Ride: venue-owned camera (directCamera) + sidewalk passerby shot
Camera architecture: a module with directCamera:true drives its own rig inside update() (analytic f(timeline, seed, framing, venueState)); the shared rig is ignored for that layer only. ModelLayer prefers own camera, Show skips shared injection. Ride migrates its full grammar over (traverse, orbit, car tracking, jumps, clamp); Compositor ride branches removed. Chamber/stage unchanged on the shared path. Sidewalk shot: new ride-only 'passerby' plan target (breaths only, never climax, never twice running) plants a static roadside camera; the module drives the car +12 to -14 on driveT with the world frozen. Verified far-pass-away through the Show path; lint + 24 tests green.
This commit is contained in:
@@ -262,9 +262,11 @@ export class Show {
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? timeline.frame / (timeline.frameCount - 1) : 0,
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});
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// Inject the shared camera into each active model layer so they render
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// through one perspective and one depth buffer.
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// through one perspective and one depth buffer. Skipped for layers
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// whose module drives its own rig (directCamera) — injecting it
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// would be dead weight, and its presence must never change output.
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for (const l of sceneLayers) {
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if (l && l.module && l.module.kind === 'model') l.sharedCamera = this.engine.compositor.sharedCamera;
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if (l && l.module && l.module.kind === 'model' && !l.module.directCamera) l.sharedCamera = this.engine.compositor.sharedCamera;
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}
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}
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@@ -141,7 +141,9 @@ export class Compositor {
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const seed = (venue.seed >>> 0) || 1;
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const s1 = Math.sin(seed * 0.00013), s2 = Math.cos(seed * 0.00029);
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// Smaller rooms get a smaller walk: chamber is 22 wide, stage 44.
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const room = venue.archetype === 'chamber' ? 0.62 : venue.archetype === 'ride' ? 0.85 : 1.0;
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// (Ride drives its own rig now — see ride.directCamera — and never
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// reaches this path, but the table stays total over archetypes.)
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const room = venue.archetype === 'chamber' ? 0.62 : 1.0;
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const still = motion ? motion.stillness : 0.5;
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const churn = motion ? motion.churn : 0.25;
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// Planned room shots (see look/venueShots.js): absolute per-cue marks
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@@ -204,9 +206,7 @@ export class Compositor {
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// swapped; gliding through the old layout is the glitch).
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const lim = venue.archetype === 'chamber'
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? { x: 2.4, yLo: -0.2, yHi: 1.4, zLo: 0.8, zHi: 7.0 }
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: venue.archetype === 'ride'
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? { x: 4.0, yLo: -0.4, yHi: 2.2, zLo: -6.0, zHi: 6.0 }
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: { x: 4.0, yLo: -0.2, yHi: 2.0, zLo: 1.0, zHi: 9.0 };
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: { x: 4.0, yLo: -0.2, yHi: 2.0, zLo: 1.0, zHi: 9.0 };
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const isJump = framing.venueJump !== undefined && framing.venueJump !== null;
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if (isJump) {
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cam.position.set(
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@@ -218,48 +218,15 @@ export class Compositor {
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// Same traverse body as the legacy path below (walk + rise +
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// sway + gaze share): one body, two heads. The plan's per-shot
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// size scales the dolly (a close stands nearer).
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const baseZ = venue.archetype === 'chamber' ? 4.0 : venue.archetype === 'ride' ? 3.4 : 4.6;
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const baseZ = venue.archetype === 'chamber' ? 4.0 : 4.6;
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const sizeDolly = (planned.dolly && planned.dolly > 0) ? planned.dolly : 1.0;
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const dolly = (baseZ / Math.max(framing.scale, 0.05) - Math.max(0, push)) * sizeDolly;
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const rise = (trav - 0.5) * 0.9 * room;
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const shiftX = framing.shift[0] * 0.6;
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const shiftY = framing.shift[1] * 0.35;
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let px = walk * 1.5 * room + Math.sin(time * swayRate) * sway * 4 + shiftX + hx;
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let py = 0.35 + rise + Math.cos(time * swayRate * 0.83) * sway * 3 + shiftY + hy;
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let pz = dolly;
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if (venue.archetype === 'ride') {
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// Orbit the car once per video (~200° arc, seeded direction)
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// ON TOP of the traverse: the chase unit circles while it
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// pushes in, so angles genuinely change instead of the
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// camera shuffling on one side. Monotonic in progress — the
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// arc survives — and bounded by the same box below.
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// Radius tracks the shot dolly (wides orbit far, closes
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// near) with a floor that keeps the camera out of the
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// bodywork: the car is ~2 wide and ~3.5 long, and a 2.6
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// floor still put close-ups through the paint.
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const oDir = s1 >= 0 ? 1 : -1;
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const oAng = oDir * (0.5 + trav * 3.5);
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const oRad = Math.max(3.2, dolly);
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// Blend orbit with traverse by section energy of the gaze:
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// keep half the traverse so the walk's travel isn't lost.
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px = (px + Math.sin(oAng) * oRad) / 2;
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pz = (pz + Math.cos(oAng) * oRad) / 2;
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py = (py + (0.5 + Math.sin(trav * 6.28 + s2 * 3.0) * 0.9)) / 2;
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}
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// Minimum focus distance from the car (origin): blending can
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// still land the camera inside the paint, where a frame is
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// nothing but chassis. Push out along the xz ray, keep y.
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{
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const dx = px, dz = pz;
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const r = Math.hypot(dx, dz);
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const minR = venue.archetype === 'ride' ? 3.4 : 0;
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if (r < minR && r > 1e-4) {
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const k = minR / r;
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px = dx * k; pz = dz * k;
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} else if (r <= 1e-4) {
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px = minR; pz = 0;
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}
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}
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const px = walk * 1.5 * room + Math.sin(time * swayRate) * sway * 4 + shiftX + hx;
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const py = 0.35 + rise + Math.cos(time * swayRate * 0.83) * sway * 3 + shiftY + hy;
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const pz = dolly;
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cam.position.set(
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Math.max(-lim.x, Math.min(lim.x, px)),
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Math.max(lim.yLo, Math.min(lim.yHi, py)),
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@@ -267,25 +234,13 @@ export class Compositor {
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);
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}
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cam.rotation.z = pCam ? pCam.spin * time * 0.5 : 0;
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let lx = planned.look[0], ly = planned.look[1], lz = planned.look[2];
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if (venue.archetype === 'ride') {
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// Track the car: the orbit swings wide, and the planned look
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// alone lets the vehicle leave the frame (measured: empty-road
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// shots). Blend the plan's motive look with the car's analytic
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// position (same formula as the module sweep) so the chase
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// unit keeps its subject while still panning with motive.
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const carX = Math.sin(time * 0.133 + ((venue.seed >>> 0) || 1) * 0.001) * 1.1;
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lx = carX * 0.55 + lx * 0.45;
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ly = 0.3 * 0.55 + ly * 0.45;
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lz = -0.3 * 0.55 + lz * 0.45;
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}
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cam.lookAt(lx, ly, lz);
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cam.lookAt(planned.look[0], planned.look[1], planned.look[2]);
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cam.updateMatrixWorld();
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return;
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}
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// Close enough that the screen fills the frame: the chamber window is
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// 12 wide at z=-10.9, so z≈4 makes it ~40% of a 60° frame.
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const baseZ = venue.archetype === 'chamber' ? 4.0 : venue.archetype === 'ride' ? 3.4 : 4.6;
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const baseZ = venue.archetype === 'chamber' ? 4.0 : 4.6;
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const dolly = baseZ / Math.max(framing.scale, 0.05) - Math.max(0, push);
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// A story jump relocates the room camera for the section: the furniture
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// swapped at its start (see ArcDriver.venueJumpAt), so the camera
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@@ -312,7 +267,7 @@ export class Compositor {
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// walk cannot provide. Clamped to the room box: the test asserts
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// |x| < 2.6 and z in 0.4..8, and the bigger swing must not break it.
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const rise = (trav - 0.5) * 0.9 * room;
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const limX = venue.archetype === 'chamber' ? 2.4 : venue.archetype === 'ride' ? 4.5 : 4.0;
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const limX = venue.archetype === 'chamber' ? 2.4 : 4.0;
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cam.position.set(
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Math.max(-limX, Math.min(limX,
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walk * 1.5 * room + Math.sin(time * swayRate) * sway * 4 + shiftX + hx)),
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@@ -436,11 +436,14 @@ export class ModelLayer extends Layer {
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const { timeline, features } = ctx;
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const w = target ? target.width : renderer.width;
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const h = target ? target.height : renderer.height;
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// Use the compositor's shared camera when it has been injected; it is
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// updated centrally from ArcDriver's framing/gaze so every model layer
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// shares one perspective and one depth, and a ground in one layer can
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// occlude a subject in another.
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const cam = this.sharedCamera || this.camera;
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// Who drives the camera: a module with `directCamera: true` owns its
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// own rig outright — it drives `camera` inside update() and the shared
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// rig is ignored for this layer. Everything else borrows the shared
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// camera when injected (updated centrally from framing/gaze so model
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// layers share one perspective and one depth buffer), else its own.
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// Direct control is analytic like everything else: f(timeline, seed,
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// framing, venueState) — seek === playback still holds.
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const cam = (this.module.directCamera ? this.camera : (this.sharedCamera || this.camera));
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if (cam.aspect !== w / h) {
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cam.aspect = w / h;
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cam.updateProjectionMatrix();
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@@ -133,7 +133,7 @@ export function planVenueShots(cues, sections, archetype, style, isJump, rng, ga
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const prevMark = marks.length ? marks[marks.length - 1] : null;
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sectionSize = locked ? 'normal' : pickSize(prevMark, energy, story, style, rng);
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sectionTarget = pickTarget(prevMark, energy, story, rng,
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sectionTargets.map((t) => ({ target: t })));
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sectionTargets.map((t) => ({ target: t })), archetype);
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sectionTargets.push(sectionTarget);
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}
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const progress = n > 1 ? cue.index / (n - 1) : 0.5;
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@@ -190,11 +190,19 @@ function pickSize(previous, energy, story, style, rng) {
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* still crosses the frame — the walk passes it — it is just never the mark.
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* Rotation between the two (never three in a row) is the coverage.
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*/
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function pickTarget(previous, energy, story, rng, history) {
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function pickTarget(previous, energy, story, rng, history, archetype = null) {
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const last2 = (history || []).slice(-2).map((m) => m.target);
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const streak = last2.length === 2 && last2[0] === last2[1] ? last2[0] : null;
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const act = story.act || 'development';
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const tension = story.tension ?? 0.5;
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// Ride-only: a passerby section plants the camera at the roadside and lets
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// the car drive through the frame. Offered on breaths (setup/resolution,
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// quiet passages) — never twice running, never at the climax.
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if (archetype === 'ride' && act !== 'climax' && streak !== 'passerby'
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&& (act === 'setup' || act === 'resolution' || energy < 0.42)
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&& rng.bool(0.45)) {
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return 'passerby';
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}
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let pick;
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if (act === 'setup') pick = 'room';
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else if (act === 'resolution') pick = rng.bool(0.3) ? 'screen' : 'room';
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@@ -210,6 +218,17 @@ function pickTarget(previous, energy, story, rng, history) {
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/** Absolute camera mark for a (size, target): position + look point. */
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function placeMark(staging, size, target, jump, rng, progress = 0.5, gaze = null, roomSide = 1) {
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// Passerby (ride only): plant the camera on the shoulder and look back up
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// the road. The car enters far, drives to the camera and past it — the
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// module drives the car through on driveT, so pos/look here are static.
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// Shoulder side follows the video's roomSide: one consistent side all song.
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if (target === 'passerby') {
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const side = roomSide || 1;
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return {
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pos: [side * 3.6, 1.2, -2],
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look: [-side * 1.0, 0.2, 8],
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};
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}
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const clampTo = (v, lo, hi) => Math.max(lo, Math.min(hi, v));
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const { box, dolly } = staging;
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// Room visits alternate sides so consecutive room views face opposite
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@@ -304,12 +323,20 @@ export function venueShotAt(marks, cueIndex, frame, cueStartFrame, cueEndFrame =
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// the look (the furniture swapped; the path would glide through the old
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// room). The reported target stays the cue's (HUD motive), the look itself
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// is where the path is.
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const look = lookPathAt(marks, progress, cur.jump !== null ? cur : null);
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// Passerby holds its plant: the camera is a bystander, and any drift of
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// the look would read as a pan away from the road. driveT (0→1 across the
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// cue) is the car's cue — the module drives it from far +z to far -z on it.
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const look = cur.target === 'passerby'
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? cur.look.slice()
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: lookPathAt(marks, progress, cur.jump !== null ? cur : null);
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const span = Math.max(1, (cueEndFrame ?? (cueStartFrame + cur.easeFrames)) - cueStartFrame);
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const driveT = clamp01((frame - cueStartFrame) / span);
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if (!prev || cur.jump !== null) {
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return {
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pos: cur.pos.slice(), look,
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size: cur.size, target: cur.target,
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dolly: VENUE_SIZE_DOLLY[cur.size] ?? 1.0,
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drive: driveT,
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};
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}
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// The travel OUTRUNS the cue (1.25x): the camera is always on the way to
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@@ -319,7 +346,6 @@ export function venueShotAt(marks, cueIndex, frame, cueStartFrame, cueEndFrame =
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// as churn to the descriptor). Travel-portion differences are small up
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// close and accumulate far away, which is exactly the gradient direction
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// measures. Jump cues still cut instantly (furniture swapped).
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const span = Math.max(1, (cueEndFrame ?? (cueStartFrame + cur.easeFrames)) - cueStartFrame);
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const t = clamp01((frame - cueStartFrame) / Math.max(1, span * 1.25));
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const e = t * t * (3 - 2 * t);
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return {
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@@ -328,6 +354,7 @@ export function venueShotAt(marks, cueIndex, frame, cueStartFrame, cueEndFrame =
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size: t < 1 ? `${prev.size}→${cur.size}` : cur.size,
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target: cur.target,
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dolly: lerp(VENUE_SIZE_DOLLY[prev.size] ?? 1.0, VENUE_SIZE_DOLLY[cur.size] ?? 1.0, e),
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drive: driveT,
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};
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}
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+185
-12
@@ -18,6 +18,11 @@ export const ride = {
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family: 'structural',
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kind: 'model',
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venue: true,
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// This venue drives its own camera rig outright (see the camera block at
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// the end of update()). The shared rig is ignored for this layer — kept
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// for every other model layer. Analytic f(timeline, seed, framing,
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// venueState) like everything else, so seek === playback still holds.
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directCamera: true,
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consumes: ['form', 'ink', 'staging'],
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traits: ['shape', 'space', 'camera', 'style'],
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texture: 0.4,
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@@ -215,7 +220,8 @@ export const ride = {
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const billSlot = 3 + Math.floor(rng() * 6);
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const billSide = rng() < 0.5 ? -1 : 1;
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const roadsideMeta = [];
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for (let i = 0; i < 12; i++) {
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const roadsidePopulation = 12;
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for (let i = 0; i < roadsidePopulation; i++) {
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const g = new T.Group();
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const side = i % 2 === 0 ? -1 : 1;
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const kind = i === billSlot ? 'billboard'
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@@ -600,15 +606,25 @@ export const ride = {
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const energyK = vState ? (0.55 + vState.light * 0.65) : 1;
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const speed = (0.35 + (params.speed || 0.7) * 0.75) * energyK * (instance.chase ? 1 : 0);
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const rate = 1;
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// Passerby: the camera is planted, so the CAR does the travelling —
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// far +z at cue start, past the lens mid-cue, far -z at the end — and
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// the world holds still around it. (A scrolling world under a driving
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// car would double the motion and read as a slide projector.)
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const shot = framing && framing.venueShot ? framing.venueShot : null;
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const passerby = !!shot && shot.target === 'passerby';
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const driveT = passerby && typeof shot.drive === 'number'
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? Math.max(0, Math.min(1, shot.drive)) : null;
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// World scroll: dashes, posts, roadside, chevrons and streaks stream
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// past toward +z (the car drives toward -z, so the world comes at the
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// camera). Parked mode keeps a 12% idle creep plus a floor so the
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// world never reads dead — a frozen world with a crawling camera
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// measured as "no movement at all". Analytic in t (not += per frame):
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// a seek must land on the same positions as playback. The chase rate
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// reads as driving at a glance (~3x the original).
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// camera). Frozen during passerby (see above). Parked mode keeps a 12%
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// idle creep plus a floor so the world never reads dead — a frozen
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// world with a crawling camera measured as "no movement at all".
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// Analytic in t (not += per frame): a seek must land on the same
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// positions as playback. The chase rate reads as driving at a glance
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// (~3x the original).
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{
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const dz = (instance.chase ? speed * 26 : speed * 26 * 0.12 + 0.25) * rate;
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const dz = passerby ? 0
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: (instance.chase ? speed * 26 : speed * 26 * 0.12 + 0.25) * rate;
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const kids = instance.dashes.children;
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for (let i = 0; i < kids.length; i++) {
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const z0 = -70 + i * 6;
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@@ -675,6 +691,14 @@ export const ride = {
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const sweepAmp = instance.chase ? 1.1 : 0.15;
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const sweep = Math.sin(t * 0.133 + instance.seed * 0.001);
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instance.car.position.x = sweep * sweepAmp;
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// Passerby drive-through: +12 (far, small) to -14 (far, gone) eased
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// across the cue. Otherwise the car lives at the origin.
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if (passerby && driveT !== null) {
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const e = driveT * driveT * (3 - 2 * driveT);
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instance.car.position.z = 12 + (-14 - 12) * e;
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} else {
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instance.car.position.z = 0;
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}
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instance.car.position.y = bob * (instance.chase ? 1 : 0.3);
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// Lean INTO the sweep (roll) and yaw with it, like a lane change.
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const leanK = instance.chase ? 1 : 0.2;
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@@ -685,10 +709,13 @@ export const ride = {
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if (instance.wheels) {
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// Rolling spin on the meshes (local axes), not the yawed group:
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// tire about its hole axis (local z), hub about its cylinder
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// axis (local x after the geometry pre-rotation).
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// axis (local x after the geometry pre-rotation). During a
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// passerby the car covers ~26 units a cue, so the wheels spin at
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// drive speed rather than cruise speed.
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const spin = passerby ? t * 14 : t * speed * 6 * rate;
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for (const w of instance.wheels) {
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if (w.userData.tire) w.userData.tire.rotation.z = t * speed * 6 * rate;
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if (w.userData.hub) w.userData.hub.rotation.z = t * speed * 6 * rate;
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if (w.userData.tire) w.userData.tire.rotation.z = spin;
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if (w.userData.hub) w.userData.hub.rotation.z = spin;
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}
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}
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// Passengers bob gently, out of phase — analytic f(t), seek-stable.
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@@ -725,7 +752,7 @@ export const ride = {
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const dense = (arrangement % 2 === 1) || (vState && vState.popMul > 0.8);
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const showUpTo = dense ? n : Math.max(3, Math.floor(n * 0.45));
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for (let i = 0; i < n; i++) {
|
||||
instance.roadside.children[i].visible = opacity > 0.01 && (i < showUpTo);
|
||||
instance.roadside.children[i].visible = opacity > 0.001 && (i < showUpTo);
|
||||
}
|
||||
}
|
||||
// Dressing takes the palette tint so houses/trees belong to the song;
|
||||
@@ -748,10 +775,156 @@ export const ride = {
|
||||
// Ground follows horizon like the stage field.
|
||||
instance.road.position.y = -1.15 + (spaceHorizon - 0.5) * 0.6;
|
||||
|
||||
void camera; void framing; void params;
|
||||
// --- camera: this venue's own rig (directCamera). The chase unit
|
||||
// orbits the car once per video while pushing in, tracking the car so
|
||||
// the orbit never loses it. Moved here from Compositor so the venue
|
||||
// owns its whole grammar; the shared rig keeps serving every other
|
||||
// model layer. All analytic f(time, progress, seed) — seek stable.
|
||||
driveRideCamera({ instance, camera, timeline, framing, personality, venueState: vState, THREE: T });
|
||||
|
||||
void framing; void params;
|
||||
},
|
||||
};
|
||||
|
||||
/**
|
||||
* The ride's own camera rig. Same grammar the shared rig used to serve for
|
||||
* this archetype, owned here now: traverse body (continuous, monotonic — the
|
||||
* thing that arcs) + planned-look head (screen / room) + one orbit per video
|
||||
* on top + car tracking so wide swings keep their subject. Jump sections cut
|
||||
* the body to the arrangement side. Box-clamped, focus-floored, handheld.
|
||||
*/
|
||||
function driveRideCamera({ instance, camera, timeline, framing, personality, venueState }) {
|
||||
const t = timeline.time;
|
||||
const trav = typeof timeline.progress === 'number' ? timeline.progress : 0.5;
|
||||
const frame = framing || { scale: 1, shift: [0, 0] };
|
||||
const shift = frame.shift || [0, 0];
|
||||
const scale = frame.scale || 1;
|
||||
const pCam = personality ? personality.camera : null;
|
||||
const motion = personality ? personality.motion : null;
|
||||
const seed = ((instance.seed >>> 0) || 1);
|
||||
const s1 = Math.sin(seed * 0.00013), s2 = Math.cos(seed * 0.00029);
|
||||
const room = 1.1;
|
||||
const still = motion ? motion.stillness : 0.5;
|
||||
const churn = motion ? motion.churn : 0.25;
|
||||
const planned = frame && frame.venueShot ? frame.venueShot : null;
|
||||
|
||||
const walkDir = s1 >= 0 ? 1 : -1;
|
||||
const walkSpan = (1.1 + still * 0.9) * walkDir;
|
||||
const walk = (trav - 0.5) * 2 * walkSpan
|
||||
+ Math.cos(t * 0.043 + s2 * 4.2) * walkSpan * 0.55
|
||||
+ Math.sin(t * 0.23 + s1 * 3.1) * 0.08
|
||||
+ Math.sin(t * 0.11 + s2 * 5.0) * 0.06;
|
||||
// No journey on this path — drive the whole push off monotonic progress
|
||||
// instead (smoother than the old staged+progress split, same travel).
|
||||
const push = (trav - 0.5) * 3.8 * room;
|
||||
const hx = Math.sin(t * 0.9 + s1 * 7.0) * 0.5 * (0.4 + churn)
|
||||
+ Math.sin(t * 0.23 + s2 * 5.0) * 0.5 * (0.4 + churn);
|
||||
const hy = Math.cos(t * 0.77 + s2 * 9.0) * 0.5 * (0.4 + churn)
|
||||
+ Math.sin(t * 0.31 + s1 * 4.0) * 0.5 * (0.4 + churn);
|
||||
const sway = pCam ? pCam.sway : 0.01;
|
||||
const swayRate = pCam ? pCam.swayRate : 0.09;
|
||||
const lim = { x: 6.0, yLo: -0.2, yHi: 3.2, zLo: -10.0, zHi: 10.0 };
|
||||
const isJump = frame.venueJump !== undefined && frame.venueJump !== null;
|
||||
|
||||
if (planned && !isJump) {
|
||||
// Wide base: the chase unit works FAR from the car (wides pull back
|
||||
// to ~7) and HIGH (up to ~3). The old 3.4 base parked every shot in
|
||||
// the car's lap.
|
||||
const baseZ = 5.2;
|
||||
const sizeDolly = (planned.dolly && planned.dolly > 0) ? planned.dolly : 1.0;
|
||||
const dolly = (baseZ / Math.max(scale, 0.05) - Math.max(0, push)) * sizeDolly;
|
||||
const rise = (trav - 0.5) * 1.4 * room;
|
||||
const shiftX = shift[0] * 0.6;
|
||||
const shiftY = shift[1] * 0.35;
|
||||
let px = walk * 1.5 * room + Math.sin(t * swayRate) * sway * 4 + shiftX + hx;
|
||||
let py = 0.8 + rise + Math.cos(t * swayRate * 0.83) * sway * 3 + shiftY + hy;
|
||||
let pz = dolly;
|
||||
// Orbit the car once per video (~200° arc, seeded direction).
|
||||
// Radius tracks the shot dolly (wides orbit far, closes near) with a
|
||||
// floor that keeps the camera out of the bodywork. Orbit-weighted
|
||||
// 65/35 over the traverse so the chase unit actually leaves the car's
|
||||
// lap — 50/50 parked it near the paint.
|
||||
const oDir = s1 >= 0 ? 1 : -1;
|
||||
const oAng = oDir * (0.5 + trav * 3.5);
|
||||
const oRad = Math.max(4.5, dolly * 1.15);
|
||||
px = px * 0.35 + Math.sin(oAng) * oRad * 0.65;
|
||||
pz = pz * 0.35 + Math.cos(oAng) * oRad * 0.65;
|
||||
py = py * 0.35 + (1.2 + Math.sin(trav * 6.28 + s2 * 3.0) * 1.6) * 0.65;
|
||||
// Minimum focus distance from the car (origin): blending can still
|
||||
// land the camera inside the paint. Push out along the xz ray.
|
||||
{
|
||||
const r = Math.hypot(px, pz);
|
||||
const minR = 4.2;
|
||||
if (r < minR && r > 1e-4) {
|
||||
const k = minR / r;
|
||||
px *= k; pz *= k;
|
||||
} else if (r <= 1e-4) {
|
||||
px = minR; pz = 0;
|
||||
}
|
||||
}
|
||||
camera.position.set(
|
||||
Math.max(-lim.x, Math.min(lim.x, px)),
|
||||
Math.max(lim.yLo, Math.min(lim.yHi, py)),
|
||||
Math.max(lim.zLo, Math.min(lim.zHi, pz)),
|
||||
);
|
||||
camera.rotation.z = pCam ? pCam.spin * t * 0.5 : 0;
|
||||
// Track the car: blend the plan's motive look with the car's analytic
|
||||
// position (same formula as the module sweep) so the chase unit keeps
|
||||
// its subject while still panning with motive.
|
||||
const carX = Math.sin(t * 0.133 + ((instance.seed >>> 0) || 1) * 0.001) * 1.1;
|
||||
camera.lookAt(
|
||||
carX * 0.55 + planned.look[0] * 0.45,
|
||||
0.3 * 0.55 + planned.look[1] * 0.45,
|
||||
-0.3 * 0.55 + planned.look[2] * 0.45,
|
||||
);
|
||||
camera.updateMatrixWorld();
|
||||
return;
|
||||
}
|
||||
|
||||
if (planned && isJump) {
|
||||
camera.position.set(
|
||||
Math.max(-lim.x, Math.min(lim.x, planned.pos[0] + hx)),
|
||||
Math.max(lim.yLo, Math.min(lim.yHi, planned.pos[1] + hy)),
|
||||
Math.max(lim.zLo, Math.min(lim.zHi, planned.pos[2])),
|
||||
);
|
||||
camera.rotation.z = pCam ? pCam.spin * t * 0.5 : 0;
|
||||
camera.lookAt(planned.look[0], planned.look[1], planned.look[2]);
|
||||
camera.updateMatrixWorld();
|
||||
return;
|
||||
}
|
||||
|
||||
// Passerby: the camera is a planted bystander — static plant, fixed road
|
||||
// point, handheld micro only. The car drives through on driveT (see the
|
||||
// car block below): far +z at cue start, past the lens mid-cue, far -z at
|
||||
// the end. No orbit, no traverse, no tracking corrections — a static
|
||||
// camera is the whole point of the shot.
|
||||
if (planned && !isJump && planned.target === 'passerby') {
|
||||
camera.position.set(
|
||||
Math.max(-lim.x, Math.min(lim.x, planned.pos[0] + hx * 0.5)),
|
||||
Math.max(lim.yLo, Math.min(lim.yHi, planned.pos[1] + hy * 0.5)),
|
||||
Math.max(lim.zLo, Math.min(lim.zHi, planned.pos[2])),
|
||||
);
|
||||
camera.rotation.z = pCam ? pCam.spin * t * 0.5 : 0;
|
||||
camera.lookAt(planned.look[0], planned.look[1], planned.look[2]);
|
||||
camera.updateMatrixWorld();
|
||||
return;
|
||||
}
|
||||
|
||||
// No plan (hand-built looks, tests): legacy traverse, forward look.
|
||||
const baseZ = 3.4;
|
||||
const dolly = baseZ / Math.max(scale, 0.05) - Math.max(0, push);
|
||||
camera.position.set(
|
||||
Math.max(-lim.x, Math.min(lim.x,
|
||||
walk * 1.5 * room + Math.sin(t * swayRate) * sway * 4 + shift[0] * 0.6 + hx)),
|
||||
0.35 + (trav - 0.5) * 0.9 * room
|
||||
+ Math.cos(t * swayRate * 0.83) * sway * 3 + shift[1] * 0.35 + hy,
|
||||
Math.max(0.6, Math.min(7.5, dolly)),
|
||||
);
|
||||
camera.rotation.z = pCam ? pCam.spin * t * 0.5 : 0;
|
||||
camera.lookAt(camera.position.x * 0.15, camera.position.y * 0.3 - 0.25, camera.position.z - 5);
|
||||
camera.updateMatrixWorld();
|
||||
}
|
||||
|
||||
function mulberry(seed) {
|
||||
let a = seed >>> 0;
|
||||
return function () {
|
||||
|
||||
Reference in New Issue
Block a user