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ECS core components for entity relationships. More...

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 # helios::engine::ecs::components
 
 ECS core components for entity relationships and state management.
 
 ## Overview
 
 This submodule provides fundamental components used by the ECS architecture itself, as opposed to game-specific components defined in mechanics or modules.
 
 ## Components
 
 | Component | Purpose |
 |-----------|---------|
 | `HierarchyComponent` | Parent-child relationships for entity graphs |
 
 ## HierarchyComponent
 
 Enables entities to form tree structures where state changes propagate from parent to child entities.
 
 **Members:**
 - `children_` – Child entity handles
 - `parent_` – Optional parent handle
 - `isDirty_` – Signals pending hierarchy propagation
 
 **Usage:**
 ```cpp
 auto* hc = entity.add<HierarchyComponent>();
 hc->setParent(parentHandle);
 hc->addChild(childHandle);
 hc->markDirty(); // Triggers propagation next frame
 ```
 
 ## Related Modules
 
 | Module | Purpose |
 |--------|---------|
 | `helios.engine.ecs.systems` | Systems that process ECS components |
 | `helios.engine.mechanics.lifecycle` | Active/Inactive tag components |
 
 ---
 <details>
 <summary>Doxygen</summary><p>
 @namespace helios::engine::ecs::components
 @brief ECS core components for entity relationships.
 @details Provides fundamental components for the ECS architecture including hierarchy management for parent-child entity relationships.
 </p></details>
 

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