Backend: - Add /api/v1/ue/* endpoints (compute-points, cables, landing-points, satellites, status) returning flat JSON optimised for UE5 C++ parsing UE5 client (ue_client/): - PlanetDataManager: HTTP fetch + local mock JSON loader, spawns ComputePointActors - ComputePointActor / InteractiveObjectBase: hover/select state, material switching - GlobeInteractionComponent: drag-to-rotate via CesiumGeoreference origin shift, inertia, zoom - StereoRenderingManager: runtime SbS/TbB stereo toggle, IPD control (format TBD) - MotionCaptureInterface: protocol-agnostic gesture/rotate/zoom delegate interface (impl TBD) - PlanetPlayerController: unified mouse + motion-capture input routing - PlanetGameMode, Build.cs, Config, mock data Docs: - ue5_mvp_fused_plan.md updated to v3.0 for LED display context - ue_client_setup_guide.md: step-by-step editor setup guide - ue_todo.md: pending items blocked on vendor answers (stereo format + mocap protocol) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
28 lines
630 B
C++
28 lines
630 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/GameModeBase.h"
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#include "Kismet/GameplayStatics.h"
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#include "PlanetGameMode.generated.h"
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/**
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* APlanetGameMode
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*
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* 场景入口。BeginPlay 时自动生成 StereoRenderingManager。
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*
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* 编辑器操作(步骤见 ue_client_setup_guide.md):
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* 1. World Settings → Game Mode Override → PlanetGameMode
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* 2. World Settings → Default Pawn Class → CesiumDynamicPawn
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*/
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UCLASS()
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class PLANETCLIENT_API APlanetGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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public:
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APlanetGameMode();
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protected:
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virtual void BeginPlay() override;
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};
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