feat: animator

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math-pixel
2026-04-28 20:14:37 +02:00
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# 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)
```
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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()} />
{children}
</group>
<primitive object={scene} />
{children}
</AnimatedModelContext.Provider>
);
}
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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}
defaultAnimation="Idle"
position={[0, 0, -5]}
>
<AnimationTester />
</AnimatedModel>
{/* <SimpleModel
modelPath="/models/electricenne/model.gltf"
position={[0, 1, -5]}
scale={1}
/> */}
modelPath="/models/elec/model.gltf"
defaultAnimation="Idle"
position={[0, 0, -5]}
scale={1}
/>
</>
);
}