feat(core): 添加module.json和类型定义更新

This commit is contained in:
yhh
2025-12-03 16:20:59 +08:00
parent 37ab494e4a
commit 13cb670a16
25 changed files with 1107 additions and 198 deletions

23
packages/core/module.json Normal file
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@@ -0,0 +1,23 @@
{
"id": "core",
"name": "@esengine/ecs-framework",
"displayName": "Core ECS",
"outputPath": "dist/index.mjs",
"description": "Core Entity-Component-System framework | 核心 ECS 框架",
"version": "1.0.0",
"category": "Core",
"icon": "Box",
"tags": ["ecs", "entity", "component", "system"],
"isCore": true,
"defaultEnabled": true,
"isEngineModule": true,
"canContainContent": false,
"platforms": ["web", "desktop", "mobile"],
"dependencies": [],
"exports": {
"components": ["Component", "Transform"],
"systems": ["System"],
"other": ["World", "Entity", "EntityManager", "SystemManager"]
},
"requiresWasm": false
}

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@@ -30,10 +30,10 @@
"clean": "rimraf bin dist tsconfig.tsbuildinfo",
"build:ts": "tsc",
"prebuild": "npm run clean",
"build": "npm run build:ts",
"build": "npm run build:ts && node build-rollup.cjs",
"build:watch": "tsc --watch",
"rebuild": "npm run clean && npm run build",
"build:npm": "npm run build && node build-rollup.cjs",
"build:npm": "npm run build",
"test": "jest --config jest.config.cjs",
"test:watch": "jest --watch --config jest.config.cjs",
"test:performance": "jest --config jest.performance.config.cjs",

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@@ -70,7 +70,7 @@ module.exports = [
warn(warning);
},
treeshake: {
moduleSideEffects: false,
moduleSideEffects: (id) => id.includes('reflect-metadata'),
propertyReadSideEffects: false,
unknownGlobalSideEffects: false
}
@@ -102,7 +102,7 @@ module.exports = [
warn(warning);
},
treeshake: {
moduleSideEffects: false
moduleSideEffects: (id) => id.includes('reflect-metadata')
}
},
@@ -133,7 +133,7 @@ module.exports = [
warn(warning);
},
treeshake: {
moduleSideEffects: false
moduleSideEffects: (id) => id.includes('reflect-metadata')
}
},
@@ -193,7 +193,7 @@ module.exports = [
warn(warning);
},
treeshake: {
moduleSideEffects: false
moduleSideEffects: (id) => id.includes('reflect-metadata')
}
},

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@@ -0,0 +1,21 @@
{
"id": "ecs-engine-bindgen",
"name": "@esengine/ecs-engine-bindgen",
"displayName": "Engine Bindgen",
"description": "Bridge between ECS and Rust Engine | ECS 与 Rust 引擎之间的桥接层",
"version": "0.1.0",
"category": "Core",
"icon": "Link",
"tags": ["engine", "bindgen", "wasm", "rendering"],
"isCore": true,
"defaultEnabled": true,
"isEngineModule": true,
"canContainContent": false,
"platforms": ["web", "desktop"],
"dependencies": ["core", "math"],
"exports": {
"other": ["EngineBridge", "EngineRenderSystem", "CameraSystem"]
},
"requiresWasm": true,
"outputPath": "dist/index.js"
}

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@@ -43,6 +43,7 @@
"@esengine/sprite": "workspace:*",
"@esengine/camera": "workspace:*",
"@esengine/asset-system": "workspace:*",
"@esengine/material-system": "workspace:*",
"tsup": "^8.5.1",
"typescript": "^5.8.0",
"rimraf": "^5.0.0"

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@@ -58,6 +58,7 @@ export class EngineBridge implements IEngineBridge {
private textureIdBuffer: Uint32Array;
private uvBuffer: Float32Array;
private colorBuffer: Uint32Array;
private materialIdBuffer: Uint32Array;
// Statistics | 统计信息
private stats: EngineStats = {
@@ -92,6 +93,7 @@ export class EngineBridge implements IEngineBridge {
this.textureIdBuffer = new Uint32Array(maxSprites);
this.uvBuffer = new Float32Array(maxSprites * 4); // u0, v0, u1, v1
this.colorBuffer = new Uint32Array(maxSprites);
this.materialIdBuffer = new Uint32Array(maxSprites);
}
/**
@@ -235,6 +237,9 @@ export class EngineBridge implements IEngineBridge {
// Color | 颜色
this.colorBuffer[i] = sprite.color;
// Material ID (0 = default) | 材质ID0 = 默认)
this.materialIdBuffer[i] = sprite.materialId ?? 0;
}
// Submit to engine (single WASM call) | 提交到引擎单次WASM调用
@@ -242,7 +247,8 @@ export class EngineBridge implements IEngineBridge {
this.transformBuffer.subarray(0, count * 7),
this.textureIdBuffer.subarray(0, count),
this.uvBuffer.subarray(0, count * 4),
this.colorBuffer.subarray(0, count)
this.colorBuffer.subarray(0, count),
this.materialIdBuffer.subarray(0, count)
);
this.stats.spriteCount = count;

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@@ -74,10 +74,14 @@ export class RenderBatcher {
* @returns Sorted array of sprites | 排序后的精灵数组
*/
getSprites(): SpriteRenderData[] {
// Sort by texture ID for better batching (fewer texture switches)
// 按纹理ID排序以获得更好的批处理效果(减少纹理切换)
// Sort by material ID first, then texture ID for better batching
// 先按材质ID排序按纹理ID排序以获得更好的批处理效果
if (!this.sortByZ) {
this.sprites.sort((a, b) => a.textureId - b.textureId);
this.sprites.sort((a, b) => {
const materialDiff = (a.materialId || 0) - (b.materialId || 0);
if (materialDiff !== 0) return materialDiff;
return a.textureId - b.textureId;
});
}
return this.sprites;
}

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@@ -7,6 +7,7 @@ import { Entity, Component } from '@esengine/ecs-framework';
import type { EngineBridge } from './EngineBridge';
import { RenderBatcher } from './RenderBatcher';
import { SpriteComponent } from '@esengine/sprite';
import { getMaterialManager } from '@esengine/material-system';
import type { SpriteRenderData } from '../types';
/**
@@ -108,6 +109,14 @@ export class SpriteRenderHelper {
// Convert hex color string to packed RGBA
const color = this.hexToPackedColor(sprite.color, sprite.alpha);
// Get material ID from path (0 = default if not found or no path specified)
const materialId = sprite.material
? getMaterialManager().getMaterialIdByPath(sprite.material)
: 0;
// Collect material overrides if any
const hasOverrides = sprite.hasOverrides();
const renderData: SpriteRenderData = {
x: transform.position.x,
y: transform.position.y,
@@ -118,7 +127,10 @@ export class SpriteRenderHelper {
originY: sprite.originY,
textureId: sprite.textureId,
uv,
color
color,
materialId,
// Only include overrides if there are any
...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
};
this.batcher.addSprite(renderData);

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@@ -5,8 +5,10 @@
import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
import { TransformComponent } from '@esengine/engine-core';
import { Color } from '@esengine/ecs-framework-math';
import { SpriteComponent } from '@esengine/sprite';
import { CameraComponent } from '@esengine/camera';
import { getMaterialManager } from '@esengine/material-system';
import type { EngineBridge } from '../core/EngineBridge';
import { RenderBatcher } from '../core/RenderBatcher';
import type { SpriteRenderData } from '../types';
@@ -279,7 +281,7 @@ export class EngineRenderSystem extends EntitySystem {
: (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);
const color = Color.packHexAlpha(sprite.color, sprite.alpha);
// Get texture ID from sprite component
// 从精灵组件获取纹理ID
@@ -290,6 +292,16 @@ export class EngineRenderSystem extends EntitySystem {
textureId = this.bridge.getOrLoadTextureByPath(sprite.texture);
}
// Get material ID from path (0 = default if not found or no path specified)
// 从路径获取材质 ID0 = 默认,如果未找到或未指定路径)
const materialId = sprite.material
? getMaterialManager().getMaterialIdByPath(sprite.material)
: 0;
// Collect material overrides if any
// 收集材质覆盖(如果有)
const hasOverrides = sprite.hasOverrides();
// Pass actual display dimensions (sprite size * world transform scale)
// 传递实际显示尺寸sprite尺寸 * 世界变换缩放)
const renderData: SpriteRenderData = {
@@ -302,7 +314,11 @@ export class EngineRenderSystem extends EntitySystem {
originY: sprite.anchorY,
textureId,
uv,
color
color,
materialId,
// Only include overrides if there are any
// 仅在有覆盖时包含
...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
};
renderItems.push({ sortingOrder: sprite.sortingOrder, sprites: [renderData] });
@@ -1054,32 +1070,6 @@ export class EngineRenderSystem extends EntitySystem {
return this.transformMode;
}
/**
* Convert hex color string to packed RGBA.
* 将十六进制颜色字符串转换为打包的RGBA。
*/
private hexToPackedColor(hex: string, alpha: number): number {
let r = 255, g = 255, b = 255;
if (typeof hex === 'string' && 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.
* 注册渲染数据提供者。

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@@ -3,6 +3,23 @@
* 引擎桥接层的类型定义。
*/
/**
* Material property override for rendering.
* 用于渲染的材质属性覆盖。
*/
export interface MaterialPropertyOverride {
/** Uniform type. | Uniform 类型。 */
type: 'float' | 'vec2' | 'vec3' | 'vec4' | 'color' | 'int';
/** Uniform value. | Uniform 值。 */
value: number | number[];
}
/**
* Material overrides map.
* 材质覆盖映射。
*/
export type MaterialOverrides = Record<string, MaterialPropertyOverride>;
/**
* Sprite render data for batch submission.
* 用于批量提交的精灵渲染数据。
@@ -28,6 +45,13 @@ export interface SpriteRenderData {
uv: [number, number, number, number];
/** Packed RGBA color. | 打包的RGBA颜色。 */
color: number;
/** Material ID (0 = default material). | 材质ID0 = 默认材质)。 */
materialId?: number;
/**
* Material property overrides (instance level).
* 材质属性覆盖(实例级别)。
*/
materialOverrides?: MaterialOverrides;
}
/**

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@@ -23,6 +23,11 @@ export class GameEngine {
* Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
*/
getCamera(): Float32Array;
/**
* Check if a shader exists.
* 检查着色器是否存在。
*/
hasShader(shader_id: number): boolean;
/**
* Set camera position, zoom, and rotation.
* 设置相机位置、缩放和旋转。
@@ -42,6 +47,11 @@ export class GameEngine {
* * `key_code` - The key code to check | 要检查的键码
*/
isKeyDown(key_code: string): boolean;
/**
* Check if a material exists.
* 检查材质是否存在。
*/
hasMaterial(material_id: number): boolean;
/**
* Load a texture from URL.
* 从URL加载纹理。
@@ -64,6 +74,11 @@ export class GameEngine {
* 适用于微信小游戏等环境。
*/
static fromExternal(gl_context: any, width: number, height: number): GameEngine;
/**
* Remove a shader.
* 移除着色器。
*/
removeShader(shader_id: number): boolean;
/**
* Set grid visibility.
* 设置网格可见性。
@@ -90,6 +105,18 @@ export class GameEngine {
* * `show_handles` - Whether to show transform handles | 是否显示变换手柄
*/
addGizmoRect(x: number, y: number, width: number, height: number, rotation: number, origin_x: number, origin_y: number, r: number, g: number, b: number, a: number, show_handles: boolean): void;
/**
* Compile and register a custom shader.
* 编译并注册自定义着色器。
*
* # Arguments | 参数
* * `vertex_source` - Vertex shader GLSL source | 顶点着色器GLSL源代码
* * `fragment_source` - Fragment shader GLSL source | 片段着色器GLSL源代码
*
* # Returns | 返回
* The shader ID for referencing this shader | 用于引用此着色器的ID
*/
compileShader(vertex_source: string, fragment_source: string): number;
/**
* Render sprites as overlay (without clearing screen).
* 渲染精灵作为叠加层(不清除屏幕)。
@@ -98,6 +125,24 @@ export class GameEngine {
* 用于在世界内容上渲染 UI。
*/
renderOverlay(): void;
/**
* Create and register a new material.
* 创建并注册新材质。
*
* # Arguments | 参数
* * `name` - Material name for debugging | 材质名称(用于调试)
* * `shader_id` - Shader ID to use | 使用的着色器ID
* * `blend_mode` - Blend mode: 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
*
* # Returns | 返回
* The material ID for referencing this material | 用于引用此材质的ID
*/
createMaterial(name: string, shader_id: number, blend_mode: number): number;
/**
* Remove a material.
* 移除材质。
*/
removeMaterial(material_id: number): boolean;
/**
* Resize a specific viewport.
* 调整特定视口大小。
@@ -140,11 +185,36 @@ export class GameEngine {
* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
*/
registerViewport(id: string, canvas_id: string): void;
/**
* Set a material's vec2 uniform.
* 设置材质的vec2 uniform。
*/
setMaterialVec2(material_id: number, name: string, x: number, y: number): boolean;
/**
* Set a material's vec3 uniform.
* 设置材质的vec3 uniform。
*/
setMaterialVec3(material_id: number, name: string, x: number, y: number, z: number): boolean;
/**
* Set a material's vec4 uniform (also used for colors).
* 设置材质的vec4 uniform也用于颜色
*/
setMaterialVec4(material_id: number, name: string, x: number, y: number, z: number, w: number): boolean;
/**
* Render to a specific viewport.
* 渲染到特定视口。
*/
renderToViewport(viewport_id: string): void;
/**
* Set a material's color uniform (RGBA, 0.0-1.0).
* 设置材质的颜色uniformRGBA0.0-1.0)。
*/
setMaterialColor(material_id: number, name: string, r: number, g: number, b: number, a: number): boolean;
/**
* Set a material's float uniform.
* 设置材质的浮点uniform。
*/
setMaterialFloat(material_id: number, name: string, value: number): boolean;
/**
* Set transform tool mode.
* 设置变换工具模式。
@@ -191,8 +261,9 @@ export class GameEngine {
* * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
* * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
* * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
* * `material_ids` - Uint32Array of material IDs (0 = default) | 材质ID数组0 = 默认)
*/
submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array): void;
submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array, material_ids: Uint32Array): void;
/**
* Unregister a viewport.
* 注销视口。
@@ -206,6 +277,11 @@ export class GameEngine {
* * `path` - Image path/URL to load | 要加载的图片路径/URL
*/
loadTextureByPath(path: string): number;
/**
* Compile a shader with a specific ID.
* 使用特定ID编译着色器。
*/
compileShaderWithId(shader_id: number, vertex_source: string, fragment_source: string): void;
/**
* Get texture ID by path.
* 按路径获取纹理ID。
@@ -214,6 +290,19 @@ export class GameEngine {
* * `path` - Image path to lookup | 要查找的图片路径
*/
getTextureIdByPath(path: string): number | undefined;
/**
* Create a material with a specific ID.
* 使用特定ID创建材质。
*/
createMaterialWithId(material_id: number, name: string, shader_id: number, blend_mode: number): void;
/**
* Set a material's blend mode.
* 设置材质的混合模式。
*
* # Arguments | 参数
* * `blend_mode` - 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
*/
setMaterialBlendMode(material_id: number, blend_mode: number): boolean;
/**
* Create a new game engine instance.
* 创建新的游戏引擎实例。
@@ -272,18 +361,26 @@ export interface InitOutput {
readonly gameengine_addGizmoLine: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
readonly gameengine_addGizmoRect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_compileShader: (a: number, b: number, c: number, d: number, e: number) => [number, number, number];
readonly gameengine_compileShaderWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => [number, number];
readonly gameengine_createMaterial: (a: number, b: number, c: number, d: number, e: number) => number;
readonly gameengine_createMaterialWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly gameengine_fromExternal: (a: any, b: number, c: number) => [number, number, number];
readonly gameengine_getCamera: (a: number) => [number, number];
readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
readonly gameengine_getViewportIds: (a: number) => [number, number];
readonly gameengine_hasMaterial: (a: number, b: number) => number;
readonly gameengine_hasShader: (a: number, b: number) => number;
readonly gameengine_height: (a: number) => number;
readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
readonly gameengine_new: (a: number, b: number) => [number, number, number];
readonly gameengine_registerViewport: (a: number, b: number, c: number, d: number, e: number) => [number, number];
readonly gameengine_removeMaterial: (a: number, b: number) => number;
readonly gameengine_removeShader: (a: number, b: number) => number;
readonly gameengine_render: (a: number) => [number, number];
readonly gameengine_renderOverlay: (a: number) => [number, number];
readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
@@ -292,12 +389,18 @@ export interface InitOutput {
readonly gameengine_setActiveViewport: (a: number, b: number, c: number) => number;
readonly gameengine_setCamera: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_setMaterialBlendMode: (a: number, b: number, c: number) => number;
readonly gameengine_setMaterialColor: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
readonly gameengine_setMaterialFloat: (a: number, b: number, c: number, d: number, e: number) => number;
readonly gameengine_setMaterialVec2: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly gameengine_setMaterialVec3: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
readonly gameengine_setMaterialVec4: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
readonly gameengine_setShowGizmos: (a: number, b: number) => void;
readonly gameengine_setShowGrid: (a: number, b: number) => void;
readonly gameengine_setTransformMode: (a: number, b: number) => void;
readonly gameengine_setViewportCamera: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
readonly gameengine_setViewportConfig: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => [number, number];
readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => [number, number];
readonly gameengine_unregisterViewport: (a: number, b: number, c: number) => void;
readonly gameengine_updateInput: (a: number) => void;
readonly gameengine_width: (a: number) => number;

View File

@@ -146,11 +146,7 @@ export type {
FileActionHandler,
RegisteredPlugin,
PluginConfig,
PluginCategory,
LoadingPhase,
ModuleType,
ModuleDescriptor,
PluginDependency,
PluginState,
// Service interfaces
@@ -203,7 +199,12 @@ export type {
IPluginLoader,
IRuntimeModuleLoader,
IEditorModuleLoader,
PluginDescriptor,
ModuleManifest,
ModuleCategory,
ModulePlatform,
ModuleExports,
IPlugin,
IRuntimeModule,
SystemContext,
ComponentInspectorProviderDef,
} from '@esengine/editor-core';

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@@ -0,0 +1,38 @@
{
"id": "engine-core",
"name": "@esengine/engine-core",
"displayName": "Engine Core",
"description": "Engine lifecycle, scene management, game loop | 引擎生命周期、场景管理、游戏循环",
"version": "1.0.0",
"category": "Core",
"icon": "Cpu",
"tags": [
"engine",
"scene",
"gameloop"
],
"isCore": true,
"defaultEnabled": true,
"isEngineModule": true,
"canContainContent": false,
"platforms": [
"web",
"desktop",
"mobile"
],
"dependencies": [
"core",
"math"
],
"exports": {
"other": [
"Engine",
"Scene",
"SceneManager",
"GameLoop",
"Time"
]
},
"requiresWasm": false,
"outputPath": "dist/index.js"
}

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@@ -8,27 +8,7 @@
import type { ComponentRegistry as ComponentRegistryType, IScene, ServiceContainer } from '@esengine/ecs-framework';
import { TransformComponent } from './TransformComponent';
// ============================================================================
// 基础类型 | Basic Types
// ============================================================================
/**
* 插件类别
* Plugin category
*/
export type PluginCategory =
| 'core' // 核心功能 | Core functionality
| 'rendering' // 渲染相关 | Rendering
| 'ui' // UI 系统 | UI System
| 'ai' // AI/行为树 | AI/Behavior
| 'physics' // 物理引擎 | Physics
| 'audio' // 音频系统 | Audio
| 'networking' // 网络功能 | Networking
| 'tools' // 工具/编辑器扩展 | Tools/Editor extensions
| 'scripting' // 脚本/蓝图 | Scripting/Blueprint
| 'tilemap' // 瓦片地图 | Tilemap
| 'content'; // 内容/资源 | Content/Assets
import type { ModuleManifest } from './ModuleManifest';
/**
* 加载阶段 - 控制插件模块的加载顺序
@@ -41,80 +21,6 @@ export type LoadingPhase =
| 'postDefault' // 默认之后 | After default
| 'postEngine'; // 引擎初始化后 | After engine init
/**
* 模块类型
* Module type
*/
export type ModuleType = 'runtime' | 'editor';
/**
* 模块描述符
* Module descriptor
*/
export interface ModuleDescriptor {
/** 模块名称 | Module name */
name: string;
/** 模块类型 | Module type */
type: ModuleType;
/** 加载阶段 | Loading phase */
loadingPhase?: LoadingPhase;
}
/**
* 插件依赖
* Plugin dependency
*/
export interface PluginDependency {
/** 依赖的插件ID | Dependent plugin ID */
id: string;
/** 版本要求 | Version requirement */
version?: string;
/** 是否可选 | Optional */
optional?: boolean;
}
// ============================================================================
// 插件描述符 | Plugin Descriptor
// ============================================================================
/**
* 插件描述符
* Plugin descriptor
*
* 所有字段都是可选的PluginManager 会填充默认值。
* All fields are optional, PluginManager will fill in defaults.
*/
export interface PluginDescriptor {
/** 插件唯一标识符 | Unique plugin ID */
id: string;
/** 显示名称 | Display name */
name: string;
/** 版本号 | Version */
version: string;
/** 描述 | Description */
description?: string;
/** 插件类别 | Plugin category */
category?: PluginCategory;
/** 标签(用于搜索) | Tags (for search) */
tags?: string[];
/** 图标Lucide 图标名) | Icon (Lucide icon name) */
icon?: string;
/** 是否默认启用 | Enabled by default */
enabledByDefault?: boolean;
/** 是否可以包含内容资产 | Can contain content assets */
canContainContent?: boolean;
/** 是否为引擎内置插件 | Is engine built-in plugin */
isEnginePlugin?: boolean;
/** 是否为核心插件(不可禁用) | Is core plugin (cannot be disabled) */
isCore?: boolean;
/** 模块列表 | Module list */
modules?: ModuleDescriptor[];
/** 依赖列表 | Dependency list */
dependencies?: PluginDependency[];
/** 平台要求 | Platform requirements */
platforms?: ('web' | 'desktop' | 'mobile')[];
}
// ============================================================================
// 系统上下文 | System Context
// ============================================================================
@@ -192,8 +98,8 @@ export interface IRuntimeModule {
* This is the unified type that all plugin packages export.
*/
export interface IPlugin {
/** 插件描述符 | Plugin descriptor */
readonly descriptor: PluginDescriptor;
/** 模块清单 | Module manifest */
readonly manifest: ModuleManifest;
/** 运行时模块(可选) | Runtime module (optional) */
readonly runtimeModule?: IRuntimeModule;
/** 编辑器模块(可选,类型为 any 以避免循环依赖) | Editor module (optional, typed as any to avoid circular deps) */
@@ -210,18 +116,25 @@ class EngineRuntimeModule implements IRuntimeModule {
}
}
const descriptor: PluginDescriptor = {
id: '@esengine/engine-core',
name: 'Engine Core',
version: '1.0.0',
const manifest: ModuleManifest = {
id: 'engine-core',
name: '@esengine/engine-core',
displayName: 'Engine Core',
description: 'Transform 等核心组件',
category: 'core',
enabledByDefault: true,
isEnginePlugin: true,
isCore: true
version: '1.0.0',
category: 'Core',
icon: 'Box',
isCore: true,
defaultEnabled: true,
isEngineModule: true,
dependencies: ['core', 'math'],
exports: {
components: ['TransformComponent', 'HierarchyComponent'],
systems: ['TransformSystem', 'HierarchySystem']
}
};
export const EnginePlugin: IPlugin = {
descriptor,
manifest,
runtimeModule: new EngineRuntimeModule()
};

View File

@@ -0,0 +1,196 @@
/**
* Module Manifest Types.
* 模块清单类型定义。
*
* This is the single source of truth for module/plugin configuration.
* Each engine module should have a module.json file containing this information.
* 这是模块/插件配置的唯一数据源。
* 每个引擎模块应该有一个包含此信息的 module.json 文件。
*/
/**
* Module category for organization in UI.
* 用于 UI 组织的模块分类。
*/
export type ModuleCategory =
| 'Core'
| 'Rendering'
| 'Physics'
| 'AI'
| 'Audio'
| 'Networking'
| 'Other';
/**
* Platform requirements for the module.
* 模块的平台要求。
*/
export type ModulePlatform = 'web' | 'desktop' | 'mobile';
/**
* Module exports definition.
* 模块导出定义。
*/
export interface ModuleExports {
/** Exported component classes | 导出的组件类 */
components?: string[];
/** Exported system classes | 导出的系统类 */
systems?: string[];
/** Exported asset loaders | 导出的资源加载器 */
loaders?: string[];
/** Other exported items | 其他导出项 */
other?: string[];
}
/**
* Module manifest definition (Unified Plugin/Module config).
* 模块清单定义(统一的插件/模块配置)。
*
* This interface matches the structure of module.json files.
* 此接口匹配 module.json 文件的结构。
*/
export interface ModuleManifest {
// ==================== Core Identifiers ====================
/** Unique module identifier | 唯一模块标识符 */
id: string;
/** Package name (npm style) | 包名npm 风格) */
name: string;
/** Display name for UI | UI 显示名称 */
displayName: string;
/** Module description | 模块描述 */
description: string;
/** Module version | 模块版本 */
version: string;
// ==================== Classification ====================
/** Category for grouping in UI | UI 分组分类 */
category: ModuleCategory;
/** Tags for search and filtering | 用于搜索和过滤的标签 */
tags?: string[];
/** Icon name (Lucide icon) | 图标名Lucide 图标) */
icon?: string;
// ==================== Lifecycle ====================
/** Whether this is a core module (cannot be disabled) | 是否为核心模块(不能禁用) */
isCore: boolean;
/** Whether enabled by default in new projects | 新项目中是否默认启用 */
defaultEnabled: boolean;
/** Whether this is an engine built-in module | 是否为引擎内置模块 */
isEngineModule?: boolean;
// ==================== Content ====================
/** Whether this module can contain content/assets | 是否可以包含内容/资源 */
canContainContent?: boolean;
/** Platform requirements | 平台要求 */
platforms?: ModulePlatform[];
// ==================== Dependencies ====================
/** Module IDs this module depends on | 此模块依赖的模块 ID */
dependencies: string[];
/**
* External package dependencies that need to be included in import map.
* 需要包含在 import map 中的外部包依赖。
*
* These are runtime dependencies that are dynamically imported by the module.
* 这些是模块动态导入的运行时依赖。
*
* Example: ["@esengine/rapier2d"]
*/
externalDependencies?: string[];
// ==================== Exports ====================
/** Exported items for dependency checking | 导出项用于依赖检查 */
exports: ModuleExports;
// ==================== Editor Integration ====================
/**
* Associated editor package name.
* 关联的编辑器包名。
* e.g., "@esengine/tilemap-editor" for "@esengine/tilemap"
*/
editorPackage?: string;
// ==================== Performance (auto-calculated at build time) ====================
// ==================== 性能(构建时自动计算) ====================
/** JS bundle size in bytes | JS 包大小(字节) */
jsSize?: number;
/** Whether this module requires WASM | 是否需要 WASM */
requiresWasm?: boolean;
/** WASM file size in bytes | WASM 文件大小(字节) */
wasmSize?: number;
/**
* WASM file paths relative to module's node_modules or package root.
* WASM 文件路径,相对于模块的 node_modules 或包根目录。
*
* Can be glob patterns like "*.wasm" or specific paths.
* 可以是 glob 模式如 "*.wasm" 或具体路径。
*
* Example: ["@dimforge/rapier2d-compat/*.wasm"]
*/
wasmPaths?: string[];
/**
* Runtime WASM path relative to game output root.
* 运行时 WASM 路径,相对于游戏输出根目录。
*
* Build pipeline copies WASM to this location.
* 构建管线将 WASM 复制到此位置。
*
* Example: "wasm/rapier_wasm2d_bg.wasm"
*/
runtimeWasmPath?: string;
// ==================== Build Configuration ====================
// ==================== 构建配置 ====================
/**
* Output path for the built module file.
* 构建后模块文件的输出路径。
*
* Example: "dist/index.mjs"
*/
outputPath?: string;
/**
* Plugin export name for dynamic loading.
* 用于动态加载的插件导出名。
*
* Example: "SpritePlugin"
*/
pluginExport?: string;
/**
* Additional files to include when copying module.
* 复制模块时需要包含的额外文件。
*
* Glob patterns relative to the module's dist directory.
* 相对于模块 dist 目录的 glob 模式。
*
* Example: ["chunk-*.js", "worker.js"]
*/
includes?: string[];
}

View File

@@ -5,13 +5,16 @@ export { HierarchySystem } from './HierarchySystem';
export {
EnginePlugin,
// 类型导出
type PluginCategory,
type LoadingPhase,
type ModuleType,
type ModuleDescriptor,
type PluginDependency,
type PluginDescriptor,
type SystemContext,
type IRuntimeModule,
type IPlugin
} from './EnginePlugin';
// Module Manifest types (unified module/plugin configuration)
export {
type ModuleManifest,
type ModuleCategory,
type ModulePlatform,
type ModuleExports
} from './ModuleManifest';

21
packages/math/module.json Normal file
View File

@@ -0,0 +1,21 @@
{
"id": "math",
"name": "@esengine/ecs-framework-math",
"displayName": "Math",
"description": "Vector, Matrix, Transform and other math utilities | 向量、矩阵、变换等数学工具",
"version": "1.0.0",
"category": "Core",
"icon": "Calculator",
"tags": ["math", "vector", "matrix", "transform"],
"isCore": true,
"defaultEnabled": true,
"isEngineModule": true,
"canContainContent": false,
"platforms": ["web", "desktop", "mobile"],
"dependencies": [],
"exports": {
"other": ["Vector2", "Vector3", "Matrix3x3", "Matrix4x4", "Quaternion", "Transform", "Rectangle", "Color"]
},
"requiresWasm": false,
"outputPath": "dist/index.mjs"
}

View File

@@ -24,10 +24,10 @@
"clean": "rimraf bin dist tsconfig.tsbuildinfo",
"build:ts": "tsc",
"prebuild": "npm run clean",
"build": "npm run build:ts",
"build": "npm run build:ts && node build-rollup.cjs",
"build:watch": "tsc --watch",
"rebuild": "npm run clean && npm run build",
"build:npm": "npm run build && node build-rollup.cjs",
"build:npm": "npm run build",
"publish:npm": "npm run build:npm && cd dist && npm publish",
"test": "jest --config jest.config.cjs",
"test:watch": "jest --watch --config jest.config.cjs",

556
packages/math/src/Color.ts Normal file
View File

@@ -0,0 +1,556 @@
/**
* Color utility class for game engine
* 游戏引擎颜色工具类
*
* Provides color conversion, manipulation, and packing utilities.
* 提供颜色转换、操作和打包工具。
*/
/**
* RGBA color components
* RGBA 颜色分量
*/
export interface RGBA {
r: number;
g: number;
b: number;
a: number;
}
/**
* HSL color components
* HSL 颜色分量
*/
export interface HSL {
h: number;
s: number;
l: number;
}
/**
* Color class for color manipulation and conversion
* 颜色类,用于颜色操作和转换
*/
export class Color {
/** Red component (0-255) | 红色分量 (0-255) */
public r: number;
/** Green component (0-255) | 绿色分量 (0-255) */
public g: number;
/** Blue component (0-255) | 蓝色分量 (0-255) */
public b: number;
/** Alpha component (0-1) | 透明度分量 (0-1) */
public a: number;
// ===== Predefined Colors | 预定义颜色 =====
/** White (0xFFFFFF) | 白色 */
static readonly WHITE = new Color(255, 255, 255);
/** Black (0x000000) | 黑色 */
static readonly BLACK = new Color(0, 0, 0);
/** Red (0xFF0000) | 红色 */
static readonly RED = new Color(255, 0, 0);
/** Green (0x00FF00) | 绿色 */
static readonly GREEN = new Color(0, 255, 0);
/** Blue (0x0000FF) | 蓝色 */
static readonly BLUE = new Color(0, 0, 255);
/** Yellow (0xFFFF00) | 黄色 */
static readonly YELLOW = new Color(255, 255, 0);
/** Cyan (0x00FFFF) | 青色 */
static readonly CYAN = new Color(0, 255, 255);
/** Magenta (0xFF00FF) | 品红色 */
static readonly MAGENTA = new Color(255, 0, 255);
/** Transparent (0x00000000) | 透明 */
static readonly TRANSPARENT = new Color(0, 0, 0, 0);
/** Gray (0x808080) | 灰色 */
static readonly GRAY = new Color(128, 128, 128);
/**
* Create a new Color instance
* 创建新的 Color 实例
*/
constructor(r: number = 255, g: number = 255, b: number = 255, a: number = 1) {
this.r = Math.round(Math.max(0, Math.min(255, r)));
this.g = Math.round(Math.max(0, Math.min(255, g)));
this.b = Math.round(Math.max(0, Math.min(255, b)));
this.a = Math.max(0, Math.min(1, a));
}
// ===== Factory Methods | 工厂方法 =====
/**
* Create color from hex string
* 从十六进制字符串创建颜色
* @param hex Hex string (e.g., "#FF0000", "#F00", "FF0000") | 十六进制字符串
* @param alpha Optional alpha value (0-1) | 可选的透明度值
*/
static fromHex(hex: string, alpha: number = 1): Color {
const { r, g, b } = Color.hexToRgb(hex);
return new Color(r, g, b, alpha);
}
/**
* Create color from packed uint32 (0xRRGGBB or 0xAARRGGBB)
* 从打包的 uint32 创建颜色
* @param value Packed color value | 打包的颜色值
* @param hasAlpha Whether value includes alpha | 是否包含透明度
*/
static fromUint32(value: number, hasAlpha: boolean = false): Color {
if (hasAlpha) {
const a = ((value >> 24) & 0xFF) / 255;
const r = (value >> 16) & 0xFF;
const g = (value >> 8) & 0xFF;
const b = value & 0xFF;
return new Color(r, g, b, a);
} else {
const r = (value >> 16) & 0xFF;
const g = (value >> 8) & 0xFF;
const b = value & 0xFF;
return new Color(r, g, b);
}
}
/**
* Create color from HSL values
* 从 HSL 值创建颜色
* @param h Hue (0-360) | 色相
* @param s Saturation (0-1) | 饱和度
* @param l Lightness (0-1) | 亮度
* @param a Alpha (0-1) | 透明度
*/
static fromHSL(h: number, s: number, l: number, a: number = 1): Color {
const { r, g, b } = Color.hslToRgb(h, s, l);
return new Color(r, g, b, a);
}
/**
* Create color from normalized float values (0-1)
* 从归一化浮点值创建颜色 (0-1)
*/
static fromFloat(r: number, g: number, b: number, a: number = 1): Color {
return new Color(r * 255, g * 255, b * 255, a);
}
// ===== Conversion Methods | 转换方法 =====
/**
* Convert hex string to RGB
* 将十六进制字符串转换为 RGB
*/
static hexToRgb(hex: string): { r: number; g: number; b: number } {
const colorHex = hex.replace('#', '');
let r = 255, g = 255, b = 255;
if (colorHex.length === 6) {
r = parseInt(colorHex.substring(0, 2), 16);
g = parseInt(colorHex.substring(2, 4), 16);
b = parseInt(colorHex.substring(4, 6), 16);
} else if (colorHex.length === 3) {
r = parseInt(colorHex[0] + colorHex[0], 16);
g = parseInt(colorHex[1] + colorHex[1], 16);
b = parseInt(colorHex[2] + colorHex[2], 16);
} else if (colorHex.length === 8) {
// AARRGGBB format
r = parseInt(colorHex.substring(2, 4), 16);
g = parseInt(colorHex.substring(4, 6), 16);
b = parseInt(colorHex.substring(6, 8), 16);
}
return { r, g, b };
}
/**
* Convert RGB to hex string
* 将 RGB 转换为十六进制字符串
*/
static rgbToHex(r: number, g: number, b: number): string {
const toHex = (n: number) => Math.round(n).toString(16).padStart(2, '0');
return `#${toHex(r)}${toHex(g)}${toHex(b)}`;
}
/**
* Convert HSL to RGB
* 将 HSL 转换为 RGB
*/
static hslToRgb(h: number, s: number, l: number): { r: number; g: number; b: number } {
h = ((h % 360) + 360) % 360 / 360;
s = Math.max(0, Math.min(1, s));
l = Math.max(0, Math.min(1, l));
let r: number, g: number, b: number;
if (s === 0) {
r = g = b = l;
} else {
const hue2rgb = (p: number, q: number, t: number) => {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
};
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
r = hue2rgb(p, q, h + 1 / 3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1 / 3);
}
return {
r: Math.round(r * 255),
g: Math.round(g * 255),
b: Math.round(b * 255)
};
}
/**
* Convert RGB to HSL
* 将 RGB 转换为 HSL
*/
static rgbToHsl(r: number, g: number, b: number): HSL {
r /= 255;
g /= 255;
b /= 255;
const max = Math.max(r, g, b);
const min = Math.min(r, g, b);
let h = 0;
let s = 0;
const l = (max + min) / 2;
if (max !== min) {
const d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch (max) {
case r:
h = ((g - b) / d + (g < b ? 6 : 0)) / 6;
break;
case g:
h = ((b - r) / d + 2) / 6;
break;
case b:
h = ((r - g) / d + 4) / 6;
break;
}
}
return { h: h * 360, s, l };
}
// ===== Packing Methods | 打包方法 =====
/**
* Pack color to uint32 (0xRRGGBB)
* 打包颜色为 uint32 (0xRRGGBB)
*/
static packRGB(r: number, g: number, b: number): number {
return ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF);
}
/**
* Pack color to uint32 (0xAARRGGBB)
* 打包颜色为 uint32 (0xAARRGGBB)
*/
static packARGB(r: number, g: number, b: number, a: number): number {
const alpha = Math.round(a * 255);
return ((alpha & 0xFF) << 24) | ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF);
}
/**
* Pack color to uint32 for WebGL (0xAABBGGRR)
* 打包颜色为 WebGL 格式的 uint32 (0xAABBGGRR)
*/
static packABGR(r: number, g: number, b: number, a: number): number {
const alpha = Math.round(a * 255);
return ((alpha & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
}
/**
* Pack hex string and alpha to WebGL uint32 (0xAABBGGRR)
* 将十六进制字符串和透明度打包为 WebGL 格式 uint32
*/
static packHexAlpha(hex: string, alpha: number): number {
const { r, g, b } = Color.hexToRgb(hex);
return Color.packABGR(r, g, b, alpha);
}
/**
* Unpack uint32 to RGBA (assumes 0xAARRGGBB)
* 解包 uint32 为 RGBA (假设格式为 0xAARRGGBB)
*/
static unpackARGB(value: number): RGBA {
return {
a: ((value >> 24) & 0xFF) / 255,
r: (value >> 16) & 0xFF,
g: (value >> 8) & 0xFF,
b: value & 0xFF
};
}
/**
* Unpack uint32 to RGBA (assumes 0xAABBGGRR - WebGL format)
* 解包 uint32 为 RGBA (假设格式为 0xAABBGGRR - WebGL 格式)
*/
static unpackABGR(value: number): RGBA {
return {
a: ((value >> 24) & 0xFF) / 255,
b: (value >> 16) & 0xFF,
g: (value >> 8) & 0xFF,
r: value & 0xFF
};
}
// ===== Color Operations | 颜色操作 =====
/**
* Interpolate between two colors
* 在两个颜色之间插值
*/
static lerp(from: Color, to: Color, t: number): Color {
t = Math.max(0, Math.min(1, t));
return new Color(
from.r + (to.r - from.r) * t,
from.g + (to.g - from.g) * t,
from.b + (to.b - from.b) * t,
from.a + (to.a - from.a) * t
);
}
/**
* Interpolate between two packed uint32 colors (0xRRGGBB)
* 在两个打包的 uint32 颜色之间插值
*/
static lerpUint32(from: number, to: number, t: number): number {
t = Math.max(0, Math.min(1, t));
const fromR = (from >> 16) & 0xFF;
const fromG = (from >> 8) & 0xFF;
const fromB = from & 0xFF;
const toR = (to >> 16) & 0xFF;
const toG = (to >> 8) & 0xFF;
const toB = to & 0xFF;
const r = Math.round(fromR + (toR - fromR) * t);
const g = Math.round(fromG + (toG - fromG) * t);
const b = Math.round(fromB + (toB - fromB) * t);
return (r << 16) | (g << 8) | b;
}
/**
* Mix two colors
* 混合两个颜色
*/
static mix(color1: Color, color2: Color, ratio: number = 0.5): Color {
return Color.lerp(color1, color2, ratio);
}
/**
* Lighten a color
* 使颜色变亮
*/
static lighten(color: Color, amount: number): Color {
const hsl = Color.rgbToHsl(color.r, color.g, color.b);
hsl.l = Math.min(1, hsl.l + amount);
const rgb = Color.hslToRgb(hsl.h, hsl.s, hsl.l);
return new Color(rgb.r, rgb.g, rgb.b, color.a);
}
/**
* Darken a color
* 使颜色变暗
*/
static darken(color: Color, amount: number): Color {
const hsl = Color.rgbToHsl(color.r, color.g, color.b);
hsl.l = Math.max(0, hsl.l - amount);
const rgb = Color.hslToRgb(hsl.h, hsl.s, hsl.l);
return new Color(rgb.r, rgb.g, rgb.b, color.a);
}
/**
* Saturate a color
* 增加颜色饱和度
*/
static saturate(color: Color, amount: number): Color {
const hsl = Color.rgbToHsl(color.r, color.g, color.b);
hsl.s = Math.min(1, hsl.s + amount);
const rgb = Color.hslToRgb(hsl.h, hsl.s, hsl.l);
return new Color(rgb.r, rgb.g, rgb.b, color.a);
}
/**
* Desaturate a color
* 降低颜色饱和度
*/
static desaturate(color: Color, amount: number): Color {
const hsl = Color.rgbToHsl(color.r, color.g, color.b);
hsl.s = Math.max(0, hsl.s - amount);
const rgb = Color.hslToRgb(hsl.h, hsl.s, hsl.l);
return new Color(rgb.r, rgb.g, rgb.b, color.a);
}
/**
* Invert a color
* 反转颜色
*/
static invert(color: Color): Color {
return new Color(255 - color.r, 255 - color.g, 255 - color.b, color.a);
}
/**
* Convert color to grayscale
* 将颜色转换为灰度
*/
static grayscale(color: Color): Color {
const gray = Math.round(0.299 * color.r + 0.587 * color.g + 0.114 * color.b);
return new Color(gray, gray, gray, color.a);
}
/**
* Get color luminance (perceived brightness)
* 获取颜色亮度(感知亮度)
*/
static luminance(color: Color): number {
return (0.299 * color.r + 0.587 * color.g + 0.114 * color.b) / 255;
}
/**
* Get contrast ratio between two colors
* 获取两个颜色之间的对比度
*/
static contrastRatio(color1: Color, color2: Color): number {
const l1 = Color.luminance(color1);
const l2 = Color.luminance(color2);
const lighter = Math.max(l1, l2);
const darker = Math.min(l1, l2);
return (lighter + 0.05) / (darker + 0.05);
}
// ===== Instance Methods | 实例方法 =====
/**
* Convert to hex string
* 转换为十六进制字符串
*/
toHex(): string {
return Color.rgbToHex(this.r, this.g, this.b);
}
/**
* Convert to hex string with alpha
* 转换为带透明度的十六进制字符串
*/
toHexAlpha(): string {
const alphaHex = Math.round(this.a * 255).toString(16).padStart(2, '0');
return `#${alphaHex}${this.toHex().slice(1)}`;
}
/**
* Convert to CSS rgba string
* 转换为 CSS rgba 字符串
*/
toRgba(): string {
return `rgba(${this.r}, ${this.g}, ${this.b}, ${this.a})`;
}
/**
* Convert to CSS rgb string
* 转换为 CSS rgb 字符串
*/
toRgb(): string {
return `rgb(${this.r}, ${this.g}, ${this.b})`;
}
/**
* Convert to HSL
* 转换为 HSL
*/
toHSL(): HSL {
return Color.rgbToHsl(this.r, this.g, this.b);
}
/**
* Pack to uint32 (0xRRGGBB)
* 打包为 uint32 (0xRRGGBB)
*/
toUint32(): number {
return Color.packRGB(this.r, this.g, this.b);
}
/**
* Pack to uint32 with alpha (0xAARRGGBB)
* 打包为带透明度的 uint32 (0xAARRGGBB)
*/
toUint32Alpha(): number {
return Color.packARGB(this.r, this.g, this.b, this.a);
}
/**
* Pack to WebGL uint32 (0xAABBGGRR)
* 打包为 WebGL 格式 uint32 (0xAABBGGRR)
*/
toWebGL(): number {
return Color.packABGR(this.r, this.g, this.b, this.a);
}
/**
* Get normalized float array [r, g, b, a] (0-1)
* 获取归一化浮点数组 [r, g, b, a] (0-1)
*/
toFloatArray(): [number, number, number, number] {
return [this.r / 255, this.g / 255, this.b / 255, this.a];
}
/**
* Clone this color
* 克隆此颜色
*/
clone(): Color {
return new Color(this.r, this.g, this.b, this.a);
}
/**
* Set color values
* 设置颜色值
*/
set(r: number, g: number, b: number, a?: number): this {
this.r = Math.round(Math.max(0, Math.min(255, r)));
this.g = Math.round(Math.max(0, Math.min(255, g)));
this.b = Math.round(Math.max(0, Math.min(255, b)));
if (a !== undefined) {
this.a = Math.max(0, Math.min(1, a));
}
return this;
}
/**
* Copy from another color
* 从另一个颜色复制
*/
copy(other: Color): this {
this.r = other.r;
this.g = other.g;
this.b = other.b;
this.a = other.a;
return this;
}
/**
* Check equality with another color
* 检查与另一个颜色是否相等
*/
equals(other: Color): boolean {
return this.r === other.r && this.g === other.g && this.b === other.b && this.a === other.a;
}
/**
* String representation
* 字符串表示
*/
toString(): string {
return `Color(${this.r}, ${this.g}, ${this.b}, ${this.a})`;
}
}

View File

@@ -6,6 +6,7 @@
* - 碰撞检测算法
* - 动画插值和缓动函数
* - 数学工具函数
* - 颜色工具类
*/
// 核心数学类
@@ -18,6 +19,9 @@ export { Circle } from './Circle';
// 数学工具
export { MathUtils } from './MathUtils';
// 颜色工具
export { Color, type RGBA, type HSL } from './Color';
// 碰撞检测
export * from './Collision';

View File

@@ -0,0 +1,19 @@
{
"id": "runtime-core",
"name": "@esengine/runtime-core",
"displayName": "Runtime Core",
"description": "Core runtime framework | 核心运行时框架",
"version": "1.0.0",
"category": "Core",
"icon": "Play",
"tags": ["runtime", "core", "framework"],
"isCore": true,
"defaultEnabled": true,
"isEngineModule": true,
"canContainContent": false,
"platforms": ["web", "desktop", "mobile"],
"dependencies": ["core", "asset-system"],
"exports": {},
"requiresWasm": false,
"outputPath": "dist/index.js"
}

View File

@@ -42,7 +42,7 @@ export async function loadPlugin(
const exportName = packageInfo.pluginExport || 'default';
const plugin = module[exportName] as IPlugin;
if (!plugin || !plugin.descriptor) {
if (!plugin || !plugin.manifest) {
console.warn(`[PluginLoader] Invalid plugin export from ${packageId}`);
return null;
}

View File

@@ -5,35 +5,9 @@
import { ComponentRegistry, ServiceContainer } from '@esengine/ecs-framework';
import type { IScene } from '@esengine/ecs-framework';
import type { IPlugin, IRuntimeModule, SystemContext, ModuleManifest } from '@esengine/engine-core';
export interface SystemContext {
isEditor: boolean;
[key: string]: any;
}
export interface PluginDescriptor {
id: string;
name: string;
version: string;
description?: string;
category?: string;
enabledByDefault?: boolean;
isEnginePlugin?: boolean;
}
export interface IRuntimeModule {
registerComponents?(registry: typeof ComponentRegistry): void;
registerServices?(services: ServiceContainer): void;
createSystems?(scene: IScene, context: SystemContext): void;
onSystemsCreated?(scene: IScene, context: SystemContext): void;
onInitialize?(): Promise<void>;
onDestroy?(): void;
}
export interface IPlugin {
readonly descriptor: PluginDescriptor;
readonly runtimeModule?: IRuntimeModule;
}
export type { IPlugin, IRuntimeModule, SystemContext, ModuleManifest };
export class RuntimePluginManager {
private _plugins = new Map<string, IPlugin>();
@@ -41,12 +15,12 @@ export class RuntimePluginManager {
private _bInitialized = false;
register(plugin: IPlugin): void {
const id = plugin.descriptor.id;
const id = plugin.manifest.id;
if (this._plugins.has(id)) {
return;
}
this._plugins.set(id, plugin);
if (plugin.descriptor.enabledByDefault !== false) {
if (plugin.manifest.defaultEnabled !== false) {
this._enabledPlugins.add(id);
}
}
@@ -68,9 +42,9 @@ export class RuntimePluginManager {
for (const id of config.enabledPlugins) {
this._enabledPlugins.add(id);
}
// 始终启用引擎核心插件
// 始终启用引擎核心模块
for (const [id, plugin] of this._plugins) {
if (plugin.descriptor.isEnginePlugin) {
if (plugin.manifest.isEngineModule) {
this._enabledPlugins.add(id);
}
}

View File

@@ -9,7 +9,7 @@ import {
runtimePluginManager,
type IPlugin,
type IRuntimeModule,
type PluginDescriptor,
type ModuleManifest,
type SystemContext
} from './PluginManager';
@@ -22,10 +22,10 @@ export interface RuntimeConfig {
* 创建插件(简化工厂)
*/
export function createPlugin(
descriptor: PluginDescriptor,
manifest: ModuleManifest,
runtimeModule: IRuntimeModule
): IPlugin {
return { descriptor, runtimeModule };
return { manifest, runtimeModule };
}
/**
@@ -44,7 +44,7 @@ export async function initializeRuntime(config?: RuntimeConfig): Promise<void> {
runtimePluginManager.loadConfig({ enabledPlugins: config.enabledPlugins });
} else {
for (const plugin of runtimePluginManager.getPlugins()) {
runtimePluginManager.enable(plugin.descriptor.id);
runtimePluginManager.enable(plugin.manifest.id);
}
}

View File

@@ -2,7 +2,7 @@ export {
RuntimePluginManager,
runtimePluginManager,
type SystemContext,
type PluginDescriptor,
type ModuleManifest,
type IRuntimeModule,
type IPlugin
} from './PluginManager';