Horse
The first machine here whose gait is a real thing rather than a label: a walk is four beats in a lateral sequence, a trot two on diagonals, a canter three on a lead — and the beat is counted off the footfalls. What each grounded foot is carrying then drives two joints nobody sets: a fetlock that sinks under load, and a neck that nods because the forehand is loading.
Open in workbenchDrag across it to scrub the stride one footfall at a time; arrows step it, End hands it back. The head follows your pointer.
A gait here is a set of touchdown instants, and the beat is counted off them — a pace is a trot's two beats on the other diagonal. Watch a fetlock: nobody sets that joint, it sits where the load puts it. Take the balance to 0 and the nod stops, because the nod is the forehand loading.
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-horse.jsonNotes
- A gait here is a set of touchdown instants, and the beat count is read off them rather than declared — 4 for a walk, 2 for a trot and a pace, 3 for a canter, 4 for a gallop. The pace is the proof that a beat count alone does not name a gait: it has a trot's two beats on the other diagonal.
- The fetlock is the one joint in the limb that nobody sets. Its angle is fetlockSink(load), so a loaded limb visibly sinks and a swinging one recoils, and the drop you are looking at is the support pattern made visible. It is a proportional rule, not a stiffness: there is no spring rate and no damping.
- The neck's nod is derived the same way — it answers the forehand's load against what the forehand carries standing square — so a walking horse nods twice a stride, once per foreleg, and a trotting one barely nods. balance is the dial between that and the scripted carriage.
- The load is a static weight distribution: the forehand's 58 percent shared out among whichever feet are down, summing to exactly one body while anything is down and to nothing in a suspension. No acceleration, no ground reaction force, no centre of pressure, no impulse at footfall.
- The body's rise through a suspension is a scripted curve per gait rather than a ballistic trajectory, and the animal never travels across the frame while its feet move. The mane, the tail's hair and the head's plating are drawn, not solved.
Usage
import { RobotHorse } from "@/components/ui/robot-horse"
<RobotHorse behavior="walk" />
// Or drive the footfall pattern yourself and watch the fetlocks take the weight.
<RobotHorse gait="canter" lead="left" phase={0.3} showContacts />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 | "walk" | "trot" | "canter" | "gallop" | "graze" | "static" | "walk" | What it does when phase is not supplied. Each one picks its own footfall pattern, its own stride length and how much of the neck's carriage the load takes. |
| gait | "halt" | "walk" | "trot" | "pace" | "canter" | "gallop" | — | Footfall pattern, overriding the one the behavior picked. pace — the lateral two-beat — is only reachable here. |
| lead | "left" | "right" | "right" | Which foreleg lands last. Only the canter and the gallop have a lead; the symmetrical gaits ignore it. |
| phase | number | — | Controlled cycle fraction. Supplying it stops the internal clock. |
| speed | number | 0.6 | Strides per second. |
| offset | number | 0 | Seconds of offset, so a string 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 to 1 roached. Restrained, because a horse holds a topline. Omit and the behavior sets it. |
| crouch | number | — | Leg fold, 0 standing tall to 1 dropped. Omit and the behavior decides. |
| neck | number | — | Scripted neck carriage, −1 head to the floor to 1 head high. What the balance moves around. Omit and the behavior sets it. |
| balance | number | — | How much of the carriage the forehand's load takes, 0 scripted to 1 fully derived. At 1 the nod is entirely an output of the gait. Omit and the behavior decides. |
| tail | number | — | Tail carriage, −1 clamped under the quarters to 1 flagged out behind. Omit and the behavior sets it. |
| ears | number | — | Ears, −1 pinned 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 | Drag across it to scrub the stride — the frame is one whole cycle — with arrows stepping 5% and shift 15%, Home parking it at the start and End handing it back to the behavior. The head tracks the pointer. |
| onPhaseChange | (phase: number) => void | — | Fired with the scrubbed cycle fraction, 0–1. |
| showGround | boolean | true | The ground line and the shadow. |
| showContacts | boolean | false | Mark the hooves carrying weight, which is the gait's support pattern drawn out. |
| 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
"use client"
/**
* robot-horse — the gait is the mechanism, and the load is what it produces.
*
* Five machines in this set already have four legs on the floor, and all five
* answer *what moves a leg root*. This one does not ask that. Its back is a
* plain solved topline and its withers are the anchor. What is new is
* underneath: a **named gait is a real footfall sequence** — `solveGait` gives
* the touchdown instant of every limb, counts the beat from them, and works out
* what share of the standing weight each grounded foot is carrying.
*
* That share then drives two things nobody sets. **The fetlock is a spring**:
* the pastern's angle is `fetlockSink(load)`, so a loaded limb visibly sinks
* and a swinging one recoils, and what you are watching is the support pattern
* made visible. **The neck is a balance beam**: its carriage answers the
* forehand's loading, so a walking horse nods once a stride and a trotting one
* barely nods, out of the same arithmetic rather than two scripts. Drag across
* it and you scrub the stride one footfall at a time.
*
* Design note: docs/equine-robots.md.
*/
import * as React from "react"
import { usePointerTarget } from "@/hooks/use-pointer-target"
import { useRobotClock, useRobotDrag } from "@/hooks/use-robot-motion"
import {
clamp,
lerp,
lerp2,
normalize2,
rotate2,
solveChain2,
toDegrees,
toRadians,
type Vec2,
} from "@/lib/robocn/kinematics"
import {
fetlockSink,
solveGait,
type EquineGait,
type GaitLead,
type GaitLeg,
type GaitLegId,
} from "@/lib/robocn/gait"
import { solveSpine, spineLimits, 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 HorseBehavior = "walk" | "trot" | "canter" | "gallop" | "graze" | "static"
/** Drawn in side elevation; that is the camera it defaults to. */
const NATIVE_VIEW: RobotView = "profile"
/** Where the body's centre stands in the frame, and the floor underneath it. */
const ORIGIN = 118
const GROUND = 150
const BOX = { width: 260, height: 180 } as const
/** Half the track: the legs are either side of the trunk. */
const HALF_TRACK = 11
/** Withers to croup along the back, and how high the withers stand. */
const TRUNK = 52
const WITHERS = 74
/** Humerus then radius to the knee, and the rigid cannon below it. */
const FORE = [22, 24] as const
const FORE_CANNON = 17
/** Femur then tibia to the hock, and the rigid metatarsus below it. */
const HIND = [23, 24] as const
const HIND_CANNON = 20
/** The pastern: the one link in the limb whose angle is an output. */
const PASTERN = 10
/** How far off the horizontal an unloaded pastern stands, in degrees. */
const PASTERN_REST = 58
/** Cervical chain: withers to the poll, solved. */
const NECK = [24, 19] as const
/** Where the poll is put, relative to the body axis: head to the floor, head up. */
const NECK_ANGLE = { down: -85, up: 68 } as const
/** And how far out, kept close to the chain's own reach so the crest arches
* instead of folding. */
const NECK_SPAN = { down: 40, up: 38.5 } as const
/** The dock and the skirt hung off the croup. */
const TAIL = 52
/** Where the dock leaves the croup, in degrees off the body's own axis:
* hanging at rest, clamped under the quarters, or flagged out behind. */
const TAIL_SET = { rest: 78, clamped: 108, flagged: 2 } as const
/** How far a full suspension lifts the whole machine, in world units. */
const RISE = 14
/** How far the neck's carriage swings between a loaded and an unloaded forehand. */
const NOD = 1.8
/** Half the span between the ear axes, and the ear itself. */
const EAR_ACROSS = 3.8
const EAR_HEIGHT = 8.5
const EAR_HALF = 2.9
/** How far the camera pulls back so the machine still fits a frame drawn for one view. */
const fits: Record<RobotView, number> = { plan: 1.2, front: 1.15, profile: 1, iso: 0.95 }
const viewNames: Record<RobotView, string> = {
plan: "plan view",
front: "front elevation",
profile: "side elevation",
iso: "isometric view",
}
/** How the beat count reads out loud. */
const beatNames = ["", "one-beat", "two-beat", "three-beat", "four-beat"] as const
/**
* The side elevation's own camera, kept at module scope. The ears pan out of
* the plane the machine is drawn in, so even the native drawing projects them.
*/
const sideCamera = robotCamera(NATIVE_VIEW)
/** A point in the animal's own frame: nose-ward, up, and off the centre plane. */
interface Solid {
forward: number
up: number
across: number
}
interface HorseLimb {
id: GaitLegId
side: "left" | "right"
fore: boolean
/** Share of the body's weight this limb is carrying, 0–1. */
load: number
contact: boolean
/** Shoulder, or hip. */
root: Vec2
/** Elbow, or stifle. */
mid: Vec2
/** Knee, or hock — the top of the cannon. */
knee: Vec2
/** The sprung joint: its height over the hoof is `fetlockSink(load)` and
* nothing else. */
fetlock: Vec2
hoof: Vec2
}
export interface RobotHorseProps
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?: HorseBehavior
/** Footfall pattern, overriding the one the behavior picked. `pace` is only reachable here. */
gait?: EquineGait
/** Which foreleg lands last. Only the canter and the gallop have a lead. */
lead?: GaitLead
/** Controlled cycle fraction. Supplying it stops the internal clock. */
phase?: number
/** Strides per second. */
speed?: number
animate?: boolean
paused?: boolean
/** Seconds of offset, so a string of them breaks step. */
offset?: number
/** Back curvature, −1 hollowed to 1 roached. Omit and the behavior sets it. */
arch?: number
/** Leg fold, 0 standing tall to 1 dropped. Omit and the behavior decides. */
crouch?: number
/** Scripted neck carriage, −1 head to the floor to 1 head up. What the balance moves. */
neck?: number
/** How much of the carriage the forehand's load takes, 0 scripted to 1 fully derived. */
balance?: number
/** Tail carriage, −1 clamped down to 1 flagged up. Omit and the behavior sets it. */
tail?: number
/** Ears, −1 pinned 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
/** Drag across to scrub the stride; arrows step it. The head tracks the pointer. */
interactive?: boolean
onPhaseChange?: (phase: number) => void
size?: RobotSize | number
variant?: RobotVariant
showGround?: boolean
/** Mark the hooves carrying weight. */
showContacts?: boolean
label?: string
}
function RobotHorse({
behavior = "walk", gait, lead = "right", phase, view = NATIVE_VIEW,
speed = 0.6, animate = true, paused = false, offset = 0,
arch, crouch, neck, balance, tail, ears, gaze,
interactive = true, onPhaseChange,
size = "md", variant = "solid", showGround = true, showContacts = false, label,
color, accent, metal, dark, glow, grid, palette: paletteOverride, className, style,
role, tabIndex, onKeyDown, onBlur, ...props
}: RobotHorseProps) {
const controlled = phase !== undefined
const svgRef = React.useRef<SVGSVGElement>(null)
const [scrubbed, setScrubbed] = React.useState<number | null>(null)
const clock = useRobotClock({
speed: 1,
animate: animate && !controlled && scrubbed === null && behavior !== "static",
paused,
phase: offset,
})
const scripted = horseBehaviorPose(behavior, clock)
const beat = controlled
? finiteClamp(phase, -1e6, 1e6, 0)
: (scrubbed ?? clock * (Number.isFinite(speed) ? speed : 0))
const cycle = wrap(beat)
const stance = scripted.stance(cycle)
const apply = React.useCallback(
(next: number) => {
const wrapped = wrap(next)
setScrubbed(wrapped)
onPhaseChange?.(wrapped)
},
[onPhaseChange],
)
const dragging = useRobotDrag(svgRef, {
enabled: interactive,
// The width of the box is one whole stride, so a person can walk it
// through the footfalls one at a time.
onDrag: React.useCallback((unit: Vec2) => apply(unit.x), [apply]),
onDragEnd: React.useCallback(() => {}, []),
})
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),
}), []),
})
/* ---- the gait: who is down, and what each of them is carrying ---------- */
const walking = gait ?? scripted.gait
const pose = solveGait({
gait: walking,
phase: cycle,
lead,
stride: scripted.stride,
lift: scripted.lift,
})
// What the forehand is carrying right now, against what it carries standing
// square. That difference is the whole of the nod.
const foreLoad = pose.legs.reduce((sum, leg) => (leg.fore ? sum + leg.load : sum), 0)
const nod = NOD * (foreLoad - pose.forehand)
/* ---- the back, anchored at the withers --------------------------------- */
const bow = finiteClamp(arch ?? stance.arch, -1, 1, stance.arch)
const fold = finiteClamp(crouch ?? stance.crouch, 0, 1, stance.crouch)
const rise = clamp(stance.altitude, 0, 1) * RISE
// A horse holds a topline: the same restrained scaling the dog and the fox
// use, positive roaching the back and negative hollowing it.
const curvature = bow * 0.2
// Half the solver's arc, run back, puts the crown in the middle with both
// ends level instead of dropping one of them.
const tilt = -(curvature * spineLimits.turn) / 2
const back = tiltPose(
solveSpine({
segments: 6,
length: TRUNK,
phase: cycle,
amplitude: scripted.flex,
waves: 0.7,
taper: 0.35,
turn: curvature,
}),
tilt,
)
// The withers are the anchor: the solved chain is re-hung on its first joint,
// so the croup is what the arch and the stride move.
const withersHeight = lerp(WITHERS, WITHERS - 12, fold) + rise
const nose = back.joints[0].position
const spinePoint = (index: number): Vec2 => ({
x: back.joints[index].position.x - nose.x + 16,
y: back.joints[index].position.y - nose.y + withersHeight,
})
const last = back.joints.length - 1
const withersAt = spinePoint(0)
const croup = spinePoint(last)
/** A point `down` world units below the back line at spine joint `index`. */
const underBack = (index: number, down: number): Vec2 => {
const normal = toRadians(back.joints[index].angle + 90)
const at = spinePoint(index)
return { x: at.x - Math.cos(normal) * down, y: at.y - Math.sin(normal) * down }
}
const shoulder = underBack(1, 9)
const hip = underBack(5, 8)
/* ---- four limbs, each with one joint nobody sets ------------------------ */
const metaAngle = lerp(22, 40, fold)
const limbs: HorseLimb[] = pose.legs.map((leg) => solveLimb(leg, shoulder, hip, metaAngle, rise))
/* ---- the neck: solved, and carried by the forehand's load --------------- */
const scriptedNeck = finiteClamp(neck ?? stance.neck, -1, 1, stance.neck)
const weight = finiteClamp(balance ?? scripted.balance, 0, 1, scripted.balance)
const carriage = clamp(scriptedNeck + nod * weight, -1, 1)
const crestAngle = back.joints[0].angle
const nape = alongBody(withersAt, crestAngle, 5, 8)
// The target is set in polar terms, at very nearly the chain's full reach:
// a two-link neck asked for a point well inside its own reach folds into a
// loop rather than arching, and an arched crest is the whole silhouette.
const carried = (carriage + 1) / 2
const reach = alongBody(
nape,
crestAngle + lerp(NECK_ANGLE.down, NECK_ANGLE.up, carried),
lerp(NECK_SPAN.down, NECK_SPAN.up, carried),
0,
)
const [, crest, poll] = solveChain2(nape, reach, [...NECK], { bend: "down" })
const aim = finiteClamp(gaze ?? pointer.target?.x ?? scripted.gaze, -1, 1, 0)
// The head hangs off the poll: a horse carries its face well below the line
// of its own neck, which is what the offset is.
const headTilt = toDegrees(Math.atan2(poll.y - crest.y, poll.x - crest.x)) + aim * 7 - 24
/* ---- mane and tail ----------------------------------------------------- */
// The mane is a ribbon on the neck's own line, so it follows the solved chain
// rather than having to be kept in step with it.
const crestLine = sampleRibbon([nape, crest, lerp2(crest, poll, 0.84)], 9)
const maneJoints = crestLine.map((point, index) => {
const s = index / (crestLine.length - 1)
const before = crestLine[Math.max(0, index - 1)]
const after = crestLine[Math.min(crestLine.length - 1, index + 1)]
// The crest's own outward normal, so the mane sits on the top line of the
// neck at any carriage instead of always standing straight up.
const normal = normalize2({ x: -(after.y - before.y), y: after.x - before.x }, { x: 0, y: 1 })
const streamed = scripted.mane * Math.sin(Math.PI * 2 * (cycle * 1.5 - s * 0.6)) * (0.3 + s * 0.7)
// Measured from the crest line, so the ribbon starts at the neck's own
// surface: the inner edge is the neck, the outer edge is the hair.
const out = lerp(6.5, 2.6, s) + streamed * 1.8
return { x: point.x + normal.x * out, y: point.y + normal.y * out }
})
const tailCarriage = finiteClamp(tail ?? scripted.tail, -1, 1, scripted.tail)
const skirt = solveSpine({
segments: 7,
length: TAIL,
phase: cycle * 1.4,
amplitude: clamp(scripted.mane * 0.8, 0, 1) * 0.5,
waves: 0.9,
taper: 1,
turn: lerp(0.42, -0.12, (tailCarriage + 1) / 2),
})
// A tail hangs by default and has to be carried to come up, so the two
// halves of the range are not the same size.
const tailTurn = back.joints[last].angle + (tailCarriage >= 0
? lerp(TAIL_SET.rest, TAIL_SET.flagged, tailCarriage)
: lerp(TAIL_SET.rest, TAIL_SET.clamped, -tailCarriage))
const tailJoints = skirt.joints.map((joint) => {
const point = rotate2(joint.position, toRadians(tailTurn))
// A tail hangs; it does not go through the floor.
return { x: point.x + croup.x, y: Math.max(1.5, point.y + croup.y) }
})
/* ---- ears -------------------------------------------------------------- */
const earAim = finiteClamp(ears ?? (pointer.target ? 1 : scripted.ears), -1, 1, 0)
// Pricked forward, or rotated back and flattened onto the poll.
const earTip = lerp(-34, 16, (earAim + 1) / 2)
const earPan = lerp(26, 4, (earAim + 1) / 2)
/* ---- paint ------------------------------------------------------------- */
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)
/** The same for a point that already knows how far off the plane it is. */
const solid = (p: Solid) => camera.project(p.across, p.up, -p.forward)
/** A three-dimensional point in the flat side-elevation drawing. */
const flat = (p: Solid): Vec2 => {
const screen = sideCamera.project(p.across, p.up, -p.forward)
return { x: screen.x, y: -screen.y }
}
const readout = Math.round(cycle * 100)
const state = behavior === "graze"
? "grazing"
: walking === "halt"
? "standing square"
: `at a ${walking}`
const gaitPhrase = pose.beats > 0
? `${beatNames[pose.beats] ?? `${pose.beats}-beat`} ${walking}${pose.leadLeg ? ` on the ${pose.lead} lead` : ""}, ${readout} percent through its stride`
: "four feet down"
/** One ear's outline, in the animal's own three-space frame. */
function earOutline(across: number): Solid[] {
const pan = toRadians(across > 0 ? earPan : -earPan)
const t = toRadians(earTip)
// An ear is a funnel, not a plate: its outline stands in the plane that
// contains the vertical and the direction it faces, so panning it round
// foreshortens the triangle instead of leaving it flat to the camera.
const side = { forward: Math.cos(pan), up: 0, across: Math.sin(pan) }
const up = {
forward: -Math.cos(pan) * Math.sin(t),
up: Math.cos(t),
across: -Math.sin(pan) * Math.sin(t),
}
const base = alongBody(poll, headTilt, -1.5, 4.5)
const point = (along: number, out: number): Solid => ({
forward: base.x + up.forward * along + side.forward * out,
up: base.y + up.up * along + side.up * out,
across: across + up.across * along + side.across * out,
})
return [point(0, -EAR_HALF), point(EAR_HEIGHT, EAR_HALF * 0.18), point(0, EAR_HALF)]
}
/** One limb, in the animal's own y-up frame. */
function limbDrawing(limb: HorseLimb) {
const far = limb.side === "right"
const shift = far ? -7 : 0
const move = (p: Vec2): Vec2 => ({ x: p.x + shift, y: p.y })
return (
<g
key={limb.id}
data-leg={limb.id}
data-load={px(limb.load)}
opacity={far ? 0.5 : 1}
>
<path d={capsulePath(move(limb.root), move(limb.mid), limb.fore ? 5.4 : 6.6)} {...shell} />
<path d={capsulePath(move(limb.mid), move(limb.knee), limb.fore ? 3.8 : 4.4)} {...machined} />
{/* The cannon, then the pastern, which is the sprung one. */}
<path d={capsulePath(move(limb.knee), move(limb.fetlock), 2.4)} {...cast} />
<path data-pastern={limb.id} d={capsulePath(move(limb.fetlock), move(limb.hoof), 2.1)} {...machined} />
{/* The hoof: a wedge on the floor, toe forward. */}
<path
d={`M ${px(move(limb.hoof).x - 3.4)} ${px(move(limb.hoof).y + 1.2)} L ${px(move(limb.hoof).x + 3.6)} ${px(move(limb.hoof).y + 1.6)} L ${px(move(limb.hoof).x + 3.2)} ${px(move(limb.hoof).y - 2.6)} L ${px(move(limb.hoof).x - 3)} ${px(move(limb.hoof).y - 2.6)} Z`}
{...cast}
/>
<circle data-hoof={limb.id} cx={px(move(limb.hoof).x)} cy={px(move(limb.hoof).y)} r={0.01} fill="none" />
<circle
data-joint={`${limb.id}-${limb.fore ? "elbow" : "stifle"}`}
cx={px(move(limb.mid).x)} cy={px(move(limb.mid).y)} r={3.4} {...cast}
/>
<circle cx={px(move(limb.knee).x)} cy={px(move(limb.knee).y)} r={2.6} {...cast} />
{/* The joint no one sets: it sits where the load puts it, and lights
in proportion to what it is carrying. */}
<circle data-fetlock={limb.id} cx={px(move(limb.fetlock).x)} cy={px(move(limb.fetlock).y)} r={2.6} {...cast} />
{limb.load > 0 && (
<circle
cx={px(move(limb.fetlock).x)} cy={px(move(limb.fetlock).y)} r={px(0.7 + limb.load * 1.2)}
fill={palette.accent}
/>
)}
{showContacts && limb.contact && (
<ellipse data-contact cx={px(move(limb.hoof).x)} cy={1.2} rx={5} ry={1.1} fill={palette.accent} opacity={0.6} />
)}
</g>
)
}
return (
<svg
ref={svgRef}
role={role ?? (interactive ? "slider" : "img")}
aria-label={`Robot horse, ${state}, ${gaitPhrase}, ${viewNames[view] ?? viewNames.profile}`}
aria-valuemin={interactive ? 0 : undefined}
aria-valuemax={interactive ? 100 : undefined}
aria-valuenow={interactive ? readout : undefined}
aria-valuetext={interactive ? `${readout} percent through the stride` : undefined}
tabIndex={tabIndex ?? (interactive ? 0 : undefined)}
viewBox={`0 0 ${BOX.width} ${BOX.height}`}
width={width}
height={px((width * BOX.height) / BOX.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 }}
onKeyDown={(event) => {
onKeyDown?.(event)
if (!interactive || event.defaultPrevented) return
const step = event.shiftKey ? 0.15 : 0.05
if (event.key === "ArrowRight" || event.key === "ArrowUp") apply(cycle + step)
else if (event.key === "ArrowLeft" || event.key === "ArrowDown") apply(cycle - step)
else if (event.key === "Home") apply(0)
else if (event.key === "End") setScrubbed(null)
else return
event.preventDefault()
}}
onBlur={(event) => {
onBlur?.(event)
if (!dragging && !controlled) setScrubbed(null)
}}
{...props}
>
{variant === "blueprint" && (
<g fill="none" stroke={palette.grid} strokeWidth={0.5} opacity={0.4}>
<path d={`M 12 ${GROUND} H ${BOX.width - 12} M ${ORIGIN} 14 V ${GROUND + 16}`} strokeDasharray="2 3" />
{/* The stride, marked out under the machine: one box is one cycle. */}
<path
data-stride
d={`M 20 ${GROUND + 12} H ${px(20 + (BOX.width - 40) * cycle)}`}
strokeDasharray="1 2"
/>
</g>
)}
{showGround && (
<g data-ground>
<path d={`M 14 ${GROUND} H ${BOX.width - 14}`} stroke={palette.grid} strokeWidth={0.8} fill="none" />
<ellipse
cx={ORIGIN}
cy={px(GROUND + 3)}
rx={px(54 - rise * 0.8)}
ry={px(4.6 - rise * 0.1)}
fill={palette.dark}
opacity={px(0.16 - rise * 0.004)}
/>
</g>
)}
{offAxis && (
<g data-solids transform={`translate(${ORIGIN} ${GROUND}) scale(${px(fit)})`}>
{/* The barrel, one extruded footprint per spine segment, so the
topline survives the projection instead of flattening to 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, 5, 4).map((p) => ({ x: p.x, y: p.y - midX }))
return <path key={index} d={extrudedPath(footprint, camera, midY + 10, midY - 11)} {...shell} />
})}
{/* Each limb on its own side of the centre plane, so a plan or a
front elevation shows the real splay of the stride rather than
four legs stacked in one line. */}
{limbs.map((limb) => {
const across = limb.side === "left" ? HALF_TRACK : -HALF_TRACK
return (
<g key={limb.id}>
<path d={capsulePath(at(limb.root, across * 0.6), at(limb.mid, across), limb.fore ? 5.4 : 6.6)} {...shell} />
<path d={capsulePath(at(limb.mid, across), at(limb.knee, across), limb.fore ? 3.8 : 4.4)} {...machined} />
<path d={capsulePath(at(limb.knee, across), at(limb.fetlock, across), 2.4)} {...cast} />
<path d={capsulePath(at(limb.fetlock, across), at(limb.hoof, across), 2.1)} {...machined} />
</g>
)
})}
{/* The neck and the skull as solids, and the tail as a tapering tube. */}
<path d={capsulePath(at(nape), at(crest), 9)} {...machined} />
<path d={capsulePath(at(crest), at(poll), 6.2)} {...machined} />
<path
d={extrudedPath(
roundedFootprint(5.5, 15, 5, 5).map((p) => ({ x: p.x, y: p.y - poll.x })),
camera,
poll.y + 5,
poll.y - 6,
)}
{...shell}
/>
{tailJoints.slice(0, -1).map((joint, index) => (
<path
key={index}
d={capsulePath(at(joint), at(tailJoints[index + 1]), px(4 * (1 - (index / (tailJoints.length - 1)) ** 1.6) + 1.2))}
{...machined}
/>
))}
</g>
)}
<Frame {...frame}>
{/* The drawing works in the animal's own frame: x forward, y up. */}
<g data-horse data-view={view} transform={`translate(${ORIGIN} ${GROUND}) scale(1 -1)`}>
{limbs.filter((limb) => limb.side === "right").map(limbDrawing)}
<g data-tail>
{tailJoints.slice(0, -1).map((joint, index) => (
<path
key={index}
d={capsulePath(joint, tailJoints[index + 1], px(4 * (1 - (index / (tailJoints.length - 1)) ** 1.6) + 1.2))}
{...machined}
/>
))}
<circle cx={px(croup.x)} cy={px(croup.y)} r={3.4} {...cast} />
</g>
<g data-trunk>
{/* The barrel is the solver's output: level topline, deep girth, a
croup that comes back down over the hind legs. */}
{([0, last] as const).map((index) => {
const joint = back.joints[index]
const place = spinePoint(index)
const normal = toRadians(joint.angle + 90)
const radius = (backline(joint.s) + girth(joint.s)) / 2
const nudge = (backline(joint.s) - girth(joint.s)) / 2
return (
<circle
key={index}
cx={px(place.x + Math.cos(normal) * nudge)}
cy={px(place.y + Math.sin(normal) * nudge)}
r={px(radius)}
{...shell}
/>
)
})}
<path data-spine d={bodyOutline(back, spinePoint, backline, girth)} {...shell} />
{/* Two seams down the flank, and nothing more. */}
<g fill="none" stroke={palette.dark} strokeWidth={0.7} opacity={0.24}>
<path d={offsetLine(back, spinePoint, (t) => 4.5 - 1.6 * Math.sin(Math.PI * t))} />
<path d={offsetLine(back, spinePoint, (t) => -(8 - 3 * Math.sin(Math.PI * t)))} />
</g>
</g>
{/* The neck: two solved links, and the mane riding the crest. */}
<path data-neck d={capsulePath(nape, crest, 9)} {...machined} />
<path d={capsulePath(crest, poll, 6.2)} {...machined} />
<path
data-mane
d={`${maneJoints.map((joint, index) => `${index ? "L" : "M"} ${px(joint.x)} ${px(joint.y)}`).join(" ")} ${[...crestLine].reverse().map((joint) => `L ${px(joint.x)} ${px(joint.y)}`).join(" ")} Z`}
{...cast}
/>
<g data-ears>
{([-EAR_ACROSS, EAR_ACROSS] as const).map((across) => (
<path
key={across}
data-ear={across > 0 ? "left" : "right"}
d={polygon(earOutline(across).map(view === NATIVE_VIEW ? flat : solid))}
opacity={across > 0 ? 1 : 0.62}
{...shell}
/>
))}
</g>
<g data-head transform={`translate(${px(poll.x)} ${px(poll.y)}) rotate(${px(-headTilt)})`}>
{/* The poll is the top-rear corner of the skull, not its centre:
a head hangs off the end of the neck. */}
<g transform="translate(1 -3) scale(0.98)">
{/* A long head: deep at the jowl, straight down the face, and
nearly as long again in front of the eye. */}
{/* One head: jowl, face and muzzle in a single outline, because a
horse's head has no break in it. The dark band is the muzzle
itself, which is the only part that is another colour. */}
<path
d="M -8 -9 Q -12 7 -1.5 9.5 Q 7 9.5 11 5.5 Q 18 4.6 26 3.4 Q 29.5 2.6 29.5 -0.6 Q 29.5 -4.4 25.5 -5.4 Q 17 -7.4 10 -7.4 L 9.5 -6 Q 4 -11.5 -3 -11.5 Q -7.5 -11.5 -8 -9 Z"
{...shell}
/>
<path d="M 22 -6.4 Q 29.5 -5 29.5 -0.6 Q 29.5 2.6 25.8 3.5 Q 22.5 4 21.5 3.8 Q 24 0.6 22 -6.4 Z" {...cast} />
<circle cx={25.4} cy={-1.4} r={1.7} fill={palette.metal} />
{/* The jowl and the cheekbone, which are what give the head its edge. */}
<path d="M -6.5 -1.5 Q 1.5 -4 7 -0.5 Q 1.5 2.5 -5.5 1.5 Z" fill={palette.dark} opacity={0.18} stroke="none" />
<path d="M 10.5 -6.6 L 11 5.4" fill="none" stroke={palette.dark} strokeWidth={0.6} opacity={0.3} />
<g data-eyes>
<g transform="translate(-3.4 -5)" opacity={0.5}>
<circle r={2.4} {...cast} />
<circle cx={px(0.8 + aim * 0.9)} r={1.1} fill={palette.accent} />
</g>
<g transform="translate(1.8 -5.6)">
<circle r={3.1} {...cast} />
<circle cx={px(1 + aim * 1.2)} r={1.5} fill={palette.accent} />
</g>
</g>
</g>
</g>
{limbs.filter((limb) => limb.side === "left").map(limbDrawing)}
<g data-joints>
<circle data-joint="withers" cx={px(withersAt.x)} cy={px(withersAt.y)} r={3} {...cast} />
<circle data-joint="hip" cx={px(hip.x)} cy={px(hip.y)} r={4.6} {...cast} />
<circle cx={px(hip.x)} cy={px(hip.y)} r={1.8} fill={palette.metal} />
<circle data-joint="poll" cx={px(poll.x)} cy={px(poll.y)} r={2.6} {...cast} />
</g>
</g>
</Frame>
{label && (
<text x={BOX.width / 2} y={BOX.height - 6} textAnchor="middle" fontFamily="ui-monospace, monospace" fontSize={6} fill={palette.foreground}>
{label}
</text>
)}
</svg>
)
}
/* -------------------------------------------------------------------------- */
/* geometry */
/* -------------------------------------------------------------------------- */
/**
* One limb, built from the hoof upwards, which is the only order the sprung
* fetlock can be built in: the pastern's angle comes from the load, so the
* fetlock's place is known before anything above it is, and the chain above is
* then solved to it.
*/
function solveLimb(
leg: GaitLeg,
shoulder: Vec2,
hip: Vec2,
metaAngle: number,
rise: number,
): HorseLimb {
const root = leg.fore ? shoulder : hip
const hoof: Vec2 = {
x: (leg.fore ? shoulder.x - 1 : hip.x + 3) + leg.foot.x,
y: leg.foot.y + rise,
}
// The one angle nobody sets: a loaded pastern flattens toward the floor and
// a free one stands back up.
const pastern = toRadians(PASTERN_REST - fetlockSink(leg.load))
const fetlock: Vec2 = {
x: hoof.x - Math.cos(pastern) * PASTERN,
y: hoof.y + Math.sin(pastern) * PASTERN,
}
if (leg.fore) {
// The knee carries the cannon straight up off the fetlock, and the humerus
// and radius solve to it.
const knee: Vec2 = { x: fetlock.x + 1.5, y: fetlock.y + FORE_CANNON }
const [, elbow] = solveChain2(root, knee, [...FORE], { bend: "down" })
return { id: leg.id, side: leg.side, fore: true, load: leg.load, contact: leg.contact && rise < 0.5, root, mid: elbow, knee, fetlock, hoof }
}
// The hock is where the free parameter of a three-link hind limb is spent:
// the metatarsus stands at an angle that opens with the crouch, and the femur
// and tibia solve to it.
const hock: Vec2 = {
x: fetlock.x - Math.sin(toRadians(metaAngle)) * HIND_CANNON,
y: fetlock.y + Math.cos(toRadians(metaAngle)) * HIND_CANNON,
}
const [, stifle] = solveChain2(root, hock, [...HIND], { bend: "up" })
return { id: leg.id, side: leg.side, fore: false, load: leg.load, contact: leg.contact && rise < 0.5, root, mid: stifle, knee: hock, fetlock, hoof }
}
/** The barrel, withers to croup: level topline, deep girth, a tucked flank. */
const backline = (s: number) => 8.5 + 3.5 * s * s
const girth = (s: number) =>
s < 0.35 ? lerp(15.5, 11.5, s / 0.35) : lerp(11.5, 16, (s - 0.35) / 0.65)
/** 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] }
}
/** A point `forward` along a body axis and `up` its normal. */
function alongBody(origin: Vec2, degrees: number, forward: number, up: number): Vec2 {
const a = toRadians(degrees)
return {
x: origin.x + Math.cos(a) * forward - Math.sin(a) * up,
y: origin.y + Math.sin(a) * forward + Math.cos(a) * up,
}
}
/** A polyline resampled to `count` evenly spaced points along its own length. */
function sampleRibbon(points: Vec2[], count: number): Vec2[] {
const spans = points.slice(0, -1).map((point, index) => Math.hypot(points[index + 1].x - point.x, points[index + 1].y - point.y))
const total = spans.reduce((sum, span) => sum + span, 0)
if (total < 1e-6) return Array.from({ length: count }, () => points[0])
return Array.from({ length: count }, (_, step) => {
let walk = (step / (count - 1)) * total
for (let index = 0; index < spans.length; index += 1) {
if (walk <= spans[index] || index === spans.length - 1) {
const t = spans[index] < 1e-6 ? 0 : clamp(walk / spans[index], 0, 1)
return {
x: lerp(points[index].x, points[index + 1].x, t),
y: lerp(points[index].y, points[index + 1].y, t),
}
}
walk -= spans[index]
}
return points[points.length - 1]
})
}
/** The spine's own line, offset along each joint's normal and left open. */
function offsetLine(pose: SpinePose, place: (index: number) => Vec2, width: (s: number) => number) {
return pose.joints
.map((joint, index) => {
const normal = toRadians(joint.angle + 90)
const at = place(index)
const w = width(joint.s)
return `${index ? "L" : "M"} ${px(at.x + Math.cos(normal) * w)} ${px(at.y + Math.sin(normal) * w)}`
})
.join(" ")
}
/** Joints offset by a different amount each side, closed into one path. */
function bodyOutline(
pose: SpinePose,
place: (index: number) => Vec2,
top: (s: number) => number,
under: (s: number) => number,
) {
const above: string[] = []
const below: string[] = []
pose.joints.forEach((joint, index) => {
const normal = toRadians(joint.angle + 90)
const nx = Math.cos(normal)
const ny = Math.sin(normal)
const at = place(index)
const a = top(joint.s)
const b = under(joint.s)
above.push(`${above.length ? "L" : "M"} ${px(at.x + nx * a)} ${px(at.y + ny * a)}`)
below.unshift(`L ${px(at.x - nx * b)} ${px(at.y - ny * b)}`)
})
return [...above, ...below, "Z"].join(" ")
}
const polygon = (points: Vec2[]) =>
`${points.map((p, index) => `${index ? "L" : "M"} ${px(p.x)} ${px(p.y)}`).join(" ")} Z`
/** A control that has to survive a consumer handing it `NaN`. */
const finiteClamp = (value: number | undefined, min: number, max: number, fallback: number) =>
Number.isFinite(value) ? clamp(value as number, min, max) : fallback
const wrap = (value: number) => (Number.isFinite(value) ? ((value % 1) + 1) % 1 : 0)
/* -------------------------------------------------------------------------- */
/* behaviour */
/* -------------------------------------------------------------------------- */
export interface HorseStance {
/** Back curvature, −1 hollow to 1 roached. */
arch: number
/** Leg fold, 0 tall to 1 dropped. */
crouch: number
/** Scripted neck carriage, −1 head to the floor to 1 head up. */
neck: number
/** Height off the floor through a suspension, 0–1. */
altitude: number
}
export interface HorsePose {
/** The footfall pattern this behaviour runs. */
gait: EquineGait
gaze: number
ears: number
tail: number
/** How much of the neck's carriage the forehand's load takes, 0–1. */
balance: number
/** Normalized foot travel, 0–1. */
stride: number
/** Normalized swing height, 0–1. */
lift: number
/** Mane and tail wave amplitude, 0–1. */
mane: number
/** Spine wave amplitude, 0–1. A horse holds a topline, so it is nearly spent. */
flex: number
stance: (cycle: number) => HorseStance
}
/**
* 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 horseBehaviorPose(behavior: HorseBehavior, clock: number): HorsePose {
const time = Number.isFinite(clock) ? clock : 0
switch (behavior) {
// Two beats, diagonal pairs, with a suspension between each. The back is
// level and there is almost nothing for the nod to do, which is exactly
// what a trot looks like.
case "trot":
return {
gait: "trot",
gaze: 0.12 * Math.sin(time * 0.7),
ears: 0.8,
tail: 0.35,
balance: 0.25,
stride: 0.72,
lift: 0.6,
mane: 0.35,
flex: 0.04,
stance: (cycle) => ({
arch: 0.02,
crouch: 0.16,
neck: 0.66,
// Two suspensions a stride: one after each diagonal leaves.
altitude: 0.1 * Math.max(0, Math.sin(2 * Math.PI * (2 * wrap(cycle) + 0.22))),
}),
}
// Three beats on a lead, and the one gait where the whole body rises and
// falls once a stride.
case "canter":
return {
gait: "canter",
gaze: 0.1 * Math.sin(time * 0.8),
ears: 0.85,
tail: 0.5,
balance: 0.45,
stride: 0.85,
lift: 0.7,
mane: 0.6,
flex: 0.08,
stance: (cycle) => {
const t = wrap(cycle)
return {
arch: 0.12 * Math.sin(2 * Math.PI * t),
crouch: 0.14,
neck: 0.62,
altitude: 0.42 * Math.max(0, Math.sin(Math.PI * clamp((t - 0.72) / 0.3, 0, 1))),
}
},
}
// Four beats, the longest stride, and everything streaming.
case "gallop":
return {
gait: "gallop",
gaze: 0.06 * Math.sin(time * 0.9),
ears: 0.55,
tail: 0.8,
balance: 0.55,
stride: 1,
lift: 0.85,
mane: 1,
flex: 0.12,
stance: (cycle) => {
const t = wrap(cycle)
return {
arch: 0.2 * Math.sin(2 * Math.PI * t),
crouch: 0.1,
neck: 0.46,
altitude: 0.6 * Math.max(0, Math.sin(Math.PI * clamp((t - 0.78) / 0.26, 0, 1))),
}
},
}
// Halted with the head right down, and the odd shift of weight.
case "graze":
return {
gait: "halt",
gaze: 0.08 * Math.sin(time * 0.4),
ears: -0.2,
tail: 0.15,
balance: 0,
stride: 0,
lift: 0,
mane: 0.08,
flex: 0.02,
stance: () => ({
arch: -0.12,
crouch: 0.1,
neck: -0.95,
altitude: 0,
}),
}
case "static":
return {
gait: "halt",
gaze: 0,
ears: 0.5,
tail: 0.2,
balance: 0,
stride: 0,
lift: 0,
mane: 0,
flex: 0,
stance: () => ({ arch: 0, crouch: 0.12, neck: 0.68, altitude: 0 }),
}
// The signature: four beats in a lateral sequence, never off the floor,
// and the neck nodding once a stride because the forehand loads and
// unloads once a stride. Nobody scripts that nod.
default:
return {
gait: "walk",
gaze: 0.16 * Math.sin(time * 0.5),
ears: 0.7,
tail: 0.25,
balance: 1,
stride: 0.55,
lift: 0.45,
mane: 0.2,
flex: 0.03,
stance: () => ({ arch: 0, crouch: 0.14, neck: 0.62, altitude: 0 }),
}
}
}
export { RobotHorse }