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<!DOCTYPE html>
<html lang="ru">
<head>
<meta charset="UTF-8">
<title>Нейроны</title>
<style>

body{margin:0;background:#000;overflow:hidden;font-family:monospace;color:#eee}

canvas{display:block}

.ui{position:fixed;top:10px;left:10px;z-index:10;font-size:12px;background:rgba(0,0,0,.8);padding:10px 14px;border-radius:6px;line-height:1.7}

.ui button{background:#4f46e5;color:#fff;border:none;padding:4px 8px;border-radius:4px;cursor:pointer;font-family:monospace;font-size:11px;margin:2px}

.ui button:hover{background:#4338ca}

.ui button.active{background:#dc2626}

.stat{color:#7ec8ff}

</style>
</head>
<body>
<div class="ui">
N: <span class="stat" id="count">30k</span> ·
Связей: <span class="stat" id="edges">0</span> ·
Ср.связ/нейрон: <span class="stat" id="avg">0</span> ·
FPS: <span class="stat" id="fps">0</span><br>
<b>Форма:</b>
<button id="btnRandom" onclick="setShape('random')">Рандом</button>
<button id="btnSphere" onclick="setShape('sphere')">Шар</button>
<button id="btnPlane" onclick="setShape('plane')">Плоскость</button>
<button id="btnHalf" onclick="setShape('half')">Полукруг</button>
<button onclick="setN(30000)">30k</button>
<button onclick="setN(60000)">60k</button>
<button onclick="setN(100000)">100k</button><br>
<span style="opacity:.6">тяни — вращать · колесо — зум</span>
</div>
<canvas id="c"></canvas>
<script>

const canvas=document.getElementById('c');

const gl=canvas.getContext('webgl2')||canvas.getContext('webgl');

if(!gl){document.body.innerHTML='<h1>Нет WebGL</h1>';throw 0}

let W=canvas.width=innerWidth,H=canvas.height=innerHeight;

addEventListener('resize',()=>{W=canvas.width=innerWidth;H=canvas.height=innerHeight});



const BOX=1000;

const CONNECT_D=60;

const BREAK_D=CONNECT_D*1.5;

const MAX_CONN=10;

const MIN_DIST=22;

const DAMPING=0.93;

const DT=0.06;

const GRID_CELL=CONNECT_D;

const REBUILD=3;



const ROOT={x:BOX/2,y:15,z:BOX/2};

const ROOT_ATTRACT=650;

const ROOT_FORCE=25000;



const VS_P=`attribute vec3 aPos;uniform mat4 uProj,uView;uniform float uSize;

void main(){gl_Position=uProj*uView*vec4(aPos,1.0);gl_PointSize=uSize;}`;

const FS_P=`precision mediump float;uniform vec3 uColor;

void main(){vec2 d=gl_PointCoord-0.5;float r2=dot(d,d);

if(r2>0.25)discard;gl_FragColor=vec4(uColor,(1.0-r2*4.0)*0.85);}`;

const VS_L=`attribute vec3 aPos;uniform mat4 uProj,uView;

void main(){gl_Position=uProj*uView*vec4(aPos,1.0);}`;

const FS_L=`precision mediump float;uniform vec4 uColor;

void main(){gl_FragColor=uColor;}`;



function sh(t,s){const o=gl.createShader(t);gl.shaderSource(o,s);gl.compileShader(o);

if(!gl.getShaderParameter(o,gl.COMPILE_STATUS))console.error(gl.getShaderInfoLog(o));return o}

function mk(vs,fs){const p=gl.createProgram();gl.attachShader(p,sh(gl.VERTEX_SHADER,vs));

gl.attachShader(p,sh(gl.FRAGMENT_SHADER,fs));gl.linkProgram(p);return p}

const progP=mk(VS_P,FS_P),progL=mk(VS_L,FS_L);



function persp(f,a,n,fa){const t=1/Math.tan(f/2);return new Float32Array(

[t/a,0,0,0,0,t,0,0,0,0,(fa+n)/(n-fa),-1,0,0,(2*fa*n)/(n-fa),0])}

function lookAt(ex,ey,ez,cx,cy,cz,ux,uy,uz){

let zx=ex-cx,zy=ey-cy,zz=ez-cz;const zl=Math.hypot(zx,zy,zz);zx/=zl;zy/=zl;zz/=zl;

let xx=uy*zz-uz*zy,xy=uz*zx-ux*zz,xz=ux*zy-uy*zx;

const xl=Math.hypot(xx,xy,xz);xx/=xl;xy/=xl;xz/=xl;

const yx=zy*xz-zz*xy,yy=zz*xx-zx*xz,yz=zx*xy-zy*xx;

return new Float32Array([xx,yx,zx,0,xy,yy,zy,0,xz,yz,zz,0,

-(xx*ex+xy*ey+xz*ez),-(yx*ex+yy*ey+yz*ez),-(zx*ex+zy*ey+zz*ez),1])}



let N=30000;

let pos,vel,connCount,connList;

let edges=new Float32Array(0),edgeCount=0;

let posBuf,edgeBuf,rootBuf,boxBuf;

let curShape='random';

let forceBuf=null;



function initShape(shape){

curShape=shape;

forceBuf=null;

pos=new Float32Array(N*3);vel=new Float32Array(N*3);

connCount=new Int32Array(N);

connList=new Int32Array(N*MAX_CONN).fill(-1);



const cx=BOX/2,cy=BOX/2,cz=BOX/2;

for(let i=0;i<N;i++){

let x,y,z;

if(shape==='sphere'){

const u=Math.random()*2-1,phi=Math.random()*Math.PI*2,r=180*Math.cbrt(Math.random());

const s=Math.sqrt(1-u*u);

x=cx+r*s*Math.cos(phi);y=cy+r*u;z=cz+r*s*Math.sin(phi);

}else if(shape==='plane'){

x=cx+(Math.random()-0.5)*400;y=cy+(Math.random()-0.5)*400;z=cz+(Math.random()-0.5)*15;

}else if(shape==='half'){

const a=Math.random()*Math.PI,r=250*Math.sqrt(Math.random());

x=cx+Math.cos(a)*r;y=cy-100+Math.random()*20;z=cz+Math.sin(a)*r;

}else{

x=Math.random()*BOX;y=Math.random()*BOX;z=Math.random()*BOX;

}

pos[i*3]=x;pos[i*3+1]=y;pos[i*3+2]=z;

}

if(!posBuf)posBuf=gl.createBuffer();

gl.bindBuffer(gl.ARRAY_BUFFER,posBuf);

gl.bufferData(gl.ARRAY_BUFFER,pos,gl.DYNAMIC_DRAW);

if(!edgeBuf)edgeBuf=gl.createBuffer();

edges=new Float32Array(N*MAX_CONN*6);edgeCount=0;

if(rootBuf)gl.deleteBuffer(rootBuf);

rootBuf=gl.createBuffer();

gl.bindBuffer(gl.ARRAY_BUFFER,rootBuf);

gl.bufferData(gl.ARRAY_BUFFER,new Float32Array([ROOT.x,ROOT.y,ROOT.z]),gl.STATIC_DRAW);

if(!boxBuf)boxBuf=gl.createBuffer();

const b=BOX;

const bv=new Float32Array([

0,0,0, b,0,0,  b,0,0, b,0,b,  b,0,b, 0,0,b,  0,0,b, 0,0,0,

0,b,0, b,b,0,  b,b,0, b,b,b,  b,b,b, 0,b,b,  0,b,b, 0,b,0,

0,0,0, 0,b,0,  b,0,0, b,b,0,  b,0,b, b,b,b,  0,0,b, 0,b,b

]);

gl.bindBuffer(gl.ARRAY_BUFFER,boxBuf);

gl.bufferData(gl.ARRAY_BUFFER,bv,gl.STATIC_DRAW);

}



function setShape(s){

document.querySelectorAll('.ui button').forEach(b=>b.classList.remove('active'));

const btn=document.getElementById('btn'+s[0].toUpperCase()+s.slice(1));

if(btn)btn.classList.add('active');

initShape(s);

}

function setN(n){

N=n;

document.getElementById('count').textContent=(n/1000).toFixed(0)+'k';

initShape(curShape);

}



let grid,gridDims;

function buildGrid(){

const cells=Math.ceil(BOX/GRID_CELL)+1;

gridDims=cells;

grid=new Array(cells*cells*cells);

for(let i=0;i<N;i++){

const gx=Math.floor(pos[i*3]/GRID_CELL);

const gy=Math.floor(pos[i*3+1]/GRID_CELL);

const gz=Math.floor(pos[i*3+2]/GRID_CELL);

const k=gx+cells*(gy+cells*gz);

if(!grid[k])grid[k]=[];

grid[k].push(i);

}

}

function key(x,y,z){return x+gridDims*(y+gridDims*z)}



function addConn(i,j){

if(i===j)return false;

if(connCount[i]>=MAX_CONN||connCount[j]>=MAX_CONN)return false;

for(let c=0;c<connCount[i];c++){

if(connList[i*MAX_CONN+c]===j)return false;

}

connList[i*MAX_CONN+connCount[i]]=j;connCount[i]++;

connList[j*MAX_CONN+connCount[j]]=i;connCount[j]++;

return true;

}



function physics(){

if(!forceBuf||forceBuf.length!==N*3)forceBuf=new Float32Array(N*3);

const force=forceBuf;

force.fill(0);



for(let i=0;i<N;i++){

const dx=ROOT.x-pos[i*3],dy=ROOT.y-pos[i*3+1],dz=ROOT.z-pos[i*3+2];

const d2=dx*dx+dy*dy+dz*dz+2000;

const d=Math.sqrt(d2);

if(d<ROOT_ATTRACT){

const f=ROOT_FORCE/d2;

force[i*3]+=dx*f;force[i*3+1]+=dy*f;force[i*3+2]+=dz*f;

}

}



for(let i=0;i<N;i++){

const px=pos[i*3],py=pos[i*3+1],pz=pos[i*3+2];

let fx=0,fy=0,fz=0;

for(let c=0;c<connCount[i];c++){

const j=connList[i*MAX_CONN+c];

const dx=pos[j*3]-px,dy=pos[j*3+1]-py,dz=pos[j*3+2]-pz;

const d=Math.sqrt(dx*dx+dy*dy+dz*dz)+0.001;

if(d>=BREAK_D)continue;

const diff=d-MIN_DIST;

const w=1.0+connCount[j]*0.1;

const pull=w*0.5*diff;

fx+=(dx/d)*pull;fy+=(dy/d)*pull;fz+=(dz/d)*pull;

}

const speedMul=1+connCount[i]*0.15;

force[i*3]+=fx*speedMul;force[i*3+1]+=fy*speedMul;force[i*3+2]+=fz*speedMul;

}



buildGrid();

for(let i=0;i<N;i++){

const px=pos[i*3],py=pos[i*3+1],pz=pos[i*3+2];

const gx=Math.floor(px/GRID_CELL),gy=Math.floor(py/GRID_CELL),gz=Math.floor(pz/GRID_CELL);

let checked=0;

for(let dx=-1;dx<=1&&checked<50;dx++)

for(let dy=-1;dy<=1&&checked<50;dy++)

for(let dz=-1;dz<=1&&checked<50;dz++){

const nx=gx+dx,ny=gy+dy,nz=gz+dz;

if(nx<0||ny<0||nz<0||nx>=gridDims||ny>=gridDims||nz>=gridDims)continue;

const bucket=grid[key(nx,ny,nz)];

if(!bucket)continue;

for(let k=0;k<bucket.length;k++){

const j=bucket[k];

if(j===i)continue;

const ddx=pos[j*3]-px,ddy=pos[j*3+1]-py,ddz=pos[j*3+2]-pz;

const d2=ddx*ddx+ddy*ddy+ddz*ddz;

if(d2>MIN_DIST*MIN_DIST)continue;

const d=Math.sqrt(d2)+0.001;

const push=(MIN_DIST-d)*3;

force[i*3]-=(ddx/d)*push;force[i*3+1]-=(ddy/d)*push;force[i*3+2]-=(ddz/d)*push;

checked++;

if(checked>50)break;

}

}

}



for(let i=0;i<N;i++){

let vx=vel[i*3]+force[i*3]*DT;

let vy=vel[i*3+1]+force[i*3+1]*DT;

let vz=vel[i*3+2]+force[i*3+2]*DT;

vx*=DAMPING;vy*=DAMPING;vz*=DAMPING;

let nx=pos[i*3]+vx*DT,ny=pos[i*3+1]+vy*DT,nz=pos[i*3+2]+vz*DT;

if(nx<0){nx=0;vx*=-0.5}if(nx>BOX){nx=BOX;vx*=-0.5}

if(ny<0){ny=0;vy*=-0.5}if(ny>BOX){ny=BOX;vy*=-0.5}

if(nz<0){nz=0;vz*=-0.5}if(nz>BOX){nz=BOX;vz*=-0.5}

pos[i*3]=nx;pos[i*3+1]=ny;pos[i*3+2]=nz;

vel[i*3]=vx;vel[i*3+1]=vy;vel[i*3+2]=vz;

}

}



function breakLongEdges(){

const B2=BREAK_D*BREAK_D;

for(let i=0;i<N;i++){

let w=0;

for(let c=0;c<connCount[i];c++){

const j=connList[i*MAX_CONN+c];

const dx=pos[j*3]-pos[i*3],dy=pos[j*3+1]-pos[i*3+1],dz=pos[j*3+2]-pos[i*3+2];

if(dx*dx+dy*dy+dz*dz>B2)continue;

connList[i*MAX_CONN+w]=j;w++;

}

for(let c=w;c<MAX_CONN;c++)connList[i*MAX_CONN+c]=-1;

connCount[i]=w;

}

}



function findNewEdges(){

buildGrid();

for(let i=0;i<N;i++){

if(connCount[i]>=MAX_CONN)continue;

const px=pos[i*3],py=pos[i*3+1],pz=pos[i*3+2];

const gx=Math.floor(px/GRID_CELL),gy=Math.floor(py/GRID_CELL),gz=Math.floor(pz/GRID_CELL);

outer:

for(let dx=-1;dx<=1;dx++)

for(let dy=-1;dy<=1;dy++)

for(let dz=-1;dz<=1;dz++){

if(connCount[i]>=MAX_CONN)break outer;

const nx=gx+dx,ny=gy+dy,nz=gz+dz;

if(nx<0||ny<0||nz<0||nx>=gridDims||ny>=gridDims||nz>=gridDims)continue;

const bucket=grid[key(nx,ny,nz)];

if(!bucket)continue;

for(let k=0;k<bucket.length;k++){

if(connCount[i]>=MAX_CONN)break outer;

const j=bucket[k];

if(j<=i)continue;

if(connCount[j]>=MAX_CONN)continue;

const ddx=pos[j*3]-px,ddy=pos[j*3+1]-py,ddz=pos[j*3+2]-pz;

if(ddx*ddx+ddy*ddy+ddz*ddz>CONNECT_D*CONNECT_D)continue;

addConn(i,j);

}

}

}

}



function rebuildEdges(){

edgeCount=0;

let ev=0;

const maxE=edges.length/6;

for(let i=0;i<N&&ev<maxE;i++){

for(let c=0;c<connCount[i];c++){

const j=connList[i*MAX_CONN+c];

if(j<i)continue;

edges[ev++]=pos[i*3];edges[ev++]=pos[i*3+1];edges[ev++]=pos[i*3+2];

edges[ev++]=pos[j*3];edges[ev++]=pos[j*3+1];edges[ev++]=pos[j*3+2];

edgeCount++;

if(ev>=maxE)break;

}

if(ev>=maxE)break;

}

gl.bindBuffer(gl.ARRAY_BUFFER,edgeBuf);

gl.bufferSubData(gl.ARRAY_BUFFER,0,edges.subarray(0,ev));

}



let camAngle=0.7,camElev=0.4,camDist=2200;

let drag=false,lx=0,ly=0;

canvas.addEventListener('mousedown',e=>{drag=true;lx=e.clientX;ly=e.clientY});

canvas.addEventListener('mouseup',()=>drag=false);

canvas.addEventListener('mousemove',e=>{

if(!drag)return;

camAngle+=(e.clientX-lx)*0.006;

camElev=Math.max(-1.4,Math.min(1.4,camElev+(e.clientY-ly)*0.006));

lx=e.clientX;ly=e.clientY;

});

canvas.addEventListener('wheel',e=>{

camDist=Math.max(400,Math.min(5000,camDist+e.deltaY*1.5));

},{passive:true});



let frames=0,lastFps=performance.now();

function draw(){

gl.viewport(0,0,W,H);

gl.clearColor(0,0,0,1);

gl.clear(gl.COLOR_BUFFER_BIT);

gl.enable(gl.BLEND);

gl.blendFunc(gl.SRC_ALPHA,gl.ONE);



const proj=persp(Math.PI/3,W/H,1,8000);

const cx=BOX/2,cy=BOX/2,cz=BOX/2;

const ex=cx+Math.cos(camAngle)*Math.cos(camElev)*camDist;

const ey=cy+Math.sin(camElev)*camDist;

const ez=cz+Math.sin(camAngle)*Math.cos(camElev)*camDist;

const view=lookAt(ex,ey,ez,cx,cy,cz,0,1,0);



// Коробка

gl.useProgram(progL);

gl.uniformMatrix4fv(gl.getUniformLocation(progL,'uProj'),false,proj);

gl.uniformMatrix4fv(gl.getUniformLocation(progL,'uView'),false,view);

gl.uniform4f(gl.getUniformLocation(progL,'uColor'),0.3,0.5,0.8,0.35);

gl.bindBuffer(gl.ARRAY_BUFFER,boxBuf);

const aPL=gl.getAttribLocation(progL,'aPos');

gl.enableVertexAttribArray(aPL);

gl.vertexAttribPointer(aPL,3,gl.FLOAT,false,0,0);

gl.drawArrays(gl.LINES,0,24);



// Связи

if(edgeCount>0){

gl.uniform4f(gl.getUniformLocation(progL,'uColor'),0.35,0.55,1.0,0.12);

gl.bindBuffer(gl.ARRAY_BUFFER,edgeBuf);

gl.vertexAttribPointer(aPL,3,gl.FLOAT,false,0,0);

gl.drawArrays(gl.LINES,0,edgeCount*2);

}



// Точки

gl.useProgram(progP);

gl.uniformMatrix4fv(gl.getUniformLocation(progP,'uProj'),false,proj);

gl.uniformMatrix4fv(gl.getUniformLocation(progP,'uView'),false,view);

gl.uniform1f(gl.getUniformLocation(progP,'uSize'),N>60000?1.2:2.2);

gl.uniform3f(gl.getUniformLocation(progP,'uColor'),0.55,0.78,1.0);

gl.bindBuffer(gl.ARRAY_BUFFER,posBuf);

gl.bufferSubData(gl.ARRAY_BUFFER,0,pos);

const aP2=gl.getAttribLocation(progP,'aPos');

gl.enableVertexAttribArray(aP2);

gl.vertexAttribPointer(aP2,3,gl.FLOAT,false,0,0);

gl.drawArrays(gl.POINTS,0,N);



// Ствол

gl.uniform1f(gl.getUniformLocation(progP,'uSize'),20.0);

gl.uniform3f(gl.getUniformLocation(progP,'uColor'),1.0,0.3,0.4);

gl.bindBuffer(gl.ARRAY_BUFFER,rootBuf);

gl.vertexAttribPointer(aP2,3,gl.FLOAT,false,0,0);

gl.drawArrays(gl.POINTS,0,1);



frames++;

const now=performance.now();

if(now-lastFps>500){

document.getElementById('fps').textContent=Math.round(frames*1000/(now-lastFps));

document.getElementById('edges').textContent=edgeCount.toLocaleString();

let total=0;for(let i=0;i<N;i++)total+=connCount[i];

document.getElementById('avg').textContent=(total/N).toFixed(1);

frames=0;lastFps=now;

}

}



initShape('random');

document.getElementById('btnRandom').classList.add('active');

let frameCount=0;

(function loop(){

physics();

breakLongEdges();

if(frameCount++%REBUILD===0)findNewEdges();

rebuildEdges();

draw();

requestAnimationFrame(loop);

})();

</script>
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