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
This commit is contained in:
2026-10-07 01:50:04 +08:00
parent a941207ae3
commit cc837bc605
71 changed files with 8198 additions and 548 deletions
+58
View File
@@ -0,0 +1,58 @@
//
// ControllerEditorPanel:动画控制器编辑器窗口(Unity Animator 状态机
// 面板范式,交互对齐 MaterialEditorPanel 的"指派/编辑分离")。
//
// Details 的 Controller 区只做指派(槽/Create/双击打开本面板);
// 结构编辑全在这里:
// - Preview:方向盘(2D 混合树可视化驱动)+ 权重实时读出,拖动
// SetFloat 到当前选中实体(Controller 模式)实时预览
// - States:状态列表(增删/重命名/entry),选中状态详情 = 播放
// 参数 + 混合树类型 + children 逐行编辑(clip 指定/定位/删除)
// - Transitions / Params:列表编辑,cond 字符串 Enter 就地编译
//
// 编辑直接写缓存资产实例(System 下一帧生效,无需保存);Save 落盘
// + ReloadController 重编译(实例换新,本面板每帧重解析不持指针)。
//
#ifndef HELLOVULKAN_CONTROLLEREDITORPANEL_H
#define HELLOVULKAN_CONTROLLEREDITORPANEL_H
#include "EditorContext.h"
#include <Engine/Core/Types.h>
#include <string>
#include <vector>
// .animctrl 拖拽 payload(AssetBrowser → Details Controller 槽指派)
inline constexpr char kControllerDragPayload[] = "CTRL_PATH";
class ControllerEditorPanel {
public:
// 打开 .animctrl 资产(Details 槽位 Edit 按钮 / Content Browser
// 双击入口)
void Open(const std::string& path)
{
m_Path = path;
m_Open = true;
m_SelState = 0;
}
bool IsOpen() const { return m_Open; }
void Draw(const EditorContext& ctx);
private:
void DrawPreview(const EditorContext& ctx);
void DrawStates(const EditorContext& ctx,
Engine::Animation::AnimationController* ctrl);
void DrawTransitions(const EditorContext& ctx,
Engine::Animation::AnimationController* ctrl);
void DrawParams(const EditorContext& ctx,
Engine::Animation::AnimationController* ctrl);
bool m_Open = false;
std::string m_Path;
int m_SelState = 0; // 选中状态(StateOrder 下标)
std::vector<char> m_CondBuf; // cond 输入缓冲(按行复用)
};
#endif //HELLOVULKAN_CONTROLLEREDITORPANEL_H