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Strawberry

A berry-shelled field unit: sensor studs placed by the golden angle over equal areas of its own skin, running out along their own normals under a calyx of rigid blades.

Open in workbench
BERRY / 02
view
variant
seeds
26
blades
6
drive

Drag up and down to work the calyx — the blades come down and the studs run out together — or focus it and use the arrows.

bloom
65%
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-strawberry.json

Notes

  • The lattice is spaced by surface area, not by the profile's parameter: the cumulative area is integrated along the meridian and stepped through evenly, which is what keeps the studs the same distance apart on a body whose radius changes all the way up.
  • Each stud extends along its own surface normal, and is drawn only while that normal faces the camera — so half the skin is honestly missing from every elevation, and it is the studs near the crown that survive into plan view.
  • The calyx blades are rigid: their length is exact at every pitch, and they are projected as planar quads rather than redrawn per angle.
  • Solved: the profile, the lattice, the normals, the blade hinge, the projection and the hidden-line pass. Illustrated: the pit each stud sits in, and the shoulder line. There is no crop or ripeness model — nothing here senses anything.

Usage

import { RobotStrawberry } from "@/components/ui/robot-strawberry"

<RobotStrawberry bloom={0.8} seeds={32} blades={6} interactive />

Props

PropTypeDefaultDescription
view"plan" | "front" | "profile" | "iso""front"Where the camera stands. One berry, four projections: straight down, straight on, side elevation, or three-quarter from above.
bloomnumber—Controlled bloom, 0 furled and seated to 1 splayed and run out. Omit and the calyx runs itself.
behavior"unfurl" | "probe" | "furl" | "static""unfurl"Unfurl opens, works and furls again; probe works the middle of the range with the studs never fully seated; furl stays shut bar the two moments it cracks open.
speednumber0.26Open-and-furl cycles per second.
animatebooleantrueOff parks the machine at phase and stops rendering. A reduced-motion preference does the same.
pausedbooleanfalseFreeze where it stands.
phasenumber0Seconds of offset, so a row of machines breaks step.
interactivebooleanfalseDrag up and down to work the calyx, or focus it and use the arrows: 5 per cent a press, 15 with shift, Home and End furled and splayed.
onBloomChange(bloom: number) => void—Fires on every drag and key press, in controlled mode too.
seedsnumber26Studs on the skin, clamped to 10..48. They are placed by the golden angle over equal areas of surface, so raising the count fills the same skin more finely rather than crowding the top.
bladesnumber6Calyx blades, clamped to 3..9.
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.
showGroundbooleantrueDraw the contact line or shadow beneath the droid.
signal"idle" | "ready" | "warning"—Status-lamp state using neutral, accent, or shell colour; each component documents its visual default in the demo.
labelstring—Optional technical caption under the drawing.
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-strawberry.tsx
"use client"

/**
 * robot-strawberry — a berry-shelled field unit with a lattice of sensor studs.
 *
 * The mechanism is the skin. The studs are placed by the golden angle over the
 * *surface area* of the profile rather than over its parameter, so they sit an
 * equal distance apart on a body whose radius changes all the way up, and each
 * one runs out along its own surface normal. Above them the calyx is a ring of
 * rigid blades on one hinge: `bloom` opens them and drives the studs out
 * together.
 *
 * One geometry, four cameras; the studs and blades are hidden-line culled
 * against the same surface they sit on. Design note: docs/produce-robots.md.
 */

import * as React from "react"

import { arrowStep, useRobotDrag, useRobotScalar } from "@/hooks/use-robot-motion"
import { clamp, convexHull2, type Vec2, type Vec3 } from "@/lib/robocn/kinematics"
import {
  bladeRing,
  goldenLattice,
  latitudeRing,
  revolveProfile,
  type ProduceProfile,
} from "@/lib/robocn/produce"
import {
  aboutPoint,
  capsulePath,
  circleFootprint,
  extrudedPath,
  px,
  resolveRobotPalette,
  resolveRobotSize,
  robotCamera,
  robotSurface,
  type RobotPaletteProps,
  type RobotSize,
  type RobotVariant,
  type RobotView,
} from "@/lib/robocn/style"
import { cn } from "@/lib/utils"

const VIEW_WIDTH = 190
const VIEW_HEIGHT = 172
/** The centre of the foot cup, on the ground, in view units. */
const ORIGIN = { x: 95, y: 142 }
const NATIVE_VIEW: RobotView = "front"

const FLOOR = 6
const BODY_HEIGHT = 84
const SHOULDER_RADIUS = 31
/** The profile's own peak, so the shoulder radius means what it says. */
const PROFILE_PEAK = 0.4726
/** Where the studs stop: the tip pad below, the calyx ring above. */
const LATTICE_FROM = 0.08
const LATTICE_TO = 0.9
/** How far a stud stands off the skin, seated and run out. */
const STUD_SEATED = 1.1
const STUD_TRAVEL = 3.6
const STUD_RADIUS = 1.6
/** The calyx: where it is hinged, and the arc its blades work through. */
const CALYX_T = 0.9
const BLADE_LENGTH = 19
const BLADE_WIDTH = 19
const BLADE_FURLED = 54
const BLADE_SPLAYED = -58
/** Bloom per second while the calyx is returning to its behaviour. */
const BLOOM_RATE = 0.9
const RINGS = 12
const MERIDIANS = 24

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

const framing: Record<RobotView, { zoom: number; rise: number }> = {
  plan: { zoom: 0.9, rise: -48 },
  front: { zoom: 1, rise: 0 },
  profile: { zoom: 1, rise: 0 },
  iso: { zoom: 0.95, rise: -6 },
}

/**
 * The body: a point at the floor swelling to a shoulder three quarters of the
 * way up and doming over into the calyx seat, so the surface area — and with
 * it the lattice — crowds toward the top.
 */
export const strawberryProfile: ProduceProfile = (t) => {
  const station = clamp(t, 0, 1)
  return {
    height: FLOOR + BODY_HEIGHT * station,
    radius:
      (SHOULDER_RADIUS * Math.pow(station, 0.85) * Math.sqrt(Math.max(0, 1 - 0.85 * station))) /
      PROFILE_PEAK,
  }
}

export type StrawberryBehavior = "unfurl" | "probe" | "furl" | "static"

export interface RobotStrawberryProps
  extends Omit<React.ComponentProps<"svg">, "color">,
    RobotPaletteProps {
  size?: RobotSize | number
  variant?: RobotVariant
  /** Where the camera stands. One berry, four projections. */
  view?: RobotView
  /** Controlled bloom, 0 furled and seated to 1 splayed and run out. */
  bloom?: number
  behavior?: StrawberryBehavior
  /** Cycles per second: one open-and-furl. */
  speed?: number
  animate?: boolean
  paused?: boolean
  phase?: number
  /** Drag up and down to work the calyx, or arrow-key it. */
  interactive?: boolean
  onBloomChange?: (bloom: number) => void
  /** Studs on the skin, clamped to 10..48. */
  seeds?: number
  /** Calyx blades, clamped to 3..9. */
  blades?: number
  signal?: "idle" | "ready" | "warning"
  showGround?: boolean
  label?: string
}

function RobotStrawberry({
  size = "md",
  variant = "solid",
  view = NATIVE_VIEW,
  bloom,
  behavior = "unfurl",
  speed = 0.26,
  animate = true,
  paused = false,
  phase = 0,
  interactive = false,
  onBloomChange,
  seeds = 26,
  blades = 6,
  signal = "ready",
  showGround = true,
  label,
  color,
  accent,
  metal,
  dark,
  glow,
  grid,
  palette: paletteOverride,
  className,
  style,
  role,
  tabIndex,
  onKeyDown,
  onBlur,
  ...props
}: RobotStrawberryProps) {
  const palette = resolveRobotPalette({ color, accent, metal, dark, glow, grid, palette: paletteOverride })
  const width = resolveRobotSize(size)
  const controlled = bloom !== undefined
  const svgRef = React.useRef<SVGSVGElement>(null)
  const [held, setHeld] = React.useState<number | null>(null)

  const hold = controlled ? clamp(Number.isFinite(bloom) ? bloom : 0, 0, 1) : held
  const goal = React.useCallback((clock: number) => strawberryGoal(behavior, clock), [behavior])
  const motion = useRobotScalar(goal, {
    rate: BLOOM_RATE,
    hold,
    speed,
    animate: animate && !controlled && behavior !== "static",
    paused,
    phase,
  })

  const open = clamp(motion.value, 0, 1)
  const percent = Math.round(open * 100)
  const studCount = Math.round(clamp(Number.isFinite(seeds) ? seeds : 26, 10, 48))
  const bladeCount = Math.round(clamp(Number.isFinite(blades) ? blades : 6, 3, 9))

  const apply = React.useCallback(
    (next: number) => {
      const bounded = clamp(Number.isFinite(next) ? next : 0, 0, 1)
      setHeld(bounded)
      onBloomChange?.(bounded)
    },
    [onBloomChange],
  )

  const dragging = useRobotDrag(svgRef, {
    enabled: interactive,
    // Pull down and the calyx comes down with the pointer.
    onDrag: React.useCallback((unit: Vec2) => apply(unit.y * 1.3 - 0.15), [apply]),
    onDragEnd: React.useCallback(() => setHeld(null), []),
  })

  const camera = robotCamera(view)
  const shell = robotSurface("shell", variant, palette)
  const machined = robotSurface("metal", variant, palette)
  const cast = robotSurface("dark", variant, palette)
  const signalColor =
    signal === "warning" ? palette.shell : signal === "ready" ? palette.accent : palette.metal

  /** Produce space puts azimuth 0 at +z; this machine faces the camera at −z. */
  const world = (point: Vec3): Vec3 => ({ x: point.x, y: point.y, z: -point.z })
  const at = (point: Vec3): Vec2 => {
    const screen = camera.project(point.x, point.y, point.z)
    return { x: ORIGIN.x + screen.x, y: ORIGIN.y + screen.y }
  }
  const towardCamera = (point: Vec3) => camera.depth(point.x, point.y, point.z)
  const panelAt = (n: Vec3, p: Vec3) => {
    const across = camera.project(n.z, 0, -n.x)
    const centre = at(p)
    return `matrix(${px(across.x)} ${px(across.y)} 0 ${px(camera.lift)} ${px(centre.x)} ${px(centre.y)})`
  }

  const bodyPath = hullPath(
    revolveProfile(strawberryProfile, { rings: RINGS, meridians: MERIDIANS })
      .map(world)
      .map(at),
  )
  const shoulder = linePath(
    latitudeRing(strawberryProfile, 0.72, { meridians: 40 }, 40)
      .map(world)
      .filter((point) => towardCamera(point) > 0)
      .map(at),
  )

  const reach = STUD_SEATED + STUD_TRAVEL * open
  const studs = goldenLattice(strawberryProfile, studCount, {
    from: LATTICE_FROM,
    to: LATTICE_TO,
  }).map((site) => {
    const seat = world(site.position)
    const normal = world(site.normal)
    const tip = {
      x: seat.x + normal.x * reach,
      y: seat.y + normal.y * reach,
      z: seat.z + normal.z * reach,
    }
    return {
      index: site.index,
      normal,
      seat,
      facing: towardCamera(normal) > 0.08,
      pit: panelAt(normal, seat),
      stud: capsulePath(at(seat), at(tip), STUD_RADIUS),
    }
  })

  const calyx = bladeRing(bladeCount, {
    radius: strawberryProfile(CALYX_T).radius * 0.94,
    height: strawberryProfile(CALYX_T).height,
    length: BLADE_LENGTH,
    width: BLADE_WIDTH,
    taper: 0.22,
    pitch: BLADE_FURLED + (BLADE_SPLAYED - BLADE_FURLED) * open,
  }).map((blade) => {
    const corners = blade.corners.map(world)
    const root = world(blade.root)
    const tip = world(blade.tip)
    return {
      index: blade.index,
      depth: towardCamera({ x: (root.x + tip.x) / 2, y: (root.y + tip.y) / 2, z: (root.z + tip.z) / 2 }),
      path: polygonPath(corners.map(at)),
      rib: linePath([at(root), at(tip)]),
    }
  })
  calyx.sort((a, b) => a.depth - b.depth)
  const bodyDepth = towardCamera({ x: 0, y: strawberryProfile(CALYX_T).height, z: 0 })

  const crown = strawberryProfile(1)
  const stemFoot = { x: 0, y: crown.height - 2, z: 0 }
  const stemHead = { x: 0, y: crown.height + 8, z: 0 }
  const foot = extrudedPath(circleFootprint(0, 0, 9.5, 14), camera, FLOOR + 1.5, 0)

  return (
    <svg
      ref={svgRef}
      role={role ?? (interactive ? "slider" : "img")}
      aria-label={`Robot strawberry, calyx ${percent} percent open, ${viewNames[view] ?? viewNames.front}`}
      aria-valuemin={interactive ? 0 : undefined}
      aria-valuemax={interactive ? 100 : undefined}
      aria-valuenow={interactive ? percent : undefined}
      aria-valuetext={interactive ? `${percent} percent open` : undefined}
      tabIndex={tabIndex ?? (interactive ? 0 : undefined)}
      onKeyDown={(event) => {
        onKeyDown?.(event)
        if (!interactive || event.defaultPrevented) return
        const delta = arrowStep(event.key, event.shiftKey ? 0.15 : 0.05, 0.25)
        if (delta !== 0) apply(open + 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)
      }}
      viewBox={`0 0 ${VIEW_WIDTH} ${VIEW_HEIGHT}`}
      width={width}
      height={px((width * VIEW_HEIGHT) / VIEW_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 }}
      {...props}
    >
      {variant === "blueprint" && (
        <g fill="none" stroke={palette.grid} strokeWidth={0.5} opacity={0.45}>
          <path
            d={`M 12 ${ORIGIN.y} H 178 M ${ORIGIN.x} 14 V ${ORIGIN.y + 12}`}
            strokeDasharray="2 3"
          />
        </g>
      )}

      <g
        data-frame
        data-view={view}
        transform={aboutPoint(
          framing[view]?.rise ? `translate(0 ${framing[view].rise})` : "",
          ORIGIN.x,
          ORIGIN.y,
          framing[view]?.zoom ?? 1,
        )}
      >
        {showGround && (
          <ellipse
            cx={ORIGIN.x}
            cy={ORIGIN.y}
            rx={px(SHOULDER_RADIUS * 0.9)}
            ry={px(Math.max(2.4, SHOULDER_RADIUS * 0.9 * camera.flatten))}
            fill={palette.dark}
            opacity={0.14}
          />
        )}

        <g data-foot transform={`translate(${ORIGIN.x} ${ORIGIN.y})`}>
          <path d={foot} {...machined} />
        </g>

        {calyx
          .filter((blade) => blade.depth <= bodyDepth)
          .map((blade) => (
            <g key={`far-${blade.index}`}>
              <path data-blade={blade.index} d={blade.path} {...machined} />
              <path d={blade.rib} fill="none" stroke={palette.dark} strokeWidth={0.7} opacity={0.5} />
            </g>
          ))}

        <path data-body d={bodyPath} {...shell} />
        <path d={shoulder} fill="none" stroke={palette.dark} strokeWidth={0.8} opacity={0.18} />

        {studs
          .filter((stud) => stud.facing)
          .map((stud) => (
            <g key={stud.index}>
              <ellipse transform={stud.pit} rx={2.4} ry={1.6} fill={palette.dark} opacity={0.4} />
              <path data-seed={stud.index} d={stud.stud} {...machined} />
              <circle
                cx={px(at({
                  x: stud.seat.x + stud.normal.x * reach,
                  y: stud.seat.y + stud.normal.y * reach,
                  z: stud.seat.z + stud.normal.z * reach,
                }).x)}
                cy={px(at({
                  x: stud.seat.x + stud.normal.x * reach,
                  y: stud.seat.y + stud.normal.y * reach,
                  z: stud.seat.z + stud.normal.z * reach,
                }).y)}
                r={0.8}
                fill={palette.dark}
                opacity={0.55}
              />
            </g>
          ))}

        {calyx
          .filter((blade) => blade.depth > bodyDepth)
          .map((blade) => (
            <g key={`near-${blade.index}`}>
              <path data-blade={blade.index} d={blade.path} {...machined} />
              <path d={blade.rib} fill="none" stroke={palette.dark} strokeWidth={0.7} opacity={0.5} />
            </g>
          ))}

        <path data-stem d={capsulePath(at(stemFoot), at(stemHead), 2.3)} {...cast} />
        <circle
          data-lamp
          cx={px(at(stemHead).x)}
          cy={px(at(stemHead).y)}
          r={2.4}
          fill={signalColor}
          className={signal === "ready" ? "robocn-pulse" : undefined}
        />
      </g>

      {variant === "blueprint" && (
        <text x={178} y={24} textAnchor="end" fontFamily="ui-monospace, monospace" fontSize={5} fill={palette.grid}>
          {percent}%
        </text>
      )}
      {label && (
        <text x={ORIGIN.x} y={166} textAnchor="middle" fontFamily="ui-monospace, monospace" fontSize={6} fill={palette.foreground}>
          {label}
        </text>
      )}
    </svg>
  )
}

/** How far open the calyx is aiming to be at `clock`, 0..1. */
export function strawberryGoal(behavior: StrawberryBehavior, clock: number): number {
  if (behavior === "static") return 0.45
  const t = Number.isFinite(clock) ? ((clock % 1) + 1) % 1 : 0
  switch (behavior) {
    // Open, work, furl again.
    case "unfurl":
      if (t < 0.28) return (t / 0.28) * 0.92
      if (t < 0.7) return 0.92
      return 0.92 * (1 - (t - 0.7) / 0.3)
    // Shut, bar the two moments it cracks open to look.
    case "furl":
      return 0.06 + 0.46 * Math.max(crack(t, 0.2), crack(t, 0.66))
    // Working the middle of the range, studs never fully seated.
    default:
      return 0.5 + 0.18 * Math.sin(t * Math.PI * 2)
  }
}

/** A short spike either side of `at`, on a cycle that wraps. */
function crack(t: number, at: number) {
  const gap = Math.abs(t - at)
  return Math.max(0, 1 - Math.min(gap, 1 - gap) / 0.1)
}

/** The outline round a set of projected points: any solid, from any angle. */
function hullPath(points: readonly Vec2[]): string {
  const hull = convexHull2(points)
  if (hull.length < 3) return ""
  return `${hull.map((p, i) => `${i ? "L" : "M"} ${px(p.x)} ${px(p.y)}`).join(" ")} Z`
}

/** A planar polygon, in the order it was built: a blade, a flat panel. */
function polygonPath(points: readonly Vec2[]): string {
  if (points.length < 3) return ""
  return `${points.map((p, i) => `${i ? "L" : "M"} ${px(p.x)} ${px(p.y)}`).join(" ")} Z`
}

/** An open polyline: a seam, a rib, a latitude. */
function linePath(points: readonly Vec2[]): string {
  if (points.length < 2) return ""
  return points.map((p, i) => `${i ? "L" : "M"} ${px(p.x)} ${px(p.y)}`).join(" ")
}

export { RobotStrawberry }