const GLSL = ` float sdSegment2(vec2 p, vec2 a, vec2 b) { vec2 pa = p - a; vec2 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 hLevel(vec2 p, float s, vec2 o) { float d = sdSegment2(p, o + vec2(-s, 0.0), o + vec2(s, 0.0)); d = min(d, sdSegment2(p, o + vec2(-s, -s * 0.5), o + vec2(-s, s * 0.5))); d = min(d, sdSegment2(p, o + vec2(s, -s * 0.5), o + vec2(s, s * 0.5))); return d; } float hTree(vec2 p) { float d = hLevel(p, size, vec2(0.0)); if (levels > 1.5) { d = min(d, hLevel(p, size * 0.5, vec2(-size, size * 0.5))); d = min(d, hLevel(p, size * 0.5, vec2(size, size * 0.5))); d = min(d, hLevel(p, size * 0.5, vec2(-size, -size * 0.5))); d = min(d, hLevel(p, size * 0.5, vec2(size, -size * 0.5))); } if (levels > 2.5) { float s = size * 0.25; for (int ix = 0; ix < 4; ix += 1) { float fx = float(ix); vec2 o = vec2((mod(fx, 2.0) * 2.0 - 1.0) * size * 1.5, (floor(fx / 2.0) * 2.0 - 1.0) * size * 0.75); d = min(d, hLevel(p, s, o)); } } return d; } float sdf(vec3 p) { float beam = hTree(p.xy) - beamRadius; float slab = abs(p.z) - thickness * 0.5; return max(beam, slab); } vec3 color(vec3 p, vec3 normal) { float branch = 0.5 + 0.5 * sin((abs(p.x) + abs(p.y)) * 0.13); vec3 c = mix(baseColor, accentColor, branch); return c * (0.58 + 0.42 * smoothstep(-0.2, 0.9, normal.z)); } `; export default { schema: "implicit.js/0.1.0", name: "H-tree solid", description: "A recursive H-tree beam structure for branching structural CAD demos.", units: "mm", params: { size: { type: "number", label: "Branch size", min: 8, max: 24, step: 0.5, default: 15, unit: "mm" }, levels: { type: "number", label: "Levels", min: 1, max: 3, step: 1, default: 3 }, beamRadius: { type: "number", label: "Beam radius", min: 0.35, max: 2.2, step: 0.05, default: 0.95, unit: "mm" }, thickness: { type: "number", label: "Thickness", min: 1, max: 5, step: 0.1, default: 2.4, unit: "mm" }, baseColor: { type: "color", label: "Core color", default: "#60d5ff" }, accentColor: { type: "color", label: "Branch color", default: "#b8ff7a" } }, animations: { branchPulse: { label: "Branch pulse", duration: 4.6, loop: true, update({ progress, set }) { const wave = Math.sin(progress * Math.PI * 2); set("beamRadius", 0.95 + wave * 0.28); set("thickness", 2.4 + (wave * 0.5 + 0.5) * 1.0); } } }, bounds: ({ params }) => { const extent = params.size * 1.95 + params.beamRadius + 4; const z = params.thickness + 3; return [[-extent, -extent, -z], [extent, extent, z]]; }, render: ({ params }) => ({ steps: 170, stepScale: 0.72, maxStep: Math.max(params.beamRadius * 3.4, 0.9), epsilon: Math.max(params.beamRadius * 0.012, 0.004), normalEpsilon: Math.max(params.beamRadius * 0.08, 0.032) }), glsl: GLSL };