Commit Graph
18 Commits
Author SHA1 Message Date
amosblomqvist 0d67fd2073 Region alpha applies once after the blur: no more overlap stacking
Per-stroke alpha baked into every stroke/disc accumulated through
source-over compositing: one shape 0.35, an orphan disc over anything
1-0.65^2 ~ 0.58, hubs toward 1.0 — a lone node's glow read as a
darker double-counted spot on top of other regions. The pipeline is
now dilate at full opacity -> blur -> scale the whole field by
edgeAlpha once at the end. Painted at 1, the alpha channel is a pure
coverage indicator (overlaps of any count contribute exactly 1.0),
the blur smooths it into a coverage falloff, and the final scaling
gives a constant interior alpha everywhere covered, varying only
across the blur edges. The blur-off path also runs the readback now
(radius 0 = copy) so the end-alpha applies uniformly without blur.

Interaction change (user-flagged, accepted for now): different
clusters' overlapping halos no longer blend hues proportionally —
the later-painted cluster covers the earlier, ownership boundaries
softened only by the blur reach. Verified: old build spread 36k of
55k tinted pixels above alpha 100 (stacking); new build concentrates
at 70-90 (0.35*255=89 interior with falloff), and an orphan disc now
reads no brighter than the skeleton it sits on.
2026-09-14 04:56:15 +03:00
amosblomqvist 2a80707b85 Screen-anchored region blur + cell floor: fixes tight-search blur collapse and the Infinity throw
The stroke width is anchored to kFit (screen px at fit zoom — the
camera persists across searches), but the blur radius was anchored to
cell, which scales with the FILTERED world span: a tight search shrank
cell, and the blur's screen reach (blur*cell*kFit) collapsed with it
while the stroke stayed put — the blur visibly went away for
close-together matches and the knob did nothing (verified: blur 6 and
blur 10 produced identical output under a tight search). The blur now
uses the stroke's anchoring: its world reach is blur*cellRef, cellRef
being the full-graph cell from worldBBox (the same bbox kFit comes
from) — span-independent, and with nothing filtered cell == cellRef
so the unfiltered look is unchanged.

The cell also gains a floor: a single matching node (span 0) zeroed
the cell and blew the bitmap dims to Infinity, throwing the reported
getImageData TypeError. The floor is the padded rect's own reach, so
dims stay finite however tight the search (and the old bitmap
ballooning — ~1040px bitmap for a 3-node search — is gone too).
2026-09-14 03:53:34 +03:00
amosblomqvist f3a3d69401 Region tints follow the search filter: visible-only edge strokes
buildRegions filtered everything by visibility except the
intra-cluster edge strokes: with a search active, edges between
filtered-out nodes were still stroked into the bitmap — which had
already shrunk to the visible members — and segments crossing that
rect cut diagonal hue streaks from other clusters across the
filtered regions. Strokes now require both endpoints visible, same
law as the world rect, member discs, and label anchors. The
no-double-counting rule survives: a member touched only by a
partially-invisible edge gets its disc.
2026-09-14 03:23:20 +03:00
amosblomqvist 04a0236c36 User-facing persisted region + physics settings
All graph panel controls are now user-facing and server-persisted:
the old session-only dev number inputs are gone. GraphRenderSettings
gains nested regions/physics sections (backward compatible: old flat
files load with defaults), and RegionTuning/PhysicsTuning moved from
the renderer into core/render-settings.ts — one shape, one sanitizer,
one source for the store, the panel, and the renderer.

Physics/region clamps are sweep-validated safe ranges (each field at
both ends + all four corners settles cleanly on the real graph: no
NaN, no explosion — linkStrength caps at 4 since 8 explodes and 5
wobbles; friction floors at 0.1 since 0 never damps). Panel: log
sliders (default = geometric mean = position 50, step 5), off-zone
sliders for blur/cluster pull (position 0 = exactly 0), a fixed-set
dropdown for bitmap resolution, depth-anchor modes promoted to the
select.
2026-09-13 17:06:18 +03:00
amosblomqvist 0af63113f5 Revert "Region boundaries: iso-line contours of the blurred region field"
This reverts commit c7c1148989.
2026-09-13 16:23:21 +03:00
amosblomqvist c7c1148989 Region boundaries: iso-line contours of the blurred region field
Marching squares over each cluster's own contribution to the shared
blurred bitmap, recovered by projecting premultiplied pixels onto the
cluster's paint color (blends split proportionally between overlapping
halos — the natural divider). Boundary level = fraction of the
cluster's peak field, user-adjustable in the settings panel; 0 = off.

One paint, one blur, one readback; contouring is cheap typed-array
math over small per-cluster crops (stride-2 sampling: measured 1.2ms
for all 26 clusters, vs 7.3ms naive). During the live sim boundaries
recompute every 2nd region rebuild and stale paths ride along — drag
cadence matches the pre-boundary baseline (avg 8.46ms vs 8.37ms).
2026-09-13 16:00:28 +03:00
amosblomqvist 652a25e382 Orphan discs in regions + orphan exemption from depth anchoring
Two follow-ups on the semantic-cluster wave, both user-reported:

1. Region coloring: edge-only dilation (the anti-double-counting rule
   from the Louvain era) left 114 of 338 cluster members completely
   uncolored — semantic clusters contain members that share no
   intra-cluster edge with anyone (90 edge-orphans + isolated
   micro-topics), and 20 of 45 clusters painted nothing at all. Fix:
   a disc (radius = dilation, same as a round cap) for exactly the
   members no intra-cluster edge stroke reached. Every member is
   painted by its edges' caps OR one disc, never both — the
   no-double-counting rule survives. Verified live: all 74
   orphans-in-clusters sit on tinted region pixels.

2. Depth modes (ORPHAN RULE): a node with no edges has no dependency
   structure, so depth-0 stamping put 90 unconnected propositions on
   the vertical baseline / radial base ring — meaning they don't have.
   Orphans are now exempt from the depth force and get the regular
   view's unprojected forces instead (full center gravity + full
   cluster pull). Structured-node projections unchanged (x-only
   gravity in vertical, none in radial; tangential-only cluster pull
   in radial). Gravity in depth modes is a custom force with EXACTLY
   d3's forceX/forceY math (strength × alpha — the first draft
   forgot the alpha and shifted the settle). Verified live: radial
   orphans follow their topics instead of the base ring; vertical
   orphans spread 1006 world units (6/90 near the baseline band vs
   90/90 before).
2026-09-13 15:05:05 +03:00
amosblomqvist 3a1c18b9de Inference-depth anchoring playground: vertical + radial modes
The graph's follows/supports edges encode derivation (premise ->
conclusion); the layout can now express that rank spatially, as a
session-only playground toggle (nothing promoted yet):

- inferenceDepths: longest chain from a base node, CYCLE-SAFE by
  SCC condensation (Tarjan, iterative) — the DAG property is typical,
  not guaranteed; cycle members share their component's depth (mutual
  support = equal footing). O(V+E), pure, deterministic.
- DepthAnchor force: per-node target scalar — vertical mode rows
  (baseline at the anchor centroid, arrows up), radial mode rings
  (foundations center, outer boundary = edge of knowledge). The rank
  is computed, not simulated: pairwise up-forces can't give baselines.
- Mode projections: gravity x-only in vertical / dropped in radial;
  cluster pull x-only in vertical / tangential-only in radial; the
  anchor re-blend preserves user arrangement in the FREE dimension
  only (x / angle) — meaning owns the constrained axis, memory owns
  the free one.
- setPhysicsTuning reheats (alpha 1): toggling a mode re-forms the
  graph live and commits the new rest state; drag release is springy
  along the constrained axis (node returns toward its level/ring).
- Sweep on the real graph: strength 0.8 = 215/216 arrows correct with
  organic sag; 1.5 = crisp rows. 174 base nodes, max chain depth 7,
  zero cycles in current data. replay-layout --depth=<mode> bakes a
  mode into the ledger for rest-state experiments.
2026-09-13 10:20:50 +03:00
amosblomqvist 7ebdf065c8 Physics controls + FA2 fallback retirement
User-facing live-sim controls (settings panel, Physics section):
node repulsion, edge attraction, edge length, central pull, cluster
pull, friction — session-only number inputs feeding createGraphSimulation
(the SAME engine the server settle runs, so the feel IS the physics).
Changing a value rebuilds the sim from current positions; drag pins
(fx/fy live on the node objects) survive; a mid-settle change re-anneals.

The graph-view FA2 bootstrap fallback is rewritten on incrementalLayout
(d3-force): the last graphology import in the shell is gone.
2026-09-13 09:52:14 +03:00
amosblomqvist 60686d7831 Region v2: line-only dilation, real premultiplied blur, dev tuning inputs
User feedback round 1 on the splat regions:
- Double counting: per-node gradient discs stacked with the edge-stroke
  dilation wherever nodes sat on edges (hub hot spots). A cluster is its
  CONNECTED skeleton — the region is now the dilated intra-cluster edge
  network ONLY (round caps make line-end points discs), per the user's
  definition. No per-node discs at all.
- The 'blur' was no blur: bilinear upscale of a 256px bitmap produced
  tent-ramp chunkiness at zoom (the low-quality-JPEG look). Now a REAL
  blur: 3 box-blur rounds on the premultiplied bitmap (separable running
  sum, pure + unit-tested; premultiply keeps halos out of transparent
  space). The upscale now has nothing left to make chunky.
- Live dev controls: number inputs (not sliders) in the settings panel —
  dilation (screen px at fit), blur (bitmap px), bitmap resolution,
  edge alpha. Session-only React state, never persisted; the renderer's
  sanitizeRegionTuning makes bad/empty values safe. Verified end-to-end
  through the real input (dilation 28 → 60 took effect).
- Premultiply un-recovery bug caught live: c = pm/a*255, not pm/a (the
  first version rounded every color to black; regions rendered as
  dark blobs with alpha 185).
- Region canvas: willReadFrequently (Chrome keeps it on the CPU for the
  per-rebuild getImageData); defaults dilation 55 → 28 after measuring
  screen coverage (63% → 55%).
- Perf: 120fps sustained through a drag with blur + rebuild-every-3rd-
  frame (45 frames / 360ms measured), zero idle frames after settle.
2026-09-13 09:39:22 +03:00
amosblomqvist 05712037b2 Live physics drag + splat cluster regions
The renderer grows a live d3 sim (createGraphSimulation, shared with
the server settle): pointerdown on a node pins fx/fy and pointer capture
(preventDefault kills the compat mousedown, so d3-zoom never pans); the
first CLICK_SLOP-exceeding move reheats to alphaTarget 0.3; release
un-pins and the sim anneals (release-and-relax) — alpha < 0.005 settles
it, a 250ms debounced onCommit PUTs the rest state. Verified live: 123fps
during a 320ms drag (regions rebuilding every 3rd frame), 85-tick settle,
then zero idle frames. A slop-free press stays a click (select, no reheat,
no commit). PUT /api/graph/positions sanitizes (finite coords, known ids)
and if the graph grew mid-drag runs ONE incremental settle with the
client's arrangement as anchors (50-id PUT test: anchored drift 0.15).

Cluster regions swap convex hulls for a low-res world-space SPLAT bitmap:
per-member radial-gradient discs (alpha 0.2) + intra-cluster edges as
round-cap strokes (Minkowski dilation — concave shapes finally render),
upscaled with bilinear smoothing (the upscale IS the blur, no ctx.filter:
Safari). One tiny blit per frame replaces 32 clusters x 4 offset
Path2D polygons re-rasterized at DPR 2 (the old GPU coil-whine path);
during the live sim the bitmap rebuilds every 3rd frame. cluster-geometry.ts
retires convexHull/offsetPolygon/traceRoundedPath (tests follow; clusterHue
stays). Region labels stay (centroid + clusterHue, inverse-gated on zoom).
2026-09-13 09:17:05 +03:00
amosblomqvist 0c14ea425d Option A: incremental anchored force layout, persisted server-side
The layout now EVOLVES instead of reshuffling on every extraction. A pure
core module (src/core/layout.ts) warm-starts forceAtlas2 from the positions
ledger (data/graph/positions.json, read-modify-write like sources.json,
updatedAt stamp for future live-physics conflict handling), re-blends every
previously-positioned node toward its anchor each iteration (retention 0.85
- old placements stay recognizable, strong forces still win), seeds new
nodes near their positioned neighbors, and seeds orphans on the rim outside
the core so they read as unconnected knowledge.

- Port/store: GraphStore.readPositions/writePositions; snapshot carries
  positions when the ledger exists (optional - fresh graphs unchanged).
- Extraction pipeline settles synchronously after every merge (chat and
  notes paths), before usage persist - the next /api/graph fetch already
  reflects new nodes.
- View: the ledger IS the layout; the local one-shot FA2 pass survives
  only as a fallback when no ledger exists.
- scripts/replay-layout.ts: simulates organic growth by replaying the
  current 338-node graph one imported file at a time (real import order,
  edges activate when both endpoints exist). Real run: 338 positions in
  0.3s, 90-degree-0 orphans collecting at mean r=338 vs connected r=194.
- Also restores the cluster region fills (hull background colors) that
  6692b19 had removed on a misreading of "no glow".

Live-verified: fit zoom derives from the ledger bbox, pickAt aligns with
ledger positions at every probe, hover/click/detail-card work, 408/408
tests, typecheck/lint/build green.

Future live physics stays cheap by design: the same pure function is the
merge-time settler and the future client simulator; a pinned node is just
an anchor with full retention.
2026-09-13 08:35:42 +03:00
amosblomqvist 11bca055dd Label gap, proportional glow, hover-out fade, centered coarse sliders
- LABEL_GAP 6 -> 2 (user: labels sit way too far below their nodes).
- Hover glow is now PROPORTIONAL to the disc — outer radius = node radius
  x 1.7 (GLOW_SCALE), matching the blur-a-copy-of-the-disc mental model,
  instead of the old constant +6px pad that read huge on small nodes and
  thin on big ones. GLOW_ALPHA 0.45 -> 0.3.
- Hover-OUT fade was broken by construction: draw() gated the glow on
  hoverId, which nulls instantly on leave, so the 180ms fade-out ran
  invisibly and the glow popped off in one frame. New hoverNode field
  outlives hoverId through the outgoing fade (cleared when the fade
  completes); verified live: 8 distinct frames over ~200ms then stable.
- Sliders rescaled per spec: ALL five are now log-scaled 0-100 with the
  default dead-center at 50 (ranges chosen as default/4..default*4:
  node/arrow/label size 0.5-8, edge width 0.25-4, labelZoom 0.0625-4),
  coarse step 5 (21 stops; labels-until-zoom was "way too granular" at
  201). Generic toSliderPosition/fromSliderPosition replace the
  labelZoom-only pair; sanitize clamps follow the same range constants;
  size sliders display compact values ("2", "1.6", "0.75").
EOF
2026-09-13 07:49:00 +03:00
amosblomqvist 6692b19a53 User-tuned defaults, label-size floor 1, cluster glow removed
- Defaults per user: nodeSize 2, edgeWidth 1, arrowLength 2, labelSize 2
  (labelZoom 0.5 stays — reads as the "1x" they confirmed good).
- Label size slider floor 3 -> 1 so the default 2 is not the smallest
  value; sanitize clamp widened to match.
- Cluster hull glow (layered low-alpha fills) removed for now: it read as
  jagged up close (straight-line hull approximation at high zoom) and
  does not belong until the layout settles. The solid viewer-relative
  border and the inverse-gated region labels stay. HULL_FILL_LAYERS
  constant deleted; hullShapes cache carries only the stroke path now.
- Saved render-settings.json reset so the new defaults apply on next load.
EOF
2026-09-13 07:40:58 +03:00
amosblomqvist c096854e87 Re-tune render sizes for the world-space model: smaller defaults, wide low ends
The defaults were calibrated in the screen-fixed era; world-scaling renders
sizes at setting x k/kFit, so at the default label gate (2x fit) everything
read ~2x too big ("labels way too large even at the minimum"). Fit-zoom
normalizes layout scale away, so the fix belongs in sizes, not layout:
spreading nodes further apart in world units changes nothing at fit.

- Defaults: nodeSize 6 -> 4, arrowLength 5 -> 4, labelSize 12 -> 7.
- Clamps/slider ranges widened at the low end: nodeSize 1-14 (step 0.5),
  edgeWidth 0.25-4 (step 0.25), arrowLength 1-15 (step 0.5),
  labelSize 3-24 (step 0.5).
- GLOW_PAD 9 -> 6 (halo dominated small discs), REGION_LABEL_SIZE 18 -> 14.
- Tests updated for the new clamp bounds plus a low-end pass-through case
  (403/403). The saved render-settings.json still shadows defaults by
  design; the local copy was reset so the new defaults showed immediately.
2026-09-13 07:26:22 +03:00
amosblomqvist ecadededd9 World-space rendering: geometry cached once, zoom pays only rasterization
Fixes the zoom frame-rate collapse and rebuilds draw() around a single
camera transform, per the user's Obsidian-style sizing proposal.

Bug fix first: the eased zoom leaked a queued rAF callback per frame --
advanceZoom applies each step through d3-zoom, whose zoom event called
markDirty() from inside the tick loop, scheduling an extra draw while the
loop scheduled its own. Draws multiplied per displayed frame; sustained
wheel ran at ~20fps against a 120Hz display. markDirty now skips
scheduling while inTick (verified: 62 frames/500ms during a 28x zoom
burst, matching pan).

World-space model: every draw call now runs in graph coordinates under
one setTransform(k). Sizes are defined as screen-px-at-fit and converted
once per geometry build (/ kFit), so nodes, node labels, arrowheads and
the hover halo scale with the graph as you zoom (0.25x painted area at
half zoom, exactly k^2) while edge widths and hull borders stay
viewer-relative hairlines (/ k). Cluster hull geometry (convex hull +
three offset fills + solid boundary -- dashes dropped for now) is built
as cached Path2Ds per data/visibility/settings change; camera moves do
zero geometry math, making zoom per-frame cost identical to pan. Label
wrapping runs once per build, not per frame. Region labels stay
viewer-relative (18px at any zoom) as UI chrome. Picking radius scales
with the world-sized discs.

Glide feel: ZOOM_EASE_MS 120 -> 45, convergence 0.1% -> 0.2%; a notch now
settles in ~260ms instead of ~750ms. Resize still paints synchronously.

Also fixes barrel-law lint violations from the settings wave (import
from @/src/core and @/src/server, not deep module paths).
2026-09-13 07:18:37 +03:00
amosblomqvist 8e2d2118a6 Graph view refinements: server-persisted settings, label size, eased zoom, resize-blank fix
Five refinements to the hand-rolled renderer, all user-directed:

1. Settings are SERVER-persisted (data/render-settings.json via new
   GET/PUT /api/graph/render-settings) - one source of truth for every
   browser, replacing localStorage. The client loads once after mount,
   saves debounced on user changes, and never lets a slow GET clobber a
   faster user (or mounting PUT defaults over the server copy). The
   shape/defaults/sanitizer moved to src/core/render-settings.ts - pure,
   shared by client, server store, and tests; every disk/network value
   passes through sanitizeRenderSettings.

2. New "Label size" control (default 12px - the previous hardcoded size).
   Font, wrap width, and line height all scale; verified live: +76k px
   with the label gate open.

3. "Labels until zoom" slider reworked: log-scaled over 0.0625-4 so the
   useful band (0.25-0.5 camera-ratio units) sits at 33%/50% of the
   track instead of crammed at the far left of the old linear 0.25-4
   slider. Display units are normalized: the default 0.5 reads as "1x",
   0.25 as "0.5x". The underlying labelZoom semantics are unchanged,
   so existing values survive.

4. Smooth wheel zoom: d3-zoom instant per-notch jumps (x1.2, bang) are
   replaced by an eased glide - wheel events accumulate a cursor-anchored
   target scale and each tick eases the camera toward it (exponential,
   120ms constant, frame-rate independent). Pan/pinch stay d3-owned; a
   pan cancels a glide in progress. Verified live: 8-frame glide.

5. Resize blanking fixed (graph vanished for the duration of a window
   drag, reappearing ~300ms after). Cause: every resize event
   reallocated the canvas backing store - which CLEARS it - and the
   redraw was deferred to rAF, which live resizes starve via relayout,
   so the canvas sat wiped for the whole drag. Fix: the ResizeObserver
   callback now redraws SYNCHRONOUSLY after reallocating (verified via
   a probe RO firing in the same delivery batch: canvas fully painted).
   kFit (the label gate 1x reference) is also recomputed on resize from
   the now-cached world bbox - the camera itself still persists.

tests/render-settings.test.ts: 10 tests pinning the sanitizer (garbage/
partial/clamps, legacy no-labelSize records) and the slider mapping
(default dead-center at 500, monotonic, exact round-trips, display
units). 402/402 green; typecheck, lint, build pass.
2026-09-13 05:56:27 +03:00
amosblomqvist 4e48d13fac Renderer swap: drop sigma.js for a hand-rolled single-canvas 2D renderer
Implements Option B from docs/research/graph-rendering.md. sigma.js v3
(WebGL) is replaced by one canvas, one rAF loop with a dirty flag, and
d3-zoom for the camera — eliminating the entire bug class from the
sigma-era bolt-on architecture:

- Hull/node desync during pan (two independent render loops) is now
  structurally impossible: hull fills, dashed hull strokes, edges with
  arrowheads, node discs, region labels, node labels, and hover glow
  are all drawn in ONE frame under ONE camera.
- The settings-change canvas-sizing race (everything shifting up-left)
  is gone: settings changes only redraw; the canvas and camera persist
  (verified live: camera identical to 15 decimals across a slider drag).
- The GPU floor is gone: idle schedules NO frames at all (verified via
  pixel-identity over 600ms idle); pan redraws exactly once per frame.

components/graph-canvas.ts: GraphCanvasRenderer class plus pure helpers
(zoomRatioOf, labelAlpha, fitTransform, arrowGeometry, pickNearest).
The sigma camera-ratio convention (1 = fit, smaller = zoomed in) is kept
verbatim so persisted labelZoom settings survive the swap; node labels
and cluster region labels cross-fade over the same LABELS_FADE_SPAN
(0.5, unchanged). Picking is a nearest-node distance check with the
10px pad that replaces the old padded-picking vertex shader. Hull math
stays in components/cluster-geometry.ts, reused as-is. No ctx.filter,
ever.

graph-view.tsx keeps every feature: fetch/refetch on runs-empty, FA2
run-then-freeze layout, localStorage render settings + sanitizers,
search filtering with edge drops and card-close, detail card with
flipped anchoring and per-source provenance, settings panel, import
button, pipeline status chips. Only the renderer plumbing changed.

tests/graph-canvas.test.ts pins the pure math: ratio direction, label
gate + inverse complement (alphas sum to 1), fit transform padding,
arrowhead tip-on-disc-edge and symmetry, picking pad/ties/null cases.

Live-verified end-to-end on the real 338-node graph (dev server
port 3002): single canvas, paint at fit, hover cursor+glow+fade, click
card open/anchored/close, stage click, search filter to zero with hint,
label gate opens via slider and zoom, cluster-labels toggle, zoom-to-
cursor 0.56px anchor drift, camera persistence across settings, zero
idle repaints. sigma dependency removed from package.json; d3-zoom and
d3-selection added.

Note: the settings feed effect needed isEmpty in its deps — without it
the renderer mounted with settings=null and every draw early-returned
(blank canvas); caught live, not by typecheck.
2026-09-13 05:19:15 +03:00