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VisuTwin Canvas
C++ 3D Engine — Metal Backend
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| Core | Math types, shapes, events, and utility classes |
| Math | Linear algebra types with multi-backend SIMD support |
| Shapes | Geometric primitives for intersection and culling |
| Events | Event system for publish/subscribe communication |
| Platform | Graphics abstraction layer and platform-specific backends |
| Graphics | GPU resource management and rendering primitives |
| Input | Input device handling (keyboard, mouse, touch, controller) |
| Scene | Scene graph, forward renderer, materials, lighting, and shaders |
| Renderer | Forward PBR renderer with frame graph and 7 render pass types |
| Materials | PBR material system (Material, StandardMaterial, ShaderMaterial) |
| Lighting | Light types, clustered lighting, shadows, and light cookies |
| Shaders | ProgramLibrary, shader chunk composition, and variant caching |
| Framework | Entity-Component-System, asset loading, parsers, and gizmos |
| ECS | Entity-Component-System with ComponentSystem<T> registry |
| Assets | Resource loading pipeline with async worker and main-thread dispatch |
| Parsers | File format parsers: GLB (tinygltf+Draco), OBJ, STL, Assimp |
| Gizmos | Transform gizmos for translate, rotate, and scale operations |