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).
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-90
@@ -7,7 +7,7 @@
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import { strict as assert } from "node:assert";
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import { describe, test } from "node:test";
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import { detectCommunities, matchClusterLabelings, MIN_CLUSTER_SIZE } from "../src/core/clusters.ts";
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import { clusterHue, convexHull, offsetPolygon, outwardNormal } from "../components/cluster-geometry.ts";
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import { clusterHue } from "../components/cluster-geometry.ts";
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import type { Community } from "../src/core/clusters.ts";
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import type { ClusterLabeling } from "../src/core/contracts.ts";
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@@ -73,95 +73,14 @@ describe("matchClusterLabelings", () => {
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});
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});
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describe("hull geometry (the inward-normal regression)", () => {
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// Screen coordinates: y grows DOWN. The first implementation used
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// (-dy, dx) as the "outward" normal — which points INWARD for the
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// clockwise-on-screen rings monotone chain produces here, shrinking
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// every hull by the pad and inverting it entirely once a cluster
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// projected smaller than ~2x the pad (spiky shape churn on zoom).
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const dist = (a: { x: number; y: number }, b: { x: number; y: number }) => Math.hypot(a.x - b.x, a.y - b.y);
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test("outwardNormal points away from a square's interior (screen coords)", () => {
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const square = [
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{ x: 0, y: 0 },
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{ x: 10, y: 0 },
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{ x: 10, y: 10 },
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{ x: 0, y: 10 },
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];
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const center = { x: 5, y: 5 };
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for (let i = 0; i < 4; i++) {
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const a = square[i]!;
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const b = square[(i + 1) % 4]!;
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const mid = { x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 };
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const n = outwardNormal(a, b);
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// The normal translated from the edge midpoint moves AWAY from the center.
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const moved = { x: mid.x + n.x, y: mid.y + n.y };
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assert.ok(dist(moved, center) > dist(mid, center), `edge ${i}: normal points inward`);
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}
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});
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test("offsetPolygon moves every vertex AWAY from the centroid", () => {
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const hull = convexHull([
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{ x: 0, y: 0 }, { x: 40, y: 3 }, { x: 55, y: 30 }, { x: 20, y: 44 }, { x: 2, y: 25 },
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]);
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const centroid = {
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x: hull.reduce((s, p) => s + p.x, 0) / hull.length,
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y: hull.reduce((s, p) => s + p.y, 0) / hull.length,
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};
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for (const [i, v] of hull.entries()) {
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const moved = offsetPolygon(hull, 14)[i]!;
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assert.ok(
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dist(moved, centroid) > dist(v, centroid),
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`vertex ${i} moved inward (was ${dist(v, centroid).toFixed(1)}, now ${dist(moved, centroid).toFixed(1)})`,
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);
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}
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});
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test("offsetPolygon stays sane when the hull is SMALLER than the pad (the zoom-out case)", () => {
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// A 10px cluster padded by 14px: must still be a simple polygon
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// (no vertex crossing the centroid, no inversion).
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const hull = convexHull([
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{ x: 0, y: 0 }, { x: 10, y: 1 }, { x: 9, y: 9 }, { x: 1, y: 8 },
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]);
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const centroid = {
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x: hull.reduce((s, p) => s + p.x, 0) / hull.length,
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y: hull.reduce((s, p) => s + p.y, 0) / hull.length,
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};
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const moved = offsetPolygon(hull, 14);
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for (const v of moved) {
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assert.ok(dist(v, centroid) >= 10, `vertex collapsed past the centroid: ${JSON.stringify(v)}`);
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}
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// Vertex ORDER stays angularly monotone around the centroid (no self-intersection).
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const angles = moved.map((v) => Math.atan2(v.y - centroid.y, v.x - centroid.x));
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let prev = angles[0]!;
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for (const a of angles.slice(1)) {
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let d = a - prev;
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while (d > Math.PI) d -= 2 * Math.PI;
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while (d < -Math.PI) d += 2 * Math.PI;
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assert.ok(d !== 0, "duplicate angle — degenerate offset");
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prev = a;
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}
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});
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test("convexHull returns a clockwise-on-screen ring (the orientation the normal math assumes)", () => {
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const hull = convexHull([
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{ x: 0, y: 0 }, { x: 10, y: 0 }, { x: 10, y: 10 }, { x: 0, y: 10 },
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]);
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// Signed area in code coords: clockwise-on-screen (y-down) = positive.
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let area = 0;
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for (let i = 0; i < hull.length; i++) {
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const a = hull[i]!;
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const b = hull[(i + 1) % hull.length]!;
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area += a.x * b.y - b.x * a.y;
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}
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assert.ok(area / 2 > 0, `expected positive (clockwise-on-screen) area, got ${area / 2}`);
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});
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test("clusterHue is stable per id and spreads", () => {
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assert.equal(clusterHue("clu_abc123def456"), clusterHue("clu_abc123def456"));
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const hues = new Set(Array.from({ length: 40 }, (_, i) => clusterHue(`clu_${i}`)));
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assert.ok(hues.size > 25, `expected spread hues, got ${hues.size}`);
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describe("clusterHue", () => {
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test("is stable per id and spreads", () => {
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// Same id → same hue, always; different ids → usually different hues.
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assert.equal(clusterHue("cluster-a"), clusterHue("cluster-a"));
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const hues = new Set<number>();
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for (let i = 0; i < 40; i++) hues.add(clusterHue(`cluster-${i}`));
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assert.ok(hues.size > 20, `expected spread, got ${hues.size} distinct hues for 40 ids`);
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for (const h of hues) assert.ok(h >= 0 && h < 360);
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});
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});
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