2025-12-08 21:23:37 +08:00
|
|
|
|
import { EntitySystem, Matcher, Entity, ECSSystem, HierarchyComponent } from '@esengine/esengine';
|
2025-12-01 22:28:51 +08:00
|
|
|
|
import { TransformComponent, Matrix2D } from './TransformComponent';
|
|
|
|
|
|
|
|
|
|
|
|
const DEG_TO_RAD = Math.PI / 180;
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 变换系统
|
|
|
|
|
|
* Transform System - Calculates world transforms based on hierarchy
|
|
|
|
|
|
*
|
|
|
|
|
|
* 根据实体层级关系计算世界变换矩阵。
|
|
|
|
|
|
* 子实体的世界变换 = 父实体世界变换 * 子实体本地变换
|
|
|
|
|
|
*/
|
|
|
|
|
|
@ECSSystem('Transform', { updateOrder: -100 })
|
|
|
|
|
|
export class TransformSystem extends EntitySystem {
|
|
|
|
|
|
constructor() {
|
|
|
|
|
|
super(Matcher.empty().all(TransformComponent));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
protected override process(entities: readonly Entity[]): void {
|
|
|
|
|
|
// 获取所有根实体(没有父级或父级没有 TransformComponent)
|
|
|
|
|
|
const rootEntities = entities.filter(e => {
|
|
|
|
|
|
const hierarchy = e.getComponent(HierarchyComponent);
|
|
|
|
|
|
if (!hierarchy || hierarchy.parentId === null) {
|
|
|
|
|
|
return true;
|
|
|
|
|
|
}
|
|
|
|
|
|
const parent = this.scene?.findEntityById(hierarchy.parentId);
|
|
|
|
|
|
return !parent || !parent.hasComponent(TransformComponent);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// 从根实体开始递归计算世界变换
|
|
|
|
|
|
for (const entity of rootEntities) {
|
|
|
|
|
|
this.updateWorldTransform(entity, null);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 递归更新实体及其子实体的世界变换
|
|
|
|
|
|
*/
|
|
|
|
|
|
private updateWorldTransform(entity: Entity, parentMatrix: Matrix2D | null): void {
|
|
|
|
|
|
const transform = entity.getComponent(TransformComponent);
|
|
|
|
|
|
if (!transform) return;
|
|
|
|
|
|
|
|
|
|
|
|
// 计算本地变换矩阵
|
|
|
|
|
|
const localMatrix = this.calculateLocalMatrix(transform);
|
|
|
|
|
|
|
|
|
|
|
|
// 计算世界变换矩阵
|
|
|
|
|
|
if (parentMatrix) {
|
|
|
|
|
|
// 世界矩阵 = 父矩阵 * 本地矩阵
|
|
|
|
|
|
transform.localToWorldMatrix = this.multiplyMatrices(parentMatrix, localMatrix);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// 没有父级,本地矩阵就是世界矩阵
|
|
|
|
|
|
transform.localToWorldMatrix = localMatrix;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 从世界矩阵提取世界位置、旋转、缩放
|
|
|
|
|
|
this.decomposeMatrix(transform);
|
|
|
|
|
|
|
|
|
|
|
|
transform.bDirty = false;
|
|
|
|
|
|
|
|
|
|
|
|
// 递归处理子实体
|
|
|
|
|
|
const hierarchy = entity.getComponent(HierarchyComponent);
|
|
|
|
|
|
if (hierarchy && hierarchy.childIds.length > 0) {
|
|
|
|
|
|
for (const childId of hierarchy.childIds) {
|
|
|
|
|
|
const child = this.scene?.findEntityById(childId);
|
|
|
|
|
|
if (child) {
|
|
|
|
|
|
this.updateWorldTransform(child, transform.localToWorldMatrix);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 计算本地变换矩阵
|
|
|
|
|
|
*/
|
|
|
|
|
|
private calculateLocalMatrix(transform: TransformComponent): Matrix2D {
|
|
|
|
|
|
const { position, rotation, scale } = transform;
|
|
|
|
|
|
|
|
|
|
|
|
// 只使用 z 轴旋转(2D)
|
|
|
|
|
|
const rad = rotation.z * DEG_TO_RAD;
|
|
|
|
|
|
const cos = Math.cos(rad);
|
|
|
|
|
|
const sin = Math.sin(rad);
|
|
|
|
|
|
|
|
|
|
|
|
// 构建仿射变换矩阵: Scale -> Rotate -> Translate
|
|
|
|
|
|
// [a c tx] [sx 0 0] [cos -sin 0] [1 0 tx]
|
|
|
|
|
|
// [b d ty] = [0 sy 0] * [sin cos 0] * [0 1 ty]
|
|
|
|
|
|
// [0 0 1] [0 0 1] [0 0 1] [0 0 1]
|
|
|
|
|
|
|
|
|
|
|
|
return {
|
|
|
|
|
|
a: scale.x * cos,
|
|
|
|
|
|
b: scale.x * sin,
|
|
|
|
|
|
c: scale.y * -sin,
|
|
|
|
|
|
d: scale.y * cos,
|
|
|
|
|
|
tx: position.x,
|
|
|
|
|
|
ty: position.y
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 矩阵乘法: result = a * b
|
|
|
|
|
|
*/
|
|
|
|
|
|
private multiplyMatrices(a: Matrix2D, b: Matrix2D): Matrix2D {
|
|
|
|
|
|
return {
|
|
|
|
|
|
a: a.a * b.a + a.c * b.b,
|
|
|
|
|
|
b: a.b * b.a + a.d * b.b,
|
|
|
|
|
|
c: a.a * b.c + a.c * b.d,
|
|
|
|
|
|
d: a.b * b.c + a.d * b.d,
|
|
|
|
|
|
tx: a.a * b.tx + a.c * b.ty + a.tx,
|
|
|
|
|
|
ty: a.b * b.tx + a.d * b.ty + a.ty
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 从世界矩阵分解出位置、旋转、缩放
|
|
|
|
|
|
*/
|
|
|
|
|
|
private decomposeMatrix(transform: TransformComponent): void {
|
|
|
|
|
|
const m = transform.localToWorldMatrix;
|
|
|
|
|
|
|
|
|
|
|
|
// 位置直接从矩阵获取
|
|
|
|
|
|
transform.worldPosition.x = m.tx;
|
|
|
|
|
|
transform.worldPosition.y = m.ty;
|
|
|
|
|
|
transform.worldPosition.z = transform.position.z;
|
|
|
|
|
|
|
|
|
|
|
|
// 计算缩放
|
|
|
|
|
|
const scaleX = Math.sqrt(m.a * m.a + m.b * m.b);
|
|
|
|
|
|
const scaleY = Math.sqrt(m.c * m.c + m.d * m.d);
|
|
|
|
|
|
|
|
|
|
|
|
// 检测负缩放(通过行列式符号)
|
|
|
|
|
|
const det = m.a * m.d - m.b * m.c;
|
|
|
|
|
|
const sign = det < 0 ? -1 : 1;
|
|
|
|
|
|
|
|
|
|
|
|
transform.worldScale.x = scaleX;
|
|
|
|
|
|
transform.worldScale.y = scaleY * sign;
|
|
|
|
|
|
transform.worldScale.z = transform.scale.z;
|
|
|
|
|
|
|
|
|
|
|
|
// 计算旋转(从归一化的矩阵)
|
|
|
|
|
|
if (scaleX > 1e-10) {
|
|
|
|
|
|
const rotation = Math.atan2(m.b / scaleX, m.a / scaleX);
|
|
|
|
|
|
transform.worldRotation.z = rotation / DEG_TO_RAD;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
transform.worldRotation.z = 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
transform.worldRotation.x = transform.rotation.x;
|
|
|
|
|
|
transform.worldRotation.y = transform.rotation.y;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|