const GLSL = ` float sdSegment(vec3 p, vec3 a, vec3 b) { vec3 pa = p - a; vec3 ba = b - a; float h = clamp(dot(pa, ba) / max(dot(ba, ba), 0.0001), 0.0, 1.0); return length(pa - ba * h); } float smoothMin(float a, float b, float k) { float h = clamp(0.5 + 0.5 * (b - a) / max(k, 0.0001), 0.0, 1.0); return mix(b, a, h) - k * h * (1.0 - h); } vec3 gosperPoint(float i) { float t = i / 60.0; float angle = t * 6.28318530718 * 3.0 + sin(t * 6.28318530718 * 7.0) * 0.26; float hex = floor(mod(i, 6.0)); float r = size * (0.25 + 0.55 * t + 0.12 * sin(t * 18.8495559)); vec2 q = vec2(cos(angle), sin(angle)) * r; q += vec2(cos(hex * 1.0471975512), sin(hex * 1.0471975512)) * cellJitter; return vec3(q, sin(t * 12.566370614) * verticalLift); } float sdf(vec3 p) { float d = 100000.0; for (int i = 0; i < 60; i += 1) { float fi = float(i); d = smoothMin(d, sdSegment(p, gosperPoint(fi), gosperPoint(fi + 1.0)), bendBlend); } return d - tubeRadius; } vec3 color(vec3 p, vec3 normal) { float hexBand = 0.5 + 0.5 * sin(atan(p.y, p.x) * 6.0 + length(p.xy) * 0.16); vec3 c = mix(baseColor, accentColor, hexBand); return c * (0.56 + 0.44 * smoothstep(-0.25, 0.95, normal.z)); } `; export default { schema: "implicit.js/0.1.0", name: "Gosper curve tube", description: "A hexagonal Gosper-flow inspired tube with smooth recursive-looking bends.", units: "mm", params: { size: { type: "number", label: "Flow size", min: 14, max: 38, step: 0.5, default: 27, unit: "mm" }, tubeRadius: { type: "number", label: "Tube radius", min: 0.45, max: 2.6, step: 0.05, default: 1.12, unit: "mm" }, bendBlend: { type: "number", label: "Bend blend", min: 0.1, max: 2.4, step: 0.05, default: 0.82, unit: "mm" }, cellJitter: { type: "number", label: "Hex offset", min: 0, max: 5, step: 0.1, default: 2.2, unit: "mm" }, verticalLift: { type: "number", label: "Vertical lift", min: 0, max: 8, step: 0.1, default: 2.4, unit: "mm" }, baseColor: { type: "color", label: "Base color", default: "#24e6c2" }, accentColor: { type: "color", label: "Accent color", default: "#fff45a" } }, animations: { hexFlow: { label: "Hex flow", duration: 6.2, loop: true, update({ progress, set }) { const wave = Math.sin(progress * Math.PI * 2); set("cellJitter", 2.2 + wave * 1.4); set("verticalLift", 2.4 + (wave * 0.5 + 0.5) * 3.6); } } }, bounds: ({ params }) => { const extent = params.size + params.cellJitter + params.tubeRadius + 6; const z = params.verticalLift + params.tubeRadius + 5; return [[-extent, -extent, -z], [extent, extent, z]]; }, render: ({ params }) => ({ steps: 220, stepScale: 0.64, maxStep: Math.max(params.tubeRadius * 3.2, 1.0), epsilon: Math.max(params.tubeRadius * 0.012, 0.004), normalEpsilon: Math.max(params.tubeRadius * 0.075, 0.034) }), glsl: GLSL };