fix: archi

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2026-04-27 10:53:50 +02:00
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# Implemented Architecture
# Current Architecture
This document describes the code that exists today in the repository.
## Runtime Structure
- `src/App.tsx` mounts the `Canvas`, the 3D `World`, the debug perf overlay, and the HTML crosshair overlay.
- `src/world/World.tsx` composes the active 3D scene.
- `src/world/Map.tsx` loads and centers the blocking map model.
- `src/world/Lighting.tsx` owns the current ambient and directional light setup.
- `src/world/Environment.tsx` owns the current background color.
- `src/world/player/FPSController.tsx` provides the current player camera, pointer lock, and `ZQSD` movement.
- `src/utils/debug/` contains debug-only tooling such as `lil-gui`, scene helpers, and the free debug camera.
- `src/components/ui/Crosshair.tsx` is the only current HTML overlay component in use.
- `src/App.tsx` mounts the `Canvas`, the 3D `World`, the debug perf overlay, and the HTML overlays.
- `src/world/World.tsx` composes the active scene, including:
- environment and lighting
- debug helpers and debug camera mode
- either the map scene or the debug physics test scene
- the player rig when the active camera mode is `player`
- `src/world/Map.tsx` loads the main map model and builds the collision octree.
- `src/world/debug/TestScene.tsx` provides a debug-oriented interaction and physics scene.
- `src/world/player/PlayerComponent.tsx` mounts the camera and controller.
- `src/world/player/PlayerController.tsx` owns pointer lock movement, jump handling, and interaction input.
## Camera Modes
## Interaction Model
The application currently has two camera modes:
- `src/stateManager/InteractionManager.ts` is the current interaction state source.
- `src/components/3d/InteractableObject.tsx` handles focus detection through distance and raycasting.
- `src/components/3d/TriggerObject.tsx` implements trigger-style interactions.
- `src/components/3d/GrabbableObject.tsx` implements hold-and-release interactions.
- `src/hooks/useInteraction.ts` exposes the interaction snapshot to React UI.
- `src/components/ui/InteractPrompt.tsx` shows the `E` prompt for trigger interactions.
- `player`
- controlled by `FPSController`
- player height is `1.75m`
- movement uses `ZQSD`
- `E` is reserved for future interaction
- `debug`
- controlled by `DebugCameraControls`
- enabled from the debug panel
## Audio
The active mode is stored in the debug subsystem and consumed through `src/hooks/debug/useCameraMode.ts`.
- `src/stateManager/AudioManager.ts` currently provides pooled one-shot sound playback.
- Trigger interactions may play audio directly through `AudioManager`.
## Debug System
- `src/utils/debug/Debug.ts` is a singleton wrapper around `lil-gui`
- `src/utils/debug/DebugPerf.tsx` lazy-loads `r3f-perf`
- `src/utils/debug/scene/DebugHelpers.tsx` mounts grid and axes in debug mode
- `src/utils/debug/scene/DebugCameraControls.tsx` mounts the free camera in debug mode
- Debug mode is enabled with `?debug`.
- `src/utils/debug/Debug.ts` owns the `lil-gui` instance and debug controls.
- `src/hooks/debug/useCameraMode.ts` and `src/hooks/debug/useSceneMode.ts` subscribe to debug state.
- `src/utils/debug/DebugPerf.tsx` lazily mounts `r3f-perf` in debug mode.
- `src/utils/debug/scene/DebugHelpers.tsx` mounts debug helpers.
- `src/utils/debug/scene/DebugCameraControls.tsx` mounts the free debug camera.
## Current Limitations
- There is no gameplay state manager implemented yet.
- There are no zone systems, missions, dialogue systems, or cinematic systems implemented yet.
- Player movement currently uses a simple height clamp instead of real collision or ground detection.
- The map is currently a blocking preview scene, not a full playable world.
- The repository is still a prototype, not the full intended game runtime.
- `src/world/debug/TestScene.tsx` is still part of the active scene composition.
- There is no central gameplay orchestrator such as `GameManager` yet.
- Missions, zones, cinematics, and dialogue systems are not implemented.
- The player uses octree collision and simple movement rules, not a complete gameplay physics stack.
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This document describes the intended medium-term architecture for the project.
## Relationship To The Current Code
- `docs/technical/architecture.md` is the source of truth for what exists now.
- This document is intentionally aspirational.
- If this document conflicts with the current implementation, the current implementation wins.
## Goals
- Keep `main` stable, `develop` as the integration branch, and `feat/*` for feature work.
- Keep the runtime split between scene composition, gameplay systems, debug tooling, and HTML UI.
- Keep `App.tsx` small and orchestration-oriented.
- Separate production world code from debug-only runtime paths.
- Keep one clear source of truth per concern.
- Grow gameplay systems incrementally instead of prebuilding empty architecture.
## Intended Layers
### App Layer
- `App.tsx` should stay small and orchestration-oriented.
- It should mount the canvas scene and top-level HTML overlays.
- `App.tsx` mounts the canvas scene and top-level HTML overlays.
- It should stay thin and avoid gameplay logic.
### World Layer
- `src/world/` should contain only production scene objects and scene composition.
- `src/world/` should contain production scene composition and production scene objects.
- Expected responsibilities:
- world composition
- map/environment/lighting
- map, environment, lighting
- player controller
- zones
- post-processing used in production
- production interaction anchors
- production post-processing, if needed
### Debug Layer
- `src/utils/debug/` should contain only developer tooling.
- Debug-only scenes and tooling should be isolated from the production world path.
- Expected responsibilities:
- `lil-gui`
- performance overlay
- scene helpers
- free camera and calibration controls
- temporary test scenes used during development
### UI Layer
- `src/components/ui/` should contain HTML overlays used by the player.
- Expected examples:
- `src/components/ui/` should contain player-facing HTML overlays.
- Expected future examples:
- crosshair
- loading screen
- loading flow
- mission HUD
- narrative overlays
### Gameplay Layer
- Gameplay state should eventually live in dedicated managers and thin hooks once those systems exist.
- Expected future concerns:
- As the project grows, gameplay state can move toward a clearer orchestration layer.
- Likely future concerns:
- missions
- zones
- cinematics
- dialogue
- audio
- interactions
## Rules
- `world/` should not contain debug-only tooling.
- `debug/` should not own production gameplay systems.
- Shared types should live close to their domain and move outward only when they gain multiple real consumers.
- New files should only be created when they have an active runtime purpose.
- Prefer direct, working code over speculative scaffolding.
- Shared types should stay close to their domain until they have multiple real consumers.
- Avoid creating new managers or service layers without an active runtime need.
- Debug-only runtime paths should be clearly marked and easy to remove later.