Feat/polish-mission1 #12

Merged
math-pixel merged 42 commits from feat/polish-mission1 into develop 2026-06-01 21:51:09 +00:00
3 changed files with 79 additions and 24 deletions
Showing only changes of commit a766784ce8 - Show all commits
+18 -14
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@@ -74,28 +74,32 @@ It tracks:
- `gameMapLoaded`: map data and visible map nodes settled
- `gameStageLoaded`: Rapier gameplay stage mounted
- `showGameStage`: true when the map is ready enough to mount gameplay content
- `shadowsReady`: renderer, shadow lights, and scene matrices have been forced once after the scene is mounted
- `gameplayReady`: true when map, stage, octree, and the shadow warmup are all ready
- `gameplayReady`: true when map, stage, and octree are all ready
The base game-scene readiness condition before the shadow warmup is:
The game-scene readiness condition is:
```ts
showGameStage && gameStageLoaded && octree !== null;
```
After that condition is met, `SceneShadowWarmup` runs one final loading step:
Shadows are configured once when `Lighting` mounts (renderer `shadowMap.enabled`, sun
`shadow.autoUpdate = true`, bias and frustum from `SHADOW_CONFIG` in
`src/data/world/lightingConfig.ts`). The shadow map then refreshes every frame and
follows the player camera through the sun's `target`. The earlier `SceneShadowWarmup`
step has been removed — the visible loading overlay no longer waits for a forced
shadow refresh because `autoUpdate` covers steady-state rendering.
```txt
Activation des ombres -> Ombres prêtes -> Gameplay prêt
```
### Avoiding global scene remounts
This keeps the loading overlay visible until the renderer shadow map, shadow-casting light, and mounted scene graph have all been explicitly refreshed.
After the warmup, shadow maps switch back to manual refreshes driven by `Lighting`.
The sun still follows the player camera, but the shadow map is only marked dirty
when the camera has moved enough and a short refresh interval has elapsed. This
keeps shadows present after loading without paying for a full shadow render every
frame across the dense vegetation chunks.
Heavy stage components (`GameStageContent`, `Player`, dialogues) load assets via
`useGLTF`/`useTexture` without preload (e.g. `EbikeSpeedometer` calls `useTexture`
when the bike mounts). To prevent any late suspension from bubbling up to the
root `<Suspense>` boundary in `src/pages/page.tsx` and unmounting the entire
world (which would trigger a redundant octree rebuild and shadow re-config), the
game stage block and the spawn-player block are wrapped in their own
`<Suspense fallback={null}>` boundaries inside `src/world/World.tsx`. Any new
sibling that suspends late should be added inside one of these boundaries or get
its own.
The debug physics scene is ready when:
+47
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@@ -20,3 +20,50 @@ If DevTools still opens a bundled file, stop the dev server, clear Vite's cached
rm -rf node_modules/.vite
npm run dev:three-debug
```
## Visual debug toggles
The `Debug` folder of the runtime debug GUI exposes inspection toggles backed by
`src/managers/stores/useDebugVisualsStore.ts`:
- **Show Player Model** — renders the main character GLTF in front of the
current camera (`src/components/debug/DebugPlayerModel.tsx`). The model is
positioned in camera-local space so it stays visible regardless of pitch.
- **Show Octree** — overlays the collision octree as colored line segments,
one wireframe per spatial cell (`src/components/debug/DebugOctreeVisualization.tsx`).
Cells are colored by depth. Use it to inspect collision precision around
doorways or passages.
- **Octree Max Depth** — caps how deep the octree visualization recurses
(default 6). Increase to see leaf-level subdivisions; decrease to keep the
scene readable when the tree is large.
The octree visualization reads the live `Octree` instance from `World`. The
mesh uses `depthTest: false` and a high `renderOrder`, so cells stay visible
through opaque geometry.
## Shadow rendering intermittence (open investigation)
Shadows occasionally fail to render on initial load even though the
`Lighting` configuration runs to completion (verified through diagnostic logs).
The issue is not deterministic across runs with identical config. Suspected
contributors:
- WebGL context restoration timing (`webglcontextrestored` rebinds shadow map
state in `src/pages/page.tsx`).
- First-frame shadow map being rendered before any mesh has its
`castShadow`/`receiveShadow` flag set; `autoUpdate=true` should fix it on the
next frame, but a single dropped frame is still visible at very first paint.
- HMR/state interactions in dev mode that do not occur in production builds.
Mitigations already applied:
- Shadow config centralized in `src/data/world/lightingConfig.ts`
(`bias=0`, `normalBias=0`, `cameraSize=95`, matching the historically working
values from `develop`).
- Late-suspension Suspense boundaries in `World.tsx` to prevent global scene
remounts that would re-run shadow setup mid-load.
If the issue reproduces in production, capture a screenshot plus the
`[diag]`-style logs from `useOctreeGraphNode`, `Lighting`, and `GameMapCollision`
to confirm whether the third configuration pass is happening (which would
indicate a remaining suspending hook outside the existing Suspense boundaries).
+14 -10
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@@ -31,6 +31,7 @@ import {
} from "@/data/world/octreeCollisionConfig";
import { getMapModelScaleMultiplier } from "@/data/world/mapInstancingConfig";
import { useCharacterDebugStore } from "@/managers/stores/useCharacterDebugStore";
import { useGameStore } from "@/managers/stores/useGameStore";
import { WorldBoundsCollision } from "@/world/collision/WorldBoundsCollision";
import type { MapNode } from "@/types/map/mapScene";
import type { OctreeReadyHandler, Vector3Tuple } from "@/types/three/three";
@@ -125,21 +126,24 @@ export function GameMapCollision({
const settledCollisionNodesRef = useRef(new Set<number>());
const loadedNotifiedRef = useRef(false);
const [settledCollisionNodeCount, setSettledCollisionNodeCount] = useState(0);
const mainState = useGameStore((state) => state.mainState);
const terrainHeight = useTerrainHeightSampler();
const collisionNodes = nodes.filter(isCollisionNode);
const includeCharacterCollisions = mainState !== "ebike";
const characterCollisionCount = includeCharacterCollisions
? CHARACTER_IDS.length
: 0;
const collisionSourceCount =
collisionNodes.length + proxyNodes.length + CHARACTER_IDS.length;
collisionNodes.length + proxyNodes.length + characterCollisionCount;
const collisionReady =
mapReady && settledCollisionNodeCount >= collisionNodes.length;
const characterCollisionSignature = useCharacterDebugStore((state) =>
CHARACTER_IDS.map((id) => {
const character = state.characters[id];
return [
...character.position,
...character.rotation,
...character.scale,
].join(",");
}).join("|"),
includeCharacterCollisions
? CHARACTER_IDS.map((id) => {
const character = state.characters[id];
return [...character.position, ...character.rotation].join(",");
}).join("|")
: "characters-hidden",
);
const collisionRebuildKey = collisionReady
? `${collisionNodes.length}:${collisionSourceCount}:${characterCollisionSignature}`
@@ -221,7 +225,7 @@ export function GameMapCollision({
/>
))
: null}
{mapReady ? (
{mapReady && includeCharacterCollisions ? (
<CharacterCollisionProxies terrainHeight={terrainHeight} />
) : null}
{mapReady