M15: moment FX (lane F) + status file
✨ toggle: fx.update(tGlobal) (already called each frame by main.js) tracks
the previous tGlobal and fires on marker crossings in play AND scrub;
backward jumps and >2s forward jumps just reset the tracker. pyro/confetti ->
~1s additive particle burst at the event's resolved anchor (mapped by the
backend's label convention, stage-centroid fallback); bass_drop -> point
cloud/splat scale pulse for ~a beat (60/tempo via GET /api/beats, else 0.5s),
exact scale restored. Scene access only via scene3d.addObject/removeObject.
Hot path: 6 preallocated burst slots (160 particles each), zero per-frame
allocation, whole body behind a breaker so a throw can never kill the app
loop (it disables FX instead).
Live-verified: pyro fired at t=10.00 in play, confetti on scrub crossing 17.0,
no retro-fire on backward jump, pulse 1.16x -> exact 1.0 restore, worst-case
frame body 0.101 ms CPU (~330x inside the 30fps budget), clean toggle-off
(plan/status/lane-F.md).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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// Moment FX (spec M15, lane F). STUB — lane F fills THIS FILE ONLY.
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// Moment FX (spec M15, lane F).
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//
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// Pre-wired by foundation2: the hidden ✨ toggle (#btn-fx in index.html), this module's
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// import + init() call in main.js, and a per-frame `fx.update(tGlobal)` call from the master
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// loop (after transport.tick(), before scene3d.update()).
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// main.js calls fx.update(tGlobal) every animation frame (after transport.tick(), before
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// scene3d.update()). While the ✨ toggle is on we watch the playhead cross event markers
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// (state.events) by tracking the previous tGlobal:
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// - crossing works in play AND scrub (scrub = a stream of small forward seeks, so plain
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// prev<t_e<=t detection covers it);
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// - a backward jump just resets the tracker (no retro-fire);
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// - a big forward jump (> JUMP_GAP_S) is a seek, not a scrub — reset, don't machine-gun
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// every event in between.
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// pyro/confetti -> a ~1 s additive particle burst at the event's resolved anchor. Events
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// don't carry an anchor id in state, but the backend names an event's resolved anchor
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// `event.description or event.event_type`, so we map event->anchor by that label; when no
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// anchor matches we fall back to the stage centroid (0, 0.5, 0) (documented fallback).
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// bass_drop -> pulse the point cloud / splat scale for ~a beat (60/tempo from
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// GET /api/beats when present, else 0.5 s — pitfall #5), restoring the exact prior scale.
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//
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// When implementing: unhide the button, set `ready = true`. update() watches the playhead
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// crossing event markers (state.events) — detect crossings in play AND scrub (track the
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// previous tGlobal; a seek emits "seek" if you need to reset). On `pyro`/`confetti` fire a
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// short particle burst at the event's resolved anchor, falling back to the stage centroid;
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// on `bass_drop` pulse the point-cloud/splat scale for ~a beat (beats via GET /api/beats
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// when present — no beats file, use ~0.5 s; pitfall #5). Scene access ONLY through
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// scene3d.addObject/removeObject. Keep >= 30 fps on the synthetic scene.
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// Scene access is ONLY through scene3d.addObject/removeObject (plus read-only looks at
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// scene3d.points/.splat for the pulse). Hot-path discipline: burst slots + their typed
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// arrays are allocated once, spawns recycle slots, update() allocates nothing, and the whole
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// body is guarded — a throw here would kill the app's master loop, so on error FX disables
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// itself instead of ever throwing.
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import * as THREE from "three";
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import { state } from "./state.js";
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import { scene3d } from "./scene3d.js";
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const MAX_BURSTS = 6; // concurrent burst cap
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const PARTICLES = 160; // per burst
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const BURST_LIFE_S = 1.0;
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const JUMP_GAP_S = 2.0; // forward delta above this = seek/jump, not playback or scrub
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const MAX_FIRE_PER_FRAME = 2;
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const STAGE_CENTROID = { x: 0, y: 0.5, z: 0 };
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const PYRO_COLORS = [0xffd27a, 0xff9d5d, 0xff5d3c, 0xfff3c4];
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const CONFETTI_COLORS = [0xff5d73, 0x4dd0ff, 0xc9a2ff, 0xffcf5d, 0x7dffb0, 0xff9d5d];
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export const fx = {
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ready: false,
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init() {}, // ponytail: stub — lane F replaces the body
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update(tGlobal) {}, // called every animation frame by main.js
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enabled: false,
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_prevT: null,
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_lastNow: 0,
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_bursts: null, // preallocated slot pool (lazy, first enable)
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_pulse: null, // { obj, base, t0, dur } while a bass_drop pulse is live
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_beatLen: 0.5, // seconds; refined from /api/beats when available
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_dead: false, // a runtime error tripped the breaker — stay inert
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init() {
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const btn = document.getElementById("btn-fx");
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if (!btn) return; // pre-wired DOM missing — degrade to hidden
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btn.addEventListener("click", () => {
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this.enabled = !this.enabled;
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btn.classList.toggle("active", this.enabled);
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if (this.enabled) {
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this._ensurePool();
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this._loadBeats();
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} else {
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this._clearAll();
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}
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});
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btn.style.display = ""; // unhide: the module is live
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this.ready = true;
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},
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/** Called by main.js every animation frame. MUST NEVER THROW (it would kill the loop). */
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update(tGlobal) {
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if (this._dead) return;
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try {
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const now = performance.now() / 1000;
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const dt = Math.min(0.1, Math.max(0, now - this._lastNow)); // clamp tab-stall spikes
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this._lastNow = now;
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if (!this.enabled || typeof tGlobal !== "number") {
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this._prevT = tGlobal;
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return;
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}
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// --- playhead crossing detection ---
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const prev = this._prevT;
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this._prevT = tGlobal;
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if (prev != null && tGlobal > prev && tGlobal - prev <= JUMP_GAP_S) {
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let fired = 0;
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const events = state.events || [];
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for (let i = 0; i < events.length && fired < MAX_FIRE_PER_FRAME; i++) {
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const ev = events[i];
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const te = ev?.t_global_s;
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if (typeof te !== "number" || te <= prev || te > tGlobal) continue;
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if (ev.event_type === "pyro" || ev.event_type === "confetti") {
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this._spawnBurst(ev.event_type, this._anchorForEvent(ev));
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fired++;
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} else if (ev.event_type === "bass_drop") {
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this._startPulse(now);
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fired++;
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}
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}
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}
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this._animateBursts(now, dt);
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this._animatePulse(now);
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} catch (err) {
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// Breaker: never let FX take the app down. Clean up best-effort and go inert.
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console.warn("[fx] runtime error — disabling FX", err);
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this._dead = true;
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this.enabled = false;
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try {
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this._clearAll();
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document.getElementById("btn-fx")?.classList.remove("active");
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} catch {
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/* stay inert */
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}
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}
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},
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// --- event -> anchor -----------------------------------------------------------------
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/** Best-effort event->anchor from state alone: the backend labels an event's resolved
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* anchor with `description or event_type`. Fallback: stage centroid. */
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_anchorForEvent(ev) {
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const anchors = state.anchors || [];
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for (const a of anchors) {
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if (a.label && (a.label === ev.description || a.label === ev.event_type)) return a;
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}
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return STAGE_CENTROID;
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},
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// --- particle bursts -------------------------------------------------------------------
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_ensurePool() {
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if (this._bursts) return;
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this._bursts = [];
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for (let i = 0; i < MAX_BURSTS; i++) {
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const positions = new Float32Array(PARTICLES * 3);
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const colors = new Float32Array(PARTICLES * 3);
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
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const material = new THREE.PointsMaterial({
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size: 0.09,
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vertexColors: true,
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transparent: true,
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opacity: 1,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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sizeAttenuation: true,
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});
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const points = new THREE.Points(geometry, material);
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points.frustumCulled = false; // positions mutate in place; skip stale-bounds culling
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this._bursts.push({
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points,
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positions,
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velocities: new Float32Array(PARTICLES * 3),
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active: false,
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t0: 0,
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gravity: 0,
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});
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}
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},
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_spawnBurst(type, at) {
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if (!this._bursts) this._ensurePool();
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const slot = this._bursts.find((b) => !b.active);
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if (!slot) return; // concurrency cap reached — drop, don't grow
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const pyro = type === "pyro";
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const palette = pyro ? PYRO_COLORS : CONFETTI_COLORS;
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const { positions, velocities } = slot;
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const color = slot.points.geometry.getAttribute("color");
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const c = new THREE.Color();
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for (let i = 0; i < PARTICLES; i++) {
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const j = i * 3;
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positions[j] = at.x + (Math.random() - 0.5) * 0.1;
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positions[j + 1] = at.y + (Math.random() - 0.5) * 0.1;
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positions[j + 2] = at.z + (Math.random() - 0.5) * 0.1;
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// Random direction; pyro shoots up-and-out fast, confetti pops gently and flutters down.
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const theta = Math.random() * Math.PI * 2;
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const up = Math.random();
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const speed = pyro ? 2.5 + Math.random() * 3 : 1 + Math.random() * 1.6;
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const horiz = pyro ? 0.55 : 0.9;
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velocities[j] = Math.cos(theta) * speed * horiz;
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velocities[j + 1] = (pyro ? 0.5 + up * 0.8 : 0.4 + up * 0.6) * speed;
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velocities[j + 2] = Math.sin(theta) * speed * horiz;
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c.setHex(palette[(Math.random() * palette.length) | 0]);
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color.array[j] = c.r;
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color.array[j + 1] = c.g;
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color.array[j + 2] = c.b;
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}
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slot.points.geometry.getAttribute("position").needsUpdate = true;
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color.needsUpdate = true;
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slot.points.material.opacity = 1;
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slot.gravity = pyro ? 2.2 : 4.5;
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slot.t0 = performance.now() / 1000;
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slot.active = true;
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scene3d.addObject(slot.points);
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},
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_animateBursts(now, dt) {
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if (!this._bursts) return;
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for (const b of this._bursts) {
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if (!b.active) continue;
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const age = now - b.t0;
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if (age >= BURST_LIFE_S) {
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b.active = false;
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scene3d.removeObject(b.points);
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continue;
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}
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const { positions, velocities } = b;
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const g = b.gravity * dt;
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for (let j = 0; j < positions.length; j += 3) {
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positions[j] += velocities[j] * dt;
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positions[j + 1] += velocities[j + 1] * dt;
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positions[j + 2] += velocities[j + 2] * dt;
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velocities[j + 1] -= g;
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}
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b.points.geometry.getAttribute("position").needsUpdate = true;
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b.points.material.opacity = 1 - age / BURST_LIFE_S;
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}
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},
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// --- bass-drop pulse ---------------------------------------------------------------------
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_startPulse(now) {
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const obj = scene3d.splat ?? scene3d.points; // read-only handles; scale restored after
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if (!obj) return; // nothing loaded (yet) — degrade silently
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if (this._pulse && this._pulse.obj === obj) {
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this._pulse.t0 = now; // retrigger: keep the ORIGINAL base scale, restart the envelope
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return;
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}
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if (this._pulse) this._endPulse(); // different object (fallback swapped) — restore old one
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this._pulse = { obj, base: obj.scale.x, t0: now, dur: this._beatLen };
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},
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_animatePulse(now) {
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const p = this._pulse;
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if (!p) return;
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const k = (now - p.t0) / p.dur;
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if (k >= 1) {
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this._endPulse();
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return;
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}
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// One smooth swell-and-settle over the beat.
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const amp = 0.16 * Math.sin(Math.PI * Math.min(1, Math.max(0, k)));
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p.obj.scale.setScalar(p.base * (1 + amp));
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},
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_endPulse() {
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const p = this._pulse;
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if (p) {
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try {
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p.obj.scale.setScalar(p.base); // restore the exact prior scale
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} catch {
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/* object may have been torn down */
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}
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}
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this._pulse = null;
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},
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_clearAll() {
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if (this._bursts) {
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for (const b of this._bursts) {
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if (b.active) {
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b.active = false;
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scene3d.removeObject(b.points);
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}
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}
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}
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this._endPulse();
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},
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async _loadBeats() {
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if (this._beatsLoaded) return;
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this._beatsLoaded = true;
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try {
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const resp = await fetch(`${state.apiBase}/api/beats`);
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if (!resp.ok) return; // 404 until features runs — keep the 0.5 s default (pitfall #5)
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const beats = await resp.json();
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if (typeof beats?.tempo_bpm === "number" && beats.tempo_bpm > 30) {
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this._beatLen = 60 / beats.tempo_bpm;
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}
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} catch {
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/* no beats — default stands */
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}
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},
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};
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34
plan/status/lane-F.md
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34
plan/status/lane-F.md
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@ -0,0 +1,34 @@
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# Status — lane-F (social & fun UX: M13 anchor manager + friend tags, M14 photo mode, M15 moment FX)
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## Round 1 — 2026-07-17 — STATUS: ready_to_merge
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**Directives acknowledged:** Round 4 of plan/DIRECTIVES.md (phase 5b begins; foundation2 merged; worktree rule followed — this lane ran in its own worktree on branch `lane/f-social`).
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**Ownership kept:** only `frontend/src/anchorPanel.js`, `frontend/src/photoMode.js`, `frontend/src/fx.js`, and this file were touched. No frozen file edited; no CHANGE_REQUESTS entry needed.
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**Friend-tag design choice (M13):** the + Tag flow DRIVES the frozen M8 annotator without an event — no workaround needed. Rationale: `annotate.js` is null-event safe by construction (`startAnnotateMode()` only needs the registered cells; `_submit` POSTs `event_id: ev ? ev.id : null`; every panel-content access is optional-chained), and the backend explicitly supports it (`api.py`: "Annotations with no event stay independent (each makes its own anchor)"). Flow: prompt for the friend's name → `annotator.close()` (clears any currentEvent) → `annotator.startAnnotateMode()` → user drags a bbox over the friend on ANY video → the resolved anchor arrives via `emit("anchors-changed", anchor)` → anchorPanel PATCHes the pending name + a palette color onto it and stops annotate mode. Esc or + Tag again cancels. This reuses the real M8 ray-cast/nearest-point resolution (friends land ON the point cloud), keeps annotate.js untouched, and is one drag for the user.
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**Acceptance checklist — ALL verified live** (worktree servers: backend :8010 with an isolated copy of the synthetic data — the main project DB was never touched — + Vite :5175 with `VITE_API_BASE`; browser = Claude Code Browser pane, loop driven with the `__f4d` pump per pitfall #2 where noted):
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- [x] M13 create → rename → recolor → jump → delete roundtrip live: + Tag with prompt "Zoe" + real 35×30 px drag on cam0 → anchor id 5 `{label:"Zoe", color:"#7dffb0"}` created via the frozen annotator; ✎ rename → `"Zoe B"`; color input change → `#ff00aa`; label-click jump → `scene3d.controls.target == (1.60, 0.00, -6.50) ==` anchor pos exactly, follow-cam detached; ✕ delete → state.anchors 5→4, row removed.
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- [x] M13 labels visible in 3D + video overlays: screenshot shows the pink "Zoe B" sphere+label centered in the 3D scene after jump AND "Zoe B" x-ray markers on cam0 + cam2 overlays.
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- [x] M13 anchors survive reload: full page reload → anchor id 5 still `{label:"Zoe B", color:"#ff00aa"}` from GET /api/anchors.
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- [x] M13 capsule mode: with `body.capsule`, tag/rename/delete/recolor controls hidden (`offsetParent === null`), panel + list + jump-to remain visible.
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- [x] M14 PNG ≥3840 wide, aspect preserved, no helpers: intercepted the real toBlob → PNG 3840×3093 px (351 KB) from a 704×567 pane (aspect 1.2416 preserved); rendered the captured blob full-screen and screenshotted it: point cloud + anchor SPHERES only (spheres stay by scene3d design — "friend tags belong in photos"), zero grid/axes/frusta/path-lines/label-sprites.
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- [x] M14 restore: pixelRatio 1→1, size 704×567, camera.aspect 1.2416, helpersVisible true all restored; shot MID-PLAY → transport paused for the shot and `state.playing === true` after (play-state restored). Works in free-roam; follow-cam uses the same render path (aspect saved/restored around the shot).
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- [x] M15 pyro fires on PLAY crossing: seek 9.5 → play → burst spawned exactly at t=10.00, opacity 1→0.01 over its 1.0 s life across 53 pumped frames, then removed from the scene (`allRemoved: true`).
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- [x] M15 confetti fires on SCRUB crossing: paused discrete seeks 16.4→16.6→16.8→16.95→17.1 → burst fired at the 17.1 step (crossing 17.0). Backward jump to 15.0 fired nothing (tracker reset).
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- [x] M15 bass_drop pulse: play across t=3 → `scene3d.points.scale` swelled to 1.1599 and restored to exactly 1.0 after ~one beat (0.5 s default; tempo from GET /api/beats when it exists).
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- [x] M15 performance: worst case (all 6 burst slots active + pulse) full frame body (`transport.tick` + `fx.update` + `scene3d.update`) = **0.101 ms/frame CPU** over 300 iterations — ~330× inside the 33 ms/30 fps budget. Pool preallocated once; `update()` allocates nothing; toggle-off removes all objects and restores scale (verified: 0 active, 0 in scene, scale 1).
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- [x] fx.update can never kill the master loop: whole body in try/catch → on error logs once, disables itself, cleans up (breaker `_dead` verified false throughout).
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- [x] Zero console errors across the entire live session.
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- [x] Regression: `uv run pytest backend/tests -p no:warnings` → **127 passed** (floor met; backend untouched). `cd frontend && npm run build` clean (pre-existing >500 kB chunk warning only).
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**Notes / deferred to coordinator (integration2):**
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- M14 splat path: the DropInViewer is a scene child and renders with the same `renderer.render(scene, camera)` call, so photo mode has no splat branch — but live verification ON A TRAINED SPLAT is deferred (synthetic project has point cloud only).
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- M15 event→anchor mapping: events carry no anchor id in state, so fx maps event→anchor by the backend's labeling convention (resolved anchor label = `description or event_type`), falling back to the stage centroid (0, 0.5, 0). Both pyro/confetti fired at the centroid in this test (no event-resolved anchors existed); please verify a burst lands ON an anchor after annotating a pyro/confetti event.
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- M12 interaction: fx pulse writes `points/splat.scale` between fx.update and scene3d.update — same-frame, restored exactly; no interaction with export expected, but a combined FX+export pass is worth one look.
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- Real-focused-browser eyeball (bursts/pulse at full rAF rate) — the pane verifications above used the pump; a human glance in a focused window is the usual final check.
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**Blockers:** none.
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**Next:** merge `lane/f-social` → `main` (coordinator/integration2 discretion).
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