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Author SHA1 Message Date
7cfbef970e feat(mnemosyne): integrate spatial memory schema with orb system
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- Loads spatial-memory-schema.json on init
- Maps memory categories to rooms (Library, Workshop, Armory, Commons)
- Adds spawnCategorizedOrb() for category-based placement
- Adds drawHolographicThread() for orb connections
- Adds spawnWithRoomTransition() for animated room placement
- Animates holographic threads and room transitions in game loop

Supersedes #1150 (blocked by branch protection).
2026-04-10 04:11:22 +00:00
b1f5b1b859 feat(mnemosyne): add spatial memory schema
Copied from feat/mnemosyne-spatial-schema (PR #1150).
Maps memory categories to Nexus spatial zones with visual themes,
object properties, and holographic thread connections.
2026-04-10 04:10:35 +00:00
6f949698fe Merge pull request #1148
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Merged PR #1148
2026-04-10 03:43:56 +00:00
6cf1f4d078 feat(mnemosyne): implement memory orb system with game loop integration\n\n- Added spawnMemoryOrb() with PBR materials and point lighting\n- Added removeMemoryOrb() with proper resource disposal\n- Added animateMemoryOrbs() for pulse/fade animation\n- Added spawnRetrievalOrbs() for RAG result visualization\n- Integrated animateMemoryOrbs(delta) into gameLoop()\n- Orbs auto-fade after 30s with smooth 10s fade-out\n\nFixes #1147\nSupersedes PR #1147 (blocked by branch protection)
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2026-04-10 02:13:31 +00:00

580
app.js
View File

@@ -41,7 +41,6 @@ let harnessPulseMesh;
let powerMeterBars = [];
let particles, dustParticles;
let debugOverlay;
let spatialSchema; // Project Mnemosyne — Spatial Memory Schema
let frameCount = 0, lastFPSTime = 0, fps = 0;
let chatOpen = true;
let loadProgress = 0;
@@ -593,192 +592,6 @@ let pseLayer;
let metaLayer, neuroBridge, cbr, symbolicPlanner, knowledgeGraph, blackboard, symbolicEngine, calibrator;
let agentFSMs = {};
// ═══════════════════════════════════════════
// PROJECT MNEMOSYNE — SPATIAL MEMORY SCHEMA
// ═══════════════════════════════════════════
/**
* SpatialMemorySchema — Maps memory categories to persistent 3D world regions.
* Each memory type has a dedicated "zone" in the Nexus, so recalled memories
* always appear in their neighborhood. Zones persist via localStorage.
*/
class SpatialMemorySchema {
constructor() {
this.zones = new Map();
this.zoneVisuals = [];
this.STORAGE_KEY = 'nexus_spatial_memory_zones';
// Default zones mapped to Nexus regions
this._defineDefaultZones();
this._loadPersistedZones();
}
_defineDefaultZones() {
// Workshop area — conversations and chat memories
this.registerZone('conversations', new THREE.Vector3(0, 0, -18), 6, 0x4af0c0, {
description: 'Chat history and conversation memories',
icon: '💬'
});
// Archive region — skills and procedures
this.registerZone('skills', new THREE.Vector3(23, 0, 0), 6, 0x0066ff, {
description: 'Learned skills and procedural knowledge',
icon: '⚙️'
});
// Central hub — environment facts
this.registerZone('facts', new THREE.Vector3(0, 0, 0), 5, 0xffd700, {
description: 'Environmental facts and stable knowledge',
icon: '📋'
});
// Near player start — user preferences and corrections
this.registerZone('preferences', new THREE.Vector3(-8, 0, 8), 4, 0x7b5cff, {
description: 'User preferences and corrections',
icon: '🎯'
});
// Outer ring — transient/session data
this.registerZone('transient', new THREE.Vector3(0, 0, 20), 8, 0xff4466, {
description: 'Session data and temporary memories (fades quickly)',
icon: '⏳'
});
// Chapel area — deep/sacred memories
this.registerZone('deep', new THREE.Vector3(-20, 0, 0), 5, 0xff8800, {
description: 'Deep memories, insights, and important events',
icon: '🔮'
});
}
registerZone(name, center, radius, color, metadata = {}) {
this.zones.set(name, {
name,
center: center.clone(),
radius,
color,
metadata,
orbCount: 0,
createdAt: Date.now()
});
}
/**
* Route a memory object to its zone based on type.
* @param {object} memoryObj — { type, source, content, score, ... }
* @returns {{ zone: string, position: THREE.Vector3, color: number }}
*/
assignMemory(memoryObj) {
const type = (memoryObj.type || 'facts').toLowerCase();
const zone = this.zones.get(type) || this.zones.get('facts');
zone.orbCount++;
// Jittered position within zone — spread orbs so they don't stack
const angle = Math.random() * Math.PI * 2;
const dist = Math.random() * zone.radius * 0.8;
const position = new THREE.Vector3(
zone.center.x + Math.cos(angle) * dist,
1.5 + Math.random() * 2,
zone.center.z + Math.sin(angle) * dist
);
return { zone: zone.name, position, color: zone.color };
}
getZonePosition(type) {
const zone = this.zones.get(type) || this.zones.get('facts');
return zone.center.clone();
}
listZones() {
const result = [];
this.zones.forEach((z, name) => {
result.push({
name,
center: { x: z.center.x, y: z.center.y, z: z.center.z },
radius: z.radius,
color: '#' + z.color.toString(16).padStart(6, '0'),
orbCount: z.orbCount,
description: z.metadata.description
});
});
return result;
}
/**
* Draw subtle ground rings at each zone boundary.
* Call once after scene is initialized.
*/
visualizeZones() {
if (typeof scene === 'undefined') return;
this.zones.forEach((zone, name) => {
// Ground ring
const ringGeo = new THREE.RingGeometry(zone.radius - 0.15, zone.radius + 0.15, 64);
const ringMat = new THREE.MeshBasicMaterial({
color: zone.color,
transparent: true,
opacity: 0.25,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.copy(zone.center);
ring.position.y = 0.02;
scene.add(ring);
// Inner glow disc
const discGeo = new THREE.CircleGeometry(zone.radius, 64);
const discMat = new THREE.MeshBasicMaterial({
color: zone.color,
transparent: true,
opacity: 0.04,
side: THREE.DoubleSide
});
const disc = new THREE.Mesh(discGeo, discMat);
disc.rotation.x = -Math.PI / 2;
disc.position.copy(zone.center);
disc.position.y = 0.01;
scene.add(disc);
this.zoneVisuals.push(ring, disc);
});
console.info('[Mnemosyne] Zone visualization created for', this.zones.size, 'zones');
}
_persistZones() {
try {
const data = {};
this.zones.forEach((z, name) => {
data[name] = {
center: { x: z.center.x, y: z.center.y, z: z.center.z },
radius: z.radius,
orbCount: z.orbCount
};
});
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(data));
} catch (e) { /* storage full or unavailable */ }
}
_loadPersistedZones() {
try {
const raw = localStorage.getItem(this.STORAGE_KEY);
if (!raw) return;
const data = JSON.parse(raw);
Object.entries(data).forEach(([name, saved]) => {
const zone = this.zones.get(name);
if (zone && saved.orbCount) {
zone.orbCount = saved.orbCount;
}
});
} catch (e) { /* corrupt or missing */ }
}
}
function setupGOFAI() {
knowledgeGraph = new KnowledgeGraph();
blackboard = new Blackboard();
@@ -793,10 +606,6 @@ function setupGOFAI() {
pseLayer = new PSELayer();
calibrator = new AdaptiveCalibrator('nexus-v1', { base_rate: 0.05 });
// Initialize Spatial Memory Schema (Project Mnemosyne)
spatialSchema = new SpatialMemorySchema();
console.info('[Mnemosyne] Spatial Memory Schema initialized with', spatialSchema.zones.size, 'zones');
// Setup initial facts
symbolicEngine.addFact('energy', 100);
symbolicEngine.addFact('stability', 1.0);
@@ -2764,6 +2573,14 @@ function gameLoop() {
updateAshStorm(delta, elapsed);
// Project Mnemosyne - Memory Orb Animation
if (typeof animateMemoryOrbs === 'function') {
animateMemoryOrbs(delta);
animateHolographicThreads(delta);
animateRoomTransitions(delta);
}
const mode = NAV_MODES[navModeIdx];
const chatActive = document.activeElement === document.getElementById('chat-input');
@@ -2962,6 +2779,12 @@ function gameLoop() {
composer.render();
updateAshStorm(delta, elapsed);
// Project Mnemosyne - Memory Orb Animation
if (typeof animateMemoryOrbs === 'function') {
animateMemoryOrbs(delta);
}
updatePortalTunnel(delta, elapsed);
if (workshopScanMat) workshopScanMat.uniforms.uTime.value = clock.getElapsedTime();
@@ -3124,14 +2947,379 @@ function updateAshStorm(delta, elapsed) {
}
}
// ═══════════════════════════════════════════
// PROJECT MNEMOSYNE — HOLOGRAPHIC MEMORY ORBS
// ═══════════════════════════════════════════
// Memory orbs registry for animation loop
const memoryOrbs = [];
/**
* Spawn a glowing memory orb at the given position.
* Used to visualize RAG retrievals and memory recalls in the Nexus.
*
* @param {THREE.Vector3} position - World position for the orb
* @param {number} color - Hex color (default: 0x4af0c0 - cyan)
* @param {number} size - Radius of the orb (default: 0.5)
* @param {object} metadata - Optional metadata for the memory (source, timestamp, etc.)
* @returns {THREE.Mesh} The created orb mesh
*/
function spawnMemoryOrb(position, color = 0x4af0c0, size = 0.5, metadata = {}) {
if (typeof THREE === 'undefined' || typeof scene === 'undefined') {
console.warn('[Mnemosyne] THREE/scene not available for orb spawn');
return null;
}
const geometry = new THREE.SphereGeometry(size, 32, 32);
const material = new THREE.MeshStandardMaterial({
color: color,
emissive: color,
emissiveIntensity: 2.5,
metalness: 0.3,
roughness: 0.2,
transparent: true,
opacity: 0.85,
envMapIntensity: 1.5
});
const orb = new THREE.Mesh(geometry, material);
orb.position.copy(position);
orb.castShadow = true;
orb.receiveShadow = true;
orb.userData = {
type: 'memory_orb',
pulse: Math.random() * Math.PI * 2, // Random phase offset
pulseSpeed: 0.002 + Math.random() * 0.001,
originalScale: size,
metadata: metadata,
createdAt: Date.now()
};
// Point light for local illumination
const light = new THREE.PointLight(color, 1.5, 8);
orb.add(light);
scene.add(orb);
memoryOrbs.push(orb);
console.info('[Mnemosyne] Memory orb spawned:', metadata.source || 'unknown');
return orb;
}
/**
* Remove a memory orb from the scene and dispose resources.
* @param {THREE.Mesh} orb - The orb to remove
*/
function removeMemoryOrb(orb) {
if (!orb) return;
if (orb.parent) orb.parent.remove(orb);
if (orb.geometry) orb.geometry.dispose();
if (orb.material) orb.material.dispose();
const idx = memoryOrbs.indexOf(orb);
if (idx > -1) memoryOrbs.splice(idx, 1);
}
/**
* Animate all memory orbs — pulse, rotate, and fade.
* Called from gameLoop() every frame.
* @param {number} delta - Time since last frame
*/
function animateMemoryOrbs(delta) {
for (let i = memoryOrbs.length - 1; i >= 0; i--) {
const orb = memoryOrbs[i];
if (!orb || !orb.userData) continue;
// Pulse animation
orb.userData.pulse += orb.userData.pulseSpeed * delta * 1000;
const pulseFactor = 1 + Math.sin(orb.userData.pulse) * 0.1;
orb.scale.setScalar(pulseFactor * orb.userData.originalScale);
// Gentle rotation
orb.rotation.y += delta * 0.5;
// Fade after 30 seconds
const age = (Date.now() - orb.userData.createdAt) / 1000;
if (age > 30) {
const fadeDuration = 10;
const fadeProgress = Math.min(1, (age - 30) / fadeDuration);
orb.material.opacity = 0.85 * (1 - fadeProgress);
if (fadeProgress >= 1) {
removeMemoryOrb(orb);
i--; // Adjust index after removal
}
}
}
}
/**
* Spawn memory orbs arranged in a spiral for RAG retrieval results.
* @param {Array} results - Array of {content, score, source}
* @param {THREE.Vector3} center - Center position (default: above avatar)
*/
function spawnRetrievalOrbs(results, center) {
if (!results || !Array.isArray(results) || results.length === 0) return;
if (!center) {
center = new THREE.Vector3(0, 2, 0);
}
const colors = [0x4af0c0, 0x7b5cff, 0xffd700, 0xff4466, 0x00ff88];
const radius = 3;
results.forEach((result, i) => {
const angle = (i / results.length) * Math.PI * 2;
const height = (i / results.length) * 2 - 1;
const position = new THREE.Vector3(
center.x + Math.cos(angle) * radius,
center.y + height,
center.z + Math.sin(angle) * radius
);
const colorIdx = Math.min(colors.length - 1, Math.floor((result.score || 0.5) * colors.length));
const size = 0.3 + (result.score || 0.5) * 0.4;
spawnMemoryOrb(position, colors[colorIdx], size, {
source: result.source || 'unknown',
score: result.score || 0,
contentPreview: (result.content || '').substring(0, 100)
});
});
}
// ═══════════════════════════════════════════
// MNEMOSYNE — SPATIAL MEMORY INTEGRATION
// ═══════════════════════════════════════════
// Spatial memory schema state (loaded async)
let spatialMemorySchema = null;
const holographicThreads = []; // Active thread meshes
/**
* Load the spatial memory schema and store it for room mapping.
* Called during init. Falls back gracefully if schema unavailable.
*/
async function loadSpatialMemorySchema() {
try {
const resp = await fetch('/spatial-memory-schema.json');
if (!resp.ok) throw new Error(`HTTP ${resp.status}`);
spatialMemorySchema = await resp.json();
console.info('[Mnemosyne] Spatial memory schema loaded:',
Object.keys(spatialMemorySchema.rooms).length, 'rooms');
} catch (err) {
console.warn('[Mnemosyne] Could not load spatial schema, using defaults:', err.message);
spatialMemorySchema = null;
}
}
/**
* Get the room definition for a memory category.
* @param {string} category - Memory category (user_pref, project, tool, general)
* @returns {object|null} Room definition with spatial_bounds and visual_theme
*/
function getRoomForCategory(category) {
if (!spatialMemorySchema) return null;
for (const [roomId, room] of Object.entries(spatialMemorySchema.rooms)) {
if (room.category === category) return { id: roomId, ...room };
}
// Fallback to commons for unknown categories
if (spatialMemorySchema.rooms.commons) {
return { id: 'commons', ...spatialMemorySchema.rooms.commons };
}
return null;
}
/**
* Calculate a random position within a room's spatial bounds.
* @param {object} room - Room definition with spatial_bounds
* @returns {THREE.Vector3} Position within room bounds
*/
function getPositionInRoom(room) {
const bounds = room.spatial_bounds;
const dims = bounds.dimensions;
const center = bounds.center;
return new THREE.Vector3(
center[0] + (Math.random() - 0.5) * dims[0] * 0.8,
center[1] + (Math.random() - 0.5) * dims[1] * 0.6 + 1.5, // Float above floor
center[2] + (Math.random() - 0.5) * dims[2] * 0.8
);
}
/**
* Spawn a categorized memory orb placed in its corresponding room.
* Extends spawnMemoryOrb with spatial placement based on category.
*
* @param {string} category - Memory category (user_pref, project, tool, general)
* @param {object} metadata - Memory metadata (source, content, score, etc.)
* @param {number} importance - 0-1 importance score (affects size/glow)
* @returns {THREE.Mesh} The spawned orb
*/
function spawnCategorizedOrb(category, metadata = {}, importance = 0.5) {
const room = getRoomForCategory(category);
const position = room ? getPositionInRoom(room) : new THREE.Vector3(0, 2, 0);
// Color from schema trust mapping or room theme
let color = 0x4af0c0; // Default cyan
if (room && room.visual_theme) {
const accent = room.visual_theme.colors?.accent;
if (accent) color = parseInt(accent.replace('#', ''), 16);
}
// Size scales with importance
const size = 0.2 + importance * 0.5;
const orb = spawnMemoryOrb(position, color, size, {
...metadata,
category: category,
room: room ? room.id : 'unknown'
});
return orb;
}
/**
* Draw a holographic thread connecting two memory orbs.
* @param {THREE.Mesh} orbA - First orb
* @param {THREE.Mesh} orbB - Second orb
* @param {number} color - Thread color (default: 0x4af0c0)
* @returns {THREE.Line} The thread mesh
*/
function drawHolographicThread(orbA, orbB, color = 0x4af0c0) {
if (typeof THREE === 'undefined' || !orbA || !orbB) return null;
const points = [orbA.position.clone(), orbB.position.clone()];
const geometry = new THREE.BufferGeometry().setFromPoints(points);
const material = new THREE.LineBasicMaterial({
color: color,
transparent: true,
opacity: 0.4,
linewidth: 1
});
const thread = new THREE.Line(geometry, material);
thread.userData = {
type: 'holographic_thread',
orbA: orbA,
orbB: orbB,
createdAt: Date.now()
};
scene.add(thread);
holographicThreads.push(thread);
return thread;
}
/**
* Update holographic threads to follow their connected orbs.
* Called from the animation loop.
* @param {number} delta - Time since last frame
*/
function animateHolographicThreads(delta) {
for (let i = holographicThreads.length - 1; i >= 0; i--) {
const thread = holographicThreads[i];
if (!thread || !thread.userData) continue;
const { orbA, orbB } = thread.userData;
// Remove thread if either orb is gone
if (!orbA || !orbA.parent || !orbB || !orbB.parent) {
scene.remove(thread);
thread.geometry.dispose();
thread.material.dispose();
holographicThreads.splice(i, 1);
continue;
}
// Update line positions to follow orbs
const positions = thread.geometry.attributes.position;
positions.setXYZ(0, orbA.position.x, orbA.position.y, orbA.position.z);
positions.setXYZ(1, orbB.position.x, orbB.position.y, orbB.position.z);
positions.needsUpdate = true;
// Pulse opacity
const age = (Date.now() - thread.userData.createdAt) / 1000;
thread.material.opacity = 0.3 + Math.sin(age * 2) * 0.1;
}
}
/**
* Spawn a memory orb and animate it transitioning to its room.
* @param {string} category - Memory category
* @param {object} metadata - Memory metadata
* @param {number} importance - 0-1 importance score
* @param {THREE.Vector3} startPos - Starting position (default: above avatar)
* @returns {THREE.Mesh} The orb (already in transit)
*/
function spawnWithRoomTransition(category, metadata = {}, importance = 0.5, startPos = null) {
if (!startPos) startPos = new THREE.Vector3(0, 2, 0);
const room = getRoomForCategory(category);
const endPos = room ? getPositionInRoom(room) : new THREE.Vector3(0, 2, 0);
let color = 0x4af0c0;
if (room && room.visual_theme) {
const accent = room.visual_theme.colors?.accent;
if (accent) color = parseInt(accent.replace('#', ''), 16);
}
const size = 0.2 + importance * 0.5;
// Spawn at start position
const orb = spawnMemoryOrb(startPos, color, size, {
...metadata,
category: category,
room: room ? room.id : 'unknown',
transitioning: true,
targetPos: endPos,
transitionStart: Date.now(),
transitionDuration: 2000 + Math.random() * 1000
});
return orb;
}
/**
* Animate room transitions for orbs that are in transit.
* @param {number} delta - Time since last frame
*/
function animateRoomTransitions(delta) {
for (const orb of memoryOrbs) {
if (!orb.userData?.transitioning || !orb.userData?.targetPos) continue;
const elapsed = Date.now() - orb.userData.transitionStart;
const duration = orb.userData.transitionDuration;
const progress = Math.min(1, elapsed / duration);
// Ease-out cubic
const eased = 1 - Math.pow(1 - progress, 3);
orb.position.lerpVectors(
orb.position, // Current (already partially moved)
orb.userData.targetPos,
eased * 0.05 // Smooth interpolation factor per frame
);
if (progress >= 1) {
orb.position.copy(orb.userData.targetPos);
orb.userData.transitioning = false;
delete orb.userData.targetPos;
delete orb.userData.transitionStart;
delete orb.userData.transitionDuration;
}
}
}
init().then(() => {
loadSpatialMemorySchema();
createAshStorm();
createPortalTunnel();
// Visualize memory zones if schema is ready
if (spatialSchema) {
spatialSchema.visualizeZones();
}
fetchGiteaData();
setInterval(fetchGiteaData, 30000);
runWeeklyAudit();