Commit Graph
48 Commits
Author SHA1 Message Date
西风逍遥游 2e32afd71b feat(graphics): enhance rendering capabilities with 3D pipeline and ambient occlusion
- Added a new 3D rendering pipeline section in the documentation, detailing initialization, VKBuilder, and asynchronous frame handling.
- Updated the Ambient Occlusion module to support depth-based sampling, allowing for improved visual fidelity in 3D scenes.
- Introduced new shader functionalities for ambient occlusion and global illumination, enhancing the overall rendering quality.
- Updated GBuffer to include hardware depth texture for more accurate depth sampling in 3D rendering.
- Enhanced the RenderControl to manage new features for ambient occlusion and global illumination, ensuring they are enabled by default.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-13 10:01:04 +08:00
西风逍遥游andCursor 973ad214ac fix(graphics): match CSM clip space and keep ClassicScenes midtones readable
Shadow ortho now uses the same Vulkan Y-flip as the camera, with nearest depth sampling so manual PCF does not invent false umbra. Tonemap only compresses HDR peaks, and scene sun intensity is no longer overwritten per config.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-13 08:29:09 +08:00
西风逍遥游andCursor 8e69d6e975 feat(graphics): uncapped present, async offscreen passes, and scene FPS bench
Record shadow and G-buffer into the in-flight swapchain command buffer, add Graphics::setVSync for IMMEDIATE present, and measure ClassicScenes FPS with image-audit snapshots.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-13 01:05:48 +08:00
西风逍遥游andCursor Agent 339b100d5f test(rpg): village-defense cross-module simulation (#45)
* test(rpg): add village-defense cross-module simulation

Drive tilemap, sprite walk animation, tile/world/screen/cell
coordinate conversion, 2D normal litPath + optional GPU lighting,
buff/DOT combat, and building placement in one RPG scenario test.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(rpg): soft-skip GPU normal sample on software Vulkan ICDs

Lavapipe can return black Canvas pixels for lit2d; keep the optional
GPU normal-map check only when samples are non-zero.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 22:25:33 +08:00
西风逍遥游andCursor Agent 9736798df1 feat(animation): 2D sprite-sheet and Spine region animation (#44)
* feat(animation): add 2D sprite-sheet and Spine region animation

Implement SpriteSheet/SpriteClip/SpriteAnim for frame animation with Quad
binding, and a Spine .atlas + skeleton JSON subset (bones/slots/region
attachments) that feeds the shared DrawItem2D queue via SpineAnim.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(animation): atlas page props, SpriteAnim getLoop, test polish

Parse unindented Spine atlas page keys (size/format/...), move SpriteAnim
getLoop out of line to avoid incomplete type, and harden sprite/spine tests.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 20:46:37 +08:00
西风逍遥游andCursor Agent 544779079f Add Material, RenderControl, and sampleable G-buffer for post effects (#43)
Introduce a compilable render feature control (shadow/gbuffer/forward/hair),
package shading into Material+ModelPart attachable to Renderable3D, and fill
sampleable linear-depth/normal (optional albedo) G-buffer targets while
keeping forward HW z-testing and CSM shadows.

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 20:25:41 +08:00
西风逍遥游andCursor Agent 4aeab04099 feat(image): ImageData 2D 像素旋转(逆映射 nearest/linear) (#39)
* feat(image): ImageData::rotate with inverse-map nearest/linear

Add CPU pixel rotation on ImageData using destination-to-source inverse
mapping (Geometric Tools / standard image processing). Supports nearest
and bilinear filters, optional canvas expand to fit the rotated AABB,
and matches Math::rotate2* angle convention. Includes unit tests, Font
script binding, and docs.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(image): assert exact 90° rotate pixel positions

Pin nearest+expand 90° mapping of corner markers to (1,2) and (0,0).

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* feat(image): implement RotSprite pixel-art rotation filter

Add Xenowhirl RotSprite as ImageData::rotate filter "rotsprite":
Scale2x×3 with color similarity, best 8×8 sampling offset search,
nearest-neighbor rotate+downscale, and single-pixel detail restore.
Quarter turns use an exact remapping fast path. Tests cover 90°
palette preservation and 45° no-new-colors.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(ci): M_PI on MSVC and GitHub API 403 for asset downloads

Windows unit tests failed because test/image.cpp used M_PI without the
MSVC fallback used by other test files. macOS build failed when
download_skinned_character.sh hit GitHub API 403 during PRE_BUILD; add
User-Agent + optional GITHUB_TOKEN auth to asset fetch scripts and pass
GITHUB_TOKEN in CI build steps.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 18:34:28 +08:00
西风逍遥游andCursor Agent 59b2ebabf1 feat(graphics): parallax occlusion mapping (POM) for mesh3d (#35)
Add height-map driven POM on the default mesh3d / mesh3d_clustered PBR
path so brick/stone materials get fake depth without tessellation.

- GLSL: parallax_map.glsl (adaptive steep march + linear refinement)
- API: Renderable3D::setHeightTexture / setParallax; scale=0 keeps old UVs
- Descriptor binding for height sampler; UBO parallax vec4 appended
- Docs + CPU math tests + GPU pixel-diff coverage

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 18:33:03 +08:00
西风逍遥游andCursor Agent 5d1e9f8c3d feat(building): extensible building placement system for strategy/ETS (#37)
* Add extensible building placement module for strategy/ETS games

Introduce eve.Building with data-driven definitions, grid occupancy worlds,
ghost previews, and pluggable validate/snap/change hooks. Includes design docs,
user module guide, unit tests, and a gitignore fix so build*/ no longer ignores
src/modules/building/.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(building): preserve free-snap world pose on placeAtWorld

placeAtWorld now keeps the snap rule's worldX/worldY on the placed
instance instead of always rewriting to the cell origin, so free and
custom snap modes stay accurate for ETS-style soft placement.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* Add examples/building town placement sandbox demo

Interactive demo covering grid snap ghost preview, terrain (dock on water),
road adjacency (stall), L-mask barn, rotate/remove, and resource costs.
Also adds make building shortcut, docs links, and a unit test locking the
demo building definitions.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(ci): vendor CesiumMan test assets to avoid flaky Linux SSL download

Linux CI failed linking unit_test when PRE_BUILD curl hit a self-signed
certificate fetching CesiumMan from api.github.com. Commit the ~464 KiB
glTF fixture, skip download when files are present, and add curl retries
with explicit CA bundle for refresh runs.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 18:32:36 +08:00
西风逍遥游andCursor Agent fc13b994d2 feat(animation): add AnimTrail motion trail drawing (#41)
Record timed samples (manual points or bone world projection), fade by
duration, and draw dotted trajectories via Graphics for animation FX.

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 17:36:14 +08:00
西风逍遥游andCursor Agent 7f8a46ff97 feat(particles): 骨骼绑定与蒙皮表面粒子发射 (#40)
* feat(particles): bind emitters to bones and emit from skinned mesh

Add ParticleEmitter Attach/SkinSource components so VFX can follow
AnimPose bones (with plane/scale projection) and sample CPU-skinned
vertices for character-surface effects. Expose AnimSkin skinned-position
cache to scripts and cover with unit tests.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(particles): use ComponentRef correctly for Attach/SkinSource

attach()/skinSource() return ecs::ComponentRef, not raw pointers.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 17:35:40 +08:00
西风逍遥游andCursor Agent 618fe97da4 feat(editor): 编辑器构件模块 — Gizmo / 笔刷 / UI 壳 (#36)
* feat(editor): 新增编辑器构件模块(gizmo / 笔刷 / UI 壳)

引擎不内置完整 3D 或地图编辑器,改为提供可组装构件:
TransformGizmo + GizmoManager(平移/旋转/缩放/包围盒)、
TileBuffer + Brush(paint/erase/fill/line/rect/stamp)、
以及 Toolbar / Inspector / Dock / History 辅助快速搭建编辑器 UI。
参考 Three.js、Babylon.js、ImGuizmo、Unity GridBrush 与 Godot 插件 API。

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* docs(editor): 标记编辑器模块 Phase A 已实现

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(editor): avoid CHECK(unique_ptr) so zeroerr can compile tests

zeroerr's CHECK copies the expression for printing; unique_ptr is
non-copyable and broke unit_test on Linux/macOS/Windows.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 17:35:09 +08:00
西风逍遥游andCursor Agent 4698c31b6c feat(rpg): 高度可扩展的 Buff/Status ECS 组件 (#38)
* feat(rpg): make Status/Buff ECS component highly extensible

Extend the existing Statuses component with EffectDefinition::extra,
StatusInstance::props, apply conditions, custom stack policies,
lifecycle hooks, and StatusChangeEvent polling. Expose Buff API aliases
and update docs/tests/examples.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(rpg): fix buff change-event assertions

Avoid evaluating applyBuff inside CHECK_EQ (double side effects) and
clear the polled change vector between assertions.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 14:30:36 +08:00
西风逍遥游andCursor Agent 30c98b286f feat(procgen): add Wave Function Collapse and Marching Cubes (#33)
- wfc.simple: tiled WFC with dungeon/cave/terrain presets → Grid2D
- mesh.marchingcubes: Lorensen/Cline MC over sphere/torus/noise/terrain fields
- MeshBuild CPU mesh + Procgen buildMesh/generateMesh bindings
- Graphics::newMeshFromArrays for GPU upload
- tests, example keys 6–8, docs

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 20:41:43 +08:00
西风逍遥游andCursor Agent 59b2865b85 feat(animation): CPU 蒙皮与 CesiumMan 骨骼动画测试 (#32)
* feat(animation): CPU skinning + CesiumMan download test

Add AnimSkin linear-blend skinning, ModelData bone/weight APIs, and a
network download script for Khronos CesiumMan used by animation.skinned
integration tests during unit_test builds.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(test): mount CesiumMan via physfs for skinned animation tests

Model3D loads through the VFS; use allowMountingForPath + mount like
ClassicScenes so CesiumMan.gltf resolves with its .bin sidecar.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 20:41:31 +08:00
西风逍遥游andCursor Agent 488cf0c9ef feat(ui): add Flex/Row/Column elastic layout for UI containers (#34)
Introduce Flex containers with gap, flexGrow, align, and justify so
toolbars and panels can lay out without manual SameLine, including
Spacer and script builder APIs.

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 20:41:20 +08:00
西风逍遥游andCursor Agent ece8ff8281 feat(graphics): mipmap、各向异性过滤与 LOD 支持 (#27)
* feat(graphics): add mipmap, anisotropic filtering, and mesh LOD

Enable texture LOD sampling with CPU-generated mip chains, sampler
anisotropy (when supported), and LOD bias via TextureCreateInfo /
TextureSampler. Cubemaps generate mips by default for IBL textureLod.
Renderable3D gains distance-based geometric LOD selection.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(graphics): avoid X11 None clash; link sndio on Linux

Rename MipmapMode::None to Disabled (X11 defines None), fix ComponentRef
usage in setMeshLod, and link libsndio for OpenAL on Linux builds.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(build): link sndio only when available on Linux

Unconditional -lsndio broke GitHub Actions Linux CI where libsndio is
not installed. Detect the library with find_library instead.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* ci: retrigger Linux check after optional sndio fix

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 19:50:31 +08:00
西风逍遥游andCursor Agent f00ca29713 feat(graphics): 屏幕空间环境光遮蔽 SSAO / HBAO / GTAO (#29)
* feat(graphics): add screen-space ambient occlusion (SSAO/HBAO/GTAO)

Implement AmbientOcclusion with quality presets, bilateral blur, and
darkening overlay, following the Volumetric post-process pattern.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(ao): avoid REQUIRE on unique_ptr (zeroerr print)

Match Volumetric tests: assert the raw pointer before wrapping.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 18:59:33 +08:00
西风逍遥游andCursor Agent 1fe6934c0a feat(graphics): texture cell bombing 消除平铺重复纹理 (#30)
* feat(graphics): texture cell bombing to break tiling

Add UV-space cell bombing on the default mesh3d / clustered PBR paths:
per-cell random offset and rotation blended across a 2x2 neighborhood
(with textureGrad for stable mips). Opt-in via Renderable3D::setTexCellBomb
(strength 0 keeps prior behavior). Includes GLSL helper, SPIR-V embeds,
CPU reference header, docs, and smoke tests.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(graphics): rotate UVs in cell bombing; harden GPU test

Rotate UVs about each cell center (not just translate) so periodic
textures actually break tiling. Use the known-good UV cube + repeating
motif in the pixel smoke test.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 17:01:48 +08:00
西风逍遥游andCursor Agent c26a077cb5 feat(physics): integrate Box3D for 3D rigid-body simulation (#31)
Add Erin Catto's Box3D (v0.1.0) as external/box3d and expose World3D,
Body3D, and Shape3D through Physics.newWorld3D, mirroring the existing
Box2D script API with meter-space coordinates, queries, and contact events.

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 17:01:13 +08:00
西风逍遥游andCursor Agent 3543a7343d feat(graphics): classic anti-aliasing (FXAA / SMAA / SSAA / NFAA) (#28)
* feat(graphics): add classic image-space anti-aliasing

Implement AntiAliasing (FXAA, SMAA-lite, SSAA resolve, NFAA) as a
Volumetric-style post API with quality presets, embedded SPIR-V shaders,
Squirrel bindings, tests, and docs.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(aa): fix zeroerr REQUIRE(a && b) ambiguity

Split combined pointer checks so Expression decomposition does not
conflict with built-in operator&&.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 17:00:25 +08:00
西风逍遥游andCursor Agent cbb6f14ac4 feat(physics): interactive cloth and 2D fluid (#25)
* feat(physics): add interactive cloth and 2D fluid solvers

Extend the Physics module with Verlet cloth (pin/grab) and
double-density-relaxation fluid (emit/interact), plus Squirrel
bindings, tests, docs, and an examples/softbody demo.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(physics): improve cloth constraint solve and softbody tests

Apply full distance correction when one cloth particle is pinned, and
tighten unit tests around pin hold, free-fall, grab, and fluid behavior.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 14:49:17 +08:00
西风逍遥游andCursor Agent a95d6c98ae feat(voxel): 32³ chunk greedy meshing with packed instanced faces (#26)
Add a voxel module that remeshes 32³ chunks into six face-direction
buffers of 32-bit packed rectangles (xyz+wh+tex), culls by frustum,
view range, and camera-facing normals, then draws via a new Vulkan
instanced unit-quad path (Graphics::drawVoxelFaceInstances).

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 14:48:51 +08:00
西风逍遥游andCursor Agent 922ad44b3c feat(tests): classic render scenes with camera flythrough config switching (#22)
* feat(tests): classic scene flythroughs with render config switching

Add Cornell Box (committed), procedural metal/roughness chart, and
downloadable Sponza/DamagedHelmet tests that fly the camera while
cycling ambient, directional, shadows, point lights, and IBL.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(tests): bake Assimp node transforms and light classic scenes

Apply scene-graph world matrices when spawning meshes, fix Cornell face
winding for inward normals, keep Sponza dielectric under missing MR
texture sampling, and link sndio when OpenAL builds that backend.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* docs(tests): note ClassicScenes coverage

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 14:48:17 +08:00
西风逍遥游andCursor Agent e99641f088 feat(ui): unified theme tokens with named dark/light switching (#23)
Expand Theme into a full design-token set (palette, rounding, borders,
spacing, font scale) shared by dark/light presets. Add setTheme/getTheme
script APIs and apply tokens with DPI scale so geometry stays consistent
across theme switches.

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 14:48:04 +08:00
西风逍遥游andCursor Agent 0a2e56cb34 feat(map): 动态视野系统 Phase A/B/C (#21)
* docs: design 2D/3D compatible dynamic FOV system

Add a map-module FOV/FoW design based on public shadowcasting and
3D visibility references, with staged grid2d/heightmap/volume APIs
aligned to Pathfinder conventions.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* feat(map): implement Phase A dynamic FOV with shadowcasting

Add Fov facade with multi-revealer recursive shadowcasting, explored
memory, and opaque-GID sync; expose Map.newFov / newFovSize bindings
and cover behavior in map_fov tests.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* feat(map): implement FOV Phase B heightmap, volume, and masks

Add raycast/permissive algorithms, heightmap cliffs, volume slice
shadowcasting with vertical extend, dirty-skip compute, and CPU R8
mask export; cover with map_fov Phase B tests and docs.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* feat(map): complete FOV Phase C hex, rectangle, and GPU masks

Add hex topology shadowcasting, rectangle-based occlusion FOV,
soft perception/stealth detection helpers, and RGBA8 mask Texture
upload via buildMaskTexture; cover with Phase C map_fov tests.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-11 02:12:33 +08:00
西风逍遥游 9cdd1ed971 docs: remove outdated modules and documentation
Deleted several obsolete documentation files related to volumetric rendering, avatar dialogue, database module, and stylized rendering. These changes streamline the documentation and remove references to features that are no longer supported or relevant.
2026-08-11 00:28:49 +08:00
西风逍遥游andCursor Agent 8aa8e35d34 feat(graphics): 体积光 + Ray March + 体积雾 (#19)
* feat(graphics): 屏幕空间体积光(尘雾 God Rays)

在 graphics 模块增加 Volumetric API:径向模糊光柱 + 尘/雾,
质量档 low/medium/high;Drawable.castOcclusion 对齐阴影语义的遮挡绘制。

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* feat(graphics): 体积光 Ray March 二期 + 扩展测试

合并 main;新增 raymarch 模式(线性深度积分 + 屏空间遮挡近似 CSM),
补充 mode/质量/drawOccluders2D/ray march 等测试(11 用例)。

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* feat(graphics): 体积雾(高度/距离 Beer-Lambert)

新增 setMode("fog") / applyFog:线性深度上积分高度指数雾与距离 ramp,
输出非预乘 RGB+alpha 以适配 SrcAlpha 混合。合并 main(gpgpu ECS)后补齐
cmake 源扫描,并扩展 volumetric 单测(15/15)。

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(test): GraphicsSmoke missing-texture 不再竞态 setupWriteDirectory

Mac CI 并行跑 clearAndPresentWindow 时共用 Filesystem identity,
ThrowsOnMissing 里多余的 bootstrap 会失败。缺文件抛错只需 PhysFS open,
并给写目录 bootstrap 使用独立 identity。

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

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Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-10 23:15:51 +08:00
西风逍遥游 a940088b70 Merge branch 'main' of https://github.com/EVEngine/EVEngine 2026-08-10 22:17:58 +08:00
西风逍遥游 fff24466c6 docs: implement GPGPU backend abstraction plan
Introduce a comprehensive implementation plan for GPGPU backend abstraction, detailing the transition to backend-agnostic interfaces for ComputeShader, GpuBuffer, and Gpgpu. The plan outlines architecture, global constraints, file structure, and specific tasks for integrating Vulkan while maintaining API compatibility. This change aims to enhance modularity and facilitate future backend support.
2026-08-10 21:46:33 +08:00
西风逍遥游andCursor Agent 5210135fff feat(gpgpu): bridge ECS systems to compute shaders (#20)
Add ShaderSystem so ECS batch updates can run as GLSL compute kernels:
pack float component fields into SSBOs, dispatch, and write back.

Script: eve.ShaderSystem extends eve.System with bindFields/update.
C++: gpgpu::ShaderSystem + EcsGpu.h View pack/unpack helpers.

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-10 21:20:44 +08:00
西风逍遥游 e797e78daf docs: add Math Vec4/Mat2/Mat3 implementation plan 2026-08-10 19:51:56 +08:00
西风逍遥游andCursor Agent 3154c8d838 feat(animation): 控制论程序动画(二阶动力学 / 弹簧 / PD) (#18)
基于公开控制论路线为动画模组增加程序动画表示:
- AnimControlMath:二阶 LTI(f/ζ/r)、Juckett 闭式阻尼弹簧、单位质量 PD 增益
- ControlAnim:命名标量通道的连续目标跟踪
- ControlPose:骨骼姿态二阶/弹簧/PD 跟踪,含 per-bone 权重
- Squirrel 工厂 newControlAnim / newControlPose 与文档、单测

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-10 19:36:16 +08:00
西风逍遥游 f54b535d12 docs: clarify Vec4 *V has no float length4 counterparts 2026-08-10 18:30:17 +08:00
西风逍遥游 57cbfc5e7f docs: add Math Vec4/Mat2/Mat3 and Vec-arg API design
EOF
2026-08-10 18:26:12 +08:00
西风逍遥游 0a55af08f5 docs: add GPGPU backend abstraction design
Capture the agreed abstract-base + Vulkan-derived layout so public
gpgpu headers stay API-agnostic while preserving SPIR-V compatibility.
2026-08-10 18:21:36 +08:00
西风逍遥游andCursor Agent b96cf3ea48 feat(animation): 3D 骨骼播放支持(状态机 + Motion Matching) (#14)
* feat(animation): add 3D skeletal playback with state machine and motion matching

Extend eve.Animation beyond tweens with AnimSkeleton/AnimClip/AnimPose,
AnimPlayer cross-fade playback, AnimStateMachine (float/bool/trigger),
and MotionDatabase + MotionMatcher feature search. Includes tests and docs.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(animation): Mixamo Idle/Run/Jump fixtures for state machine and motion matching

Import Assimp/ModelData and compact .eva clips; bake planar root motion for
in-place Mixamo run; add integration tests and convert_mixamo tool. Logical
state switches immediately on transition while pose still cross-fades.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(animation): expand state machine and motion matching coverage

Add bool/compound conditions, float ops, trigger consume, player pause,
three-speed matching, EVA round-trip, and Mixamo run-jump-idle / stability
cases after merging main.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(animation): avoid zeroerr ambiguous || in state machine CHECK

Wrap the compound boolean in parentheses so CHECK does not overload
operator|| against Expression (broke Linux/macOS/Windows CI).

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-10 15:00:30 +08:00
西风逍遥游andCursor Agent 1dbea1ebe7 feat(map): Tilemap dual-grid autotile resolve (#15)
* feat(map): add dual-grid autotile resolve for TileLayer

Implement Oskar Stålberg-style dual-grid: logic layer paints fill/empty,
display layer gets a half-tile offset 15-tile resolve. Document that Tiled
has no native dual-grid (Terrain/Wang Corner Set is same-grid only).

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(map): use ComponentRef for DualGrid config access

TileLayer::config() returns ecs::ComponentRef, not a raw pointer.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(map): fix dual-grid filledGid expectations and clean layers

Correct corner sampling for a single logic cell (BR vs TL) and clear
layers after resolve tests to avoid ECS draw pollution.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* test(map): fix ComponentRef usage in dual-grid orientation tests

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-10 14:03:37 +08:00
西风逍遥游 03c0460933 Merge branch 'main' into cursor/spatial-index-structures-894d 2026-08-10 13:15:02 +08:00
西风逍遥游 3887391134 Merge branch 'main' into cursor/ai-mcp-devtools-8d8c 2026-08-10 13:13:07 +08:00
西风逍遥游andCursor Agent 068085a93c feat: 高扩展性背包 / 物品栏模块 (inventory) (#17)
* feat: add extensible inventory/backpack module

Introduce eve.Inventory with data-driven items, Bag containers,
EquipmentSet, pluggable accept/capacity/stack rules, change events,
script bindings, tests, docs, and a playable example.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix: inventory tests for CHECK_EQ double-eval and never-stack slots

Store side-effecting call results before CHECK_EQ (zeroerr evaluates LHS
twice), and treat non-merging stack rules as per-slot capacity 1.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-10 13:03:46 +08:00
西风逍遥游andCursor Agent 372f2c66b6 feat(map): 可扩展格子寻路与群体 Flow Field 优化 (#13)
* feat(map): add extensible grid pathfinding with group Flow Field

Implement A* and same-goal Flow Field pathfinding on PathGrid with
pluggable topologies (ortho4/ortho8/hex) for orthogonal, isometric,
staggered, and hexagonal maps. Expose Pathfinder/Path/FlowField via
Map::newPathfinder and document the design.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(map): use ComponentRef accessors in PathGrid sync

TileLayer::config()/tiles() return ComponentRef, not raw pointers.
Also cast PathTopology in zeroerr CHECKs for streamability.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(map): shrink Windows export surface for pathfinding

MSVC LNK1189 (65535 library objects) is hit when WINDOWS_EXPORT_ALL_SYMBOLS
exports every PathGrid/topology symbol. Collapse grid/topology into an
internal Pathfinder impl (anonymous namespace) and a single TU so eve.exe
stays under the export limit.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

* fix(windows): disable WINDOWS_EXPORT_ALL_SYMBOLS to avoid LNK1189

MSVC cannot export every symbol from eve.exe once the binary grows past
the 65535-object limit. Plugins already import EVENGINE_API symbols
(ModuleManager / ModuleRegister); keep ENABLE_EXPORTS without exporting
the entire object set.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-10 13:02:57 +08:00
Cursor Agentand西风逍遥游 779307c80b feat(devtools): add embedded MCP server and AI panel for agent testing
Expose a localhost MCP JSON-RPC server (--mcp-port) alongside DAP so AI
agents can pause, eval, snapshot, and slice errors on a live session.
Add DevTools AI session log/ImGui panel (eve.dev.ai, F9) and a Cursor
stdio bridge under tools/eve-mcp.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-10 00:43:11 +00:00
Cursor Agentand西风逍遥游 80fd797dfd Merge origin/main; keep math pick APIs and spatial module docs
Resolve MODULES.md by combining main's math description update
with the new spatial index entry from this branch.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-10 00:07:47 +00:00
西风逍遥游andCursor Agent d603219164 feat: complete 2D/3D pick, overlap, and collision query APIs (#11)
Add Math geometry tests for 2D/3D picking and overlaps, Physics
rayCast/queryAABB/testPoint, and Camera2D/3D screen pick helpers,
with script bindings, docs, and unit tests.

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-10 07:42:09 +08:00
Cursor Agentand西风逍遥游 410fa7895b Add spatial module with QuadTree, Octree, hash, and BSP indexes
Provide 2D/3D broad-phase structures for map/scene culling queries,
export them through eve.Spatial, and document the new module.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-09 16:49:59 +00:00
西风逍遥游 054e806b57 Merge branch 'main' into codex/rewrite-user-documentation-and-reorganize 2026-08-09 23:23:14 +08:00
西风逍遥游 28f778d2c4 docs: review every user module chapter 2026-08-09 21:41:58 +08:00