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La-Fabrik/docs/technical/animation.md
Tom Boullay c09818aa67
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docs: audit app architecture and refresh feature documentation
2026-05-12 11:46:11 +02:00

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# Animation & 3D Components
This document describes the 3D components that are currently used in the runtime.
## Runtime Components
| Domain | Component | Role |
| ----------- | -------------------- | --------------------------------------------------------------------- |
| 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
Use `useFrame` for per-frame 3D behavior. Current examples:
- `GrabbableObject` updates held object velocity every frame.
- `ExplodableModel` updates split part positions every frame.
- `RepairCaseModel` updates proximity float and rotation wobble every frame.
- `SkyModel` follows the camera position every frame.
## Timeline Animation
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.
## File Structure
```txt
src/components/three/
├── gameplay/
│ ├── RepairCaseModel.tsx
│ ├── RepairGame.tsx
│ └── RepairRepairingStep.tsx
├── interaction/
│ ├── GrabbableObject.tsx
│ ├── InteractableObject.tsx
│ └── TriggerObject.tsx
├── models/
│ ├── AnimatedModel.tsx
│ ├── ExplodableModel.tsx
│ └── SimpleModel.tsx
└── world/
└── SkyModel.tsx
```