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newbury-exhibit-v3/docs/PAGES.md
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Pages

Every HTML page the exhibit serves, and what it's for.

Production base URL: https://newburynights.hideawaygaming.com.au/

Keep this current. When a page is added, renamed, or removed, update this file in the same commit — it's the index there is, since there's no /admin/ landing page (admin URLs must be typed in full).

Visitor

Path Page What it does
/ Exhibit Landing screen → camera AR view. The thing visitors use. Tracking HUD appears in dev mode.

Admin

Open in EXHIBIT_MODE=dev; password-protected in EXHIBIT_MODE=final (ADMIN_PASSWORD in .env).

Path Page What it does
/admin/layout.html Layout Editor (3D) Marker anchors, building occluders, spawn points, wander paths, table size. Save/load named layouts.
/admin/playlist.html Playlist Tracks (set, spawn timing, concurrency, priority), residents, behaviour tuning, time windows.
/admin/characters.html Characters Per-ghost visuals: model, part placement, gradient colours, opacity, height, scale, face/torso textures.
/admin/landing.html Landing Page Visitor landing screen: title, logo, background, accent colour, about text, disclaimer.
/admin/preview.html Virtual Viewport Live orbit view of whatever ghosts are currently active, straight off the same WebSocket feed as the exhibit. Ground truth when the AR view disagrees.
/admin/testsheet.html A3 Test Rig Printable A3 calibration/evaluation sheet, and a one-click load of the matching scene + playlist. See below.
/admin/plan.html Placement Plan Measured plan for physically positioning crests and models on the real table.
/admin/print.html Print Crests Generates printable ArUco markers ("Newbury Crests") at the configured sizeMM.
/admin/calibrate.html Calibrate Camera/marker calibration helper. Detects crests without filtering against the scene, so it's the quickest way to prove a printed crest is readable at all.
/admin/errors.html Client Errors Errors reported by visitor devices (JS errors, unhandled rejections, ghost build and scene-fetch failures). First stop when something works on one phone but not another.
/admin/login.html Login Only relevant in final mode.

The A3 test rig

/admin/testsheet.html is a self-contained test environment for evaluating tracking, occlusion and lighting without the LEGO town in the way.

  • Print A3 landscape at 100% ("Actual size"), never "Fit to page." Check the 100 mm scale bar first: if it doesn't measure 100 mm, every crest is the wrong size and every pose is scaled with it.
  • The sheet is the table — A3 landscape is exactly 42.0 × 29.7 cm. Origin is the front-left corner, matching the exhibit's world frame.
  • 6 crests at 60 mm, spread 38.7 cm corner to corner (the spread is what makes the joint solve well-conditioned).
  • Cylinder occluder: stand an 85 mm ⌀ × 160 mm tall object on the dashed circle at centre.
  • Static ghost at (21, 22) cm, deliberately behind the cylinder from the front — walk around it and the ghost should disappear behind the post.
  • Walking ghost on an 18 × 12 cm rectangular loop around the cylinder; 60 cm perimeter, ~40 s per lap at the default 1.5 cm/s.
  • "Load this layout onto the server" writes both the scene and the playlist, built from the same constants that drew the sheet, so print and config can never drift apart. It replaces the live scene and playlist — save your current layout first.

Known gap: the layout editor doesn't understand cylinder occluders, so opening and saving this layout there will drop the cylinder.

Useful API endpoints

Read-only ones are handy to open directly in a phone browser while debugging; the rest need auth in final mode.

Endpoint Returns
/api/info Mode (dev/final) and build info
/api/scene Live scene: anchors, spawns, paths, buildings, table
/api/playlist Live playlist config (tracks, residents, behaviours)
/api/ghosts Full ghost roster + colour gradients
/api/characters Per-ghost visual overrides
/api/models Uploaded OBJ model manifest
/api/landing Landing page content
/api/layouts Saved named layouts
/api/client-errors Reported client errors (auth in final mode)
/ws WebSocket: scene, active, spawn, despawn, characters, pong

Gotchas worth remembering

Detection filters against the active scene. A crest that isn't an anchor in the current layout is detected and then discarded, which used to look exactly like "the camera can't see anything".

  • The scene is fetched over HTTP at start, so a down or flapping WebSocket no longer breaks tracking.
  • The HUD reports scene N anchors (or NOT LOADED) and markers 1/2 seen [0,7] — usable over raw — so a filtered-out crest is visible at a glance.
  • The tracking chip says "Crest N not in this layout" rather than "Point at a Newbury Crest" when this happens.

Motion amounts live on the server. playlist.js sends explicit bobAmp, radius, speed values with every spawn, so the client's defaults never apply to a real ghost. Tune motion in the playlist config (behaviors.bobAmp, wanderRadius, pathSpeed), not in behavior.js.

An upstream proxy can override cache headers. The app sends no-cache for JS and HTML, but openresty in front has been seen replacing it with a daily expires. If a deploy doesn't reach a device, check the response headers and test in a private tab.