- Pooled spark bursts (PORTED highway_3d, pool 160) at the struck lane, timing-colored via _timingHex/_classifyTiming (±50ms window, inner 40% = on-time); streak-scaled counts (streakFx) - Lane flashes resurrected as pooled additive gauss-tex quads at the hit line (timing-colored; red for wrong hits); kick = full-width quad - Kick pulse: camera dip + amber floor wash, exp decay, hitFx-scaled - Approach highlight: lane stripes brighten toward their next note - Open hi-hat: hh_open renders a warm ring around the gem (closes TODO); orthogonal to accent/ghost/flam variants - Settings: Hit sparks / Timing colours / Streak feedback toggles + Hit feedback intensity slider (drum_h3d_bg_*, live-applying) - All FX resources pooled/shared, disposed in BOTH teardown paths - Tests: _classifyTiming boundaries + FX defaults (10 total) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
3.9 KiB
3D Drum Highway — Mockup
An exploratory pure-visual sibling of highway_3d. Renders an 8-lane
drum highway (7 lanes for hand pieces + a full-width kick bar) populated
from a hardcoded demo pattern that loops indefinitely. Not yet wired to
song data, hit detection, audio, or note_detect — this is here to play
with the look-and-feel.
To see it, load any song in the player, then pick 3D Drum Highway from the viz picker. The mockup animates regardless of what song is playing.
Layout
[HH] [SNR] [TM1] [TM2] [FT] [CR] [RD] <- 7 lanes, left to right
| | | | | | |
v v v v v v v
----- hit line -----------------------------
▓▓▓▓▓▓▓▓▓▓▓▓▓ KICK BAR ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ <- full-width kick lane
- Drums (snare, toms, floor tom): flat disc geometry (
CylinderGeometry), palette-tinted, with subtle emissive pulse on approach. Snare gets a thin white "wires" stripe. - Cymbals (hi-hat, crash, ride): faceted gem geometry (truncated
CylinderGeometry), metallic material, slightly translucent. - Kick: full-width amber bar across the base, brighter on approach.
Variants visible in the demo
| Variant | How it reads |
|---|---|
accent |
Bigger note + white halo ring |
ghost |
Hollow ring (~65% size) instead of a solid disc |
flam |
Main note + a small grace disc offset slightly before |
bell |
Ride only — adds a bright dot in the center of the gem |
The Fill showcase demo pattern fires every variant at least once in a few bars, plus a tom roll down the kit. Best read of what's possible.
Settings (Settings → Plugins → 3D Drum Highway)
- Palette — shared 3 palettes with
highway_3d(default / neon / pastel). - Demo pattern — rock backbeat / jazz swing / fill showcase.
- Camera angle — 0 (down the lanes) to 1 (top-down). Default 0.35.
All settings persist in localStorage under the drum_h3d_* prefix.
What this plugin is not doing yet
(Historical note: this started as a pure-visual mockup; it now reads
bundle.drumTab + bundle.currentTime and scores MIDI hits against the
chart, so the old "no song-data wiring" caveats are gone.)
- Sustain trails (drums don't sustain meaningfully)
- Sticking labels, double kick, rolls — see the TODOs in
screen.jsfor the variant backlog
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 keys_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 160 here vs the guitar's 256)_makeGaussTex()— soft-falloff DataTexture for the additive lane-flash quads_timingHex()— early/late/on-time feedback colors (green/cyan/amber)_ssActive()— host splitscreen probe (minus the guitar's focus-API checks, which it needs for input routing and we don't)
Why a separate plugin (vs. drum mode inside highway_3d)?
Cleaner iteration. The drum highway is its own geometry, its own gameplay assumptions (lanes ≠ strings, no frets, no chord shapes, no sustains), and likely its own chart format. Forking the visuals in a sibling plugin lets the mockup move fast without risking regressions in the guitar viz that ships today. If the drum highway eventually matures, we can decide whether to merge or keep separate.
