docs: document editor architecture and user features

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2026-04-28 09:43:51 +02:00
parent 7b38f04a0d
commit 8f40bb8133
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.drei/
.glitchdrei-cache/
# Temporaire
.backend/
backend/
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# Editor Integration - La-Fabrik
## ✅ Intégration terminée
L'éditeur du POC-Editor a été entièrement intégré dans La-Fabrik sous la route `/editor`.
## 🎯 Fonctionnalités implémentées
### 1. **Routing React** (React Router DOM)
- Route `/` → Jeu original La-Fabrik
- Route `/editor` → Éditeur de map 3D
- Navigation fluide entre les deux
### 2. **Chargement automatique de map.json**
- Cherche `/map.json` dans `public/` au démarrage
- Scan automatique des modèles dans `public/models/`
- Fallback: interface d'upload de dossier
### 3. **Système de caméra hybride**
- Réutilise `useCameraMode()` existant de La-Fabrik
- **Mode debug** : OrbitControls (édition libre)
- **Mode player** : FPSController custom (WASD/ZQSD + souris + jump)
- Pas de dépendance à `octree` dans l'éditeur
### 4. **Visualisation 3D avancée**
- Support complet des **MapNode** (position, rotation, scale)
- Chargement de modèles GLB/GLTF depuis `models/{nom}/model.glb`
- Fallback: cubes colorés pour modèles manquants
- Highlight orange pour sélection
### 5. **Panneau de contrôle latéral**
- Transformations: Translate (T), Rotate (R), Scale (S)
- Undo/Redo avec compteurs (Ctrl+Z / Ctrl+Y)
- Export JSON des modifications
- Info sur la sélection et contrôles
### 6. **Interaction et sélection**
- Click pour sélectionner objets
- ESC pour désélectionner
- Intégration avec `InteractionManager` (système existant)
- Visual feedback avec highlighting
## 📁 Structure des fichiers
```
src/components/editor/
├── EditorPage.tsx # Composant route /editor + CSS + upload
├── EditorViewer.tsx # Composant principal (logique état + effets)
├── EditorCamera.tsx # Caméra (switch OrbitControls/FPS)
├── EditorFPSController.tsx # Controller FPS sans collisions
├── MapViewer.tsx # Visualisation map.json + modèles
├── EditorControls.tsx # Panneau latéral UI
├── types.ts # Types: MapNode, SceneData, TransformMode
└── EditorPage.css # Styles scoped (~150 lignes)
```
## 🔧 Setup initial
1. **Dépendances installées** :
```bash
npm install react-router-dom --legacy-peer-deps
```
2. **Modifications apportées** :
- `main.tsx` → Enveloppé par `<BrowserRouter>`
- `App.tsx` → Routes avec `<Route path="/editor">`
- `vite.config.ts` → Pas de modif nécessaire
## 🚀 Utilisation
### Accès à l'éditeur
1. Lancer le serveur : `npm run dev`
2. Ouvrir `http://localhost:5176/editor`
3. Si `map.json` manque → uploader un dossier
### Structure du dossier
```
public/
├── map.json # Fichier JSON avec MapNode[]
└── models/
├── arbre/
│ └── model.glb # Modèle 3D
├── building/
│ └── model.glb
└── ...
```
### Format map.json
```json
[
{
"name": "arbre",
"type": "Mesh",
"position": [0, 5, 0],
"rotation": [0, 1.57, 0],
"scale": [1, 1, 1]
}
]
```
### Contrôles claviers
- **T** : Translate (déplacement)
- **R** : Rotate (rotation)
- **S** : Scale (échelle)
- **Ctrl+Z** : Undo
- **Ctrl+Y** : Redo
- **ESC** : Désélection
- **WASD/ZQSD** : Déplacement (mode player)
- **Espace** : Saut (mode player)
- **Clic souris** : Sélection objet
## 🧪 Tests recommandés
1. **Navigation** : `/``/editor`
2. **Upload dossier** : Télécharger un dossier test
3. **Caméra** : Tester debug vs player mode
4. **Transformations** : T/R/S sur objets sélectionnés
5. **Undo/Redo** : Modifier puis annuler/rétablir
6. **Export JSON** : Exporter map.json modifié
7. **Performances** : Avec maps complexes (test map.json 12K lignes)
## 📝 Points d'attention
### Performance
- Map.json de 12K+ lignes peut impacter perfs
- Optimization: implémenter LOD si nécessaire
- Cleanup des blob URLs après upload
### Intégration systèmes existants
- Réutilise `useCameraMode()` de La-Fabrik
- Compatible avec `InteractionManager`
- Styles scoped (`editor-` prefix) pour éviter conflits
### Évolution future
- Ajouter snap/toggle grid
- Implémenter duplication objets
- Ajouter outils texturing/matériaux
- Synchronisation avec backend
## 🔗 URLs de test
- Jeu : `http://localhost:5176/`
- Éditeur : `http://localhost:5176/editor`
- Page de test : `file:///C:/Users/mathc/Documents/Programation/LA-FABRIK/La-Fabrik/test-editor.html`
---
**Statut** : ✅ Intégration complète avec toutes les fonctionnalités demandées.
**Prochaines étapes** : Tests utilisateur + optimisation performance.
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@@ -4,13 +4,16 @@ 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 overlays.
- `src/main.tsx` mounts React and wraps the app in `BrowserRouter`.
- `src/App.tsx` declares the top-level routes:
- `/` mounts the playable 3D scene, debug perf overlay, and HTML overlays.
- `/editor` mounts the map editor page.
- `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/components/game/GameMap.tsx` loads map nodes from `public/map.json`, resolves available models, 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.
@@ -38,6 +41,26 @@ This document describes the code that exists today in the repository.
- `src/utils/debug/scene/DebugHelpers.tsx` mounts debug helpers.
- `src/utils/debug/scene/DebugCameraControls.tsx` mounts the free debug camera.
## Editor System
- `src/pages/editor/EditorPage.tsx` is the route-level editor page for `/editor`.
- `src/features/editor/components/EditorControls.tsx` renders the HTML editor control panel.
- `src/features/editor/scene/EditorScene.tsx` composes the editor canvas scene, camera controls, lights, shortcuts, and map rendering.
- `src/features/editor/scene/EditorMap.tsx` renders map nodes, fallback cubes, selection highlighting, and transform controls.
- `src/features/editor/controls/FlyController.tsx` provides player-style editor navigation.
- `src/features/editor/hooks/useEditorSceneData.ts` loads scene data and handles folder upload fallback.
- `src/features/editor/hooks/useEditorHistory.ts` owns editor undo and redo state.
- `src/features/editor/utils/loadEditorScene.ts` handles editor-only folder upload parsing.
- `src/utils/loadMapSceneData.ts` is shared by the game scene and editor to load `public/map.json` and resolve model URLs.
- `src/types/editor.ts` contains the shared `MapNode`, `SceneData`, and `TransformMode` types.
## Map Data
- `public/map.json` is expected to be a `MapNode[]`.
- Each map node `name` maps to `public/models/{name}/model.gltf`.
- The editor renders a fallback cube for missing models.
- The game scene filters out nodes whose model cannot be resolved.
## Current Limitations
- The repository is still a prototype, not the full intended game runtime.
@@ -45,3 +68,4 @@ This document describes the code that exists today in the repository.
- 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.
- Editor save-to-server is implemented as a Vite dev-server plugin, not a production backend API.
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# Editor Technical Notes
This document describes the map editor that exists in the current codebase.
## Purpose
The editor is a React route used to inspect and adjust the `public/map.json` scene data from inside the La-Fabrik app. It shares the same `MapNode` data format as the game scene and uses React Three Fiber for rendering.
## Routing
- `/` renders the playable La-Fabrik scene.
- `/editor` renders the map editor.
- `src/main.tsx` wraps the app with `BrowserRouter`.
- `src/App.tsx` defines the route and imports `EditorPage` from `src/pages/editor/EditorPage.tsx`.
## File Structure
```txt
src/
├── pages/
│ └── editor/
│ └── EditorPage.tsx
├── features/
│ └── editor/
│ ├── components/
│ │ └── EditorControls.tsx
│ ├── controls/
│ │ └── FlyController.tsx
│ ├── hooks/
│ │ ├── useEditorHistory.ts
│ │ └── useEditorSceneData.ts
│ ├── scene/
│ │ ├── EditorMap.tsx
│ │ └── EditorScene.tsx
│ └── utils/
│ └── loadEditorScene.ts
├── types/
│ └── editor.ts
└── utils/
└── loadMapSceneData.ts
```
## Responsibilities
`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.
`src/features/editor/hooks/useEditorSceneData.ts` loads the default map data and handles folder uploads.
`src/features/editor/hooks/useEditorHistory.ts` owns editor undo and redo history.
`src/features/editor/scene/EditorScene.tsx` composes the editor canvas scene, camera controls, lights, keyboard shortcuts, and `EditorMap`.
`src/features/editor/scene/EditorMap.tsx` renders map nodes, fallback cubes, selection highlighting, and transform controls.
`src/features/editor/components/EditorControls.tsx` renders the HTML control panel outside the canvas.
`src/features/editor/controls/FlyController.tsx` provides editor movement controls for player-style navigation.
`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.
`src/features/editor/utils/loadEditorScene.ts` contains editor-only upload handling for user-selected folders.
## Data Format
The shared editor type lives in `src/types/editor.ts`.
```ts
interface MapNode {
name: string;
type: string;
position: [number, number, number];
rotation: [number, number, number];
scale: [number, number, number];
}
```
`public/map.json` is expected to be a `MapNode[]`.
```json
[
{
"name": "pylone",
"type": "Mesh",
"position": [0, 5, 0],
"rotation": [0, 1.57, 0],
"scale": [1, 1, 1]
}
]
```
Each node `name` maps to a model folder:
```txt
public/
├── map.json
└── models/
└── pylone/
└── model.gltf
```
If a model is missing, the editor renders a fallback cube so the node can still be selected and transformed.
## Editor Flow
1. `EditorPage` mounts on `/editor`.
2. `useEditorSceneData` calls `loadMapSceneData()`.
3. `loadMapSceneData()` loads `/map.json` and available model URLs.
4. If `/map.json` is missing, the page displays a folder-upload flow.
5. `EditorScene` renders the grid, lights, camera controls, and map nodes.
6. `EditorControls` exposes transform mode, history actions, export, save, and selection info.
## Controls
- Click: select a node.
- `Esc`: clear selection.
- `T`: translate mode.
- `R`: rotate mode.
- `S`: scale mode.
- `Ctrl+Z` or `Cmd+Z`: undo.
- `Ctrl+Y` or `Cmd+Y`: redo.
- `WASD`, `ZQSD`, or arrow keys: move in player-controller mode.
- `Space`: move upward in player-controller mode.
- `Shift`: move downward in player-controller mode.
## Saving And Exporting
The editor supports two output paths:
- Export JSON downloads the current `MapNode[]` as `map.json`.
- Save to Server posts the current `MapNode[]` to `/api/save-map`.
The dev-only `/api/save-map` endpoint is implemented by the Vite plugin in `vite.config.ts`. It writes to `public/map.json` and enforces a maximum payload size.
## Styling
Editor styles are in `src/index.css` under the `/* Editor page */` section. Classes are prefixed with `editor-` to avoid collisions with the game UI.
## Known Limitations
- Uploaded model object URLs are not currently revoked after replacement or unmount.
- Large `map.json` files may need virtualization, culling, or LOD support later.
- There is no snap-to-grid, duplication, material editing, or object creation workflow yet.
- Save to Server is a Vite dev-server helper, not a production backend API.
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## Scene
- Fullscreen React Three Fiber scene
- Main map scene loaded from `public/models/map/model.gltf`
- Main map scene loaded from `public/map.json` and matching `public/models/{name}/model.gltf` assets
- Debug physics test scene selectable from the debug panel
- Ambient and directional lighting
- Environment background setup
@@ -38,6 +38,20 @@ This document lists features that are implemented in the current codebase.
- Free debug camera
- `r3f-perf` overlay
## Map Editor
- `/editor` route for inspecting and editing `public/map.json`
- Automatic loading of `public/map.json` when available
- Folder upload fallback when `map.json` is missing
- Rendering of available `public/models/{name}/model.gltf` assets
- Fallback cubes for nodes whose model is missing
- Object selection by click
- Transform modes for translate, rotate, and scale
- Keyboard shortcuts for `T`, `R`, `S`, `Esc`, undo, and redo
- Player-style navigation mode with `WASD`, `ZQSD`, arrow keys, `Space`, and `Shift`
- JSON export for downloading the edited map
- Dev-server save endpoint for writing changes back to `public/map.json`
## Not Implemented Yet
- mission system
@@ -47,3 +61,4 @@ This document lists features that are implemented in the current codebase.
- loading flow
- minimap and mission HUD
- full production separation between gameplay and debug scenes
- production backend persistence for editor saves
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@@ -5,7 +5,7 @@ import { Crosshair } from "@/components/ui/Crosshair";
import { InteractPrompt } from "@/components/ui/InteractPrompt";
import { DebugPerf } from "@/utils/debug/DebugPerf";
import { World } from "@/world/World";
import { EditorPage } from "@/pages/EditorPage";
import { EditorPage } from "@/pages/editor/EditorPage";
function App(): React.JSX.Element {
return (
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import { useCameraMode } from "@/hooks/debug/useCameraMode";
import { OrbitControls } from "@react-three/drei";
export default function EditorCamera() {
const cameraMode = useCameraMode();
if (cameraMode === "debug") {
return (
<OrbitControls
enableDamping
dampingFactor={0.05}
minDistance={10}
maxDistance={500}
target={[0, 0, 0]}
makeDefault
/>
);
}
return null;
}
@@ -1,144 +0,0 @@
import { useEffect, useRef, useCallback } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
const WALK_SPEED = 8;
const JUMP_SPEED = 7;
const MOUSE_SENSITIVITY = 0.002;
export default function EditorFPSController() {
const { camera: rawCamera } = useThree();
const cameraRef = useRef(rawCamera);
const keys = useRef<Set<string>>(new Set());
const velocity = useRef(new THREE.Vector3());
const wantsJump = useRef(false);
const mouseLocked = useRef(false);
const handleKeyDown = useCallback((e: KeyboardEvent) => {
keys.current.add(e.code);
switch (e.key.toLowerCase()) {
case " ":
wantsJump.current = true;
e.preventDefault();
break;
case "e":
e.preventDefault();
break;
}
}, []);
const handleKeyUp = useCallback((e: KeyboardEvent) => {
keys.current.delete(e.code);
}, []);
const handleMouseMove = useCallback(
(e: MouseEvent) => {
if (!mouseLocked.current) return;
const movementX = e.movementX || 0;
const movementY = e.movementY || 0;
cameraRef.current.rotation.y -= movementX * MOUSE_SENSITIVITY;
cameraRef.current.rotation.x -= movementY * MOUSE_SENSITIVITY;
cameraRef.current.rotation.x = Math.max(
-Math.PI / 2,
Math.min(Math.PI / 2, cameraRef.current.rotation.x),
);
},
[cameraRef],
);
const handleMouseDown = useCallback((e: MouseEvent) => {
if (e.button === 0) {
if (!mouseLocked.current) {
mouseLocked.current = true;
document.body.requestPointerLock();
}
}
}, []);
useEffect(() => {
window.addEventListener("keydown", handleKeyDown);
window.addEventListener("keyup", handleKeyUp);
window.addEventListener("mousemove", handleMouseMove);
window.addEventListener("mousedown", handleMouseDown);
return () => {
window.removeEventListener("keydown", handleKeyDown);
window.removeEventListener("keyup", handleKeyUp);
window.removeEventListener("mousemove", handleMouseMove);
window.removeEventListener("mousedown", handleMouseDown);
};
}, [handleKeyDown, handleKeyUp, handleMouseMove, handleMouseDown]);
useFrame((_, delta) => {
const dt = Math.min(delta, 0.05);
if (!mouseLocked.current) return;
const forward = new THREE.Vector3(0, 0, -1);
const right = new THREE.Vector3(1, 0, 0);
const up = new THREE.Vector3(0, 1, 0);
forward.applyQuaternion(cameraRef.current.quaternion);
right.applyQuaternion(cameraRef.current.quaternion);
forward.setY(0);
right.setY(0);
if (forward.lengthSq() > 0) forward.normalize();
if (right.lengthSq() > 0) right.normalize();
if (up.lengthSq() > 0) up.normalize();
const isForward =
keys.current.has("KeyW") ||
keys.current.has("ArrowUp") ||
keys.current.has("KeyZ");
const isBackward =
keys.current.has("KeyS") || keys.current.has("ArrowDown");
const isLeft =
keys.current.has("KeyA") ||
keys.current.has("ArrowLeft") ||
keys.current.has("KeyQ");
const isRight = keys.current.has("KeyD") || keys.current.has("ArrowRight");
const wishDir = new THREE.Vector3();
if (isForward) wishDir.add(forward);
if (isBackward) wishDir.sub(forward);
if (isLeft) wishDir.sub(right);
if (isRight) wishDir.add(right);
if (wishDir.lengthSq() > 0) {
wishDir.normalize().multiplyScalar(WALK_SPEED * dt * 10);
velocity.current.x += wishDir.x;
velocity.current.z += wishDir.z;
}
const damping = Math.exp(-8 * dt);
velocity.current.x *= damping;
velocity.current.z *= damping;
if (wantsJump.current) {
velocity.current.y = JUMP_SPEED;
wantsJump.current = false;
} else {
velocity.current.y -= 20 * dt;
}
cameraRef.current.position.copy(
cameraRef.current.position
.clone()
.add(velocity.current.clone().multiplyScalar(dt)),
);
if (cameraRef.current.position.y < 2) {
cameraRef.current.position.y = 2;
velocity.current.y = 0;
velocity.current.x *= 0.9;
velocity.current.z *= 0.9;
}
});
return null;
}
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@@ -1,21 +1,17 @@
import { useEffect, useState, useMemo, useRef } from "react";
import { useEffect, useState, useRef } from "react";
import { useGLTF } from "@react-three/drei";
import * as THREE from "three";
import { useOctreeGraphNode } from "@/hooks/useOctreeGraphNode";
import { loadMapSceneData } from "@/utils/loadMapSceneData";
import type { OctreeReadyHandler } from "@/types/3d";
import type { MapNode } from "@/types/editor";
const MAP_JSON_PATH = "/map.json";
interface GameMapProps {
onOctreeReady: OctreeReadyHandler;
}
export function GameMap({ onOctreeReady }: GameMapProps): React.JSX.Element {
const [mapNodes, setMapNodes] = useState<MapNode[]>([]);
const [availableModels, setAvailableModels] = useState<Set<string>>(
new Set(),
);
const [isLoading, setIsLoading] = useState(true);
const groupRef = useRef<THREE.Group>(null);
@@ -24,32 +20,16 @@ export function GameMap({ onOctreeReady }: GameMapProps): React.JSX.Element {
useEffect(() => {
const loadMap = async () => {
try {
const nodesResponse = await fetch(MAP_JSON_PATH);
if (!nodesResponse.ok) {
const sceneData = await loadMapSceneData();
if (!sceneData) {
console.warn("map.json not found");
setIsLoading(false);
return;
}
const nodes: MapNode[] = await nodesResponse.json();
setMapNodes(nodes);
const uniqueModelNames = [...new Set(nodes.map((n) => n.name))];
const available = new Set<string>();
for (const modelName of uniqueModelNames) {
try {
const modelUrl = `/models/${modelName}/model.gltf`;
const modelResponse = await fetch(modelUrl);
const contentType = modelResponse.headers.get("content-type") || "";
if (contentType.includes("gltf") || contentType.includes("model")) {
available.add(modelName);
}
} catch {
/* empty */
}
}
setAvailableModels(available);
setMapNodes(
sceneData.mapNodes.filter((node) => sceneData.models.has(node.name)),
);
} catch (error) {
console.error("Error loading map:", error);
} finally {
@@ -60,17 +40,13 @@ export function GameMap({ onOctreeReady }: GameMapProps): React.JSX.Element {
loadMap();
}, []);
const nodesToRender = useMemo(() => {
return mapNodes.filter((node) => availableModels.has(node.name));
}, [mapNodes, availableModels]);
if (isLoading) {
return <></>;
}
return (
<group ref={groupRef}>
{nodesToRender.map((node, index) => (
{mapNodes.map((node, index) => (
<ModelInstance key={index} node={node} />
))}
</group>
@@ -12,12 +12,11 @@ interface EditorControlsProps {
onRedo: () => void;
onExportJson: () => void;
onSaveToServer?: () => void;
onResetCamera?: () => void;
onPlayerMode?: () => void;
isPlayerMode?: boolean;
}
export default function EditorControls({
export function EditorControls({
transformMode,
onTransformModeChange,
selectedNodeIndex,
@@ -29,10 +28,9 @@ export default function EditorControls({
onRedo,
onExportJson,
onSaveToServer,
onResetCamera,
onPlayerMode,
isPlayerMode,
}: EditorControlsProps) {
}: EditorControlsProps): React.JSX.Element {
const cameraPosition = [0, 50, 100];
return (
@@ -47,30 +45,30 @@ export default function EditorControls({
<div className="editor-controls-panel">
<h3>Transform</h3>
<div className="transform-buttons">
<div className="editor-transform-buttons">
<button
className={`transform-button ${transformMode === "translate" ? "active" : ""}`}
className={`editor-transform-button ${transformMode === "translate" ? "active" : ""}`}
onClick={() => onTransformModeChange("translate")}
>
Translate (T)
</button>
<button
className={`transform-button ${transformMode === "rotate" ? "active" : ""}`}
className={`editor-transform-button ${transformMode === "rotate" ? "active" : ""}`}
onClick={() => onTransformModeChange("rotate")}
>
🔄 Rotate (R)
</button>
<button
className={`transform-button ${transformMode === "scale" ? "active" : ""}`}
className={`editor-transform-button ${transformMode === "scale" ? "active" : ""}`}
onClick={() => onTransformModeChange("scale")}
>
📐 Scale (S)
</button>
</div>
<div className="history-buttons">
<div className="editor-history-buttons">
<button
className="history-button"
className="editor-history-button"
onClick={onUndo}
disabled={undoCount === 0}
style={{ color: undoCount > 0 ? "#00ff00" : "#555" }}
@@ -78,7 +76,7 @@ export default function EditorControls({
Undo ({undoCount})
</button>
<button
className="history-button"
className="editor-history-button"
onClick={onRedo}
disabled={redoCount === 0}
style={{ color: redoCount > 0 ? "#00ff00" : "#555" }}
@@ -87,27 +85,21 @@ export default function EditorControls({
</button>
</div>
<button className="export-button" onClick={onExportJson}>
<button className="editor-export-button" onClick={onExportJson}>
💾 Export JSON
</button>
{onSaveToServer && (
<button className="save-button" onClick={onSaveToServer}>
<button className="editor-save-button" onClick={onSaveToServer}>
💾 Save to Server
</button>
)}
<h3>View</h3>
{onResetCamera && (
<button className="reset-button" onClick={onResetCamera}>
🔄 Reset Camera
</button>
)}
{onPlayerMode && (
<button
className={`player-button ${isPlayerMode ? "active" : ""}`}
className={`editor-player-button ${isPlayerMode ? "active" : ""}`}
onClick={onPlayerMode}
>
🎮 Player Controller
@@ -116,23 +108,23 @@ export default function EditorControls({
<h3>Selection</h3>
{selectedNodeIndex !== null ? (
<div className="selected-info">
<div className="selected-name">
<div className="editor-selected-info">
<div className="editor-selected-name">
Selected:{" "}
<strong>
{selectedNodeName || `Node ${selectedNodeIndex + 1}`}
</strong>
</div>
<div className="selected-index">
<div className="editor-selected-index">
Index: {selectedNodeIndex + 1} / {nodesCount}
</div>
</div>
) : (
<div className="no-selection">No object selected</div>
<div className="editor-no-selection">No object selected</div>
)}
<h3>Controls</h3>
<div className="controls-help">
<div className="editor-controls-help">
<p>Click - Select object</p>
<p>T/R/S - Transform mode</p>
<p>Ctrl+Z - Undo</p>
@@ -21,7 +21,7 @@ export interface FlyControllerRef {
controls: OrbitControlsType | null;
}
const FlyControllerInner = forwardRef<FlyControllerRef, FlyControllerProps>(
export const FlyController = forwardRef<FlyControllerRef, FlyControllerProps>(
(
{ speed = 10, verticalSpeed = 5, onPositionChange, disabled = false },
ref,
@@ -122,4 +122,4 @@ const FlyControllerInner = forwardRef<FlyControllerRef, FlyControllerProps>(
},
);
export default FlyControllerInner;
FlyController.displayName = "FlyController";
@@ -0,0 +1,161 @@
import { useCallback, useRef, useState } from "react";
import type { MapNode, SceneData } from "@/types/editor";
interface ObjectTransform {
uuid: string;
position: { x: number; y: number; z: number };
rotation: { x: number; y: number; z: number };
scale: { x: number; y: number; z: number };
}
class HistoryManager {
private history: ObjectTransform[][] = [];
private currentIndex = -1;
constructor(private maxSize = 50) {}
saveSnapshot(objects: ObjectTransform[]): void {
if (this.currentIndex < this.history.length - 1) {
this.history = this.history.slice(0, this.currentIndex + 1);
}
this.history.push(objects.map((object) => ({ ...object })));
this.currentIndex = this.history.length - 1;
if (this.history.length > this.maxSize) {
this.history.shift();
this.currentIndex--;
}
}
undo(): ObjectTransform[] | undefined {
if (this.currentIndex <= 0) return undefined;
this.currentIndex--;
return this.history[this.currentIndex];
}
redo(): ObjectTransform[] | undefined {
if (this.currentIndex >= this.history.length - 1) return undefined;
this.currentIndex++;
return this.history[this.currentIndex];
}
getUndoCount(): number {
return this.currentIndex;
}
getRedoCount(): number {
return this.history.length - 1 - this.currentIndex;
}
}
interface UseEditorHistoryResult {
undoCount: number;
redoCount: number;
handleUndo: () => void;
handleRedo: () => void;
handleTransformStart: () => void;
handleTransformEnd: () => void;
}
export function useEditorHistory(
sceneData: SceneData | null,
setSceneData: React.Dispatch<React.SetStateAction<SceneData | null>>,
): UseEditorHistoryResult {
const [undoCount, setUndoCount] = useState(0);
const [redoCount, setRedoCount] = useState(0);
const historyManager = useRef(new HistoryManager(50));
const updateHistoryCounts = useCallback(() => {
setUndoCount(historyManager.current.getUndoCount());
setRedoCount(historyManager.current.getRedoCount());
}, []);
const applySnapshot = useCallback(
(snapshot: ObjectTransform[]): void => {
setSceneData((prev) => {
if (!prev) return null;
const mapNodes = prev.mapNodes.map((node, index) => {
const transform = snapshot.find(
(item) => item.uuid === `node-${index}`,
);
if (!transform) return node;
return {
...node,
position: [
transform.position.x,
transform.position.y,
transform.position.z,
],
rotation: [
transform.rotation.x,
transform.rotation.y,
transform.rotation.z,
],
scale: [transform.scale.x, transform.scale.y, transform.scale.z],
} satisfies MapNode;
});
return { ...prev, mapNodes };
});
},
[setSceneData],
);
const handleUndo = useCallback(() => {
const snapshot = historyManager.current.undo();
if (!snapshot) return;
applySnapshot(snapshot);
updateHistoryCounts();
}, [applySnapshot, updateHistoryCounts]);
const handleRedo = useCallback(() => {
const snapshot = historyManager.current.redo();
if (!snapshot) return;
applySnapshot(snapshot);
updateHistoryCounts();
}, [applySnapshot, updateHistoryCounts]);
const handleTransformStart = useCallback(() => {
if (!sceneData) return;
historyManager.current.saveSnapshot(createSnapshot(sceneData));
}, [sceneData]);
const handleTransformEnd = useCallback(() => {
if (!sceneData) return;
historyManager.current.saveSnapshot(createSnapshot(sceneData));
updateHistoryCounts();
}, [sceneData, updateHistoryCounts]);
return {
undoCount,
redoCount,
handleUndo,
handleRedo,
handleTransformStart,
handleTransformEnd,
};
}
function createSnapshot(sceneData: SceneData): ObjectTransform[] {
return sceneData.mapNodes.map((node, index) => ({
uuid: `node-${index}`,
position: {
x: node.position[0],
y: node.position[1],
z: node.position[2],
},
rotation: {
x: node.rotation[0],
y: node.rotation[1],
z: node.rotation[2],
},
scale: { x: node.scale[0], y: node.scale[1], z: node.scale[2] },
}));
}
@@ -0,0 +1,65 @@
import { useCallback, useEffect, useState } from "react";
import { createSceneDataFromFiles } from "@/features/editor/utils/loadEditorScene";
import { loadMapSceneData } from "@/utils/loadMapSceneData";
import type { SceneData } from "@/types/editor";
interface UseEditorSceneDataResult {
hasMapJson: boolean;
isMapLoading: boolean;
sceneData: SceneData | null;
setSceneData: React.Dispatch<React.SetStateAction<SceneData | null>>;
handleFolderUpload: (
event: React.ChangeEvent<HTMLInputElement>,
) => Promise<void>;
}
export function useEditorSceneData(): UseEditorSceneDataResult {
const [hasMapJson, setHasMapJson] = useState<boolean>(false);
const [isMapLoading, setIsMapLoading] = useState<boolean>(true);
const [sceneData, setSceneData] = useState<SceneData | null>(null);
useEffect(() => {
const loadScene = async (): Promise<void> => {
setIsMapLoading(true);
try {
const loadedSceneData = await loadMapSceneData();
setSceneData(loadedSceneData);
setHasMapJson(Boolean(loadedSceneData));
} catch (error) {
console.error("Error loading map data:", error);
setHasMapJson(false);
} finally {
setIsMapLoading(false);
}
};
loadScene();
}, []);
const handleFolderUpload = useCallback(
async (event: React.ChangeEvent<HTMLInputElement>): Promise<void> => {
const files = event.target.files;
if (!files) return;
try {
const uploadedSceneData = await createSceneDataFromFiles(files);
setSceneData(uploadedSceneData);
setHasMapJson(true);
} catch (error) {
const message = error instanceof Error ? error.message : "Erreur";
console.error("Error processing upload:", error);
alert(message);
}
},
[],
);
return {
hasMapJson,
isMapLoading,
sceneData,
setSceneData,
handleFolderUpload,
};
}
@@ -1,11 +1,10 @@
import { useMemo, useRef, useEffect, useState } from "react";
import { useGLTF } from "@react-three/drei";
import { Grid, TransformControls } from "@react-three/drei";
import { Grid, TransformControls, useGLTF } from "@react-three/drei";
import * as THREE from "three";
import type { SceneData, MapNode, TransformMode } from "@/types/editor";
interface MapViewerProps {
interface EditorMapProps {
sceneData: SceneData;
selectedNodeIndex: number | null;
onSelectNode: (index: number | null) => void;
@@ -17,7 +16,7 @@ interface MapViewerProps {
onNodeTransform: (nodeIndex: number, transform: MapNode) => void;
}
export default function MapViewer({
export function EditorMap({
sceneData,
selectedNodeIndex,
onSelectNode,
@@ -27,7 +26,7 @@ export default function MapViewer({
onTransformStart,
onTransformEnd,
onNodeTransform,
}: MapViewerProps): React.JSX.Element {
}: EditorMapProps): React.JSX.Element {
const objectsMapRef = useRef<Map<number, THREE.Object3D>>(new Map());
const handleTransformMouseDown = () => {
@@ -93,7 +92,7 @@ export default function MapViewer({
if (modelUrl) {
return (
<ModelNodeWithRef
<EditorModelNode
key={index}
index={index}
node={node}
@@ -107,7 +106,7 @@ export default function MapViewer({
);
} else {
return (
<FallbackNodeWithRef
<EditorFallbackNode
key={index}
index={index}
node={node}
@@ -134,7 +133,7 @@ export default function MapViewer({
);
}
function ModelNodeWithRef({
function EditorModelNode({
index,
node,
modelUrl,
@@ -233,7 +232,7 @@ function ModelNodeWithRef({
);
}
function FallbackNodeWithRef({
function EditorFallbackNode({
index,
node,
isSelected,
@@ -1,11 +1,10 @@
import { useEffect } from "react";
import { OrbitControls } from "@react-three/drei";
import EditorCamera from "./EditorCamera";
import FlyController from "./FlyController";
import MapViewer from "./MapViewer";
import { FlyController } from "@/features/editor/controls/FlyController";
import { EditorMap } from "@/features/editor/scene/EditorMap";
import type { MapNode, TransformMode, SceneData } from "@/types/editor";
interface EditorViewerProps {
interface EditorSceneProps {
sceneData: SceneData;
selectedNodeIndex: number | null;
onSelectNode: (index: number | null) => void;
@@ -21,7 +20,7 @@ interface EditorViewerProps {
isPlayerMode?: boolean;
}
export default function EditorViewer({
export function EditorScene({
sceneData,
selectedNodeIndex,
onSelectNode,
@@ -35,7 +34,7 @@ export default function EditorViewer({
onUndo,
onRedo,
isPlayerMode = false,
}: EditorViewerProps) {
}: EditorSceneProps): React.JSX.Element {
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
if (e.ctrlKey || e.metaKey) {
@@ -75,8 +74,6 @@ export default function EditorViewer({
return (
<>
<EditorCamera />
{isPlayerMode ? (
<FlyController disabled={false} />
) : (
@@ -91,7 +88,7 @@ export default function EditorViewer({
/>
)}
<MapViewer
<EditorMap
sceneData={sceneData}
selectedNodeIndex={selectedNodeIndex}
onSelectNode={onSelectNode}
@@ -0,0 +1,43 @@
import type { MapNode, SceneData } from "@/types/editor";
const MAP_JSON_PATH = "/map.json";
export async function createSceneDataFromFiles(
files: FileList,
): Promise<SceneData> {
const fileMap = new Map<string, File>();
for (const file of Array.from(files)) {
fileMap.set(getProjectRelativePath(file), file);
}
const mapFile = fileMap.get(MAP_JSON_PATH);
if (!mapFile) {
throw new Error("Fichier map.json manquant à la racine du dossier");
}
const mapNodes: MapNode[] = JSON.parse(await mapFile.text());
const models = new Map<string, string>();
for (const [path, file] of fileMap.entries()) {
const modelMatch = path.match(/^\/models\/(.+)\/model\.gltf$/);
if (modelMatch?.[1]) {
models.set(modelMatch[1], URL.createObjectURL(file));
}
}
return { mapNodes, models };
}
function getProjectRelativePath(file: File): string {
const relativePath =
(file as File & { webkitRelativePath?: string }).webkitRelativePath ||
file.name;
if (!relativePath.includes("/")) {
return `/${relativePath}`;
}
const [, ...pathParts] = relativePath.split("/");
return `/${pathParts.join("/")}`;
}
+32 -48
View File
@@ -136,7 +136,7 @@ canvas {
font-family: "Courier New", monospace;
}
.upload-section {
.editor-upload-section {
background: rgba(255, 255, 255, 0.05);
border-radius: 12px;
padding: 2rem;
@@ -145,13 +145,13 @@ canvas {
margin-top: 2rem;
}
.upload-section h3 {
.editor-upload-section h3 {
color: #ff6600;
margin-bottom: 1rem;
font-size: 1.4rem;
}
.drop-zone {
.editor-drop-zone {
display: block;
width: 100%;
padding: 2rem 1rem;
@@ -167,28 +167,28 @@ canvas {
margin-bottom: 1.5rem;
}
.drop-zone:hover {
.editor-drop-zone:hover {
background: rgba(255, 102, 0, 0.2);
border-color: #ff8533;
}
.folder-input {
.editor-folder-input {
display: none;
}
.folder-structure {
.editor-folder-structure {
background: rgba(0, 0, 0, 0.3);
border-radius: 8px;
padding: 1rem;
margin-top: 1rem;
}
.folder-structure h4 {
.editor-folder-structure h4 {
color: #aaa;
margin-bottom: 0.5rem;
}
.folder-structure pre {
.editor-folder-structure pre {
background: rgba(0, 0, 0, 0.5);
padding: 1rem;
border-radius: 6px;
@@ -234,13 +234,13 @@ canvas {
color: #ff6600;
}
.transform-buttons {
.editor-transform-buttons {
display: flex;
flex-direction: column;
gap: 8px;
}
.transform-button {
.editor-transform-button {
padding: 12px;
background: #333;
color: white;
@@ -251,27 +251,27 @@ canvas {
transition: all 0.2s;
}
.transform-button.active {
.editor-transform-button.active {
background: #ff6600;
color: black;
border-color: #ff6600;
}
.transform-button:hover {
.editor-transform-button:hover {
background: #444;
}
.transform-button.active:hover {
.editor-transform-button.active:hover {
background: #ff8533;
}
.history-buttons {
.editor-history-buttons {
display: flex;
gap: 8px;
margin-top: 10px;
}
.history-button {
.editor-history-button {
flex: 1;
padding: 8px;
background: #333;
@@ -282,12 +282,12 @@ canvas {
font-size: 12px;
}
.history-button:disabled {
.editor-history-button:disabled {
cursor: not-allowed;
opacity: 0.5;
}
.export-button {
.editor-export-button {
width: 100%;
margin-top: 10px;
padding: 12px;
@@ -300,11 +300,11 @@ canvas {
font-weight: bold;
}
.export-button:hover {
.editor-export-button:hover {
background: #ff8533;
}
.save-button {
.editor-save-button {
width: 100%;
margin-top: 10px;
padding: 12px;
@@ -317,27 +317,11 @@ canvas {
font-weight: bold;
}
.save-button:hover {
.editor-save-button:hover {
background: #16a34a;
}
.reset-button {
width: 100%;
padding: 12px;
background: #444;
color: white;
border: none;
border-radius: 6px;
cursor: pointer;
font-size: 14px;
margin-bottom: 8px;
}
.reset-button:hover {
background: #555;
}
.player-button {
.editor-player-button {
width: 100%;
padding: 12px;
background: #444;
@@ -348,20 +332,20 @@ canvas {
font-size: 14px;
}
.player-button.active {
.editor-player-button.active {
background: #ff6600;
color: black;
}
.player-button:hover {
.editor-player-button:hover {
background: #555;
}
.player-button.active:hover {
.editor-player-button.active:hover {
background: #ff8533;
}
.selected-info {
.editor-selected-info {
background: rgba(255, 102, 0, 0.1);
border: 1px solid #ff6600;
border-radius: 6px;
@@ -369,17 +353,17 @@ canvas {
margin-bottom: 15px;
}
.selected-name {
.editor-selected-name {
font-size: 16px;
margin-bottom: 5px;
}
.selected-index {
.editor-selected-index {
font-size: 14px;
color: #aaa;
}
.no-selection {
.editor-no-selection {
background: rgba(255, 255, 255, 0.05);
border: 1px dashed #555;
border-radius: 6px;
@@ -389,14 +373,14 @@ canvas {
font-style: italic;
}
.controls-help {
.editor-controls-help {
background: #222;
border-radius: 6px;
padding: 15px;
border: 1px solid #444;
}
.controls-help p {
.editor-controls-help p {
margin: 4px 0;
font-size: 12px;
color: #aaa;
@@ -407,11 +391,11 @@ canvas {
font-size: 1.5rem;
}
.upload-section {
.editor-upload-section {
padding: 1.5rem;
}
.drop-zone {
.editor-drop-zone {
padding: 1.5rem 1rem;
}
}
-442
View File
@@ -1,442 +0,0 @@
import { useEffect, useState, useCallback, useRef } from "react";
import { Canvas } from "@react-three/fiber";
import EditorViewer from "@/components/editor/EditorViewer";
import EditorControls from "@/components/editor/EditorControls";
import type {
TransformMode,
MapNode,
SceneData,
ObjectTransform,
} from "@/types/editor";
class HistoryManager {
private history: ObjectTransform[][] = [];
private currentIndex = -1;
private maxSize: number;
constructor(maxSize = 50) {
this.maxSize = maxSize;
}
saveSnapshot(objects: ObjectTransform[]) {
if (this.currentIndex < this.history.length - 1) {
this.history = this.history.slice(0, this.currentIndex + 1);
}
this.history.push(objects.map((obj) => ({ ...obj })));
this.currentIndex = this.history.length - 1;
if (this.history.length > this.maxSize) {
this.history.shift();
this.currentIndex--;
}
}
undo(): ObjectTransform[] | undefined {
if (this.currentIndex > 0) {
this.currentIndex--;
return this.history[this.currentIndex];
}
return undefined;
}
redo(): ObjectTransform[] | undefined {
if (this.currentIndex < this.history.length - 1) {
this.currentIndex++;
return this.history[this.currentIndex];
}
return undefined;
}
getUndoCount(): number {
return this.currentIndex;
}
getRedoCount(): number {
return this.history.length - 1 - this.currentIndex;
}
}
export function EditorPage(): React.JSX.Element {
const [hasMapJson, setHasMapJson] = useState<boolean>(false);
const [isMapLoading, setIsMapLoading] = useState<boolean>(true);
const [sceneData, setSceneData] = useState<SceneData | null>(null);
const [selectedNodeIndex, setSelectedNodeIndex] = useState<number | null>(
null,
);
const [hoveredNodeIndex, setHoveredNodeIndex] = useState<number | null>(null);
const [transformMode, setTransformMode] =
useState<TransformMode>("translate");
const [undoCount, setUndoCount] = useState(0);
const [redoCount, setRedoCount] = useState(0);
const [isPlayerMode, setIsPlayerMode] = useState(false);
const historyManager = useRef<HistoryManager>(new HistoryManager(50));
const handleSelectNode = useCallback((index: number | null) => {
setSelectedNodeIndex(index);
}, []);
const handleHoverNode = useCallback((index: number | null) => {
setHoveredNodeIndex(index);
}, []);
const handleTransformModeChange = useCallback((mode: TransformMode) => {
setTransformMode(mode);
}, []);
const applySnapshot = useCallback(
(snapshot: ObjectTransform[]) => {
if (!sceneData) return;
setSceneData((prev) => {
if (!prev) return null;
const newMapNodes = prev.mapNodes.map((node, index) => {
const transform = snapshot.find((s) => s.uuid === `node-${index}`);
if (transform) {
return {
...node,
position: [
transform.position.x,
transform.position.y,
transform.position.z,
] as [number, number, number],
rotation: [
transform.rotation.x,
transform.rotation.y,
transform.rotation.z,
] as [number, number, number],
scale: [
transform.scale.x,
transform.scale.y,
transform.scale.z,
] as [number, number, number],
};
}
return node;
});
return { ...prev, mapNodes: newMapNodes };
});
},
[sceneData],
);
const handleUndo = useCallback(() => {
const snapshot = historyManager.current.undo();
if (snapshot) {
applySnapshot(snapshot);
setUndoCount(historyManager.current.getUndoCount());
setRedoCount(historyManager.current.getRedoCount());
}
}, [applySnapshot]);
const handleRedo = useCallback(() => {
const snapshot = historyManager.current.redo();
if (snapshot) {
applySnapshot(snapshot);
setUndoCount(historyManager.current.getUndoCount());
setRedoCount(historyManager.current.getRedoCount());
}
}, [applySnapshot]);
const handleSaveToServer = useCallback(async () => {
if (!sceneData) return;
const json = JSON.stringify(sceneData.mapNodes, null, 2);
try {
const response = await fetch("/api/save-map", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: json,
});
if (response.ok) {
alert("Map enregistrée avec succès!");
} else {
alert("Erreur lors de l'enregistrement");
}
} catch (err) {
console.error("Error saving map:", err);
alert("Erreur lors de l'enregistrement");
}
}, [sceneData]);
const handleExportJson = useCallback(() => {
if (!sceneData) return;
const json = JSON.stringify(sceneData.mapNodes, null, 2);
const blob = new Blob([json], { type: "application/json" });
const url = URL.createObjectURL(blob);
const a = document.createElement("a");
a.href = url;
a.download = "map.json";
a.click();
URL.revokeObjectURL(url);
}, [sceneData]);
const handleResetCamera = useCallback(() => {
console.log("Reset camera");
}, []);
const handlePlayerMode = useCallback(() => {
setIsPlayerMode((prev) => !prev);
}, []);
const createSnapshot = useCallback((): ObjectTransform[] => {
if (!sceneData) return [];
return sceneData.mapNodes.map((node, index) => ({
uuid: `node-${index}`,
position: {
x: node.position[0],
y: node.position[1],
z: node.position[2],
},
rotation: {
x: node.rotation[0],
y: node.rotation[1],
z: node.rotation[2],
},
scale: { x: node.scale[0], y: node.scale[1], z: node.scale[2] },
}));
}, [sceneData]);
const handleTransformStart = useCallback(() => {
if (!sceneData) return;
historyManager.current.saveSnapshot(createSnapshot());
}, [createSnapshot, sceneData]);
const handleTransformEnd = useCallback(() => {
if (!sceneData) return;
historyManager.current.saveSnapshot(createSnapshot());
setUndoCount(historyManager.current.getUndoCount());
setRedoCount(historyManager.current.getRedoCount());
}, [createSnapshot, sceneData]);
const handleNodeTransform = useCallback(
(nodeIndex: number, updatedNode: MapNode) => {
if (!sceneData) return;
setSceneData((prev) => {
if (!prev) return null;
const newMapNodes = [...prev.mapNodes];
newMapNodes[nodeIndex] = updatedNode;
return { ...prev, mapNodes: newMapNodes };
});
},
[sceneData],
);
useEffect(() => {
const loadMapData = async (): Promise<void> => {
setIsMapLoading(true);
try {
const response = await fetch("/map.json");
if (!response.ok) {
setHasMapJson(false);
setIsMapLoading(false);
return;
}
const mapNodes: MapNode[] = await response.json();
const models = new Map<string, string>();
const uniqueModelNames = [
...new Set(mapNodes.map((n: MapNode) => n.name)),
];
console.log("Unique model names in map:", uniqueModelNames);
for (const modelName of uniqueModelNames) {
try {
const modelUrl = `/models/${modelName}/model.gltf`;
const modelResponse = await fetch(modelUrl);
if (modelResponse.ok) {
const contentType =
modelResponse.headers.get("content-type") || "";
if (
contentType.includes("gltf") ||
contentType.includes("json") ||
contentType.includes("model")
) {
const text = await modelResponse.text();
if (
text.includes('"glTF"') ||
text.includes('"scene"') ||
text.includes('"nodes"')
) {
models.set(modelName, modelUrl);
} else {
console.warn(
`Invalid GLTF content for ${modelName}:`,
text.substring(0, 100),
);
}
} else {
console.warn(
`Invalid Content-Type for ${modelName}:`,
contentType,
);
}
}
} catch {
/* empty */
}
}
console.log("Loaded models:", Array.from(models.keys()));
setSceneData({ mapNodes, models });
setHasMapJson(true);
} catch (error) {
console.error("Error loading map data:", error);
setHasMapJson(false);
} finally {
setIsMapLoading(false);
}
};
loadMapData();
}, []);
const handleFolderUpload = async (
event: React.ChangeEvent<HTMLInputElement>,
): Promise<void> => {
const files = event.target.files;
if (!files) return;
const fileMap = new Map<string, File>();
for (const file of Array.from(files)) {
const webkitRelativePath =
(file as File & { webkitRelativePath?: string }).webkitRelativePath ||
"/" + file.name;
fileMap.set(webkitRelativePath, file);
}
const mapFile = fileMap.get("/map.json");
if (!mapFile) {
alert("Fichier map.json manquant à la racine du dossier");
return;
}
try {
const mapText = await mapFile.text();
const mapNodes = JSON.parse(mapText);
const models = new Map<string, string>();
for (const [path, file] of fileMap.entries()) {
const modelMatch = path && path.match(/^\/models\/(.+)\/model\.gltf$/);
if (modelMatch && modelMatch[1]) {
const modelName = modelMatch[1];
const blobUrl = URL.createObjectURL(file);
models.set(modelName, blobUrl);
}
}
setSceneData({ mapNodes, models });
setHasMapJson(true);
} catch (error) {
console.error("Error processing upload:", error);
alert("Erreur lors du traitement du dossier");
}
};
if (isMapLoading) {
return (
<div className="editor-container">
<div className="editor-loading">
<h2>Chargement de l'éditeur...</h2>
<p>Vérification de map.json dans public/</p>
</div>
</div>
);
}
if (!hasMapJson) {
return (
<div className="editor-container">
<div className="editor-error">
<h2>Erreur : map.json introuvable</h2>
<p>
Le fichier map.json est requis dans le dossier <code>public/</code>.
</p>
<div className="upload-section">
<h3>Télécharger un dossier contenant map.json</h3>
<label className="drop-zone">
<input
type="file"
className="folder-input"
onChange={handleFolderUpload}
/>
Choisir un dossier contenant map.json
</label>
<div className="folder-structure">
<h4>Structure requise :</h4>
<pre>
public/ <strong>map.json</strong> (à la racine) models/
arbre/ model.glb building/ model.glb ...
</pre>
</div>
</div>
</div>
</div>
);
}
return (
<div className="editor-container">
<Canvas
camera={{ position: [0, 50, 100], fov: 50 }}
style={{ width: "100%", height: "100%" }}
onCreated={({ gl }) => {
gl.setClearColor("#1e293b");
}}
>
<EditorViewer
sceneData={sceneData!}
selectedNodeIndex={selectedNodeIndex}
onSelectNode={handleSelectNode}
hoveredNodeIndex={hoveredNodeIndex}
onHoverNode={handleHoverNode}
transformMode={transformMode}
onTransformModeChange={handleTransformModeChange}
onTransformStart={handleTransformStart}
onTransformEnd={handleTransformEnd}
onNodeTransform={handleNodeTransform}
onUndo={handleUndo}
onRedo={handleRedo}
isPlayerMode={isPlayerMode}
/>
</Canvas>
{sceneData && (
<EditorControls
transformMode={transformMode}
onTransformModeChange={handleTransformModeChange}
selectedNodeIndex={selectedNodeIndex}
nodesCount={sceneData.mapNodes.length}
selectedNodeName={
selectedNodeIndex !== null && sceneData.mapNodes[selectedNodeIndex]
? sceneData.mapNodes[selectedNodeIndex].name || null
: null
}
undoCount={undoCount}
redoCount={redoCount}
onUndo={handleUndo}
onRedo={handleRedo}
onExportJson={handleExportJson}
onSaveToServer={handleSaveToServer}
onResetCamera={handleResetCamera}
onPlayerMode={handlePlayerMode}
isPlayerMode={isPlayerMode}
/>
)}
</div>
);
}
+194
View File
@@ -0,0 +1,194 @@
import { useCallback, useState } from "react";
import { Canvas } from "@react-three/fiber";
import { EditorControls } from "@/features/editor/components/EditorControls";
import { useEditorHistory } from "@/features/editor/hooks/useEditorHistory";
import { useEditorSceneData } from "@/features/editor/hooks/useEditorSceneData";
import { EditorScene } from "@/features/editor/scene/EditorScene";
import type { MapNode, TransformMode } from "@/types/editor";
export function EditorPage(): React.JSX.Element {
const {
hasMapJson,
isMapLoading,
sceneData,
setSceneData,
handleFolderUpload,
} = useEditorSceneData();
const [selectedNodeIndex, setSelectedNodeIndex] = useState<number | null>(
null,
);
const [hoveredNodeIndex, setHoveredNodeIndex] = useState<number | null>(null);
const [transformMode, setTransformMode] =
useState<TransformMode>("translate");
const [isPlayerMode, setIsPlayerMode] = useState(false);
const {
undoCount,
redoCount,
handleUndo,
handleRedo,
handleTransformStart,
handleTransformEnd,
} = useEditorHistory(sceneData, setSceneData);
const handleSelectNode = useCallback((index: number | null) => {
setSelectedNodeIndex(index);
}, []);
const handleHoverNode = useCallback((index: number | null) => {
setHoveredNodeIndex(index);
}, []);
const handleTransformModeChange = useCallback((mode: TransformMode) => {
setTransformMode(mode);
}, []);
const handleSaveToServer = useCallback(async () => {
if (!sceneData) return;
const json = JSON.stringify(sceneData.mapNodes, null, 2);
try {
const response = await fetch("/api/save-map", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: json,
});
if (response.ok) {
alert("Map enregistrée avec succès!");
} else {
alert("Erreur lors de l'enregistrement");
}
} catch (err) {
console.error("Error saving map:", err);
alert("Erreur lors de l'enregistrement");
}
}, [sceneData]);
const handleExportJson = useCallback(() => {
if (!sceneData) return;
const json = JSON.stringify(sceneData.mapNodes, null, 2);
const blob = new Blob([json], { type: "application/json" });
const url = URL.createObjectURL(blob);
const a = document.createElement("a");
a.href = url;
a.download = "map.json";
a.click();
URL.revokeObjectURL(url);
}, [sceneData]);
const handlePlayerMode = useCallback(() => {
setIsPlayerMode((prev) => !prev);
}, []);
const handleNodeTransform = useCallback(
(nodeIndex: number, updatedNode: MapNode) => {
setSceneData((prev) => {
if (!prev) return null;
const newMapNodes = [...prev.mapNodes];
newMapNodes[nodeIndex] = updatedNode;
return { ...prev, mapNodes: newMapNodes };
});
},
[setSceneData],
);
if (isMapLoading) {
return (
<div className="editor-container">
<div className="editor-loading">
<h2>Chargement de l'éditeur...</h2>
<p>Vérification de map.json dans public/</p>
</div>
</div>
);
}
if (!hasMapJson) {
return (
<div className="editor-container">
<div className="editor-error">
<h2>Erreur : map.json introuvable</h2>
<p>
Le fichier map.json est requis dans le dossier <code>public/</code>.
</p>
<div className="editor-upload-section">
<h3>Télécharger un dossier contenant map.json</h3>
<label className="editor-drop-zone">
<input
type="file"
className="editor-folder-input"
onChange={handleFolderUpload}
multiple
{...{ webkitdirectory: "" }}
/>
Choisir un dossier contenant map.json
</label>
<div className="editor-folder-structure">
<h4>Structure requise :</h4>
<pre>
public/ <strong>map.json</strong> (à la racine) models/
arbre/ model.gltf building/ model.gltf
...
</pre>
</div>
</div>
</div>
</div>
);
}
return (
<div className="editor-container">
<Canvas
camera={{ position: [0, 50, 100], fov: 50 }}
style={{ width: "100%", height: "100%" }}
onCreated={({ gl }) => {
gl.setClearColor("#1e293b");
}}
>
<EditorScene
sceneData={sceneData!}
selectedNodeIndex={selectedNodeIndex}
onSelectNode={handleSelectNode}
hoveredNodeIndex={hoveredNodeIndex}
onHoverNode={handleHoverNode}
transformMode={transformMode}
onTransformModeChange={handleTransformModeChange}
onTransformStart={handleTransformStart}
onTransformEnd={handleTransformEnd}
onNodeTransform={handleNodeTransform}
onUndo={handleUndo}
onRedo={handleRedo}
isPlayerMode={isPlayerMode}
/>
</Canvas>
{sceneData && (
<EditorControls
transformMode={transformMode}
onTransformModeChange={handleTransformModeChange}
selectedNodeIndex={selectedNodeIndex}
nodesCount={sceneData.mapNodes.length}
selectedNodeName={
selectedNodeIndex !== null && sceneData.mapNodes[selectedNodeIndex]
? sceneData.mapNodes[selectedNodeIndex].name || null
: null
}
undoCount={undoCount}
redoCount={redoCount}
onUndo={handleUndo}
onRedo={handleRedo}
onExportJson={handleExportJson}
onSaveToServer={handleSaveToServer}
onPlayerMode={handlePlayerMode}
isPlayerMode={isPlayerMode}
/>
)}
</div>
);
}
-11
View File
@@ -12,14 +12,3 @@ export interface SceneData {
}
export type TransformMode = "translate" | "rotate" | "scale";
export interface ObjectTransform {
uuid: string;
position: { x: number; y: number; z: number };
rotation: { x: number; y: number; z: number };
scale: { x: number; y: number; z: number };
}
export interface SceneSnapshot {
objects: ObjectTransform[];
}
+53
View File
@@ -0,0 +1,53 @@
import type { MapNode, SceneData } from "@/types/editor";
const MAP_JSON_PATH = "/map.json";
const MODEL_FILE_NAME = "model.gltf";
export async function loadMapSceneData(): Promise<SceneData | null> {
const response = await fetch(MAP_JSON_PATH);
if (!response.ok) {
return null;
}
const mapNodes: MapNode[] = await response.json();
return createSceneData(mapNodes);
}
export async function createSceneData(mapNodes: MapNode[]): Promise<SceneData> {
const models = await loadMapModelUrls(mapNodes);
return { mapNodes, models };
}
async function loadMapModelUrls(
mapNodes: MapNode[],
): Promise<Map<string, string>> {
const models = new Map<string, string>();
const uniqueModelNames = [...new Set(mapNodes.map((node) => node.name))];
for (const modelName of uniqueModelNames) {
const modelUrl = `/models/${modelName}/${MODEL_FILE_NAME}`;
try {
const modelResponse = await fetch(modelUrl);
if (!modelResponse.ok) continue;
const text = await modelResponse.text();
if (isGltfContent(text)) {
models.set(modelName, modelUrl);
}
} catch {
/* Missing models are expected while editing incomplete maps. */
}
}
return models;
}
function isGltfContent(text: string): boolean {
return (
text.includes('"glTF"') ||
text.includes('"scene"') ||
text.includes('"nodes"')
);
}