Reorganize directory layout: editor panels/, grouped shaders, drop stale header
- App/editor: move 7 panels into panels/ (Editor core stays at root) - shaders/: group into pbr/ post/ debug/ env/ (runtime load paths updated) - Delete outdated duplicate Engine/src/Renderer/VulkanAssetUploader.h
This commit is contained in:
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//
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// ViewportPanel:场景渲染输出面板。
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//
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// tonemap 输出经 ImGui::Image 显示(Editor 模式),并提供
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// Editor Viewport / Fullscreen 显示模式切换。面板可用区域
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// (物理像素)上报为渲染分辨率 → 画面精确填满面板。
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//
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// 点击拾取(UE 式 GPU HitProxy):左键单击 → 鼠标 NDC 经
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// Renderer::RequestPick 请求下一帧 id 渲染 + 像素拷贝;Draw 每帧
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// 轮询 TakePickResult 取走结果。像素级精度,与视觉画面一致
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//(视觉几何语义:与 Collider 无关,无 collider 实体同样可选中)。
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//
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#include "ViewportPanel.h"
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#include <imgui.h>
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#include <ImGuizmo.h>
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#include <Engine/ECS/Components.h> // MeshRenderer / Name / RigidBody(日志对照)
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#include <Engine/Renderer/Renderer.h> // RequestPick / TakePickResult 门面
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#include <Engine/Renderer/SceneTypes.h> // kPickMiss
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#include <Engine/Core/Log.h> // 命中打印
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <cstdio>
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// GTX 扩展(实验性)需显式开启:matrix_decompose(矩阵→SRT 分解,
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// 旋转以四元数输出,直接写回 TransformComponent)
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/matrix_decompose.hpp>
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using namespace Engine; // u32 / f32(Engine/Core/Types.h)
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namespace
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{
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// Ctrl 吸附步长(UE Grid Snap 语义:按住 Ctrl 拖拽才吸附)
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constexpr float kSnapTranslate = 0.25f; // 米/格
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constexpr float kSnapRotateDeg = 15.0f; // 度
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constexpr float kSnapScale = 0.1f; // 缩放步进
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// 平移拖拽灵敏度下限:sinθ(轴与"相机→物体"连线夹角)。低于该值
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// 时拖拽投影系数 <0.25 且激活平面与鼠标射线近共面——视觉上
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// "看得见、抓了没反应"。≈14.5°,略宽于库默认可见角(≈11.5°),
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// 只藏真正病态的轴,不动可用轴
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constexpr float kMoveMinSin = 0.25f;
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// 缩放退化轴裁剪(防误拖动)阈值。库内缩放 hover/拖拽依赖
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// "法线=轴"平面求交,两种病态几何:
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// - 轴⊥"相机→物体"连线(正对视角无横偏):交点分子 numer =
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// -dist·dot(camToObj, 轴) ≡ 0 → 杆抓不到、数值随机猛跳
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// - 轴∥视线(轴指向相机):屏幕零位移 → 拖了数值不变
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constexpr float kScaleMinDot = 0.1f; // ≈84.3°
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constexpr float kScaleMaxFwdDot = 0.98f; // ≈11.5°,与库藏杆角一致
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// Vulkan proj → ImGuizmo 期望的 OpenGL 形式(Y-up、Z∈[-1,1]):
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// Y 行翻回(抵消 Vulkan clip Y 向下翻转);z 行 = 2*z - w 即
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// 深度 [0,1] → [-1,1]。glm 列主序 m[col][row],逐列改 row1/row2
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glm::mat4 ProjVulkanToGL(const glm::mat4& projVulkan)
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{
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glm::mat4 p = projVulkan;
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for (int c = 0; c < 4; ++c) {
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p[c][1] *= -1.0f;
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p[c][2] = 2.0f * p[c][2] - p[c][3];
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}
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return p;
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}
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// 视图相机分派(必须与 SceneRenderer::BuildFrame 渲染源同一规则,
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// 否则 Gizmo 杆与画面错位):编辑器形态 = EditorCamera(Scene view
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// 专用,与相机实体无关);游戏形态(kDisplayDirect 全屏预览或 PIE
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// 内嵌播放)= primary 相机实体。
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// 返回 nullptr = 游戏形态且无 primary 相机(本帧无 Gizmo)
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Engine::Camera* ViewCamera(const EditorContext& ctx,
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ECS::TransformComponent*& outT)
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{
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const bool playing = ctx.playState && *ctx.playState;
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if (!playing && ctx.renderer->GetDisplayMode() == kDisplayViewport)
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{
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outT = &ctx.editorCamera->GetTransform();
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return &ctx.editorCamera->GetController();
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}
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auto* cc = ctx.scene->GetPrimaryCamera(&outT);
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return cc ? &cc->camera : nullptr;
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}
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}
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std::optional<entt::entity> ViewportPanel::Draw(const EditorContext &ctx,
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ViewportInputState &out,
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GizmoState &gizmo,
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const entt::entity selected) const {
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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std::optional<entt::entity> picked;
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{
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ImGui::Begin("Viewport", nullptr, ImGuiWindowFlags_NoCollapse);
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// 输入焦点上报(悬停计入遮挡:模态框盖住时不误报)
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out.hovered = ImGui::IsWindowHovered();
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out.focused = ImGui::IsWindowFocused();
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auto &renderer = *ctx.renderer;
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const int mode = renderer.GetDisplayMode();
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// ---- 拾取结果轮询(先于新请求:先取走上帧结果再发新请求)。
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// 拷贝随上一帧命令缓冲提交,TakePickResult 内 waitIdle 保证
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// 暂存可见(仅拷贝就绪帧阻塞,点击低频不可感知)----
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if (auto bits = renderer.TakePickResult()) {
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auto ® = ctx.scene->GetRegistry();
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const entt::entity hit = static_cast<entt::entity>(*bits);
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if (*bits != kPickMiss && reg.valid(hit)) {
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picked = hit;
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LogPick(ctx, hit);
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} else {
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// 空白(kPickMiss)或悬空位模式:清选中(与旧语义一致)
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picked = entt::null;
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if (*bits == kPickMiss) {
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ENGINE_INFO("[pick] miss (sky/empty)");
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} else {
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ENGINE_WARN("[pick] dangling entity bits {:#x}", *bits);
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}
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}
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}
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const void *sceneTex = renderer.GetSceneTexture();
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if (sceneTex != nullptr && mode == kDisplayViewport) {
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// 面板可用区域(物理像素)上报为渲染分辨率 → 画面精确填满
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// 面板;下一帧帧首 BeginFrameSync 生效(一帧延迟,不可见)
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const ImVec2 avail = ImGui::GetContentRegionAvail();
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const ImVec2 fb = ImGui::GetIO().DisplayFramebufferScale;
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const u32 wantW = static_cast<u32>(avail.x * fb.x + 0.5f);
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const u32 wantH = static_cast<u32>(avail.y * fb.y + 0.5f);
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if (wantW >= 16 && wantH >= 16) {
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renderer.SetViewportSize(wantW, wantH);
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}
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// 纹理 = 渲染分辨率:等比适配面板可用区域
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const vk::Extent2D ext = renderer.GetRenderExtent();
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const f32 aspect =
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ext.height != 0 ? f32(ext.width) / f32(ext.height) : 1.0f;
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ImVec2 size = avail;
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if (avail.x / avail.y > aspect) size.x = avail.y * aspect;
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else size.y = avail.x / aspect;
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ImGui::Image((ImTextureID) (intptr_t) sceneTex, size);
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// ---- 骨骼关节 overlay(Endfield-Poser 范式):3D 骨架线
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// 给结构,屏幕圆点给可读性。世界→屏幕与渲染同相机,
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// Vulkan NDC y 向下与 ImGui 屏幕坐标同构 → 线性映射
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// image 矩形即可。hover 关节 = 白圈高亮 + 骨骼名
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{
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const auto &frameData = renderer.GetFrameSceneData();
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if (frameData.showBoneWires && !frameData.pieActive &&
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!frameData.boneJoints.empty() &&
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ctx.editorCamera != nullptr) {
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const ImVec2 rmin = ImGui::GetItemRectMin();
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const ImVec2 rmax = ImGui::GetItemRectMax();
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const glm::mat4 vp =
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ctx.editorCamera->GetController().GetProjection(aspect) *
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ctx.editorCamera->GetView();
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ImDrawList *dl = ImGui::GetWindowDrawList();
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dl->PushClipRect(rmin, rmax, true);
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const f32 r = frameData.boneJointPx;
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const ImGuiIO &io = ImGui::GetIO();
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const ImVec2 mouse = io.MousePos;
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int hovered = -1;
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float hoveredD = 0.0f;
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for (size_t ji = 0; ji < frameData.boneJoints.size(); ++ji) {
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const auto &jm = frameData.boneJoints[ji];
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const glm::vec4 c = vp * glm::vec4(jm.pos, 1.0f);
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if (c.w <= 0.0f) continue; // 相机身后
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const ImVec2 p(
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rmin.x + (c.x / c.w * 0.5f + 0.5f) * size.x,
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rmin.y + (c.y / c.w * 0.5f + 0.5f) * size.y);
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// 骨骼 = 蓝(Endfield humanoid 色),普通节点 = 青
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const ImU32 fill = jm.isBone
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? IM_COL32(70, 160, 255, 230)
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: IM_COL32(70, 190, 190, 190);
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dl->AddCircleFilled(p, r, fill);
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dl->AddCircle(p, r + 1.5f,
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IM_COL32(255, 255, 255, 140), 0, 1.2f);
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// hover 命中(半径 +3px 容差,取最近)
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const float dx = p.x - mouse.x, dy = p.y - mouse.y;
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const float d = dx * dx + dy * dy;
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const float hit = (r + 3.0f) * (r + 3.0f);
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if (d <= hit && (hovered < 0 || d < hoveredD)) {
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hovered = static_cast<int>(ji);
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hoveredD = d;
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}
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}
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// hover 高亮圈 + 骨骼名 tooltip(名字查选中实体模型
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// 节点表;查不到 = 显示节点下标)
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if (hovered >= 0 && ImGui::IsItemHovered()) {
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const auto &jm = frameData.boneJoints[hovered];
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const glm::vec4 c = vp * glm::vec4(jm.pos, 1.0f);
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const ImVec2 p(
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rmin.x + (c.x / c.w * 0.5f + 0.5f) * size.x,
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rmin.y + (c.y / c.w * 0.5f + 0.5f) * size.y);
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dl->AddCircle(p, r + 3.5f,
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IM_COL32(255, 255, 255, 255), 0, 2.0f);
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const char *name = nullptr;
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if (selected != entt::null) {
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// 本段在 reg 声明之前,就地取 registry
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const auto *mrSel =
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ctx.scene->GetRegistry().try_get<
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Engine::ECS::MeshRendererComponent>(
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selected);
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if (mrSel && mrSel->model.Valid()) {
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const Model *mdl =
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ctx.assets->GetModel(mrSel->model);
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if (mdl && jm.nodeIdx < mdl->GetNodes().size())
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name = mdl->GetNodes()[jm.nodeIdx]
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.name.c_str();
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}
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}
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ImGui::SetTooltip(
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"%s%s", name ? name : "(node)",
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jm.isBone ? "" : " [non-bone]");
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}
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dl->PopClipRect();
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}
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}
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// ---- 工具热键(UE 语义):W/E/R 切 Gizmo 模式、T 切
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// local/world、F 焦点选中实体。仅 Viewport 持焦时生效——
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// 输入框打字(WantTextInput)由 BlockingKeyboard 拦游戏侧,
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// 但 ImGui 自身仍收键,故必须限定持焦面板。RMB 按住 = 相机
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// 飞行模式(键盘归相机),工具热键全部抑制——W 前进与
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// W 平移 Gizmo 的键位冲突就此解耦 ----
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auto ® = ctx.scene->GetRegistry();
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ECS::TransformComponent *tr =
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selected != entt::null
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? reg.try_get<ECS::TransformComponent>(selected)
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: nullptr;
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// PIE 运行态:输入归游戏(脚本读 GLFW 轮询),Gizmo/编辑器
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// 热键全部让位(UE Play 语义:Scene view 编辑操作冻结)
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const bool playing = ctx.playState && *ctx.playState;
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if (!playing && out.focused && !ImGui::GetIO().WantTextInput &&
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!ImGui::IsMouseDown(ImGuiMouseButton_Right)) {
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if (ImGui::IsKeyPressed(ImGuiKey_W)) gizmo.op = ImGuizmo::TRANSLATE;
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if (ImGui::IsKeyPressed(ImGuiKey_E)) gizmo.op = ImGuizmo::ROTATE;
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if (ImGui::IsKeyPressed(ImGuiKey_R)) gizmo.op = ImGuizmo::SCALE;
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if (ImGui::IsKeyPressed(ImGuiKey_T)) gizmo.localSpace = !gizmo.localSpace;
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const bool fCombo = ImGui::GetIO().KeyCtrl || ImGui::GetIO().KeyShift;
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// F = 焦点选中实体(frame-selection):编辑器相机
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// 环绕 pivot 设为选中实体位置,沿视线平移对准(环
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// 绕距离沿用当前值,滚轮可调)。世界位姿(层级
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// 实体 = 父链组合结果)。裸 F 才触发(组合键排他)
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if (ImGui::IsKeyPressed(ImGuiKey_F) && !fCombo && tr != nullptr) {
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ctx.editorCamera->FocusOn(tr->GetWorldPosition());
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}
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}
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// ---- Gizmo 操纵杆(ImGui drawlist 叠加,无 GPU pass)----
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// 选中实体 + 有 Transform 才出杆;分解 world 矩阵经
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// SetWorldPose 写回(与 Inspector 同源,下一帧数值自动跟随)
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// PIE 运行态不出杆(编辑操作冻结)
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if (tr != nullptr && !playing) {
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// 相机矩阵:跟随渲染源(编辑器形态 = EditorCamera,游戏
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// 形态 = primary 相机实体;与 SceneRenderer::BuildFrame
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// 同一分派),投影参数由相机自身承载(与渲染侧一致)
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ECS::TransformComponent *camT = nullptr;
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if (Engine::Camera *cam = ViewCamera(ctx, camT);
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cam != nullptr && camT != nullptr) {
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const glm::mat4 view = cam->GetView(*camT);
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const glm::mat4 projGL = ProjVulkanToGL(
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cam->GetProjection(aspect));
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ImGuizmo::SetDrawlist(ImGui::GetWindowDrawList());
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// 杆画在 Image 区域内(等比适配后的 item rect)
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const ImVec2 mn = ImGui::GetItemRectMin();
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ImGuizmo::SetRect(mn.x, mn.y, size.x, size.y);
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// 不调 SetPlaneLimit/SetAxisLimit——可见度保持库默认
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glm::mat4 m = tr->World();
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// 操作空间:local(模型轴,旋转/缩放随物体朝向直观)/
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// world(T 键切换)。无父层级时两种模式 world 矩阵同源,
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// decompose 写回链路不变
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const ImGuizmo::MODE mode =
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gizmo.localSpace ? ImGuizmo::LOCAL : ImGuizmo::WORLD;
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const glm::mat3 rotM(m);
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// 退化轴裁剪(防误拖动):被裁轴不可见、不可激活,
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// 转个视角即可用。三操作病态几何不同,按 op 分派:
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// - 平移:拖拽灵敏度 = sinθ(轴与相机连线夹角),θ→0
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// 时鼠标位移在轴上投影→0("数值不变")
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// - 缩放:库内 hover/拖拽依赖"法线=轴"平面求交——
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// 轴⊥相机连线(正对无横偏)时交点分子 numer≡0
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// (抓不到/数值乱跳);轴∥视线时屏幕零位移(数值
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// 不变)。两判据并集裁剪
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// - 旋转:屏幕空间角度数学,无退化,不裁
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const bool isTranslate = (gizmo.op
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& int(ImGuizmo::TRANSLATE)) == int(ImGuizmo::TRANSLATE);
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const bool isScale = (gizmo.op
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& int(ImGuizmo::SCALE)) == int(ImGuizmo::SCALE);
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if (isTranslate || isScale) {
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bool maskAxis[3] = {false, false, false};
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const glm::vec3 camPos(glm::inverse(view)[3]);
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glm::vec3 camToObj = glm::vec3(m[3]) - camPos;
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const float camDist = glm::length(camToObj);
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if (camDist > 1e-4f) {
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camToObj /= camDist;
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const glm::vec3 viewFwd = -glm::normalize(
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glm::vec3(view[0][2], view[1][2],
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view[2][2]));
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for (int i = 0; i < 3; ++i) {
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const glm::vec3 axis = gizmo.localSpace
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? glm::normalize(rotM[i])
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: glm::vec3(float(i == 0), float(i == 1),
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float(i == 2));
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maskAxis[i] = isScale
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? glm::abs(glm::dot(camToObj, axis))
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< kScaleMinDot ||
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glm::abs(glm::dot(viewFwd, axis))
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> kScaleMaxFwdDot
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: glm::length(glm::cross(camToObj, axis))
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< kMoveMinSin;
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||||
}
|
||||
}
|
||||
ImGuizmo::SetAxisMask(maskAxis[0], maskAxis[1],
|
||||
maskAxis[2]);
|
||||
}
|
||||
|
||||
// Ctrl 吸附(UE Grid Snap 语义)。库的约定
|
||||
//(docs/documentation.md):平移 = 世界单位 float[3]
|
||||
// 逐轴;旋转 = snap[0] 按度(库内自行 DEG2RAD,传弧
|
||||
// 度会被解释成极小步进);缩放 = 只取 snap[0]
|
||||
float snap[3] = {0.0f, 0.0f, 0.0f};
|
||||
const bool snapping = ImGui::GetIO().KeyCtrl;
|
||||
if (snapping) {
|
||||
if (gizmo.op == ImGuizmo::TRANSLATE) {
|
||||
snap[0] = snap[1] = snap[2] = kSnapTranslate;
|
||||
} else if (gizmo.op == ImGuizmo::ROTATE) {
|
||||
snap[0] = kSnapRotateDeg; // 度,非弧度
|
||||
} else if (gizmo.op == ImGuizmo::SCALE) {
|
||||
snap[0] = kSnapScale;
|
||||
}
|
||||
}
|
||||
|
||||
ImGuizmo::Manipulate(&view[0][0], &projGL[0][0],
|
||||
static_cast<ImGuizmo::OPERATION>(gizmo.op),
|
||||
mode, &m[0][0], nullptr,
|
||||
snapping ? snap : nullptr);
|
||||
gizmo.dragging = ImGuizmo::IsUsing();
|
||||
|
||||
// 拖拽生效:分解 world 矩阵 → world SRT → 沿父链反解
|
||||
// local 写回(SetWorldPose;根实体 = 直写)。旋转用
|
||||
// decompose 出的 quat 直写(UE FTransform 语义)——
|
||||
// 不经欧拉往返,拖拽零漂移、无万向锁
|
||||
if (ImGuizmo::IsUsing()) {
|
||||
glm::vec3 scale, transl, skew;
|
||||
glm::quat rot;
|
||||
glm::vec4 persp;
|
||||
if (glm::decompose(m, scale, rot, transl, skew, persp)) {
|
||||
ctx.scene->SetWorldPose(selected, transl, rot,
|
||||
scale);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Gizmo 状态提示(左上角 drawlist 叠加,原因同下:不占布局行)
|
||||
// PIE 运行态 = 黄色 PLAYING/PAUSED 提示替代编辑状态
|
||||
{
|
||||
char tip[128];
|
||||
if (playing) {
|
||||
const bool paused = ctx.pausedState && *ctx.pausedState;
|
||||
std::snprintf(tip, sizeof(tip),
|
||||
paused ? "PAUSED - Ctrl+P to stop"
|
||||
: "PLAYING - Ctrl+P to stop");
|
||||
} else {
|
||||
std::snprintf(tip, sizeof(tip),
|
||||
"Space: %s [T] Snap: Ctrl F: Focus "
|
||||
"Ctrl+Shift+F: To Selection",
|
||||
gizmo.localSpace ? "Local" : "World");
|
||||
}
|
||||
const ImVec2 imgMin = ImGui::GetItemRectMin();
|
||||
ImGui::GetWindowDrawList()->AddText(
|
||||
ImVec2(imgMin.x + 8.0f, imgMin.y + 8.0f),
|
||||
playing ? IM_COL32(255, 184, 46, 220)
|
||||
: IM_COL32(255, 255, 255, 150),
|
||||
tip);
|
||||
}
|
||||
|
||||
// Dynamic 刚体提示:物理每帧把姿态写回 Transform,拖拽即刻
|
||||
// 被覆盖(Static/Kinematic 编辑器权威,可直接拖)。
|
||||
// 用 drawlist 叠加而非 ImGui::TextDisabled:后者在 Image 下方
|
||||
// 占一行布局 → 滚动条出现/消失循环 → avail 抖动 → 渲染分辨率
|
||||
// 每帧重报(视口疯狂顶动);且默认字体无中文字形(显示 ?)
|
||||
if (playing) {
|
||||
// 运行态无 primary 相机实体:渲染回退编辑器视角(保持帧
|
||||
// 管线节拍),提示补相机
|
||||
ECS::TransformComponent *camT = nullptr;
|
||||
if (ViewCamera(ctx, camT) == nullptr) {
|
||||
const ImVec2 imgMin = ImGui::GetItemRectMin();
|
||||
ImGui::GetWindowDrawList()->AddText(
|
||||
ImVec2(imgMin.x + 8.0f,
|
||||
imgMin.y + size.y * 0.5f),
|
||||
IM_COL32(255, 120, 80, 230),
|
||||
"No primary camera entity - showing editor "
|
||||
"view. Add a Camera component and check "
|
||||
"'Primary'");
|
||||
}
|
||||
}
|
||||
|
||||
// Dynamic 刚体提示(drawlist 叠加,理由同上)
|
||||
if (selected != entt::null) {
|
||||
if (const auto *rb = reg.try_get<ECS::RigidBodyComponent>(selected);
|
||||
rb != nullptr &&
|
||||
rb->type == ECS::RigidBodyComponent::BodyType::Dynamic) {
|
||||
const ImVec2 imgMin = ImGui::GetItemRectMin();
|
||||
ImGui::GetWindowDrawList()->AddText(
|
||||
ImVec2(imgMin.x + 8.0f, imgMin.y + size.y - 20.0f),
|
||||
IM_COL32(255, 255, 255, 160),
|
||||
"(Dynamic body: transform driven by physics)");
|
||||
}
|
||||
}
|
||||
|
||||
// 点击拾取:单击 Image 且未命中 UI 遮挡(IsItemHovered 已含)。
|
||||
// 抓杆时不出 pick(IsOver 悬停杆/IsUsing 拖拽中)——否则按在
|
||||
// 操纵杆上的点击会穿透发拾取请求。PIE 运行态不出拾取:
|
||||
// 点击 = 游戏输入(UE Play 语义,编辑操作冻结)
|
||||
if (!playing && ImGui::IsItemHovered() && ImGui::IsMouseClicked(0) &&
|
||||
!ImGuizmo::IsOver() && !ImGuizmo::IsUsing()) {
|
||||
RequestPickAt(ctx, size);
|
||||
}
|
||||
} else {
|
||||
ImGui::TextDisabled("(scene texture not ready)");
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
ImGui::PopStyleVar();
|
||||
return picked;
|
||||
}
|
||||
|
||||
void ViewportPanel::RequestPickAt(const EditorContext &ctx,
|
||||
const ImVec2 &size) const {
|
||||
// 鼠标在 Image 内的位置 → NDC。Vulkan NDC y 与屏幕 v 同向
|
||||
//(向下为正,与渲染同构;skybox.frag 反投影交叉验证过方向)
|
||||
const ImVec2 mouse = ImGui::GetMousePos();
|
||||
const ImVec2 mn = ImGui::GetItemRectMin();
|
||||
const glm::vec2 ndc{
|
||||
(mouse.x - mn.x) / size.x * 2.0f - 1.0f,
|
||||
(mouse.y - mn.y) / size.y * 2.0f - 1.0f,
|
||||
};
|
||||
|
||||
// UE 式 GPU HitProxy:下一帧 id 渲染 + 请求像素 1×1 拷贝
|
||||
ctx.renderer->RequestPick(ndc);
|
||||
}
|
||||
|
||||
void ViewportPanel::LogPick(const EditorContext &ctx, entt::entity e) {
|
||||
// 命中详情:实体名;有物理体则附 collider 对照(诊断"物理盒 ≠
|
||||
// 视觉"的错位,如 M1911 的默认 0.5 半尺寸盒)
|
||||
auto ® = ctx.scene->GetRegistry();
|
||||
const auto &name = reg.get<ECS::NameComponent>(e).name;
|
||||
if (const auto *rb = reg.try_get<ECS::RigidBodyComponent>(e)) {
|
||||
const auto &tr = reg.get<ECS::TransformComponent>(e);
|
||||
ENGINE_INFO("[pick] '{}' (hitproxy) | collider={} type={} "
|
||||
"boxHalf=({:.2f},{:.2f},{:.2f}) sphereR={:.2f} "
|
||||
"bodyPos=({:.2f},{:.2f},{:.2f})",
|
||||
name,
|
||||
rb->collider == ECS::RigidBodyComponent::ColliderType::Box
|
||||
? "box" : "sphere",
|
||||
rb->type == ECS::RigidBodyComponent::BodyType::Static
|
||||
? "static" : "dynamic",
|
||||
rb->boxHalfExtents.x, rb->boxHalfExtents.y,
|
||||
rb->boxHalfExtents.z, rb->sphereRadius,
|
||||
tr.GetWorldPosition().x, tr.GetWorldPosition().y, tr.GetWorldPosition().z);
|
||||
} else {
|
||||
ENGINE_INFO("[pick] '{}' (hitproxy) | (no collider)", name);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user