feat(engine): C++ native script system (ScriptBehavior + registry)
ScriptComponent stores only a script name string (POD, serializable); instances are reconciled by ScriptRuntime each frame (PhysicsWorld pattern): orphan/rename cleanup with OnDestroy, per-name instantiation from a file-level self-registering registry (ENGINE_REGISTER_SCRIPT), OnCreate on bind, OnUpdate after physics step on scaled dt. Engine framerate loop only sees the base interface, so future Lua/C# behaviors plug in as foreign ScriptBehavior implementations with zero engine changes. Ships a Spinner sample script and Inspector script picker.
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//
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// Spinner.cpp:C++ 原生脚本示范——Y 轴匀速自转。
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//
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// 写脚本三步:
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// 1. 新建 .cpp 放本目录(CMake 自动进构建)
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// 2. 继承 ScriptBehavior,覆写 Name/OnCreate/OnUpdate/OnDestroy
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// 3. 文件级 ENGINE_REGISTER_SCRIPT(类名) 自注册——Inspector 下拉
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// 与场景序列化按该名解析
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//
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#include <Engine/Scripting/Script.h>
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#include <glm/gtc/quaternion.hpp>
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namespace {
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class Spinner final : public Engine::Scripting::ScriptBehavior {
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public:
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const char* Name() const override { return "Spinner"; }
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void OnCreate() override {
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// 实体与组件已就位;需要别的组件时用 Get<T>()(不存在会炸)
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}
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void OnUpdate(float dt) override {
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// 四元数复合绕 Y(避免每帧欧拉↔四元数往返累积失真)
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const glm::quat step = glm::angleAxis(
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glm::radians(m_Speed * dt), glm::vec3(0.0f, 1.0f, 0.0f));
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Transform().SetRotationQuat(step * Transform().GetRotationQuat());
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}
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private:
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float m_Speed = 90.0f; // 度/秒
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};
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ENGINE_REGISTER_SCRIPT(Spinner)
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} // namespace
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