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@@ -0,0 +1,69 @@
|
|||||||
|
name: 🔁 Weekly Branch Promotions
|
||||||
|
|
||||||
|
on:
|
||||||
|
schedule:
|
||||||
|
- cron: "0 6 * * 1"
|
||||||
|
workflow_dispatch:
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read
|
||||||
|
pull-requests: write
|
||||||
|
|
||||||
|
concurrency:
|
||||||
|
group: weekly-branch-promotions
|
||||||
|
cancel-in-progress: false
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
open-promotion-pr:
|
||||||
|
name: Open ${{ matrix.head }} → ${{ matrix.base }}
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
strategy:
|
||||||
|
fail-fast: false
|
||||||
|
matrix:
|
||||||
|
include:
|
||||||
|
- head: develop
|
||||||
|
base: design
|
||||||
|
title: "chore: merge develop into design"
|
||||||
|
- head: design
|
||||||
|
base: main
|
||||||
|
title: "chore: merge design into main"
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: ⬇️ Checkout
|
||||||
|
uses: actions/checkout@v6
|
||||||
|
with:
|
||||||
|
fetch-depth: 0
|
||||||
|
|
||||||
|
- name: 🔁 Open promotion PR
|
||||||
|
env:
|
||||||
|
GH_TOKEN: ${{ github.token }}
|
||||||
|
BASE_BRANCH: ${{ matrix.base }}
|
||||||
|
HEAD_BRANCH: ${{ matrix.head }}
|
||||||
|
PR_TITLE: ${{ matrix.title }}
|
||||||
|
run: |
|
||||||
|
set -euo pipefail
|
||||||
|
|
||||||
|
git fetch origin "$BASE_BRANCH" "$HEAD_BRANCH"
|
||||||
|
|
||||||
|
if git merge-base --is-ancestor "origin/$HEAD_BRANCH" "origin/$BASE_BRANCH"; then
|
||||||
|
echo "No promotion needed: $BASE_BRANCH already contains $HEAD_BRANCH."
|
||||||
|
exit 0
|
||||||
|
fi
|
||||||
|
|
||||||
|
existing_pr="$(gh pr list \
|
||||||
|
--state open \
|
||||||
|
--base "$BASE_BRANCH" \
|
||||||
|
--head "$GITHUB_REPOSITORY_OWNER:$HEAD_BRANCH" \
|
||||||
|
--json number \
|
||||||
|
--jq '.[0].number // empty')"
|
||||||
|
|
||||||
|
if [ -n "$existing_pr" ]; then
|
||||||
|
echo "Promotion PR already open: #$existing_pr."
|
||||||
|
exit 0
|
||||||
|
fi
|
||||||
|
|
||||||
|
gh pr create \
|
||||||
|
--base "$BASE_BRANCH" \
|
||||||
|
--head "$HEAD_BRANCH" \
|
||||||
|
--title "$PR_TITLE" \
|
||||||
|
--body "Automated weekly promotion PR from \`$HEAD_BRANCH\` to \`$BASE_BRANCH\`."
|
||||||
@@ -1,124 +1,163 @@
|
|||||||
# La-Fabrik
|
# La-Fabrik
|
||||||
|
|
||||||
An interactive 3D web experience for La Fabrik Durable — a low-tech repair and transformation service in Altera, a post-capitalist city rebuilt in 2039. Players step into the role of a newly onboarded technician and experience a day at the service: repairing an e-bike, fixing a power grid, and upgrading a vertical farm's irrigation system.
|
La-Fabrik is an interactive 3D web experience built with React, Vite, Three.js, React Three Fiber, Rapier, GSAP, MediaPipe, and Zustand.
|
||||||
|
|
||||||
Built with React, Three.js, and Vite. Runs in the browser, no installation required.
|
The current prototype puts the player in a repair-oriented world where they progress through a short mission chain: intro, e-bike repair, power pylon repair, vertical farm repair, then outro. The project also includes a local editor for map, dialogue, subtitle, and cinematic data.
|
||||||
|
|
||||||
## 📦 Tech Stack
|
## Current Scope
|
||||||
|
|
||||||
### Build & Language
|
- Playable fullscreen 3D scene at `/`
|
||||||
|
- Production map loaded from `public/map.json`
|
||||||
|
- Progressive map/model/collision/stage loading overlay
|
||||||
|
- Player controller with pointer lock, `ZQSD` movement, jump, octree collision, trigger input, and grab input
|
||||||
|
- Reusable repair-game flow for `bike`, `pylone`, and `ferme`
|
||||||
|
- Repair case animation, exploded model scan, broken-part markers, grabbable replacements, snap-to-placeholder placement, install validation, reassembly, and completion
|
||||||
|
- Shared interaction system for trigger and grab objects
|
||||||
|
- Rapier physics for gameplay objects while the player keeps a Three.js octree collision controller
|
||||||
|
- Hand tracking through either a local Python WebSocket backend or browser-side MediaPipe
|
||||||
|
- Category-based audio manager for music, SFX, and dialogue
|
||||||
|
- Dialogue manifest, SRT subtitles, subtitle overlay, and dialogue queueing
|
||||||
|
- Cinematic manifest with GSAP camera keyframes and optional dialogue cues
|
||||||
|
- In-game settings menu for volumes, subtitles, subtitle language, and the currently staged repair-runtime toggle
|
||||||
|
- Debug mode with `?debug`, lil-gui controls, game-state panel, hand-tracking panel, debug camera, physics playground, and R3F perf
|
||||||
|
- `/editor` route for map transforms, SRT editing, dialogue manifest editing, cinematic manifest editing, preview, validation, export, and dev-server saves
|
||||||
|
- `/docs` route that renders the repository documentation inside the app
|
||||||
|
|
||||||
| Package |
|
## Routes
|
||||||
| -------------------------------------------------- |
|
|
||||||
| [TypeScript](https://www.typescriptlang.org/docs/) |
|
|
||||||
| [React](https://react.dev/learn) |
|
|
||||||
| [Vite](https://vite.dev/guide/) |
|
|
||||||
| [ESLint](https://eslint.org/docs/latest/) |
|
|
||||||
| [Prettier](https://prettier.io/docs/) |
|
|
||||||
|
|
||||||
### 3D Engine
|
| Route | Purpose |
|
||||||
|
| --------- | --------------------------------------------------- |
|
||||||
|
| `/` | Playable 3D experience |
|
||||||
|
| `/?debug` | Playable scene with debug GUI and overlays |
|
||||||
|
| `/editor` | Local map, dialogue, subtitle, and cinematic editor |
|
||||||
|
| `/docs` | In-app documentation index |
|
||||||
|
|
||||||
| Package |
|
## Tech Stack
|
||||||
| ----------------------------------------------------------------------------------------- |
|
|
||||||
| [Three.js](https://threejs.org/docs/) |
|
|
||||||
| [@react-three/fiber](https://docs.pmnd.rs/react-three-fiber/getting-started/introduction) |
|
|
||||||
| [@react-three/drei](https://pmndrs.github.io/drei) |
|
|
||||||
| [@react-three/rapier](https://rapier.rs/docs/) |
|
|
||||||
| [GSAP](https://gsap.com/docs/v3/Installation/) |
|
|
||||||
|
|
||||||
### Performance & Effects
|
| Area | Packages |
|
||||||
|
| --------------------- | ------------------------------------------------------------------------------ |
|
||||||
|
| App | React 19, TypeScript, Vite, TanStack Router |
|
||||||
|
| 3D | Three.js, React Three Fiber, drei |
|
||||||
|
| Physics and animation | `@react-three/rapier`, GSAP, Three.js `AnimationMixer` |
|
||||||
|
| State | Zustand, custom singleton managers where imperative runtime objects are needed |
|
||||||
|
| Hand tracking | `@mediapipe/tasks-vision`, optional FastAPI backend |
|
||||||
|
| Docs | `react-markdown`, `remark-gfm` |
|
||||||
|
| Quality | ESLint, Prettier, TypeScript project build |
|
||||||
|
|
||||||
| Package |
|
## Project Structure
|
||||||
| --------------------------------------------------------------------------- |
|
|
||||||
| [r3f-perf](https://github.com/utsuboco/r3f-perf) |
|
|
||||||
| [AnimationMixer](https://threejs.org/docs/#api/en/animation/AnimationMixer) |
|
|
||||||
|
|
||||||
## 🗂 Project Structure
|
```txt
|
||||||
|
.
|
||||||
```
|
|-- backend/ # Optional Python hand-tracking backend
|
||||||
la-fabrik/
|
|-- docs/
|
||||||
├── public/
|
| +-- technical/ # Architecture and implementation notes
|
||||||
│ ├── models/
|
| +-- user/ # Feature and user-facing guides
|
||||||
│ │ ├── map/ # Base map — loaded once at start
|
|-- public/
|
||||||
│ │ ├── workshop/
|
| +-- assets/ # UI videos, PDFs, logos, world videos
|
||||||
│ │ ├── powerGrid/
|
| +-- cinematics.json # Runtime cinematic manifest
|
||||||
│ │ └── farm/
|
| +-- map.json # Runtime/editor map data
|
||||||
│ ├── textures/
|
| +-- models/ # GLTF/GLB assets resolved by model folder name
|
||||||
│ └── sounds/
|
| +-- sounds/ # Music, SFX, dialogue audio, SRT subtitles
|
||||||
│
|
|-- src/
|
||||||
└── src/
|
| +-- components/
|
||||||
├── world/ # Persistent 3D world composition
|
| | +-- docs/ # In-app docs layout and renderer
|
||||||
│ ├── World.tsx # Active scene composition
|
| | +-- editor/ # Editor panels and editor scene
|
||||||
│ ├── GameMap.tsx # Map loading and progressive rendering
|
| | +-- three/ # R3F components by domain
|
||||||
│ ├── GameMapCollision.tsx # Collision-only octree source
|
| | +-- ui/ # HTML game/debug overlays
|
||||||
│ ├── Lighting.tsx # Ambient, directional, point lights
|
| +-- controls/ # Editor fly/player-style controls
|
||||||
│ ├── Environment.tsx # Scene background / sky model
|
| +-- data/ # Static tuning/config per domain
|
||||||
│ ├── GameMusic.tsx # Game scene music lifecycle
|
| +-- hooks/ # React hooks by domain
|
||||||
│ ├── debug/ # Debug-only test scene
|
| +-- lib/ # Browser hand-tracking helpers
|
||||||
│ │ └── TestMap.tsx
|
| +-- managers/ # Audio, interaction, and Zustand stores
|
||||||
│ └── player/
|
| +-- pages/ # Route-level pages
|
||||||
│ ├── Player.tsx # Player rig composition
|
| +-- providers/ # Docs and hand-tracking providers
|
||||||
│ ├── PlayerCamera.tsx # Player camera mount
|
| +-- routes/ # Lazy route wrappers
|
||||||
│ └── PlayerController.tsx # Pointer lock movement and inputs
|
| +-- types/ # Shared domain types
|
||||||
│
|
| +-- utils/ # Core, map, editor, dialogue, subtitle, Three helpers
|
||||||
├── components/
|
| +-- world/ # Production/debug world composition and player
|
||||||
│ ├── three/ # Shared R3F components by domain
|
`-- vite.config.ts # Vite config plus local editor save endpoints
|
||||||
│ │ ├── gameplay/ # Core repair gameplay prototype
|
|
||||||
│ │ ├── handTracking/ # R3F hand tracking debug models
|
|
||||||
│ │ ├── interaction/ # Trigger, grab, focus wrappers
|
|
||||||
│ │ ├── models/ # GLTF model components
|
|
||||||
│ │ └── world/ # Environment-specific 3D objects
|
|
||||||
│ └── ui/ # HTML overlays — outside Canvas
|
|
||||||
│ ├── Crosshair.tsx
|
|
||||||
│ ├── debug/ # Debug-only HTML overlay panels
|
|
||||||
│ │ ├── DebugOverlayLayout.tsx
|
|
||||||
│ │ ├── GameStateDebugPanel.tsx
|
|
||||||
│ │ └── HandTrackingDebugPanel.tsx
|
|
||||||
│ ├── HandTrackingVisualizer.tsx
|
|
||||||
│ └── InteractPrompt.tsx
|
|
||||||
│
|
|
||||||
├── managers/ # Current singleton-style services
|
|
||||||
│ ├── AudioManager.ts # Music and SFX playback
|
|
||||||
│ └── InteractionManager.ts # Focus, nearby, grab state
|
|
||||||
│
|
|
||||||
├── hooks/ # React hooks by domain
|
|
||||||
│ ├── debug/ # Debug state and GUI folders
|
|
||||||
│ ├── docs/ # Docs language context access
|
|
||||||
│ ├── editor/ # Editor loading and history
|
|
||||||
│ ├── gameplay/ # Repair gameplay helpers
|
|
||||||
│ ├── handTracking/ # Webcam/WebSocket hand tracking
|
|
||||||
│ ├── interaction/ # Interaction manager subscriptions
|
|
||||||
│ └── three/ # Three.js/R3F helpers
|
|
||||||
│
|
|
||||||
├── data/
|
|
||||||
│ ├── interaction/ # Interaction tuning
|
|
||||||
│ ├── player/ # Player tuning
|
|
||||||
│ ├── gameplay/ # Repair gameplay static config
|
|
||||||
│ └── world/ # Environment and lighting config
|
|
||||||
│
|
|
||||||
├── utils/
|
|
||||||
│ ├── core/ # Logger and generic utilities
|
|
||||||
│ ├── debug/ # Dev-only tools and scene inspection
|
|
||||||
│ ├── editor/ # Editor-only parsing utilities
|
|
||||||
│ ├── map/ # Map loading and validation
|
|
||||||
│ └── three/ # Three.js helpers
|
|
||||||
├── types/ # Shared TypeScript domain types
|
|
||||||
├── App.tsx # App bootstrap and route switch
|
|
||||||
└── main.tsx
|
|
||||||
```
|
```
|
||||||
|
|
||||||
## 🚀 Getting Started
|
## Getting Started
|
||||||
|
|
||||||
|
Install and run the frontend:
|
||||||
|
|
||||||
```bash
|
```bash
|
||||||
git clone https://github.com/La-Fabrik-Durable/La-Fabrik.git
|
|
||||||
cd La-Fabrik
|
|
||||||
npm install
|
npm install
|
||||||
npm run dev
|
npm run dev
|
||||||
```
|
```
|
||||||
|
|
||||||
- app: `http://localhost:5173`
|
Open:
|
||||||
- debug mode: `http://localhost:5173?debug`
|
|
||||||
|
|
||||||
## 📜 License
|
```txt
|
||||||
|
http://localhost:5173
|
||||||
|
```
|
||||||
|
|
||||||
See [LICENSE](./LICENSE) file.
|
Useful local URLs:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
http://localhost:5173/?debug
|
||||||
|
http://localhost:5173/editor
|
||||||
|
http://localhost:5173/docs
|
||||||
|
```
|
||||||
|
|
||||||
|
Run checks:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
npm run typecheck
|
||||||
|
npm run lint
|
||||||
|
npm run format:check
|
||||||
|
npm run build
|
||||||
|
```
|
||||||
|
|
||||||
|
## Optional Hand-Tracking Backend
|
||||||
|
|
||||||
|
The app can use browser-side MediaPipe, but the default debug source is the local backend.
|
||||||
|
|
||||||
|
```bash
|
||||||
|
python3.11 -m venv backend/.venv
|
||||||
|
source backend/.venv/bin/activate
|
||||||
|
python -m pip install --upgrade pip
|
||||||
|
python -m pip install -r backend/requirements.txt
|
||||||
|
python backend/download_model.py
|
||||||
|
python -m backend.main
|
||||||
|
```
|
||||||
|
|
||||||
|
Backend endpoints:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
GET http://localhost:8000/health
|
||||||
|
WS ws://localhost:8000/ws
|
||||||
|
```
|
||||||
|
|
||||||
|
## Documentation Index
|
||||||
|
|
||||||
|
| File | Purpose |
|
||||||
|
| --------------------------------------- | ---------------------------------------------------------- |
|
||||||
|
| `docs/technical/architecture.md` | Current runtime architecture |
|
||||||
|
| `docs/technical/scene-runtime.md` | Scene loading, world composition, and player spawn gates |
|
||||||
|
| `docs/technical/repair-game.md` | Repair-game implementation and state flow |
|
||||||
|
| `docs/technical/interaction.md` | Trigger, grab, focus, and hand-grab system |
|
||||||
|
| `docs/technical/target-architecture.md` | Intended medium-term architecture direction |
|
||||||
|
| `docs/technical/audio.md` | Music, SFX, dialogue, subtitles, and editor validation |
|
||||||
|
| `docs/technical/hand-tracking.md` | Webcam, backend/browser MediaPipe, glove, and gesture flow |
|
||||||
|
| `docs/technical/zustand.md` | Game, settings, and subtitle stores |
|
||||||
|
| `docs/technical/three-debugging.md` | DevTools workflow for stepping into Three.js internals |
|
||||||
|
| `docs/technical/editor.md` | Editor implementation details |
|
||||||
|
| `docs/technical/animation.md` | Animated, explodable, and reusable 3D model components |
|
||||||
|
| `docs/user/features.md` | Implemented feature inventory |
|
||||||
|
| `docs/user/main-feature.md` | User-facing repair-game walkthrough |
|
||||||
|
| `docs/user/editor.md` | Editor user guide |
|
||||||
|
| `docs/code-review-preparation.md` | French code-review preparation support |
|
||||||
|
|
||||||
|
## Current Caveats
|
||||||
|
|
||||||
|
- This is still a prototype, not a complete game runtime.
|
||||||
|
- The repair-runtime toggle is stored in settings and displayed in the UI, but the repair game currently still runs locally in React/Three.
|
||||||
|
- `useRepairMovementLocked()` currently returns `false`, so the movement-lock rule and indicator are present but disabled on `develop`.
|
||||||
|
- Production editor persistence does not exist. Save endpoints in `vite.config.ts` are local Vite dev-server helpers.
|
||||||
|
- The player uses octree collision while gameplay objects use Rapier. Keep that boundary deliberate unless the whole player controller is migrated.
|
||||||
|
|
||||||
|
## License
|
||||||
|
|
||||||
|
See `LICENSE`.
|
||||||
|
|||||||
@@ -0,0 +1,930 @@
|
|||||||
|
# Préparation Code Review - La-Fabrik
|
||||||
|
|
||||||
|
Ce document est une fiche de révision pour préparer la code review.
|
||||||
|
|
||||||
|
Il est basé sur `develop`, après le merge récent autour de l'environnement, du repair game, de l'audio, du store Zustand, du hand tracking, de l'éditeur et de la doc intégrée.
|
||||||
|
|
||||||
|
Le but n'est pas de réciter le repo. Le but est de savoir :
|
||||||
|
|
||||||
|
- expliquer l'architecture générale ;
|
||||||
|
- naviguer vite entre les bons fichiers ;
|
||||||
|
- défendre les choix techniques ;
|
||||||
|
- montrer une démo propre avec Chrome DevTools ;
|
||||||
|
- reconnaître honnêtement les limites actuelles.
|
||||||
|
|
||||||
|
## Ce qu'il faut retenir en premier
|
||||||
|
|
||||||
|
La-Fabrik est une expérience web 3D en React, Vite, Three.js et React Three Fiber.
|
||||||
|
|
||||||
|
Le joueur est dans un monde 3D et avance dans une progression de réparation :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
intro -> bike -> pylone -> ferme -> outro
|
||||||
|
```
|
||||||
|
|
||||||
|
Les trois piliers à connaître pour la review :
|
||||||
|
|
||||||
|
1. `RepairGame` : boucle de gameplay principale.
|
||||||
|
2. `AudioManager` : musique, SFX, dialogues et sous-titres.
|
||||||
|
3. `useGameStore` / Zustand : progression globale du jeu.
|
||||||
|
|
||||||
|
Le reste du repo sert à intégrer ces piliers :
|
||||||
|
|
||||||
|
- `World` monte la scène 3D ;
|
||||||
|
- `InteractionManager` relie les objets interactifs aux inputs ;
|
||||||
|
- `HandTrackingProvider` active la webcam seulement quand elle est utile ;
|
||||||
|
- `/editor` permet de modifier map, dialogues, SRT et cinématiques ;
|
||||||
|
- `/docs` rend la documentation Markdown dans l'app.
|
||||||
|
|
||||||
|
## Pitch en 30 secondes
|
||||||
|
|
||||||
|
Phrase simple à savoir dire :
|
||||||
|
|
||||||
|
> La-Fabrik est une expérience 3D interactive en React Three Fiber. Le joueur progresse dans des missions de réparation. Le coeur du gameplay est un `RepairGame` réutilisable pour le vélo, le pylône et la ferme. La progression est centralisée dans Zustand, les interactions passent par un manager commun, les objets manipulables utilisent Rapier, et le joueur garde une collision octree séparée. L'audio est géré par un `AudioManager` avec volumes par catégorie, dialogues et sous-titres.
|
||||||
|
|
||||||
|
## Carte mentale du projet
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/main.tsx
|
||||||
|
-> App.tsx
|
||||||
|
-> router.tsx
|
||||||
|
-> / HomePage + Canvas + World + GameUI
|
||||||
|
-> /editor EditorPage
|
||||||
|
-> /docs DocsLayout + Markdown pages
|
||||||
|
```
|
||||||
|
|
||||||
|
Dans la scène jouable :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
HomePage
|
||||||
|
-> HandTrackingProvider
|
||||||
|
-> Canvas
|
||||||
|
-> World
|
||||||
|
-> GameMap
|
||||||
|
-> GameStageContent
|
||||||
|
-> RepairGame bike/pylone/ferme
|
||||||
|
-> GameMusic
|
||||||
|
-> GameDialogues
|
||||||
|
-> Player
|
||||||
|
-> GameUI
|
||||||
|
```
|
||||||
|
|
||||||
|
## Features à connaître
|
||||||
|
|
||||||
|
### Runtime 3D
|
||||||
|
|
||||||
|
Fichiers :
|
||||||
|
|
||||||
|
- `src/pages/page.tsx`
|
||||||
|
- `src/world/World.tsx`
|
||||||
|
- `src/hooks/world/useWorldSceneLoading.ts`
|
||||||
|
- `src/world/GameMap.tsx`
|
||||||
|
- `src/world/GameMapCollision.tsx`
|
||||||
|
|
||||||
|
Ce que ça fait :
|
||||||
|
|
||||||
|
- charge `public/map.json` ;
|
||||||
|
- résout les modèles dans `public/models/{name}/model.glb` ou `model.gltf` ;
|
||||||
|
- affiche des cubes fallback si un modèle manque ;
|
||||||
|
- construit l'octree joueur depuis les nodes de collision ;
|
||||||
|
- attend que map, collision, stage et octree soient prêts avant de spawn le joueur.
|
||||||
|
|
||||||
|
Phrase à retenir :
|
||||||
|
|
||||||
|
> `World` ne lance pas tout d'un coup. Il attend que la map, l'octree et le stage gameplay soient prêts avant de monter le joueur, la musique et les dialogues.
|
||||||
|
|
||||||
|
Piège à connaître :
|
||||||
|
|
||||||
|
Les anciens flags comme `noMusic`, `noMap`, `noDialogues`, `noPlayer` ne sont plus branchés dans `World`. Pour la démo, utiliser surtout `?debug`.
|
||||||
|
|
||||||
|
### Player et collision
|
||||||
|
|
||||||
|
Fichiers :
|
||||||
|
|
||||||
|
- `src/world/player/PlayerController.tsx`
|
||||||
|
- `src/data/input/keybindings.ts`
|
||||||
|
- `src/data/player/playerConfig.ts`
|
||||||
|
- `src/world/GameMapCollision.tsx`
|
||||||
|
|
||||||
|
Ce que ça fait :
|
||||||
|
|
||||||
|
- déplacement `ZQSD` ;
|
||||||
|
- souris en pointer lock ;
|
||||||
|
- saut avec `Space` ;
|
||||||
|
- interaction avec `E` ;
|
||||||
|
- grab avec clic gauche ;
|
||||||
|
- collision joueur via capsule Three.js + octree.
|
||||||
|
|
||||||
|
Phrase à retenir :
|
||||||
|
|
||||||
|
> Le joueur n'est pas piloté par Rapier. Rapier sert aux objets manipulables, alors que le joueur utilise une capsule et un octree.
|
||||||
|
|
||||||
|
Piège à connaître :
|
||||||
|
|
||||||
|
`useRepairMovementLocked()` retourne actuellement `false`. Le lock de mouvement est prévu dans le code et l'UI, mais il est désactivé sur `develop`.
|
||||||
|
|
||||||
|
### Interaction
|
||||||
|
|
||||||
|
Fichiers :
|
||||||
|
|
||||||
|
- `src/managers/InteractionManager.ts`
|
||||||
|
- `src/hooks/interaction/useInteraction.ts`
|
||||||
|
- `src/components/three/interaction/InteractableObject.tsx`
|
||||||
|
- `src/components/three/interaction/TriggerObject.tsx`
|
||||||
|
- `src/components/three/interaction/GrabbableObject.tsx`
|
||||||
|
- `src/components/ui/InteractPrompt.tsx`
|
||||||
|
|
||||||
|
Ce que ça fait :
|
||||||
|
|
||||||
|
- détecte si un objet est proche ;
|
||||||
|
- raycast depuis la caméra pour savoir si le joueur vise l'objet ;
|
||||||
|
- affiche le prompt `E` pour les triggers ;
|
||||||
|
- gère les grabs souris et hand tracking ;
|
||||||
|
- expose un snapshot React via `useSyncExternalStore`.
|
||||||
|
|
||||||
|
Phrase à retenir :
|
||||||
|
|
||||||
|
> Les interactions sont séparées du gameplay. Un objet dit juste "je suis trigger" ou "je suis grabbable", puis le player controller déclenche l'action selon le focus courant.
|
||||||
|
|
||||||
|
### Repair game
|
||||||
|
|
||||||
|
Fichiers coeur :
|
||||||
|
|
||||||
|
- `src/components/three/gameplay/RepairGame.tsx`
|
||||||
|
- `src/components/three/gameplay/RepairRepairingStep.tsx`
|
||||||
|
- `src/components/three/gameplay/RepairScanSequence.tsx`
|
||||||
|
- `src/components/three/gameplay/RepairMissionCase.tsx`
|
||||||
|
- `src/components/three/gameplay/RepairCaseModel.tsx`
|
||||||
|
- `src/components/three/gameplay/RepairCompletionStep.tsx`
|
||||||
|
|
||||||
|
Fichiers data/state :
|
||||||
|
|
||||||
|
- `src/data/gameplay/repairMissions.ts`
|
||||||
|
- `src/data/gameplay/repairCaseConfig.ts`
|
||||||
|
- `src/data/gameplay/repairGameConfig.ts`
|
||||||
|
- `src/types/gameplay/repairMission.ts`
|
||||||
|
- `src/managers/stores/useGameStore.ts`
|
||||||
|
|
||||||
|
Flow :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
locked
|
||||||
|
-> waiting
|
||||||
|
-> inspected
|
||||||
|
-> fragmented
|
||||||
|
-> scanning
|
||||||
|
-> repairing
|
||||||
|
-> reassembling
|
||||||
|
-> done
|
||||||
|
```
|
||||||
|
|
||||||
|
Ce que ça fait :
|
||||||
|
|
||||||
|
- inspecter l'objet de mission ;
|
||||||
|
- afficher une mallette ;
|
||||||
|
- ouvrir/interagir avec la mallette ;
|
||||||
|
- fragmenter le modèle ;
|
||||||
|
- scanner les pièces cassées ;
|
||||||
|
- proposer plusieurs pièces de remplacement ;
|
||||||
|
- attraper et snapper les pièces ;
|
||||||
|
- vérifier bonne pièce + pièces cassées rangées ;
|
||||||
|
- réassembler le modèle ;
|
||||||
|
- valider la mission et passer à la suivante.
|
||||||
|
|
||||||
|
Phrase à retenir :
|
||||||
|
|
||||||
|
> `RepairGame` est un orchestrateur de steps. Les variations entre vélo, pylône et ferme sont dans `repairMissions.ts`, pas hardcodées dans trois composants séparés.
|
||||||
|
|
||||||
|
### Audio, dialogues, sous-titres
|
||||||
|
|
||||||
|
Fichiers :
|
||||||
|
|
||||||
|
- `src/managers/AudioManager.ts`
|
||||||
|
- `src/world/GameMusic.tsx`
|
||||||
|
- `src/utils/dialogues/playDialogue.ts`
|
||||||
|
- `src/utils/dialogues/loadDialogueManifest.ts`
|
||||||
|
- `src/managers/stores/useSettingsStore.ts`
|
||||||
|
- `src/managers/stores/useSubtitleStore.ts`
|
||||||
|
- `src/components/ui/Subtitles.tsx`
|
||||||
|
|
||||||
|
Ce que ça fait :
|
||||||
|
|
||||||
|
- musique en loop ;
|
||||||
|
- sons one-shot avec pooling ;
|
||||||
|
- volumes par catégorie : `music`, `sfx`, `dialogue` ;
|
||||||
|
- dialogues depuis `public/sounds/dialogue/dialogues.json` ;
|
||||||
|
- SRT par voix et par langue ;
|
||||||
|
- sous-titres synchronisés avec `audio.currentTime` ;
|
||||||
|
- queue de dialogues pour éviter les overlaps.
|
||||||
|
|
||||||
|
Phrase à retenir :
|
||||||
|
|
||||||
|
> L'audio est impératif, donc il est dans un manager. React garde les réglages et les sous-titres, mais les vrais `HTMLAudioElement` sont gérés par `AudioManager`.
|
||||||
|
|
||||||
|
### Zustand
|
||||||
|
|
||||||
|
Fichiers :
|
||||||
|
|
||||||
|
- `src/managers/stores/useGameStore.ts`
|
||||||
|
- `src/managers/stores/useSettingsStore.ts`
|
||||||
|
- `src/managers/stores/useSubtitleStore.ts`
|
||||||
|
- `src/components/ui/debug/GameStateDebugPanel.tsx`
|
||||||
|
|
||||||
|
Ce que ça fait :
|
||||||
|
|
||||||
|
- `useGameStore` : progression globale ;
|
||||||
|
- `useSettingsStore` : menu, volumes, sous-titres, runtime repair ;
|
||||||
|
- `useSubtitleStore` : sous-titre actif ;
|
||||||
|
- debug panel : manipule le même store que le vrai gameplay.
|
||||||
|
|
||||||
|
Phrase à retenir :
|
||||||
|
|
||||||
|
> Zustand contient l'état durable. Les valeurs qui changent à chaque frame restent dans des refs, dans R3F ou dans les managers.
|
||||||
|
|
||||||
|
### Hand tracking
|
||||||
|
|
||||||
|
Fichiers :
|
||||||
|
|
||||||
|
- `src/providers/gameplay/HandTrackingProvider.tsx`
|
||||||
|
- `src/hooks/handTracking/useRemoteHandTracking.ts`
|
||||||
|
- `src/hooks/handTracking/useBrowserHandTracking.ts`
|
||||||
|
- `src/hooks/handTracking/useBothFistsHold.ts`
|
||||||
|
- `src/components/three/handTracking/HandTrackingGlove.tsx`
|
||||||
|
- `backend/main.py`
|
||||||
|
|
||||||
|
Ce que ça fait :
|
||||||
|
|
||||||
|
- source `backend` avec Python/FastAPI/MediaPipe ;
|
||||||
|
- source `browser` avec `@mediapipe/tasks-vision` ;
|
||||||
|
- activation seulement quand utile ;
|
||||||
|
- gesture deux poings fermés ;
|
||||||
|
- grab à la main pour certains objets ;
|
||||||
|
- visualisation gants et panel debug.
|
||||||
|
|
||||||
|
Phrase à retenir :
|
||||||
|
|
||||||
|
> Le hand tracking n'est pas actif tout le temps. Le provider l'active quand le contexte le justifie, par exemple pendant certaines étapes du repair game.
|
||||||
|
|
||||||
|
### Editor
|
||||||
|
|
||||||
|
Fichiers :
|
||||||
|
|
||||||
|
- `src/pages/editor/page.tsx`
|
||||||
|
- `src/components/editor/EditorControls.tsx`
|
||||||
|
- `src/components/editor/scene/EditorScene.tsx`
|
||||||
|
- `src/components/editor/scene/EditorMap.tsx`
|
||||||
|
- `vite.config.ts`
|
||||||
|
|
||||||
|
Ce que ça fait :
|
||||||
|
|
||||||
|
- édite `public/map.json` ;
|
||||||
|
- affiche et transforme les objets ;
|
||||||
|
- édite dialogues, SRT et cinématiques ;
|
||||||
|
- preview audio/cinématique ;
|
||||||
|
- sauvegarde locale via endpoints Vite.
|
||||||
|
|
||||||
|
Phrase à retenir :
|
||||||
|
|
||||||
|
> L'éditeur partage les mêmes formats que le runtime. Il n'y a pas un format map pour l'éditeur et un autre pour le jeu.
|
||||||
|
|
||||||
|
Piège à connaître :
|
||||||
|
|
||||||
|
Les endpoints `/api/save-*` sont des helpers Vite en dev local, pas une API de production.
|
||||||
|
|
||||||
|
## Bloc principal 1 : RepairGame
|
||||||
|
|
||||||
|
### Ce qu'il faut comprendre
|
||||||
|
|
||||||
|
`RepairGame` ne fait pas "juste afficher une réparation". Il coordonne :
|
||||||
|
|
||||||
|
- le state global Zustand ;
|
||||||
|
- les étapes de mission ;
|
||||||
|
- les assets GLTF ;
|
||||||
|
- les prompts vidéo ;
|
||||||
|
- la mallette ;
|
||||||
|
- les interactions `E` ;
|
||||||
|
- les objets Rapier grabbables ;
|
||||||
|
- le scan des pièces ;
|
||||||
|
- la validation gameplay.
|
||||||
|
|
||||||
|
### Navigation simple
|
||||||
|
|
||||||
|
Ouvrir dans cet ordre :
|
||||||
|
|
||||||
|
1. `src/world/GameStageContent.tsx`
|
||||||
|
2. `src/components/three/gameplay/RepairGame.tsx`
|
||||||
|
3. `src/data/gameplay/repairMissions.ts`
|
||||||
|
4. `src/components/three/gameplay/RepairRepairingStep.tsx`
|
||||||
|
5. `src/managers/stores/useGameStore.ts`
|
||||||
|
|
||||||
|
### Comment expliquer l'architecture
|
||||||
|
|
||||||
|
`GameStageContent` place les missions dans le monde.
|
||||||
|
|
||||||
|
`RepairGame` reçoit une mission :
|
||||||
|
|
||||||
|
```tsx
|
||||||
|
<RepairGame mission="bike" position={[8, 0, -6]} />
|
||||||
|
```
|
||||||
|
|
||||||
|
Puis il vérifie :
|
||||||
|
|
||||||
|
- est-ce que `mainState` correspond à cette mission ?
|
||||||
|
- quel est le `step` courant ?
|
||||||
|
- quelle config utiliser ?
|
||||||
|
- quel sous-composant monter ?
|
||||||
|
|
||||||
|
Les variations mission sont dans `repairMissions.ts` :
|
||||||
|
|
||||||
|
- modèle ;
|
||||||
|
- prompt vidéo ;
|
||||||
|
- pièces cassées ;
|
||||||
|
- bonnes pièces ;
|
||||||
|
- leurres ;
|
||||||
|
- timings ;
|
||||||
|
- placeholders.
|
||||||
|
|
||||||
|
### Pourquoi c'est bien
|
||||||
|
|
||||||
|
- Un seul flow réutilisable.
|
||||||
|
- Moins de duplication entre `bike`, `pylone`, `ferme`.
|
||||||
|
- Les règles générales restent dans les composants.
|
||||||
|
- Les variations restent dans la data.
|
||||||
|
- Le debug panel peut tester les mêmes steps que le vrai jeu.
|
||||||
|
|
||||||
|
### Compromis
|
||||||
|
|
||||||
|
Si une future mission devient très différente, la config ne suffira peut-être plus. Il faudra alors créer des composants spécifiques ou un vrai `MissionManager`.
|
||||||
|
|
||||||
|
### Points à dire si on ouvre `RepairRepairingStep`
|
||||||
|
|
||||||
|
Ce fichier gère l'étape la plus gameplay :
|
||||||
|
|
||||||
|
- pièces de remplacement ;
|
||||||
|
- pièces cassées à déposer ;
|
||||||
|
- snap vers placeholders ;
|
||||||
|
- feedback vert/rouge/bleu ;
|
||||||
|
- validation finale.
|
||||||
|
|
||||||
|
État local important :
|
||||||
|
|
||||||
|
- `placedPartIds`
|
||||||
|
- `depositedBrokenPartIds`
|
||||||
|
- `showBlockedInstallFeedback`
|
||||||
|
|
||||||
|
Phrase simple :
|
||||||
|
|
||||||
|
> Cette étape garde seulement l'état local de manipulation. La progression globale reste dans Zustand.
|
||||||
|
|
||||||
|
## Bloc principal 2 : Audio
|
||||||
|
|
||||||
|
### Ce qu'il faut comprendre
|
||||||
|
|
||||||
|
`AudioManager` est un singleton parce qu'il manipule des objets impératifs du navigateur :
|
||||||
|
|
||||||
|
- `HTMLAudioElement`
|
||||||
|
- `AudioContext`
|
||||||
|
- pools audio
|
||||||
|
- panner stereo
|
||||||
|
- musique active
|
||||||
|
|
||||||
|
### Navigation simple
|
||||||
|
|
||||||
|
Ouvrir dans cet ordre :
|
||||||
|
|
||||||
|
1. `src/managers/AudioManager.ts`
|
||||||
|
2. `src/world/GameMusic.tsx`
|
||||||
|
3. `src/managers/stores/useSettingsStore.ts`
|
||||||
|
4. `src/utils/dialogues/playDialogue.ts`
|
||||||
|
5. `src/components/ui/Subtitles.tsx`
|
||||||
|
|
||||||
|
### Architecture audio
|
||||||
|
|
||||||
|
Catégories :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
music
|
||||||
|
sfx
|
||||||
|
dialogue
|
||||||
|
```
|
||||||
|
|
||||||
|
Volumes :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
volume effectif = volume de base * volume catégorie
|
||||||
|
```
|
||||||
|
|
||||||
|
Exemple :
|
||||||
|
|
||||||
|
- `GameMusic` lance `/sounds/musique/test.mp3` avec base `0.33`.
|
||||||
|
- Si le volume musique settings vaut `0.5`, le volume effectif vaut `0.165`.
|
||||||
|
|
||||||
|
### Dialogues et sous-titres
|
||||||
|
|
||||||
|
Un dialogue référence :
|
||||||
|
|
||||||
|
- un `id` ;
|
||||||
|
- une voix ;
|
||||||
|
- un fichier audio ;
|
||||||
|
- un index de cue SRT.
|
||||||
|
|
||||||
|
Le SRT est par voix et par langue, pas un fichier SRT par dialogue.
|
||||||
|
|
||||||
|
Phrase simple :
|
||||||
|
|
||||||
|
> Les dialogues utilisent la catégorie audio `dialogue`, et `playDialogueById` synchronise le sous-titre actif avec le temps courant de l'audio.
|
||||||
|
|
||||||
|
### Risques à connaître
|
||||||
|
|
||||||
|
- Autoplay navigateur : la musique peut attendre un input utilisateur.
|
||||||
|
- Un seul track musique actif à la fois.
|
||||||
|
- Les dialogues sont queue-based, pas un vrai système de priorité.
|
||||||
|
- L'éditeur audio/SRT sauve via Vite local, pas en prod.
|
||||||
|
|
||||||
|
## Bloc principal 3 : Zustand
|
||||||
|
|
||||||
|
### Ce qu'il faut comprendre
|
||||||
|
|
||||||
|
Zustand contient l'état durable.
|
||||||
|
|
||||||
|
Il ne contient pas :
|
||||||
|
|
||||||
|
- la velocity joueur ;
|
||||||
|
- les raycasts ;
|
||||||
|
- les positions frame par frame ;
|
||||||
|
- les vecteurs temporaires ;
|
||||||
|
- l'état interne d'un grab.
|
||||||
|
|
||||||
|
### Navigation simple
|
||||||
|
|
||||||
|
Ouvrir dans cet ordre :
|
||||||
|
|
||||||
|
1. `src/managers/stores/useGameStore.ts`
|
||||||
|
2. `src/components/ui/debug/GameStateDebugPanel.tsx`
|
||||||
|
3. `src/components/three/gameplay/RepairGame.tsx`
|
||||||
|
4. `src/managers/stores/useSettingsStore.ts`
|
||||||
|
5. `src/managers/stores/useSubtitleStore.ts`
|
||||||
|
|
||||||
|
### Game store
|
||||||
|
|
||||||
|
Main states :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
intro
|
||||||
|
bike
|
||||||
|
pylone
|
||||||
|
ferme
|
||||||
|
outro
|
||||||
|
```
|
||||||
|
|
||||||
|
Mission steps :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
locked
|
||||||
|
waiting
|
||||||
|
inspected
|
||||||
|
fragmented
|
||||||
|
scanning
|
||||||
|
repairing
|
||||||
|
reassembling
|
||||||
|
done
|
||||||
|
```
|
||||||
|
|
||||||
|
Actions importantes :
|
||||||
|
|
||||||
|
- `setMissionStep`
|
||||||
|
- `completeMission`
|
||||||
|
- `advanceGameState`
|
||||||
|
- `rewindGameState`
|
||||||
|
- `resetGame`
|
||||||
|
|
||||||
|
Phrase simple :
|
||||||
|
|
||||||
|
> Le debug panel et le vrai gameplay utilisent la même source de vérité. Ce n'est pas un debug state séparé.
|
||||||
|
|
||||||
|
### Settings store
|
||||||
|
|
||||||
|
Gère :
|
||||||
|
|
||||||
|
- menu ouvert/fermé ;
|
||||||
|
- volumes ;
|
||||||
|
- sous-titres ;
|
||||||
|
- langue ;
|
||||||
|
- `repairRuntime`.
|
||||||
|
|
||||||
|
Piège :
|
||||||
|
|
||||||
|
`repairRuntime` est stocké et affiché, mais pas encore utilisé par `RepairGame`.
|
||||||
|
|
||||||
|
### Subtitle store
|
||||||
|
|
||||||
|
Gère seulement :
|
||||||
|
|
||||||
|
- le sous-titre actif ;
|
||||||
|
- clear/set.
|
||||||
|
|
||||||
|
Phrase simple :
|
||||||
|
|
||||||
|
> Le store de sous-titres est volontairement petit parce que le timing reste piloté par l'audio.
|
||||||
|
|
||||||
|
## Les pièges à ne pas rater
|
||||||
|
|
||||||
|
Si on te pose une question précise, réponds vrai.
|
||||||
|
|
||||||
|
| Sujet | Réponse honnête |
|
||||||
|
| ------------------------- | ------------------------------------------------------------------------ |
|
||||||
|
| Lock mouvement réparation | Le hook existe mais retourne `false`, donc pas actif actuellement. |
|
||||||
|
| `repairRuntime` JS/Python | Le choix est stocké dans settings, mais pas consommé par le repair game. |
|
||||||
|
| Old debug flags | `noMusic`, `noMap`, `noDialogues`, etc. ne sont plus branchés. |
|
||||||
|
| Player physics | Le joueur n'est pas Rapier, il utilise capsule + octree. |
|
||||||
|
| Collision map | L'octree vient de nodes dédiés, actuellement `terrain`. |
|
||||||
|
| Editor save | Ce sont des endpoints Vite dev, pas une API de prod. |
|
||||||
|
| Cinematics | `GameCinematics` est monté seulement pendant `outro` dans `World`. |
|
||||||
|
| Hand tracking depth | Le `z` MediaPipe est relatif, pas une vraie profondeur monde stable. |
|
||||||
|
|
||||||
|
## Si l'évaluateur ouvre un fichier au hasard
|
||||||
|
|
||||||
|
| Fichier | Ce qu'il faut dire |
|
||||||
|
| -------------------------- | ----------------------------------------------------------------------------- |
|
||||||
|
| `World.tsx` | Compositeur de scène. Gère game/debug, loading gates, player spawn. |
|
||||||
|
| `useWorldSceneLoading.ts` | Évite de spawn le joueur avant map + collision + stage. |
|
||||||
|
| `GameMap.tsx` | Charge map JSON, modèles, fallback cubes, signale quand les nodes sont prêts. |
|
||||||
|
| `GameMapCollision.tsx` | Construit l'octree joueur depuis des nodes de collision dédiés. |
|
||||||
|
| `PlayerController.tsx` | Inputs, pointer lock, mouvement, jump, interaction, collision capsule. |
|
||||||
|
| `InteractionManager.ts` | État courant des interactions, pas dans Zustand car frame-adjacent. |
|
||||||
|
| `RepairGame.tsx` | Orchestrateur de steps repair, data-driven par mission. |
|
||||||
|
| `RepairRepairingStep.tsx` | Validation gameplay : pièces, snap, dépôt, install target. |
|
||||||
|
| `repairMissions.ts` | Config des missions, évite de hardcoder chaque mission dans le composant. |
|
||||||
|
| `AudioManager.ts` | Manager impératif pour musique, SFX, dialogue, pooling, volumes. |
|
||||||
|
| `playDialogue.ts` | Queue dialogue + synchronisation sous-titre. |
|
||||||
|
| `useGameStore.ts` | Source de vérité progression. |
|
||||||
|
| `GameStateDebugPanel.tsx` | Outil debug qui manipule le même store que le jeu. |
|
||||||
|
| `HandTrackingProvider.tsx` | Active la webcam seulement quand utile. |
|
||||||
|
| `GrabbableObject.tsx` | Grab souris/main, Rapier body, snap target. |
|
||||||
|
| `EditorControls.tsx` | Panneau éditeur, pas runtime joueur. |
|
||||||
|
|
||||||
|
## Démo live avec Chrome DevTools
|
||||||
|
|
||||||
|
Cette partie correspond à :
|
||||||
|
|
||||||
|
> Session de test / démo live via les devtools, commentée
|
||||||
|
|
||||||
|
Le but n'est pas de tout montrer. Le but est de montrer que tu sais observer l'application proprement.
|
||||||
|
|
||||||
|
### Préparation
|
||||||
|
|
||||||
|
Lancer le front :
|
||||||
|
|
||||||
|
```bash
|
||||||
|
npm run dev
|
||||||
|
```
|
||||||
|
|
||||||
|
Ouvrir :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
http://localhost:5173/?debug
|
||||||
|
```
|
||||||
|
|
||||||
|
Si Vite affiche un autre port, utiliser ce port.
|
||||||
|
|
||||||
|
Ouvrir DevTools :
|
||||||
|
|
||||||
|
- macOS : `Cmd + Option + I`
|
||||||
|
- Windows/Linux : `Ctrl + Shift + I`
|
||||||
|
|
||||||
|
Disposition conseillée :
|
||||||
|
|
||||||
|
- app à gauche ;
|
||||||
|
- DevTools docké à droite ;
|
||||||
|
- onglets prêts : `Console`, `Network`, `Sources`, `Application`.
|
||||||
|
|
||||||
|
### Étape 1 : Console
|
||||||
|
|
||||||
|
Objectif :
|
||||||
|
|
||||||
|
- vérifier que l'app ne crashe pas ;
|
||||||
|
- surveiller les erreurs quand on interagit.
|
||||||
|
|
||||||
|
À faire :
|
||||||
|
|
||||||
|
1. Ouvrir `Console`.
|
||||||
|
2. Reload la page.
|
||||||
|
3. Vérifier s'il y a des erreurs rouges.
|
||||||
|
4. Garder la console ouverte pendant la démo.
|
||||||
|
|
||||||
|
Phrase simple :
|
||||||
|
|
||||||
|
> Je commence par la console pour vérifier que la démo ne cache pas une erreur runtime.
|
||||||
|
|
||||||
|
### Étape 2 : Network
|
||||||
|
|
||||||
|
Objectif :
|
||||||
|
|
||||||
|
- montrer que les assets sont chargés ;
|
||||||
|
- vérifier map, modèles, sons, vidéos.
|
||||||
|
|
||||||
|
À faire :
|
||||||
|
|
||||||
|
1. Ouvrir `Network`.
|
||||||
|
2. Cocher `Disable cache`.
|
||||||
|
3. Reload.
|
||||||
|
4. Filtrer :
|
||||||
|
- `map.json`
|
||||||
|
- `model.gltf`
|
||||||
|
- `.webm`
|
||||||
|
- `.mp3`
|
||||||
|
- `.srt`
|
||||||
|
|
||||||
|
Ce que tu peux expliquer :
|
||||||
|
|
||||||
|
- `map.json` décrit la scène ;
|
||||||
|
- `model.gltf` charge les assets 3D ;
|
||||||
|
- `.webm` sert aux prompts in-game ;
|
||||||
|
- `.mp3` sert à musique/dialogues/SFX ;
|
||||||
|
- `.srt` sert aux sous-titres.
|
||||||
|
|
||||||
|
Phrase simple :
|
||||||
|
|
||||||
|
> Network me permet de vérifier que la feature n'est pas juste du code React, elle dépend aussi d'assets runtime.
|
||||||
|
|
||||||
|
### Étape 3 : Sources pour suivre le repair game
|
||||||
|
|
||||||
|
Objectif :
|
||||||
|
|
||||||
|
- montrer une transition de step ;
|
||||||
|
- prouver que `RepairGame` écrit dans Zustand.
|
||||||
|
|
||||||
|
À faire :
|
||||||
|
|
||||||
|
1. Ouvrir `Sources`.
|
||||||
|
2. `Cmd + P` ou `Ctrl + P`.
|
||||||
|
3. Chercher `RepairGame.tsx`.
|
||||||
|
4. Mettre un breakpoint sur un appel à `setMissionStep`.
|
||||||
|
5. Chercher `useGameStore.ts`.
|
||||||
|
6. Mettre un breakpoint dans `setMissionStep` ou `completeMission`.
|
||||||
|
|
||||||
|
Dans l'app :
|
||||||
|
|
||||||
|
1. Activer `?debug`.
|
||||||
|
2. Dans lil-gui, mettre `Scene = Physics`.
|
||||||
|
3. Garder `Camera Mode = Player`.
|
||||||
|
4. Dans le debug overlay, passer `Main state = Bike`.
|
||||||
|
5. Mettre le sub-state sur `waiting` si besoin.
|
||||||
|
6. Interagir avec l'objet ou avancer les steps via le debug panel.
|
||||||
|
|
||||||
|
Quand le breakpoint pause :
|
||||||
|
|
||||||
|
- regarder `mission` ;
|
||||||
|
- regarder `step` ;
|
||||||
|
- expliquer la transition.
|
||||||
|
|
||||||
|
Phrase simple :
|
||||||
|
|
||||||
|
> Là on voit que le composant ne change pas juste son état local. Il déclenche une transition dans le store global.
|
||||||
|
|
||||||
|
### Étape 4 : Sources pour suivre l'audio
|
||||||
|
|
||||||
|
Objectif :
|
||||||
|
|
||||||
|
- montrer qu'un son passe par `AudioManager`.
|
||||||
|
|
||||||
|
À faire :
|
||||||
|
|
||||||
|
1. Ouvrir `AudioManager.ts`.
|
||||||
|
2. Mettre un breakpoint dans `playSound`.
|
||||||
|
3. Déclencher un son, par exemple ouverture/fermeture de mallette.
|
||||||
|
4. Inspecter :
|
||||||
|
- `path`
|
||||||
|
- `volume`
|
||||||
|
- `options.category`
|
||||||
|
|
||||||
|
Ensuite :
|
||||||
|
|
||||||
|
1. Ouvrir le menu avec `Escape`.
|
||||||
|
2. Changer le volume SFX.
|
||||||
|
3. Mettre un breakpoint dans `setCategoryVolume`.
|
||||||
|
4. Vérifier que la catégorie change.
|
||||||
|
|
||||||
|
Phrase simple :
|
||||||
|
|
||||||
|
> Les sliders ne modifient pas directement un audio isolé. Ils mettent à jour un volume de catégorie dans le manager.
|
||||||
|
|
||||||
|
### Étape 5 : Application
|
||||||
|
|
||||||
|
Objectif :
|
||||||
|
|
||||||
|
- montrer les données locales du navigateur.
|
||||||
|
|
||||||
|
À faire :
|
||||||
|
|
||||||
|
1. Ouvrir `Application`.
|
||||||
|
2. Regarder `Local Storage`.
|
||||||
|
3. Chercher la clé de debug :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
la-fabrik-debug-controls
|
||||||
|
```
|
||||||
|
|
||||||
|
Ce que ça montre :
|
||||||
|
|
||||||
|
- certains choix debug peuvent être persistés ;
|
||||||
|
- ce n'est pas la progression du jeu ;
|
||||||
|
- c'est juste du confort dev.
|
||||||
|
|
||||||
|
### Étape 6 : Performance, optionnel
|
||||||
|
|
||||||
|
Objectif :
|
||||||
|
|
||||||
|
- montrer que tu sais diagnostiquer si ça rame.
|
||||||
|
|
||||||
|
À faire seulement si demandé :
|
||||||
|
|
||||||
|
1. Ouvrir `Performance`.
|
||||||
|
2. Record 5 secondes.
|
||||||
|
3. Bouger dans la scène.
|
||||||
|
4. Stop.
|
||||||
|
5. Observer FPS, scripting, rendering.
|
||||||
|
|
||||||
|
Phrase simple :
|
||||||
|
|
||||||
|
> Si la scène rame, je ne devine pas. Je regarde si le temps part dans le JS, le rendu, ou le chargement d'assets.
|
||||||
|
|
||||||
|
## Démo recommandée en 5 minutes
|
||||||
|
|
||||||
|
### 1. Ouvrir la scène debug
|
||||||
|
|
||||||
|
```txt
|
||||||
|
http://localhost:5173/?debug
|
||||||
|
```
|
||||||
|
|
||||||
|
Dans lil-gui :
|
||||||
|
|
||||||
|
- `Scene = Physics`
|
||||||
|
- `Camera Mode = Player`
|
||||||
|
- `Debug Overlay = true`
|
||||||
|
|
||||||
|
### 2. Montrer le store
|
||||||
|
|
||||||
|
Dans le debug panel :
|
||||||
|
|
||||||
|
- passer `Main state = Bike`
|
||||||
|
- passer le step à `waiting`
|
||||||
|
- avancer avec `Next step`
|
||||||
|
|
||||||
|
Expliquer :
|
||||||
|
|
||||||
|
> Le panel debug écrit dans le même store que le vrai gameplay.
|
||||||
|
|
||||||
|
### 3. Montrer le repair game
|
||||||
|
|
||||||
|
Faire défiler les steps :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
waiting -> inspected -> fragmented -> scanning -> repairing
|
||||||
|
```
|
||||||
|
|
||||||
|
Montrer :
|
||||||
|
|
||||||
|
- objet de mission ;
|
||||||
|
- mallette ;
|
||||||
|
- modèle éclaté ;
|
||||||
|
- scan ;
|
||||||
|
- pièces à grab ;
|
||||||
|
- validation bloquée si mauvaise pièce.
|
||||||
|
|
||||||
|
### 4. Montrer l'audio
|
||||||
|
|
||||||
|
Ouvrir DevTools :
|
||||||
|
|
||||||
|
- breakpoint dans `AudioManager.playSound` ;
|
||||||
|
- déclencher un son ;
|
||||||
|
- montrer `path` et `category`.
|
||||||
|
|
||||||
|
### 5. Montrer Zustand
|
||||||
|
|
||||||
|
Breakpoint dans `useGameStore`.
|
||||||
|
|
||||||
|
Expliquer :
|
||||||
|
|
||||||
|
> Quand la mission avance, ce n'est pas chaque composant qui invente son état. La progression passe par des actions centralisées.
|
||||||
|
|
||||||
|
## Questions probables et réponses simples
|
||||||
|
|
||||||
|
### Pourquoi Zustand ?
|
||||||
|
|
||||||
|
Parce qu'on a besoin d'une source de vérité partagée entre UI, monde 3D, debug panel et gameplay.
|
||||||
|
|
||||||
|
### Pourquoi pas tout dans Zustand ?
|
||||||
|
|
||||||
|
Parce que certaines valeurs changent trop souvent. Les positions, vitesses, raycasts et animations frame par frame restent dans des refs ou dans les composants R3F.
|
||||||
|
|
||||||
|
### Pourquoi un `AudioManager` ?
|
||||||
|
|
||||||
|
Parce que l'audio navigateur est impératif. On doit gérer des `HTMLAudioElement`, des pools, une musique active et des volumes de catégories.
|
||||||
|
|
||||||
|
### Pourquoi séparer octree et Rapier ?
|
||||||
|
|
||||||
|
Pour garder un player controller simple tout en utilisant Rapier pour les objets manipulables.
|
||||||
|
|
||||||
|
### Pourquoi `RepairGame` est data-driven ?
|
||||||
|
|
||||||
|
Pour réutiliser le même flow sur plusieurs missions et garder les variations dans `repairMissions.ts`.
|
||||||
|
|
||||||
|
### Qu'est-ce qui est incomplet ?
|
||||||
|
|
||||||
|
- pas de vrai `GameManager` global ;
|
||||||
|
- lock mouvement réparation désactivé ;
|
||||||
|
- `repairRuntime` pas consommé ;
|
||||||
|
- editor save uniquement en dev ;
|
||||||
|
- hand tracking encore approximatif sur profondeur et smoothing.
|
||||||
|
|
||||||
|
## Checklist avant la review
|
||||||
|
|
||||||
|
Commandes :
|
||||||
|
|
||||||
|
```bash
|
||||||
|
npm run format:check
|
||||||
|
npm run typecheck
|
||||||
|
npm run lint
|
||||||
|
npm run build
|
||||||
|
```
|
||||||
|
|
||||||
|
Pages à ouvrir :
|
||||||
|
|
||||||
|
- `/`
|
||||||
|
- `/?debug`
|
||||||
|
- `/editor`
|
||||||
|
- `/docs`
|
||||||
|
- `/docs/code-review`
|
||||||
|
|
||||||
|
Fichiers à avoir en tête :
|
||||||
|
|
||||||
|
- `src/world/World.tsx`
|
||||||
|
- `src/components/three/gameplay/RepairGame.tsx`
|
||||||
|
- `src/components/three/gameplay/RepairRepairingStep.tsx`
|
||||||
|
- `src/data/gameplay/repairMissions.ts`
|
||||||
|
- `src/managers/AudioManager.ts`
|
||||||
|
- `src/managers/stores/useGameStore.ts`
|
||||||
|
- `src/components/ui/debug/GameStateDebugPanel.tsx`
|
||||||
|
|
||||||
|
Réponses pièges à réviser :
|
||||||
|
|
||||||
|
- lock mouvement repair désactivé actuellement ;
|
||||||
|
- `repairRuntime` pas consommé ;
|
||||||
|
- player pas Rapier ;
|
||||||
|
- save editor pas production ;
|
||||||
|
- old boot flags non branchés.
|
||||||
|
|
||||||
|
## Mini plan de révision
|
||||||
|
|
||||||
|
### Session 1 : 20 minutes
|
||||||
|
|
||||||
|
Lire :
|
||||||
|
|
||||||
|
- cette fiche ;
|
||||||
|
- `docs/technical/repair-game.md` ;
|
||||||
|
- `docs/technical/zustand.md`.
|
||||||
|
|
||||||
|
Objectif :
|
||||||
|
|
||||||
|
- savoir expliquer le repair game et le store.
|
||||||
|
|
||||||
|
### Session 2 : 20 minutes
|
||||||
|
|
||||||
|
Lire :
|
||||||
|
|
||||||
|
- `docs/technical/audio.md` ;
|
||||||
|
- `docs/technical/interaction.md`.
|
||||||
|
|
||||||
|
Objectif :
|
||||||
|
|
||||||
|
- savoir expliquer audio + interaction.
|
||||||
|
|
||||||
|
### Session 3 : 20 minutes
|
||||||
|
|
||||||
|
Faire la démo :
|
||||||
|
|
||||||
|
- lancer `npm run dev` ;
|
||||||
|
- ouvrir `/?debug` ;
|
||||||
|
- ouvrir DevTools ;
|
||||||
|
- faire un breakpoint dans `RepairGame` ;
|
||||||
|
- faire un breakpoint dans `AudioManager`.
|
||||||
|
|
||||||
|
Objectif :
|
||||||
|
|
||||||
|
- ne pas découvrir DevTools le jour de la review.
|
||||||
|
|
||||||
|
## Version ultra-courte à garder en tête
|
||||||
|
|
||||||
|
Si tu paniques, reviens à ça :
|
||||||
|
|
||||||
|
```txt
|
||||||
|
World monte la scène.
|
||||||
|
GameStageContent place les missions.
|
||||||
|
RepairGame orchestre les steps.
|
||||||
|
repairMissions fournit la data.
|
||||||
|
useGameStore garde la progression.
|
||||||
|
InteractionManager gère focus/trigger/grab.
|
||||||
|
AudioManager gère sons, musique, dialogues.
|
||||||
|
DevTools permet de suivre assets, state et appels runtime.
|
||||||
|
```
|
||||||
@@ -9,7 +9,9 @@ This document describes the 3D components that are currently used in the runtime
|
|||||||
| Interaction | `InteractableObject` | Focus detection through distance and raycasting |
|
| Interaction | `InteractableObject` | Focus detection through distance and raycasting |
|
||||||
| Interaction | `TriggerObject` | Press-to-trigger interactions, optional sound, optional spawned model |
|
| Interaction | `TriggerObject` | Press-to-trigger interactions, optional sound, optional spawned model |
|
||||||
| Interaction | `GrabbableObject` | Physics grab and hand-tracking grab behavior |
|
| Interaction | `GrabbableObject` | Physics grab and hand-tracking grab behavior |
|
||||||
|
| Model | `AnimatedModel` | GLTF animation playback with fade, speed, and context controls |
|
||||||
| Model | `ExplodableModel` | Split/reassemble a GLTF model into separated parts |
|
| Model | `ExplodableModel` | Split/reassemble a GLTF model into separated parts |
|
||||||
|
| Model | `SimpleModel` | Lightweight static GLTF render helper |
|
||||||
| Gameplay | `RepairCaseModel` | Repair case lid animation, proximity float, and wobble |
|
| Gameplay | `RepairCaseModel` | Repair case lid animation, proximity float, and wobble |
|
||||||
|
|
||||||
## Continuous Animation
|
## Continuous Animation
|
||||||
@@ -27,6 +29,30 @@ Use GSAP only for discrete timeline-style transitions. Current example:
|
|||||||
|
|
||||||
- `RepairCaseModel` animates the case lid between open and closed rotations.
|
- `RepairCaseModel` animates the case lid between open and closed rotations.
|
||||||
|
|
||||||
|
## Animated Models
|
||||||
|
|
||||||
|
`src/components/three/models/AnimatedModel.tsx` wraps drei `useAnimations()` around a loaded GLTF scene.
|
||||||
|
|
||||||
|
It supports:
|
||||||
|
|
||||||
|
- default animation playback
|
||||||
|
- optional autoplay
|
||||||
|
- fade duration
|
||||||
|
- speed multiplier
|
||||||
|
- `onLoaded`
|
||||||
|
- `onAnimationEnd`
|
||||||
|
- context controls through `AnimatedModelContext`
|
||||||
|
|
||||||
|
The debug physics scene currently uses it to preview:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
public/models/electricienne_animated/model.gltf
|
||||||
|
```
|
||||||
|
|
||||||
|
with the `Dance` animation.
|
||||||
|
|
||||||
|
`src/hooks/animation/useCharacterAnimation.ts` is a hook-level alternative for components that need to own their group ref and animation controls directly.
|
||||||
|
|
||||||
## GLTF Reuse
|
## GLTF Reuse
|
||||||
|
|
||||||
Use `useClonedObject` when a GLTF scene is reused by a component instance. It memoizes `scene.clone(true)` and keeps clone creation out of render churn.
|
Use `useClonedObject` when a GLTF scene is reused by a component instance. It memoizes `scene.clone(true)` and keeps clone creation out of render churn.
|
||||||
@@ -44,7 +70,9 @@ src/components/three/
|
|||||||
│ ├── InteractableObject.tsx
|
│ ├── InteractableObject.tsx
|
||||||
│ └── TriggerObject.tsx
|
│ └── TriggerObject.tsx
|
||||||
├── models/
|
├── models/
|
||||||
│ └── ExplodableModel.tsx
|
│ ├── AnimatedModel.tsx
|
||||||
|
│ ├── ExplodableModel.tsx
|
||||||
|
│ └── SimpleModel.tsx
|
||||||
└── world/
|
└── world/
|
||||||
└── SkyModel.tsx
|
└── SkyModel.tsx
|
||||||
```
|
```
|
||||||
|
|||||||
+268
-106
@@ -4,139 +4,301 @@ This document describes the code that exists today in the repository.
|
|||||||
|
|
||||||
## Runtime Structure
|
## Runtime Structure
|
||||||
|
|
||||||
- `src/main.tsx` mounts React.
|
- `src/main.tsx` mounts React in `StrictMode`.
|
||||||
- `src/App.tsx` mounts the TanStack `RouterProvider`.
|
- `src/App.tsx` mounts TanStack `RouterProvider`.
|
||||||
- `src/router.tsx` declares the top-level routes:
|
- `src/router.tsx` declares `/`, `/editor`, and `/docs`.
|
||||||
- `/` mounts the playable 3D scene, debug perf overlay, and HTML overlays.
|
- `src/pages/page.tsx` composes the playable route with `HandTrackingProvider`, React Three Fiber `Canvas`, `World`, `DebugPerf`, `GameUI`, and `SceneLoadingOverlay`.
|
||||||
- `/editor` mounts the map editor page.
|
- `src/pages/editor/page.tsx` composes the local editor route.
|
||||||
- `src/world/World.tsx` composes the active scene, including:
|
- `src/components/docs/DocsLayout.tsx` composes the in-app documentation route.
|
||||||
- environment and lighting
|
|
||||||
- debug helpers and debug camera mode
|
Detailed runtime-loading notes live in `docs/technical/scene-runtime.md`.
|
||||||
- either the map scene or the debug physics test scene
|
|
||||||
- the player rig when the active camera mode is `player`
|
## World Composition
|
||||||
- `src/hooks/world/useWorldSceneLoading.ts` owns the production scene loading state shared by `World`, `GameMap`, and the player octree readiness.
|
|
||||||
- `src/world/GameMap.tsx` loads map nodes from `public/map.json`, resolves available models, renders them progressively, and shows fallback cubes for missing models.
|
`src/world/World.tsx` is the main 3D scene composer.
|
||||||
- `src/world/GameMapCollision.tsx` builds the player collision octree from dedicated collision nodes only.
|
|
||||||
- `src/world/GameStageContent.tsx` is wrapped in Rapier `Physics` in the production game scene so stage gameplay objects can use physics without moving the map or player to Rapier. It now mounts reusable `RepairGame` instances for `bike`, `pylone`, and `ferme` mission states.
|
Always-mounted scene systems:
|
||||||
- `src/world/debug/TestMap.tsx` provides a debug-oriented interaction and physics map with the existing grab/trigger/model-preview objects plus separate `Bike`, `Pylone`, and `Farm` repair playground zones.
|
|
||||||
- `src/world/player/Player.tsx` mounts the camera and controller.
|
- `Environment`
|
||||||
- `src/world/player/PlayerController.tsx` owns pointer lock movement, jump handling, repair-step movement locking, and interaction input.
|
- `Lighting`
|
||||||
|
- debug helpers when `?debug` is active
|
||||||
|
- optional hand-tracking glove overlays
|
||||||
|
- optional debug camera controls
|
||||||
|
|
||||||
|
Game scene systems:
|
||||||
|
|
||||||
|
- `GameMap`
|
||||||
|
- Rapier `Physics` wrapping `GameStageContent`
|
||||||
|
- `GameMusic`
|
||||||
|
- `GameDialogues`
|
||||||
|
- `GameCinematics` only while `mainState === "outro"`
|
||||||
|
- `Player` after gameplay is ready
|
||||||
|
|
||||||
|
Debug physics scene systems:
|
||||||
|
|
||||||
|
- `TestMap`
|
||||||
|
- `Player` after the debug octree is ready
|
||||||
|
|
||||||
|
Debug scene and camera mode are controlled by `src/utils/debug/Debug.ts` and enabled with `?debug`.
|
||||||
|
|
||||||
|
## Scene Loading
|
||||||
|
|
||||||
|
The production game scene is considered ready only after:
|
||||||
|
|
||||||
|
- map data and visible map nodes have settled
|
||||||
|
- collision source models have settled
|
||||||
|
- the player octree exists
|
||||||
|
- the Rapier gameplay stage has mounted
|
||||||
|
|
||||||
|
The player is not spawned until that readiness gate is satisfied. This avoids starting player movement, music, dialogue timing, and interactions while the map/stage is still loading.
|
||||||
|
|
||||||
## Physics Boundaries
|
## Physics Boundaries
|
||||||
|
|
||||||
The project currently uses two collision layers with separate responsibilities:
|
The project currently uses two collision systems with separate responsibilities:
|
||||||
|
|
||||||
- `GameMapCollision` builds an octree used by the player controller for map collision.
|
- Player movement uses a Three.js `Capsule` and an `Octree`.
|
||||||
- The player octree must be built from a small collision-only subset of map nodes. It currently uses the `terrain` node only instead of traversing the full visible map, because building an octree from all rendered props can overload the browser renderer.
|
- Gameplay objects use Rapier rigid bodies and colliders.
|
||||||
- `GameStageContent` is wrapped in Rapier `Physics` for gameplay objects such as repair triggers, cases, grabbables, and future mission-specific objects.
|
|
||||||
- `TestMap` owns its own Rapier `Physics` playground so repair gameplay can be tuned per mission state without depending on the production map layout.
|
|
||||||
|
|
||||||
Keep the player and map octree outside the Rapier provider until there is a deliberate migration plan. This avoids mixing player movement rules with object physics before the gameplay systems need it.
|
`GameMapCollision` builds the player octree from explicit collision nodes. It currently uses only the `terrain` node.
|
||||||
|
|
||||||
|
`GameStageContent` is wrapped in Rapier `Physics` so repair cases, triggers, and grabbable parts can use physics without migrating the player controller to Rapier.
|
||||||
|
|
||||||
|
This split is deliberate. It keeps the player controller simple while still enabling physical manipulation for gameplay objects.
|
||||||
|
|
||||||
|
## Gameplay Layer
|
||||||
|
|
||||||
|
The current core gameplay feature is the reusable repair game.
|
||||||
|
|
||||||
|
Production placements live in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/world/GameStageContent.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
The reusable flow lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/gameplay/RepairGame.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
Mission-specific data lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/data/gameplay/repairMissions.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
The repair game supports:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
locked -> waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done
|
||||||
|
```
|
||||||
|
|
||||||
|
Detailed repair-game implementation notes live in `docs/technical/repair-game.md`.
|
||||||
|
|
||||||
|
## State Management
|
||||||
|
|
||||||
|
Durable progression state lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/managers/stores/useGameStore.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
It owns:
|
||||||
|
|
||||||
|
- `mainState`
|
||||||
|
- intro state
|
||||||
|
- `bike`, `pylone`, and `ferme` mission state
|
||||||
|
- outro state
|
||||||
|
- `isCinematicPlaying`
|
||||||
|
- progression actions
|
||||||
|
- generic mission actions
|
||||||
|
|
||||||
|
Settings state lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/managers/stores/useSettingsStore.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
Subtitle display state lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/managers/stores/useSubtitleStore.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
Detailed Zustand notes live in `docs/technical/zustand.md`.
|
||||||
|
|
||||||
|
## Managers
|
||||||
|
|
||||||
|
Managers are used for imperative runtime systems that own browser or frame-adjacent objects.
|
||||||
|
|
||||||
|
Current managers:
|
||||||
|
|
||||||
|
- `src/managers/AudioManager.ts`
|
||||||
|
- `src/managers/InteractionManager.ts`
|
||||||
|
|
||||||
|
`AudioManager` owns `HTMLAudioElement` instances, music playback, one-shot pools, category volumes, and optional stereo panning.
|
||||||
|
|
||||||
|
`InteractionManager` owns focused/nearby/holding state for trigger and grab interactions and exposes a snapshot through `useSyncExternalStore`.
|
||||||
|
|
||||||
## Interaction Model
|
## Interaction Model
|
||||||
|
|
||||||
- `src/managers/InteractionManager.ts` is the current interaction state source.
|
Core interaction files:
|
||||||
- `src/components/three/interaction/InteractableObject.tsx` handles focus detection through distance and raycasting.
|
|
||||||
- `src/components/three/interaction/TriggerObject.tsx` implements trigger-style interactions.
|
|
||||||
- `src/components/three/interaction/GrabbableObject.tsx` implements hold-and-release interactions.
|
|
||||||
- `src/hooks/interaction/useInteraction.ts` exposes the interaction snapshot to React UI.
|
|
||||||
- `src/components/ui/InteractPrompt.tsx` shows the `E` prompt for trigger interactions.
|
|
||||||
|
|
||||||
## Audio
|
- `src/components/three/interaction/InteractableObject.tsx`
|
||||||
|
- `src/components/three/interaction/TriggerObject.tsx`
|
||||||
|
- `src/components/three/interaction/GrabbableObject.tsx`
|
||||||
|
- `src/hooks/interaction/useInteraction.ts`
|
||||||
|
- `src/components/ui/InteractPrompt.tsx`
|
||||||
|
|
||||||
- `src/managers/AudioManager.ts` provides pooled one-shot playback, looped music playback, category volumes, and optional stereo pan for one-shot sounds.
|
The player controller bridges raw input to semantic interaction actions:
|
||||||
- Supported audio categories are `music`, `sfx`, and `dialogue`.
|
|
||||||
- Trigger interactions may play SFX directly through `AudioManager`.
|
|
||||||
|
|
||||||
## Settings Menu
|
- `E` triggers focused trigger objects
|
||||||
|
- primary mouse button grabs focused grabbable objects
|
||||||
|
- hand tracking can grab hand-controlled grabbable objects
|
||||||
|
|
||||||
- `src/managers/stores/useSettingsStore.ts` stores settings for music volume, SFX volume, dialogue volume, subtitle visibility, subtitle language, repair runtime, and menu visibility.
|
Detailed interaction notes live in `docs/technical/interaction.md`.
|
||||||
- `src/components/ui/GameSettingsMenu.tsx` renders the in-game options menu.
|
|
||||||
- `src/components/ui/GameUI.tsx` mounts the settings menu as an HTML overlay outside the canvas.
|
|
||||||
- `Esc` opens and closes the menu, and `src/world/player/PlayerController.tsx` ignores player input while the menu is open.
|
|
||||||
- Volume changes are forwarded to `AudioManager` by category.
|
|
||||||
|
|
||||||
## Dialogues And Subtitles
|
## Audio, Dialogue, And Subtitles
|
||||||
|
|
||||||
- `public/sounds/dialogue/dialogues.json` is the runtime dialogue manifest.
|
Audio is split into:
|
||||||
- Dialogue audio files live under `public/sounds/dialogue/`.
|
|
||||||
- Subtitle files live under `public/sounds/dialogue/subtitles/{fr|en}/`.
|
- `music`
|
||||||
- The current subtitle model is one SRT file per voice and language.
|
- `sfx`
|
||||||
- `src/types/dialogues/dialogues.ts` contains the dialogue manifest types.
|
- `dialogue`
|
||||||
- `src/utils/dialogues/dialogueManifestValidation.ts` validates manifest shape at runtime.
|
|
||||||
- `src/utils/dialogues/loadDialogueManifest.ts` loads the manifest and SRT cues, with French fallback when the selected language is missing.
|
Runtime dialogue data lives under:
|
||||||
- `src/utils/subtitles/parseSrt.ts` parses SRT blocks and timecodes.
|
|
||||||
- `src/utils/dialogues/playDialogue.ts` plays dialogue audio and synchronizes the active subtitle against the audio element time.
|
```txt
|
||||||
- `src/managers/stores/useSubtitleStore.ts` stores the currently displayed subtitle cue.
|
public/sounds/dialogue/
|
||||||
- `src/components/ui/Subtitles.tsx` renders the subtitle overlay.
|
```
|
||||||
- `src/world/GameDialogues.tsx` currently triggers dialogue entries that define a `timecode`.
|
|
||||||
- Dialogue playback is queued so multiple dialogue requests do not overlap.
|
The current subtitle model is one SRT file per voice and language. A dialogue entry references one cue by `subtitleCueIndex`.
|
||||||
|
|
||||||
|
`src/utils/dialogues/playDialogue.ts` queues dialogue playback and synchronizes the active subtitle cue against the playing audio element.
|
||||||
|
|
||||||
|
Detailed audio notes live in `docs/technical/audio.md`.
|
||||||
|
|
||||||
## Cinematics
|
## Cinematics
|
||||||
|
|
||||||
- `public/cinematics.json` is the runtime cinematic manifest.
|
Runtime cinematic data lives in:
|
||||||
- `src/types/cinematics/cinematics.ts` contains cinematic manifest types.
|
|
||||||
- `src/utils/cinematics/cinematicManifestValidation.ts` validates manifest shape at runtime.
|
|
||||||
- `src/utils/cinematics/loadCinematicManifest.ts` loads `/cinematics.json`.
|
|
||||||
- `src/world/GameCinematics.tsx` triggers cinematics that define a global `timecode`.
|
|
||||||
- Cinematics use GSAP timelines to animate the active camera position and look target.
|
|
||||||
- `dialogueCues` on a cinematic trigger dialogue IDs at times relative to the cinematic start.
|
|
||||||
- `src/managers/stores/useGameStore.ts` exposes `isCinematicPlaying`, used to lock player input during cinematics.
|
|
||||||
|
|
||||||
## Debug System
|
```txt
|
||||||
|
public/cinematics.json
|
||||||
|
```
|
||||||
|
|
||||||
- Debug mode is enabled with `?debug`.
|
Cinematics support camera keyframes, GSAP timelines, optional dialogue cues, and `isCinematicPlaying` input locking. Current world integration mounts `GameCinematics` only during the outro state.
|
||||||
- `src/utils/debug/Debug.ts` owns the `lil-gui` instance and debug controls.
|
|
||||||
- `src/hooks/debug/useCameraMode.ts` and `src/hooks/debug/useSceneMode.ts` subscribe to debug state.
|
|
||||||
- `src/components/debug/DebugPerf.tsx` lazily mounts `r3f-perf` in debug mode.
|
|
||||||
- `src/components/ui/debug/DebugOverlayLayout.tsx` mounts the compact HTML debug overlay when enabled from `lil-gui`.
|
|
||||||
- `src/components/ui/debug/GameStateDebugPanel.tsx` exposes current game state, main/sub-state switching, previous/next step controls, and reset.
|
|
||||||
- `src/components/ui/debug/HandTrackingDebugPanel.tsx` shows hand tracking status, usage, loaded glove model, hand count, and fist state while hand tracking is active.
|
|
||||||
- `src/components/ui/SceneLoadingOverlay.tsx` displays the fullscreen loading state for 3D scenes, including the production game scene, debug physics scene, and editor scene.
|
|
||||||
- `src/components/three/handTracking/HandTrackingGlove.tsx` places the rigged `gant_l` and `gant_r` models on detected hands in the debug physics scene.
|
|
||||||
- `src/components/debug/scene/DebugHelpers.tsx` mounts debug helpers.
|
|
||||||
- `src/components/debug/scene/DebugCameraControls.tsx` mounts the free debug camera.
|
|
||||||
- `lil-gui` global debug controls include camera mode, scene mode, `R3F Perf`, and `Debug Overlay`; interaction-specific controls live in the `Interaction` folder.
|
|
||||||
|
|
||||||
## 3D Component Domains
|
## Hand Tracking
|
||||||
|
|
||||||
- `src/components/three/models/` contains reusable model helpers such as `ExplodableModel`.
|
Hand tracking can use:
|
||||||
- `src/components/three/interaction/` contains reusable interaction wrappers such as `InteractableObject`, `TriggerObject`, and `GrabbableObject`.
|
|
||||||
- `src/components/three/handTracking/` contains R3F hand tracking debug models such as the glove overlays.
|
- local Python backend over WebSocket
|
||||||
- `src/components/three/gameplay/` contains the reusable production `RepairGame` flow, repair case, repair steps, and repair prompt components.
|
- browser-side MediaPipe through `@mediapipe/tasks-vision`
|
||||||
- `src/components/three/world/` contains reusable world/environment objects such as `SkyModel`.
|
|
||||||
|
Important files:
|
||||||
|
|
||||||
|
- `src/providers/gameplay/HandTrackingProvider.tsx`
|
||||||
|
- `src/hooks/handTracking/useRemoteHandTracking.ts`
|
||||||
|
- `src/hooks/handTracking/useBrowserHandTracking.ts`
|
||||||
|
- `src/hooks/handTracking/useBothFistsHold.ts`
|
||||||
|
- `src/components/three/handTracking/HandTrackingGlove.tsx`
|
||||||
|
- `backend/main.py`
|
||||||
|
|
||||||
|
Hand tracking is activated lazily. In production it is enabled during repair steps that need hand input. In debug physics mode it is enabled when interaction context makes hand input useful.
|
||||||
|
|
||||||
|
Detailed hand-tracking notes live in `docs/technical/hand-tracking.md`.
|
||||||
|
|
||||||
## Editor System
|
## Editor System
|
||||||
|
|
||||||
- `src/pages/editor/page.tsx` is the route-level editor page for `/editor`.
|
The editor route is:
|
||||||
- `src/components/editor/EditorControls.tsx` renders the HTML editor control panel.
|
|
||||||
- `src/components/editor/EditorDialogueManifestPanel.tsx` edits `public/sounds/dialogue/dialogues.json`.
|
```txt
|
||||||
- `src/components/editor/EditorCinematicManifestPanel.tsx` edits `public/cinematics.json`.
|
/editor
|
||||||
- `src/components/editor/EditorSrtPanel.tsx` renders the dialogue SRT editor inside the 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.
|
Important editor files:
|
||||||
- `src/controls/editor/FlyController.tsx` provides player-style editor navigation.
|
|
||||||
- `src/hooks/editor/useEditorSceneData.ts` loads scene data and handles folder upload fallback.
|
- `src/pages/editor/page.tsx`
|
||||||
- `src/hooks/editor/useEditorHistory.ts` owns editor undo and redo state.
|
- `src/components/editor/EditorControls.tsx`
|
||||||
- `src/utils/editor/loadEditorScene.ts` handles editor-only folder upload parsing.
|
- `src/components/editor/scene/EditorScene.tsx`
|
||||||
- `src/utils/map/loadMapSceneData.ts` is shared by the game scene and editor to load `public/map.json` and resolve model URLs.
|
- `src/components/editor/scene/EditorMap.tsx`
|
||||||
- `src/types/editor/editor.ts` contains the shared `MapNode`, `SceneData`, and `TransformMode` types.
|
- `src/components/editor/EditorDialogueManifestPanel.tsx`
|
||||||
- `src/types/gameplay/repairMission.ts` contains shared repair mission ids, mission steps, and guards used across store, config, debug UI, and gameplay components.
|
- `src/components/editor/EditorCinematicManifestPanel.tsx`
|
||||||
|
- `src/components/editor/EditorSrtPanel.tsx`
|
||||||
|
- `src/hooks/editor/useEditorSceneData.ts`
|
||||||
|
- `src/hooks/editor/useEditorHistory.ts`
|
||||||
|
- `src/controls/editor/FlyController.tsx`
|
||||||
|
|
||||||
|
The editor shares `MapNode` data with the runtime map loader.
|
||||||
|
|
||||||
|
Local save endpoints live in `vite.config.ts`:
|
||||||
|
|
||||||
|
- `POST /api/save-map`
|
||||||
|
- `POST /api/save-srt`
|
||||||
|
- `GET /api/validate-dialogues`
|
||||||
|
- `POST /api/save-dialogues`
|
||||||
|
- `POST /api/save-cinematics`
|
||||||
|
|
||||||
|
These are Vite dev-server helpers, not production backend APIs.
|
||||||
|
|
||||||
|
Detailed editor notes live in `docs/technical/editor.md`.
|
||||||
|
|
||||||
|
## Documentation System
|
||||||
|
|
||||||
|
The docs route uses:
|
||||||
|
|
||||||
|
- `src/components/docs/DocsLayout.tsx`
|
||||||
|
- `src/components/docs/DocsDocument.tsx`
|
||||||
|
- `src/data/docs/docsSections.ts`
|
||||||
|
- `src/routes/DocsRoute.tsx`
|
||||||
|
- `src/pages/docs/**/page.tsx`
|
||||||
|
|
||||||
|
Docs pages import Markdown files with `?raw` and render them through `react-markdown` plus `remark-gfm`.
|
||||||
|
|
||||||
|
## 3D Component Domains
|
||||||
|
|
||||||
|
`src/components/three/` is organized by domain:
|
||||||
|
|
||||||
|
- `gameplay`: repair-game flow and repair components
|
||||||
|
- `handTracking`: glove overlays
|
||||||
|
- `interaction`: trigger/grab/focus wrappers
|
||||||
|
- `models`: animated, simple, and explodable model helpers
|
||||||
|
- `world`: world/environment objects
|
||||||
|
|
||||||
## Map Data
|
## Map Data
|
||||||
|
|
||||||
- `public/map.json` is expected to be a `MapNode[]`.
|
Runtime map data:
|
||||||
- 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.
|
```txt
|
||||||
- The game scene renders fallback cubes for nodes whose model cannot be resolved.
|
public/map.json
|
||||||
- The game scene currently uses `terrain` as the collision source for the player octree. Additional collision nodes should be explicit lightweight collision assets, not arbitrary visible decoration models.
|
```
|
||||||
|
|
||||||
|
Expected shape:
|
||||||
|
|
||||||
|
```ts
|
||||||
|
interface MapNode {
|
||||||
|
name: string;
|
||||||
|
type: string;
|
||||||
|
position: [number, number, number];
|
||||||
|
rotation: [number, number, number];
|
||||||
|
scale: [number, number, number];
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Each `name` maps to:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
public/models/{name}/model.glb
|
||||||
|
public/models/{name}/model.gltf
|
||||||
|
```
|
||||||
|
|
||||||
## Current Limitations
|
## Current Limitations
|
||||||
|
|
||||||
- The repository is a prototype, not the full intended game runtime.
|
- The repository is still a prototype.
|
||||||
- `src/world/debug/TestMap.tsx` is part of the active scene composition.
|
- There is no central production `GameManager`.
|
||||||
- There is no central gameplay orchestrator such as `GameManager`.
|
- The repair game is implemented, but broader mission orchestration is still light.
|
||||||
- Mission state exists in Zustand and the repair flow is implemented as a prototype for the current repair missions.
|
- `useRepairMovementLocked()` currently returns `false`, so repair movement lock is disabled even though the rule and UI component exist.
|
||||||
- Cinematics and dialogues exist as prototype timecode-driven systems; dialogue branching and broader gameplay orchestration are still limited.
|
- The repair-runtime setting is stored in settings but not consumed by the repair-game implementation.
|
||||||
- The player uses octree collision and simple movement rules, not a complete gameplay physics stack.
|
- Player collision and Rapier gameplay physics are separate systems.
|
||||||
- Editor save-to-server is implemented as a Vite dev-server plugin, not a production backend API.
|
- Editor persistence is local development tooling only.
|
||||||
|
- Debug systems are still part of active scene composition and should remain easy to identify.
|
||||||
|
|||||||
@@ -0,0 +1,217 @@
|
|||||||
|
# Audio Technical Notes
|
||||||
|
|
||||||
|
This document describes the audio systems that exist in the current codebase.
|
||||||
|
|
||||||
|
## Scope
|
||||||
|
|
||||||
|
Audio is currently split into three runtime categories:
|
||||||
|
|
||||||
|
- `music`: looped background music
|
||||||
|
- `dialogue`: spoken dialogue audio linked to subtitles
|
||||||
|
- `sfx`: one-shot interaction and feedback sounds
|
||||||
|
|
||||||
|
The shared runtime service is `src/managers/AudioManager.ts`. User-facing volume settings live in `src/managers/stores/useSettingsStore.ts` and are forwarded to `AudioManager` by category.
|
||||||
|
|
||||||
|
## AudioManager
|
||||||
|
|
||||||
|
`AudioManager` is a singleton side-effect service. It owns browser audio elements, category volumes, pooled one-shot sounds, music playback, and stereo panning for one-shot sounds.
|
||||||
|
|
||||||
|
Supported public methods:
|
||||||
|
|
||||||
|
- `playMusic(path, volume)`: starts or updates a looped music track.
|
||||||
|
- `stopMusic()`: stops the active music track.
|
||||||
|
- `playSound(path, volume, options)`: plays a pooled one-shot sound and returns its `HTMLAudioElement`.
|
||||||
|
- `setCategoryVolume(category, volume)`: updates `music`, `sfx`, or `dialogue` volume.
|
||||||
|
- `getCategoryVolume(category)`: reads the current category volume.
|
||||||
|
- `destroy()`: stops music, clears pools, closes the audio context, and resets the singleton.
|
||||||
|
|
||||||
|
One-shot sounds are pooled by path with a maximum pool size per sound. If every element in a pool is busy, the pool grows until the limit, then recycles an existing element.
|
||||||
|
|
||||||
|
Browser autoplay restrictions are handled in `playMusic()`: if playback is blocked by the browser, the manager waits for a user `pointerdown` or `keydown`, then retries the music.
|
||||||
|
|
||||||
|
## Music
|
||||||
|
|
||||||
|
Runtime music is mounted by `src/world/GameMusic.tsx`.
|
||||||
|
|
||||||
|
Current behavior:
|
||||||
|
|
||||||
|
- `GameMusic` calls `AudioManager.getInstance().playMusic()` on mount.
|
||||||
|
- The current music path is `/sounds/musique/test.mp3`.
|
||||||
|
- The base music volume is `0.33` before category volume is applied.
|
||||||
|
- On unmount, `GameMusic` calls `stopMusic()`.
|
||||||
|
|
||||||
|
Effective music volume is:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
base music volume * settings music volume
|
||||||
|
```
|
||||||
|
|
||||||
|
Use `music` only for long-running looped background tracks. Do not use `playSound()` for music, because one-shot pooling is designed for short overlapping sounds.
|
||||||
|
|
||||||
|
## Sound Effects
|
||||||
|
|
||||||
|
SFX are short one-shot sounds. They should use `AudioManager.playSound()` with the default category or with `{ category: "sfx" }`.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
|
||||||
|
```ts
|
||||||
|
AudioManager.getInstance().playSound("/sounds/sfx/click.mp3", 0.8, {
|
||||||
|
category: "sfx",
|
||||||
|
pan: 0,
|
||||||
|
});
|
||||||
|
```
|
||||||
|
|
||||||
|
Useful options:
|
||||||
|
|
||||||
|
- `category`: `sfx` or `dialogue`; defaults to `sfx`.
|
||||||
|
- `pan`: stereo panning from `-1` left to `1` right.
|
||||||
|
- `playbackRate`: playback speed multiplier.
|
||||||
|
|
||||||
|
SFX volume is controlled by the settings menu through the `sfx` category volume.
|
||||||
|
|
||||||
|
## Dialogues
|
||||||
|
|
||||||
|
Runtime dialogue data lives under `public/sounds/dialogue/`.
|
||||||
|
|
||||||
|
```txt
|
||||||
|
public/
|
||||||
|
└── sounds/
|
||||||
|
└── dialogue/
|
||||||
|
├── dialogues.json
|
||||||
|
└── subtitles/
|
||||||
|
├── fr/
|
||||||
|
│ ├── narrateur.srt
|
||||||
|
│ ├── fermier.srt
|
||||||
|
│ └── electricienne.srt
|
||||||
|
└── en/
|
||||||
|
├── narrateur.srt
|
||||||
|
├── fermier.srt
|
||||||
|
└── electricienne.srt
|
||||||
|
```
|
||||||
|
|
||||||
|
The dialogue manifest shape is defined in `src/types/dialogues/dialogues.ts`.
|
||||||
|
|
||||||
|
Each dialogue entry contains:
|
||||||
|
|
||||||
|
- `id`: stable dialogue identifier
|
||||||
|
- `voice`: voice group, currently `narrateur`, `fermier`, or `electricienne`
|
||||||
|
- `audio`: runtime audio path
|
||||||
|
- `subtitleCueIndex`: cue number inside that voice/language SRT file
|
||||||
|
- `timecode`: optional global trigger time in seconds from scene start
|
||||||
|
|
||||||
|
Dialogues are played through `src/utils/dialogues/playDialogue.ts`.
|
||||||
|
|
||||||
|
Important functions:
|
||||||
|
|
||||||
|
- `playDialogueById(manifest, dialogueId)`: plays a dialogue from an already loaded manifest.
|
||||||
|
- `queueDialogueById(manifest, dialogueId)`: queues dialogue playback so multiple requests do not overlap.
|
||||||
|
- `playGameplayDialogueById(dialogueId)`: loads the gameplay manifest once and queues a dialogue by ID.
|
||||||
|
- `clearQueuedDialogues()`: resolves pending dialogue requests and clears the queue.
|
||||||
|
|
||||||
|
Dialogue audio uses `AudioManager.playSound()` with `{ category: "dialogue" }`, so it follows the dialogue volume setting.
|
||||||
|
|
||||||
|
## Dialogue And SRT Link
|
||||||
|
|
||||||
|
The subtitle model is one SRT file per voice and language, not one SRT file per dialogue.
|
||||||
|
|
||||||
|
A dialogue chooses its subtitle by combining:
|
||||||
|
|
||||||
|
1. `voice`
|
||||||
|
2. selected subtitle language from settings
|
||||||
|
3. `subtitleCueIndex`
|
||||||
|
|
||||||
|
For example, this dialogue:
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "narrateur_bienvenueaaltera",
|
||||||
|
"voice": "narrateur",
|
||||||
|
"audio": "/sounds/dialogue/narrateur/bienvenueaaltera.mp3",
|
||||||
|
"subtitleCueIndex": 1
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
loads cue `1` from:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
public/sounds/dialogue/subtitles/fr/narrateur.srt
|
||||||
|
```
|
||||||
|
|
||||||
|
when the subtitle language is French, or from:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
public/sounds/dialogue/subtitles/en/narrateur.srt
|
||||||
|
```
|
||||||
|
|
||||||
|
when the subtitle language is English.
|
||||||
|
|
||||||
|
If the selected language is missing, the loader falls back to French. Missing English SRT files are warnings during validation, not runtime errors.
|
||||||
|
|
||||||
|
SRT timecodes are relative to the dialogue audio file. They are not relative to the game clock and not relative to a cinematic timeline.
|
||||||
|
|
||||||
|
## Subtitle Runtime
|
||||||
|
|
||||||
|
`playDialogueById()` loads the matching subtitle cue with `loadDialogueSubtitleCue()` before playing the audio.
|
||||||
|
|
||||||
|
While audio plays:
|
||||||
|
|
||||||
|
- `timeupdate` checks `audio.currentTime`
|
||||||
|
- the active subtitle is written to `useSubtitleStore`
|
||||||
|
- `src/components/ui/Subtitles.tsx` renders the current speaker and text
|
||||||
|
- `ended` and `pause` clear the subtitle
|
||||||
|
|
||||||
|
The subtitle overlay respects settings from `useSettingsStore`, including visibility and selected language.
|
||||||
|
|
||||||
|
## Global Timecode Dialogues
|
||||||
|
|
||||||
|
`src/world/GameDialogues.tsx` loads the dialogue manifest and triggers entries that define `timecode`.
|
||||||
|
|
||||||
|
This is useful for simple global scene timing. It should not be used for dialogue that belongs to a cinematic. Cinematic-owned dialogue should be triggered by `dialogueCues` in `public/cinematics.json` instead, otherwise the same dialogue can play twice.
|
||||||
|
|
||||||
|
## Cinematic Dialogue Cues
|
||||||
|
|
||||||
|
`public/cinematics.json` can include `dialogueCues`.
|
||||||
|
|
||||||
|
Each cue contains:
|
||||||
|
|
||||||
|
- `time`: seconds relative to the cinematic start
|
||||||
|
- `dialogueId`: ID from `dialogues.json`
|
||||||
|
|
||||||
|
`src/world/GameCinematics.tsx` uses those cues to play dialogue during camera timelines. This keeps camera movement and dialogue playback synchronized without relying on global scene time.
|
||||||
|
|
||||||
|
## Editor Tooling
|
||||||
|
|
||||||
|
The `/editor` route provides three audio-related tools:
|
||||||
|
|
||||||
|
- `Dialogues`: edits `public/sounds/dialogue/dialogues.json` and previews dialogue playback.
|
||||||
|
- `SRT`: edits one SRT file at a time and validates dialogue assets.
|
||||||
|
- `Cinematics`: links dialogue IDs to cinematic timelines through `dialogueCues`.
|
||||||
|
|
||||||
|
Dev-only Vite endpoints in `vite.config.ts` support local saves:
|
||||||
|
|
||||||
|
- `POST /api/save-dialogues`
|
||||||
|
- `POST /api/save-srt`
|
||||||
|
- `GET /api/validate-dialogues`
|
||||||
|
- `POST /api/save-cinematics`
|
||||||
|
|
||||||
|
These endpoints are local development helpers. They are not production APIs.
|
||||||
|
|
||||||
|
## Validation
|
||||||
|
|
||||||
|
`GET /api/validate-dialogues` validates:
|
||||||
|
|
||||||
|
- manifest shape
|
||||||
|
- referenced dialogue audio files
|
||||||
|
- French SRT files
|
||||||
|
- referenced subtitle cue indexes
|
||||||
|
- optional English SRT files as warnings
|
||||||
|
|
||||||
|
Run validation after adding or renaming dialogue audio, changing cue indexes, or editing SRT files.
|
||||||
|
|
||||||
|
## Known Limitations
|
||||||
|
|
||||||
|
- There is no production persistence for audio manifests or SRT files.
|
||||||
|
- Dialogue branching is not implemented.
|
||||||
|
- Dialogue interruption and priority rules are minimal; playback is queue-based.
|
||||||
|
- SRT editing is text-based and does not yet provide waveform editing.
|
||||||
|
- Music currently supports one active looped track at a time.
|
||||||
@@ -52,7 +52,7 @@ src/
|
|||||||
|
|
||||||
## Responsibilities
|
## 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/pages/editor/page.tsx` is the route-level composition component. It owns route-specific state such as selected object, hovered object, transform mode, selection lock, player-mode toggle, cinematic preview requests, and editor scene loading state.
|
||||||
|
|
||||||
`src/hooks/editor/useEditorSceneData.ts` loads the default map data and handles folder uploads.
|
`src/hooks/editor/useEditorSceneData.ts` loads the default map data and handles folder uploads.
|
||||||
|
|
||||||
@@ -62,7 +62,7 @@ src/
|
|||||||
|
|
||||||
`src/components/editor/scene/EditorMap.tsx` renders map nodes, fallback cubes, selection highlighting, and transform controls.
|
`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/components/editor/EditorControls.tsx` renders the HTML control panel outside the canvas. The panel is organized into top-level `details` groups: `Editor`, `Cinematics`, `Dialogues`, and `SRT`.
|
||||||
|
|
||||||
`src/components/editor/EditorDialogueManifestPanel.tsx` renders the dialogue manifest editor. It loads `dialogues.json`, edits dialogue entries, previews selected dialogue playback, creates missing French SRT cues, and saves the manifest through a dev-server endpoint.
|
`src/components/editor/EditorDialogueManifestPanel.tsx` renders the dialogue manifest editor. It loads `dialogues.json`, edits dialogue entries, previews selected dialogue playback, creates missing French SRT cues, and saves the manifest through a dev-server endpoint.
|
||||||
|
|
||||||
@@ -122,13 +122,17 @@ If `model.glb` and `model.gltf` are both missing, the editor renders a fallback
|
|||||||
2. `useEditorSceneData` calls `loadMapSceneData()`.
|
2. `useEditorSceneData` calls `loadMapSceneData()`.
|
||||||
3. `loadMapSceneData()` loads `/map.json` and available model URLs.
|
3. `loadMapSceneData()` loads `/map.json` and available model URLs.
|
||||||
4. If `/map.json` is missing, the page displays a folder-upload flow.
|
4. If `/map.json` is missing, the page displays a folder-upload flow.
|
||||||
5. `EditorScene` renders the grid, lights, camera controls, and map nodes.
|
5. `EditorSceneLoadingTracker` uses drei `useProgress()` to update the fullscreen editor loading overlay while models load.
|
||||||
6. `EditorControls` exposes transform mode, history actions, export, save, and selection info.
|
6. `EditorScene` renders the grid, lights, camera controls, and map nodes inside `Suspense`.
|
||||||
|
7. `EditorControls` exposes transform mode, history actions, export, save, JSON preview, selection lock, and the cinematic/dialogue/SRT editors.
|
||||||
|
|
||||||
## Controls
|
## Controls
|
||||||
|
|
||||||
- Click: select a node.
|
- Click: select a node.
|
||||||
- `Esc`: clear selection.
|
- `Esc`: clear selection.
|
||||||
|
- Click empty space: clear selection.
|
||||||
|
- Selection lock button: prevent object clicks, empty-space clicks, and `Esc` from changing the current selection.
|
||||||
|
- Selection clear button: intentionally clear the current selection even when the lock is active.
|
||||||
- `T`: translate mode.
|
- `T`: translate mode.
|
||||||
- `R`: rotate mode.
|
- `R`: rotate mode.
|
||||||
- `S`: scale mode.
|
- `S`: scale mode.
|
||||||
@@ -147,6 +151,51 @@ The editor supports two output paths:
|
|||||||
|
|
||||||
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.
|
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.
|
||||||
|
|
||||||
|
## Editor Loading Overlay
|
||||||
|
|
||||||
|
The editor uses `SceneLoadingOverlay` like the runtime scene. `EditorSceneLoadingTracker` lives in `src/pages/editor/page.tsx` and reads drei `useProgress()` inside the canvas.
|
||||||
|
|
||||||
|
The route tracks two loading phases:
|
||||||
|
|
||||||
|
- map JSON loading through `useEditorSceneData()`
|
||||||
|
- model loading through `useProgress()`
|
||||||
|
|
||||||
|
The overlay is rendered outside the canvas so it remains visible while the R3F scene mounts. The scene itself is wrapped in `Suspense` with a `null` fallback; the visual feedback is handled by the overlay instead of by the canvas fallback.
|
||||||
|
|
||||||
|
## Panel Groups
|
||||||
|
|
||||||
|
`EditorControls` uses the local `EditorPanelGroup` helper to keep the side panel navigable as tools grow.
|
||||||
|
|
||||||
|
Current group order:
|
||||||
|
|
||||||
|
1. `Editor`
|
||||||
|
2. `Cinematics`
|
||||||
|
3. `Dialogues`
|
||||||
|
4. `SRT`
|
||||||
|
|
||||||
|
Inside the `Editor` group, the section order is:
|
||||||
|
|
||||||
|
1. `Shortcuts`
|
||||||
|
2. `Transform`
|
||||||
|
3. `Selection`
|
||||||
|
4. `View`
|
||||||
|
5. `JSON`
|
||||||
|
6. `File`
|
||||||
|
|
||||||
|
The `Shortcuts` group is nested and closed by default to reduce visual noise.
|
||||||
|
|
||||||
|
## Selection Lock
|
||||||
|
|
||||||
|
Selection lock is owned by `EditorPage` through `isSelectionLocked`.
|
||||||
|
|
||||||
|
The state is passed to:
|
||||||
|
|
||||||
|
- `EditorControls`, to render the lock/unlock button
|
||||||
|
- `EditorScene`, to block `Esc` deselection when locked
|
||||||
|
- `EditorMap`, to block object selection and empty-space deselection when locked
|
||||||
|
|
||||||
|
The clear button calls `onClearSelection` directly from `EditorControls`. This is intentionally separate from scene click behavior so the user always has an explicit way to clear the selection.
|
||||||
|
|
||||||
## Dialogue SRT Editing
|
## Dialogue SRT Editing
|
||||||
|
|
||||||
Dialogue subtitle editing is part of the `/editor` side panel.
|
Dialogue subtitle editing is part of the `/editor` side panel.
|
||||||
|
|||||||
@@ -0,0 +1,226 @@
|
|||||||
|
# Game States & Substates
|
||||||
|
|
||||||
|
Documentation technique pour le testing et debugging du flow de jeu.
|
||||||
|
|
||||||
|
## Vue d'ensemble
|
||||||
|
|
||||||
|
```
|
||||||
|
intro ──► bike ──► pylone ──► ferme ──► outro
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Main States
|
||||||
|
|
||||||
|
| State | Description |
|
||||||
|
| -------- | ------------------------------------------------------------------ |
|
||||||
|
| `intro` | Séquence d'introduction (cinématique, naming, premier déplacement) |
|
||||||
|
| `bike` | Mission de réparation du vélo |
|
||||||
|
| `pylone` | Quête du pylone (alert → searching → helped → manipulation) |
|
||||||
|
| `ferme` | Mission de réparation de la ferme |
|
||||||
|
| `outro` | Fin du jeu |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Intro (GameStep)
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────────────────────────────────────────────────────────┐
|
||||||
|
│ intro.currentStep │
|
||||||
|
└─────────────────────────────────────────────────────────────┘
|
||||||
|
|
||||||
|
intro ──► sequence_video ──► naming ──► start-move ──► bike
|
||||||
|
```
|
||||||
|
|
||||||
|
### Étapes
|
||||||
|
|
||||||
|
| Step | Trigger | Action | Passage vers |
|
||||||
|
| ---------------- | -------- | ---------------------------------------------- | ------------------------------------------------ |
|
||||||
|
| `intro` | Initial | État initial | Auto → `sequence_video` quand `sceneReady: true` |
|
||||||
|
| `sequence_video` | GameFlow | Déclenche la cinématique dans `GameCinematics` | Fin cinématique → `naming` |
|
||||||
|
| `naming` | IntroUI | Affiche l'input pour le prénom | Submit → `start-move` |
|
||||||
|
| `start-move` | GameFlow | Active le mouvement (`canMove: true`) | Via zone "fabrikExit" → `bike` |
|
||||||
|
|
||||||
|
### Transition vers bike
|
||||||
|
|
||||||
|
- **Trigger**: Zone `fabrikExit` dans `zones.ts`
|
||||||
|
- **Action**: `advanceGameState()` dans `ZoneDetection.tsx`
|
||||||
|
- **Résultat**: `mainState: "bike"`, `intro.hasCompleted: true`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Bike (MissionStep)
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────────────────────────────────────────────────────────┐
|
||||||
|
│ bike.currentStep (MissionStep) │
|
||||||
|
└─────────────────────────────────────────────────────────────┘
|
||||||
|
|
||||||
|
locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
|
||||||
|
```
|
||||||
|
|
||||||
|
### Transition vers pylone
|
||||||
|
|
||||||
|
- **Trigger**: `bike.currentStep: "done"`
|
||||||
|
- **Action**: `completeBikeState()` dans useGameStore
|
||||||
|
- **Résultat**: `mainState: "pylone"`, `pylone.currentStep: "locked"`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Pylone (PyloneStep)
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────────────────────────────────────────────────────────┐
|
||||||
|
│ pylone.currentStep (PyloneStep) │
|
||||||
|
└─────────────────────────────────────────────────────────────┘
|
||||||
|
|
||||||
|
locked (bypass) ──► alert ──► searching ──► helped ──► manipulation ──► outro
|
||||||
|
```
|
||||||
|
|
||||||
|
### Étapes
|
||||||
|
|
||||||
|
| Step | Trigger | Action | Passage vers |
|
||||||
|
| -------------- | ---------------------------------- | ---------------------------------- | --------------------------------------------------------- |
|
||||||
|
| `locked` | Initial (après bike) | État initial | **Bypass automatique** → `alert` via `advanceGameState()` |
|
||||||
|
| `alert` | `advanceGameState()` | Affiche l'alerte (à implémenter) | Via `advanceGameState()` |
|
||||||
|
| `searching` | `advanceGameState()` | Déclenché par zone "searchingZone" | Via `advanceGameState()` |
|
||||||
|
| `helped` | Interaction avec `NPCHelper` | Dialogue avec le villageois | Via interaction 3D |
|
||||||
|
| `manipulation` | Interaction avec `PyloneDestroyed` | Interaction avec l'objet central | Via `advanceGameState()` → `outro` |
|
||||||
|
|
||||||
|
### Bypass automatique
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
// useGameStore.ts - advancePyloneStep()
|
||||||
|
if (state.pylone.currentStep === "locked") {
|
||||||
|
return { pylone: { ...state.pylone, currentStep: "alert" } };
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Transition vers outro
|
||||||
|
|
||||||
|
- **Trigger**: `pylone.currentStep: "manipulation"` + `advanceGameState()`
|
||||||
|
- **Action**: `advancePyloneStep()` détecte fin de la séquence
|
||||||
|
- **Résultat**: `mainState: "outro"`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Ferme (MissionStep)
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────────────────────────────────────────────────────────┐
|
||||||
|
│ ferme.currentStep (MissionStep) │
|
||||||
|
└─────────────────────────────────────────────────────────────┘
|
||||||
|
|
||||||
|
locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
|
||||||
|
```
|
||||||
|
|
||||||
|
### Transition vers outro
|
||||||
|
|
||||||
|
- **Trigger**: `ferme.currentStep: "done"`
|
||||||
|
- **Action**: `completeFermeState()` dans useGameStore
|
||||||
|
- **Résultat**: `mainState: "outro"`, `ferme.irrigationFixed: true`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Outro
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────────────────────────────────────────────────────────┐
|
||||||
|
│ outro.hasStarted │
|
||||||
|
└─────────────────────────────────────────────────────────────┘
|
||||||
|
|
||||||
|
waiting ──► started
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Debug Panel
|
||||||
|
|
||||||
|
Le debug panel permet de tester toutes les transitions :
|
||||||
|
|
||||||
|
### Utilisation
|
||||||
|
|
||||||
|
1. Ouvrir le jeu en mode debug (`Debug: true` dans `Debug.ts`)
|
||||||
|
2. Le panneau "Game State" apparaît en bas à gauche
|
||||||
|
3. **Main state**: Sélectionner le state principal
|
||||||
|
4. **Sub state**: Sélectionner le sub-state
|
||||||
|
5. **Previous/Next step**: Avancer ou reculer d'un step
|
||||||
|
6. **Reset**: Remettre à l'état initial
|
||||||
|
|
||||||
|
### Raccourcis clavier
|
||||||
|
|
||||||
|
| Action | Clavier |
|
||||||
|
| ------- | ------------------ |
|
||||||
|
| Avancer | Debug panel button |
|
||||||
|
| Reculer | Debug panel button |
|
||||||
|
| Reset | Debug panel button |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Comment tester chaque section
|
||||||
|
|
||||||
|
### Tester l'intro
|
||||||
|
|
||||||
|
1. Vérifier que `sceneReady: false` au démarrage
|
||||||
|
2. Attendre que le loader termine (`sceneReady: true`)
|
||||||
|
3. Vérifier `intro.currentStep: "intro"` → auto vers `sequence_video`
|
||||||
|
4. Si cinématique fonctionne : `sequence_video` → `naming`
|
||||||
|
5. Entrer un prénom : `naming` → `start-move`
|
||||||
|
6. Vérifier `canMove: true` après `start-move`
|
||||||
|
7. Entrer dans la zone `fabrikExit` → `mainState: "bike"`
|
||||||
|
|
||||||
|
### Tester bike
|
||||||
|
|
||||||
|
1. Via debug panel, avancer jusqu'à `done`
|
||||||
|
2. Vérifier `mainState: "pylone"`
|
||||||
|
|
||||||
|
### Tester pylone
|
||||||
|
|
||||||
|
1. Via debug panel, avancer (bypass `locked` → `alert`)
|
||||||
|
2. Vérifier `pylone.currentStep: "alert"`
|
||||||
|
3. Avancer : `alert` → `searching` → `helped` → `manipulation`
|
||||||
|
4. Après `manipulation`, vérifier `mainState: "outro"`
|
||||||
|
|
||||||
|
### Tester ferme
|
||||||
|
|
||||||
|
1. Via debug panel, avancer dans bike jusqu'à `done`
|
||||||
|
2. Vérifier `mainState: "pylone"` → `ferme` (après pylone)
|
||||||
|
3. Avancer jusqu'à `done`
|
||||||
|
4. Vérifier `mainState: "outro"`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Fichiers clés
|
||||||
|
|
||||||
|
| Fichier | Rôle |
|
||||||
|
| ------------------------------------------------- | ------------------------------------- |
|
||||||
|
| `src/managers/stores/useGameStore.ts` | Store Zustand avec toutes les actions |
|
||||||
|
| `src/types/game.ts` | Définition de `GameStep` |
|
||||||
|
| `src/types/gameplay/pylone.ts` | Définition de `PyloneStep` |
|
||||||
|
| `src/types/gameplay/repairMission.ts` | Définition de `MissionStep` |
|
||||||
|
| `src/components/game/GameFlow.tsx` | Logique de transition de l'intro |
|
||||||
|
| `src/components/zone/ZoneDetection.tsx` | Déclenchement des zones |
|
||||||
|
| `src/components/ui/debug/GameStateDebugPanel.tsx` | Outil de debug |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## État initial
|
||||||
|
|
||||||
|
```typescript
|
||||||
|
{
|
||||||
|
mainState: "intro",
|
||||||
|
isCinematicPlaying: false,
|
||||||
|
sceneReady: false,
|
||||||
|
missionFlow: {
|
||||||
|
activityCity: true,
|
||||||
|
canMove: false,
|
||||||
|
dialogMessage: null,
|
||||||
|
playerName: "",
|
||||||
|
},
|
||||||
|
intro: { currentStep: "intro", dialogueAudio: null, hasCompleted: false, isBikeUnlocked: false },
|
||||||
|
bike: { currentStep: "locked", dialogueAudio: null, isRepaired: false },
|
||||||
|
pylone: { currentStep: "locked", dialogueAudio: null, isPowered: false },
|
||||||
|
ferme: { currentStep: "locked", dialogueAudio: null, irrigationFixed: false },
|
||||||
|
outro: { dialogueAudio: null, hasStarted: false },
|
||||||
|
}
|
||||||
|
```
|
||||||
@@ -95,20 +95,11 @@ If any ray hits the object while the object is within `INTERACTION_RADIUS`, the
|
|||||||
|
|
||||||
## Depth Handling
|
## Depth Handling
|
||||||
|
|
||||||
Because MediaPipe `z` is relative, the frontend captures the starting depth when the grab begins:
|
Because MediaPipe `z` is relative and noisy, the current frontend does not use it as a direct world-depth controller for object grabbing.
|
||||||
|
|
||||||
```txt
|
Instead, `GrabbableObject` computes a ray from the 2D hand center and moves the object toward a configurable hold distance in front of the active camera. That hold distance is shared with the mouse grab path and can be tuned in the debug GUI.
|
||||||
initialHandZ = hand.z
|
|
||||||
initialHoldDistance = hit.distance
|
|
||||||
```
|
|
||||||
|
|
||||||
While holding, the object distance from the camera is adjusted by the change in hand depth:
|
This is less expressive than true depth-aware hand movement, but it is more stable for the current first-person prototype.
|
||||||
|
|
||||||
```txt
|
|
||||||
holdDistance = initialHoldDistance + (hand.z - initialHandZ) * sensitivity
|
|
||||||
```
|
|
||||||
|
|
||||||
The final hold distance is clamped between the configured grab minimum and maximum distances to avoid unstable movement.
|
|
||||||
|
|
||||||
## UI And Debug
|
## UI And Debug
|
||||||
|
|
||||||
@@ -131,7 +122,7 @@ The glove models are intentionally smaller than the raw SVG overlay so they do n
|
|||||||
## Known Limitations
|
## Known Limitations
|
||||||
|
|
||||||
- Production usage is currently limited to repair mission steps that explicitly need hands.
|
- Production usage is currently limited to repair mission steps that explicitly need hands.
|
||||||
- MediaPipe depth is relative and can be noisy.
|
- MediaPipe depth is relative and currently not used for stable object depth control.
|
||||||
- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
|
- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
|
||||||
- There is no smoothing layer for hand position or depth yet.
|
- There is no smoothing layer for hand position or depth yet.
|
||||||
- The SVG hand visualization is a fallback, not the primary display when glove models load correctly.
|
- The SVG hand visualization is a fallback, not the primary display when glove models load correctly.
|
||||||
|
|||||||
@@ -0,0 +1,240 @@
|
|||||||
|
# Interaction System Technical Notes
|
||||||
|
|
||||||
|
This document explains the shared trigger, grab, focus, and hand-grab system.
|
||||||
|
|
||||||
|
## Purpose
|
||||||
|
|
||||||
|
The app has several ways for the player to affect the 3D scene:
|
||||||
|
|
||||||
|
- press `E` on focused trigger objects
|
||||||
|
- hold the primary mouse button on grabbable objects
|
||||||
|
- close a tracked hand into a fist to grab hand-controlled objects
|
||||||
|
- release objects and optionally snap them into target positions
|
||||||
|
|
||||||
|
The implementation keeps those rules in a reusable interaction layer so gameplay features such as the repair game do not each create their own input system.
|
||||||
|
|
||||||
|
## Main Files
|
||||||
|
|
||||||
|
| File | Responsibility |
|
||||||
|
| --------------------------------------------------------- | ----------------------------------------------- |
|
||||||
|
| `src/managers/InteractionManager.ts` | Shared interaction state and imperative actions |
|
||||||
|
| `src/hooks/interaction/useInteraction.ts` | React subscription to the manager |
|
||||||
|
| `src/components/three/interaction/InteractableObject.tsx` | Distance/raycast focus detection |
|
||||||
|
| `src/components/three/interaction/TriggerObject.tsx` | Press-to-trigger wrapper |
|
||||||
|
| `src/components/three/interaction/GrabbableObject.tsx` | Physics-backed grab and hand grab wrapper |
|
||||||
|
| `src/components/ui/InteractPrompt.tsx` | HTML prompt for focused trigger interactions |
|
||||||
|
| `src/world/player/PlayerController.tsx` | Keyboard/mouse input bridge |
|
||||||
|
|
||||||
|
## Architecture
|
||||||
|
|
||||||
|
The interaction system has three layers:
|
||||||
|
|
||||||
|
1. R3F objects detect focus and register handles.
|
||||||
|
2. `InteractionManager` stores the current interaction snapshot.
|
||||||
|
3. UI and player input read the snapshot and trigger the selected action.
|
||||||
|
|
||||||
|
This is intentionally not Zustand. Interaction focus and holding state are short-lived, frame-adjacent runtime state. A small singleton plus `useSyncExternalStore` is a better fit than putting high-frequency interaction details into the durable game progression store.
|
||||||
|
|
||||||
|
## Interaction Snapshot
|
||||||
|
|
||||||
|
The snapshot type lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/types/interaction/interaction.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
```ts
|
||||||
|
interface InteractionSnapshot {
|
||||||
|
focused: InteractableHandle | null;
|
||||||
|
nearby: boolean;
|
||||||
|
holding: boolean;
|
||||||
|
handHolding: boolean;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Meaning:
|
||||||
|
|
||||||
|
- `focused`: the interactable currently aimed at by the camera ray
|
||||||
|
- `nearby`: at least one interactable is within interaction radius
|
||||||
|
- `holding`: mouse/player-controller grab is active
|
||||||
|
- `handHolding`: hand-tracking grab is active
|
||||||
|
|
||||||
|
`nearby`, `holding`, and `handHolding` are also used by the hand-tracking provider to decide when webcam tracking should stay active in the debug physics scene.
|
||||||
|
|
||||||
|
## Focus Detection
|
||||||
|
|
||||||
|
Focus detection lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/interaction/InteractableObject.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
Each frame, it:
|
||||||
|
|
||||||
|
1. finds the interactable world position from its Rapier body or group transform
|
||||||
|
2. checks distance from the camera
|
||||||
|
3. marks the handle as nearby if it is inside radius
|
||||||
|
4. raycasts from the camera forward direction
|
||||||
|
5. sets the focused handle when the ray hits the object
|
||||||
|
6. clears focus if the object is no longer nearby or no longer aimed at
|
||||||
|
|
||||||
|
This gives a simple first-person interaction model: the player must be close enough and looking at the object.
|
||||||
|
|
||||||
|
## Trigger Objects
|
||||||
|
|
||||||
|
Trigger implementation:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/interaction/TriggerObject.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
`TriggerObject` wraps children in a fixed Rapier body and exposes a trigger handle.
|
||||||
|
|
||||||
|
When triggered, it can:
|
||||||
|
|
||||||
|
- play an optional SFX through `AudioManager`
|
||||||
|
- call `onTrigger`
|
||||||
|
- spawn an optional model at an offset
|
||||||
|
|
||||||
|
Typical users:
|
||||||
|
|
||||||
|
- repair-object inspection
|
||||||
|
- repair-case open/fragment interaction
|
||||||
|
- install target
|
||||||
|
- completion target
|
||||||
|
- debug scene trigger sphere
|
||||||
|
|
||||||
|
## Grabbable Objects
|
||||||
|
|
||||||
|
Grab implementation:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/interaction/GrabbableObject.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
`GrabbableObject` wraps children in a dynamic Rapier body and exposes a grab handle.
|
||||||
|
|
||||||
|
Mouse/controller grab flow:
|
||||||
|
|
||||||
|
1. Player focuses the object.
|
||||||
|
2. Mouse down calls `InteractionManager.pressInteract()`.
|
||||||
|
3. The object enters holding mode.
|
||||||
|
4. Each frame, velocity is pushed toward a hold target in front of the camera.
|
||||||
|
5. Mouse up calls `releaseInteract()`.
|
||||||
|
6. The object can snap to the nearest configured target.
|
||||||
|
|
||||||
|
Important tuning values live in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/data/interaction/grabConfig.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
The debug GUI exposes hold stiffness, throw boost, and hold distance.
|
||||||
|
|
||||||
|
## Snap-To-Target
|
||||||
|
|
||||||
|
`GrabbableObject` supports:
|
||||||
|
|
||||||
|
- `snapTargets`
|
||||||
|
- `snapRadius`
|
||||||
|
- `snapDuration`
|
||||||
|
- `onSnap`
|
||||||
|
|
||||||
|
On release, the object finds the nearest target inside `snapRadius`. If a target is found, GSAP animates the Rapier body translation to that target and calls `onSnap`.
|
||||||
|
|
||||||
|
The repair game uses this to place replacement parts and broken parts into case placeholders.
|
||||||
|
|
||||||
|
## Hand-Controlled Grab
|
||||||
|
|
||||||
|
If `handControlled` is true, `GrabbableObject` also reads:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
useHandTrackingSnapshot()
|
||||||
|
```
|
||||||
|
|
||||||
|
Hand grab flow:
|
||||||
|
|
||||||
|
1. Find a detected hand where `hand.isFist` is true.
|
||||||
|
2. Compute the visual center of the hand from landmark bounds.
|
||||||
|
3. Convert that screen-space point to a camera ray.
|
||||||
|
4. Raycast against the object.
|
||||||
|
5. Use a small set of offset rays around the center to make hit detection more forgiving.
|
||||||
|
6. If the object is in range and hit, enter `handHolding`.
|
||||||
|
7. Move the object toward a hold target in front of the camera while the fist remains closed.
|
||||||
|
8. When the fist opens or disappears, release and snap if possible.
|
||||||
|
|
||||||
|
This is an approximation, not a full 3D hand collider. It is a practical prototype compromise because MediaPipe gives normalized camera-space landmarks and relative depth, not stable world-space hand meshes.
|
||||||
|
|
||||||
|
## Player Input Bridge
|
||||||
|
|
||||||
|
The player controller owns raw keyboard and mouse input:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/world/player/PlayerController.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
It calls:
|
||||||
|
|
||||||
|
- `interaction.pressInteract()` when `E` is pressed and the focused handle is a trigger
|
||||||
|
- `interaction.pressInteract()` on mouse down when the focused handle is a grab
|
||||||
|
- `interaction.releaseInteract()` on mouse up when a grab is active
|
||||||
|
|
||||||
|
Input is ignored while:
|
||||||
|
|
||||||
|
- the settings menu is open
|
||||||
|
- a cinematic is playing
|
||||||
|
|
||||||
|
Movement lock is read separately from `useRepairMovementLocked`, but that hook currently returns `false` on this branch.
|
||||||
|
|
||||||
|
## UI Prompt
|
||||||
|
|
||||||
|
The prompt lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/ui/InteractPrompt.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
It appears only when:
|
||||||
|
|
||||||
|
- camera mode is `player`
|
||||||
|
- a focused interaction exists
|
||||||
|
- the player is not holding an object
|
||||||
|
- the focused interaction is a trigger
|
||||||
|
|
||||||
|
The prompt does not appear for grab objects, because grabs are mouse/hand actions rather than `E` trigger actions.
|
||||||
|
|
||||||
|
## Debug Controls
|
||||||
|
|
||||||
|
Interaction debugging is split between:
|
||||||
|
|
||||||
|
- lil-gui `Interaction` folder for showing interaction spheres
|
||||||
|
- lil-gui `GrabbableObject` folder for grab tuning
|
||||||
|
- debug physics scene for live trigger/grab testing
|
||||||
|
- hand-tracking debug panel for hand grab state
|
||||||
|
|
||||||
|
Use:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
http://localhost:5173/?debug
|
||||||
|
```
|
||||||
|
|
||||||
|
Then switch the scene mode to `Physics` from lil-gui.
|
||||||
|
|
||||||
|
## Why This Architecture Works
|
||||||
|
|
||||||
|
The interaction layer separates concerns:
|
||||||
|
|
||||||
|
- R3F objects know their distance/raycast hit state.
|
||||||
|
- The player controller owns input events.
|
||||||
|
- UI only subscribes to a snapshot.
|
||||||
|
- Gameplay objects receive semantic callbacks like `onTrigger`, `onSnap`, or `onPositionChange`.
|
||||||
|
|
||||||
|
This keeps the repair game focused on gameplay rules instead of low-level input plumbing.
|
||||||
|
|
||||||
|
## Known Limitations
|
||||||
|
|
||||||
|
- Only one focused handle is stored at a time.
|
||||||
|
- The focus rule is camera ray based, so side-facing interactions can feel strict without larger meshes or radii.
|
||||||
|
- Hand grab uses screen-space raycasts, not physical hand colliders.
|
||||||
|
- The manager is singleton-based, so tests must call `destroy()` or isolate state when needed.
|
||||||
|
- `nearby` is boolean, not a list exposed to UI, so the current UI cannot rank multiple nearby objects.
|
||||||
@@ -0,0 +1,365 @@
|
|||||||
|
# Repair Game Technical Notes
|
||||||
|
|
||||||
|
This document explains the implementation of the reusable repair-game flow.
|
||||||
|
|
||||||
|
## Purpose
|
||||||
|
|
||||||
|
The repair game is the current core gameplay loop. It gives three missions the same interaction structure while allowing mission-specific assets, broken parts, replacement choices, prompts, and timing to live in data.
|
||||||
|
|
||||||
|
Implemented missions:
|
||||||
|
|
||||||
|
| Mission | Object | Role |
|
||||||
|
| -------- | ------------- | --------------------------------------------- |
|
||||||
|
| `bike` | E-bike | Repair a damaged cooling core |
|
||||||
|
| `pylone` | Power pylon | Restore relay/panel-like broken parts |
|
||||||
|
| `ferme` | Vertical farm | Stabilize irrigation/sensor-like broken parts |
|
||||||
|
|
||||||
|
## Main Files
|
||||||
|
|
||||||
|
| File | Responsibility |
|
||||||
|
| ---------------------------------------------- | ------------------------------------------------- |
|
||||||
|
| `src/components/three/gameplay/RepairGame.tsx` | Orchestrates the repair step machine |
|
||||||
|
| `src/data/gameplay/repairMissions.ts` | Mission-specific data |
|
||||||
|
| `src/types/gameplay/repairMission.ts` | Mission ids, step ids, guards |
|
||||||
|
| `src/managers/stores/useGameStore.ts` | Global progression and mission transitions |
|
||||||
|
| `src/world/GameStageContent.tsx` | Production placement of the three repair missions |
|
||||||
|
| `src/world/debug/TestMap.tsx` | Debug repair playground placement |
|
||||||
|
|
||||||
|
## State Machine
|
||||||
|
|
||||||
|
Repair mission steps are defined in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/types/gameplay/repairMission.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
```txt
|
||||||
|
locked -> waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done
|
||||||
|
```
|
||||||
|
|
||||||
|
The practical flow is:
|
||||||
|
|
||||||
|
```mermaid
|
||||||
|
stateDiagram-v2
|
||||||
|
[*] --> locked
|
||||||
|
locked --> waiting: mission unlocked
|
||||||
|
waiting --> inspected: inspect mission object
|
||||||
|
inspected --> fragmented: repair-case trigger or two-fists hold
|
||||||
|
fragmented --> scanning: fragmentation timer
|
||||||
|
scanning --> repairing: scan sequence complete
|
||||||
|
repairing --> reassembling: install target validates
|
||||||
|
reassembling --> done: reassembly timer
|
||||||
|
done --> [*]: completion target calls completeMission
|
||||||
|
```
|
||||||
|
|
||||||
|
There is no dedicated finite-state-machine library. The state machine is intentionally lightweight and distributed across:
|
||||||
|
|
||||||
|
- `MissionStep` union types
|
||||||
|
- Zustand transition helpers
|
||||||
|
- conditional rendering in `RepairGame`
|
||||||
|
- callbacks passed to step components
|
||||||
|
|
||||||
|
For the current prototype, this is readable and low overhead. If mission rules become much more branched, a centralized mission orchestrator or FSM library would become more useful.
|
||||||
|
|
||||||
|
## Integration With Zustand
|
||||||
|
|
||||||
|
The durable state lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/managers/stores/useGameStore.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
`RepairGame` reads:
|
||||||
|
|
||||||
|
- `mainState`
|
||||||
|
- current step for its mission
|
||||||
|
|
||||||
|
`RepairGame` writes:
|
||||||
|
|
||||||
|
- `setMissionStep(mission, nextStep)`
|
||||||
|
- `completeMission(mission)`
|
||||||
|
|
||||||
|
The important architectural choice is that reusable repair components do not call `setBikeState`, `setPyloneState`, or `setFermeState` directly. They use generic mission actions so the same component can run for all three missions.
|
||||||
|
|
||||||
|
## Data-Driven Mission Config
|
||||||
|
|
||||||
|
Mission variation lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/data/gameplay/repairMissions.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
Each mission config defines:
|
||||||
|
|
||||||
|
- `id`
|
||||||
|
- `label`
|
||||||
|
- `description`
|
||||||
|
- `modelPath`
|
||||||
|
- optional `modelScale`
|
||||||
|
- `stageUiPath`
|
||||||
|
- `interactUiPath`
|
||||||
|
- `brokenUiPath`
|
||||||
|
- repair case transform
|
||||||
|
- optional scan/reassembly timings
|
||||||
|
- `requiredReplacementPartId`
|
||||||
|
- `brokenParts`
|
||||||
|
- `replacementParts`
|
||||||
|
|
||||||
|
The main benefit is that `RepairGame` stays generic. A mission can change broken nodes, replacement choices, or prompt videos without changing the orchestration component.
|
||||||
|
|
||||||
|
The tradeoff is that the config can grow complex. If one future mission needs very different rules, create a mission-specific component instead of forcing every exception into the shared config.
|
||||||
|
|
||||||
|
## Orchestration Component
|
||||||
|
|
||||||
|
`RepairGame.tsx` is a step router.
|
||||||
|
|
||||||
|
It:
|
||||||
|
|
||||||
|
1. receives a `mission` id and transform props
|
||||||
|
2. gets `config = REPAIR_MISSIONS[mission]`
|
||||||
|
3. subscribes to the active `mainState`
|
||||||
|
4. subscribes to the current mission step
|
||||||
|
5. preloads mission assets
|
||||||
|
6. mounts the component for the active step
|
||||||
|
7. stores local runtime state needed between steps
|
||||||
|
|
||||||
|
Local runtime state:
|
||||||
|
|
||||||
|
- `casePlaceholders`: placeholder transforms emitted by the repair case GLTF
|
||||||
|
- `scannedBrokenParts`: output of the scan sequence used by the repair step
|
||||||
|
|
||||||
|
Those values are local because they are transient scene/runtime details. They do not need to persist globally in Zustand.
|
||||||
|
|
||||||
|
## Step Components
|
||||||
|
|
||||||
|
### Waiting
|
||||||
|
|
||||||
|
File:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/gameplay/RepairInspectionObject.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
The mission object is rendered with a 3D prompt video and wrapped in an interaction trigger. Pressing `E` while focused moves the mission to `inspected`.
|
||||||
|
|
||||||
|
### Inspected
|
||||||
|
|
||||||
|
Files:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/gameplay/RepairMissionCase.tsx
|
||||||
|
src/components/three/gameplay/RepairCaseModel.tsx
|
||||||
|
src/hooks/gameplay/useRepairFragmentationInput.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
The repair case appears near the mission object. The player can:
|
||||||
|
|
||||||
|
- aim at the case and press `E`
|
||||||
|
- hold both fists closed for one second when hand tracking is active
|
||||||
|
|
||||||
|
Both paths move to `fragmented`.
|
||||||
|
|
||||||
|
Important current detail: `useRepairMovementLocked()` currently returns `false`, so the movement-lock rule and indicator are present but disabled in the current branch.
|
||||||
|
|
||||||
|
### Fragmented
|
||||||
|
|
||||||
|
File:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/models/ExplodableModel.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
The mission object is shown split apart. A timer then moves the mission to `scanning`.
|
||||||
|
|
||||||
|
The default delay comes from:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
REPAIR_FRAGMENTATION_SEQUENCE_SECONDS
|
||||||
|
```
|
||||||
|
|
||||||
|
### Scanning
|
||||||
|
|
||||||
|
File:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/gameplay/RepairScanSequence.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
The scan sequence:
|
||||||
|
|
||||||
|
- keeps the exploded model visible
|
||||||
|
- receives model parts from `ExplodableModel`
|
||||||
|
- advances an active part index over time
|
||||||
|
- renders `RepairScanVisual` on the active part
|
||||||
|
- reveals broken-part highlights when configured broken parts have been reached
|
||||||
|
- returns `RepairScannedBrokenPart[]` when done
|
||||||
|
|
||||||
|
Broken-part lookup first tries `brokenParts[].nodeName`. If no configured node matches, it falls back to the first available exploded parts. This fallback is useful while GLTF node names are still unstable, but precise `nodeName` config is safer for production.
|
||||||
|
|
||||||
|
### Repairing
|
||||||
|
|
||||||
|
File:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/gameplay/RepairRepairingStep.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
This is the densest gameplay step.
|
||||||
|
|
||||||
|
It renders:
|
||||||
|
|
||||||
|
- install target
|
||||||
|
- placeholder markers
|
||||||
|
- grabbable replacement parts
|
||||||
|
- grabbable broken parts to store
|
||||||
|
- placement feedback
|
||||||
|
- ready-to-install prompt
|
||||||
|
|
||||||
|
Important local state:
|
||||||
|
|
||||||
|
- `placedPartIds`: replacement parts that snapped near a placeholder
|
||||||
|
- `depositedBrokenPartIds`: broken parts stored in the case
|
||||||
|
- `showBlockedInstallFeedback`: temporary visual feedback when install is attempted too early
|
||||||
|
|
||||||
|
Validation:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
correct replacement part placed
|
||||||
|
AND every scanned broken part deposited
|
||||||
|
```
|
||||||
|
|
||||||
|
Only then does the install target call `onRepair()` and move to `reassembling`.
|
||||||
|
|
||||||
|
### Reassembling
|
||||||
|
|
||||||
|
File:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/gameplay/RepairReassemblyStep.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
The exploded model animates back into assembled form and completion particles play. A timer then moves the mission to `done`.
|
||||||
|
|
||||||
|
Mission configs can override the default reassembly duration.
|
||||||
|
|
||||||
|
### Done
|
||||||
|
|
||||||
|
File:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/gameplay/RepairCompletionStep.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
The repaired object remains visible. The player validates the completion target, then:
|
||||||
|
|
||||||
|
1. the repair case closes
|
||||||
|
2. the case plays its exit animation
|
||||||
|
3. `completeMission(mission)` advances the global game progression
|
||||||
|
|
||||||
|
## Repair Case Details
|
||||||
|
|
||||||
|
The case model implementation lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/components/three/gameplay/RepairCaseModel.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
It handles:
|
||||||
|
|
||||||
|
- GLTF loading through `useLoggedGLTF`
|
||||||
|
- clone creation through `useClonedObject`
|
||||||
|
- pop-in animation
|
||||||
|
- lid open/close animation
|
||||||
|
- open/close SFX through `AudioManager`
|
||||||
|
- proximity-based floating
|
||||||
|
- small rotation wobble
|
||||||
|
- exit animation
|
||||||
|
- placeholder discovery
|
||||||
|
|
||||||
|
Placeholder discovery is data-friendly:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
placeholder_*
|
||||||
|
```
|
||||||
|
|
||||||
|
Any GLTF node whose name starts with that prefix is exported to the repair step as a placement target. This lets artists move placeholder transforms in the model file without hard-coding every placement point in TypeScript.
|
||||||
|
|
||||||
|
## Interaction Dependencies
|
||||||
|
|
||||||
|
The repair game depends on the shared interaction layer:
|
||||||
|
|
||||||
|
- `RepairInspectionObject` uses `InteractableObject`
|
||||||
|
- `RepairMissionCase` uses `TriggerObject`
|
||||||
|
- `RepairRepairingStep` uses `GrabbableObject` and `TriggerObject`
|
||||||
|
- completion uses `TriggerObject`
|
||||||
|
|
||||||
|
This keeps the repair game from owning raw keyboard or mouse listeners for every object. The player controller handles input, and interaction components decide what is focused.
|
||||||
|
|
||||||
|
## Hand Tracking Dependencies
|
||||||
|
|
||||||
|
Hand tracking participates in two places:
|
||||||
|
|
||||||
|
- `useRepairFragmentationInput` uses `useBothFistsHold`
|
||||||
|
- `GrabbableObject` can be `handControlled`
|
||||||
|
|
||||||
|
`HandTrackingProvider` enables tracking during the repair steps that are expected to use hands:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
inspected
|
||||||
|
repairing
|
||||||
|
reassembling
|
||||||
|
done
|
||||||
|
```
|
||||||
|
|
||||||
|
This avoids keeping the webcam active for the whole game scene.
|
||||||
|
|
||||||
|
## Runtime Placement
|
||||||
|
|
||||||
|
Production placement lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/world/GameStageContent.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
Current positions:
|
||||||
|
|
||||||
|
```tsx
|
||||||
|
<RepairGame mission="bike" position={[8, 0, -6]} />
|
||||||
|
<RepairGame mission="pylone" position={[64, 0, -66]} />
|
||||||
|
<RepairGame mission="ferme" position={[-24, 0, 42]} />
|
||||||
|
```
|
||||||
|
|
||||||
|
Only the repair game whose `mission` matches `useGameStore().mainState` renders active content.
|
||||||
|
|
||||||
|
## Debug Placement
|
||||||
|
|
||||||
|
Debug placement lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/world/debug/TestMap.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
The debug scene mounts repair playground zones for all missions. Use `?debug`, switch to the physics scene in lil-gui, then use the game-state debug panel to activate the mission you want to test.
|
||||||
|
|
||||||
|
## Why This Is A Good Review Focus
|
||||||
|
|
||||||
|
This feature shows several important frontend/game architecture skills:
|
||||||
|
|
||||||
|
- state-driven scene composition
|
||||||
|
- data-driven feature variation
|
||||||
|
- React state for step-local runtime values
|
||||||
|
- Zustand for durable game progression
|
||||||
|
- R3F component boundaries
|
||||||
|
- Rapier object interaction
|
||||||
|
- hand tracking integration
|
||||||
|
- audio feedback
|
||||||
|
- GLTF traversal
|
||||||
|
- graceful asset fallbacks
|
||||||
|
|
||||||
|
## Known Limitations
|
||||||
|
|
||||||
|
- Movement lock is currently disabled by an early `return false` in `useRepairMovementLocked`.
|
||||||
|
- The repair-game runtime setting in the options menu is stored but not consumed by `RepairGame`.
|
||||||
|
- Broken-part scan fallback can produce incorrect matches if GLTF node names are missing.
|
||||||
|
- Mission progression is still prototype-level and not owned by a central `GameManager`.
|
||||||
|
- The same repair flow covers all missions. Very different future missions may need dedicated components.
|
||||||
@@ -0,0 +1,252 @@
|
|||||||
|
# Scene Runtime And Loading
|
||||||
|
|
||||||
|
This document explains how the playable route boots the 3D world, loads the map, gates gameplay readiness, and spawns the player.
|
||||||
|
|
||||||
|
## Purpose
|
||||||
|
|
||||||
|
The playable scene has heavy asynchronous work: map JSON, GLTF models, collision meshes, octree construction, Rapier stage content, audio, dialogues, and the player controller.
|
||||||
|
|
||||||
|
The current runtime avoids spawning the player too early. That matters because the player controller needs a ready octree, and the repair game needs the production stage to be mounted before the user starts interacting with objects.
|
||||||
|
|
||||||
|
## Entry Flow
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/main.tsx
|
||||||
|
-> src/App.tsx
|
||||||
|
-> src/router.tsx
|
||||||
|
-> src/pages/page.tsx
|
||||||
|
-> HandTrackingProvider
|
||||||
|
-> Canvas
|
||||||
|
-> World
|
||||||
|
-> DebugPerf
|
||||||
|
-> GameUI
|
||||||
|
-> SceneLoadingOverlay
|
||||||
|
```
|
||||||
|
|
||||||
|
`HomePage` owns the visible loading state and passes `onLoadingStateChange` down to `World`.
|
||||||
|
|
||||||
|
The loading progress in `HomePage` is monotonic:
|
||||||
|
|
||||||
|
- if the scene is already ready, a late loading event is ignored
|
||||||
|
- progress can only increase while the scene is booting
|
||||||
|
|
||||||
|
This prevents the overlay from jumping backward when nested loaders finish in a slightly different order.
|
||||||
|
|
||||||
|
## World Composition
|
||||||
|
|
||||||
|
`src/world/World.tsx` is the main scene composer.
|
||||||
|
|
||||||
|
Always-mounted systems:
|
||||||
|
|
||||||
|
- `Environment`
|
||||||
|
- `Lighting`
|
||||||
|
- debug helpers when `?debug` is active
|
||||||
|
- optional hand-tracking glove overlays
|
||||||
|
- optional debug camera controls
|
||||||
|
|
||||||
|
Game scene systems:
|
||||||
|
|
||||||
|
- `GameMap`
|
||||||
|
- Rapier `Physics` wrapping `GameStageContent`
|
||||||
|
- `GameMusic`
|
||||||
|
- `GameDialogues`
|
||||||
|
- `GameCinematics`, currently only in `mainState === "outro"`
|
||||||
|
- `Player`
|
||||||
|
|
||||||
|
Debug physics scene systems:
|
||||||
|
|
||||||
|
- `TestMap`
|
||||||
|
- `Player`
|
||||||
|
|
||||||
|
## Loading State Owner
|
||||||
|
|
||||||
|
The world loading gate lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/hooks/world/useWorldSceneLoading.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
It tracks:
|
||||||
|
|
||||||
|
- `octree`: collision octree built from collision source meshes
|
||||||
|
- `gameMapLoaded`: map data and visible map nodes settled
|
||||||
|
- `gameStageLoaded`: Rapier gameplay stage mounted
|
||||||
|
- `showGameStage`: true when the map is ready enough to mount gameplay content
|
||||||
|
- `gameplayReady`: true when map, stage, and octree are all ready
|
||||||
|
|
||||||
|
The final game-scene readiness condition is:
|
||||||
|
|
||||||
|
```ts
|
||||||
|
showGameStage && gameStageLoaded && octree !== null;
|
||||||
|
```
|
||||||
|
|
||||||
|
The debug physics scene is ready when:
|
||||||
|
|
||||||
|
```ts
|
||||||
|
octree !== null;
|
||||||
|
```
|
||||||
|
|
||||||
|
## Map Loading
|
||||||
|
|
||||||
|
Map loading starts in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/world/GameMap.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
`GameMap` calls:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/utils/map/loadMapSceneData.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
That utility:
|
||||||
|
|
||||||
|
1. fetches `/map.json`
|
||||||
|
2. validates it as a `MapNode[]`
|
||||||
|
3. deduplicates model names
|
||||||
|
4. checks `public/models/{name}/model.glb`
|
||||||
|
5. falls back to `public/models/{name}/model.gltf`
|
||||||
|
6. returns `{ mapNodes, models }`
|
||||||
|
|
||||||
|
If a model is missing, the map still renders a fallback cube. This keeps the scene inspectable while assets are incomplete.
|
||||||
|
|
||||||
|
## Model Settling
|
||||||
|
|
||||||
|
`GameMap` counts settled map nodes.
|
||||||
|
|
||||||
|
A node settles when:
|
||||||
|
|
||||||
|
- it has no model and renders a fallback cube
|
||||||
|
- its GLTF model instance has mounted
|
||||||
|
- a model error boundary catches a load/render error and renders fallback
|
||||||
|
|
||||||
|
This prevents `GameMapCollision` from building collision before the visible map has reached a stable state.
|
||||||
|
|
||||||
|
## Collision Loading
|
||||||
|
|
||||||
|
Collision loading lives in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/world/GameMapCollision.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
The current production collision source is intentionally small:
|
||||||
|
|
||||||
|
```ts
|
||||||
|
const MAP_COLLISION_NODE_NAMES = new Set(["terrain"]);
|
||||||
|
```
|
||||||
|
|
||||||
|
Only matching map nodes are loaded into the invisible collision group. Then:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/hooks/three/useOctreeGraphNode.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
builds the Three.js octree from that group and sends it back through `onOctreeReady`.
|
||||||
|
|
||||||
|
This is a performance choice. Building a player collision octree from every visible prop can overload the browser and make the scene fragile.
|
||||||
|
|
||||||
|
## Stage Loading
|
||||||
|
|
||||||
|
Production gameplay content is mounted by:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/world/GameStageContent.tsx
|
||||||
|
```
|
||||||
|
|
||||||
|
`World` wraps it in Rapier `Physics`, but only after `GameMap` reports loaded:
|
||||||
|
|
||||||
|
```tsx
|
||||||
|
{
|
||||||
|
showGameStage ? (
|
||||||
|
<Physics>
|
||||||
|
<GameStageLoaded onLoaded={handleGameStageLoaded} />
|
||||||
|
<GameStageContent />
|
||||||
|
</Physics>
|
||||||
|
) : null;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
`GameStageLoaded` is a tiny component that calls `handleGameStageLoaded()` after mount. It gives the loading hook a clear signal that the Rapier stage has entered the scene graph.
|
||||||
|
|
||||||
|
## Player Spawn Gate
|
||||||
|
|
||||||
|
The player is spawned only when the active camera mode is not debug and the active scene is ready.
|
||||||
|
|
||||||
|
```ts
|
||||||
|
const spawnPlayer =
|
||||||
|
cameraMode !== "debug" &&
|
||||||
|
(sceneMode === "game" ? gameplayReady : octree !== null);
|
||||||
|
```
|
||||||
|
|
||||||
|
This avoids two common bugs:
|
||||||
|
|
||||||
|
- the player starts falling or clipping before collision is ready
|
||||||
|
- gameplay starts while the map/stage is still mounting
|
||||||
|
|
||||||
|
The production player spawn uses:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
PLAYER_SPAWN_POSITION_GAME
|
||||||
|
```
|
||||||
|
|
||||||
|
The debug physics scene uses:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
PLAYER_SPAWN_POSITION_PHYSICS
|
||||||
|
```
|
||||||
|
|
||||||
|
## Audio And Narrative Mounting
|
||||||
|
|
||||||
|
`GameMusic`, `GameDialogues`, and `Player` mount together after `spawnPlayer` is true.
|
||||||
|
|
||||||
|
This means background music and global dialogue timecode processing do not start while the loading overlay is still preparing the scene.
|
||||||
|
|
||||||
|
`GameCinematics` is currently gated further:
|
||||||
|
|
||||||
|
```tsx
|
||||||
|
{
|
||||||
|
mainState === "outro" ? <GameCinematics /> : null;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
So cinematic playback is part of the outro path today, not a global always-on system.
|
||||||
|
|
||||||
|
## Debug Modes
|
||||||
|
|
||||||
|
Debug is enabled with:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
http://localhost:5173/?debug
|
||||||
|
```
|
||||||
|
|
||||||
|
`src/utils/debug/Debug.ts` provides:
|
||||||
|
|
||||||
|
- camera mode: `player` or `debug`
|
||||||
|
- scene mode: `game` or `physics`
|
||||||
|
- R3F perf toggle
|
||||||
|
- debug overlay toggle
|
||||||
|
- hand-tracking source
|
||||||
|
- hand SVG visibility
|
||||||
|
- interaction sphere visibility
|
||||||
|
|
||||||
|
Important current detail: the older boot flags such as `noMusic`, `noCinematics`, `noMap`, `noDialogues`, `noOctree`, and `noPlayer` are not part of the current `develop` runtime path.
|
||||||
|
|
||||||
|
## Why This Architecture Works
|
||||||
|
|
||||||
|
The runtime uses React composition as the scene orchestration layer:
|
||||||
|
|
||||||
|
- if JSX is mounted, the Three/Rapier object exists
|
||||||
|
- if JSX is unmounted, the object leaves the scene
|
||||||
|
- loading gates are explicit booleans instead of hidden timing assumptions
|
||||||
|
|
||||||
|
This keeps the prototype understandable while still preventing expensive systems from starting too early.
|
||||||
|
|
||||||
|
## Risks And Watch Points
|
||||||
|
|
||||||
|
- Loading progress is manually estimated, not measured from every asset byte.
|
||||||
|
- The production collision source is currently only `terrain`; extra collision needs explicit lightweight nodes.
|
||||||
|
- Rapier gameplay physics and player octree collision are separate systems and can diverge if future features assume they are the same world.
|
||||||
|
- `GameCinematics` is not globally mounted anymore; docs or tests that expect intro cinematics to auto-run should be updated before relying on that path.
|
||||||
|
- Scene readiness is stored in React state, so remounting the route restarts the loading flow.
|
||||||
@@ -0,0 +1,22 @@
|
|||||||
|
# Three Debugging
|
||||||
|
|
||||||
|
Use the dedicated debug mode when you need Chrome DevTools to step into Three.js internals.
|
||||||
|
|
||||||
|
```bash
|
||||||
|
npm run dev:three-debug
|
||||||
|
```
|
||||||
|
|
||||||
|
This mode aliases `three` to `node_modules/three/src/Three.js` and disables Vite dependency pre-bundling for Three. In DevTools, open `node_modules/three/src/renderers/WebGLRenderer.js` and place a breakpoint inside:
|
||||||
|
|
||||||
|
```js
|
||||||
|
this.render = function (scene, camera) {
|
||||||
|
```
|
||||||
|
|
||||||
|
Reload the page or trigger a frame. When the breakpoint hits, inspect `scene`, `camera`, renderer state, visible objects, matrices, materials, and `this.info.render`.
|
||||||
|
|
||||||
|
If DevTools still opens a bundled file, stop the dev server, clear Vite's cached deps, and restart:
|
||||||
|
|
||||||
|
```bash
|
||||||
|
rm -rf node_modules/.vite
|
||||||
|
npm run dev:three-debug
|
||||||
|
```
|
||||||
+141
-89
@@ -1,75 +1,85 @@
|
|||||||
# Zustand Game State
|
# Zustand Stores
|
||||||
|
|
||||||
This document explains how Zustand is used in the current project.
|
This document explains how Zustand is used in the current project.
|
||||||
|
|
||||||
## Why Zustand Exists Here
|
## Why Zustand Exists Here
|
||||||
|
|
||||||
The project needs one shared source of truth for the player's progression through the experience.
|
The project needs shared state that is durable enough to be read by multiple React and React Three Fiber systems.
|
||||||
|
|
||||||
The current progression is split into main states:
|
Zustand is used for:
|
||||||
|
|
||||||
|
- game progression
|
||||||
|
- settings
|
||||||
|
- subtitle display
|
||||||
|
|
||||||
|
It is not used for high-frequency frame values. Values such as player velocity, temporary vectors, object positions during a grab, raycasts, and animation-loop data stay in refs or manager-local state.
|
||||||
|
|
||||||
|
## Store Locations
|
||||||
|
|
||||||
|
Current Zustand stores:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/managers/stores/useGameStore.ts
|
||||||
|
src/managers/stores/useSettingsStore.ts
|
||||||
|
src/managers/stores/useSubtitleStore.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
They are under `src/managers/stores/` because they are shared runtime state, not state owned by one visual component.
|
||||||
|
|
||||||
|
## Store Responsibilities
|
||||||
|
|
||||||
|
| Store | Responsibility |
|
||||||
|
| ------------------ | ----------------------------------------------------------------- |
|
||||||
|
| `useGameStore` | Durable game progression, mission steps, cinematic input lock |
|
||||||
|
| `useSettingsStore` | Menu visibility, volumes, subtitle options, repair-runtime toggle |
|
||||||
|
| `useSubtitleStore` | Currently displayed subtitle cue |
|
||||||
|
|
||||||
|
## Managers vs Stores
|
||||||
|
|
||||||
|
Managers own imperative runtime objects and side effects.
|
||||||
|
|
||||||
|
Examples:
|
||||||
|
|
||||||
|
- `AudioManager` owns audio elements, music playback, sound pools, category volumes, and optional panner nodes.
|
||||||
|
- `InteractionManager` owns transient interaction handles and input-oriented focus/holding state.
|
||||||
|
|
||||||
|
Stores own durable shared state:
|
||||||
|
|
||||||
|
- current game phase
|
||||||
|
- mission sub-step
|
||||||
|
- progression flags
|
||||||
|
- settings values
|
||||||
|
- currently displayed subtitle cue
|
||||||
|
|
||||||
|
Rule of thumb:
|
||||||
|
|
||||||
|
- manager = runtime objects, side effects, frame-adjacent imperative logic
|
||||||
|
- store = shared state that UI, world, or gameplay components need to subscribe to
|
||||||
|
|
||||||
|
## Game Store Shape
|
||||||
|
|
||||||
|
`useGameStore` exposes the main game progression.
|
||||||
|
|
||||||
|
Main states:
|
||||||
|
|
||||||
| Main state | Role |
|
| Main state | Role |
|
||||||
| ---------- | ------------------------------- |
|
| ---------- | ------------------------------- |
|
||||||
| `intro` | Onboarding and opening sequence |
|
| `intro` | Onboarding and opening sequence |
|
||||||
| `bike` | E-bike repair sequence |
|
| `bike` | E-bike repair sequence |
|
||||||
| `pylone` | Power grid sequence |
|
| `pylone` | Power pylon repair sequence |
|
||||||
| `ferme` | Vertical farm sequence |
|
| `ferme` | Vertical farm repair sequence |
|
||||||
| `outro` | Ending sequence |
|
| `outro` | Ending sequence |
|
||||||
|
|
||||||
Each main state can also own smaller sub state, such as the current mission step, dialogue audio, or completion flags.
|
Other important state:
|
||||||
|
|
||||||
Zustand is useful because React and React Three Fiber components can subscribe only to the state slice they need. When that slice changes, only the subscribed components re-render.
|
- `isCinematicPlaying`
|
||||||
|
- `intro`
|
||||||
|
- `bike`
|
||||||
|
- `pylone`
|
||||||
|
- `ferme`
|
||||||
|
- `outro`
|
||||||
|
|
||||||
## Store Location
|
Mission steps:
|
||||||
|
|
||||||
The game progression store lives here:
|
|
||||||
|
|
||||||
```txt
|
|
||||||
src/managers/stores/useGameStore.ts
|
|
||||||
```
|
|
||||||
|
|
||||||
The store is placed under `src/managers/stores/` because it belongs to the gameplay orchestration layer, not to a specific visual component.
|
|
||||||
|
|
||||||
## Managers vs Store
|
|
||||||
|
|
||||||
Managers are responsible for local runtime objects and imperative behavior.
|
|
||||||
|
|
||||||
Examples:
|
|
||||||
|
|
||||||
- `AudioManager` owns audio elements and sound pools.
|
|
||||||
- `InteractionManager` owns transient interaction handles and input-oriented behavior.
|
|
||||||
|
|
||||||
Managers can read from or write to the Zustand store when their local behavior needs to affect global gameplay progression.
|
|
||||||
|
|
||||||
The Zustand store is responsible for durable global state:
|
|
||||||
|
|
||||||
- current main state
|
|
||||||
- mission sub state
|
|
||||||
- progression flags
|
|
||||||
- dialogue/audio references
|
|
||||||
- state transitions
|
|
||||||
|
|
||||||
Rule of thumb:
|
|
||||||
|
|
||||||
- manager = runtime objects, side effects, and local imperative logic
|
|
||||||
- store = global gameplay state that UI or world components can subscribe to
|
|
||||||
|
|
||||||
## Current Shape
|
|
||||||
|
|
||||||
The store exposes:
|
|
||||||
|
|
||||||
- `mainState`: the active game phase
|
|
||||||
- `missionFlow`: intro and mission 2 prototype state
|
|
||||||
- `intro`: intro-specific state
|
|
||||||
- `bike`: e-bike mission state
|
|
||||||
- `pylone`: power grid mission state
|
|
||||||
- `ferme`: farm mission state
|
|
||||||
- `outro`: ending state
|
|
||||||
- actions for direct updates and progression updates
|
|
||||||
|
|
||||||
The `missionFlow` slice contains the prototype step, player name, movement lock, city activity flag, and temporary dialog message. It is in the main game store because it is global gameplay state used by UI, world components, and the player controller.
|
|
||||||
|
|
||||||
The mission steps currently use this sequence:
|
|
||||||
|
|
||||||
```ts
|
```ts
|
||||||
"locked" |
|
"locked" |
|
||||||
@@ -82,6 +92,8 @@ The mission steps currently use this sequence:
|
|||||||
"done";
|
"done";
|
||||||
```
|
```
|
||||||
|
|
||||||
|
`isCinematicPlaying` is read by `PlayerController` to ignore player input while camera timelines are active.
|
||||||
|
|
||||||
## Reading State In Components
|
## Reading State In Components
|
||||||
|
|
||||||
Use selectors to read only what the component needs.
|
Use selectors to read only what the component needs.
|
||||||
@@ -98,7 +110,7 @@ export function Example(): React.JSX.Element {
|
|||||||
|
|
||||||
This is better than reading the whole store, because the component re-renders only when `mainState` changes.
|
This is better than reading the whole store, because the component re-renders only when `mainState` changes.
|
||||||
|
|
||||||
## Updating State
|
## Updating Game State
|
||||||
|
|
||||||
Prefer explicit actions from the store.
|
Prefer explicit actions from the store.
|
||||||
|
|
||||||
@@ -116,9 +128,15 @@ const setMainState = useGameStore((state) => state.setMainState);
|
|||||||
setMainState("bike");
|
setMainState("bike");
|
||||||
```
|
```
|
||||||
|
|
||||||
Direct setters are useful for debug panels, but production gameplay should prefer business actions such as `advanceGameState`, `completeBike`, or `completePylone`.
|
Direct setters are useful for debug panels, but production gameplay should prefer business actions such as:
|
||||||
|
|
||||||
Mission gameplay that can target `bike`, `pylone`, or `ferme` should prefer the generic mission actions:
|
- `advanceGameState`
|
||||||
|
- `completeBike`
|
||||||
|
- `completePylone`
|
||||||
|
- `completeFerme`
|
||||||
|
- `completeMission`
|
||||||
|
|
||||||
|
Mission gameplay that can target `bike`, `pylone`, or `ferme` should prefer generic mission actions:
|
||||||
|
|
||||||
```ts
|
```ts
|
||||||
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
||||||
@@ -128,42 +146,71 @@ setMissionStep("bike", "inspected");
|
|||||||
completeMission("bike");
|
completeMission("bike");
|
||||||
```
|
```
|
||||||
|
|
||||||
This keeps reusable gameplay components such as repair flows from duplicating mission-specific branches like `setBikeState`, `setPyloneState`, and `setFermeState`.
|
This keeps reusable gameplay components such as `RepairGame` from duplicating mission-specific branches like `setBikeState`, `setPyloneState`, and `setFermeState`.
|
||||||
|
|
||||||
|
## Settings Store
|
||||||
|
|
||||||
|
`useSettingsStore` owns player-facing settings and forwards audio volume changes to `AudioManager`.
|
||||||
|
|
||||||
|
State:
|
||||||
|
|
||||||
|
- `isSettingsMenuOpen`
|
||||||
|
- `musicVolume`
|
||||||
|
- `sfxVolume`
|
||||||
|
- `dialogueVolume`
|
||||||
|
- `subtitlesEnabled`
|
||||||
|
- `subtitleLanguage`
|
||||||
|
- `repairRuntime`
|
||||||
|
|
||||||
|
Audio setters clamp values between `0` and `1`, then call:
|
||||||
|
|
||||||
|
```ts
|
||||||
|
AudioManager.getInstance().setCategoryVolume(category, nextVolume);
|
||||||
|
```
|
||||||
|
|
||||||
|
This keeps UI state and browser audio state synchronized.
|
||||||
|
|
||||||
|
Current caveat: `repairRuntime` is stored and displayed in the settings menu, but the repair game does not consume it yet. Treat it as a staged architecture hook rather than an active runtime switch.
|
||||||
|
|
||||||
|
## Subtitle Store
|
||||||
|
|
||||||
|
`useSubtitleStore` is intentionally tiny.
|
||||||
|
|
||||||
|
State/actions:
|
||||||
|
|
||||||
|
- `activeSubtitle`
|
||||||
|
- `setActiveSubtitle`
|
||||||
|
- `clearActiveSubtitle`
|
||||||
|
|
||||||
|
`playDialogueById()` writes to this store while dialogue audio plays. `Subtitles` reads from it and respects `useSettingsStore().subtitlesEnabled`.
|
||||||
|
|
||||||
## World Integration
|
## World Integration
|
||||||
|
|
||||||
`src/world/GameStageContent.tsx` subscribes to `mainState` and mounts stage-specific content.
|
`src/world/GameStageContent.tsx` subscribes to `mainState` and mounts the repair-game content.
|
||||||
|
|
||||||
For repair missions, it mounts the reusable `RepairGame` component with a mission id:
|
Current production repair placement:
|
||||||
|
|
||||||
```tsx
|
```tsx
|
||||||
<RepairGame mission="bike" position={[8, 0, -6]} />
|
<RepairGame mission="bike" position={[8, 0, -6]} />
|
||||||
|
<RepairGame mission="pylone" position={[64, 0, -66]} />
|
||||||
|
<RepairGame mission="ferme" position={[-24, 0, 42]} />
|
||||||
```
|
```
|
||||||
|
|
||||||
`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep` and `completeMission`. Shared repair ids, mission steps, and runtime guards live in `src/types/gameplay/repairMission.ts` so static mission config does not depend on the Zustand store. The production repair flow currently supports `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission` state transitions.
|
`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep` and `completeMission`.
|
||||||
|
|
||||||
Mission-specific behavior stays in `src/data/gameplay/repairMissions.ts`: each mission can define its broken nodes, placeholder targets, scan duration, and reassembly duration without adding mission branches to `RepairGame`.
|
Shared repair ids, mission steps, and runtime guards live in:
|
||||||
|
|
||||||
The intro and mission 2 prototype flow is documented separately in `docs/technical/mission-flow.md`. It intentionally uses the same `useGameStore` source of truth instead of a dedicated `GameStepManager` or a second Zustand store.
|
```txt
|
||||||
|
src/types/gameplay/repairMission.ts
|
||||||
That means the scene can progressively move toward this pattern:
|
|
||||||
|
|
||||||
```tsx
|
|
||||||
switch (mainState) {
|
|
||||||
case "intro":
|
|
||||||
return <IntroContent />;
|
|
||||||
case "bike":
|
|
||||||
return <BikeContent />;
|
|
||||||
case "pylone":
|
|
||||||
return <PyloneContent />;
|
|
||||||
case "ferme":
|
|
||||||
return <FarmContent />;
|
|
||||||
case "outro":
|
|
||||||
return <OutroContent />;
|
|
||||||
}
|
|
||||||
```
|
```
|
||||||
|
|
||||||
In React Three Fiber, mounting and unmounting JSX controls what appears in the Three.js scene. When a state-specific component disappears from JSX, React removes it from the scene.
|
Mission-specific behavior stays in:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
src/data/gameplay/repairMissions.ts
|
||||||
|
```
|
||||||
|
|
||||||
|
That lets the repair flow stay reusable while each mission defines its own model, broken parts, replacement parts, prompts, and timing.
|
||||||
|
|
||||||
## UI Integration
|
## UI Integration
|
||||||
|
|
||||||
@@ -171,14 +218,16 @@ In React Three Fiber, mounting and unmounting JSX controls what appears in the T
|
|||||||
|
|
||||||
Current overlays:
|
Current overlays:
|
||||||
|
|
||||||
- `DebugOverlayLayout`: debug-only overlay shown with `?debug`, including the `GameStateDebugPanel` progression panel
|
- `DebugOverlayLayout`: debug-only overlay shown with `?debug`
|
||||||
- `GameStateDebugPanel`: compact debug UI for viewing and switching main/sub states, stepping backward or forward, and resetting the store
|
- `GameStateDebugPanel`: compact debug UI for viewing and switching main/sub states
|
||||||
- `Crosshair`: player aiming helper
|
- `Crosshair`: player aiming helper
|
||||||
- `InteractPrompt`: interaction prompt
|
- `InteractPrompt`: interaction prompt
|
||||||
- `RepairMovementLockIndicator`: player-facing indicator shown while repair steps temporarily disable movement
|
- `RepairMovementLockIndicator`: indicator intended for repair movement lock
|
||||||
- Mission flow overlays such as `IntroUI`, `BienvenueDisplay`, and `DialogMessage` are mounted by `src/pages/page.tsx` because they are route-level HTML overlays rather than persistent game HUD elements.
|
- `HandTrackingVisualizer`: hand tracking SVG fallback/debug visualization
|
||||||
|
- `Subtitles`: active dialogue subtitle overlay
|
||||||
|
- `GameSettingsMenu`: options menu and settings controls
|
||||||
|
|
||||||
`src/pages/page.tsx` should stay thin and mount the canvas, persistent `GameUI`, and route-level overlays.
|
Current caveat: `useRepairMovementLocked()` returns `false` immediately on the current branch, so the movement-lock rule and indicator exist but are disabled at runtime.
|
||||||
|
|
||||||
## Regression Rules
|
## Regression Rules
|
||||||
|
|
||||||
@@ -188,7 +237,10 @@ Current overlays:
|
|||||||
- Keep gameplay transitions inside store actions when possible.
|
- Keep gameplay transitions inside store actions when possible.
|
||||||
- Keep debug-only controls behind `?debug`.
|
- Keep debug-only controls behind `?debug`.
|
||||||
- Add new state only when a real runtime feature needs it.
|
- Add new state only when a real runtime feature needs it.
|
||||||
|
- Keep settings side effects, such as audio category updates, inside settings actions rather than spreading them across UI components.
|
||||||
|
|
||||||
## Next Steps
|
## Next Steps
|
||||||
|
|
||||||
Move repair validation into mission data once each mission has distinct broken module nodes, replacement assets, and completion events.
|
- Decide whether `repairRuntime` should be removed, implemented, or clearly labeled as experimental.
|
||||||
|
- Re-enable or remove the repair movement-lock rule depending on desired gameplay.
|
||||||
|
- Move broader mission orchestration into a clearer layer if intro, mission, dialogue, and cinematic branching grows.
|
||||||
|
|||||||
+85
-7
@@ -1,12 +1,18 @@
|
|||||||
# Editor User Guide
|
# Editor User Guide
|
||||||
|
|
||||||
The map editor is available at `/editor`. It is a browser-based tool for inspecting and adjusting the objects listed in `public/map.json`.
|
The map editor is available at `/editor`. It is a browser-based tool for editing the runtime map, cinematic manifest, dialogue manifest, and SRT subtitle files without manually jumping between JSON and subtitle files.
|
||||||
|
|
||||||
## Purpose
|
## Purpose
|
||||||
|
|
||||||
Use the editor when you need to move, rotate, or scale existing map objects without editing JSON by hand.
|
Use the editor when you need to:
|
||||||
|
|
||||||
The editor reads the same map data as the runtime scene:
|
- move, rotate, or scale objects from `public/map.json`
|
||||||
|
- inspect the raw JSON generated by the editor
|
||||||
|
- preview and edit cinematics from `public/cinematics.json`
|
||||||
|
- create, preview, and validate dialogue entries from `public/sounds/dialogue/dialogues.json`
|
||||||
|
- edit FR/EN SRT subtitle files per voice
|
||||||
|
|
||||||
|
The map editor reads the same map data as the runtime scene:
|
||||||
|
|
||||||
- `public/map.json` contains the object list.
|
- `public/map.json` contains the object list.
|
||||||
- `public/models/{name}/model.glb` contains the matching 3D model for each object name. `model.gltf` is still supported as a fallback during migration.
|
- `public/models/{name}/model.glb` contains the matching 3D model for each object name. `model.gltf` is still supported as a fallback during migration.
|
||||||
@@ -24,7 +30,18 @@ Each entry in `public/map.json` represents one object:
|
|||||||
| `rotation` | Object rotation as `[x, y, z]`, expressed radians |
|
| `rotation` | Object rotation as `[x, y, z]`, expressed radians |
|
||||||
| `scale` | Object scale as `[x, y, z]` |
|
| `scale` | Object scale as `[x, y, z]` |
|
||||||
|
|
||||||
## Editing Workflow
|
## Panel Layout
|
||||||
|
|
||||||
|
The right panel is split into dropdown groups:
|
||||||
|
|
||||||
|
- `Editor`: map transform tools, shortcuts, selection, view mode, JSON preview, and file actions.
|
||||||
|
- `Cinematics`: editor for `public/cinematics.json`.
|
||||||
|
- `Dialogues`: editor for `public/sounds/dialogue/dialogues.json`.
|
||||||
|
- `SRT`: editor for subtitle files in `public/sounds/dialogue/subtitles/`.
|
||||||
|
|
||||||
|
Only the `Editor` group is open by default. Open the other groups when you need audio or cinematic tooling.
|
||||||
|
|
||||||
|
## Map Editing Workflow
|
||||||
|
|
||||||
1. Open `/editor` in the local app.
|
1. Open `/editor` in the local app.
|
||||||
2. Click an object in the scene to select it.
|
2. Click an object in the scene to select it.
|
||||||
@@ -40,6 +57,8 @@ Each entry in `public/map.json` represents one object:
|
|||||||
| -------------------- | -------------------------- |
|
| -------------------- | -------------------------- |
|
||||||
| Select object | Click object |
|
| Select object | Click object |
|
||||||
| Deselect | `Esc` or click empty space |
|
| Deselect | `Esc` or click empty space |
|
||||||
|
| Lock selection | `Lock` button in Selection |
|
||||||
|
| Clear selection | `X` button in Selection |
|
||||||
| Translate mode | `T` |
|
| Translate mode | `T` |
|
||||||
| Rotate mode | `R` |
|
| Rotate mode | `R` |
|
||||||
| Scale mode | `S` |
|
| Scale mode | `S` |
|
||||||
@@ -49,18 +68,34 @@ Each entry in `public/map.json` represents one object:
|
|||||||
| Move up | `Space` |
|
| Move up | `Space` |
|
||||||
| Move down | `Shift` |
|
| Move down | `Shift` |
|
||||||
|
|
||||||
|
## Selection
|
||||||
|
|
||||||
|
The `Selection` section shows the selected object name and its index in `public/map.json`.
|
||||||
|
|
||||||
|
- Click an object to select it.
|
||||||
|
- Click empty space or press `Esc` to clear the selection.
|
||||||
|
- Use the `X` button to clear the selection explicitly.
|
||||||
|
- Use the `Lock` button to protect the current selection while editing.
|
||||||
|
|
||||||
|
When selection is locked:
|
||||||
|
|
||||||
|
- clicking another object does not change the selection
|
||||||
|
- clicking empty space does not clear the selection
|
||||||
|
- pressing `Esc` does not clear the selection
|
||||||
|
- the `X` button still clears the selection intentionally
|
||||||
|
|
||||||
## View Mode
|
## View Mode
|
||||||
|
|
||||||
The `Lock view` action switches the editor into a movement mode closer to the runtime player camera. Use it to navigate larger scenes while keeping the transform tools available.
|
The `Lock view` action switches the editor into a movement mode closer to the runtime player camera. Use it to navigate larger scenes while keeping the transform tools available.
|
||||||
|
|
||||||
## JSON Inspector
|
## JSON Inspector
|
||||||
|
|
||||||
The side panel includes a raw JSON inspector:
|
The `JSON` section shows the raw map data that will be exported or saved:
|
||||||
|
|
||||||
- When no object is selected, it shows the full map node list.
|
- When no object is selected, it shows the full map node list.
|
||||||
- When an object is selected, it highlights the JSON lines for that object.
|
- When an object is selected, it highlights the JSON lines for that object.
|
||||||
|
|
||||||
This is useful for checking numeric transform values before saving or exporting.
|
Use it to verify exact numeric transform values before saving or exporting. The JSON inspector is read-only; transform values are changed through the gizmo in the scene.
|
||||||
|
|
||||||
## Saving Changes
|
## Saving Changes
|
||||||
|
|
||||||
@@ -76,12 +111,27 @@ The button is hidden in production builds because production persistence is not
|
|||||||
|
|
||||||
## Editing Dialogue Subtitles
|
## Editing Dialogue Subtitles
|
||||||
|
|
||||||
The side panel also includes dialogue tools for the dialogue manifest and SRT subtitles.
|
The side panel includes two separate audio text tools:
|
||||||
|
|
||||||
|
- `Dialogues` edits the dialogue manifest, which links dialogue IDs to audio files and SRT cue indexes.
|
||||||
|
- `SRT` edits the actual subtitle text and cue timings.
|
||||||
|
|
||||||
|
The important model is: one dialogue entry points to one cue inside one SRT file. The SRT file is grouped by voice and language, not by dialogue.
|
||||||
|
|
||||||
### Dialogue Manifest
|
### Dialogue Manifest
|
||||||
|
|
||||||
Use the `Dialogues` panel to edit `public/sounds/dialogue/dialogues.json` without opening the JSON file manually.
|
Use the `Dialogues` panel to edit `public/sounds/dialogue/dialogues.json` without opening the JSON file manually.
|
||||||
|
|
||||||
|
Each dialogue entry contains:
|
||||||
|
|
||||||
|
| Field | Meaning |
|
||||||
|
| ------------------ | ----------------------------------------------------------------- |
|
||||||
|
| `id` | Unique dialogue ID used by cinematics and runtime triggers |
|
||||||
|
| `voice` | Voice file group: `narrateur`, `fermier`, or `electricienne` |
|
||||||
|
| `audio` | Runtime audio path, usually under `/sounds/dialogue/` |
|
||||||
|
| `subtitleCueIndex` | Cue number inside the selected voice/language SRT file |
|
||||||
|
| `timecode` | Optional global runtime trigger time, in seconds from scene start |
|
||||||
|
|
||||||
Available actions:
|
Available actions:
|
||||||
|
|
||||||
- `Reload` reloads the manifest from disk.
|
- `Reload` reloads the manifest from disk.
|
||||||
@@ -95,6 +145,19 @@ After using `Add`, save the manifest to keep the new dialogue entry. The generat
|
|||||||
|
|
||||||
New dialogue audio paths start as placeholders such as `/sounds/dialogue/new_dialogue_24.mp3`. Replace them with real MP3 paths before validating the final asset set.
|
New dialogue audio paths start as placeholders such as `/sounds/dialogue/new_dialogue_24.mp3`. Replace them with real MP3 paths before validating the final asset set.
|
||||||
|
|
||||||
|
Recommended workflow for a new dialogue:
|
||||||
|
|
||||||
|
1. Open `Dialogues`.
|
||||||
|
2. Click `Add`.
|
||||||
|
3. Choose the correct `voice`.
|
||||||
|
4. Replace the generated `id` with a readable stable ID.
|
||||||
|
5. Replace the placeholder `audio` path with the real MP3 path.
|
||||||
|
6. Check the generated `subtitleCueIndex`.
|
||||||
|
7. Click `Create FR SRT cue` if the cue does not exist yet.
|
||||||
|
8. Click `Save`.
|
||||||
|
9. Open `SRT`, edit the cue text and timings, then save the SRT file.
|
||||||
|
10. Run `Validate` from the SRT panel.
|
||||||
|
|
||||||
### SRT Editor
|
### SRT Editor
|
||||||
|
|
||||||
Use the `SRT` panel to edit one subtitle file at a time.
|
Use the `SRT` panel to edit one subtitle file at a time.
|
||||||
@@ -108,6 +171,8 @@ Use the `SRT` panel to edit one subtitle file at a time.
|
|||||||
|
|
||||||
Each SRT file belongs to one voice, not one dialogue. Cue indexes must match the `subtitleCueIndex` values referenced by the dialogue manifest.
|
Each SRT file belongs to one voice, not one dialogue. Cue indexes must match the `subtitleCueIndex` values referenced by the dialogue manifest.
|
||||||
|
|
||||||
|
SRT timings are relative to the dialogue audio file, not to the global game timeline and not to the cinematic timeline. For example, `00:00:01,000` means one second after that dialogue audio starts.
|
||||||
|
|
||||||
## Validating Dialogue Assets
|
## Validating Dialogue Assets
|
||||||
|
|
||||||
Use `Validate` in the SRT panel to check the dialogue manifest and linked assets.
|
Use `Validate` in the SRT panel to check the dialogue manifest and linked assets.
|
||||||
@@ -143,6 +208,17 @@ Dialogue cues define:
|
|||||||
- `time`: seconds relative to the cinematic start
|
- `time`: seconds relative to the cinematic start
|
||||||
- `dialogueId`: an entry from `public/sounds/dialogue/dialogues.json`
|
- `dialogueId`: an entry from `public/sounds/dialogue/dialogues.json`
|
||||||
|
|
||||||
|
Recommended workflow for a cinematic:
|
||||||
|
|
||||||
|
1. Open `Cinematics`.
|
||||||
|
2. Select an existing cinematic or click `Add`.
|
||||||
|
3. Set a stable `id`.
|
||||||
|
4. Add or adjust camera keyframes.
|
||||||
|
5. Keep keyframe `time` values increasing from start to end.
|
||||||
|
6. Add dialogue cues when a dialogue must start during the camera sequence.
|
||||||
|
7. Click `Preview cinematic` to test the camera path in the editor canvas.
|
||||||
|
8. Click `Save` when the manifest is correct.
|
||||||
|
|
||||||
Available actions:
|
Available actions:
|
||||||
|
|
||||||
- `Reload` reloads the cinematic manifest from disk.
|
- `Reload` reloads the cinematic manifest from disk.
|
||||||
@@ -155,6 +231,8 @@ Available actions:
|
|||||||
|
|
||||||
Cinematic dialogue cues are the preferred way to synchronize a dialogue with a cinematic. Avoid also giving the same dialogue a global `timecode`, or it can be triggered twice.
|
Cinematic dialogue cues are the preferred way to synchronize a dialogue with a cinematic. Avoid also giving the same dialogue a global `timecode`, or it can be triggered twice.
|
||||||
|
|
||||||
|
Use `dialogueCues` when the dialogue belongs to a cinematic. Use a dialogue `timecode` only for simple global scene timing outside a cinematic.
|
||||||
|
|
||||||
## Current Limitations
|
## Current Limitations
|
||||||
|
|
||||||
- The editor only modifies existing nodes.
|
- The editor only modifies existing nodes.
|
||||||
|
|||||||
+215
-83
@@ -1,112 +1,244 @@
|
|||||||
# Implemented Features
|
# Implemented Features
|
||||||
|
|
||||||
This document lists features that are implemented in the current codebase.
|
This document lists the user-visible and developer-facing features implemented in the current `develop` branch.
|
||||||
|
|
||||||
## Scene
|
## Application And Routes
|
||||||
|
|
||||||
- Fullscreen React Three Fiber scene
|
- React 19 application bootstrapped by Vite and TypeScript
|
||||||
- Main map scene loaded from `public/map.json` and matching `public/models/{name}/model.glb` or `model.gltf` assets
|
- TanStack Router route tree
|
||||||
- Minimal fullscreen scene loading overlay for 3D scenes, with a global progress bar used by the production map, debug physics scene, and editor scene
|
- `/` playable 3D experience
|
||||||
- Debug physics test scene selectable from the debug panel, including grab/trigger tests, an animated model preview, and separate repair playground zones for `bike`, `pylone`, and `ferme`
|
- `/editor` local content editor
|
||||||
- Rapier physics context available for production stage gameplay objects
|
- `/docs` in-app documentation browser
|
||||||
- Ambient and directional lighting
|
- Lazy-loaded docs pages rendered from repository Markdown files
|
||||||
- Environment background setup
|
|
||||||
|
## 3D World
|
||||||
|
|
||||||
|
- Fullscreen React Three Fiber canvas
|
||||||
|
- Production world composition in `src/world/World.tsx`
|
||||||
|
- Environment model/background through `Environment` and `SkyModel`
|
||||||
|
- Shared lighting setup
|
||||||
|
- Production map loaded from `public/map.json`
|
||||||
|
- Model resolution from `public/models/{name}/model.glb`, then `model.gltf`
|
||||||
|
- Fallback cubes when a map node has no available model
|
||||||
|
- Progressive scene loading overlay for game, debug physics scene, and editor
|
||||||
|
- Stabilized game scene loading gates for map, model, collision, octree, and gameplay stage readiness
|
||||||
|
- Game stage content mounted only after the map has loaded
|
||||||
|
- Player, music, dialogues, and gameplay-dependent systems mounted only after gameplay is ready
|
||||||
|
|
||||||
## Player
|
## Player
|
||||||
|
|
||||||
- Player camera mode
|
- Player camera mode
|
||||||
- Pointer lock mouse look
|
- Pointer-lock mouse look
|
||||||
- Movement with `ZQSD`
|
- `ZQSD` movement
|
||||||
- Jumping
|
- Jump with `Space`
|
||||||
- Movement lock during active repair steps, with an on-screen indicator while keeping trigger interactions available
|
- Trigger interaction with `E`
|
||||||
- Octree-based collision against dedicated map collision nodes, currently scoped to `terrain`
|
- Grab interaction with primary mouse button
|
||||||
|
- Spawn reset based on scene mode
|
||||||
|
- Input lock while the settings menu is open
|
||||||
|
- Input lock while a cinematic is playing
|
||||||
|
- Octree collision against dedicated map collision nodes, currently scoped to the `terrain` node
|
||||||
|
- Repair movement-lock hook and indicator exist, but the hook currently returns `false`, so movement is not locked during repair on the current branch
|
||||||
|
|
||||||
## Interactions
|
## Physics And Collision
|
||||||
|
|
||||||
- Focus detection by distance and raycast
|
- Separate collision responsibility between player and gameplay objects
|
||||||
- Trigger interactions activated with `E`
|
- Player collision uses a Three.js capsule plus octree
|
||||||
- Grab interactions activated with the primary mouse button
|
- Gameplay objects use Rapier rigid bodies and colliders
|
||||||
- Physics-backed gameplay objects can be mounted inside stage content without replacing player octree collision
|
- Production `GameStageContent` is mounted inside a Rapier `Physics` provider
|
||||||
- Interaction prompt shown for trigger interactions
|
- Debug physics scene owns its own Rapier playground
|
||||||
|
- Map collision octree is built from explicit collision nodes instead of the full visible map
|
||||||
|
|
||||||
|
## Interaction System
|
||||||
|
|
||||||
|
- Shared `InteractionManager` singleton for focused object, nearby object, holding state, and hand-holding state
|
||||||
|
- React subscription through `useSyncExternalStore`
|
||||||
|
- Distance and camera-ray focus detection in `InteractableObject`
|
||||||
|
- Trigger interactions through `TriggerObject`
|
||||||
|
- Grab interactions through `GrabbableObject`
|
||||||
|
- Trigger prompt shown by `InteractPrompt`
|
||||||
|
- Optional trigger SFX and optional spawned model support
|
||||||
|
- Debug interaction sphere visibility through the `Interaction` lil-gui folder
|
||||||
|
- Hand-controlled grab support for grabbable objects
|
||||||
|
- Snap-to-target behavior after releasing grabbable objects
|
||||||
|
|
||||||
## Repair Gameplay
|
## Repair Gameplay
|
||||||
|
|
||||||
- Reusable production `RepairGame` mounted for `bike`, `pylone`, and `ferme` mission states
|
- Reusable `RepairGame` mounted for `bike`, `pylone`, and `ferme`
|
||||||
- Debug physics playground mounts the same reusable `RepairGame` in `Bike`, `Pylone`, and `Farm` zones so each state can be tuned with isolated positioning before moving placement into the production map
|
- Mission progression driven by Zustand and shared `MissionStep` types
|
||||||
- Repair mission config shared through `src/data/gameplay/repairMissions.ts`, including per-mission broken nodes, placeholder targets, scan timing, and reassembly timing
|
- Production repair positions:
|
||||||
- Repair-game flow supports `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission` with `.webm` prompts, repair case spawn/opening/exit, focused repair-case view, movement lock indicator during active repair, repair-case trigger interaction, case placeholder traversal, snap-to-placeholder placement, broken-part deposit feedback, `E`, two-fists hold input, exploded and inverse reassembly transitions, completion particles, per-part scan visuals, persistent red broken-part markers, centered broken-part UI videos, multiple grabbable replacement choices, correct-part install validation feedback, and mission completion
|
- `bike` at `[8, 0, -6]`
|
||||||
|
- `pylone` at `[64, 0, -66]`
|
||||||
|
- `ferme` at `[-24, 0, 42]`
|
||||||
|
- Debug physics repair playground zones for all three missions
|
||||||
|
- Data-driven mission config in `src/data/gameplay/repairMissions.ts`
|
||||||
|
- Mission flow: `locked -> waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done`
|
||||||
|
- `.webm` 3D prompts for mission object, interaction, and broken parts
|
||||||
|
- Repair object inspection
|
||||||
|
- Repair case spawn, pop animation, proximity float, wobble, open/close lid animation, exit animation, and open/close sounds
|
||||||
|
- Repair case placeholder traversal from GLTF nodes named `placeholder_*`
|
||||||
|
- Fallback placeholder positions when a case asset has no placeholder nodes
|
||||||
|
- Fragmentation through repair-case trigger or two-fists hand gesture
|
||||||
|
- Exploded model visualization through `ExplodableModel`
|
||||||
|
- Scan visual that steps through exploded parts
|
||||||
|
- Broken-part detection by configured `nodeName`, with fallback to first scanned parts
|
||||||
|
- Persistent broken-part highlight and broken-part prompt after discovery
|
||||||
|
- Grabbable replacement part choices, including decoys
|
||||||
|
- Grabbable broken parts that must be deposited back into the case
|
||||||
|
- Snap-to-placeholder placement
|
||||||
|
- Correct-part, wrong-part, and stored-part visual feedback
|
||||||
|
- Blocked install feedback when validation is attempted too early
|
||||||
|
- Install target that validates only when the correct replacement is placed and all broken parts are stored
|
||||||
|
- Inverse reassembly animation
|
||||||
|
- Completion particles
|
||||||
|
- Completion target that closes/exits the repair case before calling `completeMission`
|
||||||
|
|
||||||
## Audio
|
## Game Progression Store
|
||||||
|
|
||||||
- Category-based volumes for music, SFX, and dialogue
|
- Zustand `useGameStore` for durable gameplay progression
|
||||||
- Looped background music playback through `AudioManager`
|
- Main states: `intro`, `bike`, `pylone`, `ferme`, `outro`
|
||||||
- One-shot sound playback for SFX and dialogue, with simple per-sound pooling
|
- Per-mission repair step state
|
||||||
- Optional stereo pan for one-shot sounds
|
- Per-mission completion flags
|
||||||
|
- Generic mission helpers: `setMissionStep`, `completeMission`, `advanceGameState`, `rewindGameState`, `resetGame`
|
||||||
|
- `isCinematicPlaying` flag used by the player input lock
|
||||||
|
- Debug game-state panel that can jump between main states and sub-states
|
||||||
|
|
||||||
## Dialogue And Subtitles
|
## Settings And UI Overlays
|
||||||
|
|
||||||
- Dialogue manifest in `public/sounds/dialogue/dialogues.json`
|
- `Esc` opens and closes the settings menu
|
||||||
- Dialogue audio loaded from `public/sounds/dialogue/`
|
|
||||||
- One SRT subtitle file per voice and language
|
|
||||||
- French subtitle fallback when the selected language file is missing
|
|
||||||
- Runtime subtitle overlay with speaker-specific colors
|
|
||||||
- Timecoded dialogue trigger support for dialogue entries that define `timecode`
|
|
||||||
- Dialogue queueing to avoid overlapping dialogue playback
|
|
||||||
|
|
||||||
## Cinematics
|
|
||||||
|
|
||||||
- Cinematic manifest in `public/cinematics.json`
|
|
||||||
- Timecoded cinematic trigger support
|
|
||||||
- GSAP camera keyframe playback
|
|
||||||
- Optional dialogue cues synchronized to cinematic timelines
|
|
||||||
- Player input lock while a cinematic is active
|
|
||||||
|
|
||||||
## Game Options Menu
|
|
||||||
|
|
||||||
- `Esc` opens and closes the in-game options menu
|
|
||||||
- Music, SFX, and dialogue volume sliders
|
- Music, SFX, and dialogue volume sliders
|
||||||
- Subtitle visibility toggle
|
- Subtitle visibility toggle
|
||||||
- Subtitle language choice between French and English
|
- Subtitle language choice between French and English
|
||||||
- Repair runtime choice between local JavaScript and Python server mode
|
- Repair-runtime choice between JavaScript and Python modes stored in settings
|
||||||
- Quit action that clears browser-accessible cookies and returns to `/`
|
- Quit action that clears browser-accessible cookies and returns to `/`
|
||||||
|
- Crosshair overlay
|
||||||
|
- Interaction prompt
|
||||||
|
- Subtitle overlay
|
||||||
|
- Repair movement-lock indicator component, currently inactive because the lock hook returns `false`
|
||||||
|
- Debug overlay layout
|
||||||
|
- Scene loading overlay
|
||||||
|
|
||||||
|
## Audio
|
||||||
|
|
||||||
|
- Singleton `AudioManager`
|
||||||
|
- Looped music playback
|
||||||
|
- One-shot SFX/dialogue playback
|
||||||
|
- Per-path one-shot audio pools
|
||||||
|
- Category volumes for `music`, `sfx`, and `dialogue`
|
||||||
|
- Optional stereo panning for one-shot sounds
|
||||||
|
- Playback-rate option for one-shot sounds
|
||||||
|
- Browser autoplay fallback for music: retry after user `pointerdown` or `keydown`
|
||||||
|
- Game music mounted through `GameMusic`
|
||||||
|
- Current game music path: `/sounds/musique/test.mp3`
|
||||||
|
- Current base music volume: `0.33`
|
||||||
|
- Repair case open/close sounds
|
||||||
|
- Trigger-object SFX support
|
||||||
|
|
||||||
|
## Dialogue And Subtitles
|
||||||
|
|
||||||
|
- Runtime dialogue manifest in `public/sounds/dialogue/dialogues.json`
|
||||||
|
- Dialogue audio under `public/sounds/dialogue/`
|
||||||
|
- One SRT file per voice and language
|
||||||
|
- French and English subtitle folders
|
||||||
|
- Runtime SRT parsing
|
||||||
|
- Subtitle cue lookup by voice, selected language, and `subtitleCueIndex`
|
||||||
|
- French fallback when the selected language file is unavailable
|
||||||
|
- Dialogue playback through the `dialogue` audio category
|
||||||
|
- Runtime subtitle synchronization from audio `timeupdate`
|
||||||
|
- Speaker-aware subtitle overlay
|
||||||
|
- Dialogue queueing to avoid overlapping dialogue playback
|
||||||
|
- Global timecode dialogue triggering through `GameDialogues`
|
||||||
|
|
||||||
|
## Cinematics
|
||||||
|
|
||||||
|
- Runtime cinematic manifest in `public/cinematics.json`
|
||||||
|
- Cinematic manifest validation
|
||||||
|
- GSAP camera keyframe playback
|
||||||
|
- Camera position and look target interpolation
|
||||||
|
- Optional dialogue cues relative to cinematic start time
|
||||||
|
- Player input lock while a cinematic is active
|
||||||
|
- Current world integration only mounts `GameCinematics` during `mainState === "outro"`
|
||||||
|
|
||||||
|
## Hand Tracking
|
||||||
|
|
||||||
|
- Optional webcam hand tracking provider around the playable scene
|
||||||
|
- Source switch in debug GUI: local Python backend or browser-side MediaPipe
|
||||||
|
- Backend WebSocket endpoint at `ws://localhost:8000/ws`
|
||||||
|
- Backend health endpoint at `http://localhost:8000/health`
|
||||||
|
- Browser-side MediaPipe through `@mediapipe/tasks-vision`
|
||||||
|
- Lazy activation so camera/tracking is not always active
|
||||||
|
- Production activation during repair steps that need hand input
|
||||||
|
- Debug activation in physics mode while near, holding, or hand-holding interactions
|
||||||
|
- Hand snapshot context for R3F and UI consumers
|
||||||
|
- Fist detection
|
||||||
|
- Two-fists hold gesture for repair fragmentation
|
||||||
|
- Hand grab support for `GrabbableObject`
|
||||||
|
- Hand-tracking debug panel with status, source/server state, hand count, fist state, and glove model status
|
||||||
|
- SVG hand visualizer fallback
|
||||||
|
- `gant_l` and `gant_r` R3F glove overlays when tracking is active
|
||||||
|
|
||||||
## Debug Tooling
|
## Debug Tooling
|
||||||
|
|
||||||
- `?debug` query param enables the debug panel
|
- `?debug` query param enables debug systems
|
||||||
- `lil-gui` controls for camera mode, scene mode, `R3F Perf`, `Debug Overlay`, and interaction tuning
|
- `lil-gui` root debug folder
|
||||||
- Compact debug overlay for game state controls and hand tracking status
|
- Camera mode switch between player and debug camera
|
||||||
- Debug game-state mission switching unlocks locked repair missions at `waiting` for faster testing
|
- Scene mode switch between production game and physics test scene
|
||||||
- Debug scene helpers
|
- R3F perf toggle
|
||||||
- Free debug camera
|
- Debug overlay toggle
|
||||||
- `r3f-perf` overlay
|
- Hand-tracking source switch
|
||||||
|
- Interaction sphere debug toggle
|
||||||
|
- Grabbable tuning controls for stiffness, throw boost, and hold distance
|
||||||
|
- Debug helpers: grid and axes
|
||||||
|
- Debug camera controls
|
||||||
|
- Debug game-state panel
|
||||||
|
- Debug hand-tracking panel
|
||||||
|
- Physics test scene with floor, grabbable object, trigger object, repair zones, and animated model preview
|
||||||
|
- Animated `electricienne_animated` model preview restored in the debug physics scene
|
||||||
|
|
||||||
## Map Editor
|
## Map And Content Editor
|
||||||
|
|
||||||
- `/editor` route for inspecting and editing `public/map.json`
|
- `/editor` route
|
||||||
- Automatic loading of `public/map.json` when available
|
- Automatic loading of `public/map.json`
|
||||||
- Folder upload fallback when `map.json` is missing
|
- Folder upload fallback when map data is not available
|
||||||
- Rendering of available `public/models/{name}/model.glb` or `model.gltf` assets
|
- Shared `MapNode` format with runtime map loading
|
||||||
- Fallback cubes for nodes whose model is missing
|
- Render available map models
|
||||||
|
- Fallback cubes for missing models
|
||||||
- Object selection by click
|
- Object selection by click
|
||||||
- Transform modes for translate, rotate, and scale
|
- Transform modes: translate, rotate, scale
|
||||||
- Keyboard shortcuts for `T`, `R`, `S`, `Esc`, undo, and redo
|
- Transform keyboard shortcuts: `T`, `R`, `S`
|
||||||
- Player-style navigation mode with `WASD`, `ZQSD`, arrow keys, `Space`, and `Shift`
|
- Selection lock
|
||||||
- JSON export for downloading the edited map
|
- Explicit selection clear
|
||||||
- Dev-server save endpoint for writing changes back to `public/map.json`
|
- Undo and redo
|
||||||
- SRT editor for dialogue subtitles
|
- Player-style editor navigation with `WASD`, `ZQSD`, arrows, `Space`, and `Shift`
|
||||||
- Audio preview and timing helpers for SRT cues
|
- JSON inspector
|
||||||
- Dev-server save endpoint for SRT files
|
- JSON export
|
||||||
- Dialogue manifest editor with preview and assisted French SRT cue creation
|
- Dev-server save endpoint for `public/map.json`
|
||||||
- Cinematic manifest editor with camera keyframes, dialogue cues, and canvas preview
|
- Dialogue manifest editor
|
||||||
- Dialogue manifest validation from the editor UI
|
- SRT subtitle editor
|
||||||
|
- Audio preview and cue timing helpers
|
||||||
|
- French SRT cue creation helper
|
||||||
|
- Dialogue asset validation endpoint
|
||||||
|
- Cinematic manifest editor
|
||||||
|
- Cinematic camera keyframe editor
|
||||||
|
- Cinematic dialogue cue editor
|
||||||
|
- Cinematic preview in the editor canvas
|
||||||
|
- Dev-server endpoints for dialogue, SRT, and cinematic saves
|
||||||
|
|
||||||
## Not Implemented Yet
|
## In-App Documentation
|
||||||
|
|
||||||
- complete mission system
|
- `/docs` documentation layout
|
||||||
- zone system
|
- Markdown rendered through `react-markdown` and `remark-gfm`
|
||||||
- full cinematic system beyond current timecode prototype
|
- Technical docs for architecture, scene runtime, repair game, interaction, editor, audio, hand tracking, Zustand, Three debugging, animation, and target architecture
|
||||||
- gameplay-triggered dialogue branches beyond current prototype triggers
|
- User docs for implemented features, main feature, editor usage, and code-review preparation
|
||||||
- loading flow
|
|
||||||
- minimap and mission HUD
|
## Not Implemented Or Incomplete
|
||||||
- full production separation between gameplay and debug scenes
|
|
||||||
- production backend persistence for editor saves
|
- Complete production mission manager/orchestrator
|
||||||
|
- Full mission HUD or minimap
|
||||||
|
- Full zone system
|
||||||
|
- Dialogue branching
|
||||||
|
- Production persistence for editor saves
|
||||||
|
- Production backend for repair-game runtime selection
|
||||||
|
- Production save/load of player progression
|
||||||
|
- Full migration of player movement to Rapier
|
||||||
|
- Advanced hand smoothing and calibrated glove finger animation
|
||||||
|
- Snap-to-grid, object creation, object deletion, material editing, or model editing in the map editor
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ The current user flow is:
|
|||||||
2. Move close to the active repair object in the game scene.
|
2. Move close to the active repair object in the game scene.
|
||||||
3. Aim at the object and press the interaction key when prompted.
|
3. Aim at the object and press the interaction key when prompted.
|
||||||
4. The mission step moves from `waiting` to `inspected`.
|
4. The mission step moves from `waiting` to `inspected`.
|
||||||
5. The repair case appears near the mission object, the player movement controls are locked, and the case can float when the player approaches it.
|
5. The repair case appears near the mission object and can float when the player approaches it. A repair movement-lock rule exists in code, but it is currently disabled by the hook on `develop`.
|
||||||
6. Aim at the repair case and press `E`, or hold both fists closed for one second, to move from `inspected` to `fragmented`.
|
6. Aim at the repair case and press `E`, or hold both fists closed for one second, to move from `inspected` to `fragmented`.
|
||||||
7. The mission object uses an exploded-model transition, then moves to `scanning`.
|
7. The mission object uses an exploded-model transition, then moves to `scanning`.
|
||||||
8. The scan visual moves across the fragmented model one part at a time and keeps a red marker plus the `cassé.webm` prompt centered on any configured broken part once it has been found.
|
8. The scan visual moves across the fragmented model one part at a time and keeps a red marker plus the `cassé.webm` prompt centered on any configured broken part once it has been found.
|
||||||
@@ -20,22 +20,24 @@ The current user flow is:
|
|||||||
10. Move the correct replacement part close to a placeholder. When released near a placeholder, it snaps into place with a short animation.
|
10. Move the correct replacement part close to a placeholder. When released near a placeholder, it snaps into place with a short animation.
|
||||||
11. Move each scanned broken part into a compatible placeholder so the damaged parts are stored in the case.
|
11. Move each scanned broken part into a compatible placeholder so the damaged parts are stored in the case.
|
||||||
12. Press `E` on the green install target to move to `reassembling`. Wrong parts turn the target red and cannot finish the repair.
|
12. Press `E` on the green install target to move to `reassembling`. Wrong parts turn the target red and cannot finish the repair.
|
||||||
13. The exploded object animates back into its assembled form with completion particles, then moves to `done` and restores player movement controls.
|
13. The exploded object animates back into its assembled form with completion particles, then moves to `done`.
|
||||||
14. Press `E` on the completion target. The repair case closes, returns to the ground, disappears, then `completeMission` moves to the next mission or to `outro` after `ferme`.
|
14. Press `E` on the completion target. The repair case closes, returns to the ground, disappears, then `completeMission` moves to the next mission or to `outro` after `ferme`.
|
||||||
|
|
||||||
## Why It Matters
|
## Why It Matters
|
||||||
|
|
||||||
This feature validates the repair loop before a full mission system exists. It tests whether repair objects, physical proximity, model selection, audio feedback, and exploded model visualization can work together in the 3D scene.
|
This feature validates the repair loop before a full mission system exists. It tests whether repair objects, physical proximity, model selection, audio feedback, and exploded model visualization can work together in the 3D scene.
|
||||||
|
|
||||||
|
For implementation details, see `docs/technical/repair-game.md`.
|
||||||
|
|
||||||
## Current Behavior
|
## Current Behavior
|
||||||
|
|
||||||
In `waiting`, the active mission renders its repair object and the `interagir.webm` prompt in the game scene. The interaction uses the shared focus/raycast interaction system, so the player still gets the normal `E` prompt.
|
In `waiting`, the active mission renders its repair object and the `interagir.webm` prompt in the game scene. The interaction uses the shared focus/raycast interaction system, so the player still gets the normal `E` prompt.
|
||||||
|
|
||||||
When the player inspects the object, `RepairGame` writes `inspected` through the generic mission store action. The repair case then appears from the mission config with a small pop animation, player movement is locked while the repair sequence is active, and a small HTML indicator confirms that movement is temporarily unavailable. When the player is close enough, the existing case model floats upward and rotates gently to signal interactivity.
|
When the player inspects the object, `RepairGame` writes `inspected` through the generic mission store action. The repair case then appears from the mission config with a small pop animation. When the player is close enough, the case model floats upward and rotates gently to signal interactivity. The codebase also contains a shared repair movement-lock hook and HTML indicator, but `useRepairMovementLocked()` currently returns `false`, so movement remains available during the repair flow on the current branch.
|
||||||
|
|
||||||
In `inspected`, `RepairGame` can also move to `fragmented`. Keyboard input goes through the shared focus/raycast interaction system on the repair case, so the player must be close enough and aim at the case before pressing `E`. The hand-tracking path still uses a two-fists hold gesture and is state-based, so it does not depend on being inside a local object interaction radius.
|
In `inspected`, `RepairGame` can also move to `fragmented`. Keyboard input goes through the shared focus/raycast interaction system on the repair case, so the player must be close enough and aim at the case before pressing `E`. The hand-tracking path still uses a two-fists hold gesture and is state-based, so it does not depend on being inside a local object interaction radius.
|
||||||
|
|
||||||
In `fragmented`, the repair object is rendered with `ExplodableModel`, then automatically advances to `scanning`. In `scanning`, the exploded model remains visible, a blue scan visual moves from part to part, and a red halo/wire marker plus the configured broken UI video stay attached to configured broken parts after the scanner reaches them. The scan can match a specific `nodeName` when mission data provides one, otherwise it falls back to the first scanned parts as placeholder broken parts. In `repairing`, the case opens in a larger focused transform, `RepairCaseModel` traverses the case GLTF for empty nodes named `placeholder_*`, several grabbable replacement parts appear on those placeholder positions, and releasing a part near a placeholder snaps it into place with a short GSAP animation. Scanned broken parts are also rendered as grabbable objects and must be deposited into a compatible placeholder before the final install target validates. If `brokenParts[].placeholderName` is configured, that broken part snaps only to the matching placeholder; otherwise it can use any available placeholder. If the current case asset has no placeholder nodes, the flow keeps using fallback focus positions. Replacement parts show green or red placement feedback after snapping, broken parts show stored feedback after deposit, and the install target gives a short blocked feedback if the player tries to validate too early. The install target only validates when the configured correct replacement part is placed and all scanned broken parts have been deposited. Player movement stays locked through `inspected`, `fragmented`, `scanning`, `repairing`, and `reassembling`, while trigger interactions remain available. In `reassembling`, the exploded model animates back into its assembled position with green completion particles before the flow moves to `done`. In `done`, player movement is available again and the repaired object remains visible with a completion target; validating closes the repair case first, then plays the case exit animation before advancing the global mission progression.
|
In `fragmented`, the repair object is rendered with `ExplodableModel`, then automatically advances to `scanning`. In `scanning`, the exploded model remains visible, a blue scan visual moves from part to part, and a red halo/wire marker plus the configured broken UI video stay attached to configured broken parts after the scanner reaches them. The scan can match a specific `nodeName` when mission data provides one, otherwise it falls back to the first scanned parts as placeholder broken parts. In `repairing`, the case opens in a larger focused transform, `RepairCaseModel` traverses the case GLTF for empty nodes named `placeholder_*`, several grabbable replacement parts appear on those placeholder positions, and releasing a part near a placeholder snaps it into place with a short GSAP animation. Scanned broken parts are also rendered as grabbable objects and must be deposited into a compatible placeholder before the final install target validates. If `brokenParts[].placeholderName` is configured, that broken part snaps only to the matching placeholder; otherwise it can use any available placeholder. If the current case asset has no placeholder nodes, the flow keeps using fallback focus positions. Replacement parts show green or red placement feedback after snapping, broken parts show stored feedback after deposit, and the install target gives a short blocked feedback if the player tries to validate too early. The install target only validates when the configured correct replacement part is placed and all scanned broken parts have been deposited. In `reassembling`, the exploded model animates back into its assembled position with green completion particles before the flow moves to `done`. In `done`, the repaired object remains visible with a completion target; validating closes the repair case first, then plays the case exit animation before advancing the global mission progression.
|
||||||
|
|
||||||
The mission config now carries the mission-specific variations. `bike` repairs one cooling core, `pylone` scans and stores both the lamp relay and a damaged panel with slower scan/reassembly timing, and `ferme` scans and stores an irrigation pump plus humidity sensor with faster scan/reassembly timing.
|
The mission config now carries the mission-specific variations. `bike` repairs one cooling core, `pylone` scans and stores both the lamp relay and a damaged panel with slower scan/reassembly timing, and `ferme` scans and stores an irrigation pump plus humidity sensor with faster scan/reassembly timing.
|
||||||
|
|
||||||
@@ -54,10 +56,10 @@ The mission config now carries the mission-specific variations. `bike` repairs o
|
|||||||
- `src/components/three/gameplay/RepairPromptVideo.tsx` renders `.webm` prompts inside the 3D scene.
|
- `src/components/three/gameplay/RepairPromptVideo.tsx` renders `.webm` prompts inside the 3D scene.
|
||||||
- `src/components/three/gameplay/RepairScanSequence.tsx` keeps the exploded model visible and advances the scan from part to part.
|
- `src/components/three/gameplay/RepairScanSequence.tsx` keeps the exploded model visible and advances the scan from part to part.
|
||||||
- `src/components/three/gameplay/RepairScanVisual.tsx` renders the scan halo and scan line around the active part.
|
- `src/components/three/gameplay/RepairScanVisual.tsx` renders the scan halo and scan line around the active part.
|
||||||
- `src/components/ui/RepairMovementLockIndicator.tsx` renders the HTML indicator shown while repair movement is locked.
|
- `src/components/ui/RepairMovementLockIndicator.tsx` renders the HTML indicator intended for repair movement lock.
|
||||||
- `src/hooks/gameplay/useRepairFragmentationInput.ts` handles the `inspected -> fragmented` two-fists input and can optionally bind keyboard input for non-trigger flows.
|
- `src/hooks/gameplay/useRepairFragmentationInput.ts` handles the `inspected -> fragmented` two-fists input and can optionally bind keyboard input for non-trigger flows.
|
||||||
- `src/hooks/gameplay/useRepairMissionStep.ts` reads the active mission step from the game store.
|
- `src/hooks/gameplay/useRepairMissionStep.ts` reads the active mission step from the game store.
|
||||||
- `src/hooks/gameplay/useRepairMovementLocked.ts` exposes the shared repair movement-lock rule used by the player controller and UI indicator.
|
- `src/hooks/gameplay/useRepairMovementLocked.ts` exposes the shared repair movement-lock rule used by the player controller and UI indicator, but currently returns `false`.
|
||||||
- `src/hooks/handTracking/useBothFistsHold.ts` detects the reusable two-fists hold gesture.
|
- `src/hooks/handTracking/useBothFistsHold.ts` detects the reusable two-fists hold gesture.
|
||||||
- `src/components/three/gameplay/RepairCaseModel.tsx` renders and animates the case model, and exposes `placeholder_*` transforms when the GLTF provides them.
|
- `src/components/three/gameplay/RepairCaseModel.tsx` renders and animates the case model, and exposes `placeholder_*` transforms when the GLTF provides them.
|
||||||
- `src/components/three/models/ExplodableModel.tsx` renders selectable models with split/exploded visualization.
|
- `src/components/three/models/ExplodableModel.tsx` renders selectable models with split/exploded visualization.
|
||||||
@@ -106,5 +108,6 @@ python -m backend.main
|
|||||||
- The reusable production `RepairGame` currently covers `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission`.
|
- The reusable production `RepairGame` currently covers `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission`.
|
||||||
- Mission progression is wired through Zustand using `completeMission` at the end of each repair.
|
- Mission progression is wired through Zustand using `completeMission` at the end of each repair.
|
||||||
- There is no central `GameManager` in this branch.
|
- There is no central `GameManager` in this branch.
|
||||||
|
- Repair movement lock is currently disabled by `useRepairMovementLocked()`.
|
||||||
- Hand tracking is available for the two-fists input and grabbable repair parts; case interaction and final installation still use the shared `E` trigger path.
|
- Hand tracking is available for the two-fists input and grabbable repair parts; case interaction and final installation still use the shared `E` trigger path.
|
||||||
- The repair-game content is configured statically in `src/data/gameplay/`.
|
- The repair-game content is configured statically in `src/data/gameplay/`.
|
||||||
|
|||||||
Generated
+257
-230
@@ -12,7 +12,7 @@
|
|||||||
"@react-three/drei": "^10.7.7",
|
"@react-three/drei": "^10.7.7",
|
||||||
"@react-three/fiber": "^9.6.1",
|
"@react-three/fiber": "^9.6.1",
|
||||||
"@react-three/rapier": "^2.2.0",
|
"@react-three/rapier": "^2.2.0",
|
||||||
"@tanstack/react-router": "^1.168.25",
|
"@tanstack/react-router": "^1.169.2",
|
||||||
"gsap": "^3.15.0",
|
"gsap": "^3.15.0",
|
||||||
"lil-gui": "^0.21.0",
|
"lil-gui": "^0.21.0",
|
||||||
"lucide-react": "^1.11.0",
|
"lucide-react": "^1.11.0",
|
||||||
@@ -61,9 +61,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@babel/compat-data": {
|
"node_modules/@babel/compat-data": {
|
||||||
"version": "7.29.0",
|
"version": "7.29.3",
|
||||||
"resolved": "https://registry.npmjs.org/@babel/compat-data/-/compat-data-7.29.0.tgz",
|
"resolved": "https://registry.npmjs.org/@babel/compat-data/-/compat-data-7.29.3.tgz",
|
||||||
"integrity": "sha512-T1NCJqT/j9+cn8fvkt7jtwbLBfLC/1y1c7NtCeXFRgzGTsafi68MRv8yzkYSapBnFA6L3U2VSc02ciDzoAJhJg==",
|
"integrity": "sha512-LIVqM46zQWZhj17qA8wb4nW/ixr2y1Nw+r1etiAWgRM6U1IqP+LNhL1yg440jYZR72jCWcWbLWzIosH+uP1fqg==",
|
||||||
"dev": true,
|
"dev": true,
|
||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"engines": {
|
"engines": {
|
||||||
@@ -222,9 +222,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@babel/parser": {
|
"node_modules/@babel/parser": {
|
||||||
"version": "7.29.2",
|
"version": "7.29.3",
|
||||||
"resolved": "https://registry.npmjs.org/@babel/parser/-/parser-7.29.2.tgz",
|
"resolved": "https://registry.npmjs.org/@babel/parser/-/parser-7.29.3.tgz",
|
||||||
"integrity": "sha512-4GgRzy/+fsBa72/RZVJmGKPmZu9Byn8o4MoLpmNe1m8ZfYnz5emHLQz3U4gLud6Zwl0RZIcgiLD7Uq7ySFuDLA==",
|
"integrity": "sha512-b3ctpQwp+PROvU/cttc4OYl4MzfJUWy6FZg+PMXfzmt/+39iHVF0sDfqay8TQM3JA2EUOyKcFZt75jWriQijsA==",
|
||||||
"dev": true,
|
"dev": true,
|
||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -294,6 +294,12 @@
|
|||||||
"node": ">=6.9.0"
|
"node": ">=6.9.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/@dimforge/rapier3d-compat": {
|
||||||
|
"version": "0.19.2",
|
||||||
|
"resolved": "https://registry.npmjs.org/@dimforge/rapier3d-compat/-/rapier3d-compat-0.19.2.tgz",
|
||||||
|
"integrity": "sha512-AZHL1jqUF55QJkJyU1yKeh4ImX2J93bVLIezT1+o0FZqTix6O06MOaqpKoJ4MmbDCsoZmwO+qc471/SDMDm2AA==",
|
||||||
|
"license": "Apache-2.0"
|
||||||
|
},
|
||||||
"node_modules/@emnapi/core": {
|
"node_modules/@emnapi/core": {
|
||||||
"version": "1.10.0",
|
"version": "1.10.0",
|
||||||
"resolved": "https://registry.npmjs.org/@emnapi/core/-/core-1.10.0.tgz",
|
"resolved": "https://registry.npmjs.org/@emnapi/core/-/core-1.10.0.tgz",
|
||||||
@@ -639,9 +645,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@oxc-project/types": {
|
"node_modules/@oxc-project/types": {
|
||||||
"version": "0.127.0",
|
"version": "0.129.0",
|
||||||
"resolved": "https://registry.npmjs.org/@oxc-project/types/-/types-0.127.0.tgz",
|
"resolved": "https://registry.npmjs.org/@oxc-project/types/-/types-0.129.0.tgz",
|
||||||
"integrity": "sha512-aIYXQBo4lCbO4z0R3FHeucQHpF46l2LbMdxRvqvuRuW2OxdnSkcng5B8+K12spgLDj93rtN3+J2Vac/TIO+ciQ==",
|
"integrity": "sha512-3oz8m3FGdr2nDXVqmFUw7jolKliC4MoyXYIG2c7gpjBnzUWQpUGIYcXYKxTdTi+N2jusvt610ckTMkxdwHkYEg==",
|
||||||
"dev": true,
|
"dev": true,
|
||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"funding": {
|
"funding": {
|
||||||
@@ -779,16 +785,10 @@
|
|||||||
"three": ">=0.159.0"
|
"three": ">=0.159.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@react-three/rapier/node_modules/@dimforge/rapier3d-compat": {
|
|
||||||
"version": "0.19.1",
|
|
||||||
"resolved": "https://registry.npmjs.org/@dimforge/rapier3d-compat/-/rapier3d-compat-0.19.1.tgz",
|
|
||||||
"integrity": "sha512-xvFNtb/9xILxfvdFOa7NCnYUEF6cfn51R44C1xnKXtk5DpyAARqsC4sxZwiJAHRSzYT5FFe889t36iFnzb3vxg==",
|
|
||||||
"license": "Apache-2.0"
|
|
||||||
},
|
|
||||||
"node_modules/@rolldown/binding-android-arm64": {
|
"node_modules/@rolldown/binding-android-arm64": {
|
||||||
"version": "1.0.0-rc.17",
|
"version": "1.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/@rolldown/binding-android-arm64/-/binding-android-arm64-1.0.0-rc.17.tgz",
|
"resolved": "https://registry.npmjs.org/@rolldown/binding-android-arm64/-/binding-android-arm64-1.0.0.tgz",
|
||||||
"integrity": "sha512-s70pVGhw4zqGeFnXWvAzJDlvxhlRollagdCCKRgOsgUOH3N1l0LIxf83AtGzmb5SiVM4Hjl5HyarMRfdfj3DaQ==",
|
"integrity": "sha512-TWMZnRLMe63C2Lhyicviu7ZHaU4kxa6PS3rofvc9GmcvptzNN11BcfQ4Sl7MwTOsisQoa2keB/EBdNCAnUo8vA==",
|
||||||
"cpu": [
|
"cpu": [
|
||||||
"arm64"
|
"arm64"
|
||||||
],
|
],
|
||||||
@@ -803,9 +803,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@rolldown/binding-darwin-arm64": {
|
"node_modules/@rolldown/binding-darwin-arm64": {
|
||||||
"version": "1.0.0-rc.17",
|
"version": "1.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/@rolldown/binding-darwin-arm64/-/binding-darwin-arm64-1.0.0-rc.17.tgz",
|
"resolved": "https://registry.npmjs.org/@rolldown/binding-darwin-arm64/-/binding-darwin-arm64-1.0.0.tgz",
|
||||||
"integrity": "sha512-4ksWc9n0mhlZpZ9PMZgTGjeOPRu8MB1Z3Tz0Mo02eWfWCHMW1zN82Qz/pL/rC+yQa+8ZnutMF0JjJe7PjwasYw==",
|
"integrity": "sha512-6XcD+8k0gPVItNagEw78/qqcBDwKcwDYS8V2hRmVsfUSIrd8cWe/CBvRDI5toqFyPfj+FJr6t8U6Xj2P2prEew==",
|
||||||
"cpu": [
|
"cpu": [
|
||||||
"arm64"
|
"arm64"
|
||||||
],
|
],
|
||||||
@@ -820,9 +820,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@rolldown/binding-darwin-x64": {
|
"node_modules/@rolldown/binding-darwin-x64": {
|
||||||
"version": "1.0.0-rc.17",
|
"version": "1.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/@rolldown/binding-darwin-x64/-/binding-darwin-x64-1.0.0-rc.17.tgz",
|
"resolved": "https://registry.npmjs.org/@rolldown/binding-darwin-x64/-/binding-darwin-x64-1.0.0.tgz",
|
||||||
"integrity": "sha512-SUSDOI6WwUVNcWxd02QEBjLdY1VPHvlEkw6T/8nYG322iYWCTxRb1vzk4E+mWWYehTp7ERibq54LSJGjmouOsw==",
|
"integrity": "sha512-iN/tWVXRQDWvmZlKdceP1Dwug9GDpEymhb9p4xnEe6zvCg5lFmzVljl+1qR1NVx3yfGpr2Na+CuLmv5IU8uzfQ==",
|
||||||
"cpu": [
|
"cpu": [
|
||||||
"x64"
|
"x64"
|
||||||
],
|
],
|
||||||
@@ -837,9 +837,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@rolldown/binding-freebsd-x64": {
|
"node_modules/@rolldown/binding-freebsd-x64": {
|
||||||
"version": "1.0.0-rc.17",
|
"version": "1.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/@rolldown/binding-freebsd-x64/-/binding-freebsd-x64-1.0.0-rc.17.tgz",
|
"resolved": "https://registry.npmjs.org/@rolldown/binding-freebsd-x64/-/binding-freebsd-x64-1.0.0.tgz",
|
||||||
"integrity": "sha512-hwnz3nw9dbJ05EDO/PvcjaaewqqDy7Y1rn1UO81l8iIK1GjenME75dl16ajbvSSMfv66WXSRCYKIqfgq2KCfxw==",
|
"integrity": "sha512-jjQMDvvwSOuhOwMszD/klSOjyWMM3zI64hWTj9KT5x4MxRbZAf+7vLQ6qouRhtsLVFHr3f0ILaJAfgENPiQdAQ==",
|
||||||
"cpu": [
|
"cpu": [
|
||||||
"x64"
|
"x64"
|
||||||
],
|
],
|
||||||
@@ -854,9 +854,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@rolldown/binding-linux-arm-gnueabihf": {
|
"node_modules/@rolldown/binding-linux-arm-gnueabihf": {
|
||||||
"version": "1.0.0-rc.17",
|
"version": "1.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/@rolldown/binding-linux-arm-gnueabihf/-/binding-linux-arm-gnueabihf-1.0.0-rc.17.tgz",
|
"resolved": "https://registry.npmjs.org/@rolldown/binding-linux-arm-gnueabihf/-/binding-linux-arm-gnueabihf-1.0.0.tgz",
|
||||||
"integrity": "sha512-IS+W7epTcwANmFSQFrS1SivEXHtl1JtuQA9wlxrZTcNi6mx+FDOYrakGevvvTwgj2JvWiK8B29/qD9BELZPyXQ==",
|
"integrity": "sha512-d//Dtg2x6/m3mbV64yUGNnDGNZaDGRpDLLNGerHQUVObuNaIQaaDp25yUiqGXtHEXX+NP2d0wAlmKgpYgIAJ2A==",
|
||||||
"cpu": [
|
"cpu": [
|
||||||
"arm"
|
"arm"
|
||||||
],
|
],
|
||||||
@@ -871,13 +871,16 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@rolldown/binding-linux-arm64-gnu": {
|
"node_modules/@rolldown/binding-linux-arm64-gnu": {
|
||||||
"version": "1.0.0-rc.17",
|
"version": "1.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/@rolldown/binding-linux-arm64-gnu/-/binding-linux-arm64-gnu-1.0.0-rc.17.tgz",
|
"resolved": "https://registry.npmjs.org/@rolldown/binding-linux-arm64-gnu/-/binding-linux-arm64-gnu-1.0.0.tgz",
|
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"integrity": "sha512-e6usGaHKW5BMNZOymS1UcEYGowQMWcgZ71Z17Sl/h2+ZziNJ1a9n3Zvcz6LdRyIW5572wBCTH/Z+bKuZouGk9Q==",
|
"integrity": "sha512-n7Ofp0mx+aB2cC+Sdy5YtMnXtY9lchnHbY+3Yt0uq9JsWQExf4f5Whu0tK0R8Jdc9S6RchTHjIFY7uc92puOVQ==",
|
||||||
"cpu": [
|
"cpu": [
|
||||||
"arm64"
|
"arm64"
|
||||||
],
|
],
|
||||||
"dev": true,
|
"dev": true,
|
||||||
|
"libc": [
|
||||||
|
"glibc"
|
||||||
|
],
|
||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"optional": true,
|
"optional": true,
|
||||||
"os": [
|
"os": [
|
||||||
@@ -888,13 +891,16 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@rolldown/binding-linux-arm64-musl": {
|
"node_modules/@rolldown/binding-linux-arm64-musl": {
|
||||||
"version": "1.0.0-rc.17",
|
"version": "1.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/@rolldown/binding-linux-arm64-musl/-/binding-linux-arm64-musl-1.0.0-rc.17.tgz",
|
"resolved": "https://registry.npmjs.org/@rolldown/binding-linux-arm64-musl/-/binding-linux-arm64-musl-1.0.0.tgz",
|
||||||
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@@ -1151,9 +1166,9 @@
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@@ -1223,9 +1238,9 @@
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@@ -1465,16 +1480,16 @@
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@@ -1532,9 +1547,9 @@
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@@ -1545,16 +1560,16 @@
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@@ -1569,13 +1584,13 @@
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@@ -1600,9 +1615,9 @@
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@@ -4699,18 +4726,18 @@
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},
|
},
|
||||||
"node_modules/seroval": {
|
"node_modules/seroval": {
|
||||||
"version": "1.5.2",
|
"version": "1.5.4",
|
||||||
"resolved": "https://registry.npmjs.org/seroval/-/seroval-1.5.2.tgz",
|
"resolved": "https://registry.npmjs.org/seroval/-/seroval-1.5.4.tgz",
|
||||||
"integrity": "sha512-xcRN39BdsnO9Tf+VzsE7b3JyTJASItIV1FVFewJKCFcW4s4haIKS3e6vj8PGB9qBwC7tnuOywQMdv5N4qkzi7Q==",
|
"integrity": "sha512-46uFvgrXTVxZcUorgSSRZ4y+ieqLLQRMlG4bnCZKW3qI6BZm7Rg4ntMW4p1mILEEBZWrFlcpp0AyIIlM6jD9iw==",
|
||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"engines": {
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"engines": {
|
||||||
"node": ">=10"
|
"node": ">=10"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/seroval-plugins": {
|
"node_modules/seroval-plugins": {
|
||||||
"version": "1.5.2",
|
"version": "1.5.4",
|
||||||
"resolved": "https://registry.npmjs.org/seroval-plugins/-/seroval-plugins-1.5.2.tgz",
|
"resolved": "https://registry.npmjs.org/seroval-plugins/-/seroval-plugins-1.5.4.tgz",
|
||||||
"integrity": "sha512-qpY0Cl+fKYFn4GOf3cMiq6l72CpuVaawb6ILjubOQ+diJ54LfOWaSSPsaswN8DRPIPW4Yq+tE1k5aKd7ILyaFg==",
|
"integrity": "sha512-S0xQPhUTefAhNvNWFg0c1J8qJArHt5KdtJ/cFAofo06KD1MVSeFWyl4iiu+ApDIuw0WhjpOfCdgConOfAnLgkw==",
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||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"engines": {
|
"engines": {
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||||||
"node": ">=10"
|
"node": ">=10"
|
||||||
@@ -5060,16 +5087,16 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/typescript-eslint": {
|
"node_modules/typescript-eslint": {
|
||||||
"version": "8.59.1",
|
"version": "8.59.3",
|
||||||
"resolved": "https://registry.npmjs.org/typescript-eslint/-/typescript-eslint-8.59.1.tgz",
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"resolved": "https://registry.npmjs.org/typescript-eslint/-/typescript-eslint-8.59.3.tgz",
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||||||
"integrity": "sha512-xqDcFVBmlrltH64lklOVp1wYxgJr6LVdg3NamBgH2OOQDLFdTKfIZXF5PfghrnXQKXZGTQs8tr1vL7fJvq8CTQ==",
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"integrity": "sha512-KgusgyDgG4LI8Ih/sWaCtZ06tckLAS5CvT5A4D1Q7bYVoAAyzwiZvE4BmwDHkhRVkvhRBepKeASoFzQetha7Fg==",
|
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"dev": true,
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"dev": true,
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"license": "MIT",
|
"license": "MIT",
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"dependencies": {
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"dependencies": {
|
||||||
"@typescript-eslint/eslint-plugin": "8.59.1",
|
"@typescript-eslint/eslint-plugin": "8.59.3",
|
||||||
"@typescript-eslint/parser": "8.59.1",
|
"@typescript-eslint/parser": "8.59.3",
|
||||||
"@typescript-eslint/typescript-estree": "8.59.1",
|
"@typescript-eslint/typescript-estree": "8.59.3",
|
||||||
"@typescript-eslint/utils": "8.59.1"
|
"@typescript-eslint/utils": "8.59.3"
|
||||||
},
|
},
|
||||||
"engines": {
|
"engines": {
|
||||||
"node": "^18.18.0 || ^20.9.0 || >=21.1.0"
|
"node": "^18.18.0 || ^20.9.0 || >=21.1.0"
|
||||||
@@ -5265,16 +5292,16 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/vite": {
|
"node_modules/vite": {
|
||||||
"version": "8.0.10",
|
"version": "8.0.12",
|
||||||
"resolved": "https://registry.npmjs.org/vite/-/vite-8.0.10.tgz",
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"resolved": "https://registry.npmjs.org/vite/-/vite-8.0.12.tgz",
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||||||
"integrity": "sha512-rZuUu9j6J5uotLDs+cAA4O5H4K1SfPliUlQwqa6YEwSrWDZzP4rhm00oJR5snMewjxF5V/K3D4kctsUTsIU9Mw==",
|
"integrity": "sha512-w2dDofOWv2QB09ZITZBsvKTVAlYvPR4IAmrY/v0ir9KvLs0xybR7i48wxhM1/oyBWO34wPns+bPGw5ZrZqDpZg==",
|
||||||
"dev": true,
|
"dev": true,
|
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"license": "MIT",
|
"license": "MIT",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"lightningcss": "^1.32.0",
|
"lightningcss": "^1.32.0",
|
||||||
"picomatch": "^4.0.4",
|
"picomatch": "^4.0.4",
|
||||||
"postcss": "^8.5.10",
|
"postcss": "^8.5.14",
|
||||||
"rolldown": "1.0.0-rc.17",
|
"rolldown": "1.0.0",
|
||||||
"tinyglobby": "^0.2.16"
|
"tinyglobby": "^0.2.16"
|
||||||
},
|
},
|
||||||
"bin": {
|
"bin": {
|
||||||
@@ -5291,7 +5318,7 @@
|
|||||||
},
|
},
|
||||||
"peerDependencies": {
|
"peerDependencies": {
|
||||||
"@types/node": "^20.19.0 || >=22.12.0",
|
"@types/node": "^20.19.0 || >=22.12.0",
|
||||||
"@vitejs/devtools": "^0.1.0",
|
"@vitejs/devtools": "^0.1.18",
|
||||||
"esbuild": "^0.27.0 || ^0.28.0",
|
"esbuild": "^0.27.0 || ^0.28.0",
|
||||||
"jiti": ">=1.21.0",
|
"jiti": ">=1.21.0",
|
||||||
"less": "^4.0.0",
|
"less": "^4.0.0",
|
||||||
@@ -5399,9 +5426,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/zod": {
|
"node_modules/zod": {
|
||||||
"version": "4.3.6",
|
"version": "4.4.3",
|
||||||
"resolved": "https://registry.npmjs.org/zod/-/zod-4.3.6.tgz",
|
"resolved": "https://registry.npmjs.org/zod/-/zod-4.4.3.tgz",
|
||||||
"integrity": "sha512-rftlrkhHZOcjDwkGlnUtZZkvaPHCsDATp4pGpuOOMDaTdDDXF91wuVDJoWoPsKX/3YPQ5fHuF3STjcYyKr+Qhg==",
|
"integrity": "sha512-ytENFjIJFl2UwYglde2jchW2Hwm4GJFLDiSXWdTrJQBIN9Fcyp7n4DhxJEiWNAJMV1/BqWfW/kkg71UDcHJyTQ==",
|
||||||
"dev": true,
|
"dev": true,
|
||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"funding": {
|
"funding": {
|
||||||
@@ -5422,9 +5449,9 @@
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/zustand": {
|
"node_modules/zustand": {
|
||||||
"version": "5.0.12",
|
"version": "5.0.13",
|
||||||
"resolved": "https://registry.npmjs.org/zustand/-/zustand-5.0.12.tgz",
|
"resolved": "https://registry.npmjs.org/zustand/-/zustand-5.0.13.tgz",
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||||||
"integrity": "sha512-i77ae3aZq4dhMlRhJVCYgMLKuSiZAaUPAct2AksxQ+gOtimhGMdXljRT21P5BNpeT4kXlLIckvkPM029OljD7g==",
|
"integrity": "sha512-efI2tVaVQPqtOh114loML/Z80Y4NP3yc+Ff0fYiZJPauNeWZeIp/bRFD7I9bfmCOYBh/PHxlglQ9+wvlwnPikQ==",
|
||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"engines": {
|
"engines": {
|
||||||
"node": ">=12.20.0"
|
"node": ">=12.20.0"
|
||||||
|
|||||||
+2
-4
@@ -8,6 +8,7 @@
|
|||||||
},
|
},
|
||||||
"scripts": {
|
"scripts": {
|
||||||
"dev": "vite",
|
"dev": "vite",
|
||||||
|
"dev:three-debug": "vite --mode three-debug --host 0.0.0.0",
|
||||||
"build": "tsc -b && vite build",
|
"build": "tsc -b && vite build",
|
||||||
"lint": "eslint .",
|
"lint": "eslint .",
|
||||||
"lint:fix": "eslint . --fix",
|
"lint:fix": "eslint . --fix",
|
||||||
@@ -21,7 +22,7 @@
|
|||||||
"@react-three/drei": "^10.7.7",
|
"@react-three/drei": "^10.7.7",
|
||||||
"@react-three/fiber": "^9.6.1",
|
"@react-three/fiber": "^9.6.1",
|
||||||
"@react-three/rapier": "^2.2.0",
|
"@react-three/rapier": "^2.2.0",
|
||||||
"@tanstack/react-router": "^1.168.25",
|
"@tanstack/react-router": "^1.169.2",
|
||||||
"gsap": "^3.15.0",
|
"gsap": "^3.15.0",
|
||||||
"lil-gui": "^0.21.0",
|
"lil-gui": "^0.21.0",
|
||||||
"lucide-react": "^1.11.0",
|
"lucide-react": "^1.11.0",
|
||||||
@@ -51,9 +52,6 @@
|
|||||||
"vite": "^8.0.4"
|
"vite": "^8.0.4"
|
||||||
},
|
},
|
||||||
"overrides": {
|
"overrides": {
|
||||||
"@react-three/rapier": {
|
|
||||||
"@dimforge/rapier3d-compat": "0.19.1"
|
|
||||||
},
|
|
||||||
"r3f-perf": {
|
"r3f-perf": {
|
||||||
"@react-three/drei": "$@react-three/drei"
|
"@react-three/drei": "$@react-three/drei"
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,21 @@
|
|||||||
{
|
{
|
||||||
"version": 1,
|
"version": 1,
|
||||||
"cinematics": [
|
"cinematics": [
|
||||||
|
{
|
||||||
|
"id": "intro_sequence",
|
||||||
|
"trigger": "intro_sequence",
|
||||||
|
"cameraKeyframes": [
|
||||||
|
{ "time": 0, "position": [8, 5, 12], "target": [0, 2, 0] },
|
||||||
|
{ "time": 8, "position": [12, 4, -6], "target": [10, 1.4, -8] },
|
||||||
|
{ "time": 16, "position": [5, 6, -15], "target": [0, 3, -20] },
|
||||||
|
{ "time": 24, "position": [0, 8, -30], "target": [0, 0, -40] }
|
||||||
|
],
|
||||||
|
"dialogueCues": [
|
||||||
|
{ "time": 0, "dialogueId": "intro_welcome" },
|
||||||
|
{ "time": 8, "dialogueId": "intro_explanation" },
|
||||||
|
{ "time": 16, "dialogueId": "intro_mission" }
|
||||||
|
]
|
||||||
|
},
|
||||||
{
|
{
|
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"id": "intro_overview",
|
"id": "intro_overview",
|
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"timecode": 0,
|
"timecode": 0,
|
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|
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+33542
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Reference in New Issue
Block a user