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