/* ============================================================ svgVector.js — clean vector renderer for print. Same scene model as the photographic renderer, emitted as resolution-independent SVG. Soft bubbles are approximated with a shared radial-gradient fill; tracks get a faint continuity under-stroke. Grain/mottle are intentionally omitted (raster-only effects); this is the graphic version. Output is organised into named LAYERS using the Inkscape convention (inkscape:groupmode="layer" + inkscape:label), so the file opens as toggleable layers in Inkscape / Affinity and as named groups in Illustrator — for easy post manipulation. ============================================================ */ import { makeRng, cyrb53 } from '../rng.js'; import { sampleBubbles, trackInkWeight } from '../scene/bubbles.js'; const MARGIN = 0.02; // which named track layer each particle kind belongs to (z-order: later = on top) const TRACK_LAYERS = [ { id: 'tracks-primary', label: 'Tracks · primary', kinds: ['primary'] }, { id: 'tracks-cosmic', label: 'Tracks · cosmic & sweepers', kinds: ['cosmic', 'sweep'] }, { id: 'tracks-vdecay', label: 'Tracks · V-decays', kinds: ['vdecay'] }, { id: 'tracks-delta', label: 'Tracks · δ-rays (curls)', kinds: ['delta'] }, ]; export function renderSVG(scene, params, sizePx = 4800) { const w = sizePx, h = sizePx; const scale = (w / 2) * (1 - MARGIN); const cx = w / 2, cy = h / 2; const tx = (x) => (cx + x * scale).toFixed(2); const ty = (y) => (cy + y * scale).toFixed(2); const u = w / 1000; const inv = params.invert; const paper = inv ? '#cfc8b4' : '#0e0d0b'; const glowIn = inv ? '#e2dbc7' : '#211e18'; const glowOut = inv ? '#b3aa92' : '#070605'; const ink = inv ? '#1c1814' : '#e9e4d6'; // wrap content as a named, Inkscape/Affinity-compatible layer const layer = (id, label, content) => content ? `\n${content}\n\n` : ''; /* ---------- Background ---------- */ const bg = `\n`; /* ---------- Chamber optics (boundary + structural geometry) ---------- */ let optics = ''; if (params.showBoundary) { const bcx = cx, bcy = cy + h * 0.35, br = w * 0.45; const a1 = Math.PI * 0.15, a2 = Math.PI - Math.PI * 0.15; const x1 = bcx + Math.cos(Math.PI + a1) * br, y1 = bcy + Math.sin(Math.PI + a1) * br; const x2 = bcx + Math.cos(Math.PI + a2) * br, y2 = bcy + Math.sin(Math.PI + a2) * br; optics += `\n`; } if (scene.instrument) { const inst = scene.instrument; let g = ``; for (const l of inst.lines) g += ``; for (const a of inst.arcs) { let d = `M ${tx(a.pts[0].x)} ${ty(a.pts[0].y)}`; for (let i = 1; i < a.pts.length; i++) d += ` L ${tx(a.pts[i].x)} ${ty(a.pts[i].y)}`; g += ``; } optics += g + ``; } /* ---------- Shock disk ---------- */ let shock = ''; if (scene.shock) { const sh = scene.shock; const px = +tx(sh.x), py = +ty(sh.y), R = sh.r * scale; const bodyOpacity = (params.diskBubbles !== false) ? 0.6 : 1; shock += `\n`; if (params.diskBubbles !== false && sh.bubbleStrokes) { const dRng = makeRng(params.seed, 'diskbubbles'); const dbk = new Map(); for (const stroke of sh.bubbleStrokes) { const key = Math.round(Math.min(1, 0.45 + stroke.weight * 0.5) * 20) / 20; if (!dbk.has(key)) dbk.set(key, []); dbk.get(key).push(...sampleBubbles(stroke, params, dRng)); } for (const [alpha, bubs] of dbk) { shock += ``; for (const b of bubs) shock += ``; shock += `\n`; } } else { let g = ``; for (const st of sh.striations) { const ix = px + Math.cos(st.a) * st.inner * scale, iy = py + Math.sin(st.a) * st.inner * scale; const ox = px + Math.cos(st.a) * st.outer * scale, oy = py + Math.sin(st.a) * st.outer * scale; g += ``; } for (const ring of sh.rings) g += ``; for (const seg of (sh.rimSegs || [])) { const x0 = px + Math.cos(seg.a0) * R, y0 = py + Math.sin(seg.a0) * R; const x1a = px + Math.cos(seg.a1) * R, y1a = py + Math.sin(seg.a1) * R; g += ``; } for (const k of sh.core) g += ``; shock += g + `\n`; } let st2 = ''; for (const st of (sh.stains || [])) { const sr = (st.r * scale).toFixed(1); st2 += ``; } shock += st2; } /* ---------- Tracks (split by particle kind, bubble positions unchanged) ---------- */ const labelFor = {}; for (const L of TRACK_LAYERS) for (const k of L.kinds) labelFor[k] = L.id; const under = new Map(); // layerId -> understroke string const buckets = new Map(); // layerId -> Map(alpha -> circles[]) const ensure = (id) => { if (!under.has(id)) { under.set(id, ''); buckets.set(id, new Map()); } }; const bubbleRng = makeRng(params.seed, 'bubbles'); // consumed in scene.tracks order → deterministic for (const track of scene.tracks) { if (track.pts.length < 2) continue; const id = labelFor[track.kind] || 'tracks-primary'; ensure(id); // continuity under-stroke const iw = trackInkWeight(track); const lw = Math.min(2.6, 0.25 + Math.sqrt(iw) * 0.12) * u * params.size * track.weight; if (lw >= 0.2 * u) { let d = `M ${tx(track.pts[0].x)} ${ty(track.pts[0].y)}`; for (let i = 1; i < track.pts.length; i++) d += ` L ${tx(track.pts[i].x)} ${ty(track.pts[i].y)}`; under.set(id, under.get(id) + ``); } // bubbles const alpha = Math.round(Math.min(1, 0.45 + track.weight * 0.5) * 20) / 20; const m = buckets.get(id); if (!m.has(alpha)) m.set(alpha, []); const arr = m.get(alpha); for (const b of sampleBubbles(track, params, bubbleRng)) { arr.push(``); } } const trackLayers = TRACK_LAYERS.map(L => { if (!under.has(L.id)) return ''; let content = ''; const us = under.get(L.id); if (us) content += `${us}\n`; for (const [alpha, circles] of buckets.get(L.id)) { if (circles.length) content += `${circles.join('')}\n`; } return layer(L.id, L.label, content); }).join(''); /* ---------- Plate damage ---------- */ let damage = ''; const A = scene.artifacts; if (A) { let g = ``; for (const ring of A.rings) g += ``; for (const sc of A.scratches) g += ``; for (const hair of A.hairs) { let d = `M ${tx(hair.pts[0].x)} ${ty(hair.pts[0].y)}`; for (let i = 1; i < hair.pts.length; i++) d += ` L ${tx(hair.pts[i].x)} ${ty(hair.pts[i].y)}`; g += ``; } g += ``; for (const sp of A.specks) g += ``; damage = g + ``; } /* ---------- Fiducials ---------- */ let fids = ''; if (params.showFiducials) { let g = ``; const F = [[-0.85, -0.85], [0.85, -0.85], [-0.85, 0.85], [0.85, 0.85], [0, -0.85], [-0.85, 0], [0.85, 0]]; const sz = 9 * u; for (const [fx, fy] of F) { const px = +tx(fx), py = +ty(fy); g += ``; } fids = g + ``; } /* ---------- Vignette ---------- */ const vign = params.vign > 0 ? `` : ''; /* ---------- Header ---------- */ let header = ''; if (params.showHeader) { const pad = 26 * u; const esc = (t) => String(t).replace(/[<&]/g, c => (c === '<' ? '<' : '&')); header = `` + `${esc(scene.lab.toUpperCase())}` + `SEED ${esc(params.seed)}` + `PLATE ${scene.plate}` + `EXPOSED ${scene.exposure}` + ``; } /* ---------- Assemble ---------- */ let s = `\n`; s += `\n`; s += `Bubble Chamber · seed=${params.seed} · hash=${cyrb53(params.seed)}\n`; s += defs(inv, paper, glowIn, glowOut, ink, params); s += layer('background', 'Background', bg); s += layer('optics', 'Chamber optics', optics); s += layer('shock', 'Shock disk', shock); s += trackLayers; s += layer('damage', 'Plate damage', damage); s += layer('fiducials', 'Fiducials', fids); s += layer('vignette', 'Vignette', vign); s += layer('header', 'Archival header', header); s += `\n`; return s; } function defs(inv, paper, glowIn, glowOut, ink, params) { return ` \n`; }