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_resolveFreeCam() (keys/drum) and _freeCamFor() (highway_3d) guarded the panel map lookup with only `i != null`, so a non-integer / negative / string index from panelIndexFor() could resolve an unintended or inherited property (e.g. map['toString']) instead of cleanly falling back to the global camera. Gate the index on `Number.isInteger(i) && i >= 0` before `map[i]`, matching the hardening already applied in _bgPanelKey(). Extend the resolver tests with float/string (prototype-key) cases. Behavior change only for malformed indices. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Signed-off-by: Kris Anderson <topkoa@gmail.com>
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.