310 Commits

Author SHA1 Message Date
Tom Boullay 836d591617 refactor: move mission flow state into game store
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2026-05-11 18:02:00 +02:00
Tom Boullay 67b35eb8d7 Merge remote-tracking branch 'origin/develop' into feat/mission-2
# Conflicts:
#	package-lock.json
#	package.json
#	src/App.tsx
#	src/components/three/interaction/CentralObject.tsx
#	src/components/three/interaction/VillageoisHelperObject.tsx
#	src/managers/GameStepManager.ts
#	src/stateManager/AudioManager.ts
#	src/world/World.tsx
#	src/world/player/PlayerController.tsx
2026-05-11 17:46:42 +02:00
math-pixel 1616f9ed02 Merge pull request 'Feat/repair game' (#2) from feat/repair-game into develop
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Reviewed-on: #2
2026-05-11 15:33:18 +00:00
Tom Boullay 3893121df3 fix: lint and format
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2026-05-11 17:32:47 +02:00
Tom Boullay b40dd6947d Merge branch 'develop' into feat/repair-game 2026-05-11 17:31:14 +02:00
math-pixel 03cf39bcda Merge pull request 'Feat/env-manager' (#1) from feat/env-manager into develop
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Reviewed-on: #1
2026-05-11 15:23:31 +00:00
Tom Boullay 79dc778e43 Update .gitignore
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2026-05-11 17:23:00 +02:00
Tom Boullay 88194828ce fix: merge
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2026-05-11 17:01:02 +02:00
math-pixel 0b2e562a74 wip mission 2 2026-05-11 16:46:22 +02:00
Tom Boullay 6854f52b23 fix: a pb with octree
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2026-05-11 16:43:02 +02:00
Tom Boullay 0d9de0c403 fix: a pb with octree
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2026-05-11 16:41:11 +02:00
Tom Boullay 601cc4b6be update: en dialogue sub 2026-05-11 13:37:12 +02:00
Tom Boullay ee41361a90 update: cinematic references 2026-05-11 13:22:15 +02:00
Tom Boullay 4ccd217ec3 Update docsTranslations.ts 2026-05-11 13:21:01 +02:00
Tom Boullay 2a33d51e33 update: document repair movement lock indicator 2026-05-11 13:17:20 +02:00
Tom Boullay 059db31c82 update: show repair movement lock indicator 2026-05-11 13:15:16 +02:00
Tom Boullay b077b65640 update: doc 2026-05-11 13:14:08 +02:00
Tom Boullay 8a4a0a08ed update: document repair movement lock 2026-05-11 13:12:37 +02:00
Tom Boullay 808fd1631b update: doc dialogue and cinematic tools 2026-05-11 13:10:26 +02:00
Tom Boullay b1b200e5d2 update: lock player movement during repair 2026-05-11 13:09:50 +02:00
Tom Boullay 16b0f4fc37 docs: repair interaction flow 2026-05-11 13:05:46 +02:00
Tom Boullay 85c45029f2 update: assit dialogue and srt creation 2026-05-11 13:05:03 +02:00
Tom Boullay 800222bbf5 update: improve repair debug mission switching 2026-05-11 13:03:46 +02:00
Tom Boullay 5802d5adf8 update: edit cinematic dialogue 2026-05-11 13:01:56 +02:00
Tom Boullay a7236575ba update: reset repair runtime state 2026-05-11 13:01:32 +02:00
Tom Boullay 82437a0061 fix: sequence repair case completion exit 2026-05-11 12:58:37 +02:00
Tom Boullay 35f8d8fc87 update: sync dialogue and cinematic 2026-05-11 12:58:12 +02:00
Tom Boullay 0e32c76bce add: blocked repair install feedback 2026-05-11 12:56:54 +02:00
Tom Boullay f9340ae57d update: feedback repair model and improve repair case interaction feedback 2026-05-11 12:54:54 +02:00
Tom Boullay 0b58b9aeef add: cinematic preview 2026-05-11 12:53:18 +02:00
Tom Boullay f9e7243659 update: add dialogue preview 2026-05-11 12:48:59 +02:00
Tom Boullay 3f26c38e12 Update RepairCaseModel.tsx 2026-05-11 12:48:38 +02:00
Tom Boullay 9e41004a99 update: add cinecmatic editor 2026-05-11 12:11:58 +02:00
Tom Boullay e5dee697f4 fix: clarify repair mission locked flow 2026-05-11 12:10:35 +02:00
Tom Boullay b90f33d9c2 update: stabilize repair mission stage mounting 2026-05-11 11:51:06 +02:00
Tom Boullay 6d73ffaccf update: add dialogue manifest 2026-05-11 11:48:05 +02:00
Tom Boullay e8fefe411e fix: preload repair mission assets 2026-05-11 11:47:20 +02:00
Tom Boullay d059a9aa14 update: align srt duration 2026-05-11 11:38:19 +02:00
Tom Boullay 105fdac0ca fix repair game suspense boundaries 2026-05-11 11:37:54 +02:00
Tom Boullay 31b5841a6e fix: add tracking + add new models 2026-05-11 11:25:17 +02:00
Tom Boullay 40ba348b1f update: french srt 2026-05-11 11:22:06 +02:00
Tom Boullay d74de82cae update: add runtine camera keyframe 2026-05-11 11:13:49 +02:00
math-pixel f2595e5090 feat-intro 2026-05-11 11:13:36 +02:00
Tom Boullay 2753e15ec7 add: loading 2026-05-11 11:11:46 +02:00
math-pixel 2bab025ffa update flow 2026-05-11 11:03:01 +02:00
Tom Boullay 241e4140e7 update: audio already use 2026-05-11 10:29:46 +02:00
math-pixel 900133223e update step 2026-05-11 10:28:39 +02:00
Tom Boullay c4f3cc0ff6 update: audimanager 2026-05-11 10:22:12 +02:00
Tom Boullay 78f6f5c1b0 update: trigger dialogue en fonction du gameplay 2026-05-11 10:03:07 +02:00
Tom Boullay c5cc6f685a docs: queue dialogue 2026-05-11 09:43:40 +02:00
Tom Boullay dd41d2cbb2 docs: add some docs 2026-05-11 09:18:46 +02:00
Tom Boullay daba532b5f add: dev dialogue manisfest validation panel 2026-05-11 09:09:34 +02:00
math-pixel e146c4e8e2 update
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2026-05-11 08:56:54 +02:00
math-pixel 20deb208ec update 2026-05-11 08:32:16 +02:00
Tom Boullay b088db2a8b add: dev manifest api validation 2026-05-10 00:54:33 +01:00
Tom Boullay 5646bae7ef update: add stereo 2026-05-10 00:50:34 +01:00
Tom Boullay 352296b98d fix: add config vite error srt 2026-05-10 00:49:19 +01:00
Tom Boullay a800cd2bfc update: gros commit fix editor srt panel 3 2026-05-10 00:40:26 +01:00
Tom Boullay 2757b5c389 update: gros commit fix editor srt panel 2 2026-05-10 00:37:28 +01:00
Tom Boullay 64ebeee014 update: gros commit fix editor srt panl 2026-05-10 00:35:23 +01:00
Tom Boullay 9969e86e9c update: confort + ui 2026-05-10 00:33:18 +01:00
Tom Boullay 6a394b301e add: audio preview 2026-05-10 00:31:16 +01:00
Tom Boullay b5b69afa3c update: generate complete srt template 2026-05-10 00:29:42 +01:00
Tom Boullay 3bc7524220 update: fix bug de merde 2026-05-10 00:27:48 +01:00
Tom Boullay 7aafc4da5f update: validation/errors srt 2026-05-10 00:25:45 +01:00
Tom Boullay cd29805009 update: save srt files 2026-05-10 00:23:37 +01:00
Tom Boullay 54274d49ed add: french subtitles 2026-05-10 00:20:16 +01:00
Tom Boullay b4c49d87d8 add: add str editing panel 2026-05-10 00:13:42 +01:00
Tom Boullay 70346de362 add: trigger dialogue with timecode 2026-05-10 00:10:16 +01:00
Tom Boullay 2bb980c71c update: play audio + srt sync 2026-05-10 00:07:56 +01:00
Tom Boullay 205169c98f upatde: load dialogue en fonction du language 2026-05-10 00:04:59 +01:00
Tom Boullay 27a2f5b816 add: load dialohue manifest 2026-05-10 00:02:48 +01:00
Tom Boullay f4eee8b483 add: dialoguejson 2026-05-10 00:00:36 +01:00
Tom Boullay 8a8005bd7f add: parser srt files 2026-05-09 23:53:19 +01:00
Tom Boullay 7cf622d787 add: basic subtitle 2026-05-09 23:51:22 +01:00
Tom Boullay 486aea9647 add: settings menu + menu store 2026-05-09 23:45:05 +01:00
Tom Boullay 41cb61ae2d add: global cat volumes 2026-05-09 23:37:07 +01:00
Tom Boullay e0adb84eca add: type audio playback cat 2026-05-09 23:30:14 +01:00
Tom Boullay a2adcc3eda add: reusable world video prompt billboard 2026-05-09 01:28:06 +01:00
Tom Boullay cfae8cd734 fix repair game interaction coordinate spaces 2026-05-09 01:19:16 +01:00
Tom Boullay 6f9817db6d add: playground in testmap 2026-05-08 03:07:52 +01:00
Tom Boullay ee44b44432 big clean up 2026-05-08 03:02:26 +01:00
Tom Boullay 0b519a20dc add: configure mission-specific repair variants 2026-05-08 02:41:57 +01:00
Tom Boullay 41a3846205 add: animate repair reassembly 2026-05-08 02:40:31 +01:00
Tom Boullay 1589298b09 add: require broken part deposit before repair 2026-05-08 02:36:14 +01:00
Tom Boullay b42af7279a add: snap repair parts to case placeholders 2026-05-08 02:33:06 +01:00
Tom Boullay d243872862 add: focus repair case view 2026-05-08 02:22:15 +01:00
Tom Boullay 19dbcf6d15 fix: track Logger filename casing 2026-05-08 02:20:14 +01:00
Tom Boullay 692a9ae7dd add: show broken part prompt during scan 2026-05-08 02:18:00 +01:00
Tom Boullay e88be06077 add: highlight broken repair parts during scan 2026-05-08 02:16:13 +01:00
Tom Boullay aa1284445c add: scan fragmented repair parts sequentially 2026-05-08 02:12:58 +01:00
Tom Boullay 80bc74c3a8 add: animation on repair case 2026-05-08 02:10:19 +01:00
Tom Boullay 1a4c5cdc5e clean: remove obsolete repair debug code + unused core utilities 2026-05-08 02:07:03 +01:00
Tom Boullay 6cf49e2dd1 add: repair mission completion step 2026-05-08 01:48:40 +01:00
Tom Boullay ebca91c82d update: validate correct repair replacement part 2026-05-08 01:47:07 +01:00
Tom Boullay 2a3ba7055c update: require replacement placement before repair completion 2026-05-08 01:45:00 +01:00
Tom Boullay 613c4510b7 add: repair install completion step 2026-05-08 01:41:29 +01:00
Tom Boullay 1096f39fbb add: repair fragmentation and scan flow 2026-05-08 01:39:23 +01:00
Tom Boullay 719f799515 update: enable hand tracking for repair steps (not only when we are close to something) 2026-05-08 01:30:27 +01:00
Tom Boullay c9db2637a6 add: repair game inspection sub state 2026-05-08 01:27:32 +01:00
Tom Boullay f15d08de95 add: physics in game scene 2026-05-08 01:17:35 +01:00
Tom Boullay 1dfbdd1d65 add: repair mission config 2026-05-08 01:14:30 +01:00
Tom Boullay 118e5f3b4a update: add generic repair mission store helpers 2026-05-08 01:09:42 +01:00
Tom Boullay b0bb127459 Merge pull request #7 from La-Fabrik-Durable/feat/main-feature
Feat/main feature
2026-05-08 01:56:18 +02:00
Tom Boullay f84aa748cd Update HandTrackingGlove.tsx 2026-05-08 00:54:42 +01:00
Tom Boullay a1ff534aa7 add hand tracking source debug switch 2026-05-06 23:23:10 +01:00
Tom Boullay 5824ae162a add browser hand tracking source 2026-05-06 23:23:04 +01:00
Tom Boullay d7dd76a853 fix hand tracking glove root transform 2026-05-06 23:22:56 +01:00
Tom Boullay 9a1849b0f8 fix: flickering hands 2026-05-06 23:16:58 +01:00
Tom Boullay 74a901a48b fix; distance grab objetc 2026-05-02 21:34:23 +02:00
Tom Boullay 584a68bce6 add hand tracking glove bone mapping 2026-05-02 11:38:02 +02:00
Tom Boullay 94cea80af4 fix hand tracking glove fallback and loading 2026-05-02 11:35:28 +02:00
Tom Boullay 0b950a4557 fix hand tracking glove rendering 2026-05-02 11:32:00 +02:00
Tom Boullay 442bfbc8d4 update: remove old model elec 2026-05-02 11:02:51 +02:00
Tom Boullay 5bd0680b64 fix three and rapier warning dependencies 2026-05-02 11:01:50 +02:00
Tom Boullay 04ece5b1d2 fix electricienne debug model loading 2026-05-02 10:58:00 +02:00
Tom Boullay 8fbb2e9428 feat add left hand tracking glove model 2026-05-02 00:14:56 +02:00
Tom Boullay 2aa662669f feat add model loading diagnostics 2026-05-02 00:14:47 +02:00
Tom Boullay 4031f0de87 cleaning repo models 2026-05-01 23:54:48 +02:00
Tom Boullay e6d78d203a update: models made them working 2026-05-01 23:45:58 +02:00
Tom Boullay 50ddd35979 update: debug overlay layout controls 2026-05-01 23:39:04 +02:00
Tom Boullay 6f264969ee Update TestMap.tsx 2026-04-30 16:29:56 +02:00
Tom Boullay 106b68d487 connect repair gameplay to zustand progression 2026-04-30 16:25:54 +02:00
Tom Boullay aaedd9e3a4 fix: models 2026-04-30 15:48:45 +02:00
Tom Boullay 1b50fe4f5b Merge branch 'develop' into feat/main-feature 2026-04-30 15:48:35 +02:00
Tom Boullay 4bc385fb09 Update arbre.bin 2026-04-30 15:09:27 +02:00
Tom Boullay 65450d9208 Merge branch 'design' into feat/main-feature 2026-04-30 15:09:22 +02:00
Tom Boullay 9fa4439de8 Merge pull request #11 from La-Fabrik-Durable/feat/zustand
Feat/zustand
2026-04-30 15:07:44 +02:00
Tom Boullay c7128d58ed resolve three component type exports 2026-04-30 15:06:26 +02:00
Tom Boullay 0858525c44 address zustand progression review feedback 2026-04-30 14:59:41 +02:00
Tom Boullay e7bb4d2b63 clarify managers and zustand store responsibilities 2026-04-30 14:38:07 +02:00
Tom Boullay 0f845f28c5 add zustand game state 2026-04-30 14:29:29 +02:00
Tom Boullay d740e2a436 add : some sounds 2026-04-30 14:25:36 +02:00
Tom Boullay cf20aa8ea4 connect game progression state to world 2026-04-30 14:24:59 +02:00
Tom Boullay 85b91e63cb add zustand game progression store 2026-04-30 14:04:01 +02:00
Tom Boullay 9998fb65f8 chore: align repo health checks and docs 2026-04-30 13:51:39 +02:00
Tom Boullay c5b672cdb5 add: prettier eslint 2026-04-30 13:36:07 +02:00
Tom Boullay fda70bade2 refactor: clean architecture and remove unused code 2026-04-30 13:33:28 +02:00
Tom Boullay c698b9ef78 refactor: split hooks types and utils by domain 2026-04-30 11:49:18 +02:00
Tom Boullay 081e87c96d refactor: organize three components by domain 2026-04-30 11:35:53 +02:00
Tom Boullay ab8376b03e fix: correct repair case open state rotation 2026-04-30 10:42:47 +02:00
Tom Boullay d5f537eb8b feat: add game music loop and mallette sounds 2026-04-30 10:06:00 +02:00
Tom Boullay 475a4c7c5e refactor: prepare main feature gameplay object and use GLB sky model 2026-04-30 10:02:00 +02:00
Tom Boullay d7b77b2f44 feat: expand main feature model catalog 2026-04-29 23:30:40 +02:00
Tom Boullay 793997ed06 feat: add main feature module selection 2026-04-29 23:30:31 +02:00
Tom Boullay 72e4047420 feat: add openable repair case model 2026-04-29 23:30:22 +02:00
Tom Boullay 638e10a132 chore: track bin assets with lfs 2026-04-29 17:07:44 +02:00
Tom Boullay 4e594d36fa Merge remote-tracking branch 'origin/feat/main-feature' into feat/main-feature
# Conflicts:
#	src/world/GameMap.tsx
2026-04-29 16:57:58 +02:00
Tom Boullay 3a0639bdaa feat: support glb model assets 2026-04-29 16:18:24 +02:00
Tom Boullay d0361c0a38 Merge branch 'develop' into feat/main-feature 2026-04-29 15:01:17 +02:00
Tom Boullay 471424f83d update: docs 2026-04-29 13:01:10 +02:00
math-pixel 60c966be93 Merge branch 'design' of https://github.com/La-Fabrik-Durable/La-Fabrik into design 2026-04-29 12:16:51 +02:00
math-pixel 62deb6e322 add object 2026-04-29 12:00:11 +02:00
math-pixel bc3f28bdb2 feat: add tree 2026-04-29 11:57:43 +02:00
Tom Boullay 2a3b088294 fix: position perf panel beside debug gui 2026-04-29 11:56:46 +02:00
math-pixel 4e8a68b04a Merge pull request #10 from La-Fabrik-Durable/feat-animation
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Feat/animation
2026-04-29 11:50:07 +02:00
Tom Boullay 5627373752 feat: improve hand grab targeting 2026-04-29 11:40:17 +02:00
math-pixel b997f576c5 fix: pr 2026-04-29 11:35:17 +02:00
math-pixel 20142b7e5f Merge branch 'feat-animation' of https://github.com/La-Fabrik-Durable/La-Fabrik into feat-animation 2026-04-29 11:23:57 +02:00
math-pixel 2b6b045f4a fix: pr issues 2026-04-29 11:23:40 +02:00
Tom Boullay 5b14a1d971 fix: decouple hand tracking from crosshair focus 2026-04-29 11:13:11 +02:00
math-pixel 29cd03fc21 Update src/hooks/useCharacterAnimation.ts
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-04-29 11:07:40 +02:00
math-pixel 7c5d7f3834 update: animation doc 2026-04-29 11:00:32 +02:00
Tom Boullay 7a3dd976e7 update: upload-gltf add a new model -> createurdepluie
📦 Model
   model.gltf

🎨 Textures (color)
   color_bac_eau.png (compressed)
   color_cable_1.png (compressed)
   color_cable_2.png (compressed)
   color_refroidisseur.png (compressed)
   color_resistance.png (compressed)
   color_shell.png (compressed)
   color_tuyau.png (compressed)

🧭 Textures (normal)
   normal_bac_eau.png (compressed)
   normal_cable_1.png (compressed)
   normal_cable_2.png (compressed)
   normal_refroidisseur.png (compressed)
   normal_resistance.png (compressed)
   normal_shell.png (compressed)
   normal_tuyau.png (compressed)

🧱 Textures (orm)
   orm_bac_eau.png (compressed)
   orm_cable_1.png (compressed)
   orm_cable_2.png (compressed)
   orm_refroidisseur.png (compressed)
   orm_resistance.png (compressed)
   orm_shell.png (compressed)
   orm_tuyau.png (compressed)

🧩 Assets
   createurdepluie2.bin
2026-04-29 11:00:08 +02:00
Tom Boullay fffabc01c2 feat: improve fist grab depth tracking 2026-04-29 10:52:35 +02:00
math-pixel 93744b15f7 fix : comflic 2026-04-29 10:51:40 +02:00
Tom Boullay c5bf10a7fb update: upload-gltf add a new model -> hand_l
📦 Model
   model.gltf

🎨 Textures (color)
   color_gant.png (compressed)

🧭 Textures (normal)
   normal_gant.png (compressed)

🧱 Textures (orm)
   orm_gant.png (compressed)

🧩 Assets
   hanf_l.bin
2026-04-29 10:45:16 +02:00
Tom Boullay d9fc9d0a15 feat: grab objects with closed fist raycast 2026-04-29 10:40:48 +02:00
Tom Boullay d4dd0fa283 refactor: replace pinch gesture with fist gesture 2026-04-29 10:34:11 +02:00
Tom Boullay e42c06b888 update: upload-gltf add a new model -> gant_r
📦 Model
   model.gltf

🎨 Textures (color)
   color_gant.png (compressed)

🧭 Textures (normal)
   normal_gant.png (compressed)

🧱 Textures (orm)
   orm_gant.png (compressed)

🧩 Assets
   gant_r.bin
2026-04-29 10:03:04 +02:00
Tom Boullay 3230b644e4 update: upload-gltf add a new model -> gant_r_pad
📦 Model
   model.gltf

🎨 Textures (color)
   color_galet.png (compressed)
   color_gant.png (compressed)

🧭 Textures (normal)
   normal_galet.png (compressed)
   normal_gant.png (compressed)

🧱 Textures (orm)
   orm_galet.png (compressed)
   orm_gant.png (compressed)

🧩 Assets
   gant_r_pad.bin
2026-04-29 10:02:21 +02:00
Tom Boullay 3503ff52ed fix: guard hand landmark visualization 2026-04-29 09:52:46 +02:00
Tom Boullay a8ece3a448 Create model.gltf 2026-04-29 09:05:04 +02:00
Tom Boullay 3f1e15f616 Merge branch 'design' into feat/main-feature 2026-04-29 09:05:00 +02:00
Tom Boullay b0f0f3cb91 update: upload-gltf add a new model -> talkie
📦 Model
   model.gltf

🎨 Textures (color)
   color_boutonb.png (compressed)
   color_e_cran.png (compressed)
   color_boutona.png (compressed)
   color_cadre.png (compressed)
   color_hautparleur.png (compressed)
   color_touches.png (compressed)
   color_cable2.png (compressed)
   color_talkie.png (compressed)
   color_antenne.png (compressed)
   color_prise.png (compressed)
   color_cable1.png (compressed)

🪶 Textures (roughness)
   roughness_talkie.png (compressed)
   roughness_antenne.png (compressed)
   roughness_touches.png (compressed)
   roughness_prise.png (compressed)
   roughness_hautparleur.png (compressed)
   roughness_cable2.png (compressed)
   roughness_cable1.png (compressed)
   roughness_cadre.png (compressed)
   roughness_boutonb.png (compressed)
   roughness_e_cran.png (compressed)
   roughness_boutona.png (compressed)

🧭 Textures (normal)
   cadre_normal_opengl.png (compressed)
   talkie_normal_opengl.png (compressed)
   hautparleur_normal_opengl.png (compressed)
   hautparleur_normal.png (compressed)
   prise_normal_opengl.png (compressed)
   boutonb_normal_opengl.png (compressed)
   touches_normal.png (compressed)
   antenne_normal.png (compressed)
   boutona_normal_opengl.png (compressed)
   cadre_normal.png (compressed)
   touches_normal_opengl.png (compressed)
   e_cran_normal.png (compressed)
   cable2_normal.png (compressed)
   boutona_normal.png (compressed)
   talkie_normal.png (compressed)
   cable1_normal.png (compressed)
   boutonb_normal.png (compressed)
   prise_normal.png (compressed)
   cable2_normal_opengl.png (compressed)
   antenne_normal_opengl.png (compressed)
   cable1_normal_opengl.png (compressed)
   e_cran_normal_opengl.png (compressed)

🔩 Textures (metalness)
   metalness_cable1.png (compressed)
   metalness_boutonb.png (compressed)
   metalness_touches.png (compressed)
   metalness_e_cran.png (compressed)
   metalness_boutona.png (compressed)
   metalness_talkie.png (compressed)
   metalness_antenne.png (compressed)
   metalness_hautparleur.png (compressed)
   metalness_cadre.png (compressed)
   metalness_cable2.png (compressed)
   metalness_prise.png (compressed)

⛰ Textures (height)
   height_hautparleur.png (compressed)
   height_touches.png (compressed)
   height_antenne.png (compressed)
   height_cadre.png (compressed)
   height_e_cran.png (compressed)
   height_cable2.png (compressed)
   height_boutona.png (compressed)
   height_talkie.png (compressed)
   height_cable1.png (compressed)
   height_boutonb.png (compressed)
   height_prise.png (compressed)

🌑 Textures (ao)
   ao_cable1.png (compressed)
   ao_e_cran.png (compressed)
   ao_boutonb.png (compressed)
   ao_touches.png (compressed)
   ao_antenne.png (compressed)
   ao_talkie.png (compressed)
   ao_boutona.png (compressed)
   ao_cable2.png (compressed)
   ao_prise.png (compressed)
   ao_hautparleur.png (compressed)
   ao_cadre.png (compressed)

🧩 Assets
   model.bin
2026-04-29 08:44:37 +02:00
Tom Boullay 35cd3c7c64 update: upload-gltf add a new model -> refroidisseur
📦 Model
   model.gltf

🎨 Textures (color)
   color_refroidisseur.png (compressed)

🪶 Textures (roughness)
   roughness_refroidisseur.png (compressed)

🧭 Textures (normal)
   refroidisseur_normal.png (compressed)
   refroidisseur_normal_opengl.png (compressed)

🔩 Textures (metalness)
   metalness_refroidisseur.png (compressed)

⛰ Textures (height)
   height_refroidisseur.png (compressed)

🌑 Textures (ao)
   ao_refroidisseur.png (compressed)

🧩 Assets
   model.bin
2026-04-29 08:42:35 +02:00
Tom Boullay cfa1bd9e16 update: upload-gltf add a new model -> immeuble1
📦 Model
   model.gltf

🎨 Textures (color)
   color_buisson.png (compressed)
   color_fenetre.png (compressed)
   color_feuilles.png (compressed)
   color_maison.png (compressed)
   color_panneau.png (compressed)
   color_porte.png (compressed)
   color_tronc.png (compressed)

🧭 Textures (normal)
   normal_buisson.png (compressed)
   normal_fenetre.png (compressed)
   normal_feuilles.png (compressed)
   normal_maison.png (compressed)
   normal_panneau.png (compressed)
   normal_porte.png (compressed)
   normal_tronc.png (compressed)

🧱 Textures (orm)
   orm_buisson.png (compressed)
   orm_fenetre.png (compressed)
   orm_feuilles.png (compressed)
   orm_maison.png (compressed)
   orm_panneau.png (compressed)
   orm_porte.png (compressed)
   orm_tronc.png (compressed)

🧩 Assets
   immeuble1-2.bin
2026-04-28 20:18:56 +02:00
math-pixel 359417ecd4 feat: animator 2026-04-28 20:14:37 +02:00
Tom Boullay b9a3fbfc99 update: upload-gltf add a new model -> maison1
📦 Model
   model.gltf

🎨 Textures (color)
   color_buisson.png (compressed)
   color_contours.png (compressed)
   color_fenetre.png (compressed)
   color_maison.png (compressed)
   color_panneau.png (compressed)
   color_porte.png (compressed)
   color_toit.png (compressed)

🧭 Textures (normal)
   normal_buisson.png (compressed)
   normal_contours.png (compressed)
   normal_fenetre.png (compressed)
   normal_maison.png (compressed)
   normal_panneau.png (compressed)
   normal_porte.png (compressed)
   normal_toit.png (compressed)

🧱 Textures (orm)
   orm_buisson.png (compressed)
   orm_contours.png (compressed)
   orm_fenetre.png (compressed)
   orm_maison.png (compressed)
   orm_panneau.png (compressed)
   orm_porte.png (compressed)
   orm_toit.png (compressed)

🧩 Assets
   maison.bin
2026-04-28 20:07:17 +02:00
Tom Boullay 9d814c9924 update: upload-gltf add a new model -> persoprincipal
📦 Model
   model.gltf

🎨 Textures (color)
   color_defaultmaterial.png (compressed)

🧭 Textures (normal)
   normal_defaultmaterial.png (compressed)

🧱 Textures (orm)
   orm_defaultmaterial.png (compressed)

🧩 Assets
   mc.bin
2026-04-28 20:02:25 +02:00
Tom Boullay eb875068eb update: upload-gltf add a new model -> fermier
📦 Model
   model.gltf

🎨 Textures (color)
   color_defaultmaterial.png (compressed)

🧭 Textures (normal)
   normal_defaultmaterial.png (compressed)

🧱 Textures (orm)
   orm_defaultmaterial.png (compressed)

🧩 Assets
   fermier.bin
2026-04-28 19:58:21 +02:00
Tom Boullay e8a5a44218 update: upload-gltf add a new model -> gerant
📦 Model
   model.gltf

🎨 Textures (color)
   defaultmaterial_basecolor.png (compressed)
   defaultmaterial_base_color.png (compressed)

🪶 Textures (roughness)
   roughness_defaultmaterial.png (compressed)

🧭 Textures (normal)
   defaultmaterial_normal.png (compressed)
   defaultmaterial_normal_opengl.png (compressed)

🔩 Textures (metalness)
   metalness_defaultmaterial.png (compressed)

⛰ Textures (height)
   height_defaultmaterial.png (compressed)

🧱 Textures (orm)
   orm_defaultmaterial.png (compressed)

🧩 Assets
   gerant.bin
2026-04-28 19:56:34 +02:00
Tom Boullay 9c12c7a9e5 update: upload-gltf add a new model -> sapin
📦 Model
   model.gltf

🎨 Textures (color)
   color_mat.1.png (compressed)
   color_mat.png (compressed)

🧭 Textures (normal)
   normal_mat.1.png (compressed)
   normal_mat.png (compressed)

🧱 Textures (orm)
   orm_mat.1.png (compressed)
   orm_mat.png (compressed)

🧩 Assets
   sapin.bin
2026-04-28 19:54:38 +02:00
Tom Boullay 1907f2623b update: upload-gltf add a new model -> eolienne
📦 Model
   model.gltf

🎨 Textures (color)
   color_feuilles1st.png (compressed)
   color_he_lisse.png (compressed)
   color_pied.png (compressed)
   color_tiges1st.png (compressed)
   color_moteur.png (compressed)
   color_feuilles2nd.png (compressed)
   color_tiges2nd.png (compressed)
   color_cul.png (compressed)

🪶 Textures (roughness)
   roughness_tiges2nd.png (compressed)
   roughness_moteur.png (compressed)
   roughness_feuilles2nd.png (compressed)
   roughness_tiges1st.png (compressed)
   roughness_he_lisse.png (compressed)
   roughness_cul.png (compressed)
   roughness_pied.png (compressed)
   roughness_feuilles1st.png (compressed)

🧭 Textures (normal)
   pied_normal.png (compressed)
   feuilles2nd_normal.png (compressed)
   tiges1st_normal.png (compressed)
   tiges1st_normal_opengl.png (compressed)
   cul_normal.png (compressed)
   he_lisse_normal.png (compressed)
   tiges2nd_normal_opengl.png (compressed)
   pied_normal_opengl.png (compressed)
   cul_normal_opengl.png (compressed)
   feuilles2nd_normal_opengl.png (compressed)
   feuilles1st_normal_opengl.png (compressed)
   tiges2nd_normal.png (compressed)
   moteur_normal_opengl.png (compressed)
   feuilles1st_normal.png (compressed)
   moteur_normal.png (compressed)
   he_lisse_normal_opengl.png (compressed)

🔩 Textures (metalness)
   metalness_feuilles2nd.png (compressed)
   metalness_feuilles1st.png (compressed)
   metalness_cul.png (compressed)
   metalness_he_lisse.png (compressed)
   metalness_tiges1st.png (compressed)
   metalness_moteur.png (compressed)
   metalness_tiges2nd.png (compressed)
   metalness_pied.png (compressed)

⛰ Textures (height)
   height_pied.png (compressed)
   height_feuilles2nd.png (compressed)
   height_tiges1st.png (compressed)
   height_cul.png (compressed)
   height_he_lisse.png (compressed)
   height_tiges2nd.png (compressed)
   height_feuilles1st.png (compressed)
   height_moteur.png (compressed)

🪟 Textures (opacity)
   opacity_he_lisse.png (compressed)

🌑 Textures (ao)
   ao_feuilles2nd.png (compressed)
   ao_cul.png (compressed)
   ao_feuilles1st.png (compressed)
   ao_moteur.png (compressed)
   ao_tiges1st.png (compressed)
   ao_he_lisse.png (compressed)
   ao_pied.png (compressed)
   ao_tiges2nd.png (compressed)
2026-04-28 19:19:25 +02:00
Tom Boullay cf5be3d45d update: upload-gltf add a new model -> packderelance
📦 Model
   model.gltf

🎨 Textures (color)
   color_tetemart.png (compressed)
   color_charnie_res.png (compressed)
   color_mousse.png (compressed)
   color_patinf.png (compressed)
   color_lock.png (compressed)
   color_cabledroit.png (compressed)
   color_cablegauche.png (compressed)
   color_puces.png (compressed)
   color_manchemart.png (compressed)
   color_mousse_bas.png (compressed)
   color_patsup.png (compressed)

🪶 Textures (roughness)
   roughness_mousse.png (compressed)
   roughness_charnie_res.png (compressed)
   roughness_cablegauche.png (compressed)
   roughness_patsup.png (compressed)
   roughness_mousse_bas.png (compressed)
   roughness_manchemart.png (compressed)
   roughness_cabledroit.png (compressed)
   roughness_patinf.png (compressed)
   roughness_lock.png (compressed)
   roughness_puces.png (compressed)
   roughness_tetemart.png (compressed)

🧭 Textures (normal)
   patsup_normal.png (compressed)
   mousse_normal_opengl.png (compressed)
   patinf_normal_opengl.png (compressed)
   cablegauche_normal.png (compressed)
   cablegauche_normal_opengl.png (compressed)
   lock_normal.png (compressed)
   patinf_normal.png (compressed)
   patsup_normal_opengl.png (compressed)
   mousse_bas_normal.png (compressed)
   mousse_normal.png (compressed)
   cabledroit_normal_opengl.png (compressed)
   cabledroit_normal.png (compressed)
   manchemart_normal.png (compressed)
   tetemart_normal_opengl.png (compressed)
   tetemart_normal.png (compressed)
   manchemart_normal_opengl.png (compressed)
   puces_normal.png (compressed)
   charnie_res_normal.png (compressed)
   lock_normal_opengl.png (compressed)
   mousse_bas_normal_opengl.png (compressed)
   puces_normal_opengl.png (compressed)
   charnie_res_normal_opengl.png (compressed)

🔩 Textures (metalness)
   metalness_mousse.png (compressed)
   metalness_puces.png (compressed)
   metalness_tetemart.png (compressed)
   metalness_charnie_res.png (compressed)
   metalness_mousse_bas.png (compressed)
   metalness_cabledroit.png (compressed)
   metalness_manchemart.png (compressed)
   metalness_lock.png (compressed)
   metalness_patinf.png (compressed)
   metalness_patsup.png (compressed)
   metalness_cablegauche.png (compressed)

⛰ Textures (height)
   height_patsup.png (compressed)
   height_cablegauche.png (compressed)
   height_lock.png (compressed)
   height_patinf.png (compressed)
   height_mousse_bas.png (compressed)
   height_mousse.png (compressed)
   height_cabledroit.png (compressed)
   height_manchemart.png (compressed)
   height_tetemart.png (compressed)
   height_puces.png (compressed)
   height_charnie_res.png (compressed)

🌑 Textures (ao)
   ao_puces.png (compressed)
   ao_mousse.png (compressed)
   ao_charnie_res.png (compressed)
   ao_mousse_bas.png (compressed)
   ao_cabledroit.png (compressed)
   ao_tetemart.png (compressed)
   ao_manchemart.png (compressed)
   ao_lock.png (compressed)
   ao_patinf.png (compressed)
   ao_patsup.png (compressed)
   ao_cablegauche.png (compressed)
2026-04-28 19:14:52 +02:00
math-pixel 9ada4298c3 wip 2026-04-28 16:54:00 +02:00
Tom Boullay 9ff75e0516 fix: persist debug modes and skip missing map models 2026-04-28 16:35:33 +02:00
Tom Boullay 3b8c59db87 Merge branch 'develop' into feat/main-feature 2026-04-28 16:27:05 +02:00
Tom Boullay 5e0125e05a update: upload-gltf add a new model -> gants
📦 Model
   model.gltf

🎨 Textures (color)
   color_galet.png (compressed)
   color_gant.png (compressed)

🧭 Textures (normal)
   normal_galet.png (compressed)
   normal_gant.png (compressed)

🧱 Textures (orm)
   orm_galet.png (compressed)
   orm_gant.png (compressed)

🧩 Assets
   gants.bin
2026-04-28 16:07:26 +02:00
Tom Boullay b81f85cd50 update: upload-gltf add a new model -> galet
📦 Model
   model.gltf

🎨 Textures (color)
   color_galet.png (compressed)

🧭 Textures (normal)
   normal_galet.png (compressed)

🧱 Textures (orm)
   orm_galet.png (compressed)

🧩 Assets
   galet.bin
2026-04-28 16:02:46 +02:00
Tom Boullay 8f1a553601 update: upload-gltf add a new model -> gant
📦 Model
   model.gltf

🎨 Textures (color)
   color_gant.png (compressed)

🧭 Textures (normal)
   normal_gant.png (compressed)

🧱 Textures (orm)
   orm_gant.png (compressed)

🧩 Assets
   gant.bin
2026-04-28 16:01:41 +02:00
Tom Boullay 9b8bb1a182 Merge pull request #6 from La-Fabrik-Durable/feat/docs-routing
Feat/docs-routing
2026-04-28 15:04:29 +02:00
Tom Boullay a8c6fafbcd address docs routing review feedback 2026-04-28 15:02:50 +02:00
Tom Boullay 14a55e8dd1 clean docs router declarations 2026-04-28 14:53:28 +02:00
Tom Boullay 2dd5bfeda1 move debug components out of utils 2026-04-28 14:47:26 +02:00
Tom Boullay e20ead88e1 standardize source naming conventions 2026-04-28 14:46:27 +02:00
Tom Boullay 7e99d455b4 fix runtime map loading lifecycle 2026-04-28 14:42:49 +02:00
Tom Boullay 8c6af0ed6d rename pages 2026-04-28 14:25:29 +02:00
Tom Boullay 324aa9dc0f clean branch-scoped code quality issues 2026-04-28 14:23:37 +02:00
Tom Boullay 356bb5ef88 organize data configs by domain 2026-04-28 14:17:21 +02:00
Tom Boullay ece9b1268f refactor feature folders by code type 2026-04-28 14:14:15 +02:00
Tom Boullay d2735b72a0 refactor docs into feature folder 2026-04-28 13:54:41 +02:00
Tom Boullay fc5e4acba4 group docs navigation by audience 2026-04-28 13:48:03 +02:00
Tom Boullay a3db0b2f0d add editor documentation pages 2026-04-28 13:47:56 +02:00
Tom Boullay f9a0480121 fix react three peer dependencies 2026-04-28 13:47:49 +02:00
Tom Boullay aa7db176e6 update: app and main 2026-04-28 13:32:54 +02:00
Tom Boullay 0f83f57e23 Merge branch 'develop' into feat/docs-routing 2026-04-28 13:31:40 +02:00
Tom Boullay d4e7edaa89 Merge pull request #4 from La-Fabrik-Durable/feat-editor
Feat/editor
2026-04-28 13:22:44 +02:00
Tom Boullay ab21df18cb fix editor map reliability 2026-04-28 11:06:09 +02:00
Tom Boullay 7e067ecccd Update Map.tsx 2026-04-28 10:53:57 +02:00
Tom Boullay 3fac43d5f1 Create Map.tsx 2026-04-28 10:52:05 +02:00
Tom Boullay abfbb284f5 Update debugConfig.ts 2026-04-28 10:48:42 +02:00
math-pixel e3162d6588 Merge pull request #9 from La-Fabrik-Durable/feat/deploy-test
Feat/deploy test
2026-04-28 10:45:25 +02:00
math-pixel 7588f7f736 Merge pull request #8 from La-Fabrik-Durable/feat/deploy-test
Feat/deploy test
2026-04-28 10:44:12 +02:00
Tom Boullay 5ff5b89302 Merge branch 'feat-editor' of https://github.com/La-Fabrik-Durable/La-Fabrik into feat-editor 2026-04-28 10:43:08 +02:00
Tom Boullay af35150452 cleaaning 2026-04-28 10:42:57 +02:00
math-pixel 31a99902dd Delete test-editor.html 2026-04-28 10:39:58 +02:00
Tom Boullay a259c3d2e2 fix: style 2026-04-28 10:30:31 +02:00
Tom Boullay e19cc72ad5 tyle: refresh editor controls with monochrome UI 2026-04-28 10:08:17 +02:00
Tom Boullay e1d2bfdc75 refactor: move game map into world folder 2026-04-28 09:47:09 +02:00
Tom Boullay 8f40bb8133 docs: document editor architecture and user features 2026-04-28 09:43:51 +02:00
Tom Boullay 7b38f04a0d refactor: move editor page and types to conventional folders 2026-04-28 09:29:18 +02:00
Tom Boullay 7dea0f99a8 add: stylesheet 2026-04-28 09:07:56 +02:00
math-pixel eade051241 update: deploy file 2026-04-27 20:46:52 +02:00
math-pixel e868e72402 update: deploy file 2026-04-27 20:40:05 +02:00
math-pixel 4783784fb3 feat: change version 2026-04-27 20:27:21 +02:00
math-pixel bfe8c49323 fix :editor 2026-04-27 17:25:56 +02:00
Tom Boullay 06e59a972f docs: clarify backend virtual environment setup 2026-04-27 17:11:08 +02:00
math-pixel 1a91fcaca0 fix: main model map 2026-04-27 16:38:05 +02:00
Tom Boullay 055e7b2e63 fix: address docs routing review 2026-04-27 16:32:23 +02:00
Tom Boullay 149f9aa26c clean: package json 2026-04-27 16:27:57 +02:00
math-pixel 21d91f1de1 update models loading in /editor 2026-04-27 16:27:56 +02:00
Tom Boullay 68b0ceb593 feat: add localized docs pages 2026-04-27 16:27:08 +02:00
math-pixel 868f7a1cfd fix: load all models/ 2026-04-27 16:07:57 +02:00
Tom Boullay e25152b3e5 feat move debug cube with remote hand tracking 2026-04-27 16:07:54 +02:00
Tom Boullay 641d2f8871 feat add remote hand tracking backend 2026-04-27 15:49:02 +02:00
Tom Boullay 7fd39f58d8 feat: add docs routing 2026-04-27 15:35:56 +02:00
Tom Boullay 2b6bcc4d92 update: upload-gltf add a new model -> pylone
📦 Model
   model.gltf

🎨 Textures (color)
   pied_base_color.png (compressed)
   panneaux_base_color.png (compressed)
   cable2_base_color.png (compressed)
   chap_base_color.png (compressed)
   puces_base_color.png (compressed)
   lampe_base_color.png (compressed)
   cable1_base_color.png (compressed)

🪶 Textures (roughness)
   lampe_roughness.png (compressed)
   panneaux_roughness.png (compressed)
   cable2_roughness.png (compressed)
   cable1_roughness.png (compressed)
   chap_roughness.png (compressed)
   puces_roughness.png (compressed)
   pied_roughness.png (compressed)

🧭 Textures (normal)
   panneaux_normal.png (compressed)
   pied_normal.png (compressed)
   chap_normal.png (compressed)
   lampe_normal.png (compressed)
   chap_normal_opengl.png (compressed)
   panneaux_normal_opengl.png (compressed)
   lampe_normal_opengl.png (compressed)
   cable2_normal.png (compressed)
   cable1_normal.png (compressed)
   pied_normal_opengl.png (compressed)
   cable2_normal_opengl.png (compressed)
   puces_normal.png (compressed)
   cable1_normal_opengl.png (compressed)
   puces_normal_opengl.png (compressed)

🔩 Textures (metalness)
   lampe_metallic.png (compressed)
   cable1_metallic.png (compressed)
   puces_metallic.png (compressed)
   panneaux_metallic.png (compressed)
   chap_metallic.png (compressed)
   cable2_metallic.png (compressed)
   pied_metallic.png (compressed)

🧩 Assets
   cable1_mixed_ao.png (compressed)
   puces_mixed_ao.png (compressed)
   panneaux_height.png (compressed)
   chap_height.png (compressed)
   lampe_opacity.png (compressed)
   lampe_mixed_ao.png (compressed)
   pied_height.png (compressed)
   lampe_height.png (compressed)
   cable2_height.png (compressed)
   cable1_height.png (compressed)
   panneaux_mixed_ao.png (compressed)
   cable2_mixed_ao.png (compressed)
   puces_height.png (compressed)
   pied_mixed_ao.png (compressed)
   chap_mixed_ao.png (compressed)
2026-04-27 14:35:33 +02:00
math-pixel 2001955625 fix: address code review comments
- vite.config.ts: fix __dirname for ESM, add 1MB payload limit + JSON validation
- MapViewer.tsx: remove broken window.isTransforming checks, fix callback order
- EditorPage.tsx: derive undoCount from historyManager in handleTransformEnd
- package.json: support Node 20 or 22 in engines
2026-04-27 14:21:50 +02:00
math-pixel 3254291ba7 fix: lint 2026-04-27 14:19:26 +02:00
math-pixel 753a767662 fix: format 2026-04-27 13:57:17 +02:00
math-pixel bcf3a63fc5 Merge branch 'develop' into feat-editor 2026-04-27 13:55:13 +02:00
math-pixel ab8c84e006 Merge remote-tracking branch 'origin/develop' into feat-editor 2026-04-27 13:52:08 +02:00
Tom Boullay 8abc69ebc3 Merge branch 'develop' of https://github.com/La-Fabrik-Durable/La-Fabrik into develop 2026-04-27 13:50:50 +02:00
math-pixel b63412de13 update: map & update: package json for CI 2026-04-27 13:44:14 +02:00
Tom Boullay 9fdf065c1d Update model.gltf
🔍 Lint / 🪄 Check lint (push) Has been cancelled
🔍 Lint / 🎨 Check format (push) Has been cancelled
🔍 Lint / 🔎 Typecheck (push) Has been cancelled
🔍 Lint / 🏗 Build (push) Has been cancelled
📊 Quality / 🔒 Security Audit (push) Has been cancelled
📊 Quality / 📋 Dependency Freshness (push) Has been cancelled
📊 Quality / 📦 Bundle Size (push) Has been cancelled
2026-04-27 13:43:59 +02:00
Tom Boullay 4a697ab790 cleaning: repo + model 2026-04-27 13:36:35 +02:00
Tom Boullay 29144f8844 Merge pull request #3 from La-Fabrik-Durable/design
upload: models
2026-04-27 13:31:21 +02:00
Tom Boullay 74b9bf57c8 Merge pull request #2 from La-Fabrik-Durable/feat/implem-map-scene-physique
Feat/implem map scene physique
2026-04-27 11:58:38 +02:00
Tom Boullay 5402c343fa fix: docs update debug project tree 2026-04-27 11:57:21 +02:00
Tom Boullay 5569da07c1 Create .prettierignore 2026-04-27 11:23:29 +02:00
Tom Boullay 38abeb3b49 fix: format & lint 2026-04-27 11:20:59 +02:00
Tom Boullay eb0db21d29 clean 2026-04-27 11:14:43 +02:00
Tom Boullay 393b653cca fix: archi 2026-04-27 10:53:50 +02:00
Tom Boullay e87004652f update: upload-gltf update -> lafabrik
📦 Model
  ↔️ model.glb (compressed)

🎨 Textures (color)
  🔄 anneaux_base_color.png (compressed)

🪶 Textures (roughness)
  🔄 anneaux_roughness.png (compressed)
   verre_fenetre_roughness.png (compressed)

🧭 Textures (normal)
  🔄 anneaux_normal.png (compressed)
  🔄 anneaux_normal_opengl.png (compressed)

🔩 Textures (metalness)
  🔄 anneaux_metallic.png (compressed)

🧩 Assets
  🔄 anneaux_mixed_ao.png (compressed)
  🔄 anneaux_height.png (compressed)
2026-04-24 17:55:13 +02:00
Tom Boullay 9d6693b5b6 update: upload-gltf update -> lafabrik
📦 Model
  ↔️ model.glb (compressed)

🎨 Textures (color)
  🔄 bat_base_color.png (compressed)
  🔄 comptoir_base_color.png (compressed)
  🔄 porte_base_color.png (compressed)

🪶 Textures (roughness)
  🔄 bat_roughness.png (compressed)
  🔄 anneaux_roughness.png (compressed)
  🔄 porte_roughness.png (compressed)
  🔄 tiges_roughness.png (compressed)

🧭 Textures (normal)
  🔄 tiges_normal.png (compressed)
  🔄 porte_normal.png (compressed)
  🔄 porte_normal_opengl.png (compressed)
  🔄 anneaux_normal.png (compressed)
  🔄 bat_normal.png (compressed)
  🔄 anneaux_normal_opengl.png (compressed)
  🔄 bat_normal_opengl.png (compressed)

🔩 Textures (metalness)
  🔄 porte_metallic.png (compressed)
  🔄 tiges_metallic.png (compressed)
  🔄 comptoir_metallic.png (compressed)
  🔄 anneaux_metallic.png (compressed)
  🔄 bat_metallic.png (compressed)

🧩 Assets
  🔄 comptoir_height.png (compressed)
  🔄 porte_height.png (compressed)
  🔄 porte_mixed_ao.png (compressed)
  🔄 tiges_mixed_ao.png (compressed)
  🔄 anneaux_mixed_ao.png (compressed)
  🔄 bat_height.png (compressed)
  🔄 bat_mixed_ao.png (compressed)

🗑 Deleted
   verre_fenetre_roughness.png
2026-04-24 17:44:02 +02:00
Tom Boullay 1db7c22a90 update: upload-gltf add a new model -> lafabrik
📦 Model
   model.glb (compressed)
🎨 Textures
   tiges_normal.png
   comptoir_normal_opengl.png
   porte_metallic.png
   tiges_height.png
   comptoir_mixed_ao.png
   tiges_metallic.png
   tiges_normal_opengl.png
   comptoir_roughness.png
   fenetre_0_base_color.png
   bat_roughness.png
   tiges_base_color.png
   comptoir_normal.png
   porte_normal.png
   toit_roughness.png
   comptoir_height.png
   porte_height.png
   porte_mixed_ao.png
   comptoir_metallic.png
   tiges_mixed_ao.png
   porte_normal_opengl.png
   dashboard_metallic.png
   anneaux_metallic.png
   anneaux_base_color.png
   panneau_normal_opengl.png
   toit_mixed_ao.png
   anneaux_roughness.png
   porte_stock_base_color.png
   tuyaux_mixed_ao.png
   fenetre_0_mixed_ao.png
   dashboard_base_color.png
   anneaux_mixed_ao.png
   dashboard_mixed_ao.png
   bat_base_color.png
   tuyaux_height.png
   tuyaux_metallic.png
   verre_fenetre_base_color.png
   bat_height.png
   anneaux_normal.png
   toit_metallic.png
   porte_stock_height.png
   bat_normal.png
   porte_stock_roughness.png
   tuyaux_normal.png
   fenetre_0_metallic.png
   porte_stock_normal.png
   tuyaux_roughness.png
   anneaux_height.png
   comptoir_base_color.png
   panneau_height.png
   panneau_base_color.png
   porte_stock_mixed_ao.png
   panneau_normal.png
   bat_mixed_ao.png
   anneaux_normal_opengl.png
   stock_0_mixed_ao.png
   tuyaux_base_color.png
   fenetre_0_normal_opengl.png
   porte_roughness.png
   porte_base_color.png
   toit_normal_opengl.png
   plan_de_travail_normal.png
   plan_de_travail_roughness.png
   plan_de_travail_height.png
   porte_stock_metallic.png
   toit_base_color.png
   stock_0_metallic.png
   stock_0_normal.png
   verre_fenetre_normal.png
   plan_de_travail_normal_opengl.png
   bat_metallic.png
   stock_0_base_color.png
   stock_0_height.png
   tiges_roughness.png
   fenetre_0_roughness.png
   verre_fenetre_height.png
   panneau_roughness.png
   fenetre_0_normal.png
   plan_de_travail_metallic.png
   dashboard_normal_opengl.png
   tuyaux_normal_opengl.png
   plan_de_travail_base_color.png
   fenetre_0_height.png
   porte_stock_normal_opengl.png
   panneau_mixed_ao.png
   dashboard_height.png
   verre_fenetre_normal_opengl.png
   toit_normal.png
   dashboard_normal.png
   bat_normal_opengl.png
   verre_fenetre_metallic.png
   toit_height.png
   plan_de_travail_mixed_ao.png
   stock_0_roughness.png
   panneau_metallic.png
   dashboard_roughness.png
   stock_0_normal_opengl.png
   verre_fenetre_roughness.png
   verre_fenetre_mixed_ao.png
2026-04-24 16:44:54 +02:00
Tom Boullay bf858645fd update: upload-gltf add a new model -> lafabrik
📦 Model
   model.glb (compressed)
🎨 Textures
   tiges_normal.png
   comptoir_normal_opengl.png
   porte_metallic.png
   tiges_height.png
   comptoir_mixed_ao.png
   tiges_metallic.png
   tiges_normal_opengl.png
   comptoir_roughness.png
   fenetre_0_base_color.png
   bat_roughness.png
   tiges_base_color.png
   comptoir_normal.png
   porte_normal.png
   toit_roughness.png
   comptoir_height.png
   porte_height.png
   porte_mixed_ao.png
   comptoir_metallic.png
   tiges_mixed_ao.png
   porte_normal_opengl.png
   dashboard_metallic.png
   anneaux_metallic.png
   anneaux_base_color.png
   panneau_normal_opengl.png
   toit_mixed_ao.png
   anneaux_roughness.png
   porte_stock_base_color.png
   tuyaux_mixed_ao.png
   fenetre_0_mixed_ao.png
   dashboard_base_color.png
   anneaux_mixed_ao.png
   dashboard_mixed_ao.png
   bat_base_color.png
   tuyaux_height.png
   tuyaux_metallic.png
   verre_fenetre_base_color.png
   bat_height.png
   anneaux_normal.png
   toit_metallic.png
   porte_stock_height.png
   bat_normal.png
   porte_stock_roughness.png
   tuyaux_normal.png
   fenetre_0_metallic.png
   porte_stock_normal.png
   tuyaux_roughness.png
   anneaux_height.png
   comptoir_base_color.png
   panneau_height.png
   panneau_base_color.png
   porte_stock_mixed_ao.png
   panneau_normal.png
   bat_mixed_ao.png
   anneaux_normal_opengl.png
   stock_0_mixed_ao.png
   tuyaux_base_color.png
   fenetre_0_normal_opengl.png
   porte_roughness.png
   porte_base_color.png
   toit_normal_opengl.png
   plan_de_travail_normal.png
   plan_de_travail_roughness.png
   plan_de_travail_height.png
   porte_stock_metallic.png
   toit_base_color.png
   stock_0_metallic.png
   stock_0_normal.png
   verre_fenetre_normal.png
   plan_de_travail_normal_opengl.png
   bat_metallic.png
   stock_0_base_color.png
   stock_0_height.png
   tiges_roughness.png
   fenetre_0_roughness.png
   verre_fenetre_height.png
   panneau_roughness.png
   fenetre_0_normal.png
   plan_de_travail_metallic.png
   dashboard_normal_opengl.png
   tuyaux_normal_opengl.png
   plan_de_travail_base_color.png
   fenetre_0_height.png
   porte_stock_normal_opengl.png
   panneau_mixed_ao.png
   dashboard_height.png
   verre_fenetre_normal_opengl.png
   toit_normal.png
   dashboard_normal.png
   bat_normal_opengl.png
   verre_fenetre_metallic.png
   toit_height.png
   plan_de_travail_mixed_ao.png
   stock_0_roughness.png
   panneau_metallic.png
   dashboard_roughness.png
   stock_0_normal_opengl.png
   verre_fenetre_roughness.png
   verre_fenetre_mixed_ao.png
2026-04-24 16:44:44 +02:00
Tom Boullay 8c84663472 add: a logger utils 2026-04-24 14:02:16 +02:00
math-pixel 6b8ba3d58d feat : save map.json on project 2026-04-23 15:40:10 +02:00
math-pixel d0cf876372 feat editor 2026-04-23 15:24:40 +02:00
Tom Boullay 38f9f087d1 Create package-lock.json 2026-04-19 16:51:10 +02:00
Tom Boullay dcbc1c73f5 refacto : cleaning the codebasebase again 2026-04-19 16:50:11 +02:00
Tom Boullay f9c4495610 refacto: cleanning the codebase 2026-04-17 16:03:29 +02:00
Tom Boullay 23d4291458 update: upload-gltf add a new model -> general/electricienne
📦 Model
   model.gltf
🎨 Textures
   roughness (manquant)
   normal (manquant)
   metalness (manquant)
   color (manquant)
   displace (manquant)
2026-04-17 15:58:30 +02:00
Tom Boullay 638022339e update : put every constante in the data folder 2026-04-17 15:42:10 +02:00
Tom Boullay 20fbaf05e1 update : add map model + octree algo 2026-04-17 11:36:03 +02:00
Tom Boullay ed7681a293 update: add a physic scenne 2026-04-17 10:48:18 +02:00
Tom Boullay b26da614f0 refacto: enleve la map 2026-04-16 16:11:20 +02:00
Tom Boullay 106727256b update: upload-gltf add a new model -> workshop/lafabrik
📦 Model
   model.gltf
🎨 Textures
   roughness (manquant)
   normal (manquant)
   metalness (manquant)
   color (manquant)
   displace (manquant)
2026-04-16 15:43:42 +02:00
Tom Boullay 86e9860121 update: upload-gltf add a new model -> general/blocking
📦 Model
   model.gltf
🎨 Textures
   roughness (manquant)
   normal (manquant)
   metalness (manquant)
   color (manquant)
   displace (manquant)
2026-04-16 11:04:48 +02:00
Tom Boullay 1eed905e8b fix: archi player 2026-04-16 11:00:08 +02:00
Tom Boullay 7769959135 refactor: tighten project structure and strengthen tooling 2026-04-16 10:45:05 +02:00
Tom Boullay fd7571fbe1 Update hero.png 2026-04-16 09:25:23 +02:00
Tom Boullay 3506858c96 fix: lint 2026-04-15 16:42:06 +02:00
Tom Boullay 61d7495ec9 feat: add player camera 2026-04-15 16:40:52 +02:00
Tom Boullay d486f6f381 feat: add the map 2026-04-15 16:09:02 +02:00
Tom Boullay f67799db30 feat: add map blocking and cleanup 2026-04-15 13:36:53 +02:00
Tom Boullay 76dc306d4d Merge branch 'main' into design 2026-04-15 13:32:38 +02:00
Tom Boullay 8300ff844f cleaning 2026-04-15 13:32:21 +02:00
Tom Boullay 4c9594e260 fix ci 2026-04-15 13:30:04 +02:00
Tom Boullay 27214b02c1 update: add more CI 2026-04-15 11:17:48 +02:00
Tom Boullay 3da749c73e update : docs and skills 2026-04-15 11:06:41 +02:00
Tom Boullay 922df5b2b4 update: upload-gltf add a new model -> general/coffeetest
📦 Model
   model.gltf
🎨 Textures
   roughness.jpg
   normal.jpg
   metalness.jpg
   color.jpg
   displace.jpg
2026-04-15 09:51:23 +02:00
Tom Boullay cd1abd504e update: upload-gltf add a new model -> general/coffeetest
📦 Model
   model.gltf
🎨 Textures
   roughness.jpg
   normal.jpg
   metalness.jpg
   color.jpg
   displace.jpg
2026-04-15 09:51:21 +02:00
Tom Boullay 648c6d9992 update: upload-gltf add a new model -> map/blocking
📦 Model
   model.gltf
🎨 Textures
   roughness (manquant)
   normal (manquant)
   metalness (manquant)
   color (manquant)
   displace (manquant)
2026-04-15 09:48:07 +02:00
Tom Boullay 361a52d84b update: remove eveything 2026-04-15 09:41:46 +02:00
Tom Boullay d07e7ac62a update: upload-gltf update -> general/vase
📦 Model
  ↔️ model.gltf (inchange)
🎨 Textures
   normal.jpg
2026-04-15 09:25:02 +02:00
Tom Boullay 726c9abae8 update: upload-gltf update -> general/vase
📦 Model
  ↔️ model.gltf (inchange)
🎨 Textures
  🔄 roughness.jpg
  🔄 metalness.jpg
  🔄 color.jpg
  🔄 displace.jpg
   normal.jpg (supprime)
2026-04-15 09:18:02 +02:00
Tom Boullay 0fc4b5ecbe upatde: add models 2026-04-15 09:02:33 +02:00
Tom Boullay 0c7eca9396 Merge branch 'design' of https://github.com/La-Fabrik-Durable/La-Fabrik into design 2026-04-15 09:02:24 +02:00
Tom Boullay d3102d4e1c update : add models 2026-04-15 09:02:15 +02:00
Tom Boullay a72d312494 update: upload-gltf update -> general/vase
📦 Model
  🔄 model.gltf (compressed)
🎨 Textures
   color.jpg
2026-04-14 16:41:58 +02:00
Tom Boullay 455071ed40 update: upload-gltf update -> general/vase
📦 Model
  🔄 model.gltf (compressed)
🎨 Textures
   color.jpg (supprime)
2026-04-14 16:40:55 +02:00
Tom Boullay 283efef321 update: upload-gltf add a new model -> general/vase
📦 Model
   model.gltf (compressed)
🎨 Textures
   roughness.jpg
   normal.jpg
   metalness.jpg
   color.jpg
   displace.jpg
2026-04-14 16:23:19 +02:00
Tom Boullay 0c49d63bbf update: upload-gltf update -> general/coffeetest
🎨 Textures
   metalness.jpg
2026-04-14 13:56:37 +02:00
Tom Boullay 1e3832454c update: upload-gltf replace model -> general/coffeetest
📦 Model
  🔄 model.gltf (compressed)
🎨 Textures
  🔄 roughness.jpg
  🔄 normal.jpg
   metalness (manquant)
  🔄 color.jpg
  🔄 displace.jpg
2026-04-14 13:43:44 +02:00
Tom Boullay 47572d3793 update: upload-gltf add a new model -> general/coffeetest
📦 Model
   model.gltf (compressed)
🎨 Textures
   roughness.jpg
   normal.jpg
   metalness.jpg
   color.jpg
   displace.jpg
2026-04-14 13:30:53 +02:00
Tom Boullay ff6bb8b986 update: from upload-gltf add a new model -> general/coffeetest
📦 Model
   model.gltf

🎨 Textures
   roughness.jpg
   normal.jpg
   metalness.jpg
   color.jpg
   displace.jpg
2026-04-14 12:24:24 +02:00
Tom Boullay 8dae23acc3 add some folder 2026-04-14 12:22:20 +02:00
Tom Boullay 82c4b612bf update: add agent.md + skills 2026-04-14 09:20:30 +02:00
Tom Boullay afd72b9f6c Create ci.yml 2026-04-14 09:02:12 +02:00
Tom Boullay dbb3c46e35 upatde: add prettier 2026-04-14 08:59:36 +02:00
Tom Boullay 25e3d503b2 update: add basic structure 2026-04-14 08:39:09 +02:00
Tom Boullay c12026a331 add : finish readme, git lfs and gitignore 2026-04-13 23:30:33 +02:00
Tom Boullay 9966bb8e25 Update README.md 2026-04-13 23:17:59 +02:00
Tom Boullay 96976de21b Update README.md 2026-04-13 22:59:56 +02:00
Tom Boullay 86b889e2fc add: license + v1 archi 2026-04-13 22:24:20 +02:00
Tom Boullay b55e60bb16 add readme 2026-04-13 16:37:37 +02:00
Tom Boullay dfd46d420b Initial commit 2026-04-13 16:12:21 +02:00
306 changed files with 3214 additions and 42735 deletions
@@ -1,69 +0,0 @@
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\`."
+103 -142
View File
@@ -1,163 +1,124 @@
# La-Fabrik
La-Fabrik is an interactive 3D web experience built with React, Vite, Three.js, React Three Fiber, Rapier, GSAP, MediaPipe, and Zustand.
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.
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.
Built with React, Three.js, and Vite. Runs in the browser, no installation required.
## Current Scope
## 📦 Tech Stack
- 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
### Build & Language
## Routes
| Package |
| -------------------------------------------------- |
| [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/) |
| 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 |
### 3D Engine
## Tech Stack
| Package |
| ----------------------------------------------------------------------------------------- |
| [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/) |
| 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 |
### Performance & Effects
## Project Structure
| Package |
| --------------------------------------------------------------------------- |
| [r3f-perf](https://github.com/utsuboco/r3f-perf) |
| [AnimationMixer](https://threejs.org/docs/#api/en/animation/AnimationMixer) |
```txt
.
|-- backend/ # Optional Python hand-tracking backend
|-- docs/
| +-- technical/ # Architecture and implementation notes
| +-- user/ # Feature and user-facing guides
|-- public/
| +-- assets/ # UI videos, PDFs, logos, world videos
| +-- cinematics.json # Runtime cinematic manifest
| +-- map.json # Runtime/editor map data
| +-- models/ # GLTF/GLB assets resolved by model folder name
| +-- sounds/ # Music, SFX, dialogue audio, SRT subtitles
|-- src/
| +-- components/
| | +-- docs/ # In-app docs layout and renderer
| | +-- editor/ # Editor panels and editor scene
| | +-- three/ # R3F components by domain
| | +-- ui/ # HTML game/debug overlays
| +-- controls/ # Editor fly/player-style controls
| +-- data/ # Static tuning/config per domain
| +-- hooks/ # React hooks by domain
| +-- lib/ # Browser hand-tracking helpers
| +-- managers/ # Audio, interaction, and Zustand stores
| +-- pages/ # Route-level pages
| +-- providers/ # Docs and hand-tracking providers
| +-- routes/ # Lazy route wrappers
| +-- types/ # Shared domain types
| +-- utils/ # Core, map, editor, dialogue, subtitle, Three helpers
| +-- world/ # Production/debug world composition and player
`-- vite.config.ts # Vite config plus local editor save endpoints
## 🗂 Project Structure
```
la-fabrik/
├── public/
│ ├── models/
│ │ ├── map/ # Base map — loaded once at start
│ │ ├── workshop/
│ │ ├── powerGrid/
│ │ └── farm/
│ ├── textures/
└── sounds/
└── src/
├── world/ # Persistent 3D world composition
│ ├── World.tsx # Active scene composition
├── GameMap.tsx # Map loading and progressive rendering
│ ├── GameMapCollision.tsx # Collision-only octree source
│ ├── Lighting.tsx # Ambient, directional, point lights
│ ├── Environment.tsx # Scene background / sky model
│ ├── GameMusic.tsx # Game scene music lifecycle
│ ├── debug/ # Debug-only test scene
│ │ └── TestMap.tsx
│ └── player/
│ ├── Player.tsx # Player rig composition
│ ├── PlayerCamera.tsx # Player camera mount
│ └── PlayerController.tsx # Pointer lock movement and inputs
├── components/
│ ├── three/ # Shared R3F components by domain
│ │ ├── 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
Install and run the frontend:
## 🚀 Getting Started
```bash
git clone https://github.com/La-Fabrik-Durable/La-Fabrik.git
cd La-Fabrik
npm install
npm run dev
```
Open:
- app: `http://localhost:5173`
- debug mode: `http://localhost:5173?debug`
```txt
http://localhost:5173
```
## 📜 License
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`.
See [LICENSE](./LICENSE) file.
-930
View File
@@ -1,930 +0,0 @@
# 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.
```
+1 -29
View File
@@ -9,9 +9,7 @@ This document describes the 3D components that are currently used in the runtime
| Interaction | `InteractableObject` | Focus detection through distance and raycasting |
| Interaction | `TriggerObject` | Press-to-trigger interactions, optional sound, optional spawned model |
| 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 | `SimpleModel` | Lightweight static GLTF render helper |
| Gameplay | `RepairCaseModel` | Repair case lid animation, proximity float, and wobble |
## Continuous Animation
@@ -29,30 +27,6 @@ Use GSAP only for discrete timeline-style transitions. Current example:
- `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
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.
@@ -70,9 +44,7 @@ src/components/three/
│ ├── InteractableObject.tsx
│ └── TriggerObject.tsx
├── models/
── AnimatedModel.tsx
│ ├── ExplodableModel.tsx
│ └── SimpleModel.tsx
── ExplodableModel.tsx
└── world/
└── SkyModel.tsx
```
+107 -269
View File
@@ -4,301 +4,139 @@ This document describes the code that exists today in the repository.
## Runtime Structure
- `src/main.tsx` mounts React in `StrictMode`.
- `src/App.tsx` mounts TanStack `RouterProvider`.
- `src/router.tsx` declares `/`, `/editor`, and `/docs`.
- `src/pages/page.tsx` composes the playable route with `HandTrackingProvider`, React Three Fiber `Canvas`, `World`, `DebugPerf`, `GameUI`, and `SceneLoadingOverlay`.
- `src/pages/editor/page.tsx` composes the local editor route.
- `src/components/docs/DocsLayout.tsx` composes the in-app documentation route.
Detailed runtime-loading notes live in `docs/technical/scene-runtime.md`.
## World Composition
`src/world/World.tsx` is the main 3D scene composer.
Always-mounted scene 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` 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.
- `src/main.tsx` mounts React.
- `src/App.tsx` mounts the TanStack `RouterProvider`.
- `src/router.tsx` declares the top-level routes:
- `/` mounts the playable 3D scene, debug perf overlay, and HTML overlays.
- `/editor` mounts the map editor page.
- `src/world/World.tsx` composes the active scene, including:
- environment and lighting
- debug helpers and debug camera mode
- either the map scene or the debug physics test scene
- the player rig when the active camera mode is `player`
- `src/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/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.
- `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.
- `src/world/player/PlayerController.tsx` owns pointer lock movement, jump handling, repair-step movement locking, and interaction input.
## Physics Boundaries
The project currently uses two collision systems with separate responsibilities:
The project currently uses two collision layers with separate responsibilities:
- Player movement uses a Three.js `Capsule` and an `Octree`.
- Gameplay objects use Rapier rigid bodies and colliders.
- `GameMapCollision` builds an octree used by the player controller for map collision.
- 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.
- `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.
`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`.
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.
## Interaction Model
Core interaction files:
- `src/managers/InteractionManager.ts` is the current interaction state source.
- `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.
- `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`
## Audio
The player controller bridges raw input to semantic interaction actions:
- `src/managers/AudioManager.ts` provides pooled one-shot playback, looped music playback, category volumes, and optional stereo pan for one-shot sounds.
- Supported audio categories are `music`, `sfx`, and `dialogue`.
- Trigger interactions may play SFX directly through `AudioManager`.
- `E` triggers focused trigger objects
- primary mouse button grabs focused grabbable objects
- hand tracking can grab hand-controlled grabbable objects
## Settings Menu
Detailed interaction notes live in `docs/technical/interaction.md`.
- `src/managers/stores/useSettingsStore.ts` stores settings for music volume, SFX volume, dialogue volume, subtitle visibility, subtitle language, repair runtime, and menu visibility.
- `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.
## Audio, Dialogue, And Subtitles
## Dialogues And Subtitles
Audio is split into:
- `music`
- `sfx`
- `dialogue`
Runtime dialogue data lives under:
```txt
public/sounds/dialogue/
```
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`.
- `public/sounds/dialogue/dialogues.json` is the runtime dialogue manifest.
- Dialogue audio files live under `public/sounds/dialogue/`.
- Subtitle files live under `public/sounds/dialogue/subtitles/{fr|en}/`.
- The current subtitle model is one SRT file per voice and language.
- `src/types/dialogues/dialogues.ts` contains the dialogue manifest types.
- `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.
- `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.
- `src/managers/stores/useSubtitleStore.ts` stores the currently displayed subtitle cue.
- `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.
## Cinematics
Runtime cinematic data lives in:
- `public/cinematics.json` is the runtime cinematic manifest.
- `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.
```txt
public/cinematics.json
```
## Debug System
Cinematics support camera keyframes, GSAP timelines, optional dialogue cues, and `isCinematicPlaying` input locking. Current world integration mounts `GameCinematics` only during the outro state.
## Hand Tracking
Hand tracking can use:
- local Python backend over WebSocket
- browser-side MediaPipe through `@mediapipe/tasks-vision`
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
The editor route is:
```txt
/editor
```
Important editor files:
- `src/pages/editor/page.tsx`
- `src/components/editor/EditorControls.tsx`
- `src/components/editor/scene/EditorScene.tsx`
- `src/components/editor/scene/EditorMap.tsx`
- `src/components/editor/EditorDialogueManifestPanel.tsx`
- `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`.
- Debug mode is enabled with `?debug`.
- `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
`src/components/three/` is organized by domain:
- `src/components/three/models/` contains reusable model helpers such as `ExplodableModel`.
- `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.
- `src/components/three/gameplay/` contains the reusable production `RepairGame` flow, repair case, repair steps, and repair prompt components.
- `src/components/three/world/` contains reusable world/environment objects such as `SkyModel`.
- `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
## Editor System
- `src/pages/editor/page.tsx` is the route-level editor page for `/editor`.
- `src/components/editor/EditorControls.tsx` renders the HTML editor control panel.
- `src/components/editor/EditorDialogueManifestPanel.tsx` edits `public/sounds/dialogue/dialogues.json`.
- `src/components/editor/EditorCinematicManifestPanel.tsx` edits `public/cinematics.json`.
- `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.
- `src/controls/editor/FlyController.tsx` provides player-style editor navigation.
- `src/hooks/editor/useEditorSceneData.ts` loads scene data and handles folder upload fallback.
- `src/hooks/editor/useEditorHistory.ts` owns editor undo and redo state.
- `src/utils/editor/loadEditorScene.ts` handles editor-only folder upload parsing.
- `src/utils/map/loadMapSceneData.ts` is shared by the game scene and editor to load `public/map.json` and resolve model URLs.
- `src/types/editor/editor.ts` contains the shared `MapNode`, `SceneData`, and `TransformMode` types.
- `src/types/gameplay/repairMission.ts` contains shared repair mission ids, mission steps, and guards used across store, config, debug UI, and gameplay components.
## Map Data
Runtime map data:
```txt
public/map.json
```
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
```
- `public/map.json` is expected to be a `MapNode[]`.
- 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.
- The game scene renders fallback cubes for nodes whose model cannot be resolved.
- 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.
## Current Limitations
- The repository is still a prototype.
- There is no central production `GameManager`.
- The repair game is implemented, but broader mission orchestration is still light.
- `useRepairMovementLocked()` currently returns `false`, so repair movement lock is disabled even though the rule and UI component exist.
- The repair-runtime setting is stored in settings but not consumed by the repair-game implementation.
- Player collision and Rapier gameplay physics are separate systems.
- Editor persistence is local development tooling only.
- Debug systems are still part of active scene composition and should remain easy to identify.
- The repository is a prototype, not the full intended game runtime.
- `src/world/debug/TestMap.tsx` is part of the active scene composition.
- There is no central gameplay orchestrator such as `GameManager`.
- Mission state exists in Zustand and the repair flow is implemented as a prototype for the current repair missions.
- Cinematics and dialogues exist as prototype timecode-driven systems; dialogue branching and broader gameplay orchestration are still limited.
- The player uses octree collision and simple movement rules, not a complete gameplay physics stack.
- Editor save-to-server is implemented as a Vite dev-server plugin, not a production backend API.
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# 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.
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@@ -52,7 +52,7 @@ src/
## 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, selection lock, player-mode toggle, cinematic preview requests, and editor scene loading state.
`src/pages/editor/page.tsx` is the route-level composition component. It owns route-specific state such as selected object, hovered object, transform mode, and player-mode toggle.
`src/hooks/editor/useEditorSceneData.ts` loads the default map data and handles folder uploads.
@@ -62,7 +62,7 @@ src/
`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. The panel is organized into top-level `details` groups: `Editor`, `Cinematics`, `Dialogues`, and `SRT`.
`src/components/editor/EditorControls.tsx` renders the HTML control panel outside the canvas.
`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.
@@ -122,17 +122,13 @@ 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.
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.
5. `EditorScene` renders the grid, lights, camera controls, and map nodes.
6. `EditorControls` exposes transform mode, history actions, export, save, and selection info.
## Controls
- Click: select a node.
- `Esc`: clear selection.
- 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.
- `R`: rotate mode.
- `S`: scale mode.
@@ -151,51 +147,6 @@ 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.
## 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 subtitle editing is part of the `/editor` side panel.
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@@ -95,11 +95,20 @@ If any ray hits the object while the object is within `INTERACTION_RADIUS`, the
## Depth Handling
Because MediaPipe `z` is relative and noisy, the current frontend does not use it as a direct world-depth controller for object grabbing.
Because MediaPipe `z` is relative, the frontend captures the starting depth when the grab begins:
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.
```txt
initialHandZ = hand.z
initialHoldDistance = hit.distance
```
This is less expressive than true depth-aware hand movement, but it is more stable for the current first-person prototype.
While holding, the object distance from the camera is adjusted by the change in hand depth:
```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
@@ -122,7 +131,7 @@ The glove models are intentionally smaller than the raw SVG overlay so they do n
## Known Limitations
- Production usage is currently limited to repair mission steps that explicitly need hands.
- MediaPipe depth is relative and currently not used for stable object depth control.
- MediaPipe depth is relative and can be noisy.
- 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.
- The SVG hand visualization is a fallback, not the primary display when glove models load correctly.
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# 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.
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# 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.
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@@ -1,252 +0,0 @@
# 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.
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@@ -1,22 +0,0 @@
# 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
```
+89 -141
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@@ -1,85 +1,75 @@
# Zustand Stores
# Zustand Game State
This document explains how Zustand is used in the current project.
## Why Zustand Exists Here
The project needs shared state that is durable enough to be read by multiple React and React Three Fiber systems.
The project needs one shared source of truth for the player's progression through the experience.
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:
The current progression is split into main states:
| Main state | Role |
| ---------- | ------------------------------- |
| `intro` | Onboarding and opening sequence |
| `bike` | E-bike repair sequence |
| `pylone` | Power pylon repair sequence |
| `ferme` | Vertical farm repair sequence |
| `pylone` | Power grid sequence |
| `ferme` | Vertical farm sequence |
| `outro` | Ending sequence |
Other important state:
Each main state can also own smaller sub state, such as the current mission step, dialogue audio, or completion flags.
- `isCinematicPlaying`
- `intro`
- `bike`
- `pylone`
- `ferme`
- `outro`
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.
Mission steps:
## Store Location
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
"locked" |
@@ -92,8 +82,6 @@ Mission steps:
"done";
```
`isCinematicPlaying` is read by `PlayerController` to ignore player input while camera timelines are active.
## Reading State In Components
Use selectors to read only what the component needs.
@@ -110,7 +98,7 @@ export function Example(): React.JSX.Element {
This is better than reading the whole store, because the component re-renders only when `mainState` changes.
## Updating Game State
## Updating State
Prefer explicit actions from the store.
@@ -128,15 +116,9 @@ const setMainState = useGameStore((state) => state.setMainState);
setMainState("bike");
```
Direct setters are useful for debug panels, but production gameplay should prefer business actions such as:
Direct setters are useful for debug panels, but production gameplay should prefer business actions such as `advanceGameState`, `completeBike`, or `completePylone`.
- `advanceGameState`
- `completeBike`
- `completePylone`
- `completeFerme`
- `completeMission`
Mission gameplay that can target `bike`, `pylone`, or `ferme` should prefer generic mission actions:
Mission gameplay that can target `bike`, `pylone`, or `ferme` should prefer the generic mission actions:
```ts
const setMissionStep = useGameStore((state) => state.setMissionStep);
@@ -146,71 +128,42 @@ setMissionStep("bike", "inspected");
completeMission("bike");
```
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`.
This keeps reusable gameplay components such as repair flows from duplicating mission-specific branches like `setBikeState`, `setPyloneState`, and `setFermeState`.
## World Integration
`src/world/GameStageContent.tsx` subscribes to `mainState` and mounts the repair-game content.
`src/world/GameStageContent.tsx` subscribes to `mainState` and mounts stage-specific content.
Current production repair placement:
For repair missions, it mounts the reusable `RepairGame` component with a mission id:
```tsx
<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`.
`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.
Shared repair ids, mission steps, and runtime guards live in:
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`.
```txt
src/types/gameplay/repairMission.ts
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.
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 />;
}
```
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.
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.
## UI Integration
@@ -218,16 +171,14 @@ That lets the repair flow stay reusable while each mission defines its own model
Current overlays:
- `DebugOverlayLayout`: debug-only overlay shown with `?debug`
- `GameStateDebugPanel`: compact debug UI for viewing and switching main/sub states
- `DebugOverlayLayout`: debug-only overlay shown with `?debug`, including the `GameStateDebugPanel` progression panel
- `GameStateDebugPanel`: compact debug UI for viewing and switching main/sub states, stepping backward or forward, and resetting the store
- `Crosshair`: player aiming helper
- `InteractPrompt`: interaction prompt
- `RepairMovementLockIndicator`: indicator intended for repair movement lock
- `HandTrackingVisualizer`: hand tracking SVG fallback/debug visualization
- `Subtitles`: active dialogue subtitle overlay
- `GameSettingsMenu`: options menu and settings controls
- `RepairMovementLockIndicator`: player-facing indicator shown while repair steps temporarily disable movement
- 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.
Current caveat: `useRepairMovementLocked()` returns `false` immediately on the current branch, so the movement-lock rule and indicator exist but are disabled at runtime.
`src/pages/page.tsx` should stay thin and mount the canvas, persistent `GameUI`, and route-level overlays.
## Regression Rules
@@ -237,10 +188,7 @@ Current caveat: `useRepairMovementLocked()` returns `false` immediately on the c
- Keep gameplay transitions inside store actions when possible.
- Keep debug-only controls behind `?debug`.
- 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
- 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.
Move repair validation into mission data once each mission has distinct broken module nodes, replacement assets, and completion events.
+7 -85
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@@ -1,18 +1,12 @@
# Editor User Guide
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.
The map editor is available at `/editor`. It is a browser-based tool for inspecting and adjusting the objects listed in `public/map.json`.
## Purpose
Use the editor when you need to:
Use the editor when you need to move, rotate, or scale existing map objects without editing JSON by hand.
- 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:
The editor reads the same map data as the runtime scene:
- `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.
@@ -30,18 +24,7 @@ Each entry in `public/map.json` represents one object:
| `rotation` | Object rotation as `[x, y, z]`, expressed radians |
| `scale` | Object scale as `[x, y, z]` |
## 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
## Editing Workflow
1. Open `/editor` in the local app.
2. Click an object in the scene to select it.
@@ -57,8 +40,6 @@ Only the `Editor` group is open by default. Open the other groups when you need
| -------------------- | -------------------------- |
| Select object | Click object |
| Deselect | `Esc` or click empty space |
| Lock selection | `Lock` button in Selection |
| Clear selection | `X` button in Selection |
| Translate mode | `T` |
| Rotate mode | `R` |
| Scale mode | `S` |
@@ -68,34 +49,18 @@ Only the `Editor` group is open by default. Open the other groups when you need
| Move up | `Space` |
| 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
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
The `JSON` section shows the raw map data that will be exported or saved:
The side panel includes a raw JSON inspector:
- 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.
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.
This is useful for checking numeric transform values before saving or exporting.
## Saving Changes
@@ -111,27 +76,12 @@ The button is hidden in production builds because production persistence is not
## Editing Dialogue 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.
The side panel also includes dialogue tools for the dialogue manifest and SRT subtitles.
### Dialogue Manifest
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:
- `Reload` reloads the manifest from disk.
@@ -145,19 +95,6 @@ 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.
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
Use the `SRT` panel to edit one subtitle file at a time.
@@ -171,8 +108,6 @@ 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.
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
Use `Validate` in the SRT panel to check the dialogue manifest and linked assets.
@@ -208,17 +143,6 @@ Dialogue cues define:
- `time`: seconds relative to the cinematic start
- `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:
- `Reload` reloads the cinematic manifest from disk.
@@ -231,8 +155,6 @@ 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.
Use `dialogueCues` when the dialogue belongs to a cinematic. Use a dialogue `timecode` only for simple global scene timing outside a cinematic.
## Current Limitations
- The editor only modifies existing nodes.
+77 -209
View File
@@ -1,244 +1,112 @@
# Implemented Features
This document lists the user-visible and developer-facing features implemented in the current `develop` branch.
This document lists features that are implemented in the current codebase.
## Application And Routes
## Scene
- React 19 application bootstrapped by Vite and TypeScript
- TanStack Router route tree
- `/` playable 3D experience
- `/editor` local content editor
- `/docs` in-app documentation browser
- Lazy-loaded docs pages rendered from repository Markdown files
## 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
- Fullscreen React Three Fiber scene
- Main map scene loaded from `public/map.json` and matching `public/models/{name}/model.glb` or `model.gltf` assets
- Minimal fullscreen scene loading overlay for 3D scenes, with a global progress bar used by the production map, debug physics scene, and editor scene
- 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`
- Rapier physics context available for production stage gameplay objects
- Ambient and directional lighting
- Environment background setup
## Player
- Player camera mode
- Pointer-lock mouse look
- `ZQSD` movement
- Jump with `Space`
- Trigger interaction with `E`
- 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
- Pointer lock mouse look
- Movement with `ZQSD`
- Jumping
- Movement lock during active repair steps, with an on-screen indicator while keeping trigger interactions available
- Octree-based collision against dedicated map collision nodes, currently scoped to `terrain`
## Physics And Collision
## Interactions
- Separate collision responsibility between player and gameplay objects
- Player collision uses a Three.js capsule plus octree
- Gameplay objects use Rapier rigid bodies and colliders
- Production `GameStageContent` is mounted inside a Rapier `Physics` provider
- 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
- Focus detection by distance and raycast
- Trigger interactions activated with `E`
- Grab interactions activated with the primary mouse button
- Physics-backed gameplay objects can be mounted inside stage content without replacing player octree collision
- Interaction prompt shown for trigger interactions
## Repair Gameplay
- Reusable `RepairGame` mounted for `bike`, `pylone`, and `ferme`
- Mission progression driven by Zustand and shared `MissionStep` types
- Production repair positions:
- `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`
## Game Progression Store
- Zustand `useGameStore` for durable gameplay progression
- Main states: `intro`, `bike`, `pylone`, `ferme`, `outro`
- Per-mission repair step state
- 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
## Settings And UI Overlays
- `Esc` opens and closes the settings menu
- Music, SFX, and dialogue volume sliders
- Subtitle visibility toggle
- Subtitle language choice between French and English
- Repair-runtime choice between JavaScript and Python modes stored in settings
- 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
- Reusable production `RepairGame` mounted for `bike`, `pylone`, and `ferme` mission states
- 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
- Repair mission config shared through `src/data/gameplay/repairMissions.ts`, including per-mission broken nodes, placeholder targets, scan timing, and reassembly timing
- 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
## 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
- Category-based volumes for music, SFX, and dialogue
- Looped background music playback through `AudioManager`
- One-shot sound playback for SFX and dialogue, with simple per-sound pooling
- Optional stereo pan for one-shot sounds
## 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 manifest in `public/sounds/dialogue/dialogues.json`
- 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
- Global timecode dialogue triggering through `GameDialogues`
## Cinematics
- Runtime cinematic manifest in `public/cinematics.json`
- Cinematic manifest validation
- Cinematic manifest in `public/cinematics.json`
- Timecoded cinematic trigger support
- GSAP camera keyframe playback
- Camera position and look target interpolation
- Optional dialogue cues relative to cinematic start time
- Optional dialogue cues synchronized to cinematic timelines
- Player input lock while a cinematic is active
- Current world integration only mounts `GameCinematics` during `mainState === "outro"`
## Hand Tracking
## Game Options Menu
- 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
- `Esc` opens and closes the in-game options menu
- Music, SFX, and dialogue volume sliders
- Subtitle visibility toggle
- Subtitle language choice between French and English
- Repair runtime choice between local JavaScript and Python server mode
- Quit action that clears browser-accessible cookies and returns to `/`
## Debug Tooling
- `?debug` query param enables debug systems
- `lil-gui` root debug folder
- Camera mode switch between player and debug camera
- Scene mode switch between production game and physics test scene
- R3F perf toggle
- Debug overlay toggle
- 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
- `?debug` query param enables the debug panel
- `lil-gui` controls for camera mode, scene mode, `R3F Perf`, `Debug Overlay`, and interaction tuning
- Compact debug overlay for game state controls and hand tracking status
- Debug game-state mission switching unlocks locked repair missions at `waiting` for faster testing
- Debug scene helpers
- Free debug camera
- `r3f-perf` overlay
## Map And Content Editor
## Map Editor
- `/editor` route
- Automatic loading of `public/map.json`
- Folder upload fallback when map data is not available
- Shared `MapNode` format with runtime map loading
- Render available map models
- Fallback cubes for missing models
- `/editor` route for inspecting and editing `public/map.json`
- Automatic loading of `public/map.json` when available
- Folder upload fallback when `map.json` is missing
- Rendering of available `public/models/{name}/model.glb` or `model.gltf` assets
- Fallback cubes for nodes whose model is missing
- Object selection by click
- Transform modes: translate, rotate, scale
- Transform keyboard shortcuts: `T`, `R`, `S`
- Selection lock
- Explicit selection clear
- Undo and redo
- Player-style editor navigation with `WASD`, `ZQSD`, arrows, `Space`, and `Shift`
- JSON inspector
- JSON export
- Dev-server save endpoint for `public/map.json`
- Dialogue manifest editor
- 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
- Transform modes for translate, rotate, and scale
- Keyboard shortcuts for `T`, `R`, `S`, `Esc`, undo, and redo
- Player-style navigation mode with `WASD`, `ZQSD`, arrow keys, `Space`, and `Shift`
- JSON export for downloading the edited map
- Dev-server save endpoint for writing changes back to `public/map.json`
- SRT editor for dialogue subtitles
- Audio preview and timing helpers for SRT cues
- Dev-server save endpoint for SRT files
- Dialogue manifest editor with preview and assisted French SRT cue creation
- Cinematic manifest editor with camera keyframes, dialogue cues, and canvas preview
- Dialogue manifest validation from the editor UI
## In-App Documentation
## Not Implemented Yet
- `/docs` documentation layout
- Markdown rendered through `react-markdown` and `remark-gfm`
- Technical docs for architecture, scene runtime, repair game, interaction, editor, audio, hand tracking, Zustand, Three debugging, animation, and target architecture
- User docs for implemented features, main feature, editor usage, and code-review preparation
## Not Implemented Or Incomplete
- 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
- complete mission system
- zone system
- full cinematic system beyond current timecode prototype
- gameplay-triggered dialogue branches beyond current prototype triggers
- loading flow
- minimap and mission HUD
- full production separation between gameplay and debug scenes
- production backend persistence for editor saves
+6 -9
View File
@@ -12,7 +12,7 @@ The current user flow is:
2. Move close to the active repair object in the game scene.
3. Aim at the object and press the interaction key when prompted.
4. The mission step moves from `waiting` to `inspected`.
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`.
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.
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`.
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.
@@ -20,24 +20,22 @@ 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.
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.
13. The exploded object animates back into its assembled form with completion particles, then moves to `done`.
13. The exploded object animates back into its assembled form with completion particles, then moves to `done` and restores player movement controls.
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
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
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. 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.
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.
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. 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.
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.
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.
@@ -56,10 +54,10 @@ 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/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/ui/RepairMovementLockIndicator.tsx` renders the HTML indicator intended for repair movement lock.
- `src/components/ui/RepairMovementLockIndicator.tsx` renders the HTML indicator shown while repair movement is locked.
- `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/useRepairMovementLocked.ts` exposes the shared repair movement-lock rule used by the player controller and UI indicator, but currently returns `false`.
- `src/hooks/gameplay/useRepairMovementLocked.ts` exposes the shared repair movement-lock rule used by the player controller and UI indicator.
- `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/models/ExplodableModel.tsx` renders selectable models with split/exploded visualization.
@@ -108,6 +106,5 @@ python -m backend.main
- 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.
- 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.
- The repair-game content is configured statically in `src/data/gameplay/`.
+230 -257
View File
@@ -12,7 +12,7 @@
"@react-three/drei": "^10.7.7",
"@react-three/fiber": "^9.6.1",
"@react-three/rapier": "^2.2.0",
"@tanstack/react-router": "^1.169.2",
"@tanstack/react-router": "^1.168.25",
"gsap": "^3.15.0",
"lil-gui": "^0.21.0",
"lucide-react": "^1.11.0",
@@ -61,9 +61,9 @@
}
},
"node_modules/@babel/compat-data": {
"version": "7.29.3",
"resolved": "https://registry.npmjs.org/@babel/compat-data/-/compat-data-7.29.3.tgz",
"integrity": "sha512-LIVqM46zQWZhj17qA8wb4nW/ixr2y1Nw+r1etiAWgRM6U1IqP+LNhL1yg440jYZR72jCWcWbLWzIosH+uP1fqg==",
"version": "7.29.0",
"resolved": "https://registry.npmjs.org/@babel/compat-data/-/compat-data-7.29.0.tgz",
"integrity": "sha512-T1NCJqT/j9+cn8fvkt7jtwbLBfLC/1y1c7NtCeXFRgzGTsafi68MRv8yzkYSapBnFA6L3U2VSc02ciDzoAJhJg==",
"dev": true,
"license": "MIT",
"engines": {
@@ -222,9 +222,9 @@
}
},
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