67 Commits

Author SHA1 Message Date
Tom Boullay e073fc375b fix(world): warm up map shadows from environment
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2026-05-31 11:00:40 +02:00
Tom Boullay bff8a16290 feat(intro): add ebike onboarding sequence
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2026-05-31 10:42:46 +02:00
Tom Boullay a3f611e227 fix(webgl): auto-restore context after loss
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The Canvas onCreated callback used to log Context Lost but never asked
the GPU to restore it, which left the page on a frozen black canvas
until the user reloaded. We now grab the WEBGL_lose_context extension
on mount and call restoreContext() 500ms after a loss, giving the GPU
time to free memory before we ask for a new context. The existing
webglcontextrestored handler reinstates the shadow map settings, so
recovery is transparent to the user.

This does not prevent context loss itself — frequent losses still
indicate VRAM pressure or HMR-driven context churn — but it removes
the need to reload manually when the GPU recycles us.
2026-05-30 20:58:58 +02:00
Tom Boullay b578e68c2e Update SiteTransitionOverlay.tsx 2026-05-30 20:55:51 +02:00
Tom Boullay 7c691a8044 fix: show dialogue subtitles on black screen
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2026-05-30 20:25:21 +02:00
Tom Boullay f24704091a chore(logging): downgrade 'lite map skipped' to debug
This log fires every time the lite map loader skips heavy nodes, which
is the expected fast-path. It does not need to show up in a normal
console session — moving it to logger.debug keeps it accessible under
?debug for diagnostics while removing the noise from default runs.
2026-05-30 20:20:15 +02:00
Tom Boullay e6bfcbe960 feat(intro): polish loading transition 2026-05-30 20:11:40 +02:00
Tom Boullay 0fa7a82175 fix(perf): prevent Canvas double-mount on /site redirect
HomePage used to mount the Canvas before its effect fired the redirect
to /site, then unmount it as soon as the route changed. That left the
WebGL context torn down mid-load with GLTF requests still in flight,
which on slow GPUs ended in a 'Context Lost' and a stuck 1 FPS render
once the user came back from /site. The fix is a synchronous cookie
check after all hooks: if the user has not visited /site today we
return null and let the redirect happen without ever creating a GL
context.

Also drops the GameMap 'lite map skipped' log from warn to info: it
is an expected lite-loading path, not a problem worth a yellow warning.
2026-05-30 19:51:57 +02:00
Tom Boullay 82dc47a296 fix(assets): correct texture URIs in gant_r and pylone GLTFs
- gant_r/model.gltf: align casing with the actual files on disk
  (gant_basecolor / gant_occlusionroughnessmetallic) so the GLTFLoader
  stops logging 'Couldn't load texture' on case-sensitive filesystems
- pylone/model.gltf: nine missing Image_N.png references replaced with
  the existing color.png / normal.png so the pylone renders without
  console errors. Material slots are mapped by role: normalTexture ->
  normal.png, baseColorTexture and metallicRoughnessTexture -> color.png
2026-05-30 19:51:51 +02:00
Tom Boullay 970adf4853 feat(a11y): WCAG AA polish on the site onboarding flow
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- index.css: add visible :focus-visible rings for .site-card-button
  and .site-button so keyboard users can see where focus lives
- SiteCard: drop outline:none, add aria-pressed and aria-label so
  screen readers announce selection state
- SiteButton: add the .site-button class for the shared focus ring
- SiteDisclaimerScreen: keyboard skip via Enter / Space / Escape, a
  role="region" + aria-label wrapper and aria-live="polite" on the
  message; honour prefers-reduced-motion on the fade
- IntroVideoPlayer: role="region" with a skip hint in aria-label,
  preload="auto", and aria-hidden on the decorative caption span
2026-05-30 18:44:03 +02:00
Tom Boullay 07b09c22af fix(site): repair onboarding audio cleanup, redirect, and manifest fetches
- loadDialogueManifest: cache the resolved manifest at module level and
  dedupe concurrent fetches so each screen no longer re-downloads it
- useGameStore: completeIntroState now also advances intro.currentStep
  to "playing" so callers do not need a separate setIntroStep call
- SiteNamingScreen and SiteTransitionOverlay: replace ref-based guards
  with an isCancelled flag captured per effect. The previous guards
  persisted across StrictMode remounts, leaving mount 2 unable to
  re-run the effect after mount 1's chain was cancelled, which broke
  the fade animations, the second narrator dialogue and the redirect.
  Both screens now also call stopCurrentDialogue on unmount so audio
  cannot bleed across routes, and the transition gets a safety timeout
  in case the dialogue audio fails to fire its "ended" event
- SiteTransitionOverlay: keep the <Subtitles /> mount inside the
  overlay so it renders inside the z-index 1000 stacking context
  (above the black screen); the one in SiteLayout sits behind it
- IntroDialogueOverlay: route through playDialogueById instead of
  AudioManager.playSoundWithCallback so the narrator subtitles play
  in sync, and add the same isCancelled cleanup pattern
- IntroRevealOverlay: rely on completeIntro alone now that it advances
  intro.currentStep, and skip the fade when reduced motion is requested
- SiteMobileBlocker: correct logo path from public/... to /...
2026-05-30 18:43:53 +02:00
Tom Boullay 0f6860f1ae refactor(site): extract shared utilities and centralise dialogue IDs
- new src/hooks/ui/useIsMobile.ts (matchMedia + useSyncExternalStore)
  replacing the resize-handler hook inlined inside pages/site/page.tsx
- new src/hooks/ui/usePrefersReducedMotion.ts
- new src/data/site/dialogueIds.ts so site and intro components stop
  carrying hard-coded narrator IDs
- siteConfig: add SITE_BACKGROUND_STYLE shared by SiteLayout and
  SiteMobileBlocker, rename forcedName to presetPlayerName, fix the
  swapped id/label pairing on situation cards
- useSiteStore: rename selectedExperience/Situation to *Index so the
  stored value (an array index) is obvious in callers
- audioConfig: drop dead AUDIO_PATHS placeholders
- propagate the renames and SITE_BACKGROUND_STYLE through SiteLayout,
  SiteWelcomeScreen, SiteSituationScreen and pages/site/page.tsx
2026-05-30 18:43:35 +02:00
Tom Boullay 6ae21a2427 fix(site): unified card styles, import Nersans One font, native naming input
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2026-05-30 17:56:42 +02:00
Tom Boullay 29342d796c fix(site): reduce situation card font size 2026-05-30 17:21:44 +02:00
Tom Boullay 60e3c92511 fix(site): update situation cards 2026-05-30 17:06:29 +02:00
Tom Boullay 02c1fb33d0 feat(dialogues): support multi-cue subtitles
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2026-05-30 04:00:25 +02:00
Tom Boullay ce5dc8ada0 update: intro flow overlays 2026-05-30 04:00:20 +02:00
Tom Boullay a2cff0567e feat: add site onboarding route 2026-05-30 04:00:09 +02:00
Tom Boullay 8cfee1ac93 update: reorganize public assets 2026-05-30 03:59:45 +02:00
Tom Boullay 4c5e2ed945 feat(types): add SiteStep and refactor GameStep for new intro flow
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2026-05-30 02:14:10 +02:00
Tom Boullay 345d49f485 add: cinemactics and assets
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2026-05-30 02:04:39 +02:00
math-pixel a6cc028848 Merge pull request 'Feat/gallery' (#9) from feat/galerie into develop
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Reviewed-on: #9
2026-05-29 07:00:36 +00:00
Tom Boullay 52bb1b2915 chore: code quality audit and lint fixes
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- Fix all 63 ESLint errors across codebase
- Consolidate MaterialWithTextureSlots type in src/types/three/three.ts
- Add CSS custom properties for design tokens
- Extract ebike constants to src/data/ebike/ebikeConfig.ts
- Add proper TypeScript types for window extensions
- Fix React hooks violations (refs during render, setState in effects)
- Remove unused exports and redundant CSS
- Add type guards for Three.js material handling
- Clean up AI slop comments and legacy CSS patterns
2026-05-29 09:00:04 +02:00
Tom Boullay ade301389e merge develop into feat/galerie - resolve model and code conflicts 2026-05-29 02:25:46 +02:00
Tom Boullay 47e50d9318 fix: issue in galley mode 2026-05-29 02:18:17 +02:00
math-pixel c7df58099a Merge pull request 'Feat/map-environment' (#6) from feat/map-environment into develop
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Reviewed-on: #6
2026-05-29 00:00:50 +00:00
Tom Boullay f7b4a07e41 fix: bug on textute vegetation item
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2026-05-29 02:00:35 +02:00
Tom Boullay 89044a18ec merge develop into feat/map-environment
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2026-05-29 01:45:08 +02:00
Tom Boullay 95ca1bbfde hore(review): tighten pre-merge audit cleanup
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2026-05-29 01:34:10 +02:00
Tom Boullay 093ffd726d fix(review): address audit findings before merge
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2026-05-29 01:23:08 +02:00
Tom Boullay 4728690a11 Create outro.mp4
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2026-05-29 00:52:53 +02:00
Tom Boullay 343a122c06 fix(editor): restore stable map editing behavior 2026-05-29 00:52:44 +02:00
math-pixel fb466a63cb Merge pull request 'Merge e_bike + gps into develop' (#7) from feat/gps into develop
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Reviewed-on: #7
2026-05-28 05:55:18 +00:00
math-pixel a75c3fd896 uptd : change location of map_backougnround & fix : remove old netshader into world tsx
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2026-05-28 07:54:47 +02:00
math-pixel 603e521714 Merge branch 'develop' into feat/gps 2026-05-28 07:50:25 +02:00
math-pixel 49ef8f58b4 Merge pull request 'Add Net shader into develop' (#8) from feat/shader-net into develop
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Reviewed-on: #8
2026-05-28 05:47:52 +00:00
math-pixel 0a322acf88 Merge branch 'develop' into feat/shader-net
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2026-05-27 18:08:46 +02:00
math-pixel a397febd52 fix zoom
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2026-05-27 17:23:06 +02:00
math-pixel c15cad2ab0 fix zoom 2026-05-27 17:22:14 +02:00
math-pixel 011e7815a2 update gps 2026-05-27 17:15:08 +02:00
Tom Boullay 054cb975da fix: hide gallery export planes
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2026-05-25 19:13:02 +02:00
Tom Boullay cf71148935 fix: smooth gallery preview seams
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2026-05-25 18:02:36 +02:00
Tom Boullay 1b2241df49 feat: add gallery lighting controls 2026-05-25 17:57:51 +02:00
Tom Boullay d7351e5f37 fix: render gallery skybox unlit double-sided 2026-05-25 17:53:46 +02:00
Tom Boullay 6a412c7b00 fix: stabilize gallery skybox rendering 2026-05-25 17:31:27 +02:00
Tom Boullay e9fb36f9dc style: simplify gallery UI and rename route 2026-05-25 17:13:21 +02:00
Tom Boullay 36180279b2 docs: document model gallery 2026-05-25 16:24:12 +02:00
Tom Boullay 626dc47bbe feat: add model gallery viewer 2026-05-25 16:23:36 +02:00
math-pixel 970253801a add map on bike 2026-05-22 18:28:05 +02:00
math-pixel 246da0019a add transparency gps 2026-05-20 16:56:01 +02:00
math-pixel 09a9471814 feature gps works 2026-05-20 15:29:23 +02:00
math-pixel 6e9318457a gps component 2026-05-20 14:45:40 +02:00
math-pixel 54a353de03 first implementation of pathfinding 2026-05-20 14:34:26 +02:00
math-pixel 8b619bfc28 feat: add NetShader and UnicolorShader with a debug component for visual testing in the world scene 2026-05-19 22:54:29 +02:00
math-pixel 4faa226326 working move kikle 2026-05-19 17:10:34 +02:00
math-pixel dd66966507 working move kikle 2026-05-19 17:04:01 +02:00
math-pixel 5893afe42a working move kikle 2026-05-19 16:34:48 +02:00
math-pixel 1ead7ab3a7 working move kikle 2026-05-19 16:17:02 +02:00
math-pixel 047c58678b working move kikle 2026-05-19 16:12:58 +02:00
math-pixel ed9051b0dc working move kikle 2026-05-19 16:10:57 +02:00
math-pixel 08be6bee48 add good inclinason cam 2026-05-19 15:54:40 +02:00
math-pixel ce0eb90321 inhance move 2026-05-19 15:50:11 +02:00
math-pixel 96d7ec7fc0 move forward cam 2026-05-19 15:36:50 +02:00
math-pixel 9ab4b4a002 first move with bike 2026-05-19 15:32:59 +02:00
math-pixel d13dd0fda0 wip bike movement 2026-05-17 12:30:40 +02:00
math-pixel fbedb90bca working bike 2026-05-17 08:15:16 +02:00
math-pixel cff7744ad9 wip 2026-05-17 07:41:29 +02:00
1060 changed files with 13535 additions and 2162 deletions
+2 -2
View File
@@ -80,8 +80,8 @@ jobs:
- name: 📏 Check bundle size
run: |
# Check generated app assets only; public/ model files are runtime assets copied to dist.
SIZE=$(du -k dist/assets | cut -f1)
# Check generated JS/CSS bundles only; public runtime assets are copied to dist/assets too.
SIZE=$(node -e "const fs=require('fs');const path=require('path');function walk(dir){return fs.readdirSync(dir,{withFileTypes:true}).flatMap((entry)=>{const file=path.join(dir,entry.name);return entry.isDirectory()?walk(file):file;});}const bytes=walk('dist/assets').filter((file)=>/\.(js|css)$/.test(file)).reduce((sum,file)=>sum+fs.statSync(file).size,0);console.log(Math.ceil(bytes/1024));")
echo "Bundle size: ${SIZE}KB"
THRESHOLD=5000
+15 -6
View File
@@ -25,12 +25,13 @@ The current prototype puts the player in a repair-oriented world where they prog
## Routes
| 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 |
| Route | Purpose |
| ---------- | --------------------------------------------------- |
| `/` | Playable 3D experience |
| `/?debug` | Playable scene with debug GUI and overlays |
| `/editor` | Local map, dialogue, subtitle, and cinematic editor |
| `/gallery` | 3D model gallery for browsing project assets |
| `/docs` | In-app documentation index |
## Tech Stack
@@ -98,6 +99,7 @@ Useful local URLs:
```txt
http://localhost:5173/?debug
http://localhost:5173/editor
http://localhost:5173/gallery
http://localhost:5173/docs
```
@@ -110,6 +112,12 @@ npm run format:check
npm run build
```
Regenerate runtime map data after editing `public/map_raw.json` that came from the hierachy node of the model Blocking.gltf:
```bash
npm run map:transform
```
## Optional Hand-Tracking Backend
The app can use the local Python backend, but the default debug source is browser-side MediaPipe.
@@ -149,6 +157,7 @@ WS ws://localhost:8000/ws
| `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/user/gallery.md` | Model gallery user guide |
| `docs/code-review-preparation.md` | French code-review preparation support |
## Current Caveats
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@@ -121,7 +121,7 @@ Phrase à retenir :
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`.
`useRepairMovementLocked()` lit maintenant l'étape de mission active et verrouille le déplacement pendant les phases de réparation qui doivent immobiliser le joueur.
### Interaction
+4 -5
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@@ -113,7 +113,7 @@ If `model.glb` and `model.gltf` are both missing, the editor renders a fallback
2. `useEditorSceneData` calls `loadMapSceneData()`.
3. `loadMapSceneData()` loads `/map.json` and available model URLs.
4. If `/map.json` is missing, the page displays a folder-upload flow.
5. `EditorSceneLoadingTracker` uses drei `useProgress()` to update the fullscreen editor loading overlay while models load.
5. The route-level loading overlay reports map JSON loading, then hands off to the editor scene once the map payload is ready.
6. `EditorScene` renders the grid, lights, camera controls, and map nodes inside `Suspense`.
7. `EditorControls` exposes transform mode, terrain snap, terrain-selection lock, add/delete node, precise scale inputs, history actions, camera focus/reset, export, save, JSON preview, selection lock, multi-selection status, and the cinematic/dialogue/SRT editors.
@@ -150,14 +150,13 @@ The dev-only `/api/save-map` endpoint is implemented by the Vite plugin in `vite
## 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 editor uses `SceneLoadingOverlay` like the runtime scene for the route-level map JSON loading phase.
The route tracks two loading phases:
The route tracks the map JSON loading phase:
- 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.
The overlay is rendered outside the canvas so it remains visible while the editor route mounts. Model loading is left to R3F `Suspense` boundaries to avoid progress updates during model render.
## Panel Groups
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@@ -74,7 +74,7 @@ These vegetation and crop assets account for almost all of the current `~69M` tr
## Debug Performance Controls
The next useful runtime tool is a debug-only performance folder that can isolate model families. This should be mounted only when `?debug` is enabled.
The debug-only performance folder can isolate model families when `?debug` is enabled.
Proposed controls:
+3 -4
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@@ -14,7 +14,6 @@ The store owns the `missionFlow` slice:
```ts
missionFlow: {
step: GameStep;
activityCity: boolean;
playerName: string;
canMove: boolean;
@@ -31,14 +30,14 @@ Managers stay responsible for local runtime services:
- `AudioManager` owns audio elements, audio pools, music playback, category volume, and stereo pan.
- `InteractionManager` owns transient focused/nearby/held interaction handles.
Mission progression is not owned by a manager. Components update the store through explicit actions such as `setFlowStep`, `setCanMove`, `showDialog`, and `hideDialog`.
Mission progression is not owned by a manager. Components update the store through explicit actions such as `setIntroStep`, `setCanMove`, `showDialog`, and `hideDialog`.
## Runtime Components
- `src/components/game/GameFlow.tsx` reacts to `missionFlow.step` and triggers one-off side effects such as intro audio and movement unlocks.
- `src/components/game/GameFlow.tsx` reacts to intro state and triggers one-off side effects such as intro audio and movement unlocks.
- `src/components/zone/ZoneDetection.tsx` reads the camera position and moves the flow to a target step when the player enters a configured zone.
- `src/world/GameStageContent.tsx` mounts repair games and their mission-start triggers.
- `src/pages/page.tsx` mounts mission HTML overlays: `IntroUI`, `BienvenueDisplay`, and `DialogMessage`.
- `src/pages/page.tsx` mounts mission HTML overlays: `IntroUI`, `DialogMessage`, and subtitles.
- `src/world/player/PlayerController.tsx` reads `missionFlow.canMove` as an additional movement lock.
## Step Sequence
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@@ -72,14 +72,23 @@ It tracks:
- `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
- `shadowsReady`: renderer, shadow lights, and scene matrices have been forced once after the scene is mounted
- `gameplayReady`: true when map, stage, octree, and the shadow warmup are all ready
The final game-scene readiness condition is:
The base game-scene readiness condition before the shadow warmup is:
```ts
showGameStage && gameStageLoaded && octree !== null;
```
After that condition is met, `SceneShadowWarmup` runs one final loading step:
```txt
Activation des ombres -> Ombres prêtes -> Gameplay prêt
```
This keeps the loading overlay visible until the renderer shadow map, shadow-casting light, and mounted scene graph have all been explicitly refreshed.
The debug physics scene is ready when:
```ts
+46
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@@ -0,0 +1,46 @@
# Galerie des modèles
La galerie est disponible sur `/gallery`. Elle permet de parcourir les modèles 3D présents dans `public/models/` sans lancer la boucle de gameplay principale.
## Objectif
Cette page sert à remercier et valoriser le travail des designers du projet La Fabrik. Chaque modèle est affiché dans un canvas dédié, avec la même skybox et le même lighting que l'expérience principale.
## Utilisation
1. Ouvrir `/gallery`.
2. Utiliser les flèches en bas de l'écran pour passer au modèle précédent ou suivant.
3. Tourner autour du modèle avec la souris ou le doigt.
4. Utiliser le bouton de réglages à droite pour ouvrir ou fermer le panneau lumière.
5. Lire le diagnostic texture discret pour savoir si le modèle chargé semble correct côté textures.
## Fonctionnement
- La liste des modèles est déclarée dans `src/data/galleryModels.ts`.
- Le viewer utilise `@react-three/fiber` et `@react-three/drei`.
- `OrbitControls` permet de manipuler la caméra autour du modèle.
- `Bounds` et `Center` recadrent automatiquement le modèle actif.
- `SkyModel` réutilise la skybox du jeu, avec un matériau non éclairé uniquement dans la galerie pour éviter que certaines faces deviennent noires avec une caméra orbitale libre.
- Les lumières reprennent les valeurs par défaut du jeu, puis peuvent être ajustées dans le panneau latéral.
- `OrbitControls` autorise une orbite verticale complète pour inspecter le dessous des modèles.
- Le viewer désactive les normal maps dans la preview pour limiter les coutures visibles sur certains exports découpés en plusieurs meshes.
- Les animations GLTF présentes dans un modèle sont lancées automatiquement.
- Un diagnostic simple inspecte les matériaux chargés pour signaler les textures absentes ou non exploitables.
## Ajouter un modèle
1. Ajouter le dossier du modèle dans `public/models/{nom}`.
2. Vérifier que le modèle possède un fichier chargeable, par exemple `model.gltf`, `model.glb` ou un nom explicite comme `potager.gltf`.
3. Ajouter une entrée dans `src/data/galleryModels.ts` avec un `id`, un `name` et un `path`.
Exemple :
```ts
{ id: "nouveau-modele", name: "Nouveau modèle", path: "/models/nouveau-modele/model.gltf" }
```
## Limites connues
- Le navigateur ne liste pas automatiquement les dossiers de `public/models/`, donc la liste reste déclarative.
- Les modèles très lourds peuvent prendre du temps à charger.
- La galerie est un viewer simple : elle ne remplace pas les outils d'inspection avancée comme Blender ou le viewer d'upload.
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@@ -22,6 +22,7 @@
"react-markdown": "^10.1.0",
"remark-gfm": "^4.0.1",
"three": "0.182.0",
"three-stdlib": "^2.36.1",
"zustand": "^5.0.12"
},
"devDependencies": {
+2
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@@ -14,6 +14,7 @@
"lint:fix": "eslint . --fix",
"format": "prettier --write .",
"format:check": "prettier --check .",
"map:transform": "node scripts/transformMap.cjs",
"preview": "vite preview",
"typecheck": "tsc -b"
},
@@ -32,6 +33,7 @@
"react-markdown": "^10.1.0",
"remark-gfm": "^4.0.1",
"three": "0.182.0",
"three-stdlib": "^2.36.1",
"zustand": "^5.0.12"
},
"devDependencies": {
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@@ -584,22 +584,6 @@
}
]
},
{
"name": "arbre",
"type": "Object3D",
"position": [50.072, 2.2583, 78.7082],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "arbre",
"type": "Mesh",
"position": [50.072, 2.2583, 78.7082],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "arbre",
"type": "Object3D",
@@ -888,22 +872,6 @@
}
]
},
{
"name": "arbre",
"type": "Object3D",
"position": [59.1794, 2.2557, 73.349],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "arbre",
"type": "Mesh",
"position": [59.1794, 2.2557, 73.349],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "arbre",
"type": "Object3D",
@@ -1112,22 +1080,6 @@
}
]
},
{
"name": "arbre",
"type": "Object3D",
"position": [74.0452, 2.309, 59.2374],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "arbre",
"type": "Mesh",
"position": [74.0452, 2.309, 59.2374],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "arbre",
"type": "Object3D",
@@ -2754,22 +2706,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [73.7334, 1.1132, 54.1382],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [73.7334, 1.1132, 54.1382],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -3330,22 +3266,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [67.9046, 0.5562, 74.8395],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [67.9046, 0.5562, 74.8395],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -3714,22 +3634,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [73.5205, 0.3748, 75.9136],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [73.5205, 0.3748, 75.9136],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -3858,22 +3762,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [66.999, 1.7223, 48.3983],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [66.999, 1.7223, 48.3983],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -4914,22 +4802,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [61.3924, 0.4621, 82.2195],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [61.3924, 0.4621, 82.2195],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -5122,22 +4994,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [61.1082, 0.6236, 77.7642],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [61.1082, 0.6236, 77.7642],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -5170,22 +5026,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [53.1033, 1.6054, 63.3842],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [53.1033, 1.6054, 63.3842],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -5266,22 +5106,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [59.647, 1.5484, 59.429],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [59.647, 1.5484, 59.429],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -5410,22 +5234,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [69.2496, 0.6286, 71.5478],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [69.2496, 0.6286, 71.5478],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -6226,22 +6034,6 @@
}
]
},
{
"name": "buisson",
"type": "Object3D",
"position": [58.3126, 0.686, 77.9828],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "buisson",
"type": "Mesh",
"position": [58.3126, 0.686, 77.9828],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "buisson",
"type": "Object3D",
@@ -37602,23 +37394,6 @@
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "ebike",
"type": "Object3D",
"role": "group",
"position": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [1, 1, 1],
"children": [
{
"name": "ebike",
"type": "Object3D",
"position": [42.2399, 4.5484, 34.6468],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
}
]
},
{
"name": "zone1_residence",
"type": "Object3D",
@@ -39565,7 +39340,8 @@
"rotation": [0, 0.0027, 0.0819],
"scale": [1, 1, 1]
}
]
],
"id": "repair:pylon"
},
{
"name": "pylone",
@@ -40476,14 +40252,14 @@
"name": "lafabrik",
"type": "Object3D",
"position": [59.4973, 6.2746, 64.6354],
"rotation": [-3.1416, -0.7309, -3.1416],
"rotation": [-3.1416, 2.4107, -3.1416],
"scale": [1, 2, 1],
"children": [
{
"name": "lafabrik",
"type": "Mesh",
"position": [59.4973, 6.2746, 64.6354],
"rotation": [-3.1416, -0.7309, -3.1416],
"rotation": [-3.1416, 2.4107, -3.1416],
"scale": [1, 2, 1]
}
]
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