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 +1,241 @@
import { Component, ECSComponent, Serializable, Serialize, Property } from '@esengine/ecs-framework';
import type { IVector3 } from '@esengine/ecs-framework-math';
/**
* 3x3 矩阵(用于 2D 变换:旋转 + 缩放)
* 实际存储为 [a, b, c, d, tx, ty] 形式的仿射变换
*
* 3x3 matrix for 2D transforms (rotation + scale).
* Stored as affine transform [a, b, c, d, tx, ty].
*/
export interface Matrix2D {
a: number; // scaleX * cos(rotation)
b: number; // scaleX * sin(rotation)
c: number; // scaleY * -sin(rotation)
d: number; // scaleY * cos(rotation)
tx: number; // translateX
ty: number; // translateY
}
/**
* Reactive Vector3 that automatically sets dirty flag on parent transform.
* 响应式 Vector3在修改时自动设置父变换的脏标记。
*
* @internal
*/
class ReactiveVector3 implements IVector3 {
private _x: number;
private _y: number;
private _z: number;
private _owner: TransformComponent;
constructor(owner: TransformComponent, x: number = 0, y: number = 0, z: number = 0) {
this._owner = owner;
this._x = x;
this._y = y;
this._z = z;
}
get x(): number { return this._x; }
set x(value: number) {
if (this._x !== value) {
this._x = value;
this._owner.markDirty();
}
}
get y(): number { return this._y; }
set y(value: number) {
if (this._y !== value) {
this._y = value;
this._owner.markDirty();
}
}
get z(): number { return this._z; }
set z(value: number) {
if (this._z !== value) {
this._z = value;
this._owner.markDirty();
}
}
/**
* Set all components at once (more efficient than setting individually).
* 一次性设置所有分量(比单独设置更高效)。
*/
set(x: number, y: number, z: number = this._z): void {
const changed = this._x !== x || this._y !== y || this._z !== z;
this._x = x;
this._y = y;
this._z = z;
if (changed) {
this._owner.markDirty();
}
}
/**
* Copy from another vector.
* 从另一个向量复制。
*/
copyFrom(v: IVector3): void {
this.set(v.x, v.y, v.z);
}
/**
* Get raw values without triggering getters (for serialization).
* 获取原始值而不触发 getter用于序列化
*/
toObject(): IVector3 {
return { x: this._x, y: this._y, z: this._z };
}
}
@ECSComponent('Transform')
@Serializable({ version: 1, typeId: 'Transform' })
export class TransformComponent extends Component {
// ===== 内部响应式存储 =====
private _position: ReactiveVector3;
private _rotation: ReactiveVector3;
private _scale: ReactiveVector3;
@Serialize()
@Property({ type: 'vector3', label: 'Position' })
get position(): IVector3 { return this._position; }
set position(value: IVector3) {
if (this._position) {
this._position.copyFrom(value);
} else {
this._position = new ReactiveVector3(this, value.x, value.y, value.z);
}
}
/** 欧拉角,单位:度 | Euler angles in degrees */
@Serialize()
@Property({ type: 'vector3', label: 'Rotation' })
get rotation(): IVector3 { return this._rotation; }
set rotation(value: IVector3) {
if (this._rotation) {
this._rotation.copyFrom(value);
} else {
this._rotation = new ReactiveVector3(this, value.x, value.y, value.z);
}
}
@Serialize()
@Property({ type: 'vector3', label: 'Scale' })
get scale(): IVector3 { return this._scale; }
set scale(value: IVector3) {
if (this._scale) {
this._scale.copyFrom(value);
} else {
this._scale = new ReactiveVector3(this, value.x, value.y, value.z);
}
}
// ===== 世界变换(由 TransformSystem 计算)=====
/** 世界位置(只读,由 TransformSystem 计算) */
worldPosition: IVector3 = { x: 0, y: 0, z: 0 };
/** 世界旋转(只读,由 TransformSystem 计算) */
worldRotation: IVector3 = { x: 0, y: 0, z: 0 };
/** 世界缩放(只读,由 TransformSystem 计算) */
worldScale: IVector3 = { x: 1, y: 1, z: 1 };
/** 本地到世界的 2D 变换矩阵(只读,由 TransformSystem 计算) */
localToWorldMatrix: Matrix2D = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0 };
/** 变换是否需要更新 | Whether transform needs update */
bDirty: boolean = true;
/**
* Frame counter when last updated (for change detection).
* 上次更新的帧计数器(用于变化检测)。
* @internal
*/
_lastUpdateFrame: number = -1;
/**
* Cached render data version (incremented when transform changes).
* 缓存的渲染数据版本(变换改变时递增)。
* @internal
*/
_version: number = 0;
constructor(x: number = 0, y: number = 0, z: number = 0) {
super();
this._position = new ReactiveVector3(this, x, y, z);
this._rotation = new ReactiveVector3(this, 0, 0, 0);
this._scale = new ReactiveVector3(this, 1, 1, 1);
// 初始化世界变换为本地变换值(在 TransformSystem 更新前使用)
this.worldPosition = { x, y, z };
}
/**
* Mark transform as dirty and increment version.
* 标记变换为脏并递增版本号。
*/
markDirty(): void {
if (!this.bDirty) {
this.bDirty = true;
this._version++;
}
}
/**
* Clear dirty flag (called by TransformSystem after update).
* 清除脏标记(由 TransformSystem 更新后调用)。
*/
clearDirty(frameNumber: number): void {
this.bDirty = false;
this._lastUpdateFrame = frameNumber;
}
setPosition(x: number, y: number, z: number = 0): this {
this._position.set(x, y, z);
return this;
}
setRotation(x: number, y: number, z: number): this {
this._rotation.set(x, y, z);
return this;
}
setScale(x: number, y: number, z: number = 1): this {
this._scale.set(x, y, z);
return this;
}
/**
* 将本地坐标转换为世界坐标
*/
localToWorld(localX: number, localY: number): { x: number; y: number } {
const m = this.localToWorldMatrix;
return {
x: m.a * localX + m.c * localY + m.tx,
y: m.b * localX + m.d * localY + m.ty
};
}
/**
* 将世界坐标转换为本地坐标
*/
worldToLocal(worldX: number, worldY: number): { x: number; y: number } {
const m = this.localToWorldMatrix;
const det = m.a * m.d - m.b * m.c;
if (Math.abs(det) < 1e-10) {
return { x: 0, y: 0 };
}
const invDet = 1 / det;
const dx = worldX - m.tx;
const dy = worldY - m.ty;
return {
x: (m.d * dx - m.c * dy) * invDet,
y: (-m.b * dx + m.a * dy) * invDet
};
}
}