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); } float bitAt(float v, float place) { return mod(floor(v / place), 2.0); } vec3 mortonPoint(float i) { float x = bitAt(i, 1.0) + bitAt(i, 8.0) * 2.0; float y = bitAt(i, 2.0) + bitAt(i, 16.0) * 2.0; float z = bitAt(i, 4.0) + bitAt(i, 32.0) * 2.0; return (vec3(x, y, z) - vec3(1.5)) * spacing; } float sdf(vec3 p) { float d = 100000.0; for (int i = 0; i < 63; i += 1) { float fi = float(i); d = smoothMin(d, sdSegment(p, mortonPoint(fi), mortonPoint(fi + 1.0)), cornerBlend); } return d - beamRadius; } vec3 color(vec3 p, vec3 normal) { float codeBand = 0.5 + 0.5 * sin((p.x * 0.7 + p.y * 1.1 + p.z * 1.6) * 0.14); vec3 c = mix(baseColor, accentColor, codeBand); return c * (0.58 + 0.42 * pow(max(dot(normal, normalize(vec3(0.45, -0.36, 0.82))), 0.0), 1.8)); } `; export default { schema: "implicit.js/0.1.0", name: "Morton Z-order curve", description: "A stepped 3D Z-order traversal through a 4x4x4 grid, thickened into a printable beam network.", units: "mm", params: { spacing: { type: "number", label: "Grid spacing", min: 4.5, max: 10.5, step: 0.1, default: 7.0, unit: "mm" }, beamRadius: { type: "number", label: "Beam radius", min: 0.45, max: 2.4, step: 0.05, default: 1.05, unit: "mm" }, cornerBlend: { type: "number", label: "Corner blend", min: 0.1, max: 2.2, step: 0.05, default: 0.62, unit: "mm" }, baseColor: { type: "color", label: "Low bits", default: "#35e2ff" }, accentColor: { type: "color", label: "High bits", default: "#c084fc" } }, animations: { bitPulse: { label: "Bit pulse", duration: 5.5, loop: true, update({ progress, set }) { const wave = Math.sin(progress * Math.PI * 2); set("spacing", 7.0 + wave * 1.25); set("beamRadius", 1.05 + (wave * 0.5 + 0.5) * 0.42); } } }, bounds: ({ params }) => { const extent = params.spacing * 2.05 + params.beamRadius + params.cornerBlend + 5; return [[-extent, -extent, -extent], [extent, extent, extent]]; }, render: ({ params }) => ({ steps: 220, stepScale: 0.64, maxStep: Math.max(params.beamRadius * 3.2, 1.1), epsilon: Math.max(params.beamRadius * 0.012, 0.005), normalEpsilon: Math.max(params.beamRadius * 0.075, 0.035) }), glsl: GLSL };