/**
* Physics Editor Plugin
*
* 编辑器版本的物理插件,不包含 WASM 依赖。
* Editor version of physics plugin, without WASM dependencies.
* 使用轻量级 Physics2DComponentsModule 注册组件,
* 使场景中的物理组件可以正确序列化/反序列化。
* Uses lightweight Physics2DComponentsModule to register components,
* enabling proper serialization/deserialization of physics components in scenes.
*/
import type { IRuntimePlugin, ModuleManifest } from '@esengine/engine-core';
import { Physics2DComponentsModule } from './Physics2DComponentsModule';
const manifest: ModuleManifest = {
id: '@esengine/physics-rapier2d',
name: '@esengine/physics-rapier2d',
displayName: 'Physics 2D',
version: '1.0.0',
description: 'Deterministic 2D physics with Rapier2D',
category: 'Physics',
isCore: false,
defaultEnabled: false,
isEngineModule: true,
canContainContent: false,
requiresWasm: true,
dependencies: ['engine-core'],
exports: {
components: ['Rigidbody2DComponent', 'BoxCollider2DComponent', 'CircleCollider2DComponent'],
systems: ['PhysicsSystem']
}
};
* 编辑器物理插件(轻量级运行时模块)
* Editor physics plugin (lightweight runtime module)
* 使用 Physics2DComponentsModule 注册组件,用于场景反序列化。
* 不包含 WASM 依赖,不创建物理系统。
* Uses Physics2DComponentsModule for component registration (scene deserialization).
* No WASM dependency, no physics system creation.
export const Physics2DPlugin: IRuntimePlugin = {
manifest,
runtimeModule: new Physics2DComponentsModule()