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