Monolith droid
A slab-bodied walker with no limbs: a rectangular column sliced into parallel slabs, each hinged at its own top face, that splay into a braced stance and stride half a cycle apart.
Open in workbenchview
variant
slabs4
panel0%
drive
Drag across it to pull the column open, or focus it and use the arrow keys. It eases back into the behaviour when you let go.
- splay
- 62%
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/monolith-droid.jsonNotes
- Front elevation is the view it is drawn in. Every part is a cuboid in world units, and a face is drawn only when its rotated normal points at the camera, back to front by depth — so plan view is four end caps, front is the broad faces with a sliver of cap above them, and iso shows two faces of every slab.
- Face artwork — the collar, the seams, the pin holes, the readout — is drawn in the face's own world units under the affine matrix built from the projected face basis. A pin hole is a real circle on a real face, so it comes out as the right ellipse from every angle and collapses to a line when the face goes edge-on.
- No solver, and none is pretended: a slab is a rigid body on a one-axis hinge, so the pose is two rotations and a rise per slab. The gait is a scripted footfall cycle with no mass, balance or support polygon behind it — a closed column with a stride on it will walk on something that could not stand.
- The readout lights rows because it was told to. Nothing here reports a state or starts a timer.
- An original archetype — a slab walker — not a character. It carries no wordmark, insignia or paint scheme, and the label is the caller's.
Usage
import { MonolithDroid } from "@/components/ui/monolith-droid"
<MonolithDroid behavior="walk" slabs={4} onSplayChange={setSplay} />Props
| Prop | Type | Default | Description |
|---|---|---|---|
| view | "plan" | "front" | "profile" | "iso" | "front" | Where the camera stands. One column, four projections: straight down, straight on, side elevation, or three-quarter from above. |
| splay | number | — | How far the column is open, 0 closed into one solid block to 1 braced. Supplying it stops the loop; the hinge angles are worked from it either way. |
| behavior | "walk" | "unfold" | "brief" | "static" | "walk" | Walk strides at a working splay with alternate slabs half a cycle apart; unfold opens and closes the column with the slabs still; brief stands near-closed and runs the readout. |
| speed | number | 0.5 | Cycles per second: one footfall pair, or one open and close. |
| animate | boolean | true | Off parks the machine at phase and stops rendering. A reduced-motion preference does the same. |
| paused | boolean | false | Freeze where it stands. |
| phase | number | 0 | Seconds of offset, so a row of machines breaks step. |
| interactive | boolean | true | Drag across it to pull the column open and closed, or use the arrow keys; Home closes it and End opens it. Release eases it back into the behaviour. |
| onSplayChange | (splay: number) => void | — | The opening a drag or a key moved it to, reported in controlled mode too. |
| stride | number | — | Controlled footfall phase, 0–1. Omit and the behaviour works the gait. |
| panel | number | — | Lit rows in the readout, 0–1, filling from the top. Omit and the behaviour works it. |
| lean | number | — | Whole-body tilt in degrees, clamped to ±14. Omit and the behaviour works it. |
| slabs | number | 4 | Slabs in the column, clamped to 3–6. The camera pulls back so a wider column still fits the frame. |
| 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. |
| showGround | boolean | true | Draw the contact line or shadow beneath the droid. |
| signal | "idle" | "ready" | "warning" | — | Status-lamp state using neutral, accent, or shell colour; each component documents its visual default in the demo. |
| label | string | — | Optional technical caption under the drawing. |
| color | string | var(--robot-shell) | Body panels — the colour the machine reads as. |
| accent | string | var(--robot-accent) | Status colour: tip light, live tool, readouts. |
| metal | string | var(--robot-metal) | Bare machined parts: collars, bolts, tool bodies. |
| dark | string | var(--robot-dark) | Cast joints, base, shadow side. |
| palette | Partial<RobotPalette> | — | Override any subset of roles at once, including glow and grid. |
Source
src/components/ui/monolith-droid.tsx
"use client"
/**
* monolith-droid — a slab-bodied walker with no limbs.
*
* A rectangular column sliced lengthwise into parallel slabs, each hung off a
* hinge at the centre of its own top face. Every pose the machine has is those
* slabs moving relative to one another: `splay` swings them out into a braced
* A-frame, `stride` swings them fore and aft half a cycle apart so the column
* walks on itself, and that is the whole mechanism.
*
* Each part is a cuboid in world units, drawn by projecting its corners through
* `robotCamera(view)` — faces that point at the camera, painted back to front.
* Face artwork rides an affine matrix built from the projected face basis, so a
* pin hole is a real circle on a real face from every angle.
*
* Design note: docs/monolith-droid.md.
*/
import * as React from "react"
import { arrowStep, useRobotDrag, useRobotScalar } from "@/hooks/use-robot-motion"
import { clamp, toRadians, type Vec2 } from "@/lib/robocn/kinematics"
import {
px,
resolveRobotPalette,
resolveRobotSize,
robotCamera,
robotSurface,
type RobotPaletteProps,
type RobotRole,
type RobotSize,
type RobotVariant,
type RobotView,
} from "@/lib/robocn/style"
import { cn } from "@/lib/utils"
export type MonolithDroidBehavior = "walk" | "unfold" | "brief" | "static"
/** The column is drawn straight on; that is the camera it defaults to. */
const NATIVE_VIEW: RobotView = "front"
/* The frame. World units about the deck under the middle of the column:
x starboard, y up, z toward the tail. */
const CENTRE = 100
const BASE = 188
const SLAB_H = 132
const SLAB_HW = 9.5
const SLAB_HD = 11
const SLAB_GAP = 1.6
const PITCH = SLAB_HW * 2 + SLAB_GAP
/** Base plate: shorter than a slab, proud of it on every side. */
const FOOT_H = 6
const FOOT_OUT = 3
/** Degrees the outermost slab reaches at `splay` 1. */
const MAX_SPLAY = 16
/** Degrees of fore-aft swing at each end of the footfall cycle. */
const MAX_SWING = 13
/** World units a slab clears the deck by while it is reaching. */
const STEP_RISE = 7
/** Splay units per second while easing back into the behaviour. */
const SPLAY_RATE = 0.7
const PANEL_ROWS = 4
/** Face artwork, in the face's own world units: down from the top of the slab. */
const PIN_Y = 10
const SEAMS = [24, 78, 112]
const COLLAR = { top: 30, bottom: 48 }
const PANEL = { top: 54, bottom: 76, inset: 2.4 }
/** Row widths, as a fraction of the readout — short lines of a readout. */
const ROW_WIDTHS = [0.86, 0.62, 0.94, 0.44]
const viewNames: Record<RobotView, string> = {
plan: "plan view",
front: "front elevation",
profile: "side elevation",
iso: "isometric view",
}
/** How far the camera pulls back so the machine still fits the frame. */
const fits: Record<RobotView, number> = { plan: 1, front: 1, profile: 1, iso: 0.9 }
interface Vec3 {
x: number
y: number
z: number
}
type FacetArt = "broad" | "narrow" | "cap" | "none"
interface Facet {
key: string
normal: Vec3
/** The face's top-left corner, and the two edges out of it. */
origin: Vec3
u: Vec3
v: Vec3
role: RobotRole
art: FacetArt
}
/**
* The six faces of a box, each as a corner and two edge vectors, so one face
* carries both its outline and the frame its artwork is drawn in.
*/
function boxFacets(
hw: number,
hd: number,
top: number,
bottom: number,
side: RobotRole,
cap: RobotRole,
art: boolean,
): Facet[] {
const drop: Vec3 = { x: 0, y: bottom - top, z: 0 }
return [
{ key: "front", normal: { x: 0, y: 0, z: -1 }, origin: { x: -hw, y: top, z: -hd }, u: { x: hw * 2, y: 0, z: 0 }, v: drop, role: side, art: art ? "broad" : "none" },
{ key: "back", normal: { x: 0, y: 0, z: 1 }, origin: { x: hw, y: top, z: hd }, u: { x: -hw * 2, y: 0, z: 0 }, v: drop, role: side, art: art ? "broad" : "none" },
{ key: "right", normal: { x: 1, y: 0, z: 0 }, origin: { x: hw, y: top, z: -hd }, u: { x: 0, y: 0, z: hd * 2 }, v: drop, role: side, art: art ? "narrow" : "none" },
{ key: "left", normal: { x: -1, y: 0, z: 0 }, origin: { x: -hw, y: top, z: hd }, u: { x: 0, y: 0, z: -hd * 2 }, v: drop, role: side, art: art ? "narrow" : "none" },
{ key: "top", normal: { x: 0, y: 1, z: 0 }, origin: { x: -hw, y: top, z: hd }, u: { x: hw * 2, y: 0, z: 0 }, v: { x: 0, y: 0, z: -hd * 2 }, role: cap, art: art ? "cap" : "none" },
{ key: "bottom", normal: { x: 0, y: -1, z: 0 }, origin: { x: -hw, y: bottom, z: -hd }, u: { x: hw * 2, y: 0, z: 0 }, v: { x: 0, y: 0, z: hd * 2 }, role: cap, art: "none" },
]
}
export interface MonolithDroidProps
extends Omit<React.ComponentProps<"svg">, "color">,
RobotPaletteProps {
size?: RobotSize | number
variant?: RobotVariant
/** Where the camera stands. One machine, four projections. */
view?: RobotView
/** How far the column is open, 0 closed to 1 braced. Supplying it stops the loop. */
splay?: number
/** Controlled footfall phase, 0–1. Omit and the behaviour works the gait. */
stride?: number
/** Lit rows in the readout, 0–1. Omit and the behaviour works it. */
panel?: number
/** Whole-body tilt in degrees. Omit and the behaviour works it. */
lean?: number
/** Slabs in the column, 3–6. */
slabs?: number
/** What it does when `splay` is not supplied. */
behavior?: MonolithDroidBehavior
/** Cycles per second: one footfall pair, or one open and close. */
speed?: number
animate?: boolean
paused?: boolean
/** Seconds of offset, so a pair of them breaks step. */
phase?: number
/** Drag the column open and closed, or work it from the arrow keys. */
interactive?: boolean
onSplayChange?: (splay: number) => void
signal?: "idle" | "ready" | "warning"
showGround?: boolean
label?: string
}
function MonolithDroid({
size = "md",
variant = "solid",
view = NATIVE_VIEW,
splay,
stride,
panel,
lean,
slabs = 4,
behavior = "walk",
speed = 0.5,
animate = true,
paused = false,
phase = 0,
interactive = true,
onSplayChange,
signal = "ready",
showGround = true,
label,
color,
accent,
metal,
dark,
glow,
grid,
palette: paletteOverride,
className,
style,
role,
tabIndex,
onKeyDown,
onBlur,
...props
}: MonolithDroidProps) {
const controlled = splay !== undefined
const svgRef = React.useRef<SVGSVGElement>(null)
const [held, setHeld] = React.useState<number | null>(null)
const hold = controlled ? finiteClamp(splay, 0, 1, 0.5) : held
const goal = React.useCallback(
(clock: number) => monolithDroidPose(behavior, clock).splay,
[behavior],
)
const motion = useRobotScalar(goal, {
rate: SPLAY_RATE,
hold,
speed,
paused,
phase,
animate: animate && !controlled && behavior !== "static",
})
const open = finiteClamp(motion.value, 0, 1, 0.5)
const scripted = monolithDroidPose(behavior, motion.clock)
const walking = stride !== undefined ? 1 : clamp(scripted.gait, 0, 1)
const step = fract(stride !== undefined ? finite(stride) : scripted.step)
const talk = finiteClamp(panel ?? scripted.panel, 0, 1, 0)
const tilt = finiteClamp(lean ?? scripted.lean, -14, 14, 0)
const apply = React.useCallback(
(next: number) => {
const bounded = round3(clamp(next, 0, 1))
setHeld(bounded)
onSplayChange?.(bounded)
},
[onSplayChange],
)
const dragging = useRobotDrag(svgRef, {
enabled: interactive,
// Across the box is the whole range: the gesture is pulling it apart.
onDrag: React.useCallback((unit: Vec2) => apply(Math.abs(unit.x - 0.5) * 2), [apply]),
onDragEnd: React.useCallback(() => setHeld(null), []),
})
const count = Number.isFinite(slabs) ? Math.round(clamp(slabs, 3, 6)) : 4
const palette = resolveRobotPalette({ color, accent, metal, dark, glow, grid, palette: paletteOverride })
const width = resolveRobotSize(size)
const signalColor =
signal === "warning" ? palette.shell : signal === "ready" ? palette.accent : palette.metal
const seamColor = variant === "solid" ? palette.dark : palette.grid
/* ----------------------------------------------------------------- pose */
const half = (count - 1) / 2
// The readout sits on one slab, left of centre, so the column is not symmetric.
const readoutSlab = Math.max(0, Math.floor(half))
const leanCos = Math.cos(toRadians(tilt))
const leanSin = Math.sin(toRadians(tilt))
const column = Array.from({ length: count }, (_, index) => {
const offset = index - half
// Outer slabs swing furthest, so the column opens as one fan.
const hinge = half === 0 ? 0 : (offset / half) * MAX_SPLAY * open
// Alternate slabs are half a cycle apart: one pair plants, the other reaches.
const cycle = fract(step + (index % 2 === 0 ? 0 : 0.5))
const swing = MAX_SWING * walking * Math.cos(cycle * Math.PI * 2)
const rise = STEP_RISE * walking * Math.max(0, Math.sin(cycle * Math.PI * 2))
const pivot: Vec3 = { x: offset * PITCH, y: SLAB_H + rise, z: 0 }
const a = toRadians(hinge)
const b = toRadians(swing)
// A slab turns about its own hinge, then the whole column leans.
const direct = (p: Vec3): Vec3 => {
const x = p.x * Math.cos(a) - p.y * Math.sin(a)
const y0 = p.x * Math.sin(a) + p.y * Math.cos(a)
const y = y0 * Math.cos(b) - p.z * Math.sin(b)
const z = y0 * Math.sin(b) + p.z * Math.cos(b)
return { x: x * leanCos - y * leanSin, y: x * leanSin + y * leanCos, z }
}
const place = (p: Vec3): Vec3 => {
const turned = direct(p)
const px0 = pivot.x * leanCos - pivot.y * leanSin
const py0 = pivot.x * leanSin + pivot.y * leanCos
return { x: turned.x + px0, y: turned.y + py0, z: turned.z + pivot.z }
}
return { index, hinge, swing, rise, direct, place }
})
/* --------------------------------------------------------------- camera */
const camera = robotCamera(view)
const fit = (fits[view] ?? 1) * spreadFit(count)
/**
* The feet stand on the deck line in the elevations; looking straight down
* there is no deck and no height, so the origin slides up to the middle of
* the frame. `camera.lift` is exactly 1 in the elevations and 0 in plan, so
* the native view is untouched.
*/
const deckLine = px(BASE - (SLAB_H / 2) * (1 - camera.lift))
const project = (p: Vec3): Vec2 => camera.project(p.x, p.y, p.z)
const facing = (n: Vec3) => camera.depth(n.x, n.y, n.z) > 0.0001
/** The affine frame a face's own artwork is drawn in, in world units. */
const faceFrame = (origin: Vec3, u: Vec3, v: Vec3) => {
const uu = project(u)
const vv = project(v)
const o = project(origin)
const lu = Math.hypot(u.x, u.y, u.z) || 1
const lv = Math.hypot(v.x, v.y, v.z) || 1
return `matrix(${px(uu.x / lu)} ${px(uu.y / lu)} ${px(vv.x / lv)} ${px(vv.y / lv)} ${px(o.x)} ${px(o.y)})`
}
const polygon = (origin: Vec3, u: Vec3, v: Vec3) => {
const corners = [
origin,
{ x: origin.x + u.x, y: origin.y + u.y, z: origin.z + u.z },
{ x: origin.x + u.x + v.x, y: origin.y + u.y + v.y, z: origin.z + u.z + v.z },
{ x: origin.x + v.x, y: origin.y + v.y, z: origin.z + v.z },
].map(project)
return `${corners.map((p, i) => `${i ? "L" : "M"} ${px(p.x)} ${px(p.y)}`).join(" ")} Z`
}
/* ---------------------------------------------------------------- parts */
const slabPaint = robotSurface("shell", variant, palette)
const capPaint = robotSurface("metal", variant, palette)
const footPaint = robotSurface("dark", variant, palette, 1.2)
const boxes = column.flatMap((slab) => {
const body = boxFacets(SLAB_HW, SLAB_HD, 0, -SLAB_H, "shell", "metal", true)
const foot = boxFacets(
SLAB_HW + FOOT_OUT,
SLAB_HD + FOOT_OUT,
-SLAB_H,
-SLAB_H - FOOT_H,
"dark",
"dark",
false,
)
return [
{ slab, part: "slab" as const, facets: body },
{ slab, part: "foot" as const, facets: foot },
]
})
/** Slabs are convex and never interpenetrate, so centroid depth orders them. */
const ordered = boxes
.map((box) => {
const centre = box.slab.place({
x: 0,
y: box.part === "foot" ? -SLAB_H - FOOT_H / 2 : -SLAB_H / 2,
z: 0,
})
return { ...box, depth: camera.depth(centre.x, centre.y, centre.z) }
})
.sort((a, b) => a.depth - b.depth)
const paintFor = (facetRole: RobotRole) =>
facetRole === "dark" ? footPaint : facetRole === "metal" ? capPaint : slabPaint
const contacts = column.map((slab) => {
const foot = slab.place({ x: 0, y: -SLAB_H - FOOT_H, z: 0 })
const ground = camera.project(foot.x, 0, foot.z)
return { index: slab.index, ground, rise: slab.rise }
})
const state = dragging
? "worked by hand"
: behavior === "static"
? "parked"
: behavior === "unfold"
? "unfolding"
: behavior === "brief"
? "briefing"
: "walking"
const readout = Math.round(open * 100)
/* -------------------------------------------------------------- artwork */
const broadArt = (slabIndex: number, faceKey: string) => {
const w = SLAB_HW * 2
return (
<>
<g data-pin>
<circle cx={px(w * 0.29)} cy={PIN_Y} r={1.8} fill={palette.dark} opacity={0.85} />
<circle cx={px(w * 0.71)} cy={PIN_Y} r={1.8} fill={palette.dark} opacity={0.85} />
</g>
{SEAMS.map((y) => (
<rect key={y} x={0} y={y} width={px(w)} height={1.1} fill={seamColor} opacity={0.5} />
))}
<rect
data-collar
x={0}
y={COLLAR.top}
width={px(w)}
height={COLLAR.bottom - COLLAR.top}
fill={palette.dark}
opacity={0.9}
/>
{slabIndex === readoutSlab && faceKey === "front" && (
<g data-panel>
<rect
x={PANEL.inset}
y={PANEL.top}
width={px(w - PANEL.inset * 2)}
height={PANEL.bottom - PANEL.top}
fill={palette.dark}
opacity={0.92}
/>
{ROW_WIDTHS.slice(0, PANEL_ROWS).map((share, row) => {
const lit = row < Math.round(talk * PANEL_ROWS)
const inner = w - PANEL.inset * 2 - 3
return (
<rect
key={row}
data-row={row}
data-lit={lit ? "" : undefined}
x={px(PANEL.inset + 1.5)}
y={px(PANEL.top + 2.6 + row * 4.6)}
width={px(inner * share)}
height={2.4}
fill={lit ? signalColor : palette.metal}
opacity={lit ? 0.95 : 0.32}
/>
)
})}
<circle
data-lamp
cx={px(w - PANEL.inset - 1.6)}
cy={px(PANEL.top - 3)}
r={1.5}
fill={signalColor}
className={signal === "ready" ? "robocn-pulse" : undefined}
/>
</g>
)}
</>
)
}
const narrowArt = () => {
const w = SLAB_HD * 2
return (
<>
{SEAMS.map((y) => (
<rect key={y} x={0} y={y} width={px(w)} height={1.1} fill={seamColor} opacity={0.5} />
))}
<rect
data-collar
x={0}
y={COLLAR.top}
width={px(w)}
height={COLLAR.bottom - COLLAR.top}
fill={palette.dark}
opacity={0.9}
/>
{/* Louvres: the one thing on the narrow face, so the column is not blank
in profile. */}
{[90, 95, 100].map((y) => (
<rect key={y} x={px(w * 0.25)} y={y} width={px(w * 0.5)} height={1.6} fill={palette.dark} opacity={0.45} />
))}
</>
)
}
/** The hinge slot down the middle of the end cap: what plan view is of. */
const capArt = () => (
<rect
data-hinge
x={px(SLAB_HW - 2)}
y={2.5}
width={4}
height={px(SLAB_HD * 2 - 5)}
rx={1.6}
fill={palette.dark}
opacity={0.8}
/>
)
return (
<svg
ref={svgRef}
role={role ?? (interactive ? "slider" : "img")}
aria-label={`Monolith droid, ${state}, ${readout} percent open, ${count} slabs, ${viewNames[view] ?? viewNames.front}`}
aria-valuemin={interactive ? 0 : undefined}
aria-valuemax={interactive ? 100 : undefined}
aria-valuenow={interactive ? readout : undefined}
aria-valuetext={interactive ? `${readout} percent open` : undefined}
tabIndex={tabIndex ?? (interactive ? 0 : undefined)}
viewBox="0 0 200 232"
width={width}
height={px((width * 232) / 200)}
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 }}
onKeyDown={(event) => {
onKeyDown?.(event)
if (!interactive || event.defaultPrevented) return
const delta = arrowStep(event.key, event.shiftKey ? 0.25 : 0.1, 0.25)
if (delta !== 0) apply(open + delta)
else if (event.key === "Home") apply(0)
else if (event.key === "End") apply(1)
else return
event.preventDefault()
}}
onBlur={(event) => {
onBlur?.(event)
if (!dragging) setHeld(null)
}}
{...props}
>
{variant === "blueprint" && (
<g fill="none" stroke={palette.grid} strokeWidth={0.5} opacity={0.45}>
<path d={`M 12 ${deckLine} H 188 M ${CENTRE} 16 V 218`} strokeDasharray="2 3" />
<path d={`M 24 ${px(deckLine - SLAB_H * camera.lift)} H 176`} strokeDasharray="4 3" />
</g>
)}
<g transform={`translate(${CENTRE} ${deckLine})${fit === 1 ? "" : ` scale(${px(fit)})`}`}>
{showGround && (
<g data-contact>
{contacts.map((contact) => (
<g
key={contact.index}
transform={`translate(${px(contact.ground.x)} ${px(contact.ground.y)}) ${camera.plane()}`.trimEnd()}
>
<ellipse
rx={px(SLAB_HW + FOOT_OUT + 2)}
ry={px(SLAB_HD + FOOT_OUT + 2)}
fill={palette.dark}
opacity={px(0.2 - (contact.rise / STEP_RISE) * 0.1)}
/>
</g>
))}
</g>
)}
<g data-monolith data-view={view}>
{ordered.map((box) =>
box.facets
.map((facet) => {
const normal = box.slab.direct(facet.normal)
const origin = box.slab.place(facet.origin)
const u = box.slab.direct(facet.u)
const v = box.slab.direct(facet.v)
const centre = box.slab.place({
x: facet.origin.x + (facet.u.x + facet.v.x) / 2,
y: facet.origin.y + (facet.u.y + facet.v.y) / 2,
z: facet.origin.z + (facet.u.z + facet.v.z) / 2,
})
return { facet, normal, origin, u, v, depth: camera.depth(centre.x, centre.y, centre.z) }
})
.filter((face) => facing(face.normal))
.sort((a, b) => a.depth - b.depth)
.map((face) => (
<g key={`${box.slab.index}-${box.part}-${face.facet.key}`}>
<path
data-slab={box.slab.index}
data-part={box.part}
data-facet={face.facet.key}
d={polygon(face.origin, face.u, face.v)}
{...paintFor(face.facet.role)}
/>
{face.facet.art !== "none" && variant !== "wire" && (
<g
data-art={box.slab.index}
transform={faceFrame(face.origin, face.u, face.v)}
>
{face.facet.art === "broad"
? broadArt(box.slab.index, face.facet.key)
: face.facet.art === "narrow"
? narrowArt()
: capArt()}
</g>
)}
</g>
)),
)}
</g>
</g>
{label && (
<text
x={CENTRE}
y={226}
textAnchor="middle"
fontFamily="ui-monospace, monospace"
fontSize={6}
fill={palette.foreground}
>
{label}
</text>
)}
</svg>
)
}
/* ------------------------------------------------------------------ maths */
const finite = (value: number) => (Number.isFinite(value) ? value : 0)
const finiteClamp = (value: number, min: number, max: number, fallback: number) =>
Number.isFinite(value) ? clamp(value, min, max) : fallback
const round3 = (value: number) => Math.round(value * 1000) / 1000
const fract = (value: number) => {
const time = finite(value)
return ((time % 1) + 1) % 1
}
/**
* How far the camera has to pull back for a column of `count` slabs at full
* splay to stay inside the frame. Worked from the widest pose the machine has,
* not the current one, so opening it never rescales the drawing.
*/
function spreadFit(count: number) {
const reach =
((count - 1) / 2) * PITCH + SLAB_H * Math.sin(toRadians(MAX_SPLAY)) + SLAB_HW + FOOT_OUT + 4
return Math.min(1, round3(86 / reach))
}
/**
* What the column does with no `splay` on it. `splay` is how far open it eases
* toward, `step` the footfall phase, `gait` how much of the stride swing is
* used, `panel` the readout output and `lean` the whole-body tilt.
*
* Illustrative, not simulated: no mass, no balance, no support polygon. The
* gait is a scripted footfall cycle rather than a solved one.
*/
export function monolithDroidPose(behavior: MonolithDroidBehavior, clock: number) {
const time = Number.isFinite(clock) ? clock : 0
switch (behavior) {
// Opens and closes the column with the slabs still: the mechanism on show.
case "unfold":
return {
splay: 0.5 - 0.5 * Math.cos(time * Math.PI * 2),
step: 0,
gait: 0,
panel: 0,
lean: 0,
}
// Stands near-closed and talks.
case "brief":
return {
splay: 0.12,
step: 0,
gait: 0,
panel: 0.5 + 0.5 * Math.sin(time * 8),
lean: 1.5 * Math.sin(time * Math.PI * 0.6),
}
case "static":
return { splay: 0.5, step: 0, gait: 0, panel: 0, lean: 0 }
// Strides at a working splay, rolling a little into each footfall.
default:
return {
splay: 0.62,
step: fract(time),
gait: 1,
panel: 0,
lean: 2.5 * Math.sin(time * Math.PI * 2),
}
}
}
export { MonolithDroid }