helixmind 0.2.24 → 0.2.25
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"template.d.ts","sourceRoot":"","sources":["../../../src/cli/brain/template.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAEjD,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,WAAW,GAAG,MAAM,
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1
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{"version":3,"file":"template.d.ts","sourceRoot":"","sources":["../../../src/cli/brain/template.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAEjD,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,WAAW,GAAG,MAAM,CAwlE3D"}
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@@ -593,15 +593,16 @@ const EDGE_COLORS = {
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belongs_to: '#ff6600', part_of: '#ff6600', supersedes: '#ff4444',
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default: '#334466',
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};
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//
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//
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// V4: Living Brain Nebula — uniform cloud sizes, spiral helix arrangement
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// Activity-based: L1 (Focus) glows brightest/fastest, L5 (Deep) dimmest/slowest
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// cx/cz: center offsets creating a DNA-helix spiral when viewed from above
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const SPATIAL = {
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3: { iR:
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6: { iR:
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1: { iR: 20, oR: 240, yBase: 300, yS: 100, size: 44, pulse: 2.5, activity: 1.0, cx: 50, cz: 0 },
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2: { iR: 20, oR: 240, yBase: 150, yS: 100, size: 38, pulse: 1.8, activity: 0.85, cx: 25, cz: 43 },
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3: { iR: 15, oR: 235, yBase: 0, yS: 95, size: 32, pulse: 1.2, activity: 0.65, cx: -25, cz: 43 },
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4: { iR: 15, oR: 230, yBase: -150, yS: 90, size: 28, pulse: 0.7, activity: 0.45, cx: -50, cz: 0 },
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5: { iR: 10, oR: 220, yBase: -300, yS: 85, size: 22, pulse: 0.3, activity: 0.25, cx: -25, cz: -43 },
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6: { iR: 20, oR: 240, yBase: -450, yS: 100, size: 36, pulse: 0.8, activity: 0.7, cx: 25, cz: -43 },
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};
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const MAX_RENDERED_EDGES = 8000; // cap for performance + clarity
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@@ -616,10 +617,10 @@ document.body.prepend(renderer.domElement);
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const scene = new THREE.Scene();
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scene.background = new THREE.Color('#030308');
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scene.fog = new THREE.FogExp2('#030308', 0.
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scene.fog = new THREE.FogExp2('#030308', 0.00018);
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const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 12000);
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camera.position.set(
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camera.position.set(400, 250, 650);
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const controls = new OrbitControls(camera, renderer.domElement);
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controls.target.set(0, 0, 0);
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@@ -634,17 +635,24 @@ controls.minPolarAngle = Math.PI * 0.15;
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controls.update();
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// =========== BACKGROUND STARS ===========
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const starCount =
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const starCount = 1200;
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const starPos = new Float32Array(starCount * 3);
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const starCol = new Float32Array(starCount * 3);
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const starTc = new THREE.Color();
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for (let i = 0; i < starCount; i++) {
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starPos[i * 3] = (srand(i * 31) - 0.5) *
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starPos[i * 3 + 1] = (srand(i * 37) - 0.5) *
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starPos[i * 3 + 2] = (srand(i * 41) - 0.5) *
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starPos[i * 3] = (srand(i * 31) - 0.5) * 6000;
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starPos[i * 3 + 1] = (srand(i * 37) - 0.5) * 6000;
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starPos[i * 3 + 2] = (srand(i * 41) - 0.5) * 6000;
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// Subtle color variation in stars
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const hue = srand(i * 53) * 0.15 + 0.55; // blue-ish range
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starTc.setHSL(hue, 0.3 + srand(i * 59) * 0.3, 0.25 + srand(i * 61) * 0.15);
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starCol[i * 3] = starTc.r; starCol[i * 3 + 1] = starTc.g; starCol[i * 3 + 2] = starTc.b;
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}
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const starGeo = new THREE.BufferGeometry();
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starGeo.setAttribute('position', new THREE.BufferAttribute(starPos, 3));
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starGeo.setAttribute('color', new THREE.BufferAttribute(starCol, 3));
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const starMat = new THREE.PointsMaterial({
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size: 1.
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size: 1.5, vertexColors: true, transparent: true, opacity: 0.6,
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blending: THREE.AdditiveBlending, depthWrite: false, sizeAttenuation: true
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});
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scene.add(new THREE.Points(starGeo, starMat));
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@@ -657,14 +665,20 @@ const nodeMat = new THREE.ShaderMaterial({
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attribute vec3 aColor;
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attribute float aHighlight;
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attribute float aPulse;
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attribute float aActivity;
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varying vec3 vColor;
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varying float vAlpha;
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varying float vActivity;
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uniform float uTime;
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void main(){
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vColor = aColor;
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-
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vActivity = aActivity;
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float breath = 1.0 + sin(uTime * aPulse + position.x * .008 + position.z * .006) * (.08 + aActivity * .18);
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vec3 pos = position;
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-
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// Organic breathing — active layers move more
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pos.y += sin(uTime * (.2 + aActivity * .4) + position.x * .01 + position.z * .015) * (2.0 + aActivity * 5.0);
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pos.x += sin(uTime * .1 + position.z * .004) * aActivity * 3.0;
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pos.z += cos(uTime * .08 + position.x * .004) * aActivity * 3.0;
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vAlpha = aHighlight;
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vec4 mv = modelViewMatrix * vec4(pos, 1.0);
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gl_PointSize = aSize * breath * aHighlight * (500.0 / -mv.z);
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@@ -674,16 +688,18 @@ const nodeMat = new THREE.ShaderMaterial({
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fragmentShader: \`
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varying vec3 vColor;
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varying float vAlpha;
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varying float vActivity;
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void main(){
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vec2 c = gl_PointCoord - vec2(.5);
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float d = length(c);
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if(d > .5) discard;
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float
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float
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float
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float
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float act = 0.3 + vActivity * 0.7;
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float core = exp(-d*d*80.0) * act;
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float g1 = exp(-d*d*12.0) * .55 * act;
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float g2 = exp(-d*d*3.0) * .25 * act;
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float g3 = exp(-d*d*0.6) * .12;
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float i = core + g1 + g2 + g3;
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gl_FragColor = vec4(vColor * (1.0 + core * .
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gl_FragColor = vec4(vColor * (1.0 + core * .6), i * vAlpha);
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}
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\`,
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transparent: true, depthWrite: false, blending: THREE.AdditiveBlending,
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@@ -717,6 +733,38 @@ const particleMat = new THREE.PointsMaterial({
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blending: THREE.AdditiveBlending, depthWrite: false, sizeAttenuation: true
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});
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// Fog nebula material — very soft, large, dim particles for volumetric clouds
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const fogMat = new THREE.ShaderMaterial({
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uniforms: { uTime: { value: 0 } },
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vertexShader: \`
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attribute float aSize;
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attribute vec3 aColor;
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varying vec3 vColor;
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uniform float uTime;
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void main(){
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vColor = aColor;
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vec3 pos = position;
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pos.x += sin(uTime * 0.05 + position.y * 0.003 + position.z * 0.002) * 12.0;
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pos.z += cos(uTime * 0.04 + position.y * 0.004 + position.x * 0.002) * 12.0;
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pos.y += sin(uTime * 0.06 + position.x * 0.002) * 6.0;
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vec4 mv = modelViewMatrix * vec4(pos, 1.0);
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gl_PointSize = aSize * (400.0 / -mv.z);
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gl_Position = projectionMatrix * mv;
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}
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\`,
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fragmentShader: \`
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varying vec3 vColor;
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void main(){
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vec2 c = gl_PointCoord - vec2(.5);
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float d = length(c);
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if(d > .5) discard;
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float glow = exp(-d*d*2.0) * .35 + exp(-d*d*0.5) * .18;
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gl_FragColor = vec4(vColor, glow);
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}
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\`,
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transparent: true, depthWrite: false, blending: THREE.AdditiveBlending,
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});
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// =========== SCENE OBJECTS (rebuilt by rebuildScene) ===========
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let nodePoints = null;
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let nodeGeo = null;
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@@ -724,6 +772,8 @@ let edgeLines = null;
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let edgeGeo = null;
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let particlePoints = null;
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let particleGeo = null;
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let fogPoints = null;
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let fogGeo = null;
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// Data arrays rebuilt per scene
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let nodes = [];
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@@ -748,6 +798,7 @@ function rebuildScene() {
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if (nodeGeo) { nodeGeo.dispose(); scene.remove(nodePoints); }
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if (edgeGeo) { edgeGeo.dispose(); scene.remove(edgeLines); }
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if (particleGeo) { particleGeo.dispose(); scene.remove(particlePoints); }
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if (fogGeo) { fogGeo.dispose(); scene.remove(fogPoints); }
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orbitRings.forEach(r => { r.geometry.dispose(); r.material.dispose(); scene.remove(r); });
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orbitRings = [];
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const s = SPATIAL[lv] || SPATIAL[3];
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const c = indices.length;
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indices.forEach((ni, j) => {
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const angle = (j / Math.max(c, 1)) * Math.PI * 2 + (srand(ni * 19) - 0.5) *
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const angle = (j / Math.max(c, 1)) * Math.PI * 2 + (srand(ni * 19) - 0.5) * 1.2;
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const r = s.iR + srand(ni * 7) * (s.oR - s.iR);
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const spiral = angle + r * 0.
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const spiral = angle + r * 0.005 + srand(ni * 23) * 0.8;
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const y = (s.yBase || 0) + (srand(ni * 11) - 0.5) * s.yS;
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//
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const jitterX = (srand(ni * 29) - 0.5) * r * 0.
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const jitterZ = (srand(ni * 37) - 0.5) * r * 0.
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// Heavy organic jitter — chaotic like a nebula/universe
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const jitterX = (srand(ni * 29) - 0.5) * r * 0.3;
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const jitterZ = (srand(ni * 37) - 0.5) * r * 0.3;
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positions[ni] = new THREE.Vector3(
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Math.cos(spiral) * r + jitterX,
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Math.cos(spiral) * r + jitterX + (s.cx || 0),
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y,
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Math.sin(spiral) * r + jitterZ
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Math.sin(spiral) * r + jitterZ + (s.cz || 0)
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);
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});
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}
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const nSize = new Float32Array(nCount);
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const nHighlight = new Float32Array(nCount);
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const nPulse = new Float32Array(nCount);
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const nActivity = new Float32Array(nCount);
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for (let i = 0; i < nCount; i++) {
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const p = positions[i];
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nSize[i] = s.size;
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nHighlight[i] = 1.0;
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nPulse[i] = s.pulse;
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nActivity[i] = s.activity || 0.5;
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}
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nodeGeo.setAttribute('position', new THREE.BufferAttribute(nPos, 3));
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nodeGeo.setAttribute('aColor', new THREE.BufferAttribute(nCol, 3));
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nodeGeo.setAttribute('aSize', new THREE.BufferAttribute(nSize, 1));
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nodeGeo.setAttribute('aHighlight', new THREE.BufferAttribute(nHighlight, 1));
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nodeGeo.setAttribute('aPulse', new THREE.BufferAttribute(nPulse, 1));
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nodeGeo.setAttribute('aActivity', new THREE.BufferAttribute(nActivity, 1));
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nodePoints = new THREE.Points(nodeGeo, nodeMat);
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scene.add(nodePoints);
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// ---- ORBIT RINGS (one per layer) ----
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// ---- ORBIT RINGS (one per layer, centered at layer's spiral offset) ----
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for (let lv = 1; lv <= 6; lv++) {
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const s = SPATIAL[lv];
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if (!s || !(byLevel[lv] || []).length) continue;
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const ringGeo = new THREE.RingGeometry(ringRadius - 0.3, ringRadius + 0.3, 96);
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const ringColor = new THREE.Color(LEVEL_COLORS_HEX[lv] || 0x00FFFF);
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const ringMat = new THREE.MeshBasicMaterial({
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color: ringColor, transparent: true, opacity: 0.
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color: ringColor, transparent: true, opacity: 0.06 + (s.activity || 0.5) * 0.06, side: THREE.DoubleSide,
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blending: THREE.AdditiveBlending, depthWrite: false,
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});
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const ring = new THREE.Mesh(ringGeo, ringMat);
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ring.rotation.x = -Math.PI / 2;
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ring.position.
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ring.position.set(s.cx || 0, s.yBase, s.cz || 0);
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ring.userData.level = lv;
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scene.add(ring);
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orbitRings.push(ring);
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}
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// ---- FOG NEBULA PARTICLES (volumetric cloud around each layer) ----
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const FOG_PER_LAYER = 80;
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const fogArr = [];
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const ftc = new THREE.Color();
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for (let lv = 1; lv <= 6; lv++) {
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const s = SPATIAL[lv];
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if (!s || !(byLevel[lv] || []).length) continue;
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ftc.set(LEVEL_COLORS_HEX[lv] || 0x00FFFF);
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const act = s.activity || 0.5;
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for (let j = 0; j < FOG_PER_LAYER; j++) {
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const seed = lv * 1000 + j;
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const angle = srand(seed * 67) * Math.PI * 2;
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const r = srand(seed * 73) * s.oR * 1.3;
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fogArr.push({
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x: Math.cos(angle) * r + (s.cx || 0),
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y: s.yBase + (srand(seed * 79) - 0.5) * s.yS * 2.0,
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|
+
z: Math.sin(angle) * r + (s.cz || 0),
|
|
921
|
+
cr: ftc.r * (0.15 + act * 0.15), cg: ftc.g * (0.15 + act * 0.15), cb: ftc.b * (0.15 + act * 0.15),
|
|
922
|
+
size: 50 + srand(seed * 83) * 100,
|
|
923
|
+
});
|
|
924
|
+
}
|
|
925
|
+
}
|
|
926
|
+
const fTotal = fogArr.length;
|
|
927
|
+
fogGeo = new THREE.BufferGeometry();
|
|
928
|
+
const fPos = new Float32Array(fTotal * 3);
|
|
929
|
+
const fCol = new Float32Array(fTotal * 3);
|
|
930
|
+
const fSz = new Float32Array(fTotal);
|
|
931
|
+
for (let i = 0; i < fTotal; i++) {
|
|
932
|
+
const f = fogArr[i];
|
|
933
|
+
fPos[i * 3] = f.x; fPos[i * 3 + 1] = f.y; fPos[i * 3 + 2] = f.z;
|
|
934
|
+
fCol[i * 3] = f.cr; fCol[i * 3 + 1] = f.cg; fCol[i * 3 + 2] = f.cb;
|
|
935
|
+
fSz[i] = f.size;
|
|
936
|
+
}
|
|
937
|
+
fogGeo.setAttribute('position', new THREE.BufferAttribute(fPos, 3));
|
|
938
|
+
fogGeo.setAttribute('aColor', new THREE.BufferAttribute(fCol, 3));
|
|
939
|
+
fogGeo.setAttribute('aSize', new THREE.BufferAttribute(fSz, 1));
|
|
940
|
+
fogPoints = new THREE.Points(fogGeo, fogMat);
|
|
941
|
+
scene.add(fogPoints);
|
|
942
|
+
|
|
850
943
|
// ---- EDGES (LineSegments) ----
|
|
851
944
|
// Prioritize cross-level edges (vertical) over intra-level (horizontal)
|
|
852
945
|
const allEdges = [];
|
|
@@ -1148,7 +1241,7 @@ function closeSidebar(evt) {
|
|
|
1148
1241
|
controls.autoRotate = true;
|
|
1149
1242
|
camTween = {
|
|
1150
1243
|
startPos: camera.position.clone(), startLookAt: controls.target.clone(),
|
|
1151
|
-
targetPos: new THREE.Vector3(
|
|
1244
|
+
targetPos: new THREE.Vector3(400, 250, 650), targetLookAt: new THREE.Vector3(0, -50, 0),
|
|
1152
1245
|
progress: 0
|
|
1153
1246
|
};
|
|
1154
1247
|
}
|
|
@@ -1248,6 +1341,7 @@ function animate() {
|
|
|
1248
1341
|
// Update shader uniforms
|
|
1249
1342
|
nodeMat.uniforms.uTime.value = t;
|
|
1250
1343
|
edgeMat.uniforms.uTime.value = t;
|
|
1344
|
+
fogMat.uniforms.uTime.value = t;
|
|
1251
1345
|
|
|
1252
1346
|
// Camera tween
|
|
1253
1347
|
if (camTween) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"template.js","sourceRoot":"","sources":["../../../src/cli/brain/template.ts"],"names":[],"mappings":"AAEA,MAAM,UAAU,iBAAiB,CAAC,IAAiB;IACjD,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IAEtC,OAAO;;;;;;0CAMiC,IAAI,CAAC,IAAI,CAAC,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;uCA2ZxB,IAAI,CAAC,IAAI,CAAC,UAAU,iBAAiB,IAAI,CAAC,IAAI,CAAC,UAAU,eAAe,IAAI,CAAC,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,iBAAiB,MAAM,CAAC,CAAC,CAAC,EAAE,WAAW,IAAI,CAAC,IAAI,CAAC,WAAW;;wCAE3L,IAAI,CAAC,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE;uCACpD,IAAI,CAAC,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;mBAkKvE,QAAQ
|
|
1
|
+
{"version":3,"file":"template.js","sourceRoot":"","sources":["../../../src/cli/brain/template.ts"],"names":[],"mappings":"AAEA,MAAM,UAAU,iBAAiB,CAAC,IAAiB;IACjD,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IAEtC,OAAO;;;;;;0CAMiC,IAAI,CAAC,IAAI,CAAC,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;uCA2ZxB,IAAI,CAAC,IAAI,CAAC,UAAU,iBAAiB,IAAI,CAAC,IAAI,CAAC,UAAU,eAAe,IAAI,CAAC,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,iBAAiB,MAAM,CAAC,CAAC,CAAC,EAAE,WAAW,IAAI,CAAC,IAAI,CAAC,WAAW;;wCAE3L,IAAI,CAAC,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE;uCACpD,IAAI,CAAC,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;mBAkKvE,QAAQ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;sBAu8BL,IAAI,CAAC,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,QAAQ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;QAukBvE,CAAC;AACT,CAAC"}
|