feedBack/plugins/keys_highway_3d
LegionaryLeader a20dca21bb
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feat(keys_highway_3d): add note-colour palettes and selectable camera angles (#794)
* 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>
2026-07-06 10:34:09 +02:00
..
assets Bundle drum_highway_3d + keys_highway_3d as in-tree core plugins (#693) 2026-07-02 00:25:31 +02:00
tests feat(keys_highway_3d): add note-colour palettes and selectable camera angles (#794) 2026-07-06 10:34:09 +02:00
LICENSE Bundle drum_highway_3d + keys_highway_3d as in-tree core plugins (#693) 2026-07-02 00:25:31 +02:00
plugin.json feat(keys_highway_3d): add note-colour palettes and selectable camera angles (#794) 2026-07-06 10:34:09 +02:00
README.md feat(keys_highway_3d): add note-colour palettes and selectable camera angles (#794) 2026-07-06 10:34:09 +02:00
screen.js feat(keys_highway_3d): add note-colour palettes and selectable camera angles (#794) 2026-07-06 10:34:09 +02:00
settings.html feat(keys_highway_3d): add note-colour palettes and selectable camera angles (#794) 2026-07-06 10:34:09 +02:00

Keys Highway 3D

RS+-style falling-note 3D piano highway for Slopsmith, 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 colours (Synthesia convention — C red, D yellow, E blue, …) with hand (rh/lh) as a secondary brightness cue. Selectable note-colour palettes (settings → Note colours, 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 CanvasTextures 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 01).
  • 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 colour, ~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.