12d30b3b8f
docs: document the tower and why coplanar crests flip the pose; add HUD reading guide
main
jessikitty2026-08-24 15:33:54 +10:00
87eee945fc
feat: foldable 4-sided tower on page 2 — crests on all sides + top break the coplanar pose ambiguity; tower replaces the cylinder as central occluder
jessikitty2026-08-24 15:33:08 +10:00
44126ec3b4
feat: HUD shows pose rejections and detect resolution; detection long-edge configurable via nbx.detectLong
jessikitty2026-08-24 11:51:19 +10:00
f1830fc961
feat: keep the previous pose when the worker rejects one, and expose the rejection reason
jessikitty2026-08-24 11:49:00 +10:00
2c78c48bcc
fix: FOV applies to the image's long axis (iOS gives portrait streams — focal was 1.78x short); cap detection canvas long side (portrait was 1.6MP not 0.5MP); show duplicate detections in HUD
jessikitty2026-08-24 11:26:45 +10:00
f2ee880bf1
fix: deduplicate repeated marker ids in a frame — two quads decoding to one id gave solvePnP contradictory constraints (reproj 5px+)
jessikitty2026-08-24 11:24:42 +10:00
518b29860a
docs: document the A3 test rig; note server-authoritative motion and proxy cache override
jessikitty2026-08-24 10:40:23 +10:00
ef3c13d8c8
feat: cylinder occluders (shape/radiusCm/heightCm) for round props like the test rig post
jessikitty2026-08-24 10:39:51 +10:00
4753162ea1
fix: server motion defaults were sized for a large floor and overrode the client — bob 5-10cm -> 3mm (tunable), wander 60cm -> 2.5cm, path 8 -> 1.5cm/s
jessikitty2026-08-24 10:37:30 +10:00
155ca62951
feat: A3 test rig — printable 6-crest sheet with cylinder occluder, walker loop and static ghost; loads the matching scene+playlist from the same constants
jessikitty2026-08-24 10:36:11 +10:00
06816c97c3
fix: derive camera FOV from the video and the object-fit:cover crop (was hardcoded 60deg vertical vs the video's 36deg — measured 1.7x projection error); aim check now compares in viewport NDC
jessikitty2026-08-20 16:08:02 +10:00
c4709bd6f8
perf: throttle detection to 20Hz (render stays full rate), use the worker-backed solver, add fps to the HUD
jessikitty2026-08-20 15:49:31 +10:00
1ca29dca9f
perf: solve-cv becomes a worker client — non-blocking solves, Mat reuse, filter stays on main thread
jessikitty2026-08-20 15:47:40 +10:00
61cfd7f09b
perf: run OpenCV in a worker — 10.8MB script parse + embedded WASM compile no longer blocks the main thread
jessikitty2026-08-20 15:47:01 +10:00
4eda9f25cc
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)
jessikitty2026-08-20 15:27:49 +10:00
bf36a21c74
feat: wire the dev Motion button (label reflects state); chip toggle routes through the same setter
jessikitty2026-08-20 10:41:31 +10:00
289b5d3afc
feat: dev motion toggle button (bottom-left) for freezing/unfreezing ghost movement
jessikitty2026-08-20 10:39:44 +10:00
0f8d1ec9ee
tune: idle float scaled to the real display — 3mm bob (was 6cm), matching shimmer for wander and path modes
jessikitty2026-08-20 10:39:04 +10:00
7ba6418c55
fix: move debug overlay below the HUD row so the tracking chip (freeze toggle) is tappable again
jessikitty2026-08-19 16:49:37 +10:00
887d58dc35
docs: correct production hostname; note the scene-filter gotcha and its diagnostics
jessikitty2026-08-19 16:31:58 +10:00
7cfadf2aca
fix: load scene over HTTP so tracking no longer depends on the WebSocket; HUD shows scene state and detected-vs-usable crests
jessikitty2026-08-19 16:31:37 +10:00
c0a998ad19
fix: report raw detections alongside scene-filtered ones so a discarded crest is visible
jessikitty2026-08-19 16:29:55 +10:00
4c5343fca1
docs: link page index from README; document dev HUD readout and aim check
jessikitty2026-08-19 16:16:46 +10:00
7d5ed093a5
docs: index of all served pages and debugging endpoints
jessikitty2026-08-19 16:16:14 +10:00