Commit Graph
3 Commits
Author SHA1 Message Date
atdunbg ee5ab8e94e feat: parent-child transform hierarchy (UE Actor attach semantics)
- TransformComponent TRS = local (relative to parent); cached world SRT
  composed hierarchically (parent pos/rot/scale, no matrix decomposition
  shear under non-uniform parent scale)
- HierarchyComponent (parent + children, lazily attached); Scene::
  SetParent (keepWorld, cycle-safe) / GetParent / IsDescendantOf /
  SetWorldPose (world->local inverse, used by physics writeback & gizmo)
- UpdateTransforms: DFS from roots, recompose only dirty-or-dirty-
  ancestor subtrees (parents before children)
- DestroyEntity: descendants buried with parent (UE cascade)
- Serialization v2: optional Parent uuid key, two-pass relink on load
- Hierarchy panel: tree view, drag-drop reparent / drop-to-root detach,
  Create Child / Detach context menu; Inspector shows parent name
- Consumers moved to world-space reads: lights, camera pos, physics
  bodies/characters/joints/collider baking, gizmo, F-focus, AlignTo
2026-10-04 15:22:25 +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