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esengine/packages/engine-core/src/TransformSystem.ts

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import { EntitySystem, Matcher, Entity, ECSSystem, HierarchyComponent } from '@esengine/ecs-framework';
import { TransformComponent, Matrix2D } from './TransformComponent';
const DEG_TO_RAD = Math.PI / 180;
/**
*
* Transform System - Calculates world transforms based on hierarchy
*
*
* = *
*/
@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);
}
}
/**
*
*/
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);
}
}
}
}
/**
*
*/
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
};
}
/**
*
*/
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;
}
}