Commit Graph
6 Commits
Author SHA1 Message Date
atdunbg 2577809ee4 feat: Play-In-Editor (PIE) with in-memory scene snapshot
Editor toolbar gains Play/Stop (Ctrl+P) with UE semantics:

- Play: serialize current scene to an in-memory YAML snapshot via new
  SceneSerializer::SerializeToString, switch display to kDisplayDirect
  (primary camera entity renders), unfreeze time (timeScale 0 -> 1)
- Stop: DeserializeFromString atomically rebuilds the pre-play scene,
  back to kDisplayViewport (editor camera), refreeze time; selection
  cleared and gizmo drag reset since all entity handles dangle
- SceneSerializer refactored: SerializeDoc/ParseRoot shared by file
  and memory variants; file Save/Load behavior unchanged
- Running state disables gizmo + editor hotkeys in the viewport (input
  goes to game scripts), draws yellow PLAYING hint and a no-camera
  warning; File->Save/Load disabled while playing (UE behavior)

Physics bodies/constraints/characters and script instances are
reconciled automatically by the existing per-frame sync on restore.
2026-10-04 02:22:49 +08:00
atdunbg ab7a43a686 feat(editor): multi-script entities + asset browser panel
ScriptComponent now holds a list of {name, active} items (Unity
semantics: one entity, many scripts, each with its own enable bit;
component-level active stays as the master switch). ScriptRuntime
reconciles instances by name per entity -- rename/remove destroys
only the affected instances, untouched ones keep ticking. Scenes
persist Script.Items; old single-script key still loads.

AssetBrowserPanel (lightweight Unity Project window): fixed roots
(assets/scenes) as tabs, recursive directory tree, file list with
type filter (models/textures/scenes) and name substring filter,
double-click preloads models/HDRs into the asset caches (path-
deduped). Scene files point to the File menu for now; drag & drop
is a later iteration. Docked with Stats by default in fresh layouts.
2026-10-04 00:43:06 +08:00
atdunbg 007d175314 serialization: scene save/load (Unity-style YAML + UE-style GUID registry)
Engine-layer SceneSerializer (yaml-cpp submodule): entities/components
to versioned YAML, atomic clear-and-rebuild on load with per-entity
fault tolerance, missing-field defaults, unknown-component skip and
UUID dedup. Asset references are {Guid, Path} pairs resolved through
the new AssetManager GUID registry (assets/asset_registry.yaml) with
path fallback; procedural:// pseudo-paths rebuild from parameters.
Editor File menu gets Save/Load Scene modals; app re-resolves stale
entity handles via onSceneLoaded callback.
2026-10-03 14:47:02 +08:00
atdunbg 3ec96acc0f feat: Editor Gizmo——ImGuizmo 平移/旋转/缩放操纵杆
- ImGuizmo 接入:Lib/ImGuizmo(src/ 布局)静态库,IMGUI_DEFINE_MATH_OPERATORS
- ViewportPanel:Vulkan→GL 投影转换(Y 翻回 + 深度 [-1,1])、
  SetDrawlist/SetRect 叠加绘制、decompose 写回 TransformComponent
- W/E/R 切换(UE 语义);拖拽中 BlockingMouse 门控(输入归 Gizmo)
- Dynamic 刚体选中提示:物理每帧写回,编辑被覆盖
- 修复:GizmoState.op 初值 0 无轴位(ImGuizmo::TRANSLATE=7)导致杆不绘制
- 点击拾取门控:抓杆时(IsOver/IsUsing)不发 pick 请求
2026-10-02 23:16:52 +08:00
atdunbg 1449bea86d feat: HitProxy GPU 拾取 + UE 选中描边 + 编辑器拾取交互
- HitProxy 拾取:RG 管线渲染实体 id → host readback,点击帧
  PickEntity 精确命中;拾取按视觉几何(Model 联合包围球射线求交),
  与 Collider 解耦(UE/Unity 编辑器语义),命中打印实体名+碰撞体参数
- 选中描边(UE 语义):SelectionMask pass(R8Unorm 完整投影轮廓,
  无深度测试透墙可见)→ Outline pass(边缘检测 + alpha 叠加,
  必须注册在 Tonemap 后);edgeCut 贴视口边缘;widthPx=6 可调
- shader object 实证修复:VUID-08879 同程序 set layouts 超集一致、
  VUID-10065 push block 4×float 平铺、新 pass 析构销毁 VkShaderEXT
- RG:SideEffect() 保活"产出无 RG 内消费者"的 pass 链
- Editor:层次面板点击选中、Inspector 姿态编辑、Stats 面板拾取信息
- 相机 Update 改 const(姿态写入 Transform 引用,Camera 本身无状态变更)
2026-10-02 20:09:05 +08:00
atdunbg 20f0035baa feat: ImGui docking Editor + 显示链/帧同步/输入语义重构
- App/editor: Hierarchy/Inspector/Viewport/Stats 四面板 + DockBuilder 默认布局,main.cpp 瘦身为场景搭建与生命周期
- 显示链: Tonemap→PresentTarget 经 ImGui::Image 呈现(零色偏),backbuffer 仅承载 ImGui;Direct/Viewport 双显示模式 + 面板分辨率上报
- 帧首同步 BeginFrameSync: resize/vsync/尺寸/模式意图统一帧首落定(修描述符悬垂);修复 vsync 意图未落 swapchain 导致的每帧重建交换链
- 输入: Editor 每帧判定键盘/鼠标归属(打字让位、Viewport hover/focus 放行、Fullscreen 全放行)
- 材质: roughness 独立槽位 + 非 glTF 金属/粗糙贴图映射;透明队列 depthWrite=FALSE + translucent 独立 shader + scratch 清帧
- FBX: 非蒙皮网格烘焙节点链全局变换(Z-up 旋转/单位换算落顶点)
- Hierarchy 行 ImGui ID 以 UUID 作用域(重名不冲突、改名不丢选中)
2026-09-30 00:24:53 +08:00