Siege walker
A four-legged armoured transport walker on the same solver: four feet at the corners of a long rectangle already contain its mass, so it walks nearly level — and cannot pace at all.
Open in workbenchview
variant
drive
March and haul keep three feet down, so the hull stays near level. Pace swings both legs of a side together and the support becomes a line it cannot roll far enough to reach. Drag across it to push the hull off its feet.
height55%
support
- lean x
- 0%
- lean y
- 0%
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/siege-walker.jsonNotes
- The same solver as the scout walker, and the contrast is the point: four feet at the corners of a long rectangle almost always contain the mass already, so the demanded attitude is small and this machine walks nearly level. Its walk is a lateral sequence — hind, then the fore on that side, then the other — which never leaves fewer than three feet down.
- `pace` throws that away. Swinging both legs of a side together leaves a support that is a line down one flank, half a hull width out, and a hull this shape cannot roll far enough to put its mass on it: the roll clamps at the stop, the margin goes negative and the lamp turns. Nothing scripts that; it falls out of the footfall order.
- Side elevation is the view it is drawn in, because a long hull is a side elevation. The head is carried on a drooping segmented neck and yaws with the aim; the hull, the flank plating and the hips all ride the one transform the solver used.
- Illustrative where it says so: the footfall is a schedule, the load share is that schedule weighted by how near the mass is, and there is no inertia, payload or overturning moment. Off balance means it could not hold that pose standing still.
- An original archetype — a four-legged siege transport — named for its job. No franchise, insignia or paint scheme, here or in the demo; the default palette is the theme's.
Usage
import { SiegeWalker } from "@/components/ui/siege-walker"
<SiegeWalker behavior="march" showSupport />
// The gait it cannot hold: both legs of a side swing together.
<SiegeWalker gait="pace" stride={0.25} view="front" showSupport />Props
| Prop | Type | Default | Description |
|---|---|---|---|
| view | "plan" | "front" | "profile" | "iso" | "profile" | Where the camera stands. One walker, four projections: straight down, straight on, side elevation, or three-quarter from above. |
| behavior | "march" | "haul" | "pace" | "halt" | "static" | "march" | March is a lateral-sequence walk; haul is slow and low with three feet always down; pace swings both legs of a side together, which this hull cannot hold; halt stands and scans. |
| gait | "stand" | "walk" | "creep" | "pace" | — | Footfall pattern. Omit and the behaviour picks one. |
| stride | number | — | Controlled gait cycle, 0–1. Supplying it stops the clock. |
| speed | number | 0.32 | Gait cycles per second. |
| 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. |
| phase | number | 0 | Seconds of offset, so a row of machines breaks step. |
| lean | Vec2 | null | null | Controlled attitude push, −1..1 of each stop: x rolls it, y pitches it. It beats the drag, and the gait still runs underneath. |
| onLeanChange | (lean: Vec2) => void | — | The lean a drag or a key moved it to, reported in controlled mode too. |
| interactive | boolean | true | Press and drag to push the hull off its feet, or use the arrow keys; Home re-centres. Release eases it back into the gait. |
| height | number | — | Ride height 0–1, clamped to what the legs can still reach once the stride and the attitude stops are paid for. |
| step | number | — | Foot travel, 0–1. |
| lift | number | 0.5 | Swing clearance, 0–1. |
| look | Vec2 | null | null | Controlled aim in −1..1: x yaws the head on the neck, y raises and lowers it. |
| track | boolean | true | The head follows the page pointer while look is null. |
| showSupport | boolean | false | Draw the support polygon, a ring at each loaded foot sized by its share, and the mass on the plumb line down to where it falls. |
| 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. |
| showGround | boolean | true | Draw 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. |
| label | string | — | Optional technical caption under the drawing. |
| 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
src/components/ui/siege-walker.tsx
"use client"
/**
* siege-walker — a four-legged armoured transport walker.
*
* The same machine as the scout, one axis wider. `solveWalker` gives both of
* them their attitude from the same relation — the mass is a hull above the
* hips, and moving it costs roll — but four feet at the corners of a long
* rectangle almost always contain the mass already, so this one walks nearly
* level while the two-legged one heaves over every step. Ask it to `pace`,
* swinging both legs of a side together, and the rectangle collapses to a line
* down one flank that a hull this shape cannot roll far enough to reach: it
* says so, and the lamp turns.
*
* Modelled once in world units — x starboard, y up, z toward the nose — with
* every hull-mounted part going through `walkerHullPoint`, and projected
* through `robotCamera(view)`. Side elevation is the view a long hull is in.
*
* Design note: docs/armoured-walkers.md.
*/
import * as React from "react"
import { usePointerTarget } from "@/hooks/use-pointer-target"
import { useEasedPoint } from "@/hooks/use-robot-arm"
import { useRobotDrag } from "@/hooks/use-robot-motion"
import { clamp, type Vec2, type Vec3 } from "@/lib/robocn/kinematics"
import {
solveWalker,
walkerHullPoint,
type WalkerGait,
type WalkerLeg,
} from "@/lib/robocn/walker"
import {
boxCorners,
capsulePath,
fitFrame,
px,
resolveRobotPalette,
resolveRobotSize,
robotCamera,
robotSizes,
robotSurface,
slabPath,
type RobotPaletteProps,
type RobotSize,
type RobotVariant,
type RobotView,
} from "@/lib/robocn/style"
import { cn } from "@/lib/utils"
/** How fast a released hull eases back into the gait, in lean units a second. */
const LEAN_RATE = 2
/** The hull, in hull-local units: origin at the hip centre, y up, z toward the nose. */
const HULL = {
belly: { halfWidth: 22, bottom: -2, top: 9, back: -46, front: 40 },
body: { halfWidth: 26, bottom: 9, top: 40, back: -52, front: 46 },
deck: { halfWidth: 20, bottom: 40, top: 47, back: -42, front: 30 },
stack: { halfWidth: 9, bottom: 47, top: 56, back: -36, front: -22 },
} as const
/**
* The neck: where it leaves the hull, how long, how far it may swing, and the
* droop it hangs at — the head rides below the hull's nose rather than in front
* of it, which is what stops a transport walker reading as an arm on a box.
*/
const NECK = { base: { y: 30, z: 44 }, length: 23, droop: 34, yaw: 30, pitch: 20, links: 3 } as const
const HEAD = { halfWidth: 13, halfHeight: 11, halfDepth: 15 } as const
/** Just proud of a face, so a mark sits on the panel rather than inside it. */
const SKIN = 0.4
const PLATE = { halfWidth: 8, fore: 11, aft: 9, height: 3.5 } as const
/** The whole box the machine works inside, so no camera crops it. */
const ENVELOPE = boxCorners({ x: -46, y: -2, z: -78, }, { x: 46, y: 132, z: 108 })
const WIDTH = 232
const HEIGHT = 186
/** A long hull is a side elevation; that is the camera it defaults to. */
const NATIVE_VIEW: RobotView = "profile"
const viewNames: Record<RobotView, string> = {
plan: "plan view",
front: "front elevation",
profile: "side elevation",
iso: "isometric view",
}
export type SiegeWalkerBehavior = "march" | "haul" | "pace" | "halt" | "static"
export type SiegeWalkerGait = Extract<WalkerGait, "stand" | "walk" | "creep" | "pace">
export interface SiegeWalkerProps
extends Omit<React.ComponentProps<"svg">, "color" | "height">,
RobotPaletteProps {
/** Where the camera stands. One walker, four projections. */
view?: RobotView
/** What it does when `stride` is not supplied. */
behavior?: SiegeWalkerBehavior
/** Footfall pattern. Omit and `behavior` picks one. */
gait?: SiegeWalkerGait
/** Controlled gait cycle, 0–1. Supplying it stops the clock. */
stride?: number
/** Gait cycles per second. */
speed?: number
animate?: boolean
paused?: boolean
/** Seconds of offset, so a column of them breaks step. */
phase?: number
/** Normalized ride height, foot travel and swing clearance, each 0–1. */
height?: number
step?: number
lift?: number
/**
* Controlled attitude push, −1..1 of each stop: x rolls it, y pitches it.
* Supplying it beats the drag, and the gait still runs underneath.
*/
lean?: Vec2 | null
onLeanChange?: (lean: Vec2) => void
/** Press and drag to push the hull off its feet; arrow keys nudge it. */
interactive?: boolean
/** Controlled aim in −1..1: x yaws the head, y raises and lowers it. */
look?: Vec2 | null
/** Follow the page pointer while `look` is null. */
track?: boolean
/** Draw the support polygon, the loaded feet, and the mass on its plumb line. */
showSupport?: boolean
size?: RobotSize | number
variant?: RobotVariant
showGround?: boolean
signal?: "idle" | "ready" | "warning"
label?: string
}
function SiegeWalker({
view = NATIVE_VIEW,
behavior = "march",
gait,
stride,
speed = 0.32,
animate = true,
paused = false,
phase = 0,
height,
step,
lift = 0.5,
lean,
onLeanChange,
interactive = true,
look = null,
track = true,
showSupport = false,
size = "md",
variant = "solid",
showGround = true,
signal = "ready",
label,
color,
accent,
metal,
dark,
glow,
grid,
palette: paletteOverride,
className,
style,
role,
tabIndex,
onKeyDown,
onBlur,
...props
}: SiegeWalkerProps) {
const svgRef = React.useRef<SVGSVGElement>(null)
const controlled = lean !== undefined && lean !== null
const [held, setHeld] = React.useState<Vec2 | null>(null)
const pinX = controlled ? finiteClamp(lean.x, -1, 1, 0) : 0
const pinY = controlled ? finiteClamp(lean.y, -1, 1, 0) : 0
const pinned = React.useMemo(
() => (controlled ? { x: pinX, y: pinY } : held),
[controlled, pinX, pinY, held],
)
const running = behavior !== "static"
const goal = React.useCallback((): Vec2 => pinned ?? { x: 0, y: 0 }, [pinned])
const motion = useEasedPoint(running ? goal : (pinned ?? { x: 0, y: 0 }), { x: 0, y: 0 }, {
speed: LEAN_RATE,
animate,
paused,
phase,
})
const bias: Vec2 = controlled && pinned ? pinned : motion.point
const apply = React.useCallback(
(next: Vec2) => {
const bounded = { x: finiteClamp(next.x, -1, 1, 0), y: finiteClamp(next.y, -1, 1, 0) }
setHeld(bounded)
onLeanChange?.(bounded)
},
[onLeanChange],
)
// The drag works in the drawing rather than in the machine, so a pointer
// pushed to starboard pushes the hull that way from every camera.
const ground = React.useRef({
camera: robotCamera(view),
reach: { x: 7, y: 6 },
frame: { dx: 0, dy: 0, scale: 1 },
})
const dragging = useRobotDrag(svgRef, {
enabled: interactive,
onDrag: React.useCallback(
(unitPoint: Vec2, rect: DOMRect) => {
const { camera, reach, frame } = ground.current
// The drawing is letterboxed inside the element by xMidYMid meet.
const fit = Math.min(rect.width / WIDTH, rect.height / HEIGHT)
const box = {
x: (unitPoint.x * rect.width - (rect.width - WIDTH * fit) / 2) / fit,
y: (unitPoint.y * rect.height - (rect.height - HEIGHT * fit) / 2) / fit,
}
const point = groundPoint(
camera,
(box.x - frame.dx) / frame.scale,
(box.y - frame.dy) / frame.scale,
)
apply({ x: point.x / Math.max(1, reach.x), y: point.y / Math.max(1, reach.y) })
},
[apply],
),
onDragEnd: React.useCallback(() => setHeld(null), []),
})
const pointer = usePointerTarget(svgRef, {
enabled: track && look === null && !paused,
within: "element",
persist: true,
toWorld: React.useCallback(
(unitPoint: Vec2) => ({
x: clamp((unitPoint.x - 0.5) * 2, -1, 1),
y: clamp((unitPoint.y - 0.5) * 2, -1, 1),
}),
[],
),
})
const script = siegeBehaviorPose(behavior, motion.clock)
const cycle = stride !== undefined ? finite(stride, 0) : motion.clock * speed * script.rate
const pose = solveWalker({
legs: 4,
gait: gait ?? script.gait,
phase: cycle,
height: height ?? script.height,
step: step ?? script.step,
lift,
lean: bias,
})
const aim = look ?? pointer.target ?? script.gaze
const gaze = { x: finiteClamp(aim.x, -1, 1, 0), y: finiteClamp(aim.y, -1, 1, 0) }
const headYaw = gaze.x * NECK.yaw
const headPitch = -gaze.y * NECK.pitch
const palette = resolveRobotPalette({ color, accent, metal, dark, glow, grid, palette: paletteOverride })
const rendered = resolveRobotSize(size)
const width = Number.isFinite(rendered) ? rendered : robotSizes.md
const shell = robotSurface("shell", variant, palette)
const machined = robotSurface("metal", variant, palette)
const cast = robotSurface("dark", variant, palette)
const trim = robotSurface("metal", variant, palette, 0.7)
const alarmed = !pose.stable
const lampColor =
alarmed || signal === "warning" ? palette.shell : signal === "ready" ? palette.accent : palette.metal
/* -------------------------------------------------------------- camera */
const camera = robotCamera(view)
const frame = fitFrame(ENVELOPE, camera, WIDTH, HEIGHT, 8)
const reachX = pose.hull * Math.sin((pose.rollLimit * Math.PI) / 180)
const reachY = pose.hull * Math.sin((pose.pitchLimit * Math.PI) / 180)
React.useEffect(() => {
ground.current = { camera, reach: { x: reachX, y: reachY }, frame }
}, [camera, reachX, reachY, frame])
/** World axes: x starboard, y up, z toward the nose. */
const at = (x: number, y: number, z = 0) => camera.project(-x, y, -z)
const depthOf = (x: number, y: number, z: number) => camera.depth(-x, y, -z)
const corner = (point: Vec3): Vec3 => ({ x: -point.x, y: point.y, z: -point.z })
const onHull = (x: number, y: number, z: number) => walkerHullPoint(pose, { x, y, z })
const hullSolid = (points: readonly Vec3[]) =>
slabPath(points.map((point) => corner(onHull(point.x, point.y, point.z))), camera)
const boxOf = (
halfWidth: number,
bottom: number,
top: number,
back: number,
front: number,
): Vec3[] =>
[-halfWidth, halfWidth].flatMap((x) =>
[bottom, top].flatMap((y) => [back, front].map((z) => ({ x, y, z }))),
)
const face = (x0: number, x1: number, y0: number, y1: number, z: number): Vec3[] => [
{ x: x0, y: y0, z },
{ x: x1, y: y0, z },
{ x: x1, y: y1, z },
{ x: x0, y: y1, z },
]
/** A flat mark standing on a flank, which is all a front elevation sees. */
const flank = (side: 1 | -1, z0: number, z1: number, y0: number, y1: number): Vec3[] => {
const x = side * (HULL.body.halfWidth + SKIN)
return [
{ x, y: y0, z: z0 },
{ x, y: y0, z: z1 },
{ x, y: y1, z: z1 },
{ x, y: y1, z: z0 },
]
}
/* ---------------------------------------------------------------- neck */
const yawRad = (headYaw * Math.PI) / 180
// The neck hangs at its droop, and the aim swings from there.
const pitchRad = ((headPitch - NECK.droop) * Math.PI) / 180
/** A point of the head, in the head's own frame, put back on the hull. */
const onHead = (x: number, y: number, z: number) => {
// The head is carried on the end of the neck, and the neck is a direction:
// yaw about the vertical, then pitch in the plane that yaw left it in.
// `NECK.length` runs to the middle of the head, not to its face.
const reach = NECK.length
const tip = {
x: Math.sin(yawRad) * Math.cos(pitchRad) * reach,
y: NECK.base.y + Math.sin(pitchRad) * reach,
z: NECK.base.z + Math.cos(yawRad) * Math.cos(pitchRad) * reach,
}
return onHull(
tip.x + x * Math.cos(yawRad) + z * Math.sin(yawRad),
tip.y + y,
tip.z + z * Math.cos(yawRad) - x * Math.sin(yawRad),
)
}
const headSolid = (points: readonly Vec3[]) =>
slabPath(points.map((point) => corner(onHead(point.x, point.y, point.z))), camera)
const neckJoints = Array.from({ length: NECK.links + 1 }, (_, index) => {
const t = index / NECK.links
const reach = NECK.length * t
const local = {
x: Math.sin(yawRad) * Math.cos(pitchRad) * reach,
y: NECK.base.y + Math.sin(pitchRad) * reach,
z: NECK.base.z + Math.cos(yawRad) * Math.cos(pitchRad) * reach,
}
const world = onHull(local.x, local.y, local.z)
return at(world.x, world.y, world.z)
})
/* ---------------------------------------------------------------- legs */
const legDrawing = (leg: WalkerLeg) => {
const hip = at(leg.hip.x, leg.hipHeight, leg.hip.y)
const knee = at(leg.knee.x, leg.kneeHeight, leg.knee.y)
const ankle = at(leg.foot.x, leg.clearance + PLATE.height, leg.foot.y)
const plate = [-PLATE.halfWidth, PLATE.halfWidth].flatMap((x) =>
[leg.clearance, leg.clearance + PLATE.height].flatMap((y) =>
[-PLATE.aft, PLATE.fore].map((z) => corner({ x: leg.foot.x + x, y, z: leg.foot.y + z })),
),
)
return (
<g key={leg.id} data-leg={leg.id} data-name={leg.name} data-contact-state={String(leg.contact)}>
<path data-part="femur" d={capsulePath(hip, knee, 7)} {...shell} />
<path data-part="tibia" d={capsulePath(knee, ankle, 5.4)} {...machined} />
<circle cx={px(hip.x)} cy={px(hip.y)} r={6} {...cast} />
<circle data-knee cx={px(knee.x)} cy={px(knee.y)} r={4.4} {...cast} />
<circle cx={px(knee.x)} cy={px(knee.y)} r={1.3} fill={palette.metal} />
<path data-part="foot" d={slabPath(plate, camera)} {...cast} />
</g>
)
}
const hullNear = Math.max(
...boxOf(HULL.body.halfWidth, HULL.belly.bottom, HULL.deck.top, HULL.body.back, HULL.body.front).map(
(point) => {
const world = onHull(point.x, point.y, point.z)
return depthOf(world.x, world.y, world.z)
},
),
)
const mass = onHull(0, pose.hull, 0)
const massPoint = at(mass.x, mass.y, mass.z)
const plumb = at(pose.centre.x, 0, pose.centre.y)
/* ------------------------------------------------------------- readouts */
const contacts = pose.legs.filter((leg) => leg.contact)
const attitude = `roll ${Math.round(pose.roll)} degrees, pitch ${Math.round(pose.pitch)} degrees`
const state = dragging
? "held"
: pose.gait === "stand"
? "standing"
: `walking, ${pose.gait}`
const balance = pose.stable ? "balanced" : "off balance"
return (
<svg
ref={svgRef}
role={role ?? (interactive ? "slider" : "img")}
aria-label={`Siege walker, ${state}, ${balance}, ${viewNames[view] ?? viewNames.profile}`}
aria-valuemin={interactive ? -100 : undefined}
aria-valuemax={interactive ? 100 : undefined}
aria-valuenow={interactive ? Math.round((pose.roll / Math.max(1, pose.rollLimit)) * 100) : undefined}
aria-valuetext={interactive ? `${attitude}, ${balance}` : undefined}
tabIndex={tabIndex ?? (interactive ? 0 : undefined)}
viewBox={`0 0 ${WIDTH} ${HEIGHT}`}
width={width}
height={px((width * HEIGHT) / WIDTH)}
className={cn(
"max-w-full select-none",
interactive &&
"cursor-grab touch-none focus-visible:outline-2 focus-visible:outline-offset-4 focus-visible:outline-[currentColor]",
dragging && "cursor-grabbing",
className,
)}
style={{ color: palette.foreground, ...style }}
onKeyDown={(event) => {
onKeyDown?.(event)
if (!interactive || event.defaultPrevented) return
const nudge = event.shiftKey ? 0.25 : 0.1
const next = { ...bias }
switch (event.key) {
case "ArrowRight": next.x += nudge; break
case "ArrowLeft": next.x -= nudge; break
case "ArrowUp": next.y += nudge; break
case "ArrowDown": next.y -= nudge; break
case "Home": next.x = 0; next.y = 0; break
case "End": next.x = 1; break
default: return
}
apply(next)
event.preventDefault()
}}
onBlur={(event) => {
onBlur?.(event)
if (!dragging) setHeld(null)
}}
{...props}
>
<g data-walker data-view={view} transform={frame.transform || undefined}>
{variant === "blueprint" && (
<g fill="none" stroke={palette.grid} strokeWidth={0.5} opacity={0.45}>
<path
d={`M ${px(at(0, 0, -74).x)} ${px(at(0, 0, -74).y)} L ${px(at(0, 0, 74).x)} ${px(at(0, 0, 74).y)}`}
strokeDasharray="3 3"
/>
<ellipse
data-reach
cx={px(at(0, 0, 0).x)}
cy={px(at(0, 0, 0).y)}
rx={px(Math.max(reachX, reachY))}
ry={px(Math.max(0.8, Math.max(reachX, reachY) * camera.flatten))}
strokeDasharray="2 3"
/>
</g>
)}
{showGround && (
<ellipse
cx={px(at(0, 0, 0).x)}
cy={px(at(0, 0, 0).y)}
rx={62}
ry={px(Math.max(2.6, 52 * camera.flatten))}
fill={palette.dark}
opacity={0.13}
/>
)}
{showSupport && contacts.length > 1 && (
<path
data-support
d={`${contacts
.map((leg, index) => {
const point = at(leg.foot.x, 0, leg.foot.y)
return `${index ? "L" : "M"} ${px(point.x)} ${px(point.y)}`
})
.join(" ")}${contacts.length > 2 ? " Z" : ""}`}
fill="none"
stroke={pose.stable ? palette.accent : palette.shell}
strokeWidth={1.1}
strokeDasharray="4 3"
/>
)}
{pose.legs.filter((leg) => depthOf(leg.foot.x, 0, leg.foot.y) <= hullNear).map(legDrawing)}
<g data-hull>
<path data-part="belly" d={hullSolid(boxOf(HULL.belly.halfWidth, HULL.belly.bottom, HULL.belly.top, HULL.belly.back, HULL.belly.front))} {...cast} />
<path data-part="body" d={hullSolid(boxOf(HULL.body.halfWidth, HULL.body.bottom, HULL.body.top, HULL.body.back, HULL.body.front))} {...shell} />
<path data-part="deck" d={hullSolid(boxOf(HULL.deck.halfWidth, HULL.deck.bottom, HULL.deck.top, HULL.deck.back, HULL.deck.front))} {...trim} />
<path data-part="stack" d={hullSolid(boxOf(HULL.stack.halfWidth, HULL.stack.bottom, HULL.stack.top, HULL.stack.back, HULL.stack.front))} {...machined} />
{/* Flank plating: flat marks on the hull's own sides. */}
{([-1, 1] as const).map((side) => (
<React.Fragment key={side}>
{/* An armour band along the flank, and the ribs that break it up. */}
<path
data-part="band"
d={hullSolid(flank(side, HULL.body.back + 6, HULL.body.front - 6, HULL.body.bottom + 3, HULL.body.bottom + 11))}
{...cast}
/>
{[-40, -26, -12, 2, 16, 30].map((z) => (
<path
key={z}
data-part="plating"
d={hullSolid(flank(side, z, z + 7, HULL.body.bottom + 13, HULL.body.top - 4))}
{...trim}
/>
))}
</React.Fragment>
))}
{/* A hatch on the roof, which is what plan view has to show. */}
<path
data-part="hatch"
d={hullSolid([
{ x: -12, y: HULL.deck.top + SKIN, z: -16 },
{ x: 12, y: HULL.deck.top + SKIN, z: -16 },
{ x: 12, y: HULL.deck.top + SKIN, z: 14 },
{ x: -12, y: HULL.deck.top + SKIN, z: 14 },
])}
{...cast}
/>
<path
data-lamp
d={hullSolid(face(-5, 5, HULL.body.top - 10, HULL.body.top - 5, HULL.body.front + SKIN))}
fill={lampColor}
stroke="none"
/>
</g>
<g data-neck>
{neckJoints.slice(0, -1).map((joint, index) => (
<path
key={index}
data-part="vertebra"
d={capsulePath(joint, neckJoints[index + 1], 5.6 - index * 0.7)}
{...machined}
/>
))}
</g>
<g data-head data-yaw={px(headYaw)}>
<path
data-part="skull"
d={headSolid(
[-HEAD.halfWidth, HEAD.halfWidth].flatMap((x) =>
[-HEAD.halfHeight, HEAD.halfHeight].flatMap((y) =>
[-HEAD.halfDepth, HEAD.halfDepth].map((z) => ({ x, y, z })),
),
),
)}
{...shell}
/>
{/* A chin pod under the head, and two slot optics on its face. */}
<path
data-part="pod"
d={headSolid(
[-7, 7].flatMap((x) =>
[-HEAD.halfHeight - 6, -HEAD.halfHeight + 1].flatMap((y) =>
[-2, HEAD.halfDepth + 3].map((z) => ({ x, y, z })),
),
),
)}
{...machined}
/>
{([-1, 1] as const).map((side) => (
<path
key={side}
data-optic={side === 1 ? "starboard" : "port"}
d={headSolid([
{ x: side * 2.5, y: -1, z: HEAD.halfDepth + SKIN },
{ x: side * 9, y: -1, z: HEAD.halfDepth + SKIN },
{ x: side * 9, y: 4.5, z: HEAD.halfDepth + SKIN },
{ x: side * 2.5, y: 4.5, z: HEAD.halfDepth + SKIN },
])}
fill={palette.accent}
stroke="none"
/>
))}
</g>
{pose.legs.filter((leg) => depthOf(leg.foot.x, 0, leg.foot.y) > hullNear).map(legDrawing)}
{showSupport && (
<g>
{contacts.map((leg) => {
const point = at(leg.foot.x, 0, leg.foot.y)
return (
<circle
key={leg.id}
data-contact={leg.name}
cx={px(point.x)}
cy={px(point.y)}
r={px(2.4 + leg.load * 7)}
fill="none"
stroke={palette.accent}
strokeWidth={1.1}
/>
)
})}
<g data-centre data-stable={String(pose.stable)}>
<path
d={`M ${px(massPoint.x)} ${px(massPoint.y)} L ${px(plumb.x)} ${px(plumb.y)}`}
stroke={pose.stable ? palette.accent : palette.shell}
strokeWidth={0.9}
strokeDasharray="2 2"
fill="none"
/>
<circle cx={px(massPoint.x)} cy={px(massPoint.y)} r={3} fill={pose.stable ? palette.accent : palette.shell} />
<circle
cx={px(plumb.x)}
cy={px(plumb.y)}
r={2}
fill="none"
stroke={pose.stable ? palette.accent : palette.shell}
strokeWidth={1}
/>
</g>
</g>
)}
</g>
{label && (
<text
x={WIDTH / 2}
y={HEIGHT - 7}
textAnchor="middle"
fontFamily="ui-monospace, monospace"
fontSize={6}
fill={palette.foreground}
>
{label}
</text>
)}
</svg>
)
}
/**
* Where a point in the drawing lands on the floor, in plan coordinates.
*
* The ground plane projects affinely, so the two basis vectors the camera makes
* of it invert exactly — no trigonometry, and no chance of disagreeing with the
* projection it has to be the inverse of.
*/
function groundPoint(camera: ReturnType<typeof robotCamera>, x: number, y: number): Vec2 {
const origin = camera.project(0, 0, 0)
const across = camera.project(-1, 0, 0)
const along = camera.project(0, 0, -1)
const e1 = { x: across.x - origin.x, y: across.y - origin.y }
const e2 = { x: along.x - origin.x, y: along.y - origin.y }
const det = e1.x * e2.y - e1.y * e2.x
if (Math.abs(det) < 1e-9) return { x: 0, y: 0 }
return {
x: (x * e2.y - y * e2.x) / det,
y: (-x * e1.y + y * e1.x) / det,
}
}
const finite = (value: number, fallback: number) => (Number.isFinite(value) ? value : fallback)
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. Every behaviour is a pure function of
* the clock, so the cycle can be sampled in a test without faking frames.
*/
export function siegeBehaviorPose(behavior: SiegeWalkerBehavior, clock: number) {
const time = Number.isFinite(clock) ? clock : 0
switch (behavior) {
// Loaded and slow: three feet down at every instant, and low on its legs.
case "haul":
return {
gait: "creep" as SiegeWalkerGait,
rate: 0.7,
height: 0.28,
step: 0.55,
gaze: { x: 0.15 * Math.sin(time * 0.3), y: -0.45 },
}
// Both legs of a side together, which this hull cannot hold.
case "pace":
return {
gait: "pace" as SiegeWalkerGait,
rate: 1.5,
height: 0.6,
step: 0.9,
gaze: { x: 0.3 * Math.sin(time * 0.5), y: 0.1 },
}
// Parked, scanning.
case "halt":
return {
gait: "stand" as SiegeWalkerGait,
rate: 0,
height: 0.55 + 0.06 * Math.sin(time * 0.8),
step: 0.7,
gaze: { x: 0.8 * Math.sin(time * 0.36), y: 0.3 * Math.sin(time * 0.23) },
}
case "static":
return {
gait: "stand" as SiegeWalkerGait,
rate: 0,
height: 0.5,
step: 0.7,
gaze: { x: 0, y: 0 },
}
// Under way: a lateral-sequence walk, head swinging slowly.
default:
return {
gait: "walk" as SiegeWalkerGait,
rate: 1,
height: 0.55,
step: 0.8,
gaze: { x: 0.45 * Math.sin(time * 0.26), y: 0.15 * Math.cos(time * 0.19) },
}
}
}
export { SiegeWalker }