Commit Graph
38 Commits
Author SHA1 Message Date
西风逍遥游 8fc5323867 feat(action): render prefab blocks in editor preview 2026-09-13 03:39:05 +08:00
西风逍遥游 8e26f8edb1 feat(action): expose independent prefab instances 2026-09-13 03:22:22 +08:00
西风逍遥游 a9b76ec51a feat(action): spawn pooled prefab renderables 2026-09-13 03:16:20 +08:00
西风逍遥游 07e014f810 feat(action): resolve montage blocks in scene space 2026-09-13 02:11:46 +08:00
西风逍遥游 17bc640f62 fix(ci): repair merged physics include path 2026-09-11 20:19:01 +08:00
西风逍遥游 38d4ff5a47 feat(scene-editor): add physics placement tools 2026-09-11 14:27:22 +08:00
西风逍遥游 e90aae9845 Fix signed array index in scene editor script bindings 2026-09-10 00:08:42 +08:00
西风逍遥游 adda82a88f Add composable scene editing sessions and in-game builder examples 2026-09-09 23:24:34 +08:00
西风逍遥游andCursor 24502babef Nest satellite packages under their host modules.
Keep CMake module names and trim switches, but stop flattening editing/editor and runtime bridges as top-level src/modules directories. Parent scans skip nested facets so runtime-3d can drop authoring by directory leaf.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-09-06 17:56:12 +08:00
西风逍遥游 f3decec832 Enhance module configuration and instantiation in EveScript. Updated documentation to clarify the behavior of modules and optionalModules, ensuring only specified slots are instantiated during startup. Improved runtime checks and added support for deferred module binding. Removed deprecated compute shaders and example maps to streamline the project structure. 2026-09-01 00:56:50 +08:00
西风逍遥游 74fc4467a0 procgen: coordinate scene and runtime cleanup 2026-08-31 14:13:50 +08:00
西风逍遥游 5f2de32062 procgen: unload scene cells atomically 2026-08-31 13:40:01 +08:00
西风逍遥游 50875afccf procgen: publish runtime cells atomically 2026-08-31 13:26:06 +08:00
西风逍遥游 e7ba82f9bc procgen: recover scene cells from snapshots 2026-08-31 12:40:21 +08:00
西风逍遥游 5b09e7814e procgen: publish point deltas to scene 2026-08-31 12:24:36 +08:00
西风逍遥游 8c935046f1 procgen: map point ids to scene instances 2026-08-31 12:10:29 +08:00
西风逍遥游 e2e55693bf procgen: apply scene instance deltas atomically 2026-08-31 11:58:40 +08:00
西风逍遥游 6cd28ed28a fix(editor): satisfy CI contracts and manifests 2026-08-29 09:34:27 +08:00
西风逍遥游 a894f349cf feat(editor): complete module tooling and profiler 2026-08-29 09:34:27 +08:00
西风逍遥游 63246b8c68 fix: complete architecture consolidation contracts 2026-08-28 00:01:55 +08:00
西风逍遥游 293be41d66 Merge remote-tracking branch 'origin/dev' into codex/architecture-consolidation
# Conflicts:
#	cmake/module_manifest.cmake
#	docs/usr/modules/procgen.md
#	src/engine/CMakeLists.txt
#	src/engine/cmdline/Run.cpp
#	src/engine/common/ScriptModule.h
#	src/modules/animation/Animation.cpp
#	src/modules/physics/World.cpp
#	src/modules/physics/World3D.cpp
#	src/modules/procgen/Procgen.cpp
#	src/modules/procgen/Procgen.h
#	src/modules/scene/SceneCapabilities.cpp
#	src/modules/schema/Schema.cpp
#	src/modules/schema/Schema.h
2026-08-27 14:52:28 +08:00
西风逍遥游 a8b8e83128 refactor: consolidate engine architecture contracts 2026-08-27 12:54:48 +08:00
西风逍遥游 cf91243305 Merge branch 'dev' into codex/runtime-profiler
Bring the PR up to date with current dev (65 commits). Resolved the Run.cpp
conflict by taking dev's version: dev already fixed the scriptError handling
(simplified to 'if (report.empty())'), so the earlier profiler drive-by fixes
for it are obsolete. Profiler feature files are unchanged.
2026-08-26 18:47:11 +08:00
西风逍遥游 93856bab1d feat(procgen): report scene instance reuse 2026-08-26 10:30:22 +08:00
西风逍遥游 336d126e1c feat(procgen): add UE-style PCG framework 2026-08-26 07:32:23 +08:00
西风逍遥游 3ac1411d85 feat(profiler): add built-in engine-wide profiler
Introduce a Tracy/UE-Insights-style scoped-zone profiler that instruments the
engine's core per-frame systems and reports per-module/per-zone self vs total
time plus GPU frame timing.

- common/Profile.* : core zone collector (eve::prof). EV_PROFILE_* RAII macros
  push {name,module,thread,parent,depth,start,end} into per-thread buffers;
  frameMark() aggregates the frame into a call tree with self/total per module
  and zone, sorted by self time. Cheap single-branch no-op when disabled.
  Lives in common/ so any module can instrument without layering violations.
- profiler module (SLOT profiler): script API setEnabled()/beginFrame()/
  endFrame()/begin()/end()/capture()/textReport()/frameMs()/gpuFrameMs().
  Installs itself as the IRenderTracer so render passes become graphics zones.
- Instrument core hot systems: physics (World/World3D), animation, particles,
  audio pump, ui render, scene transforms, map tiles, crowd, event pump.
- GPU timing: Vulkan timestamp queries around the present command buffer
  (whole-frame), exposed via common/GpuTimer.h IGpuTimer capability provided by
  graphics; read after the synchronous submit waits the in-flight fence.
- load.nut drives frameBegin()/endFrame() + section markers, no-op when absent.
- Tests: C++ unit (core aggregation self<total, render-pass zones) + script API.

Verified: all changed TUs compile against real VKBuilder/ECS/zeroerr headers;
module_depgraph.py --check / --check-layers pass. Full-link build blocked in
this env by a prebuilt third-party Squirrel version mismatch (unrelated).
2026-08-26 00:44:26 +08:00
西风逍遥游 811eff1c3a ci(quality): warnings-as-errors gate, sanitizers, smoke, Python lint/tests
- EVENGINE_ENABLE_STRICT_WARNINGS option: MSVC /W4 /WX, GCC/Clang
  -Wall -Wextra -Werror, with documented noise suppressions and
  -isystem/-external:I for third-party headers; enabled on the
  Windows/Linux debug CI jobs.
- Fix warnings across engine, modules and tests exposed by the gate,
  including real bugs (incomplete-type deletes, Timespan microsecond
  overflow, overload hiding, enum switch gaps, dead code).
- Add Linux ASan+UBSan job, example smoke step, python-tools test
  job, ruff config (scripts+tools), weekly Linux coverage job and a
  CodeQL workflow.
2026-08-22 02:27:37 +08:00
西风逍遥游 34d1fdb63b refactor(modules): clear remaining back-edges and split the largest TUs (#127)
* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules

* refactor(modules): clear remaining back-edges and split the largest TUs

Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES
is now empty; --check passes with 0 violations, 0 cycles):

- window -> graphics: window queries the new IWindowSurfaceHost capability
  (common/WindowSurfaceHost.h) instead of holding a Graphics pointer;
  Window::setGraphics was removed and all call sites updated.
- window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*,
  w, h); the window no longer decodes ImageData.
- scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved
  to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge);
  scene now depends only on spatial.

TU splits (pure moves, verified identical method sets and brace balance):

- vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline,
  Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h.
- scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization)
  + SceneNodes.cpp + shared SceneInternal.h.

Verified with a real build (MSVC 19.51, prebuilt third-party): full build green;
window.* and Scene.* suites pass, including scene picking/culling and GPU cases.

* refactor(graphics): narrow Graphics interfaces and clear public-header leaks

Step 4 — interface segregation:
- New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX
  (pure virtuals, forward-declared types only; graphics/Color.h extracted from
  Canvas.h so modules that only need the color type stop pulling Canvas.h).
- Graphics now implements all four facets; consumers can depend on the narrow
  interface they use instead of the 129-method god class.
- Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d
  (ModelRenderer::buildRenderable(s) -> IResourceFactory&).
- Graphics.h slims from 24 sub-header includes to a handful of small type
  headers + forward declarations; the destructor moved out-of-line so
  unique_ptr effect members are destroyed where types are complete.

Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7):
- map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h,
  animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h,
  model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h +
  Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/
  PbrMaterial -> forward declarations, includes moved to .cpp.
- voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line
  destructor), removing the procgen header dependency.
- gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h.
- Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig,
  MapObject, BlendMode, Color), an internal backend header
  (GraphicsInternal.h -> filesystem), and lean interface references.

Verified with a full clean build (MSVC) and tests: window/Scene/voxel/
RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite
only shows the pre-existing PHYSFS-init filesystem-environment failures.

* feat(resources): revive ResourceManager as unified IAssetReloader-backed cache

* fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes

Cached CPU resources may own third-party handles (FreeType faces, Assimp
scenes, image decode handlers) whose libraries are torn down at process
exit in an unspecified TU order; destroying cached entries from the
singleton destructor can segfault at exit (seen on CI Windows in
model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim;
explicit unload()/clear() still release entries during the run.

* refactor(devtools): consume business modules through capability interfaces

DevTools / cmdline no longer include business-module headers, so trimming
scene / physics / procgen / particles / audio / ui / graphics no longer
requires disabling devtools, and devtools can be switched off with
-DEVENGINE_MODULE_DEVTOOLS=OFF.

New capability interfaces in common/:
- ISceneQuery (scene) - host/node inspection + mutation + transform sync
- IRenderCapture (graphics) - render status, PNG capture, camera control,
  visible-entity snapshot, entity-ID mask, G-buffer PNGs
- IPhysicsQuery (physics) - 2D world lifecycle + ray casts
- IProcgenQuery (procgen) - recipe listing, map/mesh generation
- IParticlesQuery (particles) - emitter status + one-shot emit
- IAudioQuery (audio) - volume / stop-all
- IEditorHost (ui) - declarative editor host (used by cmdline too)

Providers register in their module constructors. DevTools rewires McpServer
(render/scene/procgen/physics/particles/audio/host tools), SceneInspect
(now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses
IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost.

manifest: devtools DEPS graphics scene physics procgen particles audio ui
image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem.

Verified: full build green; devtools.mcp.* tests pass; broad suite shows
only the pre-existing PHYSFS-init filesystem-environment failures.

* style: apply clang-format to changed lines after dev merge

* fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming

* fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables

* fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
2026-08-20 05:53:33 +08:00
西风逍遥游 4377e062dd feat: zeroerr parameter validation + Doxygen API documentation
Squashed onto current main. Adds src/engine/common/Assert.h (EV_PARAM_CHECK / EV_ASSERT backed by zeroerr), an EVENGINE_ENABLE_ASSERTS option (non-Debug builds strip ZEROERR_NO_ASSERT unless enabled), parameter checks at key entry points, Doxygen comments across headers, Doxyfile + make docs / CMake docs targets, and Windows setup + code conventions in AGENTS.md.
2026-08-19 09:01:12 +08:00
西风逍遥游 50a230f5a3 Revert "feat: zeroerr parameter validation + Doxygen API documentation (#113)"
This reverts commit 3f3e41990b, reversing
changes made to 7d6375bc95.
2026-08-19 08:36:18 +08:00
西风逍遥游 af0cae4e49 Merge branch 'main' into codex/asserts-and-api-docs
# Conflicts:
#	src/engine/cmdline/cmdline.h
#	src/modules/building/BuildingTypes.h
#	src/modules/building/Ghost.h
#	src/modules/building/JsonHelpers.h
#	src/modules/building/PlacementSystem.h
#	src/modules/building/PlacementWorld.h
#	src/modules/dialogue/Dialogue.h
#	src/modules/filesystem/HotReload.h
#	src/modules/gpgpu/Gpgpu.h
#	src/modules/graphics/Graphics.h
#	src/modules/inventory/JsonHelpers.h
#	src/modules/model3d/ModelData.h
#	src/modules/network/Network.h
#	src/modules/network/TcpSocket.h
#	src/modules/rpg/JsonHelpers.h
#	src/modules/scene/SceneHost.h
#	src/modules/tensor/GpuBackend.h
#	src/modules/tensor/Graph.h
#	src/modules/tensor/Tensor.h
#	src/modules/voxel/Chunk.h
#	src/modules/voxel/GreedyMesher.h
#	src/modules/voxel/VoxelWorld.h
2026-08-19 08:20:18 +08:00
西风逍遥游 228b5a0f15 docs: add Doxygen API comments, docs target, and Windows AGENTS.md
Normalize all header comments to Doxygen @brief form and fill in missing class/method docs across engine common, cmdline, and module headers (~2368 @brief entries). Add root Doxyfile, 'make docs' target, CMake docs target, .gitignore for docs/api, README/docs/dev updates, and a Windows (native) + code-conventions section in AGENTS.md.
2026-08-19 00:13:35 +08:00
Cursor Agentand西风逍遥游 d80df444aa refactor(scene): register link kinds instead of hard-coding them
A scene link keeps an external object in step with the node it hangs off. The
kinds were a closed enum with a switch in TransformSystem, so scene had to
include graphics, physics and audio to do the casts, and no other module could
ever attach to the tree without editing SceneHost.h -- particles, voxel,
spritestack, avatar and weather all had to stay outside it.

Kinds are registered now (scene/SceneLink.h). The module owning the target type
supplies pushWorld / pullWorld / alive, keeps the casts on its own side where
the type is complete, and scene never learns what a Renderable3D is. Dispatch is
a function-pointer table rather than virtual calls, since link sync runs for
every dirty node every frame.

The six typed helpers (linkRenderable2D and friends) stay as conveniences and
now resolve their kind by name, so they return false rather than crash when the
module that registers it was trimmed out. The script API already named kinds
with strings, which is exactly the registry key, so it is unchanged.

Direction is now the right way round: graphics, physics and audio depend on
scene rather than scene on them, and scene drops from L5 to L1. What remains is
scene -> graphics from pickScreenAt / collectFrustumIdsAt, which take a Camera3D
and read its projection; that is recorded in the back-edge whitelist as the next
thing to move.

Each provider lives in a SceneLinks.cpp, sharing the basename so the three come
out of the build together when scene is disabled.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-18 13:46:25 +00:00
西风逍遥游 a883759333 fix(scene): guard audio link sync behind EVENGINE_SCENE_AUDIO for WASM trim 2026-08-18 09:32:21 +08:00
西风逍遥游 758114b210 fix(scene): guard Poco JSON serialization behind EVENGINE_SCENE_JSON for WASM trim 2026-08-18 08:55:35 +08:00
西风逍遥游 1c755f8940 feat(scene): scene/script-ECS integration, generic links, serialization & picking
Scene module overhaul: per-node script entities (SceneObject/SceneEntity/NodeRef), script ECS view-cache perf, generic multi-link system (renderable/physics/camera/audio), API completeness (transform getters, hierarchy ops, quaternions, tags/layer), incremental transforms, id index, reconcile moves, node events, JSON serialization, ray/frustum picking, spatial-index sync and SceneLoader auto AABB. Includes Cmdline/PhysFS argv0 robustness fix for unit tests.
2026-08-17 22:45:18 +08:00
sunxfancy 34a29865ff feat(scene): add query and traversal methods to Scene and SceneHost
- Introduced new methods for querying scene nodes, including `hasNode`, `getNodeCount`, `getRootId`, `getParentId`, and `getChildCount`.
- Added traversal methods such as `walkDepthFirstIds` and `walkBreadthFirstIds` for easier navigation through the scene graph.
- Implemented path-based querying with `findIdByPath` and `getNodePath`, enhancing the ability to locate nodes by their hierarchical structure.
- Updated documentation to reflect these new features and added tests to ensure functionality.

These enhancements significantly improve the usability and flexibility of the scene management system.
2026-08-08 19:33:14 +08:00
sunxfancy cf6ef05cb2 feat: enhance Vulkan integration for iOS and add scene module
- Improved CMake configuration for Vulkan on iOS, allowing for dynamic and static linking of MoltenVK based on availability.
- Updated the script for resolving Vulkan SDK paths to prioritize dynamic frameworks and provide warnings for missing components.
- Introduced a new scene module, enabling a declarative scene tree structure that mirrors the UI system, enhancing the engine's capabilities for scene management.
- Updated documentation to reflect the new scene module and its integration with existing systems.
- Enhanced test coverage by including new tests for the scene module.

These changes significantly improve Vulkan support on iOS and expand the engine's modular architecture.
2026-08-08 19:11:22 +08:00