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Grinding Chatter Lobes

A card-scale loader substitute driven by regenerative chatter in cylindrical grinding: a rotating disc's rim grows a lobed profile as it re-cuts its own previous pass, the wave self-amplifying then self-limiting until a dress event clears it and a new lobe count begins.

Use when a card-scale loading/activity indicator whose motion has a real self-excited-process mechanic (growth, saturation, periodic reset) instead of an arbitrary rotation, and a few seconds of continuous ramp reads better than a discrete swap; pick loader-spirograph-trace instead when progress has an actual determinate value to report against a fixed route, loader-iris when a small fixed-footprint indeterminate glyph is enough with no ramping narrative, or loader-thread-spool when the wait should visibly convert from an unknown-duration wait into a determinate gauge once a total arrives.

Install

npx shadcn add https://design.helpmarq.com/r/grinding-chatter-lobes.json

Ask AI

Point an assistant at this component's docs (llms-full.txt) with one click.

Claude, ChatGPT, Grok, and Perplexity open with the prompt already in. Gemini copies it to your clipboard first. Paste it in once the chat opens.

Source
registry/core/grinding-chatter-lobes/component.tsx
"use client";

import { useEffect, useRef } from "react";

// GrindingChatterLobes — a card-scale loader substitute built on regenerative
// chatter in cylindrical (OD) grinding (Tobias/Merritt theory as applied to
// grinding-process control): the wheel re-cuts the wavy profile its own
// previous pass left on the workpiece, and under the right speed ratio that
// wave self-amplifies into a stable N-lobed pattern before saturating against
// contact stiffness. A dress event clears the regenerative memory and a new
// lobe count begins. Canvas 2D, DPR clamp 2, direct-DOM rAF, sleeps for
// nothing (the loop is unbounded by design — this stands in for "busy").
// The rim profile is recomputed from a coefficient (N, amplitude, phase)
// every frame, never accumulated pixel history, so cost stays flat.

const TWO_PI = Math.PI * 2;
const DEG = Math.PI / 180;

const LOBE_COUNTS = [5, 6, 7, 8, 9, 10, 11];
const WORKPIECE_REV_PER_S = 0.15; // slowed from real 1-5 rev/s wheelhead speeds
const RADIUS_RATIO = 0.38; // disc radius = 0.38 * min(w, h)
const AMAX_RATIO = 0.06; // Amax = 0.06 * radius
const GROWTH_S = 40; // dress event every 40s
const DRESS_MS = 1200; // lobes fade to a smooth circle over 1.2s
const PERIOD_S = GROWTH_S + DRESS_MS / 1000;
// logistic center + rate chosen so amplitude visibly ramps ~5% -> ~95% of
// Amax over the first 6s of a growth cycle, then plateaus (self-limiting
// saturation against contact stiffness, not unbounded growth).
const LOGISTIC_CENTER_S = 3;
const LOGISTIC_RATE = Math.log(19) / 3;

const BOOST_WINDOW_RAD = 15 * DEG; // half-width of the 30deg pointer window
const BOOST_MULT = 1.5; // local amplitude growth boost while pointer is near
const BOOST_TAU_MS = 500 / 3; // ~3 tau to settle within the spec's 500ms decay

// reduced-motion freeze frame: a static mid-growth profile, not tied to the
// live logistic curve's exact constants — deliberately the most structured
// single frame, named explicitly per the round 9 rule.
const FREEZE_PHASE = "lobe-70pct";
const FREEZE_AMPLITUDE_RATIO = 0.7;
const FREEZE_LOBE_COUNT = 8;
const FREEZE_ROTATION_RAD = -20 * DEG;

const BINS = 360;

function wrapPi(a: number) {
  a = ((a + Math.PI) % TWO_PI + TWO_PI) % TWO_PI;
  return a - Math.PI;
}

function mulberry32(seed: number) {
  let a = seed >>> 0;
  return () => {
    a = (a + 0x6d2b79f5) >>> 0;
    let t = a;
    t = Math.imul(t ^ (t >>> 15), t | 1);
    t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
    return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
  };
}

function logisticAmplitude(t: number, amax: number) {
  const f = 1 / (1 + Math.exp(-LOGISTIC_RATE * (t - LOGISTIC_CENTER_S)));
  return f * amax;
}

function easeOutCubic(x: number) {
  const inv = 1 - x;
  return 1 - inv * inv * inv;
}

export interface GrindingChatterLobesProps {
  /** accessible status text announced to assistive tech */
  label?: string;
  /** extra classes merged onto the rendered root element */
  className?: string;
}

export function GrindingChatterLobes({
  label = "Loading",
  className = "",
}: GrindingChatterLobesProps) {
  const containerRef = useRef<HTMLDivElement>(null);
  const canvasRef = useRef<HTMLCanvasElement>(null);

  useEffect(() => {
    const container = containerRef.current;
    const canvas = canvasRef.current;
    if (!container || !canvas) return;
    const ctx = canvas.getContext("2d");
    if (!ctx) return;

    const reduced = window.matchMedia(
      "(prefers-reduced-motion: reduce)"
    ).matches;

    let disposed = false;
    let visible = true;
    let raf = 0;

    let w = 0;
    let h = 0;
    let dpr = 1;
    let radius = 0;

    let fgColor = "#171717";
    let bgColor = "#ffffff";
    let mutedRGBA = "rgba(140,140,140,0.55)";

    // -- token read: no paint happens before this runs at least once. -----
    const deriveColors = () => {
      const cs = getComputedStyle(document.documentElement);
      const fg = cs.getPropertyValue("--foreground").trim();
      const bg = cs.getPropertyValue("--background").trim();
      const muted = cs.getPropertyValue("--ns-muted").trim();
      if (fg) fgColor = fg;
      if (bg) bgColor = bg;
      if (muted) {
        const probe = document.createElement("canvas").getContext("2d");
        if (probe) {
          probe.fillStyle = muted;
          const [r, g, b] = probe.fillStyle.match(/\d+/g)?.map(Number) ?? [];
          // alpha 0.55 compresses the gradient's contrast so scalloping
          // stays legible in light theme without approaching border-adjacent
          // values (checked against --border #ebebeb at the light tokens).
          if (r !== undefined) mutedRGBA = `rgba(${r},${g},${b},0.55)`;
        }
      }
    };

    // -- per-cycle state, reseeded from the mount clock so a phase-desynced
    // start (not always t=0) means any two page loads show different
    // states, per spec. --------------------------------------------------
    const seedBase = Math.floor(Date.now()) >>> 0;
    const mountOffsetS = (Date.now() / 1000) % PERIOD_S;
    const startPerf = performance.now();

    let cycleIndex = -1;
    let lobeCount = LOBE_COUNTS[0]!;
    let basePhase = 0;

    const loadCycle = (idx: number) => {
      if (idx === cycleIndex) return;
      cycleIndex = idx;
      const rand = mulberry32(seedBase + idx * 0x9e3779b1);
      lobeCount = LOBE_COUNTS[Math.floor(rand() * LOBE_COUNTS.length)]!;
      basePhase = rand() * TWO_PI;
    };

    let rotationAngle = 0;

    // -- pointer boost: locally applied contact pressure. Angle is tracked
    // in screen space (the contact point stays put while the disc spins
    // under it), decays to 0 over ~500ms after the pointer leaves. Never
    // touches the global dress-event clock. --------------------------------
    let pointerActive = false;
    let pointerAngleScreen = 0;
    let boostEnvelope = 0;

    const build = () => {
      const rect = container.getBoundingClientRect();
      w = Math.round(rect.width);
      h = Math.round(rect.height);
      if (w < 2 || h < 2) return;
      dpr = Math.min(2, window.devicePixelRatio || 1);
      canvas.width = w * dpr;
      canvas.height = h * dpr;
      radius = RADIUS_RATIO * Math.min(w, h);
    };

    const localAmpMult = (thetaLocal: number, pointerAngleLocal: number) => {
      if (boostEnvelope <= 0.001) return 1;
      const d = Math.abs(wrapPi(thetaLocal - pointerAngleLocal));
      if (d >= BOOST_WINDOW_RAD) return 1;
      const falloff = 0.5 * (1 + Math.cos((Math.PI * d) / BOOST_WINDOW_RAD));
      return 1 + (BOOST_MULT - 1) * boostEnvelope * falloff;
    };

    const drawRim = (
      amplitude: number,
      lobes: number,
      phase: number,
      rotation: number,
      pointerAngleLocal: number
    ) => {
      const cx = w / 2;
      const cy = h / 2;
      ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
      ctx.clearRect(0, 0, w, h);
      ctx.save();
      ctx.translate(cx, cy);
      ctx.rotate(rotation);

      ctx.beginPath();
      for (let i = 0; i <= BINS; i++) {
        const theta = (i % BINS) * DEG;
        const mult = localAmpMult(theta, pointerAngleLocal);
        const r = radius + amplitude * Math.cos(lobes * theta + phase) * mult;
        const x = r * Math.cos(theta);
        const y = r * Math.sin(theta);
        if (i === 0) ctx.moveTo(x, y);
        else ctx.lineTo(x, y);
      }
      ctx.closePath();

      const grad = ctx.createRadialGradient(
        0,
        0,
        0,
        0,
        0,
        radius * (1 + AMAX_RATIO)
      );
      grad.addColorStop(0, bgColor);
      grad.addColorStop(1, mutedRGBA);
      ctx.fillStyle = grad;
      ctx.fill();

      ctx.lineWidth = 1.5;
      ctx.strokeStyle = fgColor;
      ctx.stroke();
      ctx.restore();
    };

    // -- static reduced-motion frame: freeze on the named, deliberately
    // chosen most-structured frame, not t0. No loop, no listeners beyond
    // resize/theme so colours still stay correct. -------------------------
    const drawReduced = () => {
      if (w < 2 || h < 2 || radius <= 0) return;
      const amax = AMAX_RATIO * radius;
      drawRim(
        FREEZE_AMPLITUDE_RATIO * amax,
        FREEZE_LOBE_COUNT,
        0,
        FREEZE_ROTATION_RAD,
        0
      );
    };

    let last = 0;

    const loop = (now: number) => {
      if (disposed || !visible) {
        raf = 0;
        return;
      }
      const dt = last === 0 ? 1 / 60 : Math.min(0.05, (now - last) / 1000);
      last = now;

      rotationAngle = (rotationAngle + TWO_PI * WORKPIECE_REV_PER_S * dt) % TWO_PI;

      boostEnvelope +=
        ((pointerActive ? 1 : 0) - boostEnvelope) *
        (1 - Math.exp(-dt * 1000 / BOOST_TAU_MS));

      const elapsed = (now - startPerf) / 1000 + mountOffsetS;
      const idx = Math.floor(elapsed / PERIOD_S);
      const tc = elapsed - idx * PERIOD_S;
      loadCycle(idx);

      const amax = AMAX_RATIO * radius;
      let amplitude: number;
      if (tc < GROWTH_S) {
        amplitude = logisticAmplitude(tc, amax);
      } else {
        const plateau = logisticAmplitude(GROWTH_S, amax);
        const dressT = Math.min(1, (tc - GROWTH_S) / (DRESS_MS / 1000));
        amplitude = plateau * (1 - easeOutCubic(dressT));
      }

      const pointerAngleLocal = wrapPi(pointerAngleScreen - rotationAngle);
      if (w >= 2 && h >= 2 && radius > 0) {
        drawRim(amplitude, lobeCount, basePhase, rotationAngle, pointerAngleLocal);
      }

      raf = requestAnimationFrame(loop);
    };

    const startLoop = () => {
      if (!raf && !reduced) {
        last = 0;
        raf = requestAnimationFrame(loop);
      }
    };

    const pointerAngleFromEvent = (e: PointerEvent) => {
      const r = container.getBoundingClientRect();
      return Math.atan2(
        e.clientY - (r.top + r.height / 2),
        e.clientX - (r.left + r.width / 2)
      );
    };
    const onPointerMove = (e: PointerEvent) => {
      pointerActive = true;
      pointerAngleScreen = pointerAngleFromEvent(e);
    };
    const onPointerLeave = () => {
      pointerActive = false;
    };

    deriveColors();
    build();
    if (reduced) {
      drawReduced();
    } else {
      startLoop();
    }

    const ro = new ResizeObserver(() => {
      build();
      if (reduced) drawReduced();
    });
    ro.observe(container);

    const mo = new MutationObserver(() => {
      deriveColors();
      if (reduced) drawReduced();
    });
    mo.observe(document.documentElement, {
      attributes: true,
      attributeFilter: ["class"],
    });

    const io = new IntersectionObserver((entries) => {
      visible = entries[0]?.isIntersecting ?? true;
      if (visible && !reduced) startLoop();
    });
    io.observe(container);

    if (!reduced) {
      container.addEventListener("pointermove", onPointerMove);
      container.addEventListener("pointerleave", onPointerLeave);
    }

    return () => {
      disposed = true;
      cancelAnimationFrame(raf);
      raf = 0;
      ro.disconnect();
      mo.disconnect();
      io.disconnect();
      container.removeEventListener("pointermove", onPointerMove);
      container.removeEventListener("pointerleave", onPointerLeave);
    };
  }, []);

  return (
    <div
      ref={containerRef}
      role="status"
      className={`relative aspect-square w-full max-w-[280px] touch-none overflow-hidden rounded-md border border-border bg-background ${className}`}
    >
      <span className="sr-only">{label}</span>
      <canvas
        ref={canvasRef}
        aria-hidden="true"
        className="absolute inset-0 h-full w-full"
      />
    </div>
  );
}

export { FREEZE_PHASE };
Build spec

Build <GrindingChatterLobes label? className?> as a self-contained Canvas 2D loader, DPR-clamped to 2, direct-DOM rAF as the sole writer, zero dependencies. Disc radius = 0.38 * min(container width, height). The rim is sampled at 360 angular bins (1deg resolution) and rebuilt from a coefficient (lobe count N, amplitude, phase, rotation) every frame rather than accumulated as pixel history, so cost stays flat. The whole rim rotates continuously at 0.15 rev/s (slowed from real 1-5 rev/s wheelhead speeds to stay legible at card scale) via an incrementally accumulated rotation angle (never derived from absolute elapsed time, so long sessions don't lose precision). Each growth cycle picks a lobe count N from {5,6,7,8,9,10,11} and a random phase, both held fixed for the whole cycle (real chatter locks to one harmonic per stable cycle) via a mulberry32 PRNG reseeded per cycle index from the mount clock — real chatter theory (Tobias/Merritt) says the wave locks, not jitters. Amplitude follows a logistic self-limiting curve A(t) = Amax / (1 + exp(-r*(t - 3))), Amax = 0.06 * radius, r = ln(19)/3 so growth visibly ramps ~5%->~95% of Amax over the first 6s of a 40s growth window, then plateaus (matches real self-limiting saturation against contact stiffness). Every 40s a dress event fires: the rim's amplitude eases out (cubic) from its plateau value to zero over 1.2s while N holds, then the next 40s window picks a fresh N and phase and growth restarts from zero amplitude. The whole 41.2s cycle is phase-desynced by an offset derived from `Date.now()` at mount (not always zero), so any two page loads show different states and the resting loop is alive at rest: visibly different at t0/2.5s/5s with zero input, unbounded. Pointer interaction: moving the pointer over the card tracks its angle in SCREEN space (the simulated contact point stays fixed while the disc spins under it, converted to the disc's local rotating frame each frame) and locally boosts rim amplitude up to 1.5x within a 30deg window (raised-cosine falloff) around that angle, the boost envelope easing in while the pointer is present and decaying to zero over ~500ms after pointerleave; this never recolors the rim with --ns-accent (accent is not used anywhere in the component) and never touches the global 40s dress-event clock, which stays independent of pointer input. Rendering: rim stroke is var(--foreground) at 1.5px; rim fill is a radial gradient from var(--background) at the center to var(--ns-muted) (alpha-compressed to 0.55, derived at runtime via a canvas fillStyle probe so it stays a real RGB blend, never a colour literal) at the outer edge, so scalloping reads as depth rather than colour, checked in light theme first so the blended edge stays clearly short of --border-adjacent values. Colours are read via getComputedStyle(document.documentElement) before the first paint and re-derived on a MutationObserver watching the documentElement's class attribute, so a theme flip repaints correctly with no colour literal anywhere. A ResizeObserver rebuilds geometry on layout change and an IntersectionObserver pauses/resumes the rAF loop off-screen. Under prefers-reduced-motion the component renders one static frame named FREEZE_PHASE = 'lobe-70pct': amplitude fixed at 70% of Amax with a representative 8-lobe profile at a non-zero rotation — the most structured single frame, not t0 or a plateaued extreme — and the loop, pointer listeners, and IntersectionObserver are never attached, though the ResizeObserver and MutationObserver stay live so the frozen frame still resizes and retints correctly. Accessibility: the root carries role="status" with a visually-hidden label (default 'Loading'); the canvas is aria-hidden. Props: label (status text, default 'Loading'), className (merged onto the root).

Props

PropTypeDefaultDescription
label?string"Loading"accessible status text announced to assistive tech
className?stringextra classes merged onto the rendered root element