M3: real 3D translate gizmo — the "полноценный 3D-пайплайн" it was chosen for
TranslateGizmo draws three axis handles at the selected GameObject's world position by projecting real 3D points through the real camera's View/Projection (GizmoMath.WorldToScreen) onto ImGui's foreground draw list. Nothing OpenGL-side draws lines yet, so this isn't 3D geometry in the GL sense — but it IS driven by the actual camera matrices, which is what the earlier scoped-2D-vs-full-3D-pipeline choice was actually about: a handle dragged in screen space has to map onto a real 3D axis, and that only means something once there's a real camera to project through. The screenshot below shows exactly that — the axes aren't screen-perpendicular, because the camera at (0,3,6) looking at the origin means they shouldn't be. Dragging a handle re-projects the mouse delta onto the axis's own screen-space direction (GizmoMath.ProjectDragOntoAxis) and writes the result back through GizmoMath.WorldToLocalPosition, which inverts the parent's WorldMatrix rather than writing LocalPosition directly — a parent with non-identity scale or rotation means "move 1 world unit" and "add 1 to LocalPosition" are different amounts, and samples/WindowDemo's ChildQuad (parented under a (2,2,1)-scaled Quad) is exactly that case. Split the actual math into GizmoMath (Engine.Editor.Contracts, no GL/ ImGui/mouse dependency) so it's unit-testable without a window or a real mouse — neither exists in a headless test run, and dragging is exactly the kind of interaction that's easy to get subtly wrong (screen-space ratio direction, perspective sign, parent-scale correctness) without something to check it against beyond eyeballing a screenshot. New Engine.Editor.Tests project, 8 tests: screen-center projection, a behind-camera point returning null, drag-ratio math on both an axis-aligned and a diagonal screen direction, and the parent-scale/ parent-translation inverse-transform cases. All 8 passed on the first run — including the non-uniform-scale case, the one most likely to be subtly wrong. Full suite: 73 tests, all green (65 previous + 8 new). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
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@@ -4,6 +4,7 @@ using Engine.Kernel.Diagnostics;
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using Engine.Kernel.Plugins;
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using Engine.Kernel.Scheduling;
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using Engine.Kernel.World;
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using Engine.Render.Contracts;
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using Engine.Windowing.Contracts;
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using ImGuiNET;
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using Silk.NET.OpenGL;
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@@ -29,16 +30,21 @@ namespace Engine.Editor;
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public sealed class EditorPlugin : IPlugin
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{
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private readonly EditorState _state = new();
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private readonly TranslateGizmo _gizmo = new();
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private GL? _gl;
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private ImGuiController? _controller;
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private ITime? _time;
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private PlayModeController? _playMode;
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private IEngineWindow? _window;
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private ICameraService? _camera;
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public void Configure(IPluginContext ctx)
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{
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var window = ctx.Services.Require<IEngineWindow>();
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var input = ctx.Services.Require<IEngineInput>();
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_time = ctx.Time;
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_window = window;
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_camera = ctx.Services.Require<ICameraService>();
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window.Native.GLContext!.MakeCurrent();
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_gl = window.Native.CreateOpenGL();
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@@ -61,6 +67,8 @@ public sealed class EditorPlugin : IPlugin
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_gl = null;
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_time = null;
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_playMode = null;
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_window = null;
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_camera = null;
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}
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private void DrawUi(IWorld world)
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@@ -101,6 +109,7 @@ public sealed class EditorPlugin : IPlugin
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HierarchyPanel.Draw(world, _state);
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InspectorPanel.Draw(_state);
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_gizmo.Draw(_state, _camera!, _window!);
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_controller.Render();
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}
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