components/craftui/designs/stacked-tower/default.tsx
/**
* StackedTower — four cylindrical units stacked into a deliberately unsteady
* tower, drawn as one static SVG.
*
* One invariant carries the whole 3D read: every ellipse obeys
* ry = camera.ryRatio * rx. No perspective transform, no rotate, no skew —
* height is only ever vertical offset between two identical ellipses. Break the
* ratio on a single shape and it reads as tilted rather than as higher up.
*
* Server component: no hooks, no context, no client dependencies. The camera is
* threaded as a `cam` prop rather than through context so it stays that way.
*/
/* ------------------------------------------------------------------ canvas */
const VIEW_W = 1230;
const VIEW_H = 738;
/** Card interior — the tower is clipped to this, so the base drum runs off. */
const FRAME = 28;
const CARD = {
x: FRAME,
y: FRAME,
w: VIEW_W - FRAME * 2,
h: VIEW_H - FRAME * 2,
};
/** Undefined in projects that don't set the token, hence the stack after it. */
const FONT = "var(--font-sans, ui-sans-serif, system-ui, sans-serif)";
/* ----------------------------------------------------------------- palette */
/** Chrome only. Every unit colour is derived — see `shade`. */
const C = {
canvas: "oklch(98.0% 0.009 84.6)",
frame: "oklch(86.4% 0.050 322.9)",
ink: "oklch(20.4% 0.012 293.0)",
} as const;
/* ------------------------------------------------------------------ colour */
/** A base colour in OKLCH. `l` is a percentage, `h` degrees. */
export type Lch = { l: number; c: number; h: number };
/**
* How a colour moves per shading step as it darkens. Chroma goes UP and the hue
* rotates slightly, because lightness-only ramps go muddy in the shadows.
*/
export type Ramp = {
/** Lightness removed per step, in percentage points. */
lightness: number;
/** Chroma added per step. Positive — that is the point. */
chroma: number;
/** Hue rotation per step, in degrees. Keep it small. */
hue: number;
};
export type BlendMode = NonNullable<React.CSSProperties["mixBlendMode"]>;
/** Shading behaviour shared by every unit in the stack. */
export type Palette = {
ramp: Ramp;
/** Opacity of the left/right wall falloff. */
edgeShade: number;
/** Opacity of the contact occlusion under each resting unit. */
contactShade: number;
/** Negative walks *up* the ramp, turning ribs from grooves into highlights. */
ribStep: number;
ribOpacity: number;
/** Blended so ribs pick up the wall's colour; `plus-lighter` blows out fast. */
ribBlend: BlendMode;
};
/** Where each surface sits on the ramp. Fractional steps are fine. */
const STEP = {
lidFace: 0,
lidWall: 1,
drumWall: 1.8,
rib: 3.4,
contact: 3,
} as const;
const r1 = (n: number) => Math.round(n * 10) / 10;
const r3 = (n: number) => Math.round(n * 1000) / 1000;
/** Walk a base colour `steps` down the ramp. */
function shade(base: Lch, ramp: Ramp, steps: number): string {
const l = Math.max(0, Math.min(100, base.l - ramp.lightness * steps));
const c = Math.max(0, base.c + ramp.chroma * steps);
const h = (((base.h + ramp.hue * steps) % 360) + 360) % 360;
return `oklch(${r1(l)}% ${r3(c)} ${r1(h)})`;
}
/* ------------------------------------------------------------------- types */
export type Camera = {
/** ry / rx for every ellipse in the drawing. The whole illusion. */
ryRatio: number;
strokeWidth: number;
};
/**
* A `lid` (thin, wide, smooth) sitting on a `drum` (taller, ribbed). The unit
* above is narrower than the lid below it, so the lid shows as a ring around
* its base — that ring is what makes the stack read as stacked.
*
* Position is a top edge plus two heights, never absolute bottoms, so moving
* one unit doesn't force re-deriving every unit under it.
*/
export type Unit = {
id: string;
label: string;
/** Which side of the tower the label sits on. */
side: "left" | "right";
cx: number;
rx: number;
lidTop: number;
lidH: number;
drumH: number;
/** Lids are not co-axial with their drum in the reference. Override to taste. */
lidCx?: number;
lidRx?: number;
/** The single colour this whole unit is derived from. */
base: Lch;
ribCount?: number;
ribWidth?: number;
/** Nudge the leader anchor off the drum's vertical midpoint. */
labelYBias?: number;
/** Second line, set lighter and smaller under the label. */
support: string;
/** Reading order. "01" is the foundation, "04" the cap. */
ordinal: string;
};
/** The callouts: the curve, the ink, and the type. */
export type Annotation = {
/** Horizontal distance from the shape edge out to the text. */
lead: number;
/** Vertical offset of the text from the tip. Negative lifts it. */
bow: number;
/** Bezier control strength. Higher = flatter approach. */
curve: number;
opacity: number;
strokeWidth: number;
labelSize: number;
labelWeight: number;
supportSize: number;
supportWeight: number;
supportOpacity: number;
};
export type Geometry = {
camera: Camera;
palette: Palette;
annotation: Annotation;
/** How far each lid overhangs its own drum — this is the visible ring. */
lidOverhang: number;
/** Ordered top of the tower → bottom. Painted in reverse. */
units: Unit[];
};
export const DEFAULT_GEOMETRY: Geometry = {
camera: { ryRatio: 0.235, strokeWidth: 1.5 },
palette: {
ramp: { lightness: 5.5, chroma: 0.016, hue: -3 },
edgeShade: 0.16,
contactShade: 0.3,
ribStep: -0.8,
ribOpacity: 0.6,
ribBlend: "overlay",
},
annotation: {
lead: 60,
bow: -28,
curve: 54,
opacity: 0.55,
strokeWidth: 1.2,
labelSize: 29,
labelWeight: 600,
supportSize: 21,
supportWeight: 400,
supportOpacity: 0.6,
},
lidOverhang: 14,
units: [
{
id: "rust",
label: "Target Ads",
ordinal: "04",
support: "In-market accounts",
side: "right",
cx: 646,
rx: 176,
lidTop: 239,
lidH: 12,
drumH: 60,
lidCx: 646,
lidRx: 190,
base: { l: 86, c: 0.095, h: 62 },
ribCount: 30,
ribWidth: 1.5,
},
{
id: "blue",
label: "Outreach",
ordinal: "03",
support: "Adaptive sends",
side: "left",
cx: 499,
rx: 216,
lidTop: 295,
lidH: 12,
drumH: 126,
lidCx: 499,
lidRx: 226,
base: { l: 78, c: 0.055, h: 238 },
ribCount: 30,
ribWidth: 1.5,
},
{
id: "pink",
label: "Content",
ordinal: "02",
support: "Stage-matched assets",
side: "right",
cx: 586,
rx: 224,
lidTop: 417,
lidH: 12,
drumH: 126,
lidCx: 583,
lidRx: 236,
base: { l: 70, c: 0.075, h: 345 },
ribCount: 30,
ribWidth: 1.5,
},
{
id: "green",
label: "Lookalike Audiences",
ordinal: "01",
support: "From your best accounts",
side: "left",
// Runs past the bottom of the card and is clipped — the crop is what
// makes the tower feel taller than its frame.
cx: 668,
rx: 216,
lidTop: 539,
lidH: 12,
drumH: 180,
lidCx: 662,
lidRx: 237,
base: { l: 62, c: 0.09, h: 149 },
ribCount: 30,
ribWidth: 1.5,
labelYBias: 31,
},
],
};
/* -------------------------------------------------------------- primitives */
type Cyl = { cx: number; rx: number; top: number; bottom: number };
/**
* Round every derived coordinate. Raw trig output serializes to a different
* decimal string on the server than the client renders, which trips a hydration
* mismatch the moment this SVG sits inside a client boundary.
*/
const q = (n: number) => Math.round(n * 1000) / 1000;
const ry = (rx: number, cam: Camera) => q(rx * cam.ryRatio);
const lidBottomOf = (u: Unit) => u.lidTop + u.lidH;
const drumBottomOf = (u: Unit) => lidBottomOf(u) + u.drumH;
const drumOf = (u: Unit): Cyl => ({
cx: u.cx,
rx: u.rx,
top: lidBottomOf(u),
bottom: drumBottomOf(u),
});
const lidOf = (u: Unit, overhang: number): Cyl => ({
cx: u.lidCx ?? u.cx,
rx: u.lidRx ?? u.rx + overhang,
top: u.lidTop,
bottom: lidBottomOf(u),
});
/**
* The front wall: down the left silhouette, across the near bottom arc, up the
* right silhouette, back along the near top arc. The sweep flags are
* load-bearing — swap them and the wall inverts into a bowtie. The far half of
* the bottom ellipse is never drawn; the cylinder hides it.
*/
function wallPath(geo: Cyl, cam: Camera) {
const r = ry(geo.rx, cam);
const l = geo.cx - geo.rx;
const rt = geo.cx + geo.rx;
return [
`M ${l} ${geo.top}`,
`V ${geo.bottom}`,
`A ${geo.rx} ${r} 0 0 0 ${rt} ${geo.bottom}`,
`V ${geo.top}`,
`A ${geo.rx} ${r} 0 0 1 ${l} ${geo.top}`,
"Z",
].join(" ");
}
/**
* Ribs are spaced evenly in ANGLE and then projected, never evenly in x. That
* is what bunches them toward the silhouette, starts each one on the curve of
* the top ellipse, and makes them longest at the centre.
*/
function ribLines(geo: Cyl, cam: Camera, count: number) {
const r = ry(geo.rx, cam);
return Array.from({ length: count }, (_, i) => {
const theta = (Math.PI * (i + 1)) / (count + 1);
const dx = -Math.cos(theta) * geo.rx;
const dy = Math.sin(theta) * r;
return { x: q(geo.cx + dx), y1: q(geo.top + dy), y2: q(geo.bottom + dy) };
});
}
/** The visible top ellipse of a cylinder. */
function TopFace({ geo, fill, cam }: { geo: Cyl; fill: string; cam: Camera }) {
return (
<ellipse
cx={geo.cx}
cy={geo.top}
rx={geo.rx}
ry={ry(geo.rx, cam)}
fill={fill}
stroke={C.ink}
strokeWidth={cam.strokeWidth}
/>
);
}
/** One cylinder: top face, front wall, edge falloff, optional ribs. */
function Cylinder({
geo,
cam,
wall,
face,
rib,
ribOpacity = 1,
ribBlend = "normal",
edge,
edgeShade,
ribCount = 0,
ribWidth = 3,
id,
}: {
geo: Cyl;
cam: Camera;
wall: string;
face: string;
rib?: string;
ribOpacity?: number;
ribBlend?: BlendMode;
/** Colour of the left/right falloff — a darker shade, never black. */
edge: string;
edgeShade: number;
ribCount?: number;
ribWidth?: number;
id: string;
}) {
const d = wallPath(geo, cam);
const clipId = `${id}-clip`;
const edgeId = `${id}-edge`;
// isolation: without it the rib blend reaches past the drum and mixes with
// the canvas and whatever unit is painted underneath.
return (
<g style={{ isolation: "isolate" }}>
<TopFace geo={geo} fill={face} cam={cam} />
<path d={d} fill={wall} stroke={C.ink} strokeWidth={cam.strokeWidth} />
{ribCount > 0 && rib && (
<>
<clipPath id={clipId}>
<path d={d} />
</clipPath>
<g
clipPath={`url(#${clipId})`}
stroke={rib}
strokeWidth={ribWidth}
opacity={ribOpacity}
style={{ mixBlendMode: ribBlend }}
>
{ribLines(geo, cam, ribCount).map((l, i) => (
<line key={i} x1={l.x} y1={l.y1} x2={l.x} y2={l.y2} />
))}
</g>
</>
)}
{/* Falloff on both sides — there is no key light here, the depth comes
* from geometry. Tinted with the unit's own dark shade rather than black,
* which would desaturate the chroma the ramp just added. */}
<defs>
<linearGradient id={edgeId} x1="0" y1="0" x2="1" y2="0">
<stop offset="0" stopColor={edge} stopOpacity={edgeShade} />
<stop offset="0.35" stopColor={edge} stopOpacity="0" />
<stop offset="0.65" stopColor={edge} stopOpacity="0" />
<stop offset="1" stopColor={edge} stopOpacity={edgeShade} />
</linearGradient>
</defs>
<path d={d} fill={`url(#${edgeId})`} />
<path d={d} fill="none" stroke={C.ink} strokeWidth={cam.strokeWidth} />
</g>
);
}
/**
* The unit resting on this lid darkens the ring around its own base. Drawn last
* inside the unit, so the drum above covers the middle and only the crescent
* survives.
*/
function ContactShadow({
lid,
resting,
cam,
fill,
opacity,
id,
}: {
lid: Cyl;
resting: Unit;
cam: Camera;
fill: string;
opacity: number;
id: string;
}) {
const clipId = `${id}-clip`;
const rx = resting.rx + 10;
return (
<>
<clipPath id={clipId}>
<ellipse cx={lid.cx} cy={lid.top} rx={lid.rx} ry={ry(lid.rx, cam)} />
</clipPath>
<ellipse
clipPath={`url(#${clipId})`}
cx={resting.cx}
cy={drumBottomOf(resting) + 6}
rx={rx}
ry={ry(rx, cam)}
fill={fill}
opacity={opacity}
/>
</>
);
}
/** A drum, its lid, and the shadow cast by whatever stands on that lid. */
function StackUnit({
unit,
resting,
cam,
palette,
overhang,
prefix,
}: {
unit: Unit;
resting?: Unit;
cam: Camera;
palette: Palette;
overhang: number;
prefix: string;
}) {
const lid = lidOf(unit, overhang);
const { ramp } = palette;
// Every surface on this unit is the same colour walked down the ramp.
const tone = (steps: number) => shade(unit.base, ramp, steps);
const drumWall = tone(STEP.drumWall);
return (
<g>
{/* Drum first: it sits lower in space than its own lid. */}
<Cylinder
id={`${prefix}-${unit.id}-drum`}
geo={drumOf(unit)}
cam={cam}
wall={drumWall}
face={drumWall}
rib={tone(palette.ribStep)}
ribOpacity={palette.ribOpacity}
ribBlend={palette.ribBlend}
edge={tone(STEP.rib)}
edgeShade={palette.edgeShade}
ribCount={unit.ribCount}
ribWidth={unit.ribWidth}
/>
<Cylinder
id={`${prefix}-${unit.id}-lid`}
geo={lid}
cam={cam}
wall={tone(STEP.lidWall)}
face={tone(STEP.lidFace)}
edge={tone(STEP.rib)}
edgeShade={palette.edgeShade}
/>
{resting && (
<ContactShadow
id={`${prefix}-${resting.id}-contact`}
lid={lid}
resting={resting}
cam={cam}
fill={tone(STEP.contact)}
opacity={palette.contactShade}
/>
)}
</g>
);
}
/** Strict painter's algorithm — bottom of the tower first, cap last. */
function Tower({
geometry,
prefix,
}: {
geometry: Geometry;
prefix: string;
}) {
const bottomUp = [...geometry.units].reverse();
return (
<g clipPath={`url(#${prefix}-card-clip)`}>
{bottomUp.map((unit, i) => (
<StackUnit
key={unit.id}
unit={unit}
resting={bottomUp[i + 1]} // the unit standing on this one's lid
cam={geometry.camera}
palette={geometry.palette}
overhang={geometry.lidOverhang}
prefix={prefix}
/>
))}
</g>
);
}
/* -------------------------------------------------------------- annotation */
const ARROW = { len: 13, half: 7.5 };
/** dir 1 points right, -1 left. The curve arrives horizontally, so no rotation. */
function Arrowhead({ x, y, dir }: { x: number; y: number; dir: 1 | -1 }) {
const back = x - dir * ARROW.len;
return (
<path
d={`M ${x} ${y} L ${back} ${y - ARROW.half} L ${back} ${y + ARROW.half} Z`}
fill={C.ink}
/>
);
}
/**
* Derived from the unit, never authored separately, so arrows track the shapes
* when the geometry is tuned. The tip lands on the drum silhouette at its
* vertical midpoint — cx ± rx, where the ellipse is widest.
*/
function leaderAnchor(u: Unit) {
const y = q((lidBottomOf(u) + drumBottomOf(u)) / 2 + (u.labelYBias ?? 0));
const x = u.side === "right" ? u.cx + u.rx : u.cx - u.rx;
return { x, y };
}
/**
* Text off to the side and above, with a cubic bezier sweeping into the shape.
* Both control points are placed horizontally from their anchors, so the curve
* leaves the text flat and arrives at the shape flat.
*/
function Leader({ unit, ann }: { unit: Unit; ann: Annotation }) {
const { x: tx, y: ty } = leaderAnchor(unit);
const out = unit.side === "right" ? 1 : -1; // away from the tower
const sx = q(tx + out * ann.lead); // curve start, beside the text
const sy = q(ty + ann.bow);
const ex = q(tx + out * ARROW.len); // curve end, behind the arrowhead
const d = [
`M ${sx} ${sy}`,
`C ${q(sx - out * ann.curve)} ${sy},`,
`${q(ex + out * ann.curve)} ${ty},`,
`${ex} ${ty}`,
].join(" ");
const textX = q(sx + out * 14);
const anchor = unit.side === "right" ? "start" : "end";
return (
<g>
<g opacity={ann.opacity}>
<path
d={d}
fill="none"
stroke={C.ink}
strokeWidth={ann.strokeWidth}
strokeLinecap="round"
/>
<Arrowhead x={tx} y={ty} dir={(out === 1 ? -1 : 1) as 1 | -1} />
</g>
{/* Weight carries the hierarchy, not size alone — the support line steps
* down in both, plus a drop in opacity. */}
<text
x={textX}
y={q(sy - 5)}
fill={C.ink}
fontSize={ann.labelSize}
fontWeight={ann.labelWeight}
fontFamily={FONT}
textAnchor={anchor}
dominantBaseline="middle"
>
<tspan fontSize={ann.supportSize} fontWeight={700} fillOpacity={0.42}>
{unit.ordinal}
</tspan>
<tspan dx={11}>{unit.label}</tspan>
</text>
<text
x={textX}
y={q(sy + ann.supportSize + 5)}
fill={C.ink}
fillOpacity={ann.supportOpacity}
fontSize={ann.supportSize}
fontWeight={ann.supportWeight}
fontFamily={FONT}
textAnchor={anchor}
dominantBaseline="middle"
>
{unit.support}
</text>
</g>
);
}
/* ------------------------------------------------------------------ chrome */
/** The one piece that has to be a hand-authored path. */
function BirdMark({ x, y, size }: { x: number; y: number; size: number }) {
return (
<g transform={`translate(${x} ${y}) scale(${size / 24})`}>
<path
d="M2 10.2 6.4 8.2c-.4-2.8.8-5.6 3.2-6.8 0 2-.2 3.4-.6 4.6 3-.8 6 .8 7.4 3.6 1.4 2.8 1.2 5.8-.2 8.2l6.2 4.8-8.2-2.2c-3.2.6-6.2-1.2-7.4-4.2-.8-2.2-.8-4.4-.2-6z"
fill={C.ink}
/>
</g>
);
}
/** Wordmark and headline above the tower. */
function Masthead({ brand, headline }: { brand: string; headline: string }) {
return (
<g>
<BirdMark x={548} y={62} size={30} />
<text
x={586}
y={88}
fill={C.ink}
fontSize={30}
fontWeight={600}
fontFamily={FONT}
>
{brand}
</text>
<text
x={VIEW_W / 2}
y={172}
fill={C.ink}
fontSize={54}
fontWeight={400}
fontFamily={FONT}
textAnchor="middle"
>
{headline}
</text>
</g>
);
}
/** Outer bleed plus the inset card the tower is clipped to. */
function Frame() {
return (
<>
<rect width={VIEW_W} height={VIEW_H} fill={C.frame} />
<rect
x={CARD.x}
y={CARD.y}
width={CARD.w}
height={CARD.h}
fill={C.canvas}
/>
</>
);
}
/* ------------------------------------------------------------------ export */
export interface StackedTowerProps {
className?: string;
/** Every measurement, colour and label in the drawing. */
geometry?: Geometry;
brand?: string;
headline?: string;
/**
* Prefix for every generated SVG id. Ids are document-global, so two
* instances on one page need two prefixes or the second steals the first's
* clip paths and gradients.
*/
id?: string;
}
export default function StackedTower({
className,
geometry = DEFAULT_GEOMETRY,
brand = "Cardinal",
headline = "Your sales motion, built by you",
id = "stacked-tower",
}: StackedTowerProps) {
const titleId = `${id}-title`;
const descId = `${id}-desc`;
return (
<svg
viewBox={`0 0 ${VIEW_W} ${VIEW_H}`}
preserveAspectRatio="xMidYMid meet"
role="img"
aria-labelledby={`${titleId} ${descId}`}
className={className}
>
<title id={titleId}>{headline}</title>
<desc id={descId}>
Four stacked cylinders labelled, from top to bottom,{" "}
{geometry.units.map((u) => u.label).join(", ")}.
</desc>
<defs>
<clipPath id={`${id}-card-clip`}>
<rect x={CARD.x} y={CARD.y} width={CARD.w} height={CARD.h} />
</clipPath>
</defs>
<Frame />
<Masthead brand={brand} headline={headline} />
<Tower geometry={geometry} prefix={id} />
{/* Annotation always sits on top and is never occluded. */}
{geometry.units.map((u) => (
<Leader key={u.id} unit={u} ann={geometry.annotation} />
))}
</svg>
);
}






























