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the-nexus/app.js
Alexander Whitestone c4ddd702a1
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feat: Git commit heatmap on the Nexus floor (Fixes #201)
2026-03-24 00:30:52 -04:00

648 lines
22 KiB
JavaScript

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 { 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);
// === 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 = [];
/** @type {Array<number>} */
const heatmapValues = []; // Stores normalized heat for each tile
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, x, z });
heatmapValues.push(0); // Initialize heatmap value for each tile
}
}
// Map commit activity to tile positions
/**
* Calculates heatmap values based on commit data and updates the heatmapValues array.
* @param {Array<{sha: string, commit: {committer: {date: string}, message: string}}>} commits - Array of commit objects.
*/
function calculateHeatmap(commits) {
if (commits.length === 0) return;
// Group commits by week and count them
const weeklyCommitCounts = new Map(); // Week-start-date (ISO string) -> count
let maxCommitsInAWeek = 0;
commits.forEach(commit => {
const commitDate = new Date(commit.commit.committer.date);
// Get the start of the week (e.g., Sunday)
const weekStartDate = new Date(commitDate);
weekStartDate.setDate(commitDate.getDate() - commitDate.getDay());
weekStartDate.setHours(0, 0, 0, 0);
const weekKey = weekStartDate.toISOString().split('T')[0];
const currentCount = weeklyCommitCounts.get(weekKey) || 0;
weeklyCommitCounts.set(weekKey, currentCount + 1);
maxCommitsInAWeek = Math.max(maxCommitsInAWeek, currentCount + 1);
});
// Sort weeks by date (oldest to newest)
const sortedWeeks = Array.from(weeklyCommitCounts.keys()).sort();
// Determine a mapping for spatial distribution based on chronological order.
// We'll try to map older commits to outer tiles and newer commits to inner tiles.
// The glassEdgeMaterials array is roughly ordered by insertion, which means
// it doesn't have a direct spatial ordering like "inner to outer".
// Let's create a spatial mapping based on distFromCenter.
// Create a sorted list of tiles by distance from center
const sortedTilesByDistance = glassEdgeMaterials
.map((tile, index) => ({ index, distFromCenter: tile.distFromCenter }))
.sort((a, b) => a.distFromCenter - b.distFromCenter); // Inner to outer
// Distribute weeks across tiles based on their distance from center
const totalTiles = sortedTilesByDistance.length;
sortedWeeks.forEach((weekKey, weekIndex) => {
const commitsInWeek = weeklyCommitCounts.get(weekKey);
const normalizedCommits = commitsInWeek / maxCommitsInAWeek; // 0 to 1
// Assign heatmap value to tiles.
// Simple distribution: spread activity across all tiles,
// potentially weighting more recent weeks to central tiles.
// For now, let's just spread it out.
// Each tile can get a share of the overall "heat".
// A simple approach is to map the week index to a tile index.
const tileIndex = Math.floor((weekIndex / sortedWeeks.length) * totalTiles);
if (tileIndex < totalTiles) {
heatmapValues[sortedTilesByDistance[tileIndex].index] = normalizedCommits;
}
});
// Smooth out heatmap values with neighbors for a more organic look
const SMOOTHING_FACTOR = 0.5; // How much to blend with neighbors
const newHeatmapValues = [...heatmapValues];
for (let i = 0; i < glassEdgeMaterials.length; i++) {
let sumNeighbors = heatmapValues[i];
let neighborCount = 1;
// Find nearby tiles. This is not efficient, but for a small number of tiles it's okay.
// For a real-time system, a spatial hash or grid would be better.
const currentTile = glassEdgeMaterials[i];
for (let j = 0; j < glassEdgeMaterials.length; j++) {
if (i === j) continue;
const neighborTile = glassEdgeMaterials[j];
const dist = Math.sqrt(
(currentTile.x - neighborTile.x)**2 +
(currentTile.z - neighborTile.z)**2
);
if (dist < GLASS_TILE_STEP * 1.5) { // Check tiles within ~1.5 tile steps
sumNeighbors += heatmapValues[j];
neighborCount++;
}
}
const averagedHeat = sumNeighbors / neighborCount;
newHeatmapValues[i] = heatmapValues[i] * (1 - SMOOTHING_FACTOR) + averagedHeat * SMOOTHING_FACTOR;
}
for (let i = 0; i < heatmapValues.length; i++) {
heatmapValues[i] = newHeatmapValues[i];
}
}
// ... inside animate function ...
// Glass platform — heatmap edge glow
for (let i = 0; i < glassEdgeMaterials.length; i++) {
const { mat, distFromCenter } = glassEdgeMaterials[i];
const heat = heatmapValues[i] || 0; // Get pre-calculated heat value
const baseOpacity = 0.15; // Minimum opacity
const maxOpacity = 0.7; // Maximum opacity
const pulseStrength = 0.15; // How much the heatmap pulsates
const colorBlendFactor = heat; // How much to blend towards accent color
// Apply base opacity + heatmap + subtle pulse
mat.opacity = baseOpacity + (maxOpacity - baseOpacity) * heat + Math.sin(elapsed * 4 + distFromCenter) * pulseStrength * heat;
// Blend color towards accent based on heat
const baseColor = new THREE.Color(NEXUS.colors.constellationLine); // A slightly darker blue
const accentColor = new THREE.Color(NEXUS.colors.accent);
mat.color.copy(baseColor).lerp(accentColor, colorBlendFactor);
}
animate();
// === 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);
});
window.addEventListener('chat-message', (/** @type {CustomEvent} */ event) => {
console.log('Chat message:', event.detail);
if (typeof event.detail?.text === 'string' && event.detail.text.toLowerCase().includes('sovereignty')) {
triggerSovereigntyEasterEgg();
}
});
// === 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);
}
// 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 = [];
/**
* 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.
*/
const GITEA_API_BASE = 'http://143.198.27.163:3000/api/v1';
const REPO_OWNER = 'Timmy_Foundation';
const REPO_NAME = 'the-nexus';
const GITEA_TOKEN = 'f7bcdaf878d479ad7747873ff6739a9bb89e3f80'; // Provided token
/**
* Fetches commits from the Gitea API for a specified time range.
* @param {Date} since - Start date for commits.
* @param {Date} until - End date for commits.
* @param {number} limit - Maximum number of commits to fetch.
* @returns {Promise<Array<{sha: string, commit: {committer: {date: string}, message: string}}>>}
*/
async function fetchCommits(since, until, limit = 100) {
const sinceISO = since.toISOString();
const untilISO = until.toISOString();
const url = `${GITEA_API_BASE}/repos/${REPO_OWNER}/${REPO_NAME}/commits?since=${sinceISO}&until=${untilISO}&limit=${limit}`;
try {
const res = await fetch(url, {
headers: { 'Authorization': `token ${GITEA_TOKEN}` }
});
if (!res.ok) throw new Error(`Gitea API fetch failed: ${res.statusText}`);
return await res.json();
} catch (error) {
console.error('Error fetching commits:', error);
return [];
}
}
async function initCommitBanners() {
let commitsData;
const oneYearAgo = new Date();
oneYearAgo.setFullYear(oneYearAgo.getFullYear() - 1);
const now = new Date();
// Fetch up to 200 commits from the last year for heatmap and banners
commitsData = await fetchCommits(oneYearAgo, now, 200);
let bannerCommits;
if (commitsData.length === 0) {
// Fallback to mock data if API fails or no commits are found
bannerCommits = [
{ 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' },
];
} else {
// Take the 5 most recent commits for banners
bannerCommits = commitsData.slice(0, 5).map(c => ({
hash: c.sha.slice(0, 7),
message: c.commit.message.split('\n')[0],
}));
}
// Only create banners if we have data for them
if (bannerCommits.length > 0) {
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];
bannerCommits.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 / bannerCommits.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);
});
}
// Proceed with heatmap calculation using all fetched commits
calculateHeatmap(commitsData);
}
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();