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