feat: Lity3D Editor + file guide

- editor.py: tkinter IDE with explorer, code editor, output console
- Toolbar: Run (F5), Stop, Build (F7), Scene management
- 引擎文件说明.md: complete engine architecture documentation
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shuiyu1123 committed 2026-07-13 00:49:00 +08:00
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"""
Lity3D Editor - 引擎集成开发环境
双击打开,点 Run 运行游戏,点 Build 打包 exe
"""
import tkinter as tk
from tkinter import ttk, filedialog, scrolledtext, messagebox
import os, subprocess, json, sys, time
ENGINE_DIR = os.path.dirname(os.path.abspath(__file__))
class LityEditor:
def __init__(self):
self.root = tk.Tk()
self.root.title("Lity3D Editor")
self.root.geometry("1400x900")
self.root.configure(bg="#2b2d30")
self.current_file = None
self.process = None
self._setup_styles()
self._build_menu()
self._build_toolbar()
self._build_main_layout()
self._build_statusbar()
self._load_recent()
self.root.protocol("WM_DELETE_WINDOW", self._on_close)
def _setup_styles(self):
s = ttk.Style()
s.theme_use("clam")
s.configure("Dark.TFrame", background="#2b2d30")
s.configure("Dark.TLabel", background="#2b2d30", foreground="#cccccc")
s.configure("Tool.TButton", padding=4)
s.configure("Run.TButton", padding=6, font=("Segoe UI", 10, "bold"))
def _build_menu(self):
mb = tk.Menu(self.root, bg="#2b2d30", fg="#cccccc")
fm = tk.Menu(mb, tearoff=0, bg="#3c3f41", fg="#cccccc")
fm.add_command(label="New File", accelerator="Ctrl+N", command=self._new_file)
fm.add_command(label="Open File", accelerator="Ctrl+O", command=self._open_file)
fm.add_command(label="Open Folder", command=self._open_folder)
fm.add_separator()
fm.add_command(label="Save", accelerator="Ctrl+S", command=self._save_file)
fm.add_command(label="Save As", command=self._save_as)
fm.add_separator()
fm.add_command(label="Exit", command=self._on_close)
mb.add_cascade(label="File", menu=fm)
em = tk.Menu(mb, tearoff=0, bg="#3c3f41", fg="#cccccc")
em.add_command(label="Run Game", accelerator="F5", command=self._run_game)
em.add_command(label="Run Current File", accelerator="Ctrl+F5", command=self._run_current)
em.add_separator()
em.add_command(label="Build Executable", accelerator="F7", command=self._build_exe)
em.add_command(label="Build Engine", command=self._build_engine)
em.add_separator()
em.add_command(label="Kill Process", accelerator="Shift+F5", command=self._kill_process)
mb.add_cascade(label="Build", menu=em)
sm = tk.Menu(mb, tearoff=0, bg="#3c3f41", fg="#cccccc")
sm.add_command(label="New Scene", command=self._new_scene)
sm.add_command(label="Open Scene", command=self._open_scene)
sm.add_command(label="Save Scene", command=self._save_scene)
sm.add_separator()
sm.add_command(label="Run Scene", command=self._run_scene)
mb.add_cascade(label="Scene", menu=sm)
hm = tk.Menu(mb, tearoff=0, bg="#3c3f41", fg="#cccccc")
hm.add_command(label="About Lity3D", command=lambda: messagebox.showinfo("Lity3D", "Lity3D Engine v1.0\n自研 C+MASM 游戏引擎\nPython 脚本 + D3D11 渲染"))
mb.add_cascade(label="Help", menu=hm)
self.root.config(menu=mb)
self.root.bind("<Control-n>", lambda e: self._new_file())
self.root.bind("<Control-o>", lambda e: self._open_file())
self.root.bind("<Control-s>", lambda e: self._save_file())
self.root.bind("<F5>", lambda e: self._run_game())
self.root.bind("<F7>", lambda e: self._build_exe())
self.root.bind("<Shift-F5>", lambda e: self._kill_process())
def _build_toolbar(self):
tb = ttk.Frame(self.root, style="Dark.TFrame")
tb.pack(side=tk.TOP, fill=tk.X, padx=2, pady=2)
ttk.Button(tb, text="New", style="Tool.TButton", command=self._new_file).pack(side=tk.LEFT, padx=1)
ttk.Button(tb, text="Open", style="Tool.TButton", command=self._open_file).pack(side=tk.LEFT, padx=1)
ttk.Button(tb, text="Save", style="Tool.TButton", command=self._save_file).pack(side=tk.LEFT, padx=1)
ttk.Separator(tb, orient=tk.VERTICAL).pack(side=tk.LEFT, fill=tk.Y, padx=4)
run_btn = ttk.Button(tb, text="Run (F5)", style="Run.TButton", command=self._run_game)
run_btn.pack(side=tk.LEFT, padx=2)
ttk.Button(tb, text="Stop", style="Tool.TButton", command=self._kill_process).pack(side=tk.LEFT, padx=1)
ttk.Button(tb, text="Build (F7)", style="Tool.TButton", command=self._build_exe).pack(side=tk.LEFT, padx=2)
ttk.Separator(tb, orient=tk.VERTICAL).pack(side=tk.LEFT, fill=tk.Y, padx=4)
ttk.Button(tb, text="New Scene", style="Tool.TButton", command=self._new_scene).pack(side=tk.LEFT, padx=1)
ttk.Button(tb, text="Save Scene", style="Tool.TButton", command=self._save_scene).pack(side=tk.LEFT, padx=1)
ttk.Separator(tb, orient=tk.VERTICAL).pack(side=tk.LEFT, fill=tk.Y, padx=4)
ttk.Button(tb, text="LityPy Docs", style="Tool.TButton", command=self._open_docs).pack(side=tk.LEFT, padx=1)
def _build_main_layout(self):
main = ttk.PanedWindow(self.root, orient=tk.HORIZONTAL)
main.pack(fill=tk.BOTH, expand=True, padx=2, pady=2)
left = ttk.Frame(main, style="Dark.TFrame")
main.add(left, weight=1)
ttk.Label(left, text="EXPLORER", style="Dark.TLabel", font=("Segoe UI", 9, "bold")).pack(anchor=tk.W, padx=5, pady=3)
self.file_tree = ttk.Treeview(left, show="tree", height=20)
self.file_tree.pack(fill=tk.BOTH, expand=True, padx=3, pady=3)
self.file_tree.bind("<Double-1>", self._on_tree_double)
right = ttk.Frame(main, style="Dark.TFrame")
main.add(right, weight=3)
self.notebook = ttk.Notebook(right)
self.notebook.pack(fill=tk.BOTH, expand=True)
self.editor_frame = ttk.Frame(self.notebook)
self.notebook.add(self.editor_frame, text="Editor")
self.code_text = scrolledtext.ScrolledText(
self.editor_frame, bg="#1e1e1e", fg="#d4d4d4",
insertbackground="#d4d4d4", selectbackground="#264f78",
font=("Consolas", 12), wrap=tk.NONE,
undo=True, maxundo=-1
)
self.code_text.pack(fill=tk.BOTH, expand=True)
bottom = ttk.Frame(right, style="Dark.TFrame")
bottom.pack(fill=tk.BOTH, expand=False)
bottom_pw = ttk.PanedWindow(bottom, orient=tk.VERTICAL)
bottom_pw.pack(fill=tk.BOTH, expand=True)
console_frame = ttk.Frame(bottom_pw)
bottom_pw.add(console_frame, weight=1)
ttk.Label(console_frame, text="OUTPUT", style="Dark.TLabel", font=("Segoe UI", 9, "bold")).pack(anchor=tk.W, padx=5)
self.console = scrolledtext.ScrolledText(
console_frame, bg="#1e1e1e", fg="#cccccc",
font=("Consolas", 10), height=8, state=tk.DISABLED
)
self.console.pack(fill=tk.BOTH, expand=True)
self._refresh_tree()
def _build_statusbar(self):
self.statusbar = ttk.Frame(self.root, style="Dark.TFrame")
self.statusbar.pack(side=tk.BOTTOM, fill=tk.X)
self.status_label = ttk.Label(self.statusbar, text="Ready", style="Dark.TLabel")
self.status_label.pack(side=tk.LEFT, padx=5)
self.process_label = ttk.Label(self.statusbar, text="", style="Dark.TLabel", foreground="#6a9955")
self.process_label.pack(side=tk.RIGHT, padx=5)
def _log(self, msg, tag="info"):
self.console.config(state=tk.NORMAL)
ts = time.strftime("%H:%M:%S")
prefix = {"info": " ", "error": "!!", "success": "OK"}[tag]
self.console.insert(tk.END, f"[{ts}] {prefix} {msg}\n")
self.console.see(tk.END)
self.console.config(state=tk.DISABLED)
def _set_status(self, msg):
self.status_label.config(text=msg)
def _refresh_tree(self):
self.file_tree.delete(*self.file_tree.get_children())
root_node = self.file_tree.insert("", "end", text="lity3d", open=True)
for item in sorted(os.listdir(ENGINE_DIR)):
full = os.path.join(ENGINE_DIR, item)
if item.startswith(".") or item in ("build", "__pycache__", ".git", "obj"): continue
if os.path.isdir(full):
dir_node = self.file_tree.insert(root_node, "end", text=item, open=False)
try:
for f in sorted(os.listdir(full)):
if f.startswith(".") or f.endswith((".pyc", ".exe")): continue
self.file_tree.insert(dir_node, "end", text=f, values=(os.path.join(item, f),))
except: pass
else:
self.file_tree.insert(root_node, "end", text=item, values=(item,))
def _on_tree_double(self, event):
sel = self.file_tree.selection()
if not sel: return
item = self.file_tree.item(sel[0])
vals = item.get("values", ())
path = vals[0] if vals else item["text"]
full = os.path.join(ENGINE_DIR, path) if not os.path.isabs(path) else path
if os.path.isfile(full):
self._open_file_at(full)
def _new_file(self):
self.code_text.delete("1.0", tk.END)
self.current_file = None
self._set_status("New file")
self.notebook.tab(self.editor_frame, text="untitled*")
def _open_file(self):
path = filedialog.askopenfilename(
initialdir=ENGINE_DIR,
filetypes=[("Python", "*.py"), ("C Source", "*.c *.h"), ("All", "*.*")]
)
if path: self._open_file_at(path)
def _open_file_at(self, path):
try:
with open(path, "r", encoding="utf-8", errors="replace") as f:
content = f.read()
self.code_text.delete("1.0", tk.END)
self.code_text.insert("1.0", content)
self.current_file = path
name = os.path.basename(path)
self.notebook.tab(self.editor_frame, text=name)
self._set_status(f"Opened: {name}")
self._log(f"Opened {path}")
except Exception as e:
self._log(f"Error: {e}", "error")
def _open_folder(self):
path = filedialog.askdirectory(initialdir=ENGINE_DIR)
if path: self._log(f"Folder: {path}")
def _save_file(self):
if not self.current_file:
self._save_as()
return
try:
content = self.code_text.get("1.0", tk.END)
with open(self.current_file, "w", encoding="utf-8") as f:
f.write(content)
name = os.path.basename(self.current_file)
self.notebook.tab(self.editor_frame, text=name)
self._log(f"Saved {name}", "success")
self._set_status(f"Saved: {name}")
except Exception as e:
self._log(f"Save error: {e}", "error")
def _save_as(self):
path = filedialog.asksaveasfilename(
initialdir=ENGINE_DIR,
defaultextension=".py",
filetypes=[("Python", "*.py"), ("C Source", "*.c"), ("All", "*.*")]
)
if path:
self.current_file = path
self._save_file()
def _run_game(self):
exe = os.path.join(ENGINE_DIR, "build", "lity.exe")
if os.path.exists(exe):
self._run_process([exe])
else:
self._log("lity.exe not found. Build first (F7).", "error")
def _run_current(self):
if not self.current_file:
self._log("No file open", "error"); return
ext = os.path.splitext(self.current_file)[1]
if ext == ".py":
self._run_process([sys.executable, self.current_file])
elif ext in (".ly", ".lity"):
interp = os.path.join(ENGINE_DIR, "build", "ly_interpreter.exe")
if os.path.exists(interp):
self._run_process([interp, self.current_file])
else:
self._log("ly_interpreter not built", "error")
else:
self._log(f"Cannot run {ext} files", "error")
def _run_scene(self):
scene = os.path.join(ENGINE_DIR, "scene.txt")
if not os.path.exists(scene):
self._log("No scene.txt found", "error"); return
exe = os.path.join(ENGINE_DIR, "build", "lity.exe")
if os.path.exists(exe):
self._run_process([exe])
else:
self._log("Build engine first (F7)", "error")
def _run_process(self, cmd):
self._kill_process()
self._log(f"Running: {' '.join(cmd)}")
self.process_label.config(text="Running...")
try:
self.process = subprocess.Popen(
cmd, cwd=ENGINE_DIR,
stdout=subprocess.PIPE, stderr=subprocess.STDOUT,
creationflags=subprocess.CREATE_NO_WINDOW
)
self._poll_process()
except Exception as e:
self._log(f"Launch error: {e}", "error")
self.process_label.config(text="")
def _poll_process(self):
if self.process and self.process.poll() is None:
line = self.process.stdout.readline()
if line:
self._log(line.decode(errors="replace").rstrip())
self.root.after(50, self._poll_process)
elif self.process:
code = self.process.returncode
tag = "success" if code == 0 else "error"
self._log(f"Process exited with code {code}", tag)
self.process_label.config(text="")
self.process = None
def _kill_process(self):
if self.process:
self.process.kill()
self._log("Process killed", "error")
self.process_label.config(text="")
self.process = None
def _build_engine(self):
self._log("Building engine with CMake...")
cmake_dir = os.path.join(ENGINE_DIR, "build")
os.makedirs(cmake_dir, exist_ok=True)
self._run_process(["cmake", "--build", cmake_dir])
def _build_exe(self):
self._save_file()
exe = os.path.join(ENGINE_DIR, "build", "lity.exe")
if os.path.exists(exe):
out = filedialog.asksaveasfilename(
initialdir=ENGINE_DIR,
defaultextension=".exe",
filetypes=[("Executable", "*.exe")]
)
if out:
import shutil
shutil.copy2(exe, out)
self._log(f"Packaged to {out}", "success")
else:
self._log("Build engine first", "error")
def _new_scene(self):
scene = {"entities": [], "camera": {"pos": [0,5,-10], "target": [0,0,0]}}
path = filedialog.asksaveasfilename(
initialdir=ENGINE_DIR, defaultextension=".json",
filetypes=[("Scene", "*.json")]
)
if path:
with open(path, "w") as f: json.dump(scene, f, indent=2)
self.current_file = path
self._open_file_at(path)
self._log(f"New scene: {os.path.basename(path)}", "success")
def _open_scene(self):
path = filedialog.askopenfilename(
initialdir=ENGINE_DIR,
filetypes=[("Scene", "*.json *.txt")]
)
if path: self._open_file_at(path)
def _save_scene(self):
self._save_file()
def _open_docs(self):
docs = os.path.join(ENGINE_DIR, "Engine", "Scripting", "lity.py")
if os.path.exists(docs):
self._open_file_at(docs)
else:
self._log("LityPy docs not found", "error")
def _load_recent(self):
self._set_status("Lity3D Editor v1.0 | F5=Run | F7=Build | Ctrl+S=Save")
def _on_close(self):
if self.process:
self.process.kill()
self.root.destroy()
def run(self):
self.root.mainloop()
if __name__ == "__main__":
editor = LityEditor()
editor.run()
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# Lity3D 引擎文件说明
## 顶层结构
```
lity3d/
├── Engine/ 核心引擎代码(C + MASM汇编)
├── Demo/ 示例程序
├── Assets/ 3D模型资源
├── EditorCS/ 编辑器(C#)
├── build/ 编译输出
├── CMakeLists.txt CMake构建配置
├── build.bat Windows一键编译
├── README.md 项目说明
├── DESIGN.md 架构设计
└── scene.txt 场景保存文件
```
---
## Engine/ASM/ — 汇编加速层
引擎的性能热路径用 MASM x64 汇编实现,通过 SSE/AVX2 指令集加速。当汇编不可用时自动降级到纯C版本。
- **math.asm** (1013行) — 向量加减乘除、矩阵乘法、四元数旋转,全部用 SIMD 指令
- **math_c_fallback.h** (65行) — 数学函数的纯C实现,作为汇编的备选
- **memory.asm** (146行) — 对齐内存分配,保证 SIMD 操作需要的16/32/64字节对齐
- **string_ops.asm** (253行) — 用SIMD加速的内存拷贝、字符串长度计算、字符串比较
- **profiling.asm** (122行) — 用CPU的RDTSC指令做高精度计时,用于性能分析
## Engine/Core/ — 引擎核心
- **engine.c/h** — 引擎主控。负责初始化所有子系统、运行游戏循环(每帧调update→render)、关闭时清理资源。这是整个引擎的入口
- **timer.c/h** — 用Windows的QueryPerformanceCounter做毫秒级计时,计算帧间隔(delta time)
- **logger.c/h** — 日志系统。支持INFO/WARN/FATAL三级日志,同时输出到控制台和文件
- **asset_manager.c/h** — 资源管理器。统一处理shader/mesh/texture的加载和缓存,避免重复加载
## Engine/Window/ — 窗口系统
- **window.c/h** — 创建Win32窗口,处理Windows消息循环。把键盘、鼠标、窗口大小变化等事件转发给引擎回调函数
## Engine/Rendering/ — D3D11渲染管线
- **graphics_device.c/h** — D3D11设备初始化。创建Device、SwapChain、RenderTarget、DepthStencil,管理渲染状态
- **renderer.c/h** — 渲染器。设置视口、清屏、管理渲染目标切换
- **shader.c/h** — 着色器管理。编译HLSL着色器、设置常量缓冲区、绑定到管线
- **mesh.c/h** — 网格系统。支持立方体/球体/平面程序化生成,也支持OBJ文件加载。管理顶点缓冲区和索引缓冲区
- **texture.c/h** — 纹理系统。通过WIC加载BMP/PNG/JPEG,也支持生成纯色和棋盘格纹理
- **camera.c/h** — 摄像机。透视投影、lookAt矩阵、自由移动和旋转
- **camera_controller.c/h** — 摄像机控制器。封装常用的WASD+鼠标操作
- **frustum.c/h** — 视锥体裁剪。判断物体是否在摄像机视野内,跳过不可见物体的渲染
- **lighting.c/h** — 光照系统。方向光+点光源,Lambert漫反射计算
- **material.c/h** — 材质。把shader和纹理组合在一起,定义物体的外观属性
## Engine/Scene/ — 场景图
- **scene_graph.c/h** — 场景树。节点有父子关系,子节点继承父节点的位移/旋转/缩放
- **scene_render.c/h** — 场景渲染。遍历场景树,把每个节点的MeshRenderer提交给渲染器
- **scene_serialize.c/h** — 场景序列化。把整个场景树保存成text文件或从文件加载
## Engine/Input/ — 输入系统
- **input.c/h** — 键盘/鼠标/手柄输入。跟踪按键状态,支持轮询(GetAsyncKeyState)和事件回调两种模式
## Engine/Audio/ — 音频系统
- **audio.c/h** — XAudio2音频引擎。动态加载DLL(兼容Win7~11),加载WAV文件,播放/暂停/音量控制
## Engine/Physics/ — 物理系统
- **physics.c/h** — 简易物理。AABB碰撞检测、球体碰撞、重力模拟、速度积分
## Engine/ECS/ — 实体组件系统
- **world.c/h** — ECS世界。实体=组件的容器,系统批量处理同类组件
## Engine/UI/ — 用户界面
- **ui.c/h** — 2D UI渲染。按钮、标签、面板等基础控件,用D3D11的2D投影绘制
## Engine/Editor/ — 内置编辑器
- **editor.c/h** — 编辑器主逻辑
- **editor_2d.c/h** — 2D编辑模式(俯视图)
- **uilayer.c/h** — 编辑器UI层
- **bitmap_font.c/h** — 位图字体渲染
- **glyph_atlas.c/h** — 字体图集生成
## Engine/VisualScript/ — 积木式可视化编程
这是引擎最复杂的模块之一,实现了类似Scratch的积木编程系统:
- **block_core.c/h** — 积木核心数据结构(输入/输出端口、连接线)
- **block_types.c/h** — 30+种积木类型定义(移动、旋转、条件、循环等)
- **block_executor.c/h** — 积木执行器。解析积木图,按连接顺序执行逻辑
- **block_serializer.c/h** — 积木序列化。把积木图保存为.ly文件或从文件加载
- **block_workspace.c/h** — 积木工作区。管理所有积木的位置和连接关系
- **block_renderer.c/h** — 积木渲染。在屏幕上绘制积木方块和贝塞尔连线
- **block_interaction.c/h** — 积木交互。拖拽移动、连线创建、端口连接
- **block_palette.c/h** — 积木面板。侧边栏显示可用积木列表
- **block_editor.c/h** — 积木编辑器主控
## Engine/Scripting/ — 脚本系统
- **lity.py** — LityPy。Python脚本库,用Python语法写游戏逻辑
- **lua_engine.c/h** — Lua脚本引擎桩(预留接口)
## Engine/Asset/ — 资源定义
- **mesh.h** — Mesh结构体定义(顶点数组、索引数组、顶点缓冲区)
- **texture.h** — Texture结构体定义(宽高、像素数据、SRV)
## Engine/include/ — 对外接口
- **engine_api.h** — C/C++便利封装。暴露汇编函数给C代码,提供运算符重载
---
## Demo/ — 示例程序
| 文件 | 说明 |
|------|------|
| main.c | 场景Demo(方块+球体+地面+光照) |
| lity_explorer.c | 3D开放世界探索(村庄+树木+第三人称) |
| cube_dodge.c | 躲避游戏(障碍物+碰撞+计分) |
| game_test.c | 纯D3D11渲染测试(无Engine依赖) |
| raw3d_test.c | 引擎3D渲染验证(彩色面) |
| scene_test.c | 场景图测试 |
| light_test.c | 光照系统测试 |
| input_test.c | 输入系统测试 |
| obj_viewer.c | OBJ模型查看器(鼠标旋转) |
| ly_interpreter.c | .ly积木文件解释器 |
| editor_main.c | 编辑器入口 |
| open_world_demo.c | 开放世界demo |
## EditorCS/ — 编辑器
C# 编写的可视化积木编辑器,用Dear ImGui + D3D11实现。
## Assets/ — 模型资源
- cube.obj — 简单立方体OBJ模型
- pyramid.obj — 金字塔OBJ模型