Key conflict fix (UE semantics): while RMB is held the keyboard belongs to the camera, so WASD no longer collides with the gizmo W/E/R tool hotkeys. Editor mode gates fly movement behind RMB; game mode keeps always-on WASD. Viewport tool hotkeys (W/E/R/T/F) are suppressed while RMB is held. Focus orbit (pivot): MMB drag rotates the camera around a pivot keeping distance; first orbit picks a pivot 5m ahead on the view ray. Shift+MMB pans in screen plane (camera and pivot move together). Mouse wheel dollies toward/away from the pivot with exponential steps (no pivot: move along view ray). F focuses the selected entity (frame-selection): pivot set to its position, camera slides along the view ray; orbit distance persists. Window gains a polled scroll-delta channel (ConsumeScrollDelta) that respects ImGui mouse capture; Camera::Update mutates orbit state (no longer const).
319 lines
13 KiB
C++
319 lines
13 KiB
C++
//
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// Created by atdunbg on 2026/9/20.
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//
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// SandboxApp:第一个基于 Application 框架的程序。
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//
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// main 的职责边界:
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// - 定义 Application 派生类并运行它
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// - "程序逻辑":场景搭建(实体/组件)、逐帧更新、事件响应、
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// 异步环境加载
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// - UI 全部委托 App/editor/ 的 docking Editor(本文件不再出现
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// 任何 ImGui 控件)
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//
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// 窗口、渲染器、事件泵、帧计时、场景容器全部由框架管理。
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//
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#include <Engine/Core/Application.h>
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#include <Engine/Core/Time.h>
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#include <Engine/Core/Window.h> // SetInputCapture(Application.h 只前置声明)
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#include <Engine/Core/Log.h>
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#include <Engine/Core/Stats.h>
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#include <Engine/Core/AsyncTask.h>
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#include <Engine/ECS/Scene.h>
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#include <Engine/ECS/EntityHandle.h>
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#include <Engine/ECS/Components.h>
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#include <Engine/Assets/AssetManager.h>
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#include <Engine/Renderer/Renderer.h>
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#include <Engine/Renderer/Model.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <GLFW/glfw3.h>
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#include "Editor.h"
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#include "EditorContext.h" // kEnvPaths / kDefaultEnv(与 StatsPanel 共用)
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using namespace Engine;
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using namespace Engine::ECS;
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namespace
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{
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constexpr const char* kTemplePath = "assets/models/SunTemple/SunTemple.fbx";
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class SandboxApp final : public Application
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{
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public:
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SandboxApp()
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: Application("HelloVulkan", 1920, 1080)
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{
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}
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~SandboxApp() override
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{
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}
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protected:
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// ---- 生命周期 ----
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void OnInit() override
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{
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Scene& scene = GetScene();
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Renderer& renderer = GetRenderer();
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renderer.SetDisplayMode(kDisplayViewport);
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// ImGui 叠加层(框架只做管线桥接;UI 内容 = docking Editor)
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EnableImGui();
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// Editor 注入:引擎门面 + 沙盒能力回调(环境异步切换等)
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InitEditor();
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// 默认环境(IBL 四件套):经资产层加载(compute 预积分,毫秒级),
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// 其余环境在 Stats 面板里按需 lazy 加载后切换
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const auto env = GetAssets().LoadEnvironment(kEnvPaths[0]);
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if (env.Valid()) {
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GetRenderer().SetEnvironment(GetAssets().GetEnvironment(env));
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}
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/*
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const auto suntemple = GetAssets().LoadModel(kTemplePath);
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auto entityhandle = scene.CreateEntity("SunTemple");
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entityhandle.AddComponent<MeshRendererComponent>(MeshRendererComponent{suntemple});
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*/
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scene.CreateEntity("test entity");
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scene.CreateEntity("test entity");
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scene.CreateEntity("test entity");
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const auto gun = GetAssets().LoadModel("assets/models/m1911/M1911.fbx");
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if (gun.Valid()) {
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m_Gun = scene.CreateEntity("M1911");
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m_Gun.AddComponent<MeshRendererComponent>(MeshRendererComponent{gun});
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m_Gun.AddComponent<AnimationComponent>();
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auto& gt = m_Gun.GetComponent<TransformComponent>();
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gt.SetPosition(glm::vec3(0.0f, 1.2f, -6.0f));
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// 物理验证:Dynamic 刚体(默认 Box halfExtents 0.5),
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// 出生位置悬空 → 应下落至地面静止(Transform 由物理写回)
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m_Gun.AddComponent<RigidBodyComponent>();
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} else {
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ENGINE_WARN("m1911 model not loaded, animation test skipped");
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}
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// 地面:程序化纯色平面(半边长 15,中心 y=-0.5)+ 静态盒刚体
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const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
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m_Ground = scene.CreateEntity("Ground");
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m_Ground.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
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m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
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auto& groundRb = m_Ground.AddComponent<RigidBodyComponent>();
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groundRb.type = RigidBodyComponent::BodyType::Static;
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groundRb.boxHalfExtents = glm::vec3(15.0f, 0.1f, 15.0f); // 平面顶点烘焙 ±15,不能用默认 0.5
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/*
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const auto gun = GetAssets().LoadModel("assets/models/m1911/M1911.fbx");
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if (gun.Valid()) {
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m_Gun = scene.CreateEntity("M1911");
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m_Gun.AddComponent<MeshRendererComponent>(MeshRendererComponent{gun});
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m_Gun.AddComponent<AnimationComponent>();
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auto& gt = m_Gun.GetComponent<TransformComponent>();
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gt.SetPosition(glm::vec3(0.0f, 1.2f, -6.0f));
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} else {
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ENGINE_WARN("m1911 model not loaded, animation test skipped");
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}
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int countSize = 0;
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if (countSize) {
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// 模型资产(PBR 验证场景:backpack 为旧式贴图资产,
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// 退化为电介质因子路径——albedo+normal,metallic=0/roughness=0.5)
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const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj");
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// const auto model = GetAssets().LoadModel("assets/models/pocket_watch_4k.gltf/pocket_watch_4k.gltf");
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for (int i = 0; i < countSize; i ++)
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{
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for (int j = 0; j < countSize; j ++)
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{
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auto m = scene.CreateEntity();
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m.AddComponent<MeshRendererComponent>(MeshRendererComponent{model});
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m.GetComponent<TransformComponent>().SetPosition(glm::vec3{(i - countSize * 0.5) * 2, 0, (j - countSize * 0.5) * 2});
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m_Spinners.push_back(m);
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}
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}
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}
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// 地面:程序化纯色平面(半边长 15,中心 y=-2)
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const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
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m_Ground = scene.CreateEntity("Ground");
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m_Ground.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f)); // dirty → 帧循环统一 Compose
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m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
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*/
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// 相机实体(primary = 当前渲染视角;位姿存实体 Transform)
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m_Camera = scene.CreateEntity("MainCamera");
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auto& camera = m_Camera.AddComponent<CameraComponent>();
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camera.primary = true;
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m_Camera.GetComponent<TransformComponent>()
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.SetPosition(glm::vec3(0.0f, 12.0f, 22.0f));
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m_Camera.GetComponent<TransformComponent>()
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.SetRotation(glm::vec3(-25.0f, 0.0f, 0.0f));
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// 灯光实体(第一个方向光 = 阴影光源)
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m_KeyLight = scene.CreateEntity("KeyLight");
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m_KeyLight.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Directional,
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.direction = glm::vec3(-0.5f, -0.6f, -0.35f),
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.color = glm::vec4(1.0f, 0.95f, 0.9f, 5.0f),
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.castShadow = true,
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});
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/*
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scene.CreateEntity("FillLight")
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.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Directional,
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.direction = glm::vec3(0.5f, -0.5f, 0.3f),
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.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.5f)
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});
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*/
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/*
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// 点光源(位置 = 实体 Transform,出生即有;无阴影,距离衰减)
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auto fire = scene.CreateEntity("FirePitLight");
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fire.GetComponent<TransformComponent>().SetPosition(glm::vec3(2.0f, 1.5f, 1.0f));
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fire.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Point,
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.color = glm::vec4(1.0f, 0.6f, 0.3f, 1.0f), // 暖橙
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.radius = 8.0f,
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});
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auto cool = scene.CreateEntity("CoolFillLight");
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cool.GetComponent<TransformComponent>().SetPosition(glm::vec3(-2.5f, 2.0f, -2.0f));
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cool.AddComponent<LightComponent>(
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LightComponent{
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.type = LightComponent::Type::Point,
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.color = glm::vec4(0.3f, 0.5f, 1.0f, 1.2f), // 冷蓝
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.radius = 10.0f,
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});
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*/
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}
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void OnUpdate(const FrameTime& frameTime) override
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{
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// 相机(RMB 飞行 / MMB 焦点环绕 / 滚轮推拉;位姿读写实体
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// Transform)。编辑器相机走真实轨:暂停(timeScale=0)时仍
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// 可飞行观察。编辑器模式移动键需 RMB 按住(UE 语义:飞行时
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// 键盘归相机,W/E/R 归 Gizmo)
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m_Camera.GetComponent<CameraComponent>()
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.camera.Update(GetWindow(),
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m_Camera.GetComponent<TransformComponent>(),
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frameTime.UnscaledDt(),
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GetRenderer().GetDisplayMode() == kDisplayViewport);
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// 旋转动画:编辑 Transform 分量后 Compose 重算 world。
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// 动画时钟 = Time::Elapsed()(scaled 累计,暂停自动冻结——
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// 帧历史验证:暂停后 Temporal Diff 视图 2 帧内整屏变黑)
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for (size_t i = 0; i < m_Spinners.size(); ++i)
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{
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auto& t = m_Spinners[i].GetComponent<TransformComponent>();
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t.SetRotation(glm::vec3(
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0.0f, static_cast<f32>(Time::Elapsed()) * 60.0f +
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static_cast<f32>(i) * 40.0f, 0.0f));
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}
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}
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// ---- UI(全部委托 docking Editor;本文件零 ImGui 控件)----
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void OnImGuiRender() override
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{
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m_Editor->Draw();
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}
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// ---- 事件 ----
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void OnWindowClose(const Event& event) override
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{
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// 退出确认走 Editor 的模态框(ImGui 必须可见才有 UI)
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SetImGuiEnabled(true);
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m_Editor->RequestQuit();
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}
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void OnKeyPress(const Event& event) override
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{
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if (event.key == GLFW_KEY_GRAVE_ACCENT)
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{
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SetImGuiEnabled(!GetImGuiEnabled());
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}
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if (event.key == GLFW_KEY_F1)
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{
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STATS.PrintComparison();
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}
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}
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void OnWindowResize(const Event& event) override
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{
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ENGINE_INFO("App: window resized to {}x{}", event.width, event.height);
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}
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private:
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// Editor 注入:门面指针 + 反向能力回调(面板 → 沙盒)
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void InitEditor()
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{
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EditorContext ctx;
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ctx.renderer = &GetRenderer();
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ctx.scene = &GetScene();
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ctx.assets = &GetAssets();
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ctx.app = this;
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ctx.getEnvIndex = [this] { return m_EnvIndex; };
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ctx.setEnvIndex = [this](int index) { m_EnvIndex = index; };
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// 继承原沙盒默认:初始暂停(StatsPanel 的 Pause Simulation 开关恢复)
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Time::SetTimeScale(0.0f);
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m_Editor->Init(ctx);
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// 输入归属:覆盖 EnableImGui 的全局 WantCapture* 谓词
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//(全屏 dock host 让它恒真,输入全死)。改为 Editor 按帧
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// 判定——Viewport hover/focus 拥有输入(Hazel/UE 语义);
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// UI 隐藏(反引号)时 Draw 不再执行,直接全放行
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GetWindow().SetInputCapture(
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[this] { return GetImGuiEnabled() && m_Editor->BlockingKeyboard(); },
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[this] { return GetImGuiEnabled() && m_Editor->BlockingMouse(); });
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}
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private:
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std::unique_ptr<Editor> m_Editor = std::make_unique<Editor>();
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EntityHandle m_Camera{}; // Scene::CreateEntity 之前为空
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EntityHandle m_KeyLight{};
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EntityHandle m_Ground{};
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EntityHandle m_Gun{}; // 骨骼动画验证实体(M1911)
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std::vector<EntityHandle> m_Spinners;
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int m_EnvIndex = kDefaultEnv;
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};
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}
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int main()
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{
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Logger::Initialize();
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{
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SandboxApp app;
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try
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{
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app.Run();
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}
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catch (const std::exception& e)
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{
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ENGINE_FATAL("Exception: {}", e.what());
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Logger::Shutdown();
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return -1;
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}
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} // app 析构:成员(Device/Renderer/Window…)全部销毁完毕
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Logger::Shutdown();
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return 0;
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}
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