follows renders as the double-shaft glyph (⟹), supports stays single

Per docs/vision-edge-glyph.md: a `follows` edge (the derivation backbone)
draws two parallel shaft tails offset along the edge normal by a fixed
SCREEN-space gap (FOLLOWS_GAP_RATIO x edgeWidth — constant on screen at
every zoom, like the stroke width), converging on the shared single
arrowhead; `supports` keeps the plain single line (dashed was rejected
earlier — not revisited).

- CanvasEdge carries the edge type; graph-view passes it from the snapshot.
- followsEdgeGeometry (pure, tested): offset tails + convergence at the
  head base — a strictly-parallel pair would poke out beside the head
  whenever the screen-fixed gap exceeds the head's world-scaled base
  half-width. The offset tails sit farther from the source center than
  the axis start, so the source disc never clips them.
- Edge paths leave buildGeometry: their gap is anchored to the CURRENT
  camera scale, so buildEdgePaths(k) rebuilds on geoVersion changes and
  camera-scale drift (> EDGE_PATHS_ZOOM_EPSILON) — 0.08ms per rebuild at
  211 edges; pans and settle frames reuse the cached paths.
- Legend entry bottom-right: ⟹ follows · → supports.

Live-verified: isolated follows edge (search "likelihood") shows two 1px
shafts with a ~3px centerline gap converging into one 8px-base shared
head; gap measured constant on screen at 0.2x, 1x, and 5x fit zoom while
heads/nodes scale. Gates: tsc, 435/435 tests, lint, build.
This commit is contained in:
amosblomqvist
2026-09-15 08:08:30 +03:00
parent ecb293a77d
commit e9348b7baf
3 changed files with 198 additions and 23 deletions
+132 -22
View File
@@ -64,6 +64,7 @@ import {
sanitizeRegionTuning,
type PhysicsTuning,
type RegionTuning,
type EdgeType,
INCREMENTAL_GRAVITY,
LINK_DISTANCE,
type DepthAnchorMode,
@@ -88,6 +89,10 @@ export interface CanvasNode {
export interface CanvasEdge {
from: string;
to: string;
/** Relation type: `follows` renders the double-shaft glyph (⟹),
* `supports` the plain single line (DECIDED 2026-09-14,
* docs/vision-edge-glyph.md). */
type: EdgeType;
}
/** One cluster region: member node ids + the LLM-coined label (or null). */
@@ -166,6 +171,16 @@ const COMMIT_DEBOUNCE_MS = 250; // settle → ledger PUT delay (new drags cancel
const REGION_EVERY = 3; // live-sim frames: rebuild every Nth, blit the rest
const REGION_LABEL_SIZE = 14;
/** Follows glyph: screen-space distance between the two shaft CENTERLINES,
* in units of the edge stroke width (constant on screen — so the gap is
* too, at every zoom; DECIDED 2026-09-14, docs/vision-edge-glyph.md).
* 3× a 1px stroke = 3px centers, 2px of clear space between the shafts. */
const FOLLOWS_GAP_RATIO = 3;
/** Rebuild the (zoom-anchored) edge paths when the camera scale drifts
* more than this far from the scale they were built for — a handful of
* cheap rebuilds per zoom gesture, zero per pan/settle frame. */
const EDGE_PATHS_ZOOM_EPSILON = 0.02;
/** One horizontal+vertical box-blur round over PREMULTIPLIED RGBA
* (Float32, stride 4, length w*h*4). Premultiplying first is what keeps
@@ -307,6 +322,46 @@ export function arrowGeometry(
};
}
/** The double-shaft glyph for a `follows` edge (⟹ — DECIDED
* 2026-09-14, docs/vision-edge-glyph.md): two shafts offset along the
* edge normal by `gap` (a FIXED screen-space distance, world-converted
* by the caller), converging on the shared single arrowhead — both
* shafts meet at the head's base point. `supports` needs no helper
* (the plain single shaft IS arrowGeometry). Pure: DOM-free, tested. */
export function followsEdgeGeometry(
a: Pt,
b: Pt,
fromRadius: number,
toRadius: number,
headLength: number,
gap: number,
): { shaftAFrom: Pt; shaftBFrom: Pt; shaftTo: Pt; tip: Pt; left: Pt; right: Pt } | null {
const g = arrowGeometry(a, b, fromRadius, toRadius, headLength);
if (!g) return null; // degenerate (coincident) — skip
const dx = b.x - a.x;
const dy = b.y - a.y;
const len = Math.hypot(dx, dy);
const nx = -dy / len;
const ny = dx / len;
const half = gap / 2;
return {
// Parallel tails at the source, ± half-gap along the normal. The
// offset starts sit FARTHER from the source center than the axis
// start (√(r²+half²) > r) — never clipped by the source disc.
shaftAFrom: { x: g.shaftFrom.x + nx * half, y: g.shaftFrom.y + ny * half },
shaftBFrom: { x: g.shaftFrom.x - nx * half, y: g.shaftFrom.y - ny * half },
// Convergence: both shafts end at the head's base point — the
// merge lands exactly where the shared arrowhead begins, clean at
// every zoom (a strictly-parallel pair would poke out beside the
// head whenever the screen-fixed gap exceeds the head's base
// half-width — the head scales with the graph, the gap doesn't).
shaftTo: g.shaftTo,
tip: g.tip,
left: g.left,
right: g.right,
};
}
/** Nearest node within maxDist of a screen point (linear scan — µs at
* our scale; a spatial grid only earns its keep past ~10k nodes). */
export function pickNearest<T extends { id: string; x: number; y: number }>(
@@ -370,6 +425,7 @@ interface WorldSizes {
glowOuter: number; // hover halo outer radius, world units
labelSize: number; // node label font, world units
labelGap: number; // node edge → first label line, world units
arrowLen: number; // arrowhead length, world units (shared by both glyphs)
}
/** The pre-wrapped node name, centered below the node in WORLD units —
@@ -466,6 +522,10 @@ export class GraphCanvasRenderer {
// changes (geoVersion). Camera moves just re-rasterize the same paths.
private geoVersion = 0; // bump = geometry inputs changed
private builtVersion = -1; // version the cache was built at
/** Edge paths: built for this geoVersion AND this camera scale (the
* follows gap is screen-anchored). -1/0 force the first build. */
private edgeBuiltVersion = -1;
private edgeBuiltK = 0;
private nodesPath: Path2D | null = null;
private shaftsPath: Path2D = new Path2D();
private headsPath: Path2D = new Path2D();
@@ -482,7 +542,7 @@ export class GraphCanvasRenderer {
private frameCount = 0; // draw counter for the live-sim splat throttle
private labelLines = new Map<string, string[]>();
private worldLabelFont = "";
private world: WorldSizes = { nodeR: 0, glowOuter: 0, labelSize: 0, labelGap: 0 };
private world: WorldSizes = { nodeR: 0, glowOuter: 0, labelSize: 0, labelGap: 0, arrowLen: 0 };
constructor(canvas: HTMLCanvasElement, callbacks: RendererCallbacks) {
this.canvas = canvas;
@@ -938,14 +998,14 @@ export class GraphCanvasRenderer {
// Screen px at fit zoom → world units.
const s = 1 / this.kFit;
const nodeR = settings.nodeSize * s;
this.worldLabelFont = `${LABEL_WEIGHT} ${settings.labelSize * s}px ${data.fontFamily}`;
this.world = {
nodeR,
glowOuter: nodeR * GLOW_SCALE,
labelSize: settings.labelSize * s,
labelGap: LABEL_GAP * s,
arrowLen: settings.arrowLength * s,
};
this.worldLabelFont = `${LABEL_WEIGHT} ${settings.labelSize * s}px ${data.fontFamily}`;
const arrowLen = settings.arrowLength * s;
const visible = this.visible;
const isVisible = (id: string) => !visible || visible.has(id);
@@ -958,25 +1018,10 @@ export class GraphCanvasRenderer {
}
this.nodesPath = nodesPath;
// Edge shafts + arrowheads: tip lands on the target disc edge.
const shafts = new Path2D();
const heads = new Path2D();
for (const e of data.edges) {
if (!isVisible(e.from) || !isVisible(e.to)) continue;
const a = this.nodeById.get(e.from);
const b = this.nodeById.get(e.to);
if (!a || !b) continue;
const g = arrowGeometry(a, b, nodeR, nodeR, arrowLen);
if (!g) continue;
shafts.moveTo(g.shaftFrom.x, g.shaftFrom.y);
shafts.lineTo(g.shaftTo.x, g.shaftTo.y);
heads.moveTo(g.tip.x, g.tip.y);
heads.lineTo(g.left.x, g.left.y);
heads.lineTo(g.right.x, g.right.y);
heads.closePath();
}
this.shaftsPath = shafts;
this.headsPath = heads;
// Edge shafts + heads are NOT built here: the follows glyph's gap
// is anchored to the CURRENT camera scale (constant on screen), so
// buildEdgePaths(k) runs from draw() on its own schedule — geometry
// changes AND camera-scale drift (EDGE_PATHS_ZOOM_EPSILON).
// Cluster regions are NOT built here: they rasterize into their own
// low-res bitmap (see buildRegions), on their own rebuild schedule
@@ -996,6 +1041,60 @@ export class GraphCanvasRenderer {
ctx.font = prevFont;
}
/** Edge shafts + arrowheads (the relation glyphs). Own build schedule,
* separate from buildGeometry: the follows glyph's shaft gap is a
* FIXED screen-space distance (FOLLOWS_GAP_RATIO × stroke width —
* constant on screen at every zoom, docs/vision-edge-glyph.md), so
* in world units it scales with 1/k and must be rebuilt as the camera
* zoom drifts (EDGE_PATHS_ZOOM_EPSILON gates that — pans and settle
* frames reuse the paths). Cheap either way: ~hundreds of edges ×
* trivial trig, no rasterization. */
private buildEdgePaths(k: number): void {
const data = this.data;
const settings = this.settings;
if (!data || !settings) return;
const visible = this.visible;
const isVisible = (id: string) => !visible || visible.has(id);
const { nodeR, arrowLen } = this.world;
// The follows gap in WORLD units: constant on screen (· k stays
// FOLLOWS_GAP_RATIO × edgeWidth px at any zoom). Supports ignores it.
const gapW = (FOLLOWS_GAP_RATIO * settings.edgeWidth) / k;
const shafts = new Path2D();
const heads = new Path2D();
for (const e of data.edges) {
if (!isVisible(e.from) || !isVisible(e.to)) continue;
const a = this.nodeById.get(e.from);
const b = this.nodeById.get(e.to);
if (!a || !b) continue;
if (e.type === "follows") {
// ⟹: two parallel tails, one shared head.
const g = followsEdgeGeometry(a, b, nodeR, nodeR, arrowLen, gapW);
if (!g) continue;
shafts.moveTo(g.shaftAFrom.x, g.shaftAFrom.y);
shafts.lineTo(g.shaftTo.x, g.shaftTo.y);
shafts.moveTo(g.shaftBFrom.x, g.shaftBFrom.y);
shafts.lineTo(g.shaftTo.x, g.shaftTo.y);
heads.moveTo(g.tip.x, g.tip.y);
heads.lineTo(g.left.x, g.left.y);
heads.lineTo(g.right.x, g.right.y);
heads.closePath();
} else {
// supports: the plain single shaft (the majority relation
// stays light — dashed was rejected 2026-09-14).
const g = arrowGeometry(a, b, nodeR, nodeR, arrowLen);
if (!g) continue;
shafts.moveTo(g.shaftFrom.x, g.shaftFrom.y);
shafts.lineTo(g.shaftTo.x, g.shaftTo.y);
heads.moveTo(g.tip.x, g.tip.y);
heads.lineTo(g.left.x, g.left.y);
heads.lineTo(g.right.x, g.right.y);
heads.closePath();
}
}
this.shaftsPath = shafts;
this.headsPath = heads;
}
/** (Re)create the live sim from data.nodes at their current
* positions + the current physics tuning. Called by setData and
* setPhysicsTuning. */
@@ -1280,6 +1379,17 @@ export class GraphCanvasRenderer {
if (!this.nodesPath) return;
const { x: tx, y: ty, k } = this.transform;
// Edge paths: rebuild on geometry changes OR camera-scale drift
// (the follows glyph's gap is constant on screen, so its world size
// tracks 1/k). Pans and settle frames reuse the cached paths.
if (
this.edgeBuiltVersion !== this.geoVersion ||
Math.abs(k - this.edgeBuiltK) > this.edgeBuiltK * EDGE_PATHS_ZOOM_EPSILON
) {
this.buildEdgePaths(k);
this.edgeBuiltVersion = this.geoVersion;
this.edgeBuiltK = k;
}
// THE camera: one transform, then everything is world coordinates.
ctx.setTransform(dpr * k, 0, 0, dpr * k, dpr * tx, dpr * ty);