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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35
roadmap.md
35
roadmap.md
@@ -342,6 +342,40 @@ The tool becomes more than brush-only by supporting imported assets, authored li
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---
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### Slice 3.1B — Imported model collider authoring
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#### Deliverables
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- canonical collision settings on model instances
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- explicit collision mode selector for:
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- none
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- terrain
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- static
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- dynamic
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- simple
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- collision visibility/debug toggle
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- generated collider data derived from imported model geometry plus authored settings
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- Rapier-backed collision/query integration for imported-model colliders and broad-phase/narrow-phase handling
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- runtime build support for imported-model colliders in the runner collision path
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- editor/runner debug visualization of generated collision where enabled
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#### Acceptance criteria
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- author can choose a collision mode per model instance in the inspector
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- imported models can participate in runner collision without hand-authored invisible geometry
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- collider modes mean exactly:
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- none = no collider
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- terrain = heightfield collider, static only
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- static = triangle mesh collider, fixed only
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- dynamic = convex decomposition into compound collider, dynamic/kinematic capable
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- simple = one cheap primitive or one convex hull
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- generated collision survives save/load through canonical settings and deterministic rebuild behavior
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- broad-phase and narrow-phase pruning are handled by Rapier instead of app-specific custom collision code
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- the slice does not require a full gameplay-physics sandbox
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- unsupported or partial modes fail clearly instead of silently pretending to work
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---
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### Slice 3.2 — Local lights and skyboxes
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#### Deliverables
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@@ -593,6 +627,7 @@ A slice is complete only when:
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- per-face UV persistence
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- picking accuracy
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- collision generation from brush data
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- collision generation from imported model data
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- imported asset/material compatibility
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- browser audio unlock behavior
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- input edge cases across browsers
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