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upstream-mattermost/docs/site/scripts/gen-hex-camo.mjs
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#!/usr/bin/env node
/*
* Generates a tileable hexagonal camouflage SVG, matching the Mattermost
* brand book "Hexagonal Camouflage" pattern (denim variant, primary
* brand background).
*
* Output: docs-site/static/img/patterns/hex-camo-denim.svg
*
* Re-run if you want to tweak the shade mix / density / cell size.
*/
import {writeFileSync, mkdirSync} from 'node:fs';
import {dirname, join, resolve} from 'node:path';
import {fileURLToPath} from 'node:url';
const HERE = dirname(fileURLToPath(import.meta.url));
const OUT = resolve(HERE, '../static/img/patterns/hex-camo-denim.svg');
// Tile dimensions. Side=9 → ~3x smaller cells than v1 (was side=24).
// Reads as fine grain / texture rather than chunky mosaic.
const SIDE = 9;
const HEX_W = 2 * SIDE;
const HEX_H = Math.sqrt(3) * SIDE;
const COL_STEP = 1.5 * SIDE;
const ROW_STEP = HEX_H;
const COLS = 8; // 8 cols × 8 rows ≈ 108×125 tile
const ROWS = 8;
const TILE_W = COL_STEP * COLS;
const TILE_H = ROW_STEP * ROWS;
// Tight shade band — every cell is within a narrow window of denim-500.
// The base color matches the hero's solid bg, so most cells visually
// disappear; only the slightly-lighter cells provide the texture beat.
// No marigold / no high-contrast outliers.
const SHADES = [
{color: '#1E325C', weight: 14}, // denim-500 (matches hero bg — invisible cells)
{color: '#22386A', weight: 5}, // +4 lightness — faintly visible
{color: '#172A4F', weight: 3}, // -2 lightness — adds depth shadow
];
// Stable PRNG so the SVG is deterministic and reproducible across runs.
function mulberry32(seed) {
return () => {
seed |= 0; seed = (seed + 0x6D2B79F5) | 0;
let t = seed;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
const rand = mulberry32(0xCAFE);
function pickShade() {
const total = SHADES.reduce((s, x) => s + x.weight, 0);
let r = rand() * total;
for (const s of SHADES) {
if (r < s.weight) return s.color;
r -= s.weight;
}
return SHADES[0].color;
}
function hexPath(cx, cy) {
const pts = [];
for (let i = 0; i < 6; i++) {
const a = Math.PI / 3 * i;
pts.push(`${(cx + SIDE * Math.cos(a)).toFixed(2)},${(cy + SIDE * Math.sin(a)).toFixed(2)}`);
}
return `M${pts.join(' L')}Z`;
}
const polygons = [];
// Render extra cells beyond the tile edge so the seam is hidden when tiled.
for (let col = -1; col <= COLS + 1; col++) {
for (let row = -1; row <= ROWS + 1; row++) {
const cx = col * COL_STEP;
const cy = row * ROW_STEP + (col % 2 ? ROW_STEP / 2 : 0);
polygons.push(`<path d="${hexPath(cx, cy)}" fill="${pickShade()}"/>`);
}
}
const svg = `<?xml version="1.0" encoding="UTF-8"?>
<svg xmlns="http://www.w3.org/2000/svg" width="${TILE_W}" height="${TILE_H}"
viewBox="0 0 ${TILE_W} ${TILE_H}"
preserveAspectRatio="xMidYMid slice">
<defs>
<clipPath id="tile"><rect width="${TILE_W}" height="${TILE_H}"/></clipPath>
</defs>
<g clip-path="url(#tile)">
<rect width="${TILE_W}" height="${TILE_H}" fill="#1E325C"/>
${polygons.join('\n ')}
</g>
</svg>
`;
mkdirSync(dirname(OUT), {recursive: true});
writeFileSync(OUT, svg);
console.log(`wrote ${OUT} (${TILE_W}×${TILE_H.toFixed(1)})`);