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Ion interceptor

A twin ion-drive interceptor: hexagonal panels pitching on lateral pylons, around a pod that yaws inside them and carries its viewport and emitters round with it.

Open in workbench
II / 07
view
variant
motion
panels
pitch
0°
yaw
0°
ribs
3

Square to the camera the panels are hexagons; from straight above they are lines. Yaw turns the pod inside the pylons, and the viewport goes with it.

Theming

Set a role and the same CSS goes in your own app — every robot under it follows.

Install

bunx --bun shadcn@latest add https://robocn.dev/r/ion-interceptor.json

Notes

  • The panels are flat plates in space, not artwork: the same geometry is a pair of tall hexagons head-on, a pair of lines from straight above when they are square, and a pair of widening slabs as they come round. Pitch is a rotation about each pylon's own axis.
  • The pod turns inside the pylons, so the viewport, the armoured face and the emitters all come round with it while the pylons and panels stay where the airframe put them.
  • A science-fiction archetype and nothing more: no character, no markings, no livery. There is no aerodynamics here and no ion physics either.

Usage

import { IonInterceptor } from "@/components/ui/ion-interceptor"

<IonInterceptor behavior="patrol" />

// Square to the camera the panels are hexagons; from above they are lines.
<IonInterceptor panelPitch={0} view="front" />
<IonInterceptor panelPitch={55} yaw={30} view="plan" />

Props

PropTypeDefaultDescription
view"plan" | "front" | "profile" | "iso""front"Where the camera stands. One interceptor, four projections: straight down, straight on, side elevation, or three-quarter from above.
panelPitchnumber—Panel pitch about the pylons in degrees, clamped to ±80. Supplying it stops the loop.
onPanelPitchChange(pitch: number) => void—The commanded pitch, while a person is working the panels.
yawnumber—The pod's own yaw inside the pylons, ±55 degrees. Omit it and the behaviour turns it.
behavior"patrol" | "intercept" | "static""patrol"Drift with the panels near square, or work them hard while the pod hunts.
ribsnumber3Ribs across each panel's face, 0–6. They foreshorten with the panel and vanish with it edge-on.
speednumber0.3Panel cycles per second.
animatebooleantrueOff parks the machine at phase and stops rendering. A reduced-motion preference does the same.
pausedbooleanfalseFreeze where it stands.
phasenumber0Seconds of offset, so a row of machines breaks step.
interactivebooleanfalsePress and drag across the interceptor to pitch the panels; arrow keys move them 5° at a time.
activeboolean—Light the viewport and the emitters.
labelstring—Caption underneath the interceptor.
variant"solid" | "outline" | "blueprint" | "wire""solid"How the machine is painted. Geometry never changes between variants.
size"xs" | "sm" | "md" | "lg" | "xl" | number"md"Rendered width in pixels, or a step on the scale.
colorstringvar(--robot-shell)Body panels — the colour the machine reads as.
accentstringvar(--robot-accent)Status colour: tip light, live tool, readouts.
metalstringvar(--robot-metal)Bare machined parts: collars, bolts, tool bodies.
darkstringvar(--robot-dark)Cast joints, base, shadow side.
palettePartial<RobotPalette>—Override any subset of roles at once, including glow and grid.

Source

src/components/ui/ion-interceptor.tsx
"use client"

/**
 * ion-interceptor — a twin ion-drive interceptor: a pod slung between two flat
 * panels.
 *
 * The panels are the machine. Each hangs off its own pylon and pitches about
 * that pylon's axis, so the same geometry is a pair of tall hexagons head-on, a
 * pair of *lines* from straight above when they are square, and a pair of
 * widening slabs as they come round. Nothing is redrawn per angle: the panel is
 * a flat plate in space and the camera does the rest.
 *
 * The pod turns inside them. Yaw the pod and the viewport, the emitters and the
 * nose armour all come round with it while the pylons and panels stay where the
 * airframe put them — which is the whole point of hanging a ball between two
 * spars.
 *
 * A science-fiction archetype, not a character: no markings, no livery, no
 * franchise. There is no aerodynamics here, and no ion physics either.
 */

import * as React from "react"

import { arrowStep, useRobotDrag, useRobotScalar } from "@/hooks/use-robot-motion"
import { clamp, toRadians, type Vec2, type Vec3 } from "@/lib/robocn/kinematics"
import {
  boxCorners,
  fitTransform,
  px,
  resolveRobotPalette,
  resolveRobotSize,
  robotCamera,
  robotSurface,
  slabPath,
  type RobotPaletteProps,
  type RobotSize,
  type RobotVariant,
  type RobotView,
} from "@/lib/robocn/style"
import { cn } from "@/lib/utils"

const VIEW_WIDTH = 240
const VIEW_HEIGHT = 220
const NATIVE_VIEW: RobotView = "front"

/** The interceptor in world units: nose at −z, starboard at +x, up at +y. */
const POD_RADIUS = 25
const PYLON_FROM = 21
const PYLON_TO = 50
const PANEL_X = 54
const PANEL_HALF_HEIGHT = 74
const PANEL_HALF_WIDTH = 21
const PANEL_SHOULDER = 0.46
const MAX_PITCH = 80
const MAX_YAW = 55
/** Degrees of panel per second while it eases back into a behaviour. */
const PANEL_RATE = 46

const ENVELOPE = boxCorners(
  { x: -80, y: -80, z: -80 },
  { x: 80, y: 80, z: 80 },
)

const viewNames: Record<RobotView, string> = {
  plan: "plan view",
  front: "front elevation",
  profile: "side elevation",
  iso: "isometric view",
}

/** The panel outline in its own plane: a hexagon with flattened shoulders. */
const PANEL: Vec2[] = [
  { x: -PANEL_HALF_WIDTH, y: -PANEL_HALF_HEIGHT * PANEL_SHOULDER },
  { x: 0, y: -PANEL_HALF_HEIGHT },
  { x: PANEL_HALF_WIDTH, y: -PANEL_HALF_HEIGHT * PANEL_SHOULDER },
  { x: PANEL_HALF_WIDTH, y: PANEL_HALF_HEIGHT * PANEL_SHOULDER },
  { x: 0, y: PANEL_HALF_HEIGHT },
  { x: -PANEL_HALF_WIDTH, y: PANEL_HALF_HEIGHT * PANEL_SHOULDER },
]

export type InterceptorBehavior = "patrol" | "intercept" | "static"

export interface IonInterceptorProps
  extends Omit<React.ComponentProps<"svg">, "color">,
    RobotPaletteProps {
  /** Panel pitch about the pylons, in degrees. Supplying it stops the loop. */
  panelPitch?: number
  onPanelPitchChange?: (pitch: number) => void
  /** The pod's own yaw inside the pylons, in degrees. Omit and the behaviour turns it. */
  yaw?: number
  behavior?: InterceptorBehavior
  view?: RobotView
  /** The ribs across each panel's face. */
  ribs?: number
  /** Light the emitters and the viewport. Omit and they light unless it is parked. */
  active?: boolean
  interactive?: boolean
  speed?: number
  animate?: boolean
  paused?: boolean
  phase?: number
  label?: string
  size?: RobotSize | number
  variant?: RobotVariant
}

function IonInterceptor({
  panelPitch,
  onPanelPitchChange,
  yaw,
  behavior = "patrol",
  view = NATIVE_VIEW,
  ribs = 3,
  active,
  interactive = false,
  speed = 0.3,
  animate = true,
  paused = false,
  phase = 0,
  label,
  size = "md",
  variant = "solid",
  color,
  accent,
  metal,
  dark,
  glow,
  grid,
  palette: paletteOverride,
  className,
  style,
  role,
  tabIndex,
  onKeyDown,
  onBlur,
  "aria-label": ariaLabel,
  ...props
}: IonInterceptorProps) {
  const palette = resolveRobotPalette({ color, accent, metal, dark, glow, grid, palette: paletteOverride })
  const width = resolveRobotSize(size)
  const svgRef = React.useRef<SVGSVGElement>(null)
  const [held, setHeld] = React.useState<number | null>(null)
  const controlled = panelPitch !== undefined

  const hold = controlled
    ? Number.isFinite(panelPitch) ? clamp(panelPitch as number, -MAX_PITCH, MAX_PITCH) : 0
    : held
  const goal = React.useCallback(
    (clock: number) => interceptorPanels(behavior, clock),
    [behavior],
  )
  const motion = useRobotScalar(goal, {
    rate: PANEL_RATE,
    hold,
    speed,
    paused,
    phase,
    animate: animate && !controlled && behavior !== "static",
  })
  const pitch = clamp(motion.value, -MAX_PITCH, MAX_PITCH)
  const turn = yaw !== undefined
    ? Number.isFinite(yaw) ? clamp(yaw, -MAX_YAW, MAX_YAW) : 0
    : clamp(
        interceptorYaw(behavior, Number.isFinite(motion.clock) ? motion.clock : 0),
        -MAX_YAW,
        MAX_YAW,
      )

  const apply = React.useCallback(
    (next: number) => {
      const bounded = Math.round(clamp(next, -MAX_PITCH, MAX_PITCH) * 10) / 10
      setHeld(bounded)
      onPanelPitchChange?.(bounded)
    },
    [onPanelPitchChange],
  )
  const dragging = useRobotDrag(svgRef, {
    enabled: interactive,
    onDrag: React.useCallback(
      (unit: Vec2) => apply((unit.x - 0.5) * 2 * MAX_PITCH),
      [apply],
    ),
    onDragEnd: React.useCallback(() => setHeld(null), []),
  })

  const camera = robotCamera(view)
  const frame = fitTransform(ENVELOPE, camera, VIEW_WIDTH, VIEW_HEIGHT)

  const pitchRad = toRadians(pitch)
  const cosPitch = Math.cos(pitchRad)
  const sinPitch = Math.sin(pitchRad)
  /** A panel point: the plate lies across the machine, and pitches about its pylon. */
  const onPanel = (side: 1 | -1) => (point: Vec2, depth: number): Vec3 => ({
    x: side * PANEL_X + point.x * side,
    y: point.y * cosPitch - depth * sinPitch,
    z: point.y * sinPitch + depth * cosPitch,
  })

  const yawRad = toRadians(turn)
  const cosYaw = Math.cos(yawRad)
  const sinYaw = Math.sin(yawRad)
  /** A pod point: the ball turns about the vertical inside the pylons. */
  const inPod = (point: Vec3): Vec3 => ({
    x: point.x * cosYaw + point.z * sinYaw,
    y: point.y,
    z: -point.x * sinYaw + point.z * cosYaw,
  })

  const project = (point: Vec3) => camera.project(point.x, point.y, point.z)
  const solid = (corners: Vec3[]) => slabPath(corners, camera)
  const line = (points: Vec3[], close = false) =>
    `${points
      .map((point, index) => {
        const screen = project(point)
        return `${index ? "L" : "M"} ${px(screen.x)} ${px(screen.y)}`
      })
      .join(" ")}${close ? " Z" : ""}`

  /** A sphere, as the stack of rings it is. */
  const ball = (radius: number, steps = 5) =>
    Array.from({ length: steps }, (_, index) => {
      const t = (index + 0.5) / steps
      const y = (t * 2 - 1) * radius
      return { y, r: Math.sqrt(Math.max(0, radius * radius - y * y)) }
    }).flatMap(({ y, r }) =>
      Array.from({ length: 10 }, (_, spoke) => {
        const angle = (spoke / 10) * Math.PI * 2
        return { x: Math.cos(angle) * r, y, z: Math.sin(angle) * r }
      }),
    )

  const shell = robotSurface("shell", variant, palette)
  const machined = robotSurface("metal", variant, palette)
  const cast = robotSurface("dark", variant, palette)
  const lit = active ?? behavior !== "static"
  const ribCount = Number.isFinite(ribs) ? clamp(Math.round(ribs), 0, 6) : 3

  const wing = (side: 1 | -1) => {
    const place = onPanel(side)
    const name = side > 0 ? "starboard" : "port"
    return (
      <g key={name} data-panel={name} data-pitch={px(pitch)}>
        <path
          d={solid(PANEL.flatMap((point) => [place(point, 2), place(point, -2)]))}
          {...shell}
        />
        {/* Ribs across the face: they foreshorten with the panel, and vanish
            with it when the plate is edge-on to the camera. */}
        {Array.from({ length: ribCount }, (_, index) => {
          const t = ribCount === 1 ? 0 : (index / (ribCount - 1)) * 2 - 1
          const y = t * PANEL_HALF_HEIGHT * 0.72
          return (
            <path
              key={index}
              d={line([
                place({ x: -PANEL_HALF_WIDTH + 3, y }, 2.4),
                place({ x: PANEL_HALF_WIDTH - 3, y }, 2.4),
              ])}
              fill="none"
              stroke={palette.dark}
              strokeWidth={1.8}
              opacity={0.55}
            />
          )
        })}
        <path
          data-spar={name}
          d={line([
            place({ x: 0, y: -PANEL_HALF_HEIGHT + 6 }, 2.4),
            place({ x: 0, y: PANEL_HALF_HEIGHT - 6 }, 2.4),
          ])}
          fill="none"
          stroke={palette.metal}
          strokeWidth={2.4}
        />
        <path
          data-pylon={name}
          d={solid([
            { x: side * PYLON_FROM, y: 5, z: 5 },
            { x: side * PYLON_FROM, y: -5, z: 5 },
            { x: side * PYLON_FROM, y: 5, z: -5 },
            { x: side * PYLON_FROM, y: -5, z: -5 },
            { x: side * PYLON_TO, y: 3.5, z: 3.5 },
            { x: side * PYLON_TO, y: -3.5, z: 3.5 },
            { x: side * PYLON_TO, y: 3.5, z: -3.5 },
            { x: side * PYLON_TO, y: -3.5, z: -3.5 },
          ])}
          {...machined}
        />
      </g>
    )
  }

  return (
    <svg
      ref={svgRef}
      role={role ?? (interactive ? "slider" : "img")}
      aria-label={
        ariaLabel ??
        `Twin ion-drive interceptor, panels pitched ${Math.round(pitch)} degrees, pod yawed ${Math.round(turn)} degrees, ${viewNames[view] ?? viewNames.front}`
      }
      aria-valuemin={interactive ? -MAX_PITCH : undefined}
      aria-valuemax={interactive ? MAX_PITCH : undefined}
      aria-valuenow={interactive ? px(pitch) : undefined}
      aria-valuetext={interactive ? `panels pitched ${Math.round(pitch)} degrees` : undefined}
      tabIndex={tabIndex ?? (interactive ? 0 : undefined)}
      onKeyDown={(event) => {
        onKeyDown?.(event)
        if (!interactive || event.defaultPrevented) return
        const delta = arrowStep(event.key, event.shiftKey ? 15 : 5, 30)
        if (delta !== 0) apply(pitch + delta)
        else if (event.key === "Home") apply(0)
        else if (event.key === "Escape") setHeld(null)
        else return
        event.preventDefault()
      }}
      onBlur={(event) => {
        onBlur?.(event)
        if (!dragging) setHeld(null)
      }}
      viewBox={`0 0 ${VIEW_WIDTH} ${VIEW_HEIGHT}`}
      width={width}
      height={px((width * VIEW_HEIGHT) / VIEW_WIDTH)}
      className={cn(
        "max-w-full select-none",
        interactive &&
          "cursor-grab touch-none focus-visible:outline-2 focus-visible:outline-offset-4 focus-visible:outline-[currentColor]",
        dragging && "cursor-grabbing",
        className,
      )}
      style={{ color: palette.foreground, ...style }}
      {...props}
    >
      {variant === "blueprint" && (
        <g fill="none" stroke={palette.grid} strokeWidth={0.5} opacity={0.45}>
          <path
            d={`M ${VIEW_WIDTH / 2} 8 V ${VIEW_HEIGHT - 8} M 8 ${VIEW_HEIGHT / 2} H ${VIEW_WIDTH - 8}`}
            strokeDasharray="2 3"
          />
        </g>
      )}

      <g data-view={view} data-panel-pitch={px(pitch)} data-yaw={px(turn)} transform={frame || undefined}>
        {wing(-1)}
        {wing(1)}

        <g data-pod data-angle={px(turn)}>
          <path d={solid(ball(POD_RADIUS).map(inPod))} {...shell} />
          {/* The armoured face the viewport sits in, and the viewport itself. */}
          <path
            data-visor
            d={solid(
              [
                { x: -15, y: 15, z: -POD_RADIUS + 2 },
                { x: 15, y: 15, z: -POD_RADIUS + 2 },
                { x: -18, y: -15, z: -POD_RADIUS + 2 },
                { x: 18, y: -15, z: -POD_RADIUS + 2 },
                { x: -13, y: 13, z: -POD_RADIUS - 3 },
                { x: 13, y: 13, z: -POD_RADIUS - 3 },
                { x: -15, y: -13, z: -POD_RADIUS - 3 },
                { x: 15, y: -13, z: -POD_RADIUS - 3 },
              ].map(inPod),
            )}
            {...cast}
          />
          <path
            data-viewport
            d={line(
              Array.from({ length: 14 }, (_, index) => {
                const angle = (index / 14) * Math.PI * 2
                return inPod({
                  x: Math.cos(angle) * 10,
                  y: Math.sin(angle) * 10,
                  z: -POD_RADIUS - 3.6,
                })
              }),
              true,
            )}
            fill={lit ? palette.accent : palette.metal}
            opacity={lit ? 0.65 : 0.4}
          />
          {/* Twin emitters, aft, turning with the pod. */}
          {[-9, 9].map((x) => (
            <g key={x}>
              <path
                data-emitter={x < 0 ? "port" : "starboard"}
                d={solid(
                  [
                    { x: x - 5, y: 5, z: POD_RADIUS - 4 },
                    { x: x + 5, y: 5, z: POD_RADIUS - 4 },
                    { x: x - 5, y: -5, z: POD_RADIUS - 4 },
                    { x: x + 5, y: -5, z: POD_RADIUS - 4 },
                    { x: x - 6.5, y: 6.5, z: POD_RADIUS + 8 },
                    { x: x + 6.5, y: 6.5, z: POD_RADIUS + 8 },
                    { x: x - 6.5, y: -6.5, z: POD_RADIUS + 8 },
                    { x: x + 6.5, y: -6.5, z: POD_RADIUS + 8 },
                  ].map(inPod),
                )}
                {...machined}
              />
              {lit && (
                <path
                  data-wash={x < 0 ? "port" : "starboard"}
                  d={line([
                    inPod({ x, y: 0, z: POD_RADIUS + 9 }),
                    inPod({ x, y: 0, z: POD_RADIUS + 30 }),
                  ])}
                  fill="none"
                  stroke={palette.glow}
                  strokeWidth={5}
                  strokeLinecap="round"
                  opacity={0.5}
                />
              )}
            </g>
          ))}
          {/* Hatch ring on the crown, so the ball has an up. */}
          <path
            data-hatch
            d={line(
              Array.from({ length: 12 }, (_, index) => {
                const angle = (index / 12) * Math.PI * 2
                return inPod({
                  x: Math.cos(angle) * 8,
                  y: POD_RADIUS - 2,
                  z: Math.sin(angle) * 8,
                })
              }),
              true,
            )}
            fill="none"
            stroke={palette.dark}
            strokeWidth={1.6}
            opacity={0.6}
          />
        </g>
      </g>

      {label && (
        <text
          x={VIEW_WIDTH / 2}
          y={VIEW_HEIGHT - 5}
          textAnchor="middle"
          fontFamily="ui-monospace, monospace"
          fontSize={6}
          fill={palette.foreground}
        >
          {label}
        </text>
      )}
    </svg>
  )
}

/** The panel pitch the interceptor is holding at `clock`, in degrees. */
export function interceptorPanels(behavior: InterceptorBehavior, clock: number): number {
  if (behavior === "static" || !Number.isFinite(clock)) return 0
  const t = clock * Math.PI * 2
  return behavior === "intercept"
    ? Math.sin(t * 0.9) * 62
    : Math.sin(t * 0.35) * 22
}

/** The pod's own yaw at `clock`, in degrees. */
export function interceptorYaw(behavior: InterceptorBehavior, clock: number): number {
  if (behavior === "static" || !Number.isFinite(clock)) return 0
  const t = clock * Math.PI * 2
  return behavior === "intercept"
    ? Math.sin(t * 1.3 + 0.7) * 42
    : Math.sin(t * 0.5 + 0.4) * 14
}

export { IonInterceptor }