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# Animation & 3D Model System
This document describes how to use the 3D model components and animation system in La-Fabrik.
## Table of Contents
1. [Model Types Overview](#model-types-overview)
2. [SimpleModel - Static Models](#simplemodel---static-models)
3. [AnimatedModel - Animated Models](#animatedmodel---animated-models)
4. [Animation Control](#animation-control)
5. [Other 3D Components](#other-3d-components)
6. [Technical Notes](#technical-notes)
---
## Model Types Overview
The project provides three main types of model instantiation:
| Type | Component | Use Case |
| ----------- | -------------------------------------------------------- | -------------------------------------------- |
| Static | `SimpleModel` | Props, decoration, objects without animation |
| Animated | `AnimatedModel` | Characters, animated objects with skeleton |
| Interactive | `GrabbableObject`, `TriggerObject`, `InteractableObject` | Objects player can interact with |
---
## SimpleModel - Static Models
Use for GLTF models **without** skeleton/armature and no animations.
```tsx
import { SimpleModel } from "@/components/3d";
<SimpleModel
modelPath="/models/elecsimple/model.gltf"
position={[0, 0, -5]}
rotation={[0, 45, 0]}
scale={1}
castShadow={true}
receiveShadow={true}
/>;
```
### Props
| Prop | Type | Default | Description |
| --------------- | ------------------------ | ----------- | --------------------------------- |
| `modelPath` | `string` | required | Path to GLTF file in `/public` |
| `position` | `Vector3Tuple` | `[0, 0, 0]` | World position [x, y, z] |
| `rotation` | `Vector3Tuple` | `[0, 0, 0]` | Rotation in degrees [x, y, z] |
| `scale` | `number \| Vector3Tuple` | `1` | Scale factor or [x, y, z] |
| `castShadow` | `boolean` | `true` | Enable shadow casting |
| `receiveShadow` | `boolean` | `true` | Enable shadow receiving |
| `children` | `ReactNode` | - | Child components to render inside |
---
## AnimatedModel - Animated Models
Use for GLTF models **with** skeleton/armature and animations (like Mixamo characters).
```tsx
import { AnimatedModel, useAnimatedModel } from "@/components/3d";
// Basic usage
<AnimatedModel
modelPath="/models/elec/model.gltf"
defaultAnimation="Idle"
position={[0, 0, -5]}
rotation={[0, 0, 0]}
scale={0.01}
autoPlay={true}
speed={1}
fadeDuration={0.3}
/>;
```
### Props
| Prop | Type | Default | Description |
| ------------------ | ------------------------ | ----------- | --------------------------------------------- |
| `modelPath` | `string` | required | Path to GLTF file in `/public` |
| `defaultAnimation` | `string` | `"Idle"` | Animation name to play by default |
| `animations` | `string[]` | `[]` | List of animation names (optional) |
| `position` | `Vector3Tuple` | `[0, 0, 0]` | World position [x, y, z] |
| `rotation` | `Vector3Tuple` | `[0, 0, 0]` | Rotation in degrees [x, y, z] |
| `scale` | `number \| Vector3Tuple` | `1` | Scale factor |
| `autoPlay` | `boolean` | `true` | Auto-play default animation |
| `speed` | `number` | `1` | Animation playback speed |
| `fadeDuration` | `number` | `0.3` | Transition duration in seconds |
| `onLoaded` | `() => void` | - | Callback when model loads |
| `onAnimationEnd` | `(name: string) => void` | - | Callback when animation ends |
| `children` | `ReactNode` | - | Child components (can use `useAnimatedModel`) |
### Important: Scale
Animated models (like Mixamo exports) often need a small scale (e.g., `0.01`) because they are exported in meters while Three.js uses different units. Adjust until the model appears at the right size.
---
## Animation Control
To control animations from inside or outside the `AnimatedModel`, use the `useAnimatedModel` hook.
### Basic Control
```tsx
import { AnimatedModel, useAnimatedModel } from "@/components/3d";
// Create a controller component to use inside AnimatedModel
function AnimationController() {
const { play, stop, fadeTo, currentAnimation, names, setSpeed, isReady } =
useAnimatedModel();
// names contains all available animation names
// currentAnimation is the name of the currently playing animation
// isReady is true when model and animations are loaded
return (
<mesh onClick={() => play("Run", 0.5)}>
<boxGeometry />
</mesh>
);
}
// Usage
<AnimatedModel
modelPath="/models/elec/model.gltf"
defaultAnimation="Idle"
position={[0, 0, -5]}
scale={0.01}
>
<AnimationController />
</AnimatedModel>;
```
### Available Methods
| Method | Signature | Description |
| ------------------ | --------------------------------------- | ------------------------------------ |
| `play` | `(name: string, fade?: number) => void` | Play animation with optional fade |
| `fadeTo` | `(name: string, fade?: number) => void` | Fade to another animation |
| `stop` | `(fade?: number) => void` | Stop and return to default animation |
| `setSpeed` | `(speed: number) => void` | Set animation speed |
| `currentAnimation` | `string` | Current animation name (getter) |
| `names` | `string[]` | Available animation names |
| `isReady` | `boolean` | Whether model is loaded |
### Transition Example
```tsx
function Character() {
const { play, fadeTo, currentAnimation } = useAnimatedModel();
const handleWalk = () => fadeTo("Walk", 0.5); // 0.5s fade
const handleRun = () => play("Run", 0.3); // 0.3s fade
const handleIdle = () => play("Idle", 0.5); // return to idle
return (
<group>
<mesh onClick={handleWalk} position={[-1, 0, 0]}>
<boxGeometry />
</mesh>
<mesh onClick={handleRun} position={[0, 0, 0]}>
<boxGeometry />
</mesh>
<mesh onClick={handleIdle} position={[1, 0, 0]}>
<boxGeometry />
</mesh>
</group>
);
}
```
### Combined: GrabbableObject with Animation
You can combine `AnimatedModel` inside `GrabbableObject` to create animated objects that can be picked up:
```tsx
import { AnimatedModel, GrabbableObject } from "@/components/3d";
// Animated weapon/tool that player can pick up
<GrabbableObject position={[0, 1, 0]} colliders="cuboid">
<AnimatedModel
modelPath="/models/sword/model.gltf"
defaultAnimation="Idle"
position={[0, 0, 0]}
scale={0.02}
autoPlay={true}
/>
</GrabbableObject>;
```
Or create an animated character that can be grabbed:
```tsx
import {
AnimatedModel,
GrabbableObject,
useAnimatedModel,
} from "@/components/3d";
// Controller that triggers animations when grabbed
function AnimatedGrabber() {
const { play, fadeTo } = useAnimatedModel();
return (
<AnimatedModel
modelPath="/models/elec/model.gltf"
defaultAnimation="Idle"
position={[0, 0, 0]}
scale={0.01}
autoPlay={true}
/>
);
}
// When grabbed, play "Grab" animation
<GrabbableObject
position={[0, 1, 0]}
colliders="cuboid"
onGrab={() => {
// This would require a context or store to trigger
console.log("Object grabbed!");
}}
>
<AnimatedGrabber />
</GrabbableObject>;
```
**Note:** For complex interactions (like playing specific animations when grabbing), you'll need to connect the grab events to animation controls via a state manager or context.
---
## Other 3D Components
### GrabbableObject
Objects that can be picked up by the player.
```tsx
import { GrabbableObject } from "@/components/3d";
<GrabbableObject position={[0, 1, 0]} colliders="cuboid">
<mesh>
<boxGeometry args={[0.5, 0.5, 0.5]} />
<meshStandardMaterial color="red" />
</mesh>
</GrabbableObject>;
```
### TriggerObject
Objects that trigger events when interacted with.
```tsx
import { TriggerObject } from "@/components/3d";
<TriggerObject
position={[0, 1, 0]}
soundPath="/sounds/click.mp3"
onTrigger={() => console.log("Triggered!")}
>
<mesh>
<sphereGeometry />
<meshStandardMaterial color="blue" />
</mesh>
</TriggerObject>;
```
### InteractableObject
Base object for interactions.
```tsx
import { InteractableObject } from "@/components/3d";
<InteractableObject
position={[0, 1, 0]}
onInteract={() => console.log("Interacted!")}
>
<mesh>
<cylinderGeometry />
<meshStandardMaterial color="green" />
</mesh>
</InteractableObject>;
```
---
## Technical Notes
### GLTF Models
- Models should be placed in `/public/models/`
- Supported formats: `.gltf`, `.glb`
- Animated models must have an Armature/skeleton for animations to work
### Model Scale Issue
If animated models don't appear, they may be too small or too large. Try:
- Scale `0.01` for Mixamo-exported models
- Scale `1` for models in correct units
### Cloning
- `SimpleModel` uses `scene.clone()` for proper React lifecycle
- `AnimatedModel` uses the original scene directly to preserve SkinnedMesh + Armature structure
### Animation System
The animation system uses:
- `@react-three/drei`: `useGLTF` for loading, `useAnimations` for animation control
- Three.js: `AnimationMixer` for playback
### No State Machine
This system intentionally avoids complex state machines (like Unity's Animator). For simple animation transitions, use the `play`, `fadeTo`, and `stop` methods directly.
---
## File Structure
```
src/
├── components/3d/
│ ├── AnimatedModel.tsx # Animated model component + context
│ ├── SimpleModel.tsx # Static model component
│ ├── GrabbableObject.tsx # Pickable object
│ ├── TriggerObject.tsx # Trigger event object
│ ├── InteractableObject.tsx
│ └── index.ts # Central exports
└── hooks/
└── useCharacterAnimation.ts # Animation hook (legacy)
```
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## Runtime Structure
- `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/App.tsx` mounts the `Canvas`, the 3D `World`, the debug perf overlay, and the HTML overlays.
- `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/GameMap.tsx` loads map nodes from `public/map.json`, resolves available models, and builds the collision octree.
- `src/world/Map.tsx` loads the main map model 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.
@@ -41,31 +38,10 @@ 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/components/editor/EditorControls.tsx` renders the HTML editor control panel.
- `src/components/editor/scene/EditorScene.tsx` composes the editor canvas scene, camera controls, lights, shortcuts, and map rendering.
- `src/components/editor/scene/EditorMap.tsx` renders map nodes, fallback cubes, selection highlighting, and transform controls.
- `src/controls/editor/FlyController.tsx` provides player-style editor navigation.
- `src/hooks/editor/useEditorSceneData.ts` loads scene data and handles folder upload fallback.
- `src/hooks/editor/useEditorHistory.ts` owns editor undo and redo state.
- `src/utils/editor/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 a prototype, not the full intended game runtime.
- `src/world/debug/TestScene.tsx` is part of the active scene composition.
- There is no central gameplay orchestrator such as `GameManager`.
- The repository is still a prototype, not the full intended game runtime.
- `src/world/debug/TestScene.tsx` is still part of the active scene composition.
- 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/App.tsx` mounts TanStack Router through `RouterProvider`.
- `src/router.tsx` defines the `/editor` route and imports `EditorPage` from `src/pages/editor/page.tsx`.
## File Structure
```txt
src/
├── pages/
│ └── editor/
│ └── page.tsx
├── components/
│ └── editor/
│ ├── EditorControls.tsx
│ └── scene/
│ ├── EditorMap.tsx
│ └── EditorScene.tsx
├── controls/
│ └── editor/
│ └── FlyController.tsx
├── hooks/
│ └── editor/
│ ├── useEditorHistory.ts
│ └── useEditorSceneData.ts
├── types/
│ └── editor.ts
└── utils/
├── editor/
│ └── loadEditorScene.ts
└── loadMapSceneData.ts
```
## Responsibilities
`src/pages/editor/page.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/hooks/editor/useEditorSceneData.ts` loads the default map data and handles folder uploads.
`src/hooks/editor/useEditorHistory.ts` owns editor undo and redo history.
`src/components/editor/scene/EditorScene.tsx` composes the editor canvas scene, camera controls, lights, keyboard shortcuts, and `EditorMap`.
`src/components/editor/scene/EditorMap.tsx` renders map nodes, fallback cubes, selection highlighting, and transform controls.
`src/components/editor/EditorControls.tsx` renders the HTML control panel outside the canvas.
`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/editor/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 are not virtualized, culled, or LOD-managed.
- There is no snap-to-grid, duplication, material editing, or object creation workflow.
- Save to Server is a Vite dev-server helper, not a production backend API.
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## Relationship To The Current Code
- `docs/technical/architecture.md` is the source of truth for what exists now.
- This document describes intended direction, not implemented behavior.
- This document is intentionally aspirational.
- If this document conflicts with the current implementation, the current implementation wins.
## Goals
@@ -40,12 +40,12 @@ This document describes the intended medium-term architecture for the project.
- performance overlay
- scene helpers
- free camera and calibration controls
- debug test scenes used during development
- temporary test scenes used during development
### UI Layer
- `src/components/ui/` should contain player-facing HTML overlays.
- Candidate examples:
- Expected future examples:
- crosshair
- loading flow
- mission HUD
@@ -54,7 +54,7 @@ This document describes the intended medium-term architecture for the project.
### Gameplay Layer
- As the project grows, gameplay state can move toward a clearer orchestration layer.
- Likely concerns:
- Likely future concerns:
- missions
- zones
- cinematics
@@ -67,4 +67,4 @@ This document describes the intended medium-term architecture for the project.
- Prefer direct, working code over speculative scaffolding.
- Shared types should stay close to their domain until they have multiple real consumers.
- Avoid creating new managers or service layers without an active runtime need.
- Debug-only runtime paths should be clearly marked and easy to remove when obsolete.
- Debug-only runtime paths should be clearly marked and easy to remove later.