[claude] Mnemosyne gravity well clustering — related memories attract in 3D (#1175) #1176
3
app.js
3
app.js
@@ -3175,6 +3175,9 @@ init().then(() => {
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];
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demoMemories.forEach(m => SpatialMemory.placeMemory(m));
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// Gravity well clustering — attract related crystals, bake positions (issue #1175)
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SpatialMemory.runGravityLayout();
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fetchGiteaData();
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setInterval(fetchGiteaData, 30000);
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runWeeklyAudit();
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@@ -456,6 +456,81 @@ const SpatialMemory = (() => {
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return count;
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}
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// ─── GRAVITY WELL CLUSTERING ──────────────────────────
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// Force-directed layout: same-category crystals attract, unrelated repel.
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// Run on load (bake positions, not per-frame). Spec from issue #1175.
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const GRAVITY_ITERATIONS = 20;
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const ATTRACT_FACTOR = 0.10; // 10% closer to same-category centroid per iteration
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const REPEL_FACTOR = 0.05; // 5% away from nearest unrelated crystal
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function runGravityLayout() {
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const objs = Object.values(_memoryObjects);
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if (objs.length < 2) {
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console.info('[Mnemosyne] Gravity layout: fewer than 2 crystals, skipping');
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return;
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}
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console.info('[Mnemosyne] Gravity layout starting —', objs.length, 'crystals,', GRAVITY_ITERATIONS, 'iterations');
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for (let iter = 0; iter < GRAVITY_ITERATIONS; iter++) {
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// Accumulate displacements before applying (avoids order-of-iteration bias)
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const dx = new Float32Array(objs.length);
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const dy = new Float32Array(objs.length);
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const dz = new Float32Array(objs.length);
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objs.forEach((obj, i) => {
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const pos = obj.mesh.position;
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const cat = obj.region;
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// ── Attraction toward same-category centroid ──────────────
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let sx = 0, sy = 0, sz = 0, sameCount = 0;
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objs.forEach(o => {
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if (o === obj || o.region !== cat) return;
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sx += o.mesh.position.x;
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sy += o.mesh.position.y;
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sz += o.mesh.position.z;
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sameCount++;
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});
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if (sameCount > 0) {
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dx[i] += ((sx / sameCount) - pos.x) * ATTRACT_FACTOR;
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dy[i] += ((sy / sameCount) - pos.y) * ATTRACT_FACTOR;
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dz[i] += ((sz / sameCount) - pos.z) * ATTRACT_FACTOR;
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}
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// ── Repulsion from nearest unrelated crystal ───────────────
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let nearestDist = Infinity;
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let rnx = 0, rny = 0, rnz = 0;
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objs.forEach(o => {
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if (o === obj || o.region === cat) return;
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const ex = pos.x - o.mesh.position.x;
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const ey = pos.y - o.mesh.position.y;
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const ez = pos.z - o.mesh.position.z;
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const d = Math.sqrt(ex * ex + ey * ey + ez * ez);
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if (d < nearestDist) {
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nearestDist = d;
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rnx = ex; rny = ey; rnz = ez;
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}
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});
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if (nearestDist > 0.001 && nearestDist < Infinity) {
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const len = Math.sqrt(rnx * rnx + rny * rny + rnz * rnz);
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dx[i] += (rnx / len) * nearestDist * REPEL_FACTOR;
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dy[i] += (rny / len) * nearestDist * REPEL_FACTOR;
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dz[i] += (rnz / len) * nearestDist * REPEL_FACTOR;
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}
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});
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// Apply displacements
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objs.forEach((obj, i) => {
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obj.mesh.position.x += dx[i];
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obj.mesh.position.y += dy[i];
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obj.mesh.position.z += dz[i];
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});
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}
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// Bake final positions to localStorage
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saveToStorage();
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console.info('[Mnemosyne] Gravity layout complete — positions baked to localStorage');
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}
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// ─── SPATIAL SEARCH ──────────────────────────────────
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function searchNearby(position, maxResults, maxDist) {
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maxResults = maxResults || 10;
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@@ -516,7 +591,8 @@ const SpatialMemory = (() => {
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getMemoryAtPosition, getRegionAtPosition, getMemoriesInRegion, getAllMemories,
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getCrystalMeshes, getMemoryFromMesh, highlightMemory, clearHighlight, getSelectedId,
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exportIndex, importIndex, searchNearby, REGIONS,
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saveToStorage, loadFromStorage, clearStorage
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saveToStorage, loadFromStorage, clearStorage,
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runGravityLayout
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};
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})();
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