Panda
The bear that sits down to use its hands. The seat is a third contact with a span of its own — which is what buys back a base once both forepaws have left the floor — and the pseudo-thumb's pad gap is an output of whatever is between the pads rather than of the dial.
Open in workbenchYour pointer is the stalk: both forepaws are solved to wherever it is, and a click takes a bite.
A fatter stalk rides the thumb further open at the same grip — the pad gap is an output. Sitting puts a third contact on the floor, which is what the two forelimbs are freed by.
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-panda.jsonNotes
- The seat is not a pose: the pelvis is rigid on the body, so where its underside ends up is a consequence of the tilt, and when it would go through the floor the animal rests on it. It then enters solveSupport as a third contact with a span of its own. Just before it lands, both forepaws are on the stalk and the two hind soles have rolled onto their heels — two points in the same place, which is not a base — so the seat is what is holding the animal up, and the blueprint variant draws it.
- The pad gap is an output: gap = 9 · (1 − grip), and a stalk wider than the gap rides the thumb further open at the same grip. Closing on nothing brings the pads together. The digits, the claws and the pelage are drawn; the thumb's angle and the forelimb chains are solved.
- The stalk is a real target: solveSole places each forepaw on it and the two links answer, so moving the stalk moves the whole chain. The two paws stack on it the way a pair of hands do.
- Illustrative kinematics with a static weight distribution on top — no dynamics, no grasp forces, no friction between pad and stalk, and the animal does not travel across its frame.
Usage
import { RobotPanda } from "@/components/ui/robot-panda"
<RobotPanda behavior="feed" />
// Or sit it down and hand it a stalk of your own size.
<RobotPanda sit={1} grip={1} stalkWidth={8} stalk={{ x: 30, y: 34 }} showSupport />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 | "feed" | "sit" | "amble" | "static" | "feed" | What it does when nothing is driving it: sit and bring a stalk up to the muzzle, sit with both forelimbs free, the lateral-sequence plantigrade walk, or standing square. |
| phase | number | — | Controlled cycle fraction. Supplying it stops the internal clock. |
| speed | number | 0.35 | Feeding cycles, or strides, per second. |
| offset | number | 0 | Seconds of offset, so a pair 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. |
| sit | number | — | 0 standing to 1 down on the seat. Omit and the behavior works it. |
| grip | number | — | How far the pseudo-thumb is closed on the digits, 0–1. |
| stalkWidth | number | 5 | Stalk diameter in world units, 0–9. What the thumb has to open around — the pad gap answers it. |
| stalk | Vec2 | — | Where the stalk is, in the animal's own frame: x forward from the hip, y up off the floor. Both forepaws are solved to it. Omit and the pointer is the stalk. |
| chew | number | — | Jaw opening, 0 shut to 1 wide. Omit and the behavior chews. |
| arch | number | — | Back curvature, −1 hollowed to 1 roached. |
| crouch | number | — | Leg fold, 0 standing tall to 1 down on the hocks. |
| gaze | number | — | Eye aim, −1..1. The head tips toward the stalk on its own once it is near the muzzle. |
| balance | number | — | How much of the carriage the balance rule takes, 0 scripted to 1 derived. |
| interactive | boolean | true | The pointer is the stalk — both forepaws solve to wherever it is — and a click takes a bite. |
| onStalkChange | (stalk: Vec2) => void | — | Fired with the stalk position on a click. |
| onBite | () => void | — | Fired on the click that bites. |
| showGround | boolean | true | The ground line and the shadow. |
| showContacts | boolean | false | Mark each grounded sole, shaded by the share of the weight it carries. |
| showSupport | boolean | false | Draw the base of support and the centre of mass. This is the machine where you can watch the base being bought. |
| 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-panda — the bear that sits down to use its hands, and why that is a
* mechanism rather than a pose.
*
* `robot-bear` rears and loses most of its base of support. This one does the
* opposite. **`sit` puts a third contact on the floor**: the pelvis comes down
* behind the hind soles with a span of its own, so `solveSupport` gets three
* intervals instead of two, the base runs from the toes to behind the seat, and
* the margin goes strongly positive. That is the arithmetic statement of why an
* animal sits down to work: it buys a base wide enough that the forelimbs are
* not holding it up any more, and both of them come free in the same moment.
*
* What they come free for is the second mechanism. The sixth digit is an
* enlarged wrist bone opposing the other five, and the **pad gap is an output**:
* a fatter stalk rides the thumb further open at the same `grip`, and closing on
* nothing brings the pads together. The stalk is a real target — both forepaws
* are solved to it — so moving it moves the whole forelimb chain.
*
* Design note: docs/ursine-robots.md.
*/
import * as React from "react"
import { usePointerTarget } from "@/hooks/use-pointer-target"
import { useRobotClock } from "@/hooks/use-robot-motion"
import {
plantigradeStep,
solveSole,
solveSupport,
type SolePose,
type SupportContact,
} from "@/lib/robocn/bear"
import {
clamp,
lerp,
lerp2,
rotate2,
solveChain2,
toDegrees,
toRadians,
type Vec2,
} from "@/lib/robocn/kinematics"
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 PandaBehavior = "feed" | "sit" | "amble" | "static"
/** Drawn in side elevation; that is the camera it defaults to. */
const NATIVE_VIEW: RobotView = "profile"
const ORIGIN = 74
const GROUND = 142
const HALF_TRACK = 14
/** Croup to withers. Short-coupled and very round. */
const TRUNK = 48
const HIND = [19, 17] as const
const HIND_SOLE = { heel: 6, toe: 11, ankle: 4.5 } as const
const FORE = [18, 16] as const
const FORE_SOLE = { heel: 5, toe: 10, ankle: 4 } as const
/** A short thick neck: the head sits almost on the shoulders. */
const NECK = [9, 8] as const
const HIND_STANCE = 2
const FORE_STANCE = 42
const STAND = 38
const CROUCH = 30
/** Hip height sitting, before the seat is rested on the floor. */
const SEATED = 13
/** How far sitting tips the trunk up about the hip, in degrees. */
const SIT_PITCH = 54
/** Where the hind soles go as it sits: out in front, the way a seated bear's do. */
const SIT_FOOT = 26
/** The pelvis block that becomes the third contact, behind and below the hip. */
const ISCHIUM = { back: 9, down: 11, half: 7 } as const
/** How far the balance rule may slide the body over its own feet. */
const SHIFT_LIMIT = 18
/** Widest the pseudo-thumb opens against the digits, in world units. */
const PAD_MAX = 9
/** How far the thumb swings between closed and fully open, in degrees. */
const THUMB = { closed: 8, open: 52 } as const
const fits: Record<RobotView, number> = { plan: 0.8, front: 0.92, profile: 1, iso: 0.84 }
const framing: Record<RobotView, number> = { plan: -12, front: 0, profile: 0, iso: -6 }
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 PandaLeg extends SolePose {
id: LegId
side: "left" | "right"
fore: boolean
load: number
}
/** The same lateral sequence the other two bears walk on. */
const legPlan: { id: LegId; side: "left" | "right"; fore: boolean; offset: number }[] = [
{ id: "hind-left", side: "left", fore: false, offset: 0 },
{ id: "fore-left", side: "left", fore: true, offset: 0.12 },
{ id: "hind-right", side: "right", fore: false, offset: 0.5 },
{ id: "fore-right", side: "right", fore: true, offset: 0.62 },
]
export interface RobotPandaProps
extends Omit<React.ComponentProps<"svg">, "color">,
RobotPaletteProps {
/** Where the camera stands. One animal, four projections. */
view?: RobotView
behavior?: PandaBehavior
/** Controlled cycle fraction. Supplying it stops the internal clock. */
phase?: number
speed?: number
animate?: boolean
paused?: boolean
offset?: number
/** 0 standing to 1 down on the seat. Omit and the behavior works it. */
sit?: number
/** How far the pseudo-thumb is closed on the digits, 0–1. */
grip?: number
/** Stalk diameter in world units, 0–9. What the thumb has to open around. */
stalkWidth?: number
/** Where the stalk is, in the animal's own frame: x forward, y up. Omit and
* the pointer is the stalk. */
stalk?: Vec2
/** Jaw opening, 0 shut to 1 wide. Omit and the behavior chews. */
chew?: number
arch?: number
crouch?: number
gaze?: number
/** How much of the carriage the balance rule takes, 0 scripted to 1 derived. */
balance?: number
/** The pointer is the stalk, both forepaws solve to it, and a click bites. */
interactive?: boolean
onStalkChange?: (stalk: Vec2) => void
onBite?: () => void
size?: RobotSize | number
variant?: RobotVariant
showGround?: boolean
showContacts?: boolean
/** Draw the base of support — the one machine here where you can watch it bought. */
showSupport?: boolean
label?: string
}
function RobotPanda({
behavior = "feed",
phase,
view = NATIVE_VIEW,
speed = 0.35,
animate = true,
paused = false,
offset = 0,
sit,
grip,
stalkWidth = 5,
stalk,
chew,
arch,
crouch,
gaze,
balance,
interactive = true,
onStalkChange,
onBite,
size = "md",
variant = "solid",
showGround = true,
showContacts = false,
showSupport = false,
label,
color,
accent,
metal,
dark,
glow,
grid,
palette: paletteOverride,
className,
style,
onPointerDown,
...props
}: RobotPandaProps) {
const controlled = phase !== undefined
const svgRef = React.useRef<SVGSVGElement>(null)
const clock = useRobotClock({
speed: 1,
animate: animate && !controlled && behavior !== "static",
paused,
phase: offset,
})
const [bitten, setBitten] = React.useState<number | null>(null)
const since = bitten === null ? Infinity : clock - bitten
const biting = since >= 0 && since < 0.5 ? Math.sin((since / 0.5) * Math.PI) : 0
const pointer = usePointerTarget(svgRef, {
enabled: interactive && stalk === undefined && !paused,
within: "element",
persist: true,
toWorld: React.useCallback(
(unit: Vec2) => ({
// The animal's own frame: x forward from the hip, y up off the floor.
x: clamp(unit.x * 220 - ORIGIN, 8, 78),
y: clamp(GROUND - unit.y * 170, 6, 78),
}),
[],
),
})
const rate = Number.isFinite(speed) ? speed : 0
const scripted = pandaBehaviorPose(behavior, clock)
const cycle = controlled ? (Number.isFinite(phase) ? phase : 0) : clock * rate
const stance = scripted.stance(cycle)
const seatDrive = finiteClamp(sit ?? stance.sit, 0, 1, stance.sit)
const bow = finiteClamp(arch ?? stance.arch, -1, 1, stance.arch)
const fold = finiteClamp(crouch ?? stance.crouch, 0, 1, stance.crouch)
const weight = finiteClamp(balance ?? scripted.balance, 0, 1, scripted.balance)
const aim = finiteClamp(gaze ?? scripted.gaze, -1, 1, 0)
const close = finiteClamp(grip ?? stance.grip, 0, 1, stance.grip)
const jaw = clamp(finiteClamp(chew ?? stance.chew, 0, 1, stance.chew) + biting * 0.6, 0, 1)
const caliper = finiteClamp(stalkWidth, 0, PAD_MAX, 5)
/**
* The grip, and the number that is an output of it. The pads open to `gap`;
* a stalk wider than the gap rides the thumb further open, which is what
* makes the pad an answer to what is being held rather than to the dial.
*/
const gap = PAD_MAX * (1 - close)
const pad = Math.max(gap, caliper)
const held = caliper > 0 && caliper >= gap
// The thumb is only in play when the paw is being used as a hand: planted, it
// lies along the sole with the other digits.
const thumbAngle = lerp(
THUMB.closed,
lerp(THUMB.closed, THUMB.open, clamp(pad / PAD_MAX, 0, 1)),
seatDrive,
)
/* ---- the body, tipped back onto its seat -------------------------------- */
const hipBase = lerp(lerp(STAND, CROUCH, fold), SEATED, seatDrive)
const curvature = bow * 0.22
const tilt = -(curvature * spineLimits.turn) / 2 + seatDrive * SIT_PITCH
const pitched = tiltPose(
solveSpine({
segments: 10,
length: TRUNK,
phase: cycle,
amplitude: scripted.flex,
waves: 0.8,
taper: 0.15,
turn: curvature,
}),
tilt,
)
const croup = pitched.joints[pitched.joints.length - 1].position
// The pelvis is rigid on the body, so where its underside ends up is a
// consequence of the tilt. If it would go through the floor, the whole animal
// rests on it instead — which is what sitting down is.
const seatLocal = alongBody({ x: 0, y: hipBase }, tilt, -ISCHIUM.back, -ISCHIUM.down)
const hipHeight = hipBase + Math.max(0, -seatLocal.y)
const local = (index: number): Vec2 => ({
x: pitched.joints[index].position.x - croup.x,
y: pitched.joints[index].position.y - croup.y + hipHeight,
})
const massPoints = pitched.joints.map((joint, index) => ({
point: local(index),
weight: 1 + 0.7 * Math.sin(Math.PI * joint.s),
}))
const crest = pitched.joints[0].angle
const localWithers = local(0)
massPoints.push({ point: alongBody(localWithers, crest, 18, 10), weight: 1.8 })
const massTotal = massPoints.reduce((sum, entry) => sum + entry.weight, 0)
const comLocal = {
x: massPoints.reduce((sum, entry) => sum + entry.point.x * entry.weight, 0) / massTotal,
y: massPoints.reduce((sum, entry) => sum + entry.point.y * entry.weight, 0) / massTotal,
}
const hindRoom = Math.sqrt(
Math.max(0, (HIND[0] + HIND[1]) ** 2 - (hipHeight - HIND_SOLE.ankle) ** 2),
)
const steps = legPlan.map(({ id, fore, offset: legOffset }) => {
const walking = stance.stride >= 0 && stance.stride <= 1.5
const step = walking
? plantigradeStep(stance.stride + legOffset, { reach: fore ? 10 : 11, clearance: 8 })
: { plant: { x: 0, y: 0 }, pivot: "flat" as const, pitch: 0, roll: "flat" as const, contact: true }
// Sitting runs the hind legs out in front, which is where a seated bear's
// feet go and is also what puts the soles at the front of the new base.
const nominal = fore ? FORE_STANCE : lerp(HIND_STANCE, Math.min(SIT_FOOT, hindRoom), seatDrive)
return {
id,
x: nominal + step.plant.x * (fore ? 1 : 1 - seatDrive),
y: step.plant.y,
pivot: step.pivot,
pitch: lerp(step.pitch, 26, fore ? 0 : seatDrive),
airborne: !step.contact,
}
})
/** Where the stalk stands, in the animal's own frame. */
const target: Vec2 = {
x: finiteClamp(stalk?.x ?? pointer.target?.x ?? stance.stalk.x, 0, 90, stance.stalk.x),
y: finiteClamp(stalk?.y ?? pointer.target?.y ?? stance.stalk.y, 0, 90, stance.stalk.y),
}
/** The seat's own contact interval, and whether it is actually down. */
const seatPoint = alongBody({ x: 0, y: hipHeight }, tilt, -ISCHIUM.back, -ISCHIUM.down)
const seated = seatPoint.y <= 0.5
const intended: SupportContact[] = steps.map((step, index) => {
const sole = legPlan[index].fore ? FORE_SOLE : HIND_SOLE
const lifted = step.airborne || (legPlan[index].fore && seatDrive > 0.35)
if (lifted) return { id: step.id, span: null }
const back =
step.pivot === "heel" ? step.x : step.x - (step.pivot === "toe" ? sole.heel + sole.toe : sole.heel)
return { id: step.id, span: [back, back + sole.heel + sole.toe] }
})
const preview = solveSupport(
seated ? [...intended, { id: "seat", span: [seatPoint.x - ISCHIUM.half, seatPoint.x + ISCHIUM.half] }] : intended,
comLocal.x,
)
const centre = preview.span ? (preview.span[0] + preview.span[1]) / 2 : comLocal.x
const hindFoot = (steps[0].x + steps[2].x) / 2
const shift = clamp(
clamp(centre - comLocal.x, -SHIFT_LIMIT, SHIFT_LIMIT) * weight,
hindFoot - hindRoom,
hindFoot + hindRoom,
)
const hip: Vec2 = { x: shift, y: hipHeight }
const spinePoint = (index: number): Vec2 => {
const point = local(index)
return { x: point.x + shift, y: point.y }
}
const withers = spinePoint(0)
const com = { x: comLocal.x + shift, y: comLocal.y }
const seat = { x: seatPoint.x + shift, y: seatPoint.y }
const thorax = pitched.joints[1]
const under = toRadians(thorax.angle + 90)
const shoulder: Vec2 = {
x: spinePoint(1).x - Math.cos(under) * 7,
y: spinePoint(1).y - Math.sin(under) * 7,
}
/* ---- four limbs: two on the floor, two on the stalk --------------------- */
const soles = legPlan.map(({ id, fore }, index) => {
const step = steps[index]
const root = fore ? shoulder : hip
const links = fore ? FORE : HIND
const sole = fore ? FORE_SOLE : HIND_SOLE
// Sitting frees the forelimbs, and what they go to is the stalk: the two
// paws stack on it the way a pair of hands do.
const gripPoint: Vec2 = { x: target.x, y: target.y + (id === "fore-left" ? 0 : -11) }
const plant = fore ? lerp2({ x: step.x, y: step.y }, gripPoint, seatDrive) : { x: step.x, y: step.y }
return solveSole({
hip: root,
plant,
pivot: step.pivot,
// A gripping paw faces the stalk rather than the floor.
pitch: fore ? lerp(step.pitch, -74, seatDrive) : step.pitch,
femur: links[0],
tibia: links[1],
heel: sole.heel,
toe: sole.toe,
ankle: sole.ankle,
bend: fore ? "down" : "up",
})
})
const contacts: SupportContact[] = soles.map((sole, index) => ({
id: legPlan[index].id,
span: sole.span,
}))
if (seated) {
contacts.push({ id: "seat", span: [seat.x - ISCHIUM.half, seat.x + ISCHIUM.half] })
}
const support = solveSupport(contacts, com.x)
const legs: PandaLeg[] = soles.map((sole, index) => ({
...sole,
id: legPlan[index].id,
side: legPlan[index].side,
fore: legPlan[index].fore,
load: support.loads[legPlan[index].id] ?? 0,
}))
/* ---- the head: round, and carried almost on the shoulders ---------------- */
const nape = alongBody(withers, crest, 1, 5)
const headTarget = alongBody(withers, crest, 17, 7)
const [, cervical, poll] = solveChain2(nape, headTarget, [...NECK], { bend: "up" })
// The head tips toward the stalk once it is up near the muzzle, which is the
// only thing in this machine that answers the target without being solved to it.
const toStalk = toDegrees(Math.atan2(target.y - poll.y, target.x - poll.x))
const near = clamp(1 - Math.hypot(target.x - poll.x, target.y - poll.y) / 34, 0, 1)
const headTilt =
lerp(
toDegrees(Math.atan2(poll.y - cervical.y, poll.x - cervical.x)) - 8,
clamp(toStalk, -55, 55),
near * seatDrive * 0.7,
) + aim * 6
/* ---- 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 supportColor = support.stable ? palette.accent : palette.shell
const camera = robotCamera(view)
const offAxis = view !== NATIVE_VIEW
const fit = fits[view] ?? 1
const slide = framing[view] ?? 0
const face = aboutPoint(camera.wall(0, 90), ORIGIN, GROUND, fit)
const framed = [slide ? `translate(0 ${px(slide)})` : "", face].filter(Boolean).join(" ")
const Frame = (framed ? "g" : React.Fragment) as React.FC<{
transform?: string
children?: React.ReactNode
}>
const frame = framed ? { transform: framed } : {}
const at = (p: Vec2, across = 0) => camera.project(across, p.y, -p.x)
/** Round all the way: this animal is a barrel with a level topline. */
const backline = (s: number) => 13.5 + 2 * Math.sin(Math.PI * s)
const bellyline = (s: number) => 12.5 + 2.5 * Math.sin(Math.PI * s)
const state =
behavior === "amble" && seatDrive < 0.3
? "ambling"
: seatDrive > 0.5
? held
? "sitting, holding a stalk"
: "sitting"
: "standing"
function legDrawing(leg: PandaLeg) {
const far = leg.side === "right"
const nudge = far ? -6 : 0
const move = (p: Vec2): Vec2 => ({ x: p.x + nudge, y: p.y })
const paw = lerp2(move(leg.heel), move(leg.toe), 0.5)
const along = toDegrees(Math.atan2(leg.toe.y - leg.heel.y, leg.toe.x - leg.heel.x))
return (
<g key={leg.id} data-leg={leg.id} opacity={far ? 0.55 : 1}>
{/* Shell then machined, the way the other two bears are painted: this
animal's dark markings are the ears, the patches and the saddle, and
a limb painted in the shadow role vanishes in a dark theme. */}
<path d={capsulePath(move(leg.hip), move(leg.knee), leg.fore ? 7.6 : 8.6)} {...shell} />
<path d={capsulePath(move(leg.knee), move(leg.ankle), leg.fore ? 6.2 : 6.8)} {...machined} />
<g data-sole={leg.id} data-contact-state={leg.contact}>
<path d={capsulePath(move(leg.heel), move(leg.toe), 3.6)} {...cast} />
</g>
{/* The sixth digit: a wrist bone opposing the other five, opened by
whatever is between them. */}
{leg.fore && (
<g
data-thumb={leg.side}
transform={`translate(${px(paw.x)} ${px(paw.y)}) rotate(${px(along)})`}
>
<path
d={capsulePath({ x: -1, y: 0 }, { x: -1 + Math.cos(toRadians(thumbAngle)) * 7, y: -Math.sin(toRadians(thumbAngle)) * 7 }, 2.4)}
{...machined}
/>
<circle cx={px(-1 + Math.cos(toRadians(thumbAngle)) * 7)} cy={px(-Math.sin(toRadians(thumbAngle)) * 7)} r={1.6} {...shell} />
</g>
)}
<circle
data-joint={`${leg.id}-${leg.fore ? "elbow" : "stifle"}`}
cx={px(move(leg.knee).x)}
cy={px(move(leg.knee).y)}
r={3.8}
{...cast}
/>
<circle data-joint={`${leg.id}-ankle`} cx={px(move(leg.ankle).x)} cy={px(move(leg.ankle).y)} r={2.9} {...cast} />
{leg.fore && (
<circle data-joint={`${leg.id}-shoulder`} cx={px(move(leg.hip).x)} cy={px(move(leg.hip).y)} r={3.4} {...cast} />
)}
{showContacts && leg.span && (
<rect
data-contact
x={px(Math.min(leg.span[0], leg.span[1]) + nudge)}
y={-2.4}
width={px(Math.max(1.6, Math.abs(leg.span[1] - leg.span[0])))}
height={2}
rx={1}
fill={palette.accent}
opacity={px(0.3 + 0.6 * leg.load)}
/>
)}
</g>
)
}
return (
<svg
ref={svgRef}
role="img"
aria-label={`Robot panda, ${state}, ${viewNames[view] ?? viewNames.profile}`}
viewBox="0 0 220 170"
width={width}
height={px((width * 170) / 220)}
className={cn("max-w-full select-none", interactive && "cursor-pointer touch-none", className)}
style={{ color: palette.foreground, ...style }}
onPointerDown={(event) => {
onPointerDown?.(event)
if (!interactive || event.defaultPrevented) return
setBitten(clock)
onBite?.()
onStalkChange?.(target)
}}
{...props}
>
{variant === "blueprint" && (
<g fill="none" stroke={palette.grid} strokeWidth={0.5} opacity={0.4}>
<path d={`M 10 ${GROUND} H 210 M ${ORIGIN} 14 V ${GROUND + 12}`} strokeDasharray="2 3" />
<circle
cx={px(ORIGIN + shoulder.x)}
cy={px(GROUND - shoulder.y)}
r={px(FORE[0] + FORE[1])}
strokeDasharray="3 4"
/>
</g>
)}
{showGround && (
<g data-ground>
<path d={`M 12 ${GROUND} H 208`} stroke={palette.grid} strokeWidth={0.8} fill="none" />
<ellipse cx={px(ORIGIN + 20)} cy={GROUND + 3} rx={44} ry={4.4} fill={palette.dark} opacity={0.15} />
</g>
)}
{offAxis && (
<g data-solids transform={`translate(${ORIGIN} ${px(GROUND + slide)}) scale(${px(fit)})`}>
{pitched.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, 6, 6).map((p) => ({
x: p.x,
y: p.y - midX,
}))
return (
<path
key={index}
d={extrudedPath(footprint, camera, midY + backline(joint.s) * 0.55, midY - bellyline(joint.s) * 0.55)}
{...shell}
/>
)
})}
{([-HALF_TRACK, HALF_TRACK] as const).map((across) => (
<g key={across}>
{legs.map((leg) => (
<g key={leg.id}>
<path d={capsulePath(at(leg.hip, across * 0.7), at(leg.knee, across), leg.fore ? 7.6 : 8.6)} {...shell} />
<path d={capsulePath(at(leg.knee, across), at(leg.ankle, across), leg.fore ? 6.2 : 6.8)} {...machined} />
<path
d={extrudedPath(
roundedFootprint(
leg.fore ? 5 : 5.6,
(leg.fore ? FORE_SOLE.heel + FORE_SOLE.toe : HIND_SOLE.heel + HIND_SOLE.toe) / 2,
2,
2,
).map((p) => ({ x: p.x + across, y: p.y - (leg.heel.x + leg.toe.x) / 2 })),
camera,
(leg.heel.y + leg.toe.y) / 2 + 1.6,
(leg.heel.y + leg.toe.y) / 2 - 1.6,
)}
{...cast}
/>
</g>
))}
</g>
))}
<path
d={extrudedPath(
roundedFootprint(8, 9, 6, 6).map((p) => ({ x: p.x, y: p.y - poll.x })),
camera,
poll.y + 8,
poll.y - 8,
)}
{...shell}
/>
</g>
)}
<Frame {...frame}>
<g
data-panda
data-view={view}
data-sit={px(seatDrive)}
data-grip={px(close)}
transform={`translate(${ORIGIN} ${GROUND}) scale(1 -1)`}
>
{legs.filter((leg) => leg.side === "right").map(legDrawing)}
<g data-trunk>
{([0, pitched.joints.length - 1] as const).map((index) => {
const joint = pitched.joints[index]
const place = spinePoint(index)
const normal = toRadians(joint.angle + 90)
const radius = (backline(joint.s) + bellyline(joint.s)) / 2
const bias = (backline(joint.s) - bellyline(joint.s)) / 2
return (
<circle
key={index}
cx={px(place.x + Math.cos(normal) * bias)}
cy={px(place.y + Math.sin(normal) * bias)}
r={px(radius)}
{...shell}
/>
)
})}
<path data-spine d={bodyOutline(pitched, spinePoint, backline, bellyline)} {...shell} />
{/* The shoulder saddle: this animal's markings are a band over the
forequarters, so it is drawn as plating rather than paint. */}
<path
d={saddlePath(pitched, spinePoint, backline, bellyline)}
{...cast}
opacity={variant === "solid" ? 0.85 : 1}
/>
</g>
{/* The pelvis block that becomes the third contact. */}
<g data-seat data-down={seated}>
<rect
x={px(seat.x - ISCHIUM.half)}
y={px(Math.max(0, seat.y))}
width={px(ISCHIUM.half * 2)}
height={6}
rx={2.6}
{...cast}
/>
</g>
<path data-neck d={capsulePath(nape, cervical, 6.6)} {...machined} />
<g data-head transform={`translate(${px(poll.x)} ${px(poll.y)}) rotate(${px(-headTilt)})`}>
{/* Big round ears, high and wide: with the round skull they are the
whole silhouette at 150px. */}
<g data-ears>
{([
{ id: "left" as const, across: 3, opacity: 1 },
{ id: "right" as const, across: -5, opacity: 0.55 },
]).map(({ id, across, opacity }) => (
<g key={id} opacity={opacity}>
<circle data-ear={id} cx={px(-6 + across * 0.35)} cy={px(9 + across * 0.4)} r={5.4} {...cast} />
<circle cx={px(-5.4 + across * 0.35)} cy={px(8.6 + across * 0.4)} r={2.6} {...machined} />
</g>
))}
</g>
{/* A round skull and a very short muzzle — the opposite of the
brown bear's long one, and the reason this reads as itself. */}
<circle r={12} {...shell} />
{/* Short and deep: a panda's muzzle is a stub on a round head, and
a long one turns the whole silhouette into somebody else's. */}
<path data-muzzle d="M 8 -6 Q 14.5 -5.4 15.2 -1.6 L 15.2 2.4 Q 14 5.6 8 6 Z" {...machined} />
<ellipse cx={14.4} cy={-1.6} rx={2.3} ry={2.5} fill={palette.dark} />
{/* The jaw, hinged under the muzzle. */}
<path
data-jaw
transform={`translate(8 1.6) rotate(${px(jaw * 22)})`}
d="M 0 -1.8 Q 6 -1.4 7 0.8 L 7 2.6 Q 5.5 4.4 0 4.6 Z"
{...cast}
/>
<g data-eyes>
{/* Patches, not paint: the dark field around each optic is a
panel, so a theme change takes it with everything else. */}
<g transform="translate(2 3.6) rotate(-18)" opacity={0.5}>
<ellipse rx={4} ry={3} {...cast} />
<circle cx={px(0.6 + aim * 0.8)} r={1.1} fill={palette.accent} />
</g>
<g transform="translate(5.4 0.6) rotate(-18)">
<ellipse rx={4.6} ry={3.4} {...cast} />
<circle cx={px(0.8 + aim * 1)} r={1.4} fill={palette.accent} />
</g>
</g>
</g>
{/* The stalk: in front of the body and behind the near forelimb, so the
paws close over it and the trunk does not hide it. */}
{seatDrive > 0.05 && (
<g data-stalk opacity={px(Math.min(1, seatDrive * 2))}>
<rect
x={px(target.x - caliper / 2)}
y={0}
width={px(Math.max(1, caliper))}
height={px(Math.max(6, target.y + 26))}
rx={px(Math.max(0.6, caliper / 2))}
{...machined}
/>
{[0.32, 0.62, 0.9].map((t) => (
<rect
key={t}
x={px(target.x - caliper / 2 - 0.6)}
y={px((target.y + 26) * t)}
width={px(Math.max(2, caliper + 1.2))}
height={1.4}
rx={0.7}
{...cast}
/>
))}
</g>
)}
{legs.filter((leg) => leg.side === "left").map(legDrawing)}
<g data-joints>
<circle data-joint="hip" cx={px(hip.x)} cy={px(hip.y)} r={4.8} {...cast} />
<circle cx={px(hip.x)} cy={px(hip.y)} r={1.9} fill={palette.metal} />
</g>
{showSupport && (
<g data-support data-stable={support.stable} data-margin={px(support.margin)} data-base={support.span ? px(support.span[1] - support.span[0]) : 0}>
{support.span && (
<rect
x={px(support.span[0])}
y={-4.6}
width={px(Math.max(1.5, support.span[1] - support.span[0]))}
height={2.2}
rx={1.1}
fill={supportColor}
opacity={0.75}
/>
)}
<path
data-com
d={`M ${px(com.x)} ${px(com.y)} V 0`}
stroke={supportColor}
strokeWidth={0.8}
strokeDasharray="2 2.5"
fill="none"
opacity={0.8}
/>
<circle cx={px(com.x)} cy={px(com.y)} r={3} fill="none" stroke={supportColor} strokeWidth={1.2} />
<circle cx={px(com.x)} cy={px(com.y)} r={1} fill={supportColor} />
</g>
)}
</g>
</Frame>
{label && (
<text x={110} y={164} textAnchor="middle" fontFamily="ui-monospace, monospace" fontSize={6} fill={palette.foreground}>
{label}
</text>
)}
</svg>
)
}
/* -------------------------------------------------------------------------- */
/* geometry */
/* -------------------------------------------------------------------------- */
function tiltPose(pose: SpinePose, degrees: number): SpinePose {
if (!degrees) return pose
const radians = toRadians(degrees)
const joints = pose.joints.map((joint) => ({
...joint,
position: rotate2(joint.position, radians),
angle: joint.angle + degrees,
}))
return { ...pose, joints, head: joints[0], tail: joints[joints.length - 1] }
}
function alongBody(origin: Vec2, degrees: number, forward: number, up: number): Vec2 {
const a = toRadians(degrees)
return {
x: origin.x + Math.cos(a) * forward - Math.sin(a) * up,
y: origin.y + Math.sin(a) * forward + Math.cos(a) * up,
}
}
function bodyOutline(
pose: SpinePose,
place: (index: number) => Vec2,
top: (s: number) => number,
under: (s: number) => number,
) {
const above: string[] = []
const below: string[] = []
pose.joints.forEach((joint, index) => {
const normal = toRadians(joint.angle + 90)
const nx = Math.cos(normal)
const ny = Math.sin(normal)
const at = place(index)
above.push(`${above.length ? "L" : "M"} ${px(at.x + nx * top(joint.s))} ${px(at.y + ny * top(joint.s))}`)
below.unshift(`L ${px(at.x - nx * under(joint.s))} ${px(at.y - ny * under(joint.s))}`)
})
return [...above, ...below, "Z"].join(" ")
}
/** The band over the forequarters: the body outline, clipped to the shoulders. */
function saddlePath(
pose: SpinePose,
place: (index: number) => Vec2,
top: (s: number) => number,
under: (s: number) => number,
) {
const above: string[] = []
const below: string[] = []
pose.joints
.filter((joint) => joint.s <= 0.42)
.forEach((joint, index) => {
const normal = toRadians(joint.angle + 90)
const nx = Math.cos(normal)
const ny = Math.sin(normal)
const at = place(index)
above.push(`${above.length ? "L" : "M"} ${px(at.x + nx * top(joint.s))} ${px(at.y + ny * top(joint.s))}`)
below.unshift(`L ${px(at.x - nx * under(joint.s))} ${px(at.y - ny * under(joint.s))}`)
})
return above.length ? [...above, ...below, "Z"].join(" ") : ""
}
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)
/* -------------------------------------------------------------------------- */
/* behaviours */
/* -------------------------------------------------------------------------- */
export interface PandaStance {
/** 0 standing to 1 down on the seat. */
sit: number
/** How far the pseudo-thumb is closed, 0–1. */
grip: number
/** Jaw opening, 0 shut to 1 wide. */
chew: number
arch: number
crouch: number
/** Where the stalk is, in the animal's own frame. */
stalk: Vec2
/** Where the footfall cycle has got to. Above 1.5 the feet are planted. */
stride: number
}
export interface PandaPose {
gaze: number
balance: number
flex: number
stance: (cycle: number) => PandaStance
}
/** What it does with no timeline on it. Pure in the clock. */
export function pandaBehaviorPose(behavior: PandaBehavior, clock: number): PandaPose {
const time = Number.isFinite(clock) ? clock : 0
switch (behavior) {
// Down on the seat with both forelimbs free and nothing in them.
case "sit":
return {
gaze: 0.2 * Math.sin(time * 0.5),
balance: 1,
flex: 0.03,
stance: () => ({
sit: 1,
grip: 0.15,
chew: 0,
arch: 0.1,
crouch: 0.2,
stalk: { x: 34, y: 30 },
stride: 2,
}),
}
// On all fours: the lateral-sequence plantigrade walk the family shares.
case "amble":
return {
gaze: 0.12 * Math.sin(time * 0.5),
balance: 0.8,
flex: 0.05,
stance: (cycle) => ({
sit: 0,
grip: 0,
chew: 0,
arch: 0.05 * Math.sin(2 * Math.PI * wrap(cycle)),
crouch: 0.2,
stalk: { x: 40, y: 10 },
stride: wrap(cycle),
}),
}
case "static":
return {
gaze: 0,
balance: 0.5,
flex: 0,
stance: () => ({
sit: 0,
grip: 0,
chew: 0,
arch: 0,
crouch: 0.15,
stalk: { x: 40, y: 10 },
stride: 2,
}),
}
// The signature: sits, closes the thumb on the stalk, brings it up to the
// muzzle and works the jaw, then lets it back down.
default:
return {
gaze: 0.1 * Math.sin(time * 0.6),
balance: 1,
flex: 0.03,
stance: (cycle) => {
const t = wrap(cycle)
const lift = Math.sin(Math.PI * clamp((t - 0.15) / 0.7, 0, 1))
const bite = clamp((t - 0.35) / 0.3, 0, 1) * clamp((0.8 - t) / 0.2, 0, 1)
return {
sit: 1,
grip: clamp(0.2 + 0.8 * clamp(t / 0.18, 0, 1), 0, 1),
chew: bite * (0.5 + 0.5 * Math.sin(2 * Math.PI * 4 * t)),
arch: 0.12,
crouch: 0.2,
// Up the front of the animal and back down: the stalk is the thing
// being moved, and both forelimbs are solved to wherever it is.
stalk: { x: 32 - lift * 6, y: 20 + lift * 24 },
stride: 2,
}
},
}
}
}
export { RobotPanda }