import { useEffect, useMemo, useReducer, useRef, useState } from 'react'; import { ready } from '../../lib/mrly.js'; import { web } from '../../lib/chart.js'; import { web as solid } from '../../lib/stage.js'; import { mount, Page, Row, Pick, Slider, Btn, Stats, Stat, Note } from '../../lib/app.jsx'; import { Sketch } from '../../lib/draw.jsx'; import { Stage } from '../../lib/stage.jsx'; import { Picker, useSeeds, roll } from '../../lib/select.jsx'; import { useQuery } from '../../lib/query.js'; const m = await ready(); const SPACES = [['flat', 'flat'], ['cube', 'cube'], ['hex', 'hex slice']]; const GRAPHS = [['core', 'core, filled cells'], ['edge', 'edge, corners and sides'], ['tunnel', 'tunnel, empty cells'], ['dual', 'dual, fills and voids']]; const KINDS = { flat: ['core', 'edge', 'tunnel'], cube: ['core', 'edge', 'tunnel'], hex: ['core', 'dual', 'edge'] }; const LAYOUTS = ['lattice', 'force']; const CAMERAS = [['eye', 'perspective'], ['iso', 'isometric']]; const BUDGET = { lattice: 20000, force: 2000 }; const FIRST = { space: 'flat', camera: 'eye', code: '495', base: 3, ccode: '23', cbase: 2, number: 3, level: 2, graph: 'core', layout: 'lattice', dots: 3 }; const FIRST_TOP = 4; const rename = (patch) => { const next = {}; if (patch.code !== undefined) next.ccode = patch.code; if (patch.base !== undefined) next.cbase = patch.base; return next; }; function App() { const s = useSeeds(); const [pick, set] = useQuery(FIRST); const [playing, setPlaying] = useState(false); const [pulse, beat] = useReducer((x) => x + 1, 0); const [gen, again] = useReducer((x) => x + 1, 0); const st = useRef(null); const body = useRef(null); const speed = useRef(2); const opened = useRef(false); const flat = pick.space === 'flat'; const dimension = flat ? 2 : 3; const code = (flat ? pick.code : pick.ccode).trim(); const base = flat ? pick.base : pick.cbase; const which = KINDS[pick.space].includes(pick.graph) ? pick.graph : 'core'; const top = useMemo(() => { try { return m.graph_cap(pick.space, code, pick.number, base, which, BUDGET[pick.layout]); } catch { return FIRST_TOP; } }, [pick.space, code, pick.number, base, which, pick.layout]); const level = Math.min(pick.level, top); const built = useMemo(() => { try { const name = m.name_of(code, dimension, base); const nodes = m.graph_nodes(pick.space, code, pick.number, level, base, which); const net = { dim: nodes[0], nodes, branches: m.graph_branches(pick.space, code, pick.number, level, base, which), roles: m.graph_roles(pick.space, code, pick.number, level, base, which), }; const tally = JSON.parse(m.graph_census(pick.space, code, pick.number, level, base, which)); const relax = pick.layout === 'force' ? new m.Layout(net.nodes.subarray(2), net.branches, net.dim, s.get()) : null; return { net, tally, name, relax, error: null }; } catch (error) { return { net: null, tally: null, name: '', relax: null, error }; } }, [pick.space, code, pick.number, base, which, level, pick.layout, pick.camera, gen]); const nodes = () => (built.relax ? built.relax.positions() : built.net.nodes.subarray(2)); useEffect(() => { setPlaying(!!built.relax); }, [built]); useEffect(() => { if (!playing || !built.relax) return; let id = 0; const frame = () => { const t0 = performance.now(); built.relax.step(speed.current); const dt = performance.now() - t0; if (dt < 8 && speed.current < 8) speed.current += 1; else if (dt > 14 && speed.current > 1) speed.current -= 1; beat(); id = requestAnimationFrame(frame); }; id = requestAnimationFrame(frame); return () => cancelAnimationFrame(id); }, [playing, built]); useEffect(() => { const seed = s.get(); if (!seed) return; const [lv, g, ly] = roll(seed, [[1, FIRST_TOP], [0, GRAPHS.length - 1], [0, 1]]); const drawn = m.random_code(dimension, base, seed); set({ ...(flat ? { code: drawn } : { ccode: drawn }), level: lv, graph: GRAPHS[g][0], layout: LAYOUTS[ly] }); }, []); const randomize = () => { const seed = s.next(); const [lv, g, ly] = roll(seed, [[1, top], [0, GRAPHS.length - 1], [0, 1]]); const drawn = m.random_code(dimension, base, seed); set({ ...(flat ? { code: drawn } : { ccode: drawn }), level: lv, graph: GRAPHS[g][0], layout: LAYOUTS[ly] }); }; const sheet = (canvas) => { if (!built.net || pick.space === 'cube') return; web(canvas, Math.min(canvas.clientWidth, 620), nodes(), built.net.branches, built.net.roles, pick.dots); }; const onStage = (live) => { st.current = live; live.project(pick.camera); if (!opened.current) { opened.current = true; if (new URLSearchParams(location.search).get('camera') === 'iso') live.view(1, 1, 1); } if (!built.net) { live.clear(); body.current = null; return; } if (pick.space !== 'cube') return; if (body.current && body.current.of === built && body.current.dots === pick.dots) { body.current.place(nodes()); return; } body.current = { of: built, dots: pick.dots, ...solid(nodes(), built.net.branches, built.net.roles, pick.dots / 250) }; live.clear(); for (const part of body.current.parts) live.add(part); }; const tally = built.tally; const ticks = built.relax ? built.relax.ticks() : 0; const controls = ( <>

The design

set({ space: v, graph: KINDS[v].includes(pick.graph) ? pick.graph : 'core' })} /> set(flat ? patch : rename(patch))} /> Randomize set({ number: +v })} /> set({ level: v })} /> KINDS[pick.space].includes(value))} onChange={(v) => set({ graph: v })} />

The layout

set({ layout: v })} /> set({ dots: v })} />
); return ( The core graph joins face-adjacent filled cells at their centres; the edge graph is the corners and unit sides those cells outline; the tunnel graph joins the empty cells instead. On the hexagon the core graph joins filled triangles across shared sides, the dual takes fills and voids together, and the edge graph is their sides, every triangle at its true aspect. Every node, branch, role and count comes out of the crates, and the Euler number is the design's own, read off its cell complex, so the level slider stops where the closed-form size says a build would stall. The force layout is Fruchterman and Reingold's: every pair repels as k²/d, every branch pulls as d²/k, a cooling cap on the move per tick settles the lattice, and the seed jitters the start so a symmetric lattice can fold; energy is the mean net force per node in units of k. The same graphs diagonalised are the spectra page; the pieces and boundary of a design raced against a random set of the same mass are the connectivity page.}>

The network {`${which} graph, level ${level}, ${pick.layout}${pick.space === 'cube' ? `, ${pick.camera === 'iso' ? 'isometric' : 'perspective'}` : ''}`}

{built.name} {tally?.nodes} {tally?.branches} {tally?.tips} {tally?.junctions} {tally?.components} {tally?.length.toFixed(2)} {tally?.box.toFixed(3)} {tally ? tally.euler ?? 'none' : ''} {built.relax ? ticks : ''} {built.relax && ticks ? built.relax.energy().toExponential(2) : ''} {built.relax && ticks ? built.relax.moved().toExponential(2) : ''} {built.relax ? built.relax.temperature().toExponential(2) : ''}
); } mount();