Polar bear
The same plantigrade chassis with a second support system. swim hands the load from the soles to the water in one number: the base of support stops mattering, the hull settles to its waterline, the hind limbs trail, and the forelimbs paddle on a stroke path their two links are solved to.
Open in workbenchDrag up and down to work the handover: the floor at the bottom of the box, afloat at the top.
One number moves the weight from four soles to the water. The forelimbs do not switch animation — the same solve follows the paw onto a stroke path.
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-polar-bear.jsonNotes
- swim is one number with four consequences, all arithmetic: legLoad(i) = (1 − swim) · supportLoad(i) and buoyancy = swim, so the soles unload; the hull rises to its draft at the waterline; the hind limbs stop stepping and trail; and the forelimbs cross over from standing to paddling.
- The stroke is a path and the limb is an output of it: the paw traces a closed loop that pulls deep and recovers shallow, and solveChain2 produces the shoulder and elbow from wherever on it the paw is. polarStroke is exported as a pure function of the beat, and the path itself is drawn while swimming.
- Buoyancy is a prop, not a computed displacement. There is no hydrodynamics of any kind: the stroke makes no thrust, the hull has no drag, and the draft is a constant rather than a function of what is submerged.
- Everything the bear says about its soles holds here too — the sole is rigid, the contact is read off the geometry, and the loads are a static distribution rather than a dynamics solve.
Usage
import { RobotPolarBear } from "@/components/ui/robot-polar-bear"
<RobotPolarBear behavior="swim" />
// Or work the handover yourself: half in, half out.
<RobotPolarBear swim={0.5} showContacts 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 | "plod" | "swim" | "stalk" | "rear" | "static" | "swim" | What it does when nothing is driving it: afloat with the forelimbs alternating, the plantigrade walk, a long low creep with the neck below the shoulder, a rise onto the hind soles, or standing square. |
| phase | number | — | Controlled stride, or stroke, fraction. Supplying it stops the internal clock. |
| speed | number | 0.45 | Strides, or strokes, 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. |
| swim | number | — | 0 on the floor to 1 afloat — the handover. Omit and the behavior works it; drag it with the pointer. |
| strokes | number | 1 | Forelimb strokes per cycle, clamped 0.25–4. The two sides run half a cycle apart. |
| rear | number | — | 0 on four soles to 1 up on the hind pair. Scaled out by swim: nothing rears in the water. |
| balance | number | — | How much of the carriage the balance rule takes, 0 scripted to 1 derived. |
| arch | number | — | Back curvature, −1 hollowed to 1 roached. |
| crouch | number | — | Leg fold, 0 standing tall to 1 down on the hocks. |
| neck | number | — | Neck carriage, −1 run right down below the shoulder to 1 held high. The long neck is this animal's signature, so it is its own axis. |
| gaze | number | — | Head and eye aim, −1..1. Omit and it follows the pointer. |
| interactive | boolean | true | Drag up and down to work the handover, arrows for 10% (25% with shift), Home on the floor and End in the water. |
| onSwimChange | (swim: number) => void | — | Fired while a person is working the handover by hand. |
| showGround | boolean | true | The ground line and the shadow, which fades out as the water takes the weight. |
| showContacts | boolean | false | Mark each grounded sole, shaded by the share of the weight it still carries. |
| showSupport | boolean | false | Draw the base of support, the centre of mass, and the margin between them. |
| 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-polar-bear — one body, two ways of holding itself up.
*
* `robot-bear` spends the plantigrade base of support on standing up. This one
* spends it on **giving it away.** `swim` is the handover, 0 on the floor to 1
* afloat, and it is the same load budget:
*
* legLoad(i) = (1 − swim) · supportLoad(i)
* buoyancy = swim
*
* One prop, four consequences, all of them arithmetic. The soles unload and the
* base of support stops mattering. The body rises to the waterline and levels
* out. The hind limbs stop stepping and trail, because a swimming bear does not
* kick. And the forelimbs go from standing on the floor to **paddling** — the
* paw traces a closed stroke, deep on the pull and shallow on the recovery, and
* `solveChain2` produces the shoulder and elbow from it, so the articulation is
* an output of the path rather than a pair of scripted angles.
*
* The proportions are the rest of it: long body, long neck, small head carried
* low, no shoulder hump at all. No markings, no paint — a machine reads as this
* animal from its silhouette or it does not read as it.
*
* Design note: docs/ursine-robots.md.
*/
import * as React from "react"
import { usePointerTarget } from "@/hooks/use-pointer-target"
import { arrowStep, useRobotDrag, useRobotScalar } from "@/hooks/use-robot-motion"
import {
plantigradeStep,
solveSole,
solveSupport,
type SolePose,
} 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 PolarBearBehavior = "plod" | "swim" | "stalk" | "rear" | "static"
/** Drawn in side elevation; that is the camera it defaults to. */
const NATIVE_VIEW: RobotView = "profile"
const ORIGIN = 66
const GROUND = 138
const HALF_TRACK = 14
/** Croup to withers. Longer and lower than the brown bear's. */
const TRUNK = 64
const HIND = [21, 19] as const
const HIND_SOLE = { heel: 8, toe: 14, ankle: 5 } as const
const FORE = [19, 17] as const
/** The forepaw is the paddle, so it is the biggest foot in the set. */
const FORE_SOLE = { heel: 6, toe: 13, ankle: 4.5 } as const
/** A long cervical chain: the neck is this animal's signature. */
const NECK = [13, 11] as const
const HIND_STANCE = 2
const FORE_STANCE = 54
const STAND = 39
const CROUCH = 29
/** Reared, the hind legs are nearly straight: this is what they can reach to. */
const REARED = 43
/** A rear takes the spine near vertical, which is what brings the mass back
* over the hind soles rather than out past them. */
const REAR_PITCH = 76
const SHIFT_LIMIT = 22
/** Where the surface sits above the floor, and how deep the hull rides in it. */
const WATER = 34
const DRAFT = 9
/** Stroke reach along the body, pull depth, and the shallower recovery. */
const STROKE = { reach: 17, pull: 20, recovery: 7 } as const
/** Units per second the swim eases back at when a drag is released. */
const SWIM_RATE = 0.9
const fits: Record<RobotView, number> = { plan: 0.74, front: 0.88, profile: 1, iso: 0.8 }
const framing: Record<RobotView, number> = { plan: -14, front: 0, profile: 0, iso: -8 }
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 PolarLeg extends SolePose {
id: LegId
side: "left" | "right"
fore: boolean
/** Share of the standing weight on this sole, after the water has taken its cut. */
load: number
}
/** The same lateral sequence the brown bear walks 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 RobotPolarBearProps
extends Omit<React.ComponentProps<"svg">, "color">,
RobotPaletteProps {
/** Where the camera stands. One animal, four projections. */
view?: RobotView
behavior?: PolarBearBehavior
/** Controlled stride, or stroke, fraction. Supplying it stops the internal clock. */
phase?: number
speed?: number
animate?: boolean
paused?: boolean
offset?: number
/** 0 on the floor to 1 afloat. Omit and the behavior works it. */
swim?: number
/** Wingbeats of the water: forelimb strokes per cycle. */
strokes?: number
/** 0 on four soles to 1 up on the hind pair. Ignored while swimming. */
rear?: number
/** How much of the body's carriage the balance rule takes, 0 scripted to 1 derived. */
balance?: number
arch?: number
crouch?: number
/** Neck carriage, −1 run down below the shoulder to 1 held high. */
neck?: number
gaze?: number
/** Drag up and down to work the handover; the head tracks the pointer. */
interactive?: boolean
onSwimChange?: (swim: number) => void
size?: RobotSize | number
variant?: RobotVariant
showGround?: boolean
showContacts?: boolean
/** Draw the base of support, the centre of mass, and the margin between them. */
showSupport?: boolean
label?: string
}
function RobotPolarBear({
behavior = "swim",
phase,
view = NATIVE_VIEW,
speed = 0.45,
animate = true,
paused = false,
offset = 0,
swim,
strokes = 1,
rear,
balance,
arch,
crouch,
neck,
gaze,
interactive = true,
onSwimChange,
size = "md",
variant = "solid",
showGround = true,
showContacts = false,
showSupport = false,
label,
color,
accent,
metal,
dark,
glow,
grid,
palette: paletteOverride,
className,
style,
role,
tabIndex,
onKeyDown,
onBlur,
...props
}: RobotPolarBearProps) {
const controlledSwim = swim !== undefined
const controlledPhase = phase !== undefined
const svgRef = React.useRef<SVGSVGElement>(null)
const [held, setHeld] = React.useState<number | null>(null)
const hold = controlledSwim ? finiteClamp(swim, 0, 1, 0) : held
const rate = Number.isFinite(speed) ? speed : 0
const goal = React.useCallback(
(seconds: number) => polarBearPose(behavior, seconds).stance(seconds * rate).swim,
[behavior, rate],
)
const motion = useRobotScalar(goal, {
rate: SWIM_RATE,
hold,
speed: 1,
paused,
phase: offset,
animate: animate && !controlledPhase && behavior !== "static",
})
const clock = motion.clock
const scripted = polarBearPose(behavior, clock)
const cycle = controlledPhase ? (Number.isFinite(phase) ? phase : 0) : clock * rate
const stance = scripted.stance(cycle)
const afloat = finiteClamp(
controlledSwim ? swim : controlledPhase ? stance.swim : motion.value,
0,
1,
0,
)
const apply = React.useCallback(
(next: number) => {
const bounded = Number(clamp(next, 0, 1).toFixed(3))
setHeld(bounded)
onSwimChange?.(bounded)
},
[onSwimChange],
)
const dragging = useRobotDrag(svgRef, {
enabled: interactive && !controlledSwim,
onDrag: React.useCallback((unit: Vec2) => apply((0.85 - unit.y) / 0.7), [apply]),
onDragEnd: React.useCallback(() => setHeld(null), []),
})
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 bow = finiteClamp(arch ?? stance.arch, -1, 1, stance.arch)
const fold = finiteClamp(crouch ?? stance.crouch, 0, 1, stance.crouch)
// A swimming animal is not standing on anything, so the rear is shut out of
// the water rather than blended into it.
const rise = finiteClamp(rear ?? stance.rear, 0, 1, stance.rear) * (1 - afloat)
const weight = finiteClamp(balance ?? scripted.balance, 0, 1, scripted.balance)
const carriage = finiteClamp(neck ?? stance.neck, -1, 1, stance.neck)
const aim = finiteClamp(gaze ?? pointer.target?.x ?? scripted.gaze, -1, 1, 0)
const beats = Number.isFinite(strokes) ? clamp(strokes, 0.25, 4) : 1
/* ---- the back: on the floor, or level at the waterline ------------------ */
// Afloat the hull rides *in* the surface at its own draft, not on top of it.
const hipHeight = lerp(lerp(lerp(STAND, CROUCH, fold), REARED, rise), WATER + DRAFT - 6, afloat)
const curvature = bow * 0.18
const tilt = -(curvature * spineLimits.turn) / 2 + rise * REAR_PITCH + afloat * 4
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
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 + 0.4 * Math.sin(Math.PI * joint.s),
}))
const crest = pitched.joints[0].angle
const localWithers = local(0)
massPoints.push({ point: alongBody(localWithers, crest, 26, 14), weight: 1.3 })
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,
}
/* ---- where each foot goes: a step, a trail, or a stroke ----------------- */
// How far from the hip a hind sole can be put and still make the floor.
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 ? 12 : 13, clearance: 9 })
: { plant: { x: 0, y: 0 }, pivot: "flat" as const, pitch: 0, roll: "flat" as const, contact: true }
// Standing up, the hind soles step in under the centre of mass, as far as
// the limb can put them: the first half of the same balance rule.
const under = clamp(comLocal.x, -hindRoom, hindRoom)
return {
id,
x:
(fore ? FORE_STANCE : lerp(HIND_STANCE, under, rise * weight)) +
step.plant.x * (fore ? 1 : 1 - rise),
y: step.plant.y,
pivot: step.pivot,
pitch: step.pitch,
airborne: !step.contact,
}
})
const preview = solveSupport(
steps.map((step, index) => {
const sole = legPlan[index].fore ? FORE_SOLE : HIND_SOLE
const lifted = step.airborne || (legPlan[index].fore && rise > 0.06)
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] as [number, number] }
}),
comLocal.x,
)
const centre = preview.span ? (preview.span[0] + preview.span[1]) / 2 : comLocal.x
// The hip cannot leave its own feet behind, so the slide is bounded by the
// hind limb's reach as well as by how far a body slides.
const hindFoot = (steps[0].x + steps[2].x) / 2
const shift = clamp(
clamp(centre - comLocal.x, -SHIFT_LIMIT, SHIFT_LIMIT) * weight * (1 - afloat),
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 thorax = pitched.joints[1]
const under = toRadians(thorax.angle + 90)
const shoulder: Vec2 = {
x: spinePoint(1).x - Math.cos(under) * 8,
y: spinePoint(1).y - Math.sin(under) * 8,
}
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
// Afloat, a forelimb paddles and a hind limb trails: the stroke is the path
// the paw traces, and the two sides run half a cycle apart.
const stroke = polarStroke(cycle * beats + (id === "fore-right" ? 0.5 : 0))
const water: Vec2 = fore
? {
x: shoulder.x + stroke.forward * STROKE.reach,
y: Math.max(4, shoulder.y - 14 - stroke.depth),
}
: { x: hip.x - 16, y: Math.max(4, hip.y - 10) }
const tuck = fore
? { x: shoulder.x + 9, y: Math.max(8, shoulder.y - 24) }
: { x: step.x, y: step.y }
const drawIn = fore ? rise : 0
const dry: Vec2 = { x: lerp(step.x, tuck.x, drawIn), y: lerp(step.y, tuck.y, drawIn) }
const plant = lerp2(dry, water, afloat)
const dryPitch = lerp(step.pitch, -52, drawIn)
// The paddle is held square to the pull, which is what a paddle is for.
const wetPitch = fore ? lerp(-26, 30, (stroke.forward + 1) / 2) : -18
return solveSole({
hip: root,
plant,
pivot: step.pivot,
pitch: lerp(dryPitch, wetPitch, afloat),
femur: links[0],
tibia: links[1],
heel: sole.heel,
toe: sole.toe,
ankle: sole.ankle,
bend: fore ? "down" : "up",
})
})
const support = solveSupport(
soles.map((sole, index) => ({ id: legPlan[index].id, span: sole.span })),
com.x,
)
// The handover, stated once: what the legs carry is what the water has not
// taken. `buoyancy` is the rest of the same body.
const buoyancy = afloat
const legs: PolarLeg[] = soles.map((sole, index) => ({
...sole,
id: legPlan[index].id,
side: legPlan[index].side,
fore: legPlan[index].fore,
load: (1 - afloat) * (support.loads[legPlan[index].id] ?? 0),
}))
/* ---- the long neck, and the small head on the end of it ----------------- */
const nape = alongBody(withers, crest, 2, 5)
const target = alongBody(withers, crest, 26, 4 + carriage * 9 - rise * 2)
const [, cervical, poll] = solveChain2(nape, target, [...NECK], { bend: "up" })
const headTilt = toDegrees(Math.atan2(poll.y - cervical.y, poll.x - cervical.x)) + aim * 7 - 8
/* ---- 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 || afloat > 0.5 ? 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 ${px(slide)})` : "", face].filter(Boolean).join(" ")
const Frame = (framed ? "g" : React.Fragment) as React.FC<{
transform?: string
children?: React.ReactNode
}>
const frame = framed ? { transform: framed } : {}
const at = (p: Vec2, across = 0) => camera.project(across, p.y, -p.x)
/** Level topline, no hump at all: this animal's shoulder is flat. */
const backline = (s: number) => 12.5 + 2 * s
const bellyline = (s: number) =>
s < 0.45 ? lerp(16, 13, s / 0.45) : lerp(13, 16, (s - 0.45) / 0.55)
const readout = Math.round(afloat * 100)
const state = dragging
? "worked by hand"
: afloat > 0.55
? "swimming"
: rise > 0.55
? "standing on its hind legs"
: behavior === "stalk"
? "stalking"
: behavior === "plod"
? "plodding"
: "standing"
function legDrawing(leg: PolarLeg) {
const far = leg.side === "right"
const nudge = far ? -7 : 0
const move = (p: Vec2): Vec2 => ({ x: p.x + nudge, y: p.y })
return (
<g key={leg.id} data-leg={leg.id} opacity={far ? 0.52 : 1}>
<path d={capsulePath(move(leg.hip), move(leg.knee), leg.fore ? 8 : 9)} {...shell} />
<path d={capsulePath(move(leg.knee), move(leg.ankle), leg.fore ? 6.6 : 7)} {...machined} />
<g data-sole={leg.id} data-contact-state={leg.contact}>
<path d={capsulePath(move(leg.heel), move(leg.toe), leg.fore ? 4.2 : 3.8)} {...cast} />
{[0.62, 0.8, 0.98].map((t) => {
const claw = lerp2(move(leg.heel), move(leg.toe), t)
return <circle key={t} cx={px(claw.x + 1.4)} cy={px(claw.y - 1.2)} r={0.9} fill={palette.metal} />
})}
</g>
<circle
data-joint={`${leg.id}-${leg.fore ? "elbow" : "stifle"}`}
cx={px(move(leg.knee).x)}
cy={px(move(leg.knee).y)}
r={4}
{...cast}
/>
<circle data-joint={`${leg.id}-ankle`} cx={px(move(leg.ankle).x)} cy={px(move(leg.ankle).y)} r={3} {...cast} />
{leg.fore && (
<circle data-joint={`${leg.id}-shoulder`} cx={px(move(leg.hip).x)} cy={px(move(leg.hip).y)} r={3.6} {...cast} />
)}
{leg.fore && afloat > 0.02 && (
<path
data-stroke={leg.side}
d={strokePath(shoulder, nudge)}
fill="none"
stroke={palette.accent}
strokeWidth={0.7}
strokeDasharray="2 3"
opacity={px(0.45 * afloat)}
/>
)}
{showContacts && leg.span && leg.load > 0.001 && (
<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={role ?? (interactive ? "slider" : "img")}
aria-label={`Robot polar bear, ${state}, ${viewNames[view] ?? viewNames.profile}`}
aria-valuemin={interactive ? 0 : undefined}
aria-valuemax={interactive ? 100 : undefined}
aria-valuenow={interactive ? readout : undefined}
aria-valuetext={interactive ? `${readout} percent afloat` : undefined}
tabIndex={tabIndex ?? (interactive ? 0 : undefined)}
viewBox="0 0 240 168"
width={width}
height={px((width * 168) / 240)}
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 || controlledSwim || event.defaultPrevented) return
const delta = arrowStep(event.key, event.shiftKey ? 0.25 : 0.1, 0.25)
if (delta !== 0) apply(afloat + delta)
else if (event.key === "Home") apply(0)
else if (event.key === "End") apply(1)
else return
event.preventDefault()
}}
onBlur={(event) => {
onBlur?.(event)
if (!dragging) setHeld(null)
}}
{...props}
>
{variant === "blueprint" && (
<g fill="none" stroke={palette.grid} strokeWidth={0.5} opacity={0.4}>
<path d={`M 10 ${GROUND} H 230 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 228`} stroke={palette.grid} strokeWidth={0.8} fill="none" />
<ellipse
cx={px(ORIGIN + 26)}
cy={GROUND + 3}
rx={px(50 - afloat * 16 - rise * 16)}
ry={4.4}
fill={palette.dark}
opacity={px(0.15 * (1 - afloat))}
/>
</g>
)}
{/* The surface. The hull rides in it, so it is drawn over the body. */}
{afloat > 0.02 && (
<g data-waterline opacity={px(Math.min(1, afloat * 2.2))}>
<rect
x={10}
y={px(GROUND - WATER)}
width={220}
height={px(WATER)}
fill={palette.accent}
opacity={0.08}
/>
<path
d={`M 10 ${px(GROUND - WATER)} H 230`}
stroke={palette.accent}
strokeWidth={1}
fill="none"
opacity={0.6}
/>
</g>
)}
{offAxis && (
<g data-solids transform={`translate(${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, 5, 5).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 ? 8 : 9)} {...shell} />
<path d={capsulePath(at(leg.knee, across), at(leg.ankle, across), leg.fore ? 6.6 : 7)} {...machined} />
{/* The paddle, as a plate rather than a line. */}
<path
d={extrudedPath(
roundedFootprint(
leg.fore ? 6 : 6.5,
(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={capsulePath(at(nape), at(cervical), 6.4)} {...machined} />
<path d={capsulePath(at(cervical), at(poll), 5.4)} {...machined} />
<path
d={extrudedPath(
roundedFootprint(6.2, 10, 4, 4).map((p) => ({ x: p.x, y: p.y - poll.x })),
camera,
poll.y + 6,
poll.y - 6,
)}
{...shell}
/>
</g>
)}
<Frame {...frame}>
<g
data-polar-bear
data-view={view}
data-swim={px(afloat)}
data-buoyancy={px(buoyancy)}
transform={`translate(${ORIGIN} ${GROUND}) scale(1 -1)`}
>
{legs.filter((leg) => leg.side === "right").map(legDrawing)}
<g data-trunk>
{([0, pitched.joints.length - 1] as const).map((index) => {
const joint = pitched.joints[index]
const place = spinePoint(index)
const normal = toRadians(joint.angle + 90)
const radius = (backline(joint.s) + bellyline(joint.s)) / 2
const bias = (backline(joint.s) - bellyline(joint.s)) / 2
return (
<circle
key={index}
cx={px(place.x + Math.cos(normal) * bias)}
cy={px(place.y + Math.sin(normal) * bias)}
r={px(radius)}
{...shell}
/>
)
})}
<path data-spine d={bodyOutline(pitched, spinePoint, backline, bellyline)} {...shell} />
<path
d={offsetLine(pitched, spinePoint, (t) => -(7 - 3 * Math.sin(Math.PI * t)))}
fill="none"
stroke={palette.dark}
strokeWidth={0.7}
opacity={0.22}
/>
</g>
<path data-neck d={capsulePath(nape, cervical, 6.4)} {...machined} />
<path d={capsulePath(cervical, poll, 5.4)} {...machined} />
<g data-head transform={`translate(${px(poll.x)} ${px(poll.y)}) rotate(${px(-headTilt)})`}>
{/* Small ears, set low and close: a smaller head than the brown
bear's on a much longer neck is the whole silhouette. */}
<g data-ears>
{([
{ id: "left" as const, across: 2, opacity: 1 },
{ id: "right" as const, across: -3.5, opacity: 0.55 },
]).map(({ id, across, opacity }) => (
<g key={id} opacity={opacity}>
<circle data-ear={id} cx={px(-4.5 + across * 0.4)} cy={px(6.4 + across * 0.5)} r={3.4} {...shell} />
<circle cx={px(-3.8 + across * 0.4)} cy={px(6.2 + across * 0.5)} r={1.7} {...cast} />
</g>
))}
</g>
{/* A long straight skull that runs into the muzzle with no stop. */}
<path d="M -8.5 -5.5 Q -9.5 6.5 -1 8 Q 7 7.5 10 3.5 Q 12 -1.5 9 -6 Q 2.5 -9 -3 -9 Q -8 -9 -8.5 -5.5 Z" {...shell} />
<path data-muzzle d="M 8.5 -5 Q 20 -4.6 21.5 -1.4 L 21.5 2.2 Q 19.5 4.6 8.5 4.8 Z" {...machined} />
<path d="M 8.5 1.6 Q 16 2.2 21 2.6 L 21 3.8 Q 15.5 4.2 8.5 4.2 Z" {...cast} />
<ellipse cx={20.8} cy={-1.2} rx={1.9} ry={2.2} fill={palette.dark} />
<g data-eyes>
<g transform="translate(1 2.8)" opacity={0.5}>
<circle r={1.8} {...cast} />
<circle cx={px(0.6 + aim * 0.8)} r={0.9} fill={palette.accent} />
</g>
<g transform="translate(4.2 0.2)">
<circle r={2.2} {...cast} />
<circle cx={px(0.8 + aim * 1.1)} r={1.15} fill={palette.accent} />
</g>
</g>
</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={5.2} {...cast} />
<circle cx={px(hip.x)} cy={px(hip.y)} r={2} fill={palette.metal} />
</g>
{showSupport && (
<g data-support data-stable={support.stable} data-afloat={afloat > 0.5} data-margin={px(support.margin)} data-base={support.span ? px(support.span[1] - support.span[0]) : 0}>
{support.span && afloat < 0.98 && (
<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={px(0.75 * (1 - afloat))}
/>
)}
<path
data-com
d={`M ${px(com.x)} ${px(com.y)} V ${px(afloat > 0.5 ? WATER : 0)}`}
stroke={supportColor}
strokeWidth={0.8}
strokeDasharray="2 2.5"
fill="none"
opacity={0.8}
/>
<circle cx={px(com.x)} cy={px(com.y)} r={3} fill="none" stroke={supportColor} strokeWidth={1.2} />
<circle cx={px(com.x)} cy={px(com.y)} r={1} fill={supportColor} />
</g>
)}
</g>
</Frame>
{label && (
<text x={120} y={162} textAnchor="middle" fontFamily="ui-monospace, monospace" fontSize={6} fill={palette.foreground}>
{label}
</text>
)}
</svg>
)
}
/* -------------------------------------------------------------------------- */
/* geometry */
/* -------------------------------------------------------------------------- */
/**
* The stroke a forepaw traces, as a fraction of a beat.
*
* Forward is a cosine along the body; depth is a sine that pulls deep on the
* half of the beat that does the work and recovers shallow on the other, which
* is what makes it a stroke rather than a circle. Pure, so the tests read the
* path off it rather than off the drawing.
*/
export function polarStroke(t: number): { forward: number; depth: number } {
const a = 2 * Math.PI * wrap(t)
const sweep = Math.sin(a)
return {
forward: Math.cos(a),
depth: sweep >= 0 ? STROKE.pull * sweep : STROKE.recovery * sweep,
}
}
/** The closed stroke, drawn once so a person can see the path the paw is on. */
function strokePath(shoulder: Vec2, nudge: number) {
const points: string[] = []
for (let step = 0; step <= 24; step += 1) {
const stroke = polarStroke(step / 24)
const x = shoulder.x + nudge + stroke.forward * STROKE.reach
const y = Math.max(4, shoulder.y - 14 - stroke.depth)
points.push(`${points.length ? "L" : "M"} ${px(x)} ${px(y)}`)
}
return `${points.join(" ")} Z`
}
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 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)} ${px(at.y + Math.sin(normal) * w)}`
})
.join(" ")
}
function bodyOutline(
pose: SpinePose,
place: (index: number) => Vec2,
top: (s: number) => number,
under: (s: number) => number,
) {
const above: string[] = []
const below: string[] = []
pose.joints.forEach((joint, index) => {
const normal = toRadians(joint.angle + 90)
const nx = Math.cos(normal)
const ny = Math.sin(normal)
const at = place(index)
above.push(`${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(" ")
}
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 PolarBearStance {
/** 0 on the floor to 1 afloat. */
swim: number
/** 0 on four soles to 1 up on the hind pair. */
rear: number
arch: number
crouch: number
/** Neck carriage, −1 run down below the shoulder to 1 held high. */
neck: number
/** Where the footfall cycle has got to. Above 1.5 the feet are planted. */
stride: number
}
export interface PolarBearPose {
gaze: number
balance: number
/** Spine wave amplitude, 0–1. */
flex: number
stance: (cycle: number) => PolarBearStance
}
/** What it does with no timeline on it. Pure in the clock. */
export function polarBearPose(behavior: PolarBearBehavior, clock: number): PolarBearPose {
const time = Number.isFinite(clock) ? clock : 0
switch (behavior) {
// On the floor: the lateral-sequence plantigrade walk, head carried low.
case "plod":
return {
gaze: 0.14 * Math.sin(time * 0.5),
balance: 0.8,
flex: 0.06,
stance: (cycle) => ({
swim: 0,
rear: 0,
arch: 0.06 * Math.sin(2 * Math.PI * wrap(cycle)),
crouch: 0.2,
neck: -0.2,
stride: wrap(cycle),
}),
}
// Long, low and slow, with the neck run right down below the shoulder.
case "stalk":
return {
gaze: -0.3 + 0.12 * Math.sin(time * 0.7),
balance: 0.9,
flex: 0.04,
stance: (cycle) => ({
swim: 0,
rear: 0,
arch: -0.18,
crouch: 0.68,
neck: -0.95,
stride: wrap(cycle) * 0.6,
}),
}
case "rear":
return {
gaze: 0.25 * Math.sin(time * 0.7),
balance: 1,
flex: 0.04,
stance: (cycle) => {
const up = Math.sin(Math.PI * clamp((wrap(cycle) - 0.12) / 0.76, 0, 1)) ** 0.7
return {
swim: 0,
rear: clamp(up, 0, 1),
arch: -0.1 * up,
crouch: clamp(0.28 - 0.28 * up, 0, 1),
neck: 0.3,
stride: 2,
}
},
}
case "static":
return {
gaze: 0,
balance: 0.5,
flex: 0,
stance: () => ({ swim: 0, rear: 0, arch: 0, crouch: 0.16, neck: 0, stride: 2 }),
}
// The signature: afloat at the waterline, forelimbs alternating, the hind
// pair trailing. The feet stop stepping, because nothing is on the floor.
default:
return {
gaze: 0.12 * Math.sin(time * 0.6),
balance: 0.4,
flex: 0.14,
stance: () => ({
swim: 1,
rear: 0,
arch: -0.05,
crouch: 0.1,
neck: 0.55,
stride: 2,
}),
}
}
}
export { RobotPolarBear }