Add animation controller system, material assets and skeleton visualization
- .animctrl state machine asset (params/transitions/blend trees, 1D+2D directional blending) with Unity Animator-style editor panel: state list, transitions, params, directional pad preview driving live CrossFade on the selected entity - Split animation evaluation out of SceneRenderer into AnimationSystem/AnimationEvaluator; skin palettes with rest-pose fallback and blend-weight epsilon filtering - MaterialAsset (.material) with reload-safe preview tile pool (DropMaterial clears dirty refs before instance destruction) - EditorGizmoPass skeleton wires + viewport joint overlay; camera projection rework (baked Vulkan Y-flip, ortho support) - Editor/game build split via HELLOVULKAN_EDITOR option
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@@ -6,7 +6,13 @@ file(GLOB EDITOR_SOURCES CONFIGURE_DEPENDS
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file(GLOB SCRIPT_SOURCES CONFIGURE_DEPENDS
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${CMAKE_CURRENT_SOURCE_DIR}/scripts/*.cpp)
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add_executable(HelloVulkan main.cpp ${EDITOR_SOURCES} ${SCRIPT_SOURCES})
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# editor 形态(HELLOVULKAN_EDITOR=ON)编入 editor/(docking 编辑器);
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# game 形态只有 main + scripts(编辑器源码整体不进产物)
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if(HELLOVULKAN_EDITOR)
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add_executable(HelloVulkan main.cpp ${EDITOR_SOURCES} ${SCRIPT_SOURCES})
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else()
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add_executable(HelloVulkan main.cpp ${SCRIPT_SOURCES})
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endif()
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target_include_directories(HelloVulkan PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/editor)
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