refactor(editor): 重构 Editor 使用 Engine 的 Component/Scene 系统

- Editor CMakeLists.txt 链接 XCEngine 库
- 删除 editor/src/Core/GameObject.h (简化版)
- SelectionManager 使用 Engine::Components::GameObject*
- SceneManager 使用 Engine::Scene
- HierarchyPanel 使用 Engine GameObject API
- InspectorPanel 使用 Engine TransformComponent

注意: Engine RHI Shader 接口有编译错误需要修复
This commit is contained in:
2026-03-24 18:38:01 +08:00
parent c66ba2feb3
commit 135fe9145b
12 changed files with 346 additions and 560 deletions

View File

@@ -3,11 +3,12 @@
#include "Managers/SelectionManager.h"
#include <imgui.h>
#include <string>
#include <glm/glm.hpp>
namespace UI {
InspectorPanel::InspectorPanel() : Panel("Inspector") {
m_selectionHandlerId = SelectionManager::Get().OnSelectionChanged.Subscribe([this](EntityID) {
m_selectionHandlerId = SelectionManager::Get().OnSelectionChanged.Subscribe([this](uint64_t) {
});
}
@@ -18,8 +19,7 @@ InspectorPanel::~InspectorPanel() {
void InspectorPanel::Render() {
ImGui::Begin(m_name.c_str(), nullptr, ImGuiWindowFlags_None);
EntityID selectedId = SelectionManager::Get().GetSelectedEntity();
GameObject* entity = SceneManager::Get().GetEntity(selectedId);
XCEngine::Components::GameObject* entity = SelectionManager::Get().GetSelectedEntity();
if (entity) {
RenderEntity(entity);
@@ -31,59 +31,41 @@ void InspectorPanel::Render() {
ImGui::End();
}
void InspectorPanel::RenderEntity(GameObject* entity) {
ImGui::Text("%s", entity->name.c_str());
void InspectorPanel::RenderEntity(XCEngine::Components::GameObject* entity) {
ImGui::Text("%s", entity->GetName().c_str());
ImGui::Separator();
for (auto& component : entity->components) {
for (auto& component : entity->m_components) {
RenderComponent(component.get());
ImGui::Separator();
}
}
void InspectorPanel::RenderComponent(Component* component) {
void InspectorPanel::RenderComponent(XCEngine::Components::Component* component) {
if (!component) return;
const char* name = component->GetName().c_str();
std::string headerId = name + std::string("##") + std::to_string(reinterpret_cast<uintptr_t>(component));
std::string headerId = std::string(name) + "##" + std::to_string(reinterpret_cast<uintptr_t>(component));
if (ImGui::CollapsingHeader(headerId.c_str(), ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Indent(10.0f);
if (auto* transform = dynamic_cast<TransformComponent*>(component)) {
ImGui::Text("Position");
ImGui::SameLine(80);
ImGui::SetNextItemWidth(180);
ImGui::DragFloat3("##Position", transform->position, 0.1f);
if (auto* transform = dynamic_cast<XCEngine::Components::TransformComponent*>(component)) {
glm::vec3 position = transform->GetLocalPosition();
glm::vec3 rotation = transform->GetLocalEulerAngles();
glm::vec3 scale = transform->GetLocalScale();
ImGui::Text("Rotation");
ImGui::SameLine(80);
ImGui::SetNextItemWidth(180);
ImGui::DragFloat3("##Rotation", transform->rotation, 1.0f);
ImGui::Text("Scale");
ImGui::SameLine(80);
ImGui::SetNextItemWidth(180);
ImGui::DragFloat3("##Scale", transform->scale, 0.1f);
}
else if (auto* meshRenderer = dynamic_cast<MeshRendererComponent*>(component)) {
char materialBuffer[256] = {};
strncpy_s(materialBuffer, meshRenderer->materialName.c_str(), sizeof(materialBuffer) - 1);
ImGui::Text("Material");
ImGui::SameLine(80);
ImGui::SetNextItemWidth(180);
if (ImGui::InputText("##Material", materialBuffer, sizeof(materialBuffer))) {
meshRenderer->materialName = materialBuffer;
if (ImGui::DragFloat3("Position", &position.x, 0.1f)) {
transform->SetLocalPosition(position);
}
char meshBuffer[256] = {};
strncpy_s(meshBuffer, meshRenderer->meshName.c_str(), sizeof(meshBuffer) - 1);
ImGui::Text("Mesh");
ImGui::SameLine(80);
ImGui::SetNextItemWidth(180);
if (ImGui::InputText("##Mesh", meshBuffer, sizeof(meshBuffer))) {
meshRenderer->meshName = meshBuffer;
if (ImGui::DragFloat3("Rotation", &rotation.x, 1.0f)) {
transform->SetLocalEulerAngles(rotation);
}
if (ImGui::DragFloat3("Scale", &scale.x, 0.1f)) {
transform->SetLocalScale(scale);
}
}
@@ -91,4 +73,4 @@ void InspectorPanel::RenderComponent(Component* component) {
}
}
}
}