feat(editor): edit hierarchical map nodes
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@@ -4,7 +4,7 @@ This document describes the map editor that exists in the current codebase.
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## Purpose
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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.
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The editor is a React route used to inspect and adjust the current hierarchical `public/map.json` scene data from inside the La-Fabrik app. It exposes editable object nodes as a flat list for UI selection, while preserving and saving the full map tree.
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## Routing
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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` 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 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/editor/loadEditorScene.ts` contains editor-only upload handling for user-selected folders.
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@@ -90,19 +90,9 @@ interface MapNode {
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}
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```
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`public/map.json` is expected to be a `MapNode[]`.
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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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```json
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[
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{
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"name": "pylone",
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"type": "Mesh",
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"position": [0, 5, 0],
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"rotation": [0, 1.57, 0],
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"scale": [1, 1, 1]
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}
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]
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```
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Group nodes use `role: "group"`; editable nodes keep `name`, `type`, `position`, `rotation`, and `scale`.
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Each node `name` maps to a model folder:
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@@ -124,7 +114,7 @@ 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, 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, add/delete node, precise scale inputs, history actions, export, save, JSON preview, selection lock, and the cinematic/dialogue/SRT editors.
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## Controls
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@@ -136,6 +126,9 @@ 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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- 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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- `Ctrl+Y` or `Cmd+Y`: redo.
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- `WASD`, `ZQSD`, or arrow keys: move in player-controller mode.
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@@ -146,10 +139,10 @@ If `model.glb` and `model.gltf` are both missing, the editor renders a fallback
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The editor supports two output paths:
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- Export JSON downloads the current `MapNode[]` as `map.json`.
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- Save to Server posts the current `MapNode[]` to `/api/save-map`.
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- Export JSON downloads the current hierarchical map tree as `map.json`.
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- Save to Server posts the current hierarchical map tree to `/api/save-map`.
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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.
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The dev-only `/api/save-map` endpoint is implemented by the Vite plugin in `vite.config.ts`. It validates the payload through the shared map parser, writes to `public/map.json`, and enforces a maximum payload size.
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## Editor Loading Overlay
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