const GLSL = ` const float KLEIN_TAU = 6.283185307179586; float sdEllipsoid(vec3 p, vec3 r) { float k0 = length(p / r); float k1 = length(p / (r * r)); return k0 * (k0 - 1.0) / max(k1, 0.0001); } float sdCapsuleLine(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 sdTorus(vec3 p, vec2 t) { vec2 q = vec2(length(p.xy) - t.x, p.z); return length(q) - t.y; } vec3 cubicBezier(vec3 a, vec3 b, vec3 c, vec3 d, float t) { float s = 1.0 - t; return s * s * s * a + 3.0 * s * s * t * b + 3.0 * s * t * t * c + t * t * t * d; } float neckCenterDistance(vec3 q) { vec3 p0 = vec3(0.0, -0.03, bulbHeight * 0.82); vec3 p1 = vec3(0.12, -bulbDepth * 0.18, bulbHeight + neckRise); vec3 p2 = vec3(-handleReach, -bulbDepth * 0.95, bulbHeight + neckRise * 0.72); vec3 p3 = vec3(-entryOffset, -bulbDepth * 1.02, 0.12); vec3 p4 = vec3(0.08, -bulbDepth * 0.22, -bulbHeight * 0.56); vec3 previous = p0; float d = 10000.0; for (int i = 1; i <= 28; i += 1) { float t = float(i) / 28.0; vec3 current = cubicBezier(p0, p1, p2, p3, t); d = min(d, sdCapsuleLine(q, previous, current)); previous = current; } previous = p3; for (int i = 1; i <= 20; i += 1) { float t = float(i) / 20.0; vec3 current = cubicBezier( p3, vec3(-entryOffset * 0.7, -bulbDepth * 0.72, -0.34), vec3(0.16, -bulbDepth * 0.28, -bulbHeight * 0.86), p4, t ); d = min(d, sdCapsuleLine(q, previous, current)); previous = current; } return d; } float smoothUnion(float a, float b, float k) { float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0); return mix(b, a, h) - k * h * (1.0 - h); } float sdf(vec3 p) { vec3 q = p / scale; q.z -= verticalOffset; vec3 bulbCenter = vec3(0.08, 0.0, -0.26); float shell = abs(sdEllipsoid(q - bulbCenter, vec3(bulbWidth, bulbDepth, bulbHeight))) - wallThickness / scale; vec3 entryPoint = vec3(-entryOffset, -bulbDepth * 1.02, 0.12); float entryHole = sdEllipsoid(q - entryPoint, vec3(neckRadius * 1.85, neckRadius * 1.34, neckRadius * 2.05)); shell = max(shell, -entryHole); float neckCore = neckCenterDistance(q) - neckRadius; float neck = abs(neckCore) - wallThickness / scale; vec3 topPoint = q - vec3(0.0, -0.03, bulbHeight * 0.82); float topLip = abs(sdTorus(vec3(topPoint.x, topPoint.y, topPoint.z * 0.76), vec2(neckRadius, wallThickness / scale * 1.15))) - wallThickness / scale * 0.5; float body = smoothUnion(shell, neck, blendRadius); return min(body, topLip) * scale; } vec3 color(vec3 p, vec3 normal) { vec3 q = p / max(scale, 0.0001); q.z -= verticalOffset; float neckBand = 1.0 - smoothstep(neckRadius + 0.02, neckRadius + 0.54, neckCenterDistance(q)); float entryGlow = 1.0 - smoothstep(0.0, neckRadius * 2.1, length(q - vec3(-entryOffset, -bulbDepth * 1.02, 0.12))); float heightBand = smoothstep(-bulbHeight * 0.9, bulbHeight * 1.18, q.z); float swirl = 0.5 + 0.5 * sin(KLEIN_TAU * (atan(q.y, q.x) / KLEIN_TAU + q.z * 0.22)); float rim = pow(max(dot(normal, normalize(vec3(-0.35, 0.56, 0.75))), 0.0), 2.0); vec3 body = mix(bulbColor, insideColor, heightBand * 0.24 + swirl * 0.12); body = mix(body, neckColor, neckBand * 0.82); body = mix(body, insideColor, entryGlow * 0.52); return mix(body, rimColor, rim * 0.35); } `; export default { schema: "implicit.js/0.1.0", name: "Klein bottle immersion", description: "A fast bounded classic Klein bottle model with a visible self-passing neck and front entry.", units: "mm", params: { scale: { type: "number", label: "Scale", min: 10, max: 30, step: 0.25, default: 17, unit: "mm" }, wallThickness: { type: "number", label: "Wall thickness", min: 0.25, max: 2.2, step: 0.05, default: 0.62, unit: "mm" }, bulbWidth: { type: "number", label: "Bulb width", min: 1.0, max: 2.0, step: 0.02, default: 1.25 }, bulbDepth: { type: "number", label: "Bulb depth", min: 0.75, max: 1.55, step: 0.02, default: 1.05 }, bulbHeight: { type: "number", label: "Bulb height", min: 1.35, max: 2.55, step: 0.02, default: 1.88 }, neckRadius: { type: "number", label: "Neck radius", min: 0.16, max: 0.58, step: 0.01, default: 0.29 }, handleReach: { type: "number", label: "Handle reach", min: 1.1, max: 2.5, step: 0.02, default: 1.58 }, neckRise: { type: "number", label: "Neck rise", min: 0.45, max: 1.45, step: 0.02, default: 1.08 }, entryOffset: { type: "number", label: "Entry offset", min: -0.45, max: 0.85, step: 0.02, default: 0.14 }, blendRadius: { type: "number", label: "Blend", min: 0.02, max: 0.28, step: 0.01, default: 0.08 }, verticalOffset: { type: "number", label: "Vertical offset", min: -0.8, max: 0.8, step: 0.02, default: -0.04 }, bulbColor: { type: "color", label: "Bulb color", default: "#b36bff" }, neckColor: { type: "color", label: "Neck color", default: "#35e7ff" }, insideColor: { type: "color", label: "Inside color", default: "#ff86ca" }, rimColor: { type: "color", label: "Rim color", default: "#ffe066" } }, animations: { bottleBreath: { label: "Bottle breath", duration: 5.8, loop: true, update({ progress, set }) { const wave = Math.sin(progress * Math.PI * 2); set("handleReach", 1.58 + wave * 0.14); set("neckRise", 1.08 + wave * 0.08); set("wallThickness", 0.62 + wave * 0.08); } } }, bounds: ({ params }) => { const x = params.scale * Math.max(params.bulbWidth + 0.45, params.handleReach + params.neckRadius + 0.35) + params.wallThickness + 5; const y = params.scale * (params.bulbDepth + params.neckRadius + 0.55) + params.wallThickness + 5; const z = params.scale * (params.bulbHeight + params.neckRise + params.neckRadius + Math.abs(params.verticalOffset) + 0.45) + params.wallThickness + 5; return [[-x, -y, -z], [x, y, z]]; }, render: ({ params }) => ({ steps: 280, stepScale: 0.62, maxStep: Math.max(params.wallThickness * 2.5, params.scale * 0.05), epsilon: Math.max(0.004, params.wallThickness * 0.006), normalEpsilon: Math.max(0.035, params.wallThickness * 0.05) }), glsl: GLSL };