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cadSet/text-to-cad/models/implicits/morton-z-order-curve.implicit.js
T
2026-07-22 19:38:36 +08:00

78 lines
2.6 KiB
JavaScript

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
};