'use client' import { forwardRef, useEffect, useImperativeHandle, useRef } from 'react' import type { TheaterBucket, TheaterModel } from '@/lib/import/theater-model' /** * The constellation canvas shared by the import theater (build mode: nodes * spawn under the narration's control) and the result reveal (settled mode: * everything born, camera home, gentle breathing only). Deterministic radial * layout, no physics; colors and fonts read from the app tokens per frame * (theme/palette reactive, same idiom as JourneyOrb). */ export interface TheaterCanvasHandle { spawn: (kind: NodeKind, wave?: number) => void pulse: () => void feed: (ms: number) => void } type NodeKind = 'hub' | 'ring' | 'bucket' | 'account' | 'counterparty' const BUCKET_ANGLE: Record = { tillgangar: 0.31, skulder: 1.62, intakter: -0.92, kostnader: 2.75, } const BUCKET_LABEL: Record = { tillgangar: 'TILLGÅNGAR', skulder: 'SKULDER', intakter: 'INTÄKTER', kostnader: 'KOSTNADER', } /** Real BAS names run long ("4531 Inköp av tjänster från ett land utanför * EU, 25 % moms"); labels truncate hard so the constellation stays a * constellation. */ function truncateLabel(label: string, max: number): string { return label.length <= max ? label : label.slice(0, max - 1).trimEnd() + '…' } /** Deterministic [0,1) hash so the constellation is stable per file. */ function rand01(seed: string): number { let h = 1779033703 ^ seed.length for (let i = 0; i < seed.length; i++) { h = Math.imul(h ^ seed.charCodeAt(i), 3432918353) h = (h << 13) | (h >>> 19) } h = Math.imul(h ^ (h >>> 16), 2246822507) return ((h ^ (h >>> 13)) >>> 0) / 4294967296 } interface Node { id: string kind: NodeKind x: number y: number r: number ring?: number label?: string lab?: boolean wave: number born: number | null } interface Engine { nodes: Node[] edges: { a: string; b: string }[] stream: { x: number; y: number; target: Node }[] feedUntil: number pulse: number cam: number } function buildEngine(model: TheaterModel, allBorn: boolean): Engine { const nodes: Node[] = [] const edges: { a: string; b: string }[] = [] nodes.push({ id: 'hub', kind: 'hub', x: 0, y: 0, r: 7, label: model.companyName, lab: true, wave: 0, born: null }) model.years.forEach((y, i) => { nodes.push({ id: `ring${i}`, kind: 'ring', x: 0, y: 0, r: 0, ring: 58 + i * 24, label: y.start.slice(0, 4), wave: 0, born: null }) }) for (const bucket of model.buckets) { const p = BUCKET_ANGLE[bucket.id] nodes.push({ id: bucket.id, kind: 'bucket', x: Math.cos(p) * 148, y: Math.sin(p) * 148, r: 2.2, label: BUCKET_LABEL[bucket.id], lab: true, wave: 0, born: null }) edges.push({ a: 'hub', b: bucket.id }) } const maxAccountWeight = Math.max(1, ...model.accounts.map((a) => a.weight)) model.accounts.forEach((a, i) => { const base = BUCKET_ANGLE[a.bucket] const spread = (rand01(a.number) - 0.5) * 1.2 const rad = 185 + rand01(a.number + 'r') * 70 nodes.push({ id: a.number, kind: 'account', x: Math.cos(base + spread) * rad, y: Math.sin(base + spread) * rad, r: 2.4 + (a.weight / maxAccountWeight) * 3.4, label: truncateLabel(`${a.number} ${a.name}`.trim(), 24), lab: i < 5, wave: i % 4, born: null, }) edges.push({ a: a.bucket, b: a.number }) }) const maxCpWeight = Math.max(1, ...model.counterparties.map((c) => c.weight)) model.counterparties.forEach((c, i) => { const anchor = nodes.find((n) => n.id === c.account) const base = anchor ? Math.atan2(anchor.y, anchor.x) : BUCKET_ANGLE.kostnader const spread = (rand01(c.name) - 0.5) * 0.7 const rad = 258 + rand01(c.name + 'r') * 52 nodes.push({ id: `cp${i}`, kind: 'counterparty', x: Math.cos(base + spread) * rad, y: Math.sin(base + spread) * rad, r: 1.8 + (c.weight / maxCpWeight) * 2.4, label: truncateLabel(c.name, 16), lab: i < 5, wave: i % 3, born: null, }) if (anchor) edges.push({ a: c.account, b: `cp${i}` }) }) const now = typeof performance !== 'undefined' ? performance.now() : 0 if (allBorn) for (const n of nodes) n.born = now - 10_000 return { nodes, edges, stream: [], feedUntil: 0, pulse: 0, cam: allBorn ? 1 : 1.45 } } function tokenColors(canvas: HTMLCanvasElement) { const root = getComputedStyle(document.documentElement) const hsl = (name: string, fallback: string) => { const v = root.getPropertyValue(name).trim() return v ? `hsl(${v})` : fallback } return { ink: getComputedStyle(canvas).color, mut: hsl('--muted-foreground', '#8a8378'), hair: hsl('--border', '#e5e2da'), sage: hsl('--success', '#5d8a6f'), paper: hsl('--background', '#ffffff'), } } const TheaterCanvas = forwardRef(function TheaterCanvas({ model, settled = false, className }, ref) { const canvasRef = useRef(null) const engineRef = useRef(null) const reduced = typeof window !== 'undefined' && window.matchMedia('(prefers-reduced-motion: reduce)').matches useImperativeHandle(ref, () => ({ spawn: (kind, wave) => { const engine = engineRef.current if (!engine) return const now = performance.now() for (const n of engine.nodes) { if (n.born == null && n.kind === kind && (wave === undefined || n.wave === wave)) n.born = now } }, pulse: () => { if (engineRef.current) engineRef.current.pulse = performance.now() }, feed: (ms) => { if (engineRef.current) engineRef.current.feedUntil = performance.now() + ms }, })) useEffect(() => { const engine = buildEngine(model, settled || reduced) engineRef.current = engine if (!settled && !reduced) { const now = performance.now() for (const n of engine.nodes) if (n.kind === 'hub') n.born = now } const canvas = canvasRef.current if (!canvas) return let running = true // Settled mode still breathes; only reduced motion freezes the frame. const still = reduced const draw = () => { if (!canvas.isConnected || !engineRef.current) return const wrap = canvas.parentElement if (!wrap) return const W = wrap.clientWidth const H = wrap.clientHeight if (!W || !H) { if (running && !still) requestAnimationFrame(draw) return } const dpr = Math.min(window.devicePixelRatio || 1, 2) if (canvas.width !== W * dpr || canvas.height !== H * dpr) { canvas.width = W * dpr canvas.height = H * dpr } const ctx = canvas.getContext('2d') if (!ctx) return ctx.setTransform(dpr, 0, 0, dpr, 0, 0) ctx.clearRect(0, 0, W, H) const colors = tokenColors(canvas) const now = performance.now() const born = engine.nodes.filter((n) => n.born != null).length const camTarget = settled || reduced ? 1 : 1.45 - 0.45 * Math.min(1, born / (engine.nodes.length * 0.85)) engine.cam += (camTarget - engine.cam) * (reduced ? 1 : 0.05) const k = (Math.min(W, H) / 640) * engine.cam const cx = W / 2 const cy = H / 2 const pos = (n: Node) => ({ x: cx + n.x * k, y: cy + n.y * k }) const age = (n: Node) => n.born == null ? 0 : Math.min(1, (now - n.born) / (reduced ? 1 : n.kind === 'ring' ? 900 : 420)) const ease = (v: number) => 1 - Math.pow(1 - v, 3) const byId = new Map(engine.nodes.map((n) => [n.id, n])) // Ambient life (Living Paper): the constellation moves because it is // alive right now, never to fake progress. Build mode gets full // amplitude, settled reveals rest at half (the reveal is a verdict), // reduced motion gets none (the loop is frozen anyway). Everything is // derived from the clock inside this one rAF loop; no extra timers. const ambient = reduced ? 0 : settled ? 0.5 : 1 // Every 7s a quiet luminance wave travels hub -> rim over 2.6s, // brightening the hairline rings and edges it passes (alpha only, no // color, no geometry). Build mode only; -1 means resting. const ripple = ambient === 1 && now % 7000 < 2600 ? ((now % 7000) / 2600) * 340 : -1 const rippleGlow = (radius: number, width: number) => ripple < 0 ? 0 : Math.max(0, 1 - Math.abs(radius - ripple) / width) for (const n of engine.nodes) { if (n.kind !== 'ring' || n.born == null) continue const p = ease(age(n)) const rad = (n.ring ?? 0) * k ctx.strokeStyle = colors.hair ctx.globalAlpha = (0.75 + 0.18 * rippleGlow(n.ring ?? 0, 30)) * p ctx.lineWidth = 0.8 ctx.beginPath() ctx.arc(cx, cy, rad, -Math.PI / 2, -Math.PI / 2 + Math.PI * 2 * p) ctx.stroke() ctx.globalAlpha = Math.max(0, p * 1.3 - 0.3) const lx = cx + Math.cos(-1.15) * rad const ly = cy + Math.sin(-1.15) * rad ctx.fillStyle = colors.paper ctx.fillRect(lx - 15, ly - 6, 30, 12) ctx.fillStyle = colors.mut ctx.font = '10px system-ui, sans-serif' ctx.textAlign = 'center' if (n.label) ctx.fillText(n.label, lx, ly + 3.5) ctx.globalAlpha = 1 } for (const e of engine.edges) { const A = byId.get(e.a) const B = byId.get(e.b) if (!A || !B || A.born == null || B.born == null) continue const p = ease(Math.min(age(A), age(B))) const pa = pos(A) const pb = pos(B) const glow = ripple < 0 ? 0 : rippleGlow(Math.hypot((A.x + B.x) / 2, (A.y + B.y) / 2), 40) ctx.strokeStyle = colors.hair ctx.lineWidth = 0.8 ctx.globalAlpha = 0.65 + 0.12 * glow ctx.beginPath() ctx.moveTo(pa.x, pa.y) ctx.lineTo(pa.x + (pb.x - pa.x) * p, pa.y + (pb.y - pa.y) * p) ctx.stroke() ctx.globalAlpha = 1 } if (now < engine.feedUntil && !reduced && engine.stream.length < 60) { const targets = engine.nodes.filter((n) => n.kind === 'account' && n.born != null) if (targets.length) { for (let i = 0; i < 2; i++) { engine.stream.push({ x: 8, y: cy + (Math.random() - 0.5) * 170, target: targets[(Math.random() * targets.length) | 0], }) } } } if (engine.stream.length) { ctx.fillStyle = colors.mut engine.stream = engine.stream.filter((p) => { const tp = pos(p.target) p.x += (tp.x - p.x) * 0.085 p.y += (tp.y - p.y) * 0.085 if (Math.abs(tp.x - p.x) + Math.abs(tp.y - p.y) < 7) return false ctx.globalAlpha = 0.5 ctx.fillRect(p.x, p.y, 1.6, 1.6) return true }) ctx.globalAlpha = 1 } if (engine.pulse > 0) { const p = Math.min(1, (now - engine.pulse) / 900) if (p < 1) { ctx.strokeStyle = colors.sage ctx.globalAlpha = (1 - p) * 0.5 ctx.lineWidth = 1.2 ctx.beginPath() ctx.arc(cx, cy, 18 + p * 290 * (Math.min(W, H) / 640), 0, Math.PI * 2) ctx.stroke() ctx.globalAlpha = 1 } } // Greedy label collision culling: node order is hub → buckets → // heaviest accounts → heaviest counterparties, so when labels would // overlap (real files cluster hard in one region), the least important // one silently keeps only its dot. const drawnLabels: { x0: number; y0: number; x1: number; y1: number }[] = [] const overlaps = (x0: number, y0: number, x1: number, y1: number) => drawnLabels.some((b) => x0 < b.x1 && x1 > b.x0 && y0 < b.y1 && y1 > b.y0) for (const n of engine.nodes) { if (n.born == null || n.kind === 'ring') continue const p = ease(age(n)) const q = pos(n) // Per-node breathing on two slow, incommensurate clocks, offset by // the node's own position/wave so the field shimmers organically // instead of in sync. Radius +-10% (roughly 1px on the hub, less on // small dots) and a few percent of alpha; half of both when settled. const breathe = ambient * 0.1 * Math.sin(now / 2600 + n.x + n.y) const twinkle = ambient * 0.04 * (0.5 + 0.5 * Math.sin(now / 3400 + n.x + n.wave * 1.7)) const splat = p < 1 ? 1 + 0.3 * Math.sin(p * Math.PI) : 1 const r = n.r * (1 + breathe) * p * k * 1.55 * splat ctx.fillStyle = n.kind === 'bucket' ? colors.mut : colors.ink ctx.globalAlpha = 1 - twinkle ctx.beginPath() ctx.arc(q.x, q.y, r, 0, Math.PI * 2) ctx.fill() ctx.globalAlpha = 1 if (n.label && n.lab) { ctx.globalAlpha = Math.max(0, p * 1.2 - 0.2) ctx.fillStyle = n.kind === 'hub' ? colors.ink : colors.mut ctx.font = n.kind === 'hub' ? '500 13px system-ui, sans-serif' : n.kind === 'bucket' ? '600 9px system-ui, sans-serif' : '10.5px system-ui, sans-serif' const align = q.x > cx + 8 ? 'left' : q.x < cx - 8 ? 'right' : 'center' ctx.textAlign = align const dx = align === 'left' ? r + 5 : align === 'right' ? -r - 5 : 0 const tw = ctx.measureText(n.label).width let lx = q.x + dx if (align === 'left') lx = Math.min(lx, W - 6 - tw) else if (align === 'right') lx = Math.max(lx, 6 + tw) else lx = Math.min(Math.max(lx, 6 + tw / 2), W - 6 - tw / 2) const ly = q.y + (n.kind === 'hub' ? r + 15 : 3.5) const x0 = align === 'left' ? lx : align === 'right' ? lx - tw : lx - tw / 2 const rect = { x0: x0 - 3, y0: ly - 11, x1: x0 + tw + 3, y1: ly + 4 } if (n.kind === 'hub' || n.kind === 'bucket' || !overlaps(rect.x0, rect.y0, rect.x1, rect.y1)) { drawnLabels.push(rect) ctx.fillText(n.label, lx, ly) } ctx.globalAlpha = 1 } } if (running && !still) requestAnimationFrame(draw) } requestAnimationFrame(draw) if (still) { const id = window.setTimeout(() => draw(), 120) return () => { running = false window.clearTimeout(id) } } return () => { running = false } // One engine per (model, settled) pair for this mount. // eslint-disable-next-line react-hooks/exhaustive-deps }, [settled, reduced]) return