Dance clips are authored for the standard mannequin: on chunkier models
the same joint angles drive the arms through the torso (the ninja is
clean because its proportions match). New 'Apertura braccia' slider
(0-35deg, saved per model path): the upper arms get an extra outward
rotation about the world Z axis during clip playback (left +, right -),
solved back into each bone's local frame through the parent rotation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- models/dance_library.glb: skeleton-only GLB with the 13 Mixamo dances,
loaded at startup and bound BY BONE NAME to whatever rigged GLB the
user loads — new models dance immediately, no baking needed.
- Repertoire UI (Media tab): checkbox chips of the available clips, the
director only picks the ticked ones (none = all); persisted.
- 'Aggiungi animazioni': extra .glb clips load directly; .fbx are
converted on the fly by Blender via a new anim:convert IPC and the
bundled scripts/fbx2animglb.py (asarUnpacked for packaged builds).
- Manual BPM with TAP tempo: 0 = follow the detected beat, otherwise a
pure metronome drives the dance clock.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The uber-shader pass is now reusable (_renderUber): choosing 'fam:<i>'
in the Sfondo Modello 3D selector renders that family first (tinted with
the active preset's palette/hue/sat) and overlays the model on top. The
selector lists every family except fluids (already explicit options),
interactive and Modello 3D itself.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New 'Sfondo Modello 3D' selector (Media tab): gradient or any of the
five fluid modes. The fluid sim paints the canvas first, then the model
renders on top clearing only the depth buffer (overlay mode skips its
own backdrop pass). Palette and speed are shared with the preset;
persisted and re-sent when the output restarts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Raise your arm and the robot raises its arm. ModelSim gains primitive
meshes (cube/sphere) and renderAvatar(): parts placed by limb matrices
(basis aligned to each bone segment) with the same lighting as the GLB
renderer. interactive.js keeps the mirrored raw landmarks (with depth,
smoothed) and builds the robot every frame: torso sized from the
shoulders, head with accent visor and antenna, articulated arms/legs
with joint spheres, glowing hands, feet. Falls back to the motion mist
when no body is tracked.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New interactive mode 'model': the webcam motion drives the GLB model as
a physical puppet — a hand swipe spins it with inertia, it leans toward
the motion centroid, strong agitation makes it hop with squash & stretch
and a touch-glow rim. ModelSim.render accepts an optional pose (yaw,
leanX, hopY, squash, rim) and slows its auto-spin when driven live.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New model3d.js: minimal GLB loader (JSON+BIN chunks, accessors with
byteStride, node hierarchy baked into vertices, embedded PNG/JPEG base
colour textures) and a WebGL2 renderer on the shared canvas — palette
fill light, beat-pulsing fresnel rim, treble speculars, bass breathing
via normal displacement, orbiting camera auto-fitted to the bounding
box, gradient backdrop with a bass glow. A generated torus knot shows
before any GLB is loaded. 'Carica un modello .glb' button in the SVG
section; the path persists and is re-sent when the output restarts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New 'Area LED' controls in the Schermo tab: W x H @ X,Y. Everything
(canvas, videos, images, logos, ticker) lives in a #stage box whose
transform makes it the containing block for the fixed layers, so resizing
it confines the whole show at once, black outside. The canvas resizes to
the stage, so shaders render at the wall's native resolution. Persisted
in localStorage and re-pushed when the output window (re)starts; the
recorder follows the canvas position.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
interactive.js becomes a multi-mode engine sharing camera, motion grid,
gradient/centroid tracking and the mouse fallback. New renderers: point/line
sprites (mirror/swarm/cloth/pops) and a ping-pong trail FBO (painting).
fluid.js gains a 'touch' emitter mode fed by motion splats from the camera.
Mirror mode reforms the custom SVG/image if loaded, else a DJ LUZA wordmark.
UNPACK_ALIGNMENT set to 1 for non-multiple-of-4 single-channel uploads.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New 'Interattivo Palle' family (interactive.js): frame-differencing motion map
from the webcam, ball physics (push-away forces, collisions, beat kicks),
palette-tinted rendering with motion mist. Camera is requested lazily and
released when switching preset; mouse/touch fallback when unavailable.
Excluded from Auto VJ so the camera never turns on by itself.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Stable-fluids solver (fluid.js) on ping-pong half-float framebuffers:
semi-Lagrangian advection, vorticity confinement (clamped — unbounded
confinement overflows half-float and kills the field), 22 Jacobi pressure
iterations, audio-driven dye/force splats. Three wandering emitters inject
palette-coloured dye (brightness-normalized so dark palette entries stay
vivid); bass drives injection and stirring, beats fire directional bursts,
treble adds swirl. Universal modifiers map onto the sim: warp = vorticity,
speed = sim speed (brightness is speed-normalized), sym = kaleidoscope with
a wedge that rotates via rotSpeed, contrast/invert on display.
The Visualizer delegates to FluidSim when the preset has isFluid (flag is
always present so Object.assign merges can't leave it stale). 102 new
presets (17 palettes x 6 variants).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replaces the fast instantaneous oscilloscope with a mirrored filled waveform
that scrolls over time like DJ-software waveforms; scroll rate follows the
visual speed control.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Electron app with audio-reactive fractal/abstract visuals on an external
display. Dual-window setup (control panel + fullscreen output), 8 WebGL
scenes, audio from file/live input/system audio, image and scrolling-text
overlays.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>