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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//
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// MaterialAssetUtil.h:材质资产编辑共用工具(Inspector / Material Editor
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// 面板共享)。
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//
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// 单一事实来源(原 InspectorPanel.cpp 匿名 ns 实现上提):
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// - .material 文件枚举缓存(inline 变量跨 TU 唯一——面板各自创建
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// Override 后缓存失效即时可见)
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// - Create Override:内建材质快照 → assets/materials/*.material →
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// GUID 登记 → 同步加载 → 挂实体覆盖表
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//
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#ifndef HELLOVULKAN_MATERIALASSETUTIL_H
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#define HELLOVULKAN_MATERIALASSETUTIL_H
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#include <Engine/Assets/AssetManager.h>
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#include <Engine/Core/Log.h>
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#include <Engine/ECS/Components.h>
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#include <Engine/Renderer/MaterialAsset.h>
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#include <Engine/Renderer/Model.h>
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#include <algorithm>
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#include <cctype>
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#include <filesystem>
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#include <string>
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#include <vector>
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namespace EditorMaterialUtil {
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namespace fs = std::filesystem;
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// .material 文件枚举(会话级缓存 + 脏标)。inline 变量 = 所有 TU
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// 共享同一份(Create Override 新建文件后置脏重扫)
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inline std::vector<std::string> s_MaterialFiles;
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inline bool s_MaterialFilesDirty = true;
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inline void InvalidateMaterialFileList() { s_MaterialFilesDirty = true; }
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// 递归收集 assets/ 下纹理文件(材质编辑器纹理槽选择器;纹理文件
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// 不被编辑器创建,无需脏标)。会话级缓存
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inline const std::vector<std::string>& AssetTextureFiles()
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{
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static std::vector<std::string> s_Files;
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static bool s_Cached = false;
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if (!s_Cached)
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{
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s_Cached = true;
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if (fs::exists("assets"))
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{
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for (const auto& entry :
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fs::recursive_directory_iterator("assets"))
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{
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if (!entry.is_regular_file())
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{
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continue;
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}
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std::string ext = entry.path().extension().string();
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std::transform(ext.begin(), ext.end(), ext.begin(),
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[](unsigned char c)
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{ return std::tolower(c); });
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if (ext == ".jpg" || ext == ".jpeg" || ext == ".png" ||
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ext == ".tga" || ext == ".bmp" || ext == ".hdr")
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{
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s_Files.push_back(entry.path().generic_string());
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}
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}
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std::sort(s_Files.begin(), s_Files.end());
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}
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}
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return s_Files;
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}
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inline const std::vector<std::string>& AssetMaterialFiles()
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{
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if (s_MaterialFilesDirty)
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{
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s_MaterialFilesDirty = false;
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s_MaterialFiles.clear();
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if (fs::exists("assets"))
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{
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for (const auto& entry :
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fs::recursive_directory_iterator("assets"))
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{
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if (!entry.is_regular_file())
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{
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continue;
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}
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std::string ext = entry.path().extension().string();
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std::transform(ext.begin(), ext.end(), ext.begin(),
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[](unsigned char c)
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{ return std::tolower(c); });
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if (ext == ".material")
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{
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s_MaterialFiles.push_back(
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entry.path().generic_string());
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}
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}
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std::sort(s_MaterialFiles.begin(), s_MaterialFiles.end());
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}
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}
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return s_MaterialFiles;
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}
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// Create Override:内建材质快照 → assets/materials/<model>_<mesh>.material
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// → GUID 登记 → 同步加载 → 挂实体覆盖表。失败返回空串(不挂槽)。
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// 数据段 = 内建材质只读快照(纹理路径 + 因子 + 透明语义),此后
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// 该资产独立演化,内建材质不受影响
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inline std::string CreateMaterialOverride(
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const std::string& modelPath,
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const Engine::MeshMaterialInfo& info,
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Engine::u32 meshIdx,
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Engine::ECS::MeshRendererComponent& mr,
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Engine::Assets::AssetManager& assets)
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{
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// 目标文件名:<modelStem>_<meshName|idx>.material;mesh 名非
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// [A-Za-z0-9] 字符折叠 '_',空名回退下标;重名追加 _2/_3/...
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std::string stem = fs::path(modelPath).stem().string();
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std::string leaf = info.name;
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if (leaf.empty())
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{
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leaf = std::to_string(meshIdx);
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}
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for (char& c : leaf)
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{
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if (!std::isalnum(static_cast<unsigned char>(c)))
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{
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c = '_';
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}
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}
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const fs::path dir = "assets/materials";
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std::error_code ec;
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fs::create_directories(dir, ec);
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if (ec)
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{
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ENGINE_WARN("MaterialUtil: cannot create {}: {}", dir.string(),
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ec.message());
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return {};
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}
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std::string base = stem + "_" + leaf;
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std::string rel = (dir / (base + ".material")).generic_string();
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for (int n = 2; fs::exists(rel); ++n)
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{
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rel = (dir / (base + "_" + std::to_string(n) + ".material"))
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.generic_string();
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}
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Engine::MaterialAssetData data;
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data.texPaths = info.texPaths;
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data.params = info.params;
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data.transparent = info.transparent;
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if (!Engine::MaterialAsset::Save(rel, data))
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{
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ENGINE_WARN("MaterialUtil: failed to save material override '{}'",
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rel);
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return {};
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}
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assets.GetOrCreateGUID(rel);
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if (!assets.LoadMaterialAsset(rel).Valid())
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{
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ENGINE_WARN("MaterialUtil: override '{}' saved but failed to load",
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rel);
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return {};
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}
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mr.materialOverrides[meshIdx] = rel;
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InvalidateMaterialFileList(); // 新文件进下拉列表
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return rel;
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}
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} // namespace EditorMaterialUtil
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#endif //HELLOVULKAN_MATERIALASSETUTIL_H
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