Add an informational panel and mesh-outline toggle to the cloth demo, plus richer physics and shading. The cloth component now provides AlgorithmInformation to an <app-information> view and a toggleMesh() that flips the mesh wireframe. Constraint generation was extended with four diagonal phases (constraintsP4..P7) and the solver loop was generalized to iterate solver pipelines, improving parallel XPBD constraint handling. The WGSL vertex/fragment shaders were updated to pass world positions, compute normals, add simple lighting and a grid-based base color. Also update information template/model to support optional translated entry names and expand i18n (DE/EN) with cloth texts and a Docker key.
Improve readability, typing and structure for the cloth simulation component and WGSL shaders. Changes include: formatted imports, added file/header JSDoc and inline comments, made renderConfig and lifecycle methods public with explicit types, renamed component selector to 'app-cloth', converted several functions to typed helpers (e.g. createAndPopulateBuffer, addConstraint), consolidated buffer creation, and cleaned up compute shader binding mappings. Shader file receives file header and minor comment clarifications and a bounds check comment; overall changes are stylistic and organizational to increase maintainability and clarity without altering core algorithm behavior.
Split cloth constraints into 4 graph-colored phases (horizontal even/odd, vertical even/odd) instead of one big constraints array. Create dynamic JS arrays (constraintsP0..P3) with an addConstraint helper, allocate four GPU constraint buffers and four corresponding solve compute shaders (csSolve0..csSolve3) via a createSolver helper, and dispatch them per substep to avoid write-write races. Update integrate/velocity shader bindings setup and dispatch logic; keep positions/prevPositions/velocities buffers as before. In WGSL, mark constraints as read-only and use arrayLength(&constraints) to bound-check the constraint index instead of relying on a CPU-side count. Also tweak sim parameter (compliance lowered) and minor refactors/cleanups for clarity and consistency.
Introduce a new cloth simulation feature: adds ClothComponent (TS/HTML/SCSS) and WGSL compute/vertex/fragment shaders implementing an XPBD-based cloth sim. Wire up routing and RouterConstants, add the cloth entry to the algorithms list, and add English/German i18n strings. Also include small refactors/renames for algorithm-category and algorithms.service imports and update BabylonCanvas to tolerate optional shader configuration and avoid null access during setup.
Minor markup and formatting cleanup plus layout adjustments.
- topbar.component.html: removed mat-toolbar color attribute, compacted/normalized element attributes and spacing, fixed small markup spacing issues.
- projects.component.ts: code formatting and whitespace normalization (imports, property spacing, object literals, small function signature/timeout formatting); no logic changes.
- styles.scss: reorganized topbar rules (added app-topbar wrapper, display and color), switched .hero from grid to flex with responsive flex-basis, adjusted photo and intro flex behavior, increased project grid column min width and centered grid with max-width, removed featured card full-width grid span.
These changes improve consistency, readability and adjust layout/responsiveness of the topbar/hero/project grid.
Move component-level styles into src/styles.scss and remove duplicated rules from several component SCSS files (app, topbar, about, algorithms, sorting, imprint, project dialog, projects, babylon-canvas). The global stylesheet now centralizes layout and typography (clamp-based sizing), sorting visualization & canvas rules, topbar/menu overrides, project/swiper styles, and shared utilities. This reduces duplication, improves responsiveness, and simplifies stylesheet management.
Introduce a new Pendulum demo (component, template, stylesheet) and wire it into routing and the algorithms list. Extend Babylon canvas API to emit a SceneReadyEvent (scene + engine) and accept a shaderLanguage option in RenderConfig so materials/shaders can target WGSL; update Fractal to consume the new SceneReadyEvent signature. Also add i18n entries for the pendulum demo.