Cat
The one machine here whose leg roots are carried by a solved spine. The shoulder is joint 0 of the back and the hip is its last joint, so arching the back moves both and the four solved legs have to answer for it.
Open in workbenchview
variant
drive
The head, ears and eyes follow your pointer. Click and it pounces.
The shoulder and the hip are the two ends of one solved spine, so the arch moves the leg roots and the legs are solved from wherever it puts them.
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/robot-cat.jsonNotes
- The back is solveSpine in the sagittal plane, shoulder at s=0 and pelvis at s=1. Its steady turn is the arch and its travelling wave is the bound, so the two leg roots are solver output rather than fixed points on a box.
- Femur and tibia are solved to the hock and their lengths hold exactly; the metatarsus below it is carried at an angle that opens with the crouch. That is how the one free parameter of a three-link hind limb is spent, and it is a rule rather than a solve.
- The ears, whiskers and the tail's banding are drawn, not solved. Illustrative trajectories throughout: no balance, no ground reaction, no righting reflex, and the animal never travels across the frame.
Usage
import { RobotCat } from "@/components/ui/robot-cat"
<RobotCat behavior="prowl" />
// Or pose the back, the legs and the tail yourself.
<RobotCat arch={0.8} crouch={0.2} tail={0.9} ears={-1} />Props
| Prop | Type | Default | Description |
|---|---|---|---|
| view | "plan" | "front" | "profile" | "iso" | "profile" | Where the camera stands. One animal, four projections: straight down, straight on, side elevation, or three-quarter from above. |
| behavior | "prowl" | "pounce" | "arch" | "sit" | "static" | "prowl" | What it does when phase is not supplied: stalk on a lateral-sequence walk, run the whole pounce, hold the startle arch, or sit on its haunches. |
| phase | number | — | Controlled cycle fraction. Supplying it stops the internal clock. |
| speed | number | 0.55 | Cycles per second: one stride prowling, one pounce pouncing. |
| offset | number | 0 | Seconds of offset, so a litter of them breaks step. |
| 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. |
| arch | number | — | Back curvature, −1 hollowed into the stretch to 1 arched. Omit and the behavior sets it. It moves the shoulder and the hip, not just the outline. |
| crouch | number | — | Leg fold, 0 standing tall to 1 flattened. Omit and the behavior decides. |
| tail | number | — | Tail carriage, −1 tucked under to 1 straight up. Omit and the behavior decides. |
| ears | number | — | Ears, −1 flat back to 1 pricked forward. Omit and they prick at the pointer. |
| gaze | number | — | Head and eye aim, −1..1. Omit and it follows the pointer. |
| interactive | boolean | true | The head, ears and eyes track the pointer, and a click pounces. |
| onPounce | () => void | — | Fired on the click that pounces. |
| showGround | boolean | true | The ground line and the shadow, which shrinks as it leaves the floor. |
| showContacts | boolean | false | Mark the paws carrying weight. |
| label | string | — | Caption underneath the animal. |
| 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. |
| 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/robot-cat.tsx
"use client"
/**
* robot-cat — a quadruped whose body is the mechanism.
*
* Everything else in the set with legs bolts them to a rigid body. Here the
* shoulder is joint 0 of a solved spine and the hip is its last joint, so
* arching the back moves both leg roots and the legs have to answer for it.
* `solveSpine` twice — the back and the tail — and `solveChain2` four times,
* once per leg. Click and it pounces.
*
* Design note: docs/robot-cat.md.
*/
import * as React from "react"
import { usePointerTarget } from "@/hooks/use-pointer-target"
import { useRobotClock } from "@/hooks/use-robot-motion"
import { clamp, lerp, rotate2, solveChain2, toRadians, type Vec2 } from "@/lib/robocn/kinematics"
import { solveSpine, type SpinePose } from "@/lib/robocn/spine"
import {
aboutPoint,
capsulePath,
extrudedPath,
px,
resolveRobotPalette,
resolveRobotSize,
robotCamera,
robotSurface,
roundedFootprint,
type RobotPaletteProps,
type RobotSize,
type RobotVariant,
type RobotView,
} from "@/lib/robocn/style"
import { cn } from "@/lib/utils"
export type CatBehavior = "prowl" | "pounce" | "arch" | "sit" | "static"
/** Seconds one poked pounce takes, load to landing. */
const POUNCE = 1
/** Drawn in side elevation; that is the camera it defaults to. */
const NATIVE_VIEW: RobotView = "profile"
/** Where the shoulder stands in the frame, and the floor it stands on. */
const ORIGIN = 150
const GROUND = 136
/** Half the track: the legs are either side of the trunk. */
const HALF_TRACK = 9
/** Shoulder to pelvis along the back, and the tail hung off it. */
const TRUNK = 52
const TAIL = 56
/** Scapula-humerus then forearm, and the rigid pastern below the wrist. */
const FORE = [18, 15] as const
const PASTERN = 7
/** Femur then tibia, and the rigid metatarsus from the hock to the paw. */
const HIND = [17, 15] as const
const META = 15
/** How far a pounce lifts the whole animal off the floor. */
const LEAP = 34
/** How far the camera pulls back so the machine still fits a frame drawn for one view. */
const fits: Record<RobotView, number> = { plan: 1, front: 1, profile: 1, iso: 0.95 }
const viewNames: Record<RobotView, string> = {
plan: "plan view",
front: "front elevation",
profile: "side elevation",
iso: "isometric view",
}
type LegId = "fore-left" | "fore-right" | "hind-left" | "hind-right"
interface CatLeg {
id: LegId
side: "left" | "right"
fore: boolean
root: Vec2
/** Shoulder → elbow → wrist, or hip → stifle → hock. */
mid: Vec2
joint: Vec2
paw: Vec2
contact: boolean
}
/** Which leg is which, and where in the stride it sits. A lateral-sequence
* walk: the hind foot lands, then the fore foot on the same side. */
const legPlan: { id: LegId; side: "left" | "right"; fore: boolean; offset: number }[] = [
{ id: "fore-left", side: "left", fore: true, offset: 0.5 },
{ id: "fore-right", side: "right", fore: true, offset: 0 },
{ id: "hind-left", side: "left", fore: false, offset: 0.75 },
{ id: "hind-right", side: "right", fore: false, offset: 0.25 },
]
export interface RobotCatProps
extends Omit<React.ComponentProps<"svg">, "color">,
RobotPaletteProps {
/** Where the camera stands. One animal, four projections. */
view?: RobotView
/** What it does when `phase` is not supplied. */
behavior?: CatBehavior
/** Controlled cycle fraction. Supplying it stops the internal clock. */
phase?: number
/** Cycles per second: one stride prowling, one pounce pouncing. */
speed?: number
animate?: boolean
paused?: boolean
/** Seconds of offset, so a litter of them breaks step. */
offset?: number
/** Back curvature, −1 hollowed into the stretch to 1 arched. Omit and the behavior sets it. */
arch?: number
/** How far the legs are folded, 0 standing tall to 1 flattened. Omit and the behavior decides. */
crouch?: number
/** Tail carriage, −1 tucked under to 1 straight up. Omit and the behavior decides. */
tail?: number
/** Ears, −1 flat back to 1 pricked forward. Omit and they answer the pointer. */
ears?: number
/** Head and eye aim, −1..1. Omit and it follows the pointer. */
gaze?: number
/** The head, ears and eyes track the pointer, and a click pounces. */
interactive?: boolean
onPounce?: () => void
size?: RobotSize | number
variant?: RobotVariant
showGround?: boolean
/** Mark the paws carrying weight. */
showContacts?: boolean
label?: string
}
function RobotCat({
behavior = "prowl", phase, view = NATIVE_VIEW, speed = 0.55, animate = true, paused = false, offset = 0,
arch, crouch, tail, ears, gaze,
interactive = true, onPounce,
size = "md", variant = "solid", showGround = true, showContacts = false, label,
color, accent, metal, dark, glow, grid, palette: paletteOverride, className, style,
onPointerDown, ...props
}: RobotCatProps) {
const controlled = phase !== undefined
const svgRef = React.useRef<SVGSVGElement>(null)
const clock = useRobotClock({
speed: 1,
animate: animate && !controlled && behavior !== "static",
paused,
phase: offset,
})
const [pounced, setPounced] = React.useState<number | null>(null)
const since = pounced === null ? Infinity : clock - pounced
const poked = since >= 0 && since < POUNCE
const pointer = usePointerTarget(svgRef, {
enabled: interactive && !paused,
within: "element",
persist: true,
toWorld: React.useCallback((unit: Vec2) => ({
x: clamp((unit.x - 0.5) * 2.2, -1, 1),
y: clamp((0.5 - unit.y) * 2, -1, 1),
}), []),
})
const scripted = catBehaviorPose(behavior, clock)
const cycle = controlled ? phase : clock * speed
const beat = Number.isFinite(cycle) ? cycle : 0
// A poked pounce is the pounce script run once from where the click landed,
// eased out at the end so the animal settles rather than snapping back.
const gesture = poked ? catBehaviorPose("pounce", clock).stance(since / POUNCE) : null
const blend = poked ? Math.min(1, (POUNCE - since) / 0.18) : 0
const scriptedStance = scripted.stance(beat)
const stance = gesture
? {
arch: lerp(scriptedStance.arch, gesture.arch, blend),
crouch: lerp(scriptedStance.crouch, gesture.crouch, blend),
haunch: lerp(scriptedStance.haunch, gesture.haunch, blend),
tail: lerp(scriptedStance.tail, gesture.tail, blend),
altitude: lerp(scriptedStance.altitude, gesture.altitude, blend),
}
: scriptedStance
const bow = finiteClamp(arch ?? stance.arch, -1, 1, stance.arch)
const fold = finiteClamp(crouch ?? stance.crouch, 0, 1, stance.crouch)
const haunch = clamp(stance.haunch, 0, 1)
const carriage = finiteClamp(tail ?? stance.tail, -1, 1, stance.tail)
const rise = clamp(stance.altitude, 0, 1)
const aim = finiteClamp(gaze ?? pointer.target?.x ?? scripted.gaze, -1, 1, 0)
const earAim = finiteClamp(ears ?? (pointer.target ? 1 : scripted.ears), -1, 1, 0)
/* ---- the back, and the two leg roots it carries ------------------------ */
const shoulderHeight = lerp(46, 26, fold) + rise * LEAP
// `turn` is a constant curvature over the body, which is exactly a back:
// positive bows it up, negative hollows it. Scaled down because the solver's
// full range over a 58-unit back is a hoop rather than a cat.
const curvature = bow * 0.42
// The solver's arc starts level at the nose and curves away, which would drop
// the hindquarters instead of bowing the back. Tilting the whole chain by
// half the arc puts the crown in the middle, both ends level, and the same
// rotation carries the rear down onto its haunches when it sits.
const tilt = -(curvature * spineTurnLimit) / 2 + haunch * 16
const back = tiltPose(
solveSpine({
segments: 6,
length: TRUNK,
phase: beat,
amplitude: scripted.flex,
waves: 0.6,
taper: 0.15,
turn: curvature,
}),
tilt,
)
const shoulder: Vec2 = { x: 0, y: shoulderHeight }
const spinePoint = (index: number): Vec2 => ({
x: back.joints[index].position.x,
y: back.joints[index].position.y + shoulderHeight,
})
const pelvis = spinePoint(back.joints.length - 1)
/* ---- four legs, each solved from the root the spine handed it ---------- */
const airborne = rise > 0.02
const gait = scripted.rate
const metaAngle = lerp(12, 46, fold) + haunch * 34
const legs: CatLeg[] = legPlan.map(({ id, side, fore, offset: legOffset }) => {
const step = gait > 0 ? footfall(beat * gait + legOffset, 10, 8) : { x: 0, y: 0 }
const nominal = fore ? 4 : pelvis.x + 2 + haunch * 20
const lift = rise * LEAP * (fore ? 0.85 : 1)
const paw: Vec2 = {
x: nominal + step.x + (airborne ? (fore ? 9 : -11) * rise : 0),
y: step.y + lift,
}
const root = fore ? shoulder : pelvis
if (fore) {
// Wrist first, then a rigid pastern down to the paw: the elbow breaks
// backwards, which is the way a cat's foreleg folds.
const [, elbow, wrist] = solveChain2(root, { x: paw.x, y: paw.y + PASTERN }, [...FORE], { bend: "down" })
return { id, side, fore, root, mid: elbow, joint: wrist, paw: { x: wrist.x, y: wrist.y - PASTERN }, contact: paw.y < 1e-6 }
}
// The hock is where the free parameter of a three-link hind limb is spent:
// the metatarsus is carried at a scripted angle that opens with the crouch,
// and the femur and tibia are solved to it.
const hock: Vec2 = {
x: paw.x - Math.sin(toRadians(metaAngle)) * META,
y: paw.y + Math.cos(toRadians(metaAngle)) * META,
}
const [, stifle, heel] = solveChain2(root, hock, [...HIND], { bend: "up" })
return {
id, side, fore, root, mid: stifle, joint: heel,
paw: { x: heel.x + Math.sin(toRadians(metaAngle)) * META, y: Math.max(0, heel.y - Math.cos(toRadians(metaAngle)) * META) },
contact: paw.y < 1e-6,
}
})
/* ---- the tail, a second spine hung off the pelvis ---------------------- */
const tailPose = solveSpine({
segments: 8,
length: TAIL,
phase: beat * 1.6,
amplitude: scripted.lash * 0.55,
waves: 1.1,
taper: 1,
turn: carriage * 0.5,
})
// It leaves the pelvis continuing the back, then lifts by its carriage.
const tailTurn = back.tail.angle - carriage * 70
const tailJoints = tailPose.joints.map((joint) => {
const point = rotate2(joint.position, toRadians(tailTurn))
// A tail lies on the floor; it does not go through it.
return { x: point.x + pelvis.x, y: Math.max(2, point.y + pelvis.y) }
})
/* ---- head on a short neck --------------------------------------------- */
const neck: Vec2 = { x: 5, y: shoulderHeight + 7 }
const neckAngle = lerp(18, -14, fold) + aim * 5 - rise * 8
const skull: Vec2 = {
x: neck.x + Math.cos(toRadians(neckAngle)) * 15,
y: neck.y + Math.sin(toRadians(neckAngle)) * 15,
}
const headTilt = neckAngle * 0.5 + aim * 7
const palette = resolveRobotPalette({ color, accent, metal, dark, glow, grid, palette: paletteOverride })
const width = resolveRobotSize(size)
const shell = robotSurface("shell", variant, palette)
const machined = robotSurface("metal", variant, palette)
const cast = robotSurface("dark", variant, palette)
const camera = robotCamera(view)
const offAxis = view !== NATIVE_VIEW
const fit = fits[view] ?? 1
const face = aboutPoint(camera.wall(0, 90), ORIGIN, GROUND, fit)
const Frame = (face ? "g" : React.Fragment) as React.FC<{
transform?: string
children?: React.ReactNode
}>
const frame = face ? { transform: face } : {}
/** A point in the animal's own frame, `across` units off the centre plane. */
const at = (p: Vec2, across = 0) => camera.project(across, p.y, -p.x)
const state = poked
? "pouncing"
: behavior === "arch"
? "arched"
: behavior === "sit"
? "sitting"
: behavior === "pounce"
? "pouncing"
: behavior === "prowl"
? "prowling"
: "still"
/** One leg, in the animal's own y-up frame. */
function legDrawing(leg: CatLeg) {
const far = leg.side === "right"
const shift = far ? -6 : 0
const move = (p: Vec2): Vec2 => ({ x: p.x + shift, y: p.y })
const upper = leg.fore ? 4.6 : 5.4
return (
<g key={leg.id} data-leg={leg.id} opacity={far ? 0.5 : 1}>
<path d={capsulePath(move(leg.root), move(leg.mid), upper)} {...shell} />
<path d={capsulePath(move(leg.mid), move(leg.joint), leg.fore ? 3.2 : 3.6)} {...machined} />
<path d={capsulePath(move(leg.joint), move(leg.paw), 2.5)} {...cast} />
{/* The paw: a flat pad sitting on the floor, toes forward. */}
<rect x={px(move(leg.paw).x - 3.5)} y={px(move(leg.paw).y)} width={10} height={4} rx={2} {...machined} />
<circle
data-joint={`${leg.id}-${leg.fore ? "elbow" : "stifle"}`}
cx={px(move(leg.mid).x)} cy={px(move(leg.mid).y)} r={3.4} {...cast}
/>
<circle cx={px(move(leg.joint).x)} cy={px(move(leg.joint).y)} r={2.6} {...cast} />
{showContacts && leg.contact && (
<ellipse data-contact cx={px(move(leg.paw).x + 2)} cy={1.4} rx={6} ry={1.2} fill={palette.accent} opacity={0.6} />
)}
</g>
)
}
/** The tail, drawn as a tapering run of capsules down the solved joints. */
function tailDrawing() {
return (
<g data-tail>
{tailJoints.slice(0, -1).map((joint, index) => (
<path
key={index}
d={capsulePath(joint, tailJoints[index + 1], lerp(4.4, 1.7, index / (tailJoints.length - 1)))}
{...machined}
/>
))}
{/* Banding: two or three marks per part, no more. */}
{tailJoints.filter((_, index) => index % 3 === 1).map((joint, index) => (
<circle key={index} cx={px(joint.x)} cy={px(joint.y)} r={2.2} {...cast} />
))}
</g>
)
}
return (
<svg
ref={svgRef}
role="img"
aria-label={`Robot cat, ${state}, ${viewNames[view] ?? viewNames.profile}`}
viewBox="0 0 250 170"
width={width}
height={px((width * 170) / 250)}
className={cn("max-w-full select-none", interactive && "cursor-pointer", className)}
style={{ color: palette.foreground, ...style }}
onPointerDown={(event) => {
onPointerDown?.(event)
if (!interactive || event.defaultPrevented) return
setPounced(clock)
onPounce?.()
}}
{...props}
>
{variant === "blueprint" && (
<g fill="none" stroke={palette.grid} strokeWidth={0.5} opacity={0.4}>
<path d="M 12 136 H 238 M 150 14 V 154" strokeDasharray="2 3" />
<circle cx={ORIGIN} cy={px(GROUND - shoulderHeight)} r={px(FORE[0] + FORE[1])} strokeDasharray="3 4" />
</g>
)}
{showGround && (
<g data-ground>
<path d="M 14 136 H 236" stroke={palette.grid} strokeWidth={0.8} fill="none" />
<ellipse
cx={px(ORIGIN - 26)}
cy={139}
rx={px(46 - rise * 16)}
ry={px(4.5 - rise * 2)}
fill={palette.dark}
opacity={px(0.16 - rise * 0.08)}
/>
</g>
)}
{offAxis && (
<g data-solids transform={`translate(${ORIGIN} ${GROUND}) scale(${px(fit)})`}>
{/* The trunk, one extruded footprint per spine segment, so the arch
survives the projection instead of being flattened into a box. */}
{back.joints.slice(0, -1).map((joint, index) => {
const a = spinePoint(index)
const b = spinePoint(index + 1)
const midX = (a.x + b.x) / 2
const midY = (a.y + b.y) / 2
const halfLength = Math.hypot(b.x - a.x, b.y - a.y) / 2 + 1.5
const footprint = roundedFootprint(HALF_TRACK, halfLength, 4, 4).map((p) => ({ x: p.x, y: p.y - midX }))
return <path key={index} d={extrudedPath(footprint, camera, midY + 9, midY - 9)} {...shell} />
})}
{([-HALF_TRACK, HALF_TRACK] as const).map((across) => (
<g key={across}>
{legs.map((leg) => (
<g key={leg.id}>
<path d={capsulePath(at(leg.root, across * 0.7), at(leg.mid, across), leg.fore ? 5 : 6)} {...shell} />
<path d={capsulePath(at(leg.mid, across), at(leg.joint, across), leg.fore ? 3.4 : 4)} {...machined} />
<path d={capsulePath(at(leg.joint, across), at(leg.paw, across), 2.6)} {...cast} />
</g>
))}
</g>
))}
{tailJoints.slice(0, -1).map((joint, index) => (
<path
key={index}
d={capsulePath(at(joint), at(tailJoints[index + 1]), lerp(4.2, 1.6, index / (tailJoints.length - 1)))}
{...machined}
/>
))}
<path
d={extrudedPath(
roundedFootprint(8, 11, 6, 5).map((p) => ({ x: p.x, y: p.y - skull.x })),
camera,
skull.y + 8,
skull.y - 8,
)}
{...shell}
/>
</g>
)}
<Frame {...frame}>
{/* The drawing works in the animal's own frame: x forward, y up. */}
<g data-cat data-view={view} transform={`translate(${ORIGIN} ${GROUND}) scale(1 -1)`}>
{legs.filter((leg) => leg.side === "right").map(legDrawing)}
{tailDrawing()}
<g data-trunk>
{/* The barrel is the solver's own output, waisted between a deep
chest and a heavy rump — no artwork to keep in step with it. */}
<g transform={`translate(0 ${px(shoulderHeight)})`}>
{/* Rounded off at both ends, so the barrel reads as a chest and a
rump rather than a cut length of tube. */}
{([0, back.joints.length - 1] as const).map((index) => {
const joint = back.joints[index]
const normal = toRadians(joint.angle + 90)
const radius = (backline(joint.s) + bellyline(joint.s)) / 2
const shift = (backline(joint.s) - bellyline(joint.s)) / 2
return (
<circle
key={index}
cx={px(joint.position.x + Math.cos(normal) * shift)}
cy={px(joint.position.y + Math.sin(normal) * shift)}
r={px(radius)}
{...shell}
/>
)
})}
<path data-spine d={bodyOutline(back, backline, bellyline)} {...shell} />
{/* Two seams down the flank, and nothing more. */}
<g fill="none" stroke={palette.dark} strokeWidth={0.7} opacity={0.26}>
<path d={offsetLine(back, (t) => 4.5 - 1.5 * Math.sin(Math.PI * t))} />
<path d={offsetLine(back, (t) => -(6 - 2.5 * Math.sin(Math.PI * t)))} />
</g>
</g>
</g>
{/* Neck, then the skull on the end of it. */}
<path d={capsulePath(neck, skull, 5.2)} {...machined} />
<g data-head transform={`translate(${px(skull.x)} ${px(skull.y)}) rotate(${px(headTilt)})`}>
<path d="M -9 -7 Q -10 7 -2 8 Q 9 8 13 3 Q 15 -2 12 -5 Q 5 -9 -2 -9 Q -8 -9 -9 -7 Z" {...shell} />
{/* The muzzle, which is what makes the silhouette read at 150px. */}
<path d="M 8 -3 Q 15 -3 15 1 Q 15 4 9 4 Z" {...machined} />
<path d="M 13.5 1 l 1.8 0" stroke={palette.dark} strokeWidth={1.2} fill="none" />
{/* One eye in profile, with the far one showing past the muzzle. */}
<g data-eyes>
<g transform="translate(0.5 1.6)" opacity={0.55}>
<circle r={2.4} {...cast} />
<circle cx={px(0.8 + aim * 0.9)} r={1.2} fill={palette.accent} />
</g>
<g transform="translate(5 0.5)">
<circle r={3} {...cast} />
<circle cx={px(1 + aim * 1.2)} r={1.6} fill={palette.accent} />
</g>
</g>
{/* Whiskers: drawn, not solved. */}
<g stroke={palette.metal} strokeWidth={0.6} opacity={0.6} fill="none">
<path d="M 14 -2 l 9 -4 M 14 0 l 10 0 M 14 2 l 9 4" />
</g>
{/* Both ears swivel together on one number: forward at 1, flat
back at −1. The far one is set back and dimmed for depth. */}
{([-1, 1] as const).map((depth) => (
<g
key={depth}
data-ear={depth < 0 ? "right" : "left"}
opacity={depth < 0 ? 0.6 : 1}
transform={`translate(${px(-6 + depth * 3.4)} ${px(4.8 - depth * 0.4)}) rotate(${px(lerp(58, -10, (earAim + 1) / 2))})`}
>
<path d="M 0 0 L 2.2 12.5 L 8.2 2.2 Z" {...shell} />
<path d="M 2.4 2.8 L 3.2 8.4 L 5.6 3.2 Z" {...machined} />
</g>
))}
</g>
{legs.filter((leg) => leg.side === "left").map(legDrawing)}
{/* The two joints the whole machine turns on, drawn last so they sit
over the limbs they carry — and they are spine joints, not
points on a box. */}
<g data-joints>
{([shoulder, pelvis] as const).map((joint, index) => (
<g key={index}>
<circle cx={px(joint.x)} cy={px(joint.y)} r={4.6} {...cast} />
<circle cx={px(joint.x)} cy={px(joint.y)} r={1.8} fill={palette.metal} />
</g>
))}
</g>
</g>
</Frame>
{label && (
<text x={125} y={164} textAnchor="middle" fontFamily="ui-monospace, monospace" fontSize={6} fill={palette.foreground}>
{label}
</text>
)}
</svg>
)
}
/**
* The barrel, nose to tail. A cat is not a tube: the back is a level line, the
* chest is deep, the waist tucks behind the ribs and the rump carries the hind
* legs. So the two sides get their own profile and the outline is offset off
* the solved spine either way — still the solver's output, not artwork.
*/
const backline = (s: number) => 10.5 + 1.8 * s
const bellyline = (s: number) => 13.5 - 4.4 * Math.sin(Math.PI * s)
/** Peak curvature `solveSpine` puts on a body at `turn` 1, in degrees. */
const spineTurnLimit = 180
/** The same pose turned bodily about its nose, tangents and all. */
function tiltPose(pose: SpinePose, degrees: number): SpinePose {
if (!degrees) return pose
const radians = toRadians(degrees)
const joints = pose.joints.map((joint) => ({
...joint,
position: rotate2(joint.position, radians),
angle: joint.angle + degrees,
}))
return { ...pose, joints, head: joints[0], tail: joints[joints.length - 1] }
}
/** The spine's own line, offset `width` along each joint's normal and left
* open: the flank seam, which a closed ribbon draws as a pointed loop. */
function offsetLine(pose: SpinePose, width: (s: number) => number) {
return pose.joints
.map((joint, index) => {
const normal = toRadians(joint.angle + 90)
const w = width(joint.s)
return `${index ? "L" : "M"} ${px(joint.position.x + Math.cos(normal) * w)} ${px(joint.position.y + Math.sin(normal) * w)}`
})
.join(" ")
}
/** Joints offset by a different amount each side, closed into one path. */
function bodyOutline(pose: SpinePose, top: (s: number) => number, under: (s: number) => number) {
const above: string[] = []
const below: string[] = []
for (const joint of pose.joints) {
const normal = toRadians(joint.angle + 90)
const nx = Math.cos(normal)
const ny = Math.sin(normal)
const a = top(joint.s)
const b = under(joint.s)
above.push(`${above.length ? "L" : "M"} ${px(joint.position.x + nx * a)} ${px(joint.position.y + ny * a)}`)
below.unshift(`L ${px(joint.position.x - nx * b)} ${px(joint.position.y - ny * b)}`)
}
return [...above, ...below, "Z"].join(" ")
}
/** A control that has to survive a consumer handing it `NaN`. */
const finiteClamp = (value: number, min: number, max: number, fallback: number) =>
Number.isFinite(value) ? clamp(value, min, max) : fallback
const wrap = (value: number) => (Number.isFinite(value) ? ((value % 1) + 1) % 1 : 0)
/**
* Where one paw is in its own stride: carried backwards through the stance,
* arced forward with ground clearance through the swing. Duty 0.75 keeps three
* feet down, which is the lateral-sequence walk a stalking cat uses.
*/
function footfall(cycle: number, reach: number, clearance: number): Vec2 {
const t = wrap(cycle)
const duty = 0.75
if (t < duty) return { x: reach * (1 - (2 * t) / duty), y: 0 }
const swing = (t - duty) / (1 - duty)
return { x: -reach * Math.cos(Math.PI * swing), y: clearance * Math.sin(Math.PI * swing) }
}
export interface CatStance {
/** Back curvature, −1 hollow to 1 arched. */
arch: number
/** Leg fold, 0 tall to 1 flat. */
crouch: number
/** Extra hind fold: 1 puts the hocks on the floor. */
haunch: number
/** Tail carriage, −1 tucked to 1 up. */
tail: number
/** Height off the floor, 0–1. */
altitude: number
}
export interface CatPose {
gaze: number
ears: number
/** Tail wave amplitude, 0–1. */
lash: number
/** Stride cycles per unit of the cycle; 0 plants the feet. */
rate: number
/** Spine wave amplitude, 0–1. The bound, which a walk does not have. */
flex: number
/** The posture at a point in the cycle — the pounce is the whole reason. */
stance: (cycle: number) => CatStance
}
/**
* What it does with no timeline on it. Pure in the clock, so the tests sample
* it directly rather than faking animation frames.
*/
export function catBehaviorPose(behavior: CatBehavior, clock: number): CatPose {
const time = Number.isFinite(clock) ? clock : 0
switch (behavior) {
// Load, wiggle, launch, fly, land, absorb — one cycle.
case "pounce":
return {
gaze: 0.15 * Math.sin(time * 0.9),
ears: 1,
lash: 0.5,
rate: 0,
flex: 0.05,
stance: (cycle) => {
const t = wrap(cycle)
if (t < 0.34) {
// Loading: down onto the haunches, back rounding, with the
// hindquarters' waggle riding on top of it.
const u = t / 0.34
return {
arch: lerp(0.1, 0.46, u),
crouch: lerp(0.35, 0.92, u) + 0.03 * Math.sin(u * 22),
haunch: 0,
tail: lerp(-0.2, 0.35, u),
altitude: 0,
}
}
if (t < 0.46) {
// Launch: the back snaps from rounded to hollow as it extends.
const u = (t - 0.34) / 0.12
return { arch: lerp(0.46, -0.34, u), crouch: lerp(0.92, 0.06, u), haunch: 0, tail: lerp(0.35, 0.8, u), altitude: 0.45 * u * u }
}
if (t < 0.78) {
const u = (t - 0.46) / 0.32
return {
arch: lerp(-0.34, 0.12, u),
crouch: lerp(0.06, 0.3, u),
haunch: 0,
tail: 0.8 - 0.3 * u,
altitude: 0.45 + 0.55 * Math.sin(Math.PI * u),
}
}
// Absorbing the landing.
const u = (t - 0.78) / 0.22
return { arch: lerp(0.24, 0.08, u), crouch: lerp(0.66, 0.35, u), haunch: 0, tail: lerp(0.5, -0.1, u), altitude: 0.2 * (1 - u) }
},
}
// The startle: curvature at its limit, legs stiff, tail up, ears flat.
case "arch":
return {
gaze: 0.1 * Math.sin(time * 1.4),
ears: -0.9,
lash: 0.22,
rate: 0,
flex: 0,
stance: () => ({
arch: 0.78 + 0.06 * Math.sin(time * 2),
crouch: 0.16,
haunch: 0,
tail: 0.92,
altitude: 0,
}),
}
// Sitting: haunches on the floor, forelegs straight, tail curled forward.
case "sit":
return {
gaze: 0.55 * Math.sin(time * 0.45),
ears: 0.75 + 0.2 * Math.sin(time * 1.1),
lash: 0.12,
rate: 0,
flex: 0,
stance: () => ({
arch: 0.26 + 0.03 * Math.sin(time * 1.6),
crouch: 0.3,
haunch: 1,
tail: -0.55,
altitude: 0,
}),
}
case "static":
return {
gaze: 0,
ears: 0.6,
lash: 0,
rate: 0,
flex: 0,
stance: () => ({ arch: 0, crouch: 0.32, haunch: 0, tail: -0.1, altitude: 0 }),
}
// Prowling: low, level, deliberate, ears forward, tail sweeping behind.
default:
return {
gaze: 0.3 * Math.sin(time * 0.5),
ears: 0.9,
lash: 0.38,
rate: 1,
flex: 0.09,
stance: () => ({
arch: -0.06 + 0.04 * Math.sin(time * 1.2),
crouch: 0.34,
haunch: 0,
tail: -0.3,
altitude: 0,
}),
}
}
}
export { RobotCat }