Tripod droid
A stubby three-legged survey walker that has to move its own mass onto the line between two feet before it can lift the third — and reports how much room it has left.
Open in workbenchview
variant
drive
height40%
Drag across it to push the body over its feet, or focus it and use the arrow keys — far enough and the centre of mass leaves the support and the lamp turns. It eases back into the gait when you let go.
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/tripod-droid.jsonNotes
- Three legs is the mechanism. Lift one and the base of support collapses from a triangle to a line, so the body has to be over that line before the foot leaves the floor. `solveTripod` schedules the load, the static condition puts the centre of mass at the load-weighted mean of the contacts, and that mean is where the body stands.
- How far it may move is not a magic number: it is whatever reach is left in a leg once a planted foot has been paid for. Creep fits inside it; amble asks the body to stand over a single foot, which it cannot reach, so the clamp bites and the margin goes negative. Longer links or a lower ride height buy the room back.
- Front elevation is the view it is drawn in. The slab is three stacked solids so the chamfer is geometry rather than paint, and the face marks are flat rectangles on the nose panel — they foreshorten in iso and collapse to a line in plan, which is what marks on a face do.
- Illustrative where it says so: the load ramp is a chosen schedule and not a ground-reaction solve, there is no mass or inertia anywhere, and the stub arms are counterweights in appearance only — they carry nothing in the solve. A negative margin means it could not hold that pose standing still, not that it has been simulated falling over.
- An original archetype — a three-legged survey walker — named for its job. No franchise, no insignia, no paint scheme; the default palette is the theme's and the label is the caller's.
Usage
import { TripodDroid } from "@/components/ui/tripod-droid"
<TripodDroid behavior="trundle" showSupport />
// Or scrub the gait and push the body over its feet yourself.
<TripodDroid gait="creep" stride={0.35} lean={{ x: 0.6, y: 0 }} view="iso" />Props
| Prop | Type | Default | Description |
|---|---|---|---|
| view | "plan" | "front" | "profile" | "iso" | "front" | Where the camera stands. One walker, four projections: straight down, straight on, side elevation, or three-quarter from above. |
| behavior | "trundle" | "scurry" | "survey" | "settle" | "static" | "trundle" | Trundle creeps about, wandering off course and back; scurry ambles flat out on a gait it cannot hold; survey turns on the spot; settle stands and breathes. |
| gait | "stand" | "creep" | "amble" | "pivot" | — | Footfall pattern. Omit and the behaviour picks one. |
| stride | number | — | Controlled gait cycle, 0–1. Supplying it stops the clock. |
| speed | number | 0.45 | 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 body offset over the feet, −1..1 on each axis. 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 body over its feet, or use the arrow keys; Home re-centres and End pushes it forward to the stop. Release eases it back into the gait. |
| height | number | — | Ride height 0–1. It is also a stability control: standing tall leaves less leg to move the body with, so there is less sway to walk on. |
| step | number | — | Foot travel, 0–1. |
| lift | number | 0.5 | Swing clearance, 0–1. |
| heading | number | — | Travel direction in degrees: 0 walks toward the nose, 90 to starboard. |
| look | Vec2 | null | null | Controlled optic aim in −1..1; overrides pointer tracking. |
| track | boolean | true | The slot optics follow 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 centre of mass. |
| 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/tripod-droid.tsx
"use client"
/**
* tripod-droid — a stubby three-legged survey walker.
*
* Three legs is the whole point. Lift one and the base of support collapses
* from a triangle to a line, so the machine has to move its own mass onto that
* line before it can take a step. `solveTripod` schedules the load, works out
* where the body has to stand to hold it, and reports how much room is left;
* this file draws the consequence. Push the body past its feet with the
* pointer and the margin goes negative — nothing here fakes that.
*
* Modelled once in world units — x starboard, y up, z toward the viewer —
* and projected through `robotCamera(view)`, so the chamfered slab, the face
* marks and the solved legs are one geometry from all four angles.
*
* Design note: docs/tripod-droid.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 { solveTripod, type TripodGait, type TripodLeg } from "@/lib/robocn/tripod"
import {
boxCorners,
capsulePath,
fitFrame,
px,
resolveRobotPalette,
resolveRobotSize,
robotCamera,
robotSizes,
robotSurface,
roundedFootprint,
slabPath,
type RobotCamera,
type RobotPaletteProps,
type RobotSize,
type RobotVariant,
type RobotView,
} from "@/lib/robocn/style"
import { cn } from "@/lib/utils"
/** How fast a released body eases back into the gait, in lean units a second. */
const LEAN_RATE = 2.4
/** The slab, in world units: half width, half depth, chamfer, body height. */
const BODY = { halfWidth: 50, halfDepth: 30, chamfer: 8, corner: 10, height: 62 } as const
/** Just proud of the nose, so the face marks sit on the front panel. */
const FACE = 0.4
const STUB = { inner: 50, outer: 61, bottom: 29, top: 37, halfDepth: 6 } as const
/** The whole box the machine works inside, so no camera crops it. */
const ENVELOPE = boxCorners({ x: -82, y: -2, z: -51 }, { x: 82, y: 91, z: 51 })
const WIDTH = 204
const HEIGHT = 186
/** The walker is drawn head-on; that is the camera it defaults to. */
const NATIVE_VIEW: RobotView = "front"
const viewNames: Record<RobotView, string> = {
plan: "plan view",
front: "front elevation",
profile: "side elevation",
iso: "isometric view",
}
export type TripodBehavior = "trundle" | "scurry" | "survey" | "settle" | "static"
export interface TripodDroidProps
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?: TripodBehavior
/** Footfall pattern. Omit and `behavior` picks one. */
gait?: TripodGait
/** 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 row of them breaks step. */
phase?: number
/** Normalized ride height, foot travel and swing clearance, each 0–1. */
height?: number
step?: number
lift?: number
/** Travel direction in degrees: 0 walks toward the nose, 90 to starboard. */
heading?: number
/**
* Controlled body offset over the feet, −1..1 on each axis. Supplying it
* beats the drag, and the gait still runs underneath.
*/
lean?: Vec2 | null
onLeanChange?: (lean: Vec2) => void
/** Press and drag to push the body over its feet; arrow keys nudge it. */
interactive?: boolean
/** Controlled optic aim in −1..1; overrides pointer tracking. */
look?: Vec2 | null
/** Follow the page pointer while `look` is null. */
track?: boolean
/** Draw the support polygon, the loaded feet and the centre of mass. */
showSupport?: boolean
size?: RobotSize | number
variant?: RobotVariant
showGround?: boolean
signal?: "idle" | "ready" | "warning"
label?: string
}
function TripodDroid({
view = NATIVE_VIEW,
behavior = "trundle",
gait,
stride,
speed = 0.45,
animate = true,
paused = false,
phase = 0,
height,
step,
lift = 0.5,
heading,
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
}: TripodDroidProps) {
const svgRef = React.useRef<SVGSVGElement>(null)
const controlled = lean !== undefined && lean !== null
const [held, setHeld] = React.useState<Vec2 | null>(null)
// A controlled lean and the pointer pin the body the same way; letting go
// eases it back into whatever the gait has moved on to.
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],
)
// A behaviour that does nothing needs no clock, so the target is a point and
// the loop settles to no renders at all rather than ticking under a still machine.
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 body that way from every camera — including
// plan view, where starboard is on the other side of the picture.
const ground = React.useRef({
camera: robotCamera(view),
sway: 20,
frame: { dx: 0, dy: 0, scale: 1 },
/** Screen point the body's own centre rests at, which is the drag's zero. */
anchor: { x: 0, y: 0 },
})
const dragging = useRobotDrag(svgRef, {
enabled: interactive,
onDrag: React.useCallback((unit: Vec2, rect: DOMRect) => {
const { camera, sway, frame, anchor } = 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: (unit.x * rect.width - (rect.width - WIDTH * fit) / 2) / fit,
y: (unit.y * rect.height - (rect.height - HEIGHT * fit) / 2) / fit,
}
const point = groundPoint(
camera,
(box.x - frame.dx) / frame.scale - anchor.x,
(box.y - frame.dy) / frame.scale - anchor.y,
)
const reach = Math.max(1, sway)
apply({ x: point.x / reach, y: point.y / reach })
}, [apply]),
onDragEnd: React.useCallback(() => setHeld(null), []),
})
const pointer = usePointerTarget(svgRef, {
enabled: track && look === null && !paused,
within: "element",
persist: true,
toWorld: React.useCallback(
(unit: Vec2) => ({ x: clamp((unit.x - 0.5) * 2, -1, 1), y: clamp((unit.y - 0.5) * 2, -1, 1) }),
[],
),
})
const script = tripodBehaviorPose(behavior, motion.clock)
const cycle = stride !== undefined ? finite(stride, 0) : motion.clock * speed * script.rate
const pose = solveTripod({
gait: gait ?? script.gait,
phase: cycle,
height: height ?? script.height,
step: step ?? script.step,
lift,
heading: heading ?? script.heading,
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 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)
// The machine reports itself: off balance lights the warning colour whatever
// `signal` was asked for, because that is a fact and not a decoration.
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 sway = pose.sway
const anchorY = pose.height + BODY.height / 2
React.useEffect(() => {
ground.current = { camera, sway, frame, anchor: camera.project(0, anchorY, 0) }
}, [camera, sway, frame, anchorY])
/** Local axes: x starboard, y up, z toward the viewer. */
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 = (x: number, y: number, z: number): Vec3 => ({ x: -x, y, z: -z })
const solid = (corners: readonly Vec3[]) => slabPath(corners, camera)
/** A flat rectangle standing on the nose panel, which is where the face is. */
const panel = (x0: number, x1: number, y0: number, y1: number, z: number) =>
solid([
corner(x0, y0, z),
corner(x1, y0, z),
corner(x1, y1, z),
corner(x0, y1, z),
])
/* --------------------------------------------------------------- body */
const cx = pose.centre.x
const cz = pose.centre.y
const floor = pose.height
const roof = floor + BODY.height
const wide = roundedFootprint(BODY.halfWidth, BODY.halfDepth, BODY.corner, 5)
const narrow = roundedFootprint(
BODY.halfWidth - BODY.chamfer,
BODY.halfDepth - BODY.chamfer,
BODY.corner - 3,
5,
)
const ring = (footprint: readonly Vec2[], y: number) =>
footprint.map((point) => corner(cx + point.x, y, cz + point.y))
const faceZ = cz + BODY.halfDepth + FACE
// Anything nearer the camera than the whole slab is draws in front of it;
// everything else is either inside it or behind, and draws first.
const bodyNear = Math.max(
...[-1, 1].flatMap((sx) =>
[floor, roof].flatMap((y) =>
[-1, 1].map((sz) => depthOf(cx + sx * BODY.halfWidth, y, cz + sz * BODY.halfDepth)),
),
),
)
/** A flat rectangle lying on the roof, which is all plan view can see. */
const deck = (x0: number, x1: number, z0: number, z1: number, y: number) =>
solid([corner(x0, y, z0), corner(x1, y, z0), corner(x1, y, z1), corner(x0, y, z1)])
/** The same standing on a flank, which is all the side elevation can see. */
const flank = (side: 1 | -1, z0: number, z1: number, y0: number, y1: number) => {
const x = cx + side * (BODY.halfWidth + FACE)
return solid([corner(x, y0, z0), corner(x, y0, z1), corner(x, y1, z1), corner(x, y1, z0)])
}
/* --------------------------------------------------------------- legs */
const legDrawing = (leg: TripodLeg) => {
const hip = at(leg.hip.x, floor, leg.hip.y)
const knee = at(leg.knee.x, leg.kneeHeight, leg.knee.y)
const foot = at(leg.foot.x, leg.clearance, leg.foot.y)
return (
<g key={leg.id} data-leg={leg.id} data-name={leg.name} opacity={leg.contact ? 1 : 0.9}>
<path data-part="femur" d={capsulePath(hip, knee, 4.4)} {...shell} />
<path data-part="tibia" d={capsulePath(knee, foot, 4.6)} {...machined} />
<circle cx={px(hip.x)} cy={px(hip.y)} r={4.6} {...cast} />
<circle data-knee cx={px(knee.x)} cy={px(knee.y)} r={3.6} {...cast} />
<circle cx={px(knee.x)} cy={px(knee.y)} r={1.1} fill={palette.metal} />
<ellipse data-foot cx={px(foot.x)} cy={px(foot.y)} rx={4.2} ry={px(Math.max(1.2, 4.2 * camera.flatten))} {...cast} />
</g>
)
}
/* -------------------------------------------------------------- stubs */
/** A nub on a lateral hinge at the beam, lifting on the side it leans to. */
const stubDrawing = (side: 1 | -1) => {
const swing = clamp(bias.x * side * 26 + (pose.stable ? 0 : side * 6), -34, 34)
const pivot = { x: side * STUB.inner, y: (STUB.bottom + STUB.top) / 2 + floor }
const turn = (toRadians(swing) * side)
const hinge = (x: number, y: number): Vec2 => {
const dx = x - pivot.x
const dy = y - pivot.y
return {
x: pivot.x + dx * Math.cos(turn) - dy * Math.sin(turn),
y: pivot.y + dx * Math.sin(turn) + dy * Math.cos(turn),
}
}
const box = ([
[side * STUB.inner, STUB.bottom],
[side * STUB.outer, STUB.bottom],
[side * STUB.outer, STUB.top],
[side * STUB.inner, STUB.top],
] as const).flatMap(([x, y]) => {
const turned = hinge(x, y + floor)
return [
corner(cx + turned.x, turned.y, cz + STUB.halfDepth),
corner(cx + turned.x, turned.y, cz - STUB.halfDepth),
]
})
return (
<path
key={side}
data-stub={side === 1 ? "right" : "left"}
d={solid(box)}
{...machined}
/>
)
}
const stubDepth = (side: 1 | -1) =>
depthOf(cx + side * STUB.outer, floor + (STUB.bottom + STUB.top) / 2, cz)
/* ------------------------------------------------------------ readouts */
const contacts = pose.legs.filter((leg) => leg.contact)
const centreMark = at(pose.centre.x, 0, pose.centre.y)
const marginText = `${pose.margin >= 0 ? "" : "−"}${Math.abs(pose.margin).toFixed(1)}`
const leanText = `${Math.round(bias.x * 100)} percent starboard, ${Math.round(bias.y * 100)} percent forward`
const state = dragging
? "held"
: pose.gait === "stand"
? "standing"
: pose.gait === "pivot"
? "turning on the spot"
: `walking, ${pose.gait}`
return (
<svg
ref={svgRef}
role={role ?? (interactive ? "slider" : "img")}
aria-label={`Tripod droid, ${state}, ${pose.stable ? "balanced" : "off balance"}, ${viewNames[view] ?? viewNames.front}`}
aria-valuemin={interactive ? -100 : undefined}
aria-valuemax={interactive ? 100 : undefined}
aria-valuenow={interactive ? Math.round(bias.x * 100) : undefined}
aria-valuetext={interactive ? `lean ${leanText}, stability margin ${marginText}` : 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.y = 1; break
default: return
}
apply(next)
event.preventDefault()
}}
onBlur={(event) => {
onBlur?.(event)
if (!dragging) setHeld(null)
}}
{...props}
>
<g data-droid 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(-78, 0, 0).x)} ${px(at(-78, 0, 0).y)} L ${px(at(78, 0, 0).x)} ${px(at(78, 0, 0).y)}`}
strokeDasharray="3 3"
/>
{/* How far the body is allowed to move over its own feet. */}
<ellipse
data-sway
cx={px(at(0, 0, 0).x)}
cy={px(at(0, 0, 0).y)}
rx={px(pose.sway)}
ry={px(Math.max(0.8, pose.sway * camera.flatten))}
strokeDasharray="2 3"
/>
</g>
)}
{showGround && (
<ellipse
cx={px(at(cx, 0, cz).x)}
cy={px(at(cx, 0, cz).y)}
rx={46}
ry={px(Math.max(2.4, 40 * camera.flatten))}
fill={palette.dark}
opacity={0.13}
/>
)}
{showSupport && contacts.length > 1 && (
<path
data-support
d={`${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) <= bodyNear).map(legDrawing)}
{([-1, 1] as const).filter((side) => stubDepth(side) <= bodyNear).map(stubDrawing)}
<g data-body>
{/* Three stacked solids, so the chamfer is geometry and not paint. */}
<path
data-part="skirt"
d={solid([...ring(narrow, floor), ...ring(wide, floor + BODY.chamfer)])}
{...shell}
/>
<path
data-part="core"
d={solid([...ring(wide, floor + BODY.chamfer), ...ring(wide, roof - BODY.chamfer)])}
{...shell}
/>
<path
data-part="crown"
d={solid([...ring(wide, roof - BODY.chamfer), ...ring(narrow, roof)])}
{...shell}
/>
{/* Roof and flanks, so the machine still reads from above and side on. */}
<path data-part="hatch" d={deck(cx - 18, cx + 18, cz - 11, cz + 11, roof + FACE)} {...trim} />
<path data-part="beacon" d={deck(cx - 4, cx + 4, cz - 20, cz - 14, roof + FACE)} fill={lampColor} stroke="none" />
{([-1, 1] as const).map((side) =>
[16, 21, 26].map((y) => (
<path key={`${side}-${y}`} d={flank(side, cz - 9, cz + 9, floor + y, floor + y + 2.2)} {...cast} />
)),
)}
<g data-face>
{/* Two slot optics, a vent stack and one lamp: the rest is noise. */}
{[9, 13, 17].map((row) => (
<path key={row} d={panel(cx - 10, cx + 10, floor + row, floor + row + 2.2, faceZ)} {...cast} />
))}
<path
data-lamp
d={panel(cx - 6.5, cx + 6.5, floor + 24, floor + 27, faceZ)}
fill={lampColor}
stroke="none"
/>
{([-1, 1] as const).map((side) => {
const centreX = cx + side * 16
return (
<g key={side} data-optic={side === -1 ? "left" : "right"}>
<path
data-part="slot"
d={panel(centreX - 5, centreX + 5, floor + 38, floor + 58, faceZ)}
{...cast}
/>
<path
data-part="pupil"
d={panel(
centreX - 3 + gaze.x * 1.6,
centreX + 3 + gaze.x * 1.6,
floor + 44.5 - gaze.y * 4.5,
floor + 51.5 - gaze.y * 4.5,
faceZ + 0.3,
)}
fill={palette.accent}
stroke="none"
opacity={script.blink}
/>
</g>
)
})}
</g>
</g>
{pose.legs.filter((leg) => depthOf(leg.foot.x, 0, leg.foot.y) > bodyNear).map(legDrawing)}
{([-1, 1] as const).filter((side) => stubDepth(side) > bodyNear).map(stubDrawing)}
{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(2.6 + leg.load * 5)}
fill="none"
stroke={palette.accent}
strokeWidth={1.1}
/>
)
})}
<g data-centre data-stable={String(pose.stable)}>
<circle
cx={px(centreMark.x)}
cy={px(centreMark.y)}
r={3}
fill={pose.stable ? palette.accent : palette.shell}
/>
<path
d={`M ${px(centreMark.x - 7)} ${px(centreMark.y)} H ${px(centreMark.x + 7)}`}
stroke={pose.stable ? palette.accent : palette.shell}
strokeWidth={0.9}
/>
</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>
)
}
/** How much a squashed axis is held back, in units of the basis it lives in. */
const DAMPING = 0.15
/**
* Which way a drag across the drawing pushes the body, in plan coordinates.
*
* A horizontal plane projects affinely, so the camera turns it into two basis
* vectors and the drag is those two solved for. Inverting them exactly would
* make an axis the camera barely shows — fore and aft in front elevation, where
* it is nearly edge-on — swing the machine end to end for a few pixels, so this
* is the damped least-squares solve instead: `(JᵀJ + λI)⁻¹ Jᵀ`, which gives a
* squashed axis a proportionally small answer rather than an enormous one. It
* is the same thing a manipulator does near a singularity, and for the same
* reason.
*/
function groundPoint(camera: 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 a = e1.x * e1.x + e1.y * e1.y + DAMPING
const b = e1.x * e2.x + e1.y * e2.y
const c = e2.x * e2.x + e2.y * e2.y + DAMPING
const det = a * c - b * b
if (Math.abs(det) < 1e-9) return { x: 0, y: 0 }
const p = e1.x * x + e1.y * y
const q = e2.x * x + e2.y * y
return { x: (c * p - b * q) / det, y: (a * q - b * p) / det }
}
const toRadians = (degrees: number) => (degrees * Math.PI) / 180
const finite = (value: number, fallback: number) => (Number.isFinite(value) ? value : fallback)
/** A control that has to survive a consumer handing it `NaN`. */
const finiteClamp = (value: number, min: number, max: number, fallback: number) =>
Number.isFinite(value) ? clamp(value, min, max) : fallback
/**
* What it does with no timeline on it. Every behaviour is a pure function of
* the clock, so the cycle can be sampled in a test without faking frames.
*/
export function tripodBehaviorPose(behavior: TripodBehavior, clock: number) {
const time = Number.isFinite(clock) ? clock : 0
// One blink a few seconds, quick, and never quite on the beat of the gait.
const beat = ((time * 0.31) % 1 + 1) % 1
const blink = beat > 0.94 ? 0.15 : 1
switch (behavior) {
// Head down and quick: two feet off at once, which it cannot hold.
case "scurry":
return {
gait: "amble" as TripodGait,
rate: 2.1,
heading: 0,
height: 0.22,
step: 0.95,
gaze: { x: 0, y: -0.5 },
blink,
}
// Turning on the spot, looking around as it goes.
case "survey":
return {
gait: "pivot" as TripodGait,
rate: 1,
heading: 0,
height: 0.5,
step: 0.6,
gaze: { x: 0.8 * Math.sin(time * 0.9), y: 0.2 * Math.sin(time * 0.5) },
blink,
}
// Parked, breathing on its legs.
case "settle":
return {
gait: "stand" as TripodGait,
rate: 0,
heading: 0,
height: 0.45 + 0.12 * Math.sin(time * 1.1),
step: 0.6,
gaze: { x: 0.35 * Math.sin(time * 0.6), y: 0.25 * Math.sin(time * 0.37) },
blink,
}
case "static":
return {
gait: "stand" as TripodGait,
rate: 0,
heading: 0,
height: 0.43,
step: 0.6,
gaze: { x: 0, y: 0 },
blink: 1,
}
// Ambling about its business, wandering off course and back.
default:
return {
gait: "creep" as TripodGait,
rate: 1,
heading: 34 * Math.sin(time * 0.23),
height: 0.4,
step: 0.72,
gaze: { x: 0.5 * Math.sin(time * 0.41), y: 0.2 * Math.cos(time * 0.29) },
blink,
}
}
}
export { TripodDroid }