一些无用的代码增加
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CMCore
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CMCore
@ -1 +1 @@
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Subproject commit c5b37f98353441520374011020dbe63c17796a4d
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Subproject commit 71b459c0246d70d0bba5dd49662b5534c579251e
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@ -1 +1 @@
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Subproject commit 74e33b497274e51c35a5ee19a274b12dc86deecb
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Subproject commit 1e7e4a025cdd03125144e167b62f70a8efdaf245
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@ -32,6 +32,24 @@ VK_NAMESPACE_BEGIN
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namespace
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{
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/**
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* 移动 Gizmo 节点
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*/
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class GizmoMoveNode:public SceneNode
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{
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MeshComponent *sphere=nullptr;
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struct GizmoMoveAxis
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{
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MeshComponent *cylinder =nullptr; //圆柱
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MeshComponent *cone =nullptr; //圆锥
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MeshComponent *square =nullptr; //双轴调节正方形
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};
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public:
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};//class GizmoMoveNode:public SceneNode
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static SceneNode *sn_gizmo_move=nullptr;
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}//namespace
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0
inc/hgl/component/CollisionComponent.h
Normal file
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inc/hgl/component/CollisionComponent.h
Normal file
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inc/hgl/component/collision/BoxCollisionComponent.h
Normal file
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inc/hgl/component/collision/BoxCollisionComponent.h
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@ -62,7 +62,8 @@ public:
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};
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/**
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* 网格体(网格中的最小渲染单位)
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* 网格体(网格渲染中的最小渲染单位,只能是一个材质实例)
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* 多材质的网格体使用StaticMesh,它内含多个Mesh
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*/
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class Mesh
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{
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@ -15,7 +15,7 @@ namespace hgl
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{
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uint index; ///<在MaterialRenderList中的索引
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MeshComponent *sm_component; ///<静态网格组件
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MeshComponent * sm_component; ///<静态网格组件
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uint32 l2w_version;
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uint32 l2w_index;
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@ -23,6 +23,9 @@ namespace hgl
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Vector3f world_position;
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float to_camera_distance;
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//包围盒
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//屏幕空间Tile分布
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public:
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//该函数位于MaterialRenderList.cpp
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@ -10,6 +10,8 @@ VK_NAMESPACE_BEGIN
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* for(material)
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* for(pipeline)
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* for(material_instance)
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* for(texture)
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* for(screen_tile)
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* for(vab)
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*
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*
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@ -22,6 +24,8 @@ const int RenderNode::compare(const RenderNode &other)const
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{
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hgl::int64 off;
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//RectScope2i screen_tile;
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hgl::graph::Mesh *ri_one=other.sm_component->GetMesh();
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hgl::graph::Mesh *ri_two=sm_component->GetMesh();
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@ -29,7 +33,6 @@ const int RenderNode::compare(const RenderNode &other)const
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auto *prim_two=ri_two->GetPrimitive();
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//比较VDM
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if(prim_one->GetVDM()) //有VDM
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{
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off=prim_one->GetVDM()
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@ -38,6 +41,14 @@ const int RenderNode::compare(const RenderNode &other)const
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if(off)
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return off;
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//比较纹理
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{
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}
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//比较屏幕空间所占tile
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{
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}
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//比较模型
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{
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off=prim_one
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@ -52,6 +63,14 @@ const int RenderNode::compare(const RenderNode &other)const
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}
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}
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//比较纹理
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{
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}
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//比较屏幕空间所占tile
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{
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}
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//比较距离。。。。。。。。。。。。。。。。。。。。。还不知道这个是正了还是反了,等测出来确认后修改下面的返回值和这里的注释
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float foff=other.to_camera_distance
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