mirror of
https://github.com/got-feedBack/feedBack.git
synced 2026-07-23 13:21:21 +00:00
* 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>
7.4 KiB
7.4 KiB
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_measureshighway-WS stream over a private per-instance socket and flattens measure → staff → voice → beat → note into{midi, t, durSec, hand}(durations derived from writtendur/dot/tuat 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 glyphCanvasTextures 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-nativevisualizationprovider 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; defaultrealistic) 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; purelaneSpanFlat());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; purelaneSpanReal()). 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 viainit()'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
midiprovider (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, …) viasource.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 indraw(); 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, exceptdefaultwhich 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.