PROTOTYPE + proposal, not wired into boot. Pickups are B's systems, their economy is C's, object art is D's — this is a renderer and an argument, offered to all three. Bench: web/dev/laneA_molecules.html · docs/MOLECULES.md THE PITCH: the pickups already in L2 ARE molecules. C authored `nutrient`, `mucin`, `B12` and `antacid ammo` before any of this existed — those are the real biochemistry of a digestive tract, and glucose/cobalamin/bicarbonate are real compounds with known shapes. We don't need to invent a pickup language; we need to stop hiding the one the fiction handed us. GUTS is already a science game (an eosinophil is a real white blood cell, candida a real yeast, the hiatus a real choke point) — it just doesn't LOOK like one, because everything on screen is tinted tissue. THE RULE THAT MAKES IT WORK: CPK is the scanner. Everything identified is drawn in the standard element palette (O red, N blue, P orange, metals pink); everything else stays monochrome tissue. Against six biomes of tinted wall a CPK molecule is the ONLY saturated foreign colour on screen — it reads as artificial, valuable and targetable with NO HUD marker. Proof: round2_molecules_in_canal.png. That's the ART_BIBLE's synthetic-scanner fiction paying rent, and it hands Lane E a free HUD palette. WHY PROCEDURAL AND NOT MODELBEAST — and I'm authorised to burn the GPU: a molecule's shape is already known exactly. Glucose is a hexagonal ring because it IS one. FLUX+TRELLIS gives a plausible blob in 3-8 min that a chemist clocks as wrong and that can never be re-derived. Ball-and-stick from an atom list is exact, rebuilds in ms, and is ONE DRAW CALL per molecule (measured: 7 molecules = 7 draws / 26.5k tris). The split is a principle: small molecules = procedural (exact geometry known); proteins/enzymes = MODELBEAST blobs (real ones are 3000-atom blobs nobody reads — and PIPELINE says blobby organics are TRELLIS's sweet spot); cells/creatures = MODELBEAST, D's lane, unaffected. BUILT: water (chaff) · bicarbonate (antacid ammo — HCO3- + HCl is the real neutralisation, it genuinely fizzes CO2) · glucose (nutrient/score) · caffeine (overdrive — really gut-absorbed, needs no tutorial) · ATP (boost — the orange triphosphate tail IS the charge, a pickup that's a diagram of its own mechanic) · capsaicin (burn hazard — long greasy tail reads wrong on sight) · B12 (rare treasure — a cobalt in a corrin cage, the only metal vitamin; C authored it as a pickup already). Size is a free rarity signal: `unit` mode keeps TRUE relative sizes, so water is a speck and B12 a chandelier. Found by rendering it, which is why the bench exists: fuseRing returns vertices starting adjacent to B, and bonding them from A instead draws a chord across the ring — still a valid 5-cycle so nothing errors, it just looked like a squashed pentagon. Fixed in caffeine + ATP's adenine, adjacency documented. Stated plainly: geometry is idealised (correct connectivity/rings/bond orders, believable angles, authored flat) NOT crystallographic — real glucose is a chair, not a hexagon. The B12 is a simplified corrin core. Untested above ~7 on screen; fifty would want instancing. qa GREEN. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
456 lines
25 KiB
JavaScript
456 lines
25 KiB
JavaScript
// world/molecule.js (Lane A) — ball-and-stick molecules, built from real chemistry.
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//
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// PROTOTYPE / cross-lane proposal (round 2). Not wired into boot. Pickups are Lane B's
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// systems, their economy is C's, their art is D's — this is the *renderer* and a design
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// argument, offered to all three. Harness: web/dev/laneA_molecules.html
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//
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// WHY PROCEDURAL AND NOT A GENERATED MESH. Everything else in GUTS that is an object gets
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// concepted and put through MODELBEAST (PIPELINE.md). Molecules should not, and it isn't a
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// cost argument: a molecule's shape is *known exactly*. Glucose is a hexagonal ring because
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// it is a hexagonal ring. Feeding "glucose molecule" to FLUX+TRELLIS would produce a plausible
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// blob that a chemist would clock as wrong in a second, at 3-8 minutes a go, and it could never
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// be re-derived. Ball-and-stick from an atom list is exact, is ~40 lines of geometry, rebuilds
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// instantly, and — the actual point — **reads as science because it IS the notation science
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// uses**. The game gets its sciency-ness for free by not faking it.
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//
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// The look: CPK colours (the standard element palette — O red, N blue, P orange, S yellow,
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// metals pink). Every chemistry textbook, every protein viewer, every science documentary uses
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// it. Nobody needs to know what it means to feel it. And it does a gameplay job for free:
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// against six biomes of monochrome tinted tissue, a CPK molecule is the only thing on screen
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// with saturated foreign colour — it reads as *artificial, valuable, targetable* at a glance,
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// with no HUD marker. That is the ART_BIBLE's synthetic-scanner fiction paying for itself:
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// the ship's scanner identifies a compound and colours it in.
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//
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// The geometry is IDEALISED, not crystallographic: correct connectivity (which atom bonds to
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// which), correct ring sizes, correct bond orders, believable angles — mostly authored flat
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// because a flat ring reads instantly and spins beautifully. This is a game, not PyMOL, and
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// this comment is here so nobody mistakes it for a structure database later.
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//
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// No real-time lights anywhere in GUTS (ART_BIBLE), so the shading is faked in-shader from a
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// baked key direction. Colorspace: `#include <colorspace_fragment>` is LAW (TECH §Shader law).
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import * as THREE from 'three';
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const TAU = Math.PI * 2;
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// ── elements ────────────────────────────────────────────────────────────────────────────
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// `col` is CPK, nudged for a black void background: real CPK carbon is black, which is
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// invisible here, so carbon is lifted to a grey that still reads as "not an element with a
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// colour". `r` is a display radius in bond-length units — ball-and-stick, so balls are much
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// smaller than the van der Waals radii; these are tuned to read, not to measure.
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export const ELEMENTS = {
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H: { col: 0xf2f2f2, r: 0.26 },
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C: { col: 0x63666e, r: 0.40 },
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N: { col: 0x3b60ff, r: 0.40 },
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O: { col: 0xff3222, r: 0.39 },
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P: { col: 0xff9020, r: 0.50 },
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S: { col: 0xf5f52a, r: 0.49 },
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Cl: { col: 0x35e035, r: 0.44 },
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Na: { col: 0xab5cf2, r: 0.52 },
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Fe: { col: 0xe06633, r: 0.55 },
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Co: { col: 0xf090a0, r: 0.56 },
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};
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const el = (e) => ELEMENTS[e] || { col: 0xff00ff, r: 0.4 }; // magenta = you typo'd an element
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// ── authoring helpers ───────────────────────────────────────────────────────────────────
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/** A regular n-gon in the XY plane. Rings are rings; this is most of chemistry's shapes. */
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function polygon(n, r, cx = 0, cy = 0, phase = -Math.PI / 2) {
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return Array.from({ length: n }, (_, i) => {
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const a = phase + (i * TAU) / n;
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return [cx + r * Math.cos(a), cy + r * Math.sin(a), 0];
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});
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}
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/**
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* The other n-2 vertices of a regular n-gon that shares the edge A-B with an existing ring —
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* i.e. a FUSED ring (caffeine's purine, ATP's adenine). Fused bicyclics are the visual
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* signature of "this is a serious biomolecule", so it's worth the trig.
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*
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* **Returned in ring order starting from the vertex adjacent to B and ending adjacent to A**,
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* so the caller bonds `B–out[0] … out[last]–A` and the shared A–B edge closes the ring. Get
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* that backwards and you bond A to the far vertex: still a valid 5-cycle, so nothing errors —
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* it just draws a chord straight across the ring. It looked like a squashed pentagon and it
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* was found by rendering it, which is the whole reason the bench exists.
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*
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* @param {number[]} away a point the new ring must bulge away from (the host ring's centre)
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*/
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function fuseRing(A, B, n, away = [0, 0, 0]) {
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const mx = (A[0] + B[0]) / 2, my = (A[1] + B[1]) / 2;
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let ex = B[0] - A[0], ey = B[1] - A[1];
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const s = Math.hypot(ex, ey); ex /= s; ey /= s;
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let px = -ey, py = ex; // edge normal, sign undecided
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if (Math.hypot(mx + px - away[0], my + py - away[1]) < Math.hypot(mx - px - away[0], my - py - away[1])) {
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px = -px; py = -py; // ...pick the one pointing outward
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}
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const apothem = (s / 2) / Math.tan(Math.PI / n);
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const R = (s / 2) / Math.sin(Math.PI / n);
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const cx = mx + px * apothem, cy = my + py * apothem;
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const a0 = Math.atan2(A[1] - cy, A[0] - cx);
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const aB = Math.atan2(B[1] - cy, B[0] - cx);
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const step = TAU / n;
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const wrap = (x) => ((x + Math.PI) % TAU + TAU) % TAU - Math.PI; // to (-pi, pi]
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const dir = Math.abs(wrap(a0 + step - aB)) < Math.abs(wrap(a0 - step - aB)) ? 1 : -1;
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const out = [];
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for (let k = 2; k < n; k++) {
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const a = a0 + dir * step * k;
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out.push([cx + R * Math.cos(a), cy + R * Math.sin(a), 0]);
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}
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return out;
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}
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/** Push an atom bonded outward from `from`, away from `origin`, at distance d. */
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function outward(from, d, origin = [0, 0, 0]) {
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const dx = from[0] - origin[0], dy = from[1] - origin[1];
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const L = Math.hypot(dx, dy) || 1;
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return [from[0] + (dx / L) * d, from[1] + (dy / L) * d, from[2]];
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}
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const add = (p, dx, dy, dz = 0) => [p[0] + dx, p[1] + dy, p[2] + dz];
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// ── the library ─────────────────────────────────────────────────────────────────────────
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// Every molecule here is really in the human gut. That constraint is doing design work: it
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// means the pickup table IS the biochemistry of digestion, so the fiction writes itself and
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// nothing has to be invented. `role` is a PROPOSAL to Lanes B/C — see docs/MOLECULES.md.
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function buildLibrary() {
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const M = {};
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const def = (id, o) => { M[id] = { id, ...o }; };
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// ── water ── the common little pickup. Bent at ~104.5°, which is the one fact everyone
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// remembers from school, so it must not be drawn straight.
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def('water', {
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name: 'Water', formula: 'H₂O', role: 'trickle',
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blurb: 'The chaff pickup. Everywhere, worth almost nothing, tops off a sliver of coat.',
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atoms: [{ e: 'O', p: [0, 0, 0] }, { e: 'H', p: [0.76, 0.59, 0] }, { e: 'H', p: [-0.76, 0.59, 0] }],
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bonds: [[0, 1, 1], [0, 2, 1]],
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});
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// ── bicarbonate ── the antacid ammo that L2/L3 already reference. Trigonal planar, and it
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// is *literally* what neutralises stomach acid in a real body: HCO₃⁻ + HCl → salt + water
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// + CO₂. Firing this into the acid sea is real chemistry and it is also just a good weapon.
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def('bicarbonate', {
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name: 'Bicarbonate', formula: 'HCO₃⁻', role: 'antacid ammo',
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blurb: 'Antacid ordnance. Neutralises acid on contact — the real reaction, and it fizzes CO₂.',
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atoms: [
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{ e: 'C', p: [0, 0, 0] },
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{ e: 'O', p: [1.30, 0, 0] },
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{ e: 'O', p: [-0.65, 1.126, 0] },
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{ e: 'O', p: [-0.65, -1.126, 0] },
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{ e: 'H', p: [-1.35, 1.82, 0] },
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],
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bonds: [[0, 1, 2], [0, 2, 1], [0, 3, 1], [2, 4, 1]],
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});
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// ── glucose ── the score/nutrient pickup. Pyranose: a six-ring of 5 carbons and ONE oxygen
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// (drawn red, top-right, exactly where a chemist expects it), hydroxyls hanging off. This is
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// sugar. It is what the gut is FOR.
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def('glucose', {
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name: 'Glucose', formula: 'C₆H₁₂O₆', role: 'nutrient / score',
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blurb: 'Food. The reason the canal exists. Common, stacks, feeds the score multiplier.',
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...(() => {
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const ring = polygon(6, 1.42);
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const atoms = ring.map((p, i) => ({ e: i === 0 ? 'O' : 'C', p })); // ring oxygen at index 0
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const bonds = ring.map((_, i) => [i, (i + 1) % 6, 1]);
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for (let i = 1; i <= 5; i++) { // hydroxyls on every carbon
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if (i === 5) { // ...except C5, which carries CH₂OH
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const c = outward(ring[i], 1.45); atoms.push({ e: 'C', p: c }); bonds.push([i, atoms.length - 1, 1]);
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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]);
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atoms.push({ e: 'H', p: add(o, 0.5, 0.75) }); bonds.push([atoms.length - 2, atoms.length - 1, 1]);
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continue;
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}
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const o = outward(ring[i], 1.38);
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atoms.push({ e: 'O', p: o }); bonds.push([i, atoms.length - 1, 1]);
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atoms.push({ e: 'H', p: outward(o, 0.95) }); bonds.push([atoms.length - 2, atoms.length - 1, 1]);
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}
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return { atoms, bonds };
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})(),
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});
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// ── caffeine ── the overdrive powerup, and a joke that lands without explanation: it is a
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// purine (fused 6+5 with four nitrogens), and it is genuinely absorbed through the gut wall.
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// Everyone knows what caffeine does to a body; nobody needs a tutorial for this pickup.
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def('caffeine', {
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name: 'Caffeine', formula: 'C₈H₁₀N₄O₂', role: 'overdrive',
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blurb: 'Overdrive. Throttle ceiling up, handling twitchier, and it wears off badly.',
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...(() => {
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const six = polygon(6, 1.42);
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const five = fuseRing(six[2], six[3], 5); // fuse the imidazole onto one edge
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const atoms = [
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{ e: 'N', p: six[0] }, { e: 'C', p: six[1] }, { e: 'C', p: six[2] },
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{ e: 'C', p: six[3] }, { e: 'N', p: six[4] }, { e: 'C', p: six[5] },
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{ e: 'N', p: five[0] }, { e: 'C', p: five[1] }, { e: 'N', p: five[2] },
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];
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const bonds = [
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[0, 1, 1], [1, 2, 2], [2, 3, 1], [3, 4, 1], [4, 5, 1], [5, 0, 1], // pyrimidine
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[3, 6, 1], [6, 7, 2], [7, 8, 1], [8, 2, 1], // imidazole (B->…->A)
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];
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const carbonyl = (ci, dir) => { // the two C=O that make it a dione
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const o = outward(atoms[ci].p, 1.24, [0, 0, 0]);
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atoms.push({ e: 'O', p: [o[0] * dir, o[1] * dir === 0 ? o[1] : o[1], o[2]] });
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bonds.push([ci, atoms.length - 1, 2]);
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};
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carbonyl(1, 1); carbonyl(5, 1);
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for (const ni of [0, 4, 8]) { // three methyls — caffeine's tell
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const c = outward(atoms[ni].p, 1.47);
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atoms.push({ e: 'C', p: c }); bonds.push([ni, atoms.length - 1, 1]);
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}
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return { atoms, bonds };
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})(),
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});
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// ── ATP ── the boost. Adenine + ribose + a three-phosphate tail, and that orange tail IS the
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// energy: a body spends ATP by snapping the last phosphate off. A boost pickup that visibly
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// carries three charges is a gameplay diagram of itself.
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def('atp', {
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name: 'ATP', formula: 'C₁₀H₁₆N₅O₁₃P₃', role: 'boost',
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blurb: 'Boost. Literally the cell\'s energy currency — three phosphates, three charges.',
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...(() => {
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const atoms = [], bonds = [];
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const push = (e, p) => (atoms.push({ e, p }), atoms.length - 1);
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// adenine, off to the left
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const six = polygon(6, 1.40, -5.2, 0.8);
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const five = fuseRing(six[2], six[3], 5, [-5.2, 0.8, 0]);
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const A = [
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push('N', six[0]), push('C', six[1]), push('C', six[2]),
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push('C', six[3]), push('N', six[4]), push('C', six[5]),
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];
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const F = [push('N', five[0]), push('C', five[1]), push('N', five[2])];
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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]);
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bonds.push([A[3], F[0], 1], [F[0], F[1], 2], [F[1], F[2], 1], [F[2], A[2], 1]); // B->…->A
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const nh2 = push('N', outward(six[5], 1.36, [-5.2, 0.8, 0])); // the amine
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bonds.push([A[5], nh2, 1]);
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// ribose, a five-ring with its own oxygen, hung off the adenine
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const rib = polygon(5, 1.20, -1.9, -0.2, 0.6);
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const R = rib.map((p, i) => push(i === 0 ? 'O' : 'C', p));
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for (let i = 0; i < 5; i++) bonds.push([R[i], R[(i + 1) % 5], 1]);
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bonds.push([F[2], R[1], 1]); // base -> sugar
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const oh1 = push('O', outward(rib[3], 1.36, [-1.9, -0.2, 0]));
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const oh2 = push('O', outward(rib[4], 1.36, [-1.9, -0.2, 0]));
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bonds.push([R[3], oh1, 1], [R[4], oh2, 1]);
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// the triphosphate tail: P-O-P-O-P marching right, each P with its own oxygens
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let prev = R[2];
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let x = -0.4;
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for (let i = 0; i < 3; i++) {
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const brO = push('O', [x, 0.9, 0]); bonds.push([prev, brO, 1]); // bridging oxygen
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const p = push('P', [x + 1.25, 1.45, 0]); bonds.push([brO, p, 1]);
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bonds.push([p, push('O', [x + 1.25, 2.85, 0]), 2]); // P=O
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bonds.push([p, push('O', [x + 1.05, 0.15, 0]), 1]); // P-O⁻
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prev = p; x += 1.85;
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}
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return { atoms, bonds };
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})(),
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});
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// ── capsaicin ── the burn hazard. Aromatic ring at one end, long greasy tail at the other:
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// the silhouette says "organic and wrong" from across a room, and the tail makes it tumble
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// differently from every compact pickup, which is free readability.
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def('capsaicin', {
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name: 'Capsaicin', formula: 'C₁₈H₂₇NO₃', role: 'burn hazard',
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blurb: 'Chilli. Contact burns the coat. Long-tailed and greasy — reads wrong on sight.',
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...(() => {
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const atoms = [], bonds = [];
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const push = (e, p) => (atoms.push({ e, p }), atoms.length - 1);
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const ring = polygon(6, 1.40, -4.6, 0);
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const R = ring.map((p) => push('C', p));
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for (let i = 0; i < 6; i++) bonds.push([R[i], R[(i + 1) % 6], i % 2 ? 2 : 1]); // aromatic
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const oh = push('O', outward(ring[3], 1.36, [-4.6, 0, 0])); // phenol
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bonds.push([R[3], oh, 1]);
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bonds.push([oh, push('H', outward(ring[3], 2.3, [-4.6, 0, 0])), 1]);
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const om = push('O', outward(ring[4], 1.36, [-4.6, 0, 0])); // methoxy
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bonds.push([R[4], om, 1]);
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bonds.push([om, push('C', outward(ring[4], 2.7, [-4.6, 0, 0])), 1]);
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// amide linker + the alkyl tail, zig-zagging like a real chain
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const c1 = push('C', [-2.7, -0.9, 0]); bonds.push([R[1], c1, 1]);
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const n = push('N', [-1.5, -0.3, 0]); bonds.push([c1, n, 1]);
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const co = push('C', [-0.3, -0.9, 0]); bonds.push([n, co, 1]);
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bonds.push([co, push('O', [-0.3, -2.3, 0]), 2]);
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let prev = co, x = 0.9, up = true;
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for (let i = 0; i < 7; i++) {
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const c = push('C', [x, up ? -0.25 : -1.15, 0]);
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bonds.push([prev, c, i === 5 ? 2 : 1]); // one double bond kink, as in the real thing
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prev = c; x += 1.05; up = !up;
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}
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return { atoms, bonds };
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})(),
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});
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// ── cobalamin (B12) core ── the treasure. B12 is the most structurally complex vitamin there
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// is and the only one with a METAL at its heart — a cobalt held in a corrin cage. C already
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// authored B12 as a rare pickup before any of this existed. Simplified to the corrin core:
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// the whole read is "a jewel in a setting", which is exactly what a rare pickup should be.
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def('cobalamin', {
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name: 'Cobalamin (B₁₂) core', formula: 'C₆₃H₈₈CoN₁₄O₁₄P', role: 'rare treasure',
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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 <colorspace_fragment>
|
||
}`,
|
||
});
|
||
}
|
||
|
||
// ── 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;
|
||
}
|