fix(bend): GP8 short-bend curve loss + 2D curve timing + 3D bnv gating (#535)

Post-merge Codex review of the bend-curve PRs (#531/#532) surfaced edge cases:

- GP8 (#531 P2): bnv timing used rn.sustain, which is zeroed for notes <= 0.2s,
  so short GP8 bends kept the scalar bn but lost bt/bnv. Use the beat duration
  `dur` (matching the GP5 path) so the curve survives.
- 2D highway (#532 P2): bnvNormalizedPoints mapped x over the curve's own t-range
  [first,last] instead of the note span, so curves not starting at 0 / ending at
  sus were time-distorted. Now maps over [0, sus] (clamped), with a curve-span
  fallback when sus<=0 (existing no-sus callers unaffected).
- 3D highway (#532 P3): the sustain ribbon + bend chevron were gated on bn>0, so a
  note carrying an authoritative bnv with bn==0 drew no ribbon/marker. Both now
  also fire on bnv presence; chevron steps derived from max(bn, bnv peak).

Codex-reviewed: clean (no findings). +1 JS test (sus-relative mapping + fallback).
JS 8/8, 250 core GP/song tests pass.

NB: GP8's short-bend path still lacks a dedicated synthetic-GPIF fixture (same gap
as the GP8 offset-prop-names P3) — _gpx_bend_shape units cover the function; the
fix is the one-line caller change.

Part of got-feedback/feedback#334.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Byron Gamatos
2026-06-21 00:46:36 +02:00
committed by GitHub
co-authored by Claude Opus 4.8
parent 351b273ab5
commit a858617d71
4 changed files with 38 additions and 6 deletions
+9 -2
View File
@@ -11949,6 +11949,7 @@
const ribbonSusTrail = !!(
(slideSt && n.f > 0 && (n.sus || 0) > 1e-4)
|| (Number(n.bn) > 0)
|| (Array.isArray(n.bnv) && n.bnv.length > 0)
|| n.tr
|| hasTechniqueVibrato
);
@@ -12119,11 +12120,17 @@
arrow.material.opacity = 1;
}
}
if (n.bn > 0) {
// Derive the peak from bn OR the bnv curve: a note may carry an
// authoritative curve with bn left at 0 (bn SHOULD be the peak
// whenever bnv exists — this is the robustness fallback).
const _bnvPeak = (Array.isArray(n.bnv) && n.bnv.length)
? n.bnv.reduce((m, p) => Math.max(m, Number(p.v) || 0), 0) : 0;
const _bendPeak = Math.max(Number(n.bn) || 0, _bnvPeak);
if (_bendPeak > 0) {
// Bend chevron stack — PlaneGeometry mesh so it tilts with
// the gem (approachRot). Fixed world size so it perspective-
// shrinks naturally without distFactor compensation.
const steps = Math.max(1, Math.min(4, Math.round(n.bn)));
const steps = Math.max(1, Math.min(4, Math.round(_bendPeak)));
const bendSm = bendChevronMat(steps, activePalette[s] || 0xffffff);
const l = pTechPlane.get();
l.material = _spriteMat2MeshMat(l, bendSm);