clean branch-scoped code quality issues
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@@ -44,12 +44,12 @@ This document describes the code that exists today in the repository.
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## Editor System
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- `src/pages/editor/EditorPage.tsx` is the route-level editor page for `/editor`.
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- `src/features/editor/components/EditorControls.tsx` renders the HTML editor control panel.
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- `src/features/editor/scene/EditorScene.tsx` composes the editor canvas scene, camera controls, lights, shortcuts, and map rendering.
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- `src/features/editor/scene/EditorMap.tsx` renders map nodes, fallback cubes, selection highlighting, and transform controls.
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- `src/features/editor/controls/FlyController.tsx` provides player-style editor navigation.
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- `src/features/editor/hooks/useEditorSceneData.ts` loads scene data and handles folder upload fallback.
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- `src/features/editor/hooks/useEditorHistory.ts` owns editor undo and redo state.
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- `src/components/editor/EditorControls.tsx` renders the HTML editor control panel.
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- `src/components/editor/scene/EditorScene.tsx` composes the editor canvas scene, camera controls, lights, shortcuts, and map rendering.
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- `src/components/editor/scene/EditorMap.tsx` renders map nodes, fallback cubes, selection highlighting, and transform controls.
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- `src/controls/editor/FlyController.tsx` provides player-style editor navigation.
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- `src/hooks/editor/useEditorSceneData.ts` loads scene data and handles folder upload fallback.
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- `src/hooks/editor/useEditorHistory.ts` owns editor undo and redo state.
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- `src/utils/editor/loadEditorScene.ts` handles editor-only folder upload parsing.
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- `src/utils/loadMapSceneData.ts` is shared by the game scene and editor to load `public/map.json` and resolve model URLs.
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- `src/types/editor.ts` contains the shared `MapNode`, `SceneData`, and `TransformMode` types.
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@@ -63,9 +63,9 @@ This document describes the code that exists today in the repository.
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## Current Limitations
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- The repository is still a prototype, not the full intended game runtime.
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- `src/world/debug/TestScene.tsx` is still part of the active scene composition.
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- There is no central gameplay orchestrator such as `GameManager` yet.
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- The repository is a prototype, not the full intended game runtime.
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- `src/world/debug/TestScene.tsx` is part of the active scene composition.
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- There is no central gameplay orchestrator such as `GameManager`.
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- Missions, zones, cinematics, and dialogue systems are not implemented.
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- The player uses octree collision and simple movement rules, not a complete gameplay physics stack.
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- Editor save-to-server is implemented as a Vite dev-server plugin, not a production backend API.
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+20
-19
@@ -20,18 +20,19 @@ src/
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├── pages/
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│ └── editor/
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│ └── EditorPage.tsx
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├── features/
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├── components/
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│ └── editor/
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│ ├── components/
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│ │ └── EditorControls.tsx
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│ ├── controls/
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│ │ └── FlyController.tsx
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│ ├── hooks/
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│ │ ├── useEditorHistory.ts
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│ │ └── useEditorSceneData.ts
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│ ├── scene/
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│ │ ├── EditorMap.tsx
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│ │ └── EditorScene.tsx
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│ ├── EditorControls.tsx
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│ └── scene/
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│ ├── EditorMap.tsx
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│ └── EditorScene.tsx
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├── controls/
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│ └── editor/
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│ └── FlyController.tsx
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├── hooks/
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│ └── editor/
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│ ├── useEditorHistory.ts
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│ └── useEditorSceneData.ts
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├── types/
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│ └── editor.ts
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└── utils/
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@@ -44,17 +45,17 @@ src/
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`src/pages/editor/EditorPage.tsx` is the route-level composition component. It owns route-specific state such as selected object, hovered object, transform mode, and player-mode toggle.
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`src/features/editor/hooks/useEditorSceneData.ts` loads the default map data and handles folder uploads.
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`src/hooks/editor/useEditorSceneData.ts` loads the default map data and handles folder uploads.
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`src/features/editor/hooks/useEditorHistory.ts` owns editor undo and redo history.
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`src/hooks/editor/useEditorHistory.ts` owns editor undo and redo history.
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`src/features/editor/scene/EditorScene.tsx` composes the editor canvas scene, camera controls, lights, keyboard shortcuts, and `EditorMap`.
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`src/components/editor/scene/EditorScene.tsx` composes the editor canvas scene, camera controls, lights, keyboard shortcuts, and `EditorMap`.
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`src/features/editor/scene/EditorMap.tsx` renders map nodes, fallback cubes, selection highlighting, and transform controls.
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`src/components/editor/scene/EditorMap.tsx` renders map nodes, fallback cubes, selection highlighting, and transform controls.
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`src/features/editor/components/EditorControls.tsx` renders the HTML control panel outside the canvas.
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`src/components/editor/EditorControls.tsx` renders the HTML control panel outside the canvas.
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`src/features/editor/controls/FlyController.tsx` provides editor movement controls for player-style navigation.
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`src/controls/editor/FlyController.tsx` provides editor movement controls for player-style navigation.
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`src/utils/loadMapSceneData.ts` is shared by the game map and editor. It loads `/map.json` and resolves available `public/models/{name}/model.gltf` files.
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@@ -138,6 +139,6 @@ Editor styles are in `src/index.css` under the `/* Editor page */` section. Clas
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## Known Limitations
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- Uploaded model object URLs are not currently revoked after replacement or unmount.
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- Large `map.json` files may need virtualization, culling, or LOD support later.
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- There is no snap-to-grid, duplication, material editing, or object creation workflow yet.
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- Large `map.json` files are not virtualized, culled, or LOD-managed.
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- There is no snap-to-grid, duplication, material editing, or object creation workflow.
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- Save to Server is a Vite dev-server helper, not a production backend API.
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@@ -5,7 +5,7 @@ This document describes the intended medium-term architecture for the project.
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## Relationship To The Current Code
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- `docs/technical/architecture.md` is the source of truth for what exists now.
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- This document is intentionally aspirational.
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- This document describes intended direction, not implemented behavior.
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- If this document conflicts with the current implementation, the current implementation wins.
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## Goals
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@@ -40,12 +40,12 @@ This document describes the intended medium-term architecture for the project.
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- performance overlay
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- scene helpers
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- free camera and calibration controls
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- temporary test scenes used during development
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- debug test scenes used during development
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### UI Layer
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- `src/components/ui/` should contain player-facing HTML overlays.
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- Expected future examples:
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- Candidate examples:
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- crosshair
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- loading flow
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- mission HUD
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@@ -54,7 +54,7 @@ This document describes the intended medium-term architecture for the project.
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### Gameplay Layer
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- As the project grows, gameplay state can move toward a clearer orchestration layer.
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- Likely future concerns:
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- Likely concerns:
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- missions
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- zones
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- cinematics
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@@ -67,4 +67,4 @@ This document describes the intended medium-term architecture for the project.
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- Prefer direct, working code over speculative scaffolding.
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- Shared types should stay close to their domain until they have multiple real consumers.
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- Avoid creating new managers or service layers without an active runtime need.
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- Debug-only runtime paths should be clearly marked and easy to remove later.
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- Debug-only runtime paths should be clearly marked and easy to remove when obsolete.
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