BLOBBO/lanes/LANE-I-asset-runtime.md
type-two cabc60def8 Workshop plan + lane docs I (asset runtime) and J (editor)
Custom-GLB drop-in system: manifest/registry with procedural fallbacks,
IndexedDB override layer for zero-deploy playtesting, and a three-panel
in-browser fitting editor. Physics/visual decoupling makes every mesh
swappable; blob.body is the one paintable special case (UV requirements).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 15:30:09 +10:00

3.9 KiB

Lane I — Asset runtime (manifest, registry, slot hooks)

Owns: src/assets/, assets/manifest.json, demos/lane-i.html, src/demo/lane-i.ts, PLUS surgical slot-hook edits inside src/blob/createBlob.ts, src/paint/cannon.ts (barrel build only), src/machine/parts.ts (mesh builds only), src/course/greybox.ts (scenery only). Those four are OTHER lanes' files: your edits there must be strictly additive-visual — replace direct mesh construction with a registry hook that DEFAULTS to the existing construction. Never touch physics/colliders/logic in them, and never edit contracts/world/ game/main/package.json.

Mission

Custom GLB assets drop into named slots without code changes; an empty manifest produces today's game exactly. See docs/WORKSHOP-PLAN.md for the slot table — implement every slot listed there except the UI rows.

Deliverables

  1. src/assets/manifest.ts — schema + loader:
    interface SlotEntry { url: string; offset?: [n,n,n]; rotationDeg?: [n,n,n];
      scale?: number | [n,n,n]; idleClip?: string }
    type Manifest = Record<SlotId, SlotEntry>
    
    Load order (later wins): assets/manifest.json (fetch, may 404 → {}) → IndexedDB override (blobbo-workshop db: manifest + blobs stores; GLB entries may be idb:<key> urls resolved to object URLs).
  2. src/assets/registry.tsAssetRegistry:
    • slotObject(slot, buildFallback: () => THREE.Object3D): THREE.Object3D — synchronous placeholder pattern: returns a Group immediately containing the fallback; if the manifest has the slot, async-load the GLB (GLTFLoader from three/examples/jsm — already in the three package, no new deps), then swap the group's child in place, applying offset/rotation/scale.
    • Cache by url (clone via SkeletonUtils.clone for skinned, .clone() else).
    • Load failure → keep fallback + one console.warn (never throw).
    • paintableInfo(object) — for blob.body: find first Mesh/SkinnedMesh, report { uvOk (uv attr exists & 0..1 bounded), triCount, materialCount }.
  3. Blob slot specifics (in your createBlob hook):
    • The delivered mesh's material map is replaced by PaintSkin's canvas texture at integration (skin binds to whatever mesh is present); ensure the hook exposes the swapped-in paintable mesh as blob.mesh (the skin and buffs read it). If the GLB is a SkinnedMesh with idleClip, drive an AnimationMixer in a fixed-step System (NOT onFrame — hidden-tab rule, see telegraph.ts docstring for why).
    • UV warning: if paintableInfo.uvOk is false, console.warn and keep the procedural sphere instead (paint must never silently break).
  4. assets/manifest.json — ship EMPTY {} (packs come later via integration).
  5. Demo demos/lane-i.html + src/demo/lane-i.ts: a stage that builds every slot twice — fallback vs a test manifest pointing at the four existing farm GLBs (assets/meshes/*.glb) — side by side, with per-slot load status text and the paintability report for blob.body.

Acceptance

  • npm run build green. With {} manifest: pixel-identical construction paths (verify: no registry code path alters any existing geometry parameters — the fallback builders are the ORIGINAL code moved, not rewritten).
  • Demo loads all four farm GLBs into sensible slots (boot, bucket, toaster scenery, blob body) with fit transforms committed in the demo's test manifest.
  • Blob body swap: paint stamps visibly land on the swapped mesh in the demo (drive a scripted splat at a known point).
  • Failure paths: bad url → fallback + single warn; malformed manifest → {}.
  • Slot-hook edits to the four foreign files are mesh-construction-only (diff must show no collider/physics/logic lines changed).

Contract friction

Report, never edit frozen files. If a slot needs data the hook can't reach, document it for integration rather than widening interfaces.