Files
lingua-engine/plugins/engine.editor/Engine.Editor/EditorPlugin.cs
T
EmilandClaude Sonnet 5 e0e6c1d503 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
2026-09-02 16:30:54 +03:00

117 lines
4.2 KiB
C#

using Engine.Editor.Contracts;
using Engine.Input.Contracts;
using Engine.Kernel.Diagnostics;
using Engine.Kernel.Plugins;
using Engine.Kernel.Scheduling;
using Engine.Kernel.World;
using Engine.Render.Contracts;
using Engine.Windowing.Contracts;
using ImGuiNET;
using Silk.NET.OpenGL;
using Silk.NET.OpenGL.Extensions.ImGui;
namespace Engine.Editor;
/// <summary>
/// M3's editor shell: an ImGui overlay drawn on top of the running scene.
/// Registers on Stage.Render, after engine.render's own Draw (per
/// project.json's plugin order) so it paints into the same back buffer the
/// scene just drew into — and before Stage.Present's SwapBuffers, so the
/// UI isn't delayed a frame. See Stage.Present's doc comment for why that
/// split exists at all.
///
/// Nothing here reads or writes a Component through GetComponent/Query —
/// HierarchyPanel walks IWorld.Roots/GameObject.Children directly, and the
/// not-yet-built Inspector will walk GameObject.Components the same way —
/// which is why this plugin never needs to declare Reads/Writes on its
/// system: those checks only guard the typed accessors, not plain property
/// reads. See GameObject.AddComponent's own doc comment on the same gap.
/// </summary>
public sealed class EditorPlugin : IPlugin
{
private readonly EditorState _state = new();
private readonly TranslateGizmo _gizmo = new();
private GL? _gl;
private ImGuiController? _controller;
private ITime? _time;
private PlayModeController? _playMode;
private IEngineWindow? _window;
private ICameraService? _camera;
public void Configure(IPluginContext ctx)
{
var window = ctx.Services.Require<IEngineWindow>();
var input = ctx.Services.Require<IEngineInput>();
_time = ctx.Time;
_window = window;
_camera = ctx.Services.Require<ICameraService>();
window.Native.GLContext!.MakeCurrent();
_gl = window.Native.CreateOpenGL();
_controller = new ImGuiController(_gl, window.Native, input.Native);
_playMode = new PlayModeController(ctx.World, ctx.Log);
ctx.Services.Provide<IPlayModeController>(_playMode);
ctx.Schedule.Add(Stage.Render, DrawUi);
ctx.Log.Info("editor UI ready (ImGui)");
}
public void Shutdown(IPluginContext ctx)
{
ctx.Schedule.RemoveAllFrom("engine.editor");
ctx.Services.Revoke<IPlayModeController>();
_controller?.Dispose();
_gl?.Dispose();
_controller = null;
_gl = null;
_time = null;
_playMode = null;
_window = null;
_camera = null;
}
private void DrawUi(IWorld world)
{
_controller!.Update(_time!.DeltaTime);
// Nothing selected yet and there's something to select: default to
// the first root rather than opening on an empty, useless
// Inspector. Only fires once — any real click overwrites it, and
// it never fights a deliberate deselect because there's no way to
// deselect yet.
if (_state.Selected is null && world.Roots.Count > 0)
_state.Selected = world.Roots[0];
// FirstUseEver, not every frame: a real editor session lets the
// user drag panels wherever they want, and re-forcing a position
// every frame would fight that the moment they did. This only
// picks a sane, non-overlapping default before ImGui has ever
// seen these windows (or after Reset Layout, once that exists).
ImGui.SetNextWindowPos(new(10, 10), ImGuiCond.FirstUseEver);
ImGui.SetNextWindowSize(new(220, 90), ImGuiCond.FirstUseEver);
ImGui.Begin("Lingua Editor");
ImGui.Text($"FPS: {1f / MathF.Max(_time.DeltaTime, 0.0001f):F0}");
ImGui.Text($"Frame: {_time.FrameCount}");
ImGui.Separator();
if (ImGui.Button(_playMode!.IsPlaying ? "Stop" : "Play"))
{
if (_playMode.IsPlaying)
_playMode.ExitPlay();
else
_playMode.EnterPlay();
}
ImGui.SameLine();
ImGui.Text(_playMode.IsPlaying ? "(Playing)" : "(Edit mode)");
ImGui.End();
HierarchyPanel.Draw(world, _state);
InspectorPanel.Draw(_state);
_gizmo.Draw(_state, _camera!, _window!);
_controller.Render();
}
}