feat: support glb model assets

This commit is contained in:
Tom Boullay
2026-04-29 16:18:24 +02:00
parent ad6f1552c6
commit 95e7e9c0a5
9 changed files with 59 additions and 36 deletions
+1 -1
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@@ -57,7 +57,7 @@ This document describes the code that exists today in the repository.
## Map Data
- `public/map.json` is expected to be a `MapNode[]`.
- Each map node `name` maps to `public/models/{name}/model.gltf`.
- Each map node `name` maps to `public/models/{name}/model.glb` when available, with `public/models/{name}/model.gltf` kept as fallback.
- The editor renders a fallback cube for missing models.
- The game scene filters out nodes whose model cannot be resolved.
+3 -3
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@@ -57,7 +57,7 @@ src/
`src/controls/editor/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/utils/loadMapSceneData.ts` is shared by the game map and editor. It loads `/map.json` and resolves available `public/models/{name}/model.glb` files first, then falls back to `public/models/{name}/model.gltf`.
`src/utils/editor/loadEditorScene.ts` contains editor-only upload handling for user-selected folders.
@@ -96,10 +96,10 @@ public/
├── map.json
└── models/
└── pylone/
└── model.gltf
└── model.glb
```
If a model is missing, the editor renders a fallback cube so the node can still be selected and transformed.
If `model.glb` and `model.gltf` are both missing, the editor renders a fallback cube so the node can still be selected and transformed.
## Editor Flow
+1 -1
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@@ -9,7 +9,7 @@ Use the editor when you need to move, rotate, or scale existing map objects with
The editor reads the same map data as the runtime scene:
- `public/map.json` contains the object list.
- `public/models/{name}/model.gltf` contains the matching 3D model for each object name.
- `public/models/{name}/model.glb` contains the matching 3D model for each object name. `model.gltf` is still supported as a fallback during migration.
- Missing models are displayed as gray fallback cubes, so incomplete maps remain editable.
## Map Node Format
+2 -2
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@@ -5,7 +5,7 @@ This document lists features that are implemented in the current codebase.
## Scene
- Fullscreen React Three Fiber scene
- Main map scene loaded from `public/map.json` and matching `public/models/{name}/model.gltf` assets
- Main map scene loaded from `public/map.json` and matching `public/models/{name}/model.glb` or `model.gltf` assets
- Debug physics test scene selectable from the debug panel
- Ambient and directional lighting
- Environment background setup
@@ -43,7 +43,7 @@ This document lists features that are implemented in the current codebase.
- `/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
- Rendering of available `public/models/{name}/model.glb` or `model.gltf` assets
- Fallback cubes for nodes whose model is missing
- Object selection by click
- Transform modes for translate, rotate, and scale
+2 -2
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@@ -214,7 +214,7 @@ Ce document liste les fonctionnalités présentes dans le code actuel.
## Scène
- Scène React Three Fiber plein écran
- Carte principale chargée depuis \`public/models/map/model.gltf\`
- Carte principale chargée depuis \`public/models/{name}/model.glb\`, avec fallback vers \`model.gltf\`
- Scène de test physique debug sélectionnable depuis le panneau debug
- Éclairage ambiant et directionnel
- Configuration de l'environnement de fond
@@ -268,7 +268,7 @@ L'éditeur travaille sur la liste de nodes stockée dans "/public/map.json".
Chaque node décrit un objet de la scène :
- "name" : nom du dossier modèle dans "/public/models/{name}/model.gltf"
- "name" : nom du dossier modèle dans "/public/models/{name}/model.glb", avec fallback vers "model.gltf"
- "type" : catégorie de l'objet
- "position" : "[x, y, z]"
- "rotation" : "[x, y, z]"
+1 -1
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@@ -138,7 +138,7 @@ export function EditorPage(): React.JSX.Element {
<h4>Structure requise :</h4>
<pre>
public/ <strong>map.json</strong> (à la racine) models/
arbre/ model.gltf building/ model.gltf
arbre/ model.glb building/ model.gltf
...
</pre>
</div>
+6 -3
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@@ -21,9 +21,12 @@ export async function createSceneDataFromFiles(
const models = new Map<string, string>();
for (const [path, file] of fileMap.entries()) {
const modelMatch = path.match(/^\/models\/(.+)\/model\.gltf$/);
if (modelMatch?.[1]) {
models.set(modelMatch[1], URL.createObjectURL(file));
const modelMatch = path.match(/^\/models\/(.+)\/model\.(glb|gltf)$/);
const modelName = modelMatch?.[1];
const modelExtension = modelMatch?.[2];
if (modelName && (modelExtension === "glb" || !models.has(modelName))) {
models.set(modelName, URL.createObjectURL(file));
}
}
+20 -15
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@@ -2,7 +2,7 @@ import type { MapNode, SceneData } from "@/types/editor";
import { parseMapNodes } from "@/utils/mapNodeValidation";
const MAP_JSON_PATH = "/map.json";
const MODEL_FILE_NAME = "model.gltf";
const MODEL_FILE_NAMES = ["model.glb", "model.gltf"];
const HTML_CONTENT_TYPE = "text/html";
type ModelEntry = [modelName: string, modelUrl: string];
@@ -27,21 +27,26 @@ async function loadMapModelUrls(
): Promise<Map<string, string>> {
const uniqueModelNames = [...new Set(mapNodes.map((node) => node.name))];
const modelEntries = await Promise.all(
uniqueModelNames.map(async (modelName) => {
const modelUrl = `/models/${modelName}/${MODEL_FILE_NAME}`;
try {
const response = await fetch(modelUrl, { method: "HEAD" });
const contentType = response.headers.get("content-type") ?? "";
const modelEntry: ModelEntry = [modelName, modelUrl];
return response.ok && !contentType.includes(HTML_CONTENT_TYPE)
? modelEntry
: null;
} catch {
return null;
}
}),
uniqueModelNames.map((modelName) => loadModelEntry(modelName)),
);
return new Map(modelEntries.filter((entry) => entry !== null));
}
async function loadModelEntry(modelName: string): Promise<ModelEntry | null> {
for (const fileName of MODEL_FILE_NAMES) {
const modelUrl = `/models/${modelName}/${fileName}`;
try {
const response = await fetch(modelUrl, { method: "HEAD" });
const contentType = response.headers.get("content-type") ?? "";
if (response.ok && !contentType.includes(HTML_CONTENT_TYPE)) {
return [modelName, modelUrl];
}
} catch {
continue;
}
}
return null;
}
+23 -8
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@@ -6,12 +6,17 @@ import { loadMapSceneData } from "@/utils/loadMapSceneData";
import type { OctreeReadyHandler } from "@/types/three";
import type { MapNode } from "@/types/editor";
interface LoadedMapNode {
node: MapNode;
modelUrl: string;
}
interface GameMapProps {
onOctreeReady: OctreeReadyHandler;
}
export function GameMap({ onOctreeReady }: GameMapProps): React.JSX.Element {
const [mapNodes, setMapNodes] = useState<MapNode[]>([]);
const [mapNodes, setMapNodes] = useState<LoadedMapNode[]>([]);
const [isLoading, setIsLoading] = useState(true);
const groupRef = useRef<THREE.Group>(null);
@@ -27,9 +32,10 @@ export function GameMap({ onOctreeReady }: GameMapProps): React.JSX.Element {
return;
}
const loadedMapNodes = sceneData.mapNodes.filter((node) =>
sceneData.models.has(node.name),
);
const loadedMapNodes = sceneData.mapNodes.flatMap((node) => {
const modelUrl = sceneData.models.get(node.name);
return modelUrl ? [{ node, modelUrl }] : [];
});
const missingModelCount =
sceneData.mapNodes.length - loadedMapNodes.length;
@@ -54,16 +60,25 @@ export function GameMap({ onOctreeReady }: GameMapProps): React.JSX.Element {
<group ref={groupRef}>
{!isLoading &&
mapNodes.map((node, index) => (
<ModelInstance key={index} node={node} />
<ModelInstance
key={index}
node={node.node}
modelUrl={node.modelUrl}
/>
))}
</group>
);
}
function ModelInstance({ node }: { node: MapNode }): React.JSX.Element {
const modelPath = `/models/${node.name}/model.gltf`;
function ModelInstance({
node,
modelUrl,
}: {
node: MapNode;
modelUrl: string;
}): React.JSX.Element {
const groupRef = useRef<THREE.Group>(null);
const { scene } = useGLTF(modelPath);
const { scene } = useGLTF(modelUrl);
const sceneInstance = useMemo(() => scene.clone(true), [scene]);
const { position, rotation, scale } = node;