder, radius 25):
// North (z-) → Documents & Knowledge
// South (z+) → Projects & Tasks
// East (x+) → Code & Engineering
// West (x-) → Conversations & Social
// Center → Active Working Memory
// Below (y-) → Archive (cold storage)
//
// Inner ring — original Mnemosyne taxonomy (radius 15):
// North (z-) → Documents & Knowledge
// South (z+) → Projects & Tasks
// East (x+) → Code & Engineering
// West (x-) → Conversations & Social
// Center → Active Working Memory
// Below (y-) → Archive (cold storage)
//
// Outer ring — MemPalace category zones (radius 20, issue #1168):
// North (z-) → User Preferences [golden]
// East (x+) → Project facts [blue]
// South (z+) → Tool knowledge [green]
// West (x-) → General facts [gray]
//
// Usage from app.js:
// SpatialMemory.init(scene);
@@ -73,6 +81,44 @@ const SpatialMemory = (() => {
color: 0x334455,
glyph: '\uD83D\uDDC4',
description: 'Cold storage — rarely accessed, aged-out memories'
},
// ── MemPalace category zones — outer ring, issue #1168 ────────────
user_pref: {
label: 'User Preferences',
center: [0, 0, -20],
radius: 10,
color: 0xffd700,
glyph: '\u2605',
description: 'Personal preferences, habits, user-specific settings',
labelY: 5
},
project: {
label: 'Project Facts',
center: [20, 0, 0],
radius: 10,
color: 0x4488ff,
glyph: '\uD83D\uDCC1',
description: 'Project-specific knowledge, goals, context',
labelY: 5
},
tool: {
label: 'Tool Knowledge',
center: [0, 0, 20],
radius: 10,
color: 0x44cc66,
glyph: '\uD83D\uDD27',
description: 'Tools, commands, APIs, and how to use them',
labelY: 5
},
general: {
label: 'General Facts',
center: [-20, 0, 0],
radius: 10,
color: 0x8899aa,
glyph: '\uD83D\uDCDD',
description: 'Miscellaneous facts not fitting other categories',
labelY: 5
}
};
@@ -99,6 +145,7 @@ const SpatialMemory = (() => {
const cx = region.center[0];
const cy = region.center[1] + 0.06;
const cz = region.center[2];
const labelY = region.labelY || 3;
const ringGeo = new THREE.RingGeometry(region.radius - 0.5, region.radius, 6);
const ringMat = new THREE.MeshBasicMaterial({
@@ -126,6 +173,22 @@ const SpatialMemory = (() => {
_scene.add(ring);
_scene.add(disc);
// Ground glow — brighter disc for MemPalace zones (labelY > 3 signals outer ring)
let glowDisc = null;
if (labelY > 3) {
const glowGeo = new THREE.CircleGeometry(region.radius, 32);
const glowMat = new THREE.MeshBasicMaterial({
color: region.color,
transparent: true,
opacity: 0.06,
side: THREE.DoubleSide
});
glowDisc = new THREE.Mesh(glowGeo, glowMat);
glowDisc.rotation.x = -Math.PI / 2;
glowDisc.position.set(cx, cy - 0.02, cz);
_scene.add(glowDisc);
}
// Floating label
const canvas = document.createElement('canvas');
canvas.width = 256;
@@ -139,11 +202,11 @@ const SpatialMemory = (() => {
const texture = new THREE.CanvasTexture(canvas);
const spriteMat = new THREE.SpriteMaterial({ map: texture, transparent: true, opacity: 0.6 });
const sprite = new THREE.Sprite(spriteMat);
sprite.position.set(cx, 3, cz);
sprite.position.set(cx, labelY, cz);
sprite.scale.set(4, 1, 1);
_scene.add(sprite);
return { ring, disc, sprite };
return { ring, disc, glowDisc, sprite };
}
// ─── PLACE A MEMORY ──────────────────────────────────
@@ -283,6 +346,9 @@ const SpatialMemory = (() => {
if (marker.ring && marker.ring.material) {
marker.ring.material.opacity = 0.1 + Math.sin(now * 0.001) * 0.05;
}
if (marker.glowDisc && marker.glowDisc.material) {
marker.glowDisc.material.opacity = 0.04 + Math.sin(now * 0.0008) * 0.02;
}
});
}

119
style.css
View File

@@ -1461,3 +1461,122 @@ canvas#nexus-canvas {
gap: 2px;
}
/* ═══════════════════════════════════════════════════════
PROJECT MNEMOSYNE — SESSION ROOM HUD PANEL (#1171)
═══════════════════════════════════════════════════════ */
.session-room-panel {
position: fixed;
bottom: 24px;
left: 50%;
transform: translateX(-50%);
z-index: 125;
animation: sessionPanelIn 0.25s ease-out forwards;
}
.session-room-panel.session-panel-fade-out {
animation: sessionPanelOut 0.2s ease-in forwards !important;
}
@keyframes sessionPanelIn {
from { opacity: 0; transform: translateX(-50%) translateY(12px); }
to { opacity: 1; transform: translateX(-50%) translateY(0); }
}
@keyframes sessionPanelOut {
from { opacity: 1; }
to { opacity: 0; transform: translateX(-50%) translateY(10px); }
}
.session-room-panel-content {
min-width: 320px;
max-width: 480px;
background: rgba(8, 4, 28, 0.93);
backdrop-filter: blur(14px);
border: 1px solid rgba(123, 92, 255, 0.35);
border-radius: 12px;
padding: 14px 18px;
box-shadow: 0 0 32px rgba(123, 92, 255, 0.1), 0 8px 32px rgba(0, 0, 0, 0.45);
}
.session-room-header {
display: flex;
align-items: center;
gap: 8px;
margin-bottom: 8px;
padding-bottom: 8px;
border-bottom: 1px solid rgba(255, 255, 255, 0.07);
}
.session-room-icon {
font-size: 14px;
line-height: 1;
}
.session-room-title {
font-family: var(--font-display, monospace);
font-size: 11px;
letter-spacing: 0.18em;
color: #9b7cff;
text-transform: uppercase;
flex: 1;
}
.session-room-close {
background: none;
border: none;
color: rgba(255, 255, 255, 0.35);
cursor: pointer;
font-size: 14px;
padding: 0 2px;
line-height: 1;
transition: color 0.15s;
}
.session-room-close:hover {
color: rgba(255, 255, 255, 0.8);
}
.session-room-timestamp {
font-family: var(--font-display, monospace);
font-size: 13px;
color: #c8b4ff;
margin-bottom: 6px;
letter-spacing: 0.08em;
}
.session-room-fact-count {
font-size: 11px;
color: rgba(200, 180, 255, 0.55);
margin-bottom: 10px;
}
.session-room-facts {
display: flex;
flex-direction: column;
gap: 4px;
max-height: 140px;
overflow-y: auto;
}
.session-room-fact-item {
font-size: 11px;
color: rgba(220, 210, 255, 0.75);
padding: 4px 8px;
background: rgba(123, 92, 255, 0.07);
border-left: 2px solid rgba(123, 92, 255, 0.4);
border-radius: 0 4px 4px 0;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
.session-room-hint {
margin-top: 10px;
font-size: 10px;
color: rgba(200, 180, 255, 0.35);
text-align: center;
letter-spacing: 0.1em;
text-transform: uppercase;
}