Commit 43cd535
authored
Implements Phase 1 of the frontend redesign tracked in #15: a
Tiled-JSON parser and a full 3D Three.js floor plan viewer with
Kenney furniture models, extruded walls, textured floors, and
interactive camera controls.
New package: environment/react_frontend
React 18 + Vite + TypeScript + Three.js (@react-three/fiber + drei)
Parser (src/parser/)
Pure pipeline that reads the legacy Tiled JSON maps and the three
special-block CSV lookup tables (arena, game-object, spawning) and
emits a strongly-typed MapLayout:
- Zone extraction via iterative 4-way flood fill on the Arena Layer,
producing one ZoneRegion per contiguous component with a clockwise
perimeter polygon, bounding box, and centroid.
- Equipment extraction from the Object Interaction Layer.
- Spawning-slot extraction from the Spawning Blocks layer.
- Wall compression into perimeter-only axis-aligned segments (only
edges bordering a non-wall tile are emitted — no interior grid
artefacts inside solid wall blocks).
- Collision mask as a boolean[y][x] grid.
- loadMapLayout(): browser-side fetch helper that drives the parser.
Three.js 3D renderer (src/components/ThreeFloorPlan.tsx)
Full 3D scene built with @react-three/fiber:
- Zone floors: PlaneGeometry per zone region, textured with raster
PNGs (wood planks for the waiting room, polished concrete for
clinical areas) and colour-tinted per zone category so rooms stay
visually distinguishable.
- Walls: BoxGeometry extruded along every wall segment with 2.5-unit
height, white MeshStandardMaterial, real shadow casting.
- Furniture: 7 Kenney Furniture Kit 2.0 (CC0) GLTF models loaded
via useGLTF — bedSingle, chairCushion, loungeChair, computerScreen,
table, desk, chairDesk — placed at each equipment tile position,
casting and receiving shadows.
- Lighting: DirectionalLight (2048 px shadow map, warm colour) plus
soft AmbientLight fill, positioned for consistent top-left
illumination.
- Camera: OrbitControls — drag to orbit, scroll to zoom, right-drag
to pan, with clamped polar angle and distance limits.
- Navigation overlay: Google Maps-style HTML buttons (zoom +/−,
rotate left/right, reset camera) positioned top-right of the
canvas, wired to programmatic camera control via exposed
OrbitControls ref.
- Ground plane: large dark surface surrounding the building.
Viewer page (src/MapViewer.tsx)
- Sidebar with map catalogue (Small ED Layout 30×20, Foothills ED
Layout 122×123) plus display toggles (zone labels, spawning slots).
- Live parsed-count panel (zones, equipment, spawning, walls, map
dimensions).
- URL query-string state so a map selection survives reloads.
Assets
- 7 Kenney GLTF furniture models in public/models/ (~110 KB total,
CC0 licence, kenney.nl).
- 5 Kenney isometric sprite PNGs in src/assets/furniture/ (CC0,
used as reference / future 2D fallback).
- 2 floor texture PNGs in src/assets/textures/ (wood + polished
concrete, generated at build time via scripts/generate-assets.mjs).
- Asset catalogue (src/assets/index.ts) maps each ZoneId to its
texture URL for the Three.js TextureLoader.
Tests
- 42 vitest unit tests across CSV decoders, loadMapLayout (with
mocked fetch), and parseTiledJSON. Fixture-pinned counts for both
seed maps: small_ed_layout (8 zones, 42 equipment, 18 spawning,
38 wall segments) and foothills_ed_layout (26 zones, 219
equipment, 70 spawning, 774 wall segments).
- 6 Playwright e2e tests: 3D view rendering, map switching, URL
persistence, display toggles, and navigation control visibility.
- CAPTURE_SCREENSHOTS=1 gated spec produces visual spot-check PNGs
for both maps.
Tooling & CI
- run_map_viewer.sh: single-command launcher at the repo root
(dev / build / preview / test / test:e2e / generate-assets).
- New test-react-frontend GitHub Actions job: typecheck, lint,
vitest, production build, Playwright install + e2e, with
Playwright report upload on failure.
- ESLint flat config, strict tsc, vitest coverage wiring.
- scripts/generate-assets.mjs: Playwright-based build-time PNG
generator for floor textures (deterministic Mulberry32 PRNG,
value noise, fBm mottle, directional lighting, pixel noise).
- scripts/dump-parser.mjs: CLI utility to print parser output.
Documentation
- environment/react_frontend/README.md: architecture, Three.js
scene hierarchy, model mapping table, commands, how to add maps.
- Root README.md and CLAUDE.md link to the new viewer.
The legacy Django/Phaser frontend under environment/frontend_server/
is untouched and remains the active runtime for the simulator. The
React frontend reads its map data directly from the same Tiled assets,
so any change to the legacy asset tree shows up in the 3D viewer
immediately — there is no copy step.
1 parent 7f1f735 commit 43cd535
74 files changed
Lines changed: 13644 additions & 0 deletions
File tree
- .github/workflows
- docs
- architecture
- development
- frontend
- environment/react_frontend
- public/models
- scripts
- src
- assets
- furniture
- textures
- Ground_texture_pack
- components
- data
- parser
- theme
- tests
- e2e
- unit
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