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e446b05a99 |
feat(keys_highway_3d): key layout modes, lane-color opacity & octave lines (#803)
* feat(keys_highway_3d): sharp-layout modes, lane-color opacity, octave lines Add a Highway layout section to the settings with a rebuilt way to draw sharps/flats and lanes on the 3D piano highway: - Sharps & flats layout (keys3d_bg_sharpMode): floating (original raised plane), flat (one plane, zero-overlap piano-shaped tiled lanes with the naturals evened out), and realistic (one plane, bars sized like the physical keys). All geometry lives in pure laneSpanFlat()/laneSpanReal() helpers. Default: realistic. - Lane color opacity (keys3d_bg_laneOpacity, 0-1): fades the pitch-class lane tint; at 0 it is a dark floor with guide lines only at the key-block boundaries (E-F and each octave), toward 1 full vivid colored lanes. The strips, per-lane separators and block lines crossfade with the value. Default: 0. - Octave separators (keys3d_bg_octaveGaps, default on) and Octave line contrast (keys3d_bg_octaveContrast, 0-1): the B->C octave line is a dark layer scaled by lane opacity plus a bright layer scaled by its inverse, so it auto-shifts dark->bright as the lanes fade. Settings re-read on init() so they apply on the next chart build. All other behavior (MIDI scoring, palettes, camera, themes, hit feedback) is unchanged. Unit tests cover the new defaults, the sharp-mode setting, and the lane geometry (tiling/evening for flat, uniform/overlap for realistic). Signed-off-by: LegionaryLeader <legionaryleader@gmail.com> Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * Update plugins/keys_highway_3d/settings.html Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * Update plugins/keys_highway_3d/screen.js Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * fix(keys_highway_3d): don't trim active-range boundary lane when neighbor sharp is out of range laneSpanFlat() trimmed a white key's edge for its neighboring black key's lane even when that neighbor midi fell outside range.activeLow..range.activeHigh — the neighbor's lane is never drawn (see the activeLow/activeHigh skip around the lane-strip loop), so the trim left a dark, unfilled sliver at the active-range boundary with no sharp lane to fill it. Gate the trim on the neighbor being in-range; callers that don't pass a range (e.g. the raw-tiling unit tests) keep the prior unconditional-trim behavior. Also add the CHANGELOG entry for this PR's feature set, following the existing keys_highway_3d wording convention (no plugin-local CHANGELOG exists; plugin.json was already bumped 0.1.2 -> 0.2.0 by the original commits). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Signed-off-by: LegionaryLeader <legionaryleader@gmail.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |
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a20dca21bb |
feat(keys_highway_3d): add note-colour palettes and selectable camera angles (#794)
ship-ci / ci (push) Waiting to run
* feat(keys_highway_3d): add note-colour palettes and selectable camera angles Give the 3D keys highway player-facing view options and a tuned default look, so the piano highway is readable out of the box and customisable from the settings panel without touching code. Note colours (settings -> Note colours, `keys3d_bg_palette`): - Octaves (new default): each octave its own hue climbing the rainbow, darker sharps, so pitch height reads at a glance on any note range. - Rainbow: the original per-pitch table (colours unchanged). - Vivid / Pastel: per-pitch variants. - Emerald / Ice: single-hue two-tone (uniform naturals, darker sharps). The pick drives the notes, key glow, lane guides and hit flames, live. Camera (settings -> Camera angle, `keys3d_bg_camera`): - Classic (the original low rig) / Elevated / Overhead (new default). - Height, distance and tilt fine-tune sliders nudge the base vantage the auto-pan/zoom follow-motion orbits; presets apply live. The new defaults are opinionated for plug-and-play (octaves palette, overhead camera, tilt -0.6); anyone who prefers the original look can pick Rainbow + Classic. Settings changes are re-read on init() so they apply on return from the settings screen, not only after a relaunch. Scoring, hit-timing and MIDI handling are untouched -- these are purely visual. Numeric FX keys clamp to declared ranges (FX_RANGES); the pure colour/camera helpers are covered by unit tests (node --test). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Signed-off-by: LegionaryLeader <legionaryleader@gmail.com> * fix(keys_highway_3d): make Classic camera reproduce the original rig + drop per-frame camera alloc Review follow-ups on the palettes/camera feature: - "Classic" preset now reproduces the historical rig exactly. The tuned plug-and-play downward aim (camTilt -0.6 x CAM_TILT_UNITS = -33) is baked into CAM_PRESETS.overhead.lookY, and camTilt now defaults to 0 (neutral). The default overhead look is byte-identical (effective lookY still -33), but "pick Classic for the original look" is now actually true instead of leaving a -33 down-tilt applied. settings.html tilt slider defaults to 0. - _rig() writes into a hoisted reusable object instead of allocating a fresh {y,z,lookY,lookZ} literal every frame, honoring the module's documented "no per-frame allocations in draw()" discipline. Callers read it synchronously and never retain it, so one shared instance is safe. Tests updated for the neutral camTilt default; adds an invariant test that the default overhead framing is unchanged and Classic + neutral tilt == the historical LOOK_Y. Full JS suite green (1069 pass). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Signed-off-by: LegionaryLeader <legionaryleader@gmail.com> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |