diff --git a/docs/MOLECULES.md b/docs/MOLECULES.md new file mode 100644 index 0000000..4935947 --- /dev/null +++ b/docs/MOLECULES.md @@ -0,0 +1,136 @@ +# MOLECULES — a proposal (Lane A, round 2) + +**Status: PROTOTYPE + argument.** Nothing here is wired into boot. Pickups are Lane B's +systems, their economy is Lane C's, object art is Lane D's — this document is a pitch to all +three, plus a working renderer they can take or leave. + +Fly it: `web/dev/laneA_molecules.html` · code: `web/js/world/molecule.js` · +evidence: `docs/shots/laneA/round2_molecule_pickups.png`, `round2_molecules_in_canal.png`, +`round2_molecules_truescale.png` + +--- + +## The pitch in one line + +**The pickups already in L2 are molecules — so draw them as molecules.** + +C authored `nutrient`, `mucin`, `B12`, `antacid ammo` before any of this existed. Those aren't +game-flavoured names; they're the actual biochemistry of a digestive tract. Glucose, cobalamin +and bicarbonate are *real compounds with known shapes*. We don't have to invent a pickup +language — we have to stop hiding the one the fiction already handed us. + +## Why this is free sciency-ness, and why it isn't educational + +The game does not explain anything and should not start. Nobody needs to know what ATP is. +But a purine reads as *chemistry* to anyone alive, the way a circuit diagram reads as +*electronics* — because it is the real notation, not an impression of one. **The game gets to +feel sciency by not faking it**, which is cheaper than faking it and better. + +Consider what's already true: an **eosinophil** is a real white blood cell. **Candida** is a +real yeast. A **bolus** is a real mass of chewed food. The **hiatus** is a real anatomical +choke point. **GUTS is already a science game** — C built it that way. It just doesn't *look* +like one yet, because everything on screen is tinted tissue. + +## The one rule that makes it all work: CPK is the scanner + +**Everything the ship's scanner has identified is drawn in CPK colours. Everything it hasn't +is monochrome tinted tissue.** + +CPK is the standard element palette — oxygen red, nitrogen blue, phosphorus orange, sulfur +yellow, metals pink. Every chemistry textbook and protein viewer on earth uses it. Against six +biomes of tinted tissue, **a CPK molecule is the only saturated foreign colour on screen**, so +it reads as artificial, valuable and targetable at a glance — *with no HUD marker* +(`round2_molecules_in_canal.png` is the proof: a glucose in the esophagus, unmissable). + +That's ART_BIBLE's synthetic-scanner fiction paying rent: the ship identifies a compound and +colours it in. → **Lane E**: this is a free HUD language. Accent a readout in an element's CPK +colour and it belongs to that compound with no legend. + +## Why procedural, not MODELBEAST — and where MODELBEAST *is* right + +I'm authorised to burn GPU on this and I'm not going to, for one reason: **a molecule's shape +is already known exactly.** Glucose is a hexagonal ring because it is a hexagonal ring. FLUX + +TRELLIS would give a plausible blob, in 3–8 minutes, that a chemist clocks as wrong instantly +and that can never be re-derived. Ball-and-stick from an atom list is exact, rebuilds in +milliseconds, and is **one draw call per molecule** (measured: 7 molecules = 7 draws, 26.5k +tris total; glucose alone is 3.7k tris / 1 draw). + +**The split, and it's a principle, not a preference:** + +| kind | how | why | +|---|---|---| +| **Small molecules** — glucose, ATP, caffeine, bicarbonate, capsaicin, B12, ions | **procedural ball-and-stick** | exact geometry is known; generation can only degrade it | +| **Proteins / enzymes** — pepsin, trypsin, lipase, mucin | **MODELBEAST** (flux → sf3d → trellis) | real ones are 3000-atom blobs; nobody reads their structure. A blob is the honest render, and PIPELINE says blobby organics are TRELLIS's sweet spot | +| **Cells / creatures** — eosinophil, candida, bolus, ENDO-1 | **MODELBEAST** (Lane D's round-2 headline, gated on concept sign-off) | organic, no canonical geometry, exactly what it's for | + +So MODELBEAST still does the heavy lifting — on the things where invention is the right answer. + +## The library (built, rendering, in the sheet) + +Every one of these is really in the human gut. That constraint does the design work: the pickup +table *is* the biochemistry of digestion, so nothing has to be invented and the fiction is +automatic. + +| molecule | proposed role | why it's the right object | +|---|---|---| +| **Glucose** `C₆H₁₂O₆` | nutrient / score | Food. The reason the canal exists. Common, stacks. | +| **ATP** `C₁₀H₁₆N₅O₁₃P₃` | **boost** | Literally the cell's energy currency. The orange triphosphate tail *is* the charge — a body spends ATP by snapping one off. A boost pickup that visibly carries three charges is a diagram of its own mechanic. | +| **Bicarbonate** `HCO₃⁻` | **antacid ammo** | Already in L2. `HCO₃⁻ + HCl → salt + H₂O + CO₂` is the real reaction that neutralises stomach acid — fire it into the acid sea and it genuinely fizzes. | +| **Caffeine** `C₈H₁₀N₄O₂` | **overdrive** | Really absorbed through the gut wall. Everyone knows what it does to a body: throttle up, twitchier, wears off badly. Needs no tutorial. | +| **Capsaicin** `C₁₈H₂₇NO₃` | **burn hazard** | Chilli. Long greasy tail + aromatic ring = a silhouette that reads *wrong* across a room, and it tumbles unlike any compact pickup. Free readability. | +| **Vitamin B₁₂** `C₆₃H₈₈CoN₁₄O₁₄P` | **rare treasure** | C already authored B12 as a pickup. It's the most complex vitamin and the *only one with a metal at its heart* — a cobalt in a corrin cage. It renders as a jewel in a setting. | +| **Water** `H₂O` | trickle / chaff | Everywhere, worth a sliver. The size floor. | + +**Size is a free rarity signal.** `buildMolecule(id, {unit})` keeps molecules at their TRUE +relative sizes: water is a speck, B12 is a chandelier (`round2_molecules_truescale.png`). The +player learns what's worth chasing before reading a single colour, and it costs nothing because +it's just true. (`{fit}` normalises them all to one size instead, if a pickup must occupy a +fixed box — B's call.) + +## Cheap next molecules, if this lands + +- **Ions as basic ammo/energy**: Na⁺, K⁺, Cl⁻, Ca²⁺ — single coloured spheres, ~30 tris, and + they're the real electrolytes. Violet, green, purple: instant colour-coded ammo types. +- **Ethanol** `C₂H₅OH` — a *powerdown*. Controls drift, aim lags. Funny, real, gut-absorbed. +- **Vitamin C** `C₆H₈O₆` — coat repair (it's the antioxidant). Pairs with B12 as a vitamin tier. +- **Mucin** — the coat itself, and it's already a pickup. It's a glycoprotein → MODELBEAST blob, + not ball-and-stick. Good first test of the split above. +- **HCl** — the acid sea's own molecule. One green Cl, one white H. The sea could *shed* them. + +## Other ways to be sciency that cost ~nothing + +1. **Show the real pH.** L3's identity is "ambient pH drains the coat". Stomach pH really is + ~1.5–3.5. A HUD readout ticking `pH 1.8` as you descend is instantly sciency, is true, and + is one number. → Lane E / C. +2. **Name the real reaction when it fires.** Antacid hit → `HCO₃⁻ + HCl → NaCl + H₂O + CO₂↑` + flashed for half a second in the feed. Never explained. Reads as an instrument log. +3. **Let CO₂ be the fizz.** The bicarbonate reaction really produces gas. Bubbles from a + neutralised acid patch are the reaction being visible, not a particle effect. +4. **The enemies are already real** — lean in. `eosinophil_swarm` is a real immune response to + an invader. The player IS the invader. That's the whole game's joke and it's science. + +## What I'd need from each lane + +- **→ C**: are these the roles you want? The economy is yours. If `nutrient` should be glucose + and `antacid` bicarbonate, they're built. Tell me which molecules a level needs. +- **→ B**: `buildMolecule(id, {fit|unit, detail, material})` returns one `THREE.Mesh`, one draw, + `.userData` carries name/formula/role. Share ONE material across all of them (colour is + per-vertex, so they still batch). Use `detail: 1` for live pickups, `2` for hero/close. +- **→ D**: this doesn't touch your pack and doesn't want your GPU time. It *asks* for the split + above — proteins and cells are yours, small molecules are arithmetic. Your round-2 hero list + is unaffected. +- **→ E**: CPK as the scanner's identification language is a free HUD palette. `ELEMENTS` in + `molecule.js` exports the hexes. +- **→ F**: `world/molecule.js` sits in my dir because it's my dir, not because molecules are + "world". If this is adopted it probably wants a shared `web/js/fx/` — your call. + +## Honest limitations + +- **Geometry is idealised, not crystallographic**: correct connectivity, ring sizes and bond + orders, believable angles, authored mostly flat because a flat ring reads instantly and spins + well. Real molecules pucker (glucose is a chair, not a hexagon). This is a game, not PyMOL — + but nobody should mistake this table for a structure database later. +- **The B12 is a simplified corrin core** — the real thing has a nucleotide tail and far more + side chains. It reads as "jewel in a cage", which is the job. +- **Not performance-tested at pickup density.** 7 on screen is 7 draws / 26k tris. Fifty would + want instancing or a merged batch, and neither exists yet. diff --git a/docs/shots/laneA/round2_molecule_pickups.png b/docs/shots/laneA/round2_molecule_pickups.png new file mode 100644 index 0000000..8e64f33 Binary files /dev/null and b/docs/shots/laneA/round2_molecule_pickups.png differ diff --git a/docs/shots/laneA/round2_molecules_in_canal.png b/docs/shots/laneA/round2_molecules_in_canal.png new file mode 100644 index 0000000..2946f67 Binary files /dev/null and b/docs/shots/laneA/round2_molecules_in_canal.png differ diff --git a/docs/shots/laneA/round2_molecules_truescale.png b/docs/shots/laneA/round2_molecules_truescale.png new file mode 100644 index 0000000..26415c0 Binary files /dev/null and b/docs/shots/laneA/round2_molecules_truescale.png differ diff --git a/web/dev/laneA_molecules.html b/web/dev/laneA_molecules.html new file mode 100644 index 0000000..d0fc768 --- /dev/null +++ b/web/dev/laneA_molecules.html @@ -0,0 +1,165 @@ + + + + +GUTS — Lane A molecule harness + + + + + +
+ + + diff --git a/web/js/world/molecule.js b/web/js/world/molecule.js new file mode 100644 index 0000000..e08493a --- /dev/null +++ b/web/js/world/molecule.js @@ -0,0 +1,455 @@ +// world/molecule.js (Lane A) — ball-and-stick molecules, built from real chemistry. +// +// PROTOTYPE / cross-lane proposal (round 2). Not wired into boot. Pickups are Lane B's +// systems, their economy is C's, their art is D's — this is the *renderer* and a design +// argument, offered to all three. Harness: web/dev/laneA_molecules.html +// +// WHY PROCEDURAL AND NOT A GENERATED MESH. Everything else in GUTS that is an object gets +// concepted and put through MODELBEAST (PIPELINE.md). Molecules should not, and it isn't a +// cost argument: a molecule's shape is *known exactly*. Glucose is a hexagonal ring because +// it is a hexagonal ring. Feeding "glucose molecule" to FLUX+TRELLIS would produce a plausible +// blob that a chemist would clock as wrong in a second, at 3-8 minutes a go, and it could never +// be re-derived. Ball-and-stick from an atom list is exact, is ~40 lines of geometry, rebuilds +// instantly, and — the actual point — **reads as science because it IS the notation science +// uses**. The game gets its sciency-ness for free by not faking it. +// +// The look: CPK colours (the standard element palette — O red, N blue, P orange, S yellow, +// metals pink). Every chemistry textbook, every protein viewer, every science documentary uses +// it. Nobody needs to know what it means to feel it. And it does a gameplay job for free: +// against six biomes of monochrome tinted tissue, a CPK molecule is the only thing on screen +// with saturated foreign colour — it reads as *artificial, valuable, targetable* at a glance, +// with no HUD marker. That is the ART_BIBLE's synthetic-scanner fiction paying for itself: +// the ship's scanner identifies a compound and colours it in. +// +// The geometry is IDEALISED, not crystallographic: correct connectivity (which atom bonds to +// which), correct ring sizes, correct bond orders, believable angles — mostly authored flat +// because a flat ring reads instantly and spins beautifully. This is a game, not PyMOL, and +// this comment is here so nobody mistakes it for a structure database later. +// +// No real-time lights anywhere in GUTS (ART_BIBLE), so the shading is faked in-shader from a +// baked key direction. Colorspace: `#include ` is LAW (TECH §Shader law). + +import * as THREE from 'three'; + +const TAU = Math.PI * 2; + +// ── elements ──────────────────────────────────────────────────────────────────────────── +// `col` is CPK, nudged for a black void background: real CPK carbon is black, which is +// invisible here, so carbon is lifted to a grey that still reads as "not an element with a +// colour". `r` is a display radius in bond-length units — ball-and-stick, so balls are much +// smaller than the van der Waals radii; these are tuned to read, not to measure. +export const ELEMENTS = { + H: { col: 0xf2f2f2, r: 0.26 }, + C: { col: 0x63666e, r: 0.40 }, + N: { col: 0x3b60ff, r: 0.40 }, + O: { col: 0xff3222, r: 0.39 }, + P: { col: 0xff9020, r: 0.50 }, + S: { col: 0xf5f52a, r: 0.49 }, + Cl: { col: 0x35e035, r: 0.44 }, + Na: { col: 0xab5cf2, r: 0.52 }, + Fe: { col: 0xe06633, r: 0.55 }, + Co: { col: 0xf090a0, r: 0.56 }, +}; +const el = (e) => ELEMENTS[e] || { col: 0xff00ff, r: 0.4 }; // magenta = you typo'd an element + +// ── authoring helpers ─────────────────────────────────────────────────────────────────── +/** A regular n-gon in the XY plane. Rings are rings; this is most of chemistry's shapes. */ +function polygon(n, r, cx = 0, cy = 0, phase = -Math.PI / 2) { + return Array.from({ length: n }, (_, i) => { + const a = phase + (i * TAU) / n; + return [cx + r * Math.cos(a), cy + r * Math.sin(a), 0]; + }); +} + +/** + * The other n-2 vertices of a regular n-gon that shares the edge A-B with an existing ring — + * i.e. a FUSED ring (caffeine's purine, ATP's adenine). Fused bicyclics are the visual + * signature of "this is a serious biomolecule", so it's worth the trig. + * + * **Returned in ring order starting from the vertex adjacent to B and ending adjacent to A**, + * so the caller bonds `B–out[0] … out[last]–A` and the shared A–B edge closes the ring. Get + * that backwards and you bond A to the far vertex: still a valid 5-cycle, so nothing errors — + * it just draws a chord straight across the ring. It looked like a squashed pentagon and it + * was found by rendering it, which is the whole reason the bench exists. + * + * @param {number[]} away a point the new ring must bulge away from (the host ring's centre) + */ +function fuseRing(A, B, n, away = [0, 0, 0]) { + const mx = (A[0] + B[0]) / 2, my = (A[1] + B[1]) / 2; + let ex = B[0] - A[0], ey = B[1] - A[1]; + const s = Math.hypot(ex, ey); ex /= s; ey /= s; + let px = -ey, py = ex; // edge normal, sign undecided + if (Math.hypot(mx + px - away[0], my + py - away[1]) < Math.hypot(mx - px - away[0], my - py - away[1])) { + px = -px; py = -py; // ...pick the one pointing outward + } + const apothem = (s / 2) / Math.tan(Math.PI / n); + const R = (s / 2) / Math.sin(Math.PI / n); + const cx = mx + px * apothem, cy = my + py * apothem; + const a0 = Math.atan2(A[1] - cy, A[0] - cx); + const aB = Math.atan2(B[1] - cy, B[0] - cx); + const step = TAU / n; + const wrap = (x) => ((x + Math.PI) % TAU + TAU) % TAU - Math.PI; // to (-pi, pi] + const dir = Math.abs(wrap(a0 + step - aB)) < Math.abs(wrap(a0 - step - aB)) ? 1 : -1; + const out = []; + for (let k = 2; k < n; k++) { + const a = a0 + dir * step * k; + out.push([cx + R * Math.cos(a), cy + R * Math.sin(a), 0]); + } + return out; +} + +/** Push an atom bonded outward from `from`, away from `origin`, at distance d. */ +function outward(from, d, origin = [0, 0, 0]) { + const dx = from[0] - origin[0], dy = from[1] - origin[1]; + const L = Math.hypot(dx, dy) || 1; + return [from[0] + (dx / L) * d, from[1] + (dy / L) * d, from[2]]; +} + +const add = (p, dx, dy, dz = 0) => [p[0] + dx, p[1] + dy, p[2] + dz]; + +// ── the library ───────────────────────────────────────────────────────────────────────── +// Every molecule here is really in the human gut. That constraint is doing design work: it +// means the pickup table IS the biochemistry of digestion, so the fiction writes itself and +// nothing has to be invented. `role` is a PROPOSAL to Lanes B/C — see docs/MOLECULES.md. + +function buildLibrary() { + const M = {}; + const def = (id, o) => { M[id] = { id, ...o }; }; + + // ── water ── the common little pickup. Bent at ~104.5°, which is the one fact everyone + // remembers from school, so it must not be drawn straight. + def('water', { + name: 'Water', formula: 'H₂O', role: 'trickle', + blurb: 'The chaff pickup. Everywhere, worth almost nothing, tops off a sliver of coat.', + atoms: [{ e: 'O', p: [0, 0, 0] }, { e: 'H', p: [0.76, 0.59, 0] }, { e: 'H', p: [-0.76, 0.59, 0] }], + bonds: [[0, 1, 1], [0, 2, 1]], + }); + + // ── bicarbonate ── the antacid ammo that L2/L3 already reference. Trigonal planar, and it + // is *literally* what neutralises stomach acid in a real body: HCO₃⁻ + HCl → salt + water + // + CO₂. Firing this into the acid sea is real chemistry and it is also just a good weapon. + def('bicarbonate', { + name: 'Bicarbonate', formula: 'HCO₃⁻', role: 'antacid ammo', + blurb: 'Antacid ordnance. Neutralises acid on contact — the real reaction, and it fizzes CO₂.', + atoms: [ + { e: 'C', p: [0, 0, 0] }, + { e: 'O', p: [1.30, 0, 0] }, + { e: 'O', p: [-0.65, 1.126, 0] }, + { e: 'O', p: [-0.65, -1.126, 0] }, + { e: 'H', p: [-1.35, 1.82, 0] }, + ], + bonds: [[0, 1, 2], [0, 2, 1], [0, 3, 1], [2, 4, 1]], + }); + + // ── glucose ── the score/nutrient pickup. Pyranose: a six-ring of 5 carbons and ONE oxygen + // (drawn red, top-right, exactly where a chemist expects it), hydroxyls hanging off. This is + // sugar. It is what the gut is FOR. + def('glucose', { + name: 'Glucose', formula: 'C₆H₁₂O₆', role: 'nutrient / score', + blurb: 'Food. The reason the canal exists. Common, stacks, feeds the score multiplier.', + ...(() => { + const ring = polygon(6, 1.42); + const atoms = ring.map((p, i) => ({ e: i === 0 ? 'O' : 'C', p })); // ring oxygen at index 0 + const bonds = ring.map((_, i) => [i, (i + 1) % 6, 1]); + for (let i = 1; i <= 5; i++) { // hydroxyls on every carbon + if (i === 5) { // ...except C5, which carries CH₂OH + const c = outward(ring[i], 1.45); atoms.push({ e: 'C', p: c }); bonds.push([i, atoms.length - 1, 1]); + const o = add(outward(c, 1.35), 0, 0.35); atoms.push({ e: 'O', p: o }); bonds.push([atoms.length - 2, atoms.length - 1, 1]); + atoms.push({ e: 'H', p: add(o, 0.5, 0.75) }); bonds.push([atoms.length - 2, atoms.length - 1, 1]); + continue; + } + const o = outward(ring[i], 1.38); + atoms.push({ e: 'O', p: o }); bonds.push([i, atoms.length - 1, 1]); + atoms.push({ e: 'H', p: outward(o, 0.95) }); bonds.push([atoms.length - 2, atoms.length - 1, 1]); + } + return { atoms, bonds }; + })(), + }); + + // ── caffeine ── the overdrive powerup, and a joke that lands without explanation: it is a + // purine (fused 6+5 with four nitrogens), and it is genuinely absorbed through the gut wall. + // Everyone knows what caffeine does to a body; nobody needs a tutorial for this pickup. + def('caffeine', { + name: 'Caffeine', formula: 'C₈H₁₀N₄O₂', role: 'overdrive', + blurb: 'Overdrive. Throttle ceiling up, handling twitchier, and it wears off badly.', + ...(() => { + const six = polygon(6, 1.42); + const five = fuseRing(six[2], six[3], 5); // fuse the imidazole onto one edge + const atoms = [ + { e: 'N', p: six[0] }, { e: 'C', p: six[1] }, { e: 'C', p: six[2] }, + { e: 'C', p: six[3] }, { e: 'N', p: six[4] }, { e: 'C', p: six[5] }, + { e: 'N', p: five[0] }, { e: 'C', p: five[1] }, { e: 'N', p: five[2] }, + ]; + const bonds = [ + [0, 1, 1], [1, 2, 2], [2, 3, 1], [3, 4, 1], [4, 5, 1], [5, 0, 1], // pyrimidine + [3, 6, 1], [6, 7, 2], [7, 8, 1], [8, 2, 1], // imidazole (B->…->A) + ]; + const carbonyl = (ci, dir) => { // the two C=O that make it a dione + const o = outward(atoms[ci].p, 1.24, [0, 0, 0]); + atoms.push({ e: 'O', p: [o[0] * dir, o[1] * dir === 0 ? o[1] : o[1], o[2]] }); + bonds.push([ci, atoms.length - 1, 2]); + }; + carbonyl(1, 1); carbonyl(5, 1); + for (const ni of [0, 4, 8]) { // three methyls — caffeine's tell + const c = outward(atoms[ni].p, 1.47); + atoms.push({ e: 'C', p: c }); bonds.push([ni, atoms.length - 1, 1]); + } + return { atoms, bonds }; + })(), + }); + + // ── ATP ── the boost. Adenine + ribose + a three-phosphate tail, and that orange tail IS the + // energy: a body spends ATP by snapping the last phosphate off. A boost pickup that visibly + // carries three charges is a gameplay diagram of itself. + def('atp', { + name: 'ATP', formula: 'C₁₀H₁₆N₅O₁₃P₃', role: 'boost', + blurb: 'Boost. Literally the cell\'s energy currency — three phosphates, three charges.', + ...(() => { + const atoms = [], bonds = []; + const push = (e, p) => (atoms.push({ e, p }), atoms.length - 1); + // adenine, off to the left + const six = polygon(6, 1.40, -5.2, 0.8); + const five = fuseRing(six[2], six[3], 5, [-5.2, 0.8, 0]); + const A = [ + push('N', six[0]), push('C', six[1]), push('C', six[2]), + push('C', six[3]), push('N', six[4]), push('C', six[5]), + ]; + const F = [push('N', five[0]), push('C', five[1]), push('N', five[2])]; + bonds.push([A[0], A[1], 2], [A[1], A[2], 1], [A[2], A[3], 2], [A[3], A[4], 1], [A[4], A[5], 2], [A[5], A[0], 1]); + bonds.push([A[3], F[0], 1], [F[0], F[1], 2], [F[1], F[2], 1], [F[2], A[2], 1]); // B->…->A + const nh2 = push('N', outward(six[5], 1.36, [-5.2, 0.8, 0])); // the amine + bonds.push([A[5], nh2, 1]); + // ribose, a five-ring with its own oxygen, hung off the adenine + const rib = polygon(5, 1.20, -1.9, -0.2, 0.6); + const R = rib.map((p, i) => push(i === 0 ? 'O' : 'C', p)); + for (let i = 0; i < 5; i++) bonds.push([R[i], R[(i + 1) % 5], 1]); + bonds.push([F[2], R[1], 1]); // base -> sugar + const oh1 = push('O', outward(rib[3], 1.36, [-1.9, -0.2, 0])); + const oh2 = push('O', outward(rib[4], 1.36, [-1.9, -0.2, 0])); + bonds.push([R[3], oh1, 1], [R[4], oh2, 1]); + // the triphosphate tail: P-O-P-O-P marching right, each P with its own oxygens + let prev = R[2]; + let x = -0.4; + for (let i = 0; i < 3; i++) { + const brO = push('O', [x, 0.9, 0]); bonds.push([prev, brO, 1]); // bridging oxygen + const p = push('P', [x + 1.25, 1.45, 0]); bonds.push([brO, p, 1]); + bonds.push([p, push('O', [x + 1.25, 2.85, 0]), 2]); // P=O + bonds.push([p, push('O', [x + 1.05, 0.15, 0]), 1]); // P-O⁻ + prev = p; x += 1.85; + } + return { atoms, bonds }; + })(), + }); + + // ── capsaicin ── the burn hazard. Aromatic ring at one end, long greasy tail at the other: + // the silhouette says "organic and wrong" from across a room, and the tail makes it tumble + // differently from every compact pickup, which is free readability. + def('capsaicin', { + name: 'Capsaicin', formula: 'C₁₈H₂₇NO₃', role: 'burn hazard', + blurb: 'Chilli. Contact burns the coat. Long-tailed and greasy — reads wrong on sight.', + ...(() => { + const atoms = [], bonds = []; + const push = (e, p) => (atoms.push({ e, p }), atoms.length - 1); + const ring = polygon(6, 1.40, -4.6, 0); + const R = ring.map((p) => push('C', p)); + for (let i = 0; i < 6; i++) bonds.push([R[i], R[(i + 1) % 6], i % 2 ? 2 : 1]); // aromatic + const oh = push('O', outward(ring[3], 1.36, [-4.6, 0, 0])); // phenol + bonds.push([R[3], oh, 1]); + bonds.push([oh, push('H', outward(ring[3], 2.3, [-4.6, 0, 0])), 1]); + const om = push('O', outward(ring[4], 1.36, [-4.6, 0, 0])); // methoxy + bonds.push([R[4], om, 1]); + bonds.push([om, push('C', outward(ring[4], 2.7, [-4.6, 0, 0])), 1]); + // amide linker + the alkyl tail, zig-zagging like a real chain + const c1 = push('C', [-2.7, -0.9, 0]); bonds.push([R[1], c1, 1]); + const n = push('N', [-1.5, -0.3, 0]); bonds.push([c1, n, 1]); + const co = push('C', [-0.3, -0.9, 0]); bonds.push([n, co, 1]); + bonds.push([co, push('O', [-0.3, -2.3, 0]), 2]); + let prev = co, x = 0.9, up = true; + for (let i = 0; i < 7; i++) { + const c = push('C', [x, up ? -0.25 : -1.15, 0]); + bonds.push([prev, c, i === 5 ? 2 : 1]); // one double bond kink, as in the real thing + prev = c; x += 1.05; up = !up; + } + return { atoms, bonds }; + })(), + }); + + // ── cobalamin (B12) core ── the treasure. B12 is the most structurally complex vitamin there + // is and the only one with a METAL at its heart — a cobalt held in a corrin cage. C already + // authored B12 as a rare pickup before any of this existed. Simplified to the corrin core: + // the whole read is "a jewel in a setting", which is exactly what a rare pickup should be. + def('cobalamin', { + name: 'Cobalamin (B₁₂) core', formula: 'C₆₃H₈₈CoN₁₄O₁₄P', role: 'rare treasure', + blurb: 'The jewel. A cobalt atom held in a corrin cage — the only vitamin with a metal.', + ...(() => { + const atoms = [{ e: 'Co', p: [0, 0, 0] }]; + const bonds = []; + const push = (e, p) => (atoms.push({ e, p }), atoms.length - 1); + for (let q = 0; q < 4; q++) { // four pyrrole rings around the metal + const a = (q * TAU) / 4 + Math.PI / 4; + const nx = Math.cos(a) * 1.95, ny = Math.sin(a) * 1.95; + const n = push('N', [nx, ny, 0]); + bonds.push([0, n, 1]); // Co-N coordination bond + // the ring bulges outward from the metal + const ring = polygon(5, 1.20, Math.cos(a) * 3.05, Math.sin(a) * 3.05, a + Math.PI); + const C = ring.slice(1).map((p) => push('C', p)); + bonds.push([n, C[0], 1], [C[0], C[1], 2], [C[1], C[2], 1], [C[2], C[3], 2], [C[3], n, 1]); + const sub = push('C', outward(ring[2], 1.45)); // a stub of the real side chains + bonds.push([C[1], sub, 1]); + const o = push('O', outward(ring[3], 1.40)); + bonds.push([C[2], o, 1]); + } + return { atoms, bonds }; + })(), + }); + + return M; +} + +export const MOLECULES = buildLibrary(); +export const listMolecules = () => Object.keys(MOLECULES); + +// ── material ──────────────────────────────────────────────────────────────────────────── +/** + * There are no lights in GUTS, so this fakes one: a baked key direction gives the balls their + * roundness, a tight specular gives the glossy model-kit read, and a fresnel rim in the + * scanner's cyan says "this object has been identified" — the same rim language the wall uses, + * so molecules belong to the world instead of being stickers on it. + */ +export function createMoleculeMaterial({ scan = 0x7fdfff, scanGain = 0.55 } = {}) { + return new THREE.ShaderMaterial({ + uniforms: { + uScan: { value: new THREE.Color(scan) }, + uScanGain: { value: scanGain }, + uKey: { value: new THREE.Vector3(0.35, 0.72, 0.6).normalize() }, + }, + vertexShader: /* glsl */` + attribute vec3 color; + varying vec3 vColor; varying vec3 vN; varying vec3 vView; + void main() { + vColor = color; + vec4 mv = modelViewMatrix * vec4(position, 1.0); + vN = normalize(normalMatrix * normal); + vView = -mv.xyz; + gl_Position = projectionMatrix * mv; + }`, + fragmentShader: /* glsl */` + uniform vec3 uScan, uKey; uniform float uScanGain; + varying vec3 vColor; varying vec3 vN; varying vec3 vView; + void main() { + vec3 N = normalize(vN), V = normalize(vView); + // Key light in VIEW space: it follows the camera, so a molecule tumbling in flight + // never rotates into an unlit pose. Wrapped (0.30 floor) so nothing goes to silhouette. + float diff = 0.30 + 0.70 * max(0.0, dot(N, uKey)); + float spec = pow(max(0.0, dot(reflect(-uKey, N), V)), 26.0); + float fres = pow(1.0 - max(0.0, dot(N, V)), 3.0); + vec3 col = vColor * diff + vec3(1.0) * spec * 0.55 + uScan * fres * uScanGain; + gl_FragColor = vec4(col, 1.0); + #include + }`, + }); +} + +// ── geometry ──────────────────────────────────────────────────────────────────────────── +// Atoms and bonds are baked into ONE geometry with per-vertex colour, so a molecule is a +// single draw call however many atoms it has. That matters: these are pickups, and there may +// be dozens live. A naive mesh-per-atom glucose would be 21 draws on its own. +let SPHERE = null, CYL = null; +const templates = (detail) => { + if (!SPHERE) { + SPHERE = new THREE.IcosahedronGeometry(1, detail).toNonIndexed(); + CYL = new THREE.CylinderGeometry(1, 1, 1, 9, 1, true).toNonIndexed(); + } + return { SPHERE, CYL }; +}; + +function appendGeo(dst, src, matrix, colorHex) { + const nm = new THREE.Matrix3().getNormalMatrix(matrix); + const pos = src.attributes.position, nor = src.attributes.normal; + const c = new THREE.Color(colorHex); + const v = new THREE.Vector3(), n = new THREE.Vector3(); + for (let i = 0; i < pos.count; i++) { + v.fromBufferAttribute(pos, i).applyMatrix4(matrix); + n.fromBufferAttribute(nor, i).applyMatrix3(nm).normalize(); + dst.position.push(v.x, v.y, v.z); + dst.normal.push(n.x, n.y, n.z); + dst.color.push(c.r, c.g, c.b); + } +} + +const Y = new THREE.Vector3(0, 1, 0); + +/** + * @param {string} id key in MOLECULES + * @param {object} opts + * @param {number} opts.fit scale so the whole molecule fits this radius (game units). + * Every molecule ends up the same size on screen — right for a + * contact sheet, and right if a pickup must occupy a fixed box. + * @param {number} opts.unit ALTERNATIVE to `fit`: absolute units per bond length, so + * molecules keep their TRUE relative sizes — water is a speck and + * B₁₂ is a chandelier. For pickups this is the better one: size + * tells the player what a thing is worth before they read a + * single colour, and it costs nothing because it's just true. + * @param {number} opts.detail icosphere detail: 2 for hero/close, 1 for a live pickup + * @param {THREE.Material} opts.material share ONE across every molecule (see harness) + * @returns {THREE.Mesh} one mesh, one draw. `.userData` carries name/formula/role/blurb. + */ +export function buildMolecule(id, { fit = 1, unit = 0, detail = 2, material = null, bondRadius = 0.13 } = {}) { + const spec = MOLECULES[id]; + if (!spec) throw new Error(`[molecule] unknown molecule "${id}". Have: ${listMolecules().join(', ')}`); + const { SPHERE: sph, CYL: cyl } = templates(detail); + + // Recentre on the atom centroid and solve the scale that makes it `fit`, so every molecule + // arrives the same size on screen no matter how many atoms it has — a pickup is a pickup. + const ps = spec.atoms.map((a) => new THREE.Vector3(...a.p)); + const centre = ps.reduce((acc, p) => acc.add(p), new THREE.Vector3()).multiplyScalar(1 / ps.length); + ps.forEach((p) => p.sub(centre)); + const extent = Math.max(...ps.map((p, i) => p.length() + el(spec.atoms[i].e).r)) || 1; + const k = unit > 0 ? unit : fit / extent; + + const dst = { position: [], normal: [], color: [] }; + const m = new THREE.Matrix4(); + + for (let i = 0; i < ps.length; i++) { + const a = spec.atoms[i], r = el(a.e).r * k; + m.compose(ps[i].clone().multiplyScalar(k), new THREE.Quaternion(), new THREE.Vector3(r, r, r)); + appendGeo(dst, sph, m, el(a.e).col); + } + + for (const [i, j, order = 1] of spec.bonds) { + const A = ps[i].clone().multiplyScalar(k), B = ps[j].clone().multiplyScalar(k); + const dir = B.clone().sub(A), len = dir.length(); + if (len < 1e-6) continue; + const q = new THREE.Quaternion().setFromUnitVectors(Y, dir.clone().normalize()); + // A double bond is drawn as two parallel sticks, a triple as three — the notation, again. + // Offset perpendicular to both the bond and the view-ish axis so the split always reads. + const perp = new THREE.Vector3().crossVectors(dir, new THREE.Vector3(0, 0, 1)); + if (perp.lengthSq() < 1e-6) perp.set(1, 0, 0); + // Bond radius lives in the same scaled units as the atom radii — ball-and-stick only reads + // as ball-and-stick if the sticks are visibly thinner than the balls. + perp.normalize().multiplyScalar(bondRadius * 1.9 * k); + const rr = bondRadius * k * (order > 1 ? 0.62 : 1); + const offs = order === 1 ? [0] : order === 2 ? [-0.5, 0.5] : [-1, 0, 1]; + for (const o of offs) { + const mid = A.clone().add(B).multiplyScalar(0.5).addScaledVector(perp, o); + // Each half of the bond takes its own atom's colour — the classic two-tone stick, and it + // means you can read what's bonded to what without any of the balls being visible. + for (const half of [-1, 1]) { + const c = mid.clone().addScaledVector(dir.clone().normalize(), (len / 4) * half); + m.compose(c, q, new THREE.Vector3(rr, len / 2, rr)); + appendGeo(dst, cyl, m, el(spec.atoms[half < 0 ? i : j].e).col); + } + } + } + + const geo = new THREE.BufferGeometry(); + geo.setAttribute('position', new THREE.Float32BufferAttribute(dst.position, 3)); + geo.setAttribute('normal', new THREE.Float32BufferAttribute(dst.normal, 3)); + geo.setAttribute('color', new THREE.Float32BufferAttribute(dst.color, 3)); + geo.computeBoundingSphere(); + + const mesh = new THREE.Mesh(geo, material || createMoleculeMaterial()); + mesh.name = `molecule ${id}`; + mesh.userData = { id, name: spec.name, formula: spec.formula, role: spec.role, blurb: spec.blurb, atoms: spec.atoms.length, tris: dst.position.length / 9 }; + return mesh; +}