backend
This commit is contained in:
17
frontend/Dockerfile
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17
frontend/Dockerfile
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FROM node:lts-alpine
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WORKDIR /app
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EXPOSE 5173
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# Copy dependency definitions
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COPY package*.json ./
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# Install dependencies
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RUN npm install
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# Copy the rest of the source code
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COPY . .
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# Start the dev server with --host for external access
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CMD ["npm", "run", "dev", "--", "--host", "--port", "5173"]
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12
frontend/index.html
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12
frontend/index.html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>10M Spheres – Quadtree WebGL2 Renderer</title>
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</head>
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<body>
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<div id="root"></div>
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<script type="module" src="/src/main.tsx"></script>
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</body>
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</html>
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2564
frontend/package-lock.json
generated
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2564
frontend/package-lock.json
generated
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File diff suppressed because it is too large
Load Diff
31
frontend/package.json
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31
frontend/package.json
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{
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"name": "react-vite-tailwind",
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"private": true,
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"version": "0.0.0",
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"type": "module",
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"scripts": {
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"dev": "vite",
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"build": "vite build",
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"preview": "vite preview",
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"layout": "tsx scripts/compute_layout.ts"
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},
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"dependencies": {
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"@webgpu/types": "^0.1.69",
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"clsx": "2.1.1",
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"react": "19.2.3",
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"react-dom": "19.2.3",
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"tailwind-merge": "3.4.0"
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},
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"devDependencies": {
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"@tailwindcss/vite": "4.1.17",
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"@types/node": "^22.0.0",
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"@types/react": "19.2.7",
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"@types/react-dom": "19.2.3",
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"@vitejs/plugin-react": "5.1.1",
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"tailwindcss": "4.1.17",
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"typescript": "5.9.3",
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"tsx": "^4.0.0",
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"vite": "7.2.4",
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"vite-plugin-singlefile": "2.3.0"
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}
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}
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100000
frontend/public/edges.csv
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100000
frontend/public/edges.csv
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Load Diff
100001
frontend/public/node_positions.csv
Normal file
100001
frontend/public/node_positions.csv
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File diff suppressed because it is too large
Load Diff
354
frontend/scripts/compute_layout.ts
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354
frontend/scripts/compute_layout.ts
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@@ -0,0 +1,354 @@
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#!/usr/bin/env npx tsx
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/**
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* Tree-Aware Force Layout
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*
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* Generates a random tree (via generate_tree), computes a radial tree layout,
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* then applies gentle force refinement and writes node_positions.csv.
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*
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* Usage: npm run layout
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*/
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import { writeFileSync } from "fs";
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import { join, dirname } from "path";
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import { fileURLToPath } from "url";
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import { generateTree } from "./generate_tree.js";
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const __dirname = dirname(fileURLToPath(import.meta.url));
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const PUBLIC_DIR = join(__dirname, "..", "public");
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// ══════════════════════════════════════════════════════════
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// Configuration
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// ══════════════════════════════════════════════════════════
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const ENABLE_FORCE_SIM = true; // Set to false to skip force simulation
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const ITERATIONS = 100; // Force iterations (gentle)
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const REPULSION_K = 80; // Repulsion strength (1% of original 8000)
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const EDGE_LENGTH = 120; // Desired edge rest length
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const ATTRACTION_K = 0.0002; // Spring stiffness for edges (1% of original 0.02)
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const THETA = 0.7; // Barnes-Hut accuracy
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const INITIAL_MAX_DISP = 15; // Starting max displacement
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const COOLING = 0.998; // Very slow cooling per iteration
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const MIN_DIST = 0.5;
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const PRINT_EVERY = 10; // Print progress every N iterations
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// Scale radius so the tree is nicely spread
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const RADIUS_PER_DEPTH = EDGE_LENGTH * 1.2;
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// ── Special nodes with longer parent-edges ──
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// Add vertex IDs here to give them longer edges to their parent.
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// These nodes (and all their descendants) will be pushed further out.
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const LONG_EDGE_NODES = new Set<number>([
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// e.g. 42, 99, 150
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]);
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const LONG_EDGE_MULTIPLIER = 3.0; // How many times longer than normal
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// ══════════════════════════════════════════════════════════
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// Generate tree (in-memory)
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// ══════════════════════════════════════════════════════════
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const { root, nodeCount: N, childrenOf, parentOf } = generateTree();
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const nodeIds: number[] = [];
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for (let i = 0; i < N; i++) nodeIds.push(i);
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// Dense index mapping (identity since IDs are 0..N-1)
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const idToIdx = new Map<number, number>();
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for (let i = 0; i < N; i++) idToIdx.set(i, i);
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// Edge list as index pairs (child, parent)
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const edges: Array<[number, number]> = [];
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for (const [child, parent] of parentOf) {
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edges.push([child, parent]);
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}
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// Per-node neighbor list (for edge traversal)
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const neighbors: number[][] = Array.from({ length: N }, () => []);
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for (const [a, b] of edges) {
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neighbors[a].push(b);
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neighbors[b].push(a);
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}
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console.log(`Tree: ${N} nodes, ${edges.length} edges, root=${root}`);
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// ══════════════════════════════════════════════════════════
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// Step 1: Radial tree layout (generous spacing, no crossings)
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// ══════════════════════════════════════════════════════════
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const x = new Float64Array(N);
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const y = new Float64Array(N);
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const depth = new Uint32Array(N);
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const nodeRadius = new Float64Array(N); // cumulative radius from root
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// Compute subtree sizes
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const subtreeSize = new Uint32Array(N).fill(1);
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{
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const rootIdx = idToIdx.get(root)!;
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const stack: Array<{ idx: number; phase: "enter" | "exit" }> = [
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{ idx: rootIdx, phase: "enter" },
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];
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while (stack.length > 0) {
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const { idx, phase } = stack.pop()!;
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if (phase === "enter") {
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stack.push({ idx, phase: "exit" });
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const kids = childrenOf.get(nodeIds[idx]);
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if (kids) {
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for (const kid of kids) {
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stack.push({ idx: idToIdx.get(kid)!, phase: "enter" });
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}
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}
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} else {
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const kids = childrenOf.get(nodeIds[idx]);
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if (kids) {
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for (const kid of kids) {
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subtreeSize[idx] += subtreeSize[idToIdx.get(kid)!];
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}
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}
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}
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}
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}
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// Compute depths & max depth
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let maxDepth = 0;
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{
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const rootIdx = idToIdx.get(root)!;
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const stack: Array<{ idx: number; d: number }> = [{ idx: rootIdx, d: 0 }];
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while (stack.length > 0) {
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const { idx, d } = stack.pop()!;
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depth[idx] = d;
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if (d > maxDepth) maxDepth = d;
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const kids = childrenOf.get(nodeIds[idx]);
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if (kids) {
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for (const kid of kids) {
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stack.push({ idx: idToIdx.get(kid)!, d: d + 1 });
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}
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}
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}
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}
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// BFS radial assignment (cumulative radii to support per-edge lengths)
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{
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const rootIdx = idToIdx.get(root)!;
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x[rootIdx] = 0;
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y[rootIdx] = 0;
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nodeRadius[rootIdx] = 0;
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interface Entry {
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idx: number;
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d: number;
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aStart: number;
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aEnd: number;
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}
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const queue: Entry[] = [{ idx: rootIdx, d: 0, aStart: 0, aEnd: 2 * Math.PI }];
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let head = 0;
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while (head < queue.length) {
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const { idx, d, aStart, aEnd } = queue[head++];
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const kids = childrenOf.get(nodeIds[idx]);
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if (!kids || kids.length === 0) continue;
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// Sort children by subtree size (largest sectors together for balance)
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const sortedKids = [...kids].sort(
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(a, b) => (subtreeSize[idToIdx.get(b)!]) - (subtreeSize[idToIdx.get(a)!])
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);
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const totalWeight = sortedKids.reduce(
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(s, k) => s + subtreeSize[idToIdx.get(k)!], 0
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);
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let angle = aStart;
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for (const kid of sortedKids) {
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const kidIdx = idToIdx.get(kid)!;
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const w = subtreeSize[kidIdx];
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const sector = (w / totalWeight) * (aEnd - aStart);
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const mid = angle + sector / 2;
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// Cumulative radius: parent's radius + edge step (longer for special nodes)
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const step = LONG_EDGE_NODES.has(kid)
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? RADIUS_PER_DEPTH * LONG_EDGE_MULTIPLIER
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: RADIUS_PER_DEPTH;
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const r = nodeRadius[idx] + step;
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nodeRadius[kidIdx] = r;
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x[kidIdx] = r * Math.cos(mid);
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y[kidIdx] = r * Math.sin(mid);
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queue.push({ idx: kidIdx, d: d + 1, aStart: angle, aEnd: angle + sector });
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angle += sector;
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}
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}
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}
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console.log(`Radial layout done (depth=${maxDepth}, radius_step=${RADIUS_PER_DEPTH})`);
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// ══════════════════════════════════════════════════════════
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// Step 2: Gentle force refinement (preserves non-crossing)
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// ══════════════════════════════════════════════════════════
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// Barnes-Hut quadtree for repulsion
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interface BHNode {
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cx: number; cy: number;
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mass: number;
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size: number;
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children: (BHNode | null)[];
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bodyIdx: number;
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}
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function buildBHTree(): BHNode {
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let minX = Infinity, maxX = -Infinity, minY = Infinity, maxY = -Infinity;
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for (let i = 0; i < N; i++) {
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if (x[i] < minX) minX = x[i];
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if (x[i] > maxX) maxX = x[i];
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if (y[i] < minY) minY = y[i];
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if (y[i] > maxY) maxY = y[i];
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}
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const size = Math.max(maxX - minX, maxY - minY, 1) * 1.01;
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const cx = (minX + maxX) / 2;
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const cy = (minY + maxY) / 2;
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const root: BHNode = {
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cx: 0, cy: 0, mass: 0, size,
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children: [null, null, null, null], bodyIdx: -1,
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};
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for (let i = 0; i < N; i++) {
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insert(root, i, cx, cy, size);
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}
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return root;
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}
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function insert(node: BHNode, idx: number, ncx: number, ncy: number, ns: number): void {
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if (node.mass === 0) {
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node.bodyIdx = idx;
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node.cx = x[idx]; node.cy = y[idx];
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node.mass = 1;
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return;
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}
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if (node.bodyIdx >= 0) {
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const old = node.bodyIdx;
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node.bodyIdx = -1;
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putInQuadrant(node, old, ncx, ncy, ns);
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}
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putInQuadrant(node, idx, ncx, ncy, ns);
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const tm = node.mass + 1;
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node.cx = (node.cx * node.mass + x[idx]) / tm;
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node.cy = (node.cy * node.mass + y[idx]) / tm;
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node.mass = tm;
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}
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function putInQuadrant(node: BHNode, idx: number, ncx: number, ncy: number, ns: number): void {
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const hs = ns / 2;
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const qx = x[idx] >= ncx ? 1 : 0;
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const qy = y[idx] >= ncy ? 1 : 0;
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const q = qy * 2 + qx;
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const ccx = ncx + (qx ? hs / 2 : -hs / 2);
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const ccy = ncy + (qy ? hs / 2 : -hs / 2);
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if (!node.children[q]) {
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node.children[q] = {
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cx: 0, cy: 0, mass: 0, size: hs,
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children: [null, null, null, null], bodyIdx: -1,
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};
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}
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insert(node.children[q]!, idx, ccx, ccy, hs);
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}
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function repulse(node: BHNode, idx: number, fx: Float64Array, fy: Float64Array): void {
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if (node.mass === 0 || node.bodyIdx === idx) return;
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const dx = x[idx] - node.cx;
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const dy = y[idx] - node.cy;
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const d2 = dx * dx + dy * dy;
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const d = Math.sqrt(d2) || MIN_DIST;
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if (node.bodyIdx >= 0 || (node.size / d) < THETA) {
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const f = REPULSION_K * node.mass / (d2 + MIN_DIST);
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fx[idx] += (dx / d) * f;
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fy[idx] += (dy / d) * f;
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return;
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}
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for (const c of node.children) {
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if (c) repulse(c, idx, fx, fy);
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}
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}
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// ── Force simulation ──
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if (ENABLE_FORCE_SIM) {
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console.log(`Applying gentle forces (${ITERATIONS} steps, 1% strength)...`);
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const t0 = performance.now();
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let maxDisp = INITIAL_MAX_DISP;
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for (let iter = 0; iter < ITERATIONS; iter++) {
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const fx = new Float64Array(N);
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const fy = new Float64Array(N);
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|
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// 1. Repulsion
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const tree = buildBHTree();
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for (let i = 0; i < N; i++) {
|
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repulse(tree, i, fx, fy);
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}
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// 2. Edge attraction (spring toward per-edge rest length)
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||||
for (const [a, b] of edges) {
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const dx = x[b] - x[a];
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||||
const dy = y[b] - y[a];
|
||||
const d = Math.sqrt(dx * dx + dy * dy) || MIN_DIST;
|
||||
const aId = nodeIds[a], bId = nodeIds[b];
|
||||
const isLong = LONG_EDGE_NODES.has(aId) || LONG_EDGE_NODES.has(bId);
|
||||
const restLen = isLong ? EDGE_LENGTH * LONG_EDGE_MULTIPLIER : EDGE_LENGTH;
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||||
const displacement = d - restLen;
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||||
const f = ATTRACTION_K * displacement;
|
||||
const ux = dx / d, uy = dy / d;
|
||||
fx[a] += ux * f;
|
||||
fy[a] += uy * f;
|
||||
fx[b] -= ux * f;
|
||||
fy[b] -= uy * f;
|
||||
}
|
||||
|
||||
// 3. Apply forces with displacement cap (cooling reduces it over time)
|
||||
for (let i = 0; i < N; i++) {
|
||||
const mag = Math.sqrt(fx[i] * fx[i] + fy[i] * fy[i]);
|
||||
if (mag > 0) {
|
||||
const cap = Math.min(maxDisp, mag) / mag;
|
||||
x[i] += fx[i] * cap;
|
||||
y[i] += fy[i] * cap;
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Cool down
|
||||
maxDisp *= COOLING;
|
||||
|
||||
if ((iter + 1) % PRINT_EVERY === 0) {
|
||||
let totalForce = 0;
|
||||
for (let i = 0; i < N; i++) totalForce += Math.sqrt(fx[i] * fx[i] + fy[i] * fy[i]);
|
||||
console.log(` iter ${iter + 1}/${ITERATIONS} max_disp=${maxDisp.toFixed(2)} avg_force=${(totalForce / N).toFixed(2)}`);
|
||||
}
|
||||
}
|
||||
|
||||
const elapsed = performance.now() - t0;
|
||||
console.log(`Force simulation done in ${(elapsed / 1000).toFixed(1)}s`);
|
||||
} else {
|
||||
console.log("Force simulation SKIPPED (ENABLE_FORCE_SIM = false)");
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// Write output
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
// Write node positions
|
||||
const outLines: string[] = ["vertex,x,y"];
|
||||
for (let i = 0; i < N; i++) {
|
||||
outLines.push(`${nodeIds[i]},${x[i]},${y[i]}`);
|
||||
}
|
||||
|
||||
const outPath = join(PUBLIC_DIR, "node_positions.csv");
|
||||
writeFileSync(outPath, outLines.join("\n") + "\n");
|
||||
console.log(`Wrote ${N} positions to ${outPath}`);
|
||||
|
||||
// Write edges (so the renderer can draw them)
|
||||
const edgeLines: string[] = ["source,target"];
|
||||
for (const [child, parent] of parentOf) {
|
||||
edgeLines.push(`${child},${parent}`);
|
||||
}
|
||||
|
||||
const edgesPath = join(PUBLIC_DIR, "edges.csv");
|
||||
writeFileSync(edgesPath, edgeLines.join("\n") + "\n");
|
||||
console.log(`Wrote ${edges.length} edges to ${edgesPath}`);
|
||||
61
frontend/scripts/generate_tree.ts
Normal file
61
frontend/scripts/generate_tree.ts
Normal file
@@ -0,0 +1,61 @@
|
||||
/**
|
||||
* Random Tree Generator
|
||||
*
|
||||
* Generates a random tree with 1–MAX_CHILDREN children per node.
|
||||
* Exports a function that returns the tree data in memory.
|
||||
*/
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// Configuration
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
const TARGET_NODES = 100000; // Approximate number of nodes to generate
|
||||
const MAX_CHILDREN = 3; // Each node gets 1..MAX_CHILDREN children
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// Tree data types
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
export interface TreeData {
|
||||
root: number;
|
||||
nodeCount: number;
|
||||
childrenOf: Map<number, number[]>;
|
||||
parentOf: Map<number, number>;
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════
|
||||
// Generator
|
||||
// ══════════════════════════════════════════════════════════
|
||||
|
||||
export function generateTree(): TreeData {
|
||||
const childrenOf = new Map<number, number[]>();
|
||||
const parentOf = new Map<number, number>();
|
||||
|
||||
const root = 0;
|
||||
let nextId = 1;
|
||||
const queue: number[] = [root];
|
||||
let head = 0;
|
||||
|
||||
while (head < queue.length && nextId < TARGET_NODES) {
|
||||
const parent = queue[head++];
|
||||
const nKids = 1 + Math.floor(Math.random() * MAX_CHILDREN); // 1..MAX_CHILDREN
|
||||
|
||||
const kids: number[] = [];
|
||||
for (let c = 0; c < nKids && nextId < TARGET_NODES; c++) {
|
||||
const child = nextId++;
|
||||
kids.push(child);
|
||||
parentOf.set(child, parent);
|
||||
queue.push(child);
|
||||
}
|
||||
childrenOf.set(parent, kids);
|
||||
}
|
||||
|
||||
console.log(`Generated tree: ${nextId} nodes, ${parentOf.size} edges, root=${root}`);
|
||||
|
||||
return {
|
||||
root,
|
||||
nodeCount: nextId,
|
||||
childrenOf,
|
||||
parentOf,
|
||||
};
|
||||
}
|
||||
345
frontend/src/App.tsx
Normal file
345
frontend/src/App.tsx
Normal file
@@ -0,0 +1,345 @@
|
||||
import { useEffect, useRef, useState } from "react";
|
||||
import { Renderer } from "./renderer";
|
||||
|
||||
export default function App() {
|
||||
const canvasRef = useRef<HTMLCanvasElement>(null);
|
||||
const rendererRef = useRef<Renderer | null>(null);
|
||||
const [status, setStatus] = useState("Loading node positions…");
|
||||
const [nodeCount, setNodeCount] = useState(0);
|
||||
const [stats, setStats] = useState({
|
||||
fps: 0,
|
||||
drawn: 0,
|
||||
mode: "",
|
||||
zoom: 0,
|
||||
ptSize: 0,
|
||||
});
|
||||
const [error, setError] = useState("");
|
||||
const [hoveredNode, setHoveredNode] = useState<{ x: number; y: number; screenX: number; screenY: number } | null>(null);
|
||||
const [selectedNodes, setSelectedNodes] = useState<Set<number>>(new Set());
|
||||
const [backendStats, setBackendStats] = useState<{ nodes: number; edges: number; parsed_triples: number } | null>(null);
|
||||
|
||||
// Store mouse position in a ref so it can be accessed in render loop without re-renders
|
||||
const mousePos = useRef({ x: 0, y: 0 });
|
||||
|
||||
useEffect(() => {
|
||||
const canvas = canvasRef.current;
|
||||
if (!canvas) return;
|
||||
|
||||
let renderer: Renderer;
|
||||
try {
|
||||
renderer = new Renderer(canvas);
|
||||
rendererRef.current = renderer;
|
||||
} catch (e) {
|
||||
setError(e instanceof Error ? e.message : String(e));
|
||||
return;
|
||||
}
|
||||
|
||||
let cancelled = false;
|
||||
|
||||
// Optional: fetch backend stats (proxied via Vite) so you can confirm backend is up.
|
||||
fetch("/api/stats")
|
||||
.then((r) => (r.ok ? r.json() : null))
|
||||
.then((j) => {
|
||||
if (!j || cancelled) return;
|
||||
if (typeof j.nodes === "number" && typeof j.edges === "number" && typeof j.parsed_triples === "number") {
|
||||
setBackendStats({ nodes: j.nodes, edges: j.edges, parsed_triples: j.parsed_triples });
|
||||
}
|
||||
})
|
||||
.catch(() => {
|
||||
// Backend is optional; ignore failures.
|
||||
});
|
||||
|
||||
// Fetch CSVs, parse, and init renderer
|
||||
(async () => {
|
||||
try {
|
||||
setStatus("Fetching data files…");
|
||||
const [nodesResponse, edgesResponse] = await Promise.all([
|
||||
fetch("/node_positions.csv"),
|
||||
fetch("/edges.csv"),
|
||||
]);
|
||||
if (!nodesResponse.ok) throw new Error(`Failed to fetch nodes: ${nodesResponse.status}`);
|
||||
if (!edgesResponse.ok) throw new Error(`Failed to fetch edges: ${edgesResponse.status}`);
|
||||
|
||||
const [nodesText, edgesText] = await Promise.all([
|
||||
nodesResponse.text(),
|
||||
edgesResponse.text(),
|
||||
]);
|
||||
if (cancelled) return;
|
||||
|
||||
setStatus("Parsing positions…");
|
||||
const nodeLines = nodesText.split("\n").slice(1).filter(l => l.trim().length > 0);
|
||||
const count = nodeLines.length;
|
||||
|
||||
const xs = new Float32Array(count);
|
||||
const ys = new Float32Array(count);
|
||||
const vertexIds = new Uint32Array(count);
|
||||
for (let i = 0; i < count; i++) {
|
||||
const parts = nodeLines[i].split(",");
|
||||
vertexIds[i] = parseInt(parts[0], 10);
|
||||
xs[i] = parseFloat(parts[1]);
|
||||
ys[i] = parseFloat(parts[2]);
|
||||
}
|
||||
|
||||
setStatus("Parsing edges…");
|
||||
const edgeLines = edgesText.split("\n").slice(1).filter(l => l.trim().length > 0);
|
||||
const edgeData = new Uint32Array(edgeLines.length * 2);
|
||||
for (let i = 0; i < edgeLines.length; i++) {
|
||||
const parts = edgeLines[i].split(",");
|
||||
edgeData[i * 2] = parseInt(parts[0], 10);
|
||||
edgeData[i * 2 + 1] = parseInt(parts[1], 10);
|
||||
}
|
||||
|
||||
if (cancelled) return;
|
||||
|
||||
setStatus("Building spatial index…");
|
||||
await new Promise(r => setTimeout(r, 0));
|
||||
|
||||
const buildMs = renderer.init(xs, ys, vertexIds, edgeData);
|
||||
setNodeCount(renderer.getNodeCount());
|
||||
setStatus("");
|
||||
console.log(`Init complete: ${count.toLocaleString()} nodes, ${edgeLines.length.toLocaleString()} edges in ${buildMs.toFixed(0)}ms`);
|
||||
} catch (e) {
|
||||
if (!cancelled) {
|
||||
setError(e instanceof Error ? e.message : String(e));
|
||||
}
|
||||
}
|
||||
})();
|
||||
|
||||
// ── Input handling ──
|
||||
let dragging = false;
|
||||
let didDrag = false; // true if mouse moved significantly during drag
|
||||
let downX = 0;
|
||||
let downY = 0;
|
||||
let lastX = 0;
|
||||
let lastY = 0;
|
||||
const DRAG_THRESHOLD = 5; // pixels
|
||||
|
||||
const onDown = (e: MouseEvent) => {
|
||||
dragging = true;
|
||||
didDrag = false;
|
||||
downX = e.clientX;
|
||||
downY = e.clientY;
|
||||
lastX = e.clientX;
|
||||
lastY = e.clientY;
|
||||
};
|
||||
const onMove = (e: MouseEvent) => {
|
||||
mousePos.current = { x: e.clientX, y: e.clientY };
|
||||
if (!dragging) return;
|
||||
|
||||
// Check if we've moved enough to consider it a drag
|
||||
const dx = e.clientX - downX;
|
||||
const dy = e.clientY - downY;
|
||||
if (Math.abs(dx) > DRAG_THRESHOLD || Math.abs(dy) > DRAG_THRESHOLD) {
|
||||
didDrag = true;
|
||||
}
|
||||
|
||||
renderer.pan(e.clientX - lastX, e.clientY - lastY);
|
||||
lastX = e.clientX;
|
||||
lastY = e.clientY;
|
||||
};
|
||||
const onUp = (e: MouseEvent) => {
|
||||
if (dragging && !didDrag) {
|
||||
// This was a click, not a drag - handle selection
|
||||
const node = renderer.findNodeIndexAt(e.clientX, e.clientY);
|
||||
if (node) {
|
||||
setSelectedNodes((prev: Set<number>) => {
|
||||
const next = new Set(prev);
|
||||
if (next.has(node.index)) {
|
||||
next.delete(node.index); // Deselect if already selected
|
||||
} else {
|
||||
next.add(node.index); // Select
|
||||
}
|
||||
return next;
|
||||
});
|
||||
}
|
||||
}
|
||||
dragging = false;
|
||||
didDrag = false;
|
||||
};
|
||||
const onWheel = (e: WheelEvent) => {
|
||||
e.preventDefault();
|
||||
const factor = e.deltaY > 0 ? 0.9 : 1 / 0.9;
|
||||
renderer.zoomAt(factor, e.clientX, e.clientY);
|
||||
};
|
||||
const onMouseLeave = () => {
|
||||
setHoveredNode(null);
|
||||
};
|
||||
|
||||
canvas.addEventListener("mousedown", onDown);
|
||||
window.addEventListener("mousemove", onMove);
|
||||
window.addEventListener("mouseup", onUp);
|
||||
canvas.addEventListener("wheel", onWheel, { passive: false });
|
||||
canvas.addEventListener("mouseleave", onMouseLeave);
|
||||
|
||||
// ── Render loop ──
|
||||
let frameCount = 0;
|
||||
let lastTime = performance.now();
|
||||
let raf = 0;
|
||||
|
||||
const frame = () => {
|
||||
const result = renderer.render();
|
||||
frameCount++;
|
||||
|
||||
// Find hovered node using quadtree
|
||||
const node = renderer.findNodeAt(mousePos.current.x, mousePos.current.y);
|
||||
if (node) {
|
||||
setHoveredNode({ ...node, screenX: mousePos.current.x, screenY: mousePos.current.y });
|
||||
} else {
|
||||
setHoveredNode(null);
|
||||
}
|
||||
|
||||
const now = performance.now();
|
||||
if (now - lastTime >= 500) {
|
||||
const fps = (frameCount / (now - lastTime)) * 1000;
|
||||
setStats({
|
||||
fps: Math.round(fps),
|
||||
drawn: result.drawnCount,
|
||||
mode: result.mode,
|
||||
zoom: result.zoom,
|
||||
ptSize: result.ptSize,
|
||||
});
|
||||
frameCount = 0;
|
||||
lastTime = now;
|
||||
}
|
||||
|
||||
raf = requestAnimationFrame(frame);
|
||||
};
|
||||
raf = requestAnimationFrame(frame);
|
||||
|
||||
return () => {
|
||||
cancelled = true;
|
||||
cancelAnimationFrame(raf);
|
||||
canvas.removeEventListener("mousedown", onDown);
|
||||
window.removeEventListener("mousemove", onMove);
|
||||
window.removeEventListener("mouseup", onUp);
|
||||
canvas.removeEventListener("wheel", onWheel);
|
||||
canvas.removeEventListener("mouseleave", onMouseLeave);
|
||||
};
|
||||
}, []);
|
||||
|
||||
// Sync selection state to renderer
|
||||
useEffect(() => {
|
||||
if (rendererRef.current) {
|
||||
rendererRef.current.updateSelection(selectedNodes);
|
||||
}
|
||||
}, [selectedNodes]);
|
||||
|
||||
return (
|
||||
<div style={{ width: "100vw", height: "100vh", overflow: "hidden", background: "#000" }}>
|
||||
<canvas
|
||||
ref={canvasRef}
|
||||
style={{ display: "block", width: "100%", height: "100%" }}
|
||||
/>
|
||||
|
||||
{/* Loading overlay */}
|
||||
{status && (
|
||||
<div
|
||||
style={{
|
||||
position: "absolute",
|
||||
inset: 0,
|
||||
display: "flex",
|
||||
alignItems: "center",
|
||||
justifyContent: "center",
|
||||
background: "rgba(0,0,0,0.9)",
|
||||
color: "#0f0",
|
||||
fontFamily: "monospace",
|
||||
fontSize: "16px",
|
||||
}}
|
||||
>
|
||||
{status}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Error overlay */}
|
||||
{error && (
|
||||
<div
|
||||
style={{
|
||||
position: "absolute",
|
||||
inset: 0,
|
||||
display: "flex",
|
||||
alignItems: "center",
|
||||
justifyContent: "center",
|
||||
background: "rgba(0,0,0,0.9)",
|
||||
color: "#f44",
|
||||
fontFamily: "monospace",
|
||||
fontSize: "16px",
|
||||
}}
|
||||
>
|
||||
Error: {error}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* HUD */}
|
||||
{!status && !error && (
|
||||
<>
|
||||
<div
|
||||
style={{
|
||||
position: "absolute",
|
||||
top: 10,
|
||||
left: 10,
|
||||
background: "rgba(0,0,0,0.75)",
|
||||
color: "#0f0",
|
||||
fontFamily: "monospace",
|
||||
padding: "8px 12px",
|
||||
fontSize: "12px",
|
||||
lineHeight: "1.6",
|
||||
borderRadius: "4px",
|
||||
pointerEvents: "none",
|
||||
}}
|
||||
>
|
||||
<div>FPS: {stats.fps}</div>
|
||||
<div>Drawn: {stats.drawn.toLocaleString()} / {nodeCount.toLocaleString()}</div>
|
||||
<div>Mode: {stats.mode}</div>
|
||||
<div>Zoom: {stats.zoom < 0.01 ? stats.zoom.toExponential(2) : stats.zoom.toFixed(2)} px/unit</div>
|
||||
<div>Pt Size: {stats.ptSize.toFixed(1)}px</div>
|
||||
<div style={{ color: "#f80" }}>Selected: {selectedNodes.size}</div>
|
||||
{backendStats && (
|
||||
<div style={{ color: "#8f8" }}>
|
||||
Backend: {backendStats.nodes.toLocaleString()} nodes, {backendStats.edges.toLocaleString()} edges
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
position: "absolute",
|
||||
bottom: 10,
|
||||
left: 10,
|
||||
background: "rgba(0,0,0,0.75)",
|
||||
color: "#888",
|
||||
fontFamily: "monospace",
|
||||
padding: "6px 10px",
|
||||
fontSize: "11px",
|
||||
borderRadius: "4px",
|
||||
pointerEvents: "none",
|
||||
}}
|
||||
>
|
||||
Drag to pan · Scroll to zoom · Click to select
|
||||
</div>
|
||||
|
||||
{/* Hover tooltip */}
|
||||
{hoveredNode && (
|
||||
<div
|
||||
style={{
|
||||
position: "absolute",
|
||||
left: hoveredNode.screenX + 15,
|
||||
top: hoveredNode.screenY + 15,
|
||||
background: "rgba(0,0,0,0.85)",
|
||||
color: "#0ff",
|
||||
fontFamily: "monospace",
|
||||
padding: "6px 10px",
|
||||
fontSize: "12px",
|
||||
borderRadius: "4px",
|
||||
pointerEvents: "none",
|
||||
whiteSpace: "nowrap",
|
||||
border: "1px solid rgba(0,255,255,0.3)",
|
||||
boxShadow: "0 2px 8px rgba(0,0,0,0.5)",
|
||||
}}
|
||||
>
|
||||
({hoveredNode.x.toFixed(2)}, {hoveredNode.y.toFixed(2)})
|
||||
</div>
|
||||
)}
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
1
frontend/src/index.css
Normal file
1
frontend/src/index.css
Normal file
@@ -0,0 +1 @@
|
||||
@import "tailwindcss";
|
||||
10
frontend/src/main.tsx
Normal file
10
frontend/src/main.tsx
Normal file
@@ -0,0 +1,10 @@
|
||||
import { StrictMode } from "react";
|
||||
import { createRoot } from "react-dom/client";
|
||||
import "./index.css";
|
||||
import App from "./App";
|
||||
|
||||
createRoot(document.getElementById("root")!).render(
|
||||
<StrictMode>
|
||||
<App />
|
||||
</StrictMode>
|
||||
);
|
||||
113
frontend/src/quadtree.ts
Normal file
113
frontend/src/quadtree.ts
Normal file
@@ -0,0 +1,113 @@
|
||||
/**
|
||||
* Quadtree that spatially sorts a particle array in-place at build time.
|
||||
* Stores only leaf index ranges [start, end) into the sorted array.
|
||||
* NO per-frame methods — this is purely a build-time spatial index.
|
||||
*/
|
||||
|
||||
export interface Leaf {
|
||||
start: number;
|
||||
end: number;
|
||||
minX: number;
|
||||
minY: number;
|
||||
maxX: number;
|
||||
maxY: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Spatially sort particles using a quadtree and return
|
||||
* the sorted array + leaf ranges.
|
||||
*
|
||||
* Takes raw Float32Arrays (no object allocation).
|
||||
* Uses in-place partitioning (zero temporary arrays).
|
||||
*/
|
||||
export function buildSpatialIndex(
|
||||
xs: Float32Array,
|
||||
ys: Float32Array
|
||||
): { sorted: Float32Array; leaves: Leaf[]; order: Uint32Array } {
|
||||
const n = xs.length;
|
||||
const order = new Uint32Array(n);
|
||||
for (let i = 0; i < n; i++) order[i] = i;
|
||||
|
||||
// Find bounds
|
||||
let minX = Infinity,
|
||||
minY = Infinity,
|
||||
maxX = -Infinity,
|
||||
maxY = -Infinity;
|
||||
for (let i = 0; i < n; i++) {
|
||||
const x = xs[i], y = ys[i];
|
||||
if (x < minX) minX = x;
|
||||
if (y < minY) minY = y;
|
||||
if (x > maxX) maxX = x;
|
||||
if (y > maxY) maxY = y;
|
||||
}
|
||||
|
||||
const leaves: Leaf[] = [];
|
||||
|
||||
// In-place quicksort-style partitioning
|
||||
function partition(
|
||||
vals: Float32Array,
|
||||
start: number,
|
||||
end: number,
|
||||
mid: number
|
||||
): number {
|
||||
let lo = start,
|
||||
hi = end - 1;
|
||||
while (lo <= hi) {
|
||||
while (lo <= hi && vals[order[lo]] < mid) lo++;
|
||||
while (lo <= hi && vals[order[hi]] >= mid) hi--;
|
||||
if (lo < hi) {
|
||||
const t = order[lo];
|
||||
order[lo] = order[hi];
|
||||
order[hi] = t;
|
||||
lo++;
|
||||
hi--;
|
||||
}
|
||||
}
|
||||
return lo;
|
||||
}
|
||||
|
||||
function build(
|
||||
start: number,
|
||||
end: number,
|
||||
bMinX: number,
|
||||
bMinY: number,
|
||||
bMaxX: number,
|
||||
bMaxY: number,
|
||||
depth: number
|
||||
): void {
|
||||
const count = end - start;
|
||||
if (count <= 0) return;
|
||||
|
||||
// Leaf: stop subdividing
|
||||
if (count <= 4096 || depth >= 12) {
|
||||
leaves.push({ start, end, minX: bMinX, minY: bMinY, maxX: bMaxX, maxY: bMaxY });
|
||||
return;
|
||||
}
|
||||
|
||||
const midX = (bMinX + bMaxX) / 2;
|
||||
const midY = (bMinY + bMaxY) / 2;
|
||||
|
||||
// Partition by X, then each half by Y
|
||||
const splitX = partition(xs, start, end, midX);
|
||||
const splitLeftY = partition(ys, start, splitX, midY);
|
||||
const splitRightY = partition(ys, splitX, end, midY);
|
||||
|
||||
// BL, TL, BR, TR
|
||||
build(start, splitLeftY, bMinX, bMinY, midX, midY, depth + 1);
|
||||
build(splitLeftY, splitX, bMinX, midY, midX, bMaxY, depth + 1);
|
||||
build(splitX, splitRightY, midX, bMinY, bMaxX, midY, depth + 1);
|
||||
build(splitRightY, end, midX, midY, bMaxX, bMaxY, depth + 1);
|
||||
}
|
||||
|
||||
build(0, n, minX, minY, maxX, maxY, 0);
|
||||
|
||||
// Reorder particles to match tree layout
|
||||
const sorted = new Float32Array(n * 2);
|
||||
for (let i = 0; i < n; i++) {
|
||||
const src = order[i];
|
||||
sorted[i * 2] = xs[src];
|
||||
sorted[i * 2 + 1] = ys[src];
|
||||
}
|
||||
|
||||
return { sorted, leaves, order };
|
||||
}
|
||||
651
frontend/src/renderer.ts
Normal file
651
frontend/src/renderer.ts
Normal file
@@ -0,0 +1,651 @@
|
||||
import { buildSpatialIndex, type Leaf } from "./quadtree";
|
||||
|
||||
/* ── Shaders ────────────────────────────────────────────── */
|
||||
|
||||
const VERT = `#version 300 es
|
||||
precision highp float;
|
||||
in vec2 a_pos;
|
||||
uniform vec2 u_center;
|
||||
uniform vec2 u_scale;
|
||||
uniform float u_ptSize;
|
||||
void main() {
|
||||
gl_Position = vec4((a_pos - u_center) * u_scale, 0.0, 1.0);
|
||||
gl_PointSize = u_ptSize;
|
||||
}
|
||||
`;
|
||||
|
||||
const FRAG = `#version 300 es
|
||||
precision mediump float;
|
||||
out vec4 o;
|
||||
void main() {
|
||||
vec2 c = gl_PointCoord * 2.0 - 1.0;
|
||||
if (dot(c, c) > 1.0) discard;
|
||||
o = vec4(0.3, 0.55, 1.0, 0.5);
|
||||
}
|
||||
`;
|
||||
|
||||
const LINE_FRAG = `#version 300 es
|
||||
precision mediump float;
|
||||
out vec4 o;
|
||||
void main() {
|
||||
o = vec4(0.3, 0.55, 1.0, 0.15); // faint lines
|
||||
}
|
||||
`;
|
||||
|
||||
const SELECTED_FRAG = `#version 300 es
|
||||
precision mediump float;
|
||||
out vec4 o;
|
||||
void main() {
|
||||
vec2 c = gl_PointCoord * 2.0 - 1.0;
|
||||
if (dot(c, c) > 1.0) discard;
|
||||
o = vec4(1.0, 0.5, 0.0, 0.9); // orange for selected
|
||||
}
|
||||
`;
|
||||
|
||||
const NEIGHBOR_FRAG = `#version 300 es
|
||||
precision mediump float;
|
||||
out vec4 o;
|
||||
void main() {
|
||||
vec2 c = gl_PointCoord * 2.0 - 1.0;
|
||||
if (dot(c, c) > 1.0) discard;
|
||||
o = vec4(1.0, 0.9, 0.0, 0.8); // yellow for neighbors
|
||||
}
|
||||
`;
|
||||
|
||||
/* ── Types ──────────────────────────────────────────────── */
|
||||
|
||||
export interface RenderStats {
|
||||
drawnCount: number;
|
||||
mode: string;
|
||||
zoom: number;
|
||||
ptSize: number;
|
||||
}
|
||||
|
||||
/* ── Constants ──────────────────────────────────────────── */
|
||||
|
||||
const WORLD_RADIUS = 4.0; // sphere world-space radius
|
||||
const MAX_DRAW = 2_000_000; // max particles to draw per frame
|
||||
|
||||
/* ── Renderer ───────────────────────────────────────────── */
|
||||
|
||||
export class Renderer {
|
||||
private gl: WebGL2RenderingContext;
|
||||
private canvas: HTMLCanvasElement;
|
||||
private program: WebGLProgram;
|
||||
private lineProgram: WebGLProgram;
|
||||
private selectedProgram: WebGLProgram;
|
||||
private neighborProgram: WebGLProgram;
|
||||
private vao: WebGLVertexArrayObject;
|
||||
|
||||
// Data
|
||||
private leaves: Leaf[] = [];
|
||||
private sorted: Float32Array = new Float32Array(0);
|
||||
private nodeCount = 0;
|
||||
private edgeCount = 0;
|
||||
private neighborMap: Map<number, number[]> = new Map();
|
||||
private leafEdgeStarts: Uint32Array = new Uint32Array(0);
|
||||
private leafEdgeCounts: Uint32Array = new Uint32Array(0);
|
||||
private maxPtSize = 256;
|
||||
|
||||
// Multi-draw extension
|
||||
private multiDrawExt: any = null;
|
||||
private visibleLeafIndices: Uint32Array = new Uint32Array(0);
|
||||
private startsArray: Int32Array = new Int32Array(0);
|
||||
private countsArray: Int32Array = new Int32Array(0);
|
||||
|
||||
// Uniform locations
|
||||
private uCenter: WebGLUniformLocation;
|
||||
private uScale: WebGLUniformLocation;
|
||||
private uPtSize: WebGLUniformLocation;
|
||||
|
||||
private uCenterLine: WebGLUniformLocation;
|
||||
private uScaleLine: WebGLUniformLocation;
|
||||
|
||||
private uCenterSelected: WebGLUniformLocation;
|
||||
private uScaleSelected: WebGLUniformLocation;
|
||||
private uPtSizeSelected: WebGLUniformLocation;
|
||||
|
||||
private uCenterNeighbor: WebGLUniformLocation;
|
||||
private uScaleNeighbor: WebGLUniformLocation;
|
||||
private uPtSizeNeighbor: WebGLUniformLocation;
|
||||
|
||||
private linesIbo: WebGLBuffer;
|
||||
|
||||
// Selection
|
||||
private selectionIbo: WebGLBuffer;
|
||||
private selectionCount = 0;
|
||||
|
||||
// Neighbors
|
||||
private neighborIbo: WebGLBuffer;
|
||||
private neighborCount = 0;
|
||||
|
||||
// Camera state
|
||||
private cx = 0;
|
||||
private cy = 0;
|
||||
private zoom = 0.06; // pixels per world unit (starts zoomed out to see everything)
|
||||
|
||||
constructor(canvas: HTMLCanvasElement) {
|
||||
this.canvas = canvas;
|
||||
const gl = canvas.getContext("webgl2", { antialias: false, alpha: false });
|
||||
if (!gl) throw new Error("WebGL2 not supported");
|
||||
this.gl = gl;
|
||||
|
||||
this.multiDrawExt = gl.getExtension('WEBGL_multi_draw');
|
||||
|
||||
// Compile programs
|
||||
this.program = this.compileProgram(VERT, FRAG);
|
||||
this.lineProgram = this.compileProgram(VERT, LINE_FRAG);
|
||||
this.selectedProgram = this.compileProgram(VERT, SELECTED_FRAG);
|
||||
this.neighborProgram = this.compileProgram(VERT, NEIGHBOR_FRAG);
|
||||
|
||||
gl.useProgram(this.program);
|
||||
|
||||
this.uCenter = gl.getUniformLocation(this.program, "u_center")!;
|
||||
this.uScale = gl.getUniformLocation(this.program, "u_scale")!;
|
||||
this.uPtSize = gl.getUniformLocation(this.program, "u_ptSize")!;
|
||||
|
||||
this.uCenterLine = gl.getUniformLocation(this.lineProgram, "u_center")!;
|
||||
this.uScaleLine = gl.getUniformLocation(this.lineProgram, "u_scale")!;
|
||||
|
||||
this.uCenterSelected = gl.getUniformLocation(this.selectedProgram, "u_center")!;
|
||||
this.uScaleSelected = gl.getUniformLocation(this.selectedProgram, "u_scale")!;
|
||||
this.uPtSizeSelected = gl.getUniformLocation(this.selectedProgram, "u_ptSize")!;
|
||||
|
||||
this.uCenterNeighbor = gl.getUniformLocation(this.neighborProgram, "u_center")!;
|
||||
this.uScaleNeighbor = gl.getUniformLocation(this.neighborProgram, "u_scale")!;
|
||||
this.uPtSizeNeighbor = gl.getUniformLocation(this.neighborProgram, "u_ptSize")!;
|
||||
|
||||
// Query hardware max point size
|
||||
const range = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE) as Float32Array;
|
||||
this.maxPtSize = range[1] || 256;
|
||||
|
||||
// Create VAO + VBO (empty for now)
|
||||
this.vao = gl.createVertexArray()!;
|
||||
gl.bindVertexArray(this.vao);
|
||||
const vbo = gl.createBuffer()!;
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
|
||||
|
||||
// We forced a_pos to location 0 in compileProgram
|
||||
gl.enableVertexAttribArray(0);
|
||||
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
||||
gl.bindVertexArray(null);
|
||||
|
||||
this.linesIbo = gl.createBuffer()!;
|
||||
this.selectionIbo = gl.createBuffer()!;
|
||||
this.neighborIbo = gl.createBuffer()!;
|
||||
|
||||
// Blending
|
||||
gl.enable(gl.BLEND);
|
||||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
||||
gl.clearColor(0.02, 0.02, 0.05, 1.0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Load particles from pre-computed positions and edges, build quadtree, upload to GPU.
|
||||
* vertexIds: original vertex IDs from CSV (parallel to xs/ys)
|
||||
* edges: flat array of [srcVertexId, dstVertexId, ...]
|
||||
* Call once at startup. Returns build time in ms.
|
||||
*/
|
||||
init(
|
||||
xs: Float32Array,
|
||||
ys: Float32Array,
|
||||
vertexIds: Uint32Array,
|
||||
edges: Uint32Array
|
||||
): number {
|
||||
const t0 = performance.now();
|
||||
const gl = this.gl;
|
||||
const count = xs.length;
|
||||
const edgeCount = edges.length / 2;
|
||||
this.nodeCount = count;
|
||||
|
||||
// Build quadtree (spatially sorts the array)
|
||||
const { sorted, leaves, order } = buildSpatialIndex(xs, ys);
|
||||
this.leaves = leaves;
|
||||
this.sorted = sorted;
|
||||
|
||||
// Pre-allocate arrays for render loop (zero-allocation rendering)
|
||||
this.visibleLeafIndices = new Uint32Array(leaves.length);
|
||||
this.startsArray = new Int32Array(leaves.length);
|
||||
this.countsArray = new Int32Array(leaves.length);
|
||||
|
||||
// Upload sorted particles to GPU as STATIC VBO (never changes)
|
||||
gl.bindVertexArray(this.vao);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, sorted, gl.STATIC_DRAW);
|
||||
gl.bindVertexArray(null);
|
||||
|
||||
// Build vertex ID → original input index mapping
|
||||
const vertexIdToOriginal = new Map<number, number>();
|
||||
for (let i = 0; i < count; i++) {
|
||||
vertexIdToOriginal.set(vertexIds[i], i);
|
||||
}
|
||||
|
||||
// Build original input index → sorted index mapping
|
||||
// order[sortedIdx] = originalIdx, so invert it
|
||||
const originalToSorted = new Uint32Array(count);
|
||||
for (let i = 0; i < count; i++) {
|
||||
originalToSorted[order[i]] = i;
|
||||
}
|
||||
|
||||
// Remap edges from vertex IDs to sorted indices
|
||||
const lineIndices = new Uint32Array(edgeCount * 2);
|
||||
let validEdges = 0;
|
||||
for (let i = 0; i < edgeCount; i++) {
|
||||
const srcId = edges[i * 2];
|
||||
const dstId = edges[i * 2 + 1];
|
||||
const srcOrig = vertexIdToOriginal.get(srcId);
|
||||
const dstOrig = vertexIdToOriginal.get(dstId);
|
||||
if (srcOrig === undefined || dstOrig === undefined) continue;
|
||||
lineIndices[validEdges * 2] = originalToSorted[srcOrig];
|
||||
lineIndices[validEdges * 2 + 1] = originalToSorted[dstOrig];
|
||||
validEdges++;
|
||||
}
|
||||
this.edgeCount = validEdges;
|
||||
|
||||
// Build per-node neighbor list from edges for selection queries
|
||||
const neighborMap = new Map<number, number[]>();
|
||||
for (let i = 0; i < validEdges; i++) {
|
||||
const src = lineIndices[i * 2];
|
||||
const dst = lineIndices[i * 2 + 1];
|
||||
if (!neighborMap.has(src)) neighborMap.set(src, []);
|
||||
neighborMap.get(src)!.push(dst);
|
||||
if (!neighborMap.has(dst)) neighborMap.set(dst, []);
|
||||
neighborMap.get(dst)!.push(src);
|
||||
}
|
||||
this.neighborMap = neighborMap;
|
||||
|
||||
// Build per-leaf edge index for efficient visible-only edge drawing
|
||||
// Find which leaf each sorted index belongs to
|
||||
const nodeToLeaf = new Uint32Array(count);
|
||||
for (let li = 0; li < leaves.length; li++) {
|
||||
const lf = leaves[li];
|
||||
for (let j = lf.start; j < lf.end; j++) {
|
||||
nodeToLeaf[j] = li;
|
||||
}
|
||||
}
|
||||
|
||||
// Count edges per leaf (by source node)
|
||||
const leafEdgeCounts = new Uint32Array(leaves.length);
|
||||
for (let i = 0; i < validEdges; i++) {
|
||||
leafEdgeCounts[nodeToLeaf[lineIndices[i * 2]]]++;
|
||||
}
|
||||
|
||||
// Compute prefix sums for edge offsets per leaf
|
||||
const leafEdgeOffsets = new Uint32Array(leaves.length);
|
||||
for (let i = 1; i < leaves.length; i++) {
|
||||
leafEdgeOffsets[i] = leafEdgeOffsets[i - 1] + leafEdgeCounts[i - 1];
|
||||
}
|
||||
|
||||
// Sort edges by source leaf into a new buffer
|
||||
const sortedEdgeIndices = new Uint32Array(validEdges * 2);
|
||||
const leafEdgeCurrent = new Uint32Array(leaves.length);
|
||||
for (let i = 0; i < validEdges; i++) {
|
||||
const leafIdx = nodeToLeaf[lineIndices[i * 2]];
|
||||
const pos = leafEdgeOffsets[leafIdx] + leafEdgeCurrent[leafIdx];
|
||||
sortedEdgeIndices[pos * 2] = lineIndices[i * 2];
|
||||
sortedEdgeIndices[pos * 2 + 1] = lineIndices[i * 2 + 1];
|
||||
leafEdgeCurrent[leafIdx]++;
|
||||
}
|
||||
|
||||
this.leafEdgeStarts = leafEdgeOffsets;
|
||||
this.leafEdgeCounts = leafEdgeCounts;
|
||||
|
||||
// Upload sorted edges to GPU
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.linesIbo);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, sortedEdgeIndices, gl.STATIC_DRAW);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
||||
|
||||
return performance.now() - t0;
|
||||
}
|
||||
|
||||
/* ── Camera ───────────────────────────────────────────── */
|
||||
|
||||
pan(dx: number, dy: number): void {
|
||||
// dx, dy in CSS pixels; convert to world units
|
||||
const dpr = window.devicePixelRatio || 1;
|
||||
this.cx -= (dx * dpr) / this.zoom;
|
||||
this.cy -= (dy * dpr) / this.zoom;
|
||||
}
|
||||
|
||||
zoomAt(factor: number, screenX: number, screenY: number): void {
|
||||
const dpr = window.devicePixelRatio || 1;
|
||||
const px = screenX * dpr;
|
||||
const py = screenY * dpr;
|
||||
|
||||
// World position under cursor before zoom
|
||||
const wx = this.cx + (px - this.canvas.width / 2) / this.zoom;
|
||||
const wy = this.cy + (py - this.canvas.height / 2) / this.zoom;
|
||||
|
||||
this.zoom *= factor;
|
||||
this.zoom = Math.max(1e-4, Math.min(1e7, this.zoom));
|
||||
|
||||
// Adjust pan so the same world point stays under cursor
|
||||
this.cx = wx - (px - this.canvas.width / 2) / this.zoom;
|
||||
this.cy = wy - (py - this.canvas.height / 2) / this.zoom;
|
||||
}
|
||||
|
||||
getZoom(): number {
|
||||
return this.zoom;
|
||||
}
|
||||
|
||||
getNodeCount(): number {
|
||||
return this.nodeCount;
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert screen coordinates (CSS pixels) to world coordinates.
|
||||
*/
|
||||
screenToWorld(screenX: number, screenY: number): { x: number; y: number } {
|
||||
const dpr = window.devicePixelRatio || 1;
|
||||
const px = screenX * dpr;
|
||||
const py = screenY * dpr;
|
||||
const wx = this.cx + (px - this.canvas.width / 2) / this.zoom;
|
||||
const wy = this.cy + (py - this.canvas.height / 2) / this.zoom;
|
||||
return { x: wx, y: wy };
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the node closest to the given screen position.
|
||||
* Uses the quadtree to narrow down the search.
|
||||
* Returns the node's world coordinates if found within the visual radius, or null.
|
||||
*/
|
||||
findNodeAt(screenX: number, screenY: number): { x: number; y: number } | null {
|
||||
const result = this.findNodeIndexAt(screenX, screenY);
|
||||
return result ? { x: result.x, y: result.y } : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the node closest to the given screen position.
|
||||
* Returns the node's index and world coordinates if found, or null.
|
||||
*/
|
||||
findNodeIndexAt(screenX: number, screenY: number): { index: number; x: number; y: number } | null {
|
||||
if (this.sorted.length === 0) return null;
|
||||
|
||||
const world = this.screenToWorld(screenX, screenY);
|
||||
const wx = world.x;
|
||||
const wy = world.y;
|
||||
|
||||
// Calculate the search radius in world units (based on point size on screen)
|
||||
// We use a slightly larger radius for easier hovering
|
||||
const dpr = window.devicePixelRatio || 1;
|
||||
const ptSizeScreen = Math.max(1.0, Math.min(this.maxPtSize, WORLD_RADIUS * 2 * this.zoom));
|
||||
const hitRadius = (ptSizeScreen / this.zoom / dpr) * 0.75; // world units
|
||||
const hitRadiusSq = hitRadius * hitRadius;
|
||||
|
||||
let closestDist = Infinity;
|
||||
let closestIndex = -1;
|
||||
let closestX = 0;
|
||||
let closestY = 0;
|
||||
|
||||
// Traverse all leaves and check if they intersect with the hit area
|
||||
for (let i = 0; i < this.leaves.length; i++) {
|
||||
const lf = this.leaves[i];
|
||||
|
||||
// Quick AABB check: does this leaf possibly contain points near our target?
|
||||
if (
|
||||
wx + hitRadius < lf.minX ||
|
||||
wx - hitRadius > lf.maxX ||
|
||||
wy + hitRadius < lf.minY ||
|
||||
wy - hitRadius > lf.maxY
|
||||
) {
|
||||
continue; // Leaf is too far away
|
||||
}
|
||||
|
||||
// Check all points in this leaf
|
||||
for (let j = lf.start; j < lf.end; j++) {
|
||||
const px = this.sorted[j * 2];
|
||||
const py = this.sorted[j * 2 + 1];
|
||||
const dx = px - wx;
|
||||
const dy = py - wy;
|
||||
const distSq = dx * dx + dy * dy;
|
||||
|
||||
if (distSq < hitRadiusSq && distSq < closestDist) {
|
||||
closestDist = distSq;
|
||||
closestIndex = j;
|
||||
closestX = px;
|
||||
closestY = py;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return closestIndex >= 0 ? { index: closestIndex, x: closestX, y: closestY } : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the selection buffer with the given set of node indices.
|
||||
* Also computes neighbors of selected nodes.
|
||||
* Call this whenever React's selection state changes.
|
||||
*/
|
||||
updateSelection(selectedIndices: Set<number>): void {
|
||||
const gl = this.gl;
|
||||
|
||||
// Upload selected indices
|
||||
const indices = new Uint32Array(selectedIndices);
|
||||
this.selectionCount = indices.length;
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.selectionIbo);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.DYNAMIC_DRAW);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
||||
|
||||
// Compute neighbors of selected nodes (excluding already selected)
|
||||
const neighborSet = new Set<number>();
|
||||
for (const nodeIdx of selectedIndices) {
|
||||
const nodeNeighbors = this.neighborMap.get(nodeIdx);
|
||||
if (!nodeNeighbors) continue;
|
||||
for (const n of nodeNeighbors) {
|
||||
if (!selectedIndices.has(n)) {
|
||||
neighborSet.add(n);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Upload neighbor indices
|
||||
const neighborIndices = new Uint32Array(neighborSet);
|
||||
this.neighborCount = neighborIndices.length;
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.neighborIbo);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, neighborIndices, gl.DYNAMIC_DRAW);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the coordinates of a node by its index.
|
||||
*/
|
||||
getNodeCoords(index: number): { x: number; y: number } | null {
|
||||
if (index < 0 || index * 2 + 1 >= this.sorted.length) return null;
|
||||
return {
|
||||
x: this.sorted[index * 2],
|
||||
y: this.sorted[index * 2 + 1],
|
||||
};
|
||||
}
|
||||
|
||||
/* ── Render ───────────────────────────────────────────── */
|
||||
|
||||
render(): RenderStats {
|
||||
const gl = this.gl;
|
||||
const canvas = this.canvas;
|
||||
|
||||
// Resize
|
||||
const dpr = window.devicePixelRatio || 1;
|
||||
const cw = (canvas.clientWidth * dpr) | 0;
|
||||
const ch = (canvas.clientHeight * dpr) | 0;
|
||||
if (canvas.width !== cw || canvas.height !== ch) {
|
||||
canvas.width = cw;
|
||||
canvas.height = ch;
|
||||
}
|
||||
|
||||
gl.viewport(0, 0, cw, ch);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
gl.bindVertexArray(this.vao);
|
||||
|
||||
// Uniforms: transform world coords to NDC
|
||||
gl.useProgram(this.program);
|
||||
gl.uniform2f(this.uCenter, this.cx, this.cy);
|
||||
gl.uniform2f(
|
||||
this.uScale,
|
||||
(this.zoom * 2) / cw,
|
||||
(-this.zoom * 2) / ch
|
||||
);
|
||||
|
||||
// Point size: world diameter → screen pixels, clamped
|
||||
const ptSize = Math.max(
|
||||
1.0,
|
||||
Math.min(this.maxPtSize, WORLD_RADIUS * 2 * this.zoom)
|
||||
);
|
||||
gl.uniform1f(this.uPtSize, ptSize);
|
||||
|
||||
// Frustum bounding box
|
||||
const viewW = cw / this.zoom;
|
||||
const viewH = ch / this.zoom;
|
||||
const vMinX = this.cx - viewW / 2;
|
||||
const vMaxX = this.cx + viewW / 2;
|
||||
const vMinY = this.cy - viewH / 2;
|
||||
const vMaxY = this.cy + viewH / 2;
|
||||
|
||||
let visibleCount = 0;
|
||||
let totalVisibleParticles = 0;
|
||||
|
||||
// 1. Find all visible leaves and total particles inside frustum
|
||||
for (let i = 0; i < this.leaves.length; i++) {
|
||||
const lf = this.leaves[i];
|
||||
if (
|
||||
lf.maxX < vMinX ||
|
||||
lf.minX > vMaxX ||
|
||||
lf.maxY < vMinY ||
|
||||
lf.minY > vMaxY
|
||||
)
|
||||
continue;
|
||||
|
||||
this.visibleLeafIndices[visibleCount++] = i;
|
||||
totalVisibleParticles += (lf.end - lf.start);
|
||||
}
|
||||
|
||||
// 2. Calculate dynamic sampling ratio based ONLY on visible particles
|
||||
const ratio = Math.min(1.0, MAX_DRAW / Math.max(1, totalVisibleParticles));
|
||||
|
||||
let drawnCount = 0;
|
||||
|
||||
// 3. Prepare index/count arrays for drawing
|
||||
for (let i = 0; i < visibleCount; i++) {
|
||||
const leafIdx = this.visibleLeafIndices[i];
|
||||
const lf = this.leaves[leafIdx];
|
||||
const leafTotal = lf.end - lf.start;
|
||||
|
||||
// Since the leaf is randomly unordered internally, taking the first N points
|
||||
// is a perfect uniform spatial sample of this leaf.
|
||||
const drawCount = Math.max(1, Math.floor(leafTotal * ratio));
|
||||
|
||||
this.startsArray[i] = lf.start;
|
||||
this.countsArray[i] = drawCount;
|
||||
drawnCount += drawCount;
|
||||
}
|
||||
|
||||
// 4. Draw Points!
|
||||
if (visibleCount > 0) {
|
||||
if (this.multiDrawExt) {
|
||||
this.multiDrawExt.multiDrawArraysWEBGL(
|
||||
gl.POINTS,
|
||||
this.startsArray, 0,
|
||||
this.countsArray, 0,
|
||||
visibleCount
|
||||
);
|
||||
} else {
|
||||
// Fallback: batch contiguous runs to minimize draw calls
|
||||
let currentStart = this.startsArray[0];
|
||||
let currentCount = this.countsArray[0];
|
||||
for (let i = 1; i < visibleCount; i++) {
|
||||
if (currentStart + currentCount === this.startsArray[i]) {
|
||||
currentCount += this.countsArray[i]; // Merge contiguous
|
||||
} else {
|
||||
gl.drawArrays(gl.POINTS, currentStart, currentCount);
|
||||
currentStart = this.startsArray[i];
|
||||
currentCount = this.countsArray[i];
|
||||
}
|
||||
}
|
||||
gl.drawArrays(gl.POINTS, currentStart, currentCount);
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Draw Lines if deeply zoomed in (< 20k total visible particles)
|
||||
if (totalVisibleParticles < 20000 && visibleCount > 0) {
|
||||
gl.useProgram(this.lineProgram);
|
||||
gl.uniform2f(this.uCenterLine, this.cx, this.cy);
|
||||
gl.uniform2f(this.uScaleLine, (this.zoom * 2) / cw, (-this.zoom * 2) / ch);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.linesIbo);
|
||||
|
||||
for (let i = 0; i < visibleCount; i++) {
|
||||
const leafIdx = this.visibleLeafIndices[i];
|
||||
const edgeCount = this.leafEdgeCounts[leafIdx];
|
||||
if (edgeCount === 0) continue;
|
||||
// Each edge is 2 indices (1 line segment)
|
||||
// Offset is in bytes: edgeStart * 2 (indices per edge) * 4 (bytes per uint32)
|
||||
const edgeStart = this.leafEdgeStarts[leafIdx];
|
||||
gl.drawElements(gl.LINES, edgeCount * 2, gl.UNSIGNED_INT, edgeStart * 2 * 4);
|
||||
}
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
||||
}
|
||||
|
||||
// 6. Draw Neighbor Nodes (yellow) - drawn before selected so selected appears on top
|
||||
if (this.neighborCount > 0) {
|
||||
gl.useProgram(this.neighborProgram);
|
||||
gl.uniform2f(this.uCenterNeighbor, this.cx, this.cy);
|
||||
gl.uniform2f(this.uScaleNeighbor, (this.zoom * 2) / cw, (-this.zoom * 2) / ch);
|
||||
gl.uniform1f(this.uPtSizeNeighbor, ptSize);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.neighborIbo);
|
||||
gl.drawElements(gl.POINTS, this.neighborCount, gl.UNSIGNED_INT, 0);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
||||
}
|
||||
|
||||
// 7. Draw Selected Nodes on top (orange)
|
||||
if (this.selectionCount > 0) {
|
||||
gl.useProgram(this.selectedProgram);
|
||||
gl.uniform2f(this.uCenterSelected, this.cx, this.cy);
|
||||
gl.uniform2f(this.uScaleSelected, (this.zoom * 2) / cw, (-this.zoom * 2) / ch);
|
||||
gl.uniform1f(this.uPtSizeSelected, ptSize);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.selectionIbo);
|
||||
gl.drawElements(gl.POINTS, this.selectionCount, gl.UNSIGNED_INT, 0);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
|
||||
}
|
||||
|
||||
gl.bindVertexArray(null);
|
||||
|
||||
const mode = ratio === 1.0
|
||||
? '100% visible nodes'
|
||||
: ((ratio * 100).toFixed(1) + '% of visible nodes');
|
||||
|
||||
return { drawnCount, mode, zoom: this.zoom, ptSize };
|
||||
}
|
||||
|
||||
/* ── Helpers ──────────────────────────────────────────── */
|
||||
|
||||
private compileProgram(vSrc: string, fSrc: string): WebGLProgram {
|
||||
const gl = this.gl;
|
||||
const vs = gl.createShader(gl.VERTEX_SHADER)!;
|
||||
gl.shaderSource(vs, vSrc);
|
||||
gl.compileShader(vs);
|
||||
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
|
||||
throw new Error("VS: " + gl.getShaderInfoLog(vs));
|
||||
|
||||
const fs = gl.createShader(gl.FRAGMENT_SHADER)!;
|
||||
gl.shaderSource(fs, fSrc);
|
||||
gl.compileShader(fs);
|
||||
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS))
|
||||
throw new Error("FS: " + gl.getShaderInfoLog(fs));
|
||||
|
||||
const prog = gl.createProgram()!;
|
||||
gl.attachShader(prog, vs);
|
||||
gl.attachShader(prog, fs);
|
||||
|
||||
// Force a_pos to location 0 before linking so both programs match VAO
|
||||
gl.bindAttribLocation(prog, 0, "a_pos");
|
||||
|
||||
gl.linkProgram(prog);
|
||||
if (!gl.getProgramParameter(prog, gl.LINK_STATUS))
|
||||
throw new Error("Link: " + gl.getProgramInfoLog(prog));
|
||||
|
||||
gl.deleteShader(vs);
|
||||
gl.deleteShader(fs);
|
||||
return prog;
|
||||
}
|
||||
}
|
||||
6
frontend/src/utils/cn.ts
Normal file
6
frontend/src/utils/cn.ts
Normal file
@@ -0,0 +1,6 @@
|
||||
import { clsx, type ClassValue } from "clsx";
|
||||
import { twMerge } from "tailwind-merge";
|
||||
|
||||
export function cn(...inputs: ClassValue[]) {
|
||||
return twMerge(clsx(inputs));
|
||||
}
|
||||
31
frontend/tsconfig.json
Normal file
31
frontend/tsconfig.json
Normal file
@@ -0,0 +1,31 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "ES2020",
|
||||
"useDefineForClassFields": true,
|
||||
"lib": ["ES2020", "DOM", "DOM.Iterable"],
|
||||
"module": "ESNext",
|
||||
"skipLibCheck": true,
|
||||
"types": ["node"],
|
||||
|
||||
/* Bundler mode */
|
||||
"moduleResolution": "bundler",
|
||||
"allowImportingTsExtensions": true,
|
||||
"resolveJsonModule": true,
|
||||
"isolatedModules": true,
|
||||
"noEmit": true,
|
||||
"jsx": "react-jsx",
|
||||
|
||||
/* Path mapping */
|
||||
"baseUrl": ".",
|
||||
"paths": {
|
||||
"@/*": ["src/*"]
|
||||
},
|
||||
|
||||
/* Linting */
|
||||
"strict": true,
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true,
|
||||
"noFallthroughCasesInSwitch": true
|
||||
},
|
||||
"include": ["src", "vite.config.ts"]
|
||||
}
|
||||
25
frontend/vite.config.ts
Normal file
25
frontend/vite.config.ts
Normal file
@@ -0,0 +1,25 @@
|
||||
import path from "path";
|
||||
import { fileURLToPath } from "url";
|
||||
import tailwindcss from "@tailwindcss/vite";
|
||||
import react from "@vitejs/plugin-react";
|
||||
import { defineConfig } from "vite";
|
||||
import { viteSingleFile } from "vite-plugin-singlefile";
|
||||
|
||||
const __filename = fileURLToPath(import.meta.url);
|
||||
const __dirname = path.dirname(__filename);
|
||||
|
||||
// https://vite.dev/config/
|
||||
export default defineConfig({
|
||||
plugins: [react(), tailwindcss(), viteSingleFile()],
|
||||
resolve: {
|
||||
alias: {
|
||||
"@": path.resolve(__dirname, "src"),
|
||||
},
|
||||
},
|
||||
server: {
|
||||
proxy: {
|
||||
// Backend is reachable as http://backend:8000 inside docker-compose; localhost outside.
|
||||
"/api": process.env.VITE_BACKEND_URL || "http://localhost:8000",
|
||||
},
|
||||
},
|
||||
});
|
||||
Reference in New Issue
Block a user