refactor(渲染): 移除未使用的锚点变量并格式化代码
移除Sprite::onDraw中未使用的anchor变量,因为锚点处理已由RenderBackend负责 同时调整代码格式以提高可读性
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@ -148,8 +148,6 @@ void Sprite::onDraw(RenderBackend &renderer) {
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float worldScaleY =
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glm::length(glm::vec2(worldTransform[1][0], worldTransform[1][1]));
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auto anchor = getAnchor();
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// 锚点由 RenderBackend 在绘制时处理,这里只传递位置和尺寸
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Rect destRect(worldX, worldY, width * worldScaleX, height * worldScaleY);
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@ -167,8 +165,8 @@ void Sprite::onDraw(RenderBackend &renderer) {
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// 从世界变换矩阵中提取旋转角度
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float worldRotation = std::atan2(worldTransform[0][1], worldTransform[0][0]);
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renderer.drawSprite(texture_->getRHITexture(), destRect, srcRect, color_, worldRotation,
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flipX_, flipY_);
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renderer.drawSprite(texture_->getRHITexture(), destRect, srcRect, color_,
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worldRotation, flipX_, flipY_);
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}
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/**
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@ -224,8 +222,14 @@ void Sprite::generateRenderCommand(std::vector<RenderCommand> &commands,
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RenderCommand cmd;
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cmd.type = RenderCommandType::Sprite;
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cmd.layer = zOrder;
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cmd.data = SpriteRenderData{texture_->getRHITexture(), destRect, srcRect, color_,
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worldRotation, anchor, rhi::BlendState::alphaBlend(), 0};
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cmd.data = SpriteRenderData{texture_->getRHITexture(),
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destRect,
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srcRect,
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color_,
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worldRotation,
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anchor,
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rhi::BlendState::alphaBlend(),
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0};
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commands.push_back(std::move(cmd));
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}
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