feedBack/plugins/highway_3d
K. O. A. 3e3a98a0d0
Aspect-aware framing for ultra-wide 3D highway panes (#652)
* Add aspect-aware framing for ultra-wide highway panes

On a top/bottom 2-player split each 3D highway pane is full-width /
half-height (~32:9). The camera's vertical FOV was locked at a single
value, so at that aspect the horizontal cone ballooned past 130deg and
squeezed the fixed-width neck into a thin central sliver with large dead
margins on either side.

Add a "horizontal-FOV-hold" path: past a configurable start aspect the
effective vertical FOV is lowered so the horizontal cone stays roughly
constant, letting the neck fill a wide pane. At/under the start aspect it
is an exact no-op, so normal ~16:9 single-player and most 2x2 panes are
unchanged. Optional pose nudges (height / dolly / pitch / look-depth)
further flatten the view toward a low, immersive angle.

Everything is driven by a runtime bridge (window.__h3dAspectTune) with a
live tuner panel (Shift+A in the player) exposing every knob plus a live
aspect/FOV readout, localStorage persistence, and a Copy button. Toggling
the feature off restores the exact prior framing, so it doubles as an A/B
control. Shipped on by default for wide panes for testing feedback.

Source-pinned by tests/js/highway_3d_wide_fov.test.js.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Signed-off-by: topkoa <topkoa@gmail.com>

* fix(highway_3d): ship wide-pane framing default-OFF with a coherent config

Review fixes for the aspect-aware framing. The first cut shipped
_ASPECT_DEFAULTS = { enabled:true, baseVfov:30, blend:0, minVfovDeg:36 },
which contradicted the PR's own "default off → byte-for-byte prior behaviour"
claim:

- enabled:true made the tune active for everyone, and baseVfov:30 forced every
  pane's vertical fov from 70° to 30° (normal single-player/2x2 panes included —
  a drastic global zoom, not the advertised no-op).
- blend:0 collapsed the Hor+ math back to base, so the actual horizontal-FOV-
  hold did nothing even on wide panes — the only net effect was the zoom.
- minVfovDeg:36 > baseVfov:30 was an inverted floor (clamped wide panes UP to
  36° rather than flooring a real reduction).

New defaults: { enabled:false, baseVfov:BASE_VFOV(70), blend:1,
minVfovDeg:HORPLUS_MIN_VFOV(28) }. Now:

- OFF by default → camUpdate passes a null tune → effectiveVfov returns
  BASE_VFOV → exact no-op on every pane (verified: 70° at 16:9 and 32:9).
- When a tester enables it (Shift+A), baseVfov==BASE_VFOV keeps normal/≤start
  panes at 70° (still a no-op there) and blend:1 makes the hold actually engage
  on genuinely wide panes (47.7° at 32:9, flooring toward 28° as aspect grows).
- minVfovDeg < baseVfov is a real floor.

Also bumps the localStorage key (h3d_aspect_tune → h3d_aspect_tune2) so a
machine that persisted the old broken default gets the corrected one, and adds
source-pin tests guarding default-off + the coherent base/blend/floor so this
can't silently regress to default-on again. The pose-nudge values are left as
the author's in-progress wide-pane look (dormant until enabled). 110/110 tests
pass; node --check clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Signed-off-by: topkoa <topkoa@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-30 17:36:32 +02:00
..
assets feat(highway_3d): Butterchurn visualizer background style (#598) 2026-06-26 14:07:29 +02:00
_plugin.src.css Clean release snapshot 2026-06-16 18:47:13 +02:00
build-tailwind.sh Clean release snapshot 2026-06-16 18:47:13 +02:00
CLAUDE.md feat(highway_3d): colour theming — string presets + Background/Highway scene themes (#596) 2026-06-26 11:05:31 +02:00
FREECAM_BRIDGE.md Clean release snapshot 2026-06-16 18:47:13 +02:00
NOTICE feat(highway_3d): Butterchurn visualizer background style (#598) 2026-06-26 14:07:29 +02:00
plugin.json fix(highway_3d): dolly back so the fret-number row can't clip off the bottom (#633) 2026-06-29 15:31:24 +02:00
README.md rename: slopsmith → feedBack, byron → got-feedBack (#537) 2026-06-23 11:03:01 +02:00
routes.py rename: slopsmith → feedBack, byron → got-feedBack (#537) 2026-06-23 11:03:01 +02:00
screen.js Aspect-aware framing for ultra-wide 3D highway panes (#652) 2026-06-30 17:36:32 +02:00
settings.html feat(highway_3d): hit-feedback juice + Hit-sparks toggle (#618) 2026-06-28 11:53:48 +02:00
tailwind.config.js rename: slopsmith → feedBack, byron → got-feedBack (#537) 2026-06-23 11:03:01 +02:00
tour.json Clean release snapshot 2026-06-16 18:47:13 +02:00

3D Highway

A 3D note highway visualization for FeedBack — an alternative to the default 2D highway, with a sense of depth and perspective inspired by stage views in modern rhythm games.

What you get

  • A camera-perspective highway with notes flying down toward a virtual fretboard at the bottom of the screen
  • Glowing strings that pulse and brighten on each hit
  • Note Detection feedback, including hit/miss outlines and diagnostic early/late/sharp/flat labels when the note detection plugin emits enriched judgments
  • Chord frame-boxes, named-chord labels, and a chord diagram overlay (configurable corner position) so you can read shapes at a glance
  • Two complementary barre indicators fire together when a barre chord shape is detected (2+ consecutive strings fretted at the lowest fret, e.g. F [1,1,2,3,3,1], or an outer-edge full-span barre with every intermediate string fretted, e.g. B major x24442): a translucent vertical line across the strings on the 3D highway, and a straight bracket drawn inside the first fret space of the chord diagram overlay
  • A heat-colored fret number row that lights up around your active playing region
  • Selectable color palettes for the strings — pick the look you want
  • Audio-reactive ambient background animations (particles, silhouettes, stage lights, geometric — pick one or turn it off)
  • Lyrics overlay synced to the song
  • Works as the main player view or per-panel inside the splitscreen plugin

Install

3D Highway ships bundled with FeedBack — no separate installation needed. Pick 3D Highway from the visualization picker in the player.

Note: The bundled version is preferred over any user-installed copy with the same plugin ID. If you have an old feedBack-plugin-3dhighway clone on disk (from before 3D Highway was promoted to core), it will be ignored at startup — a warning in the server log names the path of the discarded copy. You can safely delete the stale clone.

Fallback: In the unlikely event that the bundled copy fails to load its routes (e.g., a broken bundled release), FeedBack will automatically fall back to your user-installed copy and show a yellow "Fallback" badge in the Settings panel. Check the server startup log for the root cause in that case.

Settings

Most of the visual controls (background style, intensity, audio reactivity, color palette) live on FeedBack's Settings screen under the 3D Highway section.

Contributing / development

For maintainers and AI assistants working on the codebase, see CLAUDE.md — it's a navigation guide that maps every visual element to where it lives in screen.js, plus the gotchas worth knowing before tweaking.

Perf bench (?h3dbench=1)

Append ?h3dbench=1 to the player URL to enable opt-in console.log reporting of update() self-time, broken into six segments — frame (everything between pbBeg(0) at the top of update() and pbEnd(0) at the bottom; excludes the trailing pbReportTick() logging that fires after pbEnd(0)), state (per-frame state-derivation loop), next (next-note-by-string lookahead), mat (per-string material writes), noteDraw (single-note draw loop), chordDraw (chord draw loop). Reported every 5 seconds with p50 / p95 / max per segment and frame count, so before/after numbers on a target chart are reproducible (feedBack#226). Off-by-default; the bench helpers (pbBeg / pbEnd / pbReportTick) are bound to a shared empty-function literal when the renderer instance is created (each createHighway() panel re-checks the flag), so the hot-path call sites are no-ops with negligible overhead (typically JIT-inlined).