components/craftui/illustrations/gpu-infrastructure/default.tsx
// Extracted from the feature-ai-01 section, where this diagram anchors the
// header. Registry items ship as one self-contained file to a consumer's
// project, so the isometric helpers below are duplicated here rather than
// imported from the section — a shared module would arrive as a second file the
// consumer never asked for, and a dangling import if they install only one.
//
// No motion: the diagram is drawn once and holds still.
interface GpuInfrastructureProps {
/** Additional classes on the <svg> root. */
className?: string;
}
// ─── Isometric projection ─────────────────────────────────────────────────────
//
// A true 2:1 isometric would use k = 0.5; 0.866 (cos 30°) gives the taller,
// squarer cabinet look. ISO_S is the unit size in px, ISO_OX/OY the origin —
// tuned so the finished stack sits centred in the 420×450 viewBox.
const ISO_K = 0.8660254;
const ISO_S = 13;
const ISO_OX = 190;
const ISO_OY = 250;
type Pt = readonly [number, number];
const p = (x: number, y: number, z = 0): Pt => [
(x - y) * ISO_K * ISO_S + ISO_OX,
((x + y) / 2 - z) * ISO_S + ISO_OY,
];
const poly = (pts: Pt[], close = true) =>
pts
.map(([x, y], i) => `${i ? "L" : "M"}${x.toFixed(2)} ${y.toFixed(2)}`)
.join(" ") + (close ? "Z" : "");
/**
* Same as poly(), but every corner is cut back by `r` and rejoined with a
* quadratic through the original vertex. Rounding the projected polygon rather
* than applying a corner radius in 3D is what keeps the bevel visually equal on
* all three faces — the faces are foreshortened differently, so a radius
* applied before projection would come out uneven.
*/
const roundPoly = (pts: Pt[], r = 2) => {
const n = pts.length;
const lerp = (a: Pt, b: Pt, t: number): Pt => [
a[0] + (b[0] - a[0]) * t,
a[1] + (b[1] - a[1]) * t,
];
const at = (a: Pt, b: Pt) => {
const len = Math.hypot(b[0] - a[0], b[1] - a[1]);
return Math.min(0.5, r / (len || 1));
};
let d = "";
for (let i = 0; i < n; i++) {
const prev = pts[(i - 1 + n) % n];
const cur = pts[i];
const next = pts[(i + 1) % n];
const a = lerp(cur, prev, at(cur, prev));
const b = lerp(cur, next, at(cur, next));
d +=
i === 0
? `M${a[0].toFixed(2)} ${a[1].toFixed(2)}`
: `L${a[0].toFixed(2)} ${a[1].toFixed(2)}`;
d += `Q${cur[0].toFixed(2)} ${cur[1].toFixed(2)} ${b[0].toFixed(2)} ${b[1].toFixed(2)}`;
}
return d + "Z";
};
const quad = (x: number, y: number, z: number, w: number, d: number) =>
[p(x, y, z), p(x + w, y, z), p(x + w, y + d, z), p(x, y + d, z)] as Pt[];
/** The three faces of a box that are visible from this camera. */
const boxFaces = (
x: number,
y: number,
z: number,
w: number,
d: number,
h: number,
) => ({
top: quad(x, y, z + h, w, d),
front: [
p(x, y + d, z),
p(x + w, y + d, z),
p(x + w, y + d, z + h),
p(x, y + d, z + h),
] as Pt[],
flank: [
p(x + w, y, z),
p(x + w, y + d, z),
p(x + w, y + d, z + h),
p(x + w, y, z + h),
] as Pt[],
});
/** A rectangle lying flat on the front face, for vents and ports. */
const onFront = (yc: number, x0: number, x1: number, z0: number, z1: number) =>
[p(x0, yc, z0), p(x1, yc, z0), p(x1, yc, z1), p(x0, yc, z1)] as Pt[];
/** The same, on the right-hand flank. */
const onFlank = (xc: number, y0: number, y1: number, z0: number, z1: number) =>
[p(xc, y0, z0), p(xc, y1, z0), p(xc, y1, z1), p(xc, y0, z1)] as Pt[];
const range = (n: number) => Array.from({ length: n }, (_, i) => i);
// ─── Ink ──────────────────────────────────────────────────────────────────────
//
// Neutral greys, no hue at all: white in light, black in dark, three steps of
// it for the three faces, lightest on top. The shading is doing the work a light
// source would, so the solid never needs a gradient to read as solid, and the
// accent is a mid grey that separates from every face in both themes.
//
// Every colour is a class pair rather than a fill/stroke attribute, because an
// attribute cannot answer to the theme. In dark the faces darken and the ink
// lifts, but the light keeps coming from the same place — the top face is still
// the lightest of the three, so the solid reads the same way in both themes.
//
// Classes rather than cssVars on purpose: cssVars are written into a consumer's
// stylesheet at install time, so they do nothing for the copy rendering from
// source in this repo's own gallery. This travels with the file. CSS beats a
// presentation attribute, so the fill="none" left on the <svg> root does not
// fight them.
const INK = "stroke-[#1A1A1A] dark:stroke-[#A8A8A8] dark:stroke-opacity-[0.9]";
const ACCENT = "fill-[#6B6B6B] dark:fill-[#B4B4B4]";
const TOP = "fill-[#FFFFFF] dark:fill-[#3A3A3A]";
const FRONT = "fill-[#EFEFEF] dark:fill-[#2A2A2A]";
const FLANK = "fill-[#DADADA] dark:fill-[#1C1C1C]";
const LINE = {
fill: "none",
strokeLinejoin: "round",
} as const;
/**
* The dashed footprint and rack posts are drawn straight onto the page rather
* than onto a face, so they are the only marks that meet the background
* directly. They flip like the rest of the ink, but land short of it — a step
* in from the full lift — which keeps the guides subordinate to the outlines in
* both themes. The opacity rises a little in dark because a light ink on a dark
* ground reads fainter than the reverse at equal alpha.
*/
const GUIDE_INK =
"stroke-[#1A1A1A] opacity-[0.3] dark:stroke-[#A8A8A8] dark:opacity-[0.45]";
/** One compute unit in the stack. `index` fades the accent bar with depth. */
function DataBox({ z, index }: { z: number; index: number }) {
const x = 0,
y = 0,
w = 11,
d = 8,
h = 2.3;
const f = boxFaces(x, y, z, w, d, h);
const yf = y + d;
return (
<g>
{/* Fills first, then detail, then the heavy outline on top — the outline
has to overdraw the vent hatching where they meet. */}
<path d={roundPoly(f.flank)} className={FLANK} />
<path d={roundPoly(f.front)} className={FRONT} />
<path d={roundPoly(f.top)} className={TOP} />
<g {...LINE} className={INK} strokeWidth={0.75} opacity={0.45}>
{range(10).map((i) => {
const gx = 0.7 + i * 0.7;
return (
<path
key={i}
d={poly(onFront(yf, gx, gx + 0.4, z + 0.5, z + 1.8))}
/>
);
})}
<path
d={roundPoly(
onFlank(x + w, y + 1.1, y + d - 1.1, z + 0.6, z + 1.7),
2,
)}
/>
<path d={roundPoly(quad(x + 0.5, y + 0.5, z + h, w - 1, d - 1), 2)} />
</g>
<g {...LINE} className={INK} strokeWidth={1.3}>
<path d={roundPoly(f.flank)} />
<path d={roundPoly(f.front)} />
<path d={roundPoly(f.top)} />
</g>
</g>
);
}
export function GpuInfrastructure({ className }: GpuInfrastructureProps) {
const w = 11,
d = 8;
const edges = [
[0, d],
[w, d],
[w, 0],
] as const;
const levels = [0, 6, 12];
const plinth = boxFaces(-2.2, -2.2, -0.9, w + 4.4, d + 4.4, 0.9);
return (
// viewBox-driven with no width/height attributes, so the diagram fills
// whatever box its container reserves and scales down instead of
// overflowing.
<svg
xmlns="http://www.w3.org/2000/svg"
viewBox="0 0 420 450"
className={className}
fill="none"
strokeLinecap="round"
role="img"
aria-label="Isometric diagram: three stacked GPU compute units on a plinth"
>
{/* Plinth */}
<g>
<path d={roundPoly(plinth.flank)} className={FLANK} />
<path d={roundPoly(plinth.front)} className={FRONT} />
<path d={roundPoly(plinth.top)} className={TOP} />
<g {...LINE} className={INK} strokeWidth={0.8}>
<path d={roundPoly(plinth.flank)} />
<path d={roundPoly(plinth.front)} />
<path d={roundPoly(plinth.top)} />
</g>
</g>
{/* Rack posts, drawn before the units so each one occludes them */}
{/* <g strokeWidth={1} strokeDasharray="4 6" className={GUIDE_INK}>
{edges.map(([ex, ey], i) => {
const a = p(ex, ey, 0);
const b = p(ex, ey, levels[2] + 2.3);
return <path key={i} d={`M${a[0]} ${a[1]}V${b[1]}`} />;
})}
</g> */}
{/* Painter's algorithm: lowest z first, so upper units overlap correctly */}
{levels.map((z, i) => (
<DataBox key={z} z={z} index={levels.length - 1 - i} />
))}
{/* Cable terminations on the front-left corner post */}
{/* <g className={ACCENT} stroke="none" opacity={0.6}>
{[4.4, 10.4].map((z) => {
const a = p(0, d, z);
return <circle key={z} cx={a[0]} cy={a[1]} r={2.6} />;
})}
</g> */}
</svg>
);
}



























