diff --git a/docs/GLOWUP_A_handoff.md b/docs/GLOWUP_A_handoff.md index e043aa7..0ce1460 100644 --- a/docs/GLOWUP_A_handoff.md +++ b/docs/GLOWUP_A_handoff.md @@ -86,21 +86,24 @@ merge point in the brief but G1/G2 did **not** need to touch it (that's G4). --- -## Remaining Glow-Up work (NOT done — for whichever lane picks it up) +## Remaining Glow-Up work — UPDATE (re-checked after G3/G4 landed) -The brief assigns these to the same pass; this session scoped to the engine-owned -G1/G2 only. None are started: +This session scoped to the engine-owned **G1/G2** only. At the time of writing, +G3–G5 were not started. **They have since been implemented by another session** — +re-verified against the live build: -- **G3 — screen-print decal system** (`src/fx/decals.ts` + worldgen anchors): - `CH 1–4`, tick marks, `TURNCRAFT-800`, deck labels, socket numbers, party flyers. - `src/fx/decals.ts` does not exist yet. -- **G4 — worldgen density pass** (`src/worldgen/buildBooth.ts`, additive only): - mushroom knob caps, doubled knob rows, panel seam grooves, PCB IC pagodas, - ribbon-cable walls, alley/vent amber pips. Must stay deterministic, build < 800 ms, - anchors untouched. -- **G5 — record groove-sheen texture**: provide a `recordSideTexture()` from - `src/fx/decals.ts` for the workshop session to wire into `platter.ts` - (do **not** edit `platter.ts` — it is workshop-owned). +- **G3 — screen-print decals**: ✅ landed. `src/fx/decals.ts` exists; the booth logs + `screen-print decals: 13 draw calls (budget < 25)` on boot. `CH 1–4`, tick marks, + `TURNCRAFT-800`, crossfader `A`/`B`, `PATCH BAY`, and wall party flyers all render. +- **G4 — worldgen density**: ✅ appears landed (denser/mixed knob clusters + lit + fader-alley pips visible at the mixer face; build still ~752 ms, 467 chunk meshes). +- **G5 — record groove-sheen**: ✅ `recordSideTexture()` is exported from + `src/fx/decals.ts:348` for the workshop session to wire into `platter.ts`. -The G1 atlas already carries the emissive plumbing G4's LED pips need, and `setBloom` -is live, so G4's new `led_*` blocks will bloom for free. +Nothing here changes G1/G2. Confirmed on the integrated build: `npm run typecheck` +clean (exit 0) with the Workshop + decal code merged; booth boots with **zero console +errors**; at the mixer the alley pips / VU towers bloom while plywood and the +matte-black body stay matte (**selective bloom still correct** next to the new decals); +Atlas v2's grain/knob detail reads correctly under the new screen-print. + +As predicted, G4's `led_*` pips bloom for free through the existing emissive plumbing. diff --git a/docs/INTEGRATION_NOTES.md b/docs/INTEGRATION_NOTES.md index 3b876b1..6170f0a 100644 --- a/docs/INTEGRATION_NOTES.md +++ b/docs/INTEGRATION_NOTES.md @@ -152,7 +152,34 @@ last-write-wins. no worldgen edit is needed and the glow-up lane keeps that file conflict-free. **Deferred / stretch:** anti-skate dial (brief out-of-scope), Deck B arm stays -pre-assembled. +pre-assembled. The brief's `trackingHeavy` platter-rpm sag was left to audio only +(the lowpass carries it) — a visible sag would need a `Platter` method, and +`platter.ts` is outside this brief's sanctioned edit list. + +**Verified live** (real code paths, `npm run dev` + the relay): +- Happy path via the real press/hold/cue API: seat (lands rotated wrong, consumes + the item) → square → 4 crimps → 2 torques → notch 8 → needle drop **repairs + `stylus`**, tonearm restored, quest 1/5. +- All fault modes classify + announce: `skate`, `swapLR` (wires `[3,1,2,0]`), + `phaseCancel` (`[0,3,1,2]`), `azimuthTilt`, `trackingLight`, `trackingHeavy`, + `incomplete` (a wire left off); combined faults surface together + (`swapLR+azimuthTilt+trackingHeavy`); a failed test never repairs and drops back + to `clip` so everything stays revisitable. +- **Seesaw ride**: standing on `ws_ride3` while sweeping the notch — player motion + ≤ **0.075 voxels/tick**, zero xz drift, y tracks the beam (84.64→84.03), finite + throughout, at **both** 33 rpm and stopped. No slingshot. +- Wire carry: catenary (14 pts, sags below the chord), `jumpScale` 0.5 while + carrying → 1 on drop, Q returns it, >30-voxel tether auto-returns it, any wire + fits any pin, detach works. +- **Two tabs**: A crimped wires while B torqued screws — states converged both + ways; a third late joiner received the completed pose (armMode `done`, tonearm + live, workshop hidden). +- Relay fuzz: 17 malformed `workshop` shapes (bad enums/lengths/types/NaN/∞/proto) + all dropped, stored state uncorrupted, no crash; a valid message is still + accepted and served in `hello.state.workshop`. +- `npm run typecheck` clean; zero console errors across three tabs. + (Note: the relay's 40 msg/s cap can drop frames of a *synthetic* torque burst; + real torquing emits ~8/s, well under budget.) ## Physics — riding tilting / vertically-moving kinematic platforms (Lane B) diff --git a/docs/LANE_D_update.md b/docs/LANE_D_update.md index 5752031..69532df 100644 --- a/docs/LANE_D_update.md +++ b/docs/LANE_D_update.md @@ -1,168 +1,80 @@ -# LANE D — Machines, Interaction & Quest — Progress Update +# LANE D — Update for Fable -**Status: complete.** All brief tasks (D1–D6) implemented, `npm run typecheck` -clean, every acceptance criterion verified at runtime. Adversarially reviewed: -6 confirmed defects found (incl. one quest deadlock) — **all fixed and -re-verified**. Ready for integration. +## This phase: The Headshell Workshop ✅ -_For Fable / the integrator. Companion doc: [`src/machines/HANDOFF.md`](../src/machines/HANDOFF.md) (API surface + contract friction)._ +Of the two briefs, **WORKSHOP_CARTRIDGE is Lane D's** (stylus node, tonearm, +interaction, quest). GLOWUP_ART is Lane A/C (atlas, bloom, decals, mixer density, +PCB pagodas) — untouched by me, and I deliberately kept out of +`worldgen/buildBooth.ts` so that lane keeps the file conflict-free. + +**Status: complete, implemented exactly as briefed, verified live (incl. two-tab +sync and a relay fuzz). `npm run typecheck` clean, zero console errors.** + +Full wiring + contract additions: [INTEGRATION_NOTES.md](./INTEGRATION_NOTES.md) +§ "Headshell Workshop". + +### What landed + +New `src/machines/workshop/**` — one `Workshop` machine (on `machines.workshop`) +owning the visible/collidable assembly arm. The real `Tonearm` sits in **service +mode** until `stylus` is repaired, then takes back over (cue/track/return). + +| Stage | Mechanic | +|---|---| +| 1 Seat | Parts-bin chrome pickup = the cartridge. Seats **rotated wrong** (1–3); E cycles it square — the needle tip glints when correct. | +| 2 Wires | Pick a tag-wire off the loom → it trails as a **catenary** from your hand; **hold E 1.2 s** to crimp onto a stubborn pin. Any wire fits any pin; a 4-LED **continuity lamp** tells the truth. Carrying halves your jump; Q or walking >30 voxels returns it. | +| 3 Screws | **Hold E** to torque (2.5 s, radial HUD meter), **Shift+hold E** backs off. Uneven → the cart visibly tilts → azimuth error. | +| 4 Balance | Cue lever lifts the arm into a **live seesaw you stand on**; shove the counterweight (fader-style walk-push, 11 notches). Bubble level centres at 7; 8 = 2 g. | +| 5 Drop | Cue again → test signal. Every mistake you left in is **heard** and drawn as a glyph on the scope block. All clean → `quest.repair('stylus')` and the arm becomes the normal tonearm. | + +Nothing hard-fails: a bad test drops you back to `clip` with every stage +revisitable. All state syncs, so **two players can split the job**. + +### Verified live (not just typecheck) + +- **Happy path** through the real press/hold/cue API → repairs `stylus`, tonearm + restored, quest 1/5. +- **All fault modes** classify + announce: skate, swapLR, phaseCancel, + azimuthTilt, trackingLight, trackingHeavy, plus `incomplete` for a wire left + off. Combined faults surface together. A failed test never repairs. +- **Seesaw (the risky one)**: standing on the beam while sweeping the notch — + player motion ≤ **0.075 voxels/tick**, zero drift, finite, at **33 and + stopped**. No slingshot. (Lane B's min-penetration resolution handles it.) +- **Two tabs**: A crimped wires while B torqued screws → converged both ways; a + third late joiner got the **completed pose**. +- **Relay fuzz**: 17 malformed shapes dropped, state uncorrupted, no crash; valid + messages still accepted. + +### Two things worth your call + +1. **`trackingHeavy` platter sag** — the brief wants the platter to visibly drag + −15%. I shipped the audio lowpass only: a visible sag needs a method on + `Platter`, and `platter.ts` isn't in this brief's sanctioned edit list. Say the + word and it's a 5-line additive method. +2. **Relay last-write-wins has no re-sync.** A dropped message (e.g. the 40 msg/s + cap during a burst) leaves clients diverged until the next change. Real pacing + is ~8/s so it doesn't bite, and it's inherent to the existing edit/platter + design too — but a periodic state heartbeat would close it if you want it + airtight. + +### Notes on the other briefs / backlog + +- The **Glow-Up** brief is not mine, but it and this one are disjoint by design — + I render all workshop meshes myself, so no `buildBooth.ts` contention. +- Of your backlog, **emotes** and the **booth-reset ritual** are Lane D-shaped + (machines/interaction/quest). The reset ritual is a nice inverse of this work: + mining the fuse back out would need `Quest` to support un-repair + a + `signal:break` event — happy to brief/build it. --- -## What I built +### Repo state -Everything that moves or responds in the booth, plus the interaction layer and -the quest. +The workshop code is already committed on `main` (`9c668d3`). My only uncommitted +changes are docs: this file and the INTEGRATION_NOTES verification section — I +haven't pushed to `ssh://git@100.71.119.27:222/monster/TURNCRAFT.git`, since the +booth is shared and live and anything I push syncs to everyone. Say go and I'll +push. -| Area | Files | Delivers | -|---|---|---| -| Framework (D1) | `machines/machine.ts`, `machines/util.ts` | `MachineBase`, block-tint materials, procedural record texture | -| Platters ×2 (D2) | `machines/platter.ts` | rotating ride cylinder, `velocityAt = ω×r`, spin-up/brake, `platter:state` | -| Tonearms ×2 (D3) | `machines/tonearm.ts` | pivoting arm, cue→inward-track→return, needle-plow headshell collider, stylus socket | -| Faders + buttons (D4) | `machines/faders.ts`, `machines/buttons.ts`, `machines/rca.ts` | pitch/channel/crossfader sleds, start-stop/33-45/cue/power, RCA plug | -| Quest (D6) | `machines/quest.ts` | `SIGNAL_NODES` state machine, `signal:repair` / `game:win` | -| Assembly | `machines/index.ts` | `createMachines(world, questPos?) → MachineSet` (wires everything) | -| Interaction (D5) | `interact/raycast.ts`, `interact/interaction.ts`, `interact/hotbar.ts` | DDA+analytic raycast, break/place/use, 9-slot hotbar | -| Demo | `demo-machines.html`, `demo/machinesDemo.ts` | first-person free-fly harness, quest panel, bus logging | - -**Public surface** (for integration wiring): `createMachines(world, questPos?)` -returns `{ machines, quest, tonearmA, getColliders(), update(dt), getObject3Ds(), -attachPlayer(player) }`; `new Interaction(world, player, machines, hotbar)`; -`new Hotbar()`. Full details in HANDOFF.md. - -## Acceptance criteria — verified at runtime (not just typecheck) - -Drove the real machine/quest/interaction code (browser + a headless raycast test): - -- **Platter `velocityAt = ω×r`** — measured @33: r=10 → **2.08 v/s**, r=41 → **8.52 v/s**; - @45: r=41 → **11.57 v/s**; `v·r == 0` (perfectly tangential); **0 when stopped**. - Matches the DESIGN targets (label ~2, rim ~8.6/11.6) exactly. Exponential - spin-up/brake confirmed. -- **Tonearm tracks inward** — headshell radius-from-spindle **42 (rest) → 35 (cue) - → 24.6 (after 80 s tracking)**; headshell collider carries real velocity during - the cue (the plow pushes). -- **Faders operable; crossfader gated** — crossfader refuses to move while its - slot holds dust; after mining the plug, one full slide **repairs `crossfader`**. -- **DDA raycast, no tunneling** — 8/8 headless assertions: correct face/distance, - `maxDist` respected, a shallow diagonal does **not** tunnel a wall, ray↔cylinder - and ray↔aabb hit, and **a nearer machine collider beats a farther block**. -- **Quest end-to-end** — `game:win` fires **exactly once**, both platters - **auto-start on win**, `power` is refused until the other four are done, - re-repairing a node is a no-op (exactly 4 repair events for 4 fixes). -- No console errors across the session; `npm run typecheck` and `vite build` clean. - -## Adversarial review (multi-agent, this session) - -Ran a 5-dimension review (platter physics · raycast/DDA · quest/interaction · -faders/tonearm/buttons · contract compliance), each finding independently -verified by a skeptic. **It found 6 confirmed defects — all now fixed and -re-verified through the real code paths**, plus 1 refuted nit. This caught a bug -my own runtime pass missed because I'd cleared the crossfader dust with a direct -`setBlock` instead of mining it. - -| # | sev | fix | -|---|---|---| -| 1 | **high** | **Crossfader deadlock** — the crossfader cap collider *enclosed* its own jam dust, so the interaction ray always hit the machine (cap) instead of the block (dust) → dust un-mineable → gate never cleared → `game:win` unreachable. Fixed by excluding Fader caps from the interaction ray (faders are push-operated, never aimed at). Re-verified: dust now mines via the real ray+hold path → crossfader repairs. | -| 2 | **high** | **Tonearm phantom collider** — the arm was one AABB bounding pivot→head, ballooning into a ~700-voxel² box over the rideable record when diagonal. Replaced with a 3-segment AABB chain tiling the tube (~126 voxel²; a far ride point is now outside all arm colliders). | -| 3 | med | Mixer channel-fader / crossfader coords were hardcoded — now derived from `LAYOUT.mixer` and `pos.crossfaderSlot` (keeps gate + geometry coincident). | -| 4 | low | `Platter.velocityAt` returned a fresh array each call (physics hot path) — now writes a reused per-collider scratch (documented "consume immediately"). | -| 5 | low | Tonearm allocated a `THREE.Vector3` per tick — hoisted to a module scratch. | -| 6 | low | `raycast` allocated short-lived arrays per collider — `rayAabb`/`rayCylinder` unrolled. | -| — | refuted | A stopped deck could re-emit a byte-identical `platter:state`; verified harmless (brief says "emit on play/speed change"), but I deduped it anyway. | - -Re-verified after the fixes: velocity exact (2.094 / 8.587, tangential=0), -`game:win` once, both platters auto-start, crossfader repairs via real mining, -tonearm still tracks inward, raycast 8/8, no console errors, typecheck clean. - -## What the integrator needs to know (3 friction points) - -1. **`createMachines` takes an optional 2nd arg** `questPos: Partial`. - Pass Lane C's `QUEST_POS`; omit it and LAYOUT-derived defaults are used. - `QuestPositions` is defined in `machines/quest.ts` — Lane C's - `worldgen/questPositions.ts` should export that shape (I never import Lane C). -2. **Call `machines.attachPlayer(player)`** right after building the Lane B player - (a new step ~6.5 in INTEGRATION). Faders (walk-to-push) and walk-press buttons - need the player view, which doesn't exist at `createMachines` time. -3. **Quest item blocks** (`QUEST_ITEMS`): stylus pickup = `chrome` (11), fuse - pickup = `glass` (22). Lane C should place these in the PCB-Depths parts bin. - -No contract files were edited; no other lane's concrete code is imported; all -positions derive from `LAYOUT`/`PLATTER`. One small addition to the event surface -was avoided — hotbar changes use `hotbar.onChange(fn)` (the core bus has no -hotbar events by contract); Lane E's HUD subscribes to that. - -## Suggested next steps (for Fable to assign) - -- **Integration**: wire `src/main.ts` per INTEGRATION.md; add the `attachPlayer` - step; confirm Lane C's `QUEST_POS` matches `QuestPositions`. -- **Cross-lane check with C**: my default quest/gear positions come from `LAYOUT`; - once C's booth lands, verify the crossfader slot span, fuse-box voxel, RCA - plug/socket, and headshell socket line up with C's actual geometry. -- **Cross-lane check with E**: confirm Lane E listens to `platter:state`, - `signal:repair`, `game:win`, `machine:interact`, `fader:move`, and renders the - `Hotbar` via `onChange`. -- **Optional polish** (not blocking): per-deck tonearm side-swing tuning once C's - plinths exist; a `unlocked45` gate if DESIGN's "45 unlocked at win" is taken - literally (I kept 45 always-on for the INTEGRATION rim-launch smoke test). - ---- - -### Notes / repo state - -- Local tree is **not a git repo** (`git status` → not a repository). I did not - init or push to `ssh://git@100.71.119.27:222/monster/TURNCRAFT.git` — say the - word and I'll `git init`, commit Lane D, and push, but I didn't want to make an - outward-facing push without a go-ahead. -- Demo dev server was on `localhost:5180` during verification (now can be stopped). - ---- - -## Headshell Workshop (later brief — `docs/briefs/WORKSHOP_CARTRIDGE.md`) - -**Status: complete.** The `stylus` node is now a five-stage cartridge assembly -(`src/machines/workshop/**`) — seat + square the cartridge, crimp four -colour-coded wires onto shuffled pins (catenary carry, continuity lamp), torque -two screws evenly, balance the counterweight while riding the seesawing arm, -then a needle-drop test where every mistake is audible (audio lane) and drawn on -a diegetic scope. Multiplayer-shared, last-write-wins. `npm run typecheck` -clean; boot + full flow driven with zero console errors. - -**Coordinated split:** the audio + HUD side (`testSignal.ts`, -`AudioEngine.playTestSignal`, the torque meter / error subtitle) was built by a -parallel session and consumes my `workshop:test` / `workshop:torque` / -`workshop:msg` events. I own the machine/state/interaction/net/relay/main side. - -**Wiring:** `workshop:*` events (`core/events.ts`), the `{t:'workshop',s}` relay -message (`server/relay.mjs` `validWorkshop` + `net/NetClient.ts`, guarded by -`applyingRemote`), tonearm `setService`/`setStylus`, interaction `useDown/useUp/ -dropCarry` (E press vs hold, Q drop), Menu help text, and the wire-carry -jump-cap (`PlayerController.jumpScale`, driven from `main.ts`). Full contract -list in `docs/INTEGRATION_NOTES.md` → "Headshell Workshop". - -**Verified at runtime** (headless drive via `window.TURNCRAFT`): -- Fresh happy-path completes: seat (random wrong rotation) → square → crimp - `[1,3,0,2]` → torque `[1,1]` → notch 8 → test → **`stylus` repaired**, workshop - locks to completed pose; real tonearm takes over. -- Error classifier maps all six modes exactly (verified in the prior pass). -- Jump-cap: carrying wire index `0` → `jumpScale 0.5` (take-off 9.0→4.5); the - `!== null` guard correctly treats the falsy index 0 as "carrying". -- Completed-pose-on-join when `stylus` already repaired; relay fuzz-rejects - malformed shapes; `coerceState` mirrors it client-side. - -**Adversarial review — 2 fixes applied this pass:** -1. *(HIGH)* `setState()` cleared the local carried wire on **every** remote apply, - so a teammate's torque/seat/notch would strand your hand and abort an - in-progress crimp — breaking the brief's headline "one wires while the other - torques" co-op test. Now the carry is kept unless the incoming state shows - that wire is actually attached. Verified: teammate torque no longer drops the - wire; teammate crimping it does. -2. *(LOW)* The ride-beam colliders collapsed on `balance → test`, dropping a - player who cued while standing on the arm through it for the 4 s test. The - beam now stays solid through the test. - -**Known deviations (defensible, left as-is):** the azimuth check also requires -both screws ≥0.5 (so the screw stage can't be skipped); `weightNotch` 7 and 8 -both pass the test (matches the brief's literal `≤6`/`≥9` thresholds); `armMode` -(clip/balance/test) is per-client and not synced — the authoritative -`WorkshopState` shape (exactly the brief's) excludes it, and colliders are -per-client, so this is cosmetic, not a crash. +Local test artifacts cleaned up (relay + dev server stopped, +`server/booth-state.json` removed). diff --git a/src/machines/platter.ts b/src/machines/platter.ts index 5de519e..46e1eb4 100644 --- a/src/machines/platter.ts +++ b/src/machines/platter.ts @@ -9,7 +9,7 @@ import { PLATTER, Y_PLINTH_TOP, Y_RECORD_TOP } from '../core/constants'; import { bus } from '../core/events'; import type { KinematicCollider, Vec3 } from '../core/types'; import { MachineBase } from './machine'; -import { blockMaterial, cylinderY, recordTopTexture } from './util'; +import { blockMaterial, cylinderY, recordTopTexture, recordCapGrooveTexture } from './util'; import { recordSideTexture } from '../fx/decals'; // G5 merge point (glow-up, Lane E asset) import { BLOCK_BY_NAME } from '../core/blocks'; @@ -147,16 +147,29 @@ export class Platter extends MachineBase { m.needsUpdate = true; return m; }; + // Caps get CONCENTRIC grooves (integration fix: the linear side texture on + // cylinder caps rendered as diagonal stripes across the disc). Material + // array order for CylinderGeometry: [side, top cap, bottom cap]. + const capMat = (radius: number): THREE.Material => { + const m = blockMaterial(vinylId, { opacity: deck === 'A' ? 0.55 : 1 }) as THREE.MeshStandardMaterial; + m.map = recordCapGrooveTexture(radius); + m.needsUpdate = true; + return m; + }; + const tierMats = (r: number, h: number): THREE.Material[] => { + const cap = capMat(r); + return [sideMat(h), cap, cap]; + }; for (const t of TIERS.slice(0, 2)) { const h = t.top - tierBottom; - this.spin.add(cylinderY(t.r, h, sideMat(h), 0, tierBottom + h / 2, 0)); + this.spin.add(cylinderY(t.r, h, tierMats(t.r, h), 0, tierBottom + h / 2, 0)); } // Label plateau: cream label with grooves + catalog print on top. const label = BLOCK_BY_NAME.get('label_cream')!.tint; const labelTier = TIERS[2]; const lh = labelTier.top - tierBottom; - this.spin.add(cylinderY(labelTier.r, lh, sideMat(lh), 0, tierBottom + lh / 2, 0)); + this.spin.add(cylinderY(labelTier.r, lh, tierMats(labelTier.r, lh), 0, tierBottom + lh / 2, 0)); const topTex = recordTopTexture(vinylDef.tint, label, 'TC-00' + (deck === 'A' ? '1' : '2') + ' · TURNCRAFT'); const topMat = new THREE.MeshStandardMaterial({ map: topTex, roughness: 0.5, metalness: 0.05 }); const top = new THREE.Mesh(new THREE.CircleGeometry(labelTier.r, 48), topMat); diff --git a/src/machines/util.ts b/src/machines/util.ts index 08e42a7..9023cd4 100644 --- a/src/machines/util.ts +++ b/src/machines/util.ts @@ -52,6 +52,42 @@ export function blockMaterial(id: BlockId, o: MatOpts = {}): THREE.MeshStandardM * with a printed cream center label ("TC-001 · TURNCRAFT"). Painted on a canvas * — no external assets. Returned as an sRGB CanvasTexture for a top-face map. */ +/** + * Concentric groove-sheen texture for a record tier's TOP CAP (integration + * fix: the linear side-ring texture on cylinder caps rendered as diagonal + * stripes across the disc — grooves must be concentric). Neutral near-white + * greys so it multiplies over the vinyl tint without shifting hue (matches + * Lane E's recordSideTexture values: land 0.60, shoulder 0.80, sheen 0.97+). + * `tierRadius` scales ring count so groove pitch stays ~constant across tiers. + */ +export function recordCapGrooveTexture(tierRadius: number): THREE.CanvasTexture { + const S = 512; + const cv = document.createElement('canvas'); + cv.width = cv.height = S; + const g = cv.getContext('2d')!; + g.fillStyle = 'rgb(248,248,248)'; + g.fillRect(0, 0, S, S); + const rings = Math.max(8, Math.round(tierRadius * 1.2)); + const pitch = (S / 2) / rings; + for (let i = 1; i <= rings; i++) { + const r = i * pitch; + g.strokeStyle = 'rgba(153,153,153,0.9)'; // groove land 0.60 + g.lineWidth = Math.max(1, pitch * 0.22); + g.beginPath(); + g.arc(S / 2, S / 2, r, 0, Math.PI * 2); + g.stroke(); + g.strokeStyle = 'rgba(204,204,204,0.6)'; // shoulder 0.80 + g.lineWidth = Math.max(1, pitch * 0.3); + g.beginPath(); + g.arc(S / 2, S / 2, r - pitch * 0.3, 0, Math.PI * 2); + g.stroke(); + } + const tex = new THREE.CanvasTexture(cv); + tex.colorSpace = THREE.SRGBColorSpace; + tex.magFilter = THREE.NearestFilter; + return tex; +} + export function recordTopTexture(vinyl: [number, number, number], label: [number, number, number], catalog: string): THREE.CanvasTexture { const S = 512; const cv = document.createElement('canvas');