refactor(editor): isolate engine service boundaries
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43
editor/app/Services/Engine/EngineSceneViewportBridge.h
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43
editor/app/Services/Engine/EngineSceneViewportBridge.h
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#pragma once
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#include "Engine/SceneViewportEngineBridge.h"
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#include <XCEngine/Rendering/Execution/SceneRenderer.h>
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namespace XCEngine::Components {
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class CameraComponent;
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class GameObject;
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}
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namespace XCEngine::UI::Editor::App {
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class EngineSceneViewportBridge {
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public:
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~EngineSceneViewportBridge();
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void Shutdown();
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SceneViewportFramePlanBuildStatus BuildFramePlan(
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const SceneViewportRenderRequest& request,
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const ::XCEngine::Rendering::RenderContext& renderContext,
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const ::XCEngine::Rendering::RenderSurface& surface,
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::XCEngine::Rendering::CameraFramePlan& outFramePlan);
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bool RenderFramePlan(
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const ::XCEngine::Rendering::CameraFramePlan& framePlan);
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bool TryResolveActiveSceneRenderObjectId(
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::XCEngine::Rendering::RenderObjectId renderObjectId,
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EditorSceneObjectId& outRuntimeObjectId) const;
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private:
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bool EnsureSceneViewportCamera();
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void ConfigureSceneViewportCamera(
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const EditorSceneCameraSnapshot& snapshot);
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std::unique_ptr<::XCEngine::Components::GameObject> m_sceneViewportCameraObject = {};
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::XCEngine::Components::CameraComponent* m_sceneViewportCamera = nullptr;
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::XCEngine::Rendering::SceneRenderer m_sceneViewportRenderer = {};
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};
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} // namespace XCEngine::UI::Editor::App
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