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
This commit is contained in:
2026-10-04 15:22:25 +08:00
parent 97408e506c
commit ee5ab8e94e
13 changed files with 550 additions and 135 deletions
+3 -3
View File
@@ -354,7 +354,7 @@ namespace Engine
: 2.0f);
if (light.type == LightComponent::Type::Point) {
dst.position = glm::vec4(t.GetPosition(), 1.0f);
dst.position = glm::vec4(t.GetWorldPosition(), 1.0f);
dst.direction = glm::vec4(0.0f);
} else {
glm::vec3 dir = glm::length(light.direction) > 0.0f
@@ -391,7 +391,7 @@ namespace Engine
shadowDir = glm::vec3(collected[0].direction);
}
ComputeCascades(shadowDir);
ubo.cameraPos = glm::vec4(camTransform->GetPosition(), 1.0f);
ubo.cameraPos = glm::vec4(camTransform->GetWorldPosition(), 1.0f);
// ---- 2.5 骨骼动画推进 + 姿态采样(与可见性无关:播放头恒走,
// 否则被剔除的实体回屏时动画跳变)----
@@ -579,7 +579,7 @@ namespace Engine
// LOD 选级:屏占比近似 = radius/距离(主视图按实例距离;
// 阈值 10/20 倍半径,可调)。开关关闭 = 恒 LOD0
const f32 dist =
glm::length(worldCenter - camTransform->GetPosition());
glm::length(worldCenter - camTransform->GetWorldPosition());
u32 mainLod = 0;
if (m_LodEnabled) {
if (dist >= worldRadius * 20.0f) {