@maniclang/workbench 0.1.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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// shader-glitch-grid — a p5 WEBGL multi-pass sketch ("Glitch animation of a randomly
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// generated grid pattern") reimagined in ONE manic `shader`. The original pre-renders
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// shader (each coarse cell shows a different sub-pattern), captures the result, then a
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// horizontal offset. Pure in (u,v,t): the glitch scrubs and records exactly.
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//
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// manic examples/shader-glitch-grid.manic
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title("Glitch grid — a multi-pass shader, reimagined per-pixel");
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canvas("1:1");
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template("black");
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shader(glitch) {
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let band = floor(v * 40.0);
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let gon = smoothstep(3.5, 4.5, t);
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let off = (rand2(band, gt) - 0.5) * 0.06 * gon;
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// RED — the nested random grid sampled at u + off
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let ru = u + off;
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let rcx = floor(ru * 10.0); let rcy = floor(v * 10.0); let rh = rand2(rcx, rcy);
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let rdot = step(0.2, fract(ru * 100.0)) * step(fract(ru * 100.0), 0.8)
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* step(0.2, fract(v * 100.0)) * step(fract(v * 100.0), 0.8);
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let rstr = step(0.5, fract(v * 50.0));
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let cr = mix(0.08, mix(mix(0.90, 0.12, rdot), mix(0.93, 0.18, rstr), step(0.7, rh)), step(0.4, rh));
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let gu = u + off * 0.3;
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let gcx = floor(gu * 10.0); let gh = rand2(gcx, rcy);
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let gdot = step(0.2, fract(gu * 100.0)) * step(fract(gu * 100.0), 0.8)
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* step(0.2, fract(v * 100.0)) * step(fract(v * 100.0), 0.8);
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let cg = mix(0.08, mix(mix(0.90, 0.12, gdot), mix(0.93, 0.18, rstr), step(0.7, gh)), step(0.4, gh));
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let bu = u + off * 1.2;
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let bcx = floor(bu * 10.0); let bh = rand2(bcx, rcy);
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let bdot = step(0.2, fract(bu * 100.0)) * step(fract(bu * 100.0), 0.8)
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* step(0.2, fract(v * 100.0)) * step(fract(v * 100.0), 0.8);
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let cb = mix(0.08, mix(mix(0.90, 0.12, bdot), mix(0.93, 0.18, rstr), step(0.7, bh)), step(0.4, bh));
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// white noise on top (as the original adds), stronger while glitching
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let n = (rand2(u * 700.0 + gt, v * 700.0) - 0.5) * (0.05 + 0.12 * gon);
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let r = cr + n;
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let g = cg + n;
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let b = cb + n;
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}
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caption(head, "Glitch grid — one formula per pixel", (400, 44), 22);
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hidden(head);
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show(head);
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wait(9);
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// shader-parameter — a `shader` driven by a scene `parameter`, not just by time.
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// name, so the SAME field re-renders as `freq` animates. On the GLSL path it's a
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// `u_freq` uniform (resolved from the parameter each frame); on the CPU fallback
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// the live value is substituted into the formula — both stay in lock-step.
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//
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// manic examples/shader-parameter.manic
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title("A shader driven by a parameter");
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canvas("16:9");
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template("black");
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parameter(freq, (640, 660), 3, 1, 14, "freq", 0);
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shader(rings) {
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+
let d = hypot((u - 0.5) * asp, v - 0.5); // distance from centre (aspect-correct)
|
|
16
|
+
let hue = mod(d * freq * 90.0, 360.0); // ring hue cycles faster as freq rises
|
|
17
|
+
let sat = 0.8;
|
|
18
|
+
let val = 0.55 + 0.35 * sin(d * freq * 18.0);
|
|
19
|
+
}
|
|
20
|
+
|
|
21
|
+
caption(head, "shader ← parameter", (640, 66), 34);
|
|
22
|
+
hidden(head);
|
|
23
|
+
show(head);
|
|
24
|
+
// sweep the parameter: the rings tighten as freq climbs 3 → 14
|
|
25
|
+
to(freq, value, 14, 6, smooth);
|
|
@@ -0,0 +1,37 @@
|
|
|
1
|
+
// shader-patterns — the Book-of-Shaders "Patterns" chapter: `fract` and `floor`
|
|
2
|
+
// turn ONE cell into an infinite grid. `fract(u*n)` is the position INSIDE each
|
|
3
|
+
// tile (0..1), `floor(u*n)` is which tile you're in — so one motif drawn in tile
|
|
4
|
+
// space repeats everywhere, and the tile index can drive per-tile colour. Pure
|
|
5
|
+
// algebra of (u, v, t): no copies, no loop.
|
|
6
|
+
//
|
|
7
|
+
// manic examples/shader-patterns.manic
|
|
8
|
+
title("Patterns — one tile, endlessly repeated");
|
|
9
|
+
canvas("9:16");
|
|
10
|
+
template("black");
|
|
11
|
+
|
|
12
|
+
shader(bg) {
|
|
13
|
+
let n = 6.0;
|
|
14
|
+
let gx = fract(u*n*asp) - 0.5; // local coord inside each tile
|
|
15
|
+
let gy = fract(v*n) - 0.5;
|
|
16
|
+
let d = length(gx, gy);
|
|
17
|
+
let dot = smoothstep(0.36, 0.30, d); // a disc per tile
|
|
18
|
+
let ring = smoothstep(0.02, 0.0, abs(d - (0.24 + 0.06*sin(t)))); // pulsing ring
|
|
19
|
+
let id = floor(u*n*asp) + floor(v*n); // which tile → per-tile hue
|
|
20
|
+
let hue = mod(id*24.0 + t*36.0, 360.0);
|
|
21
|
+
let sat = 0.85;
|
|
22
|
+
let val = 0.12 + 0.6*dot + 0.5*ring;
|
|
23
|
+
}
|
|
24
|
+
|
|
25
|
+
caption(head, "Patterns from one tile", (540, 150), 34);
|
|
26
|
+
caption(sub, "fract() = position in tile, floor() = which tile", (540, 214), 20);
|
|
27
|
+
hidden(head);
|
|
28
|
+
hidden(sub);
|
|
29
|
+
equation(eq, (540, 1720), `\text{tile}(u)=\operatorname{fract}(u\,n),\ \operatorname{floor}(u\,n)`, 28);
|
|
30
|
+
hidden(eq);
|
|
31
|
+
|
|
32
|
+
show(head);
|
|
33
|
+
wait(1.4);
|
|
34
|
+
show(sub);
|
|
35
|
+
wait(2.4);
|
|
36
|
+
show(eq);
|
|
37
|
+
wait(22);
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
// shader-plasma — a fragment-shader-style colour field, the per-PIXEL twin of
|
|
2
|
+
// `cloud`. Every pixel's colour is ONE closed-form formula of its normalized
|
|
3
|
+
// coordinates `u`/`v`, live time `t`, and aspect `asp` — re-evaluated each frame
|
|
4
|
+
// yet pure in `t`, so it scrubs and records exactly. This is manic's take on
|
|
5
|
+
// "The Book of Shaders" (thebookofshaders.com): no per-pixel loops, just algebra.
|
|
6
|
+
//
|
|
7
|
+
// manic examples/shader-plasma.manic
|
|
8
|
+
title("A shader — one formula, every pixel");
|
|
9
|
+
canvas("9:16");
|
|
10
|
+
template("black");
|
|
11
|
+
|
|
12
|
+
shader(bg) {
|
|
13
|
+
// centre + aspect-correct so the field is round, not stretched (u/v are 0..1
|
|
14
|
+
// on BOTH axes, so a raw circle would be an ellipse on a 9:16 canvas).
|
|
15
|
+
let x = (u - 0.5) * asp;
|
|
16
|
+
let y = v - 0.5;
|
|
17
|
+
let d = length(x, y);
|
|
18
|
+
// layered travelling sines = classic plasma
|
|
19
|
+
let p = sin(x*7.0 + t) + sin(y*7.0 + t*1.3) + sin((x + y)*5.0 - t*0.9) + sin(d*11.0 - t*1.6);
|
|
20
|
+
// vignette: bright centre → dark edges (so the title/caption read in white)
|
|
21
|
+
let vig = smoothstep(0.95, 0.2, d);
|
|
22
|
+
let r = (0.5 + 0.5*sin(p + t)) * vig;
|
|
23
|
+
let g = (0.5 + 0.5*sin(p + t + 2.1)) * vig;
|
|
24
|
+
let b = (0.5 + 0.5*sin(p + t + 4.2)) * vig;
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
// ---- textbook annotations ----
|
|
28
|
+
caption(head, "A shader — one formula per pixel", (540, 150), 32);
|
|
29
|
+
caption(sub, "no loops, no assets — just algebra of (u, v, t)", (540, 214), 20);
|
|
30
|
+
hidden(head);
|
|
31
|
+
hidden(sub);
|
|
32
|
+
equation(eq, (540, 1720), `\text{colour} = f(u,\, v,\, t)`, 40);
|
|
33
|
+
caption(lab, "per-pixel, re-evaluated every frame — yet seekable", (540, 1800), 20);
|
|
34
|
+
hidden(eq);
|
|
35
|
+
hidden(lab);
|
|
36
|
+
|
|
37
|
+
show(head);
|
|
38
|
+
wait(1.4);
|
|
39
|
+
show(sub);
|
|
40
|
+
wait(2.4);
|
|
41
|
+
show(eq);
|
|
42
|
+
show(lab);
|
|
43
|
+
wait(24);
|
|
@@ -0,0 +1,46 @@
|
|
|
1
|
+
// shader-shapes-dsl — Patricio's glsl-shapes Shadertoy, now a FAITHFUL DSL twin using
|
|
2
|
+
// the new shape/SDF builtins (Layer 1). No vec2 algebra, no branches, no glsl — each
|
|
3
|
+
// shape is one scalar builtin (`sdpolygon`/`sdcircle`/`sdtriangle`/`sdhexagon`/
|
|
4
|
+
// `sdstar`/`sdrhombus`/`sdroundbox`), unioned, and banded by Patricio's oscillating
|
|
5
|
+
// iso-line. Transpiles to GLSL (full-res) with the CPU field as the exact fallback —
|
|
6
|
+
// so the SAME scene renders identically on both, unlike the old polar-approximation.
|
|
7
|
+
//
|
|
8
|
+
// manic examples/shader-shapes-dsl.manic
|
|
9
|
+
title("Patricio's shapes — faithful, in the shader DSL");
|
|
10
|
+
canvas("16:9");
|
|
11
|
+
template("black");
|
|
12
|
+
|
|
13
|
+
shader(shapes) {
|
|
14
|
+
let x = u * asp; // match Patricio's st = uv*vec2(asp,1)
|
|
15
|
+
let y = v;
|
|
16
|
+
|
|
17
|
+
// eight SDF shapes, each a single builtin (centres = Patricio's layout)
|
|
18
|
+
let s0 = sdpolygon(x - 0.48, y - 0.48, 0.076, 5); // pentagon
|
|
19
|
+
let s1 = sdcircle(x - 0.75, y - 0.80, 0.076); // circle
|
|
20
|
+
let s2 = sdtriangle(x - 0.21, y - 0.79, 0.076); // triangle
|
|
21
|
+
let s3 = sdpolygon(x - 0.16, y - 0.26, 0.076, 8); // octagon
|
|
22
|
+
let s4 = sdhexagon(x - 0.20, y - 0.50, 0.060); // hexagon
|
|
23
|
+
let s5 = sdstar(x - 0.79, y - 0.51, 0.11, 5); // 5-point star
|
|
24
|
+
let s6 = sdrhombus(x - 0.63, y - 0.17, 0.15, 0.07); // rhombus (≈ the ellipse)
|
|
25
|
+
let s7 = sdroundbox(x - 0.48, y - 0.79, 0.13, 0.05, 0.03); // rounded rectangle
|
|
26
|
+
|
|
27
|
+
// union — smin with a tiny k ≈ hard min (DSL `min` is a reduction, not callable)
|
|
28
|
+
let ua = smin(smin(smin(s0, s1, 0.003), s2, 0.003), s3, 0.003);
|
|
29
|
+
let ub = smin(smin(smin(s4, s5, 0.003), s6, 0.003), s7, 0.003);
|
|
30
|
+
let d = smin(ua, ub, 0.003);
|
|
31
|
+
|
|
32
|
+
// Patricio's oscillating iso-band + inside / thin-line masks
|
|
33
|
+
let band = floor(mod((d * 57.6 + t * 2.6) / 2.0, 1.0) * 2.0);
|
|
34
|
+
let outside = step(0.0, d);
|
|
35
|
+
let linem = step(0.0, d) * step(d, 0.006);
|
|
36
|
+
|
|
37
|
+
// two-tone palette: orange outside, blue inside (each banded); white iso-line
|
|
38
|
+
let br = mix(mix(0.431, 0.270, band), 1.000, outside);
|
|
39
|
+
let bgc = mix(mix(0.436, 0.190, band), mix(0.684, 0.514, band), outside);
|
|
40
|
+
let bbc = mix(1.000, mix(0.364, 0.128, band), outside);
|
|
41
|
+
let r = mix(br, 1.0, linem);
|
|
42
|
+
let g = mix(bgc, 1.0, linem);
|
|
43
|
+
let b = mix(bbc, 1.0, linem);
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
wait(8);
|
|
@@ -0,0 +1,37 @@
|
|
|
1
|
+
// shader-shapes — the Book-of-Shaders "Shapes" chapter: draw with DISTANCE and
|
|
2
|
+
// ANGLE. `length(x,y)` is the distance to the centre, `atan2(y,x)` the angle;
|
|
3
|
+
// modulating the radius by the angle turns a circle into a star or flower, and
|
|
4
|
+
// `smoothstep` cuts a crisp (anti-aliased) edge from the distance field. All
|
|
5
|
+
// per-pixel, no paths — just polar algebra of (u, v, t).
|
|
6
|
+
//
|
|
7
|
+
// manic examples/shader-shapes.manic
|
|
8
|
+
title("Shapes from distance & angle — a shader");
|
|
9
|
+
canvas("9:16");
|
|
10
|
+
template("black");
|
|
11
|
+
|
|
12
|
+
shader(bg) {
|
|
13
|
+
let x = (u - 0.5) * asp; // aspect-correct so it's round, not oval
|
|
14
|
+
let y = v - 0.5;
|
|
15
|
+
let r = length(x, y); // distance to centre
|
|
16
|
+
let a = atan2(y, x); // angle (polar)
|
|
17
|
+
// a 5-point star: the edge radius breathes with the angle (and pulses in t)
|
|
18
|
+
let edge = 0.30 + 0.08*cos(a*5.0 + t) + 0.02*sin(t*2.0);
|
|
19
|
+
let body = smoothstep(edge + 0.006, edge - 0.006, r); // 1 inside the star
|
|
20
|
+
let hue = mod(a*57.3 + t*30.0, 360.0); // angle → rainbow rim
|
|
21
|
+
let sat = 0.9;
|
|
22
|
+
let val = 0.12 + 0.6*body; // dark field, lit star
|
|
23
|
+
}
|
|
24
|
+
|
|
25
|
+
caption(head, "Shapes from distance & angle", (540, 150), 32);
|
|
26
|
+
caption(sub, "length() = radius, atan2() = angle — polar SDF", (540, 214), 20);
|
|
27
|
+
hidden(head);
|
|
28
|
+
hidden(sub);
|
|
29
|
+
equation(eq, (540, 1720), `r=\text{length}(x,y),\quad \theta=\operatorname{atan2}(y,x)`, 30);
|
|
30
|
+
hidden(eq);
|
|
31
|
+
|
|
32
|
+
show(head);
|
|
33
|
+
wait(1.4);
|
|
34
|
+
show(sub);
|
|
35
|
+
wait(2.4);
|
|
36
|
+
show(eq);
|
|
37
|
+
wait(22);
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
// shader-warp — Layer 2: vec math in the DSL. The headline that Layer-1 builtins
|
|
2
|
+
// can't express — DOMAIN WARPING. You can't rotate a scalar coordinate; with vec2 +
|
|
3
|
+
// rot2 + swizzle you rotate SPACE itself (more the further from centre), then read a
|
|
4
|
+
// ring pattern in the warped frame. Pure DSL — no glsl(), no vec2 gymnastics beyond
|
|
5
|
+
// the builtins. vecs are erased to scalar math at compile, so it renders on both
|
|
6
|
+
// backends (CPU field + GLSL) from one source.
|
|
7
|
+
//
|
|
8
|
+
// manic examples/shader-warp.manic
|
|
9
|
+
title("Domain warp — vec2 + rot2 in the shader DSL");
|
|
10
|
+
canvas("16:9");
|
|
11
|
+
template("black");
|
|
12
|
+
|
|
13
|
+
shader(warp) {
|
|
14
|
+
let p = vec2(u * asp - 0.9, v - 0.5); // name the centred coordinate as a vec2
|
|
15
|
+
let ang = length(p) * 7.0 - t; // twist grows with radius
|
|
16
|
+
let q = rot2(p, ang); // rotate SPACE once; reuse the vec2
|
|
17
|
+
let hue = mod(200.0 + q.x * 500.0 + q.y * 300.0, 360.0);
|
|
18
|
+
let sat = 0.8;
|
|
19
|
+
let val = 0.5 + 0.4 * sin(q.y * 40.0);
|
|
20
|
+
}
|
|
21
|
+
|
|
22
|
+
wait(8);
|
|
@@ -0,0 +1,411 @@
|
|
|
1
|
+
// ============================================================================
|
|
2
|
+
// shapes-howto.manic — SHAPECRAFT
|
|
3
|
+
// A power demo that also teaches the rules:
|
|
4
|
+
// fills hide constructions · outlined reveals · dashed rings for contacts
|
|
5
|
+
// circle/rect/polygon/sector fill by default · morph / become change identity
|
|
6
|
+
//
|
|
7
|
+
// manic examples/shapes-howto.manic
|
|
8
|
+
// manic examples/shapes-howto.manic --record out --preset studio
|
|
9
|
+
// ============================================================================
|
|
10
|
+
|
|
11
|
+
title("Shapecraft — Manic Shape Power");
|
|
12
|
+
canvas("16:9");
|
|
13
|
+
template("blank");
|
|
14
|
+
|
|
15
|
+
text(cap, (cx, h - 34), ""); size(cap, 22); color(cap, dim); display(cap);
|
|
16
|
+
text(head, (cx, 58), ""); size(head, 32); color(head, gold); display(head); bold(head);
|
|
17
|
+
|
|
18
|
+
// ---- stage energy ----
|
|
19
|
+
circle(well, (cx, cy), 420);
|
|
20
|
+
filled(well); gradient(well, panel, void, indigo, radial); opacity(well, 0.7);
|
|
21
|
+
|
|
22
|
+
spline(orbit, (180, 520), (340, 220), (640, 160), (940, 220), (1100, 520));
|
|
23
|
+
stroke(orbit, 2.5); gradient(orbit, dim, violet, teal, "curvature");
|
|
24
|
+
untraced(orbit); hidden(orbit); opacity(orbit, 0.55);
|
|
25
|
+
|
|
26
|
+
// ---- hero: one persistent outlined circle ----
|
|
27
|
+
circle(hero, (cx, cy), 120);
|
|
28
|
+
outlined(hero); color(hero, cyan); stroke(hero, 6); glow(hero, 1.4);
|
|
29
|
+
gradient(hero, cyan, mint, teal, 45);
|
|
30
|
+
untraced(hero); hidden(hero);
|
|
31
|
+
|
|
32
|
+
// fill veil — fades over the hero to show the trap without destroying morph
|
|
33
|
+
circle(veil, (cx, cy), 120);
|
|
34
|
+
filled(veil); color(veil, indigo); opacity(veil, 0.92); hidden(veil); z(veil, 5);
|
|
35
|
+
|
|
36
|
+
rect(asSquare, (cx, cy), 220, 220); hidden(asSquare);
|
|
37
|
+
polygon(asTri, (cx, 250), (cx - 140, 520), (cx + 140, 520)); hidden(asTri);
|
|
38
|
+
sector(asPie, (cx, cy), 130, -30, 300); color(asPie, magenta); hidden(asPie);
|
|
39
|
+
polygon(asDiamond, (cx, cy - 130), (cx + 130, cy), (cx, cy + 130), (cx - 130, cy));
|
|
40
|
+
color(asDiamond, gold); hidden(asDiamond);
|
|
41
|
+
|
|
42
|
+
circle(finalForm, (cx, cy), 130);
|
|
43
|
+
outlined(finalForm); color(finalForm, cyan); stroke(finalForm, 6);
|
|
44
|
+
gradient(finalForm, cyan, mint, violet, 90); glow(finalForm, 1.6); hidden(finalForm);
|
|
45
|
+
|
|
46
|
+
morph(hero, asSquare, 180); // spin-wound morph ready
|
|
47
|
+
|
|
48
|
+
text(heroTag, (cx, cy - 170), "one persistent id");
|
|
49
|
+
size(heroTag, 22); color(heroTag, fg); hidden(heroTag);
|
|
50
|
+
|
|
51
|
+
// ---- axes for the fill-trap punch ----
|
|
52
|
+
line(axX, (cx - 200, cy), (cx + 200, cy));
|
|
53
|
+
color(axX, dim); stroke(axX, 2); untraced(axX); hidden(axX);
|
|
54
|
+
line(axY, (cx, cy - 160), (cx, cy + 160));
|
|
55
|
+
color(axY, dim); stroke(axY, 2); untraced(axY); hidden(axY);
|
|
56
|
+
|
|
57
|
+
// ---- the cast (draw-on parade, then orbit travel) ----
|
|
58
|
+
circle(castC, (cx - 280, 280), 48);
|
|
59
|
+
outlined(castC); color(castC, teal); stroke(castC, 3.5); untraced(castC); hidden(castC);
|
|
60
|
+
rect(castR, (cx - 100, 250), 90, 70);
|
|
61
|
+
outlined(castR); color(castR, coral); stroke(castR, 3.5); untraced(castR); hidden(castR);
|
|
62
|
+
polygon(castP, (cx + 80, 230), (cx + 30, 310), (cx + 130, 310));
|
|
63
|
+
outlined(castP); color(castP, violet); stroke(castP, 3.5); untraced(castP); hidden(castP);
|
|
64
|
+
sector(castS, (cx + 260, 280), 52, -40, 240);
|
|
65
|
+
outlined(castS); color(castS, gold); stroke(castS, 3.5); untraced(castS); hidden(castS);
|
|
66
|
+
arc(castA, (cx - 220, 480), 50, -20, 250);
|
|
67
|
+
color(castA, mint); stroke(castA, 4); untraced(castA); hidden(castA);
|
|
68
|
+
arrow(castV, (cx + 40, 500), (cx + 180, 430));
|
|
69
|
+
color(castV, magenta); stroke(castV, 4); untraced(castV); hidden(castV);
|
|
70
|
+
line(castL, (cx + 240, 500), (cx + 340, 430));
|
|
71
|
+
color(castL, lime); stroke(castL, 4); untraced(castL); hidden(castL);
|
|
72
|
+
|
|
73
|
+
// sparks that ring the hero, then settle
|
|
74
|
+
rect(seed, (cx, cy), 60, 60); hidden(seed);
|
|
75
|
+
particles(sparks, seed, 12, 6, 19, "random");
|
|
76
|
+
color(sparks, cyan); glow(sparks, 0.5); hidden(sparks);
|
|
77
|
+
circle(orbitRing, (cx, cy), 230); hidden(orbitRing);
|
|
78
|
+
|
|
79
|
+
// ---- palette chips (fill OK — colour IS the subject) ----
|
|
80
|
+
let py = 400;
|
|
81
|
+
circle(chip0, (140, py), 26); filled(chip0); color(chip0, fg); hidden(chip0);
|
|
82
|
+
circle(chip1, (220, py), 26); filled(chip1); color(chip1, cyan); hidden(chip1);
|
|
83
|
+
circle(chip2, (300, py), 26); filled(chip2); color(chip2, magenta); hidden(chip2);
|
|
84
|
+
circle(chip3, (380, py), 26); filled(chip3); color(chip3, lime); hidden(chip3);
|
|
85
|
+
circle(chip4, (460, py), 26); filled(chip4); color(chip4, gold); hidden(chip4);
|
|
86
|
+
circle(chip5, (540, py), 26); filled(chip5); color(chip5, red); hidden(chip5);
|
|
87
|
+
circle(chip6, (620, py), 26); filled(chip6); color(chip6, orange); hidden(chip6);
|
|
88
|
+
circle(chip7, (700, py), 26); filled(chip7); color(chip7, blue); hidden(chip7);
|
|
89
|
+
circle(chip8, (780, py), 26); filled(chip8); color(chip8, teal); hidden(chip8);
|
|
90
|
+
circle(chip9, (860, py), 26); filled(chip9); color(chip9, violet); hidden(chip9);
|
|
91
|
+
circle(chip10, (940, py), 26); filled(chip10); color(chip10, coral); hidden(chip10);
|
|
92
|
+
circle(chip11, (1020,py), 26); filled(chip11); color(chip11, indigo); hidden(chip11);
|
|
93
|
+
circle(chip12, (1100,py), 26); filled(chip12); color(chip12, mint); hidden(chip12);
|
|
94
|
+
circle(chip13, (1180,py), 26); filled(chip13); color(chip13, dim); hidden(chip13);
|
|
95
|
+
|
|
96
|
+
rect(sq0, (140, py), 48, 48); color(sq0, fg); filled(sq0); hidden(sq0);
|
|
97
|
+
rect(sq1, (220, py), 48, 48); color(sq1, cyan); filled(sq1); hidden(sq1);
|
|
98
|
+
rect(sq2, (300, py), 48, 48); color(sq2, magenta); filled(sq2); hidden(sq2);
|
|
99
|
+
rect(sq3, (380, py), 48, 48); color(sq3, lime); filled(sq3); hidden(sq3);
|
|
100
|
+
rect(sq4, (460, py), 48, 48); color(sq4, gold); filled(sq4); hidden(sq4);
|
|
101
|
+
rect(sq5, (540, py), 48, 48); color(sq5, red); filled(sq5); hidden(sq5);
|
|
102
|
+
rect(sq6, (620, py), 48, 48); color(sq6, orange); filled(sq6); hidden(sq6);
|
|
103
|
+
rect(sq7, (700, py), 48, 48); color(sq7, blue); filled(sq7); hidden(sq7);
|
|
104
|
+
rect(sq8, (780, py), 48, 48); color(sq8, teal); filled(sq8); hidden(sq8);
|
|
105
|
+
rect(sq9, (860, py), 48, 48); color(sq9, violet); filled(sq9); hidden(sq9);
|
|
106
|
+
rect(sq10, (940, py), 48, 48); color(sq10, coral); filled(sq10); hidden(sq10);
|
|
107
|
+
rect(sq11, (1020,py), 48, 48); color(sq11, indigo); filled(sq11); hidden(sq11);
|
|
108
|
+
rect(sq12, (1100,py), 48, 48); color(sq12, mint); filled(sq12); hidden(sq12);
|
|
109
|
+
rect(sq13, (1180,py), 48, 48); color(sq13, dim); filled(sq13); hidden(sq13);
|
|
110
|
+
|
|
111
|
+
polygon(tri0, (140, py-22), (114, py+22), (166, py+22)); color(tri0, fg); filled(tri0); hidden(tri0);
|
|
112
|
+
polygon(tri1, (220, py-22), (194, py+22), (246, py+22)); color(tri1, cyan); filled(tri1); hidden(tri1);
|
|
113
|
+
polygon(tri2, (300, py-22), (274, py+22), (326, py+22)); color(tri2, magenta); filled(tri2); hidden(tri2);
|
|
114
|
+
polygon(tri3, (380, py-22), (354, py+22), (406, py+22)); color(tri3, lime); filled(tri3); hidden(tri3);
|
|
115
|
+
polygon(tri4, (460, py-22), (434, py+22), (486, py+22)); color(tri4, gold); filled(tri4); hidden(tri4);
|
|
116
|
+
polygon(tri5, (540, py-22), (514, py+22), (566, py+22)); color(tri5, red); filled(tri5); hidden(tri5);
|
|
117
|
+
polygon(tri6, (620, py-22), (594, py+22), (646, py+22)); color(tri6, orange); filled(tri6); hidden(tri6);
|
|
118
|
+
polygon(tri7, (700, py-22), (674, py+22), (726, py+22)); color(tri7, blue); filled(tri7); hidden(tri7);
|
|
119
|
+
polygon(tri8, (780, py-22), (754, py+22), (806, py+22)); color(tri8, teal); filled(tri8); hidden(tri8);
|
|
120
|
+
polygon(tri9, (860, py-22), (834, py+22), (886, py+22)); color(tri9, violet); filled(tri9); hidden(tri9);
|
|
121
|
+
polygon(tri10, (940, py-22), (914, py+22), (966, py+22)); color(tri10, coral); filled(tri10); hidden(tri10);
|
|
122
|
+
polygon(tri11, (1020,py-22),(994, py+22),(1046,py+22)); color(tri11, indigo); filled(tri11); hidden(tri11);
|
|
123
|
+
polygon(tri12, (1100,py-22),(1074,py+22),(1126,py+22)); color(tri12, mint); filled(tri12); hidden(tri12);
|
|
124
|
+
polygon(tri13, (1180,py-22),(1154,py+22),(1206,py+22)); color(tri13, dim); filled(tri13); hidden(tri13);
|
|
125
|
+
|
|
126
|
+
// ---- CENTER: one filled disc → 4 independent colours → one colour → move ----
|
|
127
|
+
circle(disc, (cx, cy), 140);
|
|
128
|
+
filled(disc); color(disc, coral); outline(disc, cyan); stroke(disc, 4);
|
|
129
|
+
glow(disc, 0.6); hidden(disc);
|
|
130
|
+
|
|
131
|
+
pie(q, (cx, cy), 140, 4); // q0..q3 — same centre/radius as disc
|
|
132
|
+
color(q0, teal); filled(q0); outline(q0, fg); stroke(q0, 2); untraced(q0); hidden(q0);
|
|
133
|
+
color(q1, coral); filled(q1); outline(q1, fg); stroke(q1, 2); untraced(q1); hidden(q1);
|
|
134
|
+
color(q2, violet); filled(q2); outline(q2, fg); stroke(q2, 2); untraced(q2); hidden(q2);
|
|
135
|
+
color(q3, gold); filled(q3); outline(q3, fg); stroke(q3, 2); untraced(q3); hidden(q3);
|
|
136
|
+
|
|
137
|
+
// reunited whole — one colour, one id that can move
|
|
138
|
+
circle(whole, (cx, cy), 140);
|
|
139
|
+
filled(whole); color(whole, cyan); outline(whole, mint); stroke(whole, 4);
|
|
140
|
+
glow(whole, 0.8); hidden(whole);
|
|
141
|
+
|
|
142
|
+
// ---- RIGHT: boolean → TWO regions, TWO colours ----
|
|
143
|
+
let bx = 1000;
|
|
144
|
+
let by = 400;
|
|
145
|
+
rect(bBox, (bx - 35, by - 35), 130, 130);
|
|
146
|
+
outlined(bBox); outline(bBox, cyan); opacity(bBox, 0.4); hidden(bBox);
|
|
147
|
+
circle(bCirc, (bx + 40, by + 20), 78);
|
|
148
|
+
outlined(bCirc); outline(bCirc, magenta); opacity(bCirc, 0.4); hidden(bCirc);
|
|
149
|
+
difference(onlyBox, bBox, bCirc, teal); hidden(onlyBox); glow(onlyBox, 0.6);
|
|
150
|
+
difference(onlyCirc, bCirc, bBox, coral); hidden(onlyCirc); glow(onlyCirc, 0.6);
|
|
151
|
+
intersect(bHit, bBox, bCirc, gold); hidden(bHit); glow(bHit, 0.5);
|
|
152
|
+
text(labBool, (bx, by + 155), "A−B · B−A · A∩B"); size(labBool, 16); color(labBool, dim); hidden(labBool);
|
|
153
|
+
|
|
154
|
+
// ---- contact truth ----
|
|
155
|
+
line(crossH, (cx - 160, cy), (cx + 160, cy));
|
|
156
|
+
color(crossH, dim); stroke(crossH, 2.5); dashed(crossH, 12, 8); untraced(crossH); hidden(crossH);
|
|
157
|
+
line(crossV, (cx, cy - 120), (cx, cy + 120));
|
|
158
|
+
color(crossV, dim); stroke(crossV, 2.5); dashed(crossV, 12, 8); untraced(crossV); hidden(crossV);
|
|
159
|
+
dot(badDot, (cx, cy), 16); color(badDot, coral); glow(badDot, 0.5); hidden(badDot);
|
|
160
|
+
circle(goodRing, (cx, cy), 18);
|
|
161
|
+
outlined(goodRing); color(goodRing, mint); stroke(goodRing, 2.8); dashed(goodRing, 4, 3);
|
|
162
|
+
untraced(goodRing); hidden(goodRing);
|
|
163
|
+
|
|
164
|
+
// ---- traveler on the orbit ----
|
|
165
|
+
dot(rider, (180, 520), 9); color(rider, gold); glow(rider, 1.2); hidden(rider);
|
|
166
|
+
|
|
167
|
+
// ============================================================================
|
|
168
|
+
// SCRIPT — one continuous shapecraft story
|
|
169
|
+
// ============================================================================
|
|
170
|
+
|
|
171
|
+
step("birth") {
|
|
172
|
+
seq {
|
|
173
|
+
say(head, "SHAPECRAFT", 0.35);
|
|
174
|
+
say(cap, "one shape. every identity. the visual stays true.", 0.35);
|
|
175
|
+
show(hero, 0.05);
|
|
176
|
+
par {
|
|
177
|
+
draw(hero, 1.2, smooth);
|
|
178
|
+
zoom(1.15, 1.2, smooth);
|
|
179
|
+
}
|
|
180
|
+
attach(heroTag, hero, (0, -160));
|
|
181
|
+
show(heroTag, 0.35);
|
|
182
|
+
wait(0.35);
|
|
183
|
+
}
|
|
184
|
+
}
|
|
185
|
+
|
|
186
|
+
step("truth") {
|
|
187
|
+
seq {
|
|
188
|
+
say(head, "outlined — constructions stay readable", 0.3);
|
|
189
|
+
say(cap, "axes through the hero: the rim never hides the truth.", 0.3);
|
|
190
|
+
par {
|
|
191
|
+
show(axX, 0.05); show(axY, 0.05);
|
|
192
|
+
draw(axX, 0.55); draw(axY, 0.55);
|
|
193
|
+
cam((cx, cy), 0.8, smooth); zoom(1.35, 0.8, smooth);
|
|
194
|
+
}
|
|
195
|
+
pulse(hero);
|
|
196
|
+
wait(0.45);
|
|
197
|
+
|
|
198
|
+
say(head, "filled — the trap", 0.25);
|
|
199
|
+
say(cap, "a filled disc sits on the axes and deletes them visually.", 0.25);
|
|
200
|
+
show(veil, 0.45);
|
|
201
|
+
flash(veil, coral);
|
|
202
|
+
wait(0.7);
|
|
203
|
+
|
|
204
|
+
say(head, "outlined — axes return", 0.25);
|
|
205
|
+
say(cap, "outline(id, c) only recolors the rim. outlined drops the fill.", 0.25);
|
|
206
|
+
fade(veil, 0.45);
|
|
207
|
+
flash(hero, mint);
|
|
208
|
+
wait(0.55);
|
|
209
|
+
par {
|
|
210
|
+
fade(axX, 0.35); fade(axY, 0.35); fade(heroTag, 0.35); fade(hero, 0.35);
|
|
211
|
+
cam((cx, cy), 0.7, smooth); zoom(1.0, 0.7, smooth);
|
|
212
|
+
}
|
|
213
|
+
}
|
|
214
|
+
}
|
|
215
|
+
|
|
216
|
+
step("cast") {
|
|
217
|
+
seq {
|
|
218
|
+
say(head, "the cast", 0.3);
|
|
219
|
+
say(cap, "circle · rect · polygon · sector · arc · line · arrow", 0.3);
|
|
220
|
+
show(sparks, 0.25);
|
|
221
|
+
arrange(sparks, orbitRing, "ring", 1.0, smooth);
|
|
222
|
+
wait(0.2);
|
|
223
|
+
stagger(0.1) {
|
|
224
|
+
show(castC, 0.05); draw(castC, 0.55);
|
|
225
|
+
show(castR, 0.05); draw(castR, 0.55);
|
|
226
|
+
show(castP, 0.05); draw(castP, 0.55);
|
|
227
|
+
show(castS, 0.05); draw(castS, 0.55);
|
|
228
|
+
show(castA, 0.05); draw(castA, 0.55);
|
|
229
|
+
show(castV, 0.05); draw(castV, 0.55);
|
|
230
|
+
show(castL, 0.05); draw(castL, 0.55);
|
|
231
|
+
}
|
|
232
|
+
wait(0.2);
|
|
233
|
+
show(orbit, 0.05); draw(orbit, 1.0, smooth);
|
|
234
|
+
show(rider, 0.2);
|
|
235
|
+
travel(rider, orbit, 2.0, smooth);
|
|
236
|
+
wait(0.25);
|
|
237
|
+
par {
|
|
238
|
+
fade(sparks, 0.4);
|
|
239
|
+
fade(castC, 0.4); fade(castR, 0.4); fade(castP, 0.4); fade(castS, 0.4);
|
|
240
|
+
fade(castA, 0.4); fade(castV, 0.4); fade(castL, 0.4);
|
|
241
|
+
fade(orbit, 0.4); fade(rider, 0.4);
|
|
242
|
+
}
|
|
243
|
+
}
|
|
244
|
+
}
|
|
245
|
+
|
|
246
|
+
step("palette") {
|
|
247
|
+
seq {
|
|
248
|
+
say(head, "the whole palette — then change the shape", 0.3);
|
|
249
|
+
say(cap, "filled chips when colour is the subject. become keeps the id.", 0.3);
|
|
250
|
+
stagger(0.05) {
|
|
251
|
+
show(chip0, 0.22); show(chip1, 0.22); show(chip2, 0.22); show(chip3, 0.22);
|
|
252
|
+
show(chip4, 0.22); show(chip5, 0.22); show(chip6, 0.22); show(chip7, 0.22);
|
|
253
|
+
show(chip8, 0.22); show(chip9, 0.22); show(chip10, 0.22); show(chip11, 0.22);
|
|
254
|
+
show(chip12, 0.22); show(chip13, 0.22);
|
|
255
|
+
}
|
|
256
|
+
wait(0.35);
|
|
257
|
+
say(cap, "become → square", 0.2);
|
|
258
|
+
stagger(0.035) {
|
|
259
|
+
for i in 0..14 { become(chip{i}, sq{i}, 0.65, smooth); }
|
|
260
|
+
}
|
|
261
|
+
wait(0.25);
|
|
262
|
+
say(cap, "become → triangle", 0.2);
|
|
263
|
+
stagger(0.035) {
|
|
264
|
+
for i in 0..14 { become(chip{i}, tri{i}, 0.65, smooth); }
|
|
265
|
+
}
|
|
266
|
+
wait(0.45);
|
|
267
|
+
par {
|
|
268
|
+
for i in 0..14 { fade(chip{i}, 0.35); }
|
|
269
|
+
}
|
|
270
|
+
}
|
|
271
|
+
}
|
|
272
|
+
|
|
273
|
+
step("morph") {
|
|
274
|
+
seq {
|
|
275
|
+
say(head, "morph · become · spin", 0.3);
|
|
276
|
+
say(cap, "same hero id — circle winds into a square, then becomes new geometry.", 0.3);
|
|
277
|
+
show(hero, 0.3);
|
|
278
|
+
to(hero, morph, 1, 1.5, smooth); // → square (with 180° wind)
|
|
279
|
+
wait(0.25);
|
|
280
|
+
become(hero, asDiamond, 0.95, smooth);
|
|
281
|
+
pulse(hero);
|
|
282
|
+
wait(0.2);
|
|
283
|
+
become(hero, asPie, 0.95, smooth);
|
|
284
|
+
spin(hero, 40, 0.7, out);
|
|
285
|
+
wait(0.2);
|
|
286
|
+
become(hero, asTri, 0.9, smooth);
|
|
287
|
+
wait(0.45);
|
|
288
|
+
}
|
|
289
|
+
}
|
|
290
|
+
|
|
291
|
+
step("pieces") {
|
|
292
|
+
seq {
|
|
293
|
+
say(head, "one fill → four fills → one fill → move", 0.3);
|
|
294
|
+
say(cap, "a filled disc can split into independent colours, reunite, then travel as one.", 0.3);
|
|
295
|
+
fade(hero, 0.3);
|
|
296
|
+
|
|
297
|
+
// 1 — the coral disc (same look as the fill-trap)
|
|
298
|
+
par {
|
|
299
|
+
show(axX, 0.05); show(axY, 0.05);
|
|
300
|
+
draw(axX, 0.4); draw(axY, 0.4);
|
|
301
|
+
cam((cx, cy), 0.6, smooth); zoom(1.25, 0.6, smooth);
|
|
302
|
+
}
|
|
303
|
+
show(disc, 0.45);
|
|
304
|
+
flash(disc, coral);
|
|
305
|
+
wait(0.5);
|
|
306
|
+
|
|
307
|
+
// 2 — cut into 4 independent colours
|
|
308
|
+
say(cap, "cut: each quadrant keeps its own fill.", 0.25);
|
|
309
|
+
fade(disc, 0.3);
|
|
310
|
+
stagger(0.1) {
|
|
311
|
+
show(q0, 0.05); draw(q0, 0.45);
|
|
312
|
+
show(q1, 0.05); draw(q1, 0.45);
|
|
313
|
+
show(q2, 0.05); draw(q2, 0.45);
|
|
314
|
+
show(q3, 0.05); draw(q3, 0.45);
|
|
315
|
+
}
|
|
316
|
+
// explode slightly so the independence is obvious
|
|
317
|
+
par {
|
|
318
|
+
move(q0, (cx + 22, cy - 22), 0.45, overshoot);
|
|
319
|
+
move(q1, (cx - 22, cy - 22), 0.45, overshoot);
|
|
320
|
+
move(q2, (cx - 22, cy + 22), 0.45, overshoot);
|
|
321
|
+
move(q3, (cx + 22, cy + 22), 0.45, overshoot);
|
|
322
|
+
}
|
|
323
|
+
wait(0.45);
|
|
324
|
+
|
|
325
|
+
// 3 — reunite as ONE colour, then ONE circle
|
|
326
|
+
say(cap, "reunite: every slice takes one colour, then they become one disc.", 0.25);
|
|
327
|
+
par {
|
|
328
|
+
recolor(q0, cyan, 0.5);
|
|
329
|
+
recolor(q1, cyan, 0.5);
|
|
330
|
+
recolor(q2, cyan, 0.5);
|
|
331
|
+
recolor(q3, cyan, 0.5);
|
|
332
|
+
}
|
|
333
|
+
// snap slices back to centre
|
|
334
|
+
par {
|
|
335
|
+
move(q0, (cx, cy), 0.5, smooth);
|
|
336
|
+
move(q1, (cx, cy), 0.5, smooth);
|
|
337
|
+
move(q2, (cx, cy), 0.5, smooth);
|
|
338
|
+
move(q3, (cx, cy), 0.5, smooth);
|
|
339
|
+
}
|
|
340
|
+
wait(0.15);
|
|
341
|
+
// swap the four pieces for one solid disc (same colour)
|
|
342
|
+
par {
|
|
343
|
+
fade(q0, 0.3); fade(q1, 0.3); fade(q2, 0.3); fade(q3, 0.3);
|
|
344
|
+
show(whole, 0.35);
|
|
345
|
+
}
|
|
346
|
+
pulse(whole);
|
|
347
|
+
wait(0.4);
|
|
348
|
+
|
|
349
|
+
// 4 — move as one unit
|
|
350
|
+
say(cap, "now it moves as a single identity.", 0.25);
|
|
351
|
+
par {
|
|
352
|
+
fade(axX, 0.35); fade(axY, 0.35);
|
|
353
|
+
cam((cx + 120, cy), 0.9, smooth); zoom(1.05, 0.9, smooth);
|
|
354
|
+
move(whole, (cx + 260, cy), 1.1, smooth);
|
|
355
|
+
}
|
|
356
|
+
wait(0.35);
|
|
357
|
+
|
|
358
|
+
// side boolean still lands on the right as the disc arrives
|
|
359
|
+
say(head, "boolean keeps two colours", 0.25);
|
|
360
|
+
say(cap, "A−B teal · B−A coral · then A∩B gold — never one muddy fill.", 0.25);
|
|
361
|
+
par { show(bBox, 0.3); show(bCirc, 0.3); }
|
|
362
|
+
wait(0.3);
|
|
363
|
+
par { fade(bBox, 0.2); fade(bCirc, 0.2); }
|
|
364
|
+
par { show(onlyBox, 0.4); show(onlyCirc, 0.4); }
|
|
365
|
+
flash(onlyBox, teal); flash(onlyCirc, coral);
|
|
366
|
+
show(labBool, 0.25);
|
|
367
|
+
wait(0.4);
|
|
368
|
+
show(bHit, 0.45); flash(bHit, gold);
|
|
369
|
+
wait(0.7);
|
|
370
|
+
|
|
371
|
+
par {
|
|
372
|
+
fade(whole, 0.35);
|
|
373
|
+
fade(onlyBox, 0.35); fade(onlyCirc, 0.35); fade(bHit, 0.35); fade(labBool, 0.35);
|
|
374
|
+
cam((cx, cy), 0.6, smooth); zoom(1.0, 0.6, smooth);
|
|
375
|
+
}
|
|
376
|
+
}
|
|
377
|
+
}
|
|
378
|
+
|
|
379
|
+
step("contact") {
|
|
380
|
+
seq {
|
|
381
|
+
say(head, "contact points", 0.3);
|
|
382
|
+
say(cap, "a solid dot hides the crossing. a dashed ring keeps it.", 0.3);
|
|
383
|
+
par {
|
|
384
|
+
show(crossH, 0.05); show(crossV, 0.05);
|
|
385
|
+
draw(crossH, 0.5); draw(crossV, 0.5);
|
|
386
|
+
cam((cx, cy), 0.7, smooth); zoom(1.55, 0.7, smooth);
|
|
387
|
+
}
|
|
388
|
+
show(badDot, 0.3);
|
|
389
|
+
flash(badDot, coral);
|
|
390
|
+
wait(0.55);
|
|
391
|
+
fade(badDot, 0.25);
|
|
392
|
+
show(goodRing, 0.05); draw(goodRing, 0.55);
|
|
393
|
+
pulse(goodRing);
|
|
394
|
+
wait(0.7);
|
|
395
|
+
par {
|
|
396
|
+
fade(crossH, 0.35); fade(crossV, 0.35); fade(goodRing, 0.35);
|
|
397
|
+
cam((cx, cy), 0.7, smooth); zoom(1.0, 0.7, smooth);
|
|
398
|
+
}
|
|
399
|
+
}
|
|
400
|
+
}
|
|
401
|
+
|
|
402
|
+
step("settle") {
|
|
403
|
+
seq {
|
|
404
|
+
say(head, "fills for subjects. outlines for truth.", 0.35);
|
|
405
|
+
say(cap, "shapecraft: the visual is true — never hide what you're proving.", 0.35);
|
|
406
|
+
show(hero, 0.2);
|
|
407
|
+
become(hero, finalForm, 1.0, smooth);
|
|
408
|
+
pulse(hero);
|
|
409
|
+
wait(1.6);
|
|
410
|
+
}
|
|
411
|
+
}
|