feedBack/plugins/keys_highway_3d
K. O. A. 4b6cbe8b11
Fix 3D drum/keys highways not resizing on fullscreen under splitscreen (#723)
The guitar/bass highway_3d renderer self-detects panel-canvas size changes
in its draw() loop and re-runs applySize() every frame, because the
splitscreen host overrides hw.resize and never calls renderer.resize().
The drum and keys highways lacked that fallback — they only re-framed when
the host explicitly called resize(w, h) — so their panels stayed framed for
the pre-fullscreen size while the guitar/bass panels adapted. Symptom: a
too-small, off-center highway in the drum/keys panels after maximizing a
split-screen session.

Port highway_3d's per-frame drift check into both draw() loops: re-apply on
backing-store change (canvas.width/height) AND on CSS-box drift
(clientWidth/clientHeight vs the last applied logical size, throttled to
every 10th frame). Track _lastHwW/_lastHwH + _appliedW/_appliedH per
instance and reset them in destroy() so a reused instance re-frames on the
next song.

plugins/drum_highway_3d -> 0.3.1, plugins/keys_highway_3d -> 0.1.1.
Tests: tests/js/drum_keys_highway_3d_resize_reframe.test.js.

Signed-off-by: Kris Anderson <topkoa@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 18:42:26 +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): audio-reactive ambience + score FX overlay (K4) (#709) 2026-07-02 09:06:12 +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 Fix 3D drum/keys highways not resizing on fullscreen under splitscreen (#723) 2026-07-02 18:42:26 +02:00
README.md feat(keys_highway_3d): audio-reactive ambience + score FX overlay (K4) (#709) 2026-07-02 09:06:12 +02:00
screen.js Fix 3D drum/keys highways not resizing on fullscreen under splitscreen (#723) 2026-07-02 18:42:26 +02:00
settings.html feat(keys_highway_3d): audio-reactive ambience + score FX overlay (K4) (#709) 2026-07-02 09:06:12 +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.
  • 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.
  • 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.