Commit Graph
74 Commits
Author SHA1 Message Date
Cursor Agentand西风逍遥游 817524e76e fix(test): isolate tile collect and build xray pipelines off the render pass
TileRenderSystem::collect walks the global ECS, so leftover TileLayer
entities from earlier cases made tilesContributeDepthY (and dual-grid
depth sort) see extra draw items. Hide other layers first, matching
the rest of the map suite.

drawMeshShader always runs inside an open 3D pass, so lazily calling
vkCreateGraphicsPipelines for the xray variant crashed Lavapipe.
Create that pipeline with the shader (and recreate it on MSAA/RP
change) instead, and skip the draw if it is still missing.

Also refresh module counts after rebasing onto grid / buildingfx.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-18 13:46:25 +00:00
Cursor Agentand西风逍遥游 8a861597b4 docs: record the delivered state and add a trimming guide
Marks the architecture document as implemented, replaces the roadmap section
with what each step actually landed and the measured result, and regenerates
the module inventory against the post-change dependency graph (scene is L1 now,
gameplay modules no longer pull data, and each row names the first profile that
includes it).

Adds docs/usr/TRIMMING.md for the user-facing side: profiles, per-module
switches, how dependency closure and the configure-time conflict errors behave,
has_module() in scripts, what cannot be trimmed and why, and measured savings.
Linked from the user and developer indexes.

Headline numbers after S1-S6: dependency cycles 26 -> 0, layering back-edges
16 -> 3, JSON implementations 6 -> 1, modules using Poco 15 -> 9, boot scripts
2 -> 1, and any module trimmable on desktop where none were before.

Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
2026-08-18 13:46:25 +00:00
西风逍遥游 b8da538300 Merge pull request #111 from EVEngine/codex/tensor-inference-quant
tensor: AITemplate-style compile pipeline + gpgpu Sequence + mini-LLM demo + weight-only quantization
2026-08-18 21:41:31 +08:00
西风逍遥游 40307d9f5d Merge branch 'main' into codex/building-grid-placement 2026-08-18 20:43:07 +08:00
西风逍遥游 cff9bb4d0c tensor: AITemplate-style compile pipeline, gpgpu Sequence, mini-LLM demo and weight-only quantization
Refactor the tensor module around AITemplate-style static compilation:

- Optimizer: DCE, constant folding, elementwise chain fusion, matmul/conv
  bias+activation epilogue fusion, liveness-based static memory planning,
  topological group execution order.
- KernelGen: shape-baked GLSL per fused group; two-pass softmax/layernorm;
  shared-memory SDPA; naive + 16x16 tiled matmul templates.
- GpuBackend: arena buffer allocation per memory plan, matmul autotuning,
  single command-buffer submission via the new gpgpu::Sequence (uploads,
  dispatches and downloads recorded once per run, Kompute-style).
- shaderc in-process GLSL->SPIR-V on Windows (no glslc.exe dependency),
  with glslc spawn fallback.
- CPU reference kernels shared by eager and the compiled interpreter;
  no-Vulkan fallback keeps compiled graphs runnable headless.

Neural-network coverage: softmax/logsoftmax, layernorm/rmsnorm (with
weight/bias), gelu/silu, conv1d/conv2d, pool, embedding, concat/slice,
axis reduces, argmax, cast, fused SDPA (+masked), resize2d, batched
matmul, seeded random.

Weight-only quantization (activations stay fp32):
- fp16 (IEEE half), fp8 (e4m3), fp4 (e2m1), int8, int4 with per-group
  block scales (MXFP-style: scale = maxAbs / format max magnitude).
- Quantized weights capture into graph Const nodes; CPU interpreter
  dequantizes at materialization; GPU matmul/embedding kernels dequantize
  inline from packed uint buffers (naive matmul variant).
- TF::quantizeWeight API + script binding.

Mini-LLM validation (TinyStories-gpt2-3M, 8 layers d=64):
- test/tensor_llm.cpp builds the full GPT-2 graph from engine ops and
  matches numpy reference: probs within 3e-7, greedy generation 24/24
  identical (~100 ms/token CPU), compiled path exact.
- tensor.llm.quantizedDtypes: fp16/int8/fp8/int4 all keep 16/16 greedy
  top-1 (fp4 16/16 with proper block scaling), weights 27.6 MB -> 3.3-13 MB.
- scripts/export_tiny_gpt2.py converts a PyTorch .bin checkpoint (no torch
  dependency) plus GPT-2 tokenizer into engine assets + numpy reference.

Tests: gpgpu 8/8, tensor 31/31 (original suite) + tensor.llm.* + tensor.quant.*
Assets in test/assets/mini_llm are gitignored (regenerate via the script).
2026-08-18 17:42:38 +08:00
西风逍遥游 7820703cfa feat(building): 统一 Grid 抽象 + 3D 放置 + 多样式 Tilemap 打通
对照 Unity Grid/Tilemap 与 Grid Placement System 架构补齐建筑放置能力:

- 新增 grid 模块:GridConfig(rectangle/hexagon/isometric/staggered/iso-z-as-y、cellGap、stagger、XY/XZ 平面轴)+ 投影/占地旋转纯函数;map::TileProjection 委托复用,公开 API 不变。
- PlacementWorld 支持可选 GridConfig、多通道占用(channel)、bindTileLayer + GID 地形懒解析、XZ 平面 3D 放置、surface 表面接口(内置 plane)。
- BuildingDefinition 新增 channel/renderMode/visual2d/visual3d;rotationMode 支持 hex(60°)。
- 新增 buildingfx 渲染桥:按定义生成/同步 Renderable2D/3D、鬼影+占地光标、2D/3D 网格可视化。
- 新增 PlacementSession(放置/拆除/旋转/指针更新)。
- 测试:grid/building/buildingfx 新用例(REQUIRE 级)+ map/sceneloader 回归;示例 building-tilemap(等距/六角)、building-3d(XZ 地面)。
- 顺带修复 HEAD 上 sceneloader 未迁移 SceneLink 新 API 导致的编译失败(SceneLoader.cpp / test/sceneloader.cpp)。
2026-08-18 17:41:01 +08:00
sunxfancy d715992a3a feat(hotreload): add dev-server remote hot reload for mac/iOS/Android
Add a development-server based remote hot reload so script/resource changes
made on the host are synced and reloaded live on devices whose game bundle is
read-only (iOS app bundle, Android APK).

- Implement the previously stubbed `eve dev` command as a small HTTP file
  server (GET /manifest, /raw/<path>, /ping) serving a game directory.
- Extend HotReload with a background remote-sync client: poll the server
  manifest, compare mtime/size, download changed files into a writable overlay
  directory mounted at "/" via the new Filesystem::mountRealDirectory, and
  queue changed virtual paths for the script layer to dofile/reload.
- Wire it into load.nut: config.devServer/devSyncMs, shared handle_change(),
  poll_remote_reload(), and a `eve run --dev-server <url>` CLI override.
- Add iOS/Android hot-reload dir helpers and cleartext-HTTP platform config
  (iOS ATS + NSLocalNetworkUsageDescription, Android usesCleartextTraffic).
- Add test/remotesync.cpp covering overlay shadowing, end-to-end sync, and
  unreachable-recovery; update docs.
2026-08-18 16:23:27 +08:00
西风逍遥游 011b8b7b5e Merge branch 'main' into codex/scene-ecs-integration 2026-08-18 10:55:33 +08:00
西风逍遥游 88baf1d1a6 fix(card): avoid font linkage in webgpu build 2026-08-18 09:50:04 +08:00
西风逍遥游 6b965edb63 Merge origin/main into codex/card-ui 2026-08-18 09:22:32 +08:00
西风逍遥游 21b6e18ad1 Merge pull request #101 from EVEngine/feature/rx
feat(rx): add reactive programming module
2026-08-18 00:31:28 +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
西风逍遥游 c7aa76f6c7 feat(card): add C++ card game UI module 2026-08-17 22:16:28 +08:00
sunxfancy 38312f4a4f feat(rx): add reactive programming module 2026-08-17 22:01:48 +08:00
西风逍遥游 3bc03bbf02 Merge pull request #100 from EVEngine/codex/ik-chain-solve
feat(ik): add chain solve, pole vector, tip rotation, influence
2026-08-17 19:52:24 +08:00
西风逍遥游 353c6fc450 feat(ik): add chain solve, pole vector, tip rotation, influence 2026-08-17 17:43:27 +08:00
西风逍遥游 f07774109b Merge pull request #96 from EVEngine/codex/sprite-stacking
feat(spritestack): sprite-stacking pseudo-3D rendering
2026-08-17 16:28:59 +08:00
西风逍遥游 0d0d97dbbb Merge pull request #98 from EVEngine/codex/i18n-module
feat(i18n): add game localization module
2026-08-17 16:02:04 +08:00
西风逍遥游 d71b126636 feat(particles): particle system feature set (P0-P2)
Rendering: rotation render fix, additive/opaque blend modes, flipbook animation, gradients and lifetime curves, unified DrawItem2D render path (Vulkan + WebGPU).

Simulation: timed bursts, prewarm, line/ring shapes, gravity, damping, velocity limits/curves, inherit velocity, local/world space, collision (bounds + resolver), CPU noise, sub-emitters, stretched trails, overflow policies, dt caps, offscreen sim skip.

Advanced: radial force fields, custom particle shaders, pooled Light2D particle lights, opt-in GPU-accelerated simulation with automatic CPU fallback.

Fixes: Vulkan pipeline builder lifetime bug (crash on window init), emitter-life emission timing, emit() syncs attachment position.

Tests: new coverage incl. scale regression (128 emitters).
2026-08-17 15:27:43 +08:00
sunxfancy b954ac9fd5 feat(i18n): add game localization module
Add an i18n module (eve.I18n) for game localization:
- Load per-language JSON locale tables from VFS or raw JSON.
- Dot-path key lookup with {name} placeholder substitution.
- CLDR-style plural rules (en/fr/ru/pl/cs/zh and more).
- Fall back to default language, then to the raw key.
- Optional file auto-reload via update(dt).

Self-contained JSON parser (no Poco) so it builds on WASM too.
Includes C++ + Squirrel script tests, user/module docs, an
examples/i18n demo, and i18n integration in the dialogue example.
2026-08-17 14:54:50 +08:00
西风逍遥游 fe7b68deb4 feat(spritestack): sprite-stacking pseudo-3D rendering 2026-08-17 13:58:03 +08:00
西风逍遥游 179d50b8c7 Merge branch 'main' into codex/day-night-cycle
Integrate the latest main (weather system, outline shader, camera controller,
model converter, hidpi-ui). Resolve additive conflicts in shared registration
files so both the day/night and weather modules are registered:
- src/modules/CMakeLists.txt, src/engine/CMakeLists.txt, test/CMakeLists.txt
- src/scripts/load.nut, docs/usr/MODULES.md
2026-08-16 12:49:19 +08:00
西风逍遥游 7f64b19550 feat(daynight): time-of-day cycle with solar orbit, procedural skybox and night lighting
Add a DayNight module (src/modules/daynight) exposing eve.DayNight() to script:
- A 24-hour clock (configurable speed / pause) derives the sun elevation and
  azimuth each frame, repositioning the directional light so the sun sweeps the
  sky over the day and fades to zero below the horizon.
- A procedural IBL sky cubemap (sky gradient + sun disc + deterministic night
  stars) is regenerated per sun-angle bucket and registered as the 3D env map,
  so both the skybox angle and the reflected sky follow the sun.
- Night light systems, each a set of Light3D entities toggled by name:
  moonlight (cool directional), starlight (ambient boost), fire (warm point
  light at a set position) and fireflies (a ring of gently-drifting points).

Add examples/daynight: a 3D diorama with a UI panel and hotkeys to pause/speed
the clock and toggle moonlight, fire and fireflies.

Add test/daynight.cpp (9 cases) and docs/usr/modules/daynight.md. Verified with
a syntax-only compile per the weather module precedent.
2026-08-16 03:55:38 +08:00
西风逍遥游 a673e0ea05 feat(weather): real-time precipitation, lightning and wind system
Add a Weather module (src/modules/weather) exposing eve.Weather() to script:
- Rain and snow rendered as camera-facing billboards animated in the vertex
  shader from a few per-frame uniforms (time/wind/intensity), with alpha-tested
  procedural streak/flake textures and distance fog.
- Wind exposed as a global vector field (speed + direction) feeding the
  precipitation shaders for tilt and drift.
- Lightning: jagged, midpoint-displaced bolts (tapered quad strips) that flicker
  and decay, with an optional key-light flash value for the scene.
- Presets: clear / drizzle / rain / storm / snow / fog, with smooth intensity
  transitions and storm mood (sky darkening, sun falloff, fog, ambient).

Add examples/weather: a 3D diorama (trees, pillars, rocks, ground) with a UI
panel and hotkeys to switch weather and tune intensity/wind/lightning.

Docs: docs/usr/modules/weather.md with API reference and notes on mature weather
rendering techniques. Weather module verified with a syntax-only compile.
2026-08-16 00:52:13 +08:00
西风逍遥游 21e496f53a Merge pull request #66 from EVEngine/codex/procgen-roguelike-generator
feat(procgen): Roguelike-style level generator (level.roguelike) + Grid2D detail layer
2026-08-15 22:00:38 +08:00
西风逍遥游 6a32179adc docs(procgen): document linear tileable structure recipes 2026-08-15 17:59:10 +08:00
西风逍遥游 a1f977ffc8 feat(procgen): add level.roguelike generator + detail layer
Add a seed-driven room-and-corridor dungeon generator inspired by
RoguelikeGenerator Pro, and extend Grid2D with a per-cell detail layer so
generators can carry wall-autotile direction masks, floor-pattern variants
and scattered decor tiles alongside the semantic grid.

- new algorithm "level.roguelike": rooms/corridors, configurable rules
  (roomCount/min/max, corridorStyle, floorPattern, decorDensity/Set,
  autotile, padding/spacing/corridorWidth), deterministic from a seed
- Grid2D.setDetail/getDetail + detail() accessor (palette/GID compatible)
- procgen.autotileGrid(grid): write 8-bit wall-direction masks into any grid
- procgen.randomSeed(): fresh non-zero seed helper
- examples/roguelike-generator: interactive 2D/2.5D render test with CC0
  dungeon tileset (Buch, OpenGameArt)
- test/roguelike_generator.cpp: reproducibility, structure, rules, manual
  fill, autotile, randomSeed (8 cases, all pass)
- docs: procgen module page + user guide shortcut table
2026-08-15 17:56:42 +08:00
西风逍遥游 01223e1149 Merge branch 'main' into codex/hex-grid-planet 2026-08-15 13:19:27 +08:00
西风逍遥游 a1e7fffe99 feat(procgen): add hex-grid planet generator 2026-08-15 13:11:27 +08:00
西风逍遥游 3aeb636b68 Merge branch 'main' into codex/procedural-tree-generator 2026-08-15 12:45:43 +08:00
西风逍遥游 3f3f01298d feat(procgen): add procedural tree generator 2026-08-15 12:41:06 +08:00
西风逍遥游 0b06713d13 Harden thread pool task lifetime and event wakeups 2026-08-14 22:40:52 +08:00
西风逍遥游 6adfc8086c feat(graphics): implement hardware MSAA support for 3D scene color pass
- Added functionality to enable hardware MSAA (2x, 4x, 8x) for the 3D scene color pass, enhancing edge quality for 3D models and voxels.
- Introduced `setMsaaSamples` and `getMsaaSamples` methods in the Graphics API to control MSAA sample count.
- Updated RenderControl to include MSAA as a feature, with default settings for enabling/disabling.
- Modified the rendering pipeline to accommodate MSAA, including adjustments to render passes and framebuffers.
- Enhanced documentation and tests to cover new MSAA functionality and ensure stability across various scenarios.
2026-08-14 10:15:07 +08:00
西风逍遥游andCursor Agent c0d9fe4a7d test(hex): 程序化六边形关卡套件(FOV / 光照 / 寻路 / 拾取 / 粒子) (#50)
* test(hex): add procedural hex dungeon levels for engine QA

Cross-module simulation levels exercise hex tilemap procgen, FOV,
2D lighting, spatial pickup + inventory, and particles. Includes a
playable examples/hex-levels demo with level select and a pipeline crawl.

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

* test(hex): expand levels 06–15 and fog-raid pipeline

Add Flow Field swarm, cell-cost detours, multi-revealer perception,
FoW mask/algorithms, camera pick, dual-grid, procgen variants,
QuadTree cull, multi-light, particle/stash transfer, and a fog-raid
pipeline. Update the playable hex-levels demo for levels 6–9.

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

* test(hex): add fixture JSON data and data-driven hex tests

Expand catalog/items/loot/seeds/perception fixtures, handcrafted maps,
and particle configs. Wire the hex-levels demo to load items and particle
JSON plus fixtures.nut loot tables. Register hex_level_data.cpp coverage.

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

* test(hex): fix data fixtures assertions for zeroerr and sparse gens

Avoid CHECK_EQ on bag->addItem (double-eval), and only enforce minWalkable
on dungeon.bsp in the seeds matrix smoke.

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

* feat(hex): boot each level from distinct catalog configs

Enrich catalog/fixtures with per-level FOV, light, cell-cost, and enable
flags. Wire examples/hex-levels to apply those boot settings on level
switch. Add hex.data.catalog.bootEachLevelDistinctConfig to verify each
catalog entry starts with its own applied configuration.

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

* docs(hex): note per-level boot configs in data README

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

* test(hex): add levels 16–20 and extra data-driven coverage

Expand simulation with facing-cone FOV, flow+cell-cost, seed
reproducibility, corner peek, equipment equip, and torchEscort /
catalogRaid pipelines. Add fixture tests for perception gates, all loot
tables, enable-flag consistency, seed path samples, map markers,
defaults, equipment slots, and mist particles on dungeon.

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

* docs(hex): clarify expanded test coverage in README

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

* test(hex): add levels 21–25 and broader fixture validation

Cover hex world↔tile roundtrip, FOV memory clear, findGroupPath,
multi-algo FOV smoke, blocked-cell sync, and costlyFogPickup pipeline.
Add data tests for loot/item referential integrity, feature tags,
particle schema, algorithm registration, ring-door path, categories,
detection margin, and door walkability.

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

* feat(hex): expand catalog to 31 levels (0–30) and playable cycle

Add levels 16–30 with distinct boot configs (facing cone, flow+cost,
maze/WFC/drunkard, mist particles, raid combo). Regenerate fixtures.nut
with LEVEL_IDS; main.nut cycles all catalog levels via N/B. Add
simulation cases 26–30 and catalog presence tests.

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

* fix(hex): harden level 02/17 against non-portable procgen paths

macOS CI failed hex.level.02.dynamicFov (empty path) and
hex.level.17.flowPlusCellCost (path length == 2) because spawn↔exit
layouts from DTL/std distributions differ across libstdc++ vs libc++.
Use handcrafted hex maps so FOV memory and flow+cost assertions are
platform-stable.

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

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-13 11:54:41 +08:00
西风逍遥游andCursor Agent 6be72c4c8f feat(particles): 2D/3D dynamic bone emission + expanded tests (#48)
* feat(particles): emit from Spine and IK 2D/3D dynamic bones

Extend ParticleEmitter attach beyond AnimPose to SpineSkeleton and
IK Skeleton2D/Skeleton3D, with getAttachKind and broader unit tests.

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

* test(particles): expand dynamic bone attach coverage

Add edge cases (null/OOB, invalid plane), multi-emitter, rate-tracking,
pause/detach sync, Spine scale via module update, IK offset/yz/Solver3D,
AnimPose clip sampling, and empty skin-filter fallback.

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

* test(particles): add attach lifetime, forces, and skin plane cases

New particles_attach_more.cpp covers emitter life/buffer on bones,
rebind, scale extremes, emission area, radial origin, Solver2D step
tracking, Spine rotated offsets, preset/stop/start, and skin xz/yz.

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

* test(particles): add reset/config/force/skin-filter attach cases

particles_attach_extra.cpp covers reset/moveTo/applyConfig with attach,
ellipse+tangential forces, dt edge cases, kind cycling, Spine rate bob,
Solver3D step, skin filter/buffer, and CesiumMan attach-by-name.

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

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-13 11:28:29 +08:00
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 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>

---------

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 2aabe03720 Add hair/fur card rendering with Kajiya-Kay anisotropic shader (#42)
Introduce mesh3d_hair GLSL shaders with alpha-blended Vulkan pipeline
(no back-face cull, depth write disabled). Expose gfx.newHairShader(),
Renderable3D.setHair() for a back-to-front transparent pass in
RenderSystem3D, plus HairShader helpers and unit tests.

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 18:35:47 +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>

---------

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