feat: parent-child transform hierarchy (UE Actor attach semantics)
- TransformComponent TRS = local (relative to parent); cached world SRT composed hierarchically (parent pos/rot/scale, no matrix decomposition shear under non-uniform parent scale) - HierarchyComponent (parent + children, lazily attached); Scene:: SetParent (keepWorld, cycle-safe) / GetParent / IsDescendantOf / SetWorldPose (world->local inverse, used by physics writeback & gizmo) - UpdateTransforms: DFS from roots, recompose only dirty-or-dirty- ancestor subtrees (parents before children) - DestroyEntity: descendants buried with parent (UE cascade) - Serialization v2: optional Parent uuid key, two-pass relink on load - Hierarchy panel: tree view, drag-drop reparent / drop-to-root detach, Create Child / Detach context menu; Inspector shows parent name - Consumers moved to world-space reads: lights, camera pos, physics bodies/characters/joints/collider baking, gizmo, F-focus, AlignTo
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@@ -1,8 +1,9 @@
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//
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// HierarchyPanel:实体列表面板。
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// HierarchyPanel:实体层级树面板。
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//
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// 点击选中(写 Editor 的选中状态)、工具栏创建实体、右键删除
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//(延迟销毁,帧尾 flush,遍历安全)。每项尾缀显示组件构成徽标。
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// 树形展示父子层级(UE Outliner)、点击选中、拖拽改父/拖到空白挂根
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//(keepWorld)、右键 Create Child / Detach / Delete(级联随葬,帧尾
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// flush,遍历安全)。每项尾缀显示组件构成徽标。
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//
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#ifndef HELLOVULKAN_HIERARCHYPANEL_H
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