assemble-scene
Compare original and translation side by side
🇺🇸
Original
English🇨🇳
Translation
ChineseScene assembly
场景组装
Represent one gameplay object with one named semantic root. Put gameplay position, heading,
rigid-body, collision, and behavior on that root. Put calibrated render transforms below it.
Consume the existing tuning record from exactly once. If it is missing, stop and
calibrate the model; do not calculate or adjust asset tuning during assembly.
calibrate-model用一个命名的语义根节点代表一个游戏对象。将游戏对象的位置、朝向、刚体、碰撞和行为组件添加到该根节点上。将经过校准的渲染变换置于其下。
精准使用一次来自的现有调优记录。如果该记录缺失,请停止操作并校准模型;不要在组装过程中计算或调整资源调优参数。
calibrate-modelAssembly rules
组装规则
- Name roots by gameplay role and use predictable names for repeated instances.
- Apply model calibration once inside the visual child; never reapply scale, grounding, or authored yaw during placement.
- Space neighbouring roots by their scaled footprints and pivot offsets from , not by pivot position. A non-90° authored yaw rotates a footprint, so reserve its larger horizontal extent as a conservative radius.
calibrate-model - Put rigid-body and collision components on the same root. Size colliders from measured bounds.
- Use local transforms below a parent and world transforms only for semantic roots.
- Keep UI, effects, cameras, and lights outside gameplay model hierarchies.
- Remove the root through its authoring surface's lifecycle. Unregister external events it owns.
- Do not scale rigid-body roots or skinned bones.
- 根据游戏功能角色为根节点命名,重复实例使用可预测的名称。
- 在视觉子节点内仅应用一次模型校准;放置过程中切勿重新应用缩放、接地或预设偏航角。
- 根据提供的缩放后占地范围和轴心偏移量,而非轴心位置,来设置相邻根节点的间距。非90°的预设偏航角会旋转占地范围,因此需预留其更大的水平范围作为保守半径。
calibrate-model - 将刚体和碰撞组件添加到同一个根节点上。根据测量的边界尺寸设置碰撞体大小。
- 父节点下使用局部变换,仅语义根节点使用世界变换。
- 将UI、特效、相机和灯光置于游戏模型层级之外。
- 通过其创作界面的生命周期移除根节点。注销它所关联的外部事件。
- 不要缩放刚体根节点或蒙皮骨骼。
Prove placement
验证放置位置
Declare intentional support, attachment, or containment relationships between roots. After a
rendered frame, measure each relationship at the supported object's actual position. Use a mount
point, collision ray, or geometry sample; use a support root's AABB maximum only when its top is flat
across the full footprint. Record the signed contact gap: positive means floating and negative means
penetration. A relationship name does not exempt the pair from this check.
Union descendant world values for each semantic root and compare unrelated peer
roots. Any intersection with positive depth on X, Y, and Z beyond a small tolerance is an unresolved
placement failure: move the root from its calibrated footprint, or prove the apparent AABB overlap
is empty geometry from at least two materially different views. Never accept one model inside
another from a single screenshot.
meshInstance.aabbAlso check expected root counts, component descendants, aligned render and collider bounds, and
role-based names. Compare final dimensions with each calibration record's intended size and reference
object. Inspect composition and facing from images returned into your context by an image-capable
browser tool. A saved screenshot path, screen coordinate, AABB, or visibility flag is not visual
evidence. If you cannot inspect the image, report those claims unverified. Hierarchy and placement
claims require runtime values logged from the application itself, as the skill
describes.
apply-conventionsRead exactly one reference matching the code being edited:
direct Engine, React, or
Web Components. Choose from imports and markup, not installed
dependencies alone.
声明根节点之间的预设支撑、附着或包含关系。在渲染一帧后,根据被支撑对象的实际位置测量每种关系。使用挂载点、碰撞射线或几何采样;仅当支撑根节点的顶部在整个占地范围内保持平坦时,才使用其AABB的最大值。记录有符号的接触间隙:正值表示悬空,负值表示穿透。关系名称不能免除该配对的检查。
为每个语义根节点合并其子节点的世界空间值,并与无关的同级根节点进行比较。若在X、Y、Z轴上的相交深度超出一个小容差值,则视为未解决的放置失败:需将根节点从其校准后的占地范围移开,或从至少两个材质不同的视角证明表面上的AABB重叠区域为空几何体。切勿仅凭一张截图就接受一个模型嵌套在另一个模型内部的情况。
meshInstance.aabb同时检查预期的根节点数量、子组件、对齐的渲染和碰撞体边界,以及基于角色的命名。将最终尺寸与每个校准记录中的预期大小和参考对象进行比较。通过支持图像功能的浏览器工具返回的上下文图像,检查组合结构和朝向。保存的截图路径、屏幕坐标、AABB或可见性标记不能作为视觉证据。若无法检查图像,需报告这些声明未经验证。层级结构和放置位置的声明需要从应用程序本身记录的运行时数据,正如技能所描述的那样。
apply-conventions请阅读与正在编辑的代码完全匹配的一份参考文档:direct Engine、React或Web Components。请从导入内容和标记中选择,而非仅依赖已安装的依赖项。