2025-11-21 10:03:18 +08:00
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//! Main engine implementation.
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//! 主引擎实现。
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use wasm_bindgen::prelude::*;
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use super::context::WebGLContext;
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use super::error::Result;
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use crate::input::InputManager;
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2025-11-23 14:49:37 +08:00
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use crate::renderer::{Renderer2D, GridRenderer, GizmoRenderer, TransformMode, ViewportManager};
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2025-11-21 10:03:18 +08:00
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use crate::resource::TextureManager;
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/// Engine configuration options.
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/// 引擎配置选项。
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#[derive(Debug, Clone)]
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pub struct EngineConfig {
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/// Maximum sprites per batch.
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/// 每批次最大精灵数。
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pub max_sprites: usize,
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/// Enable debug mode.
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/// 启用调试模式。
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pub debug: bool,
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}
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impl Default for EngineConfig {
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fn default() -> Self {
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Self {
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max_sprites: 10000,
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debug: false,
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}
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}
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}
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/// Main game engine.
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/// 主游戏引擎。
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///
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/// Coordinates all engine subsystems including rendering, input, and resources.
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/// 协调所有引擎子系统,包括渲染、输入和资源。
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pub struct Engine {
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/// WebGL context.
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/// WebGL上下文。
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context: WebGLContext,
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/// 2D renderer.
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/// 2D渲染器。
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renderer: Renderer2D,
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2025-11-23 14:49:37 +08:00
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/// Grid renderer for editor.
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/// 编辑器网格渲染器。
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grid_renderer: GridRenderer,
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/// Gizmo renderer for editor overlays.
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/// 编辑器叠加层Gizmo渲染器。
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gizmo_renderer: GizmoRenderer,
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2025-11-21 10:03:18 +08:00
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/// Texture manager.
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/// 纹理管理器。
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texture_manager: TextureManager,
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/// Input manager.
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/// 输入管理器。
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input_manager: InputManager,
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/// Engine configuration.
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/// 引擎配置。
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#[allow(dead_code)]
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config: EngineConfig,
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2025-11-23 14:49:37 +08:00
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/// Whether to show grid.
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/// 是否显示网格。
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show_grid: bool,
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/// Viewport manager for multi-viewport rendering.
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/// 多视口渲染的视口管理器。
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viewport_manager: ViewportManager,
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/// Whether to show gizmos.
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/// 是否显示辅助工具。
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show_gizmos: bool,
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2025-11-21 10:03:18 +08:00
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}
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impl Engine {
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/// Create a new engine instance.
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/// 创建新的引擎实例。
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///
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/// # Arguments | 参数
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/// * `canvas_id` - The HTML canvas element ID | HTML canvas元素ID
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/// * `config` - Engine configuration | 引擎配置
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///
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/// # Returns | 返回
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/// A new Engine instance or an error | 新的Engine实例或错误
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pub fn new(canvas_id: &str, config: EngineConfig) -> Result<Self> {
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let context = WebGLContext::new(canvas_id)?;
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// Initialize WebGL state | 初始化WebGL状态
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context.set_viewport();
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context.enable_blend();
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// Create subsystems | 创建子系统
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let renderer = Renderer2D::new(context.gl(), config.max_sprites)?;
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2025-11-23 14:49:37 +08:00
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let grid_renderer = GridRenderer::new(context.gl())?;
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let gizmo_renderer = GizmoRenderer::new(context.gl())?;
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2025-11-21 10:03:18 +08:00
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let texture_manager = TextureManager::new(context.gl().clone());
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let input_manager = InputManager::new();
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log::info!("Engine created successfully | 引擎创建成功");
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Ok(Self {
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context,
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renderer,
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2025-11-23 14:49:37 +08:00
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grid_renderer,
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gizmo_renderer,
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2025-11-21 10:03:18 +08:00
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texture_manager,
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input_manager,
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config,
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2025-11-23 14:49:37 +08:00
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show_grid: true,
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viewport_manager: ViewportManager::new(),
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show_gizmos: true,
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2025-11-21 10:03:18 +08:00
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})
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}
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/// Create a new engine instance from external WebGL context.
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/// 从外部 WebGL 上下文创建引擎实例。
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///
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/// This is designed for environments like WeChat MiniGame.
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/// 适用于微信小游戏等环境。
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pub fn from_external(
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gl_context: JsValue,
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width: u32,
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height: u32,
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config: EngineConfig,
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) -> Result<Self> {
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let context = WebGLContext::from_external(gl_context, width, height)?;
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context.set_viewport();
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context.enable_blend();
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let renderer = Renderer2D::new(context.gl(), config.max_sprites)?;
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2025-11-23 14:49:37 +08:00
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let grid_renderer = GridRenderer::new(context.gl())?;
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let gizmo_renderer = GizmoRenderer::new(context.gl())?;
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2025-11-21 10:03:18 +08:00
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let texture_manager = TextureManager::new(context.gl().clone());
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let input_manager = InputManager::new();
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log::info!("Engine created from external context | 从外部上下文创建引擎");
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Ok(Self {
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context,
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renderer,
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2025-11-23 14:49:37 +08:00
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grid_renderer,
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gizmo_renderer,
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2025-11-21 10:03:18 +08:00
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texture_manager,
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input_manager,
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config,
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2025-11-23 14:49:37 +08:00
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show_grid: true,
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viewport_manager: ViewportManager::new(),
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show_gizmos: true,
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2025-11-21 10:03:18 +08:00
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})
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}
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/// Clear the screen with specified color.
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/// 使用指定颜色清除屏幕。
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pub fn clear(&self, r: f32, g: f32, b: f32, a: f32) {
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self.context.clear(r, g, b, a);
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}
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/// Get canvas width.
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/// 获取画布宽度。
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#[inline]
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pub fn width(&self) -> u32 {
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self.context.width()
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}
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/// Get canvas height.
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/// 获取画布高度。
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#[inline]
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pub fn height(&self) -> u32 {
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self.context.height()
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}
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/// Submit sprite batch data for rendering.
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/// 提交精灵批次数据进行渲染。
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pub fn submit_sprite_batch(
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&mut self,
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transforms: &[f32],
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texture_ids: &[u32],
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uvs: &[f32],
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colors: &[u32],
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) -> Result<()> {
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2025-11-23 14:49:37 +08:00
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// Debug: log once
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use std::sync::atomic::{AtomicBool, Ordering};
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static LOGGED: AtomicBool = AtomicBool::new(false);
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if !LOGGED.swap(true, Ordering::Relaxed) {
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let sprite_count = texture_ids.len();
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log::info!("Engine submit_sprite_batch: {} sprites, texture_ids: {:?}", sprite_count, texture_ids);
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}
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2025-11-21 10:03:18 +08:00
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self.renderer.submit_batch(
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transforms,
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texture_ids,
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uvs,
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colors,
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&self.texture_manager,
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)
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}
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/// Render the current frame.
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/// 渲染当前帧。
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pub fn render(&mut self) -> Result<()> {
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2025-11-23 14:49:37 +08:00
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// Clear background with clear color
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let [r, g, b, a] = self.renderer.get_clear_color();
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self.context.clear(r, g, b, a);
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// Render grid first (background)
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if self.show_grid {
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self.grid_renderer.render(self.context.gl(), self.renderer.camera());
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self.grid_renderer.render_axes(self.context.gl(), self.renderer.camera());
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}
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// Render sprites
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self.renderer.render(self.context.gl(), &self.texture_manager)?;
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// Render gizmos on top
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2025-11-27 20:42:46 +08:00
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if self.show_gizmos {
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self.gizmo_renderer.render(self.context.gl(), self.renderer.camera());
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2025-11-29 23:00:48 +08:00
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// Render axis indicator in corner
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// 在角落渲染坐标轴指示器
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2025-11-27 20:42:46 +08:00
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self.gizmo_renderer.render_axis_indicator(
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self.context.gl(),
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self.context.width() as f32,
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self.context.height() as f32,
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);
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}
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self.gizmo_renderer.clear();
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Ok(())
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}
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2025-11-27 20:42:46 +08:00
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/// Render sprites only without clearing the screen.
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/// 仅渲染精灵,不清除屏幕。
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///
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/// This is used for overlay rendering (e.g., UI layer on top of world).
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/// 用于叠加渲染(例如,UI 层叠加在世界上)。
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pub fn render_overlay(&mut self) -> Result<()> {
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// Render sprites without clearing
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// 渲染精灵但不清屏
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self.renderer.render(self.context.gl(), &self.texture_manager)?;
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Ok(())
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}
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2025-11-23 14:49:37 +08:00
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/// Add a rectangle gizmo.
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/// 添加矩形Gizmo。
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pub fn add_gizmo_rect(
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&mut self,
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x: f32,
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y: f32,
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width: f32,
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height: f32,
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rotation: f32,
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origin_x: f32,
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origin_y: f32,
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r: f32,
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g: f32,
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b: f32,
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a: f32,
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show_handles: bool,
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) {
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self.gizmo_renderer.add_rect(x, y, width, height, rotation, origin_x, origin_y, r, g, b, a, show_handles);
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}
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2025-11-29 23:00:48 +08:00
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/// Add a circle gizmo.
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/// 添加圆形Gizmo。
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pub fn add_gizmo_circle(
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&mut self,
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x: f32,
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y: f32,
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radius: f32,
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r: f32,
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g: f32,
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b: f32,
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a: f32,
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) {
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self.gizmo_renderer.add_circle(x, y, radius, r, g, b, a);
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|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Add a line gizmo.
|
|
|
|
|
|
/// 添加线条Gizmo。
|
|
|
|
|
|
pub fn add_gizmo_line(
|
|
|
|
|
|
&mut self,
|
|
|
|
|
|
points: Vec<f32>,
|
|
|
|
|
|
r: f32,
|
|
|
|
|
|
g: f32,
|
|
|
|
|
|
b: f32,
|
|
|
|
|
|
a: f32,
|
|
|
|
|
|
closed: bool,
|
|
|
|
|
|
) {
|
|
|
|
|
|
self.gizmo_renderer.add_line(points, r, g, b, a, closed);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Add a capsule gizmo.
|
|
|
|
|
|
/// 添加胶囊Gizmo。
|
|
|
|
|
|
pub fn add_gizmo_capsule(
|
|
|
|
|
|
&mut self,
|
|
|
|
|
|
x: f32,
|
|
|
|
|
|
y: f32,
|
|
|
|
|
|
radius: f32,
|
|
|
|
|
|
half_height: f32,
|
|
|
|
|
|
rotation: f32,
|
|
|
|
|
|
r: f32,
|
|
|
|
|
|
g: f32,
|
|
|
|
|
|
b: f32,
|
|
|
|
|
|
a: f32,
|
|
|
|
|
|
) {
|
|
|
|
|
|
self.gizmo_renderer.add_capsule(x, y, radius, half_height, rotation, r, g, b, a);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-23 14:49:37 +08:00
|
|
|
|
/// Set transform tool mode.
|
|
|
|
|
|
/// 设置变换工具模式。
|
|
|
|
|
|
pub fn set_transform_mode(&mut self, mode: u8) {
|
|
|
|
|
|
let transform_mode = match mode {
|
|
|
|
|
|
1 => TransformMode::Move,
|
|
|
|
|
|
2 => TransformMode::Rotate,
|
|
|
|
|
|
3 => TransformMode::Scale,
|
|
|
|
|
|
_ => TransformMode::Select,
|
|
|
|
|
|
};
|
|
|
|
|
|
self.gizmo_renderer.set_transform_mode(transform_mode);
|
2025-11-21 10:03:18 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Load a texture from URL.
|
|
|
|
|
|
/// 从URL加载纹理。
|
|
|
|
|
|
pub fn load_texture(&mut self, id: u32, url: &str) -> Result<()> {
|
|
|
|
|
|
self.texture_manager.load_texture(id, url)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-23 14:49:37 +08:00
|
|
|
|
/// Load texture by path, returning texture ID.
|
|
|
|
|
|
/// 按路径加载纹理,返回纹理ID。
|
|
|
|
|
|
pub fn load_texture_by_path(&mut self, path: &str) -> Result<u32> {
|
|
|
|
|
|
self.texture_manager.load_texture_by_path(path)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Get texture ID by path.
|
|
|
|
|
|
/// 按路径获取纹理ID。
|
|
|
|
|
|
pub fn get_texture_id_by_path(&self, path: &str) -> Option<u32> {
|
|
|
|
|
|
self.texture_manager.get_texture_id_by_path(path)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Get or load texture by path.
|
|
|
|
|
|
/// 按路径获取或加载纹理。
|
|
|
|
|
|
pub fn get_or_load_by_path(&mut self, path: &str) -> Result<u32> {
|
|
|
|
|
|
self.texture_manager.get_or_load_by_path(path)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-21 10:03:18 +08:00
|
|
|
|
/// Check if a key is currently pressed.
|
|
|
|
|
|
/// 检查某个键是否当前被按下。
|
|
|
|
|
|
pub fn is_key_down(&self, key_code: &str) -> bool {
|
|
|
|
|
|
self.input_manager.is_key_down(key_code)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Update input state.
|
|
|
|
|
|
/// 更新输入状态。
|
|
|
|
|
|
pub fn update_input(&mut self) {
|
|
|
|
|
|
self.input_manager.update();
|
|
|
|
|
|
}
|
2025-11-23 14:49:37 +08:00
|
|
|
|
|
|
|
|
|
|
/// Resize viewport.
|
|
|
|
|
|
/// 调整视口大小。
|
|
|
|
|
|
pub fn resize(&mut self, width: f32, height: f32) {
|
|
|
|
|
|
self.context.resize(width as u32, height as u32);
|
|
|
|
|
|
self.renderer.resize(width, height);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Set camera position, zoom, and rotation.
|
|
|
|
|
|
/// 设置相机位置、缩放和旋转。
|
|
|
|
|
|
///
|
|
|
|
|
|
/// # Arguments | 参数
|
|
|
|
|
|
/// * `x` - Camera X position | 相机X位置
|
|
|
|
|
|
/// * `y` - Camera Y position | 相机Y位置
|
|
|
|
|
|
/// * `zoom` - Zoom level | 缩放级别
|
|
|
|
|
|
/// * `rotation` - Rotation in radians | 旋转角度(弧度)
|
|
|
|
|
|
pub fn set_camera(&mut self, x: f32, y: f32, zoom: f32, rotation: f32) {
|
|
|
|
|
|
let camera = self.renderer.camera_mut();
|
|
|
|
|
|
camera.position.x = x;
|
|
|
|
|
|
camera.position.y = y;
|
|
|
|
|
|
camera.set_zoom(zoom);
|
|
|
|
|
|
camera.rotation = rotation;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Get camera position.
|
|
|
|
|
|
/// 获取相机位置。
|
|
|
|
|
|
pub fn get_camera(&self) -> (f32, f32, f32, f32) {
|
|
|
|
|
|
let camera = self.renderer.camera();
|
|
|
|
|
|
(camera.position.x, camera.position.y, camera.zoom, camera.rotation)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Set grid visibility.
|
|
|
|
|
|
/// 设置网格可见性。
|
|
|
|
|
|
pub fn set_show_grid(&mut self, show: bool) {
|
|
|
|
|
|
self.show_grid = show;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Set gizmo visibility.
|
|
|
|
|
|
/// 设置辅助工具可见性。
|
|
|
|
|
|
pub fn set_show_gizmos(&mut self, show: bool) {
|
|
|
|
|
|
self.show_gizmos = show;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Get gizmo visibility.
|
|
|
|
|
|
/// 获取辅助工具可见性。
|
|
|
|
|
|
pub fn show_gizmos(&self) -> bool {
|
|
|
|
|
|
self.show_gizmos
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Set clear color for the active viewport.
|
|
|
|
|
|
/// 设置活动视口的清除颜色。
|
|
|
|
|
|
pub fn set_clear_color(&mut self, r: f32, g: f32, b: f32, a: f32) {
|
|
|
|
|
|
if let Some(target) = self.viewport_manager.active_mut() {
|
|
|
|
|
|
target.set_clear_color(r, g, b, a);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// Fallback to primary renderer
|
|
|
|
|
|
self.renderer.set_clear_color(r, g, b, a);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ===== Multi-viewport API =====
|
|
|
|
|
|
// ===== 多视口 API =====
|
|
|
|
|
|
|
|
|
|
|
|
/// Register a new viewport.
|
|
|
|
|
|
/// 注册新视口。
|
|
|
|
|
|
pub fn register_viewport(&mut self, id: &str, canvas_id: &str) -> Result<()> {
|
|
|
|
|
|
self.viewport_manager.register(id, canvas_id)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Unregister a viewport.
|
|
|
|
|
|
/// 注销视口。
|
|
|
|
|
|
pub fn unregister_viewport(&mut self, id: &str) {
|
|
|
|
|
|
self.viewport_manager.unregister(id);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Set the active viewport.
|
|
|
|
|
|
/// 设置活动视口。
|
|
|
|
|
|
pub fn set_active_viewport(&mut self, id: &str) -> bool {
|
|
|
|
|
|
self.viewport_manager.set_active(id)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Get active viewport ID.
|
|
|
|
|
|
/// 获取活动视口ID。
|
|
|
|
|
|
pub fn active_viewport_id(&self) -> Option<&str> {
|
|
|
|
|
|
self.viewport_manager.active().map(|v| v.id.as_str())
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Set camera for a specific viewport.
|
|
|
|
|
|
/// 为特定视口设置相机。
|
|
|
|
|
|
pub fn set_viewport_camera(&mut self, viewport_id: &str, x: f32, y: f32, zoom: f32, rotation: f32) {
|
|
|
|
|
|
if let Some(viewport) = self.viewport_manager.get_mut(viewport_id) {
|
|
|
|
|
|
viewport.set_camera(x, y, zoom, rotation);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Get camera for a specific viewport.
|
|
|
|
|
|
/// 获取特定视口的相机。
|
|
|
|
|
|
pub fn get_viewport_camera(&self, viewport_id: &str) -> Option<(f32, f32, f32, f32)> {
|
|
|
|
|
|
self.viewport_manager.get(viewport_id).map(|v| v.get_camera())
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Set viewport configuration.
|
|
|
|
|
|
/// 设置视口配置。
|
|
|
|
|
|
pub fn set_viewport_config(&mut self, viewport_id: &str, show_grid: bool, show_gizmos: bool) {
|
|
|
|
|
|
if let Some(viewport) = self.viewport_manager.get_mut(viewport_id) {
|
|
|
|
|
|
viewport.config.show_grid = show_grid;
|
|
|
|
|
|
viewport.config.show_gizmos = show_gizmos;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Resize a specific viewport.
|
|
|
|
|
|
/// 调整特定视口大小。
|
|
|
|
|
|
pub fn resize_viewport(&mut self, viewport_id: &str, width: u32, height: u32) {
|
|
|
|
|
|
if let Some(viewport) = self.viewport_manager.get_mut(viewport_id) {
|
|
|
|
|
|
viewport.resize(width, height);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Render to a specific viewport.
|
|
|
|
|
|
/// 渲染到特定视口。
|
|
|
|
|
|
pub fn render_to_viewport(&mut self, viewport_id: &str) -> Result<()> {
|
|
|
|
|
|
let viewport = match self.viewport_manager.get(viewport_id) {
|
|
|
|
|
|
Some(v) => v,
|
|
|
|
|
|
None => return Ok(()),
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Get viewport settings
|
|
|
|
|
|
let show_grid = viewport.config.show_grid;
|
|
|
|
|
|
let show_gizmos = viewport.config.show_gizmos;
|
|
|
|
|
|
let camera = viewport.camera.clone();
|
|
|
|
|
|
|
|
|
|
|
|
// Bind viewport and clear
|
|
|
|
|
|
viewport.bind();
|
|
|
|
|
|
viewport.clear();
|
|
|
|
|
|
|
|
|
|
|
|
// Update renderer camera to match viewport camera
|
|
|
|
|
|
let renderer_camera = self.renderer.camera_mut();
|
|
|
|
|
|
renderer_camera.position = camera.position;
|
|
|
|
|
|
renderer_camera.set_zoom(camera.zoom);
|
|
|
|
|
|
renderer_camera.rotation = camera.rotation;
|
|
|
|
|
|
renderer_camera.set_viewport(camera.viewport_width(), camera.viewport_height());
|
|
|
|
|
|
|
|
|
|
|
|
// Render grid if enabled
|
|
|
|
|
|
if show_grid {
|
|
|
|
|
|
self.grid_renderer.render(viewport.gl(), &camera);
|
|
|
|
|
|
self.grid_renderer.render_axes(viewport.gl(), &camera);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Render sprites
|
|
|
|
|
|
self.renderer.render(viewport.gl(), &self.texture_manager)?;
|
|
|
|
|
|
|
|
|
|
|
|
// Render gizmos if enabled
|
|
|
|
|
|
if show_gizmos {
|
|
|
|
|
|
self.gizmo_renderer.render(viewport.gl(), &camera);
|
2025-11-27 20:42:46 +08:00
|
|
|
|
// Render axis indicator in corner
|
|
|
|
|
|
// 在角落渲染坐标轴指示器
|
|
|
|
|
|
let (vp_width, vp_height) = viewport.dimensions();
|
|
|
|
|
|
self.gizmo_renderer.render_axis_indicator(
|
|
|
|
|
|
viewport.gl(),
|
|
|
|
|
|
vp_width as f32,
|
|
|
|
|
|
vp_height as f32,
|
|
|
|
|
|
);
|
2025-11-23 14:49:37 +08:00
|
|
|
|
}
|
|
|
|
|
|
self.gizmo_renderer.clear();
|
|
|
|
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Get all registered viewport IDs.
|
|
|
|
|
|
/// 获取所有已注册的视口ID。
|
|
|
|
|
|
pub fn viewport_ids(&self) -> Vec<String> {
|
|
|
|
|
|
self.viewport_manager.viewport_ids().into_iter().cloned().collect()
|
|
|
|
|
|
}
|
2025-11-21 10:03:18 +08:00
|
|
|
|
}
|