feat(ui): graph on d3-force with steady labels, quieter quota text, flat rail
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@@ -1,32 +1,46 @@
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// A small force layout: rings keep the structure legible, springs and
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// repulsion keep neighbours apart, a breath keeps it alive between touches.
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import {
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forceCenter,
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forceCollide,
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forceLink,
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forceManyBody,
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forceRadial,
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forceSimulation,
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type Simulation,
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type SimulationLinkDatum,
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type SimulationNodeDatum,
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} from "d3-force";
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export interface Body {
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fixed: boolean;
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// d3-force under a small API: rings keep the picture legible, collision
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// keeps dots apart, a faint alpha target keeps the graph breathing.
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export interface Body extends SimulationNodeDatum {
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id: string;
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ring: number;
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vx: number;
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vy: number;
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x: number;
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y: number;
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}
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interface Link {
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a: Body;
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b: Body;
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interface Link extends SimulationLinkDatum<Body> {
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source: Body;
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target: Body;
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}
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const RING_RADIUS = [0, 92, 168, 224];
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const LINK_STRENGTH = 0.06;
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const LINK_REST = 70;
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const CHARGE = 1600;
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const CHARGE_REACH = 320;
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const RADIAL = 0.05;
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const HUB_HOLD = 0.4;
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const DECAY = 0.55;
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const ALPHA_EASE = 0.025;
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const BREATH = 0.35;
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const MIN_D2 = 36;
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const RING_RADIUS = [0, 96, 176, 236];
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const CHARGE = -150;
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const CHARGE_REACH = 340;
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const LINK_REST = 62;
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const LINK_RING_GAP = 14;
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const LINK_STRENGTH = 0.45;
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const COLLIDE_HUB = 24;
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const COLLIDE = 13;
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const RADIAL_HUB = 1;
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const RADIAL = 0.07;
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const CENTER = 0.02;
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const ALPHA_DECAY = 0.03;
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const VELOCITY_DECAY = 0.45;
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const BREATH_TARGET = 0.012;
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const SETTLED = 0.004;
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const JITTER = 0.06;
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const TAU = Math.PI * 2;
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const HASH_MOD = 1_000_003;
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const HASH_BASE = 31;
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@@ -45,14 +59,43 @@ export function ringRadius(ring: number): number {
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export class Force {
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bodies: Body[] = [];
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alpha = 1;
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alphaTarget = 0;
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private links: Link[] = [];
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private readonly sim: Simulation<Body, Link>;
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private readonly linkForce = forceLink<Body, Link>([])
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.id((body) => body.id)
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.distance(
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(link) =>
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LINK_REST +
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Math.abs(link.source.ring - link.target.ring) * LINK_RING_GAP
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)
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.strength(LINK_STRENGTH);
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private readonly index = new Map<string, Body>();
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private clock = 0;
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// Keep what is already placed, seat newcomers on their ring near a
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// neighbour when they have one, forget what is gone.
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constructor() {
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this.sim = forceSimulation<Body>([])
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.stop()
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.alphaDecay(ALPHA_DECAY)
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.velocityDecay(VELOCITY_DECAY)
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.force(
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"charge",
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forceManyBody<Body>().strength(CHARGE).distanceMax(CHARGE_REACH)
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)
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.force("link", this.linkForce)
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.force(
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"collide",
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forceCollide<Body>((body) => (body.ring === 0 ? COLLIDE_HUB : COLLIDE))
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)
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.force(
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"radial",
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forceRadial<Body>((body) => ringRadius(body.ring), 0, 0).strength(
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(body) => (body.ring === 0 ? RADIAL_HUB : RADIAL)
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)
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)
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.force("center", forceCenter(0, 0).strength(CENTER));
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}
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// Keep what is placed, seat newcomers on their ring beside a neighbour
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// when they have one, forget what is gone.
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sync(
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nodes: { id: string; ring: number }[],
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edges: { from: string; to: string }[]
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@@ -69,11 +112,8 @@ export class Force {
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const angle = (hash(node.id) % 360) * (TAU / 360);
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const r = ringRadius(node.ring);
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const body: Body = {
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fixed: false,
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id: node.id,
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ring: node.ring,
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vx: 0,
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vy: 0,
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x: Math.cos(angle) * r,
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y: Math.sin(angle) * r,
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};
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@@ -88,26 +128,28 @@ export class Force {
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this.bodies = nodes
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.map((node) => this.index.get(node.id))
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.filter((body): body is Body => body !== undefined);
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this.links = [];
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const links: Link[] = [];
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for (const edge of edges) {
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const a = this.index.get(edge.from);
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const b = this.index.get(edge.to);
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if (a && b && a !== b) {
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this.links.push({ a, b });
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const source = this.index.get(edge.from);
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const target = this.index.get(edge.to);
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if (source && target && source !== target) {
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links.push({ source, target });
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}
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}
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for (const body of fresh) {
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const link = this.links.find((l) => l.a === body || l.b === body);
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const link = links.find((l) => l.source === body || l.target === body);
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if (link) {
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const other = link.a === body ? link.b : link.a;
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const other = link.source === body ? link.target : link.source;
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const r = ringRadius(body.ring);
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const angle = Math.atan2(other.y, other.x) + (hash(body.id) % 7) * 0.09;
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body.x = Math.cos(angle) * r;
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body.y = Math.sin(angle) * r;
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}
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}
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this.sim.nodes(this.bodies);
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this.linkForce.links(links);
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if (fresh.length > 0) {
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this.reheat(0.6);
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this.reheat(0.7);
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}
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}
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@@ -115,75 +157,34 @@ export class Force {
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return this.index.get(id);
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}
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get alpha(): number {
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return this.sim.alpha();
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}
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reheat(to = 0.4): void {
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this.alpha = Math.max(this.alpha, to);
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this.sim.alpha(Math.max(this.sim.alpha(), to));
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}
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get settled(): boolean {
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return this.alpha < 0.004 && this.alphaTarget === 0;
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return this.sim.alpha() < SETTLED;
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}
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// One tick; ``breathe`` adds the slow drift of a graph nobody is touching.
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// One tick; ``breathe`` keeps a faint target so the graph never freezes.
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step(breathe: boolean): void {
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this.clock += 1 / 60;
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const { alpha, bodies } = this;
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for (const link of this.links) {
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const dx = link.b.x - link.a.x;
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const dy = link.b.y - link.a.y;
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const d = Math.max(Math.sqrt(dx * dx + dy * dy), 1);
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const rest = LINK_REST + Math.abs(link.a.ring - link.b.ring) * 10;
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const f = ((d - rest) / d) * LINK_STRENGTH * alpha;
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link.a.vx += dx * f;
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link.a.vy += dy * f;
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link.b.vx -= dx * f;
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link.b.vy -= dy * f;
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}
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for (let i = 0; i < bodies.length; i += 1) {
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const a = bodies[i];
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for (let j = i + 1; j < bodies.length; j += 1) {
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const b = bodies[j];
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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 d2 = Math.max(dx * dx + dy * dy, MIN_D2);
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if (d2 > CHARGE_REACH * CHARGE_REACH) {
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this.sim.alphaTarget(breathe ? BREATH_TARGET : 0);
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if (breathe) {
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for (const body of this.bodies) {
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if (body.fx !== null && body.fx !== undefined) {
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continue;
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}
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const f = (CHARGE / d2) * alpha;
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const d = Math.sqrt(d2);
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const fx = (dx / d) * f;
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const fy = (dy / d) * f;
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a.vx -= fx;
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a.vy -= fy;
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b.vx += fx;
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b.vy += fy;
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}
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}
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for (const body of bodies) {
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if (body.fixed) {
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body.vx = 0;
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body.vy = 0;
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continue;
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}
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if (body.ring === 0) {
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body.vx -= body.x * HUB_HOLD * alpha;
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body.vy -= body.y * HUB_HOLD * alpha;
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} else {
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const r = Math.max(Math.sqrt(body.x * body.x + body.y * body.y), 1);
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const pull = ((ringRadius(body.ring) - r) / r) * RADIAL * alpha;
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body.vx += body.x * pull;
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body.vy += body.y * pull;
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}
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if (breathe) {
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const seed = hash(body.id) % 11;
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body.vx += Math.sin(this.clock * 0.6 + seed) * BREATH * 0.02;
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body.vy += Math.cos(this.clock * 0.5 + seed * 1.3) * BREATH * 0.02;
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body.vx = (body.vx ?? 0) + Math.sin(this.clock * 0.6 + seed) * JITTER;
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body.vy =
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(body.vy ?? 0) + Math.cos(this.clock * 0.5 + seed * 1.3) * JITTER;
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}
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body.vx *= DECAY;
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body.vy *= DECAY;
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body.x += body.vx;
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body.y += body.vy;
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}
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this.alpha += (this.alphaTarget - this.alpha) * ALPHA_EASE;
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this.sim.tick();
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}
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bounds(): { x: number; y: number; w: number; h: number } {
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