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[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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@@ -341,6 +341,46 @@ Do not:
---
## Slice Body 8B — Imported model collider authoring
```text
Relevant docs to inspect after the common preamble:
- architecture.md: model instances, assets, runtime build, collision scope
- roadmap.md: Slice 3.1B
- testing.md: serialization, geometry/runtime, collision coverage
Implement Slice 3.1B.
Requirements:
- canonical collision settings on model instances
- inspector selector for:
- none
- terrain
- static
- dynamic
- simple
- collision visibility/debug toggle
- generated collider data derived from model asset geometry + model instance transform + authored settings
- Rapier-backed collision/query integration for broad-phase/narrow-phase handling
- runtime integration with the existing runner collision path
- debug visualization for generated collision where enabled
- explicit collider semantics:
- none = no collider
- terrain = heightfield collider, static only
- static = triangle mesh collider, fixed only
- dynamic = convex decomposition into compound collider, dynamic/kinematic capable
- simple = one cheap primitive or one convex hull
Constraints:
- do not merge model instances into entities
- use Rapier instead of inventing custom broad-phase/narrow-phase code
- do not rewrite the runner into a full gameplay-physics sandbox in this slice
- keep authored settings canonical and generated collider data derived/cacheable
- if terrain/dynamic support is partial, fail clearly and document it
```
---
## Slice Body 9 — Animation playback
```text