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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@@ -0,0 +1,79 @@
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/**
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* Canvas 2D Render System
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* Canvas 2D 渲染系统
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*/
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import { EntitySystem, Matcher, ECSSystem, Core } from '@esengine/ecs-framework';
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import { TransformComponent } from '@esengine/engine-core';
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import { SpriteComponent } from '@esengine/sprite';
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@ECSSystem('Canvas2DRender', { updateOrder: 1000 })
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export class Canvas2DRenderSystem extends EntitySystem {
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private ctx: CanvasRenderingContext2D;
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private canvas: HTMLCanvasElement;
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private textureCache = new Map<string, HTMLImageElement>();
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constructor(ctx: CanvasRenderingContext2D, canvas: HTMLCanvasElement) {
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super(Matcher.empty());
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this.ctx = ctx;
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this.canvas = canvas;
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}
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async loadTexture(path: string): Promise<void> {
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if (this.textureCache.has(path)) return;
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try {
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const img = new Image();
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img.crossOrigin = 'anonymous';
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const urlPath = `/asset?path=${encodeURIComponent(path)}`;
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await new Promise<void>((resolve, reject) => {
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img.onload = () => resolve();
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img.onerror = () => reject(new Error(`Failed to load: ${path}`));
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img.src = urlPath;
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});
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this.textureCache.set(path, img);
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} catch (error) {
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console.warn('Texture load failed:', path, error);
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}
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}
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update(): void {
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this.ctx.fillStyle = '#1a1a1a';
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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if (!Core.scene) return;
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for (const entity of Core.scene.entities.buffer) {
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if (!entity.enabled) continue;
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const transform = entity.getComponent(TransformComponent) as TransformComponent | null;
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const sprite = entity.getComponent(SpriteComponent) as SpriteComponent | null;
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if (!transform || !sprite) continue;
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this.ctx.save();
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// 使用世界变换(由 TransformSystem 计算,考虑父级变换)
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const x = (transform.worldPosition.x || 0) + this.canvas.width / 2;
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const y = this.canvas.height / 2 - (transform.worldPosition.y || 0);
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const width = (sprite.width || 64) * (transform.worldScale.x || 1);
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const height = (sprite.height || 64) * (transform.worldScale.y || 1);
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const rotation = -(transform.worldRotation.z || 0) * Math.PI / 180;
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this.ctx.translate(x, y);
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this.ctx.rotate(rotation);
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const texture = this.textureCache.get(sprite.textureGuid || '');
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if (texture) {
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this.ctx.drawImage(texture, -width / 2, -height / 2, width, height);
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} else {
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this.ctx.fillStyle = sprite.color || '#ffffff';
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this.ctx.fillRect(-width / 2, -height / 2, width, height);
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}
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this.ctx.restore();
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}
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}
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}
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