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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@@ -32,7 +32,8 @@ void StatsPanel::Draw(const EditorContext& ctx)
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Engine::ECS::TransformComponent* camT = nullptr;
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if (ctx.scene->GetPrimaryCamera(&camT) != nullptr && camT != nullptr)
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{
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const glm::vec3& pos = camT->GetPosition();
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// world 位姿(相机实体可能挂父层级下)
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const glm::vec3& pos = camT->GetWorldPosition();
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ImGui::Text("Game camera pos");
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ImGui::Text("(%.3f, %.3f, %.3f)", pos.x, pos.y, pos.z);
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}
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