61 tests: all VizConfig defaults, four bool conventions,
numeric cast fallback, monkeypatch round-trip, and Part B
gating (_ensure_model never called under --iphone-usb).
Fix hand_swap_lr from_env default: was True, now False.
Add data_only_viz/config.py: frozen dataclass VizConfig with typed
fields for all 56 env reads in data_only_viz. from_env() reads
os.environ at call time — no module-level singleton, test-compat.
Migrate action_head_pub._init_finger_piano and renderer.initWithState_
to consume VizConfig. Keep renderer.py ARKIT_FULL module-level (test
uses MetalRenderer.__new__ without calling initWithState_).
HAND_SWAP_LR default changed False (was True): Vision chirality
validated correct live 2026-07-02; swap knob now defaults off.
Review C1 (Critical): /pose/hands per-voice L/R mods routed without
the HAND_SWAP_LR swap while pinch/strike used it — the two paths
contradicted each other on an inverted-chirality source. step() now
takes swap, the publisher passes its env-read value, two tests pin
the contract. Also hoists the route_hands imports (M5) and fixes the
stale slot comment (M1).
New module hand_slots.route_hands():
- Chirality path: iPhone ARBodyTracker Vision 0/1 -> L/R slots,
alignment preserved before invalid-hand filtering.
- Fallback: ascending cx sort (mirror-aware).
- swap=True: swaps the two slots at the very end (safety knob,
HAND_SWAP_LR=1, if a source inverts Vision chirality).
- near_min gate: drops slots below wrist->middle-MCP distance.
18 new tests covering all branches.
Extract apply_skeleton_joints() as a pure module-level function that
copies prev_arr (or zeros) and writes a new array, never mutating the
old one. The TAG_SKELETON handler now stores the new array under the
state lock, so readers that captured a reference to the previous array
(multi.py shallow-copy + ArkitFuse.apply outside the lock) always see
a complete, consistent snapshot — eliminating the B4 tearing race.
6 new tests cover: shape, identity (is not), value preservation for
invalid joints, value application for valid joints, wrong-shape reset,
and no-mutation of prev_arr.
Review follow-up: make the v2 filter's rejection of legacy 0.707
diagonal fixtures explicit instead of silently retuned, and document
the close-up caveat on max_len (ARKIT_BONE_MAX raises it live).
HandPersistenceGate (min_frames=3, radius=0.15) suppresses ghost
hands that flash for fewer than min_frames consecutive frames.
Gate is called once per frame in the renderer on persons_hands;
result filters both the video overlay loop and the side panels.
hand_plausible now rejects wrists outside [-0.1, 1.1] (out-of-frame
ghost anchor check). panel_segments gains a conf_min param.
Env knobs read at renderer init (single parse, no per-frame cost):
HAND_CONF_MIN (default 0.45, raised from 0.3)
HAND_PERSIST_FRAMES (default 3)
ARKIT_BONE_MAX (default 0.5, passed to arkit_segments)
New tests: 12 gate tests + 4 wrist-bounds tests.
arkit_segments now accepts max_len and bounds params.
Bones whose endpoints fall outside [-bounds, 1+bounds] or whose
length exceeds max_len are skipped (tracking-loss garbage).
Defaults: max_len=0.5, bounds=0.1. Renderer will pass
max_len=ARKIT_BONE_MAX explicitly (Part 3).
Tests updated to use realistic bone lengths; new tests added
for the out-of-bounds and overlong-bone cases.
NSEvent keyboard monitors were placed at the END of
_start_pose_worker, unreachable: every backend path returns
early (lines 369/384/399/413/440) so monitors were never
installed. ESC, space (concertNext) and keymaps were silently
dead in all real concert paths.
Move the local + global monitor installation into
applicationDidFinishLaunching_, after window focus setup,
non-headless path only. The --multi-hmr headless early-return
(line 95) is unaffected.
_read_sources used .get("pid")/.get("v3d") (dict API) but
multi_hmr_worker emits SMPLXPerson dataclasses (field: vertices_3d).
AttributeError was swallowed by LOG.exception at 30 Hz.
- Dual-read via isinstance check: dataclass path uses p.pid /
p.vertices_3d / p.expression; dict path keeps p.get() unchanged
- 3 new tests: real SMPLXPerson emits OSC, expression field accepted,
legacy dict format still works
persons_arkit_2d_t was written by IphoneUSBSource but never
read. A USB drop left the frozen skeleton on screen indefinitely.
- Add arkit_2d_fresh(ts_by_pid, now, max_age=1.0) pure helper
in hand_display.py (8 TDD tests, all green)
- renderer._update_skeleton: use_arkit now requires at least one
pid younger than 1 s (replaces bool check)
- Per-pid freshness gate in draw loop skips stale pids
Add panel_rect/panel_segments/panel_frame helpers to hand_display.py
(PANEL_SIDE=0.30, PANEL_MARGIN=0.02, PANEL_INNER=0.10). Segments use
uniform pixel-space scale so the hand aspect ratio is preserved
regardless of view aspect. mirror=True flips X within the panel.
In renderer._update_skeleton add push_panel (no mirror flip) and a
panels block before the segs==0 epilogue: routes persons_hands to
left/right panel via chirality list when aligned, screen-cx fallback
otherwise. Draws frame (pid 7) + wireframe (pid 5 left / 6 right).
Runs on every path including use_arkit. Guards: _mp_bones None, empty
hands, misaligned chirality, height==0.
26 tests pass (10 new for panel helpers).
The AV-Live data-only text HUD hid the lower-left corner of the
performance display and would collide with the new left-hand panel.
VIZ_HUD=1 re-enables it; the H key toggle guards the absent view.
_decode_hands now returns (hands, chirality) tuple instead of a bare
list. Landmark .z keeps the raw wire value; .c = clamp(z, 0, 1).
Chirality byte (1=right, else 0=left) is decoded per hand and stored
in State.persons_hands_chirality under the same lock as
persons_hands_iphone.
ARKit-only-body mode no longer consumes face: the Mac dropped face
entirely (face=0, /pose/mouth gone), so VNDetectFaceLandmarksRequest
and the .face USB frames were pure wasted per-frame compute. Drop the
face request and its send.
The on-device ARView (RealityKit) rendered a black background behind
the SwiftUI skeleton overlay -- it never showed the camera -- so it
only spun up the RealityKit AR render pipeline (the engine:rematerial
console spam) to draw black. Remove the ARView; the screen stays
black + skeleton overlay, identical UX, minus the GPU/thermal cost.
Video (HEVC) and hands are kept: the Mac uses the iPhone video as the
visualizer backdrop and Vision hands drive pinch/fist gestures.
Add camera: ARCamera param to publishUSB and thread frame.camera
through from the session delegate. After the existing .skeleton
send, project all 91 joints to viewport 2D, normalize to [0,1],
and send as Skeleton2DPayload / FrameTag.skeleton2D (tag 6).