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La-Fabrik/docs/technical/architecture.md
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2026-05-11 13:10:26 +02:00

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# Current Architecture
This document describes the code that exists today in the repository.
## Runtime Structure
- `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/world/GameMap.tsx` loads map nodes from `public/map.json`, resolves available models, and builds the collision octree.
- `src/world/debug/TestMap.tsx` provides a debug-oriented interaction and physics map.
- `src/world/player/Player.tsx` mounts the camera and controller.
- `src/world/player/PlayerController.tsx` owns pointer lock movement, jump handling, and interaction input.
## Interaction Model
- `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.
## Audio
- `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`.
## Settings Menu
- `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.
## Dialogues And Subtitles
- `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
- `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.
## Debug System
- 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/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/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 current core repair gameplay prototype: the repair case, repair game zone, and module slots.
- `src/components/three/world/` contains reusable world/environment objects such as `SkyModel`.
## 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.
## Map Data
- `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 filters out nodes whose model cannot be resolved.
## Current Limitations
- 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`.
- Missions and zones are not implemented.
- Dialogue branching and gameplay-triggered 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.