docs: 完成测试文档和功能文档

- Task 11: 创建测试场景和验证
  - 创建 docs/tests/hammer-deformation-test-results.md
  - 包含4个测试用例模板
  - 包含性能数据表格和调试工具检查清单

- Task 13: 文档更新
  - 更新 CLAUDE.md 添加阶段1核心系统说明
  - 创建 docs/features/hammer-deformation-system.md
  - 更新架构概览、数据流、关键类关系

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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2026-01-23 22:50:20 +08:00
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@@ -39,13 +39,17 @@ Unreal Engine uses the Automation System:
## Architecture Overview
### Core Systems
### Core Systems (阶段1更新后)
**1. Dynamic Mesh Deformation System**
- `ADynamicIronBlock` (Source/BladeSmith/DynamicIronBlock.h/cpp) - Main iron block actor that handles all deformation
- Uses UE5's GeometryScripting API for runtime mesh manipulation
- Implements plastic deformation with volume-preserving bulge effects
- BVH acceleration structure for efficient collision detection
**1. Dynamic Mesh Deformation System (增强)**
- `ADynamicIronBlock` (Source/BladeSmith/DynamicIronBlock.h/cpp) - 支持各向异性材料流动
- 顶点属性层: 初始位置、累积应变、硬度系数、打磨度
- 边缘检测与约束: 保持刀刃平整锐利
- 表面磨损可视化: 基于打磨度的颜色混合
- 各向异性材料流动(AnisotropyRatio控制方向性)
- 锤击时自动更新打磨度(表面从生锈到光亮)
- Laplacian平滑维护网格质量
- 自适应优化策略
**2. Voxel-Based Temperature System**
- 3D temperature voxel grid (`FTemperatureVoxel`) stores temperature and plasticity coefficients
@@ -76,20 +80,36 @@ ABladeSmithCharacter (Player)
└── OnHammerImpact()
└── ADynamicIronBlock (Iron Workpiece)
├── Temperature Voxel Grid (CPU/GPU)
├── Vertex Attribute Arrays (CPU)
│ ├── InitialPositionsArray
│ ├── AccumulatedStrainArray
│ ├── HardnessCoefficientArray
│ └── PolishAmountArray
├── Dynamic Mesh (GeometryScripting)
│ ├── Anisotropic Flow Direction
│ ├── Edge Constraint
│ └── Laplacian Smoothing
└── MiceShaders Compute Shaders
```
### Data Flow: Hammer Impact to Deformation
### Data Flow: Hammer Impact to Deformation (阶段1更新)
1. Player swings hammer (`UBladeSmithWeaponComponent::SwingHammer()`)
2. Ray-cast detects hit on `ADynamicIronBlock`
3. `OnHammerImpact()` receives: location, normal, radius, depth, force
4. Sample plasticity coefficient from temperature voxels at hit location
5. Apply plastic deformation to mesh vertices via `EditMesh()` lambda
6. Volume-preserving bulge effect applied around impact zone
7. Update vertex colors to visualize temperature
8. GPU compute shader updates temperature distribution
4. **计算材料流动方向** (各向异性)
- `FindNearestFreeEdgeDirection()` - 查找最近边缘
- `CalculatePrimaryFlowDirection()` - 计算主流动方向
- `CalculateSecondaryFlowDirection()` - 计算次流动方向
5. Sample plasticity coefficient from temperature voxels at hit location
6. Apply plastic deformation to mesh vertices via `EditMesh()` lambda
- **各向异性距离计算** - 材料沿主方向更容易流动
- **更新顶点属性** - 累积应变、打磨度
7. **边缘约束** (如果启用) - `ApplyEdgeLinearConstraint()`
8. **Laplacian平滑** - `ApplyLaplacianSmoothing()` (自适应)
9. Recompute mesh normals
10. Update vertex colors (温度 × 打磨度)
11. GPU compute shader updates temperature distribution (如启用)
## Module Dependencies