Implement comprehensive feature toggle system allowing menu options and features to be controlled via JSON configuration fetched from API endpoint or static files. Core System: - Create FeatureConfig type system with page, feature, and limit-based flags - Add React Context (FeatureProvider) that fetches from /api/user/features - Implement custom hooks (useFeatures, useIsFeatureEnabled, useFeatureLimit, etc.) - Default config disables everything except home page Integration: - Update PageHeader to filter menu items based on page flags - Add ProtectedRoute component to guard routes - Update VR menu to conditionally render items based on feature flags - Update CreateDiagramModal to enable/disable options (private, encrypted, invite) - Update ManageDiagramsModal to use configurable maxDiagrams limit Configuration Files: - Add static JSON files for local testing (none, free, basic, pro tiers) - Add dev proxy for /api/user/features endpoint - Include README with testing instructions Updates: - Complete CLAUDE.md naming conventions section - Version bump to 0.0.8-27 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
137 lines
6.1 KiB
Markdown
137 lines
6.1 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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This is "immersive" - a WebXR/VR diagramming application built with BabylonJS and React. It allows users to create and interact with 3D diagrams in both standard web browsers and VR environments, with real-time collaboration via PouchDB sync.
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## Build and Development Commands
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### Development
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- `npm run dev` - Start Vite dev server on port 3001 (DO NOT USE per user instructions)
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- `npm run build` - Build production bundle (includes version bump)
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- `npm run preview` - Preview production build on port 3001
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- `npm test` - Run tests with Vitest
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- `npm run socket` - Start WebSocket server for collaboration (port 8080)
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- `npm run serverBuild` - Compile TypeScript server code
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- `npm run havok` - Copy Havok physics WASM files to Vite deps
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### Testing
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- Run all tests: `npm test`
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- No single test command is configured; tests use Vitest
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## Architecture
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### Core Technologies
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- **BabylonJS 8.x**: 3D engine with WebXR support and Havok physics
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- **React + Mantine**: UI framework for 2D interface and settings
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- **PouchDB**: Client-side database with CouchDB sync for collaboration
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- **Auth0**: Authentication provider
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- **Vite**: Build tool and dev server
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### Key Architecture Patterns
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#### Singleton Scene Management
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The application uses a singleton pattern for the BabylonJS Scene via `DefaultScene` (src/defaultScene.ts). Always access the scene through `DefaultScene.Scene` rather than creating new instances.
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#### Observable-Based Event System
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The application heavily uses BabylonJS Observables for event handling:
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- **DiagramManager.onDiagramEventObservable**: Central hub for diagram entity changes
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- **DiagramManager.onUserEventObservable**: User position/state updates for multiplayer
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- **AppConfig.onConfigChangedObservable**: Application settings changes
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- **controllerObservable**: VR controller input events
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Event observers use a mask system (`DiagramEventObserverMask`) to distinguish:
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- `FROM_DB`: Events coming from database sync (shouldn't trigger database writes)
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- `TO_DB`: Events that should be persisted to database
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#### Diagram Entity System
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All 3D objects in the scene are represented by `DiagramEntity` types (src/diagram/types/diagramEntity.ts):
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- Entities have a template reference (e.g., `#image-template`)
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- Managed by `DiagramManager` which maintains a Map of `DiagramObject` instances
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- Changes propagate through the Observable system to database and other clients
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#### VR Controller Architecture
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Controllers inherit from `AbstractController` with specialized implementations:
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- `LeftController`: Menu interactions, navigation
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- `RightController`: Object manipulation, selection
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- Controllers communicate via `controllerObservable` with `ControllerEvent` messages
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- `Rigplatform` manages the player rig and handles locomotion
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#### Database & Sync
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- `PouchdbPersistenceManager` (src/integration/database/pouchdbPersistenceManager.ts) handles all persistence
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- Supports optional encryption via `Encryption` class
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- Syncs to remote CouchDB via proxy (configured in vite.config.ts)
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- URL pattern `/db/public/:db` or `/db/private/:db` determines database name
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- Uses `presence.ts` for broadcasting user positions over WebSocket
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### Project Structure
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- `src/vrcore/`: Engine initialization and core VR setup
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- `src/controllers/`: VR controller implementations and input handling
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- `src/diagram/`: 3D diagram entities, management, and scene interaction
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- `src/integration/`: Database sync, encryption, and presence system
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- `src/menus/`: In-VR 3D menus (not React components)
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- `src/objects/`: Reusable 3D objects (buttons, handles, avatars)
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- `src/react/`: React UI components for 2D interface
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- `src/util/`: Shared utilities and configuration
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- `server/`: WebSocket server for real-time presence
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### Configuration System
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Two configuration systems exist (being migrated):
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1. **AppConfig class** (src/util/appConfig.ts): Observable-based config with typed properties
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2. **ConfigType** (bottom of appConfig.ts): Legacy localStorage-based config
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Settings include snapping values, physics toggles, fly mode, and turn snap angles.
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## Important Development Notes
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### Proxy Configuration
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The dev and preview servers proxy certain routes to production:
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- `/sync/*` - Database sync endpoint
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- `/create-db` - Database creation
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- `/api/images` - Image uploads
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### Physics System
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- Uses Havok physics engine (requires WASM file via `npm run havok`)
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- Physics can be enabled/disabled via AppConfig
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- `customPhysics.ts` provides helper functions
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### WebGPU Support
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The engine initializer supports both WebGL and WebGPU backends via the `useWebGpu` parameter.
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### Encryption
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Databases can be optionally encrypted. The `Encryption` class handles AES encryption with password-derived keys. Salt is stored in metadata document.
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### Environment Variables
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- `VITE_USER_ENDPOINT`: User authentication endpoint
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- `VITE_SYNCDB_ENDPOINT`: Remote database sync endpoint
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Check `.env.local` for local configuration.
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## Naming Conventions
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### Tool and Material Naming
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**Material Names:** Materials follow the pattern `material-{color}` where `{color}` is the hex color string (e.g., `material-#ff0000` for red).
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**Tool Mesh Names:** Tools use the pattern `tool-{toolType}-{color}`:
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- Example: `tool-BOX-#ff0000` (red box tool)
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- ToolTypes: `BOX`, `SPHERE`, `CYLINDER`, `CONE`, `PLANE`, `PERSON`
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**Tool Instance Names:** `tool-instance-{toolType}-{color}` (e.g., `tool-instance-BOX-#ff0000`)
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**Implementation details:**
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- 16 predefined toolbox colors (see docs/NAMING_CONVENTIONS.md)
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- Materials created in `src/toolbox/functions/buildColor.ts`
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- Tool meshes created in `src/toolbox/functions/buildTool.ts`
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- When extracting colors from materials, use: `emissiveColor || diffuseColor` (priority order)
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### Rendering Modes
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Three rendering modes affect material properties:
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1. **Lightmap with Lighting**: Uses `diffuseColor` + `lightmapTexture` (expensive)
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2. **Unlit with Emissive Texture** (default): Uses `emissiveColor` + `emissiveTexture` (lightmap)
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3. **Flat Emissive**: Uses only `emissiveColor` (fastest)
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See `src/util/renderingMode.ts` and `src/util/lightmapGenerator.ts` for implementation. |