# Keys Highway 3D RS+-style falling-note 3D piano highway for [Slopsmith](https://github.com/got-feedback/feedback), fed by the **Sloppak Notation Format** (sloppak-spec §5.3) — part of the piano/keys first-class epic (slopsmith#828, plugin workstream slopsmith#824). - Consumes the `notation_info` / `notation_measures` highway-WS stream over a private per-instance socket and flattens measure → staff → voice → beat → note into `{midi, t, durSec, hand}` (durations derived from written `dur`/`dot`/`tu` at the running tempo; ties extend; overlap-clamped). - 3D perspective highway to a vanishing point with a real white/black-key keyboard; per-key **pitch-class colors** (Synthesia convention — C red, D yellow, E blue, …) with hand (rh/lh) as a secondary brightness cue. Selectable **note-color palettes** (settings → Note colors, `keys3d_bg_palette`, default the per-octave scheme): a per-octave rainbow (each octave its own hue, darker sharps), the original per-pitch "Rainbow" table, vivid/pastel per-pitch variants, and single-hue two-tone palettes (uniform naturals, darker sharps) for players who want "black key coming" to read at a glance; notes, key glow, lane guides and hit flames all follow the pick live. - Full RS+ visual treatment: key **letter glyphs** printed on the active-range key tops (cached CanvasTextures), **bevelled gem-style note blocks** (ExtrudeGeometry, geometry/material caches keyed by size and pitch-class×hand), **floating bar numbers** scrolling with the notes, **active-range lane dimming** so the playable span pops, and a **glowing pulsing hit-line** (layered additive gradient planes — no postprocessing). - Performance discipline: no per-frame allocations or DOM queries in `draw()`. Chart-scoped resources — note geometries/materials, bar-number and glow textures — are cached and disposed on chart teardown; the key-letter glyph `CanvasTexture`s live in a shared module-level cache that survives teardown and is reused across instances. - Auto-selected for arrangements with notation via `matchesArrangement(songInfo.has_notation)`; capability-native `visualization` provider declaration. - **Camera settings**: camera-rig presets (`keys3d_bg_camera` — classic low rig / elevated / overhead; default overhead, applied live, adaptive pan-zoom preserved) with base-rig fine-tune sliders for height, distance and tilt (`keys3d_bg_camHeight` / `camDist` / `camTilt`) that nudge the vantage point the follow-motion orbits. Numeric FX keys clamp to per-key declared ranges (`FX_RANGES`, default 0–1). - **Highway-layout options** (settings → Highway layout). **Sharps & flats** (`keys3d_bg_sharpMode`, string; default `realistic`) picks the sharp layout: `floating` (original raised-plane sharps, white-only lanes); `flat` (one plane, zero-overlap piano-shaped tiled lanes — white lanes trimmed where a sharp adjoins them, and each sharp leaned toward the edge natural beside it so the naturals come out close to even: C/D/E/F/B equal, G/A a hair smaller since G# can't lean; pure `laneSpanFlat()`); `realistic` (one plane, bars sized like the physical keys — full naturals always rendered full, full black keys drawn on top and only occluding a natural where a sharp note actually coincides in time; pure `laneSpanReal()`). **Lane color opacity** (`keys3d_bg_laneOpacity`, 0–1, default 0) fades the pitch-class lane tint; at 0 (default) the strips are a dark floor with guide lines only at the key-block boundaries (E→F and each octave B→C), so each block is bounded rather than every lane — the notes keep their colors; toward 1 it fills in full, vivid colored lanes. The strips, per-lane separators and block lines crossfade with this value. **Octave separators** (`keys3d_bg_octaveGaps`, default on) widens the gap a touch at each B→C octave boundary. **Octave line contrast** (`keys3d_bg_octaveContrast`, 0–1, default 0.5) scales how hard the B→C octave line reads; it is drawn as 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 — no mode switch needed. All are geometry-time — applied on the next chart build via `init()`'s re-read. - **Web MIDI input scoring**: module-level MIDI singleton (one access per tab, focused-instance routing) with device auto-connect by saved id+name, loopback blocklist, channel filter, transpose and CC64 sustain (`keys3d_` localStorage prefix; `window.keysH3d*` settings API). Hit detection matches played MIDI against the flattened chart notes within ±0.10 s with per-note dedupe and a missed-note sweep (only while a device is connected — never retroactive across a mid-song connect). - **Live hit feedback on the MIDI path** (not the chart): key depress (~4° back-edge pivot, ~120 ms spring; the key letter rides along), wrong-note red key flash, and a vertical flame flare on hits (pooled additive sprites, white-hot base fading into the pitch-class color, ~400 ms). - **End-of-run stats**: POSTs `/api/stats` `{filename, arrangement, score, accuracy}` exactly once per run with the same formula as the guitar notedetect path (`accuracy = hits / max(1, hits+misses)`, `score = round(hits·100·accuracy)`), then notifies the progression core when present. - **Capability wiring** (all guarded for servers without the hosts): registers as a note-detection `midi` provider (`keys-midi`, `verify.target`), opens a per-song binding scoped to the chart's keys range, reports hit/miss observability events, and exposes Web MIDI inputs to the audio-input domain with pseudonymized labels (`midi-input-1`, …) via `source.enumerate/describe/open/close`. - Headless test hook: `window.__keysHwTest = { injectNoteOn(midi, when), getScore() }`. ## Tests ``` node --test tests/*.test.js ``` ## Ported helpers (keep in sync with highway_3d) Visual-parity code copied from `plugins/highway_3d/screen.js` — same function names, signatures, and constants on purpose, marked with `PORTED FROM highway_3d` comments at each site. If the guitar highway tunes one of these, mirror the change here (and in `drum_highway_3d`): - `_bloomEnsure()` / `_bloomDispose()` — EffectComposer + UnrealBloomPass (0.65/0.5/0.82) on a multisampled HalfFloat target, ACES↔None tone- mapping switch in `draw()`; addons dynamic-imported from `/static/vendor/three/addons/` (no CDN fallback — direct render is the graceful degrade) - `_sparkBurst()` / `_sparkUpdate()` — pooled additive Points hit sparks (pool 96 here — the flame sprites carry most of the hit feedback) - `_timingHex()` / `_classifyTiming()` — early/late/on-time feedback colors (green/cyan/amber) + the 40%-window classifier - `_ssActive()` — host splitscreen probe (minus the guitar's focus-API checks, which it needs for input routing and we don't) - `BG_THEMES` / `_bgThemeColors()` — the scene theme table (same ids/values as the guitar's, except `default` which is this plugin's original palette); one pick drives background gradient + floor + lane rails - `_makeStudioEnv()` — procedural PMREM studio environment (shared with drum_highway_3d; RoomEnvironment isn't vendored) - `_applyCinematic()` — ambient/key rebalance (values tuned per plugin) - `BG_STYLES` (off/particles/lights/geometric) + `_bgGetAnalyser()` / `_bgReadBands()` — background ambience + the stems-first audio-analyser bridge (shared with drum_highway_3d) - `_drawScoreFx()` — score overlay (pops / tier rings / milestone bursts / streak-break wash), drum_highway_3d pattern ## License AGPL-3.0.