Commit Graph
9 Commits
Author SHA1 Message Date
atdunbg beba491bcb 阶段性合并:动画重定向、碎裂共享库、第三人称玩法、编辑器面板与 vendored ufbx
- 动画:HumanoidRig 三层架构(standard 标准槽 / dialects 方言映射 / mapper 配对),
  指/趾统一走世界增量两遍式烘焙;AnimationAttach 拆为纯算法 + facade;修正 HumanoidBasis
  行走基朝向与跨骨架去重、根运动通道
- 物理:CharacterController 角色互碰撞 / shapeOffset / 接触事件;PhysicsWorld 接触合成与
  字符冲量判定
- 渲染与材质:Model 多材质按材质拆子 mesh 与贴图路径解析、DDS 直传、GLB 内嵌纹理落盘、
  不透明通道 alpha 固定 1.0、glTF FlipUVs 对齐;SceneSerializer 支持 meshIndex 与材质覆盖
- 脚本:FractureLib 抽为共享库(HostView 桥接)、WallFracture 参数直绑、新增
  ThirdPersonCamera / Follower / WASDMove 玩法;移除 GameDirector / PlayerController / Target
- 编辑器:新增 GamepadPanel、LogPanel(LogRing),改进 Inspector / 材质 / 统计 / 视口面板
- 依赖:vendored ufbx(FBX 5.x/6.x/7.x 全版本解析,替代 assimp 对 FBX 6.1 的拒读)
2026-10-11 22:22:19 +08:00
atdunbg cc837bc605 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
2026-10-07 01:50:04 +08:00
atdunbg c949e8684b build: strip Jolt debug symbols from Release (55MB -> 11.3MB exe)
Jolt's GENERATE_DEBUG_SYMBOLS option defaults to ON and injects -g in
every config, so the Release binary carried ~44MB of DWARF sections
(.debug_info/.debug_line/...) from Jolt TUs alone -- 80% of the 55MB
exe. Force the option OFF for Release builds only (the vendored
submodule is untouched; Debug/RelWithDebInfo keep symbols).

Measured: 55.0MB -> 11.3MB, .text unchanged at 8.5MB, zero debug
sections left. The remaining ~1.6MB is the ELF symtab, useful for
crash stacks; plain strip takes it to 9.7MB if a distributable is
needed.
2026-10-04 02:10:08 +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 56bb31638e 添加windows构建适配,禁用ImGui多视口功能 2026-10-02 21:53:26 +08:00
atdunbg 1c4b6f37ff feat: Jolt 物理系统——刚体/碰撞体/物理调试图元 + 引擎时间单源
- PhysicsWorld:Jolt 集成,Dynamic/Kinematic/Static 刚体,姿态写回
  Transform(Unity FixedUpdate 语义,吃 scaled dt,暂停自动冻结)
- 碰撞体:Box(默认/手动 halfExtents)+ Mesh 碰撞体(Static→精确
  MeshShape / Dynamic·Kinematic→ConvexHull,数据源 = Mesh ctor 缓存
  的 CPU 位置副本,退化三角剔除,失败回退 Box 并告警)
- PhysicsDebugPass:物理调试图元每帧上传绘制(debug_line shader)
- Time:引擎时间单源(BeginFrame 落定 FrameTime,scaled/unscaled 分离)
- JoltPhysics 以 submodule 接入(官方 url)
2026-10-02 20:08:54 +08:00
atdunbg 7d628f8d8a 添加多模型渲染,添加贴图渲染,添加平行光, 暂时不上传assets 2026-09-21 14:07:20 +08:00
atdunbg 381b7c0aa6 feat: 搭建 Vulkan 1.4 渲染器骨架,绘制旋转 3D 立方体
使用 Vulkan 1.4 现代路径初始化引擎骨架:
- 用 Shader Object (VK_EXT_shader_object) 替代传统 VkPipeline
- 用 Dynamic Rendering 替代 RenderPass/Framebuffer
- 用 Synchronization2 管理 barrier

核心模块:
- Window:GLFW 封装,GLFW_NO_API 模式,兼容 Wayland
- Log:spdlog 封装
- Types:u32/u64/f32 类型别名

Vulkan 后端:
- Device:Instance、PhysicalDevice、LogicalDevice、Queue 及 feature 查询
- Swapchain:Image、ImageView、DepthBuffer、Recreate
- ShaderManager:SPIR-V 加载与 ShaderEXT 创建
- CommandManager:CommandPool 与主 CommandBuffer
- SyncManager:per-frame Fence 与 ImageAvailable semaphore,per-image RenderFinished semaphore,2 frames in flight
- MemoryAllocator:内存子分配器,256MB block,persistent mapping
- Buffer:VertexBuffer、IndexBuffer、UniformBuffer 封装
- UniformBuffer:每帧上传 MVP 矩阵
- DescriptorManager:DescriptorSetLayout、DescriptorPool、DescriptorSet 及更新

Renderer:
- 协调所有子系统
- 绘制每面不同颜色的旋转 3D 立方体
- 启用 depth test,MVP 矩阵由 GLM 计算

构建:
- CMake 组织 Engine 静态库与 App 可执行文件
- glfw、glm、spdlog 通过 add_subdirectory 引入
2026-09-20 23:09:40 +08:00
atdunbg 706ee2301e 第一次提交 2026-09-18 13:39:44 +08:00