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510168e912
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CreateComponentInfo代码排版
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2025-07-27 16:46:35 +08:00 |
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a27150c9d2
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CreateComponentInfo::parent_node改名为owner_node
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2025-07-27 13:26:43 +08:00 |
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124fd9701f
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独立CreateComponentInfo.h
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2025-07-15 22:47:27 +08:00 |
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51e043f07d
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新的PrimitiveComponent::GetWorldOBBMatrix函数,进一步减少中间计算步骤,直接出OBBMATRIX
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2025-07-09 00:45:03 +08:00 |
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35f5be16c3
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进一步规范PrimitiveComponent/MeshComponent中获取绑定盒的函数名称,并正确渲染OBB。不过没处理旋转。
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2025-07-08 13:46:35 +08:00 |
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2ab8528e86
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在PrimitiveComponent/MeshComponent实现GetBoundingBox函数
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2025-07-08 01:30:02 +08:00 |
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397dffaf50
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重载MeshComponent::Duplication
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2025-07-06 12:46:10 +08:00 |
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033820c91d
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MeshComponent增加OverrideMaterial的设计,还未测试。下一步使用Gizmo3DMove来测试override material
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2025-07-06 12:09:11 +08:00 |
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c7c4a09afa
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英文语法修改Registry->Register
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2025-07-03 10:16:34 +08:00 |
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c3d9e26cde
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增加一些注释说明,部分来自AI
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2025-06-24 13:10:42 +08:00 |
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fa7a0fca62
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HashCode统一改名为TypeHash
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2025-06-24 00:49:18 +08:00 |
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3bcaf0e012
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1.ComponentData/Component/ComponentManager增加各种StaticHashCode/GetHashCode.
2.Component增加ChangeData函数
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2025-06-24 00:35:35 +08:00 |
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5ee42c2ae2
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MeshComponentManager::CreateComponent返回值统一改为Component
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2025-06-23 23:52:09 +08:00 |
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090f4576e0
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增加一些新的COLLISION COMPONENT定义
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2025-06-23 18:54:16 +08:00 |
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c69fe080dc
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一些无用的代码增加
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2025-06-23 02:37:03 +08:00 |
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7d41722baa
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ComponentData改用SharedPtr保存,这样在复制Component时,不会对数据产生真正的复制
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2025-06-17 00:34:42 +08:00 |
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dd083bb82b
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实现了由Component实现的自我复制,而无需关心具体的Component派生类.
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2025-06-16 00:28:21 +08:00 |
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a23654c73a
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恢复Duplication(SceneNode *),并实现MeshComponent::Duplication...下一步Component::Duplication()改成由基类实现.
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2025-06-16 00:02:07 +08:00 |
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97040176d6
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StaticMeshComponent改为MeshComponent
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2025-06-15 17:53:15 +08:00 |
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cfda1fceb2
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ComponentManager增加自动释放功能
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2025-06-15 00:49:23 +08:00 |
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c1420e257d
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SceneComponent增加了SceneOrient父类,所有SceneComponent增加变换属性
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2025-06-14 23:42:50 +08:00 |
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f9675fc1e5
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迁移到StaticMeshComponent渲染
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2025-06-14 21:05:36 +08:00 |
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92f612f675
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改进Component/Manager设计,在WorkObject封装Component相关模板函数,以减化使用部分。当前版本可运行,下一版迁移旧的Renderable渲染到StaticMeshComponent.
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2025-06-14 18:47:54 +08:00 |
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edaf5aa3ca
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尝试制作StaticMeshComponent
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2025-06-14 04:13:49 +08:00 |
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8ee9cdc396
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尝试初建StaticMeshComponent
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2025-06-14 02:32:15 +08:00 |
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87c150d1bd
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准备开始实现StaticMeshComponent
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2025-06-12 03:01:50 +08:00 |
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520b7cae9e
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SceneWorld文件改名为Scene
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2025-06-04 00:10:27 +08:00 |
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a641c56381
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renamed to Mesh.h/.cpp from VKRenderable.h/.cpp
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2025-05-18 02:15:33 +08:00 |
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014fce2c8e
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renamed Renderable to Mesh
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2025-05-18 02:03:16 +08:00 |
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7169429ede
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数据模板跟随变动
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2025-05-04 19:33:04 +08:00 |
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aed57437f9
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List模板改名为ArrayList
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2025-04-23 00:27:43 +08:00 |
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0e6546b514
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实现一些Component/ComponentManager定义StaticHashCode/GetHashCode()...RegistryComponentManager/GetComponentManager()
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2025-04-03 01:35:39 +08:00 |
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44b1f13048
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StaticMeshComponentManager
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2025-04-01 01:11:32 +08:00 |
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964c17cf94
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增加新的StaticMeshComponent,并添加关于各Component关系的注释
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2025-03-25 23:15:38 +08:00 |
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f0512edb5a
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准备定义PrimitiveComponent用于取代原本SceneNode中的Renderable数据
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2025-03-25 02:19:32 +08:00 |
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ee5d633596
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增加ComponentManager::GetComponents(..SceneNode)
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2025-03-25 01:17:18 +08:00 |
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6d211b3840
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初步完成Component/ComponentManager的定义
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2025-03-25 01:04:46 +08:00 |
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b05538b501
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开启写Component,参考AMD FidelityFX Framework
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2025-03-20 02:09:50 +08:00 |
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ada6a41fc6
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建立Component,第一步先将Renderable渲染迁移到这上面来
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2025-03-18 01:26:35 +08:00 |
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