Expand description
In-Engine Editor — master state, camera, undo/redo, grid, shortcuts.
This module is the entry point for the editor subsystem. It owns the
top-level EditorState and wires together all sub-panels.
Re-exports§
pub use inspector::Inspector;pub use hierarchy::HierarchyPanel;pub use console::DevConsole;pub use gizmos::GizmoRenderer;
Modules§
- ability_
editor - ai_
behavior_ editor - anim_
retarget - Animation retargeting system — skeleton mapping, IK solving, motion adaptation.
- animation_
compression - animation_
state_ machine - Animation state machine editor — states, transitions, blend trees, parameters.
- asset_
browser - Asset Browser — hierarchical filesystem view of saved SDF models, materials, animations, scenes, and shaders.
- audio_
editor - Audio system editor — waveform display, mixer, spatial audio config, DSP chain.
- audio_
mixer_ editor - bone_
rigger - Bone Rigger — click-to-place bone anchors on the SDF surface and define joint hierarchies for skeletal animation.
- build_
system - Build system editor — platform targets, build configurations, asset pipeline, packaging, code signing, deployment, CI integration, and build log viewer.
- camera_
controller - Camera Controller — orbit, pan, zoom, free-fly, and snap views for the editor viewport.
- cinematic_
editor - Cinematic / sequencer editor — timeline tracks, keyframes, camera cuts, director sequences.
- cinematic_
sequencer - color_
grading - Color grading editor — LUT generation, HDR grading, wheels, color science.
- console
- Developer console — command dispatcher, log ring-buffer, expression evaluator, auto-complete and history.
- curve_
editor - cutscene_
importer - dialogue_
editor - event_
editor - Event system editor — visual event graph, publisher/subscriber wiring, event timeline, dispatch tracing, priority queues, and event replay.
- font_
editor - Font and text editor — font atlas generation, glyph metrics, text layout, rich text.
- gizmos
- Gizmo renderer — 3D manipulation handles, measurement, annotations, selection outlines, light/collider/frustum/path/vector-field visualisations.
- gpu_
profiler - GPU profiler — timestamp queries, pipeline statistics, memory tracking, frame graph visualization, shader hot-spot analysis, and heat-map overlays.
- hierarchy
- Hierarchy panel — scene-tree view with full drag-drop, multi-select, prefab support, search/filter, undo, serialisation and keyboard navigation.
- input_
editor - Input editor — action maps, binding remapper, gamepad configurator, dead zone tuning, macro recorder, combo system, haptic editor, input replay.
- inspector
- Inspector panel — property editor for any scene object.
- inventory_
editor - kit_
panel - Kit Parameter Panel — real-time sliders for every rendering kit.
- level_
streaming_ editor - light_
probe - Light probe baker and reflection capture system.
- localization
- lod_
manager - Level-of-detail manager — mesh LOD generation, terrain LOD, streaming, occlusion culling.
- loot_
editor - map_
editor - material_
editor - Advanced material editor — PBR parameters, layered materials, material graph, texture slots.
- material_
painter - Material Painter — click-to-assign material tags on SDF surfaces.
- modeling_
editor - nav_
mesh - Navigation mesh editor — mesh generation, agent settings, dynamic obstacles, path visualization.
- network_
editor - Network editor — visual multiplayer graph, RPC system, replication settings, lag simulation, bandwidth monitor, session browser, and lobby management.
- node_
editor - Generic node editor foundation — ports, connections, layout, zoom/pan, minimap.
- particle_
editor - Visual particle system editor — emitter modules, curves, preview, gradient editor.
- particle_
system_ editor - perf_
overlay - Performance Overlay — real-time frame time, particle count, GPU utilisation, and per-kit cost breakdown for the editor viewport.
- physics_
debug - physics_
editor - post_fx
- Post-processing stack editor — effects chain, parameter panels, preview modes.
- prefab
- profiler
- quest_
editor - render_
graph_ editor - render_
pipeline - Render pipeline integration — pass graph, resource management, draw call batching.
- scene_
editor - Scene editor — entity management, component inspector, scene serialization, prefab integration.
- scene_
io - Scene I/O — save and load scenes to/from a custom binary format and a human-readable TOML format.
- scripting
- sdf_
node_ editor - SDF Node Editor — visual node graph for constructing signed-distance-field bodies.
- shader_
compiler - shader_
graph - spline_
editor - terrain
- terrain_
road_ tool - timeline
- Animation Timeline — keyframe curves for bone FK rotations, SDF morph targets, and kit parameter animation.
- ui_
canvas - UI canvas editor — widget hierarchy, layout engine, event system, theming.
- vfx_
graph - VFX Graph editor — node-based visual effects graph with GPU particle simulation, event handling, spawn contexts, attribute system, and full block library.
- viewport
- voxel_
editor - world_
editor - world_
streaming_ editor
Structs§
- Delete
Entity Command - Delete an entity from the scene.
- Editor
Camera - Free-fly camera that is completely independent of the game camera. Controlled by WASD + mouse look in the editor viewport.
- Editor
Config - Persistent editor preferences.
- Editor
Layout - Editor
State - The top-level editor state. Owns everything the editor needs to function.
- Editor
Stats - Live performance / scene statistics displayed in the editor overlay.
- Entity
Id - Opaque handle to a scene entity.
- GlyphId
- Opaque handle to a glyph.
- Grid
Renderer - Configuration and rendering logic for the infinite editor grid.
- Group
Selection Command - Group multiple entities together under a shared label.
- Move
Entity Command - Move one or more entities by a delta vector.
- Panel
Rect - Which editor panels are currently visible and their pixel bounds.
- Selection
Set - Tracks which entities / glyphs are currently selected in the editor.
- SetProperty
Command - Set a named string property on an entity.
- Shortcut
- A keyboard shortcut (key + modifiers).
- Shortcut
Registry - Maps shortcuts to editor actions.
- Spawn
Entity Command - Spawn an entity at a given position.
- Undo
History - Ring-buffer undo/redo stack (max 200 entries).
Enums§
- Editor
Action - Action the shortcut should trigger.
- Editor
Mode - The current operational mode of the editor.
- Editor
Theme - Visual colour scheme for the editor UI.
- PanelId
Traits§
- Editor
Command - Trait that every undoable editor command must implement.