SCENEGOD/lanes/B-timeline.md
type-two 1f8ad13ed6 [sync1] wire TimelineUI to real Stage, null-mixer guard, M2 unlock + orchestrator updates
- index.html: mount TimelineUI, setMixerAuto(false) when timeline present
- timeline.js: _evalClips guards no-blocks / null-mixer (real Stage returns
  null for non-characters; the stub never did)
- tldev.html removed; stagestub.js kept as the node-test fixture
- lane files: M1 accepted for all three, answers to open questions, M2
  priorities (A: clipdrop event, PiP; B: row/scene-bar refresh; C: straight
  into M3 render pipeline)
- SCENEGOD launch.json (informational; preview uses MESHGOD's entry)

SYNC 1 verified in-browser: character+backdrop+retargeted clip scene loads,
scrub interpolates frame-exact, scene save/load round-trips via server.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 18:36:16 +10:00

6.4 KiB

Lane B — Timeline: master clock, tracks, keyframes, evaluation

You own: scenegod/web/timeline.js, tlui.js (+ your marked block at the bottom of style.css, + your dev-only stagestub.js until SYNC 1). Milestone: M1. You develop against the Stage API in PLAN §4.2 — code to the contract, not to Lane A's implementation.

B1. stagestub.js (first commit, deleted at SYNC 1)

Implements the full Stage API from PLAN §4.2 with plain objects: entities are {id, kind, transform, params}, setTransform/setParam record into a stub.applied array and console.debug. prepareClip returns a fake {duration: 2.4} clip. This lets every timeline feature be built and tested headless before Lane A lands.

B2. timeline.js — the model + clock (no DOM in this file)

  • Owns the authoritative scene fields: fps, duration, entities[].tracks, cameraCuts. load(sceneJson) / toJSON() round-trip losslessly — unknown fields on entities are preserved (Lane A owns them).
  • Master clock: play() uses requestAnimationFrame deltas; seek(t) clamps to [0, duration]; every advance calls evaluate(t) then onTick listeners. step(frame) = seek(frame/fps) with NO raf — pure and deterministic (Lane C's final render calls it in a loop).
  • evaluate(t) per entity:
    1. Transform track: binary-search the bracketing keys, interpolate — pos/scale lerp, rot via Quaternion.slerp (convert stored eulers once at load, cache quats on the key objects), easing (linear|in|out|inout = cubic, step = hold) applied to the segment's normalized u. 0 keys → rest transform; 1 key → hold. Result → stage.setTransform(id, …).
    2. Params track: same interpolation per key name (numbers lerp, colors lerp in sRGB — fine for v1) → stage.setParam.
    3. Clip blocks (characters): a block covers [start, start + (out-in)*loop]. If t inside: local clip time = in + ((t-start) % (out-in)); drive via the entity's mixer — one AnimationAction per block, action.time = localTime; action.weight = w; mixer.update(0) (set-time style, NOT free-running — scrubbing must be exact). Crossfade: in the last fade seconds of a block that has a successor, ramp weight 1→0 while successor ramps 0→1. Outside any block: weight 0 (character holds rest / last transform).
    4. Camera cuts: last cut with cut.t <= tstage.setActiveCamera.
  • Keyframe ops API (tlui + Lane A's event use these): addKey(id, track, key), moveKey, deleteKey, addClipBlock(id, block), moveClipBlock, trimClipBlock, addCut(t, cameraId) — every mutator keeps arrays sorted by t and pushes an inverse op onto a simple undo stack (M2: wire to Ctrl+Z; the stack itself costs nothing now).
  • Listen for scenegod:capturekey (see Lane A dock): on it, addKey(id, 'transform', {t: this.time, ...stage.entityTransform(id), ease:'inout'}).

B3. tlui.js — the panel (mounts into #timeline)

  • Left column: track names (one row per entity, auto-synced to stage.entities via onChange/poll; + Cameras row + a per-character clip sub-row). Right: time ruler + canvas-drawn track lanes (a <canvas> per lane or one big one — your call, log the decision).
  • Interactions (M1): click ruler = seek; drag playhead; space = play/pause; double-click a transform lane = add key at that t from current stage state; drag key = move (snap to frame, hold Alt = free); right-click key = delete; drag a clip block horizontally; drag block edges = trim. Home/End = 0/duration.
  • Scene bar: name field, duration field, Save/Load buttons → POST/GET /scenes/{name} (Lane C; until then, localStorage fallback — keep the fetch code, catch and fall back).
  • Keep ALL DOM here; timeline.js must run headless under node for tests.

B4. self-check — web/timeline_test.mjs

Runs under plain node (import timeline.js + stagestub): build a scene with 2 transform keys + 1 clip block + 2 camera cuts, step() through 90 frames, assert: interpolated midpoint position, ease-step hold, clip local time at 3 sample frames, active camera flips at the cut, toJSON() deep-equals a re-loaded copy. node web/timeline_test.mjs green = M1 code-done.

M1 acceptance (log it)

  • timeline_test.mjs passes.
  • In the browser against the stub: scrub bar moves entities in the stub log, keys draggable, play/pause works, save/load round-trips via localStorage.
  • Do NOT integrate with the real Stage yourself — that's SYNC 1, the orchestrator runs it (your code should make it a one-line swap).

M2 preview (locked until orchestrator flips it)

Clip crossfades polish, params lanes UI, camera-cut lane UI, snapping config, undo wiring, box-select + multi-drag of keys.

ORCHESTRATOR UPDATES

2026-07-18 — M1 ACCEPTED, SYNC 1 done. M2 is UNLOCKED.

Your model survived integration with the real Stage; transform interp and clip retarget playback verified frame-exact via step(). Notes:

  1. Fix applied by orchestrator (in your file, keep it): _evalClips now early-returns when the entity has no clip blocks or no mixer — the real Stage returns null from entityMixer for backdrops/props/cameras; your stub always returned an object, which hid the crash. Lesson for the stub: mirror the contract's nullable returns.
  2. stagestub.js was NOT deletedtimeline_test.mjs imports it. It's now a permanent test fixture, not dev scaffolding. tldev.html is gone.
  3. SYNC findings, fix first in M2: (a) after load() + applyState, your track-name rows never appeared (only "Cameras") — rebuild rows on load() and on stage.onChange; (b) the scene-bar name/duration fields don't refresh after load() — bind them. Verified repro: load a 2-entity scene programmatically, rows stay empty.
  4. New event: Lane A will dispatch scenegod:clipdrop {detail:{id, path, clipIndex}} when a clip is dropped on a character — add a clip block on that entity at the playhead (default out = clip duration after preload, fade 0.25 when it abuts a neighbor).
  5. rAF note: in the embedded preview the tab can be document.hidden → rAF fully suspended → play() appears frozen. Not a bug in your clock (verified); don't "fix" it. step() is the deterministic path and works.
  6. Injected <style id=laneB-tl-css> is fine permanently — keep it. Then per plan: crossfade fade-IN polish, params + camera-cut lane UI, snapping config, box-select multi-drag (undo already wired).