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Author SHA1 Message Date
ffe7bbb25e Merge pull request 'AI-tryouts' (#33) from AI-tryouts into main
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Reviewed-on: #33
2026-04-16 13:26:41 +02:00
Andreas Dahm
9a6e91ea9d Using tailwind instead of scss as much as possible
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2026-04-16 11:58:16 +02:00
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
Andreas Dahm
4e24cb5df1 Updated dependencies 2026-04-16 08:57:55 +02:00
Andreas Dahm
0d3411aeb2 Updated about page 2026-04-16 08:22:39 +02:00
9a6b5198ad .gitea/workflows/build-Frontend-a.yml aktualisiert
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2026-03-28 13:05:00 +01:00
Andreas Dahm
2d82cdfd6b Merge remote-tracking branch 'origin/main'
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2026-03-26 09:09:25 +01:00
Andreas Dahm
00ebedfc90 Updated about page 2026-03-26 09:09:15 +01:00
4bf5b3e2c4 Merge pull request 'feature/4ColorProblem' (#32) from feature/4ColorProblem into main
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Reviewed-on: #32
2026-03-08 11:11:19 +01:00
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
61defae20e Update styles.scss
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2026-03-07 17:38:54 +01:00
64842d388b fixed linting issues
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2026-03-07 17:30:29 +01:00
40c3b9dd5a Merge pull request 'bugfix/someImporvements' (#31) from bugfix/someImporvements into main
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Reviewed-on: #31
2026-03-07 17:20:37 +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
f46a1ed0bf Add CLAUDE.md, use snackbar for WebGPU errors
Add a new CLAUDE.md project guidelines file. Update BabylonCanvas to replace alert() with an Angular Material MatSnackBar and use ngx-translate for a localized WebGPU-not-supported message (injects MatSnackBar and TranslateService and updates imports). Add the corresponding WEBGPU.NOT_SUPPORTED entries to en.json and de.json for localization.
2026-03-07 15:50:31 +01:00
f7557efa88 updated dependencies 2026-03-07 15:34:19 +01:00
408702be5c Update package-lock.json 2026-03-07 15:26:43 +01:00
88ca86ae54 Merge pull request 'Fixed problem if webgpu is not available and added alert to show the problem. Maybe somewhere in the future i will use toasts for this.' (#30) from bugfix/webgpu into main
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Reviewed-on: #30
2026-03-05 10:58:54 +01:00
Andreas Dahm
24c4dd3290 Fixed problem if webgpu is not available and added alert to show the problem. Maybe somewhere in the future i will use toasts for this.
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2026-03-05 10:57:07 +01:00
76 changed files with 5805 additions and 5081 deletions

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@@ -92,12 +92,18 @@ jobs:
echo "branch=$BRANCH" >> "$GITHUB_OUTPUT"
echo "sha=${GITHUB_SHA::12}" >> "$GITHUB_OUTPUT"
# Convert repository owner to lowercase
OWNER="${GITHUB_REPOSITORY_OWNER}"
OWNER="$(echo "$OWNER" | tr '[:upper:]' '[:lower:]')"
echo "owner=$OWNER" >> "$GITHUB_OUTPUT"
- uses: docker/setup-buildx-action@v3
- uses: docker/login-action@v3
with:
username: ${{ secrets.DOCKERHUB_USERNAME }}
password: ${{ secrets.DOCKERHUB_TOKEN }}
registry: git.andreas-dahm.eu
username: ${{ github.repository_owner }}
password: ${{ secrets.TOKEN_GITEA }}
- name: Build & Push (branch + sha tags)
uses: docker/build-push-action@v6
@@ -105,8 +111,8 @@ jobs:
context: .
push: true
tags: |
docker.io/${{ secrets.DOCKERHUB_USERNAME }}/playground:frontend-a-${{ steps.prep.outputs.branch }}
docker.io/${{ secrets.DOCKERHUB_USERNAME }}/playground:frontend-a-${{ steps.prep.outputs.branch }}-${{ steps.prep.outputs.sha }}
git.andreas-dahm.eu/${{ steps.prep.outputs.owner }}/playground:frontend-a-${{ steps.prep.outputs.branch }}
git.andreas-dahm.eu/${{ steps.prep.outputs.owner }}/playground:frontend-a-${{ steps.prep.outputs.branch }}-${{ steps.prep.outputs.sha }}
- name: Also push moving main tag
uses: docker/build-push-action@v6
@@ -114,4 +120,4 @@ jobs:
context: .
push: true
tags: |
docker.io/${{ secrets.DOCKERHUB_USERNAME }}/playground:frontend-a-main
git.andreas-dahm.eu/${{ steps.prep.outputs.owner }}/playground:frontend-a-main

4
.gitignore vendored
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@@ -44,3 +44,7 @@ Thumbs.db
# Lighthouse
.lighthouseci/
.claude/settings.local.json
# claude
.claude/

91
CLAUDE.md Normal file
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@@ -0,0 +1,91 @@
# Claude Code Guidelines
## Project Overview
This is the frontend of the Playground project, built with Angular 21 and Angular Material. It includes features like a light/dark theme toggle and multi-language support via ngx-translate. The application is a static Single Page Application (SPA) served by NGINX.
**Key Technologies:**
* **Frontend Framework:** Angular 21
* **UI Components & Theming:** Angular Material
* **Internationalization:** ngx-translate
* **Server:** NGINX (for serving the SPA)
* **Containerization:** Docker
* **CI/CD:** GitHub Actions
## Building and Running
### Local Development
1. **Install dependencies:**
```bash
npm install
```
2. **Start development server:**
```bash
ng serve --open
```
The app will run at `http://localhost:4200`.
### Building for Production
To build the project for production, which creates the optimized static files:
```bash
ng build
```
## Language
- All code must be written in **English** — including variable names, function names, comments, and commit messages.
## Clean Code
- Write simple, clear, and readable code.
- Avoid deeply nested or chained calls. Break complex expressions into named intermediate variables or separate steps.
- Code should be understandable by junior developers without additional explanation.
## Braces
- Always use curly braces `{}` for branches and loops — even for single-line bodies.
```ts
// ✅ correct
if (isValid) {
doSomething();
}
// ❌ avoid
if (isValid) doSomething();
```
## Functions
- Extract reusable or logically distinct logic into separate, well-named functions.
- A function should do one thing and do it well.
- Prefer short functions that are easy to test and understand.
## Comments
- Only add comments when they explain the **why** or the **idea** behind the code — not the **what**.
- Do not comment on things that are already obvious from the code itself.
```ts
// ✅ useful comment — explains intent
// Retry once to handle transient network errors
const result = await fetchWithRetry(url);
// ❌ useless comment — just restates the code
// Call fetchWithRetry with url
const result = await fetchWithRetry(url);
```
## Development Conventions
* **Language:** TypeScript
* **Framework:** Angular
* **Styling:** Tailwind CSS (v3) is the primary styling approach. Use utility classes in templates. SCSS (`styles.scss`) is only for Angular Material theme setup, Material component overrides with `!important`, Swiper `::part()` selectors, and component `:host` blocks. Shared Tailwind component classes live in `src/tailwind.css` via `@layer components`.
* **Linting:** ESLint is configured (see `eslint.config.js` and `package.json` scripts).
* **Internationalization:** Uses `ngx-translate` with `en.json` and `de.json` asset files.
## Project Structure (Key Areas)
* `src/app/`: Contains the main application logic, components, services, and routing.
* `src/app/pages/`: Specific pages of the application (e.g., about, algorithms, imprint, projects).
* `src/assets/`: Static assets including images, internationalization files (`i18n`), and logos.
* `Dockerfile`: Defines the Docker image for the application.
* `nginx.conf`: NGINX configuration for serving the SPA.
* `.gitea/workflows/`: Contains CI/CD workflows (e.g., `build-Frontend-a.yml`).

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@@ -65,7 +65,7 @@ To build and run the application using Docker locally:
* **Language:** TypeScript
* **Framework:** Angular
* **Styling:** SCSS (based on `styles.scss` and component-specific `.scss` files).
* **Styling:** Only use tailwind, as much as possible. If not possible use SCSS (based on `styles.scss` and component-specific `.scss` files).
* **Linting:** ESLint is configured (see `eslint.config.js` and `package.json` scripts).
* **Internationalization:** Uses `ngx-translate` with `en.json` and `de.json` asset files.

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@@ -40,6 +40,7 @@
}
],
"styles": [
"src/tailwind.css",
"src/styles.scss",
"node_modules/swiper/swiper-bundle.css"
]
@@ -95,6 +96,7 @@
}
],
"styles": [
"src/tailwind.css",
"src/styles.scss"
]
}

6398
package-lock.json generated

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@@ -12,34 +12,36 @@
"private": true,
"dependencies": {
"@angular-slider/ngx-slider": "^21.0.0",
"@angular/animations": "~21.1.0",
"@angular/cdk": "~21.1.0",
"@angular/common": "~21.1.0",
"@angular/compiler": "~21.1.0",
"@angular/core": "~21.1.0",
"@angular/forms": "~21.1.0",
"@angular/material": "~21.1.0",
"@angular/platform-browser": "~21.1.0",
"@angular/router": "~21.1.0",
"@babylonjs/core": "^8.50.5",
"@ngx-translate/core": "~17.0.0",
"@ngx-translate/http-loader": "~17.0.0",
"inquirer": "^13.2.2",
"@angular/animations": "~21.2.9",
"@angular/cdk": "~21.2.6",
"@angular/common": "~21.2.9",
"@angular/compiler": "~21.2.9",
"@angular/core": "~21.2.9",
"@angular/forms": "~21.2.9",
"@angular/material": "~21.2.6",
"@angular/platform-browser": "~21.2.9",
"@angular/router": "~21.2.9",
"@babylonjs/core": "^8.54.1",
"@ngx-translate/core": "^17.0.0",
"@ngx-translate/http-loader": "^17.0.0",
"inquirer": "^13.3.0",
"rxjs": "~7.8.2",
"swiper": "~12.1.0",
"tslib": "~2.8.1"
},
"devDependencies": {
"@angular/build": "~21.1.0",
"@angular/cli": "~21.1.0",
"@angular/compiler-cli": "~21.1.0",
"@angular/build": "~21.2.7",
"@angular/cli": "~21.2.7",
"@angular/compiler-cli": "~21.2.9",
"@eslint/js": "~10.0.1",
"@lhci/cli": "^0.15.1",
"@types/jasmine": "~5.1.15",
"angular-eslint": "21.2.0",
"eslint": "^9.39.2",
"jasmine-core": "~6.0.1",
"@types/jasmine": "~6.0.0",
"angular-eslint": "21.3.1",
"eslint": "^10.0.3",
"jasmine-core": "~6.1.0",
"tailwindcss": "^3.4.19",
"typescript": "~5.9.3",
"typescript-eslint": "8.50.1"
"typescript-eslint": "8.58.2"
},
"overrides": {
"tmp": "^0.2.3"

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@@ -1,20 +1,20 @@
import { Routes } from '@angular/router';
import {AboutComponent} from './pages/about/about.component';
import {RouterConstants} from './constants/RouterConstants';
export const routes: Routes = [
{ path: '', component: AboutComponent },
{ path: RouterConstants.ABOUT.PATH, component: RouterConstants.ABOUT.COMPONENT},
{ path: RouterConstants.PROJECTS.PATH, component: RouterConstants.PROJECTS.COMPONENT},
{ path: RouterConstants.ALGORITHMS.PATH, component: RouterConstants.ALGORITHMS.COMPONENT},
{ path: RouterConstants.PATHFINDING.PATH, component: RouterConstants.PATHFINDING.COMPONENT},
{ path: RouterConstants.SORTING.PATH, component: RouterConstants.SORTING.COMPONENT},
{ path: RouterConstants.IMPRINT.PATH, component: RouterConstants.IMPRINT.COMPONENT},
{ path: RouterConstants.GOL.PATH, component: RouterConstants.GOL.COMPONENT},
{ path: RouterConstants.LABYRINTH.PATH, component: RouterConstants.LABYRINTH.COMPONENT},
{ path: RouterConstants.FRACTAL.PATH, component: RouterConstants.FRACTAL.COMPONENT},
{ path: RouterConstants.FRACTAL3d.PATH, component: RouterConstants.FRACTAL3d.COMPONENT},
{ path: RouterConstants.PENDULUM.PATH, component: RouterConstants.PENDULUM.COMPONENT},
{ path: RouterConstants.CLOTH.PATH, component: RouterConstants.CLOTH.COMPONENT}
{ path: '', loadComponent: () => import('./pages/about/about.component').then(m => m.AboutComponent) },
{ path: RouterConstants.ABOUT.PATH, loadComponent: () => import('./pages/about/about.component').then(m => m.AboutComponent) },
{ path: RouterConstants.PROJECTS.PATH, loadComponent: () => import('./pages/projects/projects.component').then(m => m.ProjectsComponent) },
{ path: RouterConstants.ALGORITHMS.PATH, loadComponent: () => import('./pages/algorithms/algorithms.component').then(m => m.AlgorithmsComponent) },
{ path: RouterConstants.PATHFINDING.PATH, loadComponent: () => import('./pages/algorithms/pathfinding/pathfinding.component').then(m => m.PathfindingComponent) },
{ path: RouterConstants.SORTING.PATH, loadComponent: () => import('./pages/algorithms/sorting/sorting.component').then(m => m.SortingComponent) },
{ path: RouterConstants.IMPRINT.PATH, loadComponent: () => import('./pages/imprint/imprint.component').then(m => m.ImprintComponent) },
{ path: RouterConstants.GOL.PATH, loadComponent: () => import('./pages/algorithms/conway-gol/conway-gol.component').then(m => m.ConwayGolComponent) },
{ path: RouterConstants.LABYRINTH.PATH, loadComponent: () => import('./pages/algorithms/pathfinding/labyrinth/labyrinth.component').then(m => m.LabyrinthComponent) },
{ path: RouterConstants.FRACTAL.PATH, loadComponent: () => import('./pages/algorithms/fractal/fractal.component').then(m => m.FractalComponent) },
{ path: RouterConstants.FRACTAL3d.PATH, loadComponent: () => import('./pages/algorithms/fractal3d/fractal3d.component').then(m => m.Fractal3dComponent) },
{ path: RouterConstants.PENDULUM.PATH, loadComponent: () => import('./pages/algorithms/pendulum/pendulum.component').then(m => m.default) },
{ path: RouterConstants.CLOTH.PATH, loadComponent: () => import('./pages/algorithms/cloth/cloth.component').then(m => m.ClothComponent) },
{ path: RouterConstants.FOUR_COLOR.PATH, loadComponent: () => import('./pages/algorithms/four-color/four-color.component').then(m => m.FourColorComponent) },
];

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@@ -1,88 +1,68 @@
import {AboutComponent} from '../pages/about/about.component';
import {ProjectsComponent} from '../pages/projects/projects.component';
import {ImprintComponent} from '../pages/imprint/imprint.component';
import {AlgorithmsComponent} from '../pages/algorithms/algorithms.component';
import {PathfindingComponent} from '../pages/algorithms/pathfinding/pathfinding.component';
import {SortingComponent} from '../pages/algorithms/sorting/sorting.component';
import {ConwayGolComponent} from '../pages/algorithms/conway-gol/conway-gol.component';
import {LabyrinthComponent} from '../pages/algorithms/pathfinding/labyrinth/labyrinth.component';
import {FractalComponent} from '../pages/algorithms/fractal/fractal.component';
import {Fractal3dComponent} from '../pages/algorithms/fractal3d/fractal3d.component';
import PendulumComponent from '../pages/algorithms/pendulum/pendulum.component';
import {ClothComponent} from '../pages/algorithms/cloth/cloth.component';
export class RouterConstants {
export class RouterConstants {
static readonly ABOUT = {
PATH: 'about',
LINK: '/about',
COMPONENT: AboutComponent
};
static readonly PROJECTS = {
PATH: 'projects',
LINK: '/projects',
COMPONENT: ProjectsComponent
};
static readonly ALGORITHMS = {
PATH: 'algorithms',
LINK: '/algorithms',
COMPONENT: AlgorithmsComponent
};
static readonly PATHFINDING = {
PATH: 'algorithms/pathfinding',
LINK: '/algorithms/pathfinding',
COMPONENT: PathfindingComponent
};
static readonly SORTING = {
PATH: 'algorithms/sorting',
LINK: '/algorithms/sorting',
COMPONENT: SortingComponent
};
static readonly GOL = {
PATH: 'algorithms/gol',
LINK: '/algorithms/gol',
COMPONENT: ConwayGolComponent
};
static readonly LABYRINTH = {
PATH: 'algorithms/labyrinth',
LINK: '/algorithms/labyrinth',
COMPONENT: LabyrinthComponent
};
static readonly FRACTAL = {
PATH: 'algorithms/fractal',
LINK: '/algorithms/fractal',
COMPONENT: FractalComponent
};
static readonly FRACTAL3d = {
PATH: 'algorithms/fractal3d',
LINK: '/algorithms/fractal3d',
COMPONENT: Fractal3dComponent
};
static readonly PENDULUM = {
PATH: 'algorithms/pendulum',
LINK: '/algorithms/pendulum',
COMPONENT: PendulumComponent
};
static readonly CLOTH = {
PATH: 'algorithms/cloth',
LINK: '/algorithms/cloth',
COMPONENT: ClothComponent
};
static readonly FOUR_COLOR = {
PATH: 'algorithms/four_color',
LINK: '/algorithms/four_color',
};
static readonly IMPRINT = {
PATH: 'imprint',
LINK: '/imprint',
COMPONENT: ImprintComponent
};
}

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@@ -7,6 +7,7 @@
static readonly QUICK_SORT_WIKI = 'https://de.wikipedia.org/wiki/Quicksort'
static readonly HEAP_SORT_WIKI = 'https://de.wikipedia.org/wiki/Heapsort'
static readonly SHAKE_SORT_WIKI = 'https://de.wikipedia.org/wiki/Shakersort'
static readonly TIM_SORT_WIKI = 'https://de.wikipedia.org/wiki/Timsort'
static readonly CONWAYS_WIKI = 'https://de.wikipedia.org/wiki/Conways_Spiel_des_Lebens'
static readonly PRIMS_WIKI = 'https://de.wikipedia.org/wiki/Algorithmus_von_Prim'
static readonly KRUSKAL_WIKI = 'https://de.wikipedia.org/wiki/Algorithmus_von_Kruskal'
@@ -22,5 +23,6 @@
static readonly XPBD_WIKI = 'https://www.emergentmind.com/topics/extended-position-based-dynamics-xpbd'
static readonly GPU_COMPUTING_WIKI = 'https://en.wikipedia.org/wiki/General-purpose_computing_on_graphics_processing_units'
static readonly DATA_STRUCTURE_WIKI = 'https://de.wikipedia.org/wiki/Datenstruktur'
static readonly FOUR_COLOR_THEOREM = 'https://de.wikipedia.org/wiki/Vier-Farben-Satz'
}

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@@ -1,9 +1,9 @@
<app-particles-background></app-particles-background>
<app-topbar />
<main class="app-container app-surface">
<main class="w-full max-w-app mx-auto mt-4 grow text-app-fg transition-colors duration-[220ms]">
<router-outlet />
</main>
<footer class="foot">
<footer class="border-t border-black/[.08] p-fluid-md text-center opacity-80 bg-app-bg">
<small>© {{ currentYear }} Andreas Dahm - {{ `APP.COPYRIGHT` | translate }}</small>
</footer>

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@@ -7,7 +7,6 @@ import {ParticleBackgroundComponent} from '../../shared/components/particles-bac
@Component({
selector: 'app-root',
standalone: true,
imports: [RouterOutlet, TopbarComponent, TranslatePipe, ParticleBackgroundComponent],
templateUrl: './app.component.html',
styleUrl: './app.component.scss'

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@@ -4,7 +4,6 @@ import { MatButtonModule } from '@angular/material/button';
import { MatIconModule } from '@angular/material/icon';
@Component({
standalone: true,
imports: [MatDialogModule, MatButtonModule, MatIconModule],
template: `
<div class="dialog">

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@@ -1,23 +1,27 @@
<mat-toolbar class="topbar" color="primary" (keydown)="onKeydown($event)">
<a class="brand" routerLink="/">
<img class="logo-dot" src="{{AssetsConstants.LOGO}}" alt="" aria-hidden="true" draggable="false"
<mat-toolbar class="!flex !items-center !p-[clamp(0.5rem,1vw,1rem)] !backdrop-blur-[8px] !backdrop-saturate-[1.1] !bg-white/80 dark:!bg-[#313131]/80 !border-b !border-black/[.08]" color="primary" (keydown)="onKeydown($event)">
<a class="flex items-center gap-[clamp(0.4rem,1vw,0.6rem)] text-inherit no-underline" routerLink="/">
<img class="w-[clamp(36px,10vw,48px)] h-[clamp(36px,10vw,48px)] rounded-full" src="{{AssetsConstants.LOGO}}" alt="" aria-hidden="true" draggable="false"
oncontextmenu="return false;">
<span class="brand-text">{{ 'APP.TITLE' | translate }}</span>
<span class="font-semibold tracking-[0.2px] text-[clamp(1rem,3vw,1.2rem)]">{{ 'APP.TITLE' | translate }}</span>
</a>
<nav class="nav">
<a [routerLink]="RouterConstants.ABOUT.LINK" mat-button>{{ 'TOPBAR.ABOUT' | translate }}</a>
<a [routerLink]="RouterConstants.PROJECTS.LINK" mat-button>{{ 'TOPBAR.PROJECTS' | translate }}</a>
<a [routerLink]="RouterConstants.ALGORITHMS.LINK" mat-button>{{ 'TOPBAR.ALGORITHMS' | translate }}</a>
<a [routerLink]="RouterConstants.IMPRINT.LINK" mat-button>{{ 'TOPBAR.IMPRINT' | translate }}</a>
<nav class="absolute left-1/2 -translate-x-1/2 flex gap-[clamp(0.25rem,1vw,0.5rem)] justify-center mobile:hidden">
<a class="opacity-70 transition-opacity duration-150 hover:opacity-100 relative after:content-[''] after:absolute after:bottom-1 after:left-2.5 after:right-2.5 after:h-0.5 after:bg-current after:rounded-sm after:scale-x-0 after:transition-transform [&.active]:opacity-100 [&.active]:after:scale-x-100"
[routerLink]="RouterConstants.ABOUT.LINK" routerLinkActive="active" mat-button>{{ 'TOPBAR.ABOUT' | translate }}</a>
<a class="opacity-70 transition-opacity duration-150 hover:opacity-100 relative after:content-[''] after:absolute after:bottom-1 after:left-2.5 after:right-2.5 after:h-0.5 after:bg-current after:rounded-sm after:scale-x-0 after:transition-transform [&.active]:opacity-100 [&.active]:after:scale-x-100"
[routerLink]="RouterConstants.PROJECTS.LINK" routerLinkActive="active" mat-button>{{ 'TOPBAR.PROJECTS' | translate }}</a>
<a class="opacity-70 transition-opacity duration-150 hover:opacity-100 relative after:content-[''] after:absolute after:bottom-1 after:left-2.5 after:right-2.5 after:h-0.5 after:bg-current after:rounded-sm after:scale-x-0 after:transition-transform [&.active]:opacity-100 [&.active]:after:scale-x-100"
[routerLink]="RouterConstants.ALGORITHMS.LINK" routerLinkActive="active" mat-button>{{ 'TOPBAR.ALGORITHMS' | translate }}</a>
<a class="opacity-70 transition-opacity duration-150 hover:opacity-100 relative after:content-[''] after:absolute after:bottom-1 after:left-2.5 after:right-2.5 after:h-0.5 after:bg-current after:rounded-sm after:scale-x-0 after:transition-transform [&.active]:opacity-100 [&.active]:after:scale-x-100"
[routerLink]="RouterConstants.IMPRINT.LINK" routerLinkActive="active" mat-button>{{ 'TOPBAR.IMPRINT' | translate }}</a>
</nav>
<!-- Mobile nav menu button -->
<button mat-icon-button class="nav-menu-btn" [matMenuTriggerFor]="navMenu" aria-label="Open navigation">
<button mat-icon-button class="hidden mobile:inline-flex" [matMenuTriggerFor]="navMenu" aria-label="Open navigation">
<mat-icon>menu</mat-icon>
</button>
<span class="spacer"></span>
<span class="flex-1"></span>
<!-- Mobile nav menu -->
<mat-menu #navMenu="matMenu" xPosition="before">
@@ -35,7 +39,7 @@
</button>
</mat-menu>
<span class="spacer"></span>
<span class="flex-1"></span>
<!-- Settings: Sprache + Theme -->
<button mat-icon-button [matMenuTriggerFor]="settingsMenu" aria-label="Open settings"

View File

@@ -1,76 +1,6 @@
/* ---- Topbar Host & Base ---- */
:host {
position: sticky;
top: 0;
z-index: 100;
display: block;
}
.topbar {
/* Erzeugt den Milchglas-Effekt */
backdrop-filter: saturate(1.1) blur(8px);
-webkit-backdrop-filter: saturate(1.1) blur(8px);
/* Safari Support */
/* Mischt die Variable mit Transparenz. !important überschreibt Material-Vorgaben */
background: color-mix(in oklab, var(--app-topbar-bg) 80%, transparent) !important;
border-bottom: 1px solid rgba(0, 0, 0, .08);
display: flex;
align-items: center;
padding: clamp(0.5rem, 1vw, 1rem);
}
/* ---- Branding ---- */
.brand {
display: flex;
align-items: center;
gap: clamp(0.4rem, 1vw, 0.6rem);
color: inherit;
text-decoration: none;
.logo-dot {
width: clamp(36px, 10vw, 48px);
height: clamp(36px, 10vw, 48px);
border-radius: 50%;
}
.brand-text {
font-weight: 600;
letter-spacing: .2px;
font-size: clamp(1rem, 3vw, 1.2rem);
}
}
/* ---- Navigation ---- */
.nav {
position: absolute;
left: 50%;
transform: translateX(-50%);
display: flex;
gap: clamp(0.25rem, 1vw, 0.5rem);
justify-content: center;
}
.nav-menu-btn {
display: none;
}
.spacer {
flex: 1;
}
/* ---- Mobile Responsiveness ---- */
@media (max-width: 760px) {
.nav {
display: none;
}
.nav-menu-btn {
display: inline-flex;
}
.brand {
flex: unset;
}
}

View File

@@ -1,5 +1,5 @@
import { Component, computed, inject } from '@angular/core';
import { RouterLink } from '@angular/router';
import { RouterLink, RouterLinkActive } from '@angular/router';
import { MatToolbarModule } from '@angular/material/toolbar';
import { MatIconModule } from '@angular/material/icon';
import { MatButtonModule } from '@angular/material/button';
@@ -14,9 +14,8 @@ import {RouterConstants} from '../../constants/RouterConstants';
@Component({
selector: 'app-topbar',
standalone: true,
imports: [
RouterLink,
RouterLink, RouterLinkActive,
MatToolbarModule, MatIconModule, MatButtonModule, MatMenuModule, MatTooltipModule,
TranslateModule, MatDivider
],

View File

@@ -1,33 +1,34 @@
<section class="about">
<mat-card class="hero">
<div class="hero-flex-container">
<div class="photo">
<img [ngSrc]="AssetsConstants.ME" width="421" height="512" alt="{{ 'ABOUT.ALT.PROFILE' | translate }}"
<section class="grid gap-fluid-md max-w-app mx-4 mt-auto">
<mat-card>
<div class="flex flex-wrap gap-fluid-lg p-fluid-md items-start">
<div class="flex-[1_1_min(100%,425px)] max-w-full flex justify-center">
<img class="block w-full h-auto max-w-[425px] rounded-xl shadow-[0_6px_24px_rgba(0,0,0,0.25)] object-cover"
[ngSrc]="AssetsConstants.ME" width="421" height="512" alt="{{ 'ABOUT.ALT.PROFILE' | translate }}"
draggable="false" oncontextmenu="return false;" priority />
</div>
<div class="intro">
<h1>{{ 'ABOUT.HELLO' | translate }}</h1>
<p class="lead">
<div class="flex-[999_1_min(100%,400px)]">
<h1 class="mt-0 mb-2 text-[clamp(1.5rem,5vw,2.5rem)]">{{ 'ABOUT.HELLO' | translate }}</h1>
<p class="opacity-90 my-2 mb-4 text-[clamp(1rem,2.5vw,1.15rem)]">
{{ 'ABOUT.LEAD' | translate }}
</p>
<div class="meta">
<div class="row">
<div class="flex flex-col gap-1 mb-2">
<div class="flex items-center flex-wrap gap-[0.4rem]">
<mat-icon aria-hidden="true">work</mat-icon>
<span>{{ 'ABOUT.ROLE' | translate }}</span>
</div>
<div class="row">
<div class="flex items-center flex-wrap gap-[0.4rem]">
<mat-icon aria-hidden="true">location_on</mat-icon>
<span>{{ 'ABOUT.LOCATION' | translate }}</span>
</div>
<div class="row">
<div class="flex items-center flex-wrap gap-[0.4rem]">
<mat-icon aria-hidden="true">email</mat-icon>
<a href="" (click)="SharedFunctions.openMail($event)">
{{ 'ABOUT.CONTACT_ME' | translate }}
</a>
</div>
<div class="row">
<div class="flex items-center flex-wrap gap-[0.4rem]">
<mat-icon>data_object</mat-icon>
<a href="{{UrlConstants.CODEBERG}}" target="_blank" rel="noopener">Codeberg</a>
<span>·</span>
@@ -39,11 +40,11 @@
</div>
</mat-card>
<mat-card class="skills">
<h2>{{ 'ABOUT.SECTION.SKILLS' | translate }}</h2>
<div class="chip-groups">
<mat-card class="p-[clamp(5px,2vw,15px)]">
<h2 class="mt-1 ml-1 text-[clamp(1.2rem,4vw,1.8rem)]">{{ 'ABOUT.SECTION.SKILLS' | translate }}</h2>
<div class="grid grid-cols-[repeat(auto-fit,minmax(min(100%,250px),1fr))] gap-fluid-sm ml-1 mb-2">
<div>
<h3>{{ 'ABOUT.SECTION.BACKEND_ARCH' | translate }}</h3>
<h3 class="my-1 text-[0.95rem] opacity-85">{{ 'ABOUT.SECTION.BACKEND_ARCH' | translate }}</h3>
<mat-chip-set aria-label="Backend and Architecture">
@for (s of skillsArchitecture; track s) {
<mat-chip>{{ s | translate }}</mat-chip>
@@ -52,7 +53,7 @@
</div>
<div>
<h3>{{ 'ABOUT.SECTION.INFRA_CLOUD' | translate }}</h3>
<h3 class="my-1 text-[0.95rem] opacity-85">{{ 'ABOUT.SECTION.INFRA_CLOUD' | translate }}</h3>
<mat-chip-set aria-label="Infrastructure and Cloud">
@for (s of skillsCore; track s) {
<mat-chip>{{ s | translate }}</mat-chip>
@@ -61,7 +62,7 @@
</div>
<div>
<h3>{{ 'ABOUT.SECTION.SIM_ALGO' | translate }}</h3>
<h3 class="my-1 text-[0.95rem] opacity-85">{{ 'ABOUT.SECTION.SIM_ALGO' | translate }}</h3>
<mat-chip-set aria-label="Simulation and Algorithms">
@for (s of skillsEngineering; track s) {
<mat-chip>{{ s | translate }}</mat-chip>
@@ -71,31 +72,31 @@
</div>
</mat-card>
<mat-card class="experdience">
<h2 style="margin-left: 0.5rem;">{{ 'ABOUT.SECTION.EXPERIENCE' | translate }}</h2>
<div class="xp-list">
<mat-card class="p-[clamp(5px,2vw,15px)]">
<h2 class="mt-1 ml-2 text-[clamp(1.2rem,4vw,1.8rem)]">{{ 'ABOUT.SECTION.EXPERIENCE' | translate }}</h2>
<div class="ml-1 grid gap-fluid-sm">
@for (entry of xpKeys; track entry.key) {
<div class="xp-item">
<div class="xp-head-grid">
<div class="logo-wrap">
<img src="{{entry.logo}}" alt="" class="company-logo" aria-hidden="true" />
<div>
<div class="grid grid-cols-[auto_1fr] gap-x-3">
<div class="row-span-2 col-start-1 flex items-center">
<img src="{{entry.logo}}" alt="" class="w-10 h-10 object-contain opacity-90 rounded-[10%] bg-logo-bg" aria-hidden="true" />
</div>
<div class="head-row">
<strong>{{ (entry.key + '.ROLE') | translate }}</strong>
<span class="time">{{ (entry.key + '.TIME') | translate }}</span>
<div class="row-start-1 col-start-2 flex flex-wrap items-baseline gap-x-4 gap-y-1">
<strong class="text-[clamp(0.95rem,2.5vw,1.1rem)]">{{ (entry.key + '.ROLE') | translate }}</strong>
<span class="opacity-75 text-[clamp(0.85rem,2vw,0.95rem)]">{{ (entry.key + '.TIME') | translate }}</span>
</div>
<div class="company-row">
<div class="row-start-2 col-start-2 mt-[0.1rem] opacity-85 text-[clamp(0.85rem,2vw,1rem)]">
{{ (entry.key + '.COMPANY') | translate }}
</div>
</div>
@if (!entry.no_highlights) {
<div class="highlights">
<div class="mt-[0.4rem] ml-[clamp(0.25rem,1vw,0.75rem)] pl-[clamp(0.8rem,2vw,1.2rem)]">
<ul>
<li>{{ entry.key + '.HIGHLIGHTS.P1' | translate }}</li>
<li>{{ entry.key + '.HIGHLIGHTS.P2' | translate }}</li>
<li>{{ entry.key + '.HIGHLIGHTS.P3' | translate }}</li>
<li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ entry.key + '.HIGHLIGHTS.P1' | translate }}</li>
<li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ entry.key + '.HIGHLIGHTS.P2' | translate }}</li>
<li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ entry.key + '.HIGHLIGHTS.P3' | translate }}</li>
</ul>
</div>
}
@@ -108,38 +109,38 @@
}
</div>
</mat-card>
<mat-card class="projects">
<h2>{{ 'ABOUT.SECTION.PROJECTS' | translate }}</h2>
<mat-card class="p-[clamp(5px,2vw,15px)]">
<h2 class="mt-1 ml-1 text-[clamp(1.2rem,4vw,1.8rem)]">{{ 'ABOUT.SECTION.PROJECTS' | translate }}</h2>
<div class="xp-list">
<div class="ml-1 grid gap-fluid-sm">
@for (entry of projectKeys; track entry.key) {
<div class="xp-item">
<div class="head-row">
<strong>{{ (entry.key + '.TITLE') | translate }}</strong>
<div>
<div class="flex flex-wrap items-baseline gap-x-4 gap-y-1">
<strong class="text-[clamp(0.95rem,2.5vw,1.1rem)]">{{ (entry.key + '.TITLE') | translate }}</strong>
</div>
<div class="company-row">
<div class="mt-[0.1rem] opacity-85 text-[clamp(0.85rem,2vw,1rem)]">
{{ (entry.key + '.DESCRIPTION') | translate }}
</div>
@if (entry.externalLink) {
<div class="link-row">
<a class="link-with-icon" href="{{entry.externalLink}}" target="_blank" rel="noopener noreferrer">
<mat-icon>open_in_new</mat-icon>
<div class="mt-[0.1rem] opacity-85">
<a class="inline-flex items-center gap-[0.35rem] leading-none" href="{{entry.externalLink}}" target="_blank" rel="noopener noreferrer">
<mat-icon class="!text-[18px] !w-[18px] !h-[18px]">open_in_new</mat-icon>
{{ (entry.key + '.LINK_EXTERNAL') | translate }}
</a>
</div>
}
<div class="link-row">
<a class="link-with-icon" [routerLink]="['/projects']" [queryParams]="{ project: entry.identifier }"
<div class="mt-[0.1rem] opacity-85">
<a class="inline-flex items-center gap-[0.35rem] leading-none" [routerLink]="['/projects']" [queryParams]="{ project: entry.identifier }"
rel="noopener noreferrer">
<mat-icon>link</mat-icon>
<mat-icon class="!text-[18px] !w-[18px] !h-[18px]">link</mat-icon>
{{ (entry.key + '.LINK_INTERNAL') | translate }}
</a>
</div>
<div class="highlights-noMargin">
<div>
<ul>
<li>{{ entry.key + '.HIGHLIGHTS.P1' | translate }}</li>
<li>{{ entry.key + '.HIGHLIGHTS.P2' | translate }}</li>
<li>{{ entry.key + '.HIGHLIGHTS.P3' | translate }}</li>
<li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ entry.key + '.HIGHLIGHTS.P1' | translate }}</li>
<li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ entry.key + '.HIGHLIGHTS.P2' | translate }}</li>
<li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ entry.key + '.HIGHLIGHTS.P3' | translate }}</li>
</ul>
</div>
</div>
@@ -152,23 +153,23 @@
</div>
</mat-card>
<mat-card class="education">
<h2>{{ 'ABOUT.SECTION.EDUCATION' | translate }}</h2>
<mat-card class="p-[clamp(5px,2vw,15px)]">
<h2 class="mt-1 ml-1 text-[clamp(1.2rem,4vw,1.8rem)]">{{ 'ABOUT.SECTION.EDUCATION' | translate }}</h2>
<div class="xp-list">
<div class="xp-item">
<div class="ml-1 grid gap-fluid-sm">
<div>
@for (entry of educationKeys; track entry.key) {
<div class="head-row">
<strong>{{ (entry.key + '.WHERE') | translate }}</strong>
<span class="time">{{ (entry.key + '.WHEN') | translate }}</span>
<div class="flex flex-wrap items-baseline gap-x-4 gap-y-1">
<strong class="text-[clamp(0.95rem,2.5vw,1.1rem)]">{{ (entry.key + '.WHERE') | translate }}</strong>
<span class="opacity-75 text-[clamp(0.85rem,2vw,0.95rem)]">{{ (entry.key + '.WHEN') | translate }}</span>
</div>
<div class="company-row">
<div class="mt-[0.1rem] opacity-85 text-[clamp(0.85rem,2vw,1rem)]">
{{ (entry.key + '.WHAT') | translate }}
</div>
@if(entry.key !== educationKeys.at(educationKeys.length-1)?.key)
{
<mat-divider style="margin-top: .5rem; margin-bottom: .5rem"></mat-divider>
<mat-divider class="!my-2"></mat-divider>
}
}
</div>

View File

@@ -14,7 +14,6 @@ import {SharedFunctions} from '../../shared/SharedFunctions';
@Component({
selector: 'app-about',
standalone: true,
imports: [
NgOptimizedImage,
MatCardModule,
@@ -34,7 +33,7 @@ export class AboutComponent {
{
key: 'ABOUT.XP.COMPANY9',
logo: AssetsConstants.COLORDIGITAL_LOGO,
no_highlights: true
no_highlights: false
},
{
key: 'ABOUT.XP.COMPANY8',
@@ -135,6 +134,8 @@ export class AboutComponent {
'ABOUT.SKILLS.JAVA',
'ABOUT.SKILLS.SPRING',
'ABOUT.SKILLS.ANGULAR',
'ABOUT.SKILLS.VUE',
'ABOUT.SKILLS.REACT',
'ABOUT.SKILLS.TYPESCRIPT',
'ABOUT.SKILLS.CSHARP',
'ABOUT.SKILLS.PYTHON'
@@ -146,7 +147,9 @@ export class AboutComponent {
'ABOUT.TOOLS.DOCKER',
'ABOUT.TOOLS.K8S',
'ABOUT.TOOLS.JENKINS',
'ABOUT.TOOLS.POSTGRES'
'ABOUT.TOOLS.POSTGRES',
'ABOUT.TOOLS.MONGO',
'ABOUT.TOOLS.GITLAB'
];
skillsEngineering = [

View File

@@ -3,4 +3,5 @@ export interface AlgorithmCategory {
title: string;
description: string;
routerLink: string;
icon: string;
}

View File

@@ -1,15 +1,16 @@
<div class="card-grid">
<h1>{{ 'ALGORITHM.TITLE' |translate }}</h1>
<div class="grid gap-fluid-md grid-cols-[repeat(auto-fill,minmax(min(100%,450px),1fr))] max-w-app mx-4 mt-auto">
<h1 class="m-0 mb-2 text-[clamp(1.4rem,4vw,2rem)]">{{ 'ALGORITHM.TITLE' | translate }}</h1>
</div>
<div class="card-grid">
@for (category of categories$ | async; track category.id) {
<mat-card class="algo-card" [routerLink]="[category.routerLink]">
<mat-card-header>
<mat-card-title>{{ category.title | translate }}</mat-card-title>
</mat-card-header>
<div class="grid gap-fluid-md grid-cols-[repeat(auto-fill,minmax(min(100%,450px),1fr))] max-w-app mx-4 mt-auto">
@for (category of categories; track category.id) {
<mat-card class="card-gradient-bar transition-transform duration-200 ease-in-out flex flex-col cursor-pointer hover:-translate-y-1 hover:shadow-[0_8px_24px_rgba(0,0,0,0.12)]" [routerLink]="[category.routerLink]">
<mat-card-content>
<p>{{ category.description | translate}}</p>
<div class="flex items-center text-[var(--mat-sys-primary)] mb-4">
<mat-icon class="!text-[26px] !w-[26px] !h-[26px]">{{ category.icon }}</mat-icon>
</div>
<h3 class="text-[1.05rem] font-semibold mb-2 m-0">{{ category.title | translate }}</h3>
<p class="m-0 opacity-75 text-sm leading-relaxed">{{ category.description | translate }}</p>
</mat-card-content>
</mat-card>
}
</div>
</div>

View File

@@ -1,25 +1,19 @@
import { Component, OnInit, inject } from '@angular/core';
import { Component, inject } from '@angular/core';
import { AlgorithmsService } from './algorithms.service';
import { AlgorithmCategory } from './algorithm-category';
import { Observable } from 'rxjs';
import { CommonModule } from '@angular/common';
import { RouterLink } from '@angular/router';
import { MatCardModule } from '@angular/material/card';
import { MatIconModule } from '@angular/material/icon';
import {TranslatePipe} from '@ngx-translate/core';
@Component({
selector: 'app-algorithms',
templateUrl: './algorithms.component.html',
styleUrls: ['./algorithms.component.scss'],
standalone: true,
imports: [CommonModule, RouterLink, MatCardModule, TranslatePipe],
styleUrl: './algorithms.component.scss',
imports: [RouterLink, MatCardModule, MatIconModule, TranslatePipe],
})
export class AlgorithmsComponent implements OnInit {
export class AlgorithmsComponent {
private readonly algorithmsService = inject(AlgorithmsService);
categories$: Observable<AlgorithmCategory[]> | undefined;
ngOnInit(): void {
this.categories$ = this.algorithmsService.getCategories();
}
readonly categories: AlgorithmCategory[] = this.algorithmsService.getCategories();
}

View File

@@ -1,6 +1,5 @@
import { Injectable } from '@angular/core';
import { AlgorithmCategory } from './algorithm-category';
import { Observable, of } from 'rxjs';
import {RouterConstants} from '../../constants/RouterConstants';
@Injectable({
@@ -13,53 +12,68 @@ export class AlgorithmsService {
id: 'pathfinding',
title: 'ALGORITHM.PATHFINDING.TITLE',
description: 'ALGORITHM.PATHFINDING.DESCRIPTION',
routerLink: RouterConstants.PATHFINDING.LINK
routerLink: RouterConstants.PATHFINDING.LINK,
icon: 'route'
},
{
id: 'sorting',
title: 'ALGORITHM.SORTING.TITLE',
description: 'ALGORITHM.SORTING.DESCRIPTION',
routerLink: RouterConstants.SORTING.LINK
routerLink: RouterConstants.SORTING.LINK,
icon: 'sort'
},
{
id: 'gameOfLife',
title: 'ALGORITHM.GOL.TITLE',
description: 'ALGORITHM.GOL.DESCRIPTION',
routerLink: RouterConstants.GOL.LINK
routerLink: RouterConstants.GOL.LINK,
icon: 'grid_on'
},
{
id: 'labyrinth',
title: 'ALGORITHM.LABYRINTH.TITLE',
description: 'ALGORITHM.LABYRINTH.DESCRIPTION',
routerLink: RouterConstants.LABYRINTH.LINK
routerLink: RouterConstants.LABYRINTH.LINK,
icon: 'grid_view'
},
{
id: 'fractal',
title: 'ALGORITHM.FRACTAL.TITLE',
description: 'ALGORITHM.FRACTAL.DESCRIPTION',
routerLink: RouterConstants.FRACTAL.LINK
routerLink: RouterConstants.FRACTAL.LINK,
icon: 'blur_on'
},
{
id: 'fractal3d',
title: 'ALGORITHM.FRACTAL3D.TITLE',
description: 'ALGORITHM.FRACTAL3D.DESCRIPTION',
routerLink: RouterConstants.FRACTAL3d.LINK
routerLink: RouterConstants.FRACTAL3d.LINK,
icon: 'view_in_ar'
},
{
id: 'pendulum',
title: 'ALGORITHM.PENDULUM.TITLE',
description: 'ALGORITHM.PENDULUM.DESCRIPTION',
routerLink: RouterConstants.PENDULUM.LINK
routerLink: RouterConstants.PENDULUM.LINK,
icon: 'rotate_right'
},
{
id: 'cloth',
title: 'ALGORITHM.CLOTH.TITLE',
description: 'ALGORITHM.CLOTH.DESCRIPTION',
routerLink: RouterConstants.CLOTH.LINK
routerLink: RouterConstants.CLOTH.LINK,
icon: 'texture'
},
{
id: 'fourColor',
title: 'ALGORITHM.FOUR_COLOR.TITLE',
description: 'ALGORITHM.FOUR_COLOR.DESCRIPTION',
routerLink: RouterConstants.FOUR_COLOR.LINK,
icon: 'palette'
}
];
getCategories(): Observable<AlgorithmCategory[]> {
return of(this.categories);
getCategories(): AlgorithmCategory[] {
return this.categories;
}
}

View File

@@ -0,0 +1,48 @@
/**
* GLSL shaders for cloth rendering on WebGL.
* Replicates the visual output of the WGSL cloth shaders:
* checkerboard pattern with Lambertian lighting.
*/
export const CLOTH_VERTEX_SHADER_GLSL = `
precision highp float;
attribute vec3 position;
attribute vec2 uv;
uniform mat4 viewProjection;
varying vec2 vUV;
varying vec3 vWorldPos;
void main() {
vUV = uv;
vWorldPos = position;
gl_Position = viewProjection * vec4(position, 1.0);
}
`;
export const CLOTH_FRAGMENT_SHADER_GLSL = `
#extension GL_OES_standard_derivatives : enable
precision highp float;
varying vec2 vUV;
varying vec3 vWorldPos;
void main() {
vec3 dx = dFdx(vWorldPos);
vec3 dy = dFdy(vWorldPos);
vec3 normal = normalize(cross(dx, dy));
vec3 lightDir = normalize(vec3(1.0, 1.0, 0.5));
float diffuse = max(0.0, abs(dot(normal, lightDir)));
float ambient = 0.3;
float lightIntensity = ambient + (diffuse * 0.7);
float grid = mod(floor(vUV.x * 20.0) + floor(vUV.y * 20.0), 2.0);
vec3 baseColor = mix(vec3(0.8, 0.4, 0.15), vec3(0.9, 0.5, 0.2), grid);
vec3 finalColor = baseColor * lightIntensity;
gl_FragColor = vec4(finalColor, 1.0);
}
`;

View File

@@ -1,17 +1,26 @@
<mat-card class="algo-container">
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'CLOTH.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container">
<div class="controls-panel">
<div class="flex flex-col mb-4">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button mat-raised-button color="primary" (click)="toggleWind()">
{{ isWindActive ? ('CLOTH.WIND_OFF' | translate) : ('CLOTH.WIND_ON' | translate) }}
</button>
<button mat-raised-button color="primary" (click)="toggleMesh()">
{{ isOutlineActive ? ('CLOTH.OUTLINE_OFF' | translate) : ('CLOTH.OUTLINE_ON' | translate) }}
</button>
<button mat-raised-button color="accent" (click)="restartSimulation()">
{{ 'CLOTH.RESTART_SIMULATION' | translate }}
</button>
</div>
<div class="flex items-center gap-2.5">
<span>{{ 'CLOTH.ELONGATION' | translate }}: {{ elongation }}</span>
<mat-slider min="0.5" max="2.0" step="0.1">
<input matSliderThumb [(ngModel)]="elongation">
</mat-slider>
</div>
</div>
<app-babylon-canvas

View File

@@ -1,25 +1,17 @@
/**
* File: cloth.component.ts
* Description: Component for cloth simulation using WebGPU compute shaders.
*/
import { Component } from '@angular/core';
import { MatCard, MatCardContent, MatCardHeader, MatCardTitle } from '@angular/material/card';
import { TranslatePipe } from '@ngx-translate/core';
import { BabylonCanvas, RenderConfig, SceneEventData } from '../../../shared/components/render-canvas/babylon-canvas.component';
import {ComputeShader, StorageBuffer, MeshBuilder, ShaderMaterial, ShaderLanguage, ArcRotateCamera, GroundMesh, WebGPUEngine, Scene} from '@babylonjs/core';
import {
CLOTH_FRAGMENT_SHADER_WGSL,
CLOTH_INTEGRATE_COMPUTE_WGSL,
CLOTH_SOLVE_COMPUTE_WGSL,
CLOTH_VELOCITY_COMPUTE_WGSL,
CLOTH_VERTEX_SHADER_WGSL
} from './cloth.shader';
import {Component} from '@angular/core';
import {FormsModule} from '@angular/forms';
import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
import {MatSliderModule} from '@angular/material/slider';
import {TranslatePipe} from '@ngx-translate/core';
import {BabylonCanvas, RenderConfig, SceneEventData} from '../../../shared/components/render-canvas/babylon-canvas.component';
import {MatButton} from '@angular/material/button';
import {ClothBuffers, ClothConfig, ClothData, ClothPipelines} from './cloth.model';
import {ClothConfig} from './cloth.model';
import {Information} from '../information/information';
import {AlgorithmInformation} from '../information/information.models';
import {UrlConstants} from '../../../constants/UrlConstants';
import {ClothSimulationStrategy} from './strategies/cloth-simulation.strategy';
import {ClothGpuStrategy} from './strategies/cloth-gpu.strategy';
import {ClothCpuStrategy} from './strategies/cloth-cpu.strategy';
@Component({
selector: 'app-cloth',
@@ -31,6 +23,8 @@ import {UrlConstants} from '../../../constants/UrlConstants';
TranslatePipe,
BabylonCanvas,
MatButton,
MatSliderModule,
FormsModule,
Information
],
templateUrl: './cloth.component.html',
@@ -39,14 +33,16 @@ import {UrlConstants} from '../../../constants/UrlConstants';
export class ClothComponent {
private currentSceneData: SceneEventData | null = null;
private simulationTime: number = 0;
private clothMesh: GroundMesh | null = null;
private strategy: ClothSimulationStrategy | null = null;
public isWindActive: boolean = false;
public isOutlineActive: boolean = false;
public stiffness: number = 80;
public elongation: number = 1.0;
public renderConfig: RenderConfig = {
mode: '3D',
initialViewSize: 20,
shaderLanguage: ShaderLanguage.WGSL
initialViewSize: 20
};
algoInformation: AlgorithmInformation = {
@@ -82,10 +78,6 @@ export class ClothComponent {
disclaimerListEntry: ['CLOTH.EXPLANATION.DISCLAIMER_1', 'CLOTH.EXPLANATION.DISCLAIMER_2', 'CLOTH.EXPLANATION.DISCLAIMER_3', 'CLOTH.EXPLANATION.DISCLAIMER_4']
};
/**
* Called when the Babylon scene is ready.
* @param event The scene event data.
*/
public onSceneReady(event: SceneEventData): void {
this.currentSceneData = event;
this.createSimulation();
@@ -97,42 +89,55 @@ export class ClothComponent {
public toggleMesh(): void {
this.isOutlineActive = !this.isOutlineActive;
if (!this.clothMesh?.material) {
const mesh = this.strategy?.getMesh();
if (!mesh?.material) {
return;
}
this.clothMesh.material.wireframe = this.isOutlineActive;
mesh.material.wireframe = this.isOutlineActive;
}
public restartSimulation(): void {
this.simulationTime = 0;
this.createSimulation();
}
/**
* Initializes and starts the cloth simulation.
*/
private createSimulation(): void {
if (!this.currentSceneData) return;
if (!this.currentSceneData) {
return;
}
const { engine, scene } = this.currentSceneData;
// 1. Define physics parameters
const {engine, scene, gpuTier} = this.currentSceneData;
const config = this.getClothConfig();
// 2. Generate initial CPU data (positions, constraints)
const clothData = this.generateClothData(config);
// 3. Upload to GPU
const buffers = this.createStorageBuffers(engine, clothData);
// 4. Create Compute Shaders
const pipelines = this.setupComputePipelines(engine, buffers);
// 5. Setup Rendering (Mesh, Material, Camera)
this.setupRenderMesh(scene, config, buffers.positions);
// 6. Start the physics loop
this.startRenderLoop(engine, scene, config, buffers, pipelines);
if (this.strategy) {
this.strategy.dispose();
}
this.strategy = gpuTier === 'webgpu'
? new ClothGpuStrategy()
: new ClothCpuStrategy();
this.strategy.init(scene, engine, config);
this.startParamUpdateLoop(scene, engine);
}
private startParamUpdateLoop(scene: any, engine: any): void {
scene.onAfterRenderObservable.clear();
scene.onAfterRenderObservable.add(() => {
this.simulationTime += engine.getDeltaTime() / 1000.0;
if (this.strategy) {
this.strategy.updateParams({
stiffness: this.stiffness,
elongation: this.elongation,
isWindActive: this.isWindActive,
simulationTime: this.simulationTime,
deltaTime: engine.getDeltaTime() / 1000.0
});
}
});
}
// ========================================================================
// 1. CONFIGURATION
// ========================================================================
private getClothConfig(): ClothConfig {
const gridWidth = 100;
const gridHeight = 100;
@@ -150,228 +155,4 @@ export class ClothComponent {
particleInvMass: 1.0 / particleMass
};
}
// ========================================================================
// 2. DATA GENERATION (CPU)
// ========================================================================
private generateClothData(config: ClothConfig): ClothData {
const positionsData = new Float32Array(config.numVertices * 4);
const prevPositionsData = new Float32Array(config.numVertices * 4);
const velocitiesData = new Float32Array(config.numVertices * 4);
const constraintsP0: number[] = [];
const constraintsP1: number[] = [];
const constraintsP2: number[] = [];
const constraintsP3: number[] = [];
const addConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, config.spacing, 1.0);
};
// Fill positions (Pin top row)
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth; x++) {
const idx = (y * config.gridWidth + x) * 4;
positionsData[idx + 0] = (x - config.gridWidth / 2) * config.spacing;
positionsData[idx + 1] = 5.0 - (y * config.spacing);
positionsData[idx + 2] = 0.0;
positionsData[idx + 3] = (y === 0) ? 0.0 : config.particleInvMass;
prevPositionsData[idx + 0] = positionsData[idx + 0];
prevPositionsData[idx + 1] = positionsData[idx + 1];
prevPositionsData[idx + 2] = positionsData[idx + 2];
prevPositionsData[idx + 3] = positionsData[idx + 3];
}
}
// Graph Coloring (4 Phases)
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth - 1; x += 2) addConstraint(constraintsP0, y * config.gridWidth + x, y * config.gridWidth + x + 1);
for (let x = 1; x < config.gridWidth - 1; x += 2) addConstraint(constraintsP1, y * config.gridWidth + x, y * config.gridWidth + x + 1);
}
for (let y = 0; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) addConstraint(constraintsP2, y * config.gridWidth + x, (y + 1) * config.gridWidth + x);
}
for (let y = 1; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) addConstraint(constraintsP3, y * config.gridWidth + x, (y + 1) * config.gridWidth + x);
}
const constraintsP4: number[] = [];
const constraintsP5: number[] = [];
const constraintsP6: number[] = [];
const constraintsP7: number[] = [];
const diagSpacing = config.spacing * Math.SQRT2;
const addDiagConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, diagSpacing, 1.0);
};
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP4 : constraintsP5;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + x, (y + 1) * config.gridWidth + (x + 1));
}
}
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP6 : constraintsP7;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + (x + 1), (y + 1) * config.gridWidth + x);
}
}
return {
positions: positionsData,
prevPositions: prevPositionsData,
velocities: velocitiesData,
constraints: [
constraintsP0, constraintsP1, constraintsP2, constraintsP3,
constraintsP4, constraintsP5, constraintsP6, constraintsP7
],
params: new Float32Array(8)
};
}
// ========================================================================
// 3. BUFFER CREATION (GPU)
// ========================================================================
private createStorageBuffers(engine: WebGPUEngine, data: ClothData): ClothBuffers {
const createBuffer = (arrayData: Float32Array | number[]): StorageBuffer => {
const buffer = new StorageBuffer(engine, arrayData.length * 4);
buffer.update(arrayData instanceof Float32Array ? arrayData : new Float32Array(arrayData));
return buffer;
};
return {
positions: createBuffer(data.positions),
prevPositions: createBuffer(data.prevPositions),
velocities: createBuffer(data.velocities),
params: createBuffer(data.params),
constraints: data.constraints.map(cData => createBuffer(cData))
};
}
// ========================================================================
// 4. COMPUTE SHADERS
// ========================================================================
private setupComputePipelines(engine: WebGPUEngine, buffers: ClothBuffers): ClothPipelines {
// Helper for integrating & velocity
const createBasicShader = (name: string, source: string) => {
const cs = new ComputeShader(name, engine, { computeSource: source }, {
bindingsMapping: {
"p": { group: 0, binding: 0 },
"positions": { group: 0, binding: 1 },
"prev_positions": { group: 0, binding: 2 },
"velocities": { group: 0, binding: 3 }
}
});
cs.setStorageBuffer("p", buffers.params);
cs.setStorageBuffer("positions", buffers.positions);
cs.setStorageBuffer("prev_positions", buffers.prevPositions);
cs.setStorageBuffer("velocities", buffers.velocities);
return cs;
};
// Helper for solvers
const createSolverShader = (name: string, constraintBuffer: StorageBuffer) => {
const cs = new ComputeShader(name, engine, { computeSource: CLOTH_SOLVE_COMPUTE_WGSL }, {
bindingsMapping: {
"p": { group: 0, binding: 0 },
"positions": { group: 0, binding: 1 },
"constraints": { group: 0, binding: 2 }
}
});
cs.setStorageBuffer("p", buffers.params);
cs.setStorageBuffer("positions", buffers.positions);
cs.setStorageBuffer("constraints", constraintBuffer);
return cs;
};
return {
integrate: createBasicShader("integrate", CLOTH_INTEGRATE_COMPUTE_WGSL),
solvers: buffers.constraints.map((cBuffer, i) => createSolverShader(`solve${i}`, cBuffer)),
velocity: createBasicShader("velocity", CLOTH_VELOCITY_COMPUTE_WGSL)
};
}
// ========================================================================
// 5. RENDERING SETUP
// ========================================================================
private setupRenderMesh(scene: Scene, config: ClothConfig, positionsBuffer: StorageBuffer): void {
if (this.clothMesh) {
scene.removeMesh(this.clothMesh);
}
this.clothMesh = MeshBuilder.CreateGround("cloth", { width: 10, height: 10, subdivisions: config.gridWidth - 1 }, scene);
const clothMaterial = new ShaderMaterial("clothMat", scene, {
vertexSource: CLOTH_VERTEX_SHADER_WGSL,
fragmentSource: CLOTH_FRAGMENT_SHADER_WGSL
}, {
attributes: ["position", "uv"],
uniforms: ["viewProjection"],
storageBuffers: ["positions"],
shaderLanguage: ShaderLanguage.WGSL
});
clothMaterial.backFaceCulling = false;
clothMaterial.setStorageBuffer("positions", positionsBuffer);
this.clothMesh.material = clothMaterial;
const camera = scene.activeCamera as ArcRotateCamera;
if (camera) {
camera.alpha = Math.PI / 4;
camera.beta = Math.PI / 2.5;
camera.radius = 15;
}
}
// ========================================================================
// 6. RENDER LOOP
// ========================================================================
private startRenderLoop(engine: WebGPUEngine, scene: Scene, config: ClothConfig, buffers: ClothBuffers, pipelines: ClothPipelines): void {
const paramsData = new Float32Array(8);
// Pre-calculate constraint dispatch sizes for the 4 phases
const constraintsLength = buffers.constraints.map(b => (b as any)._buffer.capacity / 4 / 4); // Elements / vec4 length
const dispatchXConstraints = constraintsLength.map(len => Math.ceil(len / 64));
const dispatchXVertices = Math.ceil(config.numVertices / 64);
const substeps = 15;
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
this.simulationTime += engine.getDeltaTime() / 1000.0;
// Update Physics Parameters
const windX = this.isWindActive ? 5.0 : 0.0;
const windY = 0.0;
const windZ = this.isWindActive ? 15.0 : 0.0;
const scaledCompliance = 0.00001 * config.particleInvMass * config.spacing;
paramsData[0] = 0.016; // dt
paramsData[1] = -9.81; // gravity
paramsData[2] = scaledCompliance;
paramsData[3] = config.numVertices;
paramsData[4] = windX;
paramsData[5] = windY;
paramsData[6] = windZ;
paramsData[7] = this.simulationTime;
buffers.params.update(paramsData);
// 1. Predict positions
pipelines.integrate.dispatch(dispatchXVertices, 1, 1);
// 2. XPBD Solver (Substeps) - Graph Coloring Phase
for (let i = 0; i < substeps; i++) {
for (let phase = 0; phase < pipelines.solvers.length; phase++) {
pipelines.solvers[phase].dispatch(dispatchXConstraints[phase], 1, 1);
}
}
// 3. Update velocities
pipelines.velocity.dispatch(dispatchXVertices, 1, 1);
});
}
}

View File

@@ -1,6 +1,3 @@
// --- SIMULATION CONFIGURATION ---
import {ComputeShader, StorageBuffer} from '@babylonjs/core';
export interface ClothConfig {
gridWidth: number;
gridHeight: number;
@@ -10,27 +7,10 @@ export interface ClothConfig {
particleInvMass: number;
}
// --- RAW CPU DATA ---
export interface ClothData {
positions: Float32Array;
prevPositions: Float32Array;
velocities: Float32Array;
constraints: number[][]; // Array containing the 4 phases
constraints: number[][];
params: Float32Array;
}
// --- WEBGPU BUFFERS ---
export interface ClothBuffers {
positions: StorageBuffer;
prevPositions: StorageBuffer;
velocities: StorageBuffer;
params: StorageBuffer;
constraints: StorageBuffer[]; // 4 phase buffers
}
// --- COMPUTE PIPELINES ---
export interface ClothPipelines {
integrate: ComputeShader;
solvers: ComputeShader[]; // 4 solve shaders
velocity: ComputeShader;
}

View File

@@ -13,7 +13,8 @@ export const CLOTH_SHARED_STRUCTS = `
wind_x: f32,
wind_y: f32,
wind_z: f32,
time: f32
time: f32,
elongation: f32
};
`;
@@ -26,9 +27,8 @@ export const CLOTH_VERTEX_SHADER_WGSL = `
uniform viewProjection : mat4x4<f32>;
// Varyings, um Daten an den Fragment-Shader zu senden
varying vUV : vec2<f32>;
varying vWorldPos : vec3<f32>; // NEU: Wir brauchen die 3D-Position für das Licht!
varying vWorldPos : vec3<f32>;
@vertex
fn main(input : VertexInputs) -> FragmentInputs {
@@ -38,7 +38,7 @@ export const CLOTH_VERTEX_SHADER_WGSL = `
output.position = uniforms.viewProjection * vec4<f32>(worldPos, 1.0);
output.vUV = input.uv;
output.vWorldPos = worldPos; // Position weitergeben
output.vWorldPos = worldPos;
return output;
}
@@ -133,13 +133,15 @@ export const CLOTH_SOLVE_COMPUTE_WGSL = CLOTH_SHARED_STRUCTS + `
if (idx >= arrayLength(&constraints)) { return; }
let constraint = constraints[idx];
let isActive = constraint.w;
if (isActive < 0.5) { return; }
// constraint.w: 0.0 = inactive, 1.0 = horizontal/diagonal, 2.0 = vertical
if (constraint.w < 0.5) { return; }
let idA = u32(constraint.x);
let idB = u32(constraint.y);
let restLength = constraint.z;
// constraint.w encodes type: 1.0 = horizontal/diagonal, 2.0 = vertical (elongation applies)
let restLength =constraint.z * p.elongation;
var pA = positions[idA];
var pB = positions[idB];

View File

@@ -0,0 +1,149 @@
/**
* CPU-side cloth physics mirroring the WGSL compute shaders.
* All data uses the same Float32Array vec4 layout: [x, y, z, invMass] per vertex.
*/
export interface ClothPhysicsParams {
dt: number;
gravityY: number;
compliance: number;
numVertices: number;
windX: number;
windY: number;
windZ: number;
time: number;
elongation: number;
}
/**
* Mirrors CLOTH_INTEGRATE_COMPUTE_WGSL:
* Applies gravity and wind forces, predicts new positions.
*/
export function integratePositions(
positions: Float32Array,
prevPositions: Float32Array,
velocities: Float32Array,
params: ClothPhysicsParams
): void {
for (let idx = 0; idx < params.numVertices; idx++) {
const base = idx * 4;
const invMass = positions[base + 3];
if (invMass <= 0.0) {
continue;
}
velocities[base + 1] += params.gravityY * params.dt;
const posX = positions[base + 0];
const posY = positions[base + 1];
const flutter = Math.sin(posX * 2.0 + params.time * 5.0) * Math.cos(posY * 2.0 + params.time * 3.0);
const windForceX = params.windX + (flutter * params.windX * 0.8);
const windForceY = params.windY + (flutter * 2.0);
const windForceZ = params.windZ + (flutter * params.windZ * 0.8);
velocities[base + 0] += windForceX * params.dt;
velocities[base + 1] += windForceY * params.dt;
velocities[base + 2] += windForceZ * params.dt;
prevPositions[base + 0] = positions[base + 0];
prevPositions[base + 1] = positions[base + 1];
prevPositions[base + 2] = positions[base + 2];
prevPositions[base + 3] = positions[base + 3];
positions[base + 0] += velocities[base + 0] * params.dt;
positions[base + 1] += velocities[base + 1] * params.dt;
positions[base + 2] += velocities[base + 2] * params.dt;
}
}
/**
* Mirrors CLOTH_SOLVE_COMPUTE_WGSL:
* XPBD constraint solving for one phase of constraints.
* Each constraint is stored as [idA, idB, restLength, type] (4 floats).
*/
export function solveConstraints(
positions: Float32Array,
constraints: Float32Array,
params: ClothPhysicsParams
): void {
const numConstraints = constraints.length / 4;
for (let idx = 0; idx < numConstraints; idx++) {
const cBase = idx * 4;
const constraintType = constraints[cBase + 3];
if (constraintType < 0.5) {
continue;
}
const idA = constraints[cBase + 0];
const idB = constraints[cBase + 1];
const restLength = constraints[cBase + 2] * params.elongation;
const baseA = idA * 4;
const baseB = idB * 4;
const wA = positions[baseA + 3];
const wB = positions[baseB + 3];
const wSum = wA + wB;
if (wSum <= 0.0) {
continue;
}
const dirX = positions[baseA + 0] - positions[baseB + 0];
const dirY = positions[baseA + 1] - positions[baseB + 1];
const dirZ = positions[baseA + 2] - positions[baseB + 2];
const dist = Math.sqrt(dirX * dirX + dirY * dirY + dirZ * dirZ);
if (dist < 0.0001) {
continue;
}
const nX = dirX / dist;
const nY = dirY / dist;
const nZ = dirZ / dist;
const c = dist - restLength;
const alpha = params.compliance / (params.dt * params.dt);
const lambda = -c / (wSum + alpha);
if (wA > 0.0) {
positions[baseA + 0] += nX * (lambda * wA);
positions[baseA + 1] += nY * (lambda * wA);
positions[baseA + 2] += nZ * (lambda * wA);
}
if (wB > 0.0) {
positions[baseB + 0] += nX * (-lambda * wB);
positions[baseB + 1] += nY * (-lambda * wB);
positions[baseB + 2] += nZ * (-lambda * wB);
}
}
}
/**
* Mirrors CLOTH_VELOCITY_COMPUTE_WGSL:
* Derives velocity from position changes: v = (pos - prevPos) / dt
*/
export function updateVelocities(
positions: Float32Array,
prevPositions: Float32Array,
velocities: Float32Array,
params: ClothPhysicsParams
): void {
for (let idx = 0; idx < params.numVertices; idx++) {
const base = idx * 4;
const invMass = positions[base + 3];
if (invMass <= 0.0) {
continue;
}
velocities[base + 0] = (positions[base + 0] - prevPositions[base + 0]) / params.dt;
velocities[base + 1] = (positions[base + 1] - prevPositions[base + 1]) / params.dt;
velocities[base + 2] = (positions[base + 2] - prevPositions[base + 2]) / params.dt;
}
}

View File

@@ -0,0 +1,216 @@
import {ArcRotateCamera, Engine, GroundMesh, MeshBuilder, Scene, ShaderMaterial, VertexBuffer, WebGPUEngine} from '@babylonjs/core';
import {ClothConfig, ClothData} from '../cloth.model';
import {CLOTH_FRAGMENT_SHADER_GLSL, CLOTH_VERTEX_SHADER_GLSL} from '../cloth-glsl.shader';
import {ClothPhysicsParams, integratePositions, solveConstraints, updateVelocities} from './cloth-cpu-physics';
import {ClothSimulationParams, ClothSimulationStrategy} from './cloth-simulation.strategy';
export class ClothCpuStrategy implements ClothSimulationStrategy {
private clothMesh: GroundMesh | null = null;
private scene: Scene | null = null;
private config: ClothConfig | null = null;
private positions!: Float32Array;
private prevPositions!: Float32Array;
private velocities!: Float32Array;
private constraintPhases!: Float32Array[];
private physicsParams: ClothPhysicsParams = {
dt: 0.016,
gravityY: -9.81,
compliance: 0.00001,
numVertices: 0,
windX: 0,
windY: 0,
windZ: 0,
time: 0,
elongation: 1.0
};
init(scene: Scene, engine: WebGPUEngine | Engine, config: ClothConfig): void {
this.scene = scene;
this.config = config;
this.physicsParams.numVertices = config.numVertices;
const clothData = this.generateClothData(config);
this.positions = clothData.positions;
this.prevPositions = clothData.prevPositions;
this.velocities = clothData.velocities;
this.constraintPhases = clothData.constraints.map(c => new Float32Array(c));
this.setupRenderMesh(scene, config);
this.startRenderLoop(scene, config);
}
updateParams(params: ClothSimulationParams): void {
const windX = params.isWindActive ? 5.0 : 0.0;
const windZ = params.isWindActive ? 15.0 : 0.0;
const softCompliance = 10.0;
const rigidCompliance = 0.00001;
const t = (params.stiffness - 1) / 99.0;
this.physicsParams.compliance = softCompliance * Math.pow(rigidCompliance / softCompliance, t);
this.physicsParams.windX = windX;
this.physicsParams.windY = 0.0;
this.physicsParams.windZ = windZ;
this.physicsParams.time = params.simulationTime;
this.physicsParams.elongation = params.elongation;
}
getMesh(): GroundMesh | null {
return this.clothMesh;
}
dispose(): void {
if (this.scene && this.clothMesh) {
this.scene.removeMesh(this.clothMesh);
}
this.clothMesh = null;
}
private generateClothData(config: ClothConfig): ClothData {
const positionsData = new Float32Array(config.numVertices * 4);
const prevPositionsData = new Float32Array(config.numVertices * 4);
const velocitiesData = new Float32Array(config.numVertices * 4);
const constraintsP0: number[] = [];
const constraintsP1: number[] = [];
const constraintsP2: number[] = [];
const constraintsP3: number[] = [];
const addHorizontalConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, config.spacing, 1.0);
};
const addVerticalConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, config.spacing, 2.0);
};
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth; x++) {
const idx = (y * config.gridWidth + x) * 4;
positionsData[idx + 0] = (x - config.gridWidth / 2) * config.spacing;
positionsData[idx + 1] = 5.0 - (y * config.spacing);
positionsData[idx + 2] = 0.0;
positionsData[idx + 3] = (y === 0) ? 0.0 : config.particleInvMass;
prevPositionsData[idx + 0] = positionsData[idx + 0];
prevPositionsData[idx + 1] = positionsData[idx + 1];
prevPositionsData[idx + 2] = positionsData[idx + 2];
prevPositionsData[idx + 3] = positionsData[idx + 3];
}
}
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth - 1; x += 2) { addHorizontalConstraint(constraintsP0, y * config.gridWidth + x, y * config.gridWidth + x + 1); }
for (let x = 1; x < config.gridWidth - 1; x += 2) { addHorizontalConstraint(constraintsP1, y * config.gridWidth + x, y * config.gridWidth + x + 1); }
}
for (let y = 0; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) { addVerticalConstraint(constraintsP2, y * config.gridWidth + x, (y + 1) * config.gridWidth + x); }
}
for (let y = 1; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) { addVerticalConstraint(constraintsP3, y * config.gridWidth + x, (y + 1) * config.gridWidth + x); }
}
const constraintsP4: number[] = [];
const constraintsP5: number[] = [];
const constraintsP6: number[] = [];
const constraintsP7: number[] = [];
const diagSpacing = config.spacing * Math.SQRT2;
const addDiagConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, diagSpacing, 1.0);
};
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP4 : constraintsP5;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + x, (y + 1) * config.gridWidth + (x + 1));
}
}
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP6 : constraintsP7;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + (x + 1), (y + 1) * config.gridWidth + x);
}
}
return {
positions: positionsData,
prevPositions: prevPositionsData,
velocities: velocitiesData,
constraints: [
constraintsP0, constraintsP1, constraintsP2, constraintsP3,
constraintsP4, constraintsP5, constraintsP6, constraintsP7
],
params: new Float32Array(9)
};
}
private setupRenderMesh(scene: Scene, config: ClothConfig): void {
if (this.clothMesh) {
scene.removeMesh(this.clothMesh);
}
this.clothMesh = MeshBuilder.CreateGround("cloth", {
width: 10,
height: 10,
subdivisions: config.gridWidth - 1,
updatable: true
}, scene);
const clothMaterial = new ShaderMaterial("clothMat", scene, {
vertexSource: CLOTH_VERTEX_SHADER_GLSL,
fragmentSource: CLOTH_FRAGMENT_SHADER_GLSL
}, {
attributes: ["position", "uv"],
uniforms: ["viewProjection"]
});
clothMaterial.backFaceCulling = false;
this.clothMesh.material = clothMaterial;
const camera = scene.activeCamera as ArcRotateCamera;
if (camera) {
camera.alpha = Math.PI / 4;
camera.beta = Math.PI / 2.5;
camera.radius = 15;
}
}
/**
* Extracts xyz from the vec4 positions array into a vec3 array for mesh vertex update.
*/
private extractPositionsVec3(positions: Float32Array, numVertices: number): Float32Array {
const result = new Float32Array(numVertices * 3);
for (let i = 0; i < numVertices; i++) {
result[i * 3 + 0] = positions[i * 4 + 0];
result[i * 3 + 1] = positions[i * 4 + 1];
result[i * 3 + 2] = positions[i * 4 + 2];
}
return result;
}
private startRenderLoop(scene: Scene, config: ClothConfig): void {
const substeps = 15;
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
if (!this.clothMesh) {
return;
}
integratePositions(this.positions, this.prevPositions, this.velocities, this.physicsParams);
for (let i = 0; i < substeps; i++) {
for (const phase of this.constraintPhases) {
solveConstraints(this.positions, phase, this.physicsParams);
}
}
updateVelocities(this.positions, this.prevPositions, this.velocities, this.physicsParams);
const posVec3 = this.extractPositionsVec3(this.positions, config.numVertices);
this.clothMesh.updateVerticesData(VertexBuffer.PositionKind, posVec3);
});
}
}

View File

@@ -0,0 +1,275 @@
import {ArcRotateCamera, ComputeShader, Engine, GroundMesh, MeshBuilder, Scene, ShaderLanguage, ShaderMaterial, StorageBuffer, WebGPUEngine} from '@babylonjs/core';
import {ClothConfig, ClothData} from '../cloth.model';
import {
CLOTH_FRAGMENT_SHADER_WGSL,
CLOTH_INTEGRATE_COMPUTE_WGSL,
CLOTH_SOLVE_COMPUTE_WGSL,
CLOTH_VELOCITY_COMPUTE_WGSL,
CLOTH_VERTEX_SHADER_WGSL
} from '../cloth.shader';
import {ClothSimulationParams, ClothSimulationStrategy} from './cloth-simulation.strategy';
interface GpuBuffers {
positions: StorageBuffer;
prevPositions: StorageBuffer;
velocities: StorageBuffer;
params: StorageBuffer;
constraints: StorageBuffer[];
}
interface GpuPipelines {
integrate: ComputeShader;
solvers: ComputeShader[];
velocity: ComputeShader;
}
export class ClothGpuStrategy implements ClothSimulationStrategy {
private clothMesh: GroundMesh | null = null;
private scene: Scene | null = null;
private paramsData = new Float32Array(9);
private buffers: GpuBuffers | null = null;
private pipelines: GpuPipelines | null = null;
private dispatchXConstraints: number[] = [];
private dispatchXVertices = 0;
private numVertices = 0;
init(scene: Scene, engine: WebGPUEngine | Engine, config: ClothConfig): void {
this.scene = scene;
this.numVertices = config.numVertices;
const gpuEngine = engine as WebGPUEngine;
const clothData = this.generateClothData(config);
this.buffers = this.createStorageBuffers(gpuEngine, clothData);
this.pipelines = this.setupComputePipelines(gpuEngine, this.buffers);
this.setupRenderMesh(scene, config, this.buffers.positions);
this.setupDispatchSizes(config, this.buffers);
this.startRenderLoop(scene);
}
updateParams(params: ClothSimulationParams): void {
if (!this.buffers) {
return;
}
const windX = params.isWindActive ? 5.0 : 0.0;
const windZ = params.isWindActive ? 15.0 : 0.0;
const softCompliance = 10.0;
const rigidCompliance = 0.00001;
const t = (params.stiffness - 1) / 99.0;
const compliance = softCompliance * Math.pow(rigidCompliance / softCompliance, t);
this.paramsData[0] = 0.016;
this.paramsData[1] = -9.81;
this.paramsData[2] = compliance;
this.paramsData[3] = this.numVertices;
this.paramsData[4] = windX;
this.paramsData[5] = 0.0;
this.paramsData[6] = windZ;
this.paramsData[7] = params.simulationTime;
this.paramsData[8] = params.elongation;
}
getMesh(): GroundMesh | null {
return this.clothMesh;
}
dispose(): void {
if (this.scene && this.clothMesh) {
this.scene.removeMesh(this.clothMesh);
}
this.clothMesh = null;
this.buffers = null;
this.pipelines = null;
}
private generateClothData(config: ClothConfig): ClothData {
const positionsData = new Float32Array(config.numVertices * 4);
const prevPositionsData = new Float32Array(config.numVertices * 4);
const velocitiesData = new Float32Array(config.numVertices * 4);
const constraintsP0: number[] = [];
const constraintsP1: number[] = [];
const constraintsP2: number[] = [];
const constraintsP3: number[] = [];
const addHorizontalConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, config.spacing, 1.0);
};
const addVerticalConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, config.spacing, 2.0);
};
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth; x++) {
const idx = (y * config.gridWidth + x) * 4;
positionsData[idx + 0] = (x - config.gridWidth / 2) * config.spacing;
positionsData[idx + 1] = 5.0 - (y * config.spacing);
positionsData[idx + 2] = 0.0;
positionsData[idx + 3] = (y === 0) ? 0.0 : config.particleInvMass;
prevPositionsData[idx + 0] = positionsData[idx + 0];
prevPositionsData[idx + 1] = positionsData[idx + 1];
prevPositionsData[idx + 2] = positionsData[idx + 2];
prevPositionsData[idx + 3] = positionsData[idx + 3];
}
}
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth - 1; x += 2) { addHorizontalConstraint(constraintsP0, y * config.gridWidth + x, y * config.gridWidth + x + 1); }
for (let x = 1; x < config.gridWidth - 1; x += 2) { addHorizontalConstraint(constraintsP1, y * config.gridWidth + x, y * config.gridWidth + x + 1); }
}
for (let y = 0; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) { addVerticalConstraint(constraintsP2, y * config.gridWidth + x, (y + 1) * config.gridWidth + x); }
}
for (let y = 1; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) { addVerticalConstraint(constraintsP3, y * config.gridWidth + x, (y + 1) * config.gridWidth + x); }
}
const constraintsP4: number[] = [];
const constraintsP5: number[] = [];
const constraintsP6: number[] = [];
const constraintsP7: number[] = [];
const diagSpacing = config.spacing * Math.SQRT2;
const addDiagConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, diagSpacing, 1.0);
};
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP4 : constraintsP5;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + x, (y + 1) * config.gridWidth + (x + 1));
}
}
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP6 : constraintsP7;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + (x + 1), (y + 1) * config.gridWidth + x);
}
}
return {
positions: positionsData,
prevPositions: prevPositionsData,
velocities: velocitiesData,
constraints: [
constraintsP0, constraintsP1, constraintsP2, constraintsP3,
constraintsP4, constraintsP5, constraintsP6, constraintsP7
],
params: new Float32Array(9)
};
}
private createStorageBuffers(engine: WebGPUEngine, data: ClothData): GpuBuffers {
const createBuffer = (arrayData: Float32Array | number[]): StorageBuffer => {
const buffer = new StorageBuffer(engine, arrayData.length * 4);
buffer.update(arrayData instanceof Float32Array ? arrayData : new Float32Array(arrayData));
return buffer;
};
return {
positions: createBuffer(data.positions),
prevPositions: createBuffer(data.prevPositions),
velocities: createBuffer(data.velocities),
params: createBuffer(data.params),
constraints: data.constraints.map(cData => createBuffer(cData))
};
}
private setupComputePipelines(engine: WebGPUEngine, buffers: GpuBuffers): GpuPipelines {
const createBasicShader = (name: string, source: string) => {
const cs = new ComputeShader(name, engine, {computeSource: source}, {
bindingsMapping: {
"p": {group: 0, binding: 0},
"positions": {group: 0, binding: 1},
"prev_positions": {group: 0, binding: 2},
"velocities": {group: 0, binding: 3}
}
});
cs.setStorageBuffer("p", buffers.params);
cs.setStorageBuffer("positions", buffers.positions);
cs.setStorageBuffer("prev_positions", buffers.prevPositions);
cs.setStorageBuffer("velocities", buffers.velocities);
return cs;
};
const createSolverShader = (name: string, constraintBuffer: StorageBuffer) => {
const cs = new ComputeShader(name, engine, {computeSource: CLOTH_SOLVE_COMPUTE_WGSL}, {
bindingsMapping: {
"p": {group: 0, binding: 0},
"positions": {group: 0, binding: 1},
"constraints": {group: 0, binding: 2}
}
});
cs.setStorageBuffer("p", buffers.params);
cs.setStorageBuffer("positions", buffers.positions);
cs.setStorageBuffer("constraints", constraintBuffer);
return cs;
};
return {
integrate: createBasicShader("integrate", CLOTH_INTEGRATE_COMPUTE_WGSL),
solvers: buffers.constraints.map((cBuffer, i) => createSolverShader(`solve${i}`, cBuffer)),
velocity: createBasicShader("velocity", CLOTH_VELOCITY_COMPUTE_WGSL)
};
}
private setupRenderMesh(scene: Scene, config: ClothConfig, positionsBuffer: StorageBuffer): void {
if (this.clothMesh) {
scene.removeMesh(this.clothMesh);
}
this.clothMesh = MeshBuilder.CreateGround("cloth", {width: 10, height: 10, subdivisions: config.gridWidth - 1}, scene);
const clothMaterial = new ShaderMaterial("clothMat", scene, {
vertexSource: CLOTH_VERTEX_SHADER_WGSL,
fragmentSource: CLOTH_FRAGMENT_SHADER_WGSL
}, {
attributes: ["position", "uv"],
uniforms: ["viewProjection"],
storageBuffers: ["positions"],
shaderLanguage: ShaderLanguage.WGSL
});
clothMaterial.backFaceCulling = false;
clothMaterial.setStorageBuffer("positions", positionsBuffer);
this.clothMesh.material = clothMaterial;
const camera = scene.activeCamera as ArcRotateCamera;
if (camera) {
camera.alpha = Math.PI / 4;
camera.beta = Math.PI / 2.5;
camera.radius = 15;
}
}
private setupDispatchSizes(config: ClothConfig, buffers: GpuBuffers): void {
const constraintsLength = buffers.constraints.map(b => (b as any)._buffer.capacity / 4 / 4);
this.dispatchXConstraints = constraintsLength.map(len => Math.ceil(len / 64));
this.dispatchXVertices = Math.ceil(config.numVertices / 64);
}
private startRenderLoop(scene: Scene): void {
const substeps = 15;
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
if (!this.buffers || !this.pipelines) {
return;
}
this.buffers.params.update(this.paramsData);
this.pipelines.integrate.dispatch(this.dispatchXVertices, 1, 1);
for (let i = 0; i < substeps; i++) {
for (let phase = 0; phase < this.pipelines.solvers.length; phase++) {
this.pipelines.solvers[phase].dispatch(this.dispatchXConstraints[phase], 1, 1);
}
}
this.pipelines.velocity.dispatch(this.dispatchXVertices, 1, 1);
});
}
}

View File

@@ -0,0 +1,17 @@
import {Engine, GroundMesh, Scene, WebGPUEngine} from '@babylonjs/core';
import {ClothConfig} from '../cloth.model';
export interface ClothSimulationParams {
stiffness: number;
elongation: number;
isWindActive: boolean;
simulationTime: number;
deltaTime: number;
}
export interface ClothSimulationStrategy {
init(scene: Scene, engine: WebGPUEngine | Engine, config: ClothConfig): void;
updateParams(params: ClothSimulationParams): void;
getMesh(): GroundMesh | null;
dispose(): void;
}

View File

@@ -1,11 +1,11 @@
<mat-card class="algo-container">
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'GOL.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container">
<div class="controls-panel">
<div class="flex flex-col mb-4">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button mat-raised-button (click)="generate(Scenario.SIMPLE)">
<mat-icon>arrow_right</mat-icon> {{ 'GOL.SIMPLE_SCENE' | translate }}
</button>
@@ -22,7 +22,7 @@
<mat-icon>check_box_outline_blank</mat-icon> {{ 'GOL.EMPTY_SCENE' | translate }}
</button>
</div>
<div class="controls-panel">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
@if (gameStarted())
{
<button mat-raised-button (click)="pauseGame()">
@@ -35,8 +35,8 @@
}
<p>{{ 'SORTING.EXECUTION_TIME' | translate }}: {{ executionTime }} ms</p>
</div>
<div class="input-container">
<mat-form-field appearance="outline" class="input-field">
<div class="flex gap-3 items-center flex-wrap">
<mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_HEIGHT' | translate }}</mat-label>
<input
matInput
@@ -47,7 +47,7 @@
(ngModelChange)="pauseGame(); genericGridComponent.gridRows = gridRows; genericGridComponent.applyGridSize()"
/>
</mat-form-field>
<mat-form-field appearance="outline" class="input-field">
<mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_WIDTH' | translate }}</mat-label>
<input
matInput
@@ -58,7 +58,7 @@
(ngModelChange)="pauseGame(); genericGridComponent.gridCols = gridCols; genericGridComponent.applyGridSize()"
/>
</mat-form-field>
<mat-form-field appearance="outline" class="input-field">
<mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'GOL.SPEED' | translate }}</mat-label>
<input
matInput
@@ -72,9 +72,9 @@
</mat-form-field>
</div>
<div class="legend">
<span><span class="legend-color alive"></span> {{ 'GOL.ALIVE' | translate }}</span>
<span><span class="legend-color empty"></span> {{ 'GOL.DEAD' | translate }}</span>
<div class="flex flex-wrap gap-4 items-center text-[0.9em]">
<span><span class="legend-swatch bg-black"></span> {{ 'GOL.ALIVE' | translate }}</span>
<span><span class="legend-swatch bg-gray-300"></span> {{ 'GOL.DEAD' | translate }}</span>
</div>
</div>
<app-generic-grid

View File

@@ -178,10 +178,9 @@ export class ConwayGolComponent implements AfterViewInit {
async startGame(): Promise<void> {
this.gameStarted.set(true);
let lifeIsDead = false;
while (this.gameStarted()){
const startTime = performance.now();
lifeIsDead = true;
let lifeIsDead = true;
for (let row = 0; row < this.gridRows; row++) {
for (let col = 0; col < this.gridCols; col++) {
lifeIsDead = this.checkLifeRules(row, col, this.writeGrid) && lifeIsDead;

View File

@@ -0,0 +1,72 @@
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'FOUR_COLOR.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="flex flex-col mb-4">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button mat-flat-button color="primary" (click)="generateNewMap()">{{ 'FOUR_COLOR.GENERATE' | translate }}</button>
<button mat-flat-button color="accent" (click)="autoSolve()">{{ 'FOUR_COLOR.SOLVE' | translate }}</button>
<button mat-stroked-button (click)="resetColors()">{{ 'FOUR_COLOR.CLEAR' | translate }}</button>
</div>
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<div class="flex gap-3 items-center flex-wrap">
<mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_HEIGHT' | translate }}</mat-label>
<input
matInput
type="number"
[min]="MIN_GRID_SIZE"
[max]="MAX_GRID_SIZE"
[(ngModel)]="gridRows"
(ngModelChange)="applyGridSize()"
/>
</mat-form-field>
<mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_WIDTH' | translate }}</mat-label>
<input
matInput
type="number"
[min]="MIN_GRID_SIZE"
[max]="MAX_GRID_SIZE"
[(ngModel)]="gridCols"
(ngModelChange)="applyGridSize()"
/>
</mat-form-field>
</div>
</div>
<div class="flex flex-wrap gap-4 items-center text-[0.9em]">
<span><span class="legend-swatch bg-[#FF5252]"></span> {{ 'FOUR_COLOR.COLOR_1' | translate }}</span>
<span><span class="legend-swatch bg-[#448AFF]"></span> {{ 'FOUR_COLOR.COLOR_2' | translate }}</span>
<span><span class="legend-swatch bg-[#4CAF50]"></span> {{ 'FOUR_COLOR.COLOR_3' | translate }}</span>
<span><span class="legend-swatch bg-[#FFEB3B]"></span> {{ 'FOUR_COLOR.COLOR_4' | translate }}</span>
</div>
<div class="mt-5 flex gap-2.5 py-2.5 px-4 rounded border-l-[5px] font-medium min-w-[300px] items-center"
[ngClass]="{
'border-l-gray-500 bg-app-bg': solutionStatus === 'INCOMPLETE',
'border-l-green-500 bg-green-50 text-green-800': solutionStatus === 'SOLVED',
'border-l-orange-500 bg-orange-50 text-orange-700': solutionStatus === 'CONFLICTS',
'border-l-red-500 bg-red-50 text-red-800': solutionStatus === 'INVALID'
}">
<span class="uppercase text-[0.8em] opacity-70">{{ 'FOUR_COLOR.STATUS.LABEL' | translate }}:</span>
<span>{{ 'FOUR_COLOR.STATUS.' + solutionStatus | translate }}</span>
</div>
</div>
<div class="flex justify-center items-center w-full max-w-[1000px] mx-auto">
<canvas #fourColorCanvas
class="cursor-pointer max-w-full h-auto [image-rendering:pixelated]"
(mousedown)="onMouseDown($event)"
(mousemove)="onMouseMove($event)"
(touchstart)="onTouchStart($event)"
(touchmove)="onTouchMove($event)"
></canvas>
</div>
</mat-card-content>
</mat-card>

View File

@@ -0,0 +1,374 @@
import {AfterViewInit, Component, ElementRef, inject, ViewChild} from '@angular/core';
import {CommonModule} from '@angular/common';
import {FormsModule} from '@angular/forms';
import {MatButtonModule} from '@angular/material/button';
import {MatCardModule} from '@angular/material/card';
import {MatFormFieldModule} from '@angular/material/form-field';
import {MatInputModule} from '@angular/material/input';
import {TranslateModule, TranslateService} from '@ngx-translate/core';
import {MatSnackBar} from '@angular/material/snack-bar';
import {DEFAULT_GRID_COLS, DEFAULT_GRID_ROWS, MAX_GRID_PX, MAX_GRID_SIZE, MIN_GRID_SIZE, FourColorNode, Region} from './four-color.models';
import {AlgorithmInformation} from '../information/information.models';
import {Information} from '../information/information';
import {GridPos} from '../../../shared/components/generic-grid/generic-grid';
import {SharedFunctions} from '../../../shared/SharedFunctions';
import {UrlConstants} from '../../../constants/UrlConstants';
@Component({
selector: 'app-four-color',
standalone: true,
imports: [
CommonModule,
FormsModule,
MatButtonModule,
MatCardModule,
MatFormFieldModule,
MatInputModule,
TranslateModule,
Information
],
templateUrl: './four-color.component.html',
styleUrl: './four-color.component.scss'
})
export class FourColorComponent implements AfterViewInit {
private readonly translate = inject(TranslateService);
private readonly snackBar = inject(MatSnackBar);
readonly MIN_GRID_SIZE = MIN_GRID_SIZE;
readonly MAX_GRID_SIZE = MAX_GRID_SIZE;
algoInformation: AlgorithmInformation = {
title: 'FOUR_COLOR.EXPLANATION.TITLE',
entries: [
{
name: 'FOUR_COLOR.TITLE',
translateName: true,
description: 'FOUR_COLOR.EXPLANATION.EXPLANATION',
link: UrlConstants.FOUR_COLOR_THEOREM
}
],
disclaimer: 'FOUR_COLOR.EXPLANATION.DISCLAIMER',
disclaimerBottom: 'FOUR_COLOR.EXPLANATION.DISCLAIMER_BOTTOM',
disclaimerListEntry: [
'FOUR_COLOR.EXPLANATION.DISCLAIMER_1',
'FOUR_COLOR.EXPLANATION.DISCLAIMER_2',
'FOUR_COLOR.EXPLANATION.DISCLAIMER_3',
'FOUR_COLOR.EXPLANATION.DISCLAIMER_4'
]
};
gridRows = DEFAULT_GRID_ROWS;
gridCols = DEFAULT_GRID_COLS;
grid: FourColorNode[][] = [];
regions: Region[] = [];
executionTime = 0;
solutionStatus: 'INCOMPLETE' | 'SOLVED' | 'CONFLICTS' | 'INVALID' = 'INCOMPLETE';
@ViewChild('fourColorCanvas') canvasRef!: ElementRef<HTMLCanvasElement>;
private ctx!: CanvasRenderingContext2D;
private nodeSize = 0;
ngAfterViewInit(): void {
this.ctx = this.canvasRef.nativeElement.getContext('2d')!;
this.initializeGrid();
}
applyGridSize(): void {
if (this.gridRows < MIN_GRID_SIZE) this.gridRows = MIN_GRID_SIZE;
if (this.gridRows > MAX_GRID_SIZE) this.gridRows = MAX_GRID_SIZE;
if (this.gridCols < MIN_GRID_SIZE) this.gridCols = MIN_GRID_SIZE;
if (this.gridCols > MAX_GRID_SIZE) this.gridCols = MAX_GRID_SIZE;
this.initializeGrid();
}
initializeGrid(): void {
this.grid = [];
this.solutionStatus = 'INCOMPLETE';
for (let r = 0; r < this.gridRows; r++) {
const row: FourColorNode[] = [];
for (let c = 0; c < this.gridCols; c++) {
row.push({
row: r,
col: c,
regionId: -1,
color: 0,
});
}
this.grid.push(row);
}
this.generateRegions();
this.resizeCanvas();
this.drawGrid();
}
private resizeCanvas(): void {
const canvas = this.canvasRef.nativeElement;
const maxDim = Math.max(this.gridRows, this.gridCols);
this.nodeSize = Math.floor(MAX_GRID_PX / maxDim);
canvas.width = this.gridCols * this.nodeSize;
canvas.height = this.gridRows * this.nodeSize;
}
generateRegions(): void {
const numRegions = Math.floor((this.gridRows * this.gridCols) / 30);
this.regions = [];
const seeds = this.determineSeeds(numRegions);
this.regionGrowth(seeds);
this.determineAdjacency();
}
private determineAdjacency() {
for (let row = 0; row < this.gridRows; row++) {
for (let col = 0; col < this.gridCols; col++) {
const currentRegionId = this.grid[row][col].regionId;
const neighbors = this.getNeighbors(row, col);
for (const neighbor of neighbors) {
const neighborRegionId = this.grid[neighbor.row][neighbor.col].regionId;
if (neighborRegionId !== -1 && neighborRegionId !== currentRegionId) {
this.regions[currentRegionId].neighbors.add(neighborRegionId);
this.regions[neighborRegionId].neighbors.add(currentRegionId);
}
}
}
}
}
private regionGrowth(seeds: GridPos[]) {
const queue: GridPos[] = [...seeds];
while (queue.length > 0) {
const {row, col} = queue.shift()!;
const regionId = this.grid[row][col].regionId;
const neighbors = this.getNeighbors(row, col);
for (const neighbor of neighbors) {
if (this.grid[neighbor.row][neighbor.col].regionId === -1) {
this.grid[neighbor.row][neighbor.col].regionId = regionId;
queue.push(neighbor);
}
}
}
}
private determineSeeds(numRegions: number) {
const seeds: GridPos[] = [];
for (let i = 0; i < numRegions; i++) {
let r = SharedFunctions.randomIntFromInterval(0, this.gridRows - 1);
let c = SharedFunctions.randomIntFromInterval(0, this.gridCols - 1);
while (this.grid[r][c].regionId !== -1) {
r = SharedFunctions.randomIntFromInterval(0, this.gridRows - 1);
c = SharedFunctions.randomIntFromInterval(0, this.gridCols - 1);
}
this.grid[r][c].regionId = i;
seeds.push({row: r, col: c});
this.regions.push({id: i, color: 0, neighbors: new Set<number>()});
}
return seeds;
}
private getNeighbors(row: number, col: number): GridPos[] {
const res: GridPos[] = [];
if (row > 0) res.push({row: row - 1, col});
if (row < this.gridRows - 1) res.push({row: row + 1, col});
if (col > 0) res.push({row, col: col - 1});
if (col < this.gridCols - 1) res.push({row, col: col + 1});
return res;
}
drawGrid(): void {
if (!this.ctx) return;
this.ctx.clearRect(0, 0, this.canvasRef.nativeElement.width, this.canvasRef.nativeElement.height);
// 1. Draw Cell Backgrounds
for (let r = 0; r < this.gridRows; r++) {
for (let c = 0; c < this.gridCols; c++) {
const node = this.grid[r][c];
this.ctx.fillStyle = this.getNodeColor(node);
this.ctx.fillRect(c * this.nodeSize, r * this.nodeSize, this.nodeSize, this.nodeSize);
}
}
// 2. Draw Region Borders
this.ctx.strokeStyle = '#000';
this.ctx.lineWidth = 2;
this.ctx.beginPath();
for (let r = 0; r < this.gridRows; r++) {
for (let c = 0; c < this.gridCols; c++) {
const currentRegion = this.grid[r][c].regionId;
// Right border
if (c < this.gridCols - 1 && this.grid[r][c+1].regionId !== currentRegion) {
this.ctx.moveTo((c + 1) * this.nodeSize, r * this.nodeSize);
this.ctx.lineTo((c + 1) * this.nodeSize, (r + 1) * this.nodeSize);
}
// Bottom border
if (r < this.gridRows - 1 && this.grid[r+1][c].regionId !== currentRegion) {
this.ctx.moveTo(c * this.nodeSize, (r + 1) * this.nodeSize);
this.ctx.lineTo((c + 1) * this.nodeSize, (r + 1) * this.nodeSize);
}
}
}
this.ctx.stroke();
// 3. Draw Outer Border
this.ctx.strokeStyle = '#000';
this.ctx.lineWidth = 2;
this.ctx.strokeRect(0, 0, this.gridCols * this.nodeSize, this.gridRows * this.nodeSize);
}
private getNodeColor(node: FourColorNode): string {
switch (node.color) {
case 1: return '#FF5252'; // Red
case 2: return '#448AFF'; // Blue
case 3: return '#4CAF50'; // Green
case 4: return '#FFEB3B'; // Yellow
default: return 'white';
}
}
onMouseDown(event: MouseEvent): void {
const pos = this.getGridPos(event);
if (pos) this.handleInteraction(pos);
}
onMouseMove(event: MouseEvent): void {
if (event.buttons !== 1){
return;
}
this.getGridPos(event);
}
onTouchStart(event: TouchEvent): void {
event.preventDefault();
const touch = event.touches[0];
const pos = this.getGridPos(touch);
if (pos) this.handleInteraction(pos);
}
onTouchMove(event: TouchEvent): void {
event.preventDefault();
}
private getGridPos(event: MouseEvent | Touch): GridPos | null {
const rect = this.canvasRef.nativeElement.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
const col = Math.floor(x / (rect.width / this.gridCols));
const row = Math.floor(y / (rect.height / this.gridRows));
if (row >= 0 && row < this.gridRows && col >= 0 && col < this.gridCols) {
return {row, col};
}
return null;
}
private handleInteraction(pos: GridPos): void {
const node = this.grid[pos.row][pos.col];
if (node.regionId === -1){
return;
}
const region = this.regions[node.regionId];
region.color = (region.color % 4) + 1;
this.updateRegionColors(region);
this.checkSolution();
this.drawGrid();
}
private updateRegionColors(region: Region): void {
for (let row = 0; row < this.gridRows; row++) {
for (let col = 0; col < this.gridCols; col++) {
if (this.grid[row][col].regionId === region.id) {
this.grid[row][col].color = region.color;
}
}
}
}
resetColors(): void {
for (const region of this.regions) {
region.color = 0;
this.updateRegionColors(region);
}
this.solutionStatus = 'INCOMPLETE';
this.drawGrid();
}
autoSolve(): void {
const startTime = performance.now();
this.resetColors();
const success = this.backtrackSolve(0);
const endTime = performance.now();
this.executionTime = endTime - startTime;
if (success) {
this.checkSolution();
this.drawGrid();
} else {
const message = this.translate.instant('FOUR_COLOR.ALERT.NO_SOLUTION');
this.snackBar.open(message, 'ALERT');
}
}
private backtrackSolve(regionIndex: number): boolean {
if (regionIndex === this.regions.length) return true;
const region = this.regions[regionIndex];
const availableColors = [1, 2, 3, 4];
for (const color of availableColors) {
if (this.isColorValid(region, color)) {
region.color = color;
this.updateRegionColors(region);
if (this.backtrackSolve(regionIndex + 1)) {
return true;
}
region.color = 0;
//this.updateRegionColors(region);
}
}
return false;
}
private isColorValid(region: Region, color: number): boolean {
for (const neighborId of region.neighbors) {
if (this.regions[neighborId].color === color){
return false;
}
}
return true;
}
checkSolution(): void {
let allColored = true;
let hasConflicts = false;
for (const region of this.regions) {
if (region.color === 0) {
allColored = false;
}
if (region.color > 0 && !this.isColorValid(region, region.color)) {
hasConflicts = true;
}
}
if (hasConflicts) {
this.solutionStatus = allColored ? 'INVALID' : 'CONFLICTS';
} else {
this.solutionStatus = allColored ? 'SOLVED' : 'INCOMPLETE';
}
}
generateNewMap(): void {
this.initializeGrid();
}
}

View File

@@ -0,0 +1,18 @@
export interface FourColorNode {
row: number;
col: number;
regionId: number;
color: number;
}
export interface Region {
id: number;
color: number;
neighbors: Set<number>;
}
export const DEFAULT_GRID_ROWS = 25;
export const DEFAULT_GRID_COLS = 25;
export const MIN_GRID_SIZE = 20;
export const MAX_GRID_SIZE = 38;
export const MAX_GRID_PX = 600;

View File

@@ -1,12 +1,12 @@
<mat-card class="algo-container">
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'FRACTAL.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container">
<div class="controls-panel">
<mat-form-field appearance="fill">
<div class="flex flex-col mb-4">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<mat-form-field class="w-[200px]" appearance="fill">
<mat-label>{{ 'FRACTAL.ALGORITHM' | translate }}</mat-label>
<mat-select [value]="'Mandelbrot'" (selectionChange)="onAlgorithmChange($event.value)">
<mat-option value="Mandelbrot">Mandelbrot</mat-option>
@@ -15,7 +15,7 @@
<mat-option value="Newton">Newton</mat-option>
</mat-select>
</mat-form-field>
<mat-form-field appearance="fill">
<mat-form-field class="w-[200px]" appearance="fill">
<mat-label>{{ 'FRACTAL.COLOR_SCHEME' | translate }}</mat-label>
<mat-select [value]="'Blue-Gold'" (selectionChange)="onColorChanged($event.value)">
<mat-option value="Blue-Gold">Blue-Gold</mat-option>
@@ -29,7 +29,7 @@
<mat-icon>undo</mat-icon> {{ 'FRACTAL.RESET' | translate }}
</button>
</div>
<div class="zoom-controls" style="display: flex; align-items: center; gap: 10px;">
<div style="display: flex; align-items: center; gap: 10px;">
<mat-icon>zoom_out</mat-icon>
<ngx-slider [(value)]="sliderValue" [options]="options" (valueChange)="onSliderChange($event)" ></ngx-slider>
<mat-icon>zoom_in</mat-icon>

View File

@@ -1,11 +1,11 @@
<mat-card class="algo-container">
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'FRACTAL3D.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container">
<div class="controls-panel">
<div class="flex flex-col mb-4">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" (click)="onFractalTypeChange(0)">{{ 'FRACTAL3D.MANDELBULB' | translate }}</button>
<button matButton="filled" (click)="onFractalTypeChange(1)">{{ 'FRACTAL3D.MANDELBOX' | translate }}</button>
<button matButton="filled" (click)="onFractalTypeChange(2)">{{ 'FRACTAL3D.JULIA' | translate }}</button>

View File

@@ -1,10 +1,10 @@
<div class="algo-info">
<h3>{{ algorithmInformation.title | translate }}</h3>
<div class="mb-4 py-3 px-4 border border-[#ddd] rounded-lg">
<h3 class="m-0 mb-2">{{ algorithmInformation.title | translate }}</h3>
@if(algorithmInformation.entries && algorithmInformation.entries.length > 0){
@for (algo of algorithmInformation.entries; track algo)
{
<p>
<p class="my-2">
<strong>
@if(algo.translateName){
{{ algo.name | translate}}
@@ -20,7 +20,7 @@
@if (algorithmInformation.disclaimer !== '')
{
<p>
<p class="my-2">
<strong>{{ 'ALGORITHM.NOTE' | translate}}</strong> {{ algorithmInformation.disclaimer | translate}}
</p>
@if (algorithmInformation.disclaimerListEntry && algorithmInformation.disclaimerListEntry.length > 0)

View File

@@ -1,27 +1,27 @@
<mat-card class="algo-container">
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'LABYRINTH.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container">
<div class="controls-panel">
<div class="flex flex-col mb-4">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" [disabled]="isAnimationRunning()" (click)="visualize('dijkstra')">{{ 'PATHFINDING.DIJKSTRA' | translate }}</button>
<button matButton="filled" [disabled]="isAnimationRunning()" (click)="visualize('astar')">{{ 'PATHFINDING.ASTAR' | translate }}</button>
</div>
<div class="controls-panel">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" [disabled]="isAnimationRunning()" (click)="createRandom(true)">{{ 'LABYRINTH.PRIM' | translate }}</button>
<button matButton="filled" [disabled]="isAnimationRunning()" (click)="createRandom(false)">{{ 'LABYRINTH.KRUSKAL' | translate }}</button>
</div>
<div class="legend">
<span><span class="legend-color start"></span> {{ 'PATHFINDING.START_NODE' | translate }}</span>
<span><span class="legend-color end"></span> {{ 'PATHFINDING.END_NODE' | translate }}</span>
<span><span class="legend-color wall"></span> {{ 'PATHFINDING.WALL' | translate }}</span>
<span><span class="legend-color visited"></span> {{ 'PATHFINDING.VISITED' | translate }}</span>
<span><span class="legend-color path"></span> {{ 'PATHFINDING.PATH' | translate }}</span>
<div class="flex flex-wrap gap-4 items-center text-[0.9em]">
<span><span class="legend-swatch bg-green-600"></span> {{ 'PATHFINDING.START_NODE' | translate }}</span>
<span><span class="legend-swatch bg-red-600"></span> {{ 'PATHFINDING.END_NODE' | translate }}</span>
<span><span class="legend-swatch bg-black"></span> {{ 'PATHFINDING.WALL' | translate }}</span>
<span><span class="legend-swatch bg-sky-300"></span> {{ 'PATHFINDING.VISITED' | translate }}</span>
<span><span class="legend-swatch bg-[gold]"></span> {{ 'PATHFINDING.PATH' | translate }}</span>
</div>
<div class="controls-panel">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<p>{{ 'PATHFINDING.PATH_LENGTH' | translate }}: {{ pathLength }}</p>
<p>{{ 'PATHFINDING.EXECUTION_TIME' | translate }}: {{ executionTime | number:'1.2-2' }} ms</p>
</div>

View File

@@ -1,33 +1,33 @@
<mat-card class="algo-container">
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'PATHFINDING.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container">
<div class="controls-panel">
<div class="flex flex-col mb-4">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" (click)="visualize('dijkstra')">{{ 'PATHFINDING.DIJKSTRA' | translate }}</button>
<button matButton="filled" (click)="visualize('astar')">{{ 'PATHFINDING.ASTAR' | translate }}</button>
</div>
<div class="controls-panel">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" (click)="createCase({withWalls: true, scenario: 'normal'})">{{ 'PATHFINDING.NORMAL_CASE' | translate }}</button>
<button matButton="filled" (click)="createCase({withWalls: true, scenario: 'random'})">{{ 'PATHFINDING.RANDOM_CASE' | translate }}</button>
<button matButton="filled" (click)="createCase({withWalls: true, scenario: 'edge'})">{{ 'PATHFINDING.EDGE_CASE' | translate }}</button>
<button matButton="filled" (click)="createCase({withWalls: false, scenario: 'normal'})">{{ 'PATHFINDING.CLEAR_BOARD' | translate }}</button>
</div>
<div class="controls-panel">
<mat-button-toggle-group [(ngModel)]="selectedNodeType" aria-label="Node Type Selection">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<mat-button-toggle-group class="rounded overflow-hidden" [(ngModel)]="selectedNodeType" aria-label="Node Type Selection">
<mat-button-toggle [value]="NodeType.Start">{{ 'PATHFINDING.START_NODE' | translate }}</mat-button-toggle>
<mat-button-toggle [value]="NodeType.End">{{ 'PATHFINDING.END_NODE' | translate }}</mat-button-toggle>
<mat-button-toggle [value]="NodeType.Wall">{{ 'PATHFINDING.WALL' | translate }}</mat-button-toggle>
<mat-button-toggle [value]="NodeType.None">{{ 'PATHFINDING.CLEAR_NODE' | translate }}</mat-button-toggle>
</mat-button-toggle-group>
</div>
<div class="controls-panel">
<div class="input-container">
<mat-form-field appearance="outline" class="input-field">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<div class="flex gap-3 items-center flex-wrap">
<mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_HEIGHT' | translate }}</mat-label>
<input
matInput
@@ -38,7 +38,7 @@
(ngModelChange)="genericGridComponent.gridRows = gridRows; genericGridComponent.applyGridSize()"
/> </mat-form-field>
<mat-form-field appearance="outline" class="input-field">
<mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_WIDTH' | translate }}</mat-label>
<input
matInput
@@ -51,14 +51,14 @@
</div>
</div>
<div class="legend">
<span><span class="legend-color start"></span> {{ 'PATHFINDING.START_NODE' | translate }}</span>
<span><span class="legend-color end"></span> {{ 'PATHFINDING.END_NODE' | translate }}</span>
<span><span class="legend-color wall"></span> {{ 'PATHFINDING.WALL' | translate }}</span>
<span><span class="legend-color visited"></span> {{ 'PATHFINDING.VISITED' | translate }}</span>
<span><span class="legend-color path"></span> {{ 'PATHFINDING.PATH' | translate }}</span>
<div class="flex flex-wrap gap-4 items-center text-[0.9em]">
<span><span class="legend-swatch bg-green-600"></span> {{ 'PATHFINDING.START_NODE' | translate }}</span>
<span><span class="legend-swatch bg-red-600"></span> {{ 'PATHFINDING.END_NODE' | translate }}</span>
<span><span class="legend-swatch bg-black"></span> {{ 'PATHFINDING.WALL' | translate }}</span>
<span><span class="legend-swatch bg-sky-300"></span> {{ 'PATHFINDING.VISITED' | translate }}</span>
<span><span class="legend-swatch bg-[gold]"></span> {{ 'PATHFINDING.PATH' | translate }}</span>
</div>
<div class="controls-panel">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<p>{{ 'PATHFINDING.PATH_LENGTH' | translate }}: {{ pathLength }}</p>
<p>{{ 'PATHFINDING.EXECUTION_TIME' | translate }}: {{ executionTime | number:'1.2-2' }} ms</p>
</div>

View File

@@ -6,6 +6,7 @@ import {MatButtonModule} from '@angular/material/button';
import {MatButtonToggleModule} from '@angular/material/button-toggle';
import {MatFormFieldModule} from '@angular/material/form-field';
import {MatInputModule} from '@angular/material/input';
import {MatSnackBar} from '@angular/material/snack-bar';
import {TranslateModule, TranslateService} from '@ngx-translate/core';
@@ -27,7 +28,6 @@ enum NodeType {
@Component({
selector: 'app-pathfinding',
standalone: true,
imports: [
CommonModule,
FormsModule,
@@ -48,6 +48,7 @@ enum NodeType {
export class PathfindingComponent implements AfterViewInit {
private readonly pathfindingService = inject(PathfindingService);
private readonly translate = inject(TranslateService);
private readonly snackBar = inject(MatSnackBar);
readonly NodeType = NodeType;
readonly MIN_GRID_SIZE = MIN_GRID_SIZE;
@@ -483,7 +484,8 @@ export class PathfindingComponent implements AfterViewInit {
return true;
}
alert(this.translate.instant('PATHFINDING.ALERT.START_END_NODES'));
const message = this.translate.instant('PATHFINDING.ALERT.START_END_NODES');
this.snackBar.open(message, 'OK', { duration: 5000, horizontalPosition: 'center', verticalPosition: 'top' });
return false;
}

View File

@@ -0,0 +1,134 @@
/**
* GLSL shaders for pendulum rendering on WebGL.
* Replicates the visual output of the WGSL pendulum compute+fragment shaders.
* Uses a feedback texture (ping-pong) for trail persistence.
*
* Coordinate note: WGSL pixel buffer has Y=0 at top (screen space).
* GLSL UVs have Y=0 at bottom. We flip Y via (1.0 - uv.y) to match.
*/
export const PENDULUM_VERTEX_SHADER_GLSL = `
precision highp float;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUV;
void main() {
vUV = uv;
gl_Position = vec4(position, 1.0);
}
`;
/**
* Shader for the feedback pass: renders pendulum state to a render target texture.
* The R channel stores trail1 intensity, G stores trail2 intensity.
*/
export const PENDULUM_FEEDBACK_FRAGMENT_GLSL = `
precision highp float;
uniform vec2 resolution;
uniform float theta1;
uniform float theta2;
uniform float l1;
uniform float l2;
uniform float trailDecay;
uniform sampler2D previousFrame;
varying vec2 vUV;
void main() {
// Flip Y to match WGSL screen-space (Y=0 at top)
vec2 uv = vec2(vUV.x, 1.0 - vUV.y);
float aspect = resolution.x / resolution.y;
vec2 uvCorrected = vec2(uv.x * aspect, uv.y);
vec4 prev = texture2D(previousFrame, vUV);
float trail1 = prev.r * trailDecay;
float trail2 = prev.g * trailDecay;
vec2 origin = vec2(0.5 * aspect, 0.3);
float displayScale = 0.15;
vec2 p1 = origin + vec2(sin(theta1), cos(theta1)) * l1 * displayScale;
vec2 p2 = p1 + vec2(sin(theta2), cos(theta2)) * l2 * displayScale;
float dMass1 = length(uvCorrected - p1);
float dMass2 = length(uvCorrected - p2);
if (dMass1 < 0.02) {
trail1 = 1.0;
}
if (dMass2 < 0.02) {
trail2 = 1.0;
}
gl_FragColor = vec4(trail1, trail2, 0.0, 1.0);
}
`;
/**
* Display shader: reads trail data from feedback texture and renders final colors.
*/
export const PENDULUM_DISPLAY_FRAGMENT_GLSL = `
precision highp float;
uniform vec2 resolution;
uniform float theta1;
uniform float theta2;
uniform float l1;
uniform float l2;
uniform sampler2D trailTexture;
varying vec2 vUV;
float sdSegment(vec2 p, vec2 a, vec2 b) {
vec2 pa = p - a;
vec2 ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h);
}
void main() {
// Flip Y to match WGSL screen-space (Y=0 at top)
vec2 uv = vec2(vUV.x, 1.0 - vUV.y);
float aspect = resolution.x / resolution.y;
vec2 uvCorrected = vec2(uv.x * aspect, uv.y);
vec4 trailData = texture2D(trailTexture, vUV);
float trail1 = trailData.r;
float trail2 = trailData.g;
vec2 origin = vec2(0.5 * aspect, 0.3);
float displayScale = 0.15;
vec2 p1 = origin + vec2(sin(theta1), cos(theta1)) * l1 * displayScale;
vec2 p2 = p1 + vec2(sin(theta2), cos(theta2)) * l2 * displayScale;
float dLine1 = sdSegment(uvCorrected, origin, p1);
float dLine2 = sdSegment(uvCorrected, p1, p2);
float dMass1 = length(uvCorrected - p1);
float dMass2 = length(uvCorrected - p2);
vec3 bgColor = vec3(0.1, 0.1, 0.15);
vec3 mass1Color = vec3(1.0, 0.0, 0.0);
vec3 mass2Color = vec3(0.0, 1.0, 0.0);
vec3 line1Color = vec3(1.0, 1.0, 0.0);
vec3 line2Color = vec3(1.0, 0.0, 1.0);
vec3 finalColor = bgColor;
finalColor = mix(finalColor, mass1Color, clamp(trail1, 0.0, 1.0));
finalColor = mix(finalColor, mass2Color, clamp(trail2, 0.0, 1.0));
if (dMass1 >= 0.02 && dMass2 >= 0.02) {
if (dLine1 < 0.003) {
finalColor = line1Color;
} else if (dLine2 < 0.003) {
finalColor = line2Color;
}
}
gl_FragColor = vec4(finalColor, 1.0);
}
`;

View File

@@ -1,45 +1,45 @@
<mat-card class="algo-container">
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'PENDULUM.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container">
<div class="sliders-grid">
<div class="slider-item">
<p>{{ 'PENDULUM.TRAIL_DECAY_TIME' | translate }}</p>
<ngx-slider [(value)]="simParams.trailDecay" [options]="trailDecayOptions" ></ngx-slider>
<div class="flex flex-col mb-4">
<div class="grid grid-cols-2 tablet:grid-cols-1 tablet:gap-4 mb-6">
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.TRAIL_DECAY_TIME' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.trailDecay" [options]="trailDecayOptions" ></ngx-slider>
</div>
<div class="slider-item">
<p>{{ 'PENDULUM.ATTRACTION' | translate }}</p>
<ngx-slider [(value)]="simParams.g" [options]="gravityOptions" ></ngx-slider>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.ATTRACTION' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.g" [options]="gravityOptions" ></ngx-slider>
</div>
<div class="slider-item">
<p>{{ 'PENDULUM.L1_LENGTH' | translate }}</p>
<ngx-slider [(value)]="simParams.l1" [options]="lengthOptions" ></ngx-slider>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.L1_LENGTH' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.l1" [options]="lengthOptions" ></ngx-slider>
</div>
<div class="slider-item">
<p>{{ 'PENDULUM.L2_LENGTH' | translate }}</p>
<ngx-slider [(value)]="simParams.l2" [options]="lengthOptions" ></ngx-slider>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.L2_LENGTH' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.l2" [options]="lengthOptions" ></ngx-slider>
</div>
<div class="slider-item">
<p>{{ 'PENDULUM.M1_MASS' | translate }}</p>
<ngx-slider [(value)]="simParams.m1" [options]="massOptions" ></ngx-slider>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.M1_MASS' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.m1" [options]="massOptions" ></ngx-slider>
</div>
<div class="slider-item">
<p>{{ 'PENDULUM.M2_MASS' | translate }}</p>
<ngx-slider [(value)]="simParams.m2" [options]="massOptions" ></ngx-slider>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.M2_MASS' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.m2" [options]="massOptions" ></ngx-slider>
</div>
<div class="slider-item full-width">
<p>{{ 'PENDULUM.DAMPING' | translate }}</p>
<ngx-slider [(value)]="simParams.damping" [options]="dampingOptions" ></ngx-slider>
<div class="flex items-center gap-4 mr-4 col-span-full">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.DAMPING' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.damping" [options]="dampingOptions" ></ngx-slider>
</div>
</div>
<div class="actions-container">
<div class="flex flex-wrap gap-3 mb-4">
<button mat-raised-button color="primary" (click)="pushPendulum(true)">
{{ 'PENDULUM.POKE_M1' | translate }}
</button>
@@ -51,11 +51,11 @@
</button>
</div>
<div class="legend" style="margin-top: 10px">
<span><span class="legend-color L1"></span> L1</span>
<span><span class="legend-color L2"></span> L2</span>
<span><span class="legend-color M1"></span> M1</span>
<span><span class="legend-color M2"></span> M2</span>
<div class="flex flex-wrap gap-4 items-center text-[0.9em] mt-2.5">
<span><span class="legend-swatch bg-yellow-400"></span> L1</span>
<span><span class="legend-swatch bg-fuchsia-500"></span> L2</span>
<span><span class="legend-swatch bg-red-600"></span> M1</span>
<span><span class="legend-swatch bg-green-600"></span> M2</span>
</div>
</div>
<app-babylon-canvas

View File

@@ -1,41 +0,0 @@
.sliders-grid {
display: grid;
grid-template-columns: repeat(2, 1fr);
margin-bottom: 1.5rem;
.slider-item {
display: flex;
align-items: center;
gap: 1rem;
margin-right: 1rem;
p {
width: 100px;
flex-shrink: 0;
margin: 0;
font-size: 0.9rem;
}
ngx-slider {
flex-grow: 1;
}
&.full-width {
grid-column: 1 / -1;
}
}
}
.actions-container {
display: flex;
flex-wrap: wrap;
gap: 0.75rem;
margin-bottom: 1rem;
}
@media (max-width: 900px) {
.sliders-grid {
grid-template-columns: 1fr;
gap: 1rem;
}
}

View File

@@ -1,8 +1,7 @@
import {Component} from '@angular/core';
import {BabylonCanvas, RenderConfig, SceneEventData} from '../../../shared/components/render-canvas/babylon-canvas.component';
import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
import {ComputeShader, ShaderLanguage, StorageBuffer} from '@babylonjs/core';
import {PENDULUM_FRAGMENT_SHADER_WGSL, PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL, PENDULUM_RENDER_COMPUTE_SHADER_WGSL, PENDULUM_VERTEX_SHADER_WGSL} from './pendulum.shader';
import {FormsModule} from '@angular/forms';
import {NgxSliderModule, Options} from '@angular-slider/ngx-slider';
import {DEFAULT_DAMPING, DEFAULT_G, DEFAULT_L1_LENGTH, DEFAULT_M1_MASS, DEFAULT_L2_LENGTH, DEFAULT_M2_MASS, DEFAULT_TRAIL_DECAY, MAX_DAMPING, MAX_G, MAX_LENGTH, MAX_MASS, MAX_TRAIL_DECAY, MIN_DAMPING, MIN_G, MIN_LENGTH, MIN_MASS, MIN_TRAIL_DECAY, IMPULSE_M2, IMPULSE_M1} from './pendulum.model';
@@ -11,6 +10,9 @@ import {MatButton} from '@angular/material/button';
import {Information} from '../information/information';
import {AlgorithmInformation} from '../information/information.models';
import {UrlConstants} from '../../../constants/UrlConstants';
import {PendulumSimulationStrategy} from './strategies/pendulum-simulation.strategy';
import {PendulumGpuStrategy} from './strategies/pendulum-gpu.strategy';
import {PendulumCpuStrategy} from './strategies/pendulum-cpu.strategy';
@Component({
selector: 'app-pendulum',
@@ -31,7 +33,6 @@ import {UrlConstants} from '../../../constants/UrlConstants';
})
class PendulumComponent {
// --- CONFIGURATION ---
algoInformation: AlgorithmInformation = {
title: 'PENDULUM.EXPLANATION.TITLE',
entries: [
@@ -46,15 +47,9 @@ class PendulumComponent {
disclaimerListEntry: ['PENDULUM.EXPLANATION.DISCLAIMER_1', 'PENDULUM.EXPLANATION.DISCLAIMER_2', 'PENDULUM.EXPLANATION.DISCLAIMER_3', 'PENDULUM.EXPLANATION.DISCLAIMER_4']
};
renderConfig: RenderConfig = {
mode: '2D',
initialViewSize: 2,
shaderLanguage: ShaderLanguage.WGSL,
vertexShader: PENDULUM_VERTEX_SHADER_WGSL,
fragmentShader: PENDULUM_FRAGMENT_SHADER_WGSL,
uniformNames: [],
uniformBufferNames: []
initialViewSize: 2
};
trailDecayOptions: Options = {
@@ -107,7 +102,6 @@ class PendulumComponent {
hidePointerLabels: false
};
// Central management of physics parameters
readonly simParams = {
time: 0,
dt: 0.015,
@@ -123,6 +117,7 @@ class PendulumComponent {
};
private currentSceneData: SceneEventData | null = null;
private strategy: PendulumSimulationStrategy | null = null;
onSceneReady(event: SceneEventData) {
this.currentSceneData = event;
@@ -130,83 +125,34 @@ class PendulumComponent {
}
private createSimulation() {
if (!this.currentSceneData){
if (!this.currentSceneData) {
return;
}
const {engine, scene} = this.currentSceneData;
engine.resize();
const width = engine.getRenderWidth();
const height = engine.getRenderHeight();
const totalPixels = width * height;
const {engine, scene, gpuTier} = this.currentSceneData;
// --- 1. BUFFERS ---
const pixelBuffer = new StorageBuffer(engine, totalPixels * 4);
const stateBuffer = new StorageBuffer(engine, 4 * 4);
stateBuffer.update(new Float32Array([Math.PI / 4, Math.PI / 2, 0, 0])); // Initial angles
const paramsBuffer = new StorageBuffer(engine, 14 * 4);
const paramsData = new Float32Array(14);
// --- 2. SHADERS ---
const csPhysics = new ComputeShader("physics", engine,
{computeSource: PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL},
{bindingsMapping: {"state": {group: 0, binding: 0}, "p": {group: 0, binding: 1}}}
);
csPhysics.setStorageBuffer("state", stateBuffer);
csPhysics.setStorageBuffer("p", paramsBuffer);
const csRender = new ComputeShader("render", engine,
{computeSource: PENDULUM_RENDER_COMPUTE_SHADER_WGSL},
{bindingsMapping: {"pixelBuffer": {group: 0, binding: 0}, "p": {group: 0, binding: 1}, "state": {group: 0, binding: 2}}}
);
csRender.setStorageBuffer("pixelBuffer", pixelBuffer);
csRender.setStorageBuffer("p", paramsBuffer);
csRender.setStorageBuffer("state", stateBuffer);
// --- 3. MATERIAL ---
const plane = scene.getMeshByName("plane");
if (plane?.material) {
const mat = plane.material as any;
mat.setStorageBuffer("pixelBuffer", pixelBuffer);
mat.setStorageBuffer("p", paramsBuffer);
if (this.strategy) {
this.strategy.dispose();
}
//remove old observables if available
scene.onBeforeRenderObservable.clear();
// --- 4. RENDER LOOP ---
scene.onBeforeRenderObservable.add(() => {
this.strategy = gpuTier === 'webgpu'
? new PendulumGpuStrategy()
: new PendulumCpuStrategy();
this.strategy.init(scene, engine);
this.startParamUpdateLoop(scene);
}
private startParamUpdateLoop(scene: any): void {
scene.onAfterRenderObservable.clear();
scene.onAfterRenderObservable.add(() => {
this.simParams.time += this.simParams.dt;
const currentWidth = engine.getRenderWidth();
const currentHeight = engine.getRenderHeight();
// Fill parameter array (must match the exact order of the WGSL struct!)
paramsData[0] = currentWidth;
paramsData[1] = currentHeight;
paramsData[2] = this.simParams.time;
paramsData[3] = this.simParams.dt;
paramsData[4] = this.simParams.g;
paramsData[5] = this.simParams.m1;
paramsData[6] = this.simParams.m2;
paramsData[7] = this.simParams.l1;
paramsData[8] = this.simParams.l2;
paramsData[9] = this.simParams.damping;
paramsData[10] = this.simParams.trailDecay;
paramsData[11] = this.simParams.impulseM1;
paramsData[12] = this.simParams.impulseM2;
paramsData[13] = 0; // Pad
if (this.strategy) {
this.strategy.updateParams({...this.simParams});
}
this.resetImpulses();
paramsBuffer.update(paramsData);
// Trigger simulation and rendering
csPhysics.dispatch(1, 1, 1);
const dispatchCount = Math.ceil((currentWidth * currentHeight) / 64);
csRender.dispatch(dispatchCount, 1, 1);
});
}
@@ -221,8 +167,7 @@ class PendulumComponent {
}
pushPendulum(m1: boolean) {
if (m1)
{
if (m1) {
this.simParams.impulseM1 = IMPULSE_M1;
return;
}
@@ -235,6 +180,4 @@ class PendulumComponent {
}
}
export default PendulumComponent
export default PendulumComponent;

View File

@@ -0,0 +1,50 @@
/**
* CPU-side double pendulum physics mirroring PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL.
* Equations from: https://en.wikipedia.org/wiki/Double_pendulum
*/
export interface PendulumState {
theta1: number;
theta2: number;
v1: number;
v2: number;
}
export interface PendulumPhysicsParams {
dt: number;
g: number;
m1: number;
m2: number;
l1: number;
l2: number;
damping: number;
impulseM1: number;
impulseM2: number;
}
export function stepPendulumPhysics(state: PendulumState, params: PendulumPhysicsParams): void {
const t1 = state.theta1;
const t2 = state.theta2;
const v1 = state.v1;
const v2 = state.v2;
const deltaT = t1 - t2;
const num1 = -params.g * (2.0 * params.m1 + params.m2) * Math.sin(t1)
- params.m2 * params.g * Math.sin(t1 - 2.0 * t2)
- 2.0 * Math.sin(deltaT) * params.m2 * (v2 * v2 * params.l2 + v1 * v1 * params.l1 * Math.cos(deltaT));
const den1 = params.l1 * (2.0 * params.m1 + params.m2 - params.m2 * Math.cos(2.0 * deltaT));
const a1 = num1 / den1;
const num2 = 2.0 * Math.sin(deltaT) * (v1 * v1 * params.l1 * (params.m1 + params.m2) + params.g * (params.m1 + params.m2) * Math.cos(t1) + v2 * v2 * params.l2 * params.m2 * Math.cos(deltaT));
const den2 = params.l2 * (2.0 * params.m1 + params.m2 - params.m2 * Math.cos(2.0 * deltaT));
const a2 = num2 / den2;
const newV1 = (v1 + a1 * params.dt) * params.damping + params.impulseM1;
const newV2 = (v2 + a2 * params.dt) * params.damping + params.impulseM2;
state.v1 = newV1;
state.v2 = newV2;
state.theta1 = t1 + newV1 * params.dt;
state.theta2 = t2 + newV2 * params.dt;
}

View File

@@ -0,0 +1,134 @@
import {Constants, Engine, MeshBuilder, RenderTargetTexture, Scene, ShaderMaterial, Texture, Vector2, WebGPUEngine} from '@babylonjs/core';
import {PENDULUM_DISPLAY_FRAGMENT_GLSL, PENDULUM_FEEDBACK_FRAGMENT_GLSL, PENDULUM_VERTEX_SHADER_GLSL} from '../pendulum-glsl.shader';
import {PendulumState, stepPendulumPhysics} from './pendulum-cpu-physics';
import {PendulumSimParams, PendulumSimulationStrategy} from './pendulum-simulation.strategy';
export class PendulumCpuStrategy implements PendulumSimulationStrategy {
private scene: Scene | null = null;
private state: PendulumState = {theta1: Math.PI / 4, theta2: Math.PI / 2, v1: 0, v2: 0};
private params: PendulumSimParams | null = null;
private feedbackMaterial: ShaderMaterial | null = null;
private displayMaterial: ShaderMaterial | null = null;
private rttA: RenderTargetTexture | null = null;
private rttB: RenderTargetTexture | null = null;
private pingPong = false;
init(scene: Scene, engine: WebGPUEngine | Engine): void {
this.scene = scene;
const existingPlane = scene.getMeshByName("plane");
if (existingPlane) {
scene.removeMesh(existingPlane);
}
const width = engine.getRenderWidth();
const height = engine.getRenderHeight();
this.rttA = new RenderTargetTexture("rttA", {width, height}, scene, false, true, Constants.TEXTURETYPE_FLOAT);
this.rttB = new RenderTargetTexture("rttB", {width, height}, scene, false, true, Constants.TEXTURETYPE_FLOAT);
this.rttA.wrapU = Texture.CLAMP_ADDRESSMODE;
this.rttA.wrapV = Texture.CLAMP_ADDRESSMODE;
this.rttB.wrapU = Texture.CLAMP_ADDRESSMODE;
this.rttB.wrapV = Texture.CLAMP_ADDRESSMODE;
// Size 2 maps positions to -1..1 which fills clip space (vertex shader bypasses camera)
const feedbackPlane = MeshBuilder.CreatePlane("feedbackPlane", {size: 2}, scene);
feedbackPlane.alwaysSelectAsActiveMesh = true;
// Use layer mask to exclude from main scene rendering (only rendered via RTT)
feedbackPlane.layerMask = 0x10000000;
this.feedbackMaterial = new ShaderMaterial("feedbackMat", scene, {
vertexSource: PENDULUM_VERTEX_SHADER_GLSL,
fragmentSource: PENDULUM_FEEDBACK_FRAGMENT_GLSL
}, {
attributes: ["position", "uv"],
uniforms: ["resolution", "theta1", "theta2", "l1", "l2", "trailDecay"],
samplers: ["previousFrame"]
});
this.feedbackMaterial.backFaceCulling = false;
feedbackPlane.material = this.feedbackMaterial;
this.rttA.renderList!.push(feedbackPlane);
this.rttB.renderList!.push(feedbackPlane);
// Size 2 maps positions to -1..1 which fills clip space (vertex shader bypasses camera)
const displayPlane = MeshBuilder.CreatePlane("displayPlane", {size: 2}, scene);
displayPlane.alwaysSelectAsActiveMesh = true;
this.displayMaterial = new ShaderMaterial("displayMat", scene, {
vertexSource: PENDULUM_VERTEX_SHADER_GLSL,
fragmentSource: PENDULUM_DISPLAY_FRAGMENT_GLSL
}, {
attributes: ["position", "uv"],
uniforms: ["resolution", "theta1", "theta2", "l1", "l2"],
samplers: ["trailTexture"]
});
this.displayMaterial.backFaceCulling = false;
this.displayMaterial.disableDepthWrite = true;
displayPlane.material = this.displayMaterial;
// RTTs are rendered manually via writeTarget.render() -- do NOT add to customRenderTargets
this.startRenderLoop(scene, width, height);
}
updateParams(params: PendulumSimParams): void {
this.params = params;
}
dispose(): void {
if (this.scene) {
this.scene.onBeforeRenderObservable.clear();
}
this.rttA?.dispose();
this.rttB?.dispose();
this.feedbackMaterial?.dispose();
this.displayMaterial?.dispose();
this.scene = null;
}
private startRenderLoop(scene: Scene, width: number, height: number): void {
const resolution = new Vector2(width, height);
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
if (!this.params || !this.feedbackMaterial || !this.displayMaterial || !this.rttA || !this.rttB) {
return;
}
stepPendulumPhysics(this.state, {
dt: this.params.dt,
g: this.params.g,
m1: this.params.m1,
m2: this.params.m2,
l1: this.params.l1,
l2: this.params.l2,
damping: this.params.damping,
impulseM1: this.params.impulseM1,
impulseM2: this.params.impulseM2
});
const readTarget = this.pingPong ? this.rttA : this.rttB;
const writeTarget = this.pingPong ? this.rttB : this.rttA;
this.feedbackMaterial.setTexture("previousFrame", readTarget);
this.feedbackMaterial.setVector2("resolution", resolution);
this.feedbackMaterial.setFloat("theta1", this.state.theta1);
this.feedbackMaterial.setFloat("theta2", this.state.theta2);
this.feedbackMaterial.setFloat("l1", this.params.l1);
this.feedbackMaterial.setFloat("l2", this.params.l2);
this.feedbackMaterial.setFloat("trailDecay", this.params.trailDecay);
writeTarget.render();
this.displayMaterial.setTexture("trailTexture", writeTarget);
this.displayMaterial.setVector2("resolution", resolution);
this.displayMaterial.setFloat("theta1", this.state.theta1);
this.displayMaterial.setFloat("theta2", this.state.theta2);
this.displayMaterial.setFloat("l1", this.params.l1);
this.displayMaterial.setFloat("l2", this.params.l2);
this.pingPong = !this.pingPong;
});
}
}

View File

@@ -0,0 +1,112 @@
import {Camera, ComputeShader, Engine, MeshBuilder, Scene, ShaderLanguage, ShaderMaterial, StorageBuffer, WebGPUEngine} from '@babylonjs/core';
import {PENDULUM_FRAGMENT_SHADER_WGSL, PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL, PENDULUM_RENDER_COMPUTE_SHADER_WGSL, PENDULUM_VERTEX_SHADER_WGSL} from '../pendulum.shader';
import {PendulumSimParams, PendulumSimulationStrategy} from './pendulum-simulation.strategy';
export class PendulumGpuStrategy implements PendulumSimulationStrategy {
private scene: Scene | null = null;
private paramsData = new Float32Array(14);
private paramsBuffer: StorageBuffer | null = null;
init(scene: Scene, engine: WebGPUEngine | Engine): void {
this.scene = scene;
const gpuEngine = engine as WebGPUEngine;
gpuEngine.resize();
const width = gpuEngine.getRenderWidth();
const height = gpuEngine.getRenderHeight();
const totalPixels = width * height;
const pixelBuffer = new StorageBuffer(gpuEngine, totalPixels * 4);
const stateBuffer = new StorageBuffer(gpuEngine, 4 * 4);
stateBuffer.update(new Float32Array([Math.PI / 4, Math.PI / 2, 0, 0]));
this.paramsBuffer = new StorageBuffer(gpuEngine, 14 * 4);
const csPhysics = new ComputeShader("physics", gpuEngine,
{computeSource: PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL},
{bindingsMapping: {"state": {group: 0, binding: 0}, "p": {group: 0, binding: 1}}}
);
csPhysics.setStorageBuffer("state", stateBuffer);
csPhysics.setStorageBuffer("p", this.paramsBuffer);
const csRender = new ComputeShader("render", gpuEngine,
{computeSource: PENDULUM_RENDER_COMPUTE_SHADER_WGSL},
{bindingsMapping: {"pixelBuffer": {group: 0, binding: 0}, "p": {group: 0, binding: 1}, "state": {group: 0, binding: 2}}}
);
csRender.setStorageBuffer("pixelBuffer", pixelBuffer);
csRender.setStorageBuffer("p", this.paramsBuffer);
csRender.setStorageBuffer("state", stateBuffer);
// Create WGSL display plane and material
const displayMaterial = new ShaderMaterial("pendulumWgslMat", scene, {
vertexSource: PENDULUM_VERTEX_SHADER_WGSL,
fragmentSource: PENDULUM_FRAGMENT_SHADER_WGSL
}, {
attributes: ["position"],
uniforms: [],
storageBuffers: ["pixelBuffer", "p"],
shaderLanguage: ShaderLanguage.WGSL
});
displayMaterial.setStorageBuffer("pixelBuffer", pixelBuffer);
displayMaterial.setStorageBuffer("p", this.paramsBuffer);
displayMaterial.backFaceCulling = false;
displayMaterial.disableDepthWrite = true;
const plane = MeshBuilder.CreatePlane("pendulumPlane", {size: 100}, scene);
const camera = scene.activeCamera as Camera;
if (camera) {
plane.lookAt(camera.position);
}
plane.alwaysSelectAsActiveMesh = true;
plane.material = displayMaterial;
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
if (!this.paramsBuffer) {
return;
}
const currentWidth = gpuEngine.getRenderWidth();
const currentHeight = gpuEngine.getRenderHeight();
this.paramsData[0] = currentWidth;
this.paramsData[1] = currentHeight;
this.paramsBuffer.update(this.paramsData);
csPhysics.dispatch(1, 1, 1);
const dispatchCount = Math.ceil((currentWidth * currentHeight) / 64);
csRender.dispatch(dispatchCount, 1, 1);
});
}
updateParams(params: PendulumSimParams): void {
// paramsData[0] (width) and paramsData[1] (height) are set in the render loop
this.paramsData[2] = params.time;
this.paramsData[3] = params.dt;
this.paramsData[4] = params.g;
this.paramsData[5] = params.m1;
this.paramsData[6] = params.m2;
this.paramsData[7] = params.l1;
this.paramsData[8] = params.l2;
this.paramsData[9] = params.damping;
this.paramsData[10] = params.trailDecay;
this.paramsData[11] = params.impulseM1;
this.paramsData[12] = params.impulseM2;
this.paramsData[13] = 0;
}
dispose(): void {
if (this.scene) {
this.scene.onBeforeRenderObservable.clear();
const plane = this.scene.getMeshByName("pendulumPlane");
if (plane) {
this.scene.removeMesh(plane);
plane.dispose();
}
}
this.paramsBuffer = null;
this.scene = null;
}
}

View File

@@ -0,0 +1,21 @@
import {Engine, Scene, WebGPUEngine} from '@babylonjs/core';
export interface PendulumSimParams {
time: number;
dt: number;
g: number;
m1: number;
m2: number;
l1: number;
l2: number;
damping: number;
trailDecay: number;
impulseM1: number;
impulseM2: number;
}
export interface PendulumSimulationStrategy {
init(scene: Scene, engine: WebGPUEngine | Engine): void;
updateParams(params: PendulumSimParams): void;
dispose(): void;
}

View File

@@ -0,0 +1,80 @@
import { Injectable } from '@angular/core';
@Injectable({
providedIn: 'root'
})
export class SortingAudioService {
private audioContext: AudioContext | null = null;
private ensureContext(): AudioContext {
this.audioContext ??= new AudioContext();
if (this.audioContext.state === 'suspended') {
this.audioContext.resume();
}
return this.audioContext;
}
// Call this on the user gesture (button click) so the AudioContext can be created/resumed.
initOnUserGesture(): void {
this.ensureContext();
}
playTone(value: number, maxValue: number, animationSpeedMs: number): void {
const ctx = this.ensureContext();
const frequency = this.valueToFrequency(value, maxValue);
// Keep tone duration slightly shorter than the animation frame to avoid overlap
const duration = Math.min(0.1, (animationSpeedMs * 0.75) / 1000);
const oscillator = ctx.createOscillator();
const gainNode = ctx.createGain();
oscillator.connect(gainNode);
gainNode.connect(ctx.destination);
oscillator.type = 'sawtooth';
oscillator.frequency.setValueAtTime(frequency, ctx.currentTime);
gainNode.gain.setValueAtTime(0.15, ctx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + duration);
oscillator.start(ctx.currentTime);
oscillator.stop(ctx.currentTime + duration);
}
playSortedSweep(sortedValues: number[], maxValue: number): void {
const ctx = this.ensureContext();
// Play a quick ascending sweep through all sorted bar values
const step = Math.ceil(sortedValues.length / 40);
sortedValues.forEach((value, i) => {
if (i % step !== 0) {
return;
}
const delayMs = (i / step) * 18;
setTimeout(() => {
const frequency = this.valueToFrequency(value, maxValue);
const oscillator = ctx.createOscillator();
const gainNode = ctx.createGain();
oscillator.connect(gainNode);
gainNode.connect(ctx.destination);
oscillator.type = 'sine';
oscillator.frequency.setValueAtTime(frequency, ctx.currentTime);
gainNode.gain.setValueAtTime(0.15, ctx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + 0.06);
oscillator.start(ctx.currentTime);
oscillator.stop(ctx.currentTime + 0.06);
}, delayMs);
});
}
// Maps a bar value linearly to the frequency range 1801100 Hz (roughly 3 octaves)
private valueToFrequency(value: number, maxValue: number): number {
const minFreq = 400;
const maxFreq = 800;
return minFreq + (value / maxValue) * (maxFreq - minFreq);
}
}

View File

@@ -56,7 +56,7 @@ export class SortingService {
let start = -1;
let end = array.length-1;
let changed = false;
let changed: boolean;
do {
changed = false;
start += 1;
@@ -224,6 +224,103 @@ export class SortingService {
}
}
// --- TIM SORT ---
timSort(array: SortData[]): SortSnapshot[] {
const snapshots: SortSnapshot[] = [];
const arr = array.map(item => ({ ...item }));
const n = arr.length;
const RUN = 32;
snapshots.push(this.createSnapshot(arr));
// Step 1: Sort small runs with insertion sort
for (let i = 0; i < n; i += RUN) {
const end = Math.min(i + RUN - 1, n - 1);
this.insertionSortRange(arr, i, end, snapshots);
}
// Step 2: Merge the sorted runs
for (let size = RUN; size < n; size *= 2) {
for (let left = 0; left < n; left += 2 * size) {
const mid = Math.min(left + size - 1, n - 1);
const right = Math.min(left + 2 * size - 1, n - 1);
if (mid < right) {
this.mergeRanges(arr, left, mid, right, snapshots);
}
}
}
arr.forEach(item => item.state = 'sorted');
snapshots.push(this.createSnapshot(arr));
return snapshots;
}
private insertionSortRange(arr: SortData[], left: number, right: number, snapshots: SortSnapshot[]): void {
for (let i = left + 1; i <= right; i++) {
const tempValue = arr[i].value;
arr[i].state = 'comparing';
snapshots.push(this.createSnapshot(arr));
let j = i - 1;
while (j >= left && arr[j].value > tempValue) {
arr[j].state = 'comparing';
arr[j + 1].value = arr[j].value;
arr[j].state = 'unsorted';
snapshots.push(this.createSnapshot(arr));
j--;
}
arr[j + 1].value = tempValue;
arr[i].state = 'unsorted';
snapshots.push(this.createSnapshot(arr));
}
}
private mergeRanges(arr: SortData[], left: number, mid: number, right: number, snapshots: SortSnapshot[]): void {
const leftPart = arr.slice(left, mid + 1).map(item => ({ ...item }));
const rightPart = arr.slice(mid + 1, right + 1).map(item => ({ ...item }));
let i = 0;
let j = 0;
let k = left;
while (i < leftPart.length && j < rightPart.length) {
// Highlight the write target and the right-side source (arr[mid+1+j] is still
// untouched in the array since k never overtakes it during a merge)
const rightSourceIdx = mid + 1 + j;
arr[k].state = 'comparing';
arr[rightSourceIdx].state = 'comparing';
snapshots.push(this.createSnapshot(arr));
arr[rightSourceIdx].state = 'unsorted';
if (leftPart[i].value <= rightPart[j].value) {
arr[k].value = leftPart[i].value;
i++;
} else {
arr[k].value = rightPart[j].value;
j++;
}
arr[k].state = 'unsorted';
k++;
snapshots.push(this.createSnapshot(arr));
}
while (i < leftPart.length) {
arr[k].value = leftPart[i].value;
i++;
k++;
}
while (j < rightPart.length) {
arr[k].value = rightPart[j].value;
j++;
k++;
}
}
private swap(arr: SortData[], i: number, j: number) {
const temp = arr[i].value;
arr[i].value = arr[j].value;

View File

@@ -1,11 +1,11 @@
<mat-card class="algo-container sorting-card">
<mat-card class="w-full max-w-[1920px] p-[clamp(10px,3vw,20px)]">
<mat-card-header>
<mat-card-title>{{ 'SORTING.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="controls-panel">
<mat-form-field appearance="fill">
<div class="flex gap-[clamp(5px,2vw,10px)] mb-[clamp(10px,3vw,20px)] items-center flex-wrap mt-2.5 text-[0.9em]">
<mat-form-field class="w-[clamp(150px,20vw,200px)]" appearance="fill">
<mat-label>{{ 'SORTING.ALGORITHM' | translate }}</mat-label>
<mat-select [(ngModel)]="selectedAlgorithm">
@for (algo of algoInformation.entries; track algo.name) {
@@ -14,7 +14,7 @@
</mat-select>
</mat-form-field>
<mat-form-field appearance="outline">
<mat-form-field class="w-[clamp(150px,20vw,200px)]" appearance="outline">
<mat-label>{{ 'SORTING.ARRAY_SIZE' | translate }}</mat-label>
<input
matInput
@@ -27,7 +27,7 @@
/>
</mat-form-field>
</div>
<div class="controls-panel">
<div class="flex gap-[clamp(5px,2vw,10px)] mb-[clamp(10px,3vw,20px)] items-center flex-wrap">
<button mat-raised-button color="primary" (click)="startSorting()">
<mat-icon>play_arrow</mat-icon> {{ 'SORTING.START' | translate }}
</button>
@@ -37,19 +37,25 @@
<button mat-raised-button (click)="generateNewArray()">
<mat-icon>add_box</mat-icon> {{ 'SORTING.GENERATE_NEW_ARRAY' | translate }}
</button>
<button mat-raised-button (click)="toggleSound()">
<mat-icon>{{ isSoundEnabled ? 'volume_up' : 'volume_off' }}</mat-icon>
{{ isSoundEnabled ? ('SORTING.SOUND_OFF' | translate) : ('SORTING.SOUND_ON' | translate) }}
</button>
</div>
<div class="controls-panel">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<p>{{ 'SORTING.EXECUTION_TIME' | translate }}: {{ executionTime }} ms</p>
</div>
<div class="visualization-area">
<div class="flex items-end h-[clamp(200px,40vh,400px)] border-b border-app-fg mb-[clamp(10px,3vw,20px)] gap-px bg-card-bg">
@for (item of sortArray; track $index) {
<div
class="bar"
class="grow w-2.5 min-w-px transition-all duration-[50ms]"
[style.height.px]="item.value * 3"
[class.unsorted]="item.state === 'unsorted'"
[class.comparing]="item.state === 'comparing'"
[class.sorted]="item.state === 'sorted'"
[ngClass]="{
'bg-[#424242]': item.state === 'unsorted',
'bg-[#ffeb3b]': item.state === 'comparing',
'bg-[#4caf50]': item.state === 'sorted'
}"
></div>
}
</div>

View File

@@ -7,6 +7,7 @@ import {MatButtonModule} from "@angular/material/button";
import {MatIconModule} from "@angular/material/icon";
import {TranslateModule} from "@ngx-translate/core";
import { SortingService } from './service/sorting.service';
import { SortingAudioService } from './service/sorting-audio.service';
import {SortData, SortSnapshot} from './sorting.models';
import { FormsModule } from '@angular/forms';
import {MatInput} from '@angular/material/input';
@@ -15,14 +16,14 @@ import {AlgorithmInformation} from '../information/information.models';
import {Information} from '../information/information';
@Component({
selector: 'app-sorting',
standalone: true,
imports: [CommonModule, MatCardModule, MatFormFieldModule, MatSelectModule, MatButtonModule, MatIconModule, TranslateModule, FormsModule, MatInput, Information],
templateUrl: './sorting.component.html',
styleUrls: ['./sorting.component.scss']
styleUrl: './sorting.component.scss'
})
export class SortingComponent implements OnInit {
private readonly sortingService: SortingService = inject(SortingService);
private readonly audioService: SortingAudioService = inject(SortingAudioService);
private readonly cdr: ChangeDetectorRef = inject(ChangeDetectorRef);
readonly MAX_ARRAY_SIZE: number = 200;
@@ -50,6 +51,11 @@ export class SortingComponent implements OnInit {
name: 'Heap Sort',
description: 'SORTING.EXPLANATION.HEAP_SORT_EXPLANATION',
link: UrlConstants.HEAP_SORT_WIKI
},
{
name: 'Tim Sort',
description: 'SORTING.EXPLANATION.TIMSORT_EXPLANATION',
link: UrlConstants.TIM_SORT_WIKI
}
],
disclaimer: 'SORTING.EXPLANATION.DISCLAIMER',
@@ -66,9 +72,10 @@ export class SortingComponent implements OnInit {
unsortedArrayCopy: SortData[] = [];
arraySize = 50;
maxArrayValue = 100;
animationSpeed = 50; // Milliseconds per step
animationSpeed = 100; // Milliseconds per step
selectedAlgorithm: string = this.algoInformation.entries[0].name;
executionTime = 0;
isSoundEnabled = false;
ngOnInit(): void {
this.generateNewArray();
@@ -113,8 +120,14 @@ export class SortingComponent implements OnInit {
}
}
toggleSound(): void {
this.isSoundEnabled = !this.isSoundEnabled;
}
async startSorting(): Promise<void> {
this.resetSorting();
// Init the AudioContext on this user gesture so the browser allows sound
this.audioService.initOnUserGesture();
const startTime = performance.now();
let snapshots: SortSnapshot[] = [];
@@ -131,6 +144,9 @@ export class SortingComponent implements OnInit {
case 'Cocktail Sort':
snapshots = this.sortingService.cocktailSort(this.sortArray);
break;
case 'Tim Sort':
snapshots = this.sortingService.timSort(this.sortArray);
break;
}
const endTime = performance.now();
@@ -149,11 +165,22 @@ export class SortingComponent implements OnInit {
}
}
if (this.isSoundEnabled) {
// Play a tone for each comparing bar (max 2 at once to avoid noise)
snapshot.array
.filter(item => item.state === 'comparing')
.slice(0, 2)
.forEach(item => this.audioService.playTone(item.value, this.maxArrayValue, this.animationSpeed));
}
this.cdr.detectChanges();
if (index === snapshots.length - 1) {
this.sortArray.forEach(item => item.state = 'sorted');
this.cdr.detectChanges();
if (this.isSoundEnabled) {
this.audioService.playSortedSweep(this.sortArray.map(item => item.value), this.maxArrayValue);
}
}
}, index * this.animationSpeed);

View File

@@ -1,9 +1,9 @@
<section class="imprint">
<mat-card class="imprint-card">
<h2 class="imprint-title">{{ 'IMPRINT.TITLE' | translate }}</h2>
<section class="grid gap-fluid-md max-w-app mx-4 mt-auto">
<mat-card class="p-fluid-md">
<h2 class="m-0 mb-4 text-[clamp(1rem,3vw,1.2rem)] font-semibold">{{ 'IMPRINT.TITLE' | translate }}</h2>
<div class="imprint-section">
<p class="imprint-label">{{ 'IMPRINT.PARAGRAPH' | translate }}</p>
<div class="grid gap-1 mb-4">
<p class="text-xs tracking-[0.04em] uppercase opacity-70 m-0">{{ 'IMPRINT.PARAGRAPH' | translate }}</p>
<p>
Andreas Dahm<br />
@@ -13,8 +13,8 @@
</p>
</div>
<div class="imprint-section">
<p class="imprint-label">{{ 'IMPRINT.CONTACT' | translate }}</p>
<div class="grid gap-1 mb-4">
<p class="text-xs tracking-[0.04em] uppercase opacity-70 m-0">{{ 'IMPRINT.CONTACT' | translate }}</p>
<p>
E-Mail:
<a href="mailto:andreas&#46;dahm&#64;gmail&#46;com">

View File

@@ -1,38 +1,38 @@
<h2 mat-dialog-title>{{ project.title | translate }}</h2>
<mat-dialog-content #dialogContent>
<div class="project-dialog-layout">
<div class="project-info">
<p class="introduction">{{ project.introduction | translate }}</p>
<div class="flex flex-col gap-6">
<div>
<p class="text-lg leading-relaxed opacity-90 mb-4">{{ project.introduction | translate }}</p>
<div class="features-list">
<ul>
<div class="mb-6">
<ul class="pl-5">
@for(bullet of project.bulletPoints; track bullet) {
<li>{{ bullet | translate }}</li>
<li class="mb-2">{{ bullet | translate }}</li>
}
</ul>
</div>
<div class="insight-grid">
<div class="insight-card technical">
<div class="insight-header">
<mat-icon>settings_suggest</mat-icon>
<h3>{{ 'PROJECTS.SECTION.TECHNICAL' | translate }}</h3>
<div class="grid grid-cols-[repeat(auto-fit,minmax(300px,1fr))] sm-dialog:grid-cols-1 gap-4 mb-4">
<div class="p-5 rounded-xl bg-black/[.03] border border-black/[.05] dark:bg-white/[.05] dark:border-white/10">
<div class="flex items-center gap-3 mb-3 text-link">
<mat-icon class="!text-[24px] !w-6 !h-6">settings_suggest</mat-icon>
<h3 class="m-0 text-sm uppercase tracking-wider font-semibold">{{ 'PROJECTS.SECTION.TECHNICAL' | translate }}</h3>
</div>
<ul>
<ul class="m-0 pl-5 text-[0.95rem] leading-relaxed opacity-85">
@for(challenge of project.challenges; track challenge) {
<li>{{ challenge | translate }}</li>
<li class="mb-1">{{ challenge | translate }}</li>
}
</ul>
</div>
<div class="insight-card softskills">
<div class="insight-header">
<mat-icon>psychology</mat-icon>
<h3>{{ 'PROJECTS.SECTION.LEARNINGS' | translate }}</h3>
<div class="p-5 rounded-xl bg-black/[.03] border border-black/[.05] dark:bg-white/[.05] dark:border-white/10">
<div class="flex items-center gap-3 mb-3 text-link">
<mat-icon class="!text-[24px] !w-6 !h-6">psychology</mat-icon>
<h3 class="m-0 text-sm uppercase tracking-wider font-semibold">{{ 'PROJECTS.SECTION.LEARNINGS' | translate }}</h3>
</div>
<ul>
<ul class="m-0 pl-5 text-[0.95rem] leading-relaxed opacity-85">
@for(learning of project.learnings; track learning) {
<li>{{ learning | translate }}</li>
<li class="mb-1">{{ learning | translate }}</li>
}
</ul>
</div>
@@ -41,14 +41,14 @@
@if (project.images.length > 0)
{
<div class="media-section">
<swiper-container class="my-swiper" [attr.slides-per-view]="1" [attr.space-between]="12" [attr.navigation]="true"
<div class="my-4 rounded-xl overflow-hidden bg-black">
<swiper-container class="my-swiper rounded-xl" [attr.slides-per-view]="1" [attr.space-between]="12" [attr.navigation]="true"
[attr.pagination]="true" [attr.keyboard]="true" style="width: 100%;">
@for (img of project.images; track img) {
<swiper-slide>
<img class="slide-img" [src]="img.url" [alt]="project.title | translate" />
<swiper-slide class="rounded-xl overflow-hidden flex flex-col bg-[#222]">
<img class="w-full h-auto !max-h-[clamp(300px,60vh,512px)] object-contain block shrink-0" [src]="img.url" [alt]="project.title | translate" />
@if (img.source) {
<div class="slide-source">
<div class="text-xs text-[#aaa] bg-[#2a2a2a] p-2 text-right border-t border-[#444]">
{{ img.source }}
</div>
}
@@ -58,8 +58,8 @@
</div>
}
<div class="footer-details">
<div class="tech-stack">
<div class="flex flex-col gap-4 pt-4 border-t border-black/10 dark:border-white/10">
<div class="flex flex-wrap">
<mat-chip-set aria-label="Technologies">
@for(tech of project.technologies; track tech) {
<mat-chip>{{tech}}</mat-chip>
@@ -67,7 +67,7 @@
</mat-chip-set>
</div>
<div class="link-section">
<div class="flex flex-wrap gap-fluid-sm mt-6">
@for(link of project.links; track link)
{
<a mat-button href="{{link.url}}" target="_blank" rel="noopener noreferrer">

View File

@@ -1,117 +0,0 @@
.project-dialog-layout {
display: flex;
flex-direction: column;
gap: 1.5rem;
}
.introduction {
font-size: 1.1rem;
line-height: 1.6;
opacity: 0.9;
margin-bottom: 1rem;
}
.features-list {
margin-bottom: 1.5rem;
ul {
padding-left: 1.2rem;
li {
margin-bottom: 0.5rem;
}
}
}
.insight-grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(300px, 1fr));
gap: 1rem;
margin-bottom: 1rem;
}
.insight-card {
padding: 1.25rem;
border-radius: 12px;
background: rgba(0, 0, 0, 0.03);
border: 1px solid rgba(0, 0, 0, 0.05);
.insight-header {
display: flex;
align-items: center;
gap: 0.75rem;
margin-bottom: 0.75rem;
color: var(--link-color);
mat-icon {
font-size: 24px;
width: 24px;
height: 24px;
}
h3 {
margin: 0;
font-size: 0.9rem;
text-transform: uppercase;
letter-spacing: 0.05em;
font-weight: 600;
}
}
ul {
margin: 0;
padding-left: 1.2rem;
font-size: 0.95rem;
line-height: 1.5;
opacity: 0.85;
li {
margin-bottom: 0.4rem;
}
}
}
.dark .insight-card {
background: rgba(255, 255, 255, 0.05);
border-color: rgba(255, 255, 255, 0.1);
}
.media-section {
margin: 1rem 0;
border-radius: 12px;
overflow: hidden;
background: #000;
}
.footer-details {
display: flex;
flex-direction: column;
gap: 1rem;
padding-top: 1rem;
border-top: 1px solid rgba(0, 0, 0, 0.1);
}
.dark .footer-details {
border-top-color: rgba(255, 255, 255, 0.1);
}
.tech-stack {
display: flex;
flex-wrap: wrap;
}
.link-section {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
a {
display: inline-flex;
align-items: center;
gap: 0.5rem;
}
}
@media (max-width: 600px) {
.insight-grid {
grid-template-columns: 1fr;
}
}

View File

@@ -15,8 +15,7 @@ import {MatButton} from '@angular/material/button';
@Component({
selector: 'app-project-dialog',
templateUrl: './project-dialog.component.html',
styleUrls: ['./project-dialog.component.scss'],
standalone: true,
styleUrl: './project-dialog.component.scss',
imports: [
MatDialogTitle,
MatDialogContent,

View File

@@ -1,52 +1,52 @@
<div class="card-grid">
<div class="grid gap-fluid-md grid-cols-[repeat(auto-fill,minmax(min(100%,450px),1fr))] max-w-app mx-4 mt-auto">
@if (featuredProject(); as project) {
<mat-card class="project-card featured">
<mat-card-header>
<mat-card class="card-gradient-bar transition-transform duration-200 ease-in-out flex flex-col h-full col-span-full hover:-translate-y-[5px] hover:shadow-[0_4px_20px_rgba(0,0,0,0.15)]">
<mat-card-header class="pb-4">
<mat-card-title>{{ project.title | translate }}</mat-card-title>
<mat-card-subtitle>{{ project.shortDescription | translate }}</mat-card-subtitle>
</mat-card-header>
@if(project.images.length > 0) {
<img mat-card-image [src]="project.images[0].url" [alt]="project.title | translate">
<img mat-card-image class="w-full h-[clamp(150px,25vw,250px)] object-cover" [src]="project.images[0].url" [alt]="project.title | translate">
} @else {
<div class="icon-container">
<mat-icon class="fallback-icon">{{ project.icon }}</mat-icon>
<div class="flex justify-center items-center h-[clamp(150px,20vw,200px)] bg-[#f0f0f0]">
<mat-icon class="text-[clamp(3rem,8vw,4rem)] w-[clamp(3rem,8vw,4rem)] h-[clamp(3rem,8vw,4rem)] text-[#666]">{{ project.icon }}</mat-icon>
</div>
}
<mat-card-content>
<mat-card-content class="grow pt-4 pb-4">
<p>{{ project.introduction | translate }}</p>
<mat-chip-set aria-label="Technologies">
<mat-chip-set class="pt-fluid-sm" aria-label="Technologies">
@for(tech of project.technologies; track tech) {
<mat-chip>{{tech}}</mat-chip>
}
</mat-chip-set>
</mat-card-content>
<mat-card-actions>
<mat-card-actions class="mt-auto">
<button mat-button (click)="openProjectDialog(project)">{{ 'PROJECTS.READ_MORE' | translate }}</button>
</mat-card-actions>
</mat-card>
}
@for (project of otherProjects(); track project) {
<mat-card class="project-card">
<mat-card-header>
<mat-card class="card-gradient-bar transition-transform duration-200 ease-in-out flex flex-col h-full hover:-translate-y-[5px] hover:shadow-[0_4px_20px_rgba(0,0,0,0.15)]">
<mat-card-header class="pb-4">
<mat-card-title>{{ project.title | translate }}</mat-card-title>
</mat-card-header>
@if(project.images.length > 0) {
<img mat-card-image [src]="project.images[0].url" [alt]="project.title | translate">
<img mat-card-image class="w-full h-[clamp(150px,25vw,250px)] object-cover" [src]="project.images[0].url" [alt]="project.title | translate">
} @else {
<div class="icon-container">
<mat-icon class="fallback-icon">{{ project.icon }}</mat-icon>
<div class="flex justify-center items-center h-[clamp(150px,20vw,200px)] bg-[#f0f0f0]">
<mat-icon class="text-[clamp(3rem,8vw,4rem)] w-[clamp(3rem,8vw,4rem)] h-[clamp(3rem,8vw,4rem)] text-[#666]">{{ project.icon }}</mat-icon>
</div>
}
<mat-card-content>
<mat-card-content class="grow pt-4 pb-4">
<p>{{ project.shortDescription | translate }}</p>
<mat-chip-set aria-label="Technologies">
<mat-chip-set class="pt-fluid-sm" aria-label="Technologies">
@for(tech of project.technologies; track tech) {
<mat-chip>{{tech}}</mat-chip>
}
</mat-chip-set>
</mat-card-content>
<mat-card-actions>
<mat-card-actions class="mt-auto">
<button mat-button (click)="openProjectDialog(project)">{{ 'PROJECTS.READ_MORE' | translate }}</button>
</mat-card-actions>
</mat-card>

View File

@@ -34,7 +34,6 @@ export interface Projects {
@Component({
selector: 'app-projects',
standalone: true,
imports: [
MatCardModule,
MatChipsModule,

View File

@@ -0,0 +1,55 @@
import {Injectable, signal} from '@angular/core';
export type GpuTier = 'webgpu' | 'webgl' | 'none';
@Injectable({providedIn: 'root'})
export class GpuCapabilityService {
private cachedTier: GpuTier | null = null;
readonly tier = signal<GpuTier | null>(null);
async detect(): Promise<GpuTier> {
if (this.cachedTier) {
return this.cachedTier;
}
const result = await this.probe();
this.cachedTier = result;
this.tier.set(result);
return result;
}
private async probe(): Promise<GpuTier> {
if (await this.isWebGpuAvailable()) {
return 'webgpu';
}
if (this.isWebGlAvailable()) {
return 'webgl';
}
return 'none';
}
private async isWebGpuAvailable(): Promise<boolean> {
if (!navigator.gpu) {
return false;
}
try {
const adapter = await navigator.gpu.requestAdapter();
return adapter !== null;
} catch {
return false;
}
}
private isWebGlAvailable(): boolean {
try {
const canvas = document.createElement('canvas');
const context = canvas.getContext('webgl2');
return context !== null;
} catch {
return false;
}
}
}

View File

@@ -10,10 +10,9 @@ export class LanguageService {
readonly lang = signal<Lang>(this.getInitial());
constructor() {
this.translate.addLangs(['de', 'en']);
this.translate.setFallbackLang('en');
this.lang.set(this.getInitial());
this.use(this.lang());
// translate service lang and fallback are already configured via provideTranslateService in app.config
// just ensure the stored preference is active on startup
this.translate.use(this.lang());
}
use(l: Lang) {

View File

@@ -1,26 +0,0 @@
import { Injectable, NgZone, signal } from '@angular/core';
import {LocalStoreConstants} from '../constants/LocalStoreConstants';
@Injectable({ providedIn: 'root' })
export class ReloadService {
private readonly _reloadTick = signal(0);
readonly reloadTick = this._reloadTick.asReadonly();
private readonly _languageChangedTick = signal(0);
readonly languageChangedTick = this._languageChangedTick.asReadonly();
private informListeners(e: StorageEvent, zone: NgZone) {
if (e.key === LocalStoreConstants.LANGUAGE_KEY) {
zone.run(() => this._languageChangedTick.update(v => v + 1));
}
}
bumpLanguageChanged(): void {
this._reloadTick.update(v => v + 1);
localStorage.setItem(LocalStoreConstants.RELOAD_ALL_LANG_LISTENER_KEY, String(Date.now()));
}
}

View File

@@ -1,3 +1,5 @@
<div class="canvas-container">
<canvas #gridCanvas></canvas>
<div class="flex justify-center items-center w-full max-w-[1000px] mx-auto">
<canvas #gridCanvas
class="block w-full h-auto aspect-square min-w-[200px] max-w-[1000px] touch-none rounded-[clamp(10px,2vw,20px)] outline-none">
</canvas>
</div>

View File

@@ -5,7 +5,6 @@ export interface GridPos { row: number; col: number }
@Component({
selector: 'app-generic-grid',
standalone: true,
imports: [CommonModule],
templateUrl: './generic-grid.html',
styleUrl: './generic-grid.scss',
@@ -36,7 +35,7 @@ export class GenericGridComponent implements AfterViewInit {
grid: any[][] = [];
isDrawing = false;
private lastCell: GridPos | null = null;
protected lastCell: GridPos | null = null;
ngAfterViewInit(): void {
this.ctx = this.getContextOrThrow();

View File

@@ -7,9 +7,3 @@
z-index: -1;
pointer-events: none;
}
canvas {
display: block;
width: 100%;
height: 100%;
border-width: 0;
}

View File

@@ -1,3 +1,5 @@
<div class="canvas-container">
<canvas #renderCanvas></canvas>
<div class="flex justify-center items-center w-full max-w-[1000px] mx-auto">
<canvas #renderCanvas
class="block w-full h-auto aspect-square min-w-[200px] max-w-[1000px] touch-none rounded-[clamp(10px,2vw,20px)] outline-none">
</canvas>
</div>

View File

@@ -1,5 +1,8 @@
import {AfterViewInit, Component, ElementRef, EventEmitter, inject, Input, NgZone, OnDestroy, Output, ViewChild} from '@angular/core';
import {ArcRotateCamera, Camera, MeshBuilder, Scene, ShaderLanguage, ShaderMaterial, Vector2, Vector3, WebGPUEngine} from '@babylonjs/core';
import {MatSnackBar} from '@angular/material/snack-bar';
import {TranslateService} from '@ngx-translate/core';
import {ArcRotateCamera, Camera, Engine, MeshBuilder, Scene, ShaderLanguage, ShaderMaterial, Vector2, Vector3, WebGPUEngine} from '@babylonjs/core';
import {GpuCapabilityService, GpuTier} from '../../../service/gpu-capability.service';
export interface RenderConfig {
mode: '2D' | '3D';
@@ -15,7 +18,8 @@ export type RenderCallback = (material: ShaderMaterial, camera: Camera, canvas:
export interface SceneEventData {
scene: Scene;
engine: WebGPUEngine;
engine: WebGPUEngine | Engine;
gpuTier: GpuTier;
}
@Component({
@@ -26,6 +30,9 @@ export interface SceneEventData {
})
export class BabylonCanvas implements AfterViewInit, OnDestroy {
readonly ngZone = inject(NgZone);
private readonly snackBar = inject(MatSnackBar);
private readonly translate = inject(TranslateService);
private readonly gpuCapability = inject(GpuCapabilityService);
@ViewChild('renderCanvas', { static: true }) canvasRef!: ElementRef<HTMLCanvasElement>;
@@ -34,11 +41,13 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
@Output() sceneReady = new EventEmitter<SceneEventData>();
@Output() sceneResized = new EventEmitter<SceneEventData>();
@Output() engineUnavailable = new EventEmitter<{ reason: string }>();
private engine!: WebGPUEngine;
private engine!: WebGPUEngine | Engine;
private scene!: Scene;
private shaderMaterial!: ShaderMaterial;
private camera!: Camera;
private gpuTier: GpuTier = 'none';
//Listener
private readonly resizeHandler = () => this.handleResize();
@@ -52,19 +61,51 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
window.removeEventListener('resize', this.resizeHandler);
const canvas = this.canvasRef?.nativeElement;
if (canvas) {
canvas.removeEventListener('wheel', this.wheelHandler);
}
canvas?.removeEventListener('wheel', this.wheelHandler);
if (this.engine) {
this.engine.dispose();
}
this.engine?.dispose();
}
private async initBabylon(): Promise<void> {
const canvas = this.canvasRef.nativeElement;
this.engine = new WebGPUEngine(canvas);
await this.engine.initAsync().then(() => {
const tier = await this.gpuCapability.detect();
this.gpuTier = tier;
if (tier === 'webgpu') {
await this.initWebGpuEngine(canvas);
return;
}
if (tier === 'webgl') {
this.showSnackBar('GPU.WEBGL_FALLBACK');
this.initWebGlEngine(canvas);
return;
}
this.showSnackBar('GPU.NOT_SUPPORTED');
this.engineUnavailable.emit({reason: 'no_gpu'});
}
private async initWebGpuEngine(canvas: HTMLCanvasElement): Promise<void> {
const tmpEngine = new WebGPUEngine(canvas);
try {
await tmpEngine.initAsync();
this.engine = tmpEngine;
this.setupScene(canvas);
} catch {
this.showSnackBar('GPU.WEBGL_FALLBACK');
this.gpuTier = 'webgl';
this.initWebGlEngine(canvas);
}
}
private initWebGlEngine(canvas: HTMLCanvasElement): void {
this.engine = new Engine(canvas, true);
this.setupScene(canvas);
}
private setupScene(canvas: HTMLCanvasElement): void {
this.scene = new Scene(this.engine);
this.setupCamera(canvas);
this.addListener(canvas);
@@ -72,10 +113,15 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
this.createFullScreenRect();
this.sceneReady.emit({
scene: this.scene,
engine: this.engine
engine: this.engine,
gpuTier: this.gpuTier
});
this.addRenderLoop(canvas);
});
}
private showSnackBar(translationKey: string): void {
const message = this.translate.instant(translationKey);
this.snackBar.open(message, 'OK', {duration: 8000, horizontalPosition: 'center', verticalPosition: 'top'});
}
private addListener(canvas: HTMLCanvasElement) {
@@ -191,7 +237,8 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
this.sceneResized?.emit({
scene: this.scene,
engine: this.engine
engine: this.engine,
gpuTier: this.gpuTier
});
}
}

View File

@@ -33,9 +33,11 @@
"EDUCATION": "Ausbildung"
},
"SKILLS": {
"JAVA": "Java 8/21+",
"SPRING": "Spring Boot 2/3",
"ANGULAR": "Angular 19+",
"JAVA": "Java",
"SPRING": "Spring Boot",
"ANGULAR": "Angular",
"VUE": "Vue.js",
"REACT": "React",
"DOCKER": "Docker",
"UNITY": "Unity",
"PYTHON": "Python",
@@ -63,8 +65,13 @@
"XP": {
"COMPANY9": {
"COMPANY": "ColorDigital GmbH",
"ROLE": "Senior Software Engineer",
"TIME": "März 2026 heute"
"ROLE": "Senior Software Engineer - DMIxOS Team",
"TIME": "März 2026 heute",
"HIGHLIGHTS": {
"P1": "Konzeption und Implementierung der zentralen Cloud-Architektur.",
"P2": "Full-Stack-Entwicklung und Optimierung neuer sowie bestehender Systemkomponenten.",
"P3": "Technische Integration von Partnerunternehmen an das eigene Ökosystem."
}
},
"COMPANY8": {
"COMPANY": "Teraport GmbH",
@@ -203,7 +210,7 @@
},
"TRIBBLE": {
"TITLE": "Homeserver 'Tribble'",
"DESCRIPTION": "In diesem Projekt geht es um die Einrichtung und Wartung meines eigenen Homeservers. Er betreibt mehrere Docker-Container wie Gitea, Jellyfin und mehr. Es ist eine großartige Lernerfahrung im Bereich Self-Hosting und Systemadministration.",
"DESCRIPTION": "In diesem Projekt geht es um die Einrichtung und Wartung meines eigenen Homeservers. Er betreibt mehrere Docker-Container wie Gitea, Jellyfin and more. Es ist eine großartige Lernerfahrung im Bereich Self-Hosting und Systemadministration.",
"LINK_INTERNAL": "Projektdetails",
"HIGHLIGHTS": {
"P1": "Self-Hosting verschiedener Dienste mit Docker.",
@@ -266,7 +273,7 @@
"BULLET_1": "Entwicklung mit Angular 19+ und Material Design.",
"BULLET_2": "Implementierung performanter Visualisierungen (WebGPU, Shader, Canvas).",
"BULLET_3": "Automatisierte CI/CD-Pipelines und Containerisierung mit Docker.",
"BULLET_4": "Internationalisierung (i18n) für globale Reichweite.",
"BULLET_4": "Internationalization (i18n) für globale Reichweite.",
"CHALLENGE_1": "Optimierung der Render-Performance bei komplexen 3D-Fraktalen in Echtzeit.",
"CHALLENGE_2": "Architektur einer skalierbaren und wartbaren Frontend-Struktur für diverse Sub-Projekte.",
"LEARNING_1": "Effektives UI/UX-Design für komplexe datengesteuerte Visualisierungen.",
@@ -303,7 +310,7 @@
"TITLE": "Rapid Prototyping & Game Jams",
"SHORT_DESCRIPTION": "Sammlung innovativer Spielkonzepte, entstanden in unter 48 Stunden.",
"INTRODUCTION": "Teilnahme an nationalen Wettbewerben (z.B. Beansjam). Hier geht es darum, unter extremem Zeitdruck funktionale und spaßige Prototypen zu erschaffen.",
"BULLET_1": "Fokus auf 'Core Game Loop' und schnelles Feedback.",
"BULLET_1": "Fokus on 'Core Game Loop' und schnelles Feedback.",
"BULLET_2": "Kollaborative Entwicklung in kleinen, agilen Teams.",
"BULLET_3": "Effektives Zeitmanagement und Scope-Kontrolle.",
"BULLET_4": "Veröffentlichung und Iteration basierend auf Community-Votings.",
@@ -364,6 +371,8 @@
"START": "Sortierung starten",
"RESET": "Zurücksetzen",
"GENERATE_NEW_ARRAY": "Neues Array generieren",
"SOUND_ON": "Ton an",
"SOUND_OFF": "Ton aus",
"EXECUTION_TIME": "Ausführungszeit",
"ARRAY_SIZE": "Anzahl der Balken",
"EXPLANATION": {
@@ -371,6 +380,7 @@
"BUBBLE_SORT_EXPLANATION":"vergleicht wiederholt benachbarte Elemente und tauscht sie, wenn sie in der falschen Reihenfolge stehen. Das größte Element \"blubbert\" dabei wie eine Luftblase ans Ende der Liste. Vorteil: Extrem einfach zu verstehen und zu implementieren; erkennt bereits sortierte Listen sehr schnell. Nachteil: Sehr ineffizient bei großen Listen (Laufzeit O(n²)). In der Praxis kaum genutzt.",
"QUICK_SORT_EXPLANATION": "folgt dem \"Teile und Herrsche\"-Prinzip. Ein \"Pivot\"-Element wird gewählt, und das Array wird in zwei Hälften geteilt: Elemente kleiner als das Pivot und Elemente größer als das Pivot. Vorteil: Im Durchschnitt einer der schnellsten Sortieralgorithmen (O(n log n)); benötigt keinen zusätzlichen Speicher (In-Place). Nachteil: Im schlechtesten Fall (Worst Case) langsam (O(n²)), wenn das Pivot ungünstig gewählt wird. Ist nicht stabil (ändert Reihenfolge gleicher Elemente).",
"HEAP_SORT_EXPLANATION": "organisiert die Daten zunächst in einer speziellen Baumstruktur (Binary Heap). Das größte Element (die Wurzel) wird entnommen und ans Ende sortiert, dann wird der Baum repariert. Vorteil: Garantiert eine schnelle Laufzeit von O(n log n), selbst im schlechtesten Fall. Benötigt fast keinen zusätzlichen Speicher. Nachteil: In der Praxis oft etwas langsamer als Quick Sort, da die Sprünge im Speicher (Heap-Struktur) den CPU-Cache schlechter nutzen.",
"TIMSORT_EXPLANATION": "ist ein hybrider Sortieralgorithmus, der aus Merge Sort und Insertion Sort kombiniert ist. Er unterteilt das Array in kleine 'Runs' und sortiert jeden davon mit Insertion Sort, um sie anschließend schrittweise mit Merge Sort zusammenzuführen. Vorteil: Extrem effizient bei realen Daten, die oft teilweise sortiert sind O(n log n) im schlechtesten und O(n) im besten Fall. Er ist der Standardalgorithmus in Python und Java. Nachteil: Komplexer zu implementieren als ein reiner Algorithmus und benötigt zusätzlichen Speicher für den Merge-Schritt.",
"COCKTAIL_SORT_EXPLANATION" : "(auch Shaker Sort) ist eine Erweiterung des Bubble Sort. Statt nur von links nach rechts zu gehen, wechselt er bei jedem Durchlauf die Richtung und schiebt abwechselnd das größte Element nach rechts und das kleinste nach links. Vorteil: Schneller als Bubble Sort, da kleine Elemente am Ende schneller nach vorne wandern (\"Schildkröten-Problem\" gelöst). Nachteil: Bleibt in der Laufzeitklasse O(n²), also für große Datenmengen ineffizient.",
"DISCLAIMER": "Die Wahl des \"besten\" Sortieralgorithmus hängt stark von den Daten und den Rahmenbedingungen ab. In der Informatik betrachtet man oft drei Szenarien:",
"DISCLAIMER_1": "Best Case: Die Daten sind schon fast sortiert (hier glänzt z.B. Bubble Sort).",
@@ -427,7 +437,7 @@
"MANDELBROT_EXPLANATION": "basiert auf der iterativen Formel 'z_{n+1} = z_n^2 + c'. Sie prüft für jeden Punkt in der komplexen Ebene, ob die Zahlenfolge stabil bleibt oder ins Unendliche entkommt. Vorteil: Gilt als 'Apfelmännchen' und Mutter der Fraktale. Sie bietet eine unendliche Vielfalt an selbstähnlichen Strukturen, in die man ewig hineinzoomen kann.",
"JULIA_EXPLANATION": "nutzt dieselbe Formel wie Mandelbrot, fixiert jedoch den Parameter 'c' und variiert den Startwert. Je nach Wahl von 'c' entstehen filigrane, wolkenartige Gebilde oder zusammenhanglose 'Staubwolken'. Vorteil: Ermöglicht eine enorme ästiehetische Varianz, da jede Koordinate der Mandelbrot-Menge ein völlig eigenes, einzigartiges Julia-Fraktal erzeugt.",
"NEWTON_EXPLANATION": "entsteht durch die Visualisierung des Newton-Verfahrens zur Nullstellen-Suche einer komplexen Funktion. Jeder Pixel wird danach eingefärbt, zu welcher Nullstelle der Algorithmus konvergiert. Vorteil: Erzeugt faszinierende, sternförmige Symmetrien und komplexe Grenzen, an denen sich die Einzugsgebiete der Nullstellen auf chaotische Weise treffen.",
"BURNING_SHIP_EXPLANATION": "ist eine Variation des Mandelbrots, bei der vor jedem Iterationsschritt der Absolutbetrag der Real- und Imaginärteile genommen wird: '(|Re(z)| + i|Im(z)|)^2 + c'. Vorteil: Erzeugt eine markante, asymmetrische Struktur, die einem brennenden Schiff mit Segeln ähnelt. Das Fraktal wirkt düsterer und 'mechanischer' als die klassischen Mengen.",
"BURNING_SHIP_EXPLANATION": "ist eine variation des Mandelbrots, bei der vor jedem Iterationsschritt der Absolutbetrag der Real- und Imaginärteile genommen wird: '(|Re(z)| + i|Im(z)|)^2 + c'. Vorteil: Erzeugt eine markante, asymmetrische Struktur, die einem brennenden Schiff mit Segeln ähnelt. Das Fraktal wirkt düsterer und 'mechanischer' als die klassischen Mengen.",
"DISCLAIMER": "Alle diese Fraktale basieren auf dem Prinzip der Iteration und dem Chaos-Effekt. Das bedeutet für deine Visualisierung:",
"DISCLAIMER_1": "Unendliche Tiefe: Egal wie weit du hineinzoomst, es erscheinen immer neue, komplexe Strukturen, die dem Ganzen oft ähneln (Selbstähnlichkeit).",
"DISCLAIMER_2": "Fluchtzeit-Algorithmus: Die Farben geben meist an, wie schnell eine Folge einen bestimmten Schwellenwert überschreitet je schneller, desto 'heißer' oder heller die Farbe.",
@@ -483,6 +493,9 @@
"WIND_OFF": "Wind Ausschalten",
"OUTLINE_ON": "Mesh anzeigen",
"OUTLINE_OFF": "Mesh ausschalten",
"STIFFNESS": "Steifigkeit",
"ELONGATION": "Dehnung",
"RESTART_SIMULATION": "Simulation neu starten",
"EXPLANATION": {
"TITLE": "Echtzeit-Stoffsimulation auf der GPU",
"CLOTH_SIMULATION_EXPLANATION_TITLE": "Stoffsimulation",
@@ -495,11 +508,15 @@
"DATA_STRUCTURES_EXPLANATION": "Für maximale GPU-Performance müssen Daten speicherfreundlich ausgerichtet werden (16-Byte-Alignment). Anstatt viele einzelne Variablen zu nutzen, packt man Informationen clever in 4er-Blöcke (vec4). Ein Vertex speichert so z. B. [X, Y, Z, Inverse_Masse]. Hat ein Punkt die inverse Masse 0.0, wird er vom Algorithmus ignoriert und schwebt unbeweglich in der Luft ein eleganter Trick für Aufhängungen ohne extra Wenn-Dann-Abfragen.",
"DISCLAIMER": "XPBD vs. Masse-Feder-Systeme: In der physikalischen Simulation gibt es grundlegende Architektur-Unterschiede beim Lösen der Gleichungen:",
"DISCLAIMER_1": "Klassische Masse-Feder-Systeme: Hier werden Kräfte (Hookesches Gesetz) berechnet, die zu Beschleunigungen und schließlich zu neuen Positionen führen. Es gibt zwei Wege, diese mathematisch in die Zukunft zu rechnen (Integration):",
"DISCLAIMER_2": "Explizite Löser (z.B. Forward Euler): Sie berechnen den nächsten Schritt stur aus dem aktuellen Zustand. Sie sind leicht zu programmieren, aber bei steifen Stoffen extrem instabil. Die Kräfte schaukeln sich auf und die Simulation 'explodiert', sofern man keine winzigen, sehr leistungsfressenden Zeitschritte wählt.",
"DISCLAIMER_2": "Explizite Löser (z.B. Forward Euler): Sie berechnen den nächsten Schritt stur aus dem aktuellen Zustand. Sie sind leicht zu programmieren, aber bei steifen Stoffen extrem instabil. Die Kräfte schaukeln sich auf und die simulation 'explodiert', sofern man keine winzigen, sehr leistungsfressenden Zeitschritte wählt.",
"DISCLAIMER_3": "Implizite Löser (z.B. Backward Euler): Sie berechnen den nächsten Schritt basierend auf dem zukünftigen Zustand. Das ist mathematisch enorm stabil, erfordert aber das Lösen riesiger globaler Matrix-Gleichungssysteme in jedem Frame. Dies ist auf der GPU schwerer zu parallelisieren und bricht zusammen, wenn sich die Struktur ändert (z. B. durch Zerschneiden des Stoffs).",
"DISCLAIMER_4": "Der XPBD-Kompromiss: XPBD umgeht dieses komplexe Matrix-Problem völlig, indem es als lokaler Löser arbeitet. Es kombiniert die unbedingte Stabilität eines impliziten Lösers mit der enormen Geschwindigkeit, Parallelisierbarkeit und dynamischen Anpassungsfähigkeit eines expliziten Systems."
}
},
"GPU": {
"WEBGL_FALLBACK": "WebGPU ist nicht verfügbar. WebGL wird als Fallback verwendet. Die Leistung kann eingeschränkt sein.",
"NOT_SUPPORTED": "Weder WebGPU noch WebGL konnten initialisiert werden. GPU-Visualisierungen sind nicht verfügbar."
},
"ALGORITHM": {
"TITLE": "Algorithmen",
"PATHFINDING": {
@@ -518,6 +535,10 @@
"TITLE": "Labyrinth-Erzeugung",
"DESCRIPTION": "Visualisierung verschiedener Laybrinth-Erzeugungs-Algorithmen."
},
"FOUR_COLOR": {
"TITLE": "Vier-Farben-Satz",
"DESCRIPTION": "Der Vier-Farben-Satz besagt, dass jede Landkarte in der Ebene mit maximal vier Farben so eingefärbt werden kann, dass keine zwei aneinandergrenzenden Gebiete dieselbe Farbe besitzen."
},
"FRACTAL": {
"TITLE": "Fraktale",
"DESCRIPTION": "Visualisierung von komplexe, geometrische Mustern, die sich selbst in immer kleineren Maßstäben ähneln (Selbstähnlichkeit)."
@@ -537,5 +558,35 @@
"NOTE": "HINWEIS",
"GRID_HEIGHT": "Höhe",
"GRID_WIDTH": "Beite"
},
"FOUR_COLOR": {
"TITLE": "Vier-Farben-Satz",
"GENERATE": "Neue Karte generieren",
"SOLVE": "Automatisch lösen",
"CLEAR": "Farben zurücksetzen",
"COLOR_1": "Farbe 1",
"COLOR_2": "Farbe 2",
"COLOR_3": "Farbe 3",
"COLOR_4": "Farbe 4",
"EXECUTION_TIME": "Ausführungszeit",
"STATUS": {
"LABEL": "Status",
"INCOMPLETE": "Die Karte ist noch nicht vollständig eingefärbt.",
"SOLVED": "Glückwunsch! Du hast die Karte korrekt gelöst!",
"CONFLICTS": "Achtung: Benachbarte Regionen haben die gleiche Farbe!",
"INVALID": "Karte ist vollständig, enthält aber Fehler."
},
"EXPLANATION": { "TITLE": "Der Vier-Farben-Satz",
"EXPLANATION": "Der Vier-Farben-Satz besagt, dass jede Landkarte in der Ebene mit maximal vier Farben so eingefärbt werden kann, dass keine zwei aneinandergrenzenden Gebiete dieselbe Farbe besitzen.",
"DISCLAIMER": "Dieser Algorithmus verwendet Backtracking, um eine gültige Färbung für die generierten Regionen zu finden.",
"DISCLAIMER_1": "Kartengenerierung: Regionen werden mittels eines zufälligen Seed-Wachstumsalgorithmus (Voronoi-ähnlich) auf einem Gitter erzeugt.",
"DISCLAIMER_2": "Adjazenz: Zwei Regionen gelten als benachbart, wenn sie mindestens eine gemeinsame Kante im Gitter teilen.",
"DISCLAIMER_3": "Backtracking: Der Löser probiert die Farben 1-4 für jede Region aus und macht Schritte rückgängig (Backtracking), wenn ein Konflikt auftritt.",
"DISCLAIMER_4": "Interaktiv: Sie können auch auf Regionen klicken, um manuell durch die Farben zu wechseln.",
"DISCLAIMER_BOTTOM": "Zum einfärben in die Zelle klicken. Durch erneutes klicken ändert sich die Farbe."
},
"ALERT": {
"NO_SOLUTION": "Keine Lösung gefunden (das sollte bei einer planaren Karte nicht passieren!)."
}
}
}

View File

@@ -33,9 +33,11 @@
"EDUCATION": "Education"
},
"SKILLS": {
"JAVA": "Java 8/21+",
"SPRING": "Spring Boot 2/3",
"ANGULAR": "Angular 19+",
"JAVA": "Java",
"SPRING": "Spring Boot",
"ANGULAR": "Angular",
"VUE": "Vue.js",
"REACT": "React",
"DOCKER": "Docker",
"UNITY": "Unity",
"PYTHON": "Python",
@@ -63,8 +65,13 @@
"XP": {
"COMPANY9": {
"COMPANY": "ColorDigital GmbH",
"ROLE": "Senior Software Engineer",
"TIME": "Mar. 2026 now"
"ROLE": "Senior Software Engineer - DMIxOS Team",
"TIME": "March 2026 present",
"HIGHLIGHTS": {
"P1": "Designed and implemented the core cloud architecture.",
"P2": "Full-stack development and optimization of new and existing system components.",
"P3": "Technical integration of partner companies into the proprietary ecosystem."
}
},
"COMPANY8": {
"COMPANY": "Teraport GmbH",
@@ -364,6 +371,8 @@
"START": "Start Sorting",
"RESET": "Reset",
"GENERATE_NEW_ARRAY": "Generate New Array",
"SOUND_ON": "Sound On",
"SOUND_OFF": "Sound Off",
"EXECUTION_TIME": "Execution Time",
"ARRAY_SIZE": "Number of Bars",
"EXPLANATION": {
@@ -371,6 +380,7 @@
"BUBBLE_SORT_EXPLANATION": "repeatedly compares adjacent elements and swaps them if they are in the wrong order. The largest element \"bubbles\" to the end of the list like an air bubble. Advantage: Extremely simple to understand and implement; detects already sorted lists very quickly. Disadvantage: Very inefficient for large lists (runtime O(n²)). Rarely used in practice.",
"QUICK_SORT_EXPLANATION": "follows the \"divide and conquer\" principle. A \"pivot\" element is selected, and the array is divided into two halves: elements smaller than the pivot and elements larger than the pivot. Advantage: On average one of the fastest sorting algorithms (O(n log n)); requires no additional memory (in-place). Disadvantage: Slow in the worst case (O(n²)) if the pivot is chosen poorly. Is not stable (changes order of equal elements).",
"HEAP_SORT_EXPLANATION": "organizes the data initially into a special tree structure (Binary Heap). The largest element (the root) is extracted and sorted to the end, then the tree is repaired. Advantage: Guarantees a fast runtime of O(n log n), even in the worst case. Requires almost no additional memory. Disadvantage: Often slightly slower than Quick Sort in practice because the jumps in memory (heap structure) utilize the CPU cache less effectively.",
"TIMSORT_EXPLANATION": "is a hybrid sorting algorithm derived from Merge Sort and Insertion Sort. It divides the array into small 'runs' and sorts each using Insertion Sort, then merges them step by step using Merge Sort. Advantage: Extremely efficient on real-world data that is often partially sorted — O(n log n) in the worst case and O(n) in the best case. It is the standard sorting algorithm in Python and Java. Disadvantage: More complex to implement than a pure algorithm and requires additional memory for the merge step.",
"DISCLAIMER": "The choice of the \"best\" sorting algorithm depends heavily on the data and the constraints. In computer science, three scenarios are often considered:",
"DISCLAIMER_1": "Best Case: The data is already nearly sorted (Bubble Sort shines here, for example).",
"DISCLAIMER_2": "Average Case: The statistical norm.",
@@ -482,6 +492,9 @@
"WIND_OFF": "Wind Off",
"OUTLINE_ON": "Show Mesh",
"OUTLINE_OFF": "Hide Mesh",
"STIFFNESS": "Stiffness",
"ELONGATION": "Elongation",
"RESTART_SIMULATION": "Restart Simulation",
"EXPLANATION": {
"TITLE": "Real-time Cloth Simulation on the GPU",
"CLOTH_SIMULATION_EXPLANATION_TITLE": "Cloth Simulation",
@@ -499,6 +512,10 @@
"DISCLAIMER_4": "The XPBD Compromise: XPBD completely bypasses this complex matrix problem by acting as a local solver. It combines the absolute stability of an implicit solver with the enormous speed, parallelizability, and dynamic adaptability of an explicit system."
}
},
"GPU": {
"WEBGL_FALLBACK": "WebGPU is not available. Using WebGL as fallback. Performance may be reduced.",
"NOT_SUPPORTED": "Neither WebGPU nor WebGL could be initialized. GPU visualizations are unavailable."
},
"ALGORITHM": {
"TITLE": "Algorithms",
"PATHFINDING": {
@@ -517,6 +534,10 @@
"TITLE": "Maze Generation",
"DESCRIPTION": "Visualizing various maze generation algorithms."
},
"FOUR_COLOR": {
"TITLE": "Four Color Theorem",
"DESCRIPTION": "The four color theorem states that any map in a plane can be colored using at most four colors in such a way that regions sharing a common boundary (other than a single point) do not share the same color."
},
"FRACTAL": {
"TITLE": "Fractals",
"DESCRIPTION": "Visualisation of complex geometric patterns that resemble each other on increasingly smaller scales (self-similarity)."
@@ -536,5 +557,35 @@
"NOTE": "Note",
"GRID_HEIGHT": "Height",
"GRID_WIDTH": "Width"
},
"FOUR_COLOR": {
"TITLE": "Four Color Theorem",
"GENERATE": "Generate Map",
"SOLVE": "Auto Solve",
"CLEAR": "Clear Colors",
"COLOR_1": "Color 1",
"COLOR_2": "Color 2",
"COLOR_3": "Color 3",
"COLOR_4": "Color 4",
"EXECUTION_TIME": "Execution Time",
"STATUS": {
"LABEL": "Status",
"INCOMPLETE": "Map is not fully colored yet.",
"SOLVED": "Congratulations! You solved the map correctly!",
"CONFLICTS": "Warning: Adjacent regions have the same color!",
"INVALID": "Map is fully colored, but contains conflicts."
},
"EXPLANATION": { "TITLE": "Four Color Theorem",
"EXPLANATION": "The four color theorem states that any map in a plane can be colored using at most four colors in such a way that regions sharing a common boundary (other than a single point) do not share the same color.",
"DISCLAIMER": "This algorithm uses backtracking to find a valid coloring for the generated regions.",
"DISCLAIMER_1": "Map Generation: Regions are generated using a random seed growth algorithm (Voronoi-like) on a grid.",
"DISCLAIMER_2": "Adjacency: Two regions are considered neighbors if they share at least one edge in the grid.",
"DISCLAIMER_3": "Backtracking: The solver tries colors 1-4 for each region, backtracking when a conflict is found.",
"DISCLAIMER_4": "Interactive: You can also click on regions to cycle through colors manually.",
"DISCLAIMER_BOTTOM": "Click to color the region. Click again to change the color."
},
"ALERT": {
"NO_SOLUTION": "No solution found (this should not happen for a planar map!)."
}
}
}

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@@ -11,6 +11,6 @@
<link href="https://fonts.googleapis.com/css2?family=Material+Symbols+Outlined&display=swap" rel="stylesheet">
</head>
<body>
<app-root></app-root>
<app-root class="flex flex-col min-h-screen"></app-root>
</body>
</html>

View File

@@ -13,13 +13,11 @@ $dark-theme: mat.define-theme((color: (theme-type: dark, primary: mat.$cyan-pale
@include mat.core-theme($light-theme);
@include mat.all-component-themes($light-theme);
// Dark-Mode
.dark {
@include mat.all-component-colors($dark-theme);
}
/* ---- Custom variables ---- */
/* ---- Custom variables (bridge Material tokens to CSS vars for Tailwind) ---- */
:root {
--app-maxWidth: 1200px;
--app-bg: #{mat.get-theme-color($light-theme, surface-container-low)};
@@ -38,7 +36,7 @@ $dark-theme: mat.define-theme((color: (theme-type: dark, primary: mat.$cyan-pale
}
.dark {
--app-bg: #{mat.get-theme-color($dark-theme,surface-variant)};
--app-bg: #{mat.get-theme-color($dark-theme, surface-variant)};
--app-fg: #{mat.get-theme-color($dark-theme, on-surface)};
--app-card-background: #313131;
--app-logo-bg: #313131;
@@ -50,33 +48,7 @@ $dark-theme: mat.define-theme((color: (theme-type: dark, primary: mat.$cyan-pale
--link-color-hover: #9ad2ff;
}
/* ---- global background and tests ---- */
html,
body {
height: 100%;
}
body {
margin: 0;
font-family: Inter, Roboto, Arial, sans-serif;
background-color: var(--app-bg);
color: var(--app-fg);
transition: background-color 220ms ease, color 220ms ease;
}
.material-symbols-outlined {
font-variation-settings:
"FILL" 0,
/* 0 oder 1 */
"wght" 400,
/* 100..700 */
"GRAD" 0,
/* -50..200 */
"opsz" 24;
/* 20..48 */
}
/* smooth transition between theme change */
/* ---- Material component theme transitions ---- */
.mat-toolbar,
.mat-mdc-card,
.mat-sidenav,
@@ -93,37 +65,14 @@ body {
fill 220ms ease;
}
/* links */
a {
color: var(--link-color);
text-decoration: none;
font-weight: 500;
&:hover {
color: var(--link-color-hover);
text-decoration: underline;
}
}
/* cards */
/* ---- Material card overrides ---- */
.mat-mdc-card {
position: relative;
border-radius: var(--card-radius) !important;
background: var(--card-bg) !important;
box-shadow: var(--card-shadow-outer);
overflow: hidden;
border: none;
transition:
box-shadow 200ms ease,
transform 200ms ease;
&.algo-container {
width: 100%;
max-width: 1920px;
padding: 20px;
}
transition: box-shadow 200ms ease, transform 200ms ease;
}
.mat-mdc-card::before {
@@ -132,22 +81,12 @@ a {
inset: 0;
border-radius: inherit;
pointer-events: none;
box-shadow:
inset 0 1px 0 var(--card-border-inset),
inset 0 -1px 0 var(--card-border-inset-dark);
}
.mat-mdc-card::after {
content: '';
position: absolute;
inset: -1px;
border-radius: inherit;
pointer-events: none;
}
/* accordion */
/* expansion panels like cards */
/* ---- Material accordion/expansion panel overrides ---- */
.mat-accordion {
display: grid;
gap: 8px;
@@ -157,31 +96,20 @@ a {
border-radius: var(--card-radius) !important;
background: var(--card-bg) !important;
overflow: hidden;
/* ok */
border: none !important;
}
.mat-accordion .mat-expansion-panel::before {
content: '';
position: absolute;
inset: 0;
border-radius: inherit;
pointer-events: none;
box-shadow:
inset 0 1px 0 var(--card-border-inset),
inset 0 -1px 0 var(--card-border-inset-dark);
}
.mat-accordion .mat-expansion-panel::after {
content: '';
position: absolute;
inset: -1px;
border-radius: inherit;
pointer-events: none;
}
.mat-expansion-panel-header {
background: transparent !important;
}
@@ -190,6 +118,7 @@ a {
padding-top: 0;
}
/* ---- Material dialog overrides ---- */
.image-dialog-panel .mat-mdc-dialog-surface {
border-radius: 16px;
overflow: hidden;
@@ -206,230 +135,7 @@ a {
padding: 0;
}
.link-row {
grid-row: 2;
grid-column: 2;
margin-top: .1rem;
opacity: .85;
vertical-align: center;
}
.link-with-icon {
display: inline-flex;
align-items: center;
gap: .35rem;
line-height: 1;
}
.link-with-icon mat-icon {
font-size: 18px;
height: 18px;
width: 18px;
}
// algos
.algo-container {
max-width: var(--app-maxWidth);
gap: clamp(1rem, 3vw, 1.5rem);
margin-right: 1rem;
margin-left: 0.5rem;
margin-top: auto;
}
.algo-info {
margin: 0 0 1rem 0;
padding: 0.75rem 1rem;
border: 1px solid #ddd;
border-radius: 8px;
h3 {
margin: 0 0 0.5rem 0;
}
p {
margin: 0.5rem 0;
}
a {
margin-left: 0.25rem;
}
}
.controls-panel {
display: flex;
gap: 1rem;
margin-bottom: 1rem;
align-items: center;
flex-wrap: wrap;
margin-top: 10px;
font-size: 0.9em;
mat-button-toggle-group {
border-radius: 4px;
overflow: hidden;
}
mat-form-field {
width: 200px;
}
}
.input-container {
display: flex;
gap: 0.75rem;
align-items: center;
flex-wrap: wrap;
.input-field {
width: 150px;
}
}
canvas {
border: 1px solid lightgray;
display: block;
margin: 0 auto;
max-width: 100%;
}
.legend {
display: flex;
flex-wrap: wrap;
gap: 1rem;
align-items: center;
font-size: 0.9em;
.legend-color {
display: inline-block;
width: 15px;
height: 15px;
border: 1px solid lightgray;
vertical-align: middle;
margin-right: 5px;
&.start {
background-color: green;
}
&.end {
background-color: red;
}
&.wall {
background-color: black;
}
&.visited {
background-color: skyblue;
}
&.path {
background-color: gold;
}
&.empty {
background-color: lightgray;
}
&.alive {
background-color: black;
}
&.L1 {
background-color: yellow;
}
&.L2 {
background-color: magenta;
}
&.M1 {
background-color: red;
}
&.M2 {
background-color: green;
}
}
}
.controls-container {
display: flex;
flex-direction: column;
margin-bottom: 1rem;
}
/* Sorting Visualization & Canvas */
.sorting-visualization-area,
.visualization-area {
display: flex;
align-items: flex-end;
height: clamp(200px, 40vh, 400px);
border-bottom: 1px solid var(--app-fg);
margin-bottom: clamp(10px, 3vw, 20px);
gap: 1px;
background-color: var(--card-bg);
.sorting-bar,
.bar {
flex-grow: 1;
background-color: #424242;
transition: height 0.05s ease-in-out, background-color 0.05s ease-in-out;
width: 10px;
min-width: 1px;
&.unsorted {
background-color: #424242;
}
&.comparing {
background-color: #ffeb3b;
}
&.sorted {
background-color: #4caf50;
}
}
}
/* ---- Modern Layouts & Typography (Grid, Flex, Clamp) ---- */
.layout-container {
width: 100%;
max-width: var(--app-maxWidth);
margin: 0 auto;
padding: clamp(1rem, 4vw, 2rem);
}
app-root {
display: flex;
flex-direction: column;
min-height: 100vh;
}
.app-container {
width: 100%;
max-width: var(--app-maxWidth);
margin: 1rem auto;
}
.app-surface {
flex-grow: 1;
color: var(--app-fg);
transition: background-color 220ms ease, color 220ms ease;
}
.foot {
border-top: 1px solid rgba(0, 0, 0, .08);
padding: clamp(1rem, 2vw, 1.5rem);
text-align: center;
opacity: .8;
background: var(--app-bg);
}
/* ---- Menu Overrides ---- */
/* ---- Material menu overrides ---- */
.mat-mdc-menu-item .mdc-list-item__primary-text {
display: flex;
align-items: center;
@@ -468,305 +174,7 @@ app-root {
border-color: rgba(255, 255, 255, .06);
}
/* ---- About Page Sections ---- */
.about,
.imprint {
display: grid;
gap: clamp(1rem, 3vw, 1.5rem);
max-width: var(--app-maxWidth);
margin-right: 1rem;
margin-left: 1rem;
margin-top: auto;
}
.hero {
border-radius: var(--card-radius);
background: var(--card-bg);
overflow: hidden;
}
.hero-flex-container {
display: flex;
flex-wrap: wrap;
gap: clamp(1rem, 4vw, 2rem);
padding: clamp(1rem, 3vw, 1.5rem);
align-items: flex-start;
.photo {
flex: 1 1 min(100%, 425px);
max-width: 100%;
display: flex;
justify-content: center;
img {
display: block;
width: 100%;
height: auto;
max-width: 425px;
border-radius: 12px;
box-shadow: 0 6px 24px rgba(0, 0, 0, .25);
object-fit: cover;
}
}
.intro {
flex: 999 1 min(100%, 400px);
}
}
.hero .intro h1 {
margin-top: 0;
margin-bottom: 0.5rem;
font-size: clamp(1.5rem, 5vw, 2.5rem);
}
.hero .intro .lead {
opacity: .9;
margin: 0.5rem 0 1rem;
font-size: clamp(1rem, 2.5vw, 1.15rem);
}
.hero .intro .meta {
display: flex;
flex-direction: column;
gap: .25rem;
margin-bottom: 0.5rem;
}
.hero .intro .meta .row {
display: flex;
align-items: center;
flex-wrap: wrap;
gap: .4rem;
}
.hero .intro .actions {
display: flex;
gap: .5rem;
flex-wrap: wrap;
margin-top: .5rem;
}
.skills,
.experience,
.projects,
.education {
padding: clamp(5px, 2vw, 15px);
}
.skills h2,
.experience h2,
.projects h2,
.education h2 {
margin-top: .25rem;
margin-left: .25rem;
font-size: clamp(1.2rem, 4vw, 1.8rem);
}
.skills .chip-groups {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(min(100%, 250px), 1fr));
gap: clamp(0.5rem, 2vw, 1rem);
margin-left: .25rem;
margin-bottom: .5rem;
}
.skills .chip-groups h3 {
margin: .2rem 0 .4rem;
font-size: .95rem;
opacity: .85;
}
.xp-list {
margin-left: .25rem;
display: grid;
gap: clamp(0.75rem, 2vw, 1rem);
}
.xp-item .xp-head {
display: flex;
flex-wrap: wrap;
align-items: baseline;
gap: .5rem;
}
.xp-item .xp-head .time {
opacity: .75;
font-size: clamp(0.85rem, 2vw, 0.95rem);
}
.xp-item .xp-sub {
opacity: .9;
margin-bottom: .25rem;
}
.xp-item ul {
margin: .25rem 0 .5rem 1.15rem;
}
.xp-head-grid {
display: grid;
grid-template-columns: calc(clamp(32px, 8vw, 48px) + .75rem) 1fr;
grid-template-rows: auto auto;
column-gap: clamp(0.5rem, 2vw, .75rem);
}
.logo-wrap {
grid-row: 1 / span 2;
grid-column: 1;
display: flex;
align-items: center;
}
.company-logo {
width: clamp(32px, 8vw, 48px);
height: clamp(32px, 8vw, 48px);
object-fit: contain;
opacity: .9;
border-radius: 10%;
background-color: var(--app-logo-bg);
}
.head-row {
grid-row: 1;
grid-column: 2;
display: flex;
flex-wrap: wrap;
align-items: baseline;
gap: clamp(0.25rem, 1vw, 0.5rem) 1rem;
}
.head-row strong {
font-size: clamp(0.95rem, 2.5vw, 1.1rem);
}
.head-row .time {
opacity: .75;
font-size: clamp(0.85rem, 2vw, 0.95rem);
}
.company-row {
grid-row: 2;
grid-column: 2;
margin-top: .1rem;
opacity: .85;
font-size: clamp(0.85rem, 2vw, 1rem);
}
.highlights {
margin-top: .4rem;
margin-left: clamp(0.25rem, 1vw, .75rem);
padding-left: clamp(0.8rem, 2vw, 1.2rem);
}
.highlights li,
.highlights-noMargin li {
margin: .2rem 0;
font-size: clamp(0.9rem, 2vw, 1rem);
}
/* ---- Imprint ---- */
.imprint-card {
padding: clamp(1rem, 3vw, 1.5rem);
}
.imprint-title {
margin: 0 0 1rem;
font-size: clamp(1rem, 3vw, 1.2rem);
font-weight: 600;
}
.imprint-section {
display: grid;
gap: 0.25rem;
margin-bottom: 1rem;
}
.imprint-label {
font-size: 0.75rem;
letter-spacing: 0.04em;
text-transform: uppercase;
opacity: 0.7;
margin: 0;
}
/* ---- Projects Page & Dialog ---- */
.card-grid {
display: grid;
gap: clamp(1rem, 3vw, 1.5rem);
grid-template-columns: repeat(auto-fill, minmax(min(100%, 450px), 1fr));
max-width: var(--app-maxWidth);
margin-right: 1rem;
margin-left: 1rem;
margin-top: auto;
}
.algo-card {
transition: transform 0.2s ease-in-out, box-shadow 0.2s ease-in-out;
display: flex;
flex-direction: column;
cursor: pointer;
}
.project-card {
transition: transform 0.2s ease-in-out, box-shadow 0.2s ease-in-out;
display: flex;
flex-direction: column;
height: 100%;
}
.project-card:hover {
transform: translateY(-5px);
box-shadow: 0 4px 20px rgba(0, 0, 0, 0.15);
}
.project-card.featured {
grid-column: 1 / -1;
}
.project-card mat-card-header {
padding-bottom: 1rem;
}
.project-card mat-card-content {
flex-grow: 1;
padding-top: 1rem;
padding-bottom: 1rem;
}
.project-card mat-chip-set {
padding-top: clamp(0.5rem, 2vw, 1rem);
}
.project-card mat-card-actions {
margin-top: auto;
}
.icon-container {
display: flex;
justify-content: center;
align-items: center;
height: clamp(150px, 20vw, 200px);
background-color: #f0f0f0;
}
.fallback-icon {
font-size: clamp(3rem, 8vw, 4rem);
width: clamp(3rem, 8vw, 4rem);
height: clamp(3rem, 8vw, 4rem);
color: #666;
}
img[mat-card-image] {
width: 100%;
height: clamp(150px, 25vw, 250px);
object-fit: cover;
}
.my-swiper {
border-radius: 12px;
}
/* ---- Swiper shadow DOM (::part cannot be Tailwind) ---- */
.my-swiper::part(button-prev),
.my-swiper::part(button-next) {
width: 35px;
@@ -788,101 +196,3 @@ img[mat-card-image] {
.my-swiper::part(pagination) {
bottom: 12px;
}
swiper-slide {
border-radius: 12px;
overflow: hidden;
display: flex;
flex-direction: column;
background-color: #222;
}
.slide-img {
width: 100%;
height: auto;
max-height: clamp(300px, 60vh, 512px) !important;
object-fit: contain;
display: block;
flex-shrink: 0;
}
.slide-source {
font-size: 0.75rem;
color: #aaa;
background: #2a2a2a;
padding: 0.5rem;
text-align: right;
border-top: 1px solid #444;
}
.link-section {
display: flex;
gap: clamp(0.5rem, 2vw, 1rem);
margin-top: 1.5rem;
flex-wrap: wrap;
}
/* ---- Shared Elements ---- */
.canvas-container {
display: flex;
justify-content: center;
align-items: center;
width: 100%;
max-width: 1000px;
margin: 0 auto;
}
.canvas-container canvas {
display: block;
width: 100%;
height: auto;
aspect-ratio: 1 / 1;
min-width: 200px;
max-width: 1000px;
touch-action: none;
border: none;
border-radius: clamp(10px, 2vw, 20px);
outline: none;
}
.category-cards {
display: flex;
flex-wrap: wrap;
gap: clamp(0.5rem, 2vw, 1rem);
margin-top: clamp(1rem, 3vw, 2rem);
}
.category-cards mat-card {
cursor: pointer;
flex: 1 1 300px;
min-width: 300px;
max-width: 450px;
}
.category-cards mat-card:hover {
transform: translateY(-5px);
box-shadow: 0 4px 20px rgba(0, 0, 0, 0.15);
}
.sorting-card {
width: 100%;
max-width: 1920px;
padding: clamp(10px, 3vw, 20px);
}
.sorting-card .controls-panel {
display: flex;
gap: clamp(5px, 2vw, 10px);
margin-bottom: clamp(10px, 3vw, 20px);
align-items: center;
flex-wrap: wrap;
}
.sorting-card .controls-panel mat-form-field {
width: clamp(150px, 20vw, 200px);
}
.sorting-card .info-panel {
margin-top: 10px;
font-size: 0.9em;
}

67
src/tailwind.css Normal file
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@tailwind base;
@tailwind components;
@tailwind utilities;
@layer base {
*,
::before,
::after {
border-width: 0;
border-style: solid;
}
html,
body {
height: 100%;
}
body {
margin: 0;
font-family: Inter, Roboto, Arial, sans-serif;
background-color: var(--app-bg);
color: var(--app-fg);
transition: background-color 220ms ease, color 220ms ease;
}
a {
@apply text-link no-underline font-medium hover:text-link-hover hover:underline;
}
.material-symbols-outlined {
font-variation-settings: "FILL" 0, "wght" 400, "GRAD" 0, "opsz" 24;
}
.dark body {
background: radial-gradient(ellipse at 50% 0%, #1e2530 0%, #1a1a1a 65%);
}
canvas {
@apply border-none block mx-auto max-w-full;
box-shadow: inset 0 0 0 1px rgba(0, 0, 0, 0.1);
}
.dark canvas {
box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.08);
}
}
@layer components {
.legend-swatch {
@apply inline-block w-[15px] h-[15px] border border-gray-300 align-middle mr-[5px];
}
.card-gradient-bar {
@apply relative;
}
.card-gradient-bar::after {
content: '';
position: absolute;
top: 0;
left: 0;
right: 0;
height: 3px;
background: linear-gradient(90deg, var(--mat-sys-primary), var(--mat-sys-tertiary));
border-radius: var(--card-radius) var(--card-radius) 0 0;
}
}

37
tailwind.config.js Normal file
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/** @type {import('tailwindcss').Config} */
module.exports = {
content: ['./src/**/*.{html,ts}'],
darkMode: 'class',
corePlugins: { preflight: false },
theme: {
extend: {
colors: {
'app-bg': 'var(--app-bg)',
'app-fg': 'var(--app-fg)',
'card-bg': 'var(--card-bg)',
'link': 'var(--link-color)',
'link-hover': 'var(--link-color-hover)',
'logo-bg': 'var(--app-logo-bg)',
},
maxWidth: {
'app': 'var(--app-maxWidth)',
},
borderRadius: {
'card': 'var(--card-radius)',
},
fontFamily: {
'sans': ['Inter', 'Roboto', 'Arial', 'sans-serif'],
},
spacing: {
'fluid-sm': 'clamp(0.5rem, 2vw, 1rem)',
'fluid-md': 'clamp(1rem, 3vw, 1.5rem)',
'fluid-lg': 'clamp(1rem, 4vw, 2rem)',
},
screens: {
'mobile': { 'max': '760px' },
'sm-dialog': { 'max': '600px' },
'tablet': { 'max': '900px' },
},
},
},
};