const GLSL = ` float sdHilbertGridSegment(vec3 g, vec3 a, vec3 b) { vec3 mn = min(a, b); vec3 mx = max(a, b); vec3 q = max(max(mn - g, g - mx), vec3(0.0)); return length(q) * cellSize; } 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); } float sdf(vec3 p) { vec3 g = p / max(cellSize, 0.0001) + vec3(1.5); float d = 100000.0; d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 0.0, 1.0), vec3(1.0, 1.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 1.0, 1.0), vec3(0.0, 1.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 1.0, 1.0), vec3(0.0, 0.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 0.0, 2.0), vec3(0.0, 0.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 0.0, 3.0), vec3(1.0, 0.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 0.0, 3.0), vec3(1.0, 0.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 0.0, 2.0), vec3(1.0, 1.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 1.0, 2.0), vec3(1.0, 1.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 1.0, 3.0), vec3(0.0, 1.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 1.0, 3.0), vec3(0.0, 1.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 1.0, 2.0), vec3(0.0, 2.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 2.0, 2.0), vec3(0.0, 2.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 2.0, 3.0), vec3(0.0, 3.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 3.0, 3.0), vec3(0.0, 3.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 3.0, 2.0), vec3(1.0, 3.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 3.0, 2.0), vec3(1.0, 3.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 3.0, 3.0), vec3(1.0, 2.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 2.0, 3.0), vec3(1.0, 2.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 2.0, 2.0), vec3(1.0, 2.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 2.0, 1.0), vec3(0.0, 2.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 2.0, 1.0), vec3(0.0, 3.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 3.0, 1.0), vec3(1.0, 3.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 3.0, 1.0), vec3(1.0, 3.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 3.0, 0.0), vec3(0.0, 3.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 3.0, 0.0), vec3(0.0, 2.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(0.0, 2.0, 0.0), vec3(1.0, 2.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(1.0, 2.0, 0.0), vec3(2.0, 2.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 2.0, 0.0), vec3(3.0, 2.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 2.0, 0.0), vec3(3.0, 3.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 3.0, 0.0), vec3(2.0, 3.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 3.0, 0.0), vec3(2.0, 3.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 3.0, 1.0), vec3(3.0, 3.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 3.0, 1.0), vec3(3.0, 2.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 2.0, 1.0), vec3(2.0, 2.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 2.0, 1.0), vec3(2.0, 2.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 2.0, 2.0), vec3(2.0, 2.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 2.0, 3.0), vec3(2.0, 3.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 3.0, 3.0), vec3(2.0, 3.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 3.0, 2.0), vec3(3.0, 3.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 3.0, 2.0), vec3(3.0, 3.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 3.0, 3.0), vec3(3.0, 2.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 2.0, 3.0), vec3(3.0, 2.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 2.0, 2.0), vec3(3.0, 1.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 1.0, 2.0), vec3(3.0, 1.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 1.0, 3.0), vec3(2.0, 1.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 1.0, 3.0), vec3(2.0, 1.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 1.0, 2.0), vec3(2.0, 0.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 0.0, 2.0), vec3(2.0, 0.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 0.0, 3.0), vec3(3.0, 0.0, 3.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 0.0, 3.0), vec3(3.0, 0.0, 2.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 0.0, 2.0), vec3(3.0, 0.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 0.0, 1.0), vec3(3.0, 1.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 1.0, 1.0), vec3(2.0, 1.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 1.0, 1.0), vec3(2.0, 0.0, 1.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 0.0, 1.0), vec3(2.0, 0.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 0.0, 0.0), vec3(2.0, 1.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(2.0, 1.0, 0.0), vec3(3.0, 1.0, 0.0)), cornerBlend); d = smoothMin(d, sdHilbertGridSegment(g, vec3(3.0, 1.0, 0.0), vec3(3.0, 0.0, 0.0)), cornerBlend); return d - tubeRadius; } vec3 color(vec3 p, vec3 normal) { float sweep = 0.5 + 0.5 * sin((p.x + p.y * 0.7 + p.z * 1.3) * 0.12); float glow = pow(max(dot(normal, normalize(vec3(-0.35, 0.42, 0.84))), 0.0), 2.0); vec3 c = mix(baseColor, midColor, smoothstep(0.0, 0.58, sweep)); c = mix(c, accentColor, smoothstep(0.48, 1.0, sweep)); return c * (0.62 + glow * 0.48) + vec3(0.04, 0.05, 0.08); } `; export default { schema: "implicit.js/0.1.0", name: "3D Hilbert curve", description: "A true order-2 3D Hilbert traversal through a 4x4x4 lattice, thickened into a rounded tube.", units: "mm", params: { cellSize: { type: "number", label: "Cell size", min: 5, max: 11, step: 0.25, default: 7.2, unit: "mm" }, tubeRadius: { type: "number", label: "Tube radius", min: 0.45, max: 2.6, step: 0.05, default: 1.2, unit: "mm" }, cornerBlend: { type: "number", label: "Corner blend", min: 0.1, max: 2.6, step: 0.05, default: 0.85, unit: "mm" }, baseColor: { type: "color", label: "Start color", default: "#35d0ff" }, midColor: { type: "color", label: "Middle color", default: "#baff39" }, accentColor: { type: "color", label: "End color", default: "#ff65b8" } }, animations: { pathPulse: { label: "Path pulse", duration: 5.6, loop: true, update({ progress, set }) { const wave = Math.sin(progress * Math.PI * 2); set("tubeRadius", 1.2 + wave * 0.38); set("cornerBlend", 0.85 + (wave * 0.5 + 0.5) * 0.9); } } }, bounds: ({ params }) => { const extent = params.cellSize * 2.05 + params.tubeRadius + params.cornerBlend + 6; return [[-extent, -extent, -extent], [extent, extent, extent]]; }, render: ({ params }) => ({ steps: 220, stepScale: 0.62, maxStep: Math.max(params.tubeRadius * 3.2, 1.1), epsilon: Math.max(params.tubeRadius * 0.012, 0.005), normalEpsilon: Math.max(params.tubeRadius * 0.07, 0.035) }), glsl: GLSL };