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feat(drum_highway_3d): hit FX — sparks, timing colors, lane flashes, kick pulse, open hi-hat (D2) (#697)
- Pooled spark bursts (PORTED highway_3d, pool 160) at the struck lane, timing-colored via _timingHex/_classifyTiming (±50ms window, inner 40% = on-time); streak-scaled counts (streakFx) - Lane flashes resurrected as pooled additive gauss-tex quads at the hit line (timing-colored; red for wrong hits); kick = full-width quad - Kick pulse: camera dip + amber floor wash, exp decay, hitFx-scaled - Approach highlight: lane stripes brighten toward their next note - Open hi-hat: hh_open renders a warm ring around the gem (closes TODO); orthogonal to accent/ghost/flam variants - Settings: Hit sparks / Timing colours / Streak feedback toggles + Hit feedback intensity slider (drum_h3d_bg_*, live-applying) - All FX resources pooled/shared, disposed in BOTH teardown paths - Tests: _classifyTiming boundaries + FX defaults (10 total) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -71,6 +71,13 @@ tunes one of these, mirror the change here (and in `keys_highway_3d`):
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mapping switch in `draw()`; addons dynamic-imported from
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`/static/vendor/three/addons/` (no CDN fallback — direct render is the
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graceful degrade)
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- `_sparkBurst()` / `_sparkUpdate()` — pooled additive Points hit sparks
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(pool 160 here vs the guitar's 256)
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- `_makeGaussTex()` — soft-falloff DataTexture for the additive lane-flash
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quads
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- `_timingHex()` — early/late/on-time feedback colors (green/cyan/amber)
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- `_ssActive()` — host splitscreen probe (minus the guitar's focus-API
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checks, which it needs for input routing and we don't)
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## Why a separate plugin (vs. drum mode inside highway_3d)?
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