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learnharness/src/core/layout.ts
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/**
* The layout engine — d3-force, everywhere (DECIDED 2026-09-13).
*
* 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.)
*
* 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".
*
* 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 {
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";
/** A node the d3 simulation mutates (x/y/vx/vy; fx/fy = pinned). */
export interface LayoutNode extends SimulationNodeDatum {
id: string;
}
/** A link as d3 sees it (id strings resolve to node refs on init). */
type SimLink = SimulationLinkDatum<LayoutNode>;
/** How the inference rank is expressed spatially (playground, 2026-09-13):
* the graph's `follows`/`supports` edges encode derivation (premise →
* conclusion), so depth-0 nodes (no incoming edges — the fundamentals)
* can anchor a shared baseline and every derivation level rises from it.
* `vertical`: levels are horizontal rows, arrows point up.
* `radial`: levels are concentric rings, foundations at the center, the
* outer boundary IS the edge of the user's knowledge.
* `off`: today's free layout. */
export type DepthAnchorMode = "off" | "vertical" | "radial";
export interface DepthAnchor {
mode: DepthAnchorMode;
/** Anchor pull toward the level (same units as clusterPull). */
strength: number;
/** Distance between consecutive inference levels (world units). */
spacing: number;
/** Baseline point: vertical mode uses .y as the depth-0 line; radial
* mode uses the full point as the ring center. Default (0,0). */
center?: { x: number; y: number };
/** Inner ring radius (radial only; depth-0 nodes sit at this ring). */
baseRadius?: number;
}
/** Inference depth per node: the longest chain of directed edges from a
* base node. CYCLE-SAFE (2026-09-13, user requirement — the DAG property
* is typical, not guaranteed): Tarjan SCC condensation collapses each
* strongly connected component to one super-node, ranks the (always
* acyclic) condensation, and every cycle member shares its component's
* depth — mutual support reads as equal footing. Iterative Tarjan (no
* recursion depth limits), O(V+E), deterministic. */
export function inferenceDepths(
nodes: ReadonlyArray<Pick<GraphNode, "id">>,
edges: ReadonlyArray<LayoutEdge>,
): Map<string, number> {
const valid = new Set(nodes.map((n) => n.id));
const adj = new Map<string, string[]>();
for (const e of edges) {
if (e.from === e.to || !valid.has(e.from) || !valid.has(e.to)) continue;
let list = adj.get(e.from);
if (!list) adj.set(e.from, (list = []));
list.push(e.to);
}
// Iterative Tarjan SCC.
const num = new Map<string, number>();
const low = new Map<string, number>();
const onStack = new Set<string>();
const stack: string[] = [];
const comp = new Map<string, number>();
let counter = 0;
let compCount = 0;
for (const start of valid) {
if (num.has(start)) continue;
num.set(start, counter);
low.set(start, counter);
counter++;
stack.push(start);
onStack.add(start);
const work: [string, number][] = [[start, 0]];
while (work.length > 0) {
const frame = work[work.length - 1]!;
const v = frame[0];
const outs = adj.get(v) ?? [];
if (frame[1] < outs.length) {
const i = frame[1];
frame[1] = i + 1;
const w = outs[i]!;
if (!num.has(w)) {
num.set(w, counter);
low.set(w, counter);
counter++;
stack.push(w);
onStack.add(w);
work.push([w, 0]);
} else if (onStack.has(w)) {
low.set(v, Math.min(low.get(v)!, num.get(w)!));
}
} else {
work.pop();
if (low.get(v) === num.get(v)) {
let w: string;
do {
w = stack.pop()!;
onStack.delete(w);
comp.set(w, compCount);
} while (w !== v);
compCount++;
}
if (work.length > 0) {
const parent = work[work.length - 1]![0];
low.set(parent, Math.min(low.get(parent)!, low.get(v)!));
}
}
}
}
// Condensation predecessors, then longest path. Tarjan emits sinks
// first, so descending comp index = topological order (sources first).
const preds: Set<number>[] = Array.from({ length: compCount }, () => new Set<number>());
for (const e of edges) {
const a = comp.get(e.from);
const b = comp.get(e.to);
if (a == null || b == null || a === b) continue;
preds[b]!.add(a);
}
const depth = new Array<number>(compCount).fill(0);
for (let c = compCount - 1; c >= 0; c--) {
let d = 0;
for (const p of preds[c]!) d = Math.max(d, depth[p]! + 1);
depth[c] = d;
}
const out = new Map<string, number>();
for (const n of nodes) out.set(n.id, depth[comp.get(n.id)!] ?? 0);
return out;
}
export interface SimOptions {
/** Link spring rest length (world units). */
linkDistance?: number;
/** Link spring stiffness MULTIPLIER (1 = d3's default
* 1/min(degree) stiffness). */
linkStrength?: 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;
/** Velocity damping per tick (d3 default 0.4). Higher = more friction. */
velocityDecay?: number;
/** Inference-depth anchoring (see DepthAnchor). Off by default. */
depthAnchor?: DepthAnchor;
/** Cluster centroid pull (the "virtual node" without the node):
* members of each cluster accelerate toward their own cluster's
* centroid. Two O(n) passes per tick — cheaper than a real virtual
* node (which would need one extra link spring per member plus a
* maintained position). Strength 0 or absent = force off.
* Callers supply the partition (Louvain output shape). */
clusterPull?: {
clusters: ReadonlyArray<{ members: ReadonlyArray<string> }>;
strength: number;
};
}
/** Link input: edges are undirected for layout purposes. */
export interface LayoutEdge {
from: string;
to: string;
}
export const LINK_DISTANCE = 40;
export const CHARGE_STRENGTH = -240; // 2026-09-17: −120 → −240 (user: repulsion default too weak); the default is shared with render-settings (gm-centered in CHARGE_RANGE).
/** 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;
/** Exported: default cluster-centroid pull strength (tuned by replay —
* compact enough to read as blobs, weak enough that cluster shape is
* still the edge network's). */
export const CLUSTER_PULL_STRENGTH = 0.15;
/**
* 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> {
// Link stiffness: d3's default is 1/min(deg) (degree-scaled springs).
// linkStrength multiplies it, so 1 = unchanged default behavior.
const degree = new Map<string, number>();
for (const e of edges) {
degree.set(e.from, (degree.get(e.from) ?? 0) + 1);
degree.set(e.to, (degree.get(e.to) ?? 0) + 1);
}
const linkStrength = options.linkStrength ?? 1;
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)
.strength(
(l) =>
(linkStrength * 1) /
Math.min(degree.get((l.source as LayoutNode).id) ?? 1, degree.get((l.target as LayoutNode).id) ?? 1),
),
)
.force("charge", forceManyBody<LayoutNode>().strength(options.chargeStrength ?? CHARGE_STRENGTH))
.alphaDecay(options.alphaDecay ?? 0.0228)
.velocityDecay(options.velocityDecay ?? 0.4)
.stop();
// Gravity, mode-projected: in vertical mode the depth force OWNS the
// y axis, so gravity goes x-only (it would fight the level lines); in
// radial mode a center pull is purely radial and would fight the
// rings, so it is dropped entirely (rings already bound the radius).
// Depth mode projections (DECIDED 2026-09-13), with the ORPHAN RULE
// (user-decided, same day): a node with no edges at all has no
// dependency structure — depth is a property of inference chains, so
// stamping unconnected propositions onto the baseline / base ring
// assigns them meaning they don't have. Orphans are exempt from the
// depth force and keep the REGULAR view's forces instead (full center
// gravity + full cluster pull, unprojected).
const mode = options.depthAnchor?.mode ?? "off";
let orphan: Uint8Array | null = null;
if (mode !== "off") {
const connected = new Set<string>();
const valid = new Set(nodes.map((n) => n.id));
for (const e of edges) {
// Self-loops and dangling endpoints are not a structure (same
// guards as inferenceDepths).
if (e.from === e.to || !valid.has(e.from) || !valid.has(e.to)) continue;
connected.add(e.from);
connected.add(e.to);
}
orphan = new Uint8Array(nodes.length);
nodes.forEach((n, i) => {
if (!connected.has(n.id)) orphan![i] = 1;
});
}
const g = options.gravity;
if (g && mode === "off") {
sim.force("x", forceX<LayoutNode>(g.x).strength(g.strength));
sim.force("y", forceY<LayoutNode>(g.y).strength(g.strength));
} else if (g) {
// Mode-projected gravity, EXACTLY d3's forceX/forceY math (restoring
// force × strength × alpha): structured nodes get x-only in vertical
// mode (the depth force owns y) and none in radial mode (the rings
// own the radius); ORPHANS get the full regular-view pull in every
// mode.
const orphanMask = orphan!;
sim.force("gravity", (alpha: number) => {
for (let i = 0; i < nodes.length; i++) {
const n = nodes[i]!;
if (orphanMask[i]) {
n.vx = (n.vx ?? 0) + (g.x - (n.x ?? 0)) * g.strength * alpha;
n.vy = (n.vy ?? 0) + (g.y - (n.y ?? 0)) * g.strength * alpha;
} else if (mode === "vertical") {
n.vx = (n.vx ?? 0) + (g.x - (n.x ?? 0)) * g.strength * alpha;
}
// radial + structured: nothing — the rings own the radius.
}
});
}
// Cluster centroid pull: the membership index is resolved ONCE (nodes
// don't change clusters mid-sim); each tick is two allocation-free
// O(n) passes (sum, then pull). Singletons (<2 members) skip themselves.
const cp = options.clusterPull;
if (cp && cp.strength > 0 && cp.clusters.length > 0) {
const clusterIdx = new Map<string, number>();
cp.clusters.forEach((c, i) => {
for (const id of c.members) clusterIdx.set(id, i);
});
const nodeCluster = nodes.map((n) => clusterIdx.get(n.id) ?? -1);
const k = cp.clusters.length;
const sumX = new Float64Array(k);
const sumY = new Float64Array(k);
const cnt = new Float64Array(k);
const strength = cp.strength;
// The cluster centroid pull also respects the depth mode: vertical
// → x-only (the depth force owns y); radial → tangential only
// (the radial component would drag members off their rings; the
// tangential component still tightens each cluster's angular
// spread, which is all clustering needs to do there).
const ringCx = options.depthAnchor?.center?.x ?? 0;
const ringCy = options.depthAnchor?.center?.y ?? 0;
sim.force("clusterPull", (alpha: number) => {
sumX.fill(0);
sumY.fill(0);
cnt.fill(0);
for (let i = 0; i < nodes.length; i++) {
const ci = nodeCluster[i]!;
if (ci < 0) continue;
const n = nodes[i]!;
sumX[ci] = sumX[ci]! + (n.x ?? 0);
sumY[ci] = sumY[ci]! + (n.y ?? 0);
cnt[ci] = cnt[ci]! + 1;
}
for (let i = 0; i < nodes.length; i++) {
const ci = nodeCluster[i]!;
if (ci < 0 || (cnt[ci] ?? 0) < 2) continue;
const n = nodes[i]!;
const px = n.x ?? 0;
const py = n.y ?? 0;
const ux = sumX[ci]! / cnt[ci]! - px;
const uy = sumY[ci]! / cnt[ci]! - py;
if (orphan && orphan[i]) {
// Orphans: full regular-view pull (see the ORPHAN RULE above).
n.vx = (n.vx ?? 0) + ux * strength * alpha;
n.vy = (n.vy ?? 0) + uy * strength * alpha;
} else if (mode === "vertical") {
n.vx = (n.vx ?? 0) + ux * strength * alpha;
} else if (mode === "radial") {
const rx = px - ringCx;
const ry = py - ringCy;
const r = Math.hypot(rx, ry);
if (r > 1e-9) {
// Tangential component: u − (u·r̂)r̂
const dot = (ux * rx + uy * ry) / (r * r);
n.vx = (n.vx ?? 0) + (ux - dot * rx) * strength * alpha;
n.vy = (n.vy ?? 0) + (uy - dot * ry) * strength * alpha;
}
} else {
n.vx = (n.vx ?? 0) + ux * strength * alpha;
n.vy = (n.vy ?? 0) + uy * strength * alpha;
}
}
});
}
// ── Inference-depth anchoring ────────────────────────────────────────
// The rank is COMPUTED (not simulated): per-node target scalar derived
// from inferenceDepths, then one O(n) pull pass per tick. Soft knob —
// high strength approaches pinned rows/rings while low strength leaves
// organic sag.
const da = options.depthAnchor;
if (da && da.mode !== "off" && da.strength > 0) {
const depths = inferenceDepths(nodes, edges);
const strength = da.strength;
const spacing = da.spacing;
const c = da.center ?? { x: 0, y: 0 };
const orphanMask = orphan; // ORPHAN RULE: depth skips unstructured nodes
if (da.mode === "vertical") {
const baseY = c.y;
sim.force("depth", (alpha: number) => {
for (let i = 0; i < nodes.length; i++) {
if (orphanMask?.[i]) continue;
const n = nodes[i]!;
const targetY = baseY - (depths.get(n.id) ?? 0) * spacing;
n.vy = (n.vy ?? 0) + (targetY - (n.y ?? 0)) * strength * alpha;
}
});
} else {
const baseR = da.baseRadius ?? 0;
const cx0 = c.x;
const cy0 = c.y;
sim.force("depth", (alpha: number) => {
for (let i = 0; i < nodes.length; i++) {
if (orphanMask?.[i]) continue;
const n = nodes[i]!;
const dx = (n.x ?? 0) - cx0;
const dy = (n.y ?? 0) - cy0;
// Degenerate direction at the exact ring center: nudge
// outward on a deterministic axis.
const r = Math.hypot(dx, dy);
const ux = r > 1e-9 ? dx / r : 1;
const uy = r > 1e-9 ? dy / r : 0;
const target = baseR + (depths.get(n.id) ?? 0) * spacing;
const mag = (target - r) * strength * alpha;
n.vx = (n.vx ?? 0) + ux * mag;
n.vy = (n.vy ?? 0) + uy * mag;
}
});
}
}
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;
/** Cluster partition (Louvain output shape). Supplied by callers so
* this module stays louvain-free (the browser bundle must not carry
* embedding ledger; absent = no cluster pull. */
clusters?: ReadonlyArray<{ members: ReadonlyArray<string> }>;
/** Cluster centroid pull strength (default CLUSTER_PULL_STRENGTH). */
clusterPullStrength?: number;
/** Inference-depth anchoring (see DepthAnchor). `center` defaults to
* the anchored core's centroid. */
depthAnchor?: DepthAnchor;
}
/**
* One incremental settle. `nodes`/`edges` describe the CURRENT graph;
* `previous` is the positions ledger (empty on the very first settle —
* then this degrades to a seeded-scatter bootstrap). Returns positions
* for EVERY node in `nodes`.
*/
export function incrementalLayout(
nodes: ReadonlyArray<Pick<GraphNode, "id">>,
edges: ReadonlyArray<LayoutEdge>,
previous: ReadonlyMap<string, Position>,
options: IncrementalLayoutOptions = {},
): Map<string, Position> {
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>();
for (const node of nodes) {
const prev = previous.get(node.id);
if (prev) anchors.set(node.id, { x: prev.x, y: prev.y });
}
// The anchored core's bounding box + centroid, for rim seeds.
let minX = Infinity;
let maxX = -Infinity;
let minY = Infinity;
let maxY = -Infinity;
let cx = 0;
let cy = 0;
for (const a of anchors.values()) {
minX = Math.min(minX, a.x);
maxX = Math.max(maxX, a.x);
minY = Math.min(minY, a.y);
maxY = Math.max(maxY, a.y);
cx += a.x;
cy += a.y;
}
const hasCore = anchors.size > 0;
if (hasCore) {
cx /= anchors.size;
cy /= anchors.size;
}
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) {
linkTo(e.from, e.to);
linkTo(e.to, e.from);
}
// 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;
let y: number;
if (anchor) {
// Warm start: resume from the previous rest position.
x = anchor.x;
y = anchor.y;
} else {
// New node: seed near its positioned neighbors (the cluster it
// arrived with), else on the rim outside the core, else scatter.
let sx = 0;
let sy = 0;
let found = 0;
for (const nbr of adjacency.get(node.id) ?? []) {
const na = anchors.get(nbr);
if (na) {
sx += na.x;
sy += na.y;
found++;
}
}
if (found > 0) {
x = sx / found + (rand() - 0.5) * 8;
y = sy / found + (rand() - 0.5) * 8;
} else if (hasCore) {
const angle = rand() * Math.PI * 2;
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.
x = (rand() - 0.5) * 100;
y = (rand() - 0.5) * 100;
}
}
// 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;
return { id: node.id, x, y };
});
const sim = createGraphSimulation(simNodes, edges, {
gravity: {
x: cx,
y: cy,
strength: options.gravityStrength ?? (hasCore ? INCREMENTAL_GRAVITY : BOOTSTRAP_GRAVITY),
},
clusterPull: options.clusters
? { clusters: options.clusters, strength: options.clusterPullStrength ?? CLUSTER_PULL_STRENGTH }
: undefined,
depthAnchor:
options.depthAnchor && options.depthAnchor.mode !== "off"
? { ...options.depthAnchor, center: options.depthAnchor.center ?? { x: cx, y: cy } }
: options.depthAnchor,
});
const dMode = options.depthAnchor?.mode ?? "off";
const dCenter = options.depthAnchor?.center ?? { x: cx, y: cy };
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.
// DEPTH-MODE PROJECTION: the re-blend preserves the user's
// arrangement in the FREE dimension only — x in vertical mode, the
// angle in radial mode — because the depth force owns the
// constrained dimension (a node's level/ring is meaning, not
// memory). Off-mode: full 2D blend as before.
if (hasCore && retention < 1) {
for (const [id, a] of anchors) {
const n = byId.get(id);
if (!n || n.fx != null || n.fy != null) continue;
const x = n.x ?? 0;
const y = n.y ?? 0;
if (dMode === "vertical") {
n.x = a.x + (x - a.x) * retention;
} else if (dMode === "radial") {
const rx = x - dCenter.x;
const ry = y - dCenter.y;
const r = Math.hypot(rx, ry);
const ax = a.x - dCenter.x;
const ay = a.y - dCenter.y;
const ar = Math.hypot(ax, ay);
if (r > 1e-9 && ar > 1e-9) {
const theta = Math.atan2(ry, rx);
const thetaA = Math.atan2(ay, ax);
const blended = thetaA + Math.atan2(Math.sin(theta - thetaA), Math.cos(theta - thetaA)) * retention;
n.x = dCenter.x + r * Math.cos(blended);
n.y = dCenter.y + r * Math.sin(blended);
}
} else {
n.x = a.x + (x - a.x) * retention;
n.y = a.y + (y - a.y) * retention;
}
}
}
}
const out = new Map<string, Position>();
for (const n of simNodes) out.set(n.id, { x: n.x ?? 0, y: n.y ?? 0 });
return out;
}