auto-git:

[add] src/geometry/model-instance-collider-generation.ts
 [add] src/runtime-three/rapier-collision-world.ts
 [change] AGENTS.md
 [change] CHAT_CONTEXT.md
 [change] architecture.md
 [change] package.json
 [change] prompts-lite.txt
 [change] prompts.txt
 [change] roadmap.md
 [change] src/assets/model-instances.ts
 [change] src/document/migrate-scene-document.ts
 [change] src/document/scene-document-validation.ts
 [change] src/document/scene-document.ts
 [change] src/runtime-three/first-person-navigation-controller.ts
 [change] src/runtime-three/navigation-controller.ts
 [change] src/runtime-three/runtime-host.ts
 [change] src/runtime-three/runtime-scene-build.ts
 [change] src/runtime-three/runtime-scene-validation.ts
 [change] src/viewport-three/viewport-host.ts
 [change] testing.md
This commit is contained in:
2026-04-04 07:51:38 +02:00
parent d82e37861e
commit 3d1dd3fe63
20 changed files with 1553 additions and 31 deletions

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@@ -113,6 +113,10 @@ Per face, keep explicit UV transform values such as:
- imported assets live in the asset registry
- placed imported models live in `modelInstances`
- typed scene objects like `PlayerStart`, `TriggerVolume`, or lights live in `entities`
- collision authoring for imported models belongs on `modelInstances`, not asset records
- generated imported-model collider data should be derived from asset geometry + instance transform + authored settings
- for imported-model collider types beyond simple boxes, prefer a Rapier-backed collision/query layer over extending the handcrafted collision code indefinitely
- broad-phase and narrow-phase pruning should come from that collision/query layer, not custom app code
### Interaction scope