Merge remote map editor updates
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@@ -72,7 +72,7 @@ src/
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`src/controls/editor/FlyController.tsx` provides editor movement controls for player-style navigation.
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`src/utils/map/loadMapSceneData.ts` is shared by the game map and editor. It loads `/map.json`, validates the hierarchical payload, exposes editable nodes with their tree path, 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/map/loadMapSceneData.ts` is shared by the game map and editor. It loads `/map.json`, validates the hierarchical payload, exposes editable nodes with their `sourcePath` back to the tree, 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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@@ -87,10 +87,11 @@ interface MapNode {
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position: [number, number, number];
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rotation: [number, number, number];
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scale: [number, number, number];
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sourcePath?: number[];
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}
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```
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`public/map.json` may be hierarchical. The editor keeps the hierarchy in `SceneData.mapTree` and stores editable entries in `SceneData.mapNodes` with a `path` back to the real tree node.
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`public/map.json` may be hierarchical. The editor keeps the hierarchy in `SceneData.mapTree` and stores editable entries in `SceneData.mapNodes` with a `sourcePath` back to the real tree node.
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Group nodes use `role: "group"`; editable nodes keep `name`, `type`, `position`, `rotation`, and `scale`.
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@@ -114,7 +115,7 @@ If `model.glb` and `model.gltf` are both missing, the editor renders a fallback
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4. If `/map.json` is missing, the page displays a folder-upload flow.
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5. `EditorSceneLoadingTracker` uses drei `useProgress()` to update the fullscreen editor loading overlay while models load.
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6. `EditorScene` renders the grid, lights, camera controls, and map nodes inside `Suspense`.
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7. `EditorControls` exposes transform mode, terrain snap, add/delete node, precise scale inputs, history actions, export, save, JSON preview, selection lock, and the cinematic/dialogue/SRT editors.
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7. `EditorControls` exposes transform mode, terrain snap, terrain-selection lock, add/delete node, precise scale inputs, history actions, camera focus/reset, export, save, JSON preview, selection lock, and the cinematic/dialogue/SRT editors.
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## Controls
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@@ -126,7 +127,9 @@ If `model.glb` and `model.gltf` are both missing, the editor renders a fallback
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- `T`: translate mode.
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- `R`: rotate mode.
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- `S`: scale mode.
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- Snap terrain on move: enabled by default and applied when releasing a translated object.
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- Snap terrain on move: enabled by default and applied while translating an object.
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- Lock terrain: enabled by default so terrain remains visible but ignores selection clicks.
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- Camera action: centers on the selected object or resets to the editor home view.
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- Add node: creates a fallback cube under `blocking` using the requested model folder name.
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- Delete selected node: removes the editable node from the preserved map tree.
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- `Ctrl+Z` or `Cmd+Z`: undo.
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