移除多余的getGameObjects
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@@ -1,6 +1,7 @@
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#include "time.h"
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#include <spdlog/spdlog.h>
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#include <SDL3/SDL_timer.h> // 用于 SDL_GetTicksNS()
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#include <algorithm>
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namespace engine::core {
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@@ -32,7 +33,8 @@ void Time::limitFrameRate(float current_delta_time) {
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SDL_DelayNS(ns_to_wait);
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delta_time_ = static_cast<double>(SDL_GetTicksNS() - last_time_) / 1000000000.0;
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} else { // 否则,直接使用当前帧耗费的时间
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delta_time_ = static_cast<double>(current_delta_time);
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// 限制最大 delta time 为 0.1秒 (即最低 10 FPS),防止刚启动或卡顿时的物理穿模
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delta_time_ = std::min(static_cast<double>(current_delta_time), 0.1);
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}
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}
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@@ -88,7 +88,6 @@ public:
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engine::core::Context& getContext() const { return context_; } ///< @brief 获取上下文引用
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engine::scene::SceneManager& getSceneManager() const { return scene_manager_; } ///< @brief 获取场景管理器引用
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std::vector<std::unique_ptr<engine::object::GameObject>>& getGameObjects() { return game_objects_; } ///< @brief 获取场景中的游戏对象
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protected:
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void processPendingAdditions(); ///< @brief 处理待添加的游戏对象。(每轮更新的最后调用)
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