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feedBack/plugins/keys_highway_3d/README.md
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80fc371f11 feat(keys_highway_3d): anti-plastic materials, studio env, themes, gradient sky, cinematic + glow (K3) (#711)
- Note gems -> MeshPhysicalMaterial: clearcoat 1.0/0.18, roughness 0.32,
  envMapIntensity 0.9 — lacquered glass, not plastic (the explicit ask)
- _makeStudioEnv (PORTED drum_highway_3d): PMREM studio -> scene.environment;
  black keys 0.22 roughness / 1.3 envInt (glossy piano black), whites
  0.42/0.55 ivory, floor 0.55/0.15/0.4 stage sheen
- Vertical-gradient background (light horizon -> theme clear -> dark deck),
  sRGB-tagged for the composer path
- BG_THEMES port (guitar ids/values; keys 'default' = original palette;
  themes drive gradient/fog/floor/rails, never the pitch-class colors);
  keys3dSetTheme + keys3d_bg_theme, live _applyTheme
- Cinematic lighting toggle (0.55/1.3 on; stock 0.75/1.1 off); Glow slider
  across NOTE_EMISSIVE_BASE / consume-flash / key approach-glow
- Env RT + gradient texture disposed in teardown
- Tests: theme table parity + default preservation (28 total)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 08:51:48 +02:00

4.7 KiB
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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)

License

AGPL-3.0.