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

108 lines
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# 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 <= t``stage.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-`load`ed 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 deleted**`timeline_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).