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Shell generator for TurboSkillSlug.
Every shell is unique because every session is unique. The patterns are
derived from the session, not decorative: duration shapes the spiral,
dead ends leave dark knots, breakthroughs open the aperture, gotchas
become iridescent jewels, and the sentiment arc drives the color story.
Visual techniques:
- SVG feTurbulence for mother-of-pearl (nacre) texture
- feGaussianBlur composites for glow on aperture and jewels
- Multi-stop radial gradients for depth
- HSL-derived color harmonies from sentiment
- Cubic bezier smoothing on the spiral body
- Layered transparency for organic depth
Staged growth:
generate_shell_svg(features, growth=g) renders the shell at completion
fraction g in [0,1]. At g<1 the spiral is physically shorter, only the
knots and jewels up to that point have formed, and the aperture (the
breakthrough mouth) stays closed until g reaches 1.0 - the breakthrough
is the last thing to open. growth=1.0 is byte-identical in intent to the
original single-shot render.
"""
import colorsys
import math
import random
from shell_battle import build_battle_layer
from typing import Any
# ---------------------------------------------------------------------------
# HSL-based color system derived from sentiment
# ---------------------------------------------------------------------------
SENTIMENT_HUES: dict[str, float] = {
"confused": 0.75, # violet
"focused": 0.61, # deep blue
"frustrated": 0.0, # red
"curious": 0.50, # teal
"resolved": 0.39, # green
"joyful": 0.12, # warm gold
"exhausted": 0.67, # grey-blue
"enlightened": 0.14, # pale gold
}
def _hue_for(sentiment: str, fallback: float = 0.75) -> float:
return SENTIMENT_HUES.get(sentiment.lower().strip(), fallback)
def _hsl_to_hex(h: float, s: float, l: float) -> str:
r, g, b = colorsys.hls_to_rgb(h, l, s)
return f"#{int(r*255):02x}{int(g*255):02x}{int(b*255):02x}"
def _palette(start_sent: str, end_sent: str) -> dict[str, str]:
"""Derive a harmonious 6-color palette from start/end sentiment."""
h0 = _hue_for(start_sent, 0.75)
h1 = _hue_for(end_sent, 0.39)
return {
"bg_deep": _hsl_to_hex(h0, 0.30, 0.06),
"bg_mid": _hsl_to_hex(h0, 0.25, 0.12),
"body_dark": _hsl_to_hex(h0, 0.35, 0.30),
"body_light": _hsl_to_hex(h1, 0.40, 0.50),
"accent": _hsl_to_hex(h1, 0.55, 0.65),
"highlight": _hsl_to_hex(h1, 0.30, 0.85),
"aperture_core": _hsl_to_hex(h1, 0.20, 0.92),
"jewel": _hsl_to_hex((h0 + h1) / 2, 0.60, 0.70),
"knot": _hsl_to_hex(h0, 0.40, 0.10),
"septa": _hsl_to_hex(h0, 0.20, 0.15),
}
# ---------------------------------------------------------------------------
# Spiral geometry
# ---------------------------------------------------------------------------
def _log_spiral(cx: float, cy: float, n_turns: float,
r0: float, r_max: float, n_points: int = 500):
"""Generate points along a logarithmic spiral with normals."""
t_max = 2 * math.pi * max(n_turns, 0.5)
b = math.log(max(r_max, r0 + 1) / r0) / t_max
pts = []
for i in range(n_points):
t = (i / (n_points - 1)) * t_max
r = r0 * math.exp(b * t)
x = cx + r * math.cos(t)
y = cy + r * math.sin(t)
tangent = t + math.atan2(1, b)
normal = tangent + math.pi / 2
pts.append((x, y, t, r, normal))
return pts
def _smooth_path(pts: list, closed: bool = False) -> str:
"""Convert points to a smooth SVG path using cubic bezier approximation."""
if len(pts) < 2:
return ""
d = [f"M {pts[0][0]:.1f} {pts[0][1]:.1f}"]
tension = 0.3
for i in range(1, len(pts)):
p0 = pts[max(i - 2, 0)]
p1 = pts[i - 1]
p2 = pts[i]
p3 = pts[min(i + 1, len(pts) - 1)]
cp1x = p1[0] + (p2[0] - p0[0]) * tension
cp1y = p1[1] + (p2[1] - p0[1]) * tension
cp2x = p2[0] - (p3[0] - p1[0]) * tension
cp2y = p2[1] - (p3[1] - p1[1]) * tension
d.append(f"C {cp1x:.1f} {cp1y:.1f} {cp2x:.1f} {cp2y:.1f} {p2[0]:.1f} {p2[1]:.1f}")
if closed:
d.append("Z")
return " ".join(d)
def _band_path_smooth(inner: list, outer: list) -> str:
"""Closed smooth path for the shell body (outer forward, inner reverse)."""
fwd = _smooth_path(outer)
rev_pts = list(reversed(inner))
if rev_pts:
rev = f"L {rev_pts[0][0]:.1f} {rev_pts[0][1]:.1f} "
tension = 0.3
for i in range(1, len(rev_pts)):
p0 = rev_pts[max(i - 2, 0)]
p1 = rev_pts[i - 1]
p2 = rev_pts[i]
p3 = rev_pts[min(i + 1, len(rev_pts) - 1)]
cp1x = p1[0] + (p2[0] - p0[0]) * tension
cp1y = p1[1] + (p2[1] - p0[1]) * tension
cp2x = p2[0] - (p3[0] - p1[0]) * tension
cp2y = p2[1] - (p3[1] - p1[1]) * tension
rev += f"C {cp1x:.1f} {cp1y:.1f} {cp2x:.1f} {cp2y:.1f} {p2[0]:.1f} {p2[1]:.1f} "
return fwd + " " + rev + "Z"
return fwd + " Z"
# ---------------------------------------------------------------------------
# Main generator
# ---------------------------------------------------------------------------
def generate_shell_svg(features: dict[str, Any], growth: float = 1.0) -> str:
"""Generate a beautiful SVG shell from session features.
growth in [0,1] controls how far the shell has formed. At growth<1 the
spiral is truncated, only knots/jewels up to that fraction appear, and the
aperture stays closed until growth==1.0. growth>=1.0 is the full shell.
"""
growth = max(0.0, min(1.0, float(growth)))
duration = max(5, min(180, int(features.get("duration_minutes", 30) or 30)))
approaches = features.get("approaches_tried", []) or []
dead_ends = features.get("dead_ends", []) or []
breakthroughs = features.get("breakthroughs", []) or []
gotchas = features.get("gotchas", []) or []
themes = features.get("themes", []) or []
sentiment = features.get("sentiment_arc", {}) or {}
start_sent = sentiment.get("start", "confused")
end_sent = sentiment.get("end", "resolved")
pal = _palette(start_sent, end_sent)
seed = hash(str(features.get("duration_minutes", 0))) % 10000
rng = random.Random(seed)
W = H = 640
cx, cy = W / 2, H / 2 + 15
n_turns = 2.4 + 0.35 * len(approaches) + duration / 150.0
n_turns = min(n_turns, 4.5)
r0 = 5
r_max = min(W * 0.38, 65 + duration * 2.0)
# Always compute the FULL spiral (geometry is stable); growth truncates
# how much of it we draw, so the partial shell is a true prefix of the
# final one (no reflow, no jitter between stages).
full_centerline = _log_spiral(cx, cy, n_turns, r0, r_max, n_points=500)
n_full = len(full_centerline)
n_grown = max(2, int(round(n_full * growth)))
centerline = full_centerline[:n_grown]
def thickness_at(idx: int, total_full: int) -> float:
# thickness keyed to position in the FULL spiral, so a point's
# thickness is identical whether or not later points exist yet
frac = idx / max(1, total_full - 1)
return 3 + (r_max * 0.28) * (frac ** 1.35)
outer_pts = []
inner_pts = []
for i, (x, y, t, r, n) in enumerate(centerline):
th = thickness_at(i, n_full)
outer_pts.append((x + math.cos(n) * th, y + math.sin(n) * th, t, r, n))
inner_pts.append((x - math.cos(n) * th, y - math.sin(n) * th, t, r, n))
svg = []
svg.append(
f'<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 {W} {H}" '
f'width="{W}" height="{H}">'
)
# ---- DEFS: filters, gradients, patterns ----
svg.append(f'''<defs>
<!-- Nacre / mother-of-pearl: barely-there shimmer, not noise -->
<filter id="nacre" x="-5%" y="-5%" width="110%" height="110%">
<feTurbulence type="fractalNoise" baseFrequency="0.007 0.015"
numOctaves="3" seed="{seed}" result="noise"/>
<feColorMatrix in="noise" type="saturate" values="0.2" result="colored"/>
<feBlend in="SourceGraphic" in2="colored" mode="soft-light" result="nacred"/>
<feComposite in="nacred" in2="SourceGraphic" operator="in"/>
</filter>
<!-- Glow for aperture -->
<filter id="glow" x="-50%" y="-50%" width="200%" height="200%">
<feGaussianBlur stdDeviation="8" result="blur"/>
<feComposite in="SourceGraphic" in2="blur" operator="over"/>
</filter>
<!-- Soft glow for jewels -->
<filter id="jewelGlow" x="-80%" y="-80%" width="260%" height="260%">
<feGaussianBlur stdDeviation="3" result="blur"/>
<feComposite in="SourceGraphic" in2="blur" operator="over"/>
</filter>
<!-- Soft shadow for depth -->
<filter id="depth" x="-5%" y="-5%" width="110%" height="110%">
<feGaussianBlur stdDeviation="1.5"/>
</filter>
<!-- Shell body gradient (high contrast, 5 stops) -->
<radialGradient id="bodyGrad" cx="40%" cy="40%" r="70%">
<stop offset="0%" stop-color="{pal['highlight']}" stop-opacity="0.85"/>
<stop offset="20%" stop-color="{pal['body_light']}" stop-opacity="0.9"/>
<stop offset="50%" stop-color="{pal['accent']}" stop-opacity="0.8"/>
<stop offset="80%" stop-color="{pal['body_dark']}" stop-opacity="0.9"/>
<stop offset="100%" stop-color="{pal['bg_mid']}" stop-opacity="0.95"/>
</radialGradient>
<!-- Aperture glow gradient -->
<radialGradient id="apertureGrad" cx="50%" cy="50%" r="60%">
<stop offset="0%" stop-color="{pal['aperture_core']}" stop-opacity="0.95"/>
<stop offset="40%" stop-color="{pal['highlight']}" stop-opacity="0.7"/>
<stop offset="70%" stop-color="{pal['accent']}" stop-opacity="0.4"/>
<stop offset="100%" stop-color="{pal['body_light']}" stop-opacity="0"/>
</radialGradient>
<!-- Jewel gradient -->
<radialGradient id="jewelGrad" cx="30%" cy="30%" r="70%">
<stop offset="0%" stop-color="#fff" stop-opacity="0.95"/>
<stop offset="30%" stop-color="{pal['jewel']}" stop-opacity="0.85"/>
<stop offset="70%" stop-color="{pal['accent']}" stop-opacity="0.6"/>
<stop offset="100%" stop-color="{pal['body_dark']}" stop-opacity="0.3"/>
</radialGradient>
<!-- Background atmosphere gradient -->
<radialGradient id="atmosphere" cx="45%" cy="45%" r="65%">
<stop offset="0%" stop-color="{pal['bg_mid']}" stop-opacity="0.8"/>
<stop offset="50%" stop-color="{pal['bg_deep']}" stop-opacity="0.9"/>
<stop offset="100%" stop-color="{pal['bg_deep']}" stop-opacity="1"/>
</radialGradient>
</defs>''')
# ---- BACKGROUND with atmosphere ----
svg.append(f'<rect width="{W}" height="{H}" fill="{pal["bg_deep"]}"/>')
svg.append(f'<rect width="{W}" height="{H}" fill="url(#atmosphere)"/>')
for _ in range(40):
px = rng.uniform(20, W - 20)
py = rng.uniform(20, H - 20)
pr = rng.uniform(0.3, 1.2)
po = rng.uniform(0.15, 0.45)
svg.append(
f'<circle cx="{px:.1f}" cy="{py:.1f}" r="{pr:.2f}" '
f'fill="{pal["highlight"]}" opacity="{po:.2f}"/>'
)
svg.append(
f'<circle cx="{cx}" cy="{cy}" r="{r_max + 90}" '
f'fill="{pal["body_dark"]}" opacity="0.08"/>'
)
svg.append(
f'<circle cx="{cx}" cy="{cy}" r="{r_max + 50}" '
f'fill="{pal["body_light"]}" opacity="0.06"/>'
)
# ---- SHELL BODY with nacre texture ----
body_d = _band_path_smooth(inner_pts, outer_pts)
svg.append(
f'<path d="{body_d}" fill="{pal["bg_deep"]}" opacity="0.4" '
f'transform="translate(3, 4)" filter="url(#depth)"/>'
)
svg.append(
f'<path class="shell-body" d="{body_d}" fill="url(#bodyGrad)" '
f'stroke="{pal["septa"]}" stroke-width="0.5" filter="url(#nacre)"/>'
)
# ---- SEPTA (chamber ridges) ----
septa_step = 14 if "debug" in themes else (18 if "build" in themes else 16)
if len(centerline) > septa_step + 8:
total_septa = (len(centerline) - 8 - septa_step) // septa_step
for si, i in enumerate(range(septa_step, len(centerline) - 8, septa_step)):
ix, iy = inner_pts[i][0], inner_pts[i][1]
ox, oy = outer_pts[i][0], outer_pts[i][1]
frac = si / max(1, total_septa)
opacity = 0.15 + frac * 0.35
svg.append(
f'<line x1="{ix:.1f}" y1="{iy:.1f}" '
f'x2="{ox:.1f}" y2="{oy:.1f}" '
f'stroke="{pal["septa"]}" stroke-width="0.7" '
f'opacity="{opacity:.2f}" stroke-linecap="round"/>'
)
# ---- LONGITUDINAL BANDS ----
for frac, opacity in [(0.2, 0.2), (0.4, 0.3), (0.6, 0.25), (0.8, 0.2)]:
band = []
for (ox, oy, *_), (ix, iy, *_) in zip(outer_pts, inner_pts):
bx = ix + (ox - ix) * frac
by = iy + (oy - iy) * frac
band.append((bx, by))
path_d = _smooth_path(band)
color = pal["accent"] if frac > 0.5 else pal["highlight"]
svg.append(
f'<path d="{path_d}" fill="none" stroke="{color}" '
f'stroke-width="0.6" opacity="{opacity}"/>'
)
# ---- CENTERLINE shimmer ----
cl_path = _smooth_path(centerline)
svg.append(
f'<path class="shell-centerline" d="{cl_path}" fill="none" '
f'stroke="{pal["highlight"]}" stroke-width="0.5" opacity="0.4"/>'
)
# ---- OUTER RIM GLOW ----
rim_path = _smooth_path(outer_pts)
svg.append(
f'<path class="shell-rim" d="{rim_path}" fill="none" '
f'stroke="{pal["accent"]}" stroke-width="2.5" opacity="0.15" '
f'filter="url(#jewelGlow)"/>'
)
svg.append(
f'<path d="{rim_path}" fill="none" '
f'stroke="{pal["highlight"]}" stroke-width="0.8" opacity="0.5"/>'
)
# ---- CENTRAL EYE ----
ex, ey = centerline[0][0], centerline[0][1]
svg.append(
f'<circle cx="{ex:.1f}" cy="{ey:.1f}" r="4" '
f'fill="{pal["accent"]}" opacity="0.3" filter="url(#jewelGlow)"/>'
)
svg.append(
f'<circle cx="{ex:.1f}" cy="{ey:.1f}" r="1.8" '
f'fill="{pal["highlight"]}" opacity="0.85"/>'
)
svg.append(
f'<circle cx="{ex - 0.4:.1f}" cy="{ey - 0.5:.1f}" r="0.6" '
f'fill="#fff" opacity="0.9"/>'
)
# ---- BYOBU BATTLE LAYER (figures along the spiral) ----
# Always on: the nautilus is the battlefield. Dead ends are fallen
# warriors, gotchas are archers, the breakthrough is the dragon at the
# aperture. Drawn under the canonical knots/jewels so the markers still
# read. Only on the fully grown shell (growth>=1.0); during birth the
# shell forms first, then the battle populates it.
if growth >= 1.0:
try:
svg.append(build_battle_layer(
features, centerline, outer_pts, thickness_at, n_full, pal, seed
))
except Exception as _battle_err:
# The battle layer is decorative; never let it break the shell.
pass
# ---- DEAD-END KNOTS (only those that have formed by this growth) ----
for de in dead_ends:
pos = max(0.04, min(0.96, float(de.get("position", 0.5))))
if pos > growth:
continue # not yet formed at this stage
idx = int(pos * (n_full - 1))
if idx >= len(centerline):
continue
x, y, _, r, _ = centerline[idx]
th = thickness_at(idx, n_full)
kr = max(3.5, th * 0.32)
svg.append(
f'<circle cx="{x + 1:.1f}" cy="{y + 1:.1f}" r="{kr + 1:.1f}" '
f'fill="{pal["bg_deep"]}" opacity="0.5" filter="url(#depth)"/>'
)
svg.append(
f'<circle class="shell-knot" cx="{x:.1f}" cy="{y:.1f}" r="{kr:.1f}" '
f'fill="{pal["knot"]}" stroke="{pal["body_dark"]}" '
f'stroke-width="1" opacity="0.9"/>'
)
svg.append(
f'<circle cx="{x - 1:.1f}" cy="{y - 1.2:.1f}" r="{kr * 0.3:.1f}" '
f'fill="{pal["body_dark"]}" opacity="0.6"/>'
)
# ---- GOTCHA JEWELS (those whose rim position has formed) ----
n_jewels = min(len(gotchas), 12)
for i in range(n_jewels):
frac = 0.28 + (i / max(1, n_jewels)) * 0.65
if frac > growth:
continue # rim hasn't reached this jewel yet
idx = int(frac * (len(outer_pts) - 1)) if outer_pts else 0
if idx >= len(outer_pts):
continue
ox, oy, _, _, n = outer_pts[idx]
jx = ox + math.cos(n) * 4
jy = oy + math.sin(n) * 4
svg.append(
f'<circle cx="{jx:.1f}" cy="{jy:.1f}" r="9" '
f'fill="{pal["jewel"]}" opacity="0.3" filter="url(#jewelGlow)"/>'
)
svg.append(
f'<circle class="shell-jewel" cx="{jx:.1f}" cy="{jy:.1f}" r="4.5" '
f'fill="url(#jewelGrad)" opacity="0.95"/>'
)
svg.append(
f'<circle cx="{jx - 1:.1f}" cy="{jy - 1.2:.1f}" r="1.2" '
f'fill="#fff" opacity="0.9"/>'
)
# ---- APERTURE (breakthrough mouth) - opens only when fully grown ----
# The breakthrough is the LAST thing to form. It opens as growth nears 1.0,
# fading in over the final 15% so the reveal lands on the breakthrough.
if growth > 0.85:
aperture_op = min(1.0, (growth - 0.85) / 0.15)
bidx = len(centerline) - 1
bx, by, _, br, bn = centerline[bidx]
bth = thickness_at(bidx, n_full)
svg.append(
f'<ellipse cx="{bx:.1f}" cy="{by:.1f}" '
f'rx="{bth * 2.0:.1f}" ry="{bth * 1.5:.1f}" '
f'transform="rotate({math.degrees(bn):.0f} {bx:.1f} {by:.1f})" '
f'fill="{pal["accent"]}" opacity="{0.15 * aperture_op:.2f}" filter="url(#glow)"/>'
)
svg.append(
f'<ellipse class="shell-aperture" cx="{bx:.1f}" cy="{by:.1f}" '
f'rx="{bth * 1.2:.1f}" ry="{bth * 0.9:.1f}" '
f'transform="rotate({math.degrees(bn):.0f} {bx:.1f} {by:.1f})" '
f'fill="url(#apertureGrad)" opacity="{0.95 * aperture_op:.2f}"/>'
)
svg.append(
f'<ellipse cx="{bx:.1f}" cy="{by:.1f}" '
f'rx="{bth * 0.4:.1f}" ry="{bth * 0.28:.1f}" '
f'transform="rotate({math.degrees(bn):.0f} {bx:.1f} {by:.1f})" '
f'fill="{pal["aperture_core"]}" opacity="{0.9 * aperture_op:.2f}"/>'
)
# ---- SIGNATURE (full shell only) ----
if growth >= 1.0:
stats = (
f"turboskillslug 路 {duration}m 路 {len(approaches)} tried 路 "
f"{len(dead_ends)} stumbles 路 {len(gotchas)} jewels"
)
svg.append(
f'<text x="{W - 14}" y="{H - 14}" text-anchor="end" '
f'fill="{pal["body_light"]}" font-size="9" opacity="0.5" '
f'font-family="Georgia, serif" font-style="italic">{stats}</text>'
)
svg.append("</svg>")
return "\n".join(svg)
# ---------------------------------------------------------------------------
# Smoke test
# ---------------------------------------------------------------------------
if __name__ == "__main__":
from pathlib import Path
sample = {
"duration_minutes": 47,
"themes": ["debug", "build"],
"approaches_tried": [
{"approach": "naive regex", "why_it_failed": "too brittle"},
{"approach": "ast parser", "why_it_failed": "complex setup"},
],
"dead_ends": [
{"position": 0.15, "what_happened": "regex backtracked"},
{"position": 0.42, "what_happened": "missing edge case"},
{"position": 0.61, "what_happened": "wrong import"},
],
"breakthroughs": [{"position": 0.88, "what_worked": "ast walk"}],
"gotchas": ["null nodes", "tabs vs spaces", "comments",
"windows line endings", "unicode"],
"sentiment_arc": {"start": "frustrated", "end": "resolved"},
}
for g in [0.2, 0.4, 0.6, 0.8, 1.0]:
Path(f"growth_{int(g*100)}.svg").write_text(generate_shell_svg(sample, growth=g))
print(f"wrote growth_{int(g*100)}.svg")
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