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
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packages/engine/material-system/src/tokens.ts
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174
packages/engine/material-system/src/tokens.ts
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/**
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* Material System Service Tokens
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* 材质系统服务令牌
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*
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* 遵循"谁定义接口,谁导出 Token"原则。
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* Following "who defines interface, who exports Token" principle.
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*/
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import { createServiceToken } from '@esengine/ecs-framework';
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import type { Material } from './Material';
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import type { Shader } from './Shader';
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import type { IEngineBridge } from './MaterialManager';
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import type { IAssetManager } from '@esengine/asset-system';
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// ============================================================================
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// Material Manager Interface
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// ============================================================================
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/**
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* MaterialManager 接口
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* MaterialManager interface
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*
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* 提供材质和着色器管理功能。
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* Provides material and shader management functionality.
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*/
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export interface IMaterialManager {
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// ========== Initialization | 初始化 ==========
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/**
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* 设置引擎桥接
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* Set engine bridge for Rust communication
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*/
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setEngineBridge(bridge: IEngineBridge): void;
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/**
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* 设置资产管理器
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* Set asset manager for loading assets
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*/
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setAssetManager(assetManager: IAssetManager): void;
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/**
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* 初始化内置材质
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* Initialize built-in materials
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*/
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initializeBuiltInMaterials(): Promise<void>;
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// ========== Shader Management | 着色器管理 ==========
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/**
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* 注册着色器
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* Register a shader
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*/
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registerShader(shader: Shader): Promise<number>;
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/**
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* 通过 ID 获取着色器
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* Get shader by ID
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*/
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getShader(id: number): Shader | undefined;
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/**
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* 通过名称获取着色器
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* Get shader by name
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*/
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getShaderByName(name: string): Shader | undefined;
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/**
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* 移除着色器
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* Remove a shader
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*/
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removeShader(id: number): boolean;
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/**
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* 从路径加载着色器
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* Load shader from path
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*/
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loadShaderByPath(path: string): Promise<number>;
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// ========== Material Management | 材质管理 ==========
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/**
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* 注册材质
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* Register a material
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*/
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registerMaterial(material: Material): Promise<number>;
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/**
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* 通过 ID 获取材质
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* Get material by ID
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*/
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getMaterial(id: number): Material | undefined;
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/**
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* 通过名称获取材质
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* Get material by name
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*/
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getMaterialByName(name: string): Material | undefined;
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/**
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* 移除材质
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* Remove a material
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*/
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removeMaterial(id: number): boolean;
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/**
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* 从路径加载材质
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* Load material from path
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*/
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loadMaterialByPath(path: string): Promise<number>;
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/**
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* 克隆材质
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* Clone a material
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*/
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cloneMaterial(materialId: number, newName?: string): Promise<Material | null>;
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// ========== Built-in Materials | 内置材质 ==========
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/**
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* 获取默认材质 ID
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* Get default material ID
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*/
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getDefaultMaterialId(): number;
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/**
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* 获取灰度材质 ID
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* Get grayscale material ID
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*/
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getGrayscaleMaterialId(): number;
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/**
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* 获取着色材质 ID
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* Get tint material ID
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*/
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getTintMaterialId(): number;
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/**
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* 获取闪烁材质 ID
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* Get flash material ID
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*/
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getFlashMaterialId(): number;
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/**
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* 获取轮廓材质 ID
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* Get outline material ID
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*/
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getOutlineMaterialId(): number;
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// ========== Uniform Management | Uniform 管理 ==========
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/**
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* 设置材质 uniform 值
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* Set material uniform value
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*/
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setMaterialUniform(materialId: number, name: string, value: any): boolean;
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// ========== Lifecycle | 生命周期 ==========
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/**
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* 销毁管理器,释放所有资源
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* Destroy manager and release all resources
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*/
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destroy(): void;
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}
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// ============================================================================
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// Service Token
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// ============================================================================
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/**
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* MaterialManager 服务令牌
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* MaterialManager service token
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*/
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export const MaterialManagerToken = createServiceToken<IMaterialManager>('materialManager');
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