Files
oikos/web/src/lib/components/GraphBackground.svelte
dtoro 6051fb4845 feat(web): curved edges + unique SVG ids for concurrent graph views
Quadratic-bezier edges instead of straight lines, and drop the
auto-refit-on-load that caused a jarring zoom/pan snap once the force
simulation settled. Also namespace each graph's dot-grid pattern id
with a per-instance uuid — multiple SessionGraph instances can now be
mounted at once (one per open task window), and duplicate SVG ids
silently blanked out every graph's background but the first.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-19 17:01:34 +02:00

267 lines
9.2 KiB
Svelte

<script lang="ts">
import { onMount } from 'svelte'
import { forceSimulation, forceLink, forceManyBody, forceCenter, forceCollide, type Simulation } from 'd3-force'
import { fetchGraph, type Health } from '$lib/api'
import { getTheme } from '$lib/stores/theme.svelte'
// Ambient, non-interactive knowledge-graph backdrop. Purely decorative: the
// host places this behind the page with pointer-events:none, so it never
// steals clicks. The "alive" feeling comes entirely from the camera (slow
// autonomous drift + mouse parallax + per-node depth), NOT from a live force
// sim — we warm the layout up once, freeze it, then just pan a static field.
interface SimNode {
id: string
slug: string
degree: number
z: number // depth in [0,1] for parallax
x?: number
y?: number
fx?: number | null
fy?: number | null
}
interface SimLink {
source: string | SimNode
target: string | SimNode
}
let host = $state<HTMLDivElement | null>(null)
let canvas = $state<HTMLCanvasElement | null>(null)
let nodes: SimNode[] = []
let links: SimLink[] = []
let health: Record<string, Health> = {}
// World bounds the layout is centered in; camera pans within.
const WORLD = 1400
const MAX_NODES = 260
const healthColor: Record<Health, string> = {
healthy: '#3fb950',
degraded: '#d29922',
down: '#f85149',
unknown: '#8b949e'
}
function nodeRadius(n: SimNode): number {
return 3 + Math.min(Math.sqrt(n.degree) * 1.4, 7)
}
async function loadGraph() {
const graph = await fetchGraph({ depth: 3, includeStatus: true })
if (!graph) return
health = graph.health ?? {}
// degree by id, edges reference slugs
const idBySlug = new Map(graph.nodes.map((n) => [n.slug, n.id]))
const degree = new Map<string, number>()
for (const e of graph.edges) {
const s = idBySlug.get(e.source) ?? e.source
const t = idBySlug.get(e.target) ?? e.target
degree.set(s, (degree.get(s) ?? 0) + 1)
degree.set(t, (degree.get(t) ?? 0) + 1)
}
let all: SimNode[] = graph.nodes.map((n) => ({
id: n.id,
slug: n.slug,
degree: degree.get(n.id) ?? 0,
z: Math.random()
}))
// Cap to the most-connected nodes so large graphs stay cheap.
if (all.length > MAX_NODES) {
all = [...all].sort((a, b) => b.degree - a.degree).slice(0, MAX_NODES)
}
const keep = new Set(all.map((n) => n.id))
nodes = all
links = graph.edges
.map((e) => ({ source: idBySlug.get(e.source) ?? e.source, target: idBySlug.get(e.target) ?? e.target }))
.filter((l) => keep.has(l.source as string) && keep.has(l.target as string))
warmUpLayout()
}
// Run the sim to a settled state without rendering each tick, then freeze.
function warmUpLayout() {
const sim: Simulation<SimNode, SimLink> = forceSimulation(nodes)
.force('link', forceLink<SimNode, SimLink>(links).id((n) => n.id).distance(60).strength(0.5))
.force('charge', forceManyBody().strength(-140).distanceMax(360))
.force('center', forceCenter(0, 0))
.force('collide', forceCollide<SimNode>((n) => nodeRadius(n) + 6))
.stop()
const ticks = Math.min(400, Math.max(120, nodes.length * 2))
for (let i = 0; i < ticks; i++) sim.tick()
sim.stop()
}
// ─── camera + render loop ───────────────────────────────────────────────
let cam = { x: 0, y: 0 } // eased mouse-parallax offset
let targetCam = { x: 0, y: 0 }
let timer: ReturnType<typeof setTimeout> | 0 = 0
let dpr = 1
let w = 0
let h = 0
let dotCanvas: HTMLCanvasElement | null = null
let lastDotDark: boolean | null = null
function drawDots(dark: boolean) {
if (!dotCanvas) {
dotCanvas = document.createElement('canvas')
}
dotCanvas.width = Math.round(w * dpr)
dotCanvas.height = Math.round(h * dpr)
const dctx = dotCanvas.getContext('2d')!
dctx.setTransform(dpr, 0, 0, dpr, 0, 0)
dctx.clearRect(0, 0, w, h)
dctx.fillStyle = dark ? 'rgba(255,255,255,0.12)' : 'rgba(0,0,0,0.12)'
const spacing = 12
for (let x = spacing; x < w; x += spacing) {
for (let y = spacing; y < h; y += spacing) {
dctx.beginPath()
dctx.arc(x, y, 0.7, 0, Math.PI * 2)
dctx.fill()
}
}
}
function onPointerMove(e: PointerEvent) {
if (!host) return
const rect = host.getBoundingClientRect()
const nx = (e.clientX - rect.left) / rect.width - 0.5 // -0.5..0.5
const ny = (e.clientY - rect.top) / rect.height - 0.5
targetCam = { x: -nx * 90, y: -ny * 90 } // small parallax nudge
}
function resize() {
if (!host || !canvas) return
dpr = Math.min(window.devicePixelRatio || 1, 2)
w = host.clientWidth
h = host.clientHeight
canvas.width = Math.round(w * dpr)
canvas.height = Math.round(h * dpr)
dotCanvas = null // force redraw on next frame
}
function colorForNode(n: SimNode): string {
return healthColor[health[n.id] ?? 'unknown']
}
// Driven by setTimeout rather than requestAnimationFrame: some embedding
// contexts (iframed previews, backgrounded-but-visible panes) report
// document.hidden = true and browsers fully suspend rAF callbacks there,
// which would freeze this canvas forever. setTimeout keeps ticking
// regardless, and ~30fps is plenty for a slow ambient drift.
function draw(t: number) {
timer = setTimeout(() => draw(performance.now()), 33)
if (!canvas) return
const ctx = canvas.getContext('2d')
if (!ctx) return
// ease parallax toward target
cam.x += (targetCam.x - cam.x) * 0.05
cam.y += (targetCam.y - cam.y) * 0.05
// autonomous drift (Lissajous pan + breathing zoom)
const ts = t / 1000
const driftX = Math.sin(ts * 0.05) * 70 + Math.sin(ts * 0.017) * 40
const driftY = Math.cos(ts * 0.043) * 60 + Math.sin(ts * 0.023) * 30
const zoom = 0.82 + Math.sin(ts * 0.03) * 0.03
const dark = getTheme() !== 'light'
ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
ctx.clearRect(0, 0, w, h)
if (lastDotDark !== dark) { dotCanvas = null; lastDotDark = dark }
if (!dotCanvas) drawDots(dark)
ctx.drawImage(dotCanvas!, 0, 0)
const cx = w / 2
const cy = h / 2
// project a world point to screen, applying per-depth parallax
function project(px: number, py: number, z: number) {
const par = 0.5 + z // nearer nodes (higher z) move more
const ox = (driftX + cam.x) * par
const oy = (driftY + cam.y) * par
return { x: cx + (px + ox) * zoom, y: cy + (py + oy) * zoom }
}
// edges
ctx.lineWidth = 1
ctx.strokeStyle = dark ? 'rgba(140,175,230,0.28)' : 'rgba(60,90,140,0.22)'
ctx.beginPath()
for (const l of links) {
const s = l.source as SimNode
const tg = l.target as SimNode
if (s.x == null || tg.x == null) continue
const z = (s.z + tg.z) / 2
const a = project(s.x, s.y!, z)
const b = project(tg.x, tg.y!, z)
const dx = b.x - a.x
const dy = b.y - a.y
const len = Math.max(Math.hypot(dx, dy), 1)
const curve = Math.min(len * 0.15, 40)
const mx = (a.x + b.x) / 2 - (dy / len) * curve
const my = (a.y + b.y) / 2 + (dx / len) * curve
ctx.moveTo(a.x, a.y)
ctx.quadraticCurveTo(mx, my, b.x, b.y)
}
ctx.stroke()
// nodes (glow via radial gradient, cheap enough at this count)
for (const n of nodes) {
if (n.x == null || n.y == null) continue
const p = project(n.x, n.y, n.z)
const r = nodeRadius(n) * zoom * (0.7 + n.z * 0.6)
const col = colorForNode(n)
const glow = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, r * 3.2)
glow.addColorStop(0, hexA(col, dark ? 0.45 : 0.32))
glow.addColorStop(1, hexA(col, 0))
ctx.fillStyle = glow
ctx.beginPath()
ctx.arc(p.x, p.y, r * 3.2, 0, Math.PI * 2)
ctx.fill()
ctx.fillStyle = hexA(col, dark ? 0.7 : 0.55)
ctx.beginPath()
ctx.arc(p.x, p.y, r, 0, Math.PI * 2)
ctx.fill()
}
// legibility scrim: dim only the center band where the UI sits, taper to
// ~nothing at the edges so the graph (and its connections) stay visible
// in the margins instead of being crushed everywhere equally.
const scrim = ctx.createRadialGradient(cx, cy, 0, cx, cy, Math.hypot(cx, cy))
const base = dark ? '13,17,23' : '255,255,255'
scrim.addColorStop(0, `rgba(${base},0.68)`)
scrim.addColorStop(0.45, `rgba(${base},0.32)`)
scrim.addColorStop(1, `rgba(${base},0.02)`)
ctx.fillStyle = scrim
ctx.fillRect(0, 0, w, h)
}
// "#rrggbb" + alpha -> rgba()
function hexA(hex: string, a: number): string {
const n = parseInt(hex.slice(1), 16)
return `rgba(${(n >> 16) & 255},${(n >> 8) & 255},${n & 255},${a})`
}
onMount(() => {
loadGraph()
resize()
const ro = new ResizeObserver(resize)
if (host) ro.observe(host)
window.addEventListener('pointermove', onPointerMove)
timer = setTimeout(() => draw(performance.now()), 33)
return () => {
clearTimeout(timer)
ro.disconnect()
window.removeEventListener('pointermove', onPointerMove)
}
})
</script>
<div bind:this={host} class="pointer-events-none absolute inset-0 overflow-hidden">
<canvas bind:this={canvas} class="h-full w-full"></canvas>
</div>