feat(player): discrete Right variant + Left level + Calibration (slice design §2)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ben Stull
2026-06-07 22:53:19 -07:00
parent e5ca07e2a4
commit 12a8177793
2 changed files with 117 additions and 48 deletions
+67 -36
View File
@@ -1,22 +1,18 @@
"""The alteration engine: a knob vector -> a layered RenderPlan (design §4, §5).
Replaces the 2026-06-04 nearest-match *selection* with a *transformation* of a
neutral base clip. Given the four experience knobs, it produces three layers
that compose per §4.2:
Reconciled slice (2026-06-07): the Right axis is a DISCRETE selection of a
pre-baked, flow-stabilized restyle variant (not a continuous blend), the Left
axis carries its knob LEVEL so a runtime annotation track can pick which labels
show, and a frozen `Calibration` parameterizes the knob->strength curves so they
can be tuned by eye in the simulator and baked into DEFAULT_CALIBRATION.
- Substrate transforms (alter pixels, blend with each other):
* Restyle -- the Right axis: a pre-baked generative v2v dreamlike restyle.
* ColorGrade -- the mood axis (Dark/Light): a deterministic color grade.
- Overlay (composited on top of the substrate):
* AnalyticalOverlay -- the Left axis: HUD/labels/measurement.
Left and Right are NOT opposites; they live on different layers and stack
(§4.2). Dark and Light are the two poles of one mood grade whose center is the
identity (§5).
Calibration note: the knob->strength curves below are the single source of
truth for how a 0..4 position maps to a transform strength. See the session
0006 transcript Deferred decisions for the §3-vs-§4.2/§5 reconciliation.
Layers compose per §4.2:
- Substrate: ColorGrade (Dark/Light mood, center = identity §5) + a pre-baked
Right restyle variant.
- Overlay: AnalyticalOverlay (Left), composited on top at runtime.
Left and Right stack (different layers); Dark/Light are the two poles of one
mood grade. See docs/superpowers/specs/2026-06-07-reconciled-simulator-
alteration-slice-design.md.
"""
from __future__ import annotations
@@ -28,6 +24,27 @@ from hef.selection import Coordinate
KNOB_MAX = 4 # knob full-scale (0..4)
def _clamp(x: float, lo: float, hi: float) -> float:
return max(lo, min(hi, x))
@dataclass(frozen=True)
class Calibration:
"""Tunable knob->strength curves (settled by eye in the sim, then baked).
- mood_gain: scales the signed Dark/Light tone (result clamped to [-1, 1]).
- overlay_gain: scales the Left overlay intensity (clamped to [0, 1]).
- right_variant_map: knob value (0..4) -> pre-baked Right variant index.
"""
mood_gain: float = 1.0
overlay_gain: float = 1.0
right_variant_map: tuple = (0, 1, 2, 3, 4)
DEFAULT_CALIBRATION = Calibration()
@dataclass(frozen=True)
class ColorGrade:
"""Mood-axis grade (§5). `tone` is signed: >0 warm yellow->white (light),
@@ -42,18 +59,20 @@ class ColorGrade:
@dataclass(frozen=True)
class AnalyticalOverlay:
"""Left axis (§4.1): analytical HUD/annotation/labels, composited on top.
`intensity` 0..1 (0 = no overlay)."""
"""Left axis (§4.1): analytical HUD/annotation, composited on top at runtime.
`level` is the Left knob (0..4); a runtime annotation track uses it to pick
which labels appear. `intensity` 0..1 is the overlay opacity/strength."""
level: int
intensity: float
@dataclass(frozen=True)
class Restyle:
"""Right axis (§4.1): pre-baked generative v2v dreamlike substrate.
`blend` 0..1 (0 = raw substrate, no restyle)."""
"""Right axis (§4.1): selects a pre-baked, flow-stabilized restyle variant.
`variant` is a discrete index (0 = raw base, no restyle)."""
blend: float
variant: int
@dataclass(frozen=True)
@@ -69,30 +88,42 @@ class RenderPlan:
"""True when the plan leaves the neutral base un-altered."""
return (
self.grade.is_identity
and self.overlay.intensity == 0.0
and self.restyle.blend == 0.0
and self.overlay.level == 0
and self.restyle.variant == 0
)
def _overlay_intensity(left: int) -> float:
"""Left knob -> analytical-overlay intensity (0..1)."""
return left / KNOB_MAX
def _overlay_intensity(left: int, cal: Calibration) -> float:
return _clamp(cal.overlay_gain * left / KNOB_MAX, 0.0, 1.0)
def _restyle_blend(right: int) -> float:
"""Right knob -> v2v restyle blend (0..1)."""
return right / KNOB_MAX
def _right_variant(right: int, cal: Calibration) -> int:
return cal.right_variant_map[right]
def _mood_tone(dark: int, light: int) -> float:
"""(dark, light) -> signed mood grade in [-1, 1]; equal -> 0 identity (§5)."""
return (light - dark) / KNOB_MAX
def _mood_tone(dark: int, light: int, cal: Calibration) -> float:
return _clamp(cal.mood_gain * (light - dark) / KNOB_MAX, -1.0, 1.0)
def plan_alteration(coord: Coordinate) -> RenderPlan:
def plan_alteration(
coord: Coordinate, calibration: Calibration = DEFAULT_CALIBRATION
) -> RenderPlan:
"""Map a knob vector to its layered RenderPlan (design §4)."""
return RenderPlan(
grade=ColorGrade(tone=_mood_tone(coord.dark, coord.light)),
overlay=AnalyticalOverlay(intensity=_overlay_intensity(coord.left)),
restyle=Restyle(blend=_restyle_blend(coord.right)),
grade=ColorGrade(tone=_mood_tone(coord.dark, coord.light, calibration)),
overlay=AnalyticalOverlay(
level=coord.left,
intensity=_overlay_intensity(coord.left, calibration),
),
restyle=Restyle(variant=_right_variant(coord.right, calibration)),
)
def render_plan_to_dict(plan: RenderPlan) -> dict:
"""JSON-serializable form for the simulator API."""
return {
"grade": {"tone": plan.grade.tone},
"overlay": {"level": plan.overlay.level, "intensity": plan.overlay.intensity},
"restyle": {"variant": plan.restyle.variant},
"is_identity": plan.is_identity,
}