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