Commit Graph
5 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 fae6614e70 editor camera: dedicated Scene-view camera decoupled from camera entities
EditorCamera (UE FEditorViewportClient semantics) owned by SceneRenderer:
own TransformComponent + reused Camera controller. BuildFrame dispatches
render source by display mode — editor form always renders from the
editor camera (usable in empty scenes), game form renders from the
scene's primary camera entity. AlignTo copies an entity pose into the
editor camera ("Align Viewport to Camera" button in Inspector). F focus
and viewport gizmo now follow the same dispatch. main.cpp stripped of
dangling sandbox camera/spinner state; onSceneLoaded hook removed.
2026-10-03 15:52:28 +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 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