tune: scale wander/path fallbacks to the table (radius 60cm->2.5cm, vertical 10cm->4mm, path speed 8->1.5cm/s, lookahead 6->1.5cm)

This commit is contained in:
2026-08-20 15:27:49 +10:00
parent bf36a21c74
commit 4eda9f25cc
+14 -5
View File
@@ -12,6 +12,15 @@ const BOB_AMP_CM = 0.3; // 3mm
const BOB_HZ = 0.4; const BOB_HZ = 0.4;
const SHIMMER_CM = 0.3; // secondary float used by wander + path modes const SHIMMER_CM = 0.3; // secondary float used by wander + path modes
/* Fallbacks for records that arrive without explicit behaviour params. The
* playlist normally supplies these (wanderRadius / wanderVertical / pathSpeed),
* so these only fire for hand-made or legacy records — but they still need to
* suit a ~25cm table, or an unconfigured ghost drifts clean off the display. */
const WANDER_RADIUS_CM = 2.5;
const WANDER_VERTICAL_CM = 0.4;
const PATH_SPEED_CMS = 1.5;
const PATH_LOOKAHEAD_CM = 1.5; // distance sampled ahead to face travel direction
function hashNoise(seed, k) { function hashNoise(seed, k) {
// cheap deterministic pseudo-noise in [-1, 1] // cheap deterministic pseudo-noise in [-1, 1]
const x = Math.sin(seed * 127.1 + k * 311.7) * 43758.5453; const x = Math.sin(seed * 127.1 + k * 311.7) * 43758.5453;
@@ -27,14 +36,14 @@ export function ghostTransform(rec, nowMs, out) {
pathTransform(b, t, out); pathTransform(b, t, out);
} else if (b.type === 'wander') { } else if (b.type === 'wander') {
const s = b.seed || 1; const s = b.seed || 1;
const R = b.radius ?? 60; // cm const R = b.radius ?? WANDER_RADIUS_CM;
const v = b.speed ?? 0.15; const v = b.speed ?? 0.15;
// smooth pseudo-random orbit-drift: two incommensurate sines per axis // smooth pseudo-random orbit-drift: two incommensurate sines per axis
const ph = t * v; const ph = t * v;
out.position.set( out.position.set(
base.x + R * 0.9 * Math.sin(ph * 1.0 + hashNoise(s, 1) * 6.28) * 0.7 base.x + R * 0.9 * Math.sin(ph * 1.0 + hashNoise(s, 1) * 6.28) * 0.7
+ R * 0.4 * Math.sin(ph * 2.3 + hashNoise(s, 2) * 6.28) * 0.3, + R * 0.4 * Math.sin(ph * 2.3 + hashNoise(s, 2) * 6.28) * 0.3,
base.y + (b.vertical ?? 10) * Math.sin(t * v * 1.3 + hashNoise(s, 3) * 6.28) base.y + (b.vertical ?? WANDER_VERTICAL_CM) * Math.sin(t * v * 1.3 + hashNoise(s, 3) * 6.28)
+ SHIMMER_CM * Math.sin(t * 1.7 + hashNoise(s, 6) * 6.28), + SHIMMER_CM * Math.sin(t * 1.7 + hashNoise(s, 6) * 6.28),
base.z + R * 0.9 * Math.cos(ph * 0.8 + hashNoise(s, 4) * 6.28) * 0.7 base.z + R * 0.9 * Math.cos(ph * 0.8 + hashNoise(s, 4) * 6.28) * 0.7
+ R * 0.4 * Math.cos(ph * 1.9 + hashNoise(s, 5) * 6.28) * 0.3 + R * 0.4 * Math.cos(ph * 1.9 + hashNoise(s, 5) * 6.28) * 0.3
@@ -92,10 +101,10 @@ function pathTransform(b, t, out) {
return v; return v;
}; };
const d = wrap(t * (b.speed ?? 8) + (b.phase || 0)); const d = wrap(t * (b.speed ?? PATH_SPEED_CMS) + (b.phase || 0));
sample(d, out.position); sample(d, out.position);
// face where we're heading: sample a few cm ahead so corners turn smoothly // face where we're heading: sample a short distance ahead so corners turn smoothly
const ahead = sample(wrap(t * (b.speed ?? 8) + (b.phase || 0) + 6), _look); const ahead = sample(wrap(t * (b.speed ?? PATH_SPEED_CMS) + (b.phase || 0) + PATH_LOOKAHEAD_CM), _look);
const dx = ahead.x - out.position.x, dz = ahead.z - out.position.z; const dx = ahead.x - out.position.x, dz = ahead.z - out.position.z;
if (dx * dx + dz * dz > 1e-4) out.rotationY = Math.atan2(dx, dz); if (dx * dx + dz * dz > 1e-4) out.rotationY = Math.atan2(dx, dz);
// gentle float so walking still reads ghostly // gentle float so walking still reads ghostly