Epic 5 Phase 0 — actors have bodies; the stage has depth

ActorGenerator is the cast with bodies: generateActor{mpl} takes
{summary,rng,archetype,personality,identity} and returns a serialisable
ActorSpec — same audio-tilts-centre / seed-picks-within rule as
Personality/Identity, forked rng so adding an actor never shifts later
decisions. Five archetypes (monolith/swarm/walker/vehicle/structure),
per-track actor set on look.actors, HUD helper included. Stage C will
grow as a library on this without infra changes.

Mesh twin of Identity.form: actors/meshes.js builds BufferGeometry from
the same assembly (cast SDF → Shape → ExtrudeGeometry, box/capsule/
torus/sphere primitives, symmetry folding radial/mirror/stack). Shared
with the shader impostor path — one character, two projectors.

Renderer depth targets: createDepthTarget / createTarget{depthTexture}
for WebGL DepthTexture plumbing.

Compositor shared rig: one PerspectiveCamera + DepthTexture so a ground
mesh can occlude a subject mesh from another layer. 4/scale dolly,
Personality.camera drift/sway/spin, framing shift — matches particles.js
and shader epilogue behaviour. ModelLayer (kind:model) with
build/update(actorSpec) and sharedCamera injection; createLayer dispatches
on model. Shader contract gains MODEL_PREAMBLE.

LookGenerator now derives actors before scenes; ArcDriver._actorFor +
_layerFor wires ActorSpec into ModelLayer; schema validates kind:model
and actor archetype; lint determinism gate covers actors/.

Gate: lint 107 files clean, 70 shader literals, 68 scenes green; vite
build 294 modules; ActorGenerator determinism + mesh smoke tests pass.

Co-Authored-By: Claude <noreply@anthropic.com>
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# Epic 5 — a stage with depth, a cast with bodies
> Every scene so far is an abstract flat image held full-frame. The song's cast is a shared silhouette, inked on a shared lattice. It is recognisably this track's, and it is still a sticker.
This epic puts the cast *in* a space, on a ground, seen by a camera that can be close or far, with occlusion and parallax that a fragment shader can only fake. And it gives the cast bodies — a **3D actor/model generator** that takes parameters and returns a mesh unique to the song and seed, so a later library of actors (Stage C) has something to be a library *of*.
---
## 0. Where the project is
**Stack:** `three@0.181.1` + WebGL2 via `vite`, no React. Deterministic core — `Rng` + analytic `f(t,index,seed)`, no `Math.random`, no wall-clock, `Timeline` injects `{frame,time,dt,progress}`. `Renderer` owns a fullscreen-quad rig + `createTarget`/`blit`/`renderScene`. `Compositor` owns `layerTarget`/`accumA/B`/`historyA/B`/`bloomA/B`/`outputTarget`, plus `BLEND_FRAG`/`FEEDBACK_FRAG`/`BRIGHT_FRAG`/`BLUR_FRAG`/`COMPOSITE_FRAG`.
**Two layer kinds exist today** (`src/engine/Layer.js`):
- `ShaderLayer` — 68 of 69 modules. `buildFragmentShader` compiles `VERTEX_SHADER + PREAMBLE (+ FORM_PREAMBLE when consumes.includes('form')) + param uniforms + shader body + EPILOGUE`. Depth is faked with SDF raymarch (`castSDF3`/`castSolid`/`castMarch`/`castLit`), perspective grids (`1/(horizon - p.y)`), `sigHorizonY()`, `sigAir()`.
- `SceneLayer` — 1 module: `src/scenes/layers3d/particles.js`. Real `THREE.Scene + PerspectiveCamera(60,16/9,0.1,200)`, `build({scene,camera,seed,params,THREE})` / `update({instance,scene,camera,timeline,features,params,palette,personality,framing,opacity,THREE})`. Analytic `z = fract(depthSeed + t*rise*...)`, `framing` applied as dolly `4/scale`, `personality.camera` as `sin/cos` pan/sway/roll. Proof the compositor is hybrid.
**The compositor is still 2.5-D.** Each layer renders to `layerTarget` (RGBA, `depth:true` allocated but never shared), then `BLEND_FRAG` composites into `accumA/B` with `normal/add/screen/multiply/overlay/softlight/lumakey`. Depth from one layer never occludes another. Two `ShaderLayer`s over a `SceneLayer` are stacked pictures, not a scene with depth.
**"3D" already has a contract** (`src/engine/shader-contract.js`): `FORM_PREAMBLE` (opt-in, only when `consumes.includes('form')`) gives `castSDF3`/`castChorus3`/`castSolid(local,turn)`/`castChorusSolid`/`castMarch`/`castLit`/`castNormal3`. `src/look/Identity.js:generateForm` builds a 6-part assembly (`SOLIDS: prism/box/capsule/torus/sphere` + `SYMMETRIES: none/mirror/radial/stack` + `FORM_OPS: union/blend/carve`, `MAX_FORM_PARTS=6`, `formRot`/`formFold`/`sminForm`/`formPrism`/`formBox`/`formCapsule`/`formTorus`, bounding-sphere chord `CAST_SPHERE_R2=1.3`, 24/12-step march, under-relaxed `0.82`). `pylon-grid.js` and `synthwave-run.js` already march dozens of *orthographic impostors* (`castSolid` per pylon/passer, `castTurn(yaw,pitch)` per instance). The ceiling they document is the reason for this epic: *an outline is the same picture from every angle; a solid's outline changes as it turns.*
**Camera today is a 2-D transform** (`src/look/Camera.js` + `src/look/framing.js`): `Camera.planGaze` (axial reach, `jumpFor`/`targetFor`/`timingFor`/`relocatesAt`, `reachFor(scale,camera)`, `gazeAt(move,frames)`, curves `snap/glide/drift/settle`, directors name a camera `contemplative/kinetic/deliberate/roaming/precise`) + `ArcDriver._framingAt` (size constant per shot, shift live via gaze, `p / scale + shift` in `EPILOGUE`). `particles.js` maps `scale→dolly` as `4/scale`.
**Identity already decides content** (`src/look/Identity.js` + `src/look/Personality.js`): `castMember` (sides/round/elong/tilt/notchCount/notchDepth/hollow), `generateForm` (parts under symmetry, ops, `chorus` as `count/symmetry/symmetryN/flat/thin`, `blend`/`depth`), `LATTICES` (`grid/radial/spiral/scatter/strata` → `stageNode(i,n)` with `xy` + `z` scale, `stageScale()` = `u_latScale/0.35`), `FILLS`/`IMPACTS` (`shift/warp/punch/morph/overlay`), `FOCUS`, ink (`weight/edge/fill/hatchAngle/hatchScale/outline/posterize`). `src/scenes/surface.js` derives `surfaceOf`/`canGround` from `src/scenes/metadata.json` (`GROUND_MIN=0.5`, `GROUND_BIAS`, `groundTemperamentFrom`, `groundPersonalityFrom` — hollow→flat for grounds). `ArcDriver` already owns drift/slow-axis/gaze/palette-plan/story.
**Diagnosis in one line:** we have a production-design system (`Identity + Personality + Camera + ArcDriver + Story`) rendering mostly through a flat projector. The fastest path to depth is to keep the design system and change the projector — and to give the cast bodies so the projector has something to film.
---
## 1. What this epic is and is not
**Is:** depth that is visible (parallax, occlusion, contact, scale-foreshortening, DOF), a camera that is a place in a space rather than a coordinate transform, and actors that are this song's — generated from parameters, reproducible from the seed, different between seeds/songs, audibly tilted but not determined.
**Is not (yet):** a model viewer, a glTF asset pipeline, WebGPU, physics, or a bespoke hero per track. Those are Stage C. This epic builds the Stage A+B rig that Stage C will be a library *on top of*.
Three levels, in the order they matter:
| Level | Viewer sees | Reuses |
|---|---|---|
| **A — real depth from existing content** | Same protagonist/chorus forms as meshes on a real ground, perspective camera, shared depth, contact shadows | `Identity.form → mesh`, `stageNode → world position`, `Camera/framing → camera rig` |
| **B — kit of small authored bases** | Same as A but parts are not only `prism/box/capsule/torus/sphere` — 15-20 curated low-poly bases deformed by `sides/round/elong/tilt/notch/hollow` | Kit + Identity deformers + palette materials |
| **C — actor library (explicitly deferred but designed for)** | Named actors (characters/vehicles/structures) assembled from B, with skeletons/poses, one per track as the protagonist body | `actors/` library, `ActorGenerator` (this epic), kit |
**This plan designs and builds A, prototypes B, and leaves C as a growing library that requires no infra change.**
---
## 2. The actor / model generator — the centre of the epic
Everything else in the plan is scaffolding for this.
### 2.1 Contract
```js
// src/actors/ActorGenerator.js (new, pure, no three.js import at generation time)
import { Rng } from '../engine/rng.js';
export const ACTOR_ARCHETYPES = [
'monolith', // one large solid — the protagonist body, Stage A
'swarm', // many small chorus instances — already exists as chorus, now as meshes
'walker', // articulated: two or three hinged parts, analytic gait ← C
'vehicle', // chassis + orientation axis, verges/streaming motion ← C
'structure', // ground-anchored, heightfield-aware ← C
];
export function generateActor({ summary, rng, archetype, personality, identity }) {
// returns ActorSpec — data, not scene graph
}
```
**Inputs** (mirrors `generatePersonality`/`generateIdentity`):
- `summary` (`FeatureTrack.summary`: `meanCentroid`, `meanFlatness`, `bpm`, `dynamicRange`, `meanLoudness`, `sections`) — tilts centres, never decides.
- `rng` — a fork (`rng.fork('actor:'+archetype)`), so adding an actor does not shift any decision made after it (same rule as `rng.fork('form')` in `Identity.js:311`).
- `archetype` — optional; when absent the generator picks one weighted by audio.
- `personality` + `identity` — so the actor IS the song's cast (same `sides/round/elong/tilt/notch/hollow`, same `SOLIDS`/`SYMMETRIES`/`FORM_OPS`, same `ink`/`lattice` family). The geometry is the signature form made concrete — same sides/rounding/tilt as `Personality.shape`, plus notches/hollows that turn a shape into a character. `identityUniforms(identity, shape)` already does the `shape→cast` reconciliation; the actor does it at the mesh level.
**Output — `ActorSpec` (serialisable, hashable, no live objects):**
```js
{
archetype, seed, // for HUD + determinism proof
form: { parts, symmetry, symmetryN, blend, depth, chorus }, // from generateForm, or a kit variant
kitRef: null | { id, deform: { sides, notchN, hollow } }, // Stage B
rig: null | { joints: [{ parent, axis, range, phase, ratio }], gait: 'walk'|'sway'|'roll' },
paletteMap: [0,1,2,3], // which ActorSpec part reads which palette entry
scale: { base: number, spread: number }, // maps to stageScale() / stageNode.z
placement: { latticeKind, spread, jitter }, // reconciled with Identity.lattice
motion: { orbitRate, spin, bobAmp, bobRate }, // analytic, f(t,seed) — no integration
}
```
An `ActorSpec` is data. The stage that consumes it decides *where* to put it (`stageNode`) and *when* it moves (`timeline.time`), but it never invents *what* it is.
### 2.2 How songs get different actors
Same arrangement as `Personality`: **audio sets the centre, seed picks within it.**
- `angular = clamp01(noisy*0.6 + fast*0.3 + rng.range(-0.25,0.25))`
- `intricate = clamp01(busy*0.5 + bright*0.3 + rng.range(-0.3,0.3))`
- `solid = clamp01(0.5 - dynamic*0.4 + rng.range(-0.25,0.25))`
These already drive `castMember`/`generateForm`. The actor inherits them — so a bright, intricate track gets a notched, multi-part actor and a dark, sparse one gets a monolithic round one — but two seeds on one song still land in different places inside that region. **Two different songs are different actors; two seeds on one song are different readings of the same actor family.**
Applied to kit deformation (Stage B): the kit base mesh is chosen from `assets/kit/` (see §7), then its vertices are displaced by the same `sides/notchD/hollow` that `castSDF` uses — so the mesh keeps the song's silhouette exactly as the shader does.
### 2.3 Relation to `Identity.form`
Not a replacement. `Identity.form` is the artifact the shaders already consume via `FORM_PREAMBLE` (`castSDF3`/`castSolid`/`castMarch`/`castLit`). The actor generator is the mesh-side twin that produces a `BufferGeometry` from the *same* `form`:
```
Identity.generateForm ─┬─► shader: FORM_PREAMBLE (SDF, imposter)
└─► mesh: actorToGeometry(form, kitRef) (this epic)
```
A track that brought no assembly (`u_formCount==0`) still renders correctly: `formSDF` falls back to `formPrism` extruded, `actorToGeometry` falls back to `extrudeCastProfile(identity.cast.protagonist)`.
The actor's `parts` array has exactly the same layout as `Identity.form.parts` (`offset xyz | kind`, `scale xyz | op`, `yaw/pitch/round`) so `formPartRows` and `actorToGeometry` consume the same rows. Adding an actor archetype never changes `formPartRows` width (`MAX_FORM_PARTS × 3 vec4`).
### 2.4 Library growth (Stage C) without infra change
```js
// src/actors/library/monolith.js, walker.js, vehicle.js, ...
export const monolith = {
archetype: 'monolith',
traits: ['shape','space'], // which personality traits it can express
consumes: ['form','ink','staging'],
// a function that maps an ActorSpec → THREE.Group, analytic f(t)
instantiate: ({ spec, THREE, palette, identity }) => Group,
};
```
A new actor is a file plus a registry entry, exactly like a new shader scene. The look generator casts actors the way it casts scenes (`signatureAffinity`/`signatureWeight`), and a stage declares which archetype it wants (`actor: 'walker'`). The migration recipe (cf. `MIGRATION.md`) gains a Stage C appendix: replace `castSolid` imposter loop with `actorInstancedMesh` loop.
No new uniform type is needed. An actor that needs to vary per instance beyond what `form` already varies (e.g., walker gait phase) gets it via `InstancedBufferAttribute` seeded from `stageNode` + `ActorSpec.seed`, still analytic.
---
## 3. Architecture
### 3.1 `Renderer` — depth-aware targets
Today `createTarget(w,h,{depth, float})` allocates depth only for `layerTarget` and discards it on `blit`.
New:
```js
// src/engine/Renderer.js
createDepthTarget(w,h) // RGBAFormat + DepthTexture (UnsignedInt24)
renderScene(scene,camera,target,{clear, withDepth:true})
getDepthTexture() // shared depth of last model pass
```
`Compositor` keeps one depth texture per slot if any active layer is `kind:'model'|'layer3d'`. Pure shader stacks keep the current `Copy/Blend` path unchanged.
### 3.2 `Layer` — introduce `ModelLayer` (do not overload `SceneLayer`)
```js
// src/engine/Layer.js
class ModelLayer extends Layer {
// module: { kind:'model', build({scene,camera,seed,params,THREE,actorSpec,formMesh})
// update({instance,scene,camera,timeline,features,params,palette,
// personality,framing,opacity,actorSpec,THREE}) }
// - scene is a THREE.Group owned by the layer
// - camera is borrowed from Compositor.sharedCamera (see 3.3), not per-layer
// - actorSpec is the ActorSpec for this stage (or null for kit-free Stages A)
// - formMesh(kind, opts) -> BufferGeometry from Identity form
}
```
Keep `ShaderLayer` and `SceneLayer` as-is. `particles.js` stays `layer3d`. `ModelLayer` is for meshes. `createLayer` dispatches on `kind`.
`build()` runs once, seeded. `update()` is analytic per frame: no `position += velocity*dt` (same rule as `particles.js:3` header). `dispose()` disposes geometries/materials.
Injected helpers:
- `formToGeometry(part, identity)` — one `form.parts[i]` + `cast` profile → `BufferGeometry`. V1 is `ExtrudeGeometry` of the `castSDF` profile (`castMain(q/rr)*min(rr)` → 2-D outline → extrude by `u_formDepth`), or `LatheGeometry` for round forms. No marching cubes in V1.
- `actorToGeometry(actorSpec, palette)` — the mesh path of §2.3. Handles both primitive assembly and `kitRef` deformation.
- `paletteMaterial(index, {roughness, metalness})``MeshStandardMaterial` wired to `palette[index]` via `color.set(palette[i])`; `inkValue` grade still runs in `COMPOSITE_FRAG` so posterize/hollow still affect meshes via the grade pass. Kept separate from lighting: two stages that both march the protagonist must agree which way the key light points (same rationale as `castLit`).
### 3.3 Camera — one shared rig, not N cameras
Today each `SceneLayer` owns its `PerspectiveCamera`. That breaks shared depth and makes `gaze` diverge per layer.
New: `Compositor` owns `sharedCamera: PerspectiveCamera(60, aspect, 0.1, 200)` + `sharedScene` root for the depth prepass. `ArcDriver._framingAt` + `gazeAt` drive it centrally:
- `scale` → dolly `z = baseZ / scale` (centralise `particles.js:149`'s `4/scale`).
- `shift` → camera `x,y` (or `lookAt` offset).
- `Personality.camera` (`driftAngle/driftRate/sway/swayRate/spin/horizon`) → same sinusoids as `sigCamera` but as translation/roll: `pan = 20*sin(t*0.05)`, `x = cos(driftAngle)*driftRate*pan + sin(t*swayRate)*sway + shift[0]`, `z` roll `spin*t`, `lookAt(x, y, -depth*0.4)` (mirrors `particles.js:152-166`, now shared).
- `u_sigHorizon` → ground `y = sigHorizonY()` so shader ground and mesh ground agree (already shared by `pylon-grid`, `synthwave-run`).
Shader layers that need depth-aware occlusion sample shared depth via opt-in uniform `u_sceneDepth` (module field `readsDepth:true`, which excludes it from `canGround` — a `prev()`-like entanglement, same as `readsHistory`).
### 3.4 `shader-contract.js` — keep, add sibling
`FORM_PREAMBLE` stays for shader impostors — it is the fallback when `u_formCount==0` and the opt-in that keeps `checks.html` distinctness sweep cheap (only `consumes.includes('form')` scenes pay the compile — measured as minutes saved). Add:
```js
export const MODEL_PREAMBLE = `...` // JS-side helpers only; NOT appended to fragment shaders
```
Shader scenes unchanged. Model scenes do not include fragment preamble.
New module fields (handled by `params/schema.js` + `scenes/surface.js`):
- `readsDepth: true` → shader samples `u_sceneDepth`; implies `canGround()==false`.
- `actor: 'monolith'|'swarm'|...` → stage requests an `ActorSpec` of that archetype.
### 3.5 Staging / lattice → world space
Reuse `stageNode(i,n)` directly: `xy ∈ [-1,1] → worldXZ`, `z (scale) → instance scale`, `+ sigHorizonY()*0.3 → ground offset`. `procession.js:47`'s loop
```glsl
vec3 node = stageNode(fi, total);
float scale = mix(1.0, 0.35, back*u_recede) * node.z;
```
becomes ~10 lines of `InstancedMesh` setup in `ModelLayer.build()` with the same `palette[i%N]`, `inkMask`→`paletteMaterial`, `stageScale()` mapping. Near/far LOD swaps `InstancedMesh` count, not geometry cost.
`look/stack.js` stays: slot 0 = ground (canvas) — now a plane/heightfield mesh when the subject is `model`; slot ≥1 = instanced subjects on it. Keep `blend:'normal'|'lumakey'` for shader+mesh composite; add `blend:'depth'` (depth-tested, no blend) when two model layers share `sharedCamera`.
### 3.6 Assets
- `src/assets/kit/` — 15-20 glTFs, <50KB gzipped each, Draco-compressed, single material slot. `THREE.GLTFLoader` + `DRACOLoader`, cached by `ArcDriver.layerCache` key, prewarmed in `Show.prewarm()` (fetch + `renderer.compileScene`). Budget: one stage loads 3 kit pieces. Growth path for Stage C is just adding files here.
- `src/assets/models/` — reserved for bespoke heroes (C), not V1.
- Deformation: kit vertices displaced by `sides/notchD/hollow` via a small vertex shader driven by the same uniforms shaders already read, so a seek is still exact.
### 3.7 Post
Keep bloom/feedback/grade. Add opt-in behind flags (off by default):
- Contact shadows — one `PCFSoftShadowMap` directional light, `shadowMap.enabled` only when a `model` layer is active.
- SSAO — `three/examples/jsm/postprocessing/SAO` between `accum` and `feedback`, disabled at 720p preview, enabled at 1080p export.
- DOF — `COMPOSITE_FRAG` switch reading shared depth, driven by `framing.scale` (close-up = shallow DOF).
---
## 4. What the first 3D stages are
Not "a 3D scene" — rebuilds of existing scenes measured A/B, so the variety instrument can see what moved.
1. **Pylon Field 3D** — Replace `pylon-grid.js:83-169` SDF imposter loop (`castSolid`/`castChorusSolid` per pylon with `castTurn` + bounding-sphere `member*1.3` + `painted` first-wins) with `InstancedMesh` for crowns + stacked `InstancedMesh` for legs. Ground is a plane at `hy = sigHorizonY()`. Proves chorus-stacked legs are more legible as meshes (current bottom-third crop 22.2/255 vs 13.4 with strut; whole-frame currently 0.132 vs flat 0.141 — expect the crop to finally move the frame score once depth is real). Uses `ActorSpec(archetype:'structure')`.
2. **Synthwave Corridor (ground + passers as meshes)** — Grid stays shader (`perspective = 1/(horizon - p.y)`, `abs(p.x*perspective)<0.8 → roadHalf = 0.8*(horizon-py+0.05)`, verge `roadHalf+psize*0.92+gap`, `bound=dot(p-passPos,p-passPos)/psize²`) but passers (`castChorus` verges) become `InstancedMesh` of `ActorSpec(archetype:'vehicle')` streaming on verges; hero `castSolid` at `heroPos = (sin(t*0.08)*0.18, -0.68+bob)` becomes `ActorSpec(archetype:'monolith')` mesh with real shadow ellipse (currently faked at `synthwave-run.js:179`).
3. **Assembly Stage** — One protagonist `Mesh` (full `form` assembly via `actorToGeometry` + `SYMMETRIES` as `InstancedMesh` folds, cf. `formFold`) on a `stageNode` chorus field. Camera orbits via `gaze` (shift + dolly, not just screen shift). This is the "solid's outline changes as it turns" promise from `Identity.js:112`.
All three: `consumes:['form','ink','staging']`, `traits:['shape','space','camera']`, `actor:'…'` and declare `slowAxis` on `count/spread/columns` so the slow-axis journey is measurable. Kit variants of (1) and (2) are the first B prototypes (swap `formToGeometry` primitive for `kitRef`).
---
## 5. Phased rollout
### Phase 0 — infra, no visual change (1-2 days)
- `Renderer.createDepthTarget`/`renderScene` with depth, `Compositor.sharedCamera/sharedDepth`, `ModelLayer` skeleton, `formToGeometry` stub (extruded `cast` profile), `Show.prewarm` preloads kit manifest, `ActorGenerator` pure module with monolith archetype.
- **Gate:** `npm run lint:scenes` + `checks.html?phase=4` (first-render determinism) green; `grep` still clean (`Math.random`/`performance.now`/`Date.now` only in allowed spots); dual-resolution diff still passes.
### Phase 1 — form → mesh (2-3 days)
- `Identity.form → actorToGeometry` (extrude of `castSDF` profile + `u_formDepth`; `box/capsule/torus` as primitives; `sminForm`/`formFold` mirrored in JS for assembly). Pylon 3D variant behind `?modelPylon=1` for A/B screenshots.
- **Gate:** `checks.html?variety=1` — pylon bottom-third crop variety must rise (replicates `pylon-grid.js:41` measurement) without whole-frame collapsing; `phase12` seed variety still computable.
### Phase 2 — two stages ship (3-4 days)
- `src/scenes/stage/pylon-field-3d.js` + `src/scenes/stage/synthwave-corridor.js` (registered in `src/scenes/registry.js` as new modules, family `structural`). `LookGenerator` casts them like any `structural` scene (`DIRECTORS` already weight that family). `ActorGenerator` now serves `monolith`/`structure`/`vehicle`/`swarm`.
- **Gate:** `filmstrip.html` 30s probes not interchangeable stills; `phase12` (seed variety) not regressed; `checks.html?scene=Pylon%20Field%203D` — trait/ink/staging gates green; `decompose` identity component rises.
### Phase 3 — kit + materials (when Phase 2 measures well, 2-3 days)
- `src/assets/kit/` (15 pieces), `paletteMaterial`, kit deformation by `sides/notch/hollow` (vertex displacement driven by identity uniforms). One new stage uses kit pieces as chorus.
- **Gate:** `tools/build-song-bank.js` still builds, `src/scenes/metadata.json` regenerated via `gallery.html → refresh metadata`, `surfaceOf` re-derived for kit stages (`ASSUMED_COVERAGE=0.15` no longer needed for them); `phase6` `canGround` still holds.
### Phase 4 — depth polish, opt-in (1-2 days, flag-guarded)
- Shadows, SSAO, DOF behind `look.post` flags (`post.shadows`/`post.ssao`/`post.dof`). Enabled by `Story` tension (climax gets DOF, resolution gets haze), never by default. Fallback: `ModelLayer` renders `castSolid` impostor if `capabilities.isWebGL2===false` or `maxTextureSize<2048`.
- **Gate:** dual-resolution diff (`uv/p` vs pixels) exact — any `u_resolution`-dependent shadow bias fails it; `phase5` feedback stability still 10k frames; export still `mp4-muxer` A/V sync within one frame.
### Phase 5 — library growth (ongoing, Stage C)
- `src/actors/library/` grows by adding files — `walker`/`vehicle`/`structure` archetypes, articulated rigs (analytic `sin/cos` gait, no physics). MIGRATION.md gains Stage C appendix: `castSolid` loop → `actorInstancedMesh` loop. `tools/new-scene.js --model` scaffolds `ModelLayer`; `tools/new-actor.js --archetype` scaffolds `ActorSpec`.
- **Gate per actor:** same as `HOWTO-visualizers.md#verify``lint:scenes`, `checks.html?scene=`, then full suite before batch commit.
---
## 6. Tooling & checks
- `tools/new-scene.js --model` scaffolds `ModelLayer` ( `kind:'model'`, `consumes`, `traits`, `actor`, `slowAxis`, `build`/`update` stubs that already map `stageNode` + `castTurn` as quaternions + `instanceMatrix.needsUpdate`).
- `tools/new-actor.js --archetype=walker` scaffolds `ActorSpec` + `src/actors/library/<name>.js` + registry entry; bakes name-derived constants so two fresh actors are not twins.
- `tools/lint-scenes.js` adds: `kind:'model'` must have `build`+`update`, must not declare `shader`; `readsDepth` scenes can't be `canGround`; `actor` must be a known archetype; `rate:true` exclusion still enforced (for `orbitRate` etc.); trait evidence checked for model scenes too.
- `checks/scene-gate.js` — model scenes excluded from fragment-only distinctness compile sweep (they have no fragment shader), included in `variety` via WebGL readback.
- `src/scenes/metadata.json` — add `kind` + `actor` to rows so `surface.js` does not pessimistically assume `ASSUMED_COVERAGE=0.15`. Measure kit stages like shader stages (`gallery.html → refresh metadata`).
---
## 7. What to decide at planning review
1. **Depth scope:** depth *between* layers (ground mesh behind shader subject) vs *within* a layer (one `ModelLayer` owns the whole 3D world). This plan picks **within a layer, composited at 2.5-D** — one 3D stage is one world, still stacked over a shader ground if needed via `lumakey`. Cheaper than a global scene graph, preserves `stack.js`/`groundPersonalityFrom`/`groundCoverageOf` logic.
2. **Kit on day one?** Recommendation: **no** — Stage A proves the pipeline with primitives; B adds kit once A measures well. Tentative kit shortlist: extruded profile, rounded box, capsule, torus, cone, low-poly teapot/monkey/icosphere as deformation targets.
3. **First stage to convert:** **Pylon Field** (proven variety story, clean ground plane, already documents the silhouette-vs-solid trade and has a crop measurement to beat).
If approved, this becomes `PLAN.md §15` + `HOWTO-visualizers.md` Appendix C + `MIGRATION.md` §C and the first commit is Phase 0.
---
## 8. Risks & mitigations
| Risk | Mitigation |
|---|---|
| **Compile/link hitches** — each `ModelLayer` brings programs for shadow/SSAO/palette materials | `ArcDriver.prewarm` + `Compositor.prime` already exist; add `renderer.compileScene(sharedScene,sharedCamera)` there. Measure on `checks.html?phase=4`. |
| **Mobile / low-end GPU** — instancing helps but shadows/SSAO hurt | Shadows/SSAO off by default; `ModelLayer` falls back to `castSolid` impostor when `isWebGL2===false` or `maxTextureSize<2048`. |
| **Variety regression** — mesh fills silhouette uniformly vs stamped `inkMask`'s `flat/hatch/stipple/halftone/hollow` swing (already measured: pylon whole-frame 0.132 vs flat 0.141, `pylon-grid.js:41`) | Keep far rows as impostors or add `inkPattern` to `castLit` only for distant instances; keep imposter LOD for far field (already documented as the deliberate trade). |
| **Determinism**`InstancedMesh` + `lookAt` per frame can introduce order-dependent float error | Matrices set analytically from `timeline.time` + `seed`, `instanceMatrix.needsUpdate=true`, no `updateMatrixWorld` accumulation. Same rule as `particles.js:116` `fract(depthSeed + t*...)`. |
| **Palette coherence**`MeshStandardMaterial` doesn't read `u_colors` | `paletteMaterial` bakes `pal(i)` at `setPalette` time; `inkValue` posterize still runs in `COMPOSITE_FRAG` outline pass. |
| **Actor homogenisation** — one `ActorGenerator` style becomes the house actor | Five archetypes + audio-tilted weights + per-actor `rng.fork`, same defense as `DIRECTORS`/`SIGNATURE_WEIGHTS`. Measure actor census (`tools/cast-census.js` extended) alongside scene census. |
| **Stage C scope creep** — library wants rigs/physics before the rig is proven | Gate Stage C behind Phase 2 numbers; articulated walkers are Phase 5, gated per-actor like scenes. No physics — analytic `sin/cos` gaits only. |
---
## 9. Validation — how we know it worked
Carries forward the gates from `PLAN.md §11`, `EPIC-2 §4`, `EPIC-3 §9a`, `EPIC-4 §6`.
| What | Gate |
|---|---|
| **Determinism** | `phase4` still green: fresh-engine frame vs later render ≤1 LSB (`max channel delta ≤1`), `prime()` still required (measured 10 bad frames on heaviest scene without it). |
| **Framing** | Resolution independence survives (`dual-resolution diff`), `framing.shift/scale` visible on model stages (render delta > floor), determinism + gaze still pure `f(frame)` (`ArcDriver` memoised on rounded `reveal`/`shift`). |
| **Variety** | `decompose` identity component non-zero and ≥ container component (cf. `MIGRATION.md:257` `identity 158% of container` after 18 scenes); `floor` still bounded by `GROUND_FLOOR_MIN`; `direction` still >0 over `arcless ref`. |
| **Composition** | `composition — a rendered section is neither black nor blown out` still two-ended (painted ≥88% mean / darkest ≥43%, clipped median 0% / worst ≤21%) — ground mesh must not reintroduce the `hollow` 2% failure or the `screen`-as-default 24% clipping. |
| **Per-scene** | `checks.html?scene=` 10-line battery for each new model stage (renders/animates/deterministic/distinct/param-sweep/flash-rate/trait evidence/consumes). |
| **Per-actor** | `ActorGenerator` census: 6-12 songs × 2 seeds, each archetype appears, no actor within 0.03 of another in identity distance; two seeds on one song produce different `ActorSpec.parts` order but same family (measured like scene census). |
| **Performance** | Full stack 60fps at preview; per-layer GPU cost budgeted; 10k-frame feedback stability; export A/V sync within one frame. Model layers report `InstancedMesh` count and `attribute.needsUpdate` churn. |
---
*Forked from `party-stage` by copying what was useful, then detached — no imports across the boundary. This epic keeps that rule: every new file lives under `flow-state/`, every new concept is data (`ActorSpec`/`paletteMap`/`rig`) before it is code, and every gate that exists today still runs unchanged.*

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@ -0,0 +1,216 @@
// The cast with bodies.
//
// Identity gives the song a silhouette — sides, notches, hollows — and a solid
// assembly (form) the shaders can march as SDF. This module gives the same song a
// MESH: an ActorSpec that a ModelLayer can turn into BufferGeometry with
// actorToGeometry, and later a library of named actors (Stage C) will grow on
// top of it without changing the infra.
//
// Pure module: no three.js, no DOM, no wall-clock. Analytic like particles.js —
// motion is f(t,seed), never integration, so seek === playback and preview ===
// export. Seeded off the look seed via rng.fork('actor:...'), so adding an actor
// never shifts a decision made after it (same rule as rng.fork('form') in
// Identity.js:311).
//
// Audio tilts the centre, seed picks within — same arrangement as
// generatePersonality/generateIdentity: two songs land in different regions,
// two seeds on one song land in different places inside one region.
import { generateIdentity, SOLIDS, SYMMETRIES, FORM_OPS, MAX_FORM_PARTS } from '../look/Identity.js';
export const ACTOR_ARCHETYPES = ['monolith', 'swarm', 'walker', 'vehicle', 'structure'];
/**
* Which archetypes suit which section kind as a per-track lean, not a rule.
* Kept small and audio-tilted so every archetype stays reachable for every
* track, the way directors.js keeps every director reachable.
*/
const ARCHETYPE_WEIGHTS = {
monolith: 3, // one large solid — the default protagonist body
swarm: 2, // many small chorus instances
walker: 1, // articulated: two/three hinged parts, analytic gait (Stage C)
vehicle: 1, // chassis + orientation axis, streaming motion (Stage C)
structure: 2, // ground-anchored, heightfield-aware (Stage C)
};
const clamp01 = (x) => Math.max(0, Math.min(1, x));
/**
* Generate one actor data, not scene graph.
*
* @param {object} opts.summary FeatureTrack.summary
* @param {import('../engine/rng.js').Rng} opts.rng forked for this actor
* @param {string} [opts.archetype] when absent, picked weighted by audio
* @param {object} [opts.personality] look.personality for shape reconciliation
* @param {object} [opts.identity] look.personality.identity
* @returns {object} ActorSpec serialisable, hashable
*/
export function generateActor({ summary, rng, archetype = null, personality = null, identity = null }) {
const s = summary || {};
const bright = s.meanCentroid ?? 0.5;
const noisy = Math.min(1, (s.meanFlatness ?? 0.2) * 3);
const fast = clamp01(((s.bpm ?? 120) - 80) / 80);
const dynamic = clamp01(s.dynamicRange ?? 0.5);
const sections = s.sections ?? 4;
const busy = clamp01((sections - 2) / 5);
// Audio sets the centre, seed picks within — mirrors Identity.generateIdentity.
const angular = clamp01(noisy * 0.6 + fast * 0.3 + rng.range(-0.25, 0.25));
const intricate = clamp01(busy * 0.5 + bright * 0.3 + rng.range(-0.3, 0.3));
const solid = clamp01(0.5 - dynamic * 0.4 + rng.range(-0.25, 0.25));
if (!archetype) {
const noisyW = 0.5 + noisy * 1.2;
const weights = ACTOR_ARCHETYPES.map((a) => {
let w = ARCHETYPE_WEIGHTS[a] || 1;
if (a === 'walker' || a === 'vehicle') w *= 0.6 + noisyW * 0.4;
if (a === 'structure') w *= 0.6 + (1 - noisy) * 0.6 + dynamic * 0.4;
return w;
});
archetype = rng.pickWeighted(ACTOR_ARCHETYPES, weights);
}
// The solid assembly — same rows the shaders march, so the mesh and the
// impostor are the same character. Reuses Identity.generateForm via a
// derived identity when one was not supplied (checks, unit tests).
let form;
if (identity && identity.form) {
form = identity.form;
} else {
// Derive a throwaway identity just to get a form; forked so the main
// identity stream is untouched when this path is used in isolation.
const derived = generateIdentity(s, rng.fork('actor:form'), sections);
form = derived.form;
// Keep the cast family in sync with the supplied personality shape when
// both exist — mirrors identityUniforms(identity, shape) reconciliation.
if (personality && personality.shape && identity === null) {
identity = derived;
}
}
// Kit reference — Stage B. Null in Stage A, which uses primitives.
const kitRef = null;
// Rig — Stage C. Null until walker/vehicle get articulated.
let rig = null;
if (archetype === 'walker' || archetype === 'vehicle') {
// Stub rig: one hinge, analytic gait params — enough to prove the
// ActorSpec shape without requiring a skeleton system.
const joints = archetype === 'walker'
? [
{ parent: -1, axis: [0, 1, 0], range: rng.range(0.3, 0.9), phase: rng.range(0, Math.PI * 2), ratio: 1 },
{ parent: 0, axis: [1, 0, 0], range: rng.range(0.2, 0.6), phase: rng.range(0, Math.PI * 2), ratio: 0.6 },
]
: [
{ parent: -1, axis: [0, 1, 0], range: rng.range(0.15, 0.45), phase: rng.range(0, Math.PI * 2), ratio: 1 },
];
rig = { joints, gait: archetype === 'walker' ? 'walk' : 'roll' };
}
// Which palette entry each part reads — seeded, so two actors on one track
// differ in colour rhythm even when their forms coincide.
const paletteMap = form.parts.map(() => rng.int(0, 3));
// Scale reconciled with Identity.lattice.elementScale so mesh size agrees
// with stageNode.z. Base is the song's elementScale-derived size; spread
// is how much the actor's own parts vary.
const elementScale = identity ? identity.lattice.elementScale : 0.35;
const scale = {
base: elementScale,
spread: clamp01(0.15 + intricate * 0.6 + rng.range(-0.2, 0.25)),
};
const placement = identity ? {
latticeKind: identity.lattice.kind,
spread: identity.lattice.spread,
jitter: identity.lattice.jitter,
} : { latticeKind: 'scatter', spread: 0.7, jitter: 0.3 };
const motion = {
orbitRate: rng.range(0.08, 0.45),
spin: rng.range(-0.6, 0.6),
bobAmp: rng.range(0.005, 0.025),
bobRate: rng.range(0.3, 1.2),
};
return {
archetype,
seed: rng.seed >>> 0,
form,
kitRef,
rig,
paletteMap,
scale,
placement,
motion,
// Keep the audio-derived character alongside the spec so a HUD or
// check can report why this actor looks the way it does.
character: { angular, intricate, solid },
};
}
/**
* Generate the per-track actor set one ActorSpec per archetype, each from
* its own fork so the set is stable under reordering.
*
* @param {object} summary
* @param {import('../engine/rng.js').Rng} rng parent (look seed fork)
* @param {object} personality
* @param {object} identity
* @returns {Record<string, object>} archetype -> ActorSpec
*/
export function generateActorSet(summary, rng, personality = null, identity = null) {
const set = {};
for (const arch of ACTOR_ARCHETYPES) {
set[arch] = generateActor({
summary,
rng: rng.fork(`actor:${arch}`),
archetype: arch,
personality,
identity,
});
}
return set;
}
/**
* Totally ordered actor-set summary for HUD / check output mirrors
* describeIdentity / describePersonality shape.
*/
export function describeActor(actor) {
if (!actor) return 'no actor';
const f = actor.form;
const parts = f ? `${f.parts.length}-part/${f.symmetry}${f.symmetry !== 'none' ? f.symmetryN : ''}` : 'no form';
const rig = actor.rig ? ` · rig ${actor.rig.gait} ${actor.rig.joints.length}j` : '';
const kit = actor.kitRef ? ` · kit ${actor.kitRef.id}` : '';
return `${actor.archetype} ${parts}${rig}${kit} · scale ${actor.scale.base.toFixed(2)}`;
}
export function describeActorSet(set) {
if (!set) return 'no actors';
return ACTOR_ARCHETYPES.map((a) => (set[a] ? describeActor(set[a]) : `${a}:—`)).join(' | ');
}
// Re-export for consumers that only need the constants without importing Identity.
export { SOLIDS, SYMMETRIES, FORM_OPS, MAX_FORM_PARTS };
// Convenience: deterministic hash of an ActorSpec's visible content — for
// determinism checks and census tooling.
export function hashActorSpec(spec) {
let h = 0x811c9dc5 >>> 0;
const mix = (n) => {
h ^= n & 0xff; h = Math.imul(h, 0x01000193) >>> 0;
h ^= (n >>> 8) & 0xff; h = Math.imul(h, 0x01000193) >>> 0;
};
mix(spec.seed);
for (let i = 0; i < spec.archetype.length; i++) mix(spec.archetype.charCodeAt(i));
if (spec.form) {
mix(spec.form.parts.length);
for (const p of spec.form.parts) {
mix(SOLIDS.indexOf(p.kind));
mix(Math.round(p.offset[0] * 100));
mix(Math.round(p.scale[0] * 100));
}
}
return h >>> 0;
}

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@ -0,0 +1,236 @@
// Mesh-side twin of Identity.form's SDF assembly.
//
// The shaders march the assembly as SDF (FORM_PREAMBLE / castSDF3). This module
// builds the same assembly as BufferGeometry for ModelLayer — so the mesh and the
// impostor are the same character, and a stage that was stamping castSolid can
// become a stage that instancing a mesh without inventing a new protagonist.
//
// Stage A uses primitives + extruded 2-D cast profile (prism). Stage B adds a
// kitRef path that deforms a curated glTF base by the same sides/notch/hollow
// params. Analytic: no integration, no wall-clock — f(t,seed) only, so seek ===
// playback exactly as particles.js requires.
//
// Kept small on purpose. A full marching-cubes SDF->mesh would be more general
// and is not needed for V1: Identity's solids are prism/box/capsule/torus/
// sphere, each of which has a direct THREE primitive.
import * as THREE from 'three';
// ------------------------------------------------------------------ cast SDF in JS
// Mirrors shader-contract.js castSDF verbatim so the 2-D profile sampled here
// matches the one the shaders stamp. Only the 2-D cast (not the 3-D assembly)
// is needed for prism extrusion.
function jsCastSDF(q, sides, rnd, elong, tilt, notchN, notchD, hollow) {
// rotate
const c = Math.cos(tilt), s = Math.sin(tilt);
const qx = c * q[0] - s * q[1];
const qy = s * q[0] + c * q[1];
const qx2 = qx / Math.max(elong, 0.05);
const qy2 = qy;
const r = Math.hypot(qx2, qy2);
const a = Math.atan2(qy2, qx2);
let d;
if (sides < 2.5) {
d = r - 1.0;
} else {
const seg = (Math.PI * 2) / sides;
const half = seg * 0.5;
let aa = a + half;
aa = aa % seg;
if (aa < 0) aa += seg;
aa -= half;
const folded = Math.cos(aa);
const poly = r * folded - Math.cos(half);
d = poly * (1 - Math.max(0, Math.min(1, rnd))) + (r - 1.0) * Math.max(0, Math.min(1, rnd));
// mix(poly, r-1, rnd) — same as GLSL mix(poly, r-1, clamp(rnd))
}
if (notchN > 0.5) d += notchD * Math.cos(notchN * a);
if (hollow > 0.001) d = Math.abs(d) - hollow * 0.35;
return d;
}
function sampleCastRadius(angle, cast, steps = 24) {
// Binary search outward along ray until SDF crosses zero.
let lo = 0, hi = 2.0;
// Find hi outside
for (let i = 0; i < 12; i++) {
const q = [Math.cos(angle) * hi, Math.sin(angle) * hi];
if (jsCastSDF(q, cast.sides, cast.round, cast.elong, cast.tilt,
cast.notchCount, cast.notchCount ? cast.notchDepth : 0, cast.hollow) > 0) break;
hi *= 1.5;
if (hi > 10) break;
}
for (let i = 0; i < steps; i++) {
const mid = (lo + hi) * 0.5;
const q = [Math.cos(angle) * mid, Math.sin(angle) * mid];
const d = jsCastSDF(q, cast.sides, cast.round, cast.elong, cast.tilt,
cast.notchCount, cast.notchCount ? cast.notchDepth : 0, cast.hollow);
if (d > 0) hi = mid; else lo = mid;
}
return (lo + hi) * 0.5;
}
/**
* Build a THREE.Shape from a 2-D cast profile (identity.cast.protagonist or
* chorus). Used for formPrism the profile extruded.
*/
export function castShape(cast, segments = 48) {
const shape = new THREE.Shape();
for (let i = 0; i <= segments; i++) {
const a = (i / segments) * Math.PI * 2;
const r = sampleCastRadius(a, cast);
const x = Math.cos(a) * r;
const y = Math.sin(a) * r;
if (i === 0) shape.moveTo(x, y);
else shape.lineTo(x, y);
}
// Hollow: punch a hole scaled down so the mesh keeps the song's hole.
if (cast.hollow > 0.001) {
const hole = new THREE.Path();
const hr = (1 - cast.hollow * 0.35) * 0.55;
for (let i = 0; i <= segments; i++) {
const a = (i / segments) * Math.PI * 2;
const x = Math.cos(a) * hr;
const y = Math.sin(a) * hr;
if (i === 0) hole.moveTo(x, y);
else hole.lineTo(x, y);
}
shape.holes.push(hole);
}
return shape;
}
// ------------------------------------------------------------------ per-part geometry
/**
* One part of an Identity.form assembly BufferGeometry.
*
* @param {object} part {kind, scale:[x,y,z], round}
* @param {object} identity look.personality.identity (for cast profile when prism)
* @param {object} [opts] { depthScale } extra extrusion depth multiplier
*/
export function formToGeometry(part, identity, opts = {}) {
const kind = part.kind || 'prism';
const sx = Math.max(1e-3, part.scale[0]);
const sy = Math.max(1e-3, part.scale[1]);
const sz = Math.max(1e-3, part.scale[2]);
if (kind === 'prism') {
const cast = identity && identity.cast ? identity.cast.protagonist : null;
if (!cast || !cast.sides) {
// Fallback: box when no cast profile
return new THREE.BoxGeometry(sx * 2, sy * 2, sz * 2);
}
const shape = castShape(cast, 48);
const depth = sz * 2 * (opts.depthScale ?? 1) * 0.6;
const geo = new THREE.ExtrudeGeometry(shape, {
depth,
bevelEnabled: true,
bevelThickness: part.round ? part.round * 0.15 : 0.02,
bevelSize: part.round ? part.round * 0.12 : 0.015,
bevelSegments: 2,
});
// Center depth so the part's origin stays at its supplied offset.
geo.translate(0, 0, -depth * 0.5);
// Scale to requested xy — shape was sampled at radius ~1.
geo.scale(sx, sy, 1);
return geo;
}
if (kind === 'box') {
return new THREE.BoxGeometry(sx * 2, sy * 2, sz * 2);
}
if (kind === 'capsule') {
const rad = Math.max(1e-3, Math.min(sx, sz));
const len = Math.max(1e-3, sy * 2);
return new THREE.CapsuleGeometry(rad, len, 8, 16);
}
if (kind === 'torus') {
const major = Math.max(1e-3, sx);
const tube = Math.max(1e-3, sz * 0.45);
return new THREE.TorusGeometry(major, tube, 16, 32);
}
if (kind === 'sphere') {
const rad = Math.max(1e-3, Math.min(sx, Math.min(sy, sz)));
return new THREE.SphereGeometry(rad, 16, 16);
}
return new THREE.BoxGeometry(sx * 2, sy * 2, sz * 2);
}
// ------------------------------------------------------------------ actor → geometry
/**
* ActorSpec THREE.Group. Stage A: assembly of formToGeometry clones under the
* actor's symmetry. Stage B will add kitRef deformation here without changing
* the caller.
*
* @param {object} actorSpec from ActorGenerator.generateActor
* @param {object} identity
* @param {typeof THREE} THREE
*/
export function actorToGeometry(actorSpec, identity, THREE_) {
const T = THREE_ || THREE;
const form = actorSpec.form;
if (!form || !form.parts.length) {
const g = formToGeometry({ kind: 'prism', scale: [0.6, 0.6, 0.35], round: 0.1 }, identity);
const m = new T.Mesh(g, new T.MeshStandardMaterial({ color: 0xffffff }));
const grp = new T.Group();
grp.add(m);
return grp;
}
const group = new T.Group();
const sym = form.symmetry || 'none';
const symN = Math.max(2, form.symmetryN | 0);
for (let i = 0; i < form.parts.length; i++) {
const part = form.parts[i];
const geo = formToGeometry(part, identity);
const addInstance = (offset, yaw, pitch, matOffset) => {
const mesh = new T.Mesh(geo, new T.MeshStandardMaterial({ color: 0xffffff }));
mesh.position.set(offset[0], offset[1], offset[2]);
mesh.rotation.set(pitch, yaw, 0);
// Keep material slot per part so paletteMaterial can recolour it
mesh.userData.partIndex = i;
group.add(mesh);
};
if (sym === 'radial' && symN > 1) {
for (let k = 0; k < symN; k++) {
const a = (k / symN) * Math.PI * 2;
const ox = part.offset[0] * Math.cos(a) - part.offset[2] * Math.sin(a);
const oz = part.offset[0] * Math.sin(a) + part.offset[2] * Math.cos(a);
addInstance([ox, part.offset[1], oz], part.yaw + a, part.pitch);
}
} else if (sym === 'mirror') {
addInstance(part.offset, part.yaw, part.pitch);
addInstance([-part.offset[0], part.offset[1], part.offset[2]], -part.yaw, part.pitch);
} else if (sym === 'stack') {
const h = 1.6 / symN;
const lim = (symN - 1) * 0.5;
for (let k = -lim; k <= lim; k++) {
addInstance([part.offset[0], part.offset[1] + k * h, part.offset[2]], part.yaw, part.pitch);
}
} else {
addInstance(part.offset, part.yaw, part.pitch);
}
}
return group;
}
/**
* Palette-aware material for a model part bakes pal(i) at setPalette time so
* MeshStandardMaterial agrees with shader pal()/inkValue grade.
*/
export function paletteMaterial(palette, index, opts = {}) {
const c = palette && palette.length ? palette[index % palette.length] : [1, 1, 1];
return new THREE.MeshStandardMaterial({
color: new THREE.Color(c[0], c[1], c[2]),
roughness: opts.roughness ?? 0.45,
metalness: opts.metalness ?? 0.1,
transparent: opts.transparent ?? false,
opacity: opts.opacity ?? 1,
});
}

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@ -71,6 +71,47 @@ export class Compositor {
this.bloomA = r.createTarget(bw, bh);
this.bloomB = r.createTarget(bw, bh);
this.outputTarget = r.createTarget(w, h);
// Shared perspective rig for model layers — one camera, one depth, so a
// ground mesh in one layer can occlude a subject in another. Created
// lazily here so existing shader-only stacks pay nothing extra.
this.sharedCamera = new THREE.PerspectiveCamera(60, w / h, 0.1, 200);
this.sharedCamera.position.set(0, 0, 5);
this.sharedDepthTarget = null; // allocated on demand when a model layer is active
}
/** Ensure the shared depth target exists at the current size. */
_ensureSharedDepth() {
if (this.sharedDepthTarget
&& this.sharedDepthTarget.width === this.width
&& this.sharedDepthTarget.height === this.height) return;
if (this.sharedDepthTarget) this.sharedDepthTarget.dispose();
this.sharedDepthTarget = this.renderer.createDepthTarget(this.width, this.height);
}
/** Drive the shared perspective rig from the current framing + gaze + personality. */
updateSharedCamera({ framing, personality, time }) {
const cam = this.sharedCamera;
const frame = framing || { scale: 1, shift: [0, 0] };
const dolly = 4 / Math.max(frame.scale, 0.05);
const pCam = personality ? personality.camera : null;
if (pCam) {
const pan = 20 * Math.sin(time * 0.05);
cam.position.set(
Math.cos(pCam.driftAngle) * pCam.driftRate * pan
+ Math.sin(time * pCam.swayRate) * pCam.sway + frame.shift[0],
Math.sin(pCam.driftAngle) * pCam.driftRate * pan
+ Math.cos(time * pCam.swayRate * 0.83) * pCam.sway + frame.shift[1],
dolly,
);
cam.rotation.z = pCam.spin * time;
} else {
cam.position.set(frame.shift[0], frame.shift[1], dolly);
cam.rotation.z = 0;
}
// Look slightly down the depth axis so a ground plane is visible.
cam.lookAt(cam.position.x, cam.position.y * 0.3, cam.position.z - 5);
cam.updateMatrixWorld();
}
_buildMaterials() {
@ -176,7 +217,10 @@ export class Compositor {
_primeLayer(layer) {
try {
if (layer.material) this.renderer.compileMaterial(layer.material);
else if (layer.scene && layer.camera) this.renderer.compileScene(layer.scene, layer.camera);
else if (layer.scene) {
const cam = layer.sharedCamera || layer.camera;
if (cam) this.renderer.compileScene(layer.scene, cam);
}
} catch (err) {
console.warn('[compositor] priming failed for', layer.module && layer.module.name, err);
}
@ -348,7 +392,9 @@ export class Compositor {
disposeTargets() {
[this.layerTarget, this.accumA, this.accumB, this.historyA, this.historyB,
this.bloomA, this.bloomB, this.outputTarget].forEach((t) => t && t.dispose());
this.bloomA, this.bloomB, this.outputTarget,
this.sharedDepthTarget].forEach((t) => t && t.dispose());
this.sharedDepthTarget = null;
}
dispose() {

View File

@ -317,7 +317,90 @@ export class SceneLayer extends Layer {
}
}
/**
* A 3D model layer the mesh twin of the shader impostor.
*
* Like SceneLayer it owns a THREE.Scene and receives build/update hooks, but
* its geometry comes from the song's ActorSpec (the mesh assembly), not from
* a hand-written point cloud. Determinism rule is the same: no integration,
* only analytic f(time, index, seed). See processors/meshes.js and
* src/actors/ActorGenerator.js.
*
* The camera is borrowed from Compositor.sharedCamera when one exists, so
* multiple ModelLayers share one perspective and one depth buffer that is
* what makes a ground mesh occlude a subject mesh from another layer.
* Falls back to its own camera when no shared rig is present (tests, solo
* preview), so existing SceneLayer behaviour is unchanged.
*/
export class ModelLayer extends Layer {
constructor(options) {
super(options);
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(60, 16 / 9, 0.1, 200);
this.camera.position.set(0, 0, 5);
this.actorSpec = options.actorSpec || null;
// Shared rig injected by Compositor at render time when available.
this.sharedCamera = null;
this.instance = this.module.build({
scene: this.scene,
camera: this.camera,
seed: this.seed,
params: this.baseParams,
actorSpec: this.actorSpec,
THREE,
});
}
/** Allow the look to swap the actor without rebuilding the layer. */
setActor(actorSpec) {
this.actorSpec = actorSpec || null;
return this;
}
render(renderer, target, ctx) {
const { timeline, features } = ctx;
const w = target ? target.width : renderer.width;
const h = target ? target.height : renderer.height;
// Use the compositor's shared camera when it has been injected; it is
// updated centrally from ArcDriver's framing/gaze so every model layer
// shares one perspective and one depth, and a ground in one layer can
// occlude a subject in another.
const cam = this.sharedCamera || this.camera;
if (cam.aspect !== w / h) {
cam.aspect = w / h;
cam.updateProjectionMatrix();
}
const resolved = this.resolveParams(features);
this.module.update({
instance: this.instance,
scene: this.scene,
camera: cam,
timeline,
features: features || {},
params: resolved,
palette: this.palette,
personality: this.personality,
framing: this.framing,
opacity: this.opacity,
actorSpec: this.actorSpec,
THREE,
});
renderer.renderScene(this.scene, cam, target, true);
}
dispose() {
this.scene.traverse((obj) => {
if (obj.geometry) obj.geometry.dispose();
if (obj.material) {
const mats = Array.isArray(obj.material) ? obj.material : [obj.material];
mats.forEach((m) => m.dispose());
}
});
}
}
export function createLayer(module, options) {
if (module.kind === 'model') return new ModelLayer({ module, ...options });
if (module.kind === 'layer3d') return new SceneLayer({ module, ...options });
return new ShaderLayer({ module, ...options });
}

View File

@ -55,6 +55,12 @@ export class Renderer {
stencilBuffer: false,
generateMipmaps: false,
});
if (options.depthTexture) {
target.depthTexture = new THREE.DepthTexture(width, height);
target.depthTexture.type = THREE.UnsignedIntType;
target.depthTexture.minFilter = THREE.NearestFilter;
target.depthTexture.magFilter = THREE.NearestFilter;
}
target.texture.wrapS = THREE.ClampToEdgeWrapping;
target.texture.wrapT = THREE.ClampToEdgeWrapping;
// Deterministic initial contents: never inherit whatever was in GPU memory.
@ -62,6 +68,11 @@ export class Renderer {
return target;
}
/** Depth-aware target for shared-depth compositing (Phase 5). */
createDepthTarget(width = this.width, height = this.height) {
return this.createTarget(width, height, { depth: true, depthTexture: true });
}
clear(target = null, r = 0, g = 0, b = 0, a = 1) {
const prev = this.gl.getClearColor(new THREE.Color());
const prevAlpha = this.gl.getClearAlpha();
@ -72,6 +83,11 @@ export class Renderer {
this.gl.setRenderTarget(null);
}
/** Depth sampled from the last shared-depth pass, if any. */
getDepthTexture(target) {
return target ? target.depthTexture || null : null;
}
/** Run a fullscreen shader pass. target === null renders to the canvas. */
blit(material, target = null) {
this.quadMesh.material = material;

View File

@ -966,6 +966,18 @@ vec3 castLit(vec3 n, vec3 rd) {
}
`;
/**
* Model-layer preamble JS-side helpers only, NOT appended to fragment shaders.
* ModelLayers are real three.js scenes; their geometry helpers live in
* src/actors/meshes.js. This export exists so the contract's MODEL layer has a
* named preamble the way FORM does, and so a scene declaring `form` vs a scene
* declaring `model` can be linted distinctly.
*/
export const MODEL_PREAMBLE = `
// ModelLayer geometry helpers — see src/actors/meshes.js
// formToGeometry / actorToGeometry / paletteMaterial
`;
const EPILOGUE = `
void main() {
vec2 uv = vUv;

View File

@ -221,20 +221,32 @@ export class ArcDriver {
return stack[slot] || null;
}
/** Resolve the ActorSpec for a layer, if the module requests one. */
_actorFor(module) {
const actors = this.look.actors;
if (!actors || !module || !module.actor) return null;
return actors[module.actor] || null;
}
/** One Layer per (section, variant, layer slot), built lazily and kept. */
_layerFor(sectionIndex, variant, slot = 0) {
const key = `${sectionIndex}:${variant}:${slot}`;
let layer = this.layerCache.get(key);
if (!layer) {
const spec = this._specFor(sectionIndex, variant, slot);
const actorSpec = this._actorFor(spec.module);
layer = createLayer(spec.module, {
params: spec.params,
seed: spec.seed,
opacity: spec.opacity,
blend: spec.blend,
actorSpec,
});
layer.setPalette(this.look.palette);
layer.setPersonality(this.look.personality);
// ModelLayers can have their actor swapped without being rebuilt — the
// mesh is imposter-free so the geometry can be re-bound live.
if (actorSpec && layer.setActor) layer.setActor(actorSpec);
this.layerCache.set(key, layer);
}
return layer;

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@ -25,6 +25,7 @@ import { derivePaletteArc, describePaletteArc } from './paletteArc.js';
import { deriveFramingStyle, describeFraming } from './framing.js';
import { deriveCamera, describeCamera } from './Camera.js';
import { deriveStory, storyForSection, NEUTRAL_STATE } from './Story.js';
import { generateActorSet, describeActorSet } from '../actors/ActorGenerator.js';
// Which families suit which section kind now comes from the track's DIRECTOR
// (look/directors.js) rather than from a constant here. The coupling it
@ -816,6 +817,10 @@ export function generateLook(track, {
// toward one camera the way it leans toward one family per kind, and the
// seed decides — see look/Camera.js.
const camera = deriveCamera(director, summary, rng.fork('camera'));
// The cast with bodies — one ActorSpec per archetype, seeded so a later
// library of actors (Stage C) grows without changing the infra. See
// src/actors/ActorGenerator.js — audio tilts the centre, seed picks within.
const actors = generateActorSet(summary, rng.fork('actors'), personality, personality.identity);
const { post, feedback } = derivePost(summary, rng.fork('post'), grain);
// Scenes eligible to be composited OVER a background. Same casting rule as
@ -887,6 +892,7 @@ export function generateLook(track, {
paletteArc,
framing,
camera,
actors,
grain,
post,
feedback,

View File

@ -66,6 +66,7 @@ export const REACTIVE_RESPONSES = ['linear', 'spike', 'smooth', 'inverse'];
* only stamps the flat profile declares `cast` and not this.
*/
export const ARTIFACT_NAMES = ['cast', 'ink', 'staging', 'form'];
export const ACTOR_ARCHETYPES = ['monolith', 'swarm', 'walker', 'vehicle', 'structure'];
/**
* Whether a scene's image depends on the FRAME BEFORE IT.
@ -303,10 +304,24 @@ export function validateModule(module) {
errors.push(`${id}: \`texture\` must be a number 0..2 — how much of the track's ` +
`surface grain this scene takes (1 = all, 0 = none)`);
}
const VALID_KINDS = ['fragment', 'layer3d', 'model'];
if (!VALID_KINDS.includes(module.kind)) {
errors.push(`${id}: unknown kind '${module.kind}' — expected ${VALID_KINDS.join('/')}`);
}
if (module.kind === 'fragment' && !module.shader) errors.push(`${id}: kind 'fragment' but no \`shader\``);
if (module.kind === 'fragment' && module.shader && !/vec4\s+scene\s*\(/.test(module.shader)) {
errors.push(`${id}: shader must define \`vec4 scene(vec2 uv, vec2 p)\``);
}
if (module.kind === 'model') {
if (typeof module.build !== 'function') errors.push(`${id}: kind 'model' needs a \`build()\` function`);
if (typeof module.update !== 'function') errors.push(`${id}: kind 'model' needs an \`update()\` function`);
if (module.actor !== undefined && !ACTOR_ARCHETYPES.includes(module.actor)) {
errors.push(`${id}: unknown actor archetype '${module.actor}' — expected ${ACTOR_ARCHETYPES.join('/')}`);
}
if (module.readsDepth && typeof module.readsDepth !== 'boolean') {
errors.push(`${id}: \`readsDepth\` must be boolean`);
}
}
const params = module.params || {};
const uniformNames = new Set();

View File

@ -39,7 +39,7 @@ const FORBIDDEN = [
];
// Directories whose output must be a pure function of (seed, params, frame).
const DETERMINISTIC_DIRS = ['engine', 'scenes', 'look', 'audio', 'params'];
const DETERMINISTIC_DIRS = ['engine', 'scenes', 'look', 'audio', 'params', 'actors'];
// Files legitimately allowed a wall clock: perf measurement, not image content.
const ALLOWED = new Set(['engine/perf.js']);