/** * ThinkingOrb — a dotted orb that says what an agent is doing. * * A spinner says "busy". These say *which kind of busy*: particles running * tilted orbits for work in flight, a scan meridian sweeping a globe for a * search, bands that scramble and click back for a solve. Six states, each a * distinct silhouette in motion, so a glance at the orb is enough — which is * the whole point of putting one next to a streaming reply. * * ```tsx * * * ``` * * ## How it is drawn * * The geometry is honestly three-dimensional — points on a sphere, rotated and * tilted, projected orthographically, with depth carried by dot size and ink * weight. React Native has no 2D canvas to paint that into, and one animated * SVG node per dot would be two hundred native prop writes a frame, which no * amount of tuning survives. * * So the dots are quantised into eight ink buckets and each bucket is emitted * as a *single* path of circle arcs. Eight animated props a frame, whatever the * dot count, and depth ordering falls out of bucket order for free — depth is * what drives the ink in the first place, so painting faint to strong paints * far to near. Everything from the trigonometry to the path strings runs in one * worklet on the UI thread; React renders once and then never again. * * Strictly monochrome, from `--color-foreground`, so the orb inverts with the * theme and needs no palette of its own. */ import { useEffect } from 'react'; import { View, type ViewProps } from 'react-native'; import Animated, { runOnUI, useAnimatedProps, useFrameCallback, useReducedMotion, useSharedValue, type SharedValue, } from 'react-native-reanimated'; import Svg, { Path } from 'react-native-svg'; import { useCSSVariable } from 'uniwind'; import { cn } from '../../utils/cn'; const AnimatedPath = Animated.createAnimatedComponent(Path); /** * How many ink levels the dots are rounded to. * * This is the dial. Every bucket is one animated prop and one path per frame, * so fewer is cheaper and more is smoother; below about six the depth falloff * starts to band visibly, and above about twelve there is nothing left to see. */ const BUCKETS = 8; /** Ink below this is invisible against any background, so it is not drawn. */ const MIN_INK = 0.03; /** Dots never shrink past this, or a far dot becomes a gap in the lattice. */ const MIN_RADIUS = 0.3; /** The frame a still orb shows. Far enough in that no state is at its start. */ const STILL_FRAME = 2.4; export type ThinkingOrbState = | 'working' | 'searching' | 'solving' | 'listening' | 'composing' | 'shaping'; /** What each state is doing, for anyone who cannot see it. */ const STATE_LABEL: Record = { working: 'Working', searching: 'Searching', solving: 'Solving', listening: 'Listening', composing: 'Composing', shaping: 'Shaping', }; /** * Density and speed per state, at the two scales. * * `sm` is not `md` scaled down. Below about thirty pixels a faithful lattice * turns to grey mush, so the small orb is a separate design: far fewer dots, * each proportionally much larger, running faster so the motion still reads at * a size where the individual dots barely do. * * The counts are lower than a canvas implementation would use, because every * dot here is arc commands in a path string built each frame — the cost is in * the string, not in the fill. */ interface Profile { speed: number; /** Lattice rows, orbit count, ribbon lanes — whatever the mode counts by. */ rows: number; /** Dots around a row. */ density: number; /** Multiplier on every dot radius. */ radius: number; } const PROFILES: Record = { working: { md: { speed: 1.9, rows: 9, density: 26, radius: 1 }, sm: { speed: 3.9, rows: 4, density: 12, radius: 2.4 }, }, searching: { md: { speed: 2.0, rows: 11, density: 28, radius: 1.15 }, sm: { speed: 2.7, rows: 5, density: 12, radius: 1.75 }, }, solving: { md: { speed: 1.8, rows: 10, density: 24, radius: 1.05 }, sm: { speed: 2.0, rows: 5, density: 11, radius: 1.9 }, }, listening: { md: { speed: 4.4, rows: 10, density: 24, radius: 1 }, sm: { speed: 4.0, rows: 5, density: 11, radius: 1.6 }, }, composing: { md: { speed: 2.3, rows: 5, density: 44, radius: 0.85 }, sm: { speed: 3.1, rows: 3, density: 20, radius: 1.1 }, }, shaping: { md: { speed: 2.4, rows: 1, density: 26, radius: 1 }, sm: { speed: 2.1, rows: 1, density: 14, radius: 2.2 }, }, }; /* -------------------------------------------------------------------------- */ /* Worklet maths */ /* -------------------------------------------------------------------------- */ /** Deterministic hash in `[0, 1)`. Stable across frames and across mounts. */ function hashD(a: number, b: number): number { 'worklet'; const h = Math.sin(a * 12.9898 + b * 78.233) * 43758.5453; return h - Math.floor(h); } /** Shortest signed angular distance, wrapped to `(-π, π]`. */ function angleDelta(a: number, b: number): number { 'worklet'; return Math.atan2(Math.sin(a - b), Math.cos(a - b)); } /** One decimal place. Path strings are rebuilt every frame; every digit costs. */ function q(value: number): number { 'worklet'; return Math.round(value * 10) / 10; } /** * Dot radii were tuned against a 300pt frame; scaling them sub-linearly is what * keeps a 20pt orb from becoming a smudge and a 96pt one from becoming beads. */ function radiusScale(size: number): number { 'worklet'; return (size / 300) ** 0.6; } /** * A dot, straight into its ink bucket as a circle of arcs. * * Two half-arcs rather than a ``, because a bucket has to be one node: * the entire point of bucketing is that the frame costs eight prop writes and * not two hundred. */ function dot(out: string[], x: number, y: number, r: number, ink: number): void { 'worklet'; if (ink < MIN_INK) return; const bucket = Math.min(BUCKETS - 1, Math.max(0, Math.floor(ink * BUCKETS))); const rr = q(Math.max(MIN_RADIUS, r)); const d = q(rr * 2); out[bucket] += `M${q(x - rr)} ${q(y)}a${rr} ${rr} 0 1 0 ${d} 0a${rr} ${rr} 0 1 0 ${-d} 0`; } /** * Spin, tilt and orthographic projection, written into a scratch triple. * * It writes into an array the caller owns rather than returning one, because it * is called once per dot per frame — a fresh triple each time is a few hundred * allocations a frame for a value read immediately and thrown away. */ function project( out: number[], x: number, y: number, z: number, sy: number, cy: number, st: number, ct: number, ox: number, oy: number, scale: number ): void { 'worklet'; const x1 = x * cy + z * sy; const z1 = -x * sy + z * cy; const y1 = y * ct - z1 * st; out[0] = ox + x1 * scale; out[1] = oy - y1 * scale; out[2] = y * st + z1 * ct; } /* -------------------------------------------------------------------------- */ /* The six states */ /* -------------------------------------------------------------------------- */ /** * `working` — particles running tilted orbits, each on a faint ghost path. * * The ghosts are what make it read as orbits rather than as loose specks: three * bright particles alone look random, and the same three on a visible track * look like work being done. */ function drawWorking(out: string[], size: number, t: number, p: Profile): void { 'worklet'; const c = size / 2; const R = c * 0.82; const rs = radiusScale(size) * p.radius; const sy = Math.sin(t * 0.12); const cy = Math.cos(t * 0.12); const st = Math.sin(0.3); const ct = Math.cos(0.3); const v = [0, 0, 0]; for (let orbit = 0; orbit < p.rows; orbit++) { const h1 = hashD(orbit, 1.7); const h2 = hashD(orbit, 5.2); const h3 = hashD(orbit, 8.9); const ro = R * (0.45 + 0.52 * h1); const theta = h1 * 2 * Math.PI; const phi = Math.acos(2 * h2 - 1); // An orthonormal basis for the orbit's plane, from its normal. const nx = Math.sin(phi) * Math.cos(theta); const ny = Math.cos(phi); const nz = Math.sin(phi) * Math.sin(theta); const ul = Math.max(1e-6, Math.hypot(ny, nx)); const ux = -ny / ul; const uy = nx / ul; const vx = ny * 0 - nz * uy; const vy = nz * ux - nx * 0; const vz = nx * uy - ny * ux; const speed = (0.25 + 0.55 * h3) * (h3 > 0.5 ? 1 : -1); for (let k = 0; k < p.density; k++) { const a = (k / p.density) * 2 * Math.PI; const ca = Math.cos(a); const sa = Math.sin(a); project(v, (ux * ca + vx * sa) * ro, (uy * ca + vy * sa) * ro, (vz * sa) * ro, sy, cy, st, ct, c, c, 1); const depth = (v[2]! / ro + 1) / 2; dot(out, v[0]!, v[1]!, 0.9 * rs, 0.28 * (0.4 + 0.6 * depth)); } for (let m = 0; m < 3; m++) { const a = t * speed + (m / 3) * 2 * Math.PI + h2 * 6; const ca = Math.cos(a); const sa = Math.sin(a); project(v, (ux * ca + vx * sa) * ro, (uy * ca + vy * sa) * ro, (vz * sa) * ro, sy, cy, st, ct, c, c, 1); const depth = (v[2]! / ro + 1) / 2; dot(out, v[0]!, v[1]!, (1.2 + 1.6 * depth) * rs, 0.7 + 0.22 * depth); } } } /** * `searching` — a scan meridian sweeping a dotted globe. * * The scan is a ripple in dot *size*, not a highlight. A brightness sweep on a * monochrome orb reads as a lighting effect; a size ripple reads as something * passing over the surface, which is what a search is. */ function drawSearching(out: string[], size: number, t: number, p: Profile): void { 'worklet'; const c = size / 2; const R = c * 0.82; const rs = radiusScale(size) * p.radius; const spin = 0.5; const tilt = 0.4 + 0.06 * Math.sin(t * 0.35); const sy = Math.sin(t * spin); const cySpin = Math.cos(t * spin); const st = Math.sin(tilt); const ct = Math.cos(tilt); const scan = t * (spin + (1.7 - spin) * 4.1); const v = [0, 0, 0]; for (let li = 0; li <= p.rows; li++) { const lat = -Math.PI / 2 + (li / p.rows) * Math.PI; const cosLat = Math.cos(lat); const sinLat = Math.sin(lat); const count = Math.max(1, Math.round(Math.abs(cosLat) * p.density)); for (let lj = 0; lj < count; lj++) { const lon = (lj / count) * 2 * Math.PI; project(v, cosLat * Math.cos(lon), sinLat, cosLat * Math.sin(lon), sy, cySpin, st, ct, c, c, R); const depth = (v[2]! + 1) / 2; const delta = angleDelta(lon + t * spin, scan); const boost = Math.exp(-(delta * delta) / 0.18) * Math.max(0, v[2]!); const ink = 0.38 + 0.54 * depth; dot( out, v[0]!, v[1]!, (0.6 + 1.7 * depth + boost) * rs, ink * (0.45 + 0.55 * Math.min(1, boost)) ); } } } /** * `solving` — bands twist in quarter turns, then replay in reverse and click * back to solved. * * The palindrome is the whole trick. A scramble that never resolves reads as * confusion; one that comes apart and goes back together reads as an answer * being found, and it loops seamlessly because it ends where it began. */ function drawSolving(out: string[], size: number, t: number, p: Profile): void { 'worklet'; const c = size / 2; const R = c * 0.82; const rs = radiusScale(size) * p.radius; const yaw = t * 0.55; const tilt = 0.35 + 0.1 * Math.sin(t * 0.9); const sy = Math.sin(yaw); const cySpin = Math.cos(yaw); const st = Math.sin(tilt); const ct = Math.cos(tilt); const v = [0, 0, 0]; const moves = 10; const slot = 0.42; const rest = 1.2; const cycle = 2 * moves * slot + rest; const tc = t % cycle; // How far through each move we are: all the way for the ones already made, // eased for the one under way, nothing for the ones still to come. const amount: number[] = []; let active = -1; for (let i = 0; i < moves; i++) amount.push(0); if (tc < 2 * moves * slot) { const index = Math.floor(tc / slot); const local = Math.min(1, (tc - index * slot) / slot / 0.7); const eased = 1 - (1 - local) ** 3; if (index < moves) { for (let i = 0; i < index; i++) amount[i] = 1; amount[index] = eased; active = index; } else { const undo = 2 * moves - 1 - index; for (let i = 0; i < undo; i++) amount[i] = 1; amount[undo] = 1 - eased; active = undo; } } for (let li = 0; li <= p.rows; li++) { const lat = -Math.PI / 2 + (li / p.rows) * Math.PI; const cosLat = Math.cos(lat); const sinLat = Math.sin(lat); const count = Math.max(1, Math.round(Math.abs(cosLat) * p.density)); for (let lj = 0; lj < count; lj++) { const lon = (lj / count) * 2 * Math.PI; let x = cosLat * Math.cos(lon); let y = sinLat; let z = cosLat * Math.sin(lon); let inActive = false; for (let i = 0; i < moves; i++) { if (amount[i]! <= 0) continue; const axis = Math.min(2, Math.floor(hashD(i, 2.3) * 3)); const lo = -1 + 0.5 * Math.min(3, Math.floor(hashD(i, 5.9) * 4)); const coord = axis === 0 ? x : axis === 1 ? y : z; if (coord < lo || coord >= lo + 0.5) continue; if (i === active) inActive = true; const dir = hashD(i, 7.7) < 0.5 ? 1 : -1; const a = ((dir * Math.PI) / 2) * amount[i]!; const ca = Math.cos(a); const sa = Math.sin(a); if (axis === 0) { const y2 = y * ca - z * sa; z = y * sa + z * ca; y = y2; } else if (axis === 1) { const x2 = x * ca + z * sa; z = -x * sa + z * ca; x = x2; } else { const x2 = x * ca - y * sa; y = x * sa + y * ca; x = x2; } } project(v, x, y, z, sy, cySpin, st, ct, c, c, R); const depth = (v[2]! + 1) / 2; // The band under the hand inks a touch stronger, so the turn is legible. dot( out, v[0]!, v[1]!, (0.6 + 1.7 * depth + (inActive ? 0.3 : 0)) * rs, 0.38 + 0.54 * depth + (inActive ? 0.14 : 0) ); } } } /** * `listening` — a waveform rolling through the latitude rings. * * Two waves at unrelated tempi, so the surface never quite repeats. One wave * gives a pulse, which reads as a heartbeat rather than as listening. */ function drawListening(out: string[], size: number, t: number, p: Profile): void { 'worklet'; const c = size / 2; const R = c * 0.874; const rs = radiusScale(size) * p.radius; const sy = Math.sin(t * 0.18); const cySpin = Math.cos(t * 0.18); const st = Math.sin(0.38); const ct = Math.cos(0.38); const v = [0, 0, 0]; for (let ri = 0; ri <= p.rows; ri++) { const lat = -Math.PI / 2 + (ri / p.rows) * Math.PI; const cosLat = Math.cos(lat); const sinLat = Math.sin(lat); const w = 0.62 * Math.sin(t * 2.1 - ri * 0.52) + 0.38 * Math.sin(t * 1.27 + ri * 0.83); const rr = R * (0.88 + 0.105 * w); const crest = Math.max(0, w); const count = Math.max(1, Math.round(Math.abs(cosLat) * p.density)); for (let lj = 0; lj < count; lj++) { const lon = (lj / count) * 2 * Math.PI; project(v, cosLat * Math.cos(lon) * rr, sinLat * rr, cosLat * Math.sin(lon) * rr, sy, cySpin, st, ct, c, c, 1); const depth = (v[2]! / R + 1) / 2; dot( out, v[0]!, v[1]!, (0.6 + 1.7 * depth) * (1 + 0.4 * crest) * rs, 0.34 + 0.56 * depth + 0.1 * crest ); } } } /** * `composing` — an undulating sash of parallel strands on a great circle, * inside a faint dotted shell. * * The band's own tumble is frozen. Left spinning it competes with the * undulation and the two motions cancel into noise; held still, the wave * travelling along it is the only thing moving, and it reads as a line of * something being written. */ function drawComposing(out: string[], size: number, t: number, p: Profile): void { 'worklet'; const c = size / 2; const R = c * 0.78; const rs = radiusScale(size) * p.radius; const st = Math.sin(0.3); const ct = Math.cos(0.3); const v = [0, 0, 0]; // The shell: a Fibonacci lattice, which is the only way to scatter points on // a sphere evenly without them lining up into visible seams. const shell = 70; const golden = Math.PI * (3 - Math.sqrt(5)); for (let i = 0; i < shell; i++) { const y = 1 - (2 * (i + 0.5)) / shell; const rad = Math.sqrt(Math.max(0, 1 - y * y)); const a = i * golden; project(v, rad * Math.cos(a) * R, y * R, rad * Math.sin(a) * R, 0, 1, st, ct, c, c, 1); const depth = (v[2]! / R + 1) / 2; dot(out, v[0]!, v[1]!, 0.8 * rs, 0.22 * (0.3 + 0.7 * depth)); } const ta = 0.55; const ux = 1; const uz = 0; const vx = -uz * Math.sin(ta); const vy = Math.cos(ta); const vz = ux * Math.sin(ta); const nx = -uz * vy; const ny = uz * vx - ux * vz; const nz = ux * vy; const lanes = p.rows; const half = Math.max(1, (lanes - 1) / 2); for (let w = 0; w < lanes; w++) { const laneOffset = (w - (lanes - 1) / 2) * 0.075; const edge = Math.abs(w - (lanes - 1) / 2) / half; for (let k = 0; k < p.density; k++) { const a = (k / p.density) * 2 * Math.PI; const wobble = 0.16 * Math.sin(a * 3 - t * 1.7 + w * 0.22) + 0.07 * Math.sin(a * 5 + t * 1.1); const off = laneOffset + wobble; const ca = Math.cos(a); const sa = Math.sin(a); const x = ux * ca + vx * sa + nx * off; const y = vy * sa + ny * off; const z = uz * ca + vz * sa + nz * off; const l = Math.max(1e-6, Math.sqrt(x * x + y * y + z * z)); project(v, (x / l) * R, (y / l) * R, (z / l) * R, 0, 1, st, ct, c, c, 1); const depth = (v[2]! / R + 1) / 2; dot( out, v[0]!, v[1]!, (1.1 + 1.7 * depth) * (1 - 0.25 * edge) * rs, (0.48 + 0.44 * depth - 0.18 * edge) * (0.4 + 0.6 * depth) ); } } } /** The three outlines `shaping` cycles through, as closed paths. */ const SHAPES: number[][] = [ // A circle is sampled, not listed — the marker below says so. [], [0, -0.26, 0.24, 0.16, -0.24, 0.16], [0, -0.2, 0.2, -0.2, 0.2, 0.2, -0.2, 0.2, -0.2, -0.2], ]; /** Point at arc-length fraction `f` around shape `index`. */ function shapePoint(out: number[], index: number, f: number): void { 'worklet'; const verts = SHAPES[index]!; if (!verts.length) { // Started at top-centre and walked clockwise, so every shape's dot zero is // in the same place and the morph has nothing to unwind. const a = -Math.PI / 2 + f * 2 * Math.PI; out[0] = Math.cos(a) * 0.24; out[1] = Math.sin(a) * 0.24; return; } const n = verts.length / 2; let total = 0; for (let i = 0; i < n; i++) { const j = (i + 1) % n; total += Math.hypot(verts[j * 2]! - verts[i * 2]!, verts[j * 2 + 1]! - verts[i * 2 + 1]!); } let target = f * total; for (let i = 0; i < n; i++) { const j = (i + 1) % n; const ax = verts[i * 2]!; const ay = verts[i * 2 + 1]!; const bx = verts[j * 2]!; const by = verts[j * 2 + 1]!; const len = Math.hypot(bx - ax, by - ay); if (target <= len || i === n - 1) { const ff = len ? Math.min(1, target / len) : 0; out[0] = ax + (bx - ax) * ff; out[1] = ay + (by - ay) * ff; return; } target -= len; } } /** * `shaping` — a dotted outline morphing circle → triangle → square. * * The two outlines are blended first and the dots laid evenly along the * *result*, rather than each dot being tweened from its old place to its new * one. Tweening per dot bunches them at the corners halfway through the morph; * re-spacing every frame keeps the outline uniform at every instant, which is * what makes the shape read as a shape while it is changing. */ function drawShaping(out: string[], size: number, t: number, p: Profile): void { 'worklet'; const c = size / 2; const hold = 1.4; const morph = 0.9; const seg = hold + morph; const shapes = 3; const tc = t % (seg * shapes); const k = Math.floor(tc / seg); const local = tc - k * seg; const raw = local > hold ? (local - hold) / morph : 0; const m = raw * raw * (3 - 2 * raw); const spread = 1.45; const samples = 96; const px: number[] = []; const py: number[] = []; const a = [0, 0]; const b = [0, 0]; for (let i = 0; i < samples; i++) { const f = i / samples; shapePoint(a, k, f); shapePoint(b, (k + 1) % shapes, f); px.push((a[0]! + (b[0]! - a[0]!) * m) * spread); py.push((a[1]! + (b[1]! - a[1]!) * m) * spread); } const lengths: number[] = []; let total = 0; for (let i = 0; i < samples; i++) { const j = (i + 1) % samples; const l = Math.hypot(px[j]! - px[i]!, py[j]! - py[i]!); lengths.push(l); total += l; } const n = p.density; const r = Math.max(0.35, 0.021 * 1.35 * spread * size * p.radius * 0.4); const pulse = 1 + 0.02 * Math.sin(local * 3.1); let index = 0; let walked = 0; for (let i = 0; i < n; i++) { const target = (i / n) * total; while (walked + lengths[index]! < target && index < samples - 1) { walked += lengths[index]!; index++; } const j = (index + 1) % samples; const f = lengths[index]! ? Math.min(1, (target - walked) / lengths[index]!) : 0; const x = (px[index]! + (px[j]! - px[index]!) * f) * pulse; const y = (py[index]! + (py[j]! - py[index]!) * f) * pulse; dot(out, c + x * size, c + y * size, r, 0.92); } } /** Builds one frame's worth of bucket paths. */ function renderFrame(state: ThinkingOrbState, size: number, t: number, p: Profile): string[] { 'worklet'; const out: string[] = []; for (let i = 0; i < BUCKETS; i++) out.push(''); if (state === 'working') drawWorking(out, size, t, p); else if (state === 'searching') drawSearching(out, size, t, p); else if (state === 'solving') drawSolving(out, size, t, p); else if (state === 'listening') drawListening(out, size, t, p); else if (state === 'composing') drawComposing(out, size, t, p); else drawShaping(out, size, t, p); return out; } /* -------------------------------------------------------------------------- */ /* Component */ /* -------------------------------------------------------------------------- */ const BUCKET_INDICES = Array.from({ length: BUCKETS }, (_unused, index) => index); /** * One ink level's worth of dots, as a single path. * * It is a component rather than a loop of `useAnimatedProps` in the parent so * that each bucket owns exactly one hook — the count is a module constant, but * hooks in a loop is still a rule waiting to be broken by the next person who * makes it configurable. */ function Bucket({ index, paths, ink, }: { index: number; paths: SharedValue; ink: string; }) { const animatedProps = useAnimatedProps(() => ({ d: paths.value[index] ?? '' })); return ( ); } export interface ThinkingOrbProps extends Omit { className?: string; /** Which of the six animations to show. */ state?: ThinkingOrbState; /** * Side of the orb in pixels. * * Two tunings ship, and they are separate designs rather than one scaled: * at or below 32 the orb switches to far fewer, proportionally much larger * dots moving faster, because a faithful lattice at that size is grey mush. */ size?: number; /** Multiplier on the state's own speed. */ speed?: number; /** Freeze on the current frame. */ paused?: boolean; /** Ink colour. Defaults to the theme's foreground, so the orb inverts with it. */ color?: string; /** Overrides the per-state default announced to screen readers. */ accessibilityLabel?: string; } export function ThinkingOrb({ className, state = 'working', size = 64, speed = 1, paused = false, color, accessibilityLabel, style, ...props }: ThinkingOrbProps) { const reducedMotion = useReducedMotion(); const foreground = useCSSVariable('--color-foreground'); const ink = color ?? (typeof foreground === 'string' ? foreground : '#0a0a0a'); const profile = PROFILES[state][size <= 32 ? 'sm' : 'md']; const clock = useSharedValue(0); const paths = useSharedValue([]); const still = !paused && !reducedMotion; const frame = useFrameCallback((info) => { 'worklet'; // Elapsed time is accumulated rather than derived from the total, so // `speed` can change mid-animation without the orb jumping to wherever the // new rate would have put it by now. A dropped frame is clamped rather than // honoured — a 300ms hitch played back at full rate is a lurch. const delta = Math.min(info.timeSincePreviousFrame ?? 16, 48) / 1000; clock.value += delta * profile.speed * speed; paths.value = renderFrame(state, size, clock.value, profile); }, false); const { setActive } = frame; useEffect(() => { setActive(still); return () => setActive(false); }, [still, setActive]); // A still orb is not an empty one: reduced motion and `paused` both get a // representative frame rather than nothing, which is the difference between // "not animating" and "broken". useEffect(() => { if (still) return; runOnUI(() => { 'worklet'; paths.value = renderFrame( state, size, clock.value > 0 ? clock.value : STILL_FRAME, profile ); })(); }, [still, state, size, profile, clock, paths]); return ( {/* Faint to strong, which is also far to near — depth is what drives the ink, so bucket order is depth order and no sort is needed. */} {BUCKET_INDICES.map((index) => ( ))} ); } ThinkingOrb.displayName = 'ThinkingOrb';