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<html lang="en">
<head>
<meta charset="utf-8" />
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HSTS / frame-ancestors omitted (browsers ignore them in <meta>; setting them
would be fabrication). 'unsafe-inline' is required: this page ships an inline
module script + inline styles, and Three.js is a vendored same-origin script. -->
<meta http-equiv="Content-Security-Policy" content="default-src 'self'; script-src 'self' 'unsafe-inline'; style-src 'self' 'unsafe-inline'; img-src 'self' data: blob:; font-src 'self'; connect-src 'self' https://szlholdings-a11oy.hf.space; object-src 'none'; base-uri 'self'; form-action 'self'" />
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<title>SZL Living Anatomy — BODY v1 · the Sovereign Org as one living organism</title>
<meta name="description" content="Body v1: the Sovereign Org rendered as one living governed organism. CatmullRom Bezier-tube vessels = the one DSSE chain; GPU pulses = REAL receipts from /api/a11oy/v1/ledger; 4 organs (Reasoning/Policy/Operator/Receipts) glow LIVE or dim UNREACHABLE on real probes; Λ (F19) drives the double-beat heartbeat + overall glow; verticals & SLSA shown honestly as ROADMAP where no endpoint exists. Honest by construction. Λ = Conjecture 1." />
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/* top-right: mind posture + Λ */
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.sov-true{color:var(--proof)} .sov-false{color:var(--warn)} .sov-unknown{color:var(--faint)}
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#ecg{width:100%;height:34px;margin-top:8px;display:block}
/* bottom-left: organ status list */
#organs{bottom:16px;left:16px;width:min(290px,calc(100vw - 32px));padding:13px 15px}
.orow{display:flex;align-items:center;gap:9px;font-size:11.5px;line-height:1.45;margin-bottom:8px}
.orow:last-child{margin-bottom:0}
.odot{flex:0 0 auto;width:9px;height:9px;border-radius:50%;background:var(--dim);box-shadow:0 0 0 transparent;transition:all .3s}
.orow[data-state="live"] .odot{box-shadow:0 0 9px currentColor}
.orow .on{font-weight:600;color:var(--text);min-width:74px;font-size:11px}
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.orow[data-state="unreachable"] .od{color:var(--faint)}
.orow[data-state="pending"] .odot{animation:breathe 1.1s ease-in-out infinite}
@keyframes breathe{0%,100%{opacity:.35}50%{opacity:1}}
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</style>
</head>
<body>
<canvas id="scene" aria-label="3D living organism of the Sovereign Org"></canvas>
<div id="boot">initializing living body…</div>
<div class="hud" id="title"><div class="inner">
<div class="eyebrow">SZL Living Anatomy · body v1</div>
<h1>The Sovereign Org as <span class="accent">one living organism</span></h1>
<div class="sub">Vessels are the one DSSE chain. Each travelling pulse is a REAL receipt
from the ledger; each organ glows only on a real probe; Λ drives the heartbeat.
<a href="./index.html">← full 3D atlas</a></div>
</div></div>
<div class="hud panel" id="mind" aria-live="polite">
<div class="hdr"><span>GPU mind · posture</span><span>/code/healthz</span></div>
<div class="row"><span class="k">sovereign</span><span id="m-sov" class="badge sov-unknown">…</span></div>
<div class="row"><span class="k">backend</span><b id="m-backend">…</b></div>
<div class="row"><span class="k">mode</span><b id="m-mode">…</b></div>
<div class="row"><span class="k">doctrine</span><b id="m-doctrine">…</b></div>
<div id="lambda-wrap">
<div id="lambda-val">Λ …</div>
<div id="lambda-meta">heartbeat driver · /v1/lambda</div>
<canvas id="ecg" width="560" height="68" aria-hidden="true"></canvas>
</div>
</div>
<div class="hud panel" id="organs" aria-live="polite">
<div class="hdr">organs · honest probes</div>
<div id="organ-rows"></div>
</div>
<div class="hud panel" id="side">
<div class="controls">
<button id="run" class="btn primary" type="button">▶ Run proactive cycle</button>
<button id="refresh" class="btn" type="button">↻ Refresh</button>
</div>
<div id="log" aria-live="polite"></div>
<div id="honesty">
<span class="sw"></span><b id="h-lambda">Λ = Conjecture 1</b> — advisory, never green.<br>
<span class="sw"></span><b>Verticals</b> & <b>SLSA</b>: no live endpoint → honest ROADMAP, no fake flow.<br>
<span class="sw"></span>Read-only · no key sent · open-weight.
</div>
</div>
<div class="legend hud">
<span><i style="background:var(--proof)"></i>live receipt pulse</span>
<span><i style="background:var(--warn)"></i>denied gate</span>
<span><i style="background:var(--gold)"></i>Λ heartbeat</span>
<span><i style="background:var(--dim)"></i>unreachable / roadmap</span>
</div>
<script src="./lib/three.min.js"></script>
<script type="module">
import LiveBody from "./live-body.js";
const THREE = window.THREE;
const K = LiveBody.KANCHAY;
const $ = (id) => document.getElementById(id);
/* ============================ scene scaffold ============================== */
const canvas = $("scene");
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: false });
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
renderer.setClearColor(new THREE.Color(K.void), 1);
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(new THREE.Color(K.void), 0.085);
const camera = new THREE.PerspectiveCamera(46, 1, 0.1, 100);
camera.position.set(0, 0.2, 6.2);
scene.add(new THREE.AmbientLight(0x4a5878, 0.9));
const key = new THREE.PointLight(0x9fc2ff, 1.1, 40); key.position.set(4, 6, 8); scene.add(key);
const rim = new THREE.PointLight(0x3af4c8, 0.7, 40); rim.position.set(-6, -3, 4); scene.add(rim);
const root = new THREE.Group(); scene.add(root); // everything rotatable
/* radial glow sprite texture (additive "selective bloom" — no jsm composer vendored) */
function glowTexture() {
const s = 64, c = document.createElement("canvas"); c.width = c.height = s;
const g = c.getContext("2d");
const grd = g.createRadialGradient(s/2, s/2, 0, s/2, s/2, s/2);
grd.addColorStop(0, "rgba(255,255,255,1)");
grd.addColorStop(0.25, "rgba(255,255,255,0.55)");
grd.addColorStop(1, "rgba(255,255,255,0)");
g.fillStyle = grd; g.fillRect(0, 0, s, s);
const t = new THREE.CanvasTexture(c); t.needsUpdate = true; return t;
}
const GLOW = glowTexture();
function glowSprite(color, scale, opacity) {
const m = new THREE.SpriteMaterial({ map: GLOW, color: new THREE.Color(color),
transparent: true, opacity, blending: THREE.AdditiveBlending, depthWrite: false });
const sp = new THREE.Sprite(m); sp.scale.set(scale, scale, 1); return sp;
}
/* ============================ organs ===================================== */
const organMeshes = new Map(); // id -> {core, halo, color, baseEmissive, pos}
const ORGAN_GEO = {
reasoning: () => new THREE.IcosahedronGeometry(0.32, 1),
policy: () => new THREE.DodecahedronGeometry(0.30, 0),
operator: () => new THREE.OctahedronGeometry(0.32, 1),
receipts: () => new THREE.IcosahedronGeometry(0.40, 2), // the heart hub (center-low)
};
for (const o of LiveBody.ORGANS) {
const geo = (ORGAN_GEO[o.id] || (() => new THREE.IcosahedronGeometry(0.3, 1)))();
const col = new THREE.Color(o.color);
const mat = new THREE.MeshStandardMaterial({
color: col, emissive: col, emissiveIntensity: 0.15,
metalness: 0.2, roughness: 0.45, flatShading: true });
const core = new THREE.Mesh(geo, mat);
core.position.set(o.pos[0], o.pos[1], o.pos[2]);
const halo = glowSprite(o.color, 1.25, 0.0); halo.position.copy(core.position);
root.add(core); root.add(halo);
organMeshes.set(o.id, { core, halo, color: col, mat, pos: core.position.clone() });
}
const HEART = organMeshes.get("receipts"); // Λ heartbeat target
/* ============================ vessels (the chain) ======================== *
* One CatmullRom Bezier tube from each organ to the heart (RECEIPTS). These ARE
* the one DSSE chain; pulses travel them. <12 tubes => trivial draw-call cost. */
const vessels = new Map(); // organId -> {curve, mesh}
function makeVessel(fromPos, toPos, color) {
const mid = fromPos.clone().lerp(toPos, 0.5);
const bow = fromPos.clone().sub(toPos); // perpendicular-ish bow for a vessel look
mid.add(new THREE.Vector3(-bow.y, bow.x, bow.z * 0.5).multiplyScalar(0.28));
mid.z += 0.35;
const curve = new THREE.CatmullRomCurve3([fromPos.clone(), mid, toPos.clone()]);
const geo = new THREE.TubeGeometry(curve, 40, 0.018, 6, false);
const mat = new THREE.MeshBasicMaterial({ color: new THREE.Color(color),
transparent: true, opacity: 0.22 });
const mesh = new THREE.Mesh(geo, mat); root.add(mesh);
return { curve, mesh };
}
for (const o of LiveBody.ORGANS) {
if (o.id === "receipts") continue;
vessels.set(o.id, makeVessel(organMeshes.get(o.id).pos, HEART.pos, K.lattice));
}
/* ============================ verticals (limbs) ========================== *
* Honest ROADMAP: rendered, dim, labeled — never fake-pulsed (no live throughput
* endpoint). They wake only if a real "<vertical>|<action>" receipt arrives. */
const limbs = new Map();
for (const v of LiveBody.VERTICALS) {
const geo = new THREE.TorusGeometry(0.16, 0.045, 8, 16);
const col = new THREE.Color(v.color);
const mat = new THREE.MeshStandardMaterial({ color: col, emissive: col,
emissiveIntensity: 0.04, metalness: 0.3, roughness: 0.6, flatShading: true });
const m = new THREE.Mesh(geo, mat); m.position.set(v.pos[0], v.pos[1], v.pos[2]);
m.rotation.x = Math.PI / 2; root.add(m);
// honest dashed tether to torso (structure only, not a chain vessel)
limbs.set(v.id, { mesh: m, color: col });
}
/* ============================ skeleton (SLSA) ============================ *
* Structural spine ring. Honest: no /v1/slsa endpoint => integrity UNVERIFIED;
* rendered as faint structure, never claiming a verified SLSA level. */
const spineMat = new THREE.MeshBasicMaterial({ color: new THREE.Color(K.dim),
transparent: true, opacity: 0.16, wireframe: true });
const spine = new THREE.Mesh(new THREE.TorusGeometry(1.55, 0.012, 4, 48), spineMat);
spine.rotation.x = Math.PI / 2.2; root.add(spine);
/* ============================ immune swarm (E5) ========================== *
* GPU-instanced antibodies. count = REAL fraction of mesh engines down
* (/v1/govern/health). Dormant (count 0) when the mesh is healthy. */
const SWARM_MAX = 1200;
const swarmGeo = new THREE.SphereGeometry(0.018, 6, 6);
const swarmMat = new THREE.MeshBasicMaterial({ color: new THREE.Color(K.warn),
transparent: true, opacity: 0.8, blending: THREE.AdditiveBlending, depthWrite: false });
const swarm = new THREE.InstancedMesh(swarmGeo, swarmMat, SWARM_MAX);
swarm.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
swarm.count = 0; root.add(swarm);
const swarmSeed = [];
for (let i = 0; i < SWARM_MAX; i++) {
swarmSeed.push({ r: 0.55 + Math.random() * 0.5, a: Math.random() * Math.PI * 2,
b: Math.random() * Math.PI, sp: 0.4 + Math.random() * 0.8 });
}
const _m = new THREE.Matrix4(), _v = new THREE.Vector3();
/* ============================ pulse pool ================================= *
* Each active pulse corresponds to a REAL receipt. Pooled so we never exceed the
* perf budget; LIVE pulses recycle. Denied receipts bounce back at the organ wall. */
const POOL = 48;
const pulseCore = [];
for (let i = 0; i < POOL; i++) {
const grp = new THREE.Group();
const core = new THREE.Mesh(new THREE.SphereGeometry(0.05, 8, 8),
new THREE.MeshBasicMaterial({ color: 0xffffff }));
const gl = glowSprite("#ffffff", 0.42, 0.9); grp.add(core); grp.add(gl);
grp.visible = false; root.add(grp);
pulseCore.push({ grp, core, gl, active: false, t: 0, speed: 0.0, curve: null,
color: new THREE.Color(K.proof), denied: false, dir: 1 });
}
function spawnPulse(organId, color, denied) {
const v = vessels.get(organId) || vessels.get("policy");
if (!v) return;
const p = pulseCore.find((x) => !x.active);
if (!p) return; // pool exhausted this frame; honest backpressure (no over-budget spawns)
p.active = true; p.t = 0; p.dir = 1; p.denied = !!denied;
p.speed = 0.45 + Math.random() * 0.2;
p.curve = v.curve; p.color.set(denied ? K.warn : (color || K.proof));
p.core.material.color.copy(p.color); p.gl.material.color.copy(p.color);
p.grp.visible = true;
}
/* ============================ HUD: organ rows ============================ */
const organRows = new Map();
for (const o of LiveBody.ORGANS) {
const row = document.createElement("div");
row.className = "orow"; row.dataset.state = "pending";
row.innerHTML =
`<span class="odot" style="color:${o.color}"></span>
<span class="on">${o.name}</span>
<span class="od">probing…</span>`;
$("organ-rows").appendChild(row);
organRows.set(o.id, row);
}
function setOrganDot(row, state, color) {
const dot = row.querySelector(".odot");
dot.style.background = state === "live" ? color : "var(--dim)";
}
/* ============================ live data wiring =========================== */
const STATE = { lambda: 0.90, lambdaPass: true, organLive: {}, lastSeq: -1, immune: 0 };
let seenIds = new Set();
function logLine(html) {
const el = $("log");
el.innerHTML = html + "<br>" + el.innerHTML;
if (el.innerHTML.length > 2400) el.innerHTML = el.innerHTML.slice(0, 2400);
}
async function refreshOrgans() {
await Promise.all(LiveBody.ORGANS.map(async (o) => {
const r = await LiveBody.probeOrgan(o);
const row = organRows.get(o.id);
row.dataset.state = r.status;
const od = row.querySelector(".od");
if (r.status === LiveBody.STATUS.LIVE) {
od.textContent = r.detail; setOrganDot(row, "live", o.color);
STATE.organLive[o.id] = true;
const om = organMeshes.get(o.id);
om.mat.emissiveIntensity = 0.6; // healthy glow
} else {
od.textContent = `unreachable — ${r.detail} · honest empty-state`;
setOrganDot(row, "unreachable"); STATE.organLive[o.id] = false;
organMeshes.get(o.id).mat.emissiveIntensity = 0.06; // dim, honest
}
}));
}
async function refreshMind() {
const m = await LiveBody.fetchMind();
const sov = $("m-sov");
if (!m.reachable) {
sov.className = "badge sov-unknown"; sov.textContent = "unknown";
$("m-backend").textContent = "unreachable"; $("m-mode").textContent = m.why || "—";
$("m-doctrine").textContent = "—"; return;
}
if (m.sovereign === true) { sov.className = "badge sov-true"; sov.textContent = "true (local serves)"; }
else { sov.className = "badge sov-false"; sov.textContent = "false (router serves)"; }
$("m-backend").textContent = m.backend; $("m-mode").textContent = m.mode;
$("m-doctrine").textContent = m.doctrine || "—";
}
async function refreshLambda() {
const d = await LiveBody.fetchLambda();
if (!d.reachable || d.lambda == null) {
$("lambda-val").textContent = "Λ unreachable";
$("lambda-meta").textContent = `${d.why || "no data"} · honest empty-state`;
return;
}
STATE.lambda = d.lambda; STATE.lambdaPass = d.pass;
$("lambda-val").textContent = `Λ ${d.lambda.toFixed(5)}`;
$("lambda-meta").textContent =
`${d.pass ? "≥" : "<"} floor ${d.floor} · ${d.axes.length}-axis ${d.aggregate ? "· " + d.aggregate.split("(")[0].trim() : ""}`;
$("h-lambda").textContent = `Λ = ${d.uniqueness}`;
}
async function refreshDoctrine() {
const d = await LiveBody.fetchDoctrine();
if (!d.reachable) return;
$("h-lambda").textContent = `Λ = ${d.lambda}`;
}
async function refreshImmune() {
const im = await LiveBody.fetchImmune();
STATE.immune = im.reachable ? im.intensity : 0;
swarm.count = Math.round(STATE.immune * SWARM_MAX);
if (im.reachable) logLine(`<b>immune:</b> ${im.detail}`);
}
/* spawn pulses for REAL receipts we haven't shown yet (honest: 1 pulse / receipt) */
async function refreshLedger(initial) {
const L = await LiveBody.fetchLedger();
if (!L.reachable) {
logLine(`<b>ledger:</b> UNREACHABLE — ${L.why} · no pulses faked.`);
return 0;
}
let spawned = 0;
const recent = L.receipts.slice(-POOL); // cap to pool; never exceed budget
for (const r of recent) {
if (seenIds.has(r.id)) continue;
seenIds.add(r.id);
if (!initial) { // on refresh, only animate genuinely-new receipts
spawnPulse(r.organ, organMeshes.get(r.organ)?.color.getStyle(), r.denied);
spawned++;
}
}
logLine(`<b>ledger:</b> ${L.count} receipts on the chain${spawned ? ` · +${spawned} new pulse(s)` : ""}.`);
return L.count;
}
async function refreshAll(initial) {
await Promise.all([refreshOrgans(), refreshMind(), refreshLambda(), refreshDoctrine(), refreshImmune()]);
await refreshLedger(initial);
}
/* the proactive cycle: replay the REAL chain's organ order as travelling pulses */
let running = false;
async function runCycle() {
if (running) return; running = true;
const btn = $("run"); btn.setAttribute("aria-disabled", "true");
const L = await LiveBody.fetchLedger();
if (!L.reachable) {
logLine(`<b>cycle:</b> ledger UNREACHABLE — ${L.why}; nothing faked.`);
btn.removeAttribute("aria-disabled"); running = false; return;
}
logLine(`<b>proactive cycle:</b> replaying ${L.receipts.length} real receipts…`);
for (const r of L.receipts) {
spawnPulse(r.organ, organMeshes.get(r.organ)?.color.getStyle(), r.denied);
await sleep(150);
}
logLine(`<b>cycle complete</b> — every pulse was a real receipt (seq 0…${L.receipts.length - 1}).`);
btn.removeAttribute("aria-disabled"); running = false;
}
const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
/* ============================ Λ heartbeat (E7) =========================== *
* Double-beat ECG waveform; rate scales with Λ. Drives heart scale + emissive
* and the overall organism glow. Honest: when Λ is unreachable it flatlines. */
const ecg = $("ecg"), ectx = ecg.getContext("2d");
let beatPhase = 0;
function heartbeatEnvelope(phase) {
// two gaussian "lub-dub" bumps per cycle
const g = (c, w) => Math.exp(-((phase - c) ** 2) / (2 * w * w));
return g(0.18, 0.05) * 1.0 + g(0.34, 0.07) * 0.62;
}
function drawECG() {
const w = ecg.width, h = ecg.height; ectx.clearRect(0, 0, w, h);
ectx.strokeStyle = STATE.lambdaPass ? K.gold : K.warn; ectx.lineWidth = 1.6;
ectx.beginPath();
for (let x = 0; x <= w; x++) {
const ph = ((x / w) + beatPhase) % 1;
const y = h * 0.5 - heartbeatEnvelope(ph) * h * 0.42;
x === 0 ? ectx.moveTo(x, y) : ectx.lineTo(x, y);
}
ectx.stroke();
}
/* ============================ animation loop ============================= */
let last = performance.now(), dragX = 0, dragY = 0, autoSpin = 0.04;
function animate(now) {
const dt = Math.min(0.05, (now - last) / 1000); last = now;
// heartbeat rate from Λ (0.90→~0.8Hz, 1.0→~1.2Hz)
const rate = 0.8 + Math.max(0, STATE.lambda - 0.9) * 4;
beatPhase = (beatPhase + dt * rate) % 1;
const env = heartbeatEnvelope(beatPhase);
// heart pulse + overall glow
const s = 1 + env * 0.16; HEART.core.scale.setScalar(s);
HEART.mat.emissiveIntensity = (STATE.organLive.receipts ? 0.55 : 0.06) + env * 0.7;
HEART.halo.material.opacity = 0.12 + env * 0.4;
// organ halos track health + breathe with the beat
for (const [id, om] of organMeshes) {
const liveOn = STATE.organLive[id];
om.halo.material.opacity = (liveOn ? 0.16 : 0.0) + (liveOn ? env * 0.18 : 0);
om.core.rotation.y += dt * 0.25; om.core.rotation.x += dt * 0.12;
}
// verticals gently breathe but stay dim (honest ROADMAP)
for (const [, lb] of limbs) lb.mesh.rotation.z += dt * 0.2;
// pulses travel their vessel; denied bounce back at the organ wall
for (const p of pulseCore) {
if (!p.active) continue;
p.t += dt * p.speed * p.dir;
if (p.denied && p.t >= 0.82) { p.dir = -1; } // rejected at the wall → bounce
if (p.t >= 1 || p.t <= 0) {
// arrived at heart (allow) or returned to organ (denied) → recycle
p.active = false; p.grp.visible = false; continue;
}
const pt = p.curve.getPointAt(Math.min(0.999, Math.max(0.001, p.t)));
p.grp.position.copy(pt);
// brighten the heart very slightly as an allow-pulse lands
}
// immune swarm orbit (instanced)
if (swarm.count > 0) {
for (let i = 0; i < swarm.count; i++) {
const sd = swarmSeed[i]; sd.a += dt * sd.sp;
_v.set(Math.sin(sd.b) * Math.cos(sd.a) * sd.r,
Math.cos(sd.b) * sd.r * 0.6,
Math.sin(sd.b) * Math.sin(sd.a) * sd.r);
_m.makeTranslation(_v.x, _v.y, _v.z); swarm.setMatrixAt(i, _m);
}
swarm.instanceMatrix.needsUpdate = true;
}
// gentle auto-spin + drag
root.rotation.y += dt * autoSpin + dragX; root.rotation.x += dragY;
root.rotation.x = Math.max(-0.5, Math.min(0.5, root.rotation.x));
dragX *= 0.85; dragY *= 0.85;
drawECG();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
/* ============================ resize + input ============================= */
function resize() {
const w = window.innerWidth, h = window.innerHeight;
renderer.setSize(w, h, false); camera.aspect = w / h; camera.updateProjectionMatrix();
}
window.addEventListener("resize", resize); resize();
let dragging = false, lx = 0, ly = 0;
canvas.addEventListener("pointerdown", (e) => { dragging = true; lx = e.clientX; ly = e.clientY; autoSpin = 0; });
window.addEventListener("pointerup", () => { dragging = false; autoSpin = 0.04; });
window.addEventListener("pointermove", (e) => {
if (!dragging) return;
dragX = (e.clientX - lx) * 0.00018; dragY = (e.clientY - ly) * 0.00012;
lx = e.clientX; ly = e.clientY;
});
/* ============================ boot ======================================= */
$("run").addEventListener("click", runCycle);
$("refresh").addEventListener("click", () => refreshAll(false));
(async () => {
await refreshAll(true); // initial: seed seenIds without a pulse storm
$("boot").style.display = "none";
requestAnimationFrame(animate);
// a short delayed replay so the first load visibly shows real receipts flowing
setTimeout(runCycle, 400);
})();
</script>
</body>
</html>
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