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bubblechambersimart/src/scene/scene.js

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/* ============================================================
scene.js the single source of truth.
generateScene(params) returns a pure, renderer-agnostic data
model. Every renderer (photographic raster, vector SVG/PDF)
consumes exactly this. Deterministic from params.seed.
============================================================ */
import { makeRng, gauss, chance, pick } from '../rng.js';
import { integrateTrack, sampleMomentum, cosmicTrack, sweeperTrack } from './track.js';
import { spawnDeltaSpiral } from './delta.js';
import { spawnVDecay } from './vdecay.js';
import { generateShock } from './shock.js';
import { generateArtifacts } from './artifacts.js';
import { generateInstrument } from './instrument.js';
import { cyrb53 } from '../rng.js';
const LABS = ['BEBC · CERN', 'GARGAMELLE · CERN', '2m HBC · CERN', '82" HBC · SLAC', 'MIRABELLE · IHEP'];
/* One event: a vertex with primaries (+ δ-rays, V-decays for bright events).
eventZ = depth in the chamber (0 = focal plane), eventAge = how early in the
exposure it happened (0 = current trigger). Both are stamped on every track the
event produces so the renderers can vary opacity / size / softness with depth
and time rather than treating the event as flat. */
function generateOneEvent(params, vertex, intensity, salt, eventZ = 0, eventAge = 0) {
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const rng = makeRng(params.seed, 'event:' + salt);
const tracks = [];
const N = Math.max(2, Math.round(params.primaries * (0.45 + intensity * 0.55)));
const burstConc = 0.3 + params.burst * 0.7;
const bright = intensity > 0.6;
for (let i = 0; i < N; i++) {
const baseAngle = (i / N) * Math.PI * 2;
const angle = baseAngle + gauss(rng) * 0.4 * (1 - burstConc);
const p = sampleMomentum(rng, params.pspread);
const q = chance(rng, 0.5) ? +1 : -1;
const pts = integrateTrack(
{ x: vertex.x, y: vertex.y, theta: angle, p, q }, params
);
tracks.push({ pts, kind: 'primary', weight: intensity, q });
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// δ-rays along bright primaries — abundant, true spirals
if (bright) {
const dRng = makeRng(params.seed, salt + ':delta' + i);
for (let j = 6; j < pts.length; j += 2) {
if (dRng() < params.deltaRate * 0.12) {
const dpts = spawnDeltaSpiral(pts[j], params, dRng);
if (dpts.length > 6) {
tracks.push({ pts: dpts, kind: 'delta', weight: intensity * 0.9, q: -1 });
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}
}
}
}
}
// dense interaction "star": stubby tracks bursting from the vertex, with a
// few medium prongs reaching further out for a richer burst.
if (bright && params.burst > 0.15) {
const sRng = makeRng(params.seed, salt + ':star');
const nStar = Math.floor(params.burst * 26);
for (let i = 0; i < nStar; i++) {
const a = sRng() * Math.PI * 2;
const medium = sRng() < 0.25;
const p = medium ? (0.5 + sRng() * 0.7) : (0.13 + sRng() * 0.4);
const q = chance(sRng, 0.5) ? 1 : -1;
const pts = integrateTrack(
{ x: vertex.x + gauss(sRng) * 0.012, y: vertex.y + gauss(sRng) * 0.012, theta: a, p, q },
params, { maxTravel: medium ? 2.6 : 1.1 }
);
tracks.push({ pts, kind: 'primary', weight: intensity, q });
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}
}
// V-decays only for the brightest (foreground) events
if (intensity > 0.8) {
for (let i = 0; i < params.vdecay; i++) {
const daughters = spawnVDecay(vertex, params, makeRng(params.seed, salt + ':vdecay' + i));
daughters.forEach(d => {
if (d.pts.length > 10) tracks.push({ pts: d.pts, kind: 'vdecay', weight: intensity * 0.95, q: d.q });
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});
}
}
// stamp depth & age. Tracks of one interaction fan out in 3D, so they reach a
// range of depths around the event's base z — this is what gives each trail its
// own opacity/softness rather than a flat event. δ-rays get extra spread (they
// scatter off into the volume).
for (const t of tracks) {
const spread = t.kind === 'delta' ? 0.45 : 0.3;
t.z = Math.max(-1.2, Math.min(1.2, eventZ + gauss(rng) * spread));
t.age = eventAge;
}
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return tracks;
}
export function generateScene(params) {
const rng = makeRng(params.seed, 'scene');
const tracks = [];
// Foreground event, slightly off-centre — near the focal plane, current trigger
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const fgVertex = { x: (rng() - 0.5) * 0.3, y: (rng() - 0.5) * 0.3 };
const fgZ = gauss(rng) * 0.12;
tracks.push(...generateOneEvent(params, fgVertex, 1.0, 'fg', fgZ, 0));
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// Background "history" events — scattered through depth and earlier in time
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const nBg = params.bgEvents || 0;
for (let i = 0; i < nBg; i++) {
const bgRng = makeRng(params.seed, 'bg' + i);
const vx = (bgRng() - 0.5) * 1.7, vy = (bgRng() - 0.5) * 1.7;
const intensity = params.bgIntensity * (0.5 + bgRng() * 0.5);
const z = (bgRng() * 2 - 1); // anywhere in depth
const age = 0.25 + bgRng() * 0.7; // older than the trigger
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tracks.push(...generateOneEvent(
{ ...params, primaries: Math.round(params.primaries * 0.6), vdecay: 0 },
{ x: vx, y: vy }, intensity, 'bg' + i, z, age
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));
}
// Cosmic/transient straight tracks crossing the frame
const nCosmic = Math.round(params.cosmics || 0);
for (let i = 0; i < nCosmic; i++) {
const cRng = makeRng(params.seed, 'cosmic' + i);
const { pts, q } = cosmicTrack(params, cRng);
if (pts.length > 8) tracks.push({ pts, kind: 'cosmic', weight: 0.7 + cRng() * 0.3, q, z: gauss(cRng) * 0.5, age: 0.1 + cRng() * 0.3 });
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}
// Sweepers — big gentle arcs across the frame
const nSweep = Math.round(params.sweepers || 0);
for (let i = 0; i < nSweep; i++) {
const sRng = makeRng(params.seed, 'sweep' + i);
const { pts, q } = sweeperTrack(params, sRng);
if (pts.length > 8) tracks.push({ pts, kind: 'sweep', weight: 0.75 + sRng() * 0.25, q, z: gauss(sRng) * 0.4, age: 0.05 + sRng() * 0.2 });
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}
const shock = generateShock(params, makeRng(params.seed, 'shock'));
const artifacts = generateArtifacts(params, makeRng(params.seed, 'artifacts'));
const instrument = generateInstrument(params, makeRng(params.seed, 'instrument'));
// deterministic archival metadata (so exports are reproducible from the seed)
const hash = cyrb53(params.seed);
const ds = parseInt(hash.slice(0, 8), 16);
const plate = (parseInt(hash.slice(-3), 16) % 999).toString().padStart(3, '0');
const year = 1971 + (ds % 11);
const month = 1 + ((ds >> 4) % 12);
const day = 1 + ((ds >> 8) % 28);
const exposure = `${year}.${String(month).padStart(2, '0')}.${String(day).padStart(2, '0')}`;
const lab = pick(makeRng(params.seed, 'lab'), LABS);
return { tracks, vertex: fgVertex, shock, artifacts, instrument, hash, plate, exposure, lab };
}