Commit graph

4 commits

Author SHA1 Message Date
Maximus Gorog
c51e3274f9 Stage 2 complete: Construction 17 validated on real 3D data
Zigzag engine (6802 lines, 184 tests):
- Construction 17 normalisation: working through dimension 3+
- Import from homotopy-rs JSON: working (scalar, two_scalars, half_braid)
- Piece extraction via Embedding/restrict_diagram: working
- Type checking pipeline: working (Eckmann-Hilton half_braid passes)
- Essential identity detection: validated with full 2-diagram test

Bugs found and fixed:
- assemble_factorisations losing cospan legs during reassembly
- RewriteN::slice() using source offsets instead of target indices
- singular_preimage() not handling passthrough heights
- restrict_rewrite() not accounting for accumulated cone offsets
- Embedding::preimage() using regular_preimage for Singular case

Added vis-engine-spec.md: visualization engine specification
- 6-layer architecture from math primitives to scene graph
- SVG renderer for 2D, WebGL2 for 3D, custom hit testing
- Spring constraint integration point for semiotic rendering
- No external dependencies - game engine approach

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-04-09 05:26:15 -06:00
Maximus Gorog
c011af0414 Add visibility filter and output only visible elements
Added Point::is_visible() to explosion.rs:
- A point at geom_dim d is visible iff coords[d..] are all singular
- Matches homotopy.io's visibility filter (mesh.rs:111-115)

Updated render_braiding.rs:
- Filter to visible elements only (7 of 23 points for half_braid)
- Compute layout coordinates: x=time, y=height, z=depth
- Wires spread at z = [-1, 0, 1], vertices at z = [-0.5, 0.5]
- No volumes in output (not rendered)

Visible elements for half_braid:
- 2 vertices: (s0,s0,s0), (s1,s0,s0)
- 3 wires: (r0,s0,s0), (r1,s0,s0), (r2,s0,s0)
- 2 surfaces: (r0,r0,s0), (r0,r1,s0)

Updated web/zigzag-renderer.jsx with new geometry data.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-04-08 02:16:36 -06:00
Maximus Gorog
2f33791809 Fix render_braiding.rs: transitive for wire endpoints, direct for surface boundaries
Wire endpoints and surface boundaries require different computation methods:

- Wire endpoints: TRANSITIVE reachability to vertices
  A strand spans between vertices even if poset path has intermediate points.
  Most wires connect both v₀ and v₁; only wire 14 is a self-loop.

- Surface boundary_wires: DIRECT covering relations only
  The immediate boundary of a surface is its direct predecessor/successor wires.
  Surfaces have 1-3 boundary wires (was 1-7 with transitive).

Updated:
- examples/render_braiding.rs: restored reachable_from for wire endpoints
- fixtures/half_braid_geometry.json: correct wire endpoints + direct surface boundaries
- web/zigzag-renderer.jsx: updated embedded geometry data

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-04-08 01:25:50 -06:00
Maximus Gorog
5454c02328 Fix explosion.rs over-approximation: use cospan rewrite data for correct covering relations
- Replace all-to-all sub-poset connection with rewrite-based correspondence
- Add compute_subpoint_correspondence() using cone structure for 3 cases:
  identity (1-to-1), contraction (many-to-one), insertion (index shift)
- Add compute_height_maps() for singular and regular height tracking
- Covering relations reduced from 114 to 35 for half_braid (69% reduction)
- Surface 3 (r0,s0,r0): 9 spurious successors → 3 correct successors
- 175 tests passing, 0 failures
- Regenerated fixtures/half_braid_geometry.json with corrected boundaries

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-04-08 00:54:18 -06:00