feat(labs): visual polish wave — LabFX foundation + 33 sims juiced up

ФУНДАМЕНТ (4 новых файла):
- _fx_core.js: LabFX namespace, glow.drawGlow, glow.pulse, haptic, shake
- _fx_particles.js: пул 1500 объектов, 6 shapes (dot/spark/ring/smoke/splash/dust)
- _fx_motion.js: tween + 12 easings + critically-damped spring
- _fx_sound.js: 9 procedural synth-звуков (click/tick/whoosh/chime/fizz/spark/bounce/pour/drone), Web Audio API
- Sound toggle в шапке lab.html с localStorage-persist

UX МИКРО (CSS + JS):
- Button states: hover scale+brightness, active scale-down, disabled grayscale
- Slider polish: custom thumb с тенью, filled-track gradient, hover/active
- Focus rings через :focus-visible
- Tooltip system .tt-host data-tt= с 400ms hover, fade-in
- Marching ants для selection
- Loading skeleton с shimmer
- Empty state .sim-empty-* паттерн
- Toast: progress bar внизу, icons по типу
- Cursor states utility classes
- View Transitions API для smooth sim-switch, fallback на CSS fade

PHASE 2 — визуальные эффекты для 33 симуляций:

Physics motion: projectile (launch whoosh + landing splash/shake/haptic + target chime), pendulum (max-extension tick + bob glow), collision (bounce + sparks + shake), angrybirds (whoosh/bounce/fizz/chime + confetti), newton (rocket flame trail + scene transitions), forcesandbox (spring glow + impact sparks)

Physics fields: emfield (field-lines glow + particle trail + lightning при high field + Gauss-drag haptic + rod motion sparks), circuit (energized-wire glow ∝ current + LED bloom + short-circuit shake/spark + heat shimmer smoke + place/erase/switch sounds), opticsbench (beam glow на всех режимах + caustics dust у фокуса + TIR/Brewster one-shot sounds)

Thermo+waves: waves (mode-switch whoosh + Mach-cone particles + spectrum harmonic chime + waveform glow), hydrostatics (pour sound + splash при погружении + valve click), isoprocess (PV-trail dust), heatengine (drone цикла + hot/cold reservoir smoke/dust + phase-change ticks), radioactive (Geiger tick throttle + decay sparks + half-life chime + α/β/γ glow)

Chemistry: chemsandbox (pour splash + fizz bubbles/dust/spark по типу реакции + shake при горении), equilibrium/electrolysis/reactions/titration/flask/ionexchange/redox (pour/fizz/spark/chime по событиям, частицы при ключевых моментах), stoichiometry (fizz bubbles + recipe-change click)

Math+geom: geometry (tool-click + object-create tick + locus glow + challenge confetti via LabFX + haptic), triangle (vertex-drop tick + special-point glow), stereo (figure-change whoosh + cross-section chime, no particles — Three.js), trigcircle (drag-haptic + pitch∝angle tick + sin/cos glow), graph/graphtransform/quadratic (slider-tick throttled + curve glow + discriminant-cross chime), probability (bounce + finish-chime burst), normaldist (pulsing shade + bell glow)

Bio+misc: celldivision (phase-change whoosh + prophase dust + anaphase poles spark + cytokinesis chime), photosynthesis (photon tick + ATP chime + glucose sparkle), bohratom (electron-jump chime ∝ levels + photon spark), orbitals/crystal (mode-change whoosh — Three.js, sound only), logic (gate-place + wire-connect + LED bloom + HIGH wire flowing dots + preset chime), gas/brownian/diffusion/states (preset whoosh, throttled tick по событиям)

Все LabFX вызовы обёрнуты в if (window.LabFX) guard — graceful degradation если фундамент не загружен. 47 JS файлов прошли syntax check.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Maxim Dolgolyov
2026-05-23 13:58:49 +03:00
parent 8b3159b529
commit 6afe928c0d
50 changed files with 2748 additions and 215 deletions
+38 -2
View File
@@ -86,8 +86,28 @@ class HydroSim {
this._vesselShapes = Array.from({ length: n }, (_, i) => ['rect','wide','narrow','trapezoid'][i % 4]);
this._recalcVessels(); this._notify();
}
setValve(open) { this._valveOpen = open; this._recalcVessels(); this._notify(); }
addLiquid() { this._liquidFrac = Math.min(0.85, this._liquidFrac + 0.05); this._recalcVessels(); }
setValve(open) {
this._valveOpen = open;
this._recalcVessels();
if (window.LabFX) LabFX.sound.play('click', { pitch: 0.7 });
this._notify();
}
addLiquid() {
this._liquidFrac = Math.min(0.85, this._liquidFrac + 0.05);
this._recalcVessels();
if (window.LabFX) {
LabFX.sound.play('pour');
/* splash at approximate pour point (top-center of tank) */
const W = this.W || 600, H = this.H || 400;
const pourX = W * 0.27, pourY = H * 0.10;
LabFX.particles.emit({
ctx: this.ctx, x: pourX, y: pourY,
count: 12, color: HydroSim.LIQUIDS[this.liquidKey].color,
speed: 60, spread: Math.PI / 1.5, angle: Math.PI / 2,
gravity: 150, life: 500, shape: 'splash', size: 3,
});
}
}
removeLiquid() { this._liquidFrac = Math.max(0.05, this._liquidFrac - 0.05); this._recalcVessels(); }
setBodyShape(s){ this._bodyShape = s; if (this.mode === 'archimedes') this._archReset(); }
addBody() { this._archAddBody(); }
@@ -153,7 +173,10 @@ class HydroSim {
_loop(t) {
if (!this._running) return;
this._raf = requestAnimationFrame(ts => this._loop(ts));
const dt = this._loopLast ? Math.min((t - this._loopLast) / 1000, 0.05) : 0.016;
this._loopLast = t;
this._t = t;
if (window.LabFX) LabFX.particles.update(dt);
this._update(t);
this._draw(t);
if (t - this._lastNotify > 120) { this._lastNotify = t; this._notify(); }
@@ -182,6 +205,7 @@ class HydroSim {
case 'communicating': this._drawCommunicating(t); break;
case 'archimedes': this._drawArchimedes(t); break;
}
if (window.LabFX) LabFX.particles.draw(this.ctx);
}
/* ═══════════════════════════════════════════════════
@@ -727,6 +751,17 @@ class HydroSim {
mat: this.materialKey, submergedFrac: sinks ? 1 : eqFrac,
wobble: 0, volume,
});
if (window.LabFX) {
const liq2 = HydroSim.LIQUIDS[this.liquidKey];
LabFX.sound.play('bounce', { pitch: 0.5 });
LabFX.particles.emit({
ctx: this.ctx, x, y: waterlineY,
count: 20, color: liq2.color, speed: 80,
spread: Math.PI / 1.5, angle: -Math.PI / 2,
gravity: 200, life: 600, shape: 'splash', size: 3,
});
}
}
_archClear() { this._bodies = []; }
@@ -1410,6 +1445,7 @@ class HydroSim {
function hydroToggleSurface() {
if (!hydroSim) return;
if (window.LabFX) LabFX.sound.play('chime', { pitch: 1.4, volume: 0.3 });
const next = hydroSim._stMode === 'capillary' ? 'drop' : 'capillary';
hydroSim._stMode = next;
const label = next === 'capillary' ? '\u041A\u0430\u043F\u0438\u043B\u043B\u044F\u0440\u044B' : '\u041A\u0430\u043F\u043B\u044F';