/**
* 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 (
);
}
ThinkingOrb.displayName = 'ThinkingOrb';