SCENEGOD/logs/laneA.md
type-two 04e15d3e39 [laneA] M3-polish: PiP cap+swap, spec-gloss GLB fix (lady renders textured)
- PiP: sized in _resize (~24% w, 16:9, bottom-right) — CSS aspect-ratio is
  unreliable on <canvas> and had ballooned it. Click-to-swap main<->active cam;
  _render(cam,canvas) restores aspect after a pip blit so swap never distorts.
  renderActiveCamera/pause/resume contract unchanged (M3 finalRender safe).
- room3d: SpecGlossPlugin on GLTFLoader — CC/Reallusion GLBs use
  KHR_materials_pbrSpecularGlossiness (dropped in three r160) and rendered
  flat white; map spec-gloss -> MeshStandard. lady.glb now withMap=26/26.

Verified live at :8020, zero console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-18 20:49:22 +10:00

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# Lane A log — append-only, newest at bottom
Format per session:
## <date> session N
DONE: …
DECISIONS: …
BLOCKED/REQUESTS: …
NEXT: …
(no sessions yet)
## 2026-07-18 session 1
DONE: M1 shipped and verified end-to-end in a browser.
- `web/room3d.js` — ported the rigroom retarget as a pure ES module (no DOM/globals).
Exports parseAny/canon/boneMap/captureRest/bakeRetarget/disposeRoot/stats + `_selftest`.
bakeRetarget is now `(clip, srcRoot, srcRest, tgtRoot, tgtRest, opts?)` — target is a
parameter instead of the closed-over `char`. Algorithm kept byte-for-byte (30fps world-delta
bake, hips-height ratio, quat sign continuity, dup-hierarchy dedupe). Added `.bvh` to parseAny.
- `web/stage.js``class Stage` per PLAN §4.2. IBL (RoomEnvironment+PMREM), grid+circle floor,
OrbitControls director cam, TransformControls gizmo (W/E/R), raycast select, shadow-casting.
addEntity handles character/prop/backdrop(plane|corner|dome)/camera/light; wrapper-Group holds
all transforms, loaded root normalized+grounded underneath. prepareClip caches parse-per-path and
bake-per-(entity,path,index). captureState/applyState round-trip entities.
- `web/dock.js` — asset dock (Characters/Props/Backdrops/Animations tabs from `/assets/tree`,
offline→file-drop) + inspector (transform/params editors, ⏺key dispatches `scenegod:capturekey`,
delete). Local drop: image→backdrop, mesh→character, clip-onto-selected-character→bake+play.
- `web/index.html` + `web/style.css` — CSS-grid layout (dock/view/inspector/timeline), rigroom
importmap (three 0.160.0), `?selftest=1` badge. Timeline loaded via guarded dynamic import so the
page never breaks when Lane B's file is absent.
VERIFICATION (browser, in-app):
- `?selftest=1`: PASS — two 3-bone skeletons, different rests+namespaces, baked 1s clip,
world-delta match maxErr=6.4e-12, srcMoved=0.224rad (guard against a silently-frozen source).
- Real end-to-end (Female_mixamo.fbx char + "Running.fbx" clip + a jpg backdrop, served from a
throwaway scratchpad harness): char loaded (65 bones, 18.6k tris, normalized), gizmo-moved,
clip retargeted (66 tracks) and animating live. Screenshot: `logs/shots/m1-lady-running.png`.
- Page boots with zero console errors with BOTH timeline.js and the server absent.
DECISIONS:
- selftest uses underscore namespaces (`mixamorig1_`/`mixamorig4_`), not colon — a colon in a bone
name breaks three's PropertyBinding so the source clip wouldn't bind (silent pass). canon() still
collapses both to the same key, which is the thing under test.
- Added `Stage.prepareClipUpload(id, buf, name, idx)` (bake from in-memory bytes) so the offline
file-drop path can retarget without a server. `Stage.setMixerAuto(false)` lets Lane B take over
mixer stepping at SYNC 1 (default true so dropped clips preview standalone now).
- backdrop param edits (mode/image/width) don't rebuild the mesh yet — marked M2. fov/light
color/intensity are live.
BLOCKED/REQUESTS:
- @Lane C: please confirm the item shape inside `/assets/tree` arrays. dock.js tolerates both a
bare path string and `{path,name,files:[{path,ext}]}` (rigroom-style) for now — tell me the real
one and I'll drop the fallback. Also confirm the page is served such that absolute `/web/*.js`
imports resolve (I used `/web/...` to be URL-independent).
NEXT (M2, do not start until orchestrator flips the milestone line):
- multiple cameras + PiP overlay via renderActiveCamera, light entity param plumbing polish,
backdrop rebuild-on-param-change, drag-from-dock onto viewport (currently click-to-add).
## 2026-07-18 session 2 (M2)
DONE: M2 Lane-A scope shipped and verified in the *integrated* app (Lane C server :8020 +
Lane B timeline/tlui mounted). Worked the orchestrator's priority order:
- **P0 /assets/tree shape** — dropped the bare-string fallback; dock.js now reads the confirmed
`{name, path, formats, thumb}` and renders `thumb` (→ `/assets/file?path=`) when present.
- **P1 eventize clip drops** — `dock._applyClip(id,path,idx)`: when `window.timeline` exists it
dispatches `scenegod:clipdrop {detail:{id,path,clipIndex}}` (Lane B places the block); only
bakes+previews standalone when no timeline. Uploaded/local clip files can't hand off a server
path, so with a timeline up they toast a "use the dock" note instead of a dead preview.
- **P2 onChange on every entity** — `Stage.addEntity`/`removeEntity` now fire `_fireChange(en)`,
so tlui's `onChange→_syncRows` builds a row per entity, incl. programmatic `applyState` loads.
Fixed the empty-names bug on both add and remove. Also fixed a latent bug: the gizmo `mouseUp`
fired `_fireChange` with the *id* not the entity, so the inspector never refreshed on drag.
- **P4 cameras/lights/PiP/backdrop/drag**:
- `Stage` PiP: overlay `<canvas class="pip">` in `#view`, rendered each frame from the active
cam (render active→main canvas, blit to pip, then render director last so the main view is
correct). `setActiveCamera` shows/hides it. Verified 16,495 lit pixels (real content).
- `renderActiveCamera(canvas|null)` hardened as the M3 final-render target; added
`pause()/resume()` so Lane C can freeze the director loop and drive frames deterministically.
- dock "add rig" toolbar: **+ camera / + key light / + ambient** (these have no asset file);
inspector gains **◉ set active camera** for cameras; light `castShadow` param plumbed.
- `setParam` rebuilds the backdrop mesh on mode/image/width change (`_rebuildBackdrop`).
- drag-from-dock onto the viewport: cards are `draggable`; `#view` drop places chars/props at
the cursor (`screenToFloor`) and bakes clips onto the character under the cursor (`entityAt`).
VERIFICATION (in-app, :8020, zero console errors throughout):
- Added man + key light + ambient + camera via toolbar → all 4 appear as tlui rows immediately
(P2 proven). Man lit by the scene lights. Screenshot: `logs/shots/m2-cameras-lights-dome.png`.
- Clicked ANIMATIONS→hiphop on the selected man → `scenegod:clipdrop` fired with
`{id:'e1', path:'animations/test/hiphop.fbx', clipIndex:0}` (P1 proven). Lane B DOES consume it
(timeline.js:98) but the block doesn't land — see the integration gap below.
- capturekey button → `scenegod:capturekey {id:'e1'}`. backdrop plane→dome rebuild swapped the
root mesh with no error.
DECISIONS:
- PiP renders the active cam into the *main* WebGL canvas then blits to the 2D pip canvas (one
shared context); director view is rendered last each frame so it always wins the main canvas.
Same primitive is the M3 render path: `pause()` the loop, `renderActiveCamera(null)`, read pixels.
- Local/upload clip files are a no-op-with-note when a timeline is mounted (no server path to place
a block). ponytail: revisit only if John wants drag-in clip files to become timeline blocks.
BLOCKED/REQUESTS — INTEGRATION GAP (orchestrator, please route):
- Live dock/stage-added entities never reach the timeline's model. `Timeline.scene.entities`
starts `[]` (timeline.js:80) and is only filled by `timeline.load(sceneJson)`. Both
`scenegod:clipdrop`→`addClipDrop` and `scenegod:capturekey`→`addKey` call `_tracks(id)`, which
throws `no entity <id>` for anything added through the dock. Verified live at :8020:
`manOnStage=true, inTimelineModel=false, addClipDropErr="no entity e1"`. So on today's build,
keyframing/clip-dropping a dock-added entity is dead — it only works after a scene `load()`.
- This is a cross-lane seam, not a Lane-A-file fix (timeline.js is Lane B's). The natural hook is
already in place on my side: **`stage.onChange(en)` now fires on every add AND remove**
(my P2 fix). Suggested resolution (Lane B, ~4 lines): in the Timeline ctor,
`stage.onChange(en => this._mirror(en))` where `_mirror` upserts/removes a `scene.entities`
entry from `{id,kind,label,source,params, transform: stage.entityTransform(id), tracks:{}}`.
I can instead dispatch a dedicated `scenegod:entityadd/entityremove` event from the dock if the
orchestrator prefers an explicit contract over reusing onChange — say the word and I'll add it.
NEXT: once the entity-mirror seam is decided, the "lady + man + street + 2 cameras + sunset" SYNC-2
demo should play. Holding at the M2 boundary until the orchestrator flips the milestone line.
## 2026-07-18 session 3 (M3-polish)
DONE: both M3-polish items the orchestrator flagged, verified live at :8020.
- **PiP cap + swap.** Was fixed 256×144 and (with the CSS `aspect-ratio`/`%` combo) blew up to
340×413 portrait on a `<canvas>` — CSS aspect-ratio is unreliable on replaced elements. Now sized
in `_resize()`: `clamp(180, view.width*0.24, 340)` wide × 16:9, bottom-right. Click the inset to
swap main↔active-cam (`_pipSwap`). Refactored `renderActiveCamera`→ private `_render(cam,canvas)`
that restores the cam's aspect after a pip blit, so swapping never distorts either camera
(verified: dirCam.aspect stays 1.79 while it's shown in the inset). `renderActiveCamera(canvas)`
is now a one-line wrapper over `_render(this._activeCam(), canvas)` — M3 contract unchanged;
`pause()/resume()` untouched. Verified 180×101 @1.78 ratio, swap flips the views cleanly.
- **lady.glb flat-white diagnosed + fixed.** It's the ASSET: a Reallusion/Character-Creator export
with `extensionsRequired:["KHR_materials_pbrSpecularGlossiness"]` — diffuse lives in that
extension, which three r160 dropped, so all 26 materials fell back to white MeshStandard. (rigroom
would show the same — no port regression.) Since SCENEGOD must eat any dropped character, added a
minimal `SpecGlossPlugin` registered on GLTFLoader in room3d.js: spec-gloss → MeshStandard
(diffuse→map/color, roughness≈1glossiness, metalness 0). Only touches materials carrying the
extension; metallic-rough GLBs and FBX untouched. Verified: lady loads with withMap=26/26 and
renders fully textured (skin/clothes/face). Shot: `logs/shots/m3-pip-swap.png`.
DECISIONS:
- Runtime spec-gloss shim over an offline gltf-transform convert: keeps CC characters "just work"
in the drop-on-stage flow and in the render pipeline, no per-asset conversion step. Approximation
(ignores the specular map) is fine for machinima lighting; upgrade path = full spec→metal convert
if a hero asset needs it.
- PiP size lives in JS, not CSS — `<canvas>` + `aspect-ratio` is the trap that produced the giant
inset. CSS keeps only position/border.
BLOCKED/REQUESTS: none.
NEXT: hold at M3-polish boundary. Available for SYNC-3 findings (finalRender drives
`pause`/`resume`/`renderActiveCamera` — kept stable per the hard contract).