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
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#version 450
// Editor gizmo 拾取顶点:与 billboard 共享同一 ring VB(pos/color/aux
// + entityId 四属性流),画进 HitProxy 的 R32Uint 目标。只有 entityId
// 参与变换输出,color/aux 声明占位(属性流绑定时全开)。
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec4 inColor; // 占位(拾取不用)
layout(location = 2) in vec4 inAux; // 占位
layout(location = 3) in uint inEntityId;
layout(location = 0) flat out uint outEntityId;
layout(push_constant) uniform PC {
mat4 viewProj;
} pc;
void main() {
gl_Position = pc.viewProj * vec4(inPos, 1.0);
outEntityId = inEntityId;
}