2025-11-29 23:00:48 +08:00
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/**
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* TilemapPhysicsSystem
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* Tilemap 物理系统
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*
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* 负责将 TilemapComponent 的碰撞数据同步到物理世界。
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* 需要与 Physics2DSystem 配合使用。
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*/
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2025-12-08 21:23:37 +08:00
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import { EntitySystem, Matcher, ECSSystem, type Entity, type Scene } from '@esengine/esengine';
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2025-12-01 22:28:51 +08:00
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import { TransformComponent } from '@esengine/engine-core';
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2025-11-29 23:00:48 +08:00
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import { TilemapComponent } from '../TilemapComponent';
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import { TilemapCollider2DComponent, type CollisionRect } from './TilemapCollider2DComponent';
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2025-12-08 21:10:57 +08:00
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import type { IPhysics2DWorld } from '@esengine/physics-rapier2d';
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2025-11-29 23:00:48 +08:00
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2025-12-08 21:10:57 +08:00
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// 重新导出类型以保持向后兼容 | Re-export types for backward compatibility
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export type IPhysicsWorld = IPhysics2DWorld;
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2025-11-29 23:00:48 +08:00
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/**
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* 物理系统接口
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*/
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export interface IPhysics2DSystem {
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world: IPhysicsWorld;
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}
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/**
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* Tilemap 物理系统
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*
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* 监听带有 TilemapComponent 和 TilemapCollider2DComponent 的实体,
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* 自动将碰撞数据转换为物理碰撞体。
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*/
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@ECSSystem('TilemapPhysics', { updateOrder: 50 })
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export class TilemapPhysicsSystem extends EntitySystem {
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private _physicsWorld: IPhysicsWorld | null = null;
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private _pendingEntities: Entity[] = [];
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constructor() {
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super(Matcher.empty().all(TilemapComponent, TilemapCollider2DComponent));
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}
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/**
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* 设置物理世界引用
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*/
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public setPhysicsWorld(world: IPhysicsWorld): void {
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this._physicsWorld = world;
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// 处理待处理的实体
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for (const entity of this._pendingEntities) {
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this._createColliders(entity);
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}
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this._pendingEntities = [];
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}
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protected override onAdded(entity: Entity): void {
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if (!this._physicsWorld) {
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this._pendingEntities.push(entity);
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return;
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}
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this._createColliders(entity);
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}
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protected override onRemoved(entity: Entity): void {
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this._removeColliders(entity);
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const idx = this._pendingEntities.indexOf(entity);
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if (idx >= 0) {
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this._pendingEntities.splice(idx, 1);
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}
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}
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protected override process(entities: readonly Entity[]): void {
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if (!this._physicsWorld) return;
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for (const entity of entities) {
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const tilemap = entity.getComponent(TilemapComponent);
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const collider = entity.getComponent(TilemapCollider2DComponent);
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if (!tilemap || !collider) continue;
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// 检查碰撞数据是否变化
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const currentVersion = tilemap.renderDirty ? Date.now() : collider._lastCollisionVersion;
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if (collider._needsRebuild || currentVersion !== collider._lastCollisionVersion) {
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this._rebuildColliders(entity);
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collider._lastCollisionVersion = currentVersion;
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}
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}
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}
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/**
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* 创建碰撞体
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*/
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private _createColliders(entity: Entity): void {
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const tilemap = entity.getComponent(TilemapComponent);
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const collider = entity.getComponent(TilemapCollider2DComponent);
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const transform = entity.getComponent(TransformComponent);
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if (!tilemap || !collider || !this._physicsWorld) return;
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// 生成碰撞矩形
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const collisionData = tilemap.collisionData;
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collider.generateCollisionRects(
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collisionData,
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tilemap.width,
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tilemap.height,
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tilemap.tileWidth,
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tilemap.tileHeight
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);
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// 获取实体位置偏移
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const offsetX = transform?.position.x ?? 0;
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const offsetY = transform?.position.y ?? 0;
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// 计算地图总高度(像素),用于 Y 轴翻转
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// Calculate total map height (pixels) for Y-axis flip
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const mapPixelHeight = tilemap.height * tilemap.tileHeight;
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// 为每个碰撞矩形创建物理碰撞体
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for (const rect of collider._collisionRects) {
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// Y 轴翻转:rect.y 是从顶部计算的,需要翻转到底部
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// Y-axis flip: rect.y is calculated from top, needs flip to bottom
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const flippedY = mapPixelHeight - rect.y - rect.height;
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const handle = this._physicsWorld.createStaticCollider(
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entity.id,
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{
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x: offsetX + rect.x + rect.width / 2,
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y: offsetY + flippedY + rect.height / 2,
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},
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{
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x: rect.width / 2,
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y: rect.height / 2,
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},
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collider.collisionLayer,
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collider.collisionMask,
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collider.friction,
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collider.restitution,
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collider.isTrigger
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);
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if (handle !== null) {
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collider._colliderHandles.push(handle);
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}
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}
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collider._needsRebuild = false;
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this.logger.debug(`Created ${collider._colliderHandles.length} colliders for tilemap entity ${entity.name}`);
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}
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/**
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* 移除碰撞体
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*/
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private _removeColliders(entity: Entity): void {
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const collider = entity.getComponent(TilemapCollider2DComponent);
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if (!collider || !this._physicsWorld) return;
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for (const handle of collider._colliderHandles) {
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this._physicsWorld.removeCollider(handle);
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}
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collider._colliderHandles = [];
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}
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/**
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* 重建碰撞体
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*/
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private _rebuildColliders(entity: Entity): void {
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this._removeColliders(entity);
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this._createColliders(entity);
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}
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protected override onDestroy(): void {
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this._physicsWorld = null;
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this._pendingEntities = [];
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}
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}
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