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the-nexus/app.js
Claude (Opus 4.6) beee17f43c
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[claude] Add session export as markdown (#288) (#304)
Co-authored-by: Claude (Opus 4.6) <claude@hermes.local>
Co-committed-by: Claude (Opus 4.6) <claude@hermes.local>
2026-03-24 04:53:23 +00:00

1932 lines
59 KiB
JavaScript
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import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { BokehPass } from 'three/addons/postprocessing/BokehPass.js';
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
import { LoadingManager } from 'three';
// === COLOR PALETTE ===
const NEXUS = {
colors: {
bg: 0x000008,
starCore: 0xffffff,
starDim: 0x8899cc,
constellationLine: 0x334488,
constellationFade: 0x112244,
accent: 0x4488ff,
}
};
// === ASSET LOADER ===
const loadedAssets = new Map();
const loadingManager = new THREE.LoadingManager(() => {
document.getElementById('loading-bar').style.width = '100%';
document.getElementById('loading').style.display = 'none';
animate();
});
loadingManager.onProgress = (url, itemsLoaded, itemsTotal) => {
const progress = (itemsLoaded / itemsTotal) * 100;
document.getElementById('loading-bar').style.width = `${progress}%`;
};
// Simulate loading a texture for demonstration
const textureLoader = new THREE.TextureLoader(loadingManager);
textureLoader.load('placeholder-texture.jpg', (texture) => {
loadedAssets.set('placeholder-texture', texture);
});
// === SCENE SETUP ===
const scene = new THREE.Scene();
scene.background = new THREE.Color(NEXUS.colors.bg);
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(0, 6, 11);
const raycaster = new THREE.Raycaster();
const forwardVector = new THREE.Vector3();
// === LIGHTING ===
// Required for MeshStandardMaterial / MeshPhysicalMaterial used on the platform.
const ambientLight = new THREE.AmbientLight(0x0a1428, 1.4);
scene.add(ambientLight);
const overheadLight = new THREE.PointLight(0x8899bb, 0.6, 60);
overheadLight.position.set(0, 25, 0);
scene.add(overheadLight);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// === STAR FIELD ===
const STAR_COUNT = 800;
const STAR_SPREAD = 400;
const CONSTELLATION_DISTANCE = 30; // max distance to draw a line between stars
const starPositions = [];
const starGeo = new THREE.BufferGeometry();
const posArray = new Float32Array(STAR_COUNT * 3);
const sizeArray = new Float32Array(STAR_COUNT);
for (let i = 0; i < STAR_COUNT; i++) {
const x = (Math.random() - 0.5) * STAR_SPREAD;
const y = (Math.random() - 0.5) * STAR_SPREAD;
const z = (Math.random() - 0.5) * STAR_SPREAD;
posArray[i * 3] = x;
posArray[i * 3 + 1] = y;
posArray[i * 3 + 2] = z;
sizeArray[i] = Math.random() * 2.5 + 0.5;
starPositions.push(new THREE.Vector3(x, y, z));
}
starGeo.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
starGeo.setAttribute('size', new THREE.BufferAttribute(sizeArray, 1));
const starMaterial = new THREE.PointsMaterial({
color: NEXUS.colors.starCore,
size: 0.6,
sizeAttenuation: true,
transparent: true,
opacity: 0.9,
});
const stars = new THREE.Points(starGeo, starMaterial);
scene.add(stars);
// === CONSTELLATION LINES ===
// Connect nearby stars with faint lines, limited to avoid clutter
/**
* Builds constellation line segments connecting nearby stars.
* @returns {THREE.LineSegments}
*/
function buildConstellationLines() {
const linePositions = [];
const MAX_CONNECTIONS_PER_STAR = 3;
const connectionCount = new Array(STAR_COUNT).fill(0);
for (let i = 0; i < STAR_COUNT; i++) {
if (connectionCount[i] >= MAX_CONNECTIONS_PER_STAR) continue;
// Find nearest neighbors
const neighbors = [];
for (let j = i + 1; j < STAR_COUNT; j++) {
if (connectionCount[j] >= MAX_CONNECTIONS_PER_STAR) continue;
const dist = starPositions[i].distanceTo(starPositions[j]);
if (dist < CONSTELLATION_DISTANCE) {
neighbors.push({ j, dist });
}
}
// Sort by distance and connect closest ones
neighbors.sort((/** @type {{j: number, dist: number}} */ a, /** @type {{j: number, dist: number}} */ b) => a.dist - b.dist);
const toConnect = neighbors.slice(0, MAX_CONNECTIONS_PER_STAR - connectionCount[i]);
for (const { j } of toConnect) {
linePositions.push(
starPositions[i].x, starPositions[i].y, starPositions[i].z,
starPositions[j].x, starPositions[j].y, starPositions[j].z
);
connectionCount[i]++;
connectionCount[j]++;
}
}
const lineGeo = new THREE.BufferGeometry();
lineGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(linePositions), 3));
const lineMat = new THREE.LineBasicMaterial({
color: NEXUS.colors.constellationLine,
transparent: true,
opacity: 0.18,
});
return new THREE.LineSegments(lineGeo, lineMat);
}
const constellationLines = buildConstellationLines();
scene.add(constellationLines);
// === GLASS PLATFORM ===
// Central floating platform with transparent glass-floor sections revealing the void (star field) below.
const glassPlatformGroup = new THREE.Group();
// Dark metallic frame material
const platformFrameMat = new THREE.MeshStandardMaterial({
color: 0x0a1828,
metalness: 0.9,
roughness: 0.1,
emissive: new THREE.Color(NEXUS.colors.accent).multiplyScalar(0.06),
});
// Outer solid rim (flat ring)
const platformRimGeo = new THREE.RingGeometry(4.7, 5.3, 64);
const platformRim = new THREE.Mesh(platformRimGeo, platformFrameMat);
platformRim.rotation.x = -Math.PI / 2;
glassPlatformGroup.add(platformRim);
// Raised border torus for visible 3-D thickness
const borderTorusGeo = new THREE.TorusGeometry(5.0, 0.1, 6, 64);
const borderTorus = new THREE.Mesh(borderTorusGeo, platformFrameMat);
borderTorus.rotation.x = Math.PI / 2;
glassPlatformGroup.add(borderTorus);
// Glass tile material — highly transmissive to reveal the void below
const glassTileMat = new THREE.MeshPhysicalMaterial({
color: new THREE.Color(NEXUS.colors.accent),
transparent: true,
opacity: 0.09,
roughness: 0.0,
metalness: 0.0,
transmission: 0.92,
thickness: 0.06,
side: THREE.DoubleSide,
depthWrite: false,
});
// Edge glow — bright accent outline on each tile
const glassEdgeBaseMat = new THREE.LineBasicMaterial({
color: NEXUS.colors.accent,
transparent: true,
opacity: 0.55,
});
const GLASS_TILE_SIZE = 0.85;
const GLASS_TILE_GAP = 0.14;
const GLASS_TILE_STEP = GLASS_TILE_SIZE + GLASS_TILE_GAP;
const GLASS_RADIUS = 4.55;
const tileGeo = new THREE.PlaneGeometry(GLASS_TILE_SIZE, GLASS_TILE_SIZE);
const tileEdgeGeo = new THREE.EdgesGeometry(tileGeo);
/** @type {Array<{mat: THREE.LineBasicMaterial, distFromCenter: number}>} */
const glassEdgeMaterials = [];
for (let row = -5; row <= 5; row++) {
for (let col = -5; col <= 5; col++) {
const x = col * GLASS_TILE_STEP;
const z = row * GLASS_TILE_STEP;
const distFromCenter = Math.sqrt(x * x + z * z);
if (distFromCenter > GLASS_RADIUS) continue;
// Transparent glass tile
const tile = new THREE.Mesh(tileGeo, glassTileMat.clone());
tile.rotation.x = -Math.PI / 2;
tile.position.set(x, 0, z);
glassPlatformGroup.add(tile);
// Glowing edge lines
const mat = glassEdgeBaseMat.clone();
const edges = new THREE.LineSegments(tileEdgeGeo, mat);
edges.rotation.x = -Math.PI / 2;
edges.position.set(x, 0.002, z);
glassPlatformGroup.add(edges);
glassEdgeMaterials.push({ mat, distFromCenter });
}
}
// Void shimmer — faint point light below the glass, emphasising the infinite depth
const voidLight = new THREE.PointLight(NEXUS.colors.accent, 0.5, 14);
voidLight.position.set(0, -3.5, 0);
glassPlatformGroup.add(voidLight);
scene.add(glassPlatformGroup);
// === PERLIN NOISE ===
// Classic Perlin noise used for procedural terrain generation.
function createPerlinNoise() {
const p = new Uint8Array(256);
for (let i = 0; i < 256; i++) p[i] = i;
// Fisher-Yates shuffle with a fixed seed sequence for reproducibility
let seed = 42;
function seededRand() {
seed = (seed * 1664525 + 1013904223) & 0xffffffff;
return (seed >>> 0) / 0xffffffff;
}
for (let i = 255; i > 0; i--) {
const j = Math.floor(seededRand() * (i + 1));
const tmp = p[i]; p[i] = p[j]; p[j] = tmp;
}
const perm = new Uint8Array(512);
for (let i = 0; i < 512; i++) perm[i] = p[i & 255];
function fade(t) { return t * t * t * (t * (t * 6 - 15) + 10); }
function lerp(a, b, t) { return a + t * (b - a); }
function grad(hash, x, y, z) {
const h = hash & 15;
const u = h < 8 ? x : y;
const v = h < 4 ? y : (h === 12 || h === 14) ? x : z;
return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
}
return function noise(x, y, z) {
z = z || 0;
const X = Math.floor(x) & 255, Y = Math.floor(y) & 255, Z = Math.floor(z) & 255;
x -= Math.floor(x); y -= Math.floor(y); z -= Math.floor(z);
const u = fade(x), v = fade(y), w = fade(z);
const A = perm[X] + Y, AA = perm[A] + Z, AB = perm[A + 1] + Z;
const B = perm[X + 1] + Y, BA = perm[B] + Z, BB = perm[B + 1] + Z;
return lerp(
lerp(lerp(grad(perm[AA], x, y, z ), grad(perm[BA], x-1, y, z ), u),
lerp(grad(perm[AB], x, y-1, z ), grad(perm[BB], x-1, y-1, z ), u), v),
lerp(lerp(grad(perm[AA + 1], x, y, z-1), grad(perm[BA + 1], x-1, y, z-1), u),
lerp(grad(perm[AB + 1], x, y-1, z-1), grad(perm[BB + 1], x-1, y-1, z-1), u), v),
w
);
};
}
const perlin = createPerlinNoise();
// === FLOATING ISLAND TERRAIN ===
// Procedural terrain below the glass platform, shaped like a floating rock island.
// Heights generated via fBm (fractional Brownian motion) layered Perlin noise.
(function buildFloatingIsland() {
const ISLAND_RADIUS = 9.5;
const SEGMENTS = 90;
const SIZE = ISLAND_RADIUS * 2;
const geo = new THREE.PlaneGeometry(SIZE, SIZE, SEGMENTS, SEGMENTS);
geo.rotateX(-Math.PI / 2);
const pos = geo.attributes.position;
const count = pos.count;
for (let i = 0; i < count; i++) {
const x = pos.getX(i);
const z = pos.getZ(i);
const dist = Math.sqrt(x * x + z * z) / ISLAND_RADIUS;
// Island edge taper — smooth falloff toward rim
const edgeFactor = Math.max(0, 1 - Math.pow(dist, 2.2));
// fBm: four octaves of Perlin noise
const nx = x * 0.17, nz = z * 0.17;
let h = 0;
h += perlin(nx, nz ) * 1.000;
h += perlin(nx * 2, nz * 2 ) * 0.500;
h += perlin(nx * 4, nz * 4 ) * 0.250;
h += perlin(nx * 8, nz * 8 ) * 0.125;
h /= 1.875; // normalise to ~[-1, 1]
const height = ((h + 1) * 0.5) * edgeFactor * 2.6;
pos.setY(i, height);
}
geo.computeVertexNormals();
// Vertex colours: low=dark earth, mid=dusty stone, high=pale rock
const colors = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const t = Math.min(1, pos.getY(i) / 2.0);
colors[i * 3] = 0.18 + t * 0.22; // R
colors[i * 3 + 1] = 0.14 + t * 0.16; // G
colors[i * 3 + 2] = 0.10 + t * 0.15; // B
}
geo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
const topMat = new THREE.MeshStandardMaterial({
vertexColors: true,
roughness: 0.88,
metalness: 0.04,
});
const topMesh = new THREE.Mesh(geo, topMat);
// Underside — tapered cylinder giving the island its rocky underbelly
const bottomGeo = new THREE.CylinderGeometry(ISLAND_RADIUS * 0.82, ISLAND_RADIUS * 0.35, 2.0, 64, 1);
const bottomMat = new THREE.MeshStandardMaterial({ color: 0x0c0a08, roughness: 0.92, metalness: 0.03 });
const bottomMesh = new THREE.Mesh(bottomGeo, bottomMat);
bottomMesh.position.y = -1.0;
const islandGroup = new THREE.Group();
islandGroup.add(topMesh);
islandGroup.add(bottomMesh);
islandGroup.position.y = -2.8; // float below the glass platform
scene.add(islandGroup);
})();
// === COMMIT HEATMAP ===
// Canvas-texture overlay on the floor. Each agent occupies a polar sector;
// recent commits make that sector glow brighter. Activity decays over 24 h.
const HEATMAP_SIZE = 512;
const HEATMAP_REFRESH_MS = 5 * 60 * 1000; // 5 min between API polls
const HEATMAP_DECAY_MS = 24 * 60 * 60 * 1000; // 24 h full decay
// Agent zones — angle in canvas degrees (0 = east/right, clockwise)
const HEATMAP_ZONES = [
{ name: 'Claude', color: [255, 100, 60], authorMatch: /^claude$/i, angleDeg: 0 },
{ name: 'Timmy', color: [ 60, 160, 255], authorMatch: /^timmy/i, angleDeg: 90 },
{ name: 'Kimi', color: [ 60, 255, 140], authorMatch: /^kimi/i, angleDeg: 180 },
{ name: 'Perplexity', color: [200, 60, 255], authorMatch: /^perplexity/i, angleDeg: 270 },
];
const HEATMAP_ZONE_SPAN_RAD = Math.PI / 2; // 90° per zone
const heatmapCanvas = document.createElement('canvas');
heatmapCanvas.width = HEATMAP_SIZE;
heatmapCanvas.height = HEATMAP_SIZE;
const heatmapTexture = new THREE.CanvasTexture(heatmapCanvas);
const heatmapMat = new THREE.MeshBasicMaterial({
map: heatmapTexture,
transparent: true,
opacity: 0.9,
depthWrite: false,
blending: THREE.AdditiveBlending,
side: THREE.DoubleSide,
});
const heatmapMesh = new THREE.Mesh(
new THREE.CircleGeometry(GLASS_RADIUS, 64),
heatmapMat
);
heatmapMesh.rotation.x = -Math.PI / 2;
heatmapMesh.position.y = 0.005;
scene.add(heatmapMesh);
// Per-zone intensity [0..1], updated by updateHeatmap()
const zoneIntensity = Object.fromEntries(HEATMAP_ZONES.map(z => [z.name, 0]));
/**
* Redraws the heatmap canvas from current zoneIntensity values.
*/
function drawHeatmap() {
const ctx = heatmapCanvas.getContext('2d');
const cx = HEATMAP_SIZE / 2;
const cy = HEATMAP_SIZE / 2;
const r = cx * 0.96;
ctx.clearRect(0, 0, HEATMAP_SIZE, HEATMAP_SIZE);
// Clip drawing to the circular platform boundary
ctx.save();
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 2);
ctx.clip();
for (const zone of HEATMAP_ZONES) {
const intensity = zoneIntensity[zone.name] || 0;
if (intensity < 0.01) continue;
const [rr, gg, bb] = zone.color;
const baseRad = zone.angleDeg * (Math.PI / 180);
const startRad = baseRad - HEATMAP_ZONE_SPAN_RAD / 2;
const endRad = baseRad + HEATMAP_ZONE_SPAN_RAD / 2;
// Glow origin sits at 55% radius in the zone's direction
const gx = cx + Math.cos(baseRad) * r * 0.55;
const gy = cy + Math.sin(baseRad) * r * 0.55;
const grad = ctx.createRadialGradient(gx, gy, 0, gx, gy, r * 0.75);
grad.addColorStop(0, `rgba(${rr},${gg},${bb},${0.65 * intensity})`);
grad.addColorStop(0.45, `rgba(${rr},${gg},${bb},${0.25 * intensity})`);
grad.addColorStop(1, `rgba(${rr},${gg},${bb},0)`);
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.arc(cx, cy, r, startRad, endRad);
ctx.closePath();
ctx.fillStyle = grad;
ctx.fill();
// Zone label — only when active
if (intensity > 0.05) {
const labelX = cx + Math.cos(baseRad) * r * 0.62;
const labelY = cy + Math.sin(baseRad) * r * 0.62;
ctx.font = `bold ${Math.round(13 * intensity + 7)}px "Courier New", monospace`;
ctx.fillStyle = `rgba(${rr},${gg},${bb},${Math.min(intensity * 1.2, 0.9)})`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(zone.name, labelX, labelY);
}
}
ctx.restore();
heatmapTexture.needsUpdate = true;
}
/**
* Fetches recent commits, maps them to agent zones via author, and redraws.
*/
async function updateHeatmap() {
let commits = [];
try {
const res = await fetch(
'http://143.198.27.163:3000/api/v1/repos/Timmy_Foundation/the-nexus/commits?limit=50',
{ headers: { 'Authorization': 'token dc0517a965226b7a0c5ffdd961b1ba26521ac592' } }
);
if (res.ok) commits = await res.json();
} catch { /* silently use zero-activity baseline */ }
const now = Date.now();
const rawWeights = Object.fromEntries(HEATMAP_ZONES.map(z => [z.name, 0]));
for (const commit of commits) {
const author = commit.commit?.author?.name || commit.author?.login || '';
const ts = new Date(commit.commit?.author?.date || 0).getTime();
const age = now - ts;
if (age > HEATMAP_DECAY_MS) continue;
const weight = 1 - age / HEATMAP_DECAY_MS; // linear decay
for (const zone of HEATMAP_ZONES) {
if (zone.authorMatch.test(author)) {
rawWeights[zone.name] += weight;
break;
}
}
}
// Normalise: 8 recent weighted commits = full brightness
const MAX_WEIGHT = 8;
for (const zone of HEATMAP_ZONES) {
zoneIntensity[zone.name] = Math.min(rawWeights[zone.name] / MAX_WEIGHT, 1.0);
}
drawHeatmap();
}
// Kick off and schedule periodic refresh
updateHeatmap();
setInterval(updateHeatmap, HEATMAP_REFRESH_MS);
// === MOUSE-DRIVEN ROTATION ===
let mouseX = 0;
let mouseY = 0;
let targetRotX = 0;
let targetRotY = 0;
document.addEventListener('mousemove', (/** @type {MouseEvent} */ e) => {
mouseX = (e.clientX / window.innerWidth - 0.5) * 2;
mouseY = (e.clientY / window.innerHeight - 0.5) * 2;
});
// === OVERVIEW MODE (Tab — bird's-eye view of the whole Nexus) ===
let overviewMode = false;
let overviewT = 0; // 0 = normal view, 1 = overview
const NORMAL_CAM = new THREE.Vector3(0, 6, 11);
const OVERVIEW_CAM = new THREE.Vector3(0, 200, 0.1); // overhead; tiny Z offset avoids gimbal lock
const overviewIndicator = document.getElementById('overview-indicator');
document.addEventListener('keydown', (e) => {
if (e.key === 'Tab') {
e.preventDefault();
overviewMode = !overviewMode;
if (overviewMode) {
overviewIndicator.classList.add('visible');
} else {
overviewIndicator.classList.remove('visible');
}
}
});
// === PHOTO MODE ===
let photoMode = false;
// Warp effect state
let isWarping = false;
let warpStartTime = 0;
const WARP_DURATION = 1.5; // seconds
// Post-processing composer for depth of field (always-on, subtle)
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
const bokehPass = new BokehPass(scene, camera, {
focus: 5.0,
aperture: 0.00015,
maxblur: 0.004,
});
composer.addPass(bokehPass);
// Orbit controls for free camera movement in photo mode
const orbitControls = new OrbitControls(camera, renderer.domElement);
orbitControls.enableDamping = true;
orbitControls.dampingFactor = 0.05;
orbitControls.enabled = false;
const photoIndicator = document.getElementById('photo-indicator');
const photoFocusDisplay = document.getElementById('photo-focus');
/**
* Updates the photo mode focus distance display.
*/
function updateFocusDisplay() {
if (photoFocusDisplay) {
photoFocusDisplay.textContent = bokehPass.uniforms['focus'].value.toFixed(1);
}
}
document.addEventListener('keydown', (e) => {
if (e.key === 'p' || e.key === 'P') {
photoMode = !photoMode;
document.body.classList.toggle('photo-mode', photoMode);
orbitControls.enabled = photoMode;
if (photoIndicator) {
photoIndicator.classList.toggle('visible', photoMode);
}
if (photoMode) {
// Enhanced DoF in photo mode
bokehPass.uniforms['aperture'].value = 0.0003;
bokehPass.uniforms['maxblur'].value = 0.008;
// Sync orbit target to current look-at
orbitControls.target.set(0, 0, 0);
orbitControls.update();
updateFocusDisplay();
} else {
// Restore subtle ambient DoF
bokehPass.uniforms['aperture'].value = 0.00015;
bokehPass.uniforms['maxblur'].value = 0.004;
}
}
// Adjust focus with [ ] while in photo mode
if (photoMode) {
const focusStep = 0.5;
if (e.key === '[') {
bokehPass.uniforms['focus'].value = Math.max(0.5, bokehPass.uniforms['focus'].value - focusStep);
updateFocusDisplay();
} else if (e.key === ']') {
bokehPass.uniforms['focus'].value = Math.min(200, bokehPass.uniforms['focus'].value + focusStep);
updateFocusDisplay();
}
}
});
// === RESIZE HANDLER ===
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
});
// === SOVEREIGNTY METER ===
// Holographic arc gauge floating above the platform; reads from sovereignty-status.json
const sovereigntyGroup = new THREE.Group();
sovereigntyGroup.position.set(0, 3.8, 0);
// Background ring — full circle, dark frame
const meterBgGeo = new THREE.TorusGeometry(1.6, 0.1, 8, 64);
const meterBgMat = new THREE.MeshBasicMaterial({ color: 0x0a1828, transparent: true, opacity: 0.5 });
sovereigntyGroup.add(new THREE.Mesh(meterBgGeo, meterBgMat));
let sovereigntyScore = 85;
let sovereigntyLabel = 'Mostly Sovereign';
function sovereigntyHexColor(score) {
if (score >= 80) return 0x00ff88;
if (score >= 40) return 0xffcc00;
return 0xff4444;
}
function buildScoreArcGeo(score) {
return new THREE.TorusGeometry(1.6, 0.1, 8, 64, (score / 100) * Math.PI * 2);
}
const scoreArcMat = new THREE.MeshBasicMaterial({
color: sovereigntyHexColor(sovereigntyScore),
transparent: true,
opacity: 0.9,
});
const scoreArcMesh = new THREE.Mesh(buildScoreArcGeo(sovereigntyScore), scoreArcMat);
scoreArcMesh.rotation.z = Math.PI / 2; // arc starts at 12 o'clock
sovereigntyGroup.add(scoreArcMesh);
// Glow light at gauge center
const meterLight = new THREE.PointLight(sovereigntyHexColor(sovereigntyScore), 0.7, 6);
sovereigntyGroup.add(meterLight);
function buildMeterTexture(score, label) {
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 128;
const ctx = canvas.getContext('2d');
const hexStr = score >= 80 ? '#00ff88' : score >= 40 ? '#ffcc00' : '#ff4444';
ctx.clearRect(0, 0, 256, 128);
ctx.font = 'bold 52px "Courier New", monospace';
ctx.fillStyle = hexStr;
ctx.textAlign = 'center';
ctx.fillText(`${score}%`, 128, 58);
ctx.font = '16px "Courier New", monospace';
ctx.fillStyle = '#8899bb';
ctx.fillText(label.toUpperCase(), 128, 82);
ctx.font = '11px "Courier New", monospace';
ctx.fillStyle = '#445566';
ctx.fillText('SOVEREIGNTY', 128, 104);
return new THREE.CanvasTexture(canvas);
}
const meterSpriteMat = new THREE.SpriteMaterial({
map: buildMeterTexture(sovereigntyScore, sovereigntyLabel),
transparent: true,
depthWrite: false,
});
const meterSprite = new THREE.Sprite(meterSpriteMat);
meterSprite.scale.set(3.2, 1.6, 1);
sovereigntyGroup.add(meterSprite);
scene.add(sovereigntyGroup);
async function loadSovereigntyStatus() {
try {
const res = await fetch('./sovereignty-status.json');
if (!res.ok) throw new Error('not found');
const data = await res.json();
const score = Math.max(0, Math.min(100, typeof data.score === 'number' ? data.score : 85));
const label = typeof data.label === 'string' ? data.label : '';
sovereigntyScore = score;
sovereigntyLabel = label;
scoreArcMesh.geometry.dispose();
scoreArcMesh.geometry = buildScoreArcGeo(score);
const col = sovereigntyHexColor(score);
scoreArcMat.color.setHex(col);
meterLight.color.setHex(col);
if (meterSpriteMat.map) meterSpriteMat.map.dispose();
meterSpriteMat.map = buildMeterTexture(score, label);
meterSpriteMat.needsUpdate = true;
} catch {
// defaults already set above
}
}
loadSovereigntyStatus();
// === RUNE RING ===
// 12 Elder Futhark rune sprites in a slow-orbiting ring around the center platform.
const RUNE_COUNT = 12;
const RUNE_RING_RADIUS = 7.0;
const RUNE_RING_Y = 1.5; // base height above platform
const RUNE_ORBIT_SPEED = 0.08; // radians per second
const ELDER_FUTHARK = ['ᚠ','ᚢ','ᚦ','ᚨ','ᚱ','','','ᚹ','ᚺ','ᚾ','','ᛃ'];
const RUNE_GLOW_COLORS = ['#00ffcc', '#ff44ff']; // alternating cyan / magenta
/**
* Creates a canvas texture for a single glowing rune glyph.
* @param {string} glyph
* @param {string} color
* @returns {THREE.CanvasTexture}
*/
function createRuneTexture(glyph, color) {
const W = 128, H = 128;
const canvas = document.createElement('canvas');
canvas.width = W;
canvas.height = H;
const ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, W, H);
// Outer glow
ctx.shadowColor = color;
ctx.shadowBlur = 28;
ctx.font = 'bold 78px serif';
ctx.fillStyle = color;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(glyph, W / 2, H / 2);
return new THREE.CanvasTexture(canvas);
}
// Faint torus marking the orbit height
const runeOrbitRingGeo = new THREE.TorusGeometry(RUNE_RING_RADIUS, 0.03, 6, 64);
const runeOrbitRingMat = new THREE.MeshBasicMaterial({
color: 0x224466,
transparent: true,
opacity: 0.22,
});
const runeOrbitRingMesh = new THREE.Mesh(runeOrbitRingGeo, runeOrbitRingMat);
runeOrbitRingMesh.rotation.x = Math.PI / 2;
runeOrbitRingMesh.position.y = RUNE_RING_Y;
scene.add(runeOrbitRingMesh);
/**
* @type {Array<{sprite: THREE.Sprite, baseAngle: number, floatPhase: number}>}
*/
const runeSprites = [];
for (let i = 0; i < RUNE_COUNT; i++) {
const glyph = ELDER_FUTHARK[i % ELDER_FUTHARK.length];
const color = RUNE_GLOW_COLORS[i % RUNE_GLOW_COLORS.length];
const texture = createRuneTexture(glyph, color);
const runeMat = new THREE.SpriteMaterial({
map: texture,
transparent: true,
opacity: 0.85,
depthWrite: false,
blending: THREE.AdditiveBlending,
});
const sprite = new THREE.Sprite(runeMat);
sprite.scale.set(1.3, 1.3, 1);
const baseAngle = (i / RUNE_COUNT) * Math.PI * 2;
sprite.position.set(
Math.cos(baseAngle) * RUNE_RING_RADIUS,
RUNE_RING_Y,
Math.sin(baseAngle) * RUNE_RING_RADIUS
);
scene.add(sprite);
runeSprites.push({ sprite, baseAngle, floatPhase: (i / RUNE_COUNT) * Math.PI * 2 });
}
// === WARP TUNNEL EFFECT ===
const WarpShader = {
uniforms: {
'tDiffuse': { value: null },
'time': { value: 0.0 },
'distortionStrength': { value: 0.0 },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float time;
uniform float distortionStrength;
varying vec2 vUv;
void main() {
vec2 uv = vUv;
vec2 center = vec2(0.5, 0.5);
// Simple swirling distortion
vec2 dir = uv - center;
float angle = atan(dir.y, dir.x);
float radius = length(dir);
angle += radius * distortionStrength * sin(time * 5.0 + radius * 10.0);
radius *= 1.0 - distortionStrength * 0.1 * sin(time * 3.0 + radius * 5.0);
uv = center + vec2(cos(angle), sin(angle)) * radius;
gl_FragColor = texture2D(tDiffuse, uv);
}
`,
};
let warpPass = new ShaderPass(WarpShader);
warpPass.enabled = false;
composer.addPass(warpPass);
/**
* Triggers the warp tunnel effect.
*/
function startWarp() {
isWarping = true;
warpStartTime = clock.getElapsedTime();
warpPass.enabled = true;
warpPass.uniforms['time'].value = 0.0;
warpPass.uniforms['distortionStrength'].value = 0.0;
}
// === ANIMATION LOOP ===
const clock = new THREE.Clock();
/**
* Main animation loop — called each frame via requestAnimationFrame.
* @returns {void}
*/
function animate() {
// Only start animation after assets are loaded
requestAnimationFrame(animate);
const elapsed = clock.getElapsedTime();
// Smooth camera transition for overview mode
const targetT = overviewMode ? 1 : 0;
overviewT += (targetT - overviewT) * 0.04;
camera.position.lerpVectors(NORMAL_CAM, OVERVIEW_CAM, overviewT);
camera.lookAt(0, 0, 0);
// Slow auto-rotation — suppressed during overview and photo mode
const rotationScale = photoMode ? 0 : (1 - overviewT);
targetRotX += (mouseY * 0.3 - targetRotX) * 0.02;
targetRotY += (mouseX * 0.3 - targetRotY) * 0.02;
stars.rotation.x = (targetRotX + elapsed * 0.01) * rotationScale;
stars.rotation.y = (targetRotY + elapsed * 0.015) * rotationScale;
constellationLines.rotation.x = stars.rotation.x;
constellationLines.rotation.y = stars.rotation.y;
// Subtle pulse on constellation opacity
constellationLines.material.opacity = 0.12 + Math.sin(elapsed * 0.5) * 0.06;
// Glass platform — ripple edge glow outward from centre
for (const { mat, distFromCenter } of glassEdgeMaterials) {
const phase = elapsed * 1.1 - distFromCenter * 0.18;
mat.opacity = 0.25 + Math.sin(phase) * 0.22;
}
// Pulse the void light below
voidLight.intensity = 0.35 + Math.sin(elapsed * 1.4) * 0.2;
// Heatmap floor: subtle breathing glow
heatmapMat.opacity = 0.75 + Math.sin(elapsed * 0.6) * 0.2;
if (photoMode) {
orbitControls.update();
}
// Animate sovereignty meter — gentle hover float and glow pulse
sovereigntyGroup.position.y = 3.8 + Math.sin(elapsed * 0.8) * 0.15;
meterLight.intensity = 0.5 + Math.sin(elapsed * 1.8) * 0.25;
// Animate floating commit banners
const FADE_DUR = 1.5;
commitBanners.forEach(banner => {
const ud = banner.userData;
if (ud.spawnTime === null) {
if (elapsed < ud.startDelay) return;
ud.spawnTime = elapsed;
}
const age = elapsed - ud.spawnTime;
let opacity;
if (age < FADE_DUR) {
opacity = age / FADE_DUR;
} else if (age < ud.lifetime - FADE_DUR) {
opacity = 1;
} else if (age < ud.lifetime) {
opacity = (ud.lifetime - age) / FADE_DUR;
} else {
ud.spawnTime = elapsed + 3;
opacity = 0;
}
banner.material.opacity = opacity * 0.85;
banner.position.y = ud.baseY + Math.sin(elapsed * ud.floatSpeed + ud.floatPhase) * 0.4;
});
// Animate agent status panels — gentle float
for (const sprite of agentPanelSprites) {
const ud = sprite.userData;
sprite.position.y = ud.baseY + Math.sin(elapsed * ud.floatSpeed + ud.floatPhase) * 0.22;
}
// Animate Timmy speech bubble — fade in, hold, fade out
if (timmySpeechState) {
const age = elapsed - timmySpeechState.startTime;
let opacity;
if (age < SPEECH_FADE_IN) {
opacity = age / SPEECH_FADE_IN;
} else if (age < SPEECH_DURATION - SPEECH_FADE_OUT) {
opacity = 1.0;
} else if (age < SPEECH_DURATION) {
opacity = (SPEECH_DURATION - age) / SPEECH_FADE_OUT;
} else {
scene.remove(timmySpeechState.sprite);
if (timmySpeechState.sprite.material.map) timmySpeechState.sprite.material.map.dispose();
timmySpeechState.sprite.material.dispose();
timmySpeechSprite = null;
timmySpeechState = null;
opacity = 0;
}
if (timmySpeechState) {
timmySpeechState.sprite.material.opacity = opacity;
timmySpeechState.sprite.position.y = TIMMY_SPEECH_POS.y + Math.sin(elapsed * 1.1) * 0.1;
}
}
// Animate rune ring — orbit and vertical float
for (const rune of runeSprites) {
const angle = rune.baseAngle + elapsed * RUNE_ORBIT_SPEED;
rune.sprite.position.x = Math.cos(angle) * RUNE_RING_RADIUS;
rune.sprite.position.z = Math.sin(angle) * RUNE_RING_RADIUS;
rune.sprite.position.y = RUNE_RING_Y + Math.sin(elapsed * 0.7 + rune.floatPhase) * 0.4;
rune.sprite.material.opacity = 0.65 + Math.sin(elapsed * 1.2 + rune.floatPhase) * 0.2;
}
// Portal collision detection
forwardVector.set(0, 0, -1).applyQuaternion(camera.quaternion);
raycaster.set(camera.position, forwardVector);
const intersects = raycaster.intersectObjects(portalGroup.children);
if (intersects.length > 0) {
const intersectedPortal = intersects[0].object;
console.log(`Entered portal: ${intersectedPortal.name}`);
if (!isWarping) {
startWarp();
}
}
// Warp effect animation
if (isWarping) {
const warpElapsed = elapsed - warpStartTime;
const progress = Math.min(warpElapsed / WARP_DURATION, 1.0);
warpPass.uniforms['time'].value = elapsed;
// Ease in and out distortion
if (progress < 0.5) {
warpPass.uniforms['distortionStrength'].value = progress * 2.0; // 0 to 1
} else {
warpPass.uniforms['distortionStrength'].value = (1.0 - progress) * 2.0; // 1 to 0
}
if (progress >= 1.0) {
isWarping = false;
warpPass.enabled = false;
warpPass.uniforms['distortionStrength'].value = 0.0;
}
}
composer.render();
}
animate();
// === AMBIENT SOUNDTRACK ===
// Procedural ambient score synthesised in-browser via Web Audio API.
// Research: Google MusicFX (musicfx.sandbox.google.com) uses AI text prompts to
// generate music clips. Since MusicFX has no public API, we replicate the desired
// "deep space / sovereign" aesthetic procedurally.
//
// Architecture (4 layers):
// 1. Sub-drone — two slow-detuned sawtooth oscillators at ~55 Hz (octave below A2)
// 2. Pad — four detuned triangle oscillators in a minor 7th chord
// 3. Sparkle — random high-register sine plucks on a pentatonic scale
// 4. Noise hiss — pink-ish filtered noise for texture
// All routed through: gain → convolver reverb → limiter → destination.
/** @type {AudioContext|null} */
let audioCtx = null;
/** @type {GainNode|null} */
let masterGain = null;
/** @type {boolean} */
let audioRunning = false;
/** @type {Array<OscillatorNode|AudioBufferSourceNode>} */
const audioSources = [];
/** @type {number|null} */
let sparkleTimer = null;
/**
* Builds a simple impulse-response buffer for reverb (synthetic room).
* @param {AudioContext} ctx
* @param {number} duration seconds
* @param {number} decay
* @returns {AudioBuffer}
*/
function buildReverbIR(ctx, duration, decay) {
const rate = ctx.sampleRate;
const len = Math.ceil(rate * duration);
const buf = ctx.createBuffer(2, len, rate);
for (let ch = 0; ch < 2; ch++) {
const d = buf.getChannelData(ch);
for (let i = 0; i < len; i++) {
d[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / len, decay);
}
}
return buf;
}
/**
* Starts the ambient soundtrack. Safe to call multiple times (idempotent).
*/
function startAmbient() {
if (audioRunning) return;
audioCtx = new AudioContext();
masterGain = audioCtx.createGain();
masterGain.gain.value = 0;
// Reverb
const convolver = audioCtx.createConvolver();
convolver.buffer = buildReverbIR(audioCtx, 3.5, 2.8);
// Limiter (DynamicsCompressor as brickwall)
const limiter = audioCtx.createDynamicsCompressor();
limiter.threshold.value = -3;
limiter.knee.value = 0;
limiter.ratio.value = 20;
limiter.attack.value = 0.001;
limiter.release.value = 0.1;
masterGain.connect(convolver);
convolver.connect(limiter);
limiter.connect(audioCtx.destination);
// -- Layer 1: Sub-drone (two detuned saws) --
[[55.0, -6], [55.0, +6]].forEach(([freq, detune]) => {
const osc = audioCtx.createOscillator();
osc.type = 'sawtooth';
osc.frequency.value = freq;
osc.detune.value = detune;
const g = audioCtx.createGain();
g.gain.value = 0.07;
osc.connect(g);
g.connect(masterGain);
osc.start();
audioSources.push(osc);
});
// -- Layer 2: Pad (minor 7th chord: A2, C3, E3, G3) --
[110, 130.81, 164.81, 196].forEach((freq, i) => {
const detunes = [-8, 4, -3, 7];
const osc = audioCtx.createOscillator();
osc.type = 'triangle';
osc.frequency.value = freq;
osc.detune.value = detunes[i];
// Slow LFO for gentle swell
const lfo = audioCtx.createOscillator();
lfo.frequency.value = 0.05 + i * 0.013;
const lfoGain = audioCtx.createGain();
lfoGain.gain.value = 0.02;
lfo.connect(lfoGain);
const g = audioCtx.createGain();
g.gain.value = 0.06;
lfoGain.connect(g.gain);
osc.connect(g);
g.connect(masterGain);
osc.start();
lfo.start();
audioSources.push(osc, lfo);
});
// -- Layer 3: Noise hiss (filtered white noise) --
const noiseLen = audioCtx.sampleRate * 2;
const noiseBuf = audioCtx.createBuffer(1, noiseLen, audioCtx.sampleRate);
const nd = noiseBuf.getChannelData(0);
// Simple pink-ish noise via first-order IIR
let b0 = 0;
for (let i = 0; i < noiseLen; i++) {
const white = Math.random() * 2 - 1;
b0 = 0.99 * b0 + white * 0.01;
nd[i] = b0 * 3.5;
}
const noiseNode = audioCtx.createBufferSource();
noiseNode.buffer = noiseBuf;
noiseNode.loop = true;
const noiseFilter = audioCtx.createBiquadFilter();
noiseFilter.type = 'bandpass';
noiseFilter.frequency.value = 800;
noiseFilter.Q.value = 0.5;
const noiseGain = audioCtx.createGain();
noiseGain.gain.value = 0.012;
noiseNode.connect(noiseFilter);
noiseFilter.connect(noiseGain);
noiseGain.connect(masterGain);
noiseNode.start();
audioSources.push(noiseNode);
// -- Layer 4: Sparkle plucks (pentatonic: A4 C5 E5 A5 C6) --
const sparkleNotes = [440, 523.25, 659.25, 880, 1046.5];
function scheduleSparkle() {
if (!audioRunning || !audioCtx) return;
const osc = audioCtx.createOscillator();
osc.type = 'sine';
osc.frequency.value = sparkleNotes[Math.floor(Math.random() * sparkleNotes.length)];
const env = audioCtx.createGain();
const now = audioCtx.currentTime;
env.gain.setValueAtTime(0, now);
env.gain.linearRampToValueAtTime(0.08, now + 0.02);
env.gain.exponentialRampToValueAtTime(0.0001, now + 1.8);
osc.connect(env);
env.connect(masterGain);
osc.start(now);
osc.stop(now + 1.9);
// Schedule next sparkle: 3-9 seconds
const nextMs = 3000 + Math.random() * 6000;
sparkleTimer = setTimeout(scheduleSparkle, nextMs);
}
sparkleTimer = setTimeout(scheduleSparkle, 1000 + Math.random() * 3000);
// Fade in master gain
masterGain.gain.setValueAtTime(0, audioCtx.currentTime);
masterGain.gain.linearRampToValueAtTime(0.9, audioCtx.currentTime + 2.0);
audioRunning = true;
document.getElementById('audio-toggle').textContent = '🔇';
}
/**
* Stops and tears down the ambient soundtrack.
*/
function stopAmbient() {
if (!audioRunning || !audioCtx) return;
audioRunning = false;
if (sparkleTimer !== null) { clearTimeout(sparkleTimer); sparkleTimer = null; }
const gain = masterGain;
const ctx = audioCtx;
gain.gain.setValueAtTime(gain.gain.value, ctx.currentTime);
gain.gain.linearRampToValueAtTime(0, ctx.currentTime + 0.8);
setTimeout(() => {
audioSources.forEach(n => { try { n.stop(); } catch (_) {} });
audioSources.length = 0;
ctx.close();
audioCtx = null;
masterGain = null;
}, 900);
document.getElementById('audio-toggle').textContent = '🔊';
}
document.getElementById('audio-toggle').addEventListener('click', () => {
if (audioRunning) {
stopAmbient();
} else {
startAmbient();
}
});
// === DEBUG MODE ===
let debugMode = false;
document.getElementById('debug-toggle').addEventListener('click', () => {
debugMode = !debugMode;
document.getElementById('debug-toggle').style.backgroundColor = debugMode
? 'var(--color-text-muted)'
: 'var(--color-secondary)';
console.log(`Debug mode ${debugMode ? 'enabled' : 'disabled'}`);
if (debugMode) {
// Example: Visualize all collision boxes and light sources
// Replace with actual logic when available
document.querySelectorAll('.collision-box').forEach((/** @type {HTMLElement} */ el) => el.style.outline = '2px solid red');
document.querySelectorAll('.light-source').forEach((/** @type {HTMLElement} */ el) => el.style.outline = '2px dashed yellow');
} else {
document.querySelectorAll('.collision-box, .light-source').forEach((/** @type {HTMLElement} */ el) => {
el.style.outline = 'none';
});
}
});
// === WEBSOCKET CLIENT ===
import { wsClient } from './ws-client.js';
wsClient.connect();
window.addEventListener('player-joined', (/** @type {CustomEvent} */ event) => {
console.log('Player joined:', event.detail);
});
window.addEventListener('player-left', (/** @type {CustomEvent} */ event) => {
console.log('Player left:', event.detail);
});
// === SESSION EXPORT ===
/** @type {{ ts: number, speaker: string, text: string }[]} */
const sessionLog = [];
const sessionStart = Date.now();
/**
* Appends an entry to the in-memory session log.
* @param {string} speaker
* @param {string} text
*/
function logMessage(speaker, text) {
sessionLog.push({ ts: Date.now(), speaker, text });
}
/**
* Formats the session log as Markdown and triggers a browser download.
*/
function exportSessionAsMarkdown() {
const startStr = new Date(sessionStart).toISOString().replace('T', ' ').slice(0, 19) + ' UTC';
const lines = [
'# Nexus Session Export',
'',
`**Session started:** ${startStr}`,
`**Messages:** ${sessionLog.length}`,
'',
'---',
'',
];
for (const entry of sessionLog) {
const timeStr = new Date(entry.ts).toISOString().replace('T', ' ').slice(0, 19) + ' UTC';
lines.push(`### ${entry.speaker}${timeStr}`);
lines.push('');
lines.push(entry.text);
lines.push('');
}
if (sessionLog.length === 0) {
lines.push('*No messages recorded this session.*');
lines.push('');
}
const blob = new Blob([lines.join('\n')], { type: 'text/markdown' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `nexus-session-${new Date(sessionStart).toISOString().slice(0, 10)}.md`;
a.click();
URL.revokeObjectURL(url);
}
const exportBtn = document.getElementById('export-session');
if (exportBtn) {
exportBtn.addEventListener('click', exportSessionAsMarkdown);
}
window.addEventListener('chat-message', (/** @type {CustomEvent} */ event) => {
console.log('Chat message:', event.detail);
if (typeof event.detail?.text === 'string') {
logMessage(event.detail.speaker || 'TIMMY', event.detail.text);
showTimmySpeech(event.detail.text);
if (event.detail.text.toLowerCase().includes('sovereignty')) {
triggerSovereigntyEasterEgg();
}
}
});
window.addEventListener('status-update', (/** @type {CustomEvent} */ event) => {
console.log('[hermes] Status update:', event.detail);
});
window.addEventListener('pr-notification', (/** @type {CustomEvent} */ event) => {
console.log('[hermes] PR notification:', event.detail);
if (event.detail && event.detail.action === 'merged') {
triggerMergeFlash();
}
});
// === SOVEREIGNTY EASTER EGG ===
const SOVEREIGNTY_WORD = 'sovereignty';
let sovereigntyBuffer = '';
let sovereigntyBufferTimer = /** @type {ReturnType<typeof setTimeout>|null} */ (null);
const sovereigntyMsg = document.getElementById('sovereignty-msg');
/**
* Triggers the sovereignty Easter egg: stars pulse gold, message flashes.
*/
function triggerSovereigntyEasterEgg() {
// Flash constellation lines gold
const originalLineColor = constellationLines.material.color.getHex();
constellationLines.material.color.setHex(0xffd700);
constellationLines.material.opacity = 0.9;
// Stars burst gold
const originalStarColor = starMaterial.color.getHex();
const originalStarOpacity = starMaterial.opacity;
starMaterial.color.setHex(0xffd700);
starMaterial.opacity = 1.0;
// Show overlay message
if (sovereigntyMsg) {
sovereigntyMsg.classList.remove('visible');
// Force reflow so animation restarts
void sovereigntyMsg.offsetWidth;
sovereigntyMsg.classList.add('visible');
}
// Animate gold fade-out over 2.5s
const startTime = performance.now();
const DURATION = 2500;
function fadeBack() {
const t = Math.min((performance.now() - startTime) / DURATION, 1);
const eased = t * t; // ease in: slow start, fast end
// Interpolate star color back
const goldR = 1.0, goldG = 0.843, goldB = 0;
const origColor = new THREE.Color(originalStarColor);
starMaterial.color.setRGB(
goldR + (origColor.r - goldR) * eased,
goldG + (origColor.g - goldG) * eased,
goldB + (origColor.b - goldB) * eased
);
starMaterial.opacity = 1.0 + (originalStarOpacity - 1.0) * eased;
// Interpolate line color back
const origLineColor = new THREE.Color(originalLineColor);
constellationLines.material.color.setRGB(
1.0 + (origLineColor.r - 1.0) * eased,
0.843 + (origLineColor.g - 0.843) * eased,
0 + origLineColor.b * eased
);
if (t < 1) {
requestAnimationFrame(fadeBack);
} else {
// Restore originals exactly
starMaterial.color.setHex(originalStarColor);
starMaterial.opacity = originalStarOpacity;
constellationLines.material.color.setHex(originalLineColor);
if (sovereigntyMsg) sovereigntyMsg.classList.remove('visible');
}
}
requestAnimationFrame(fadeBack);
}
/**
* Triggers a visual flash effect for merge events: stars pulse bright, lines glow.
*/
function triggerMergeFlash() {
// Flash constellation lines bright blue-green
const originalLineColor = constellationLines.material.color.getHex();
constellationLines.material.color.setHex(0x00ffff);
constellationLines.material.opacity = 1.0;
// Stars burst bright blue-green
const originalStarColor = starMaterial.color.getHex();
const originalStarOpacity = starMaterial.opacity;
starMaterial.color.setHex(0x00ffff);
starMaterial.opacity = 1.0;
// Animate fade-out over 2.0s
const startTime = performance.now();
const DURATION = 2000; // 2 seconds
function fadeBack() {
const t = Math.min((performance.now() - startTime) / DURATION, 1);
const eased = t * t; // ease in: slow start, fast end
// Interpolate star color back
const mergeR = 0.0, mergeG = 1.0, mergeB = 1.0; // Cyan
const origStarColor = new THREE.Color(originalStarColor);
starMaterial.color.setRGB(
mergeR + (origStarColor.r - mergeR) * eased,
mergeG + (origStarColor.g - mergeG) * eased,
mergeB + (origStarColor.b - mergeB) * eased
);
starMaterial.opacity = 1.0 + (originalStarOpacity - 1.0) * eased;
// Interpolate line color back
const origLineColor = new THREE.Color(originalLineColor);
constellationLines.material.color.setRGB(
mergeR + (origLineColor.r - mergeR) * eased,
mergeG + (origLineColor.g - mergeG) * eased,
mergeB + (origLineColor.b - mergeB) * eased
);
constellationLines.material.opacity = 1.0 + (0.18 - 1.0) * eased; // Assuming original opacity is 0.18 for lines.
if (t < 1) {
requestAnimationFrame(fadeBack);
} else {
// Restore originals exactly
starMaterial.color.setHex(originalStarColor);
starMaterial.opacity = originalStarOpacity;
constellationLines.material.color.setHex(originalLineColor);
constellationLines.material.opacity = 0.18; // Explicitly set to original
}
}
requestAnimationFrame(fadeBack);
}
// Detect 'sovereignty' typed anywhere on the page (cheat-code style)
document.addEventListener('keydown', (e) => {
if (e.metaKey || e.ctrlKey || e.altKey) return;
if (e.key.length !== 1) {
// Non-printable key resets buffer
sovereigntyBuffer = '';
return;
}
sovereigntyBuffer += e.key.toLowerCase();
// Keep only the last N chars needed
if (sovereigntyBuffer.length > SOVEREIGNTY_WORD.length) {
sovereigntyBuffer = sovereigntyBuffer.slice(-SOVEREIGNTY_WORD.length);
}
if (sovereigntyBuffer === SOVEREIGNTY_WORD) {
sovereigntyBuffer = '';
triggerSovereigntyEasterEgg();
}
// Reset buffer after 3s of inactivity
if (sovereigntyBufferTimer) clearTimeout(sovereigntyBufferTimer);
sovereigntyBufferTimer = setTimeout(() => { sovereigntyBuffer = ''; }, 3000);
});
window.addEventListener('beforeunload', () => {
wsClient.disconnect();
});
// === COMMIT BANNERS ===
const commitBanners = [];
const portalGroup = new THREE.Group();
scene.add(portalGroup);
/**
* Creates 3D representations of portals from the loaded data.
*/
function createPortals() {
const portalGeo = new THREE.TorusGeometry(3.0, 0.2, 16, 100);
portals.forEach(portal => {
const portalMat = new THREE.MeshBasicMaterial({
color: new THREE.Color(portal.color).convertSRGBToLinear(),
transparent: true,
opacity: 0.7,
blending: THREE.AdditiveBlending,
side: THREE.DoubleSide,
});
const portalMesh = new THREE.Mesh(portalGeo, portalMat);
portalMesh.position.set(portal.position.x, portal.position.y + 0.5, portal.position.z);
portalMesh.rotation.y = portal.rotation.y; // Apply Y rotation
portalMesh.rotation.x = Math.PI / 2; // Orient to stand vertically
portalMesh.name = `portal-${portal.id}`;
portalGroup.add(portalMesh);
});
}
// === PORTALS ===
/** @type {Array<Object>} */
let portals = [];
async function loadPortals() {
try {
const res = await fetch('./portals.json');
if (!res.ok) throw new Error('Portals not found');
portals = await res.json();
console.log('Loaded portals:', portals);
createPortals();
} catch (error) {
console.error('Failed to load portals:', error);
}
}
// === AGENT STATUS PANELS (declared early — populated after scene is ready) ===
/** @type {THREE.Sprite[]} */
const agentPanelSprites = [];
/**
* Creates a canvas texture for a commit banner.
* @param {string} hash - Short commit hash
* @param {string} message - Commit subject line
* @returns {THREE.CanvasTexture}
*/
function createCommitTexture(hash, message) {
const canvas = document.createElement('canvas');
canvas.width = 512;
canvas.height = 64;
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgba(0, 0, 16, 0.75)';
ctx.fillRect(0, 0, 512, 64);
ctx.strokeStyle = '#4488ff';
ctx.lineWidth = 1;
ctx.strokeRect(0.5, 0.5, 511, 63);
ctx.font = 'bold 11px "Courier New", monospace';
ctx.fillStyle = '#4488ff';
ctx.fillText(hash, 10, 20);
ctx.font = '12px "Courier New", monospace';
ctx.fillStyle = '#ccd6f6';
const displayMsg = message.length > 54 ? message.slice(0, 54) + '\u2026' : message;
ctx.fillText(displayMsg, 10, 46);
return new THREE.CanvasTexture(canvas);
}
/**
* Fetches recent commits and spawns floating banner sprites.
*/
async function initCommitBanners() {
let commits;
try {
const res = await fetch(
'http://143.198.27.163:3000/api/v1/repos/Timmy_Foundation/the-nexus/commits?limit=5',
{ headers: { 'Authorization': 'token dc0517a965226b7a0c5ffdd961b1ba26521ac592' } }
);
if (!res.ok) throw new Error('fetch failed');
const data = await res.json();
commits = data.map(/** @type {(c: any) => {hash: string, message: string}} */ c => ({
hash: c.sha.slice(0, 7),
message: c.commit.message.split('\n')[0],
}));
} catch {
commits = [
{ hash: 'a1b2c3d', message: 'feat: depth of field effect on distant objects' },
{ hash: 'e4f5g6h', message: 'feat: photo mode with orbit controls' },
{ hash: 'i7j8k9l', message: 'feat: sovereignty easter egg animation' },
{ hash: 'm0n1o2p', message: 'feat: overview mode bird\'s-eye view' },
{ hash: 'q3r4s5t', message: 'feat: star field and constellation lines' },
];
// Load commit banners after assets are ready
initCommitBanners();
}
const spreadX = [-7, -3.5, 0, 3.5, 7];
const spreadY = [1.0, -1.5, 2.2, -0.8, 1.6];
const spreadZ = [-1.5, -2.5, -1.0, -2.0, -1.8];
commits.forEach((commit, i) => {
const texture = createCommitTexture(commit.hash, commit.message);
const material = new THREE.SpriteMaterial({
map: texture,
transparent: true,
opacity: 0,
depthWrite: false,
});
const sprite = new THREE.Sprite(material);
sprite.scale.set(12, 1.5, 1);
sprite.position.set(
spreadX[i % spreadX.length],
spreadY[i % spreadY.length],
spreadZ[i % spreadZ.length]
);
sprite.userData = {
baseY: spreadY[i % spreadY.length],
floatPhase: (i / commits.length) * Math.PI * 2,
floatSpeed: 0.25 + i * 0.07,
startDelay: i * 2.5,
lifetime: 12 + i * 1.5,
spawnTime: /** @type {number|null} */ (null),
};
scene.add(sprite);
commitBanners.push(sprite);
});
}
initCommitBanners();
loadPortals();
// === AGENT STATUS BOARD ===
const AGENT_STATUS_STUB = {
agents: [
{ name: 'claude', status: 'working', issue: 'Live agent status board (#199)', prs_today: 3 },
{ name: 'gemini', status: 'idle', issue: null, prs_today: 1 },
{ name: 'kimi', status: 'working', issue: 'Portal system YAML registry (#5)', prs_today: 2 },
{ name: 'groq', status: 'idle', issue: null, prs_today: 0 },
{ name: 'grok', status: 'dead', issue: null, prs_today: 0 },
]
};
const AGENT_STATUS_COLORS = { working: '#00ff88', idle: '#4488ff', dead: '#ff4444' };
/**
* Builds a canvas texture for a single agent holo-panel.
* @param {{ name: string, status: string, issue: string|null, prs_today: number }} agent
* @returns {THREE.CanvasTexture}
*/
function createAgentPanelTexture(agent) {
const W = 400, H = 200;
const canvas = document.createElement('canvas');
canvas.width = W;
canvas.height = H;
const ctx = canvas.getContext('2d');
const sc = AGENT_STATUS_COLORS[agent.status] || '#4488ff';
// Dark background
ctx.fillStyle = 'rgba(0, 8, 24, 0.88)';
ctx.fillRect(0, 0, W, H);
// Outer border in status color
ctx.strokeStyle = sc;
ctx.lineWidth = 2;
ctx.strokeRect(1, 1, W - 2, H - 2);
// Faint inner border
ctx.strokeStyle = sc;
ctx.lineWidth = 1;
ctx.globalAlpha = 0.3;
ctx.strokeRect(4, 4, W - 8, H - 8);
ctx.globalAlpha = 1.0;
// Agent name
ctx.font = 'bold 28px "Courier New", monospace';
ctx.fillStyle = '#ffffff';
ctx.fillText(agent.name.toUpperCase(), 16, 44);
// Status dot
ctx.beginPath();
ctx.arc(W - 30, 26, 10, 0, Math.PI * 2);
ctx.fillStyle = sc;
ctx.fill();
// Status label
ctx.font = '13px "Courier New", monospace';
ctx.fillStyle = sc;
ctx.textAlign = 'right';
ctx.fillText(agent.status.toUpperCase(), W - 16, 60);
ctx.textAlign = 'left';
// Separator
ctx.strokeStyle = '#1a3a6a';
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(16, 70);
ctx.lineTo(W - 16, 70);
ctx.stroke();
// Current issue label
ctx.font = '10px "Courier New", monospace';
ctx.fillStyle = '#556688';
ctx.fillText('CURRENT ISSUE', 16, 90);
ctx.font = '13px "Courier New", monospace';
ctx.fillStyle = '#ccd6f6';
const issueText = agent.issue || '\u2014 none \u2014';
const displayIssue = issueText.length > 40 ? issueText.slice(0, 40) + '\u2026' : issueText;
ctx.fillText(displayIssue, 16, 110);
// Separator
ctx.strokeStyle = '#1a3a6a';
ctx.beginPath();
ctx.moveTo(16, 128);
ctx.lineTo(W - 16, 128);
ctx.stroke();
// PRs merged today
ctx.font = '10px "Courier New", monospace';
ctx.fillStyle = '#556688';
ctx.fillText('PRs MERGED TODAY', 16, 148);
ctx.font = 'bold 28px "Courier New", monospace';
ctx.fillStyle = '#4488ff';
ctx.fillText(String(agent.prs_today), 16, 182);
return new THREE.CanvasTexture(canvas);
}
/** Group holding all agent panels so they can be toggled/repositioned together. */
const agentBoardGroup = new THREE.Group();
scene.add(agentBoardGroup);
const BOARD_RADIUS = 9.5; // distance from scene origin
const BOARD_Y = 4.2; // height above platform
const BOARD_SPREAD = Math.PI * 0.75; // 135° total arc, centred on negative-Z axis
/**
* (Re)builds the agent panel sprites from fresh status data.
* @param {{ agents: Array<{ name: string, status: string, issue: string|null, prs_today: number }> }} statusData
*/
function rebuildAgentPanels(statusData) {
while (agentBoardGroup.children.length) agentBoardGroup.remove(agentBoardGroup.children[0]);
agentPanelSprites.length = 0;
const n = statusData.agents.length;
statusData.agents.forEach((agent, i) => {
const t = n === 1 ? 0.5 : i / (n - 1);
// Spread in a semi-circle: angle=PI is directly behind (negative-Z)
const angle = Math.PI + (t - 0.5) * BOARD_SPREAD;
const x = Math.cos(angle) * BOARD_RADIUS;
const z = Math.sin(angle) * BOARD_RADIUS;
const texture = createAgentPanelTexture(agent);
const material = new THREE.SpriteMaterial({
map: texture,
transparent: true,
opacity: 0.93,
depthWrite: false,
});
const sprite = new THREE.Sprite(material);
sprite.scale.set(6.4, 3.2, 1);
sprite.position.set(x, BOARD_Y, z);
sprite.userData = {
baseY: BOARD_Y,
floatPhase: (i / n) * Math.PI * 2,
floatSpeed: 0.18 + i * 0.04,
};
agentBoardGroup.add(sprite);
agentPanelSprites.push(sprite);
});
}
/**
* Fetches live agent status, falling back to the stub when the endpoint is unavailable.
* @returns {Promise<typeof AGENT_STATUS_STUB>}
*/
async function fetchAgentStatus() {
try {
const res = await fetch('/api/status.json');
if (!res.ok) throw new Error('status ' + res.status);
return await res.json();
} catch {
return AGENT_STATUS_STUB;
}
}
async function refreshAgentBoard() {
const data = await fetchAgentStatus();
rebuildAgentPanels(data);
}
// Initial render, then poll every 30 s
refreshAgentBoard();
setInterval(refreshAgentBoard, 30000);
// === TIMMY SPEECH BUBBLE ===
// When Timmy sends a chat message, a glowing floating text sprite appears near
// his avatar position above the platform. Fades in quickly, holds for 5 s total,
// then fades out. Only the most recent message is shown.
const TIMMY_SPEECH_POS = new THREE.Vector3(0, 8.2, 1.5);
const SPEECH_DURATION = 5.0; // total seconds visible (including fades)
const SPEECH_FADE_IN = 0.35;
const SPEECH_FADE_OUT = 0.7;
/** @type {THREE.Sprite|null} */
let timmySpeechSprite = null;
/** @type {{ startTime: number, sprite: THREE.Sprite }|null} */
let timmySpeechState = null;
/**
* Builds a canvas texture for a Timmy speech bubble.
* @param {string} text
* @returns {THREE.CanvasTexture}
*/
function createSpeechBubbleTexture(text) {
const W = 512, H = 100;
const canvas = document.createElement('canvas');
canvas.width = W;
canvas.height = H;
const ctx = canvas.getContext('2d');
// Semi-transparent dark background
ctx.fillStyle = 'rgba(0, 6, 20, 0.85)';
ctx.fillRect(0, 0, W, H);
// Neon blue glow border
ctx.strokeStyle = '#66aaff';
ctx.lineWidth = 2;
ctx.strokeRect(1, 1, W - 2, H - 2);
// Inner subtle border
ctx.strokeStyle = '#2244aa';
ctx.lineWidth = 1;
ctx.strokeRect(4, 4, W - 8, H - 8);
// "TIMMY:" label
ctx.font = 'bold 12px "Courier New", monospace';
ctx.fillStyle = '#4488ff';
ctx.fillText('TIMMY:', 12, 22);
// Message text — truncate to two lines if needed
const LINE1_MAX = 42;
const LINE2_MAX = 48;
ctx.font = '15px "Courier New", monospace';
ctx.fillStyle = '#ddeeff';
if (text.length <= LINE1_MAX) {
ctx.fillText(text, 12, 58);
} else {
ctx.fillText(text.slice(0, LINE1_MAX), 12, 46);
const rest = text.slice(LINE1_MAX, LINE1_MAX + LINE2_MAX);
ctx.font = '13px "Courier New", monospace';
ctx.fillStyle = '#aabbcc';
ctx.fillText(rest + (text.length > LINE1_MAX + LINE2_MAX ? '\u2026' : ''), 12, 76);
}
return new THREE.CanvasTexture(canvas);
}
/**
* Shows a floating speech bubble near Timmy's avatar.
* Immediately replaces any existing bubble.
* @param {string} text
*/
function showTimmySpeech(text) {
if (timmySpeechSprite) {
scene.remove(timmySpeechSprite);
if (timmySpeechSprite.material.map) timmySpeechSprite.material.map.dispose();
timmySpeechSprite.material.dispose();
timmySpeechSprite = null;
timmySpeechState = null;
}
const texture = createSpeechBubbleTexture(text);
const material = new THREE.SpriteMaterial({
map: texture,
transparent: true,
opacity: 0,
depthWrite: false,
});
const sprite = new THREE.Sprite(material);
sprite.scale.set(8.5, 1.65, 1);
sprite.position.copy(TIMMY_SPEECH_POS);
scene.add(sprite);
timmySpeechSprite = sprite;
timmySpeechState = { startTime: clock.getElapsedTime(), sprite };
}