Commit Graph

76 Commits

Author SHA1 Message Date
Andreas Dahm
f9797493ce Removed unused parameter 2026-04-16 10:06:57 +02:00
Andreas Dahm
a349f630c6 Updated the webgpu stuff to have webgl as fallback 2026-04-16 10:04:48 +02:00
ab730f8f3b removed unused method
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2026-03-08 11:09:57 +01:00
0104bad59f optimized limits a little bit 2026-03-08 11:08:11 +01:00
54b33daa40 Add Four-Color algorithm page
Introduce an interactive Four Color Theorem demo: add FourColorComponent (template, styles, standalone component) with canvas-based grid, region generation, adjacency detection and a backtracking solver; include models for nodes/regions and grid constants. Wire up route and RouterConstants/UrlConstants, add menu entry in AlgorithmsService, and add i18n entries for English and German. Also add global color styles in styles.scss and a few minor i18n text adjustments.
2026-03-08 11:01:14 +01:00
64842d388b fixed linting issues
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2026-03-07 17:30:29 +01:00
66643d8e18 Added sound oszilator for search display
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2026-03-07 17:19:53 +01:00
2ab1d2dd85 Topbar active links, algorithm icons & styles
Add active state support to topbar links (routerLinkActive) and CSS underline/hover styling; expose icons for algorithm categories and render them in the algorithms list. Update AlgorithmCategory interface and AlgorithmsService to include icon names, import MatIconModule where needed, and adjust algorithms template to show icon, title and description layout. Global style tweaks: dark theme background, canvas shadows, card hover/gradient accents, and new styles for algorithm cards and page title for improved visual polish.
2026-03-07 17:02:40 +01:00
150306333e Added one cloth parameter elongation 2026-03-07 16:53:36 +01:00
7ff59bf734 Add TimSort implementation and UI entries
Introduce TimSort support across the app: add TIM_SORT_WIKI to UrlConstants, implement timSort (with insertionSortRange and mergeRanges) in SortingService to produce SortSnapshot sequences (uses RUN=32, sorts runs then merges, marks comparing/unsorted/sorted states), and wire the algorithm into SortingComponent (UI entry and case branch). Also add TIMSORT_EXPLANATION translations in de.json and en.json, and add a few UI label keys (STIFFNESS, ELONGATION, RESTART_SIMULATION) to both locale files.
2026-03-07 16:38:39 +01:00
5c97667ec1 Use loadComponent for routes and cleanup
Switch route definitions to lazy-load components via loadComponent dynamic imports and remove direct component references from RouterConstants. Remove several components' standalone flags and adjust component metadata (styleUrl vs styleUrls) and imports accordingly. Make AlgorithmsService and AlgorithmsComponent synchronous (getCategories() now returns an array and template iterates categories directly). Replace alert in PathfindingComponent with MatSnackBar and inject it. Simplify LanguageService initialization to use existing translate configuration. Remove unused ReloadService. Make GenericGridComponent.lastCell protected. Miscellaneous tidy-ups across related files.
2026-03-07 16:12:16 +01:00
5485e57bdb Updated wiki links
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2026-02-25 09:10:41 +01:00
f4104d02e8 Bump deps and refactor layouts/styles
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Update package-lock with multiple dependency bumps (Angular CLI/DevKit/schematics to 21.1.5, ajv to 8.18.0, minimatch/brace-expansion updates, tar, qs, swiper, hono, etc.). Wrap the generic grid canvas in a container and clean up HTML structure/indentation in algorithms and pathfinding templates (add card-grid wrapper and reformat content). Adjust global styles: refine .algo-container and app-root margins/gaps, and refactor hero/photo/intro styles for responsive layout. Changes are primarily dependency updates and UI/layout refinements.
2026-02-25 08:50:28 +01:00
ab3bca4395 Cloth: add info, outline, diagonals, shader
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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.
2026-02-24 09:28:16 +01:00
12411e58bf Refactored the cloth class for better reading 2026-02-24 08:51:53 +01:00
14d7a78ac4 Added wind to cloth simulation 2026-02-24 08:46:57 +01:00
ed0e370e9d Fixed some styling issues 2026-02-24 08:27:59 +01:00
f656206691 Refactor cloth component and shaders
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.
2026-02-23 11:30:05 +01:00
728dbc047f Use 4-phase graph-coloring for constraints
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.
2026-02-23 11:19:28 +01:00
746022c48d Update cloth.component.ts 2026-02-23 11:07:09 +01:00
954211b3cf Add cloth simulation page with WGSL shaders
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.
2026-02-23 11:02:54 +01:00
aceb0ea24e optimized pendulum visual
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2026-02-23 09:43:34 +01:00
30965afcbd Changed layout, taht everything is max 1200px width and centered 2026-02-23 08:41:49 +01:00
cb2ffa2d80 Consolidate and modernize SCSS into global styles
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.
2026-02-22 11:48:21 +01:00
eed7e8c0fa Update fractal.component.ts
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fixed linting issue
2026-02-21 12:27:07 +01:00
24d6d9cdbe Finalized Algorithm
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Added final descriptions and polished the system
2026-02-21 12:25:07 +01:00
34148aade2 Added UI and painted pendulum in different colors 2026-02-21 11:47:57 +01:00
5721b2e48e Added resize callback to restart simulation new if canvas is resized 2026-02-21 10:25:20 +01:00
2bfa8ba9a1 Added trail effect 2026-02-21 10:21:21 +01:00
13f99ac7ae Refactored #2
- Refactored shader code and typescript code
- Made it more clear
- Added some comments
2026-02-21 10:03:01 +01:00
66df3a7f88 Added some comments and removed unused UVs 2026-02-21 09:53:14 +01:00
598013a7d0 Rendeirng problems fixed
Problem was broken uv coordinates in the fragment shader
2026-02-21 09:46:55 +01:00
f499b78fd5 Adding uniform buffers
But still resolution problem
2026-02-20 17:25:42 +01:00
0d2e7c97ec See pendulum
I can see the pendulum, but something is not correct with the resolution
2026-02-20 17:14:58 +01:00
13b59d0b36 Smaller refactoring
- Put shader in own file
- renamed package
2026-02-20 16:50:24 +01:00
55ece27e1c Add pendulum demo and WGSL support
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.
2026-02-18 11:58:25 +01:00
c2ad2ae992 Changed slider handling for 2d
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2026-02-13 14:15:22 +01:00
4685a94f1d Imporoved pinching for 3d fractals
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2026-02-12 21:12:40 +01:00
c409cd08b1 Changed 2d fractals to webgl for more performance
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2026-02-12 10:14:22 +01:00
cc6997e732 Excluded the rendering in an own component 2026-02-12 09:13:35 +01:00
ea15e66c50 optimized handling a little bit and fixed small scss problems 2026-02-12 08:35:26 +01:00
159d82d602 Finally added 3d fractals
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2026-02-11 11:09:07 +01:00
ba3dc4d928 First image of fractal
Next the nasty stuff like movement and ui :-D
2026-02-11 08:31:27 +01:00
12ebbb09ce Merge pull request 'feature/3dFractal' (#18) from feature/3dFractal into main
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Reviewed-on: #18
2026-02-11 08:12:10 +01:00
07b6296294 Added new component
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2026-02-11 08:11:42 +01:00
5d162b57ab Add fractal visualization feature
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Introduce a new Fractal visualization: adds FractalComponent (template, styles, TS), FractalService (rendering, palettes, Mandelbrot/Julia/Burning Ship/Newton implementations), and Fractal model/types. Wire up routing and router constants (route and component import), add wiki links to UrlConstants, and expose the new algorithm in AlgorithmsService. Also add i18n entries (en/de) for UI labels and explanations. Component supports canvas zoom/drag, color schemes and iteration controls.
2026-02-10 14:49:17 +01:00
e8354bfecd Add Prim/Kruskal maze gen & nodeData refactor
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Implement Prim and Kruskal maze generation in the Labyrinth component with animated generation and UI guards. Introduces isAnimationRunning signal, mazeAnimationSpeed, maze node order tracking and animateMazeGeneration; createRandom(now takes a boolean) triggers either Prim or Kruskal flow, sets random start/end, and animates. Refactor Node.distance -> nodeData across models, components and the PathfindingService (Dijkstra/A*) to use nodeData for g-scores/ids. Add SharedFunctions.shuffleArray utility and update i18n (EN/DE) with labels for Prim/Kruskal. Misc: minor cleanup/init changes and drawing logic adjustments to support the new maze flows.
2026-02-09 14:55:05 +01:00
bbec113f5d Add labyrinth maze generator and integrate routes
Introduce a new Labyrinth feature: add LabyrinthComponent (TS/HTML/SCSS) implementing maze generation (Prim's/Kruskal) and visualization using the existing generic grid. Wire the component into RouterConstants and app.routes, and add the algorithm entry to AlgorithmsService. Refactor pathfinding internals: rename Node.previousNode -> Node.linkedNode and update PathfindingService and PathfindingComponent accordingly. Add SharedFunctions.random helpers and replace local random utilities. Rename Conway component files/class to ConwayGolComponent and update template path. Add i18n entries for labyrinth (en/de). Minor housekeeping: bump package version to 1.0.0 and disable @typescript-eslint/prefer-for-of in ESLint config.
2026-02-09 10:57:24 +01:00
70ed047059 Optimize Conway and generic grid rendering
Conway GOL: add executionTime tracking and display; switch to double-buffered read/write grids with structuredClone initialization; refactor life update logic (checkLifeRules, swapGrids) to avoid mutating the source while computing the next generation; adjust per-frame delay to account for execution time; increase MAX_GRID_SIZE from 100 to 200; fix grid binding to use readGrid so UI reflects internal state.

Generic grid: add backgroundColor input and use it to clear canvas each frame; only draw cells whose color differs from background and draw grid lines conditionally based on node size to reduce overdraw; adjust drawNode to only stroke borders for larger nodes.

Templates: set backgroundColor='lightgray' for Conway and Pathfinding grid usages; display execution time in Conway UI.

Misc: remove a debug console.log in sorting component. These changes improve rendering performance, reduce flicker, and surface per-frame timing for tuning the Game of Life simulation.
2026-02-07 09:52:58 +01:00
2a808c1d96 Increase default grid and rename simple scene
Raise default Conway's Game of Life grid size from 40x40 to 50x50 (src/app/pages/algorithms/conway-gol/conway-gol.models.ts) to provide a larger initial viewport. Update i18n labels for the simple scene to 'Glider'/'Gleiter' in English and German respectively (src/assets/i18n/en.json, src/assets/i18n/de.json) for clearer naming.
2026-02-06 22:06:02 +01:00