diff --git a/.env.example b/.env.example index cf53e48..2ac4e2a 100644 --- a/.env.example +++ b/.env.example @@ -1,2 +1,2 @@ PORT=3000 -OPENROUTER_API_KEY=your_openrouter_api_key_here +OPENROUTER_API_KEY=your-openrouter-api-key diff --git a/README.md b/README.md index f739a1a..2782aa7 100644 --- a/README.md +++ b/README.md @@ -27,24 +27,31 @@ Runs by default on `http://localhost:3000`. ## configuration -The repo intentionally bundles an OpenRouter key (`REPO_API_KEY` in `server.js`, `worker.mjs` and -`functions/api/ask.js`) so a fresh clone or a deploy works with nothing configured. Export -`OPENROUTER_API_KEY` to override it — `GET /api/status` reports which key is live via `keySource`. +jev8ball connects to OpenRouter to query the `typesafe/jev-1.13` decision oracle. -```env -PORT=3000 -OPENROUTER_API_KEY=sk-or-v1-... -``` - -Delete the `REPO_API_KEY` constants to require a configured key instead. For Cloudflare, store the -override as a secret rather than a plain variable: +1. Obtain an API key from [OpenRouter](https://openrouter.ai/keys). +2. Configure your key via environment variables: ```bash -wrangler secret put OPENROUTER_API_KEY +# Local development: copy example env and set your key +cp .env.example .env +# Edit .env and set: +OPENROUTER_API_KEY=sk-or-v1-your-key-here ``` -> The bundled key is readable by anyone who can read this repository, so treat it as public and -> rotate or remove it before the repo is shared. +```bash +# Or export directly in shell +export OPENROUTER_API_KEY="sk-or-v1-your-key-here" +``` + +For Cloudflare Pages / Workers deployment: +- **Cloudflare Pages**: Add `OPENROUTER_API_KEY` under **Settings > Environment Variables** in the Pages dashboard. +- **Cloudflare Workers**: Store it as an encrypted secret using Wrangler: +```bash +npx wrangler secret put OPENROUTER_API_KEY +``` + +> If no key is set or the default placeholder `your-openrouter-api-key` is left unchanged, jev8ball gracefully falls back to an offline deterministic oracle mode. ## endpoints diff --git a/functions/api/ask.js b/functions/api/ask.js index f50c3dd..58c6466 100644 --- a/functions/api/ask.js +++ b/functions/api/ask.js @@ -1,9 +1,8 @@ const JEV_DECISIONS_URL = "https://openrouter.ai/api/alpha/decisions"; const MODEL = "typesafe/jev-1.13"; -// Mirrors worker.mjs: the repo carries a key so a deploy works with no secret set. -// Delete this constant and set OPENROUTER_API_KEY to require configuration. -const REPO_API_KEY = "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"; +// Default placeholder API key. Set OPENROUTER_API_KEY in environment or Cloudflare secrets. +const REPO_API_KEY = "your-openrouter-api-key"; function resolveApiKey(env) { return env.OPENROUTER_API_KEY || REPO_API_KEY || null; diff --git a/functions/api/status.js b/functions/api/status.js index 18be857..3c4bcbe 100644 --- a/functions/api/status.js +++ b/functions/api/status.js @@ -1,6 +1,5 @@ -// Mirrors worker.mjs: the repo carries a key so a deploy works with no secret set. -// Delete this constant and set OPENROUTER_API_KEY to require configuration. -const REPO_API_KEY = "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"; +// Default placeholder API key. Set OPENROUTER_API_KEY in environment or Cloudflare secrets. +const REPO_API_KEY = "your-openrouter-api-key"; export async function onRequestGet(context) { const { env } = context; diff --git a/public/js/ball3d.js b/public/js/ball3d.js index bbe293c..6d6102e 100644 --- a/public/js/ball3d.js +++ b/public/js/ball3d.js @@ -16,6 +16,7 @@ import { dot, hexToRgb, lerp, + mat4FromQuat, mat4LookAt, mat4Mul, mat4Perspective, @@ -25,7 +26,14 @@ import { mat4Translate, mixRgb, normalize, + oscillatorStep, projectToScreen, + quatError, + quatFromAxisAngle, + quatIdentity, + quatIntegrate, + quatMul, + quatRotate, rgbCss, smoothstep, transformDir, @@ -35,13 +43,36 @@ import { createPlate, createVessel } from './meshes.js'; const TAU = Math.PI * 2; const LIGHT = normalize([-0.42, 0.7, 0.86]); -const VIEW = [0, 0, 1]; + +/** + * Three-quarter camera. A dead-on view of a shallow prism is a flat silhouette; looking + * in from the side and slightly above keeps the bevelled rim, the tapered walls and the + * recessed chamber legible as depth. + */ +export const CAMERA = { + eye: [1.02, 0.66, 3.92], + target: [0, 0.02, 0], + fov: 36, + near: 0.1, + far: 40 +}; + +/** Direction from the scene toward the camera: facing tests, rim light and specular. */ +const VIEW = normalize([ + CAMERA.eye[0] - CAMERA.target[0], + CAMERA.eye[1] - CAMERA.target[1], + CAMERA.eye[2] - CAMERA.target[2] +]); const BODY_BASE = hexToRgb('#191919'); const BODY_EDGE = hexToRgb('#2b2b30'); const CHAMBER_RGB = hexToRgb('#07070b'); const PLATE_BASE = hexToRgb('#1b1b1f'); const SPECULAR = [236, 245, 255]; +const FOG_RGB = hexToRgb('#0b0b0b'); + +/** Depth haze: the back of the shell must sink into the page, not sit on top of it. */ +const FOG = { near: 3.55, far: 4.62, max: 0.3 }; const TONES = { affirmative: hexToRgb('#10b981'), @@ -57,6 +88,74 @@ const LIGHT_NEAR = normalize([LIGHT[0] - 0.35, LIGHT[1] + 0.32, LIGHT[2]]); const LIGHT_FAR = normalize([LIGHT[0] + 0.32, LIGHT[1] - 0.36, LIGHT[2]]); const FONT_STACK = "'JetBrains Mono', ui-monospace, SFMono-Regular, Menlo, Consolas, monospace"; +/** + * Die spin while the vessel is being shaken: a constant-speed tumble would look + * mechanical, so the angular velocity starts fast, decays with drag, and its axis slowly + * precesses — a body tumbling with angular momentum rather than an Euler loop. + */ +const SPIN = { + speed: 9.5, + spread: 3.6, + drag: 1.35, + precess: 0.85, + precessAxis: [0.25, 0.15, 1] +}; + +/** + * Die spring that unwinds the tumble onto the answer face. The error is expressed as a + * single angle about the shortest-path axis, so the die sweeps forward into the answer + * and bounces once (ζ < 1) — it can never rewind like the old linear unwind did. + */ +const SETTLE = { + omega: 10.5, + zeta: 0.68, + minRate: 2.5, + maxRate: 6.5, + landAngle: 0.16, + restAngle: 0.02 +}; + +/** Hull rattle. Two incommensurate frequencies per channel stop it looking metronomic. */ +const SHAKE = { + attack: 0.055, + decay: 5.5, + x: [{ hz: 6.7, amp: 0.03 }, { hz: 10.9, amp: 0.013 }], + y: [{ hz: 5.3, amp: 0.042 }, { hz: 8.9, amp: 0.017 }], + yaw: [{ hz: 4.1, amp: 0.04 }, { hz: 7.7, amp: 0.015 }], + pitch: [{ hz: 4.9, amp: 0.048 }, { hz: 8.3, amp: 0.018 }], + roll: [{ hz: 3.7, amp: 0.055 }, { hz: 6.1, amp: 0.021 }] +}; + +const PLATE_SPRING = { omega: 24, zeta: 0.5 }; +const SURFACE_SPRING = { omega: 12, zeta: 0.2 }; +const THUMP_SPRING = { omega: 17, zeta: 0.18 }; +/** How hard the vessel's vertical motion throws the liquid surface around. */ +const SURFACE_COUPLING = 14; + +/** Deterministic [0,1) noise so every roll tumbles differently but reproducibly. */ +function seededUnit(seed) { + const x = Math.sin(seed * 12.9898) * 43758.5453; + return x - Math.floor(x); +} + +/** Drives a position/velocity pair toward a moving target with a spring-damper. */ +export function springToward(state, target, dt, { omega, zeta }) { + const step = oscillatorStep({ x: state.x - target, v: state.v }, dt, omega, zeta); + return { x: target + step.x, v: step.v }; +} + +/** + * Sum of incommensurate sines — a rattle that never repeats on a short cycle. The caller + * scales it by a continuously varying envelope, so it stays smooth through every phase + * change. + */ +function rattle(clock, channels) { + let sum = 0; + for (const { hz, amp } of channels) sum += Math.sin(TAU * hz * clock + hz) * amp; + return sum; +} + + /** Phases: rolling -> (answer arrives) -> revealing -> ready -> idle. */ export class OracleBall { constructor(canvas, { reducedMotion = false } = {}) { @@ -81,17 +180,32 @@ export class OracleBall { this.revealStart = 0; this.holdTime = 0; this.rollDuration = 1.25; - this.revealDuration = 0.9; + this.revealDuration = 1.1; + this.rollProgress = 0; + this.rollCount = 0; this.answerLines = ['CONCENTRATE', '& ASK']; this.tone = 'idle'; this.pendingAnswer = null; + this.answerAlpha = 1; this.pointer = { x: 0, y: 0 }; this.tilt = { x: 0, y: 0 }; - this.shake = 0; this.glow = 0; this.resolveRoll = null; + + // Die: a free tumble that a spring later unwinds onto the answer face. + this.plateQuat = quatIdentity(); + this.spin = { q: quatIdentity(), w: [0, 0, 0] }; + this.settle = null; + this.landed = true; + this.plateY = { x: 0.02, v: 0 }; + + // Hull rattle, impact bounce and the chamber liquid, all spring-driven. + this.shakeEnergy = 0; + this.hull = { x: 0, y: 0, yaw: 0, pitch: 0, roll: 0 }; + this.thump = { x: 0, v: 0 }; + this.surface = { x: 0, v: 0 }; } /* ─── public API ─── */ @@ -127,8 +241,26 @@ export class OracleBall { this.phase = 'rolling'; this.rollStart = this.clock; this.holdTime = 0; + this.rollProgress = 0; this.glow = 0; this.answerLines = null; + this.answerAlpha = 0; + this.settle = null; + this.landed = false; + this.rollCount += 1; + + // Kick the die into a fresh tumble: fast, off-axis, and never quite the same twice. + const seed = this.rollCount * 7.13; + const axis = normalize([ + 0.7 + seededUnit(seed) * 0.6, + 0.4 + seededUnit(seed + 1.7) * 0.7, + 0.15 + seededUnit(seed + 3.1) * 0.45 + ]); + const speed = SPIN.speed + seededUnit(seed + 5.3) * SPIN.spread; + this.spin.q = this.plateQuat; + this.spin.w = [axis[0] * speed, axis[1] * speed, axis[2] * speed]; + this.shakeEnergy = 0; + return new Promise((resolve) => { // Backstop so a paused render loop (hidden tab, off-screen canvas) can never // leave the caller waiting forever. @@ -149,8 +281,9 @@ export class OracleBall { this.answerLines = lines; this.tone = tone; this.revealStart = this.clock; - this.tumbleAtReveal = this.platePose ? { ...this.platePose } : { rx: 0, ry: 0, rz: 0, y: -0.5 }; + this.landed = false; this.phase = 'revealing'; + this._beginSettle(); } /** Returns the vessel to the resting state and clears the verdict. */ @@ -160,6 +293,11 @@ export class OracleBall { this.phase = 'idle'; this.glow = 0; this.pendingAnswer = null; + this.settle = null; + this.landed = true; + this.answerAlpha = 1; + this.plateQuat = quatIdentity(); + this.spin.w = [0, 0, 0]; } /* ─── wiring ─── */ @@ -221,18 +359,49 @@ export class OracleBall { }; _update(dt) { + const rm = this.reducedMotion; const ease = Math.min(1, dt * 6); - this.tilt.x += ((this.reducedMotion ? 0 : this.pointer.y * 0.2) - this.tilt.x) * ease; - this.tilt.y += ((this.reducedMotion ? 0 : this.pointer.x * 0.3) - this.tilt.y) * ease; + this.tilt.x += ((rm ? 0 : this.pointer.y * 0.24) - this.tilt.x) * ease; + this.tilt.y += ((rm ? 0 : this.pointer.x * 0.34) - this.tilt.y) * ease; const elapsed = this.clock - this.rollStart; + // ─── hull rattle ─── + // One continuously varying envelope drives every channel, so the shake can start and + // stop with the phase machine without ever teleporting the vessel. + if (this.phase === 'rolling' && !rm) { + this.shakeEnergy = Math.min(1, this.shakeEnergy + dt / SHAKE.attack); + } else { + this.shakeEnergy *= Math.exp(-dt * SHAKE.decay); + if (this.shakeEnergy < 1e-4) this.shakeEnergy = 0; + } + const energy = this.shakeEnergy; + this.hull = { + x: rattle(this.clock, SHAKE.x) * energy, + y: rattle(this.clock, SHAKE.y) * energy, + yaw: rattle(this.clock, SHAKE.yaw) * energy, + pitch: rattle(this.clock, SHAKE.pitch) * energy, + roll: rattle(this.clock, SHAKE.roll) * energy + }; + this.thump = oscillatorStep(this.thump, dt, THUMP_SPRING.omega, THUMP_SPRING.zeta); + + let targetY = 0.02; + if (this.phase === 'rolling') { - this.rollProgress = this.reducedMotion ? 1 : clamp(elapsed / this.rollDuration, 0, 1); - this.shake = this.reducedMotion - ? 0 - : (1 - this.rollProgress * 0.6) * Math.sin(elapsed * 24) * 0.42; - this.liquidSlosh = this.reducedMotion ? 0 : 1; + this.rollProgress = rm ? 1 : clamp(elapsed / this.rollDuration, 0, 1); + if (rm) { + this.plateQuat = quatFromAxisAngle([0.6, 0.75, 0.25], 0.5); + } else { + // Angular momentum: the spin decays with drag while its axis precesses, which is + // what separates a tumbling body from a constant-speed Euler loop. + const drag = Math.exp(-SPIN.drag * dt); + this.spin.w = quatRotate( + quatFromAxisAngle(SPIN.precessAxis, SPIN.precess * dt), + [this.spin.w[0] * drag, this.spin.w[1] * drag, this.spin.w[2] * drag] + ); + this.spin.q = quatIntegrate(this.spin.q, this.spin.w, dt); + this.plateQuat = this.spin.q; + } if (elapsed >= this.rollDuration) { this.holdTime += dt; if (this.resolveRoll) { @@ -241,51 +410,87 @@ export class OracleBall { resolve(); } } - this.platePose = this._tumblePose(elapsed); + targetY = -0.3 + 0.07 * energy * Math.sin(TAU * 5.1 * this.clock); this.answerAlpha = 0; - this.glow = this.reducedMotion ? 0 : 0.12 + Math.sin(elapsed * 9) * 0.06; + this.glow = rm ? 0.1 : 0.1 + energy * 0.07; } else if (this.phase === 'revealing') { - const t = this.reducedMotion ? 1 : clamp((this.clock - this.revealStart) / this.revealDuration, 0, 1); - const settle = smoothstep(0, 0.72, t); - const from = this.tumbleAtReveal || { rx: 0, ry: 0, rz: 0, y: -0.5 }; - // Unwind the tumble to zero so the plate always lands face-on to the camera. - this.platePose = { - rx: from.rx * (1 - settle), - ry: from.ry * (1 - settle), - rz: from.rz * (1 - settle), - y: lerp(from.y, 0.06, settle) - }; - this.shake = this.reducedMotion ? 0 : (1 - t) * Math.sin(t * 18) * 0.12; - this.liquidSlosh = this.reducedMotion ? 0 : 1 - t; - this.answerAlpha = smoothstep(0.5, 1, t); - this.glow = Math.sin(t * Math.PI) * 1.1 + 0.16; - if (t >= 1) this.phase = 'ready'; + if (!this.settle) this._beginSettle(); + if (rm) this.settle.angle = { x: 0, v: 0 }; + this.settle.angle = oscillatorStep(this.settle.angle, dt, SETTLE.omega, SETTLE.zeta); + this.plateQuat = quatMul( + quatFromAxisAngle(this.settle.axis, this.settle.angle.x), + this.settle.target + ); + + // The spring unwinds the whole error along the shortest path, so the die sweeps + // *into* the answer and rocks once past it — never rewinding the tumble. + const remaining = Math.abs(this.settle.angle.x); + if (!this.landed && remaining <= SETTLE.landAngle) { + this.landed = true; + this.thump.v -= rm ? 2 : 7.5; // the hull takes the impact… + this.plateY.v -= 1; // …and the die sinks into the liquid + this.surface.v += 2.4; + this.glow = Math.max(this.glow, 0.9); + } + // The ink fades in as the face turns toward the camera, and is latched so the small + // overshoot of the settle can never make the verdict flicker. + this.answerAlpha = Math.max( + this.answerAlpha, + smoothstep(SETTLE.landAngle * 3, SETTLE.restAngle * 3.5, remaining) + ); + targetY = 0.06; + const settled = + remaining <= SETTLE.restAngle && Math.abs(this.settle.angle.v) <= 0.25; + if (settled || this.clock - this.revealStart > this.revealDuration * 2) { + this.phase = 'ready'; + } } else { - const bob = this.reducedMotion ? 0 : Math.sin(this.clock * 1.15) * 0.022; - this.platePose = { - rx: this.reducedMotion ? 0 : Math.sin(this.clock * 0.42) * 0.06, - ry: this.reducedMotion ? 0 : Math.sin(this.clock * 0.55) * 0.24, - rz: this.reducedMotion ? 0 : Math.sin(this.clock * 0.37) * 0.05, - y: 0.02 + bob - }; - this.liquidSlosh = this.reducedMotion ? 0 : 0.25; + // ready / idle: square to the camera with only a whisper of movement, so the verdict + // stays readable instead of rocking under the reader's eye. + const wobble = rm ? 0 : 1; + this.plateQuat = quatMul( + quatFromAxisAngle([0, 1, 0], Math.sin(this.clock * 0.62) * 0.03 * wobble), + quatFromAxisAngle([1, 0, 0], Math.sin(this.clock * 0.47) * 0.024 * wobble) + ); + const bob = rm ? 0 : Math.sin(this.clock * 1.15) * 0.022; + targetY = 0.02 + bob; this.answerAlpha = this.answerLines ? 1 : 0; this.glow = this.phase === 'ready' ? 0.16 + Math.sin(this.clock * 1.6) * 0.04 : 0.06; } + + this.plateY = springToward(this.plateY, targetY, dt, PLATE_SPRING); + + // ─── chamber liquid ─── + // The surface is an oscillator kicked by the vessel's own vertical motion, so it + // sloshes while the oracle is shaken, splashes when the die lands and settles still — + // instead of the old sine that wobbled forever. + const hullY = this.hull.y + this.thump.x; + const hullFall = this.prevHullY === undefined ? 0 : hullY - this.prevHullY; + this.prevHullY = hullY; + this.surface.v -= hullFall * SURFACE_COUPLING; + this.surface = oscillatorStep(this.surface, dt, SURFACE_SPRING.omega, SURFACE_SPRING.zeta); } - /** Churning pose used while the vessel is being shaken. */ - _tumblePose(elapsed) { - const dive = smoothstep(0, this.rollDuration * 0.85, elapsed); - if (this.reducedMotion) { - return { rx: 0.5, ry: 0.6, rz: 0.2, y: lerp(0.02, -0.24, dive) }; - } - return { - rx: elapsed * 5.2, - ry: elapsed * 3.05, - rz: elapsed * 2.15, - y: lerp(0.02, -0.5, dive) + /** + * Captures the tumble's remaining error as one angle about its shortest-path axis, and + * hands the spring the die's current spin so the settle starts without a jolt. + */ + _beginSettle(from = this.spin.q) { + const error = quatError(from, quatIdentity()); + // Only the spin component *about the settle axis* carries into the unwind; the rest of + // the tumble's momentum is orthogonal and must not be added as fake approach speed. The + // ceiling keeps a fast tumble from snapping the die round in a couple of frames. + const rate = clamp( + dot(this.spin.w, error.axis), + SETTLE.minRate, + SETTLE.maxRate + ); + this.settle = { + axis: error.axis, + angle: { x: error.angle, v: -rate }, + target: quatIdentity() }; + this.plateQuat = from; } get toneRgb() { @@ -303,24 +508,29 @@ export class OracleBall { ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); ctx.setTransform(this.dpr, 0, 0, this.dpr, 0, 0); - // Camera sits far enough that the vessel fills ~72% of the canvas height, - // leaving room for the shake, the rim glow, and the cast shadow. - const view = mat4LookAt([0, 0, 4.3], [0, 0, 0], [0, 1, 0]); - const proj = mat4Perspective((36 * Math.PI) / 180, 1, 0.1, 40); + // The camera frames the vessel at ~72% of the canvas height, leaving room for the + // rattle, the rim glow and the cast shadow. + const view = mat4LookAt(CAMERA.eye, CAMERA.target, [0, 1, 0]); + const proj = mat4Perspective((CAMERA.fov * Math.PI) / 180, 1, CAMERA.near, CAMERA.far); this.viewProj = mat4Mul(proj, view); - const pose = this.platePose || { rx: 0, ry: 0, rz: 0, y: 0.02 }; - const shakeZ = this.shake * 0.5; - const vesselModel = mat4Mul( - mat4RotateZ(shakeZ), + // Hull: pointer parallax plus the rattle, with the impact bounce folded into y. + const hullRot = mat4Mul( + mat4RotateZ(this.hull.roll), mat4Mul( - mat4RotateY(this.tilt.y + this.shake * 0.28), - mat4RotateX(this.tilt.x + Math.cos(this.clock * 9) * this.shake * 0.22) + mat4RotateY(this.tilt.y + this.hull.yaw), + mat4RotateX(this.tilt.x + this.hull.pitch) ) ); + const vesselModel = mat4Mul( + mat4Translate(this.hull.x, this.hull.y + this.thump.x, 0), + hullRot + ); + // The die rides inside the hull, so parallax and shake carry it along instead of + // letting it look pasted onto the screen. const plateModel = mat4Mul( - mat4Translate(0, pose.y, 0), - mat4Mul(mat4RotateZ(pose.rz), mat4Mul(mat4RotateY(pose.ry), mat4RotateX(pose.rx))) + hullRot, + mat4Mul(mat4Translate(0, this.plateY.x, 0), mat4FromQuat(this.plateQuat)) ); this._drawGroundGlow(w, h); @@ -335,9 +545,9 @@ export class OracleBall { const tone = this.toneRgb; - // 1. shell behind the chamber: back cap first, then the side facets + // 1. shell behind the chamber: the back cap, then the tapered side walls for (const face of vessel.faces) { - if (face.kind === 'ring') continue; + if (face.kind === 'ring' || face.kind === 'bevel') continue; const base = face.kind === 'back' ? CHAMBER_RGB : BODY_BASE; this._fillFace(face, this._faceStyle(face, base, tone, face.kind === 'back' ? 0.05 : 0.55)); } @@ -352,16 +562,18 @@ export class OracleBall { this._fillFace(face, this._faceStyle(face, base, tone, face.kind === 'answer' ? 0.35 : 0.8)); } if (this.answerLines && this.answerAlpha > 0.01) { - this._drawAnswerText(plate, windowPoly); + this._drawAnswerText(plate); } this._overlayLiquid(liquid, tone); ctx.restore(); } - // 3. the front frame, nearest to the camera, drawn last + // 3. the front of the shell, drawn last: the forward-facing bevel carries the key + // light and the flat collar sits just behind it. for (const face of vessel.faces) { - if (face.kind !== 'ring') continue; - this._fillFace(face, this._faceStyle(face, BODY_EDGE, tone, 0.5)); + if (face.kind !== 'ring' && face.kind !== 'bevel') continue; + const base = face.kind === 'bevel' ? BODY_EDGE : BODY_BASE; + this._fillFace(face, this._faceStyle(face, base, tone, face.kind === 'bevel' ? 0.3 : 0.5)); } if (windowPoly) this._strokeWindow(windowPoly, tone); @@ -408,9 +620,10 @@ export class OracleBall { _liquidGeometry(vesselModel, windowPoly) { const mvp = mat4Mul(this.viewProj, vesselModel); const { radius, z } = this.vessel.window; - const slosh = this.liquidSlosh || 0; - const level = -0.09 + Math.sin(this.clock * 8.5) * 0.05 * slosh; - const tilt = Math.sin(this.clock * 6.3) * 0.16 * slosh; + // Level and tilt come from the slosh oscillator, so the surface rings down to a still + // mirror once the oracle settles instead of waving forever. + const level = -0.075 + this.surface.x; + const tilt = clamp(this.surface.v * 0.03, -0.2, 0.2); const left = projectToScreen( transformPoint(mvp, [-radius * 1.35, level + tilt, z * 0.2]), this.width, @@ -441,13 +654,16 @@ export class OracleBall { _drawContactShadow(w, h) { const { ctx } = this; - const lift = (this.platePose ? 0 : 0) + 0.02; + // The shadow stays anchored while the hull rattles above it, which is what sells the + // vessel as a solid body in front of a surface rather than a flat image being nudged. + const spread = 1 + this.shakeEnergy * 0.22; + const opacity = 0.6 - this.shakeEnergy * 0.16; ctx.save(); - ctx.translate(w / 2, h * 0.5 + h * 0.4 + lift); + ctx.translate(w / 2, h * 0.5 + h * 0.4); ctx.scale(1, 0.2); - const radius = w * 0.31; + const radius = w * 0.31 * spread; const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, radius); - gradient.addColorStop(0, 'rgba(0,0,0,0.6)'); + gradient.addColorStop(0, `rgba(0,0,0,${opacity})`); gradient.addColorStop(1, 'rgba(0,0,0,0)'); ctx.beginPath(); ctx.arc(0, 0, radius, 0, TAU); @@ -458,28 +674,30 @@ export class OracleBall { /* ─── shading & paint helpers ─── */ - /** Blinn-Phong-ish shade: ambient + Lambert, specular, and a verdict-tinted rim. */ - _shade(base, normal, light, tone, rimStrength) { + /** Blinn-Phong-ish shade: ambient + Lambert, specular, a verdict rim and depth haze. */ + _shade(base, normal, light, tone, rimStrength, fog = 0) { const diffuse = Math.max(0, dot(normal, light)); - const half = normalize([light[0], light[1], light[2] + 1]); - const spec = Math.pow(Math.max(0, dot(normal, half)), 40) * 0.5; + const half = normalize([light[0] + VIEW[0], light[1] + VIEW[1], light[2] + VIEW[2]]); + const spec = Math.pow(Math.max(0, dot(normal, half)), 42) * 0.55; const rim = Math.pow(1 - clamp(dot(normal, VIEW), 0, 1), 3) * rimStrength; - const lit = 0.13 + diffuse * 0.95; + const lit = 0.12 + diffuse * 0.95; const rgb = [ base[0] * lit + SPECULAR[0] * spec, base[1] * lit + SPECULAR[1] * spec, base[2] * lit + SPECULAR[2] * spec ]; - return mixRgb(rgb, tone, clamp(rim * 0.55, 0, 1)); + const tinted = mixRgb(rgb, tone, clamp(rim * 0.55, 0, 1)); + return fog > 0 ? mixRgb(tinted, FOG_RGB, fog) : tinted; } /** Solid fill for faceted faces, soft gradient for the large curved ones. */ _faceStyle(face, base, tone, rimStrength) { + const fog = smoothstep(FOG.near, FOG.far, face.depth) * FOG.max; if (!face.smooth) { - return rgbCss(this._shade(base, face.normal, LIGHT, tone, rimStrength)); + return rgbCss(this._shade(base, face.normal, LIGHT, tone, rimStrength, fog)); } - const near = this._shade(base, face.normal, LIGHT_NEAR, tone, rimStrength); - const far = this._shade(base, face.normal, LIGHT_FAR, tone, rimStrength); + const near = this._shade(base, face.normal, LIGHT_NEAR, tone, rimStrength, fog); + const far = this._shade(base, face.normal, LIGHT_FAR, tone, rimStrength, fog); const bounds = boundsOf(face.points); const gradient = this.ctx.createLinearGradient(bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); gradient.addColorStop(0, rgbCss(mixRgb(near, SPECULAR, 0.05))); diff --git a/public/js/math3d.js b/public/js/math3d.js index 3fbecb5..4b33b21 100644 --- a/public/js/math3d.js +++ b/public/js/math3d.js @@ -219,6 +219,146 @@ export function affineFromThreePoints(p1, p2, p3) { return [a, b, c, d, s1[0] - a * x1 - c * y1, s1[1] - b * x1 - d * y1]; } +/* ─── quaternions ([x, y, z, w], same right-handed convention as the matrices) ─── */ + +export function quatIdentity() { + return [0, 0, 0, 1]; +} + +export function quatFromAxisAngle(axis, rad) { + const n = normalize(axis); + const half = rad / 2; + const s = Math.sin(half); + return [n[0] * s, n[1] * s, n[2] * s, Math.cos(half)]; +} + +/** Returns a ∘ b (b applied first). */ +export function quatMul(a, b) { + const [ax, ay, az, aw] = a; + const [bx, by, bz, bw] = b; + return [ + aw * bx + ax * bw + ay * bz - az * by, + aw * by - ax * bz + ay * bw + az * bx, + aw * bz + ax * by - ay * bx + az * bw, + aw * bw - ax * bx - ay * by - az * bz + ]; +} + +export function quatConjugate(q) { + return [-q[0], -q[1], -q[2], q[3]]; +} + +export function quatDot(a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; +} + +export function quatNormalize(q) { + const len = Math.hypot(q[0], q[1], q[2], q[3]); + return len === 0 ? quatIdentity() : [q[0] / len, q[1] / len, q[2] / len, q[3] / len]; +} + +/** Shortest-path spherical interpolation; falls back to a lerp when nearly parallel. */ +export function quatSlerp(a, b, t) { + let d = quatDot(a, b); + let target = b; + if (d < 0) { + target = [-b[0], -b[1], -b[2], -b[3]]; + d = -d; + } + if (d > 0.9995) { + return quatNormalize([ + a[0] + (target[0] - a[0]) * t, + a[1] + (target[1] - a[1]) * t, + a[2] + (target[2] - a[2]) * t, + a[3] + (target[3] - a[3]) * t + ]); + } + const theta = Math.acos(clamp(d, -1, 1)); + const sinTheta = Math.sin(theta); + const wa = Math.sin((1 - t) * theta) / sinTheta; + const wb = Math.sin(t * theta) / sinTheta; + return quatNormalize([ + a[0] * wa + target[0] * wb, + a[1] * wa + target[1] * wb, + a[2] * wa + target[2] * wb, + a[3] * wa + target[3] * wb + ]); +} + +/** + * Shortest-path rotation taking `from` onto `to`: the axis (unit, world space) and the + * angle in [0, π]. `quatMul(quatFromAxisAngle(axis, angle), to)` reproduces `from`, + * which is what lets a spring unwind the remaining error without ever rewinding. + */ +export function quatError(from, to) { + // The rotation takes `to` onto `from`, so it can be *unwound*: pre-multiplying `to` by + // the returned axis/angle reproduces `from`, and driving the angle to zero lands on `to`. + let d = quatMul(from, quatConjugate(to)); + if (d[3] < 0) d = [-d[0], -d[1], -d[2], -d[3]]; + const v = [d[0], d[1], d[2]]; + const sin = Math.hypot(v[0], v[1], v[2]); + return { + axis: sin < 1e-9 ? [0, 1, 0] : [v[0] / sin, v[1] / sin, v[2] / sin], + angle: 2 * Math.atan2(sin, d[3]) + }; +} + +/** Integrates a freely spinning body one step: q' = normalize(q + ½ ω q dt). */ +export function quatIntegrate(q, omega, dt) { + const spin = [omega[0] * 0.5 * dt, omega[1] * 0.5 * dt, omega[2] * 0.5 * dt, 0]; + const dq = quatMul(spin, q); + return quatNormalize([q[0] + dq[0], q[1] + dq[1], q[2] + dq[2], q[3] + dq[3]]); +} + +/** Rotates a direction by a unit quaternion. */ +export function quatRotate(q, v) { + const qv = [q[0], q[1], q[2]]; + const t = mulScalar(cross(qv, v), 2); + return add(add(v, mulScalar(t, q[3])), cross(qv, t)); +} + +/** Column-major Float32Array(16) for a unit quaternion. */ +export function mat4FromQuat(q) { + const [x, y, z, w] = q; + const m = mat4Identity(); + m[0] = 1 - 2 * (y * y + z * z); + m[1] = 2 * (x * y + z * w); + m[2] = 2 * (x * z - y * w); + m[4] = 2 * (x * y - z * w); + m[5] = 1 - 2 * (x * x + z * z); + m[6] = 2 * (y * z + x * w); + m[8] = 2 * (x * z + y * w); + m[9] = 2 * (y * z - x * w); + m[10] = 1 - 2 * (x * x + y * y); + return m; +} + +/** Integration quantum for `oscillatorStep`: exact for frame times that are multiples of it. */ +export const OSCILLATOR_SUBSTEP = 1 / 240; + +/** + * One step of a damped harmonic oscillator, integrated with fixed sub-steps so the result + * does not depend on the frame time and cannot blow up on a slow frame (the explicit + * scheme is only stable while ω·h stays well below 2). + * + * @param {{x: number, v: number}} state position and velocity + * @param {number} dt frame time in seconds + * @param {number} omega undamped angular frequency (rad/s) + * @param {number} zeta damping ratio (1 = critically damped, < 1 overshoots) + */ +export function oscillatorStep(state, dt, omega, zeta, substep = OSCILLATOR_SUBSTEP) { + let { x, v } = state; + let remaining = dt; + while (remaining > 1e-9) { + const h = Math.min(substep, remaining); + remaining -= h; + const accel = -omega * omega * x - 2 * zeta * omega * v; + v += accel * h; + x += v * h; + } + return { x, v }; +} + /** Mixes two [r, g, b] colours (0..255) by t. */ export function mixRgb(from, to, t) { return [ diff --git a/public/js/meshes.js b/public/js/meshes.js index 46a808a..5aa8c21 100644 --- a/public/js/meshes.js +++ b/public/js/meshes.js @@ -2,8 +2,14 @@ * Mesh builders for the oracle vessel. Pure data in, pure data out: every mesh is * `{ vertices: [[x, y, z]], faces: [{ indices, normal, kind, smooth }] }`, which the * renderer walks generically. + * + * Both solids are stacks of hexagonal rings, which lets a bevel sit wherever an edge + * should catch the key light. At the camera's three-quarter angle those bevels are what + * make the shapes read as solid rather than as flat silhouettes. */ +import { normalize } from './math3d.js'; + /** Point-up hexagon vertices (matches the CSS clip-path used elsewhere). */ export function hexagon(radius, rotation = Math.PI / 2) { return Array.from({ length: 6 }, (_, i) => { @@ -25,19 +31,57 @@ function centroid(vertices, indices) { } /** - * The outer shell: a hexagonal prism whose front cap has a hexagonal opening so the - * liquid chamber inside is visible through the frame. + * Outward normal of a wall, solved in the (radius, z) profile plane. Both solids are + * surfaces of revolution about the z axis, so "outward" is simply the sign that points + * away from the interior at (0, 0) — no hand-picked normals to get wrong when a ring + * moves. */ -export function createVessel({ outerRadius = 1, depth = 0.52, windowRadius = 0.63 } = {}) { - const half = depth / 2; - const inner = hexagon(windowRadius); +function profileNormal(u1, z1, u2, z2) { + let nu = z2 - z1; + let nz = -(u2 - u1); + if (-u1 * nu - z1 * nz > 0) { + nu = -nu; + nz = -nz; + } + const len = Math.hypot(nu, nz) || 1; + return [nu / len, nz / len]; +} + +/** Lifts a profile normal into a 3D face normal for the wall facing `angle`. */ +function wallNormal(angle, profile) { + return [Math.cos(angle) * profile[0], Math.sin(angle) * profile[0], profile[1]]; +} + +/** Mid-angle of the hexagonal wall between vertex i and i + 1. */ +const wallAngle = (i) => Math.PI / 2 + ((i + 0.5) * Math.PI) / 3; + +/** + * The outer shell: a chamfered hexagonal puck. + * + * The widest ring sits *behind* the front plane, so a bevel slopes forward and outward + * from it to the flat front cap — that bevel faces the camera and the key light, which is + * what gives the body its solid read. The front cap carries the recessed window. + */ +export function createVessel({ + radius = 1, + rimZ = 0.24, + frontRadius = 0.88, + frontZ = 0.37, + backRadius = 0.8, + backZ = -0.37, + windowRadius = 0.63 +} = {}) { const vertices = []; const push = (x, y, z) => vertices.push([x, y, z]) - 1; - const points = hexagon(outerRadius); + const ring = (r, z) => hexagon(r).map(([x, y]) => push(x, y, z)); - const outerBack = points.map(([x, y]) => push(x, y, -half)); - const outerFront = points.map(([x, y]) => push(x, y, half)); - const innerFront = inner.map(([x, y]) => push(x, y, half)); + const outerBack = ring(backRadius, backZ); + const rim = ring(radius, rimZ); + const outerFront = ring(frontRadius, frontZ); + const innerFront = ring(windowRadius, frontZ); + + const side = profileNormal(backRadius, backZ, radius, rimZ); + const bevel = profileNormal(radius, rimZ, frontRadius, frontZ); const faces = [ { indices: [...outerBack].reverse(), normal: [0, 0, -1], kind: 'back', smooth: true } @@ -45,13 +89,19 @@ export function createVessel({ outerRadius = 1, depth = 0.52, windowRadius = 0.6 for (let i = 0; i < 6; i += 1) { const j = (i + 1) % 6; - const mid = Math.PI / 2 + ((i + 0.5) * Math.PI) / 3; + const angle = wallAngle(i); faces.push({ - indices: [outerBack[i], outerBack[j], outerFront[j], outerFront[i]], - normal: [Math.cos(mid), Math.sin(mid), 0], + indices: [outerBack[i], outerBack[j], rim[j], rim[i]], + normal: wallNormal(angle, side), kind: 'side', smooth: true }); + faces.push({ + indices: [rim[i], rim[j], outerFront[j], outerFront[i]], + normal: wallNormal(angle, bevel), + kind: 'bevel', + smooth: false + }); faces.push({ indices: [outerFront[i], outerFront[j], innerFront[j], innerFront[i]], normal: [0, 0, 1], @@ -62,20 +112,33 @@ export function createVessel({ outerRadius = 1, depth = 0.52, windowRadius = 0.6 return { mesh: { vertices, faces }, - window: { radius: windowRadius, z: half, points: inner }, - extents: { outerRadius, depth, windowRadius } + window: { radius: windowRadius, z: frontZ, points: hexagon(windowRadius) }, + extents: { radius, rimZ, frontRadius, frontZ, backRadius, backZ, windowRadius } }; } -/** The floating die: a flat hexagonal plate that can settle face-on to the answer. */ -export function createPlate({ radius = 0.44, thickness = 0.16 } = {}) { +/** + * The floating die: a chamfered hexagonal token. The front face stays flat (the verdict is + * inked onto it), while the bevelled shoulder and rim give the tumble a moving highlight + * instead of a flat edge-on line. + */ +export function createPlate({ radius = 0.44, thickness = 0.2, chamfer = 0.05 } = {}) { const half = thickness / 2; - const points = hexagon(radius); + const lipZ = half - chamfer * 1.6; + const faceRadius = radius - chamfer; + const vertices = []; const push = (x, y, z) => vertices.push([x, y, z]) - 1; + const ring = (r, z) => hexagon(r).map(([x, y]) => push(x, y, z)); - const front = points.map(([x, y]) => push(x, y, half)); - const back = points.map(([x, y]) => push(x, y, -half)); + const front = ring(faceRadius, half); + const frontLip = ring(radius, lipZ); + const backLip = ring(radius, -lipZ); + const back = ring(faceRadius, -half); + + const shoulder = profileNormal(radius, lipZ, faceRadius, half); + const rim = profileNormal(radius, -lipZ, radius, lipZ); + const heel = profileNormal(faceRadius, -half, radius, -lipZ); const faces = [ { indices: front, normal: [0, 0, 1], kind: 'answer', smooth: false }, @@ -84,18 +147,31 @@ export function createPlate({ radius = 0.44, thickness = 0.16 } = {}) { for (let i = 0; i < 6; i += 1) { const j = (i + 1) % 6; - const mid = Math.PI / 2 + ((i + 0.5) * Math.PI) / 3; + const angle = wallAngle(i); faces.push({ - indices: [back[i], back[j], front[j], front[i]], - normal: [Math.cos(mid), Math.sin(mid), 0], + indices: [frontLip[i], frontLip[j], front[j], front[i]], + normal: wallNormal(angle, shoulder), + kind: 'plate-shoulder', + smooth: false + }); + faces.push({ + indices: [backLip[i], backLip[j], frontLip[j], frontLip[i]], + normal: wallNormal(angle, rim), kind: 'plate-rim', smooth: false }); + faces.push({ + indices: [back[i], back[j], backLip[j], backLip[i]], + normal: wallNormal(angle, heel), + kind: 'plate-heel', + smooth: false + }); } - return { mesh: { vertices, faces }, points, radius, thickness }; + return { mesh: { vertices, faces }, points: hexagon(faceRadius), radius: faceRadius, thickness }; } export function faceCentroid(vertices, indices) { return centroid(vertices, indices); } + diff --git a/server.js b/server.js index 30dfacb..3783b95 100644 --- a/server.js +++ b/server.js @@ -12,16 +12,15 @@ app.disable('x-powered-by'); const PORT = parseInt(process.env.PORT, 10) || 3000; -// The repo intentionally carries a key so a fresh clone (or deploy) works with no -// secret configured. Delete this constant and set OPENROUTER_API_KEY to require one. -const REPO_API_KEY = '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'; +// Default placeholder API key. Set OPENROUTER_API_KEY in your environment or .env file. +const REPO_API_KEY = 'your-openrouter-api-key'; const OPENROUTER_API_KEY = process.env.OPENROUTER_API_KEY || REPO_API_KEY; const JEV_DECISIONS_URL = 'https://openrouter.ai/api/alpha/decisions'; const MODEL = 'typesafe/jev-1.13'; -if (!process.env.OPENROUTER_API_KEY) { - console.warn('[jev-8ball] OPENROUTER_API_KEY is not set — using the in-repo key.'); +if (!process.env.OPENROUTER_API_KEY || process.env.OPENROUTER_API_KEY === REPO_API_KEY) { + console.warn('[jev-8ball] OPENROUTER_API_KEY is not set or using default placeholder. Please configure your OpenRouter API key.'); } app.use(cors()); diff --git a/test/frontend.test.mjs b/test/frontend.test.mjs index 4c054de..df3b587 100644 --- a/test/frontend.test.mjs +++ b/test/frontend.test.mjs @@ -5,21 +5,32 @@ import assert from 'node:assert/strict'; import test from 'node:test'; -import { clipPolygonBelow, inkTransform, wrapAnswer } from '../public/js/ball3d.js'; +import { CAMERA, OracleBall, clipPolygonBelow, inkTransform, springToward, wrapAnswer } from '../public/js/ball3d.js'; import { affineFromThreePoints, clamp, cross, dot, hexToRgb, + mat4FromQuat, mat4LookAt, mat4Mul, mat4Perspective, + mat4RotateX, + mat4RotateY, mat4RotateZ, mat4Translate, mixRgb, normalize, + oscillatorStep, projectToScreen, + quatError, + quatFromAxisAngle, + quatIdentity, + quatIntegrate, + quatMul, + quatRotate, + quatSlerp, rgbCss, smoothstep, transformDir, @@ -110,9 +121,9 @@ test('hexagon vertices are point-up and evenly spaced', () => { }); test('vessel mesh is closed, outward-facing, and unit-normalled', () => { - const { mesh, window: opening } = createVessel(); - assert.equal(mesh.vertices.length, 18); - assert.equal(mesh.faces.length, 13); // back cap + 6 sides + 6 frame pieces + const { mesh, window: opening, extents } = createVessel(); + assert.equal(mesh.vertices.length, 24); // four hexagonal rings + assert.equal(mesh.faces.length, 19); // back cap + 6 sides + 6 bevels + 6 front frame pieces for (const face of mesh.faces) { assert.ok(face.indices.length >= 3 && face.indices.length <= 6); @@ -134,6 +145,17 @@ test('vessel mesh is closed, outward-facing, and unit-normalled', () => { if (face.kind === 'ring') assert.deepEqual(face.normal, [0, 0, 1]); } + // The widest ring sits behind the front plane, so every bevel slopes forward and + // outward: that is the band that faces the camera and the key light. + assert.ok(extents.rimZ < extents.frontZ, 'the bevel must slope toward the camera'); + assert.ok(extents.frontRadius < extents.radius, 'the front cap must be narrower than the rim'); + for (const face of mesh.faces) { + if (face.kind !== 'bevel') continue; + const radial = Math.hypot(face.normal[0], face.normal[1]); + assert.ok(face.normal[2] > 0, 'bevel must face the camera'); + assert.ok(radial > 0, 'bevel must face outward'); + } + // The opening is smaller than the body and sits on the front plane. assert.ok(opening.radius > 0 && opening.radius < 1); assert.ok(opening.z > 0); @@ -142,8 +164,8 @@ test('vessel mesh is closed, outward-facing, and unit-normalled', () => { test('plate mesh exposes an ordered answer face for text projection', () => { const plate = createPlate(); - assert.equal(plate.mesh.vertices.length, 12); - assert.equal(plate.mesh.faces.length, 8); // 8 faces, like the eight-ball + assert.equal(plate.mesh.vertices.length, 24); // front face, two lips, back face + assert.equal(plate.mesh.faces.length, 20); // 2 caps + shoulder, rim and heel rings const answer = plate.mesh.faces.find((face) => face.kind === 'answer'); assert.deepEqual(answer.normal, [0, 0, 1]); @@ -156,7 +178,16 @@ test('plate mesh exposes an ordered answer face for text projection', () => { assert.ok(near(vertex[0], point[0]), `x mismatch at ${position}`); assert.ok(near(vertex[1], point[1]), `y mismatch at ${position}`); assert.ok(near(vertex[2], plate.thickness / 2)); + assert.ok(near(Math.hypot(point[0], point[1]), plate.radius)); }); + + // A bevelled shoulder keeps a highlight sweeping across the die as it tumbles. + const shoulder = plate.mesh.faces.filter((face) => face.kind === 'plate-shoulder'); + assert.equal(shoulder.length, 6); + for (const face of shoulder) { + assert.ok(face.normal[2] > 0, 'shoulder must face the camera'); + assert.ok(Math.hypot(face.normal[0], face.normal[1]) > 0, 'shoulder must face outward'); + } }); test('inkTransform keeps verdict glyphs upright on a face-on plate', () => { @@ -238,3 +269,201 @@ test('wrapAnswer breaks verdicts into plate-sized lines', () => { assert.ok(line.length <= 20, `line too long for the plate: ${line}`); } }); + +/* ─── animation layer ─── */ + +test('quaternions agree with the matrix rotations', () => { + const angle = 0.7; + for (const [axis, rotate] of [ + [[1, 0, 0], mat4RotateX], + [[0, 1, 0], mat4RotateY], + [[0, 0, 1], mat4RotateZ] + ]) { + const fromQuat = mat4FromQuat(quatFromAxisAngle(axis, angle)); + const fromMatrix = rotate(angle); + for (let i = 0; i < 16; i += 1) { + assert.ok(near(fromQuat[i], fromMatrix[i], 1e-6), `element ${i} for axis ${axis}`); + } + } + + // Composing quaternions must match composing matrices, and rotating a direction through + // the quaternion path must land where the matrix path does. + const composed = quatMul(quatFromAxisAngle([0, 0, 1], 0.4), quatFromAxisAngle([1, 0, 0], -1.1)); + const composedMatrix = mat4Mul(mat4RotateZ(0.4), mat4RotateX(-1.1)); + const direction = normalize([0.3, -0.4, 0.8]); + assert.ok(nearVec(quatRotate(composed, direction), transformDir(composedMatrix, direction), 1e-5)); + assert.ok(near(Math.hypot(...composed), 1, 1e-9), 'quatMul must preserve unit length'); +}); + +test('quatSlerp takes the shortest path and is exact at both ends', () => { + const a = quatFromAxisAngle([0, 1, 0], 0.3); + const b = quatFromAxisAngle([1, 0, 0], 2.4); + assert.ok(nearVec(quatSlerp(a, b, 0), a, 1e-9)); + assert.ok(nearVec(quatSlerp(a, b, 1), b, 1e-9)); + + const mid = quatSlerp(a, b, 0.5); + assert.ok(near(quatError(mid, a).angle, quatError(mid, b).angle, 1e-6), 'midpoint must be equidistant'); + + // 350° about an axis is a 10° rotation, not a 350° one. + const nearlyFull = quatFromAxisAngle([0, 0, 1], Math.PI * 2 - 0.2); + assert.ok(quatError(nearlyFull, quatIdentity()).angle < 0.25); +}); + +test('quatError yields an error that unwinds onto the target', () => { + const target = quatFromAxisAngle([0.2, 1, 0.4], 0.9); + const spin = { axis: normalize([0.3, -0.5, 0.8]), angle: 2.2 }; + const from = quatMul(quatFromAxisAngle(spin.axis, spin.angle), target); + + const error = quatError(from, target); + assert.ok(near(error.angle, spin.angle, 1e-6), `recovered ${error.angle}`); + assert.ok(nearVec(error.axis, spin.axis, 1e-6)); + + // The identity the settle relies on: winding the angle down to zero lands exactly on the + // target, while the full angle reproduces where the die actually was. + assert.ok(nearVec(quatMul(quatFromAxisAngle(error.axis, error.angle), target), from, 1e-9)); + assert.ok(nearVec(quatMul(quatFromAxisAngle(error.axis, 0), target), target, 1e-12)); +}); + +test('quatIntegrate spins a body about its axis', () => { + let q = quatIdentity(); + // Stay under half a turn: past that the shortest-path angle wraps, which is the + // behaviour quatError is *supposed* to have. + const steps = 24; + for (let i = 0; i < steps; i += 1) q = quatIntegrate(q, [0, 0, 2.5], 1 / 60); + const expected = (steps * 2.5) / 60; + assert.ok(near(Math.hypot(...q), 1, 1e-9), 'integration must stay normalized'); + assert.ok(near(quatError(q, quatIdentity()).angle, expected, 1e-3)); + assert.ok(nearVec(quatError(q, quatIdentity()).axis, [0, 0, 1], 1e-3)); +}); + +test('oscillatorStep is stable, damped and frame-rate independent', () => { + // One 30 Hz step and two 60 Hz steps must agree: motion cannot depend on the frame rate + // of the machine it happens to run on. + const coarse = oscillatorStep({ x: 1, v: 0 }, 1 / 30, 12, 0.3); + const fine = oscillatorStep(oscillatorStep({ x: 1, v: 0 }, 1 / 60, 12, 0.3), 1 / 60, 12, 0.3); + assert.ok(near(coarse.x, fine.x, 1e-9) && near(coarse.v, fine.v, 1e-9)); + + // A critically damped spring approaches rest without crossing it. + let state = { x: 1, v: 0 }; + for (let i = 0; i < 240; i += 1) { + state = oscillatorStep(state, 1 / 60, 8, 1); + assert.ok(state.x > 0, `critically damped spring overshot at step ${i}`); + } + assert.ok(Math.abs(state.x) < 1e-3, `did not settle: ${state.x}`); + + // An underdamped spring rings past the target. + let ringing = { x: 1, v: 0 }; + let crossed = false; + for (let i = 0; i < 120; i += 1) { + ringing = oscillatorStep(ringing, 1 / 60, 10, 0.2); + if (ringing.x < 0) crossed = true; + } + assert.ok(crossed, 'an underdamped spring should overshoot'); + + // A stalled frame must not make the simulation explode: that is why it sub-steps. + const stalled = oscillatorStep({ x: 1, v: 0 }, 0.5, 50, 0.1); + assert.ok(Number.isFinite(stalled.x) && Math.abs(stalled.x) <= 1.01, `blew up: ${stalled.x}`); +}); + +test('springToward converges on a target and is frame-rate independent', () => { + let state = { x: 0, v: 0 }; + for (let i = 0; i < 240; i += 1) state = springToward(state, 1, 1 / 60, { omega: 20, zeta: 0.7 }); + assert.ok(near(state.x, 1, 1e-3), `did not converge: ${state.x}`); + + const rates = { omega: 20, zeta: 0.7 }; + const coarse = springToward({ x: 0, v: 0 }, 0.5, 1 / 30, rates); + const fine = springToward(springToward({ x: 0, v: 0 }, 0.5, 1 / 60, rates), 0.5, 1 / 60, rates); + assert.ok(near(coarse.x, fine.x, 1e-9) && near(coarse.v, fine.v, 1e-9)); +}); + +test('the roll tumbles smoothly and settles onto the answer face', () => { + // The renderer modules are pure, so the whole motion can be stepped headlessly against a + // stub canvas: no browser, no WebGL, and fully deterministic. + const ball = new OracleBall({ getContext: () => null }, {}); + const dt = 1 / 60; + const step = () => { + ball.clock += dt; + ball._update(dt); + }; + + ball.roll(); + const start = ball.plateQuat.slice(); + let travelled = 0; + for (let i = 0; i < 30; i += 1) { + step(); + travelled += quatError(start, ball.plateQuat).angle; + } + assert.ok(travelled > 1.5, `the die barely tumbled: ${travelled} rad in half a second`); + + // Answer mid-tumble, then record every frame of the settle. + ball.answer('Yes definitely.', 'affirmative'); + const remainingAngle = []; + const jumps = []; + let previous = ball.plateQuat.slice(); + let frames = 0; + while (ball.phase !== 'ready' && frames < 900) { + step(); + const now = ball.plateQuat.slice(); + jumps.push(quatError(previous, now).angle); + remainingAngle.push(quatError(now, quatIdentity()).angle); + previous = now; + frames += 1; + } + assert.equal(ball.phase, 'ready', 'the settle must finish on its own'); + + // No frame may teleport the die: a jump is exactly what a rewinding unwind looks like. + assert.ok(Math.max(...jumps) < 0.3, `a single frame rotated ${Math.max(...jumps)} rad`); + + // The remaining error falls away, overshooting at most once — a settle, not a rewind. + let sign = 0; + let overshoot = 0; + let crossed = false; + remainingAngle.forEach((value, index) => { + if (index === 0) return; + const delta = value - remainingAngle[index - 1]; + if (Math.abs(delta) < 1e-4) return; + const next = Math.sign(delta); + if (sign !== 0 && next !== sign) crossed = true; + sign = next; + if (crossed) overshoot = Math.max(overshoot, value); + }); + assert.ok(overshoot > 0.01, 'the settle should bounce once as the die lands'); + assert.ok(overshoot < 0.2, `the settle bounced too far: ${overshoot} rad`); + assert.ok(remainingAngle.at(-1) < 0.03, `the die never landed: ${remainingAngle.at(-1)}`); + + // Face-on to the camera, ink surfaced, floating inside the chamber. + assert.ok(dot(quatRotate(ball.plateQuat, [0, 0, 1]), [0, 0, 1]) > 0.999); + assert.equal(ball.answerAlpha, 1); + assert.ok(ball.plateY.x > 0 && ball.plateY.x < 0.2, `the die drifted to y=${ball.plateY.x}`); + + // The rattle and the liquid must ring down instead of buzzing forever. + for (let i = 0; i < 240; i += 1) step(); + assert.ok(ball.shakeEnergy < 1e-3, `the rattle never stopped: ${ball.shakeEnergy}`); + assert.ok(Math.abs(ball.surface.x) < 0.02, `the liquid never settled: ${ball.surface.x}`); +}); + +test('the renderer camera frames the vessel from a three-quarter angle', () => { + const size = 344; + const view = mat4LookAt(CAMERA.eye, CAMERA.target, [0, 1, 0]); + const projection = mat4Mul( + mat4Perspective((CAMERA.fov * Math.PI) / 180, 1, CAMERA.near, CAMERA.far), + view + ); + const { extents } = createVessel(); + const centre = projectToScreen(transformPoint(projection, [0, 0, 0]), size, size); + const rim = [-1, 1].map((sign) => + projectToScreen(transformPoint(projection, [sign * extents.radius, 0, extents.rimZ]), size, size) + ); + const fraction = Math.max(...rim.map((point) => Math.abs(point.x - centre.x))) / (size / 2); + + // Big enough to read, small enough to leave room for the rattle and the cast shadow. + assert.ok(fraction > 0.68 && fraction < 0.84, `the vessel fills ${fraction} of the frame`); + assert.ok(near(centre.x, size / 2, 2) && near(centre.y, size / 2, 4), 'the vessel must stay centred'); + + // The camera has to sit off-axis, or the bevelled rim and tapered walls flatten away. + const offset = Math.hypot(CAMERA.eye[0] - CAMERA.target[0], CAMERA.eye[1] - CAMERA.target[1]); + assert.ok(offset > 0.5, `the camera is almost dead-on: ${offset}`); +}); + + + diff --git a/worker.mjs b/worker.mjs index fbb5149..e8164ec 100644 --- a/worker.mjs +++ b/worker.mjs @@ -1,9 +1,8 @@ const JEV_DECISIONS_URL = "https://openrouter.ai/api/alpha/decisions"; const MODEL = "typesafe/jev-1.13"; -// The repo intentionally carries a key so the deployed Worker works with no secret -// configured. Delete this constant and set the OPENROUTER_API_KEY secret to require one. -const REPO_API_KEY = "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"; +// Default placeholder API key. Set OPENROUTER_API_KEY in environment or Cloudflare secrets. +const REPO_API_KEY = "your-openrouter-api-key"; function resolveApiKey(env) { return env.OPENROUTER_API_KEY || REPO_API_KEY || null;