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

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/**
* High-performance render batcher using Structure of Arrays (SoA) pattern.
* 使用结构数组 (SoA) 模式的高性能渲染批处理器。
*
* Optimizations:
* 优化:
* - Pre-allocated typed arrays to avoid per-frame GC
* 预分配类型数组以避免每帧 GC
* - SoA layout for cache-friendly access
* SoA 布局提供缓存友好的访问
* - Object pool for SpriteRenderData when interface compatibility is needed
* 当需要接口兼容性时使用 SpriteRenderData 对象池
*/
import type { SpriteRenderData, MaterialOverrides } from '../types';
/**
* Default maximum sprites per batch.
* 默认每批次最大精灵数。
*/
const DEFAULT_MAX_SPRITES = 10000;
/**
* High-performance render batcher with SoA storage.
* 使用 SoA 存储的高性能渲染批处理器。
*
* @example
* ```typescript
* const batcher = new RenderBatcher(10000);
*
* // Add sprites using SoA API (fastest) | 使用 SoA API 添加精灵(最快)
* batcher.addSpriteSoA(x, y, rot, sx, sy, ox, oy, texId, u0, v0, u1, v1, color, matId);
*
* // Or use object API for compatibility | 或使用对象 API 以保持兼容性
* batcher.addSprite(spriteData);
*
* // Get typed arrays for submission | 获取类型数组用于提交
* const { transforms, textureIds, uvs, colors, materialIds, count } = batcher.getBuffers();
*
* // At end of frame | 帧结束时
* batcher.clear();
* ```
*/
export class RenderBatcher {
// ===== SoA Buffers (pre-allocated) =====
// ===== SoA 缓冲区(预分配)=====
/** Transform data: [x, y, rotation, scaleX, scaleY, originX, originY] per sprite */
private _transforms: Float32Array;
/** Texture IDs | 纹理 ID */
private _textureIds: Uint32Array;
/** UV coordinates: [u0, v0, u1, v1] per sprite */
private _uvs: Float32Array;
/** Packed RGBA colors | 打包的 RGBA 颜色 */
private _colors: Uint32Array;
/** Material IDs | 材质 ID */
private _materialIds: Uint32Array;
/** Current sprite count | 当前精灵数量 */
private _count: number = 0;
/** Maximum sprites capacity | 最大精灵容量 */
private _capacity: number;
// ===== Object Pool for SpriteRenderData compatibility =====
// ===== SpriteRenderData 对象池用于兼容性 =====
/** Pool of reusable SpriteRenderData objects | 可复用的 SpriteRenderData 对象池 */
private _spritePool: SpriteRenderData[] = [];
/** Current pool index | 当前池索引 */
private _poolIndex: number = 0;
// ===== Material Overrides Storage =====
// ===== 材质覆盖存储 =====
/** Material overrides by sprite index | 按精灵索引存储的材质覆盖 */
private _materialOverrides: Map<number, MaterialOverrides> = new Map();
/** Clip rects by sprite index | 按精灵索引存储的裁剪矩形 */
private _clipRects: Map<number, { x: number; y: number; width: number; height: number }> = new Map();
/**
* Create a new render batcher with pre-allocated buffers.
* 创建具有预分配缓冲区的新渲染批处理器。
*
* @param capacity - Maximum sprites (default: 10000) | 最大精灵数默认10000
*/
constructor(capacity: number = DEFAULT_MAX_SPRITES) {
this._capacity = capacity;
// Pre-allocate all buffers | 预分配所有缓冲区
this._transforms = new Float32Array(capacity * 7);
this._textureIds = new Uint32Array(capacity);
this._uvs = new Float32Array(capacity * 4);
this._colors = new Uint32Array(capacity);
this._materialIds = new Uint32Array(capacity);
// Pre-populate object pool | 预填充对象池
this._initPool();
}
/**
* Initialize the object pool with reusable objects.
* 使用可复用对象初始化对象池。
*/
private _initPool(): void {
// Create a smaller initial pool, expand on demand
// 创建较小的初始池,按需扩展
const initialPoolSize = Math.min(1000, this._capacity);
for (let i = 0; i < initialPoolSize; i++) {
this._spritePool.push(this._createSpriteData());
}
}
/**
* Create a new SpriteRenderData object.
* 创建新的 SpriteRenderData 对象。
*/
private _createSpriteData(): SpriteRenderData {
return {
x: 0,
y: 0,
rotation: 0,
scaleX: 1,
scaleY: 1,
originX: 0.5,
originY: 0.5,
textureId: 0,
uv: [0, 0, 1, 1],
color: 0xFFFFFFFF,
materialId: 0
};
}
/**
* Get a SpriteRenderData object from pool.
* 从池中获取 SpriteRenderData 对象。
*/
private _getFromPool(): SpriteRenderData {
if (this._poolIndex >= this._spritePool.length) {
// Expand pool | 扩展池
this._spritePool.push(this._createSpriteData());
}
return this._spritePool[this._poolIndex++];
}
// ===== High-Performance SoA API =====
// ===== 高性能 SoA API =====
/**
* Add a sprite using direct SoA parameters (fastest method).
* 使用直接 SoA 参数添加精灵(最快方法)。
*
* @returns Sprite index for additional data (overrides, clipRect) | 精灵索引用于附加数据
*/
addSpriteSoA(
x: number,
y: number,
rotation: number,
scaleX: number,
scaleY: number,
originX: number,
originY: number,
textureId: number,
u0: number,
v0: number,
u1: number,
v1: number,
color: number,
materialId: number = 0
): number {
if (this._count >= this._capacity) {
console.warn('RenderBatcher capacity exceeded | RenderBatcher 容量已满');
return -1;
}
const i = this._count;
const tOffset = i * 7;
const uvOffset = i * 4;
// Write transform data | 写入变换数据
this._transforms[tOffset] = x;
this._transforms[tOffset + 1] = y;
this._transforms[tOffset + 2] = rotation;
this._transforms[tOffset + 3] = scaleX;
this._transforms[tOffset + 4] = scaleY;
this._transforms[tOffset + 5] = originX;
this._transforms[tOffset + 6] = originY;
// Write texture ID | 写入纹理 ID
this._textureIds[i] = textureId;
// Write UV coordinates | 写入 UV 坐标
this._uvs[uvOffset] = u0;
this._uvs[uvOffset + 1] = v0;
this._uvs[uvOffset + 2] = u1;
this._uvs[uvOffset + 3] = v1;
// Write color and material | 写入颜色和材质
this._colors[i] = color;
this._materialIds[i] = materialId;
this._count++;
return i;
}
/**
* Set material overrides for a sprite.
* 为精灵设置材质覆盖。
*
* @param index - Sprite index from addSpriteSoA | 来自 addSpriteSoA 的精灵索引
* @param overrides - Material overrides | 材质覆盖
*/
setMaterialOverrides(index: number, overrides: MaterialOverrides): void {
if (index >= 0 && index < this._count) {
this._materialOverrides.set(index, overrides);
}
}
/**
* Set clip rect for a sprite.
* 为精灵设置裁剪矩形。
*
* @param index - Sprite index from addSpriteSoA | 来自 addSpriteSoA 的精灵索引
* @param clipRect - Clip rectangle | 裁剪矩形
*/
setClipRect(index: number, clipRect: { x: number; y: number; width: number; height: number }): void {
if (index >= 0 && index < this._count) {
this._clipRects.set(index, clipRect);
}
}
// ===== Object API (for compatibility) =====
// ===== 对象 API用于兼容性=====
/**
* Add a sprite using SpriteRenderData object.
* 使用 SpriteRenderData 对象添加精灵。
*
* This method is kept for backward compatibility but internally uses SoA storage.
* 此方法保留用于向后兼容,但内部使用 SoA 存储。
*
* @param sprite - Sprite render data | 精灵渲染数据
*/
addSprite(sprite: SpriteRenderData): void {
const index = this.addSpriteSoA(
sprite.x,
sprite.y,
sprite.rotation,
sprite.scaleX,
sprite.scaleY,
sprite.originX,
sprite.originY,
sprite.textureId,
sprite.uv[0],
sprite.uv[1],
sprite.uv[2],
sprite.uv[3],
sprite.color,
sprite.materialId ?? 0
);
// Store optional data | 存储可选数据
if (index >= 0) {
if (sprite.materialOverrides) {
this._materialOverrides.set(index, sprite.materialOverrides);
}
if (sprite.clipRect) {
this._clipRects.set(index, sprite.clipRect);
}
}
}
/**
* Add multiple sprites.
* 添加多个精灵。
*
* @param sprites - Array of sprite render data | 精灵渲染数据数组
*/
addSprites(sprites: SpriteRenderData[]): void {
for (let i = 0; i < sprites.length; i++) {
this.addSprite(sprites[i]);
}
}
// ===== Buffer Access =====
// ===== 缓冲区访问 =====
/**
* Get raw typed array buffers for direct submission to engine.
* 获取原始类型数组缓冲区以直接提交到引擎。
*
* Returns subarray views (zero-copy) for only the used portion.
* 返回仅已使用部分的 subarray 视图(零拷贝)。
*/
getBuffers(): {
transforms: Float32Array;
textureIds: Uint32Array;
uvs: Float32Array;
colors: Uint32Array;
materialIds: Uint32Array;
count: number;
} {
return {
transforms: this._transforms.subarray(0, this._count * 7),
textureIds: this._textureIds.subarray(0, this._count),
uvs: this._uvs.subarray(0, this._count * 4),
colors: this._colors.subarray(0, this._count),
materialIds: this._materialIds.subarray(0, this._count),
count: this._count
};
}
/**
* Get sprites as SpriteRenderData array (for legacy compatibility).
* 获取精灵作为 SpriteRenderData 数组(用于旧版兼容性)。
*
* Uses object pool to avoid allocations.
* 使用对象池以避免分配。
*
* @returns Array of sprites from pool | 来自池的精灵数组
*/
getSprites(): SpriteRenderData[] {
// Reset pool index to reuse objects | 重置池索引以复用对象
this._poolIndex = 0;
const result: SpriteRenderData[] = [];
for (let i = 0; i < this._count; i++) {
const sprite = this._getFromPool();
const tOffset = i * 7;
const uvOffset = i * 4;
// Fill from SoA buffers | 从 SoA 缓冲区填充
sprite.x = this._transforms[tOffset];
sprite.y = this._transforms[tOffset + 1];
sprite.rotation = this._transforms[tOffset + 2];
sprite.scaleX = this._transforms[tOffset + 3];
sprite.scaleY = this._transforms[tOffset + 4];
sprite.originX = this._transforms[tOffset + 5];
sprite.originY = this._transforms[tOffset + 6];
sprite.textureId = this._textureIds[i];
sprite.uv[0] = this._uvs[uvOffset];
sprite.uv[1] = this._uvs[uvOffset + 1];
sprite.uv[2] = this._uvs[uvOffset + 2];
sprite.uv[3] = this._uvs[uvOffset + 3];
sprite.color = this._colors[i];
sprite.materialId = this._materialIds[i];
// Attach optional data | 附加可选数据
sprite.materialOverrides = this._materialOverrides.get(i);
sprite.clipRect = this._clipRects.get(i);
result.push(sprite);
}
return result;
}
// ===== State =====
// ===== 状态 =====
/**
* Get sprite count.
* 获取精灵数量。
*/
get count(): number {
return this._count;
}
/**
* Get capacity.
* 获取容量。
*/
get capacity(): number {
return this._capacity;
}
/**
* Check if batch is empty.
* 检查批处理是否为空。
*/
get isEmpty(): boolean {
return this._count === 0;
}
/**
* Clear all sprites from the batch.
* 清除批处理中的所有精灵。
*
* Does NOT deallocate buffers - they are reused next frame.
* 不会释放缓冲区 - 它们在下一帧被复用。
*/
clear(): void {
this._count = 0;
this._poolIndex = 0;
this._materialOverrides.clear();
this._clipRects.clear();
}
/**
* Check if material overrides exist for any sprite.
* 检查是否有任何精灵存在材质覆盖。
*/
hasMaterialOverrides(): boolean {
return this._materialOverrides.size > 0;
}
/**
* Get material overrides for a sprite index.
* 获取精灵索引的材质覆盖。
*/
getMaterialOverrides(index: number): MaterialOverrides | undefined {
return this._materialOverrides.get(index);
}
/**
* Check if clip rects exist for any sprite.
* 检查是否有任何精灵存在裁剪矩形。
*/
hasClipRects(): boolean {
return this._clipRects.size > 0;
}
/**
* Get clip rect for a sprite index.
* 获取精灵索引的裁剪矩形。
*/
getClipRect(index: number): { x: number; y: number; width: number; height: number } | undefined {
return this._clipRects.get(index);
}
}

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/**
* Sprite render helper utilities.
* 精灵渲染辅助工具。
*/
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';
/**
* Transform component interface.
* 变换组件接口。
*
* Your transform component should implement this interface.
* 你的变换组件应该实现此接口。
*/
export interface ITransformComponent {
position: { x: number; y: number; z?: number };
rotation: number | { x: number; y: number; z: number };
scale: { x: number; y: number; z?: number };
/** 世界位置(由 TransformSystem 计算,考虑父级变换) */
worldPosition?: { x: number; y: number; z?: number };
/** 世界旋转(由 TransformSystem 计算,考虑父级变换) */
worldRotation?: { x: number; y: number; z: number };
/** 世界缩放(由 TransformSystem 计算,考虑父级变换) */
worldScale?: { x: number; y: number; z?: number };
}
/**
* Helper class for rendering sprites (not an ECS System).
* 精灵渲染辅助类非ECS系统
*
* Use this for manual control over rendering, or use EngineRenderSystem
* for automatic ECS integration.
* 用于手动控制渲染或使用EngineRenderSystem进行自动ECS集成。
*
* @example
* ```typescript
* const bridge = new EngineBridge({ canvasId: 'canvas' });
* await bridge.initialize();
*
* const helper = new SpriteRenderHelper(bridge);
*
* // In game loop | 在游戏循环中
* helper.collectSprites(entities, Transform);
* helper.render();
* ```
*/
export class SpriteRenderHelper {
private bridge: EngineBridge;
private batcher: RenderBatcher;
/**
* Create a new sprite render helper.
* 创建新的精灵渲染辅助类。
*
* @param bridge - Engine bridge instance | 引擎桥接实例
*/
constructor(bridge: EngineBridge) {
this.bridge = bridge;
this.batcher = new RenderBatcher();
}
/**
* Collect sprite data from entities.
* 从实体收集精灵数据。
*
* @param entities - Entities to process | 要处理的实体
* @param transformType - Transform component class | 变换组件类
*/
collectSprites<T extends Component & ITransformComponent>(
entities: Entity[],
transformType: new () => T
): void {
this.batcher.clear();
for (const entity of entities) {
const sprite = entity.getComponent(SpriteComponent);
const transform = entity.getComponent(transformType);
if (!sprite || !transform || !sprite.visible) {
continue;
}
// Calculate UV with flip | 计算带翻转的UV
let uv = sprite.uv;
if (sprite.flipX || sprite.flipY) {
uv = [...sprite.uv] as [number, number, number, number];
if (sprite.flipX) {
const temp = uv[0];
uv[0] = uv[2];
uv[2] = temp;
}
if (sprite.flipY) {
const temp = uv[1];
uv[1] = uv[3];
uv[3] = temp;
}
}
// 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
const color = this.hexToPackedColor(sprite.color, sprite.alpha);
// Get material ID from GUID (0 = default if not found or no GUID specified)
const materialId = sprite.materialGuid
? getMaterialManager().getMaterialIdByPath(sprite.materialGuid)
: 0;
// Collect material overrides if any
const hasOverrides = sprite.hasOverrides();
const renderData: SpriteRenderData = {
x: transform.position.x,
y: transform.position.y,
rotation,
scaleX: transform.scale.x,
scaleY: transform.scale.y,
originX: sprite.originX,
originY: sprite.originY,
textureId: sprite.textureId,
uv,
color,
materialId,
// Only include overrides if there are any
...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
};
this.batcher.addSprite(renderData);
}
}
/**
* Submit batched sprites and render.
* 提交批处理的精灵并渲染。
*/
render(): void {
if (!this.batcher.isEmpty) {
const buffers = this.batcher.getBuffers();
this.bridge.submitSprites(
buffers.transforms, buffers.textureIds, buffers.uvs,
buffers.colors, buffers.materialIds, buffers.count
);
}
this.bridge.render();
}
/**
* Get the number of sprites to be rendered.
* 获取要渲染的精灵数量。
*/
get spriteCount(): number {
return this.batcher.count;
}
/**
* Clear the current batch.
* 清除当前批处理。
*/
clear(): void {
this.batcher.clear();
}
/**
* 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 (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);
return ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
}
}

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/**
* ECS Engine Bindgen - Bridge layer between ECS Framework and Rust Engine.
* ECS引擎桥接层 - ECS框架与Rust引擎之间的桥接层。
*
* @packageDocumentation
*/
// Service tokens and interfaces (谁定义接口,谁导出 Token)
export {
RenderSystemToken,
EngineIntegrationToken,
EngineBridgeToken,
// 新的单一职责服务令牌 | New single-responsibility service tokens
TextureServiceToken,
DynamicAtlasServiceToken,
CoordinateServiceToken,
RenderConfigServiceToken,
// 接口类型 | Interface types
type IRenderSystem,
type IEngineIntegration,
type IRenderDataProvider,
type ITextureService,
type IDynamicAtlasService,
type ICoordinateService,
type IRenderConfigService
} from './tokens';
export { EngineBridge } from './core/EngineBridge';
export type { EngineBridgeConfig } from './core/EngineBridge';
export { RenderBatcher } from './core/RenderBatcher';
export { SpriteRenderHelper } from './core/SpriteRenderHelper';
export type { ITransformComponent } from './core/SpriteRenderHelper';
export { EngineRenderSystem, type TransformComponentType, type IUIRenderDataProvider, type GizmoDataProviderFn, type HasGizmoProviderFn, type ProviderRenderData, type AssetPathResolverFn } from './systems/EngineRenderSystem';
export * from './types';

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/**
* ecs-engine-bindgen 服务令牌
* ecs-engine-bindgen service tokens
*/
import { createServiceToken } from '@esengine/ecs-framework';
import {
TextureServiceToken,
DynamicAtlasServiceToken,
CoordinateServiceToken,
RenderConfigServiceToken,
type ITextureService,
type IDynamicAtlasService,
type ICoordinateService,
type IRenderConfigService
} from '@esengine/engine-core';
import type { IRenderDataProvider as InternalIRenderDataProvider } from './systems/EngineRenderSystem';
// 从 engine-core 重新导出 | Re-export from engine-core
export {
TextureServiceToken,
DynamicAtlasServiceToken,
CoordinateServiceToken,
RenderConfigServiceToken
};
export type {
ITextureService,
IDynamicAtlasService,
ICoordinateService,
IRenderConfigService
};
export type IRenderDataProvider = InternalIRenderDataProvider;
/**
* 渲染系统接口
* Render system interface
*/
export interface IRenderSystem {
addRenderDataProvider(provider: IRenderDataProvider): void;
removeRenderDataProvider(provider: IRenderDataProvider): void;
}
/**
* 引擎集成接口
* Engine integration interface
*/
export interface IEngineIntegration {
/** 通过相对路径加载纹理(用户脚本使用)| Load texture by relative path (for user scripts) */
loadTextureForComponent(texturePath: string): Promise<number>;
/** 通过 GUID 加载纹理(内部引用使用)| Load texture by GUID (for internal references) */
loadTextureByGuid(guid: string): Promise<number>;
}
export const RenderSystemToken = createServiceToken<IRenderSystem>('renderSystem');
export const EngineIntegrationToken = createServiceToken<IEngineIntegration>('engineIntegration');
// EngineBridge token - used by systems that need direct engine access
// EngineBridge 令牌 - 供需要直接访问引擎的系统使用
import type { EngineBridge } from './core/EngineBridge';
export const EngineBridgeToken = createServiceToken<EngineBridge>('engineBridge');

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/**
* Type definitions for engine bridge.
* 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。
*/
export interface SpriteRenderData {
/** Position X. | X位置。 */
x: number;
/** Position Y. | Y位置。 */
y: number;
/** Rotation in radians. | 旋转角度(弧度)。 */
rotation: number;
/** Scale X. | X缩放。 */
scaleX: number;
/** Scale Y. | Y缩放。 */
scaleY: number;
/** Origin X (0-1). | 原点X0-1。 */
originX: number;
/** Origin Y (0-1). | 原点Y0-1。 */
originY: number;
/** Texture ID. | 纹理ID。 */
textureId: number;
/** UV coordinates [u0, v0, u1, v1]. | UV坐标。 */
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;
/**
* Clip rectangle for scissor test (screen coordinates).
* Content outside this rect will be clipped.
* 裁剪矩形用于 scissor test屏幕坐标
* 此矩形外的内容将被裁剪。
*/
clipRect?: { x: number; y: number; width: number; height: number };
}
/**
* Texture load request.
* 纹理加载请求。
*/
export interface TextureLoadRequest {
/** Unique texture ID. | 唯一纹理ID。 */
id: number;
/** Image URL. | 图片URL。 */
url: string;
}
/**
* Engine statistics.
* 引擎统计信息。
*/
export interface EngineStats {
/** Frames per second. | 每秒帧数。 */
fps: number;
/** Number of draw calls. | 绘制调用次数。 */
drawCalls: number;
/** Number of sprites rendered. | 渲染的精灵数量。 */
spriteCount: number;
/** Frame time in milliseconds. | 帧时间(毫秒)。 */
frameTime: number;
}
/**
* Camera configuration (2D).
* 相机配置2D
*/
export interface CameraConfig {
/** Camera X position. | 相机X位置。 */
x: number;
/** Camera Y position. | 相机Y位置。 */
y: number;
/** Zoom level. | 缩放级别。 */
zoom: number;
/** Rotation in radians. | 旋转角度(弧度)。 */
rotation: number;
}
/**
* 3D Camera position.
* 3D 相机位置。
*/
export interface Camera3DPosition {
/** X coordinate. | X 坐标。 */
x: number;
/** Y coordinate. | Y 坐标。 */
y: number;
/** Z coordinate. | Z 坐标。 */
z: number;
}
/**
* 3D Camera rotation (Euler angles in degrees).
* 3D 相机旋转(欧拉角,角度制)。
*/
export interface Camera3DRotation {
/** Pitch angle in degrees. | 俯仰角(度)。 */
pitch: number;
/** Yaw angle in degrees. | 偏航角(度)。 */
yaw: number;
/** Roll angle in degrees. | 滚转角(度)。 */
roll: number;
}
/**
* Projection type for 3D camera.
* 3D 相机的投影类型。
*/
export enum ProjectionType {
/** Perspective projection. | 透视投影。 */
Perspective = 0,
/** Orthographic projection. | 正交投影。 */
Orthographic = 1,
}
/**
* Render mode.
* 渲染模式。
*/
export enum RenderMode {
/** 2D rendering mode. | 2D 渲染模式。 */
Mode2D = 0,
/** 3D rendering mode. | 3D 渲染模式。 */
Mode3D = 1,
}

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/* tslint:disable */
/* eslint-disable */
/**
* Initialize panic hook for better error messages in console.
* 初始化panic hook以在控制台显示更好的错误信息。
*/
export function init(): void;
/**
* Render mode enumeration.
* 渲染模式枚举。
*/
export enum RenderMode {
/**
* 2D rendering mode (orthographic camera, no depth test).
* 2D渲染模式正交相机无深度测试
*/
Mode2D = 0,
/**
* 3D rendering mode (perspective/orthographic camera, depth test enabled).
* 3D渲染模式透视/正交相机,启用深度测试)。
*/
Mode3D = 1,
}
/**
* Game engine main interface exposed to JavaScript.
* 暴露给JavaScript的游戏引擎主接口。
*
* This is the primary entry point for the engine from TypeScript/JavaScript.
* 这是从TypeScript/JavaScript访问引擎的主要入口点。
*/
export class GameEngine {
free(): void;
[Symbol.dispose](): void;
/**
* Get camera state.
* 获取相机状态。
*
* # Returns | 返回
* 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。
*
* # Arguments | 参数
* * `x` - Camera X position | 相机X位置
* * `y` - Camera Y position | 相机Y位置
* * `zoom` - Zoom level | 缩放级别
* * `rotation` - Rotation in radians | 旋转角度(弧度)
*/
setCamera(x: number, y: number, zoom: number, rotation: number): void;
/**
* Check if a key is currently pressed.
* 检查某个键是否当前被按下。
*
* # Arguments | 参数
* * `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。
*
* # Arguments | 参数
* * `id` - Unique texture identifier | 唯一纹理标识符
* * `url` - Image URL to load | 要加载的图片URL
*/
loadTexture(id: number, url: string): void;
/**
* Update input state. Should be called once per frame.
* 更新输入状态。应该每帧调用一次。
*/
updateInput(): void;
/**
* Create a new game engine from external WebGL context.
* 从外部 WebGL 上下文创建引擎。
*
* This is designed for WeChat MiniGame and similar environments.
* 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。
*/
setShowGrid(show: boolean): void;
/**
* Add a line gizmo.
* 添加线条Gizmo。
*/
addGizmoLine(points: Float32Array, r: number, g: number, b: number, a: number, closed: boolean): void;
/**
* Add a rectangle gizmo outline.
* 添加矩形Gizmo边框。
*
* # Arguments | 参数
* * `x` - Center X position | 中心X位置
* * `y` - Center Y position | 中心Y位置
* * `width` - Rectangle width | 矩形宽度
* * `height` - Rectangle height | 矩形高度
* * `rotation` - Rotation in radians | 旋转角度(弧度)
* * `origin_x` - Origin X (0-1) | 原点X (0-1)
* * `origin_y` - Origin Y (0-1) | 原点Y (0-1)
* * `r`, `g`, `b`, `a` - Color (0.0-1.0) | 颜色
* * `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;
/**
* Get editor mode.
* 获取编辑器模式。
*/
isEditorMode(): boolean;
/**
* Render sprites as overlay (without clearing screen).
* 渲染精灵作为叠加层(不清除屏幕)。
*
* This is used for UI rendering on top of the world content.
* 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;
/**
* Get current render mode.
* 获取当前渲染模式。
*
* Returns 0 for 2D mode, 1 for 3D mode.
* 返回 0 表示 2D 模式1 表示 3D 模式。
*/
getRenderMode(): number;
/**
* Check if 3D renderer is initialized.
* 检查 3D 渲染器是否已初始化。
*/
has3DRenderer(): boolean;
/**
* Remove a material.
* 移除材质。
*/
removeMaterial(material_id: number): boolean;
/**
* Render a 3D gizmo at the specified world position.
* 在指定的世界位置渲染 3D Gizmo。
*
* Only works in 3D render mode. The gizmo will be rendered
* with the current transform mode (move/rotate/scale).
* 仅在 3D 渲染模式下有效。Gizmo 将使用当前的变换模式渲染。
*
* # Arguments | 参数
* * `x`, `y`, `z` - World position | 世界位置
* * `scale` - Gizmo scale multiplier | Gizmo 缩放倍数
*/
render3DGizmo(x: number, y: number, z: number, scale: number): void;
/**
* Resize a specific viewport.
* 调整特定视口大小。
*/
resizeViewport(viewport_id: string, width: number, height: number): void;
/**
* Convert screen coordinates to world coordinates.
* 将屏幕坐标转换为世界坐标。
*
* # Arguments | 参数
* * `screen_x` - Screen X coordinate (0 = left edge of canvas)
* * `screen_y` - Screen Y coordinate (0 = top edge of canvas)
*
* # Returns | 返回
* Array of [world_x, world_y] | 数组 [world_x, world_y]
*/
screenToWorld(screen_x: number, screen_y: number): Float32Array;
/**
* Set clear color (background color).
* 设置清除颜色(背景颜色)。
*
* # Arguments | 参数
* * `r`, `g`, `b`, `a` - Color components (0.0-1.0) | 颜色分量 (0.0-1.0)
*/
setClearColor(r: number, g: number, b: number, a: number): void;
/**
* Set editor mode.
* 设置编辑器模式。
*
* When false (runtime mode), editor-only UI like grid, gizmos,
* and axis indicator are automatically hidden.
* 当为 false运行时模式编辑器专用 UI如网格、gizmos、坐标轴指示器会自动隐藏。
*/
setEditorMode(is_editor: boolean): void;
/**
* Set render mode.
* 设置渲染模式。
*
* # Arguments | 参数
* * `mode` - 0 for 2D, 1 for 3D | 0 表示 2D1 表示 3D
*
* When switching to 3D mode for the first time, the 3D renderer
* will be lazily initialized.
* 首次切换到 3D 模式时3D 渲染器将被延迟初始化。
*/
setRenderMode(mode: number): void;
/**
* Set gizmo visibility.
* 设置辅助工具可见性。
*/
setShowGizmos(show: boolean): void;
/**
* Convert world coordinates to screen coordinates.
* 将世界坐标转换为屏幕坐标。
*
* # Arguments | 参数
* * `world_x` - World X coordinate
* * `world_y` - World Y coordinate
*
* # Returns | 返回
* Array of [screen_x, screen_y] | 数组 [screen_x, screen_y]
*/
worldToScreen(world_x: number, world_y: number): Float32Array;
/**
* Add a circle gizmo outline.
* 添加圆形Gizmo边框。
*/
addGizmoCircle(x: number, y: number, radius: number, r: number, g: number, b: number, a: number): void;
/**
* Get the graphics backend name (e.g., "WebGL2").
* 获取图形后端名称(如 "WebGL2")。
*/
getBackendName(): string;
/**
* Get all registered viewport IDs.
* 获取所有已注册的视口ID。
*/
getViewportIds(): string[];
/**
* 检查纹理是否已就绪
* Check if texture is ready to use
*
* # Arguments | 参数
* * `id` - Texture ID | 纹理ID
*/
isTextureReady(id: number): boolean;
/**
* Set scissor rect for clipping (screen coordinates, Y-down).
* 设置裁剪矩形屏幕坐标Y 轴向下)。
*
* Content outside this rect will be clipped.
* 此矩形外的内容将被裁剪。
*
* # Arguments | 参数
* * `x` - Left edge in screen coordinates | 屏幕坐标中的左边缘
* * `y` - Top edge in screen coordinates (Y-down) | 屏幕坐标中的上边缘Y 向下)
* * `width` - Rect width | 矩形宽度
* * `height` - Rect height | 矩形高度
*/
setScissorRect(x: number, y: number, width: number, height: number): void;
/**
* Add a capsule gizmo outline.
* 添加胶囊Gizmo边框。
*/
addGizmoCapsule(x: number, y: number, radius: number, half_height: number, rotation: number, r: number, g: number, b: number, a: number): void;
/**
* Make 3D camera look at a target position.
* 使 3D 相机朝向目标位置。
*/
camera3DLookAt(target_x: number, target_y: number, target_z: number): void;
/**
* Get 3D camera field of view (in degrees).
* 获取 3D 相机视野角(角度制)。
*/
getCamera3DFov(): number | undefined;
/**
* 获取纹理加载状态
* Get texture loading state
*
* # Arguments | 参数
* * `id` - Texture ID | 纹理ID
*
* # Returns | 返回
* State string: "loading", "ready", or "failed:reason"
* 状态字符串:"loading"、"ready" 或 "failed:原因"
*/
getTextureState(id: number): string;
/**
* Register a new viewport.
* 注册新视口。
*
* # Arguments | 参数
* * `id` - Unique viewport identifier | 唯一视口标识符
* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
*/
registerViewport(id: string, canvas_id: string): void;
/**
* Set 3D camera field of view (in degrees).
* 设置 3D 相机视野角(角度制)。
*
* Only affects perspective projection mode.
* 仅影响透视投影模式。
*/
setCamera3DFov(fov_degrees: number): 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;
/**
* Submit mesh batch for rendering arbitrary 2D geometry.
* 提交网格批次进行任意 2D 几何体渲染。
*
* Used for rendering ellipses, polygons, and other complex shapes.
* 用于渲染椭圆、多边形和其他复杂形状。
*
* # Arguments | 参数
* * `positions` - Float32Array [x, y, ...] for each vertex
* * `uvs` - Float32Array [u, v, ...] for each vertex
* * `colors` - Uint32Array of packed RGBA colors (one per vertex)
* * `indices` - Uint16Array of triangle indices
* * `texture_id` - Texture ID to use (0 for white pixel)
*/
submitMeshBatch(positions: Float32Array, uvs: Float32Array, colors: Uint32Array, indices: Uint16Array, texture_id: number): void;
/**
* Submit MSDF text batch for rendering.
* 提交 MSDF 文本批次进行渲染。
*
* # Arguments | 参数
* * `positions` - Float32Array [x, y, ...] for each vertex (4 per glyph)
* * `tex_coords` - Float32Array [u, v, ...] for each vertex
* * `colors` - Float32Array [r, g, b, a, ...] for each vertex
* * `outline_colors` - Float32Array [r, g, b, a, ...] for each vertex
* * `outline_widths` - Float32Array [width, ...] for each vertex
* * `texture_id` - Font atlas texture ID
* * `px_range` - Pixel range for MSDF shader
*/
submitTextBatch(positions: Float32Array, tex_coords: Float32Array, colors: Float32Array, outline_colors: Float32Array, outline_widths: Float32Array, texture_id: number, px_range: number): void;
/**
* Clear all textures and reset state.
* 清除所有纹理并重置状态。
*
* This removes all loaded textures from GPU memory and resets
* the ID counter. Use with caution as all texture references
* will become invalid.
* 这会从GPU内存中移除所有已加载的纹理并重置ID计数器。
* 请谨慎使用,因为所有纹理引用都将变得无效。
*/
clearAllTextures(): void;
/**
* Clear scissor rect (disable clipping).
* 清除裁剪矩形(禁用裁剪)。
*/
clearScissorRect(): void;
/**
* 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。
*
* # Arguments | 参数
* * `mode` - 0=Select, 1=Move, 2=Rotate, 3=Scale
*/
setTransformMode(mode: number): void;
/**
* Get the graphics backend version string.
* 获取图形后端版本字符串。
*/
getBackendVersion(): string;
/**
* Get or load texture by path.
* 按路径获取或加载纹理。
*
* # Arguments | 参数
* * `path` - Image path/URL | 图片路径/URL
*/
getOrLoadTextureByPath(path: string): number;
/**
* Get camera for a specific viewport.
* 获取特定视口的相机。
*/
getViewportCamera(viewport_id: string): Float32Array | undefined;
/**
* Set the active viewport.
* 设置活动视口。
*/
setActiveViewport(id: string): boolean;
/**
* Set camera for a specific viewport.
* 为特定视口设置相机。
*/
setViewportCamera(viewport_id: string, x: number, y: number, zoom: number, rotation: number): void;
/**
* Set viewport configuration.
* 设置视口配置。
*/
setViewportConfig(viewport_id: string, show_grid: boolean, show_gizmos: boolean): void;
/**
* Submit sprite batch data for rendering.
* 提交精灵批次数据进行渲染。
*
* # Arguments | 参数
* * `transforms` - Float32Array [x, y, rotation, scaleX, scaleY, originX, originY] per sprite
* 每个精灵的变换数据
* * `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, material_ids: Uint32Array): void;
/**
* Unregister a viewport.
* 注销视口。
*/
unregisterViewport(id: string): void;
/**
* Create a blank texture for dynamic atlas.
* 为动态图集创建空白纹理。
*
* This creates a texture that can be filled later using `updateTextureRegion`.
* Used for runtime atlas generation to batch UI elements with different textures.
* 创建一个可以稍后使用 `updateTextureRegion` 填充的纹理。
* 用于运行时图集生成,以批处理使用不同纹理的 UI 元素。
*
* # Arguments | 参数
* * `width` - Texture width in pixels (recommended: 2048) | 纹理宽度推荐2048
* * `height` - Texture height in pixels (recommended: 2048) | 纹理高度推荐2048
*
* # Returns | 返回
* The texture ID for the created blank texture | 创建的空白纹理ID
*/
createBlankTexture(width: number, height: number): number;
/**
* Get maximum texture size supported by the backend.
* 获取后端支持的最大纹理尺寸。
*/
getMaxTextureSize(): number;
/**
* Load texture by path, returning texture ID.
* 按路径加载纹理返回纹理ID。
*
* # Arguments | 参数
* * `path` - Image path/URL to load | 要加载的图片路径/URL
*/
loadTextureByPath(path: string): number;
/**
* Update a region of an existing texture with pixel data.
* 使用像素数据更新现有纹理的区域。
*
* This is used for dynamic atlas to copy individual textures into the atlas.
* 用于动态图集将单个纹理复制到图集纹理中。
*
* # Arguments | 参数
* * `id` - The texture ID to update | 要更新的纹理ID
* * `x` - X offset in the texture | 纹理中的X偏移
* * `y` - Y offset in the texture | 纹理中的Y偏移
* * `width` - Width of the region to update | 要更新的区域宽度
* * `height` - Height of the region to update | 要更新的区域高度
* * `pixels` - RGBA pixel data (Uint8Array, 4 bytes per pixel) | RGBA像素数据每像素4字节
*/
updateTextureRegion(id: number, x: number, y: number, width: number, height: number, pixels: Uint8Array): void;
/**
* 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 3D camera position.
* 获取 3D 相机位置。
*
* Returns [x, y, z] or null if 3D renderer is not initialized.
* 返回 [x, y, z],如果 3D 渲染器未初始化则返回 null。
*/
getCamera3DPosition(): Float32Array | undefined;
/**
* Get 3D camera rotation as Euler angles (in degrees).
* 获取 3D 相机旋转的欧拉角(角度制)。
*
* Returns [pitch, yaw, roll] or null if 3D renderer is not initialized.
* 返回 [pitch, yaw, roll],如果 3D 渲染器未初始化则返回 null。
*/
getCamera3DRotation(): Float32Array | undefined;
/**
* Get texture ID by path.
* 按路径获取纹理ID。
*
* # Arguments | 参数
* * `path` - Image path to lookup | 要查找的图片路径
*/
getTextureIdByPath(path: string): number | undefined;
/**
* Set 3D camera position.
* 设置 3D 相机位置。
*/
setCamera3DPosition(x: number, y: number, z: number): void;
/**
* Set 3D camera rotation using Euler angles (in degrees).
* 使用欧拉角设置 3D 相机旋转(角度制)。
*
* # Arguments | 参数
* * `pitch` - Rotation around X axis (degrees) | X 轴旋转(角度)
* * `yaw` - Rotation around Y axis (degrees) | Y 轴旋转(角度)
* * `roll` - Rotation around Z axis (degrees) | Z 轴旋转(角度)
*/
setCamera3DRotation(pitch: number, yaw: number, roll: number): void;
/**
* 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;
/**
* Clear the texture path cache.
* 清除纹理路径缓存。
*
* This should be called when restoring scene snapshots to ensure
* textures are reloaded with correct IDs.
* 在恢复场景快照时应调用此方法以确保纹理使用正确的ID重新加载。
*/
clearTexturePathCache(): void;
/**
* Get texture size by path.
* 按路径获取纹理尺寸。
*
* Returns an array [width, height] or null if not found.
* 返回数组 [width, height],如果未找到则返回 null。
*
* # Arguments | 参数
* * `path` - Image path to lookup | 要查找的图片路径
*/
getTextureSizeByPath(path: string): Float32Array | undefined;
/**
* Set 3D camera projection type.
* 设置 3D 相机投影类型。
*
* # Arguments | 参数
* * `projection_type` - 0 for Perspective, 1 for Orthographic
* * `ortho_size` - Half-height of orthographic view (only used when projection_type = 1)
*/
setCamera3DProjection(projection_type: number, ortho_size: number): void;
/**
* 获取正在加载中的纹理数量
* Get the number of textures currently loading
*/
getTextureLoadingCount(): number;
/**
* Set 3D camera near and far clip planes.
* 设置 3D 相机近裁剪面和远裁剪面。
*/
setCamera3DClipPlanes(near: number, far: number): void;
/**
* Create a new game engine instance.
* 创建新的游戏引擎实例。
*
* # Arguments | 参数
* * `canvas_id` - The HTML canvas element ID | HTML canvas元素ID
*
* # Returns | 返回
* A new GameEngine instance or an error | 新的GameEngine实例或错误
*/
constructor(canvas_id: string);
/**
* Clear the screen with specified color.
* 使用指定颜色清除屏幕。
*
* # Arguments | 参数
* * `r` - Red component (0.0-1.0) | 红色分量
* * `g` - Green component (0.0-1.0) | 绿色分量
* * `b` - Blue component (0.0-1.0) | 蓝色分量
* * `a` - Alpha component (0.0-1.0) | 透明度分量
*/
clear(r: number, g: number, b: number, a: number): void;
/**
* Render the current frame.
* 渲染当前帧。
*/
render(): void;
/**
* Resize viewport.
* 调整视口大小。
*
* # Arguments | 参数
* * `width` - New viewport width | 新视口宽度
* * `height` - New viewport height | 新视口高度
*/
resize(width: number, height: number): void;
/**
* Render 3D content.
* 渲染 3D 内容。
*
* Should be called after submitting 3D meshes.
* 应在提交 3D 网格后调用。
*/
render3D(): void;
/**
* Resize 3D renderer viewport.
* 调整 3D 渲染器视口大小。
*/
resize3D(width: number, height: number): void;
/**
* Get canvas width.
* 获取画布宽度。
*/
readonly width: number;
/**
* Get canvas height.
* 获取画布高度。
*/
readonly height: number;
/**
* Submit a 3D mesh for rendering.
* 提交 3D 网格进行渲染。
*
* @param vertices - Interleaved vertex data [x,y,z, u,v, r,g,b,a, nx,ny,nz] * count
* @param indices - Triangle indices
* @param transform - 4x4 transformation matrix (column-major)
* @param material_id - Material ID
* @param texture_id - Texture ID
*/
submitMesh3D(vertices: Float32Array, indices: Uint32Array, transform: Float32Array, material_id: number, texture_id: number): void;
/**
* Submit a simple 3D mesh for rendering (without normals).
* 提交简单 3D 网格进行渲染(不含法线)。
*
* @param vertices - Interleaved vertex data [x,y,z, u,v, r,g,b,a] * count
* @param indices - Triangle indices
* @param transform - 4x4 transformation matrix (column-major)
* @param material_id - Material ID
* @param texture_id - Texture ID
*/
submitSimpleMesh3D(vertices: Float32Array, indices: Uint32Array, transform: Float32Array, material_id: number, texture_id: number): void;
}
export type InitInput = RequestInfo | URL | Response | BufferSource | WebAssembly.Module;
export interface InitOutput {
readonly memory: WebAssembly.Memory;
readonly __wbg_gameengine_free: (a: number, b: number) => void;
readonly gameengine_addGizmoCapsule: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => void;
readonly gameengine_addGizmoCircle: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
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_camera3DLookAt: (a: number, b: number, c: number, d: number) => void;
readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_clearAllTextures: (a: number) => void;
readonly gameengine_clearScissorRect: (a: number) => void;
readonly gameengine_clearTexturePathCache: (a: 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_createBlankTexture: (a: number, b: number, c: number) => [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_getBackendName: (a: number) => [number, number];
readonly gameengine_getBackendVersion: (a: number) => [number, number];
readonly gameengine_getCamera: (a: number) => [number, number];
readonly gameengine_getCamera3DFov: (a: number) => number;
readonly gameengine_getCamera3DPosition: (a: number) => [number, number];
readonly gameengine_getCamera3DRotation: (a: number) => [number, number];
readonly gameengine_getMaxTextureSize: (a: number) => number;
readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
readonly gameengine_getRenderMode: (a: number) => number;
readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
readonly gameengine_getTextureLoadingCount: (a: number) => number;
readonly gameengine_getTextureSizeByPath: (a: number, b: number, c: number) => any;
readonly gameengine_getTextureState: (a: number, b: number) => [number, number];
readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
readonly gameengine_getViewportIds: (a: number) => [number, number];
readonly gameengine_has3DRenderer: (a: 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_isEditorMode: (a: number) => number;
readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
readonly gameengine_isTextureReady: (a: number, b: 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_render3D: (a: number) => [number, number];
readonly gameengine_render3DGizmo: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_renderOverlay: (a: number) => [number, number];
readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
readonly gameengine_resize: (a: number, b: number, c: number) => void;
readonly gameengine_resize3D: (a: number, b: number, c: number) => void;
readonly gameengine_resizeViewport: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_screenToWorld: (a: number, b: number, c: number) => [number, number];
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_setCamera3DClipPlanes: (a: number, b: number, c: number) => void;
readonly gameengine_setCamera3DFov: (a: number, b: number) => void;
readonly gameengine_setCamera3DPosition: (a: number, b: number, c: number, d: number) => void;
readonly gameengine_setCamera3DProjection: (a: number, b: number, c: number) => void;
readonly gameengine_setCamera3DRotation: (a: number, b: number, c: number, d: number) => void;
readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_setEditorMode: (a: number, b: 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_setRenderMode: (a: number, b: number) => [number, number];
readonly gameengine_setScissorRect: (a: number, b: number, c: number, d: number, e: number) => void;
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_submitMeshBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: 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_submitTextBatch: (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) => [number, number];
readonly gameengine_unregisterViewport: (a: number, b: number, c: number) => void;
readonly gameengine_updateInput: (a: number) => void;
readonly gameengine_updateTextureRegion: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => [number, number];
readonly gameengine_width: (a: number) => number;
readonly gameengine_worldToScreen: (a: number, b: number, c: number) => [number, number];
readonly init: () => void;
readonly wasm_bindgen__convert__closures_____invoke__h256074d77f4ce876: (a: number, b: number) => void;
readonly wasm_bindgen__closure__destroy__h14ac3db10f717d1a: (a: number, b: number) => void;
readonly __wbindgen_malloc: (a: number, b: number) => number;
readonly __wbindgen_realloc: (a: number, b: number, c: number, d: number) => number;
readonly __wbindgen_exn_store: (a: number) => void;
readonly __externref_table_alloc: () => number;
readonly __wbindgen_externrefs: WebAssembly.Table;
readonly __wbindgen_free: (a: number, b: number, c: number) => void;
readonly __externref_table_dealloc: (a: number) => void;
readonly __externref_drop_slice: (a: number, b: number) => void;
readonly __wbindgen_start: () => void;
}
export type SyncInitInput = BufferSource | WebAssembly.Module;
/**
* Instantiates the given `module`, which can either be bytes or
* a precompiled `WebAssembly.Module`.
*
* @param {{ module: SyncInitInput }} module - Passing `SyncInitInput` directly is deprecated.
*
* @returns {InitOutput}
*/
export function initSync(module: { module: SyncInitInput } | SyncInitInput): InitOutput;
/**
* If `module_or_path` is {RequestInfo} or {URL}, makes a request and
* for everything else, calls `WebAssembly.instantiate` directly.
*
* @param {{ module_or_path: InitInput | Promise<InitInput> }} module_or_path - Passing `InitInput` directly is deprecated.
*
* @returns {Promise<InitOutput>}
*/
export default function __wbg_init (module_or_path?: { module_or_path: InitInput | Promise<InitInput> } | InitInput | Promise<InitInput>): Promise<InitOutput>;