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

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import { Component, ECSComponent, Serializable, Serialize, Property } from '@esengine/ecs-framework';
export interface Vector3 {
x: number;
y: number;
z: number;
}
/**
* 3x3 2D +
* [a, b, c, d, tx, ty] 仿
*/
export interface Matrix2D {
a: number; // scaleX * cos(rotation)
b: number; // scaleX * sin(rotation)
c: number; // scaleY * -sin(rotation)
d: number; // scaleY * cos(rotation)
tx: number; // translateX
ty: number; // translateY
}
@ECSComponent('Transform')
@Serializable({ version: 1, typeId: 'Transform' })
export class TransformComponent extends Component {
@Serialize()
@Property({ type: 'vector3', label: 'Position' })
position: Vector3 = { x: 0, y: 0, z: 0 };
/** 欧拉角,单位:度 */
@Serialize()
@Property({ type: 'vector3', label: 'Rotation' })
rotation: Vector3 = { x: 0, y: 0, z: 0 };
@Serialize()
@Property({ type: 'vector3', label: 'Scale' })
scale: Vector3 = { x: 1, y: 1, z: 1 };
// ===== 世界变换(由 TransformSystem 计算)=====
/** 世界位置(只读,由 TransformSystem 计算) */
worldPosition: Vector3 = { x: 0, y: 0, z: 0 };
/** 世界旋转(只读,由 TransformSystem 计算) */
worldRotation: Vector3 = { x: 0, y: 0, z: 0 };
/** 世界缩放(只读,由 TransformSystem 计算) */
worldScale: Vector3 = { x: 1, y: 1, z: 1 };
/** 本地到世界的 2D 变换矩阵(只读,由 TransformSystem 计算) */
localToWorldMatrix: Matrix2D = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0 };
/** 变换是否需要更新 */
bDirty: boolean = true;
constructor(x: number = 0, y: number = 0, z: number = 0) {
super();
this.position = { x, y, z };
// 初始化世界变换为本地变换值(在 TransformSystem 更新前使用)
this.worldPosition = { x, y, z };
}
setPosition(x: number, y: number, z: number = 0): this {
this.position = { x, y, z };
this.bDirty = true;
return this;
}
setRotation(x: number, y: number, z: number): this {
this.rotation = { x, y, z };
this.bDirty = true;
return this;
}
setScale(x: number, y: number, z: number = 1): this {
this.scale = { x, y, z };
this.bDirty = true;
return this;
}
/**
*
*/
localToWorld(localX: number, localY: number): { x: number; y: number } {
const m = this.localToWorldMatrix;
return {
x: m.a * localX + m.c * localY + m.tx,
y: m.b * localX + m.d * localY + m.ty
};
}
/**
*
*/
worldToLocal(worldX: number, worldY: number): { x: number; y: number } {
const m = this.localToWorldMatrix;
const det = m.a * m.d - m.b * m.c;
if (Math.abs(det) < 1e-10) {
return { x: 0, y: 0 };
}
const invDet = 1 / det;
const dx = worldX - m.tx;
const dy = worldY - m.ty;
return {
x: (m.d * dx - m.c * dy) * invDet,
y: (-m.b * dx + m.a * dy) * invDet
};
}
}