Engine unification: d3-force replaces forceAtlas2 everywhere

One engine owns the equilibrium: the merge settle and (next commit)
the live drag both run createGraphSimulation — d3-force link springs,
1/d charge, weak centroid gravity — so a drag's rest state IS the
server's rest state. The FA2-era anchor mechanism survives as a
post-tick POSITION-SPACE re-blend (retention 0.85): d3's forceLink is
a Hooke spring (strength*(d-L)*alpha), which overpowers any force-space
anchor at long range — the re-blend is alpha-independent and always
wins as the sim anneals (the 675-unit drift bug). Gravity retuned for
d3's 1/d many-body falloff (bootstrap 0.2 / incremental 0.12: cluster
spacing lands ~400 world units, the FA2-era density). Rim orphans seed
(and anchor) at 1.7x the CONNECTED core's mean radius — a max-span-based
rim fed back on itself and ran the layout away to 6000 units. Replay:
338 positions in 1.6s, old-node shift within a batch 4.8 (FA2: 23).
This commit is contained in:
amosblomqvist
2026-09-13 09:17:01 +03:00
parent 0c14ea425d
commit 7eceb58303
5 changed files with 186 additions and 73 deletions
+1
View File
@@ -24,6 +24,7 @@
"class-variance-authority": "^0.7.1",
"clsx": "^2.1.1",
"cmdk": "^1.1.1",
"d3-force": "^3.0.0",
"d3-selection": "^3.0.0",
"d3-zoom": "^3.0.0",
"embla-carousel-react": "^8.6.0",
+1
View File
@@ -29,6 +29,7 @@
"class-variance-authority": "^0.7.1",
"clsx": "^2.1.1",
"cmdk": "^1.1.1",
"d3-force": "^3.0.0",
"d3-selection": "^3.0.0",
"d3-zoom": "^3.0.0",
"embla-carousel-react": "^8.6.0",
+6 -2
View File
@@ -49,6 +49,7 @@ function main() {
console.log(`[replay] ${nodes.length} unique nodes, ${edges.length} edge lines, ${sources.length} sources`);
let maxOldShift = 0;
let shiftReport = "";
for (const source of sources) {
const batch = nodes.filter((n) => batchOf.get(n.id) === source.id);
const isLast = source.id === sources[sources.length - 1]!.id;
@@ -76,7 +77,10 @@ function main() {
for (const [id, prev] of before) {
const now = positions.get(id)!;
const shift = Math.hypot(prev.x - now.x, prev.y - now.y);
if (shift > maxOldShift) maxOldShift = shift;
if (shift > maxOldShift) {
maxOldShift = shift;
shiftReport = `${id} ${prev.x.toFixed(0)},${prev.y.toFixed(0)} -> ${now.x.toFixed(0)},${now.y.toFixed(0)} (batch ${batch.length} new, ${activeEdges.length} edges)`;
}
}
const label = source.filePath.split("/").pop() ?? source.id;
console.log(
@@ -87,7 +91,7 @@ function main() {
graphStore.writePositions(Object.fromEntries(positions));
console.log(
`[replay] done: ${positions.size} positions written in ${((Date.now() - t0) / 1000).toFixed(1)}s` +
` (max old-node shift within a batch: ${maxOldShift.toFixed(1)})`,
` (max old-node shift within a batch: ${maxOldShift.toFixed(1)}: ${shiftReport})`,
);
}
+1
View File
@@ -21,6 +21,7 @@ export * from "./render-settings.ts";
export * from "./question-core.ts";
export * from "./clusters.ts";
export * from "./layout.ts";
export * from "./plan-tree.ts";
export * from "./phases.ts";
export * from "./pending.ts";
+177 -71
View File
@@ -1,53 +1,134 @@
/**
* Option A — incremental anchored force layout (DECIDED 2026-09-13).
* The layout engine — d3-force, everywhere (DECIDED 2026-09-13).
*
* The layout EVOLVES instead of reshuffling: each settle warm-starts
* forceAtlas2 from the positions ledger, ties every previously-positioned
* node back toward its anchor (a per-iteration re-blend), and seeds new
* nodes near their positioned neighbors — so old placements stay
* recognizable while the graph grows, exactly the way a mind map accretes
* around what came before.
* One engine owns the equilibrium: the merge-time incremental settle AND
* the live drag physics run the SAME force set (links as springs, charge
* repulsion, weak gravity), so the positions ledger and the transient
* simulation agree on what "resting" means. (FA2 was replaced after a
* research round: it has no annealing/pinning/settle model and mixing it
* with a different live engine visibly re-flows the graph on every drag.)
*
* Design constraints (kept deliberately, for future live physics):
* - PURE: no fs, no server types — the same function is the merge-time
* server settler AND the future client-side live simulator (a pinned
* node is just an anchor with full retention).
* - DETERMINISTIC: seeded by node id, so the same graph + ledger state
* always settles identically.
* Layout EVOLVES instead of reshuffling (Option A): each settle warm-starts
* from the positions ledger and spring-ties every previously-positioned
* node toward its anchor (a per-node anchor force). New nodes seed near
* their positioned neighbors; orphans seed on the rim OUTSIDE the core and
* are anchored there, so they read as "not yet connected knowledge".
*
* Orphans (degree-0 nodes) seed on the rim — outside the anchored core's
* bounding box — so they read as "not yet connected knowledge", the organic
* outer ring the user asked for.
* Design constraints (kept deliberately, for live physics):
* - PURE: no fs, no server types — this module runs server-side (the
* merge settle) and in the browser (the live simulation, via the core
* barrel). A pinned node is just fx/fy; an anchored node is a spring.
* - DETERMINISTIC: seeds derive from node id; d3-force ticks are
* deterministic — same inputs, same layout.
*/
import Graph from "graphology";
import forceAtlas2 from "graphology-layout-forceatlas2";
import type { GraphNode, GraphEdge, Position } from "./contracts.ts";
import {
forceSimulation,
forceLink,
forceManyBody,
forceX,
forceY,
type Simulation,
type SimulationLinkDatum,
type SimulationNodeDatum,
} from "d3-force";
import type { GraphEdge, GraphNode, Position } from "./contracts.ts";
import { seededRandom } from "./question-core.ts";
export interface IncrementalLayoutOptions {
/** FA2 iterations per settle (default 100 — same depth as the classic
* one-shot pass, so a fresh graph settles exactly like the old code). */
iterations?: number;
/** Per-iteration anchor retention: how much of a previously-positioned
* node's displacement from its anchor SURVIVES each iteration.
* 1 = fully pinned (never moves), 0.85 = gentle drift where forces
* are strong (near new nodes), stillness where they are not. */
anchorRetention?: number;
/** A node the d3 simulation mutates (x/y/vx/vy; fx/fy = pinned). */
export interface LayoutNode extends SimulationNodeDatum {
id: string;
}
/** Layout adjacency input: edges are undirected for layout purposes. */
/** A link as d3 sees it (id strings resolve to node refs on init). */
type SimLink = SimulationLinkDatum<LayoutNode>;
export interface SimOptions {
/** Link spring rest length (world units). */
linkDistance?: number;
/** Many-body repulsion strength (negative). */
chargeStrength?: number;
/** Center-of-mass gravity: pulls loose components inward. Weak —
* anchors, not gravity, hold the evolved layout's frame. */
gravity?: { x: number; y: number; strength: number };
/** Alpha decay per tick — higher = snappier settle. The merge settle
* uses d3's default 0.0228 (~300 ticks); the live sim passes ~0.05. */
alphaDecay?: number;
}
/** Link input: edges are undirected for layout purposes. */
export interface LayoutEdge {
from: string;
to: string;
}
const LINK_DISTANCE = 40;
const CHARGE_STRENGTH = -120;
/** Per-tick anchor re-blend: fraction of an anchored node's displacement
* from its previous position that SURVIVES each tick. 0.85 = gentle
* evolution where forces are strong, stillness where they are not —
* the exact FA2-era constant. Position-space (alpha-independent), so it
* cannot be overpowered by d3's long-range link springs the way a force-
* space anchor can (forceLink is a Hooke spring: strength*(d-L)*alpha). */
const ANCHOR_RETENTION = 0.85;
/** Gravity strengths. d3 manyBody repulsion falls off as 1/d, so two
* 20-node blobs at distance d push with ~n1*n2*|charge|/d; cluster
* spacing settles where that equals g*d*n/2 — g=0.03 lands clusters
* ~400 world units apart (the FA2-era density), and the anchor re-blend
* (position-space, alpha-independent) keeps gravity's transient sag
* from ever moving an anchored node at rest. */
const BOOTSTRAP_GRAVITY = 0.2;
/** Exported: the live sim reuses this so its rest state matches the
* server settle's equilibrium (one engine, one rest). */
export const INCREMENTAL_GRAVITY = 0.12;
/**
* The one force set. Returns a STOPPED simulation — callers drive it
* manually (tick-per-frame live, or a bounded tick loop when settling).
* Deterministic; mutates `nodes` in place (d3 semantics: impure by design,
* zero per-tick allocation).
*/
export function createGraphSimulation(
nodes: LayoutNode[],
edges: ReadonlyArray<LayoutEdge>,
options: SimOptions = {},
): Simulation<LayoutNode, SimLink> {
const sim = forceSimulation<LayoutNode, SimLink>(nodes)
.force(
"link",
forceLink<LayoutNode, SimLink>(
edges.map((e) => ({ source: e.from, target: e.to })),
)
.id((d) => d.id)
.distance(options.linkDistance ?? LINK_DISTANCE),
)
.force("charge", forceManyBody<LayoutNode>().strength(options.chargeStrength ?? CHARGE_STRENGTH))
.alphaDecay(options.alphaDecay ?? 0.0228)
.stop();
const g = options.gravity;
if (g) {
sim.force("x", forceX<LayoutNode>(g.x).strength(g.strength));
sim.force("y", forceY<LayoutNode>(g.y).strength(g.strength));
}
return sim;
}
export interface IncrementalLayoutOptions {
/** Manual ticks for the settle (default 300 — d3's anneal to alphaMin). */
ticks?: number;
/** Per-tick anchor re-blend (default 0.85; 1 = fully pinned). */
anchorRetention?: number;
/** Center-of-mass gravity strength override (tuning/A-B experiments;
* defaults to the internal bootstrap/incremental constants). */
gravityStrength?: number;
}
/**
* One incremental settle. `nodes`/`edges` describe the CURRENT graph;
* `previous` is the positions ledger (empty on the very first settle —
* then this degrades to the classic seeded-scatter + 100-iteration FA2
* pass, i.e. what the browser used to do from scratch every time).
* Returns positions for EVERY node in `nodes`.
* then this degrades to a seeded-scatter bootstrap). Returns positions
* for EVERY node in `nodes`.
*/
export function incrementalLayout(
nodes: ReadonlyArray<Pick<GraphNode, "id">>,
@@ -55,8 +136,8 @@ export function incrementalLayout(
previous: ReadonlyMap<string, Position>,
options: IncrementalLayoutOptions = {},
): Map<string, Position> {
const iterations = options.iterations ?? 100;
const retention = options.anchorRetention ?? 0.85;
const ticks = options.ticks ?? 300;
const retention = options.anchorRetention ?? ANCHOR_RETENTION;
// Anchors: the warm-start set (the previous rest state).
const anchors = new Map<string, Position>();
@@ -85,20 +166,39 @@ export function incrementalLayout(
cx /= anchors.size;
cy /= anchors.size;
}
const coreRadius = hasCore
? Math.max(maxX - minX, maxY - minY) / 2
: 1;
const coreRadius = hasCore ? Math.max(maxX - minX, maxY - minY) / 2 : 1;
// Adjacency for neighbor seeding (undirected: edges include assertions).
const adjacency = new Map<string, string[]>();
const linkTo = (a: string, b: string): void => {
if (a === b) return;
let list = adjacency.get(a);
if (!list) adjacency.set(a, (list = []));
list.push(b);
};
for (const e of edges) {
if (e.from === e.to) continue;
(adjacency.get(e.from) ?? adjacency.set(e.from, []).get(e.from)!).push(e.to);
(adjacency.get(e.to) ?? adjacency.set(e.to, []).get(e.to)!).push(e.from);
linkTo(e.from, e.to);
linkTo(e.to, e.from);
}
const graph = new Graph();
for (const node of nodes) {
// The rim radius derives from the CONNECTED core's mean radius — orphans
// never inflate it (a max-span-based radius feeds back: each batch's
// rim pushes the next batch's rim farther out, and the layout runs
// away). 1.7x matches the density the FA2-era settle produced
// (orphan mean r ~338 vs connected ~194).
let rimRadius = 0;
let connectedAnchored = 0;
for (const [id, a] of anchors) {
if ((adjacency.get(id)?.length ?? 0) === 0) continue;
connectedAnchored++;
rimRadius += Math.hypot(a.x - cx, a.y - cy);
}
if (connectedAnchored > 0) rimRadius = (rimRadius / connectedAnchored) * 1.7;
else if (hasCore) rimRadius = coreRadius * 1.15; // no connected anchors yet: bbox fallback
rimRadius += 4;
// Seed every node.
const simNodes: LayoutNode[] = nodes.map((node) => {
const rand = seededRandom(node.id);
const anchor = anchors.get(node.id);
let x: number;
@@ -126,57 +226,63 @@ export function incrementalLayout(
y = sy / found + (rand() - 0.5) * 8;
} else if (hasCore) {
const angle = rand() * Math.PI * 2;
const radius = coreRadius * 1.15 + 4 + rand() * 8;
const radius = rimRadius + rand() * 8;
x = cx + Math.cos(angle) * radius;
y = cy + Math.sin(angle) * radius;
// An orphan's intended rest spot IS the rim seed: anchor it
// there so gravity cannot sink it into the core. (A later
// batch linking it to the graph pulls it in naturally —
// but then it also has a previous position, and its anchor
// becomes that previous position, exactly like any node.)
anchors.set(node.id, { x, y });
} else {
// Bootstrap: the classic seeded scatter (FA2 requires
// non-zero coordinates; (rand()-0.5)*100 hits both axes).
// Bootstrap: the classic seeded scatter.
x = (rand() - 0.5) * 100;
y = (rand() - 0.5) * 100;
}
}
// FA2 divides by distances — a coincident (0,0) seed is degenerate.
// d3 is fine with coincident seeds (no division), but nudge exact
// overlaps of a brand-new node onto its only neighbor anyway.
if (x === 0 && y === 0) x = 0.5;
graph.addNode(node.id, { x, y });
}
for (const e of edges) {
if (graph.hasNode(e.from) && graph.hasNode(e.to) && !graph.hasEdge(e.from, e.to)) {
graph.addEdge(e.from, e.to);
}
}
return { id: node.id, x, y };
});
// Same escalation as the browser path: Barnes-Hut above ~500 nodes.
const settings = {
...forceAtlas2.inferSettings(graph),
...(graph.order > 500 ? { barnesHutOptimize: true } : {}),
};
for (let i = 0; i < iterations; i++) {
forceAtlas2.assign(graph, { iterations: 1, settings });
// Anchor re-blend: previously-positioned nodes are pulled back
// toward their rest positions, so the layout evolves locally
// instead of globally reshuffling. displacement * retention —
// strong forces still win out (equilibrium ≈ force/(1-retention)),
// weak ones fade to stillness.
const sim = createGraphSimulation(simNodes, edges, {
gravity: {
x: cx,
y: cy,
strength: options.gravityStrength ?? (hasCore ? INCREMENTAL_GRAVITY : BOOTSTRAP_GRAVITY),
},
});
const byId = new Map(simNodes.map((n) => [n.id, n]));
for (let i = 0; i < ticks; i++) {
sim.tick();
// Anchor re-blend (position space, alpha-independent — see the
// ANCHOR_RETENTION note). Pinned nodes (fx/fy) are left to d3.
if (hasCore && retention < 1) {
for (const [id, a] of anchors) {
const attrs = graph.getNodeAttributes(id);
graph.setNodeAttribute(id, "x", a.x + (attrs.x - a.x) * retention);
graph.setNodeAttribute(id, "y", a.y + (attrs.y - a.y) * retention);
const n = byId.get(id);
if (!n || n.fx != null || n.fy != null) continue;
const x = n.x ?? 0;
const y = n.y ?? 0;
n.x = a.x + (x - a.x) * retention;
n.y = a.y + (y - a.y) * retention;
}
}
}
const out = new Map<string, Position>();
graph.forEachNode((id, attrs) => out.set(id, { x: attrs.x, y: attrs.y }));
for (const n of simNodes) out.set(n.id, { x: n.x ?? 0, y: n.y ?? 0 });
return out;
}
/**
* The merge-time settle: recompute the resting layout from the CURRENT
* graph + the positions ledger, and replace the ledger. Called by the
* extraction pipeline after every merge (the sole writer). Synchronous —
* it must finish before the next /api/graph fetch reflects the merge.
* extraction pipeline after every merge (the sole writer) and by the
* positions-commit endpoint when the graph grew under a live-physics
* commit (client positions become the anchor set). Synchronous — it must
* finish before the next /api/graph fetch reflects the change.
*/
export function settleGraphLayout(graphStore: {
readNodes(): GraphNode[];