feat: 实体出生即挂 TransformComponent(UUID + Transform 固有化)
- CreateEntity 自动挂 IdComponent(已有)+ TransformComponent(identity), 对齐 UE/Unity 语义(GameObject↔Transform 不可分离 / AActor 必有 RootComponent)——游戏实体的本质是"空间中存在的东西" - 调用点 AddComponent<Transform> 改 GetComponent(重复 emplace 会断言) - 遗留不一致记录在案:CameraComponent 位置存于 Camera 内部而非 Transform,后续统一
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+7
-3
@@ -48,13 +48,17 @@ protected:
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// 模型资产(AssetManager 负责加载/缓存/生命周期,返回句柄)
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// SunTemple:FBX + DDS 压缩贴图(DdsLoader 验证场景)
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const auto model = GetAssets().LoadModel("assets/models/backpack/backpack.obj");
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const auto temple = GetAssets().LoadModel("assets/models/SunTemple/SunTemple.fbx");
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m_Spinners.push_back(scene.CreateEntity("backpack"));
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m_Spinners[0].AddComponent<MeshRendererComponent>(MeshRendererComponent{model});
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// 地面:程序化纯色平面(半边长 15,中心 y=-2)
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const auto ground = GetAssets().CreatePlane(15.0f, 140, 140, 145);
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m_Ground = scene.CreateEntity("Ground");
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m_Ground.AddComponent<TransformComponent>()
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m_Ground.GetComponent<TransformComponent>() // 出生即有,直接取
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.SetPosition(glm::vec3(0.0f, -0.5f, 0.0f))
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.Compose();
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m_Ground.AddComponent<MeshRendererComponent>(MeshRendererComponent{ground});
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@@ -66,9 +70,9 @@ protected:
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camera.camera.SetPosition(glm::vec3(0.0f, 0.0f, 7.0f));
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// 神庙实体 × 1( FBX 单位较大,缩放到场景尺度)
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{
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if (0){
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auto e = scene.CreateEntity("SunTemple");
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e.AddComponent<TransformComponent>()
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e.GetComponent<TransformComponent>()
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.SetScale(glm::vec3(0.05f))
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.Compose();
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e.AddComponent<MeshRendererComponent>(MeshRendererComponent{temple});
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@@ -11,8 +11,9 @@ namespace Engine::ECS {
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EntityHandle Scene::CreateEntity(std::string name)
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{
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Entity e = m_Registry.create();
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// IdComponent 自动挂载:每个实体出生即有稳定 UUID
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// 出生即有:UUID(稳定身份)+ Transform(空间存在性,Unity 语义)
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m_Registry.emplace<IdComponent>(e, IdComponent{UUID::New()});
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m_Registry.emplace<TransformComponent>(e);
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if (!name.empty()) {
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m_Registry.emplace<NameComponent>(e, NameComponent{std::move(name)});
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}
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