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:
31
AGENTS.md
31
AGENTS.md
@@ -119,6 +119,19 @@ These defaults are intentionally fixed for the early slices unless a later slice
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- placed imported models are **model instances**, not typed entities
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- keep model instances in a document collection separate from `entities`
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### Imported model collision scope
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- collision authoring for imported models belongs on `modelInstances`, not on asset records
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- the canonical source of truth is authored collision settings, not cooked collider bytes
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- generated collider data may be cached or rebuilt, but it is derived from:
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- imported model asset geometry
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- model instance transform
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- authored collision settings
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- for imported-model collider support beyond simple boxes, prefer integrating a real collision/query library such as Rapier over inventing custom broad-phase/narrow-phase code in-house
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- let the collision/query layer own broad-phase and narrow-phase pruning instead of re-implementing that manually in app code
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- do not turn this slice into a full physics sandbox or general rigidbody architecture rewrite unless the roadmap explicitly asks for that
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- near-term slices may adapt or replace the current handcrafted runner collision path where necessary so brush and imported-model colliders can participate in one coherent collision/query system
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### Runtime interaction scope
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- keep trigger/action/target links explicit and typed
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@@ -161,6 +174,7 @@ Use these terms consistently:
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- **Texture**: image resource backing material channels
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- **Asset**: imported external resource, usually GLB/GLTF or audio and related media
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- **Model Instance**: placed scene instance of an imported asset
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- **Collider**: runtime collision representation derived from brushes or imported models
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- **Prefab**: reusable asset/entity package placeable in scenes
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- **Entity**: typed scene object with runtime/editor semantics
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- **Project Package**: portable editable bundle containing canonical scene JSON plus referenced assets
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@@ -168,7 +182,7 @@ Use these terms consistently:
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- **Runner**: browser runtime that loads and plays scenes
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- **Viewport**: editor rendering surface
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- **Command**: undoable state transition
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- **Tool**: editor interaction mode such as select, move, box-create, face-edit
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- **Tool**: editor interaction mode such as select, create, transform, or face-edit
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- **Build**: deterministic transformation from document -> runtime scene data
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- **Export**: downstream transformation to deployable or interchange deliverables such as runner packages or optional later GLB
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@@ -315,6 +329,21 @@ Do not store raw three.js objects inside canonical document state.
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- entity validation must happen at document/build boundaries
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- model instances remain separate from entities
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### Imported model collision rules
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- collision settings for imported models live on `modelInstances`
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- supported collision modes must be explicit and typed
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- generated collision geometry is derived data, not the canonical source document
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- collision debug visibility is editor/runtime UI state driven by authored settings, not a hidden renderer-only toggle
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- avoid implicit “always collide with render mesh” behavior
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- if broad-phase/narrow-phase pruning or non-box collider support is needed, prefer Rapier over ad hoc custom collision math
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- collision modes mean:
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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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---
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## Performance rules
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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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@@ -167,6 +167,21 @@ Placed imported models are not typed entities.
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- placed scene instances of those assets live in `modelInstances`
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- typed runtime/editor objects such as `PlayerStart` or `TriggerVolume` live in `entities`
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### Imported model collision scope
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Imported model collision should extend the current architecture, not replace it.
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- authored collision settings belong on `modelInstances`
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- generated collider data is derived from:
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- imported model asset geometry
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- model instance transform
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- authored collision settings
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- do not make cooked/generated collider bytes the canonical source document by default
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- for non-box imported-model collider support and broad-phase/narrow-phase pruning, prefer integrating Rapier as a collision/query subsystem over inventing custom collision code in-house
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- broad-phase and narrow-phase pair pruning should be delegated to that collision/query layer rather than re-implemented manually in app code
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- do not turn this into a full general-purpose physics sandbox unless the product actually needs one
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- near-term slices may adapt or replace the current handcrafted runner collision path so brushes and imported models can participate in one coherent collision/query system
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### Trigger/action/target scope
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Keep interaction links explicit and typed.
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@@ -344,6 +359,8 @@ interface SceneDocument {
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}
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```
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Imported model collision settings should be represented canonically on the relevant `ModelInstance` records or a tightly related typed sub-structure, not as hidden renderer/runtime state.
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`WorldSettings` is the correct home for:
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- background mode and background color/gradient
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@@ -525,6 +542,14 @@ Responsibilities:
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- `AnimationSystem`
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- `RuntimeUIBridge`
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### Collision strategy progression
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Near-term runtime collision is intentionally narrower than a full game-engine physics stack.
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- early runner slices use deterministic explicit collision data for navigation and authored interactions
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- imported model collision should first plug into that same runtime build/query path
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- only introduce a broader physics world when dynamic rigid bodies, richer contact response, or other product requirements make it necessary
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### Navigation modes
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Initial modes:
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@@ -697,6 +722,59 @@ There should be a clear distinction between:
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- model instance
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- prefab definition
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### Imported model collision authoring
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Imported models need an explicit authored collision path that coexists with brush collision.
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Recommended authored settings shape:
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```ts
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type ModelInstanceCollisionMode =
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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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interface ModelInstanceCollisionSettings {
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mode: ModelInstanceCollisionMode;
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visible: boolean;
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simpleShape?: "box" | "sphere" | "capsule" | "convexHull";
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terrainResolution?: number;
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dynamicQuality?: "low" | "medium" | "high";
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}
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```
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Rules:
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- these settings are canonical authoring data
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- generated collider geometry is derived/cacheable data
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- collision generation is triggered by authored settings, not hidden import-time guesses
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- `modelInstances` remain separate from `entities`
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- collision debug rendering should be visually inspectable in editor and runner when enabled
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- preferred implementation path is:
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- Rapier 3D WASM provides the collision/query layer
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- Rapier owns broad-phase and narrow-phase pruning
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- the editor document owns authored collider settings
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- generated collider geometry/handles are derived runtime/cache data
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- collision modes should 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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- initial support may be staged, but unsupported modes must fail clearly instead of silently degrading to random approximations
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### Collision strategy progression
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- early slices used handcrafted box-based player collision because only brush boxes existed
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- once imported-model colliders require terrain, trimesh, convex hull, or compound collision, the preferred next step is a Rapier-backed collision/query layer
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- this does not require a full gameplay physics sandbox in the same slice
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- a valid intermediate state is:
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- fixed/queryable colliders for brushes and imported models
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- existing first-person movement adapted to query against Rapier-backed colliders
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- dynamic collider generation represented canonically even if full rigidbody simulation lands later
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---
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## `serialization`
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@@ -905,11 +983,19 @@ SceneDocument
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-> validate
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-> resolve assets/materials/entities/model instances
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-> build brush meshes
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-> build model-instance collider data
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-> build colliders
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-> build runtime entity graph
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-> assemble runtime scene package
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```
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In the near-term architecture, `build colliders` may include a mix of:
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- brush-derived colliders
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- imported-model-instance-derived colliders
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without requiring a full general-purpose physics world.
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### Project package build stages
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```txt
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@@ -17,6 +17,7 @@
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"test:e2e": "playwright test"
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},
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"dependencies": {
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"@dimforge/rapier3d-compat": "^0.19.3",
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"postprocessing": "^6.39.0",
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"react": "^18.3.1",
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"react-dom": "^18.3.1",
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@@ -341,6 +341,46 @@ Do not:
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---
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## Slice Body 8B — Imported model collider authoring
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```text
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Relevant docs to inspect after the common preamble:
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- architecture.md: model instances, assets, runtime build, collision scope
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- roadmap.md: Slice 3.1B
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- testing.md: serialization, geometry/runtime, collision coverage
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Implement Slice 3.1B.
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Requirements:
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- canonical collision settings on model instances
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- inspector 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 model asset geometry + model instance transform + authored settings
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- Rapier-backed collision/query integration for broad-phase/narrow-phase handling
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- runtime integration with the existing runner collision path
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- debug visualization for generated collision where enabled
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- explicit collider semantics:
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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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Constraints:
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- do not merge model instances into entities
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- use Rapier instead of inventing custom broad-phase/narrow-phase code
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- do not rewrite the runner into a full gameplay-physics sandbox in this slice
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- keep authored settings canonical and generated collider data derived/cacheable
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- if terrain/dynamic support is partial, fail clearly and document it
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```
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---
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## Slice Body 9 — Animation playback
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```text
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94
prompts.txt
94
prompts.txt
@@ -698,6 +698,100 @@ Please implement fully and report:
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---
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## Prompt 8B — Imported model collider authoring
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```text
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You are implementing Slice 3.1B — Imported model collider authoring.
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Read and follow:
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- AGENTS.md
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- CHAT_CONTEXT.md
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- architecture.md
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- roadmap.md
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- testing.md
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Before coding:
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- Inspect the current repo and extend the existing implementation.
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- Build on the existing model asset / model instance path. Do not merge model instances into entities.
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- Integrate with the existing runtime scene build, but use Rapier 3D WASM as the collision/query layer for this slice instead of inventing custom broad-phase/narrow-phase logic.
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- Do not turn this slice into a full gameplay-physics sandbox or broad entity rigidbody rewrite.
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- If you change persisted schema, update versioning, migrations, and at least one compatibility test.
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Current goal:
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Make imported model instances participate in collision by adding explicit authored collider settings, generated collider data, Rapier-backed collision/query integration, and runtime/debug support that fits the current codebase.
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Requirements:
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- Add canonical collision settings to model instances.
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- Add an inspector UI for imported model instances with an explicit collision mode selector:
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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
|
||||
- Add a collision visibility/debug toggle for model instances.
|
||||
- Generated collider data must be derived from:
|
||||
- imported model asset geometry
|
||||
- model instance transform
|
||||
- authored collision settings
|
||||
- Keep the authored settings canonical. Do not make cooked/generated collider bytes the source of truth in the document.
|
||||
- If you add caching, keep it explicit and derived.
|
||||
- Use Rapier 3D WASM for broad-phase/narrow-phase pruning and collision/query evaluation in this slice.
|
||||
|
||||
Collision-mode expectations:
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||||
- `none`:
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- no collider
|
||||
- `terrain`:
|
||||
- heightfield collider
|
||||
- static only
|
||||
- if the source mesh cannot support the chosen terrain path cleanly, fail clearly with diagnostics instead of silently pretending it worked
|
||||
- `static`:
|
||||
- triangle mesh collider
|
||||
- fixed only
|
||||
- `dynamic`:
|
||||
- convex decomposition into a compound collider
|
||||
- dynamic/kinematic capable representation
|
||||
- this slice does not require a full general rigidbody gameplay system, but the generated representation must be explicit and correct
|
||||
- if actual runtime behavior is limited in this slice, document exactly what works now
|
||||
- `simple`:
|
||||
- one cheap primitive or one convex hull
|
||||
- keep the initial option set small and explicit if needed
|
||||
|
||||
Runtime/build requirements:
|
||||
- Extend runtime scene build so imported model colliders participate in one coherent Rapier-backed collision/query path together with brush-authored world collision.
|
||||
- Broad-phase and narrow-phase handling should come from Rapier, not app-specific custom collision pruning code.
|
||||
- Keep first-person traversal/collision working. It is acceptable to adapt the current player collision path to query against Rapier-backed colliders instead of the handwritten box-only collision path.
|
||||
- Add debug visualization for generated imported-model collision in editor and/or runner when the visibility toggle is enabled.
|
||||
- Keep the implementation understandable and explicit.
|
||||
|
||||
Important:
|
||||
- Do not build a giant general-purpose physics framework around Rapier in this slice.
|
||||
- Do not add arbitrary rigidbody components to every scene object just because Rapier is present.
|
||||
- Do not hide collider generation behind import-time magic; it should be driven by authored collision settings.
|
||||
- Do not treat the render mesh as automatically equal to the collision mesh in all modes.
|
||||
- Keep model-instance collision separate from brush collision and separate from typed entity schemas.
|
||||
|
||||
Testing expectations:
|
||||
- Round-trip tests for model-instance collision settings
|
||||
- Migration/compatibility test if schema changes
|
||||
- Validation/build tests for invalid or unsupported collision-mode assumptions
|
||||
- Geometry/runtime tests for generated collider outputs where practical
|
||||
- Runtime/domain tests proving the generated colliders participate in the actual Rapier-backed collision/query path
|
||||
- Runner/domain tests proving imported-model collision works together with existing brush/world collision
|
||||
- Browser/e2e or manual verification for collision debug visibility if practical
|
||||
|
||||
Please implement fully and report:
|
||||
- model-instance collision schema/settings
|
||||
- supported behavior for each collision mode
|
||||
- how generated collider data is represented and rebuilt/cached
|
||||
- how Rapier is integrated into the current runner collision/query architecture
|
||||
- how broad-phase/narrow-phase responsibilities are handled
|
||||
- how debug visibility works
|
||||
- tests added or updated
|
||||
- what limitations remain, especially for `terrain` and `dynamic`
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Prompt 9 — Animation playback
|
||||
|
||||
```text
|
||||
|
||||
35
roadmap.md
35
roadmap.md
@@ -342,6 +342,40 @@ The tool becomes more than brush-only by supporting imported assets, authored li
|
||||
|
||||
---
|
||||
|
||||
### Slice 3.1B — Imported model collider authoring
|
||||
|
||||
#### Deliverables
|
||||
|
||||
- canonical collision settings on model instances
|
||||
- explicit collision mode selector for:
|
||||
- none
|
||||
- terrain
|
||||
- static
|
||||
- dynamic
|
||||
- simple
|
||||
- collision visibility/debug toggle
|
||||
- generated collider data derived from imported model geometry plus authored settings
|
||||
- Rapier-backed collision/query integration for imported-model colliders and broad-phase/narrow-phase handling
|
||||
- runtime build support for imported-model colliders in the runner collision path
|
||||
- editor/runner debug visualization of generated collision where enabled
|
||||
|
||||
#### Acceptance criteria
|
||||
|
||||
- author can choose a collision mode per model instance in the inspector
|
||||
- imported models can participate in runner collision without hand-authored invisible geometry
|
||||
- collider modes mean exactly:
|
||||
- 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
|
||||
- generated collision survives save/load through canonical settings and deterministic rebuild behavior
|
||||
- broad-phase and narrow-phase pruning are handled by Rapier instead of app-specific custom collision code
|
||||
- the slice does not require a full gameplay-physics sandbox
|
||||
- unsupported or partial modes fail clearly instead of silently pretending to work
|
||||
|
||||
---
|
||||
|
||||
### Slice 3.2 — Local lights and skyboxes
|
||||
|
||||
#### Deliverables
|
||||
@@ -593,6 +627,7 @@ A slice is complete only when:
|
||||
- per-face UV persistence
|
||||
- picking accuracy
|
||||
- collision generation from brush data
|
||||
- collision generation from imported model data
|
||||
- imported asset/material compatibility
|
||||
- browser audio unlock behavior
|
||||
- input edge cases across browsers
|
||||
|
||||
@@ -2,6 +2,15 @@ import { createOpaqueId } from "../core/ids";
|
||||
import type { Vec3 } from "../core/vector";
|
||||
import type { ModelAssetRecord } from "./project-assets";
|
||||
|
||||
export const MODEL_INSTANCE_COLLISION_MODES = ["none", "terrain", "static", "dynamic", "simple"] as const;
|
||||
|
||||
export type ModelInstanceCollisionMode = (typeof MODEL_INSTANCE_COLLISION_MODES)[number];
|
||||
|
||||
export interface ModelInstanceCollisionSettings {
|
||||
mode: ModelInstanceCollisionMode;
|
||||
visible: boolean;
|
||||
}
|
||||
|
||||
export interface ModelInstance {
|
||||
id: string;
|
||||
kind: "modelInstance";
|
||||
@@ -10,6 +19,7 @@ export interface ModelInstance {
|
||||
position: Vec3;
|
||||
rotationDegrees: Vec3;
|
||||
scale: Vec3;
|
||||
collision: ModelInstanceCollisionSettings;
|
||||
animationClipName?: string;
|
||||
animationAutoplay?: boolean;
|
||||
}
|
||||
@@ -32,6 +42,11 @@ export const DEFAULT_MODEL_INSTANCE_SCALE: Vec3 = {
|
||||
z: 1
|
||||
};
|
||||
|
||||
export const DEFAULT_MODEL_INSTANCE_COLLISION_SETTINGS: ModelInstanceCollisionSettings = {
|
||||
mode: "none",
|
||||
visible: false
|
||||
};
|
||||
|
||||
function cloneVec3(vector: Vec3): Vec3 {
|
||||
return {
|
||||
x: vector.x,
|
||||
@@ -44,6 +59,39 @@ function areVec3Equal(left: Vec3, right: Vec3): boolean {
|
||||
return left.x === right.x && left.y === right.y && left.z === right.z;
|
||||
}
|
||||
|
||||
export function isModelInstanceCollisionMode(value: unknown): value is ModelInstanceCollisionMode {
|
||||
return MODEL_INSTANCE_COLLISION_MODES.includes(value as ModelInstanceCollisionMode);
|
||||
}
|
||||
|
||||
export function createModelInstanceCollisionSettings(
|
||||
overrides: Partial<ModelInstanceCollisionSettings> = {}
|
||||
): ModelInstanceCollisionSettings {
|
||||
const mode = overrides.mode ?? DEFAULT_MODEL_INSTANCE_COLLISION_SETTINGS.mode;
|
||||
|
||||
if (!isModelInstanceCollisionMode(mode)) {
|
||||
throw new Error("Model instance collision mode must be a supported value.");
|
||||
}
|
||||
|
||||
const visible = overrides.visible ?? DEFAULT_MODEL_INSTANCE_COLLISION_SETTINGS.visible;
|
||||
|
||||
if (typeof visible !== "boolean") {
|
||||
throw new Error("Model instance collision visibility must be a boolean.");
|
||||
}
|
||||
|
||||
return {
|
||||
mode,
|
||||
visible
|
||||
};
|
||||
}
|
||||
|
||||
export function cloneModelInstanceCollisionSettings(settings: ModelInstanceCollisionSettings): ModelInstanceCollisionSettings {
|
||||
return createModelInstanceCollisionSettings(settings);
|
||||
}
|
||||
|
||||
export function areModelInstanceCollisionSettingsEqual(left: ModelInstanceCollisionSettings, right: ModelInstanceCollisionSettings): boolean {
|
||||
return left.mode === right.mode && left.visible === right.visible;
|
||||
}
|
||||
|
||||
export function normalizeModelInstanceName(name: string | null | undefined): string | undefined {
|
||||
if (name === undefined || name === null) {
|
||||
return undefined;
|
||||
@@ -68,11 +116,15 @@ function assertPositiveFiniteVec3(vector: Vec3, label: string) {
|
||||
}
|
||||
|
||||
export function createModelInstance(
|
||||
overrides: Partial<Pick<ModelInstance, "id" | "name" | "position" | "rotationDegrees" | "scale" | "animationClipName" | "animationAutoplay">> & Pick<ModelInstance, "assetId">
|
||||
overrides: Partial<
|
||||
Pick<ModelInstance, "id" | "name" | "position" | "rotationDegrees" | "scale" | "collision" | "animationClipName" | "animationAutoplay">
|
||||
> &
|
||||
Pick<ModelInstance, "assetId">
|
||||
): ModelInstance {
|
||||
const position = cloneVec3(overrides.position ?? DEFAULT_MODEL_INSTANCE_POSITION);
|
||||
const rotationDegrees = cloneVec3(overrides.rotationDegrees ?? DEFAULT_MODEL_INSTANCE_ROTATION_DEGREES);
|
||||
const scale = cloneVec3(overrides.scale ?? DEFAULT_MODEL_INSTANCE_SCALE);
|
||||
const collision = cloneModelInstanceCollisionSettings(overrides.collision ?? DEFAULT_MODEL_INSTANCE_COLLISION_SETTINGS);
|
||||
|
||||
if (overrides.assetId.trim().length === 0) {
|
||||
throw new Error("Model instance assetId must be a non-empty string.");
|
||||
@@ -90,6 +142,7 @@ export function createModelInstance(
|
||||
position,
|
||||
rotationDegrees,
|
||||
scale,
|
||||
collision,
|
||||
animationClipName: overrides.animationClipName,
|
||||
animationAutoplay: overrides.animationAutoplay
|
||||
};
|
||||
@@ -128,6 +181,7 @@ export function areModelInstancesEqual(left: ModelInstance, right: ModelInstance
|
||||
areVec3Equal(left.position, right.position) &&
|
||||
areVec3Equal(left.rotationDegrees, right.rotationDegrees) &&
|
||||
areVec3Equal(left.scale, right.scale) &&
|
||||
areModelInstanceCollisionSettingsEqual(left.collision, right.collision) &&
|
||||
left.animationClipName === right.animationClipName &&
|
||||
left.animationAutoplay === right.animationAutoplay
|
||||
);
|
||||
|
||||
@@ -1,7 +1,10 @@
|
||||
import { createStarterMaterialRegistry, type MaterialDef, type MaterialPattern } from "../materials/starter-material-library";
|
||||
import {
|
||||
createModelInstanceCollisionSettings,
|
||||
createModelInstance,
|
||||
isModelInstanceCollisionMode,
|
||||
normalizeModelInstanceName,
|
||||
type ModelInstanceCollisionSettings,
|
||||
type ModelInstance
|
||||
} from "../assets/model-instances";
|
||||
import {
|
||||
@@ -51,6 +54,7 @@ import {
|
||||
FACE_MATERIALS_SCENE_DOCUMENT_VERSION,
|
||||
FIRST_ROOM_POLISH_SCENE_DOCUMENT_VERSION,
|
||||
FOUNDATION_SCENE_DOCUMENT_VERSION,
|
||||
IMPORTED_MODEL_COLLIDERS_SCENE_DOCUMENT_VERSION,
|
||||
LOCAL_LIGHTS_AND_SKYBOX_SCENE_DOCUMENT_VERSION,
|
||||
MODEL_ASSET_PIPELINE_SCENE_DOCUMENT_VERSION,
|
||||
RUNNER_V1_SCENE_DOCUMENT_VERSION,
|
||||
@@ -503,6 +507,23 @@ function readAssets(value: unknown): SceneDocument["assets"] {
|
||||
return assets;
|
||||
}
|
||||
|
||||
function readModelInstanceCollisionSettings(value: unknown, label: string): ModelInstanceCollisionSettings {
|
||||
if (value === undefined) {
|
||||
return createModelInstanceCollisionSettings();
|
||||
}
|
||||
|
||||
if (!isRecord(value)) {
|
||||
throw new Error(`${label} must be an object.`);
|
||||
}
|
||||
|
||||
const mode = readOptionalAllowedValue(value.mode, `${label}.mode`, "none", isModelInstanceCollisionMode);
|
||||
|
||||
return createModelInstanceCollisionSettings({
|
||||
mode,
|
||||
visible: readOptionalBoolean(value.visible, `${label}.visible`, false)
|
||||
});
|
||||
}
|
||||
|
||||
function readModelInstance(value: unknown, label: string, assets: SceneDocument["assets"]): ModelInstance {
|
||||
if (!isRecord(value)) {
|
||||
throw new Error(`${label} must be an object.`);
|
||||
@@ -526,6 +547,7 @@ function readModelInstance(value: unknown, label: string, assets: SceneDocument[
|
||||
position: readVec3(value.position, `${label}.position`),
|
||||
rotationDegrees: readVec3(value.rotationDegrees, `${label}.rotationDegrees`),
|
||||
scale: readVec3(value.scale, `${label}.scale`),
|
||||
collision: readModelInstanceCollisionSettings(value.collision, `${label}.collision`),
|
||||
animationClipName: (() => {
|
||||
const raw = expectOptionalString(value.animationClipName, `${label}.animationClipName`);
|
||||
if (raw === undefined) return undefined;
|
||||
@@ -1442,6 +1464,25 @@ export function migrateSceneDocument(source: unknown): SceneDocument {
|
||||
};
|
||||
}
|
||||
|
||||
// v15 -> v16: model instances gained authored collider settings.
|
||||
if (source.version === ENTITY_NAMES_SCENE_DOCUMENT_VERSION) {
|
||||
const materials = readMaterialRegistry(source.materials, "materials");
|
||||
const assets = readAssets(source.assets);
|
||||
|
||||
return {
|
||||
version: IMPORTED_MODEL_COLLIDERS_SCENE_DOCUMENT_VERSION,
|
||||
name: expectString(source.name, "name"),
|
||||
world: readWorldSettings(source.world),
|
||||
materials,
|
||||
textures: expectEmptyCollection(source.textures, "textures"),
|
||||
assets,
|
||||
brushes: readBrushes(source.brushes, materials, false),
|
||||
modelInstances: readModelInstances(source.modelInstances, assets),
|
||||
entities: readEntities(source.entities, { legacySoundEmitter: false }),
|
||||
interactionLinks: readInteractionLinks(source.interactionLinks)
|
||||
};
|
||||
}
|
||||
|
||||
// v14 -> v15: entities gained an optional authored name field.
|
||||
if (source.version === 14) {
|
||||
const materials = readMaterialRegistry(source.materials, "materials");
|
||||
|
||||
@@ -6,6 +6,7 @@ import {
|
||||
type ProjectAssetRecord
|
||||
} from "../assets/project-assets";
|
||||
import type { ModelInstance } from "../assets/model-instances";
|
||||
import { isModelInstanceCollisionMode } from "../assets/model-instances";
|
||||
import {
|
||||
type InteractableEntity,
|
||||
type PointLightEntity,
|
||||
@@ -646,6 +647,28 @@ function validateModelInstance(modelInstance: ModelInstance, path: string, docum
|
||||
diagnostics.push(createDiagnostic("error", "invalid-model-instance-scale", "Model instance scales must remain finite and positive on every axis.", `${path}.scale`));
|
||||
}
|
||||
|
||||
if (!isModelInstanceCollisionMode(modelInstance.collision.mode)) {
|
||||
diagnostics.push(
|
||||
createDiagnostic(
|
||||
"error",
|
||||
"invalid-model-instance-collision-mode",
|
||||
"Model instance collision mode must be one of none, terrain, static, dynamic, or simple.",
|
||||
`${path}.collision.mode`
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
if (!isBoolean(modelInstance.collision.visible)) {
|
||||
diagnostics.push(
|
||||
createDiagnostic(
|
||||
"error",
|
||||
"invalid-model-instance-collision-visibility",
|
||||
"Model instance collision visibility must be a boolean.",
|
||||
`${path}.collision.visible`
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
const asset = document.assets[modelInstance.assetId];
|
||||
|
||||
if (asset === undefined) {
|
||||
|
||||
@@ -6,7 +6,8 @@ import type { InteractionLink } from "../interactions/interaction-links";
|
||||
import { cloneMaterialRegistry, createStarterMaterialRegistry, type MaterialDef } from "../materials/starter-material-library";
|
||||
import { createDefaultWorldSettings, type WorldSettings } from "./world-settings";
|
||||
|
||||
export const SCENE_DOCUMENT_VERSION = 15 as const;
|
||||
export const SCENE_DOCUMENT_VERSION = 16 as const;
|
||||
export const IMPORTED_MODEL_COLLIDERS_SCENE_DOCUMENT_VERSION = 16 as const;
|
||||
export const ENTITY_NAMES_SCENE_DOCUMENT_VERSION = 15 as const;
|
||||
export const SPATIAL_AUDIO_SCENE_DOCUMENT_VERSION = 13 as const;
|
||||
export const ANIMATION_PLAYBACK_SCENE_DOCUMENT_VERSION = 12 as const;
|
||||
|
||||
677
src/geometry/model-instance-collider-generation.ts
Normal file
677
src/geometry/model-instance-collider-generation.ts
Normal file
@@ -0,0 +1,677 @@
|
||||
import {
|
||||
Euler,
|
||||
Group,
|
||||
MathUtils,
|
||||
Matrix4,
|
||||
Mesh,
|
||||
Quaternion,
|
||||
Vector3,
|
||||
type BufferAttribute,
|
||||
type BufferGeometry
|
||||
} from "three";
|
||||
|
||||
import type { LoadedModelAsset } from "../assets/gltf-model-import";
|
||||
import type { ModelInstance, ModelInstanceCollisionMode } from "../assets/model-instances";
|
||||
import type { ModelAssetRecord } from "../assets/project-assets";
|
||||
import type { Vec3 } from "../core/vector";
|
||||
|
||||
const TERRAIN_GRID_EPSILON = 1e-4;
|
||||
const DYNAMIC_TRIANGLE_TARGET = 48;
|
||||
const DYNAMIC_SPLIT_DEPTH_LIMIT = 3;
|
||||
|
||||
interface LocalTriangle {
|
||||
readonly a: Vector3;
|
||||
readonly b: Vector3;
|
||||
readonly c: Vector3;
|
||||
}
|
||||
|
||||
interface LocalTriangleCluster {
|
||||
readonly triangles: LocalTriangle[];
|
||||
}
|
||||
|
||||
export interface GeneratedColliderBounds {
|
||||
min: Vec3;
|
||||
max: Vec3;
|
||||
}
|
||||
|
||||
export interface GeneratedModelColliderTransform {
|
||||
position: Vec3;
|
||||
rotationDegrees: Vec3;
|
||||
scale: Vec3;
|
||||
}
|
||||
|
||||
interface GeneratedModelColliderBase {
|
||||
source: "modelInstance";
|
||||
instanceId: string;
|
||||
assetId: string;
|
||||
mode: ModelInstanceCollisionMode;
|
||||
visible: boolean;
|
||||
transform: GeneratedModelColliderTransform;
|
||||
localBounds: GeneratedColliderBounds;
|
||||
worldBounds: GeneratedColliderBounds;
|
||||
}
|
||||
|
||||
export interface GeneratedModelBoxCollider extends GeneratedModelColliderBase {
|
||||
kind: "box";
|
||||
center: Vec3;
|
||||
size: Vec3;
|
||||
}
|
||||
|
||||
export interface GeneratedModelTriMeshCollider extends GeneratedModelColliderBase {
|
||||
kind: "trimesh";
|
||||
vertices: Float32Array;
|
||||
indices: Uint32Array;
|
||||
triangleCount: number;
|
||||
}
|
||||
|
||||
export interface GeneratedModelHeightfieldCollider extends GeneratedModelColliderBase {
|
||||
kind: "heightfield";
|
||||
rows: number;
|
||||
cols: number;
|
||||
heights: Float32Array;
|
||||
minX: number;
|
||||
maxX: number;
|
||||
minZ: number;
|
||||
maxZ: number;
|
||||
}
|
||||
|
||||
export interface GeneratedModelCompoundColliderPiece {
|
||||
id: string;
|
||||
points: Float32Array;
|
||||
localBounds: GeneratedColliderBounds;
|
||||
}
|
||||
|
||||
export interface GeneratedModelCompoundCollider extends GeneratedModelColliderBase {
|
||||
kind: "compound";
|
||||
pieces: GeneratedModelCompoundColliderPiece[];
|
||||
decomposition: "spatial-bisect";
|
||||
runtimeBehavior: "fixedQueryOnly";
|
||||
}
|
||||
|
||||
export type GeneratedModelCollider =
|
||||
| GeneratedModelBoxCollider
|
||||
| GeneratedModelTriMeshCollider
|
||||
| GeneratedModelHeightfieldCollider
|
||||
| GeneratedModelCompoundCollider;
|
||||
|
||||
export class ModelColliderGenerationError extends Error {
|
||||
readonly code: string;
|
||||
|
||||
constructor(code: string, message: string) {
|
||||
super(message);
|
||||
this.name = "ModelColliderGenerationError";
|
||||
this.code = code;
|
||||
}
|
||||
}
|
||||
|
||||
function cloneVec3(vector: Vec3): Vec3 {
|
||||
return {
|
||||
x: vector.x,
|
||||
y: vector.y,
|
||||
z: vector.z
|
||||
};
|
||||
}
|
||||
|
||||
function vector3ToVec3(vector: Vector3): Vec3 {
|
||||
return {
|
||||
x: vector.x,
|
||||
y: vector.y,
|
||||
z: vector.z
|
||||
};
|
||||
}
|
||||
|
||||
function createBounds(min: Vector3, max: Vector3): GeneratedColliderBounds {
|
||||
return {
|
||||
min: vector3ToVec3(min),
|
||||
max: vector3ToVec3(max)
|
||||
};
|
||||
}
|
||||
|
||||
function createModelTransform(modelInstance: ModelInstance): GeneratedModelColliderTransform {
|
||||
return {
|
||||
position: cloneVec3(modelInstance.position),
|
||||
rotationDegrees: cloneVec3(modelInstance.rotationDegrees),
|
||||
scale: cloneVec3(modelInstance.scale)
|
||||
};
|
||||
}
|
||||
|
||||
function createModelTransformMatrix(modelInstance: ModelInstance): Matrix4 {
|
||||
const rotation = new Euler(
|
||||
MathUtils.degToRad(modelInstance.rotationDegrees.x),
|
||||
MathUtils.degToRad(modelInstance.rotationDegrees.y),
|
||||
MathUtils.degToRad(modelInstance.rotationDegrees.z),
|
||||
"XYZ"
|
||||
);
|
||||
const quaternion = new Quaternion().setFromEuler(rotation);
|
||||
|
||||
return new Matrix4().compose(
|
||||
new Vector3(modelInstance.position.x, modelInstance.position.y, modelInstance.position.z),
|
||||
quaternion,
|
||||
new Vector3(modelInstance.scale.x, modelInstance.scale.y, modelInstance.scale.z)
|
||||
);
|
||||
}
|
||||
|
||||
function computeBoundsFromPoints(points: Iterable<Vector3>): GeneratedColliderBounds {
|
||||
const min = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
|
||||
const max = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);
|
||||
let hasPoint = false;
|
||||
|
||||
for (const point of points) {
|
||||
hasPoint = true;
|
||||
min.min(point);
|
||||
max.max(point);
|
||||
}
|
||||
|
||||
if (!hasPoint) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", "The selected model does not contain any collision-capable geometry.");
|
||||
}
|
||||
|
||||
return createBounds(min, max);
|
||||
}
|
||||
|
||||
function computeBoundsFromFloat32Points(points: Float32Array): GeneratedColliderBounds {
|
||||
if (points.length < 3) {
|
||||
throw new ModelColliderGenerationError("missing-model-collider-geometry", "The selected model does not contain any collision-capable geometry.");
|
||||
}
|
||||
|
||||
const min = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
|
||||
const max = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);
|
||||
|
||||
for (let index = 0; index < points.length; index += 3) {
|
||||
min.x = Math.min(min.x, points[index]);
|
||||
min.y = Math.min(min.y, points[index + 1]);
|
||||
min.z = Math.min(min.z, points[index + 2]);
|
||||
max.x = Math.max(max.x, points[index]);
|
||||
max.y = Math.max(max.y, points[index + 1]);
|
||||
max.z = Math.max(max.z, points[index + 2]);
|
||||
}
|
||||
|
||||
return createBounds(min, max);
|
||||
}
|
||||
|
||||
function computeWorldBoundsFromLocalBox(localBounds: GeneratedColliderBounds, modelMatrix: Matrix4): GeneratedColliderBounds {
|
||||
const min = localBounds.min;
|
||||
const max = localBounds.max;
|
||||
const corners = [
|
||||
new Vector3(min.x, min.y, min.z),
|
||||
new Vector3(min.x, min.y, max.z),
|
||||
new Vector3(min.x, max.y, min.z),
|
||||
new Vector3(min.x, max.y, max.z),
|
||||
new Vector3(max.x, min.y, min.z),
|
||||
new Vector3(max.x, min.y, max.z),
|
||||
new Vector3(max.x, max.y, min.z),
|
||||
new Vector3(max.x, max.y, max.z)
|
||||
];
|
||||
|
||||
return computeBoundsFromPoints(corners.map((corner) => corner.applyMatrix4(modelMatrix)));
|
||||
}
|
||||
|
||||
function readIndexedVertex(position: BufferAttribute, index: number, matrix: Matrix4): Vector3 {
|
||||
return new Vector3(position.getX(index), position.getY(index), position.getZ(index)).applyMatrix4(matrix);
|
||||
}
|
||||
|
||||
function getMeshGeometry(object: Group | Mesh): BufferGeometry | null {
|
||||
const maybeMesh = object as Mesh & { isMesh?: boolean };
|
||||
|
||||
if (maybeMesh.isMesh !== true) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return maybeMesh.geometry;
|
||||
}
|
||||
|
||||
function collectMeshTriangleClusters(template: Group): LocalTriangleCluster[] {
|
||||
template.updateMatrixWorld(true);
|
||||
const clusters: LocalTriangleCluster[] = [];
|
||||
|
||||
template.traverse((object) => {
|
||||
const geometry = getMeshGeometry(object as Group | Mesh);
|
||||
|
||||
if (geometry === null) {
|
||||
return;
|
||||
}
|
||||
|
||||
const position = geometry.getAttribute("position");
|
||||
|
||||
if (position === undefined || position.itemSize < 3 || position.count < 3) {
|
||||
return;
|
||||
}
|
||||
|
||||
const matrix = object.matrixWorld;
|
||||
const index = geometry.getIndex();
|
||||
const triangles: LocalTriangle[] = [];
|
||||
|
||||
if (index === null) {
|
||||
for (let vertexIndex = 0; vertexIndex <= position.count - 3; vertexIndex += 3) {
|
||||
triangles.push({
|
||||
a: readIndexedVertex(position, vertexIndex, matrix),
|
||||
b: readIndexedVertex(position, vertexIndex + 1, matrix),
|
||||
c: readIndexedVertex(position, vertexIndex + 2, matrix)
|
||||
});
|
||||
}
|
||||
} else {
|
||||
for (let triangleIndex = 0; triangleIndex <= index.count - 3; triangleIndex += 3) {
|
||||
triangles.push({
|
||||
a: readIndexedVertex(position, index.getX(triangleIndex), matrix),
|
||||
b: readIndexedVertex(position, index.getX(triangleIndex + 1), matrix),
|
||||
c: readIndexedVertex(position, index.getX(triangleIndex + 2), matrix)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (triangles.length > 0) {
|
||||
clusters.push({
|
||||
triangles
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return clusters;
|
||||
}
|
||||
|
||||
function flattenTriangleClusters(clusters: LocalTriangleCluster[]): LocalTriangle[] {
|
||||
return clusters.flatMap((cluster) => cluster.triangles);
|
||||
}
|
||||
|
||||
function buildTriMeshBuffers(triangles: LocalTriangle[]): { vertices: Float32Array; indices: Uint32Array } {
|
||||
const vertices = new Float32Array(triangles.length * 9);
|
||||
const indices = new Uint32Array(triangles.length * 3);
|
||||
let vertexOffset = 0;
|
||||
|
||||
for (let triangleIndex = 0; triangleIndex < triangles.length; triangleIndex += 1) {
|
||||
const triangle = triangles[triangleIndex];
|
||||
vertices[vertexOffset] = triangle.a.x;
|
||||
vertices[vertexOffset + 1] = triangle.a.y;
|
||||
vertices[vertexOffset + 2] = triangle.a.z;
|
||||
vertices[vertexOffset + 3] = triangle.b.x;
|
||||
vertices[vertexOffset + 4] = triangle.b.y;
|
||||
vertices[vertexOffset + 5] = triangle.b.z;
|
||||
vertices[vertexOffset + 6] = triangle.c.x;
|
||||
vertices[vertexOffset + 7] = triangle.c.y;
|
||||
vertices[vertexOffset + 8] = triangle.c.z;
|
||||
indices[triangleIndex * 3] = triangleIndex * 3;
|
||||
indices[triangleIndex * 3 + 1] = triangleIndex * 3 + 1;
|
||||
indices[triangleIndex * 3 + 2] = triangleIndex * 3 + 2;
|
||||
vertexOffset += 9;
|
||||
}
|
||||
|
||||
return {
|
||||
vertices,
|
||||
indices
|
||||
};
|
||||
}
|
||||
|
||||
function computeClusterCentroid(triangles: LocalTriangle[]): Vec3 {
|
||||
const centroid = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
};
|
||||
let pointCount = 0;
|
||||
|
||||
for (const triangle of triangles) {
|
||||
centroid.x += triangle.a.x + triangle.b.x + triangle.c.x;
|
||||
centroid.y += triangle.a.y + triangle.b.y + triangle.c.y;
|
||||
centroid.z += triangle.a.z + triangle.b.z + triangle.c.z;
|
||||
pointCount += 3;
|
||||
}
|
||||
|
||||
return {
|
||||
x: centroid.x / pointCount,
|
||||
y: centroid.y / pointCount,
|
||||
z: centroid.z / pointCount
|
||||
};
|
||||
}
|
||||
|
||||
function getTriangleBounds(triangles: LocalTriangle[]): GeneratedColliderBounds {
|
||||
return computeBoundsFromPoints(triangles.flatMap((triangle) => [triangle.a, triangle.b, triangle.c]));
|
||||
}
|
||||
|
||||
type TriangleClusterSplit =
|
||||
| {
|
||||
kind: "leaf";
|
||||
triangles: LocalTriangle[];
|
||||
}
|
||||
| {
|
||||
kind: "split";
|
||||
left: LocalTriangle[];
|
||||
right: LocalTriangle[];
|
||||
};
|
||||
|
||||
function splitTriangleCluster(triangles: LocalTriangle[], depth: number): TriangleClusterSplit {
|
||||
if (triangles.length <= DYNAMIC_TRIANGLE_TARGET || depth >= DYNAMIC_SPLIT_DEPTH_LIMIT) {
|
||||
return {
|
||||
kind: "leaf",
|
||||
triangles
|
||||
};
|
||||
}
|
||||
|
||||
const bounds = getTriangleBounds(triangles);
|
||||
const size = {
|
||||
x: bounds.max.x - bounds.min.x,
|
||||
y: bounds.max.y - bounds.min.y,
|
||||
z: bounds.max.z - bounds.min.z
|
||||
};
|
||||
const splitAxis = size.x >= size.y && size.x >= size.z ? "x" : size.y >= size.z ? "y" : "z";
|
||||
const sortedTriangles = [...triangles].sort((left, right) => computeClusterCentroid([left])[splitAxis] - computeClusterCentroid([right])[splitAxis]);
|
||||
const splitIndex = Math.floor(sortedTriangles.length * 0.5);
|
||||
|
||||
if (splitIndex <= 0 || splitIndex >= sortedTriangles.length) {
|
||||
return {
|
||||
kind: "leaf",
|
||||
triangles
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
kind: "split",
|
||||
left: sortedTriangles.slice(0, splitIndex),
|
||||
right: sortedTriangles.slice(splitIndex)
|
||||
};
|
||||
}
|
||||
|
||||
function collectConvexHullPointClouds(cluster: LocalTriangle[], depth = 0): Float32Array[] {
|
||||
const split = splitTriangleCluster(cluster, depth);
|
||||
|
||||
if (split.kind === "leaf") {
|
||||
return [dedupeTriangleClusterPoints(split.triangles)];
|
||||
}
|
||||
|
||||
return [...collectConvexHullPointClouds(split.left, depth + 1), ...collectConvexHullPointClouds(split.right, depth + 1)];
|
||||
}
|
||||
|
||||
function quantizeCoordinate(value: number): string {
|
||||
return (Math.round(value / TERRAIN_GRID_EPSILON) * TERRAIN_GRID_EPSILON).toFixed(4);
|
||||
}
|
||||
|
||||
function dedupeTriangleClusterPoints(triangles: LocalTriangle[]): Float32Array {
|
||||
const pointLookup = new Map<string, Vec3>();
|
||||
|
||||
for (const triangle of triangles) {
|
||||
for (const point of [triangle.a, triangle.b, triangle.c]) {
|
||||
const key = `${quantizeCoordinate(point.x)}:${quantizeCoordinate(point.y)}:${quantizeCoordinate(point.z)}`;
|
||||
|
||||
if (!pointLookup.has(key)) {
|
||||
pointLookup.set(key, {
|
||||
x: point.x,
|
||||
y: point.y,
|
||||
z: point.z
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (pointLookup.size < 4) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"unsupported-dynamic-model-collider",
|
||||
"Dynamic collision requires volumetric geometry that can form at least one convex hull."
|
||||
);
|
||||
}
|
||||
|
||||
return new Float32Array(
|
||||
Array.from(pointLookup.values()).flatMap((point) => [point.x, point.y, point.z])
|
||||
);
|
||||
}
|
||||
|
||||
function buildSimpleBoxCollider(modelInstance: ModelInstance, asset: ModelAssetRecord): GeneratedModelBoxCollider {
|
||||
const boundingBox = asset.metadata.boundingBox;
|
||||
|
||||
if (boundingBox === null) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"missing-model-collider-bounds",
|
||||
`Model instance ${modelInstance.id} cannot use simple collision because the asset does not have a measurable bounding box.`
|
||||
);
|
||||
}
|
||||
|
||||
const localBounds = createBounds(
|
||||
new Vector3(boundingBox.min.x, boundingBox.min.y, boundingBox.min.z),
|
||||
new Vector3(boundingBox.max.x, boundingBox.max.y, boundingBox.max.z)
|
||||
);
|
||||
|
||||
return {
|
||||
source: "modelInstance",
|
||||
instanceId: modelInstance.id,
|
||||
assetId: modelInstance.assetId,
|
||||
mode: "simple",
|
||||
kind: "box",
|
||||
visible: modelInstance.collision.visible,
|
||||
transform: createModelTransform(modelInstance),
|
||||
center: {
|
||||
x: (boundingBox.min.x + boundingBox.max.x) * 0.5,
|
||||
y: (boundingBox.min.y + boundingBox.max.y) * 0.5,
|
||||
z: (boundingBox.min.z + boundingBox.max.z) * 0.5
|
||||
},
|
||||
size: cloneVec3(boundingBox.size),
|
||||
localBounds,
|
||||
worldBounds: computeWorldBoundsFromLocalBox(localBounds, createModelTransformMatrix(modelInstance))
|
||||
};
|
||||
}
|
||||
|
||||
function buildTriMeshCollider(modelInstance: ModelInstance, asset: ModelAssetRecord, loadedAsset: LoadedModelAsset | undefined): GeneratedModelTriMeshCollider {
|
||||
if (loadedAsset === undefined) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"missing-model-collider-geometry",
|
||||
`Model instance ${modelInstance.id} cannot build ${modelInstance.collision.mode} collision until asset geometry has loaded.`
|
||||
);
|
||||
}
|
||||
|
||||
const triangles = flattenTriangleClusters(collectMeshTriangleClusters(loadedAsset.template));
|
||||
|
||||
if (triangles.length === 0) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"missing-model-collider-geometry",
|
||||
`Model instance ${modelInstance.id} cannot use ${modelInstance.collision.mode} collision because the asset has no mesh triangles.`
|
||||
);
|
||||
}
|
||||
|
||||
const buffers = buildTriMeshBuffers(triangles);
|
||||
const localBounds = computeBoundsFromFloat32Points(buffers.vertices);
|
||||
|
||||
return {
|
||||
source: "modelInstance",
|
||||
instanceId: modelInstance.id,
|
||||
assetId: asset.id,
|
||||
mode: "static",
|
||||
kind: "trimesh",
|
||||
visible: modelInstance.collision.visible,
|
||||
transform: createModelTransform(modelInstance),
|
||||
vertices: buffers.vertices,
|
||||
indices: buffers.indices,
|
||||
triangleCount: triangles.length,
|
||||
localBounds,
|
||||
worldBounds: computeWorldBoundsFromLocalBox(localBounds, createModelTransformMatrix(modelInstance))
|
||||
};
|
||||
}
|
||||
|
||||
function buildTerrainCollider(
|
||||
modelInstance: ModelInstance,
|
||||
asset: ModelAssetRecord,
|
||||
loadedAsset: LoadedModelAsset | undefined
|
||||
): GeneratedModelHeightfieldCollider {
|
||||
if (loadedAsset === undefined) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"missing-model-collider-geometry",
|
||||
`Model instance ${modelInstance.id} cannot build terrain collision until asset geometry has loaded.`
|
||||
);
|
||||
}
|
||||
|
||||
const triangles = flattenTriangleClusters(collectMeshTriangleClusters(loadedAsset.template));
|
||||
|
||||
if (triangles.length === 0) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"missing-model-collider-geometry",
|
||||
`Model instance ${modelInstance.id} cannot use terrain collision because the asset has no mesh triangles.`
|
||||
);
|
||||
}
|
||||
|
||||
const heightLookup = new Map<string, { x: number; y: number; z: number }>();
|
||||
const xValues = new Map<string, number>();
|
||||
const zValues = new Map<string, number>();
|
||||
|
||||
for (const triangle of triangles) {
|
||||
for (const point of [triangle.a, triangle.b, triangle.c]) {
|
||||
const xKey = quantizeCoordinate(point.x);
|
||||
const zKey = quantizeCoordinate(point.z);
|
||||
const key = `${xKey}:${zKey}`;
|
||||
const previousPoint = heightLookup.get(key);
|
||||
|
||||
if (previousPoint !== undefined && Math.abs(previousPoint.y - point.y) > TERRAIN_GRID_EPSILON) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"unsupported-terrain-model-collider",
|
||||
`Model instance ${modelInstance.id} cannot use terrain collision because the source mesh is not a single-valued heightfield over X/Z.`
|
||||
);
|
||||
}
|
||||
|
||||
heightLookup.set(key, {
|
||||
x: point.x,
|
||||
y: point.y,
|
||||
z: point.z
|
||||
});
|
||||
xValues.set(xKey, point.x);
|
||||
zValues.set(zKey, point.z);
|
||||
}
|
||||
}
|
||||
|
||||
const sortedX = Array.from(xValues.values()).sort((left, right) => left - right);
|
||||
const sortedZ = Array.from(zValues.values()).sort((left, right) => left - right);
|
||||
|
||||
if (sortedX.length < 2 || sortedZ.length < 2) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"unsupported-terrain-model-collider",
|
||||
`Model instance ${modelInstance.id} cannot use terrain collision because the source mesh does not form a regular X/Z grid.`
|
||||
);
|
||||
}
|
||||
|
||||
const expectedTriangleCount = (sortedX.length - 1) * (sortedZ.length - 1) * 2;
|
||||
|
||||
if (triangles.length !== expectedTriangleCount) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"unsupported-terrain-model-collider",
|
||||
`Model instance ${modelInstance.id} cannot use terrain collision because the source mesh is not a clean regular-grid terrain surface.`
|
||||
);
|
||||
}
|
||||
|
||||
const heights = new Float32Array(sortedX.length * sortedZ.length);
|
||||
|
||||
for (let zIndex = 0; zIndex < sortedZ.length; zIndex += 1) {
|
||||
for (let xIndex = 0; xIndex < sortedX.length; xIndex += 1) {
|
||||
const key = `${quantizeCoordinate(sortedX[xIndex])}:${quantizeCoordinate(sortedZ[zIndex])}`;
|
||||
const point = heightLookup.get(key);
|
||||
|
||||
if (point === undefined) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"unsupported-terrain-model-collider",
|
||||
`Model instance ${modelInstance.id} cannot use terrain collision because the source mesh is missing one or more regular-grid height samples.`
|
||||
);
|
||||
}
|
||||
|
||||
heights[xIndex + zIndex * sortedX.length] = point.y;
|
||||
}
|
||||
}
|
||||
|
||||
const localBounds = computeBoundsFromPoints(
|
||||
Array.from(heightLookup.values(), (point) => new Vector3(point.x, point.y, point.z))
|
||||
);
|
||||
|
||||
return {
|
||||
source: "modelInstance",
|
||||
instanceId: modelInstance.id,
|
||||
assetId: asset.id,
|
||||
mode: "terrain",
|
||||
kind: "heightfield",
|
||||
visible: modelInstance.collision.visible,
|
||||
transform: createModelTransform(modelInstance),
|
||||
rows: sortedX.length,
|
||||
cols: sortedZ.length,
|
||||
heights,
|
||||
minX: sortedX[0],
|
||||
maxX: sortedX.at(-1) ?? sortedX[0],
|
||||
minZ: sortedZ[0],
|
||||
maxZ: sortedZ.at(-1) ?? sortedZ[0],
|
||||
localBounds,
|
||||
worldBounds: computeWorldBoundsFromLocalBox(localBounds, createModelTransformMatrix(modelInstance))
|
||||
};
|
||||
}
|
||||
|
||||
function buildDynamicCollider(
|
||||
modelInstance: ModelInstance,
|
||||
asset: ModelAssetRecord,
|
||||
loadedAsset: LoadedModelAsset | undefined
|
||||
): GeneratedModelCompoundCollider {
|
||||
if (loadedAsset === undefined) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"missing-model-collider-geometry",
|
||||
`Model instance ${modelInstance.id} cannot build dynamic collision until asset geometry has loaded.`
|
||||
);
|
||||
}
|
||||
|
||||
const triangleClusters = collectMeshTriangleClusters(loadedAsset.template);
|
||||
|
||||
if (triangleClusters.length === 0) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"missing-model-collider-geometry",
|
||||
`Model instance ${modelInstance.id} cannot use dynamic collision because the asset has no mesh triangles.`
|
||||
);
|
||||
}
|
||||
|
||||
const pieces = triangleClusters
|
||||
.flatMap((cluster) => collectConvexHullPointClouds(cluster.triangles))
|
||||
.map((points, index) => ({
|
||||
id: `${modelInstance.id}-piece-${index + 1}`,
|
||||
points,
|
||||
localBounds: computeBoundsFromFloat32Points(points)
|
||||
}));
|
||||
|
||||
if (pieces.length === 0) {
|
||||
throw new ModelColliderGenerationError(
|
||||
"unsupported-dynamic-model-collider",
|
||||
`Model instance ${modelInstance.id} could not derive any convex pieces for dynamic collision.`
|
||||
);
|
||||
}
|
||||
|
||||
const localBounds = computeBoundsFromPoints(
|
||||
pieces.flatMap((piece) => {
|
||||
const points: Vector3[] = [];
|
||||
|
||||
for (let pointIndex = 0; pointIndex < piece.points.length; pointIndex += 3) {
|
||||
points.push(new Vector3(piece.points[pointIndex], piece.points[pointIndex + 1], piece.points[pointIndex + 2]));
|
||||
}
|
||||
|
||||
return points;
|
||||
})
|
||||
);
|
||||
|
||||
return {
|
||||
source: "modelInstance",
|
||||
instanceId: modelInstance.id,
|
||||
assetId: asset.id,
|
||||
mode: "dynamic",
|
||||
kind: "compound",
|
||||
visible: modelInstance.collision.visible,
|
||||
transform: createModelTransform(modelInstance),
|
||||
pieces,
|
||||
decomposition: "spatial-bisect",
|
||||
runtimeBehavior: "fixedQueryOnly",
|
||||
localBounds,
|
||||
worldBounds: computeWorldBoundsFromLocalBox(localBounds, createModelTransformMatrix(modelInstance))
|
||||
};
|
||||
}
|
||||
|
||||
export function buildGeneratedModelCollider(
|
||||
modelInstance: ModelInstance,
|
||||
asset: ModelAssetRecord,
|
||||
loadedAsset?: LoadedModelAsset
|
||||
): GeneratedModelCollider | null {
|
||||
switch (modelInstance.collision.mode) {
|
||||
case "none":
|
||||
return null;
|
||||
case "simple":
|
||||
return buildSimpleBoxCollider(modelInstance, asset);
|
||||
case "static":
|
||||
return buildTriMeshCollider(modelInstance, asset, loadedAsset);
|
||||
case "terrain":
|
||||
return buildTerrainCollider(modelInstance, asset, loadedAsset);
|
||||
case "dynamic":
|
||||
return buildDynamicCollider(modelInstance, asset, loadedAsset);
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ import { Euler, Vector3 } from "three";
|
||||
|
||||
import type { Vec3 } from "../core/vector";
|
||||
|
||||
import { FIRST_PERSON_PLAYER_SHAPE, resolveFirstPersonMotion } from "./player-collision";
|
||||
import { FIRST_PERSON_PLAYER_SHAPE } from "./player-collision";
|
||||
import type { NavigationController, RuntimeControllerContext } from "./navigation-controller";
|
||||
|
||||
const LOOK_SENSITIVITY = 0.0022;
|
||||
@@ -116,17 +116,22 @@ export class FirstPersonNavigationController implements NavigationController {
|
||||
|
||||
this.verticalVelocity -= GRAVITY * dt;
|
||||
|
||||
const resolvedMotion = resolveFirstPersonMotion(
|
||||
const resolvedMotion = this.context.resolveFirstPersonMotion(
|
||||
this.feetPosition,
|
||||
{
|
||||
x: horizontalX,
|
||||
y: this.verticalVelocity * dt,
|
||||
z: horizontalZ
|
||||
},
|
||||
FIRST_PERSON_PLAYER_SHAPE,
|
||||
this.context.getRuntimeScene().colliders
|
||||
FIRST_PERSON_PLAYER_SHAPE
|
||||
);
|
||||
|
||||
if (resolvedMotion === null) {
|
||||
this.updateCameraTransform();
|
||||
this.publishTelemetry();
|
||||
return;
|
||||
}
|
||||
|
||||
this.feetPosition = resolvedMotion.feetPosition;
|
||||
this.grounded = resolvedMotion.grounded;
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@ import type { PerspectiveCamera } from "three";
|
||||
|
||||
import type { Vec3 } from "../core/vector";
|
||||
|
||||
import type { FirstPersonPlayerShape, ResolvedPlayerMotion } from "./player-collision";
|
||||
import type { RuntimeNavigationMode, RuntimeSceneDefinition, RuntimeSpawnPoint } from "./runtime-scene-build";
|
||||
|
||||
export interface FirstPersonTelemetry {
|
||||
@@ -16,6 +17,7 @@ export interface RuntimeControllerContext {
|
||||
camera: PerspectiveCamera;
|
||||
domElement: HTMLCanvasElement;
|
||||
getRuntimeScene(): RuntimeSceneDefinition;
|
||||
resolveFirstPersonMotion(feetPosition: Vec3, motion: Vec3, shape: FirstPersonPlayerShape): ResolvedPlayerMotion | null;
|
||||
setRuntimeMessage(message: string | null): void;
|
||||
setFirstPersonTelemetry(telemetry: FirstPersonTelemetry | null): void;
|
||||
}
|
||||
|
||||
278
src/runtime-three/rapier-collision-world.ts
Normal file
278
src/runtime-three/rapier-collision-world.ts
Normal file
@@ -0,0 +1,278 @@
|
||||
import RAPIER from "@dimforge/rapier3d-compat";
|
||||
import { Euler, MathUtils, Quaternion, Vector3 } from "three";
|
||||
|
||||
import type { Vec3 } from "../core/vector";
|
||||
import type {
|
||||
GeneratedModelBoxCollider,
|
||||
GeneratedModelCollider,
|
||||
GeneratedModelCompoundCollider,
|
||||
GeneratedModelHeightfieldCollider,
|
||||
GeneratedModelTriMeshCollider
|
||||
} from "../geometry/model-instance-collider-generation";
|
||||
|
||||
import type { FirstPersonPlayerShape, ResolvedPlayerMotion } from "./player-collision";
|
||||
import type { RuntimeBoxCollider, RuntimeSceneCollider } from "./runtime-scene-build";
|
||||
|
||||
const CHARACTER_CONTROLLER_OFFSET = 0.01;
|
||||
const COLLISION_EPSILON = 1e-5;
|
||||
|
||||
let rapierInitPromise: Promise<typeof RAPIER> | null = null;
|
||||
|
||||
function cloneVec3(vector: Vec3): Vec3 {
|
||||
return {
|
||||
x: vector.x,
|
||||
y: vector.y,
|
||||
z: vector.z
|
||||
};
|
||||
}
|
||||
|
||||
function componentScale(vector: Vec3, scale: Vec3): Vec3 {
|
||||
return {
|
||||
x: vector.x * scale.x,
|
||||
y: vector.y * scale.y,
|
||||
z: vector.z * scale.z
|
||||
};
|
||||
}
|
||||
|
||||
function createRapierQuaternion(rotationDegrees: Vec3): RAPIER.Rotation {
|
||||
const quaternion = new Quaternion().setFromEuler(
|
||||
new Euler(
|
||||
MathUtils.degToRad(rotationDegrees.x),
|
||||
MathUtils.degToRad(rotationDegrees.y),
|
||||
MathUtils.degToRad(rotationDegrees.z),
|
||||
"XYZ"
|
||||
)
|
||||
);
|
||||
|
||||
return {
|
||||
x: quaternion.x,
|
||||
y: quaternion.y,
|
||||
z: quaternion.z,
|
||||
w: quaternion.w
|
||||
};
|
||||
}
|
||||
|
||||
function scaleVertices(vertices: Float32Array, scale: Vec3): Float32Array {
|
||||
const scaledVertices = new Float32Array(vertices.length);
|
||||
|
||||
for (let index = 0; index < vertices.length; index += 3) {
|
||||
scaledVertices[index] = vertices[index] * scale.x;
|
||||
scaledVertices[index + 1] = vertices[index + 1] * scale.y;
|
||||
scaledVertices[index + 2] = vertices[index + 2] * scale.z;
|
||||
}
|
||||
|
||||
return scaledVertices;
|
||||
}
|
||||
|
||||
function scaleBoundsCenter(bounds: { min: Vec3; max: Vec3 }, scale: Vec3): Vec3 {
|
||||
return {
|
||||
x: ((bounds.min.x + bounds.max.x) * 0.5) * scale.x,
|
||||
y: ((bounds.min.y + bounds.max.y) * 0.5) * scale.y,
|
||||
z: ((bounds.min.z + bounds.max.z) * 0.5) * scale.z
|
||||
};
|
||||
}
|
||||
|
||||
function createFixedBodyForModelCollider(world: RAPIER.World, collider: GeneratedModelCollider): RAPIER.RigidBody {
|
||||
return world.createRigidBody(
|
||||
RAPIER.RigidBodyDesc.fixed()
|
||||
.setTranslation(collider.transform.position.x, collider.transform.position.y, collider.transform.position.z)
|
||||
.setRotation(createRapierQuaternion(collider.transform.rotationDegrees))
|
||||
);
|
||||
}
|
||||
|
||||
function attachBrushCollider(world: RAPIER.World, collider: RuntimeBoxCollider) {
|
||||
const center = {
|
||||
x: (collider.min.x + collider.max.x) * 0.5,
|
||||
y: (collider.min.y + collider.max.y) * 0.5,
|
||||
z: (collider.min.z + collider.max.z) * 0.5
|
||||
};
|
||||
const halfExtents = {
|
||||
x: (collider.max.x - collider.min.x) * 0.5,
|
||||
y: (collider.max.y - collider.min.y) * 0.5,
|
||||
z: (collider.max.z - collider.min.z) * 0.5
|
||||
};
|
||||
|
||||
world.createCollider(RAPIER.ColliderDesc.cuboid(halfExtents.x, halfExtents.y, halfExtents.z).setTranslation(center.x, center.y, center.z));
|
||||
}
|
||||
|
||||
function attachSimpleModelCollider(world: RAPIER.World, collider: GeneratedModelBoxCollider) {
|
||||
const body = createFixedBodyForModelCollider(world, collider);
|
||||
const scaledCenter = componentScale(collider.center, collider.transform.scale);
|
||||
const scaledHalfExtents = componentScale(
|
||||
{
|
||||
x: collider.size.x * 0.5,
|
||||
y: collider.size.y * 0.5,
|
||||
z: collider.size.z * 0.5
|
||||
},
|
||||
collider.transform.scale
|
||||
);
|
||||
|
||||
world.createCollider(
|
||||
RAPIER.ColliderDesc.cuboid(scaledHalfExtents.x, scaledHalfExtents.y, scaledHalfExtents.z).setTranslation(
|
||||
scaledCenter.x,
|
||||
scaledCenter.y,
|
||||
scaledCenter.z
|
||||
),
|
||||
body
|
||||
);
|
||||
}
|
||||
|
||||
function attachStaticModelCollider(world: RAPIER.World, collider: GeneratedModelTriMeshCollider) {
|
||||
const body = createFixedBodyForModelCollider(world, collider);
|
||||
world.createCollider(RAPIER.ColliderDesc.trimesh(scaleVertices(collider.vertices, collider.transform.scale), collider.indices), body);
|
||||
}
|
||||
|
||||
function attachTerrainModelCollider(world: RAPIER.World, collider: GeneratedModelHeightfieldCollider) {
|
||||
const body = createFixedBodyForModelCollider(world, collider);
|
||||
const center = scaleBoundsCenter(
|
||||
{
|
||||
min: {
|
||||
x: collider.minX,
|
||||
y: 0,
|
||||
z: collider.minZ
|
||||
},
|
||||
max: {
|
||||
x: collider.maxX,
|
||||
y: 0,
|
||||
z: collider.maxZ
|
||||
}
|
||||
},
|
||||
collider.transform.scale
|
||||
);
|
||||
|
||||
world.createCollider(
|
||||
RAPIER.ColliderDesc.heightfield(collider.rows, collider.cols, collider.heights, {
|
||||
x: (collider.maxX - collider.minX) * collider.transform.scale.x,
|
||||
y: collider.transform.scale.y,
|
||||
z: (collider.maxZ - collider.minZ) * collider.transform.scale.z
|
||||
}).setTranslation(center.x, center.y, center.z),
|
||||
body
|
||||
);
|
||||
}
|
||||
|
||||
function attachDynamicModelCollider(world: RAPIER.World, collider: GeneratedModelCompoundCollider) {
|
||||
const body = createFixedBodyForModelCollider(world, collider);
|
||||
|
||||
for (const piece of collider.pieces) {
|
||||
const scaledPoints = scaleVertices(piece.points, collider.transform.scale);
|
||||
const descriptor = RAPIER.ColliderDesc.convexHull(scaledPoints);
|
||||
|
||||
if (descriptor === null) {
|
||||
throw new Error(`Dynamic collider piece ${piece.id} could not form a valid convex hull.`);
|
||||
}
|
||||
|
||||
world.createCollider(descriptor, body);
|
||||
}
|
||||
}
|
||||
|
||||
function attachModelCollider(world: RAPIER.World, collider: GeneratedModelCollider) {
|
||||
switch (collider.kind) {
|
||||
case "box":
|
||||
attachSimpleModelCollider(world, collider);
|
||||
break;
|
||||
case "trimesh":
|
||||
attachStaticModelCollider(world, collider);
|
||||
break;
|
||||
case "heightfield":
|
||||
attachTerrainModelCollider(world, collider);
|
||||
break;
|
||||
case "compound":
|
||||
attachDynamicModelCollider(world, collider);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function feetPositionToColliderCenter(feetPosition: Vec3, shape: FirstPersonPlayerShape): Vec3 {
|
||||
const cylindricalHalfHeight = Math.max(0, (shape.height - shape.radius * 2) * 0.5);
|
||||
|
||||
return {
|
||||
x: feetPosition.x,
|
||||
y: feetPosition.y + shape.radius + cylindricalHalfHeight,
|
||||
z: feetPosition.z
|
||||
};
|
||||
}
|
||||
|
||||
function colliderCenterToFeetPosition(center: Vec3, shape: FirstPersonPlayerShape): Vec3 {
|
||||
const cylindricalHalfHeight = Math.max(0, (shape.height - shape.radius * 2) * 0.5);
|
||||
|
||||
return {
|
||||
x: center.x,
|
||||
y: center.y - (shape.radius + cylindricalHalfHeight),
|
||||
z: center.z
|
||||
};
|
||||
}
|
||||
|
||||
export async function initializeRapierCollisionWorld(): Promise<typeof RAPIER> {
|
||||
rapierInitPromise ??= RAPIER.init().then(() => RAPIER);
|
||||
return rapierInitPromise;
|
||||
}
|
||||
|
||||
export class RapierCollisionWorld {
|
||||
static async create(colliders: RuntimeSceneCollider[], playerShape: FirstPersonPlayerShape): Promise<RapierCollisionWorld> {
|
||||
const rapier = await initializeRapierCollisionWorld();
|
||||
const world = new rapier.World({
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
});
|
||||
|
||||
for (const collider of colliders) {
|
||||
if (collider.source === "brush") {
|
||||
attachBrushCollider(world, collider);
|
||||
continue;
|
||||
}
|
||||
|
||||
attachModelCollider(world, collider);
|
||||
}
|
||||
|
||||
const playerCollider = world.createCollider(
|
||||
rapier.ColliderDesc.capsule(Math.max(0, (playerShape.height - playerShape.radius * 2) * 0.5), playerShape.radius)
|
||||
);
|
||||
const characterController = world.createCharacterController(CHARACTER_CONTROLLER_OFFSET);
|
||||
|
||||
characterController.setUp({ x: 0, y: 1, z: 0 });
|
||||
characterController.setSlideEnabled(true);
|
||||
characterController.enableSnapToGround(0.2);
|
||||
characterController.enableAutostep(0.35, 0.15, false);
|
||||
characterController.setMaxSlopeClimbAngle(Math.PI * 0.45);
|
||||
characterController.setMinSlopeSlideAngle(Math.PI * 0.5);
|
||||
|
||||
return new RapierCollisionWorld(world, characterController, playerCollider);
|
||||
}
|
||||
|
||||
private constructor(
|
||||
private readonly world: RAPIER.World,
|
||||
private readonly characterController: RAPIER.KinematicCharacterController,
|
||||
private readonly playerCollider: RAPIER.Collider
|
||||
) {}
|
||||
|
||||
resolveFirstPersonMotion(feetPosition: Vec3, motion: Vec3, shape: FirstPersonPlayerShape): ResolvedPlayerMotion {
|
||||
const currentCenter = feetPositionToColliderCenter(feetPosition, shape);
|
||||
this.playerCollider.setTranslation(currentCenter);
|
||||
this.characterController.computeColliderMovement(this.playerCollider, motion);
|
||||
|
||||
const correctedMovement = this.characterController.computedMovement();
|
||||
const nextCenter = {
|
||||
x: currentCenter.x + correctedMovement.x,
|
||||
y: currentCenter.y + correctedMovement.y,
|
||||
z: currentCenter.z + correctedMovement.z
|
||||
};
|
||||
|
||||
this.playerCollider.setTranslation(nextCenter);
|
||||
|
||||
return {
|
||||
feetPosition: colliderCenterToFeetPosition(nextCenter, shape),
|
||||
grounded: this.characterController.computedGrounded(),
|
||||
collidedAxes: {
|
||||
x: Math.abs(correctedMovement.x - motion.x) > COLLISION_EPSILON,
|
||||
y: Math.abs(correctedMovement.y - motion.y) > COLLISION_EPSILON,
|
||||
z: Math.abs(correctedMovement.z - motion.z) > COLLISION_EPSILON
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
dispose() {
|
||||
this.world.removeCharacterController(this.characterController);
|
||||
this.world.free();
|
||||
}
|
||||
}
|
||||
@@ -40,6 +40,8 @@ import {
|
||||
|
||||
import { FirstPersonNavigationController } from "./first-person-navigation-controller";
|
||||
import type { FirstPersonTelemetry, NavigationController, RuntimeControllerContext } from "./navigation-controller";
|
||||
import { FIRST_PERSON_PLAYER_SHAPE } from "./player-collision";
|
||||
import { RapierCollisionWorld } from "./rapier-collision-world";
|
||||
import { RuntimeInteractionSystem, type RuntimeInteractionDispatcher, type RuntimeInteractionPrompt } from "./runtime-interaction-system";
|
||||
import { RuntimeAudioSystem } from "./runtime-audio-system";
|
||||
import { OrbitVisitorNavigationController } from "./orbit-visitor-navigation-controller";
|
||||
@@ -85,6 +87,8 @@ export class RuntimeHost {
|
||||
private readonly controllerContext: RuntimeControllerContext;
|
||||
private readonly renderer: WebGLRenderer | null;
|
||||
private runtimeScene: RuntimeSceneDefinition | null = null;
|
||||
private collisionWorld: RapierCollisionWorld | null = null;
|
||||
private collisionWorldRequestId = 0;
|
||||
private currentWorld: RuntimeSceneDefinition["world"] | null = null;
|
||||
private currentAdvancedRenderingSettings: AdvancedRenderingSettings | null = null;
|
||||
private advancedRenderingComposer: EffectComposer | null = null;
|
||||
@@ -131,6 +135,7 @@ export class RuntimeHost {
|
||||
|
||||
return this.runtimeScene;
|
||||
},
|
||||
resolveFirstPersonMotion: (feetPosition, motion, shape) => this.collisionWorld?.resolveFirstPersonMotion(feetPosition, motion, shape) ?? null,
|
||||
setRuntimeMessage: (message) => {
|
||||
if (message === this.currentRuntimeMessage) {
|
||||
return;
|
||||
@@ -171,6 +176,7 @@ export class RuntimeHost {
|
||||
this.rebuildLocalLights(runtimeScene.localLights);
|
||||
this.rebuildBrushMeshes(runtimeScene.brushes);
|
||||
this.rebuildModelInstances(runtimeScene.modelInstances);
|
||||
void this.rebuildCollisionWorld(runtimeScene.colliders);
|
||||
this.audioSystem.loadScene(runtimeScene);
|
||||
}
|
||||
|
||||
@@ -244,6 +250,8 @@ export class RuntimeHost {
|
||||
this.clearLocalLights();
|
||||
this.clearBrushMeshes();
|
||||
this.clearModelInstances();
|
||||
this.collisionWorldRequestId += 1;
|
||||
this.clearCollisionWorld();
|
||||
this.audioSystem.dispose();
|
||||
this.advancedRenderingComposer?.dispose();
|
||||
this.advancedRenderingComposer = null;
|
||||
@@ -306,6 +314,36 @@ export class RuntimeHost {
|
||||
this.applyShadowState();
|
||||
}
|
||||
|
||||
private async rebuildCollisionWorld(colliders: RuntimeSceneDefinition["colliders"]) {
|
||||
const requestId = ++this.collisionWorldRequestId;
|
||||
|
||||
this.clearCollisionWorld();
|
||||
|
||||
try {
|
||||
const nextCollisionWorld = await RapierCollisionWorld.create(colliders, FIRST_PERSON_PLAYER_SHAPE);
|
||||
|
||||
if (requestId !== this.collisionWorldRequestId) {
|
||||
nextCollisionWorld.dispose();
|
||||
return;
|
||||
}
|
||||
|
||||
this.collisionWorld = nextCollisionWorld;
|
||||
} catch (error) {
|
||||
if (requestId !== this.collisionWorldRequestId) {
|
||||
return;
|
||||
}
|
||||
|
||||
const message = error instanceof Error ? error.message : "Runner collision initialization failed.";
|
||||
this.currentRuntimeMessage = `Runner collision initialization failed: ${message}`;
|
||||
this.runtimeMessageHandler?.(this.currentRuntimeMessage);
|
||||
}
|
||||
}
|
||||
|
||||
private clearCollisionWorld() {
|
||||
this.collisionWorld?.dispose();
|
||||
this.collisionWorld = null;
|
||||
}
|
||||
|
||||
private syncAdvancedRenderingComposer(settings: AdvancedRenderingSettings) {
|
||||
if (this.renderer === null) {
|
||||
return;
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import type { LoadedModelAsset } from "../assets/gltf-model-import";
|
||||
import type { Vec3 } from "../core/vector";
|
||||
import { getModelInstances } from "../assets/model-instances";
|
||||
import type { BoxBrush, BoxFaceId, FaceUvState } from "../document/brushes";
|
||||
@@ -5,6 +6,7 @@ import type { SceneDocument } from "../document/scene-document";
|
||||
import { cloneWorldSettings, type WorldSettings } from "../document/world-settings";
|
||||
import { getEntityInstances, getPrimaryPlayerStartEntity, type EntityInstance } from "../entities/entity-instances";
|
||||
import { getBoxBrushBounds } from "../geometry/box-brush";
|
||||
import { buildGeneratedModelCollider, type GeneratedColliderBounds, type GeneratedModelCollider } from "../geometry/model-instance-collider-generation";
|
||||
import { cloneInteractionLink, getInteractionLinks, type InteractionLink } from "../interactions/interaction-links";
|
||||
import { cloneMaterialDef, type MaterialDef } from "../materials/starter-material-library";
|
||||
import { cloneFaceUvState } from "../document/brushes";
|
||||
@@ -28,11 +30,14 @@ export interface RuntimeBoxBrushInstance {
|
||||
|
||||
export interface RuntimeBoxCollider {
|
||||
kind: "box";
|
||||
source: "brush";
|
||||
brushId: string;
|
||||
min: Vec3;
|
||||
max: Vec3;
|
||||
}
|
||||
|
||||
export type RuntimeSceneCollider = RuntimeBoxCollider | GeneratedModelCollider;
|
||||
|
||||
export interface RuntimeSceneBounds {
|
||||
min: Vec3;
|
||||
max: Vec3;
|
||||
@@ -132,7 +137,7 @@ export interface RuntimeSceneDefinition {
|
||||
world: WorldSettings;
|
||||
localLights: RuntimeLocalLightCollection;
|
||||
brushes: RuntimeBoxBrushInstance[];
|
||||
colliders: RuntimeBoxCollider[];
|
||||
colliders: RuntimeSceneCollider[];
|
||||
sceneBounds: RuntimeSceneBounds | null;
|
||||
modelInstances: RuntimeModelInstance[];
|
||||
entities: RuntimeEntityCollection;
|
||||
@@ -143,6 +148,7 @@ export interface RuntimeSceneDefinition {
|
||||
|
||||
interface BuildRuntimeSceneOptions {
|
||||
navigationMode?: RuntimeNavigationMode;
|
||||
loadedModelAssets?: Record<string, LoadedModelAsset>;
|
||||
}
|
||||
|
||||
function cloneVec3(vector: Vec3): Vec3 {
|
||||
@@ -213,6 +219,7 @@ function buildRuntimeCollider(brush: BoxBrush): RuntimeBoxCollider {
|
||||
|
||||
return {
|
||||
kind: "box",
|
||||
source: "brush",
|
||||
brushId: brush.id,
|
||||
min: cloneVec3(bounds.min),
|
||||
max: cloneVec3(bounds.max)
|
||||
@@ -232,21 +239,37 @@ function buildRuntimeModelInstance(modelInstance: SceneDocument["modelInstances"
|
||||
};
|
||||
}
|
||||
|
||||
function combineColliderBounds(colliders: RuntimeBoxCollider[]): RuntimeSceneBounds | null {
|
||||
function getColliderBounds(collider: RuntimeSceneCollider): GeneratedColliderBounds {
|
||||
if (collider.source === "brush") {
|
||||
return {
|
||||
min: cloneVec3(collider.min),
|
||||
max: cloneVec3(collider.max)
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
min: cloneVec3(collider.worldBounds.min),
|
||||
max: cloneVec3(collider.worldBounds.max)
|
||||
};
|
||||
}
|
||||
|
||||
function combineColliderBounds(colliders: RuntimeSceneCollider[]): RuntimeSceneBounds | null {
|
||||
if (colliders.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const min = cloneVec3(colliders[0].min);
|
||||
const max = cloneVec3(colliders[0].max);
|
||||
const firstBounds = getColliderBounds(colliders[0]);
|
||||
const min = cloneVec3(firstBounds.min);
|
||||
const max = cloneVec3(firstBounds.max);
|
||||
|
||||
for (const collider of colliders.slice(1)) {
|
||||
min.x = Math.min(min.x, collider.min.x);
|
||||
min.y = Math.min(min.y, collider.min.y);
|
||||
min.z = Math.min(min.z, collider.min.z);
|
||||
max.x = Math.max(max.x, collider.max.x);
|
||||
max.y = Math.max(max.y, collider.max.y);
|
||||
max.z = Math.max(max.z, collider.max.z);
|
||||
const bounds = getColliderBounds(collider);
|
||||
min.x = Math.min(min.x, bounds.min.x);
|
||||
min.y = Math.min(min.y, bounds.min.y);
|
||||
min.z = Math.min(min.z, bounds.min.z);
|
||||
max.x = Math.max(max.x, bounds.max.x);
|
||||
max.y = Math.max(max.y, bounds.max.y);
|
||||
max.z = Math.max(max.z, bounds.max.z);
|
||||
}
|
||||
|
||||
return {
|
||||
@@ -396,15 +419,33 @@ function assertNever(value: never): never {
|
||||
}
|
||||
|
||||
export function buildRuntimeSceneFromDocument(document: SceneDocument, options: BuildRuntimeSceneOptions = {}): RuntimeSceneDefinition {
|
||||
assertRuntimeSceneBuildable(document, options.navigationMode ?? "orbitVisitor");
|
||||
assertRuntimeSceneBuildable(document, {
|
||||
navigationMode: options.navigationMode ?? "orbitVisitor",
|
||||
loadedModelAssets: options.loadedModelAssets
|
||||
});
|
||||
|
||||
const brushes = Object.values(document.brushes).map((brush) => buildRuntimeBrush(brush, document));
|
||||
const colliders = Object.values(document.brushes).map((brush) => buildRuntimeCollider(brush));
|
||||
const sceneBounds = combineColliderBounds(colliders);
|
||||
const colliders: RuntimeSceneCollider[] = Object.values(document.brushes).map((brush) => buildRuntimeCollider(brush));
|
||||
const modelInstances = getModelInstances(document.modelInstances).map(buildRuntimeModelInstance);
|
||||
const collections = buildRuntimeSceneCollections(document);
|
||||
const interactionLinks = getInteractionLinks(document.interactionLinks).map((link) => cloneInteractionLink(link));
|
||||
const playerStartEntity = getPrimaryPlayerStartEntity(document.entities);
|
||||
|
||||
for (const modelInstance of getModelInstances(document.modelInstances)) {
|
||||
const asset = document.assets[modelInstance.assetId];
|
||||
|
||||
if (asset === undefined || asset.kind !== "model") {
|
||||
continue;
|
||||
}
|
||||
|
||||
const generatedCollider = buildGeneratedModelCollider(modelInstance, asset, options.loadedModelAssets?.[modelInstance.assetId]);
|
||||
|
||||
if (generatedCollider !== null) {
|
||||
colliders.push(generatedCollider);
|
||||
}
|
||||
}
|
||||
|
||||
const combinedSceneBounds = combineColliderBounds(colliders);
|
||||
const playerStart =
|
||||
playerStartEntity === null
|
||||
? null
|
||||
@@ -419,14 +460,14 @@ export function buildRuntimeSceneFromDocument(document: SceneDocument, options:
|
||||
localLights: collections.localLights,
|
||||
brushes,
|
||||
colliders,
|
||||
sceneBounds,
|
||||
sceneBounds: combinedSceneBounds,
|
||||
modelInstances,
|
||||
entities: collections.entities,
|
||||
interactionLinks,
|
||||
playerStart,
|
||||
spawn:
|
||||
playerStart === null
|
||||
? buildFallbackSpawn(sceneBounds)
|
||||
? buildFallbackSpawn(combinedSceneBounds)
|
||||
: {
|
||||
source: "playerStart",
|
||||
entityId: playerStart.entityId,
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
import type { LoadedModelAsset } from "../assets/gltf-model-import";
|
||||
import { getModelInstances } from "../assets/model-instances";
|
||||
import type { SceneDocument } from "../document/scene-document";
|
||||
import {
|
||||
assertSceneDocumentIsValid,
|
||||
@@ -6,6 +8,7 @@ import {
|
||||
type SceneDiagnostic
|
||||
} from "../document/scene-document-validation";
|
||||
import { getPrimaryPlayerStartEntity } from "../entities/entity-instances";
|
||||
import { buildGeneratedModelCollider, ModelColliderGenerationError } from "../geometry/model-instance-collider-generation";
|
||||
|
||||
export interface RuntimeSceneBuildValidationResult {
|
||||
diagnostics: SceneDiagnostic[];
|
||||
@@ -13,13 +16,18 @@ export interface RuntimeSceneBuildValidationResult {
|
||||
warnings: SceneDiagnostic[];
|
||||
}
|
||||
|
||||
interface ValidateRuntimeSceneBuildOptions {
|
||||
navigationMode: "firstPerson" | "orbitVisitor";
|
||||
loadedModelAssets?: Record<string, LoadedModelAsset>;
|
||||
}
|
||||
|
||||
export function validateRuntimeSceneBuild(
|
||||
document: SceneDocument,
|
||||
navigationMode: "firstPerson" | "orbitVisitor"
|
||||
options: ValidateRuntimeSceneBuildOptions
|
||||
): RuntimeSceneBuildValidationResult {
|
||||
const diagnostics: SceneDiagnostic[] = [];
|
||||
|
||||
if (navigationMode === "firstPerson" && getPrimaryPlayerStartEntity(document.entities) === null) {
|
||||
if (options.navigationMode === "firstPerson" && getPrimaryPlayerStartEntity(document.entities) === null) {
|
||||
diagnostics.push(
|
||||
createDiagnostic(
|
||||
"error",
|
||||
@@ -31,6 +39,39 @@ export function validateRuntimeSceneBuild(
|
||||
);
|
||||
}
|
||||
|
||||
for (const modelInstance of getModelInstances(document.modelInstances)) {
|
||||
const path = `modelInstances.${modelInstance.id}.collision.mode`;
|
||||
const asset = document.assets[modelInstance.assetId];
|
||||
|
||||
if (modelInstance.collision.mode === "none" || asset === undefined || asset.kind !== "model") {
|
||||
continue;
|
||||
}
|
||||
|
||||
try {
|
||||
const generatedCollider = buildGeneratedModelCollider(modelInstance, asset, options.loadedModelAssets?.[modelInstance.assetId]);
|
||||
|
||||
if (generatedCollider?.mode === "dynamic") {
|
||||
diagnostics.push(
|
||||
createDiagnostic(
|
||||
"warning",
|
||||
"dynamic-model-collider-fixed-query-only",
|
||||
"Dynamic model collision currently generates convex compound pieces for Rapier queries, but the runner still uses them as fixed world collision rather than fully simulated rigid bodies.",
|
||||
path,
|
||||
"build"
|
||||
)
|
||||
);
|
||||
}
|
||||
} catch (error) {
|
||||
const message = error instanceof Error ? error.message : "Imported model collision generation failed.";
|
||||
const code =
|
||||
error instanceof ModelColliderGenerationError
|
||||
? error.code
|
||||
: "invalid-model-instance-collision-mode";
|
||||
|
||||
diagnostics.push(createDiagnostic("error", code, message, path, "build"));
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
diagnostics,
|
||||
errors: diagnostics.filter((diagnostic) => diagnostic.severity === "error"),
|
||||
@@ -38,10 +79,10 @@ export function validateRuntimeSceneBuild(
|
||||
};
|
||||
}
|
||||
|
||||
export function assertRuntimeSceneBuildable(document: SceneDocument, navigationMode: "firstPerson" | "orbitVisitor") {
|
||||
export function assertRuntimeSceneBuildable(document: SceneDocument, options: ValidateRuntimeSceneBuildOptions) {
|
||||
assertSceneDocumentIsValid(document);
|
||||
|
||||
const validation = validateRuntimeSceneBuild(document, navigationMode);
|
||||
const validation = validateRuntimeSceneBuild(document, options);
|
||||
|
||||
if (validation.errors.length > 0) {
|
||||
throw new Error(`Runtime build is blocked: ${formatSceneDiagnosticSummary(validation.errors)}`);
|
||||
|
||||
@@ -341,6 +341,7 @@ export class ViewportHost {
|
||||
this.renderer.domElement.addEventListener("pointerleave", this.handlePointerLeave);
|
||||
this.renderer.domElement.addEventListener("wheel", this.handleWheel, { passive: false });
|
||||
this.renderer.domElement.addEventListener("auxclick", this.handleAuxClick);
|
||||
this.renderer.domElement.addEventListener("contextmenu", this.handleContextMenu);
|
||||
window.addEventListener("pointermove", this.handleWindowPointerMove);
|
||||
this.resize();
|
||||
|
||||
@@ -554,6 +555,7 @@ export class ViewportHost {
|
||||
this.renderer.domElement.removeEventListener("pointerleave", this.handlePointerLeave);
|
||||
this.renderer.domElement.removeEventListener("wheel", this.handleWheel);
|
||||
this.renderer.domElement.removeEventListener("auxclick", this.handleAuxClick);
|
||||
this.renderer.domElement.removeEventListener("contextmenu", this.handleContextMenu);
|
||||
window.removeEventListener("pointermove", this.handleWindowPointerMove);
|
||||
this.clearLocalLights();
|
||||
this.clearBrushMeshes();
|
||||
@@ -2289,6 +2291,16 @@ export class ViewportHost {
|
||||
return;
|
||||
}
|
||||
|
||||
if (event.button === 2) {
|
||||
event.preventDefault();
|
||||
|
||||
if (this.currentTransformSession.kind === "active") {
|
||||
this.transformCancelHandler?.();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (event.button !== 0) {
|
||||
return;
|
||||
}
|
||||
@@ -2657,11 +2669,15 @@ export class ViewportHost {
|
||||
};
|
||||
|
||||
private handleAuxClick = (event: MouseEvent) => {
|
||||
if (event.button === 1) {
|
||||
if (event.button === 1 || event.button === 2) {
|
||||
event.preventDefault();
|
||||
}
|
||||
};
|
||||
|
||||
private handleContextMenu = (event: MouseEvent) => {
|
||||
event.preventDefault();
|
||||
};
|
||||
|
||||
private findModelInstanceId(object: Object3D): string | null {
|
||||
let current: Object3D | null = object;
|
||||
|
||||
|
||||
24
testing.md
24
testing.md
@@ -37,10 +37,11 @@ Highest-priority confidence areas:
|
||||
4. per-face material/UV persistence
|
||||
5. runtime build correctness
|
||||
6. asset import survival
|
||||
7. project package portability once binary assets exist
|
||||
8. runner navigation/input reliability
|
||||
9. spatial audio and interaction basics
|
||||
10. critical regressions caught in CI
|
||||
7. imported-model collider generation and runtime collision correctness
|
||||
8. project package portability once binary assets exist
|
||||
9. runner navigation/input reliability
|
||||
10. spatial audio and interaction basics
|
||||
11. critical regressions caught in CI
|
||||
|
||||
---
|
||||
|
||||
@@ -158,6 +159,8 @@ Scope:
|
||||
- face generation
|
||||
- topology expectations
|
||||
- collision mesh generation
|
||||
- imported-model collider generation
|
||||
- Rapier-backed collider/query integration where relevant
|
||||
- UV projection generation
|
||||
- clipping results
|
||||
- derived mesh determinism
|
||||
@@ -170,6 +173,13 @@ Examples:
|
||||
- clipping yields valid child brushes
|
||||
- generated geometry contains no NaNs
|
||||
- rebuild is deterministic for the same input
|
||||
- imported model collider generation produces finite valid data for the selected mode
|
||||
- imported-model collider generation honors the authored mode semantics:
|
||||
- terrain -> heightfield
|
||||
- static -> triangle mesh
|
||||
- dynamic -> compound convex pieces
|
||||
- simple -> primitive or convex hull
|
||||
- unsupported imported-model collision modes fail clearly instead of producing silent garbage
|
||||
|
||||
### Geometry test principles
|
||||
|
||||
@@ -212,6 +222,12 @@ For every substantial document feature, add at least:
|
||||
- one round-trip save/load test
|
||||
- one migration or backward-compatibility consideration if schema changed
|
||||
|
||||
For authored imported-model collision settings, also add at least:
|
||||
|
||||
- one round-trip test for the selected collision mode/settings
|
||||
- one validation/build-path test for missing asset or incompatible collision-mode assumptions where relevant
|
||||
- one runtime/query-path test proving the generated collider participates in the actual collision/query layer rather than only existing as dead metadata
|
||||
|
||||
---
|
||||
|
||||
## 5. Browser integration tests
|
||||
|
||||
Reference in New Issue
Block a user