Add dedicated skinned rendering, pose restoration, shared Material and Material Instance slots, registry-driven components, Surface/Solari integration, transactional schema upgrades, navigation authoring, documentation, and evaluation evidence.
19 KiB
19 KiB
Editor Framework Documentation
Docs for the in-process egui editor (crates/editor/). Update this index when adding editor subsystems.
Documents
| Document | Contents |
|---|---|
| roadmap.md | Phased editor work and status |
| architecture.md | Plugins, cameras, PIE, settings split |
| brp.md | Remote protocol, authoring-only policy, commands |
| debt-audit.md | Zero-debt phase gates and remaining items |
| rendering.md | GI modes, post-process volumes, presets, post FX assets |
| brushes.md | Brush authoring schema, hydration behavior, and MVP limits |
| operator-regression-testing.md | Shared modal-tool commit/cancel/dirty/helper/undo invariants |
| session-recovery.md | Versioned restart state, clean/crash behavior, and privacy boundary |
| project-launcher.md | Pre-engine project selection, manifest identity, recents, and sandbox contract |
| build-and-package.md | Non-blocking editor builds, headless profiles, runtime output, and metadata |
| multi-scene-composition.md | Scene tabs, stable subscene references, ownership, validation, and recovery |
| prefab-authoring.md | Stable nested overrides, source Apply/conflicts, variants, unpacking, and local conversion |
| audio-authoring.md | Audio clip placement, source/listener controls, audition, buses, runtime parity, and validation |
| animation-authoring.md | glTF rig/clip import, stable controller states, preview, runtime API, and validation |
| navigation-authoring.md | Bounds, source geometry, deterministic bake, viewport path preview, and runtime query workflow |
| extensibility.md | Static authoring component lifecycle registration, stable IDs, composition, and generic history |
| material-system.md | Shared Material/Material Instance assets, static/skinned renderer slots, Surface ABI, Solari scope, and migration |
| evaluations/material-renderer-foundation/ | Live screenshots and verification record for the renderer/material/component foundation |
Subsystems (code → doc)
| Code module | Responsibility | Doc |
|---|---|---|
lib.rs / EditorPluginGroup |
Ordered plugin bundle, lib/bin split | ADR 0008, architecture.md |
shared::components::BrushDesc / shared::hydration::brushes |
Persisted brush authoring data and generated runtime mesh hydration | brushes.md, ADR 0021 |
scene/ |
Level I/O, tabs, composition materialization, schema, viewport render-target setup | architecture.md, multi-scene-composition.md, ADR 0026 |
viewport/ |
Camera, selection, gizmos, render views | architecture.md |
play/ |
PIE session, editor mode state | architecture.md |
play/audio_preview.rs / game::audio |
Non-dirty editor audition and authored runtime playback/bus adapter | audio-authoring.md, ADR 0030 |
assets/animation.rs / ui/animation_inspector.rs / game::animation |
Generated animation manifests, controller authoring/preview, and runtime state adapter | animation-authoring.md, ADR 0031 |
ui/navigation_inspector.rs / scene::navigation / game::navigation |
Navigation authoring, deterministic bake artifacts, viewport preview, and runtime path queries | navigation-authoring.md, ADR 0032 |
assets/materials.rs / shared::renderer_material / shared::hydration::{static_meshes,skinned_meshes} |
Shared material discovery, stable renderer slots, and draw binding | material-system.md, ADR 0035 |
blacksite_surface / game_hot::rendering::solari / third_party/bevy_solari |
Surface ABI packing, raster composition, Solari evaluator dispatch, and deformation eligibility | material-system.md, rendering.md, ADR 0036 |
assets/ |
Catalog, asset DB, static mesh artifacts, thumbnails/, materials.rs, prefab overrides v2 |
this file (below), prefab-authoring.md, ADR 0017, ADR 0027 |
shared::prefab_overrides |
Versioned stable override schema and editor-independent runtime application | prefab-authoring.md, ADR 0027 |
project/ |
Workspace, settings UI, user prefs, support diagnostics | roadmap Phase 1 |
project/session.rs |
Versioned XDG session document, clean marker, and safe resume | session-recovery.md, ADR 0024 |
project/diagnostics_bundle.rs |
Privacy-bounded transactional support report export | session-recovery.md, ADR 0024 |
project/launcher.rs |
Strict project inspection, CLI activation, recent filtering, and sandbox scaffolding | project-launcher.md, ADR 0025 |
ext/ |
Command palette, BRP, game panel adapters | ADR 0007 |
ui/mod.rs |
Dock layout, unified viewport, menus | README controls |
ui/scene_tabs.rs |
Main-toolbar scene tabs and composition controls | multi-scene-composition.md, ADR 0026 |
ui/component_registry.rs |
Stable authoring component identities, lifecycle metadata, save policy, and inspector callbacks | extensibility.md, ADR 0034 |
ui/asset_browser/ |
Asset Browser tree, grid/list, details | roadmap Phase 4b |
history/ |
Undo/redo command stack | README controls |
crates/scene |
Schema stamp/migrate/validate (shared) | ADR 0006, ADR 0008 |
ext/extensibility.rs |
Command registry, ActorInspectorSection, palette |
Phase 6 |
operators.rs / operators/test_harness.rs |
Operator lifecycle/status bridge and reusable regression invariants | operator-regression-testing.md, BS-JD-502 |
ext/game_inspector.rs |
Game-registered inspector sections | Phase 6 |
Design intentions (stable)
- EditorOnly helper entities never appear in hierarchy or saved scenes. Visualizer proxies are editor-only but selectable; selection resolves to their source entity.
- Jackdaw-inspired roadmap work follows ADR 0020: use Jackdaw as design/API inspiration only unless a ticket explicitly marks code-derived work with source, license, and upstream commit notes. Clean-room implementation is preferred for geometry, terrain, operator, and extension systems.
- Dedicated egui
Camera2dat full window — never attachPrimaryEguiContextto a viewport-cropped 3D camera (NaN layout panic). - Unified viewport uses one render-to-texture target for both the editor fly camera and the possessed player camera so HDR/atmosphere is not broken by sub-viewport cropping.
- PIE: F8 possess/eject while sim runs; F6 pauses/resumes simulation in Play; project settings drive shared rendering for the active viewport camera.
- Asset browser mirrors the on-disk
assets/directory with project tree, breadcrumb, search/filter/sort, grid/list views, texture/model/material thumbnails, a details pane, and context-aware row/menu actions; narrow docks prioritize content, keep the root panel fixed, switch list view to a compact single-column layout, and hide tree/details panes when they would crowd the content area. The footer stays pinned while only the project tree, asset content, and details panels scroll. Built-ins holds spawnable primitives and lights. Materials folder scansassets/materials/*.ron, renders material thumbnails on a sphere usingMaterialDesc, and exposes shader-schema-driven parameters/textures in the details editor; Shaders holds shader schema RON files. Audio accepts Bevy-supported Ogg/Vorbis and Speex (.ogg,.oga,.spx), WAV, MP3, and FLAC clips underassets/audio/, with a dedicated filter, waveform icon, format/file details, and stable registry-backed references that retain a runtime source path. glTF/GLB/FBX rows can expand into a shelf of normalized embedded mesh, material, and texture subassets with independent generated thumbnails. Mesh subassets can be selected, dragged into the viewport, or placed from details/context menus; material subassets render source-material spheres; texture subassets can be applied to the selected actor. Model import settings are staged with Apply / Revert, asset context menus can regenerate thumbnails, material asset details edit sharedMaterialAssetfields, and file asset deletion moves sources/generated artifacts intoassets/.trash/. Before thumbnail loading, glTF sources preflight local external buffers/images and show a stable non-retryable failure state when a dependency is missing instead of repeatedly invoking the asset loader. - Static/skinned renderer split — model drag/drop uses normalized artifacts under
assets/meshes/generated/. Unrigged, non-animated sources createActorKind::StaticMesh + StaticMeshRenderer; skin-bound or animated sources createActorKind::SkinnedMesh + SkinnedMeshRendererand preserve the imported hierarchy. Static slots never contain marked skinned primitives or geometry from animated sources.SceneInstanceplacement keepsImportedModel + ModelReffor generic full-source scenes. See ADR 0033. - Animation authoring — glTF/GLB imports generate UUID-keyed rig/clip manifests and expandable skeleton/clip shelves. Clip drag creates a skinned actor or adds one exact-signature-compatible state to a selected skinned actor through typed history.
AnimationControllerDescexposes named states, ranges, loop/speed, default/crossfade, and non-dirty runtime-backed preview; project validation resolves the same stable refs and blocks animated/skinned FBX with conversion guidance. Production acceptance completed in Gitea #46. See animation-authoring.md and ADR 0031. - Navigation authoring — bounds, obstacles, areas, and links use typed history and viewport visualizers. Rerecast produces a versioned fingerprinted artifact; Polyanya powers both editor path preview and the game-owned runtime API. The existing horizontal toolbar path button creates or bakes bounds, while Scene > Navigation exposes the complete workflow. See navigation-authoring.md and ADR 0032.
- Brush authoring —
ActorKind::Brush + BrushDescstores persisted convex blockout faces, validates authored geometry in the inspector and Window → Brush Diagnostics, and hydrates active valid brushes into generated mesh children. See brushes.md. - Draw Brush —
B, toolbar pencil, or commandbrush.drawenters a floor-polygon draw mode. LMB places snapped points, Backspace removes the last point, Enter locks the outline for height editing, mouse up/down adjusts height, and Enter/LMB creates additive prism brushes through history. Esc/right-click cancels. Simple concave outlines decompose into convex brush parts; self-intersections remain blocked. - Brush edit modes — with a brush selected,
1/2/3/4enter vertex, edge, face, and clip element modes. Element modes show brush handles in the viewport, own LMB picking, support Shift multi-select, show a mode badge, and Esc returns to object mode. Vertex/edge/face selections use the standardW/E/Rgizmo at the element pivot and commit undoableSetBrushedits. Clip previews a bounds-based half-brush and commits with Enter; command-palette intersect, convex merge, and subtract operations use the same preview/commit lifecycle for conservative cuboid/prism blockout. - Collider split — imported mesh collision lives in a separate
ColliderDesc::StaticMeshplus optionalRigidBodyDesc; renderer slots own only render visibility, shadows, mesh, and material references. - Material assets and renderer slots — Material and direct-base Material Instance documents are shared assets.
StaticMeshRendererandSkinnedMeshRenderereach own stable material slots with imported source defaults and explicit shared assignments; Clear returns to the source default, while reimported missing slots retain overrides as orphans instead of matching by name. Runtime-only property blocks never mutate or persist into the shared asset. Custom Surface evaluators use the same constrained ABI for raster and Solari-eligible non-deformed geometry; skinned/morph geometry is deliberately excluded from Solari until deformed BLAS updates exist. See material-system.md, ADR 0035, and ADR 0036. - Prefab authoring — shared
PrefabOverridestargets generated actors by nested anchor chain plus stableActorId, and applies reflected property/component plus same-layer structural operations in editor and game hydration. The editor supports scoped Revert and transactional Apply to source with three-way conflict checks, exact-file undo guards, and recoverable changed/broken/conflict states.HydratedPrefabMemberkeeps generated content out of owner serialization; linked-root saves retain local structure as variants. Unpack Layer preserves nested links, while Convert to Local recursively removes them. See prefab-authoring.md and ADR 0027. - Visual language uses a near-black industrial shell, a compact Blacksite identity mark, restrained amber actions/primary selection, cyan secondary selection, semantic status colors, stable grouped controls, and shared elevated viewport chips. Primary/secondary selection roles remain consistent across hierarchy rows, viewport x-ray shells/corner brackets, the selection HUD, and transform interactions. See visual-language.md.
- Hierarchy shows authored objects plus useful runtime context (
Player,PlayerCamera, Project Sun). Ordinary runtime rows remain read-only; generated prefab rows expose override-aware inspection and same-layer remove/reparent actions while rejecting cross-instance/layer and composition-boundary drops. Locks prevent selection, gizmos, drag participation, structural targets, and mutating context actions. Authored reparenting preserves world placement and records parent/local-transform/manual-order changes as one undoable command. - Player placement is authored through
PlayerSpawn; selecting the runtime player in Edit mode redirects to a savedPlayer Start. - World lighting has two layers: project default sun/ambient settings, and optional scene-authored directional
LightDescoverrides. Scene → Lighting menu and Rendering panel (Window) restore project sun or bake a scene directional from project settings. Apply in Project Settings updates ambient and sun illuminance live. - Rendering —
GiMode+ post-process volumes; see rendering.md. Window → Rendering shows requested/effective active-camera stack, fallback reason, Solari eligibility, viewport GI badge, and volume HUD. - Inspector shows a responsive header, Transform, registered authoring component cards, and an Add Component footer (
actor_inspector) that expands an inline search shelf above the button; only the component body scrolls. Rows wrap or stack inside narrow docks instead of forcing the panel wider, and legacy authoring sections use the same component-card shell. Component card carets collapse/expand for the current editor session, status dots toggle persistedAuthoringComponentStates, and triple-dot menus provide registry-backed reset, copy/paste values, move, remove, and documentation slots.InspectorOrdercontrols presentation only. The Add Component shelf is registry-driven with persistent search, category groups, descriptions, hydration hints, duplicate/conflict disabled states, and recommendation hints. Static game/editor extensions register reflected lifecycle metadata and their inspector together; see extensibility.md and ADR 0034. - Command palette (
Ctrl+P): opens centered, clears and focuses the filter, selects the first result, searches both human-facing labels and stable command IDs, and supports arrow-key selection and Enter to run. Commands includescene.reset_lighting,brush.draw,brush.subtract,brush.intersect,brush.merge_convex,rendering.create_volume,rendering.select_volumes_at_camera,rendering.focus_active_volumes,selection.group,selection.focus,selection.reset_transform, and play commands. - Editor input routing gives egui text fields first claim on keyboard input. Viewport shortcut keys require viewport pointer focus and are suspended while RMB/MMB camera navigation is active.
- ActorKind remains required as a saved compatibility/display hint, is repaired from primary components on load and component transactions, and does not prohibit compatible composition such as renderer plus light. Component validation owns requirements and geometry-source conflicts.
- Scene persistence and recovery use transactional same-directory writes for authored scenes and bounded user-local recovery snapshots for dirty saved scenes. Recovery runs every 120 seconds by default, keeps five generations, never marks the scene clean, and appears as a status/File-menu restore or discard action when newer than the authored file. Restore leaves the original scene dirty until manually saved. See ADR 0023.
- Scene visualizers expose actor root icons, colliders, lights, player spawns, gameplay markers, volumes, prefab/model anchors, Project Sun, and runtime player/camera markers without changing saved scene data. Spot lights show inner/outer cones and cameras show near/far frusta. Viewport options independently gate visualizer categories and include actor icon and transform-gizmo size sliders.
- Clean game-view overlay (
G) hides editor chrome, grid, selection outlines, transform gizmos, actor root icons, visualizers, and selectable proxies without changing camera ownership;Ctrl+Gtoggles grid. - Viewport shading (toolbar): Lit (default WYSIWYG), Unlit (base-color debug), Colliders (hide meshes, emphasize collider gizmos). The viewport combines active shading/render path in one bottom-right chip, draws a camera-relative X/Y/Z orientation widget, identifies the primary selection in a responsive top-right HUD, and previews asset placement with a pointer card, placement reticle, corner brackets, and highlighted drop boundary.
- Hierarchy sort modes (Manual, Name, Type) use stable tie-breakers so duplicate names (e.g. several
Pillarrows) do not reorder on every click. Actor drags use the full remaining row width as an attach target, show a pointer-following action card, preserve world transforms, reject cycles, keep selected subtrees intact, auto-expand the new parent, and commit one undoable hierarchy command. Manual mode additionally exposes between-row reorder targets and the drag-only Scene Root unparent target. - Viewport picking: click selects nearest object, generated mesh child resolved to its authored actor, actor root icon, or visualizer hit, with actor icons preferred when clicked over meshes; Tab cycles overlapping targets at the last click. The selection HUD reports the current overlapping-pick position, and additive selections use an amber primary plus cyan secondary treatment. All unlocked selected actors participate in the grouped transform gizmo and one undoable transform command.
- Settings data lives in
crates/settings; settings UI lives insettings_ui.rs.
When implementing or changing any of the above, update this file and the root README in the same change.