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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@@ -29,6 +29,8 @@ class InspectorPanel;
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class ViewportPanel;
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class StatsPanel;
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class AssetBrowserPanel;
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class MaterialEditorPanel;
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class ControllerEditorPanel;
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class Editor {
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public:
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@@ -108,6 +110,8 @@ private:
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std::unique_ptr<ViewportPanel> m_Viewport;
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std::unique_ptr<StatsPanel> m_Stats;
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std::unique_ptr<AssetBrowserPanel> m_AssetBrowser;
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std::unique_ptr<MaterialEditorPanel> m_MaterialEditor;
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std::unique_ptr<ControllerEditorPanel> m_ControllerEditor;
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entt::entity m_Selected{entt::null};
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@@ -117,6 +121,7 @@ private:
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bool m_ShowViewport = true;
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bool m_ShowStats = true;
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bool m_ShowAssetBrowser = true;
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bool m_ShowMaterialEditor = true;
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// 默认布局只建一次(imgui.ini 已有布局则跳过)
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bool m_LayoutBuilt = false;
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