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 peanoPoint(float i) { float row = floor(i / 9.0); float col = mod(i, 9.0); if (mod(row, 2.0) > 0.5) { col = 8.0 - col; } vec2 planar = (vec2(col, row) - vec2(4.0)) * spacing; float lift = sin((col * 2.0 + row) * 1.0471975512) * ripple; return vec3(planar, lift); } float sdf(vec3 p) { float d = 100000.0; for (int i = 0; i < 80; i += 1) { float fi = float(i); d = smoothMin(d, sdSegment(p, peanoPoint(fi), peanoPoint(fi + 1.0)), blendRadius); } return d - beamRadius; } vec3 color(vec3 p, vec3 normal) { float stripe = 0.5 + 0.5 * sin((p.x - p.y) * 0.26 + p.z * 0.45); vec3 c = mix(baseColor, accentColor, stripe); return c * (0.55 + 0.45 * smoothstep(-0.25, 0.9, normal.z)); } `; export default { schema: "implicit.js/0.1.0", name: "Peano curve solid", description: "A dense Peano-inspired recursive subdivision path thickened into a rounded solid beam.", units: "mm", params: { spacing: { type: "number", label: "Subdivision spacing", min: 2.6, max: 6.5, step: 0.1, default: 4.2, unit: "mm" }, beamRadius: { type: "number", label: "Beam radius", min: 0.35, max: 1.9, step: 0.05, default: 0.82, unit: "mm" }, blendRadius: { type: "number", label: "Turn fillet", min: 0.1, max: 1.7, step: 0.05, default: 0.52, unit: "mm" }, ripple: { type: "number", label: "Surface ripple", min: 0, max: 3, step: 0.05, default: 0.75, unit: "mm" }, baseColor: { type: "color", label: "Base color", default: "#9b5cff" }, accentColor: { type: "color", label: "Accent color", default: "#fff36b" } }, animations: { subdivisionPulse: { label: "Subdivision pulse", duration: 4.8, loop: true, update({ progress, set }) { const wave = Math.sin(progress * Math.PI * 2); set("beamRadius", 0.82 + wave * 0.2); set("ripple", 0.75 + (wave * 0.5 + 0.5) * 1.55); } } }, bounds: ({ params }) => { const extent = params.spacing * 4.45 + params.beamRadius + 4; const z = params.ripple + params.beamRadius + 4; return [[-extent, -extent, -z], [extent, extent, z]]; }, render: ({ params }) => ({ steps: 220, stepScale: 0.62, maxStep: Math.max(params.beamRadius * 3.0, 0.9), epsilon: Math.max(params.beamRadius * 0.012, 0.004), normalEpsilon: Math.max(params.beamRadius * 0.075, 0.032) }), glsl: GLSL };