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).
853 lines
32 KiB
TypeScript
853 lines
32 KiB
TypeScript
"use client";
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/**
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* The hand-rolled single-canvas graph renderer (decided 2026-09-13 after
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* the research pass — docs/research/graph-rendering.md, Option B).
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*
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* Replaces sigma.js. Why: sigma gave us WebGL node/edge rendering,
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* picking, and a camera, but our cluster regions had to live on foreign
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* canvases injected next to its private DOM stack, drawn from a separate
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* event loop — so hulls lagged behind nodes during pan, raced sigma's
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* canvas sizing on renderer rebuilds, and every camera event re-rasterized
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* the full hull canvas (GPU spikes + audible coil whine). At our scale
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* (338 → low thousands of nodes) one Canvas 2D is comfortably inside
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* 60fps territory, and a single loop makes the desync class of bugs
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* structurally impossible.
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*
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* Architecture (the canonical pattern — browser.engineering, MDN
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* "Optimizing canvas", web.dev canvas performance):
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* - The renderer is a DUMB DRAW FUNCTION over plain data: nodes with
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* world-space positions, edges, clusters, colors, settings. Layout
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* (forceAtlas2) and filtering happen OUTSIDE, in the React component;
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* this module never computes a position.
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* - ONE canvas, ONE requestAnimationFrame loop with a dirty flag. Input
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* and DOM events only mutate state and mark dirty; the loop draws at
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* most once per frame with every layer under the same camera —
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* hull fills → hull strokes → edges → nodes → region labels → node
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* labels → hover. Nothing can ever lag anything else.
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* - Camera: d3-zoom supplies the verified pan / zoom-to-cursor / pinch
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* math (screen = world·k + [x,y]). The camera lives in the renderer
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* instance, so data refetches and settings changes never move it.
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* - Picking: nearest-node distance check (µs at our scale), with a
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* PICKING_PAD so the whole hover halo is hit-testable.
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*
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* Zoom-gated labels (the Obsidian text-fade feel): sigma's camera "ratio"
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* convention is kept for the settings' persisted semantics — ratio 1 =
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* fit zoom, SMALLER = zoomed in (ratio = kFit / k). Node labels are
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* fully visible at ratio ≤ labelZoom and fade out across LABELS_FADE_SPAN
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* of ratio; cluster labels fade in over the exact same span (sums to 1)
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* so the two never coexist. All labels gate together — no per-node
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* popping.
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*
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* The hover glow is unchanged in look: a soft halo in the node's own
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* color at a constant radius, opacity cross-faded over ~180ms, with the
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* name brightening on the SAME factor. Only opacity animates; the only
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* per-frame work when idle is a dirty-flag check (no rAF is scheduled at
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* all until something changes).
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*
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* Unit tests cover the pure helpers (tests/graph-canvas.test.ts); the
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* class itself is DOM-bound and exercised live. Module scope stays
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* DOM-free so the file imports cleanly under Node.
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*/
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import { select } from "d3-selection";
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import { zoom, zoomIdentity, type ZoomBehavior, type ZoomTransform } from "d3-zoom";
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import { clusterHue, convexHull, offsetPolygon, traceRoundedPath, type Pt } from "./cluster-geometry.ts";
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import type { GraphRenderSettings } from "@/src/core";
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export type { GraphRenderSettings };
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// ─── Public data contract ──────────────────────────────────────────────────
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/** One node to draw: world-space position + the short glanceable label. */
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export interface CanvasNode {
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id: string;
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x: number;
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y: number;
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label: string;
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}
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/** One directed edge (follows | supports); arrow points prerequisite → dependent. */
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export interface CanvasEdge {
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from: string;
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to: string;
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}
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/** One cluster region: member node ids + the LLM-coined label (or null). */
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export interface CanvasCluster {
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id: string;
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label: string | null;
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members: string[];
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}
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/** Theme colors, resolved to #rrggbb by the caller (canvas wants hex,
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* and the renderer must not read CSS itself). */
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export interface CanvasColors {
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node: string;
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edge: string;
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label: string;
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hoverText: string;
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}
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export interface CanvasData {
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nodes: CanvasNode[];
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edges: CanvasEdge[];
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clusters: CanvasCluster[];
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colors: CanvasColors;
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/** Body font family (labels must match the app typography). */
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fontFamily: string;
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}
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export interface RendererCallbacks {
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/** A node was clicked (screen position included for card anchoring). */
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onSelect: (nodeId: string, screenPos: Pt) => void;
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/** The empty stage was clicked. */
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onStageClick: () => void;
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/** Any camera move (pan/zoom) — the caller dismisses anchored UI. */
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onCameraMove: () => void;
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}
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// ─── Constants (ported verbatim from the sigma view) ────────────────────────
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const LABEL_SIZE = 12; // px — the default label size (settings.labelSize scales it)
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const LABEL_WEIGHT = "500";
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const LABEL_MAX_WIDTH = 170; // px — wraps long names instead of a wide strip
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const LABEL_GAP = 6; // px between node edge and first label line
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const LABEL_LINE_HEIGHT = 1.3;
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/** Zoom span (camera-ratio units) over which labels fade together. */
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export const LABELS_FADE_SPAN = 0.5;
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const GLOW_PAD = 9; // px the halo extends beyond the node disc (constant)
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const GLOW_ALPHA = 0.45; // halo opacity at the disc edge, fading outward
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const HOVER_FADE_MS = 180; // hover halo opacity fade length
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const ZOOM_EASE_MS = 45; // wheel-zoom glide: exponential-ease time constant (~250ms per notch)
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/** Extra pickable radius (px) beyond the disc — the whole halo is
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* hit-testable (the old flicker fix, minus the picking shader). */
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const PICKING_PAD = 10;
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/** Click vs drag threshold: pointer travel under this many px is a click. */
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const CLICK_SLOP = 4;
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/** Cluster hull styling: layered low-alpha fills approximate the soft
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* translucent tint (a canvas blur filter rasterizes on the GPU per call
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* — the original coil-whine driver; never bring ctx.filter back). */
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const HULL_FILL_LAYERS = [
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[24, 0.025],
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[19, 0.04],
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[14, 0.06],
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] as const;
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const HULL_STROKE_PAD = 14;
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const HULL_CORNER_RADIUS = 9;
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const REGION_LABEL_SIZE = 18;
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/** All "px" constants above are screen px AT FIT ZOOM. The renderer scales
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* them into world units (÷ kFit) once per geometry build; camera zoom then
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* scales nodes/labels/arrowheads with the graph (Obsidian-style), while
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* edge widths and hull borders stay viewer-relative hairlines (÷ k). */
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const clamp01 = (v: number) => Math.min(Math.max(v, 0), 1);
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// ─── Pure helpers (unit-tested) ─────────────────────────────────────────────
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/**
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* The sigma-compatible "camera ratio": 1 at fit zoom, SMALLER when zoomed
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* in (ratio = kFit / k). The persisted labelZoom setting is denominated in
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* these units, so the gate semantics survive the renderer swap unchanged.
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*/
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export function zoomRatioOf(kFit: number, k: number): number {
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return kFit / k;
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}
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/**
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* Node-label opacity at a given camera ratio: 1 at/below the labelZoom
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* threshold, fading to 0 across LABELS_FADE_SPAN of ratio. Cluster labels
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* use `1 - this` over the same span — the two cross-fade and never
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* coexist at full opacity.
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*/
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export function labelAlpha(ratio: number, labelZoom: number, span = LABELS_FADE_SPAN): number {
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return clamp01(1 - (ratio - labelZoom) / span);
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}
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/** The camera transform that frames `bbox` in a w×h viewport with padding. */
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export function fitTransform(
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bbox: { minX: number; maxX: number; minY: number; maxY: number },
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w: number,
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h: number,
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padding: number,
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): { x: number; y: number; k: number } {
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const bw = Math.max(bbox.maxX - bbox.minX, 1e-6);
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const bh = Math.max(bbox.maxY - bbox.minY, 1e-6);
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const k = Math.min((w - 2 * padding) / bw, (h - 2 * padding) / bh);
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const cx = (bbox.minX + bbox.maxX) / 2;
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const cy = (bbox.minY + bbox.maxY) / 2;
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return { x: w / 2 - cx * k, y: h / 2 - cy * k, k };
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}
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/** The arrowhead geometry for a directed edge a→b: shaft endpoints
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* (clear of both node discs) and the head triangle (tip on the target
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* disc edge, wideness = 0.8 × head length — the sigma arrow shape). */
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export function arrowGeometry(
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a: Pt,
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b: Pt,
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fromRadius: number,
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toRadius: number,
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headLength: number,
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): { shaftFrom: Pt; shaftTo: Pt; tip: Pt; left: Pt; right: Pt } | null {
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const dx = b.x - a.x;
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const dy = b.y - a.y;
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const len = Math.hypot(dx, dy);
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if (len < 1e-6) return null; // degenerate (coincident) — skip
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const ux = dx / len;
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const uy = dy / len;
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const tip = { x: b.x - ux * toRadius, y: b.y - uy * toRadius };
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const base = { x: tip.x - ux * headLength, y: tip.y - uy * headLength };
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const halfW = 0.4 * headLength;
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return {
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shaftFrom: { x: a.x + ux * fromRadius, y: a.y + uy * fromRadius },
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shaftTo: base,
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tip,
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left: { x: base.x - uy * halfW, y: base.y + ux * halfW },
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right: { x: base.x + uy * halfW, y: base.y - ux * halfW },
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};
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}
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/** Nearest node within maxDist of a screen point (linear scan — µs at
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* our scale; a spatial grid only earns its keep past ~10k nodes). */
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export function pickNearest<T extends { id: string; x: number; y: number }>(
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nodes: T[],
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px: number,
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py: number,
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maxDist: number,
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): T | null {
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let best: T | null = null;
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let bestD = maxDist * maxDist; // compare squared distances
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for (const n of nodes) {
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const d = (n.x - px) ** 2 + (n.y - py) ** 2;
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if (d < bestD) {
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bestD = d;
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best = n;
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}
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}
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return best;
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}
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// ─── Canvas text helpers (ported verbatim) ─────────────────────────────────
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/** "#rrggbb" + alpha → "rgba(...)". */
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function rgbaFromHex(hex: string, alpha: number): string {
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const r = Number.parseInt(hex.slice(1, 3), 16);
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const g = Number.parseInt(hex.slice(3, 5), 16);
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const b = Number.parseInt(hex.slice(5, 7), 16);
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return `rgba(${r}, ${g}, ${b}, ${alpha})`;
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}
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/** Word-wrap for canvas text. Never truncates: overlong single words are
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* hard-broken by character so no line ever exceeds maxWidth. */
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function wrapLabel(context: CanvasRenderingContext2D, text: string, maxWidth: number): string[] {
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const lines: string[] = [];
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for (const word of text.split(/\s+/).filter(Boolean)) {
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const last = lines.length > 0 ? lines[lines.length - 1]! : null;
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if (last !== null) {
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const joined = `${last} ${word}`;
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if (context.measureText(joined).width <= maxWidth) {
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lines[lines.length - 1] = joined;
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continue;
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}
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}
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let chunk = "";
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for (const char of word) {
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if (chunk && context.measureText(`${chunk}${char}`).width > maxWidth) {
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lines.push(chunk);
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chunk = char;
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} else {
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chunk += char;
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}
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}
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if (chunk) lines.push(chunk);
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}
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return lines;
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}
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/** World-unit sizes for the label pass, derived once per geometry build. */
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interface WorldSizes {
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nodeR: number; // node disc radius, world units
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glowOuter: number; // hover halo outer radius, world units
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labelSize: number; // node label font, world units
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labelGap: number; // node edge → first label line, world units
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}
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/** The pre-wrapped node name, centered below the node in WORLD units —
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* identical geometry at rest and on hover, so hover only changes the
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* color, nothing jumps. Lines are wrapped once per geometry build, never
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* per frame. */
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function drawNameLines(
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context: CanvasRenderingContext2D,
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x: number,
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y: number,
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lines: string[],
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world: WorldSizes,
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color: string,
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): void {
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context.fillStyle = color;
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context.textAlign = "center";
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context.textBaseline = "top";
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const firstTop = y + world.nodeR + world.labelGap;
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for (let i = 0; i < lines.length; i++) {
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context.fillText(lines[i]!, x, firstTop + i * world.labelSize * LABEL_LINE_HEIGHT);
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}
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}
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// ─── The renderer ───────────────────────────────────────────────────────────
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export class GraphCanvasRenderer {
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private canvas: HTMLCanvasElement;
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private ctx: CanvasRenderingContext2D;
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private callbacks: RendererCallbacks;
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private zoomBehavior: ZoomBehavior<HTMLCanvasElement, unknown>;
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private transform: ZoomTransform = zoomIdentity;
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/** Set once the first fit happens; the camera then survives setData. */
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private hasFit = false;
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/** The k that frames the whole graph — the label-gate's "1×". */
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private kFit = 1;
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/** World-space bounds of the current nodes — fit() and the resize-time
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* kFit refresh share it (computed once per setData, not per resize). */
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private worldBBox: { minX: number; maxX: number; minY: number; maxY: number } | null = null;
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private data: CanvasData | null = null;
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/** id -> node for the current data (avoids O(n^2) scans). */
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private nodeById = new Map<string, CanvasNode>();
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private settings: GraphRenderSettings | null = null;
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private visible: ReadonlySet<string> | null = null;
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private frameId: number | null = null;
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private dirty = true;
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/** True while tick() runs: markDirty inside the loop (d3's zoom event
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* fires from advanceZoom) must NOT schedule — the loop schedules
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* itself below. Un-guarded, each glide frame leaked an extra queued
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* tick and draws multiplied per displayed frame (20fps zoom bug). */
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private inTick = false;
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// Hover transition: fade 0 = resting, 1 = fully hovered; the animating
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// flag keeps the loop scheduled until the fade settles (then rAF stops).
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private hoverId: string | null = null;
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private hoverFade = 0;
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private hoverFrom = 0;
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private hoverTarget = 0;
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private hoverStart = 0;
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// Smooth wheel zoom: wheel events accumulate a target scale (cursor-
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// anchored); each tick eases the camera toward it instead of jumping.
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private zoomTarget: { k: number; x: number; y: number } | null = null;
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/** Clock for frame-rate-independent easing (updated every tick). */
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private lastTickAt = 0;
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private animating = false;
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private resizeObserver: ResizeObserver;
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private downPos: Pt | null = null;
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// ── Cached world geometry ─────────────────────────────────────────────
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// Everything above is drawn per frame; everything below is derived from
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// data+visibility+settings+kFit and rebuilt ONLY when one of those
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// changes (geoVersion). Camera moves just re-rasterize the same paths.
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private geoVersion = 0; // bump = geometry inputs changed
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private builtVersion = -1; // version the cache was built at
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private nodesPath: Path2D | null = null;
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private shaftsPath: Path2D = new Path2D();
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private headsPath: Path2D = new Path2D();
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private hullShapes: {
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fill: Path2D[];
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stroke: Path2D;
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label: string | null;
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cx: number; // world centroid
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cy: number;
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hue: number;
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}[] = [];
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private labelLines = new Map<string, string[]>();
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private worldLabelFont = "";
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private world: WorldSizes = { nodeR: 0, glowOuter: 0, labelSize: 0, labelGap: 0 };
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constructor(canvas: HTMLCanvasElement, callbacks: RendererCallbacks) {
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this.canvas = canvas;
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const ctx = canvas.getContext("2d");
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if (!ctx) throw new Error("2d context unavailable");
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this.ctx = ctx;
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this.callbacks = callbacks;
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// d3-zoom owns pan / wheel zoom-to-cursor / touch pinch; every
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// transform change just marks dirty (draws happen in OUR loop).
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this.zoomBehavior = zoom<HTMLCanvasElement, unknown>()
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.scaleExtent([0.02, 40])
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.on("zoom", ({ transform }) => {
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this.transform = transform;
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this.markDirty();
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this.callbacks.onCameraMove();
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});
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select(canvas)
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.call(this.zoomBehavior)
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// No surprise dblclick-zoom (sigma had none).
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.on("dblclick.zoom", null)
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// Wheel is OURS now: d3's instant per-notch jump felt janky; the
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// eased glide below replaces it (pan and pinch stay d3's).
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.on("wheel.zoom", null);
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canvas.addEventListener("wheel", this.onWheel, { passive: false });
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canvas.addEventListener("pointermove", this.onPointerMove);
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canvas.addEventListener("pointerdown", this.onPointerDown);
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canvas.addEventListener("pointerup", this.onPointerUp);
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canvas.addEventListener("pointerleave", this.onPointerLeave);
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this.resizeObserver = new ResizeObserver(() => {
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this.syncSize();
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if (!this.hasFit) this.fit(); // first real size → fit once
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else if (this.worldBBox) {
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// Keep the label-gate's "1×" honest: kFit is viewport-bound,
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// so a resize changes it even though the camera persists.
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const w = this.canvas.clientWidth;
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const h = this.canvas.clientHeight;
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if (w >= 10 && h >= 10) {
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this.kFit = fitTransform(this.worldBBox, w, h, 40).k;
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this.geoVersion++; // resize redefines the fit-zoom scale
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}
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}
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// Redraw SYNCHRONOUSLY: syncSize may have reallocated the backing
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// store (which clears the canvas), and during live window resizes
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// rAF is starved by relayout — a deferred draw would leave the
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// canvas blank for the whole drag (the resize-blanking bug).
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this.draw();
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});
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this.resizeObserver.observe(canvas);
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this.syncSize();
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}
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// ── Public API ──
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setData(data: CanvasData): void {
|
||
this.data = data;
|
||
this.nodeById = new Map(data.nodes.map((n) => [n.id, n]));
|
||
let minX = Infinity;
|
||
let minY = Infinity;
|
||
let maxX = -Infinity;
|
||
let maxY = -Infinity;
|
||
for (const n of data.nodes) {
|
||
if (n.x < minX) minX = n.x;
|
||
if (n.y < minY) minY = n.y;
|
||
if (n.x > maxX) maxX = n.x;
|
||
if (n.y > maxY) maxY = n.y;
|
||
}
|
||
this.worldBBox = { minX, maxX, minY, maxY };
|
||
if (!this.hasFit && data.nodes.length > 0) this.fit();
|
||
this.geoVersion++; // new data → rebuild world geometry
|
||
this.markDirty();
|
||
}
|
||
|
||
setSettings(settings: GraphRenderSettings): void {
|
||
this.settings = settings;
|
||
this.geoVersion++; // sizes/wrap width changed → rebuild geometry
|
||
this.markDirty();
|
||
}
|
||
|
||
setVisible(visible: ReadonlySet<string> | null): void {
|
||
this.visible = visible;
|
||
this.geoVersion++; // member visibility changes hulls + paths
|
||
this.markDirty();
|
||
}
|
||
|
||
/** Frame the whole graph (padding included). Keeps the camera on later
|
||
* setData calls — call fit() only for an explicit re-frame. */
|
||
fit(): void {
|
||
if (!this.data || this.data.nodes.length === 0 || !this.worldBBox) return;
|
||
const w = this.canvas.clientWidth;
|
||
const h = this.canvas.clientHeight;
|
||
if (w < 10 || h < 10) return; // layout not ready yet; the ResizeObserver retries
|
||
const t = fitTransform(this.worldBBox, w, h, 40);
|
||
this.kFit = t.k;
|
||
this.hasFit = true;
|
||
this.geoVersion++; // kFit defines the world-unit scale
|
||
select(this.canvas).call(
|
||
this.zoomBehavior.transform,
|
||
zoomIdentity.translate(t.x, t.y).scale(t.k),
|
||
);
|
||
}
|
||
|
||
destroy(): void {
|
||
if (this.frameId !== null) cancelAnimationFrame(this.frameId);
|
||
this.resizeObserver.disconnect();
|
||
select(this.canvas).on(".zoom", null);
|
||
this.canvas.removeEventListener("wheel", this.onWheel);
|
||
this.canvas.removeEventListener("pointermove", this.onPointerMove);
|
||
this.canvas.removeEventListener("pointerdown", this.onPointerDown);
|
||
this.canvas.removeEventListener("pointerup", this.onPointerUp);
|
||
this.canvas.removeEventListener("pointerleave", this.onPointerLeave);
|
||
this.canvas.style.cursor = "";
|
||
}
|
||
|
||
// ── Event handlers (state mutation only — never draw) ──
|
||
|
||
/** Wheel: accumulate the zoom target; the camera GLIDES toward it in the
|
||
* tick loop (cursor-anchored). Sensitivity formula is d3-zoom's own. */
|
||
private onWheel = (e: WheelEvent) => {
|
||
e.preventDefault();
|
||
const delta = -e.deltaY * (e.deltaMode === 1 ? 0.05 : e.deltaMode ? 1 : 0.002);
|
||
const { x, y } = this.eventPos(e);
|
||
const current = this.zoomTarget?.k ?? this.transform.k;
|
||
// Must stay inside the zoomBehavior's scaleExtent [0.02, 40].
|
||
const k = Math.min(Math.max(current * Math.exp(delta), 0.02), 40);
|
||
this.zoomTarget = { k, x, y };
|
||
// Fresh easing clock so the glide starts gentle, never half-done.
|
||
this.lastTickAt = performance.now();
|
||
this.markDirty();
|
||
};
|
||
|
||
private onPointerMove = (e: PointerEvent) => {
|
||
const { x, y } = this.eventPos(e);
|
||
const node = this.pickAt(x, y);
|
||
if ((node?.id ?? null) !== this.hoverId) this.setHover(node?.id ?? null);
|
||
this.canvas.style.cursor = node ? "pointer" : "";
|
||
};
|
||
|
||
private onPointerDown = (e: PointerEvent) => {
|
||
this.downPos = this.eventPos(e);
|
||
this.zoomTarget = null; // a pan takes over — cancel any zoom glide
|
||
};
|
||
|
||
private onPointerUp = (e: PointerEvent) => {
|
||
if (!this.downPos) return;
|
||
const pos = this.eventPos(e);
|
||
const moved = Math.hypot(pos.x - this.downPos.x, pos.y - this.downPos.y);
|
||
this.downPos = null;
|
||
if (moved > CLICK_SLOP) return; // that was a drag (pan), not a click
|
||
const node = this.pickAt(pos.x, pos.y);
|
||
if (node) this.callbacks.onSelect(node.id, pos);
|
||
else this.callbacks.onStageClick();
|
||
};
|
||
|
||
private onPointerLeave = () => {
|
||
this.downPos = null;
|
||
this.setHover(null);
|
||
};
|
||
|
||
// ── Internals ──
|
||
|
||
private eventPos(e: { clientX: number; clientY: number }): Pt {
|
||
const rect = this.canvas.getBoundingClientRect();
|
||
return { x: e.clientX - rect.left, y: e.clientY - rect.top };
|
||
}
|
||
|
||
private pickAt(px: number, py: number): CanvasNode | null {
|
||
if (!this.data || !this.settings) return null;
|
||
// Screen positions, filtered to visible nodes.
|
||
const { x: tx, y: ty, k } = this.transform;
|
||
// Discs scale with the camera now: their screen radius is
|
||
// nodeSize × k/kFit; the halo pad stays a constant screen pad.
|
||
const maxDist = this.settings.nodeSize * (k / this.kFit) + PICKING_PAD;
|
||
const projected: { id: string; x: number; y: number }[] = [];
|
||
for (const n of this.data.nodes) {
|
||
if (this.visible && !this.visible.has(n.id)) continue;
|
||
projected.push({ id: n.id, x: n.x * k + tx, y: n.y * k + ty });
|
||
}
|
||
const hit = pickNearest(projected, px, py, maxDist);
|
||
if (!hit) return null;
|
||
return this.nodeById.get(hit.id) ?? null;
|
||
}
|
||
|
||
private setHover(nodeId: string | null): void {
|
||
if (nodeId === this.hoverId && this.hoverTarget === (nodeId ? 1 : 0)) return;
|
||
this.hoverId = nodeId;
|
||
// Rebase the animation from the CURRENT fade: rapid hover toggles
|
||
// glide instead of snapping (ported from the sigma-era behavior).
|
||
this.hoverFrom = this.hoverFade;
|
||
this.hoverTarget = nodeId ? 1 : 0;
|
||
this.hoverStart = performance.now();
|
||
this.animating = true;
|
||
this.markDirty();
|
||
}
|
||
|
||
private markDirty(): void {
|
||
this.dirty = true;
|
||
if (this.frameId === null && !this.inTick) {
|
||
this.frameId = requestAnimationFrame(() => {
|
||
this.frameId = null;
|
||
this.tick();
|
||
});
|
||
}
|
||
}
|
||
|
||
private tick(): void {
|
||
this.inTick = true;
|
||
try {
|
||
const now = performance.now();
|
||
// Clamp the dt: a long idle gap must not teleport the ease forward.
|
||
const dt = Math.min(Math.max(now - this.lastTickAt, 8), 100);
|
||
this.lastTickAt = now;
|
||
const hoverAnim = this.advanceHover();
|
||
const zoomAnim = this.advanceZoom(dt);
|
||
this.draw();
|
||
// Keep frames coming ONLY while an animation is in motion (hover
|
||
// fade or zoom glide); an idle graph schedules no rAF at all.
|
||
this.animating = hoverAnim || zoomAnim;
|
||
} finally {
|
||
this.inTick = false;
|
||
}
|
||
if (this.animating) {
|
||
this.frameId = requestAnimationFrame(() => {
|
||
this.frameId = null;
|
||
this.tick();
|
||
});
|
||
}
|
||
}
|
||
|
||
/** Hover fade step; returns true while still moving. */
|
||
private advanceHover(): boolean {
|
||
if (this.hoverFade === this.hoverTarget) return false;
|
||
const t = Math.min((performance.now() - this.hoverStart) / HOVER_FADE_MS, 1);
|
||
this.hoverFade = this.hoverFrom + (this.hoverTarget - this.hoverFrom) * t;
|
||
return t < 1;
|
||
}
|
||
|
||
/** Zoom glide step: ease k toward the wheel target, keeping the world
|
||
* point under the cursor pinned. Frame-rate independent (exponential
|
||
* approach, time constant ZOOM_EASE_MS). Returns true while gliding. */
|
||
private advanceZoom(dt: number): boolean {
|
||
const target = this.zoomTarget;
|
||
if (!target) return false;
|
||
const t = this.transform;
|
||
const blend = 1 - Math.exp(-dt / ZOOM_EASE_MS);
|
||
let k = t.k + (target.k - t.k) * blend;
|
||
let done = false;
|
||
if (Math.abs(target.k - k) / target.k < 0.002) {
|
||
k = target.k;
|
||
done = true;
|
||
}
|
||
const scale = k / t.k;
|
||
const x = target.x - (target.x - t.x) * scale;
|
||
const y = target.y - (target.y - t.y) * scale;
|
||
if (done) this.zoomTarget = null;
|
||
// Applied through d3-zoom so constraints + the zoom event (markDirty,
|
||
// onCameraMove) fire exactly as with any other camera change.
|
||
select(this.canvas).call(
|
||
this.zoomBehavior.transform,
|
||
zoomIdentity.translate(x, y).scale(k),
|
||
);
|
||
return !done;
|
||
}
|
||
|
||
/** Resize the backing store to the CSS box × devicePixelRatio; all
|
||
* drawing then happens in CSS pixels through the DPR transform. */
|
||
private syncSize(): void {
|
||
const w = this.canvas.clientWidth;
|
||
const h = this.canvas.clientHeight;
|
||
const dpr = window.devicePixelRatio || 1;
|
||
const bw = Math.max(1, Math.round(w * dpr));
|
||
const bh = Math.max(1, Math.round(h * dpr));
|
||
if (this.canvas.width !== bw || this.canvas.height !== bh) {
|
||
this.canvas.width = bw;
|
||
this.canvas.height = bh;
|
||
}
|
||
this.ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
|
||
}
|
||
|
||
/** Derive ALL world geometry from data + visibility + settings + kFit.
|
||
* Runs only when geoVersion moves — never per frame, never per camera
|
||
* change. Zoom/pan pay zero geometry math, only rasterization. */
|
||
private buildGeometry(): void {
|
||
this.builtVersion = this.geoVersion;
|
||
const data = this.data;
|
||
const settings = this.settings;
|
||
if (!data || !settings) return;
|
||
|
||
// Screen px at fit zoom → world units.
|
||
const s = 1 / this.kFit;
|
||
const nodeR = settings.nodeSize * s;
|
||
this.world = {
|
||
nodeR,
|
||
glowOuter: (settings.nodeSize + GLOW_PAD) * s,
|
||
labelSize: settings.labelSize * s,
|
||
labelGap: LABEL_GAP * 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);
|
||
|
||
// Node discs: one Path2D, one fill() per frame.
|
||
const nodesPath = new Path2D();
|
||
for (const n of data.nodes) {
|
||
if (!isVisible(n.id)) continue;
|
||
nodesPath.moveTo(n.x + nodeR, n.y);
|
||
nodesPath.arc(n.x, n.y, nodeR, 0, Math.PI * 2);
|
||
}
|
||
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;
|
||
|
||
// Cluster hulls: convex hull of member positions (world = raw data
|
||
// coordinates — no projection at all), three offset fill layers,
|
||
// and a SOLID boundary path.
|
||
this.hullShapes = [];
|
||
for (const cluster of data.clusters) {
|
||
const pts: Pt[] = [];
|
||
for (const id of cluster.members) {
|
||
if (!isVisible(id)) continue;
|
||
const n = this.nodeById.get(id);
|
||
if (n) pts.push({ x: n.x, y: n.y });
|
||
}
|
||
const hull = convexHull(pts);
|
||
if (hull.length < 3) continue;
|
||
const fills = HULL_FILL_LAYERS.map(([pad]) => {
|
||
const path = new Path2D();
|
||
traceRoundedPath(path, offsetPolygon(hull, pad * s), HULL_CORNER_RADIUS * s);
|
||
return path;
|
||
});
|
||
const stroke = new Path2D();
|
||
traceRoundedPath(stroke, offsetPolygon(hull, HULL_STROKE_PAD * s), HULL_CORNER_RADIUS * s);
|
||
const cx = pts.reduce((sum, p) => sum + p.x, 0) / pts.length;
|
||
const cy = pts.reduce((sum, p) => sum + p.y, 0) / pts.length;
|
||
this.hullShapes.push({ fill: fills, stroke, label: cluster.label || null, cx, cy, hue: clusterHue(cluster.id) });
|
||
}
|
||
|
||
// Label wrapping: measureText once per node per geometry build,
|
||
// never per frame. Wrap width keeps the bigger-label/bigger-wrap
|
||
// behavior from the sigma era.
|
||
this.labelLines = new Map();
|
||
const ctx = this.ctx;
|
||
const prevFont = ctx.font;
|
||
ctx.font = this.worldLabelFont;
|
||
const maxW = LABEL_MAX_WIDTH * (settings.labelSize / LABEL_SIZE) * s;
|
||
for (const n of data.nodes) {
|
||
if (isVisible(n.id)) this.labelLines.set(n.id, wrapLabel(ctx, n.label, maxW));
|
||
}
|
||
ctx.font = prevFont;
|
||
}
|
||
|
||
/** THE draw function: every layer, one frame, one camera. All drawing
|
||
* happens in WORLD coordinates under the camera transform; nothing is
|
||
* recomputed per frame except layer styling. */
|
||
private draw(): void {
|
||
this.dirty = false;
|
||
const data = this.data;
|
||
const settings = this.settings;
|
||
if (!data || !settings) return;
|
||
const w = this.canvas.clientWidth;
|
||
const h = this.canvas.clientHeight;
|
||
const dpr = window.devicePixelRatio || 1;
|
||
const ctx = this.ctx;
|
||
|
||
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
|
||
ctx.clearRect(0, 0, w, h);
|
||
|
||
if (this.builtVersion !== this.geoVersion) this.buildGeometry();
|
||
if (!this.nodesPath) return;
|
||
|
||
const { x: tx, y: ty, k } = this.transform;
|
||
// THE camera: one transform, then everything is world coordinates.
|
||
ctx.setTransform(dpr * k, 0, 0, dpr * k, dpr * tx, dpr * ty);
|
||
|
||
const ratio = zoomRatioOf(this.kFit, k);
|
||
const nodeAlpha = labelAlpha(ratio, settings.labelZoom);
|
||
const regionAlpha = 1 - nodeAlpha;
|
||
const { nodeR, glowOuter } = this.world;
|
||
|
||
// 1–2. Cluster hulls: cached world paths — soft layered fills, then
|
||
// a SOLID viewer-relative hairline border (dashes dropped for now).
|
||
for (const hs of this.hullShapes) {
|
||
for (let i = 0; i < hs.fill.length; i++) {
|
||
ctx.fillStyle = `hsla(${hs.hue}, 65%, 60%, ${HULL_FILL_LAYERS[i]![1]})`;
|
||
ctx.fill(hs.fill[i]!);
|
||
}
|
||
ctx.strokeStyle = `hsla(${hs.hue}, 65%, 62%, 0.5)`;
|
||
ctx.lineWidth = 1.5 / k; // constant screen px
|
||
ctx.stroke(hs.stroke);
|
||
}
|
||
|
||
// 3. Edges: shafts + arrowheads from cached paths; width constant on
|
||
// screen (÷ k), geometry in world units (scales with the graph).
|
||
if (settings.edgeWidth > 0) {
|
||
ctx.strokeStyle = data.colors.edge;
|
||
ctx.fillStyle = data.colors.edge;
|
||
ctx.lineWidth = settings.edgeWidth / k;
|
||
ctx.lineCap = "round";
|
||
ctx.stroke(this.shaftsPath);
|
||
ctx.fill(this.headsPath);
|
||
}
|
||
|
||
// 4. Nodes: one cached Path2D, one fill.
|
||
ctx.fillStyle = data.colors.node;
|
||
ctx.fill(this.nodesPath);
|
||
|
||
// 5. Cluster region labels — inverse-gated on THE zoom control.
|
||
// Viewer-relative by design (UI, not graph content): drawn at the
|
||
// world centroid with a font of REGION_LABEL_SIZE / k, which is a
|
||
// constant 18px on screen at any zoom.
|
||
if (settings.clusterLabels && regionAlpha > 0.01) {
|
||
ctx.save();
|
||
ctx.globalAlpha = regionAlpha;
|
||
ctx.font = `${LABEL_WEIGHT} ${REGION_LABEL_SIZE / k}px ${data.fontFamily}`;
|
||
ctx.textAlign = "center";
|
||
ctx.textBaseline = "middle";
|
||
for (const hs of this.hullShapes) {
|
||
if (!hs.label) continue;
|
||
ctx.fillStyle = `hsla(${hs.hue}, 55%, 78%, 0.85)`;
|
||
ctx.fillText(hs.label, hs.cx, hs.cy);
|
||
}
|
||
ctx.restore();
|
||
}
|
||
|
||
// 6. Node labels — one global gate, faded together. World-scaled
|
||
// with the graph (they grow as you zoom in, Obsidian-style).
|
||
if (nodeAlpha > 0.01) {
|
||
ctx.save();
|
||
ctx.globalAlpha = nodeAlpha;
|
||
ctx.font = this.worldLabelFont;
|
||
for (const [id, lines] of this.labelLines) {
|
||
const n = this.nodeById.get(id);
|
||
if (!n) continue;
|
||
drawNameLines(ctx, n.x, n.y, lines, this.world, data.colors.label);
|
||
}
|
||
ctx.restore();
|
||
}
|
||
|
||
// 7. Hover glow (topmost): halo in the node's color + the brightened
|
||
// name, both on the SAME fade factor. World units like everything
|
||
// else. Shows even when labels are zoomed out (hover is its own
|
||
// affordance, not a label).
|
||
if (this.hoverId && this.hoverFade > 0.02) {
|
||
const n = this.visible && !this.visible.has(this.hoverId)
|
||
? null // filtered out by search — no glow on hidden nodes
|
||
: this.nodeById.get(this.hoverId);
|
||
if (n) {
|
||
const glow = ctx.createRadialGradient(n.x, n.y, nodeR, n.x, n.y, glowOuter);
|
||
glow.addColorStop(0, rgbaFromHex(data.colors.node, GLOW_ALPHA * this.hoverFade));
|
||
glow.addColorStop(1, rgbaFromHex(data.colors.node, 0));
|
||
ctx.fillStyle = glow;
|
||
ctx.beginPath();
|
||
ctx.arc(n.x, n.y, glowOuter, 0, Math.PI * 2);
|
||
ctx.arc(n.x, n.y, nodeR, 0, Math.PI * 2, true);
|
||
ctx.fill("evenodd");
|
||
ctx.save();
|
||
ctx.globalAlpha = this.hoverFade;
|
||
ctx.font = this.worldLabelFont;
|
||
drawNameLines(ctx, n.x, n.y, this.labelLines.get(n.id) ?? [], this.world, data.colors.hoverText);
|
||
ctx.restore();
|
||
}
|
||
}
|
||
}
|
||
}
|