feat: animator
This commit is contained in:
+338
@@ -0,0 +1,338 @@
|
||||
# Animation & 3D Model System
|
||||
|
||||
This document describes how to use the 3D model components and animation system in La-Fabrik.
|
||||
|
||||
## Table of Contents
|
||||
|
||||
1. [Model Types Overview](#model-types-overview)
|
||||
2. [SimpleModel - Static Models](#simplemodel---static-models)
|
||||
3. [AnimatedModel - Animated Models](#animatedmodel---animated-models)
|
||||
4. [Animation Control](#animation-control)
|
||||
5. [Other 3D Components](#other-3d-components)
|
||||
6. [Technical Notes](#technical-notes)
|
||||
|
||||
---
|
||||
|
||||
## Model Types Overview
|
||||
|
||||
The project provides three main types of model instantiation:
|
||||
|
||||
| Type | Component | Use Case |
|
||||
| ----------- | -------------------------------------------------------- | -------------------------------------------- |
|
||||
| Static | `SimpleModel` | Props, decoration, objects without animation |
|
||||
| Animated | `AnimatedModel` | Characters, animated objects with skeleton |
|
||||
| Interactive | `GrabbableObject`, `TriggerObject`, `InteractableObject` | Objects player can interact with |
|
||||
|
||||
---
|
||||
|
||||
## SimpleModel - Static Models
|
||||
|
||||
Use for GLTF models **without** skeleton/armature and no animations.
|
||||
|
||||
```tsx
|
||||
import { SimpleModel } from "@/components/3d";
|
||||
|
||||
<SimpleModel
|
||||
modelPath="/models/elecsimple/model.gltf"
|
||||
position={[0, 0, -5]}
|
||||
rotation={[0, 45, 0]}
|
||||
scale={1}
|
||||
castShadow={true}
|
||||
receiveShadow={true}
|
||||
/>;
|
||||
```
|
||||
|
||||
### Props
|
||||
|
||||
| Prop | Type | Default | Description |
|
||||
| --------------- | ------------------------ | ----------- | --------------------------------- |
|
||||
| `modelPath` | `string` | required | Path to GLTF file in `/public` |
|
||||
| `position` | `Vector3Tuple` | `[0, 0, 0]` | World position [x, y, z] |
|
||||
| `rotation` | `Vector3Tuple` | `[0, 0, 0]` | Rotation in degrees [x, y, z] |
|
||||
| `scale` | `number \| Vector3Tuple` | `1` | Scale factor or [x, y, z] |
|
||||
| `castShadow` | `boolean` | `true` | Enable shadow casting |
|
||||
| `receiveShadow` | `boolean` | `true` | Enable shadow receiving |
|
||||
| `children` | `ReactNode` | - | Child components to render inside |
|
||||
|
||||
---
|
||||
|
||||
## AnimatedModel - Animated Models
|
||||
|
||||
Use for GLTF models **with** skeleton/armature and animations (like Mixamo characters).
|
||||
|
||||
```tsx
|
||||
import { AnimatedModel, useAnimatedModel } from "@/components/3d";
|
||||
|
||||
// Basic usage
|
||||
<AnimatedModel
|
||||
modelPath="/models/elec/model.gltf"
|
||||
defaultAnimation="Idle"
|
||||
position={[0, 0, -5]}
|
||||
rotation={[0, 0, 0]}
|
||||
scale={0.01}
|
||||
autoPlay={true}
|
||||
speed={1}
|
||||
fadeDuration={0.3}
|
||||
/>;
|
||||
```
|
||||
|
||||
### Props
|
||||
|
||||
| Prop | Type | Default | Description |
|
||||
| ------------------ | ------------------------ | ----------- | --------------------------------------------- |
|
||||
| `modelPath` | `string` | required | Path to GLTF file in `/public` |
|
||||
| `defaultAnimation` | `string` | `"Idle"` | Animation name to play by default |
|
||||
| `animations` | `string[]` | `[]` | List of animation names (optional) |
|
||||
| `position` | `Vector3Tuple` | `[0, 0, 0]` | World position [x, y, z] |
|
||||
| `rotation` | `Vector3Tuple` | `[0, 0, 0]` | Rotation in degrees [x, y, z] |
|
||||
| `scale` | `number \| Vector3Tuple` | `1` | Scale factor |
|
||||
| `autoPlay` | `boolean` | `true` | Auto-play default animation |
|
||||
| `speed` | `number` | `1` | Animation playback speed |
|
||||
| `fadeDuration` | `number` | `0.3` | Transition duration in seconds |
|
||||
| `onLoaded` | `() => void` | - | Callback when model loads |
|
||||
| `onAnimationEnd` | `(name: string) => void` | - | Callback when animation ends |
|
||||
| `children` | `ReactNode` | - | Child components (can use `useAnimatedModel`) |
|
||||
|
||||
### Important: Scale
|
||||
|
||||
Animated models (like Mixamo exports) often need a small scale (e.g., `0.01`) because they are exported in meters while Three.js uses different units. Adjust until the model appears at the right size.
|
||||
|
||||
---
|
||||
|
||||
## Animation Control
|
||||
|
||||
To control animations from inside or outside the `AnimatedModel`, use the `useAnimatedModel` hook.
|
||||
|
||||
### Basic Control
|
||||
|
||||
```tsx
|
||||
import { AnimatedModel, useAnimatedModel } from "@/components/3d";
|
||||
|
||||
// Create a controller component to use inside AnimatedModel
|
||||
function AnimationController() {
|
||||
const { play, stop, fadeTo, currentAnimation, names, setSpeed, isReady } =
|
||||
useAnimatedModel();
|
||||
|
||||
// names contains all available animation names
|
||||
// currentAnimation is the name of the currently playing animation
|
||||
// isReady is true when model and animations are loaded
|
||||
|
||||
return (
|
||||
<mesh onClick={() => play("Run", 0.5)}>
|
||||
<boxGeometry />
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
|
||||
// Usage
|
||||
<AnimatedModel
|
||||
modelPath="/models/elec/model.gltf"
|
||||
defaultAnimation="Idle"
|
||||
position={[0, 0, -5]}
|
||||
scale={0.01}
|
||||
>
|
||||
<AnimationController />
|
||||
</AnimatedModel>;
|
||||
```
|
||||
|
||||
### Available Methods
|
||||
|
||||
| Method | Signature | Description |
|
||||
| ------------------ | --------------------------------------- | ------------------------------------ |
|
||||
| `play` | `(name: string, fade?: number) => void` | Play animation with optional fade |
|
||||
| `fadeTo` | `(name: string, fade?: number) => void` | Fade to another animation |
|
||||
| `stop` | `(fade?: number) => void` | Stop and return to default animation |
|
||||
| `setSpeed` | `(speed: number) => void` | Set animation speed |
|
||||
| `currentAnimation` | `string` | Current animation name (getter) |
|
||||
| `names` | `string[]` | Available animation names |
|
||||
| `isReady` | `boolean` | Whether model is loaded |
|
||||
|
||||
### Transition Example
|
||||
|
||||
```tsx
|
||||
function Character() {
|
||||
const { play, fadeTo, currentAnimation } = useAnimatedModel();
|
||||
|
||||
const handleWalk = () => fadeTo("Walk", 0.5); // 0.5s fade
|
||||
const handleRun = () => play("Run", 0.3); // 0.3s fade
|
||||
const handleIdle = () => play("Idle", 0.5); // return to idle
|
||||
|
||||
return (
|
||||
<group>
|
||||
<mesh onClick={handleWalk} position={[-1, 0, 0]}>
|
||||
<boxGeometry />
|
||||
</mesh>
|
||||
<mesh onClick={handleRun} position={[0, 0, 0]}>
|
||||
<boxGeometry />
|
||||
</mesh>
|
||||
<mesh onClick={handleIdle} position={[1, 0, 0]}>
|
||||
<boxGeometry />
|
||||
</mesh>
|
||||
</group>
|
||||
);
|
||||
}
|
||||
```
|
||||
|
||||
### Combined: GrabbableObject with Animation
|
||||
|
||||
You can combine `AnimatedModel` inside `GrabbableObject` to create animated objects that can be picked up:
|
||||
|
||||
```tsx
|
||||
import { AnimatedModel, GrabbableObject } from "@/components/3d";
|
||||
|
||||
// Animated weapon/tool that player can pick up
|
||||
<GrabbableObject position={[0, 1, 0]} colliders="cuboid">
|
||||
<AnimatedModel
|
||||
modelPath="/models/sword/model.gltf"
|
||||
defaultAnimation="Idle"
|
||||
position={[0, 0, 0]}
|
||||
scale={0.02}
|
||||
autoPlay={true}
|
||||
/>
|
||||
</GrabbableObject>;
|
||||
```
|
||||
|
||||
Or create an animated character that can be grabbed:
|
||||
|
||||
```tsx
|
||||
import {
|
||||
AnimatedModel,
|
||||
GrabbableObject,
|
||||
useAnimatedModel,
|
||||
} from "@/components/3d";
|
||||
|
||||
// Controller that triggers animations when grabbed
|
||||
function AnimatedGrabber() {
|
||||
const { play, fadeTo } = useAnimatedModel();
|
||||
|
||||
return (
|
||||
<AnimatedModel
|
||||
modelPath="/models/elec/model.gltf"
|
||||
defaultAnimation="Idle"
|
||||
position={[0, 0, 0]}
|
||||
scale={0.01}
|
||||
autoPlay={true}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
// When grabbed, play "Grab" animation
|
||||
<GrabbableObject
|
||||
position={[0, 1, 0]}
|
||||
colliders="cuboid"
|
||||
onGrab={() => {
|
||||
// This would require a context or store to trigger
|
||||
console.log("Object grabbed!");
|
||||
}}
|
||||
>
|
||||
<AnimatedGrabber />
|
||||
</GrabbableObject>;
|
||||
```
|
||||
|
||||
**Note:** For complex interactions (like playing specific animations when grabbing), you'll need to connect the grab events to animation controls via a state manager or context.
|
||||
|
||||
---
|
||||
|
||||
## Other 3D Components
|
||||
|
||||
### GrabbableObject
|
||||
|
||||
Objects that can be picked up by the player.
|
||||
|
||||
```tsx
|
||||
import { GrabbableObject } from "@/components/3d";
|
||||
|
||||
<GrabbableObject position={[0, 1, 0]} colliders="cuboid">
|
||||
<mesh>
|
||||
<boxGeometry args={[0.5, 0.5, 0.5]} />
|
||||
<meshStandardMaterial color="red" />
|
||||
</mesh>
|
||||
</GrabbableObject>;
|
||||
```
|
||||
|
||||
### TriggerObject
|
||||
|
||||
Objects that trigger events when interacted with.
|
||||
|
||||
```tsx
|
||||
import { TriggerObject } from "@/components/3d";
|
||||
|
||||
<TriggerObject
|
||||
position={[0, 1, 0]}
|
||||
soundPath="/sounds/click.mp3"
|
||||
onTrigger={() => console.log("Triggered!")}
|
||||
>
|
||||
<mesh>
|
||||
<sphereGeometry />
|
||||
<meshStandardMaterial color="blue" />
|
||||
</mesh>
|
||||
</TriggerObject>;
|
||||
```
|
||||
|
||||
### InteractableObject
|
||||
|
||||
Base object for interactions.
|
||||
|
||||
```tsx
|
||||
import { InteractableObject } from "@/components/3d";
|
||||
|
||||
<InteractableObject
|
||||
position={[0, 1, 0]}
|
||||
onInteract={() => console.log("Interacted!")}
|
||||
>
|
||||
<mesh>
|
||||
<cylinderGeometry />
|
||||
<meshStandardMaterial color="green" />
|
||||
</mesh>
|
||||
</InteractableObject>;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Technical Notes
|
||||
|
||||
### GLTF Models
|
||||
|
||||
- Models should be placed in `/public/models/`
|
||||
- Supported formats: `.gltf`, `.glb`
|
||||
- Animated models must have an Armature/skeleton for animations to work
|
||||
|
||||
### Model Scale Issue
|
||||
|
||||
If animated models don't appear, they may be too small or too large. Try:
|
||||
|
||||
- Scale `0.01` for Mixamo-exported models
|
||||
- Scale `1` for models in correct units
|
||||
|
||||
### Cloning
|
||||
|
||||
- `SimpleModel` uses `scene.clone()` for proper React lifecycle
|
||||
- `AnimatedModel` uses the original scene directly to preserve SkinnedMesh + Armature structure
|
||||
|
||||
### Animation System
|
||||
|
||||
The animation system uses:
|
||||
|
||||
- `@react-three/drei`: `useGLTF` for loading, `useAnimations` for animation control
|
||||
- Three.js: `AnimationMixer` for playback
|
||||
|
||||
### No State Machine
|
||||
|
||||
This system intentionally avoids complex state machines (like Unity's Animator). For simple animation transitions, use the `play`, `fadeTo`, and `stop` methods directly.
|
||||
|
||||
---
|
||||
|
||||
## File Structure
|
||||
|
||||
```
|
||||
src/
|
||||
├── components/3d/
|
||||
│ ├── AnimatedModel.tsx # Animated model component + context
|
||||
│ ├── SimpleModel.tsx # Static model component
|
||||
│ ├── GrabbableObject.tsx # Pickable object
|
||||
│ ├── TriggerObject.tsx # Trigger event object
|
||||
│ ├── InteractableObject.tsx
|
||||
│ └── index.ts # Central exports
|
||||
└── hooks/
|
||||
└── useCharacterAnimation.ts # Animation hook (legacy)
|
||||
```
|
||||
Binary file not shown.
Binary file not shown.
@@ -66,48 +66,14 @@ export function AnimatedModel({
|
||||
children,
|
||||
}: AnimatedModelProps): React.JSX.Element {
|
||||
const groupRef = useRef<THREE.Group>(null);
|
||||
|
||||
void groupRef;
|
||||
const { scene, animations } = useGLTF(modelPath);
|
||||
const { actions, names, mixer } = useAnimations(animations, groupRef);
|
||||
const { actions, names, mixer } = useAnimations(animations, scene);
|
||||
|
||||
const [currentAnim, setCurrentAnim] = useState(defaultAnimation);
|
||||
const [isReady, setIsReady] = useState(false);
|
||||
|
||||
// DEBUG: Analyser la structure du modèle
|
||||
useEffect(() => {
|
||||
console.log("=== DEBUG ANIMATED MODEL ===");
|
||||
console.log("modelPath:", modelPath);
|
||||
console.log("scene:", scene);
|
||||
console.log("scene.children.length:", scene.children.length);
|
||||
console.log(
|
||||
"scene.children types:",
|
||||
scene.children.map((c) => c.type),
|
||||
);
|
||||
|
||||
let foundMesh = false;
|
||||
let foundSkeleton = false;
|
||||
|
||||
scene.traverse((child: THREE.Object3D) => {
|
||||
if (child.type === "SkinnedMesh") {
|
||||
console.log("✅ Found SkinnedMesh:", child.name);
|
||||
console.log(" visible:", child.visible);
|
||||
console.log(" skeleton:", (child as THREE.SkinnedMesh).skeleton);
|
||||
foundMesh = true;
|
||||
}
|
||||
if (child.type === "Mesh") {
|
||||
console.log("✅ Found Mesh:", child.name);
|
||||
console.log(" visible:", child.visible);
|
||||
foundMesh = true;
|
||||
}
|
||||
if (child.type === "Skeleton") {
|
||||
console.log("✅ Found Skeleton:", child);
|
||||
foundSkeleton = true;
|
||||
}
|
||||
});
|
||||
|
||||
if (!foundMesh) console.log("❌ AUCUN MESH TROUVÉ!");
|
||||
if (!foundSkeleton) console.log("❌ AUCUN SKELETON TROUVÉ!");
|
||||
console.log("=========================");
|
||||
}, [scene, modelPath]);
|
||||
|
||||
useEffect(() => {
|
||||
if (mixer) {
|
||||
mixer.timeScale = speed;
|
||||
@@ -179,35 +145,30 @@ export function AnimatedModel({
|
||||
|
||||
useEffect(() => {
|
||||
if (autoPlay && names.length > 0) {
|
||||
// Essayer d'abord l'animation par défaut, sinon la première disponible
|
||||
console.log(`[AnimatedModel] Available animations: ${names.join(", ")}`);
|
||||
|
||||
let defaultAction = actions[defaultAnimation as string];
|
||||
|
||||
// Si l'animation par défaut n'existe pas, utiliser la première disponible
|
||||
if (!defaultAction && names.length > 0) {
|
||||
console.log(
|
||||
`Animation "${defaultAnimation}" non trouvée, utilisation de:`,
|
||||
names[0],
|
||||
`[AnimatedModel] "${defaultAnimation}" not found, using: ${names[0]}`,
|
||||
);
|
||||
defaultAction = actions[names[0] as string];
|
||||
}
|
||||
|
||||
if (defaultAction) {
|
||||
console.log("Lecture de l'animation:", defaultAction.getClip().name);
|
||||
defaultAction.play();
|
||||
setIsReady(true);
|
||||
setCurrentAnim(defaultAction.getClip().name);
|
||||
onLoaded?.();
|
||||
} else {
|
||||
console.log("Aucune animation disponible dans les actions");
|
||||
console.log("[AnimatedModel] No available animation in actions");
|
||||
}
|
||||
} else if (names.length === 0) {
|
||||
console.log("Aucune animation trouvée dans le modèle");
|
||||
console.log("[AnimatedModel] No animation found in model");
|
||||
}
|
||||
}, [actions, defaultAnimation, names, autoPlay, onLoaded]);
|
||||
|
||||
const parsedScale =
|
||||
typeof scale === "number" ? ([scale, scale, scale] as Vector3Tuple) : scale;
|
||||
|
||||
const contextValue: AnimatedModelContextValue = {
|
||||
play,
|
||||
stop,
|
||||
@@ -218,17 +179,23 @@ export function AnimatedModel({
|
||||
names,
|
||||
};
|
||||
|
||||
// Apply transforms to scene directly
|
||||
useEffect(() => {
|
||||
scene.position.set(...position);
|
||||
scene.rotation.set(
|
||||
(rotation[0] * Math.PI) / 180,
|
||||
(rotation[1] * Math.PI) / 180,
|
||||
(rotation[2] * Math.PI) / 180,
|
||||
);
|
||||
const s =
|
||||
typeof scale === "number" ? [scale, scale, scale] : (scale ?? [1, 1, 1]);
|
||||
scene.scale.set(s[0] ?? 1, s[1] ?? 1, s[2] ?? 1);
|
||||
}, [scene, position, rotation, scale]);
|
||||
|
||||
return (
|
||||
<AnimatedModelContext.Provider value={contextValue}>
|
||||
<group
|
||||
ref={groupRef}
|
||||
position={position}
|
||||
rotation={rotation}
|
||||
scale={parsedScale}
|
||||
>
|
||||
<primitive object={scene.clone()} />
|
||||
<primitive object={scene} />
|
||||
{children}
|
||||
</group>
|
||||
</AnimatedModelContext.Provider>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
import { useRef } from "react";
|
||||
import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier";
|
||||
import * as THREE from "three";
|
||||
import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier";
|
||||
import { GrabbableObject } from "@/components/3d/GrabbableObject";
|
||||
import { TriggerObject } from "@/components/3d/TriggerObject";
|
||||
import { AnimatedModel } from "@/components/3d";
|
||||
import {
|
||||
TEST_SCENE_FLOOR_COLLIDER_HALF_EXTENTS,
|
||||
TEST_SCENE_FLOOR_POSITION,
|
||||
@@ -21,28 +22,7 @@ import {
|
||||
TEST_SCENE_TRIGGER_SOUND_PATH,
|
||||
} from "@/data/testSceneConfig";
|
||||
import { useOctreeGraphNode } from "@/hooks/useOctreeGraphNode";
|
||||
import type { OctreeReadyHandler } from "@/types/3d";;import { SimpleModel } from "@/components/3d";
|
||||
|
||||
import { useGLTF } from "@react-three/drei";
|
||||
// Dans votre composant
|
||||
|
||||
|
||||
// ---
|
||||
import { AnimatedModel, useAnimatedModel } from "@/components/3d";
|
||||
|
||||
const MODEL_PATH = "/models/elec/model.gltf";
|
||||
|
||||
function AnimationTester(): React.JSX.Element {
|
||||
const { scene } = useGLTF("/models/elec/model.gltf");
|
||||
return (
|
||||
<primitive
|
||||
object={scene.clone()}
|
||||
position={[0, 0, -5]}
|
||||
scale={[1, 1, 1]}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
import type { OctreeReadyHandler } from "@/types/3d";
|
||||
|
||||
interface TestSceneProps {
|
||||
onOctreeReady: OctreeReadyHandler;
|
||||
@@ -105,22 +85,14 @@ export function TestScene({
|
||||
/>
|
||||
</mesh>
|
||||
</TriggerObject>
|
||||
|
||||
|
||||
|
||||
</Physics>
|
||||
|
||||
<AnimatedModel
|
||||
modelPath={MODEL_PATH}
|
||||
modelPath="/models/elec/model.gltf"
|
||||
defaultAnimation="Idle"
|
||||
position={[0, 0, -5]}
|
||||
>
|
||||
<AnimationTester />
|
||||
</AnimatedModel>
|
||||
{/* <SimpleModel
|
||||
modelPath="/models/electricenne/model.gltf"
|
||||
position={[0, 1, -5]}
|
||||
scale={1}
|
||||
/> */}
|
||||
/>
|
||||
</>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user