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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@@ -48,7 +48,14 @@ namespace Engine::Passes
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// 场景纹理在本 pass 内被 ImGui::Image 的描述符采样:声明读让 RG
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// 补 ColorAttachment→ShaderRead barrier,并推导 eSampled usage
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.Read(m_PresentTarget, RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment);
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vk::ShaderStageFlagBits::eFragment)
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#ifdef HELLO_EDITOR
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// 材质球预览 atlas 同理(材质槽行的 ImGui::Image 采样);
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// game 构建不声明(atlas 不存在)
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.Read(m_PreviewAtlas, RG::ResourceUse::ShaderRead,
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vk::ShaderStageFlagBits::eFragment)
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#endif
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;
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}
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} // namespace Engine::Passes
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