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Octopus

A mantle and eight arms face on. Each arm is its own spine on its own phase, length and curl, and they are mounted on a ring round the mouth rather than fanned in a line.

Open in workbench
CEPHALO / 08
view
variant
drive
arms
8

The arms nearest your pointer straighten toward it. Click and it jets.

Eight spines, each on its own phase, mounted on a ring — turn the camera and the ring shows.

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-octopus.json

Notes

  • The independent phase per arm is the whole point: run them in lockstep and it reads as a rosette rather than an animal.
  • Arms are on a ring, so the ones round the back draw first and shorter. Front elevation implies that; the other three cameras show it.
  • Reaching modulates each arm's curl by how nearly it points at the pointer. It is a bias on a trajectory, not an inverse-kinematic solve — the mantis is the machine here with a real target.

Usage

import { RobotOctopus } from "@/components/ui/robot-octopus"

<RobotOctopus behavior="crawl" arms={8} />

// Or drive the arms and the mantle yourself.
<RobotOctopus phase={0.3} curl={0.8} jet={0.6} gather={0.4} />

Props

PropTypeDefaultDescription
view"plan" | "front" | "profile" | "iso""front"Where the camera stands. One animal, four projections: straight down, straight on, side elevation, or three-quarter from above.
behavior"crawl" | "jet" | "furl" | "static""crawl"What it does when phase is not supplied: work the arms, pump the mantle with the arms streamed back, or ball up.
phasenumber—Controlled cycle fraction. Supplying it stops the internal clock.
speednumber0.55Arm cycles per second.
offsetnumber0Seconds of offset, so a pair break step.
animatebooleantrueOff parks the machine at phase and stops rendering. A reduced-motion preference does the same.
pausedbooleanfalseFreeze where it stands.
armsnumber8Arms round the mouth, clamped to 4–10.
segmentsnumber10Links in each arm, clamped to 3–24.
curlnumber—Arm curl, 0 straight to 1 coiled. Omit and the behavior works them.
jetnumber—Mantle contraction, 0 full to 1 squeezed onto the siphon. Omit and the behavior works it.
gathernumber—How far the arms stream back, 0 fanned to 1 gathered. Omit and the behavior decides.
interactivebooleantrueThe arms nearest the pointer straighten and lengthen toward it while the rest curl away; a click jets.
onJet() => void—Fired on the click that pumps the mantle.
showGroundbooleantrueThe seabed line.
labelstring—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.
colorstringvar(--robot-shell)Body panels — the colour the machine reads as.
accentstringvar(--robot-accent)Status colour: tip light, live tool, readouts.
metalstringvar(--robot-metal)Bare machined parts: collars, bolts, tool bodies.
darkstringvar(--robot-dark)Cast joints, base, shadow side.
palettePartial<RobotPalette>—Override any subset of roles at once, including glow and grid.

Source

src/components/ui/robot-octopus.tsx
"use client"

/**
 * robot-octopus — a mantle and eight arms, in front elevation.
 *
 * The snake is one spine. This is eight, each solved on its own phase, its own
 * length and its own curl, which is the only reason a ring of arms reads as an
 * animal rather than a rosette. The arms are mounted on a *circle* round the
 * mouth, so the ones behind the body draw first and shorter; the elevation can
 * only imply that, and the other three cameras show it. Click and it jets.
 */

import * as React from "react"

import { usePointerTarget } from "@/hooks/use-pointer-target"
import { useRobotClock } from "@/hooks/use-robot-motion"
import { clamp, lerp, toRadians, type Vec2 } from "@/lib/robocn/kinematics"
import { solveSpine } from "@/lib/robocn/spine"
import {
  aboutPoint,
  capsulePath,
  px,
  resolveRobotPalette,
  resolveRobotSize,
  robotCamera,
  robotSurface,
  type RobotPaletteProps,
  type RobotSize,
  type RobotVariant,
  type RobotView,
} from "@/lib/robocn/style"
import { cn } from "@/lib/utils"

/** Seconds a poked jet takes to decay. */
const JET = 1.6
/** Radius of the ring the arms are mounted on. */
const CROWN = 19
/** How far the fan spreads either side of straight down, in degrees. */
const FAN = 62
/** How far an arm leans off the vertical, for the off-axis cone. */
const TILT = 58

export type OctopusBehavior = "crawl" | "jet" | "furl" | "static"

/** Drawn face on; that is the camera it defaults to. */
const NATIVE_VIEW: RobotView = "front"
const CENTRE = 118
/** Where the arm crown sits in the frame. */
const MOUTH = 96

const fits: Record<RobotView, number> = { plan: 0.7, front: 1, profile: 1, iso: 0.9 }

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

export interface RobotOctopusProps
  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?: OctopusBehavior
  /** Controlled cycle fraction. Supplying it stops the internal clock. */
  phase?: number
  /** Arm cycles per second. */
  speed?: number
  animate?: boolean
  paused?: boolean
  /** Seconds of offset, so a pair of them break step. */
  offset?: number
  /** Arms round the mouth, 4–10. */
  arms?: number
  /** Links in each arm, 3–24. */
  segments?: number
  /** Arm curl, 0 straight to 1 coiled. Omit and the behavior works them. */
  curl?: number
  /** Mantle contraction, 0 full to 1 squeezed onto the siphon. Omit and the behavior works it. */
  jet?: number
  /** How far the arms gather behind it, 0 fanned to 1 streamed. Omit and the behavior decides. */
  gather?: number
  /** The arms reach toward the pointer, and a click jets. */
  interactive?: boolean
  onJet?: () => void
  size?: RobotSize | number
  variant?: RobotVariant
  /** The seabed underneath. */
  showGround?: boolean
  label?: string
}

/** Arm contour length, in world units. */
const ARM = 104

function RobotOctopus({
  behavior = "crawl", phase, view = NATIVE_VIEW, speed = 0.55, animate = true, paused = false, offset = 0,
  arms = 8, segments = 10, curl, jet, gather,
  interactive = true, onJet,
  size = "md", variant = "solid", showGround = true, label,
  color, accent, metal, dark, glow, grid, palette: paletteOverride, className, style,
  onPointerDown, ...props
}: RobotOctopusProps) {
  const controlled = phase !== undefined
  const svgRef = React.useRef<SVGSVGElement>(null)
  const clock = useRobotClock({
    speed: 1,
    animate: animate && !controlled && behavior !== "static",
    paused,
    phase: offset,
  })

  const [poked, setPoked] = React.useState<number | null>(null)
  const since = poked === null ? Infinity : clock - poked
  const burst = since >= 0 && since < JET ? Math.exp(-since * 2.4) : 0

  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 = octopusBehaviorPose(behavior, clock)
  const cycle = controlled ? phase : clock * speed * scripted.rate
  const beat = Number.isFinite(cycle) ? cycle : 0
  const coil = finiteClamp(curl ?? scripted.curl, 0, 1, 0.4)
  const squeeze = finiteClamp(clamp((jet ?? scripted.jet(beat)) + burst * 0.8, 0, 1), 0, 1, 0.1)
  const stream = finiteClamp(clamp((gather ?? scripted.gather) + burst * 0.6, 0, 1), 0, 1, 0)
  const ring = Number.isFinite(arms) ? Math.round(clamp(arms, 4, 10)) : 8

  // Where the pointer is, as a screen bearing, so an arm can tell whether it
  // is the one being reached toward.
  const bearing = pointer.target
    ? (Math.atan2(-pointer.target.y, pointer.target.x) * 180) / Math.PI
    : null

  const limbs = Array.from({ length: ring }, (_, index) => {
      const around = (index / ring) * Math.PI * 2 + Math.PI / ring
      const side = Math.cos(around)
      // Fanned in the elevation, but the fan is the projection of a cone: an
      // arm out to starboard leans right, one at the front comes straight down.
      const fan = 90 - FAN * side
      const aim = lerp(fan, 96, stream)
      const reach = bearing === null ? 0 : Math.cos(toRadians(aim - bearing))
      return {
        index,
        around,
        aim,
        front: Math.sin(around) > 0,
        base: { x: CROWN * side, y: -Math.sin(around) * 4 },
        z: -CROWN * Math.sin(around),
        pose: solveSpine({
          segments,
          length: ARM * lerp(0.82, 1.06, Math.abs(Math.sin(around * 1.5))) * lerp(1, 1.1, Math.max(0, reach)),
          phase: beat - index * 0.09,
          amplitude: 0.2 + 0.34 * (1 - stream),
          waves: 1.15,
          taper: 0.55,
          // Reaching straightens an arm; the rest curl further out of the way.
          turn: clamp((coil * 0.9 - Math.max(0, reach) * 0.7) * (side >= 0 ? 1 : -1), -1, 1),
        }),
      }
    })

  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(), CENTRE, MOUTH, fit)
  const Frame = (face ? "g" : React.Fragment) as React.FC<{
    transform?: string
    children?: React.ReactNode
  }>
  const frame = face ? { transform: face } : {}
  /** A drawing offset from the mouth, `back` world units away from the camera. */
  const at = (x: number, y: number, back = 0) => camera.project(-x, -y, back)

  const mantleHeight = lerp(94, 74, squeeze)
  const mantleWidth = lerp(34, 26, squeeze)

  /** One arm: the solver's nose is the mount, its body runs out along `aim`. */
  const limb = (arm: (typeof limbs)[number]) => {
    const turn = toRadians(arm.aim)
    const cs = Math.cos(turn)
    const sn = Math.sin(turn)
    // The solver runs its body toward −x; rotate that onto the arm's bearing.
    const place = (p: Vec2) => ({
      x: arm.base.x - p.x * cs - p.y * sn,
      y: arm.base.y - p.x * sn + p.y * cs,
    })
    return (
      <g key={arm.index} data-arm={arm.index} opacity={arm.front ? 1 : 0.55}>
        {arm.pose.joints.slice(0, -1).map((joint, index) => (
          <path
            key={index}
            d={capsulePath(
              place(joint.position),
              place(arm.pose.joints[index + 1].position),
              px(Math.max(1, 6.4 * Math.pow(1 - joint.s, 1.1))),
            )}
            {...(index % 2 === 0 ? shell : machined)}
          />
        ))}
        {/* Suckers down the underside, thinning out toward the tip. */}
        <g fill={palette.dark} opacity={0.5}>
          {arm.pose.joints.slice(1, -1).map((joint, index) => {
            const p = place(joint.position)
            return <circle key={index} cx={px(p.x)} cy={px(p.y)} r={px(Math.max(0.6, 2 * (1 - joint.s)))} />
          })}
        </g>
        <circle
          cx={px(place(arm.pose.tail.position).x)}
          cy={px(place(arm.pose.tail.position).y)}
          r={1.3}
          fill={palette.accent}
          opacity={0.85}
        />
      </g>
    )
  }

  const state = burst > 0.05 ? "jetting" : behavior === "static" ? "still" : behavior === "crawl" ? "crawling" : behavior === "furl" ? "furled" : behavior

  return (
    <svg
      ref={svgRef}
      role="img"
      aria-label={`Robot octopus, ${state}, ${ring} arms, ${viewNames[view] ?? viewNames.front}`}
      viewBox="0 0 236 244"
      width={width}
      height={px(width * 244 / 236)}
      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
        setPoked(clock)
        onJet?.()
      }}
      {...props}
    >
      {variant === "blueprint" && (
        <g fill="none" stroke={palette.grid} strokeWidth={0.5} opacity={0.4}>
          <path d="M 12 96 H 224 M 118 12 V 226" strokeDasharray="2 3" />
          <ellipse cx={118} cy={96} rx={CROWN} ry={6} strokeDasharray="3 3" />
        </g>
      )}
      {showGround && (
        <g stroke={palette.grid} opacity={0.4} fill="none">
          <path d="M 14 226 H 222" strokeWidth={0.6} strokeDasharray="6 5" />
        </g>
      )}

      {offAxis && <g data-solids transform={`translate(${CENTRE} ${MOUTH}) scale(${fit})`}>
        {/* The mount ring, which the elevation flattens into a line. */}
        <path
          d={`${limbs.map((arm, index) => {
            const p = at(arm.base.x, 0, arm.z)
            return `${index ? "L" : "M"} ${px(p.x)} ${px(p.y)}`
          }).join(" ")} Z`}
          {...machined}
          fillOpacity={variant === "solid" ? 0.3 : undefined}
        />
        {limbs.map((arm) => {
          const lean = toRadians(TILT) * (1 - stream * 0.7)
          const out = Math.sin(lean) * ARM * 0.8
          const down = Math.cos(lean) * ARM * 0.8
          const side = Math.cos(arm.around)
          const back = Math.sin(arm.around)
          const tip = at(arm.base.x + out * side, down, arm.z - out * back)
          return (
            <path
              key={arm.index}
              data-arm={arm.index}
              d={capsulePath(at(arm.base.x, 0, arm.z), tip, 3)}
              {...shell}
            />
          )
        })}
        <path d={capsulePath(at(0, 0, 0), at(0, -mantleHeight, 0), px(mantleWidth * 0.8))} {...shell} />
      </g>}

      <Frame {...frame}>
        <g data-octopus data-view={view} transform={`translate(${CENTRE} ${MOUTH})`}>
          {limbs.filter((arm) => !arm.front).map(limb)}

          <g data-mantle>
            <path
              d={`M ${px(-mantleWidth)} -6 Q ${px(-mantleWidth * 1.12)} ${px(-mantleHeight * 0.72)} 0 ${px(-mantleHeight)} Q ${px(mantleWidth * 1.12)} ${px(-mantleHeight * 0.72)} ${px(mantleWidth)} -6 Q 0 ${px(6 + squeeze * 4)} ${px(-mantleWidth)} -6 Z`}
              {...shell}
            />
            <g fill="none" stroke={palette.dark} strokeWidth={0.8} opacity={0.35}>
              {[0.32, 0.52, 0.72].map((t) => (
                <path key={t} d={`M ${px(-mantleWidth * (1 - t * 0.5))} ${px(-mantleHeight * t)} Q 0 ${px(-mantleHeight * t + 6)} ${px(mantleWidth * (1 - t * 0.5))} ${px(-mantleHeight * t)}`} />
              ))}
            </g>
            <rect x={-9} y={px(-mantleHeight * 0.78)} width={18} height={14} rx={4} {...cast} />
            <circle cx={0} cy={px(-mantleHeight * 0.78 + 7)} r={2.4} fill={palette.accent} />
          </g>

          {/* Eyes: the two turrets on the mantle, the widest part of it. */}
          <g data-eyes>
            {([-1, 1] as const).map((side) => (
              <g key={side} data-eye={side === 1 ? "right" : "left"} transform={`translate(${px(side * (mantleWidth - 4))} -34)`}>
                <ellipse cx={0} cy={0} rx={9} ry={7.5} {...machined} />
                <rect x={-5.5} y={-1.6} width={11} height={3.2} rx={1.6} fill={palette.accent} />
                <path d="M -8 -5 Q 0 -9 8 -5" fill="none" stroke={palette.dark} strokeWidth={1} opacity={0.6} />
              </g>
            ))}
          </g>

          <g data-siphon transform={`translate(${px(-mantleWidth + 4)} -14) rotate(${px(-28 - squeeze * 14)})`}>
            <path d="M 0 0 L -15 -3 L -15 5 L 0 8 Z" {...cast} />
            <circle cx={-14} cy={1} r={2.4} fill={palette.glow} opacity={px(0.4 + squeeze * 0.5)} />
            {squeeze > 0.4 && (
              <g fill="none" stroke={palette.glow} strokeWidth={1} opacity={px((squeeze - 0.4) * 0.9)}>
                {[0, 1, 2].map((index) => (
                  <circle key={index} cx={px(-20 - index * 9)} cy={1} r={px(2.4 + index * 1.6)} />
                ))}
              </g>
            )}
          </g>

          <circle data-mouth cx={0} cy={0} r={px(5 - squeeze)} {...cast} />
          <circle cx={0} cy={0} r={2} fill={palette.accent} opacity={0.8} />

          {limbs.filter((arm) => arm.front).map(limb)}
        </g>
      </Frame>

      {label && (
        <text x={118} y={238} textAnchor="middle" fontFamily="ui-monospace, monospace" fontSize={6} fill={palette.foreground}>
          {label}
        </text>
      )}
    </svg>
  )
}

/** 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

/** What it does with no timeline on it: work the arms, pump, or ball up. */
export function octopusBehaviorPose(behavior: OctopusBehavior, clock: number) {
  const time = Number.isFinite(clock) ? clock : 0
  switch (behavior) {
    // Jetting: the mantle pumps and the arms stream out behind.
    case "jet":
      return {
        rate: 0.45,
        curl: 0.12,
        gather: 0.85,
        jet: (cycle: number) => {
          const t = ((cycle % 1) + 1) % 1
          return t < 0.35 ? Math.sin((t / 0.35) * (Math.PI / 2)) : Math.pow(1 - (t - 0.35) / 0.65, 1.6)
        },
      }
    // Furled: everything coiled in tight, nothing moving much.
    case "furl":
      return { rate: 0.25, curl: 0.92, gather: 0.1, jet: () => 0.05 }
    case "static":
      return { rate: 0, curl: 0.4, gather: 0, jet: () => 0.1 }
    default:
      return {
        rate: 1,
        curl: 0.36 + 0.16 * Math.sin(time * 0.5),
        gather: 0,
        jet: () => 0.06,
      }
  }
}

export { RobotOctopus }