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69ed5eb859
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Scene::GetEventDispatcher()改为返回引用而非指针
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2025-07-27 07:41:48 +08:00 |
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729ad1e39a
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SceneNode释构时清除Parent
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2025-07-24 02:44:23 +08:00 |
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85020572bc
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在SceneNode中增加main_scene数据,每个添加到当前场景的SceneNode,都会同步Scene数据。
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2025-07-24 01:28:16 +08:00 |
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f013d8327d
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SceneNode增加GetEventDispatcher接口
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2025-07-18 01:12:19 +08:00 |
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d4643b7427
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重新命名EventDispatcher的添加/解决函数
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2025-07-17 02:26:00 +08:00 |
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124fd9701f
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独立CreateComponentInfo.h
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2025-07-15 22:47:27 +08:00 |
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51e043f07d
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新的PrimitiveComponent::GetWorldOBBMatrix函数,进一步减少中间计算步骤,直接出OBBMATRIX
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2025-07-09 00:45:03 +08:00 |
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35f5be16c3
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进一步规范PrimitiveComponent/MeshComponent中获取绑定盒的函数名称,并正确渲染OBB。不过没处理旋转。
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2025-07-08 13:46:35 +08:00 |
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2ab8528e86
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在PrimitiveComponent/MeshComponent实现GetBoundingBox函数
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2025-07-08 01:30:02 +08:00 |
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e021f30877
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Shader生成准备增加WorldPosition
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2025-07-07 01:27:25 +08:00 |
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79d86686e8
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增加新的RenderBoundBox.cpp测试用例,未完成,但当前版本可渲染。
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2025-07-06 18:14:00 +08:00 |
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c12b333337
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RenderFramework/WorkObject增加CreateVDM函数
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2025-07-06 18:13:22 +08:00 |
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b6167e9f0b
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VulkanDevice增加IsSupport(IndexType)函数
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2025-07-06 18:12:55 +08:00 |
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5cec598a02
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BoundingBoxCreateInfo改成构造函数
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2025-07-06 15:12:02 +08:00 |
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b8fefea165
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RenderFramework增加CreateMaterial和新的CreateMaterialInstance调用封装
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2025-07-06 15:11:41 +08:00 |
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6b233e6ed4
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增加内嵌PureColor3D材质
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2025-07-06 15:10:57 +08:00 |
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397dffaf50
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重载MeshComponent::Duplication
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2025-07-06 12:46:10 +08:00 |
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033820c91d
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MeshComponent增加OverrideMaterial的设计,还未测试。下一步使用Gizmo3DMove来测试override material
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2025-07-06 12:09:11 +08:00 |
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2b135b1d24
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优化代码、排版、重命名
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2025-07-04 11:12:55 +08:00 |
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c7c4a09afa
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英文语法修改Registry->Register
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2025-07-03 10:16:34 +08:00 |
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7dc7e2b0d7
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InputEvent改名为EventDispatch
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2025-06-27 03:12:53 +08:00 |
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fee0b8fb7b
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InputEvent相关函数、变量改名
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2025-06-27 02:58:39 +08:00 |
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11385c7b9e
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layout codes.
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2025-06-27 02:46:46 +08:00 |
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f82217763c
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WorkManager 改从io::WindowEvent派生,SwapchainWorkManager则相应的不再从io::WindowEvent派生
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2025-06-27 01:52:15 +08:00 |
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7da6205caf
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SceneNode构造函数改为新的定义方法
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2025-06-27 01:51:28 +08:00 |
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27e5d0bdca
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Billboard Shader增加可指定正面为顺时针/逆时针
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2025-06-25 02:04:36 +08:00 |
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eb2be07ee1
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ShaderCreateInfo增加user_data_liost/AddUserData,用于添加自定义数据代码
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2025-06-25 02:03:29 +08:00 |
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52509d6f57
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建立CreateComponentInfo结构,用于CreateComponent时传递参数
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2025-06-25 02:02:51 +08:00 |
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9e74d19220
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在SceneNode中添加CreateNode/Duplication/DuplicationChildNodes/DuplicationComponents
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2025-06-25 00:10:35 +08:00 |
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f9b6acb56c
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SceneOrient增加GetSceneMatrix/SetSceneMatrix
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2025-06-25 00:09:37 +08:00 |
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c3d9e26cde
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增加一些注释说明,部分来自AI
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2025-06-24 13:10:42 +08:00 |
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fa7a0fca62
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HashCode统一改名为TypeHash
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2025-06-24 00:49:18 +08:00 |
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3bcaf0e012
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1.ComponentData/Component/ComponentManager增加各种StaticHashCode/GetHashCode.
2.Component增加ChangeData函数
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2025-06-24 00:35:35 +08:00 |
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5ee42c2ae2
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MeshComponentManager::CreateComponent返回值统一改为Component
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2025-06-23 23:52:09 +08:00 |
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090f4576e0
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增加一些新的COLLISION COMPONENT定义
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2025-06-23 18:54:16 +08:00 |
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c69fe080dc
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一些无用的代码增加
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2025-06-23 02:37:03 +08:00 |
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368056bb96
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调整好坐标轴方向以及裁剪面,并增加最简易坐标轴绘制范例
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2025-06-18 01:55:53 +08:00 |
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15da48eede
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部分内置几何体增加BoundingBox数据计算
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2025-06-17 01:17:57 +08:00 |
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585fd41966
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VKBufferMap::Set改名为Bind,VABMap::SetVAB改名为BindVAB
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2025-06-17 00:58:36 +08:00 |
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91b056bacb
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定义using SceneNodeList =ObjectList<SceneNode>
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2025-06-17 00:42:50 +08:00 |
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7d41722baa
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ComponentData改用SharedPtr保存,这样在复制Component时,不会对数据产生真正的复制
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2025-06-17 00:34:42 +08:00 |
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dd083bb82b
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实现了由Component实现的自我复制,而无需关心具体的Component派生类.
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2025-06-16 00:28:21 +08:00 |
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a23654c73a
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恢复Duplication(SceneNode *),并实现MeshComponent::Duplication...下一步Component::Duplication()改成由基类实现.
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2025-06-16 00:02:07 +08:00 |
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e9c3961aa5
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更新兼容性
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2025-06-15 22:59:24 +08:00 |
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dfa0b4033d
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迁移CreatePipeline/CreateMaterialInstance/GetPrimitiveCreater到RenderFramework
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2025-06-15 22:26:30 +08:00 |
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d384f06ee2
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CreatePrimitive/CreateMesh迁移到RenderFramework
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2025-06-15 22:03:03 +08:00 |
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93937c0394
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CreateComponent函数迁移到RenderFramework
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2025-06-15 21:58:07 +08:00 |
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97040176d6
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StaticMeshComponent改为MeshComponent
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2025-06-15 17:53:15 +08:00 |
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a180970eb6
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迁移auto_merge_material_instance,BillboardTest,PlaneGrid3D,RayPicking四个测试范例到新的Component结构
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2025-06-15 02:03:38 +08:00 |
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cfda1fceb2
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ComponentManager增加自动释放功能
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2025-06-15 00:49:23 +08:00 |
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