diff --git a/frontend/src/anchorPanel.js b/frontend/src/anchorPanel.js index 84db2ed..1b8cb7b 100644 --- a/frontend/src/anchorPanel.js +++ b/frontend/src/anchorPanel.js @@ -1,19 +1,332 @@ -// Anchor manager & friend tags (spec M13, lane F). STUB — lane F fills THIS FILE ONLY. +// Anchor manager & friend tags (spec M13, lane F). // -// Pre-wired by foundation2: the hidden ⚓ toggle (#btn-anchors) and the empty #anchor-panel -// container in index.html, this module's import + init() call in main.js, the hooks -// `scene3d.focusOn(x, y, z)` (jump-to) and `PATCH ${state.apiBase}/api/anchors/{id}` -// {label?, color?} (rename/recolor), plus DELETE /api/anchors/{id} from phase 4. +// A collapsible panel (pre-wired container #anchor-panel, toggle #btn-anchors) listing every +// anchor in state.anchors: color dot (recolor), label (rename), jump-to (scene3d.focusOn), +// delete. Mutations go through PATCH/DELETE ${state.apiBase}/api/anchors/{id}; after any +// mutation we update state.anchors and emit("anchors-changed") so scene3d + the video +// overlays refresh (main.js wires that event to scene3d.refreshAnchors; overlays read +// state.anchors every frame). // -// When implementing: unhide the button, set `ready = true`; build the collapsible list -// (color dot, label, jump-to, rename, recolor, delete) from state.anchors; after any -// mutation update state.anchors and emit("anchors-changed") so scene3d + overlays refresh. -// The + Tag flow reuses the M8 bbox-annotation flow WITHOUT an event (annotate.js is -// frozen — drive it, don't edit it) and names the resulting anchor. -// Capsule mode: give every MUTATING control the `write-ui` class — body.capsule hides that -// class globally (contract #5); the read-only list + jump-to stay available. +// + Tag (friend tags): drives the FROZEN M8 annotation flow WITHOUT an event. +// annotate.js was written null-event safe on purpose: startAnnotateMode() only needs the +// registered cells, and _submit POSTs /api/annotations with event_id: null, which the backend +// resolves to an INDEPENDENT anchor ("Annotations with no event stay independent"). +// Flow: prompt for the friend's name -> annotator.close() (clears any currentEvent) -> +// annotator.startAnnotateMode() -> the user drags a bbox over the friend on any video -> +// the resolved anchor arrives via emit("anchors-changed", anchor) -> we PATCH the pending +// name + a palette color onto it and stop annotate mode. Esc (or + Tag again) cancels. +// +// Capsule mode (contract #5): every MUTATING control carries class="write-ui" so a baked +// bundle hides it; the read-only list + jump-to stay available. + +import { state, emit, on } from "./state.js"; +import { scene3d } from "./scene3d.js"; +import { annotator } from "./annotate.js"; + +const DEFAULT_COLOR = "#59d499"; +// Friendly tag palette (mirrors the scene's per-video accent hues). +const TAG_COLORS = ["#ff5d73", "#4dd0ff", "#c9a2ff", "#ffcf5d", "#7dffb0", "#ff9d5d"]; + +const CSS = ` + #anchor-panel { + position: absolute; top: 3.1rem; left: 0.6rem; width: 244px; z-index: 7; + background: rgba(15,20,32,0.94); border: 1px solid var(--border); border-radius: 9px; + font-size: 0.78rem; box-shadow: 0 8px 26px rgba(0,0,0,0.5); backdrop-filter: blur(5px); + max-height: min(60vh, 420px); display: flex; flex-direction: column; + } + .anch-head { + display: flex; align-items: center; gap: 0.4rem; padding: 0.45rem 0.55rem; + border-bottom: 1px solid var(--border); flex: 0 0 auto; + } + .anch-head strong { flex: 1 1 auto; font-size: 0.8rem; } + .anch-n { color: var(--dim); font-weight: 400; } + .anch-x { + background: none; border: none; color: var(--dim); cursor: pointer; + font-size: 0.85rem; padding: 0 0.2rem; + } + .anch-x:hover { color: var(--text); } + .anch-hint { padding: 0.3rem 0.55rem 0; line-height: 1.35; min-height: 0; flex: 0 0 auto; } + .anch-hint:empty { display: none; } + .anch-list { + padding: 0.4rem 0.45rem 0.5rem; overflow-y: auto; display: flex; + flex-direction: column; gap: 0.12rem; flex: 1 1 auto; + } + .anch-empty { color: var(--dim); padding: 0.1rem 0.15rem 0.2rem; line-height: 1.4; } + .anch-row { + display: flex; align-items: center; gap: 0.4rem; padding: 0.22rem 0.3rem; + border-radius: 6px; + } + .anch-row:hover { background: rgba(255,255,255,0.05); } + .anch-dot { + width: 12px; height: 12px; border-radius: 4px; flex: 0 0 auto; position: relative; + box-shadow: 0 0 0 1px rgba(0,0,0,0.4); + } + .anch-color { + position: absolute; inset: 0; opacity: 0; width: 100%; height: 100%; + cursor: pointer; padding: 0; border: none; + } + .anch-label { + flex: 1 1 auto; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; + cursor: pointer; + } + .anch-label:hover { color: var(--accent); } + .anch-btn { + background: none; border: none; color: var(--dim); cursor: pointer; + font-size: 0.78rem; padding: 0 0.15rem; flex: 0 0 auto; line-height: 1; + } + .anch-btn:hover { color: var(--text); } + .anch-del:hover { color: var(--bad); } +`; + +function esc(s) { + return String(s ?? "").replace( + /[&<>"']/g, + (c) => ({ "&": "&", "<": "<", ">": ">", '"': """, "'": "'" }[c]) + ); +} + +async function patchAnchor(id, body) { + const resp = await fetch(`${state.apiBase}/api/anchors/${id}`, { + method: "PATCH", + headers: { "Content-Type": "application/json" }, + body: JSON.stringify(body), + }); + if (!resp.ok) throw new Error(`HTTP ${resp.status}`); + return resp.json(); +} + +/** Replace (or append) an anchor in state.anchors and notify every consumer. */ +function upsertIntoState(anchor) { + const i = state.anchors.findIndex((a) => a.id === anchor.id); + if (i >= 0) state.anchors[i] = anchor; + else state.anchors.push(anchor); + emit("anchors-changed", anchor); +} export const anchorPanel = { ready: false, - init() {}, // ponytail: stub — lane F replaces the body + open: false, + _panel: null, + _btn: null, + _pendingTag: null, // { name, color, knownIds:Set } while a friend tag is in flight + + init() { + this._btn = document.getElementById("btn-anchors"); + this._panel = document.getElementById("anchor-panel"); + if (!this._btn || !this._panel) return; // pre-wired DOM missing — stay hidden, degrade + + const style = document.createElement("style"); + style.textContent = CSS; + document.head.appendChild(style); + + this._panel.innerHTML = ` +
+ ⚓ Anchors + + +
+
+
`; + + this._panel.querySelector(".anch-x").addEventListener("click", () => this.toggle(false)); + this._panel.querySelector(".anch-tag").addEventListener("click", () => { + if (this._pendingTag) this._cancelTag(); + else this._startTag(); + }); + this._btn.addEventListener("click", () => this.toggle()); + + // Any anchor mutation anywhere (this panel, annotate.js, a pending friend tag resolving). + on("anchors-changed", (payload) => this._onAnchorsChanged(payload)); + + // Esc cancels a pending tag (main.js also maps Esc to free-roam; both are fine together). + window.addEventListener("keydown", (e) => { + if (e.code === "Escape" && this._pendingTag) this._cancelTag(); + }); + + this._render(); + this._btn.style.display = ""; // unhide: the module is live + this.ready = true; + }, + + toggle(force) { + if (!this._panel) return; + this.open = force != null ? !!force : !this.open; + this._panel.style.display = this.open ? "" : "none"; + this._btn?.classList.toggle("active", this.open); + if (this.open) this._render(); + }, + + // --- friend tag flow ------------------------------------------------------------------ + + _startTag() { + let name; + try { + name = window.prompt("Friend's name:", ""); + } catch { + name = null; // prompt() unavailable (headless) — nothing to do + } + name = (name || "").trim(); + if (!name) return; + const color = TAG_COLORS[state.anchors.length % TAG_COLORS.length]; + this._pendingTag = { name, color, knownIds: new Set(state.anchors.map((a) => a.id)) }; + try { + annotator.close(); // clear any currentEvent so the annotation POSTs event_id: null + annotator.startAnnotateMode(); + } catch (err) { + console.warn("[anchorPanel] could not start annotate mode", err); + this._pendingTag = null; + this._hint(`tag mode failed: ${esc(err.message)}`); + return; + } + this._tagButton(true); + this._hint(`drag a box over ${esc(name)} on any video · Esc cancels`); + this.toggle(true); + }, + + _cancelTag() { + this._pendingTag = null; + try { + annotator.stopAnnotateMode(); + } catch { + /* already stopped */ + } + this._tagButton(false); + this._hint(""); + }, + + _tagButton(active) { + const b = this._panel?.querySelector(".anch-tag"); + if (!b) return; + b.textContent = active ? "✕ Cancel" : "+ Tag"; + b.classList.toggle("active", active); + }, + + _onAnchorsChanged(payload) { + const tag = this._pendingTag; + if (tag && payload && payload.id != null && !tag.knownIds.has(payload.id)) { + // The bbox the user just drew resolved into a brand-new anchor: name + color it. + this._pendingTag = null; + this._finishTag(tag, payload); + } + this._render(); + }, + + async _finishTag(tag, anchor) { + try { + annotator.stopAnnotateMode(); + } catch { + /* fine */ + } + this._tagButton(false); + try { + const updated = await patchAnchor(anchor.id, { label: tag.name, color: tag.color }); + upsertIntoState(updated); + this._hint(`tagged ${esc(tag.name)} — visible in 3D and on every video`); + } catch (err) { + this._hint(`naming the tag failed: ${esc(err.message)}`); + } + }, + + // --- list rendering + row actions ------------------------------------------------------ + + _hint(html) { + const h = this._panel?.querySelector(".anch-hint"); + if (h) h.innerHTML = html; + }, + + _render() { + if (!this._panel) return; + const n = this._panel.querySelector(".anch-n"); + if (n) n.textContent = `(${state.anchors.length})`; + const list = this._panel.querySelector(".anch-list"); + if (!list) return; + if (state.anchors.length === 0) { + list.innerHTML = + `
no anchors yet — + Tag a friend,` + + ` or annotate an event on the timeline
`; + return; + } + list.innerHTML = state.anchors + .map((a) => { + const color = a.color || DEFAULT_COLOR; + return ( + `
` + + `` + + `` + + `${esc(a.label) || "(unnamed)"}` + + `` + + `` + + `
` + ); + }) + .join(""); + for (const row of list.querySelectorAll(".anch-row")) { + const id = Number(row.dataset.id); + row.querySelector(".anch-jump").addEventListener("click", () => this._jump(id)); + row.querySelector(".anch-label").addEventListener("click", () => this._jump(id)); + row.querySelector(".anch-rename").addEventListener("click", () => this._rename(id)); + row.querySelector(".anch-del").addEventListener("click", () => this._delete(id)); + const colorInput = row.querySelector(".anch-color"); + // Live-preview the dot while the picker is open; PATCH once on commit. + colorInput.addEventListener("input", () => { + row.querySelector(".anch-dot").style.background = colorInput.value; + }); + colorInput.addEventListener("change", () => this._recolor(id, colorInput.value)); + } + }, + + _find(id) { + return state.anchors.find((a) => a.id === id); + }, + + _jump(id) { + const a = this._find(id); + if (!a) return; + try { + scene3d.focusOn(a.x, a.y, a.z); + } catch (err) { + console.warn("[anchorPanel] focusOn failed", err); + } + }, + + async _rename(id) { + const a = this._find(id); + if (!a) return; + let name; + try { + name = window.prompt("Rename anchor:", a.label || ""); + } catch { + name = null; + } + if (name == null) return; // cancelled + name = name.trim(); + if (!name || name === a.label) return; + try { + upsertIntoState(await patchAnchor(id, { label: name })); + } catch (err) { + this._hint(`rename failed: ${esc(err.message)}`); + } + }, + + async _recolor(id, color) { + if (!this._find(id)) return; + try { + upsertIntoState(await patchAnchor(id, { color })); + } catch (err) { + this._hint(`recolor failed: ${esc(err.message)}`); + this._render(); // roll the previewed dot back to the stored color + } + }, + + async _delete(id) { + try { + const resp = await fetch(`${state.apiBase}/api/anchors/${id}`, { method: "DELETE" }); + if (!resp.ok) throw new Error(`HTTP ${resp.status}`); + const i = state.anchors.findIndex((a) => a.id === id); + if (i >= 0) state.anchors.splice(i, 1); + emit("anchors-changed", null); + } catch (err) { + this._hint(`delete failed: ${esc(err.message)}`); + } + }, }; diff --git a/frontend/src/fx.js b/frontend/src/fx.js index 4c451db..1bbced9 100644 --- a/frontend/src/fx.js +++ b/frontend/src/fx.js @@ -1,19 +1,281 @@ -// Moment FX (spec M15, lane F). STUB — lane F fills THIS FILE ONLY. +// Moment FX (spec M15, lane F). // -// Pre-wired by foundation2: the hidden ✨ toggle (#btn-fx in index.html), this module's -// import + init() call in main.js, and a per-frame `fx.update(tGlobal)` call from the master -// loop (after transport.tick(), before scene3d.update()). +// main.js calls fx.update(tGlobal) every animation frame (after transport.tick(), before +// scene3d.update()). While the ✨ toggle is on we watch the playhead cross event markers +// (state.events) by tracking the previous tGlobal: +// - crossing works in play AND scrub (scrub = a stream of small forward seeks, so plain +// prev JUMP_GAP_S) is a seek, not a scrub — reset, don't machine-gun +// every event in between. +// pyro/confetti -> a ~1 s additive particle burst at the event's resolved anchor. Events +// don't carry an anchor id in state, but the backend names an event's resolved anchor +// `event.description or event.event_type`, so we map event->anchor by that label; when no +// anchor matches we fall back to the stage centroid (0, 0.5, 0) (documented fallback). +// bass_drop -> pulse the point cloud / splat scale for ~a beat (60/tempo from +// GET /api/beats when present, else 0.5 s — pitfall #5), restoring the exact prior scale. // -// When implementing: unhide the button, set `ready = true`. update() watches the playhead -// crossing event markers (state.events) — detect crossings in play AND scrub (track the -// previous tGlobal; a seek emits "seek" if you need to reset). On `pyro`/`confetti` fire a -// short particle burst at the event's resolved anchor, falling back to the stage centroid; -// on `bass_drop` pulse the point-cloud/splat scale for ~a beat (beats via GET /api/beats -// when present — no beats file, use ~0.5 s; pitfall #5). Scene access ONLY through -// scene3d.addObject/removeObject. Keep >= 30 fps on the synthetic scene. +// Scene access is ONLY through scene3d.addObject/removeObject (plus read-only looks at +// scene3d.points/.splat for the pulse). Hot-path discipline: burst slots + their typed +// arrays are allocated once, spawns recycle slots, update() allocates nothing, and the whole +// body is guarded — a throw here would kill the app's master loop, so on error FX disables +// itself instead of ever throwing. + +import * as THREE from "three"; +import { state } from "./state.js"; +import { scene3d } from "./scene3d.js"; + +const MAX_BURSTS = 6; // concurrent burst cap +const PARTICLES = 160; // per burst +const BURST_LIFE_S = 1.0; +const JUMP_GAP_S = 2.0; // forward delta above this = seek/jump, not playback or scrub +const MAX_FIRE_PER_FRAME = 2; +const STAGE_CENTROID = { x: 0, y: 0.5, z: 0 }; +const PYRO_COLORS = [0xffd27a, 0xff9d5d, 0xff5d3c, 0xfff3c4]; +const CONFETTI_COLORS = [0xff5d73, 0x4dd0ff, 0xc9a2ff, 0xffcf5d, 0x7dffb0, 0xff9d5d]; export const fx = { ready: false, - init() {}, // ponytail: stub — lane F replaces the body - update(tGlobal) {}, // called every animation frame by main.js + enabled: false, + _prevT: null, + _lastNow: 0, + _bursts: null, // preallocated slot pool (lazy, first enable) + _pulse: null, // { obj, base, t0, dur } while a bass_drop pulse is live + _beatLen: 0.5, // seconds; refined from /api/beats when available + _dead: false, // a runtime error tripped the breaker — stay inert + + init() { + const btn = document.getElementById("btn-fx"); + if (!btn) return; // pre-wired DOM missing — degrade to hidden + btn.addEventListener("click", () => { + this.enabled = !this.enabled; + btn.classList.toggle("active", this.enabled); + if (this.enabled) { + this._ensurePool(); + this._loadBeats(); + } else { + this._clearAll(); + } + }); + btn.style.display = ""; // unhide: the module is live + this.ready = true; + }, + + /** Called by main.js every animation frame. MUST NEVER THROW (it would kill the loop). */ + update(tGlobal) { + if (this._dead) return; + try { + const now = performance.now() / 1000; + const dt = Math.min(0.1, Math.max(0, now - this._lastNow)); // clamp tab-stall spikes + this._lastNow = now; + + if (!this.enabled || typeof tGlobal !== "number") { + this._prevT = tGlobal; + return; + } + + // --- playhead crossing detection --- + const prev = this._prevT; + this._prevT = tGlobal; + if (prev != null && tGlobal > prev && tGlobal - prev <= JUMP_GAP_S) { + let fired = 0; + const events = state.events || []; + for (let i = 0; i < events.length && fired < MAX_FIRE_PER_FRAME; i++) { + const ev = events[i]; + const te = ev?.t_global_s; + if (typeof te !== "number" || te <= prev || te > tGlobal) continue; + if (ev.event_type === "pyro" || ev.event_type === "confetti") { + this._spawnBurst(ev.event_type, this._anchorForEvent(ev)); + fired++; + } else if (ev.event_type === "bass_drop") { + this._startPulse(now); + fired++; + } + } + } + + this._animateBursts(now, dt); + this._animatePulse(now); + } catch (err) { + // Breaker: never let FX take the app down. Clean up best-effort and go inert. + console.warn("[fx] runtime error — disabling FX", err); + this._dead = true; + this.enabled = false; + try { + this._clearAll(); + document.getElementById("btn-fx")?.classList.remove("active"); + } catch { + /* stay inert */ + } + } + }, + + // --- event -> anchor ----------------------------------------------------------------- + + /** Best-effort event->anchor from state alone: the backend labels an event's resolved + * anchor with `description or event_type`. Fallback: stage centroid. */ + _anchorForEvent(ev) { + const anchors = state.anchors || []; + for (const a of anchors) { + if (a.label && (a.label === ev.description || a.label === ev.event_type)) return a; + } + return STAGE_CENTROID; + }, + + // --- particle bursts ------------------------------------------------------------------- + + _ensurePool() { + if (this._bursts) return; + this._bursts = []; + for (let i = 0; i < MAX_BURSTS; i++) { + const positions = new Float32Array(PARTICLES * 3); + const colors = new Float32Array(PARTICLES * 3); + const geometry = new THREE.BufferGeometry(); + geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3)); + geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3)); + const material = new THREE.PointsMaterial({ + size: 0.09, + vertexColors: true, + transparent: true, + opacity: 1, + blending: THREE.AdditiveBlending, + depthWrite: false, + sizeAttenuation: true, + }); + const points = new THREE.Points(geometry, material); + points.frustumCulled = false; // positions mutate in place; skip stale-bounds culling + this._bursts.push({ + points, + positions, + velocities: new Float32Array(PARTICLES * 3), + active: false, + t0: 0, + gravity: 0, + }); + } + }, + + _spawnBurst(type, at) { + if (!this._bursts) this._ensurePool(); + const slot = this._bursts.find((b) => !b.active); + if (!slot) return; // concurrency cap reached — drop, don't grow + const pyro = type === "pyro"; + const palette = pyro ? PYRO_COLORS : CONFETTI_COLORS; + const { positions, velocities } = slot; + const color = slot.points.geometry.getAttribute("color"); + const c = new THREE.Color(); + for (let i = 0; i < PARTICLES; i++) { + const j = i * 3; + positions[j] = at.x + (Math.random() - 0.5) * 0.1; + positions[j + 1] = at.y + (Math.random() - 0.5) * 0.1; + positions[j + 2] = at.z + (Math.random() - 0.5) * 0.1; + // Random direction; pyro shoots up-and-out fast, confetti pops gently and flutters down. + const theta = Math.random() * Math.PI * 2; + const up = Math.random(); + const speed = pyro ? 2.5 + Math.random() * 3 : 1 + Math.random() * 1.6; + const horiz = pyro ? 0.55 : 0.9; + velocities[j] = Math.cos(theta) * speed * horiz; + velocities[j + 1] = (pyro ? 0.5 + up * 0.8 : 0.4 + up * 0.6) * speed; + velocities[j + 2] = Math.sin(theta) * speed * horiz; + c.setHex(palette[(Math.random() * palette.length) | 0]); + color.array[j] = c.r; + color.array[j + 1] = c.g; + color.array[j + 2] = c.b; + } + slot.points.geometry.getAttribute("position").needsUpdate = true; + color.needsUpdate = true; + slot.points.material.opacity = 1; + slot.gravity = pyro ? 2.2 : 4.5; + slot.t0 = performance.now() / 1000; + slot.active = true; + scene3d.addObject(slot.points); + }, + + _animateBursts(now, dt) { + if (!this._bursts) return; + for (const b of this._bursts) { + if (!b.active) continue; + const age = now - b.t0; + if (age >= BURST_LIFE_S) { + b.active = false; + scene3d.removeObject(b.points); + continue; + } + const { positions, velocities } = b; + const g = b.gravity * dt; + for (let j = 0; j < positions.length; j += 3) { + positions[j] += velocities[j] * dt; + positions[j + 1] += velocities[j + 1] * dt; + positions[j + 2] += velocities[j + 2] * dt; + velocities[j + 1] -= g; + } + b.points.geometry.getAttribute("position").needsUpdate = true; + b.points.material.opacity = 1 - age / BURST_LIFE_S; + } + }, + + // --- bass-drop pulse --------------------------------------------------------------------- + + _startPulse(now) { + const obj = scene3d.splat ?? scene3d.points; // read-only handles; scale restored after + if (!obj) return; // nothing loaded (yet) — degrade silently + if (this._pulse && this._pulse.obj === obj) { + this._pulse.t0 = now; // retrigger: keep the ORIGINAL base scale, restart the envelope + return; + } + if (this._pulse) this._endPulse(); // different object (fallback swapped) — restore old one + this._pulse = { obj, base: obj.scale.x, t0: now, dur: this._beatLen }; + }, + + _animatePulse(now) { + const p = this._pulse; + if (!p) return; + const k = (now - p.t0) / p.dur; + if (k >= 1) { + this._endPulse(); + return; + } + // One smooth swell-and-settle over the beat. + const amp = 0.16 * Math.sin(Math.PI * Math.min(1, Math.max(0, k))); + p.obj.scale.setScalar(p.base * (1 + amp)); + }, + + _endPulse() { + const p = this._pulse; + if (p) { + try { + p.obj.scale.setScalar(p.base); // restore the exact prior scale + } catch { + /* object may have been torn down */ + } + } + this._pulse = null; + }, + + _clearAll() { + if (this._bursts) { + for (const b of this._bursts) { + if (b.active) { + b.active = false; + scene3d.removeObject(b.points); + } + } + } + this._endPulse(); + }, + + async _loadBeats() { + if (this._beatsLoaded) return; + this._beatsLoaded = true; + try { + const resp = await fetch(`${state.apiBase}/api/beats`); + if (!resp.ok) return; // 404 until features runs — keep the 0.5 s default (pitfall #5) + const beats = await resp.json(); + if (typeof beats?.tempo_bpm === "number" && beats.tempo_bpm > 30) { + this._beatLen = 60 / beats.tempo_bpm; + } + } catch { + /* no beats — default stands */ + } + }, }; diff --git a/frontend/src/photoMode.js b/frontend/src/photoMode.js index 36ff2e1..1688c91 100644 --- a/frontend/src/photoMode.js +++ b/frontend/src/photoMode.js @@ -1,18 +1,117 @@ -// Photo mode (spec M14, lane F). STUB — lane F fills THIS FILE ONLY. +// Photo mode (spec M14, lane F). // -// Pre-wired by foundation2: the hidden 📷 button (#btn-photo in index.html), this module's -// import + init() call in main.js, and the hook `scene3d.setHelpersVisible(false)` which -// hides grid/axes/frusta/path-lines/keyframe-gizmos/anchor-labels in one call (restore with -// true). +// 📷 / "P": pause the transport if playing, hide every helper (grid/axes/frusta/gizmos/anchor +// labels — scene3d.setHelpersVisible(false), one call), render ONE frame at 3840 px wide +// (preserving the pane's aspect) by temporarily resizing scene3d.renderer with pixelRatio 1, +// snapshot it via canvas.toBlob (the copy is taken synchronously at call time, so it is safe +// to restore the renderer immediately after — encoding continues async), download +// festival4d-photo.png, then restore helpers / size / pixelRatio / camera aspect / play state. // -// When implementing: unhide the button, set `ready = true`, bind key "P" too; on trigger -// pause the transport, setHelpersVisible(false), render ONE frame at 3840-wide (preserve -// aspect) to an offscreen WebGLRenderTarget via scene3d.renderer/scene/camera, download the -// PNG, then restore everything (helpers, renderer size, play state). Works in free-roam and -// follow-cam; with a splat present it renders the splat (no splat -> the point cloud — -// pitfall #5). +// Splat note (pitfall #5): the DropInViewer is a plain child of scene3d.scene and renders with +// the same renderer.render(scene, camera) call, so no splat-specific branch exists here; live +// verification on a trained splat is deferred to the coordinator. +// +// No write-ui class: photo mode is read-only and stays available in capsule bundles. + +import { state } from "./state.js"; +import { transport } from "./transport.js"; +import { scene3d } from "./scene3d.js"; + +const PHOTO_WIDTH = 3840; export const photoMode = { ready: false, - init() {}, // ponytail: stub — lane F replaces the body + _busy: false, + + init() { + const btn = document.getElementById("btn-photo"); + if (!btn) return; // pre-wired DOM missing — degrade to hidden + btn.addEventListener("click", () => this.shoot()); + window.addEventListener("keydown", (e) => { + if (e.target && /^(INPUT|SELECT|TEXTAREA)$/.test(e.target.tagName)) return; + if (e.code === "KeyP" && !e.metaKey && !e.ctrlKey && !e.altKey) { + e.preventDefault(); + this.shoot(); + } + }); + btn.style.display = ""; // unhide: the module is live + this.ready = true; + }, + + /** Take the hi-res still. Synchronous through the render + snapshot so no animation frame + * (main.js loop) can interleave between resize, render, and capture. */ + shoot() { + if (this._busy) return; + const renderer = scene3d.renderer; + const camera = scene3d.camera; + if (!renderer || !camera || !scene3d.scene) return; // scene not booted yet + this._busy = true; + + // --- save everything we are about to touch --- + const wasPlaying = state.playing; + const prevHelpers = scene3d.helpersVisible; + const prevRatio = renderer.getPixelRatio(); + const prevSize = { w: 0, h: 0 }; + { + // getSize wants a Vector2; a duck-typed target keeps this module three-free. + const v = { x: 0, y: 0, set(x, y) { this.x = x; this.y = y; return this; } }; + renderer.getSize(v); + prevSize.w = v.x; + prevSize.h = v.y; + } + const prevAspect = camera.aspect; + + try { + if (wasPlaying) transport.pause(); + scene3d.setHelpersVisible(false); + // setHelpersVisible hides grid/axes/gizmos/label-sprites immediately, but the per-video + // rig groups (frusta/markers/path lines) get their visibility recomputed inside + // scene3d.update(). Run one update at the CURRENT size so the rigs honor the flag + // before the hi-res render below. + scene3d.update(); + + const w = Math.max(1, prevSize.w); + const h = Math.max(1, prevSize.h); + const outW = PHOTO_WIDTH; + const outH = Math.max(1, Math.round((PHOTO_WIDTH * h) / w)); + + renderer.setPixelRatio(1); + renderer.setSize(outW, outH, false); + camera.aspect = outW / outH; + camera.updateProjectionMatrix(); + renderer.render(scene3d.scene, camera); + + // Snapshot NOW (same task as the render — the WebGL buffer is still valid). + renderer.domElement.toBlob((blob) => { + try { + if (!blob) { + console.warn("[photoMode] toBlob returned null (buffer too large for this GPU?)"); + return; + } + const a = document.createElement("a"); + a.href = URL.createObjectURL(blob); + a.download = "festival4d-photo.png"; + a.click(); + setTimeout(() => URL.revokeObjectURL(a.href), 10_000); + } finally { + this._busy = false; + } + }, "image/png"); + } catch (err) { + console.warn("[photoMode] capture failed", err); + this._busy = false; + } finally { + // --- restore ALL of it (snapshot already copied; safe immediately) --- + try { + renderer.setPixelRatio(prevRatio); + renderer.setSize(prevSize.w, prevSize.h, false); + camera.aspect = prevAspect; + camera.updateProjectionMatrix(); + scene3d.setHelpersVisible(prevHelpers); + if (wasPlaying) transport.play(); + } catch (err) { + console.warn("[photoMode] restore failed", err); + } + } + }, }; diff --git a/plan/status/lane-F.md b/plan/status/lane-F.md new file mode 100644 index 0000000..a024186 --- /dev/null +++ b/plan/status/lane-F.md @@ -0,0 +1,34 @@ +# Status — lane-F (social & fun UX: M13 anchor manager + friend tags, M14 photo mode, M15 moment FX) + +## Round 1 — 2026-07-17 — STATUS: ready_to_merge + +**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`). + +**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. + +**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. + +**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): +- [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. +- [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. +- [x] M13 anchors survive reload: full page reload → anchor id 5 still `{label:"Zoe B", color:"#ff00aa"}` from GET /api/anchors. +- [x] M13 capsule mode: with `body.capsule`, tag/rename/delete/recolor controls hidden (`offsetParent === null`), panel + list + jump-to remain visible. +- [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. +- [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). +- [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`). +- [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). +- [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). +- [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). +- [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). +- [x] Zero console errors across the entire live session. +- [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). + +**Notes / deferred to coordinator (integration2):** +- 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). +- 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. +- 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. +- 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. + +**Blockers:** none. + +**Next:** merge `lane/f-social` → `main` (coordinator/integration2 discretion).