refactor: reorganize package structure and decouple framework packages (#338)

* refactor: reorganize package structure and decouple framework packages

## Package Structure Reorganization
- Reorganized 55 packages into categorized subdirectories:
  - packages/framework/ - Generic framework (Laya/Cocos compatible)
  - packages/engine/ - ESEngine core modules
  - packages/rendering/ - Rendering modules (WASM dependent)
  - packages/physics/ - Physics modules
  - packages/streaming/ - World streaming
  - packages/network-ext/ - Network extensions
  - packages/editor/ - Editor framework and plugins
  - packages/rust/ - Rust WASM engine
  - packages/tools/ - Build tools and SDK

## Framework Package Decoupling
- Decoupled behavior-tree and blueprint packages from ESEngine dependencies
- Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent)
- ESEngine-specific code moved to esengine/ subpath exports
- Framework packages now usable with Cocos/Laya without ESEngine

## CI Configuration
- Updated CI to only type-check and lint framework packages
- Added type-check:framework and lint:framework scripts

## Breaking Changes
- Package import paths changed due to directory reorganization
- ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine')

* fix: update es-engine file path after directory reorganization

* docs: update README to focus on framework over engine

* ci: only build framework packages, remove Rust/WASM dependencies

* fix: remove esengine subpath from behavior-tree and blueprint builds

ESEngine integration code will only be available in full engine builds.
Framework packages are now purely engine-agnostic.

* fix: move network-protocols to framework, build both in CI

* fix: update workflow paths from packages/core to packages/framework/core

* fix: exclude esengine folder from type-check in behavior-tree and blueprint

* fix: update network tsconfig references to new paths

* fix: add test:ci:framework to only test framework packages in CI

* fix: only build core and math npm packages in CI

* fix: exclude test files from CodeQL and fix string escaping security issue
This commit is contained in:
YHH
2025-12-26 14:50:35 +08:00
committed by GitHub
parent a84ff902e4
commit 155411e743
1936 changed files with 4147 additions and 11578 deletions

View File

@@ -0,0 +1,105 @@
/**
* Shader Editor Store.
* 着色器编辑器状态存储。
*/
import { create } from 'zustand';
/**
* Shader data structure.
* 着色器数据结构。
*/
export interface ShaderData {
version: string;
name: string;
vertex: string;
fragment: string;
}
/**
* Shader editor state.
* 着色器编辑器状态。
*/
export interface ShaderEditorState {
/** Current file path. | 当前文件路径。 */
filePath: string | null;
/** Shader data. | 着色器数据。 */
shaderData: ShaderData | null;
/** Whether data has been modified. | 数据是否已修改。 */
isDirty: boolean;
/** Set file path. | 设置文件路径。 */
setFilePath: (path: string | null) => void;
/** Set shader data. | 设置着色器数据。 */
setShaderData: (data: ShaderData | null) => void;
/** Set dirty flag. | 设置修改标志。 */
setDirty: (dirty: boolean) => void;
/** Reset state. | 重置状态。 */
reset: () => void;
}
/**
* Create default shader data.
* 创建默认着色器数据。
*/
export function createDefaultShaderData(name: string = 'New Shader'): ShaderData {
return {
version: '1.0',
name,
vertex: `#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texCoord;
layout(location = 2) in vec4 a_color;
uniform mat3 u_projection;
out vec2 v_texCoord;
out vec4 v_color;
void main() {
vec3 pos = u_projection * vec3(a_position, 1.0);
gl_Position = vec4(pos.xy, 0.0, 1.0);
v_texCoord = a_texCoord;
v_color = a_color;
}`,
fragment: `#version 300 es
precision highp float;
in vec2 v_texCoord;
in vec4 v_color;
uniform sampler2D u_texture;
out vec4 fragColor;
void main() {
vec4 texColor = texture(u_texture, v_texCoord);
fragColor = texColor * v_color;
if (fragColor.a < 0.01) {
discard;
}
}`
};
}
/**
* Shader editor store.
* 着色器编辑器存储。
*/
export const useShaderEditorStore = create<ShaderEditorState>((set) => ({
filePath: null,
shaderData: null,
isDirty: false,
setFilePath: (path) => set({ filePath: path }),
setShaderData: (data) => set({ shaderData: data }),
setDirty: (dirty) => set({ isDirty: dirty }),
reset: () => set({
filePath: null,
shaderData: null,
isDirty: false
})
}));