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esengine/packages/ecs-engine-bindgen/src/systems/EngineRenderSystem.ts

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/**
* Engine render system for ECS.
* ECS的引擎渲染系统
*/
import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
import { SpriteComponent, CameraComponent, TransformComponent } from '@esengine/ecs-components';
import type { EngineBridge } from '../core/EngineBridge';
import { RenderBatcher } from '../core/RenderBatcher';
import type { SpriteRenderData } from '../types';
import type { ITransformComponent } from '../core/SpriteRenderHelper';
/**
* Render data from a provider
*
*/
export interface ProviderRenderData {
transforms: Float32Array;
textureIds: Uint32Array;
uvs: Float32Array;
colors: Uint32Array;
tileCount: number;
/** Sorting order for render ordering | 渲染排序顺序 */
sortingOrder: number;
/** Texture path for loading (optional, used if textureId is 0) */
texturePath?: string;
}
/**
* Interface for additional render data providers (e.g., tilemap)
*
*/
export interface IRenderDataProvider {
getRenderData(): readonly ProviderRenderData[];
}
/**
* Interface for UI render data providers
* UI
*
* All UI is rendered in Screen Space with independent orthographic projection.
* UI 使
*/
export interface IUIRenderDataProvider extends IRenderDataProvider {
/** Get UI render data | 获取 UI 渲染数据 */
getRenderData(): readonly ProviderRenderData[];
/** @deprecated Use getRenderData() instead */
getScreenSpaceRenderData?(): readonly ProviderRenderData[];
/** @deprecated World space UI is no longer supported */
getWorldSpaceRenderData?(): readonly ProviderRenderData[];
}
/**
* Internal gizmo color interface (duck-typed, compatible with editor-core GizmoColor)
* gizmo editor-core GizmoColor
* @internal
*/
interface GizmoColorInternal {
r: number;
g: number;
b: number;
a: number;
}
/**
* Internal gizmo render data type (duck-typed, compatible with editor-core types)
* gizmo editor-core
* @internal
*/
interface GizmoRenderDataInternal {
type: 'rect' | 'circle' | 'line' | 'grid';
color: GizmoColorInternal;
// Rect specific
x?: number;
y?: number;
width?: number;
height?: number;
rotation?: number;
originX?: number;
originY?: number;
showHandles?: boolean;
// Circle specific
radius?: number;
// Line specific
points?: Array<{ x: number; y: number }>;
closed?: boolean;
// Grid specific
cols?: number;
rows?: number;
}
/**
* Function type for getting gizmo data from a component.
* Used to inject GizmoRegistry functionality from editor layer.
* gizmo
* GizmoRegistry
*/
export type GizmoDataProviderFn = (
component: Component,
entity: Entity,
isSelected: boolean
) => GizmoRenderDataInternal[];
/**
* Function type for checking if a component has gizmo provider.
* gizmo
*/
export type HasGizmoProviderFn = (component: Component) => boolean;
/**
* Type for transform component constructor.
*
*/
export type TransformComponentType = ComponentType & (new (...args: any[]) => Component & ITransformComponent);
/**
* ECS System for rendering sprites using the Rust engine.
* 使Rust引擎渲染精灵的ECS系统
*
* This system extends EntitySystem and integrates with the ECS lifecycle.
* EntitySystem并与ECS生命周期集成
*
* @example
* ```typescript
* // Create transform component | 创建变换组件
* @ECSComponent('Transform')
* class Transform extends Component implements ITransformComponent {
* position = { x: 0, y: 0 };
* rotation = 0;
* scale = { x: 1, y: 1 };
* }
*
* // Initialize bridge | 初始化桥接
* const bridge = new EngineBridge({ canvasId: 'canvas' });
* await bridge.initialize();
*
* // Add system to scene | 将系统添加到场景
* const renderSystem = new EngineRenderSystem(bridge, Transform);
* scene.addSystem(renderSystem);
* ```
*/
@ECSSystem('EngineRender', { updateOrder: 1000 }) // Render system executes last | 渲染系统最后执行
export class EngineRenderSystem extends EntitySystem {
private bridge: EngineBridge;
private batcher: RenderBatcher;
private transformType: TransformComponentType;
private showGizmos = true;
private selectedEntityIds: Set<number> = new Set();
private transformMode: 'select' | 'move' | 'rotate' | 'scale' = 'select';
// Reusable map to avoid allocation per frame
// 可重用的映射以避免每帧分配
private entityRenderMap: Map<number, SpriteRenderData> = new Map();
// Additional render data providers (e.g., tilemap)
// 额外的渲染数据提供者(如瓦片地图)
private renderDataProviders: IRenderDataProvider[] = [];
// Gizmo registry functions (injected from editor layer)
// Gizmo 注册表函数(从编辑器层注入)
private gizmoDataProvider: GizmoDataProviderFn | null = null;
private hasGizmoProvider: HasGizmoProviderFn | null = null;
// UI Canvas boundary settings
// UI 画布边界设置
private uiCanvasWidth: number = 0;
private uiCanvasHeight: number = 0;
private showUICanvasBoundary: boolean = true;
// UI render data provider (supports screen space and world space)
// UI 渲染数据提供者(支持屏幕空间和世界空间)
private uiRenderDataProvider: IUIRenderDataProvider | null = null;
// Preview mode flag: when true, UI uses screen space overlay projection
// when false (editor mode), UI renders in world space following editor camera
// 预览模式标志:为 true 时UI 使用屏幕空间叠加投影
// 为 false编辑器模式UI 在世界空间渲染,跟随编辑器相机
private previewMode: boolean = false;
/**
* Create a new engine render system.
*
*
* @param bridge - Engine bridge instance |
* @param transformType - Transform component class (must implement ITransformComponent) | ITransformComponent
*/
constructor(bridge: EngineBridge, transformType: TransformComponentType) {
// Match entities with both Sprite and Transform components
// 匹配同时具有Sprite和Transform组件的实体
super(Matcher.empty().all(SpriteComponent, transformType));
this.bridge = bridge;
this.batcher = new RenderBatcher();
this.transformType = transformType;
}
/**
* Called when system is initialized.
*
*/
public override initialize(): void {
super.initialize();
this.logger.info('EngineRenderSystem initialized | 引擎渲染系统初始化完成');
}
/**
* Called before processing entities.
*
*/
protected override onBegin(): void {
// Clear the batch | 清空批处理
this.batcher.clear();
// Clear screen with dark background | 用深色背景清屏
this.bridge.clear(0.1, 0.1, 0.12, 1);
// Update input | 更新输入
this.bridge.updateInput();
}
/**
* Process all matched entities.
*
*
* Rendering is done in two passes:
* 1. World Pass: World sprites, tilemaps, gizmos (affected by world camera)
* 2. UI Pass: Screen space UI (independent orthographic projection, overlaid on world)
*
*
* 1. SpriteGizmo
* 2. UI UI
*
* @param entities - Entities to process |
*/
protected override process(entities: readonly Entity[]): void {
// Clear and reuse map for gizmo drawing
// 清空并重用映射用于绘制gizmo
this.entityRenderMap.clear();
// ===== Pass 1: World Space Rendering =====
// ===== 阶段 1世界空间渲染 =====
// This includes world sprites, tilemaps, and world space UI
// 包括世界 Sprite、瓦片地图和世界空间 UI
// Collect all render items with sorting order
// 收集所有渲染项及其排序顺序
const renderItems: Array<{ sortingOrder: number; sprites: SpriteRenderData[] }> = [];
// Collect sprites from entities
// 收集实体的 sprites
for (const entity of entities) {
const sprite = entity.getComponent(SpriteComponent);
const transform = entity.getComponent(this.transformType) as unknown as ITransformComponent | null;
if (!sprite || !transform) {
continue;
}
// Calculate UV with flip | 计算带翻转的UV
const uv: [number, number, number, number] = [0, 0, 1, 1];
if (sprite.flipX || sprite.flipY) {
if (sprite.flipX) {
[uv[0], uv[2]] = [uv[2], uv[0]];
}
if (sprite.flipY) {
[uv[1], uv[3]] = [uv[3], uv[1]];
}
}
// Handle rotation as number or Vector3 (use z for 2D)
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
// Convert hex color string to packed RGBA | 将十六进制颜色字符串转换为打包的RGBA
const color = this.hexToPackedColor(sprite.color, sprite.alpha);
// Get texture ID from sprite component
// 从精灵组件获取纹理ID
// Use Rust engine's path-based texture loading for automatic caching
// 使用Rust引擎的基于路径的纹理加载实现自动缓存
let textureId = 0;
if (sprite.texture) {
textureId = this.bridge.getOrLoadTextureByPath(sprite.texture);
}
// Pass actual display dimensions (sprite size * transform scale)
// 传递实际显示尺寸sprite尺寸 * 变换缩放)
const renderData: SpriteRenderData = {
x: transform.position.x,
y: transform.position.y,
rotation,
scaleX: sprite.width * transform.scale.x,
scaleY: sprite.height * transform.scale.y,
originX: sprite.anchorX,
originY: sprite.anchorY,
textureId,
uv,
color
};
renderItems.push({ sortingOrder: sprite.sortingOrder, sprites: [renderData] });
this.entityRenderMap.set(entity.id, renderData);
}
// Collect render data from providers (e.g., tilemap)
for (const provider of this.renderDataProviders) {
const renderDataList = provider.getRenderData();
for (const data of renderDataList) {
// Get texture ID - load from path if needed
let textureId = data.textureIds[0] || 0;
if (textureId === 0 && data.texturePath) {
textureId = this.bridge.getOrLoadTextureByPath(data.texturePath);
}
// Convert tilemap render data to sprites
const tilemapSprites: SpriteRenderData[] = [];
for (let i = 0; i < data.tileCount; i++) {
const tOffset = i * 7;
const uvOffset = i * 4;
const renderData: SpriteRenderData = {
x: data.transforms[tOffset],
y: data.transforms[tOffset + 1],
rotation: data.transforms[tOffset + 2],
scaleX: data.transforms[tOffset + 3],
scaleY: data.transforms[tOffset + 4],
originX: data.transforms[tOffset + 5],
originY: data.transforms[tOffset + 6],
textureId,
uv: [data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3]],
color: data.colors[i]
};
tilemapSprites.push(renderData);
}
if (tilemapSprites.length > 0) {
renderItems.push({ sortingOrder: data.sortingOrder, sprites: tilemapSprites });
}
}
}
// Collect UI render data if in editor mode (renders in world space)
// 如果在编辑器模式,收集 UI 渲染数据(在世界空间渲染)
if (!this.previewMode && this.uiRenderDataProvider) {
const uiRenderData = this.uiRenderDataProvider.getRenderData();
for (const data of uiRenderData) {
const uiSprites = this.convertProviderDataToSprites(data);
if (uiSprites.length > 0) {
renderItems.push({ sortingOrder: data.sortingOrder, sprites: uiSprites });
}
}
}
// Sort by sortingOrder (lower values render first, appear behind)
// 按 sortingOrder 排序(值越小越先渲染,显示在后面)
renderItems.sort((a, b) => a.sortingOrder - b.sortingOrder);
// Submit all sprites in sorted order
// 按排序顺序提交所有 sprites
for (const item of renderItems) {
for (const sprite of item.sprites) {
this.batcher.addSprite(sprite);
}
}
if (!this.batcher.isEmpty) {
const sprites = this.batcher.getSprites();
this.bridge.submitSprites(sprites);
}
// Draw gizmos for all entities with IGizmoProvider components
// 为所有具有 IGizmoProvider 组件的实体绘制 Gizmo
if (this.showGizmos) {
this.drawComponentGizmos();
}
// Draw gizmos for selected entities (always, even if no sprites)
// 为选中的实体绘制Gizmo始终绘制即使没有精灵
if (this.showGizmos && this.selectedEntityIds.size > 0) {
this.drawSelectedEntityGizmos();
}
// Draw camera frustum gizmos
// 绘制相机视锥体 gizmo
if (this.showGizmos) {
this.drawCameraFrustums();
}
// Draw UI canvas boundary
// 绘制 UI 画布边界
if (this.showGizmos && this.showUICanvasBoundary && this.uiCanvasWidth > 0 && this.uiCanvasHeight > 0) {
this.drawUICanvasBoundary();
}
// ===== World Pass: Render world content =====
// ===== 世界阶段:渲染世界内容 =====
this.bridge.render();
// ===== Pass 2: Screen Space UI Rendering (Preview Mode Only) =====
// ===== 阶段 2屏幕空间 UI 渲染(仅预览模式)=====
// UI is rendered on top of world content with independent projection
// UI 使用独立投影渲染在世界内容之上
// Only in preview mode - in editor mode, UI is rendered in world space above
// 仅在预览模式 - 在编辑器模式UI 在上面的世界空间渲染
if (this.previewMode) {
this.renderScreenSpaceUI();
}
}
/**
* Render screen space UI with fixed orthographic projection.
* 使 UI
*
* Screen space UI is rendered with an independent orthographic projection
* based on the UI canvas size, not affected by the world camera.
* UI 使 UI
*/
private renderScreenSpaceUI(): void {
if (!this.uiRenderDataProvider) {
return;
}
// Get all UI render data (now only screen space)
// 获取所有 UI 渲染数据(现在只有屏幕空间)
const uiRenderData = this.uiRenderDataProvider.getRenderData();
if (uiRenderData.length === 0) {
return;
}
// Switch to screen space projection
// 切换到屏幕空间投影
// Use UI canvas size for the orthographic projection
// 使用 UI 画布尺寸进行正交投影
const canvasWidth = this.uiCanvasWidth > 0 ? this.uiCanvasWidth : 1920;
const canvasHeight = this.uiCanvasHeight > 0 ? this.uiCanvasHeight : 1080;
// Save current camera state and switch to screen space mode
// 保存当前相机状态并切换到屏幕空间模式
this.bridge.pushScreenSpaceMode(canvasWidth, canvasHeight);
// Clear batcher for screen space content
this.batcher.clear();
// Collect screen space UI render items
const screenSpaceItems: Array<{ sortingOrder: number; sprites: SpriteRenderData[] }> = [];
for (const data of uiRenderData) {
const uiSprites = this.convertProviderDataToSprites(data);
if (uiSprites.length > 0) {
screenSpaceItems.push({ sortingOrder: data.sortingOrder, sprites: uiSprites });
}
}
// Sort by sortingOrder
screenSpaceItems.sort((a, b) => a.sortingOrder - b.sortingOrder);
// Submit screen space UI sprites
for (const item of screenSpaceItems) {
for (const sprite of item.sprites) {
this.batcher.addSprite(sprite);
}
}
if (!this.batcher.isEmpty) {
const sprites = this.batcher.getSprites();
this.bridge.submitSprites(sprites);
// Render overlay (without clearing screen)
// 渲染叠加层(不清屏)
this.bridge.renderOverlay();
}
// Restore world space camera
// 恢复世界空间相机
this.bridge.popScreenSpaceMode();
}
/**
* Convert provider render data to sprite render data array.
* Sprite
*/
private convertProviderDataToSprites(data: ProviderRenderData): SpriteRenderData[] {
// Get texture ID - load from path if needed
let textureId = data.textureIds[0] || 0;
if (textureId === 0 && data.texturePath) {
textureId = this.bridge.getOrLoadTextureByPath(data.texturePath);
}
const sprites: SpriteRenderData[] = [];
for (let i = 0; i < data.tileCount; i++) {
const tOffset = i * 7;
const uvOffset = i * 4;
const renderData: SpriteRenderData = {
x: data.transforms[tOffset],
y: data.transforms[tOffset + 1],
rotation: data.transforms[tOffset + 2],
scaleX: data.transforms[tOffset + 3],
scaleY: data.transforms[tOffset + 4],
originX: data.transforms[tOffset + 5],
originY: data.transforms[tOffset + 6],
textureId,
uv: [data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3]],
color: data.colors[i]
};
sprites.push(renderData);
}
return sprites;
}
/**
* Draw gizmos from components that have registered gizmo providers.
* gizmo gizmo
*/
private drawComponentGizmos(): void {
const scene = Core.scene;
if (!scene || !this.gizmoDataProvider || !this.hasGizmoProvider) return;
// Iterate all entities in the scene
// 遍历场景中的所有实体
for (const entity of scene.entities.buffer) {
const isSelected = this.selectedEntityIds.has(entity.id);
// Check each component for gizmo provider
// 检查每个组件是否有 gizmo 提供者
for (const component of entity.components) {
if (this.hasGizmoProvider(component)) {
try {
const gizmoDataArray = this.gizmoDataProvider(component, entity, isSelected);
for (const gizmoData of gizmoDataArray) {
this.renderGizmoData(gizmoData);
}
} catch (e) {
// Silently ignore errors from gizmo providers
// 静默忽略 gizmo 提供者的错误
}
}
}
}
}
/**
* Render a single gizmo data item.
* gizmo
*/
private renderGizmoData(data: GizmoRenderDataInternal): void {
const { r, g, b, a } = data.color;
switch (data.type) {
case 'rect':
if (data.x !== undefined && data.y !== undefined &&
data.width !== undefined && data.height !== undefined) {
this.bridge.addGizmoRect(
data.x,
data.y,
data.width,
data.height,
data.rotation ?? 0,
data.originX ?? 0.5,
data.originY ?? 0.5,
r, g, b, a,
data.showHandles ?? false
);
}
break;
case 'grid':
// Render grid as multiple line segments
// 将网格渲染为多条线段
if (data.x !== undefined && data.y !== undefined &&
data.width !== undefined && data.height !== undefined &&
data.cols !== undefined && data.rows !== undefined) {
this.renderGridGizmo(data.x, data.y, data.width, data.height, data.cols, data.rows, r, g, b, a);
}
break;
case 'line':
// Lines are rendered as connected rect segments (thin)
// 线条渲染为连接的细矩形段
if (data.points && data.points.length >= 2) {
this.renderLineGizmo(data.points, data.closed ?? false, r, g, b, a);
}
break;
case 'circle':
// Circle rendered as polygon approximation
// 圆形渲染为多边形近似
if (data.x !== undefined && data.y !== undefined && data.radius !== undefined) {
this.renderCircleGizmo(data.x, data.y, data.radius, r, g, b, a);
}
break;
}
}
/**
* Render a grid gizmo using line segments.
* 使线 gizmo
*/
private renderGridGizmo(
x: number, y: number, width: number, height: number,
cols: number, rows: number,
r: number, g: number, b: number, a: number
): void {
const cellWidth = width / cols;
const cellHeight = height / rows;
const lineThickness = 1;
// Vertical lines | 垂直线
for (let col = 0; col <= cols; col++) {
const lineX = x + col * cellWidth;
this.bridge.addGizmoRect(
lineX, y + height / 2,
lineThickness, height,
0, 0.5, 0.5,
r, g, b, a,
false
);
}
// Horizontal lines | 水平线
for (let row = 0; row <= rows; row++) {
const lineY = y + row * cellHeight;
this.bridge.addGizmoRect(
x + width / 2, lineY,
width, lineThickness,
0, 0.5, 0.5,
r, g, b, a,
false
);
}
}
/**
* Render a line gizmo.
* 线 gizmo
*/
private renderLineGizmo(
points: Array<{ x: number; y: number }>,
closed: boolean,
r: number, g: number, b: number, a: number
): void {
const lineThickness = 2;
const count = closed ? points.length : points.length - 1;
for (let i = 0; i < count; i++) {
const p1 = points[i];
const p2 = points[(i + 1) % points.length];
const dx = p2.x - p1.x;
const dy = p2.y - p1.y;
const length = Math.sqrt(dx * dx + dy * dy);
const angle = Math.atan2(dy, dx);
// Draw line segment as thin rect
// 将线段绘制为细矩形
this.bridge.addGizmoRect(
(p1.x + p2.x) / 2,
(p1.y + p2.y) / 2,
length, lineThickness,
angle, 0.5, 0.5,
r, g, b, a,
false
);
}
}
/**
* Render a circle gizmo as polygon.
* gizmo
*/
private renderCircleGizmo(
x: number, y: number, radius: number,
r: number, g: number, b: number, a: number
): void {
const segments = 32;
const points: Array<{ x: number; y: number }> = [];
for (let i = 0; i < segments; i++) {
const angle = (i / segments) * Math.PI * 2;
points.push({
x: x + Math.cos(angle) * radius,
y: y + Math.sin(angle) * radius
});
}
this.renderLineGizmo(points, true, r, g, b, a);
}
/**
* Draw gizmos for selected entities with transform handles.
* gizmo
*
* This method ensures that selected entities show transform handles
* regardless of whether they have sprite data in entityRenderMap.
* entityRenderMap
*/
private drawSelectedEntityGizmos(): void {
const scene = Core.scene;
if (!scene) return;
// Determine if we should show handles based on transform mode
// 根据变换模式确定是否显示手柄
const shouldShowHandles = this.transformMode !== 'select';
for (const entityId of this.selectedEntityIds) {
// Find the entity
// 查找实体
const entity = scene.entities.findEntityById(entityId);
if (!entity) continue;
// Get transform component
// 获取变换组件
const transform = entity.getComponent(TransformComponent);
if (!transform) continue;
// First check if we have sprite data from entityRenderMap
// 首先检查是否有来自 entityRenderMap 的精灵数据
const spriteData = this.entityRenderMap.get(entityId);
if (spriteData) {
// Use sprite data for selection gizmo
// 使用精灵数据绘制选择 gizmo
this.bridge.addGizmoRect(
spriteData.x,
spriteData.y,
spriteData.scaleX,
spriteData.scaleY,
spriteData.rotation,
spriteData.originX,
spriteData.originY,
0.0, 0.8, 1.0, 1.0, // Selection color (cyan)
shouldShowHandles
);
continue;
}
// For entities without sprite data, try to get gizmo data from components via registry
// 对于没有精灵数据的实体,尝试通过注册表从组件获取 gizmo 数据
let foundGizmo = false;
if (this.gizmoDataProvider && this.hasGizmoProvider) {
for (const component of entity.components) {
if (this.hasGizmoProvider(component)) {
try {
const gizmoDataArray = this.gizmoDataProvider(component, entity, true);
// Use the first rect gizmo for selection handles
// 使用第一个矩形 gizmo 来绘制选择手柄
for (const gizmoData of gizmoDataArray) {
if (gizmoData.type === 'rect' &&
gizmoData.x !== undefined && gizmoData.y !== undefined &&
gizmoData.width !== undefined && gizmoData.height !== undefined) {
// Draw selection gizmo with handles
// 绘制带手柄的选择 gizmo
this.bridge.addGizmoRect(
gizmoData.x,
gizmoData.y,
gizmoData.width,
gizmoData.height,
gizmoData.rotation ?? 0,
gizmoData.originX ?? 0.5,
gizmoData.originY ?? 0.5,
0.0, 0.8, 1.0, 1.0, // Selection color (cyan)
shouldShowHandles
);
foundGizmo = true;
break;
}
}
if (foundGizmo) break;
} catch (e) {
// Silently ignore errors
// 静默忽略错误
}
}
}
}
// If no gizmo provider found, draw a default gizmo at transform position
// 如果没有找到 gizmo 提供者,在变换位置绘制默认 gizmo
if (!foundGizmo) {
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
// Draw a small default gizmo at entity position
// 在实体位置绘制一个小的默认 gizmo
this.bridge.addGizmoRect(
transform.position.x,
transform.position.y,
32, // Default size
32,
rotation,
0.5,
0.5,
0.0, 0.8, 1.0, 1.0, // Selection color (cyan)
shouldShowHandles
);
}
}
}
/**
* Draw camera frustum gizmos for all cameras in scene.
* gizmo
*/
private drawCameraFrustums(): void {
const scene = Core.scene;
if (!scene) return;
const cameraEntities = scene.entities.findEntitiesWithComponent(CameraComponent);
for (const entity of cameraEntities) {
const camera = entity.getComponent(CameraComponent);
const transform = entity.getComponent(TransformComponent);
if (!camera || !transform) continue;
// Calculate frustum size based on canvas size and orthographicSize
// 根据 canvas 尺寸和 orthographicSize 计算视锥体大小
// At runtime, zoom = 1 / orthographicSize
// So visible area = canvas size * orthographicSize
const canvas = document.getElementById('viewport-canvas') as HTMLCanvasElement;
if (!canvas) continue;
// The actual visible world units when running
// 运行时实际可见的世界单位
const zoom = camera.orthographicSize > 0 ? 1 / camera.orthographicSize : 1;
const width = canvas.width / zoom;
const height = canvas.height / zoom;
// Handle rotation
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
// Draw frustum rectangle (white color for camera)
// 绘制视锥体矩形(相机用白色)
this.bridge.addGizmoRect(
transform.position.x,
transform.position.y,
width,
height,
rotation,
0.5, // origin center
0.5,
1.0, 1.0, 1.0, 0.8, // White color with some transparency
false // Don't show transform handles for camera frustum
);
}
}
/**
* Draw UI canvas boundary.
* UI
*
* Shows the design resolution boundary of the UI canvas.
* UI
*/
private drawUICanvasBoundary(): void {
const w = this.uiCanvasWidth;
const h = this.uiCanvasHeight;
// Canvas is centered at (0, 0) in Y-up coordinate system
// 画布以 (0, 0) 为中心Y 轴向上坐标系
// Bottom-left: (-w/2, -h/2), Top-right: (w/2, h/2)
// Draw the boundary as a rectangle
// 绘制边界矩形
// Using origin (0, 0) means position is bottom-left corner
// 使用 origin (0, 0) 表示位置是左下角
this.bridge.addGizmoRect(
-w / 2, // x: left edge
-h / 2, // y: bottom edge (in Y-up system)
w, // width
h, // height
0, // rotation
0, // originX: left
0, // originY: bottom
0.5, 0.8, 1.0, 0.6, // Light blue color for UI canvas boundary
false // Don't show transform handles
);
// Draw corner markers for better visibility
// 绘制角标记以提高可见性
const markerSize = 20;
const markerColor = { r: 0.5, g: 0.8, b: 1.0, a: 1.0 };
// Top-left corner marker (L shape)
const corners = [
// Top-left
{ x: -w / 2, y: h / 2 - markerSize, ex: -w / 2, ey: h / 2 },
{ x: -w / 2, y: h / 2, ex: -w / 2 + markerSize, ey: h / 2 },
// Top-right
{ x: w / 2 - markerSize, y: h / 2, ex: w / 2, ey: h / 2 },
{ x: w / 2, y: h / 2, ex: w / 2, ey: h / 2 - markerSize },
// Bottom-right
{ x: w / 2, y: -h / 2 + markerSize, ex: w / 2, ey: -h / 2 },
{ x: w / 2, y: -h / 2, ex: w / 2 - markerSize, ey: -h / 2 },
// Bottom-left
{ x: -w / 2 + markerSize, y: -h / 2, ex: -w / 2, ey: -h / 2 },
{ x: -w / 2, y: -h / 2, ex: -w / 2, ey: -h / 2 + markerSize },
];
for (const line of corners) {
const dx = line.ex - line.x;
const dy = line.ey - line.y;
const length = Math.sqrt(dx * dx + dy * dy);
const angle = Math.atan2(dy, dx);
this.bridge.addGizmoRect(
(line.x + line.ex) / 2,
(line.y + line.ey) / 2,
length,
2, // Line thickness
angle,
0.5,
0.5,
markerColor.r, markerColor.g, markerColor.b, markerColor.a,
false
);
}
}
/**
* Set gizmo registry functions.
* gizmo
*
* This allows the editor layer to inject GizmoRegistry functionality
* without creating a direct dependency from engine to editor.
* GizmoRegistry
*
*
* @param provider - Function to get gizmo data from a component
* @param hasProvider - Function to check if a component has a gizmo provider
*/
setGizmoRegistry(
provider: GizmoDataProviderFn,
hasProvider: HasGizmoProviderFn
): void {
this.gizmoDataProvider = provider;
this.hasGizmoProvider = hasProvider;
}
/**
* Set gizmo visibility.
* Gizmo可见性
*/
setShowGizmos(show: boolean): void {
this.showGizmos = show;
}
/**
* Get gizmo visibility.
* Gizmo可见性
*/
getShowGizmos(): boolean {
return this.showGizmos;
}
/**
* Set UI canvas size for boundary display.
* UI
*
* @param width - Canvas width (design resolution) |
* @param height - Canvas height (design resolution) |
*/
setUICanvasSize(width: number, height: number): void {
this.uiCanvasWidth = width;
this.uiCanvasHeight = height;
}
/**
* Get UI canvas size.
* UI
*/
getUICanvasSize(): { width: number; height: number } {
return { width: this.uiCanvasWidth, height: this.uiCanvasHeight };
}
/**
* Set UI canvas boundary visibility.
* UI
*/
setShowUICanvasBoundary(show: boolean): void {
this.showUICanvasBoundary = show;
}
/**
* Get UI canvas boundary visibility.
* UI
*/
getShowUICanvasBoundary(): boolean {
return this.showUICanvasBoundary;
}
/**
* Set selected entity IDs.
* ID
*/
setSelectedEntityIds(ids: number[]): void {
this.selectedEntityIds = new Set(ids);
}
/**
* Get selected entity IDs.
* ID
*/
getSelectedEntityIds(): number[] {
return Array.from(this.selectedEntityIds);
}
/**
* Set transform tool mode.
*
*/
setTransformMode(mode: 'select' | 'move' | 'rotate' | 'scale'): void {
this.transformMode = mode;
// Convert string mode to u8 for Rust engine
const modeMap: Record<string, number> = {
'select': 0,
'move': 1,
'rotate': 2,
'scale': 3
};
this.bridge.setTransformMode(modeMap[mode]);
}
/**
* Get transform tool mode.
*
*/
getTransformMode(): 'select' | 'move' | 'rotate' | 'scale' {
return this.transformMode;
}
/**
* Convert hex color string to packed RGBA.
* RGBA
*/
private hexToPackedColor(hex: string, alpha: number): number {
// Parse hex color like "#ffffff" or "#fff"
let r = 255, g = 255, b = 255;
if (hex.startsWith('#')) {
const hexValue = hex.slice(1);
if (hexValue.length === 3) {
r = parseInt(hexValue[0] + hexValue[0], 16);
g = parseInt(hexValue[1] + hexValue[1], 16);
b = parseInt(hexValue[2] + hexValue[2], 16);
} else if (hexValue.length === 6) {
r = parseInt(hexValue.slice(0, 2), 16);
g = parseInt(hexValue.slice(2, 4), 16);
b = parseInt(hexValue.slice(4, 6), 16);
}
}
const a = Math.round(alpha * 255);
// Pack as 0xAABBGGRR for WebGL
return ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
}
/**
* Register a render data provider.
*
*/
addRenderDataProvider(provider: IRenderDataProvider): void {
if (!this.renderDataProviders.includes(provider)) {
this.renderDataProviders.push(provider);
}
}
/**
* Remove a render data provider.
*
*/
removeRenderDataProvider(provider: IRenderDataProvider): void {
const index = this.renderDataProviders.indexOf(provider);
if (index >= 0) {
this.renderDataProviders.splice(index, 1);
}
}
/**
* Set the UI render data provider.
* UI
*
* The UI render data provider supports both screen space and world space UI.
* UI UI
*
* @param provider - UI render data provider | UI
*/
setUIRenderDataProvider(provider: IUIRenderDataProvider | null): void {
this.uiRenderDataProvider = provider;
}
/**
* Get the UI render data provider.
* UI
*/
getUIRenderDataProvider(): IUIRenderDataProvider | null {
return this.uiRenderDataProvider;
}
/**
* Set preview mode.
*
*
* In preview mode (true): UI uses screen space overlay projection, independent of world camera.
* In editor mode (false): UI renders in world space, following the editor camera.
*
* trueUI 使
* falseUI
*
* @param mode - True for preview mode, false for editor mode
*/
setPreviewMode(mode: boolean): void {
this.previewMode = mode;
}
/**
* Get preview mode.
*
*/
isPreviewMode(): boolean {
return this.previewMode;
}
/**
* Get the number of sprites rendered.
*
*/
get spriteCount(): number {
return this.batcher.count;
}
/**
* Get engine statistics.
*
*/
getStats() {
return this.bridge.getStats();
}
/**
* Load a texture.
*
*/
loadTexture(id: number, url: string): void {
this.bridge.loadTexture(id, url);
}
}