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:
23
packages/framework/spatial/module.json
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23
packages/framework/spatial/module.json
Normal file
@@ -0,0 +1,23 @@
|
||||
{
|
||||
"id": "spatial",
|
||||
"name": "@esengine/spatial",
|
||||
"globalKey": "spatial",
|
||||
"displayName": "Spatial Query",
|
||||
"description": "空间查询和索引系统 | Spatial query and indexing system",
|
||||
"version": "1.0.0",
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||||
"category": "Core",
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||||
"icon": "Grid",
|
||||
"tags": ["spatial", "query", "quadtree", "grid"],
|
||||
"isCore": false,
|
||||
"defaultEnabled": true,
|
||||
"isEngineModule": true,
|
||||
"canContainContent": false,
|
||||
"platforms": ["web", "desktop", "server"],
|
||||
"dependencies": ["core", "math"],
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"exports": {
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"components": [],
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"systems": ["SpatialIndexSystem"]
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},
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"outputPath": "dist/index.js",
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"pluginExport": "SpatialPlugin"
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}
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41
packages/framework/spatial/package.json
Normal file
41
packages/framework/spatial/package.json
Normal file
@@ -0,0 +1,41 @@
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{
|
||||
"name": "@esengine/spatial",
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"version": "1.0.0",
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"description": "Spatial query and indexing system for ECS Framework / ECS 框架的空间查询和索引系统",
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"type": "module",
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"main": "./dist/index.js",
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"module": "./dist/index.js",
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"types": "./dist/index.d.ts",
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"exports": {
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".": {
|
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"import": "./dist/index.js",
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"types": "./dist/index.d.ts"
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}
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},
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"files": [
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"dist",
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"module.json"
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],
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"scripts": {
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"build": "tsup",
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"build:watch": "tsup --watch",
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"type-check": "tsc --noEmit",
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"clean": "rimraf dist"
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},
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"dependencies": {
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"tslib": "^2.8.1"
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},
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"devDependencies": {
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"@esengine/ecs-framework": "workspace:*",
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"@esengine/ecs-framework-math": "workspace:*",
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"@esengine/blueprint": "workspace:*",
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"@esengine/build-config": "workspace:*",
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"@types/node": "^20.19.17",
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"rimraf": "^5.0.0",
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"tsup": "^8.0.0",
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"typescript": "^5.8.3"
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},
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"publishConfig": {
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"access": "public"
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}
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}
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396
packages/framework/spatial/src/GridSpatialIndex.ts
Normal file
396
packages/framework/spatial/src/GridSpatialIndex.ts
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@@ -0,0 +1,396 @@
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/**
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* @zh 网格空间索引
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* @en Grid Spatial Index
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*
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* @zh 基于均匀网格的空间索引实现
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||||
* @en Uniform grid based spatial index implementation
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||||
*/
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||||
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import type { IVector2 } from '@esengine/ecs-framework-math';
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import type {
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||||
ISpatialIndex,
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IBounds,
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IRaycastHit,
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SpatialFilter
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} from './ISpatialQuery';
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import {
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||||
createBoundsFromCircle,
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boundsIntersectsCircle,
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distanceSquared,
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distance
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} from './ISpatialQuery';
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||||
// =============================================================================
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||||
// 网格项 | Grid Item
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||||
// =============================================================================
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||||
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/**
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* @zh 网格中的项
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||||
* @en Item in grid
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||||
*/
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||||
interface GridItem<T> {
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||||
item: T;
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||||
position: IVector2;
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||||
cellKey: string;
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||||
}
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||||
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||||
// =============================================================================
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||||
// 网格空间索引 | Grid Spatial Index
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||||
// =============================================================================
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||||
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||||
/**
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||||
* @zh 网格空间索引配置
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||||
* @en Grid spatial index configuration
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||||
*/
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||||
export interface GridSpatialIndexConfig {
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/**
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||||
* @zh 网格单元格大小
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||||
* @en Grid cell size
|
||||
*/
|
||||
cellSize: number;
|
||||
}
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||||
|
||||
/**
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||||
* @zh 网格空间索引实现
|
||||
* @en Grid spatial index implementation
|
||||
*
|
||||
* @zh 使用均匀网格进行空间划分,适合对象分布均匀的场景
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* @en Uses uniform grid for spatial partitioning, suitable for evenly distributed objects
|
||||
*/
|
||||
export class GridSpatialIndex<T> implements ISpatialIndex<T> {
|
||||
private readonly _cellSize: number;
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||||
private readonly _cells: Map<string, Set<GridItem<T>>> = new Map();
|
||||
private readonly _itemMap: Map<T, GridItem<T>> = new Map();
|
||||
|
||||
constructor(config: GridSpatialIndexConfig) {
|
||||
this._cellSize = config.cellSize;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// ISpatialIndex 实现 | ISpatialIndex Implementation
|
||||
// =========================================================================
|
||||
|
||||
get count(): number {
|
||||
return this._itemMap.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 插入对象
|
||||
* @en Insert object
|
||||
*/
|
||||
insert(item: T, position: IVector2): void {
|
||||
if (this._itemMap.has(item)) {
|
||||
this.update(item, position);
|
||||
return;
|
||||
}
|
||||
|
||||
const cellKey = this._getCellKey(position);
|
||||
const gridItem: GridItem<T> = { item, position: { x: position.x, y: position.y }, cellKey };
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||||
|
||||
this._itemMap.set(item, gridItem);
|
||||
this._addToCell(cellKey, gridItem);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除对象
|
||||
* @en Remove object
|
||||
*/
|
||||
remove(item: T): boolean {
|
||||
const gridItem = this._itemMap.get(item);
|
||||
if (!gridItem) {
|
||||
return false;
|
||||
}
|
||||
|
||||
this._removeFromCell(gridItem.cellKey, gridItem);
|
||||
this._itemMap.delete(item);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新对象位置
|
||||
* @en Update object position
|
||||
*/
|
||||
update(item: T, newPosition: IVector2): boolean {
|
||||
const gridItem = this._itemMap.get(item);
|
||||
if (!gridItem) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const newCellKey = this._getCellKey(newPosition);
|
||||
|
||||
if (newCellKey !== gridItem.cellKey) {
|
||||
this._removeFromCell(gridItem.cellKey, gridItem);
|
||||
gridItem.cellKey = newCellKey;
|
||||
this._addToCell(newCellKey, gridItem);
|
||||
}
|
||||
|
||||
gridItem.position = { x: newPosition.x, y: newPosition.y };
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清空索引
|
||||
* @en Clear index
|
||||
*/
|
||||
clear(): void {
|
||||
this._cells.clear();
|
||||
this._itemMap.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取所有对象
|
||||
* @en Get all objects
|
||||
*/
|
||||
getAll(): T[] {
|
||||
return Array.from(this._itemMap.keys());
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// ISpatialQuery 实现 | ISpatialQuery Implementation
|
||||
// =========================================================================
|
||||
|
||||
/**
|
||||
* @zh 查找半径内的所有对象
|
||||
* @en Find all objects within radius
|
||||
*/
|
||||
findInRadius(center: IVector2, radius: number, filter?: SpatialFilter<T>): T[] {
|
||||
const results: T[] = [];
|
||||
const radiusSq = radius * radius;
|
||||
const bounds = createBoundsFromCircle(center, radius);
|
||||
|
||||
this._forEachInBounds(bounds, (gridItem) => {
|
||||
const distSq = distanceSquared(center, gridItem.position);
|
||||
if (distSq <= radiusSq) {
|
||||
if (!filter || filter(gridItem.item)) {
|
||||
results.push(gridItem.item);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 查找矩形区域内的所有对象
|
||||
* @en Find all objects within rectangle
|
||||
*/
|
||||
findInRect(bounds: IBounds, filter?: SpatialFilter<T>): T[] {
|
||||
const results: T[] = [];
|
||||
|
||||
this._forEachInBounds(bounds, (gridItem) => {
|
||||
const pos = gridItem.position;
|
||||
if (pos.x >= bounds.minX && pos.x <= bounds.maxX &&
|
||||
pos.y >= bounds.minY && pos.y <= bounds.maxY) {
|
||||
if (!filter || filter(gridItem.item)) {
|
||||
results.push(gridItem.item);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 查找最近的对象
|
||||
* @en Find nearest object
|
||||
*/
|
||||
findNearest(center: IVector2, maxDistance?: number, filter?: SpatialFilter<T>): T | null {
|
||||
let nearest: T | null = null;
|
||||
let nearestDistSq = maxDistance !== undefined ? maxDistance * maxDistance : Infinity;
|
||||
|
||||
const searchRadius = maxDistance ?? this._cellSize * 10;
|
||||
const bounds = createBoundsFromCircle(center, searchRadius);
|
||||
|
||||
this._forEachInBounds(bounds, (gridItem) => {
|
||||
const distSq = distanceSquared(center, gridItem.position);
|
||||
if (distSq < nearestDistSq) {
|
||||
if (!filter || filter(gridItem.item)) {
|
||||
nearest = gridItem.item;
|
||||
nearestDistSq = distSq;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return nearest;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 查找最近的 K 个对象
|
||||
* @en Find K nearest objects
|
||||
*/
|
||||
findKNearest(center: IVector2, k: number, maxDistance?: number, filter?: SpatialFilter<T>): T[] {
|
||||
if (k <= 0) return [];
|
||||
|
||||
const candidates: Array<{ item: T; distSq: number }> = [];
|
||||
const maxDistSq = maxDistance !== undefined ? maxDistance * maxDistance : Infinity;
|
||||
const searchRadius = maxDistance ?? this._cellSize * 10;
|
||||
const bounds = createBoundsFromCircle(center, searchRadius);
|
||||
|
||||
this._forEachInBounds(bounds, (gridItem) => {
|
||||
const distSq = distanceSquared(center, gridItem.position);
|
||||
if (distSq <= maxDistSq) {
|
||||
if (!filter || filter(gridItem.item)) {
|
||||
candidates.push({ item: gridItem.item, distSq });
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
candidates.sort((a, b) => a.distSq - b.distSq);
|
||||
return candidates.slice(0, k).map(c => c.item);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 射线检测
|
||||
* @en Raycast
|
||||
*/
|
||||
raycast(origin: IVector2, direction: IVector2, maxDistance: number, filter?: SpatialFilter<T>): IRaycastHit<T>[] {
|
||||
const hits: IRaycastHit<T>[] = [];
|
||||
const rayBounds = this._getRayBounds(origin, direction, maxDistance);
|
||||
|
||||
this._forEachInBounds(rayBounds, (gridItem) => {
|
||||
const hit = this._rayIntersectsPoint(origin, direction, gridItem.position, maxDistance);
|
||||
if (hit && hit.distance <= maxDistance) {
|
||||
if (!filter || filter(gridItem.item)) {
|
||||
hits.push({
|
||||
target: gridItem.item,
|
||||
point: hit.point,
|
||||
normal: hit.normal,
|
||||
distance: hit.distance
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
hits.sort((a, b) => a.distance - b.distance);
|
||||
return hits;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 射线检测(仅返回第一个命中)
|
||||
* @en Raycast (return first hit only)
|
||||
*/
|
||||
raycastFirst(origin: IVector2, direction: IVector2, maxDistance: number, filter?: SpatialFilter<T>): IRaycastHit<T> | null {
|
||||
const hits = this.raycast(origin, direction, maxDistance, filter);
|
||||
return hits.length > 0 ? hits[0] : null;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 私有方法 | Private Methods
|
||||
// =========================================================================
|
||||
|
||||
private _getCellKey(position: IVector2): string {
|
||||
const cellX = Math.floor(position.x / this._cellSize);
|
||||
const cellY = Math.floor(position.y / this._cellSize);
|
||||
return `${cellX},${cellY}`;
|
||||
}
|
||||
|
||||
private _getCellCoords(position: IVector2): { x: number; y: number } {
|
||||
return {
|
||||
x: Math.floor(position.x / this._cellSize),
|
||||
y: Math.floor(position.y / this._cellSize)
|
||||
};
|
||||
}
|
||||
|
||||
private _addToCell(cellKey: string, gridItem: GridItem<T>): void {
|
||||
let cell = this._cells.get(cellKey);
|
||||
if (!cell) {
|
||||
cell = new Set();
|
||||
this._cells.set(cellKey, cell);
|
||||
}
|
||||
cell.add(gridItem);
|
||||
}
|
||||
|
||||
private _removeFromCell(cellKey: string, gridItem: GridItem<T>): void {
|
||||
const cell = this._cells.get(cellKey);
|
||||
if (cell) {
|
||||
cell.delete(gridItem);
|
||||
if (cell.size === 0) {
|
||||
this._cells.delete(cellKey);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _forEachInBounds(bounds: IBounds, callback: (item: GridItem<T>) => void): void {
|
||||
const minCell = this._getCellCoords({ x: bounds.minX, y: bounds.minY });
|
||||
const maxCell = this._getCellCoords({ x: bounds.maxX, y: bounds.maxY });
|
||||
|
||||
for (let x = minCell.x; x <= maxCell.x; x++) {
|
||||
for (let y = minCell.y; y <= maxCell.y; y++) {
|
||||
const cell = this._cells.get(`${x},${y}`);
|
||||
if (cell) {
|
||||
for (const gridItem of cell) {
|
||||
callback(gridItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private _getRayBounds(origin: IVector2, direction: IVector2, maxDistance: number): IBounds {
|
||||
const endX = origin.x + direction.x * maxDistance;
|
||||
const endY = origin.y + direction.y * maxDistance;
|
||||
|
||||
return {
|
||||
minX: Math.min(origin.x, endX),
|
||||
minY: Math.min(origin.y, endY),
|
||||
maxX: Math.max(origin.x, endX),
|
||||
maxY: Math.max(origin.y, endY)
|
||||
};
|
||||
}
|
||||
|
||||
private _rayIntersectsPoint(
|
||||
origin: IVector2,
|
||||
direction: IVector2,
|
||||
point: IVector2,
|
||||
_maxDistance: number,
|
||||
hitRadius: number = 0.5
|
||||
): { point: IVector2; normal: IVector2; distance: number } | null {
|
||||
const toPoint = { x: point.x - origin.x, y: point.y - origin.y };
|
||||
const projection = toPoint.x * direction.x + toPoint.y * direction.y;
|
||||
|
||||
if (projection < 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const closestX = origin.x + direction.x * projection;
|
||||
const closestY = origin.y + direction.y * projection;
|
||||
const distToLine = Math.sqrt(
|
||||
(point.x - closestX) * (point.x - closestX) +
|
||||
(point.y - closestY) * (point.y - closestY)
|
||||
);
|
||||
|
||||
if (distToLine <= hitRadius) {
|
||||
const hitDist = projection - Math.sqrt(hitRadius * hitRadius - distToLine * distToLine);
|
||||
if (hitDist >= 0) {
|
||||
const hitPoint = {
|
||||
x: origin.x + direction.x * hitDist,
|
||||
y: origin.y + direction.y * hitDist
|
||||
};
|
||||
const normal = {
|
||||
x: hitPoint.x - point.x,
|
||||
y: hitPoint.y - point.y
|
||||
};
|
||||
const normalLen = Math.sqrt(normal.x * normal.x + normal.y * normal.y);
|
||||
if (normalLen > 0) {
|
||||
normal.x /= normalLen;
|
||||
normal.y /= normalLen;
|
||||
}
|
||||
return { point: hitPoint, normal, distance: hitDist };
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 工厂函数 | Factory Functions
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 创建网格空间索引
|
||||
* @en Create grid spatial index
|
||||
*/
|
||||
export function createGridSpatialIndex<T>(cellSize: number = 100): GridSpatialIndex<T> {
|
||||
return new GridSpatialIndex<T>({ cellSize });
|
||||
}
|
||||
331
packages/framework/spatial/src/ISpatialQuery.ts
Normal file
331
packages/framework/spatial/src/ISpatialQuery.ts
Normal file
@@ -0,0 +1,331 @@
|
||||
/**
|
||||
* @zh 空间查询接口
|
||||
* @en Spatial Query Interface
|
||||
*
|
||||
* @zh 提供空间查询的核心抽象
|
||||
* @en Provides core abstractions for spatial queries
|
||||
*/
|
||||
|
||||
import type { IVector2 } from '@esengine/ecs-framework-math';
|
||||
|
||||
// =============================================================================
|
||||
// 基础类型 | Basic Types
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 空间边界框
|
||||
* @en Spatial bounding box
|
||||
*/
|
||||
export interface IBounds {
|
||||
/**
|
||||
* @zh 最小 X 坐标
|
||||
* @en Minimum X coordinate
|
||||
*/
|
||||
readonly minX: number;
|
||||
|
||||
/**
|
||||
* @zh 最小 Y 坐标
|
||||
* @en Minimum Y coordinate
|
||||
*/
|
||||
readonly minY: number;
|
||||
|
||||
/**
|
||||
* @zh 最大 X 坐标
|
||||
* @en Maximum X coordinate
|
||||
*/
|
||||
readonly maxX: number;
|
||||
|
||||
/**
|
||||
* @zh 最大 Y 坐标
|
||||
* @en Maximum Y coordinate
|
||||
*/
|
||||
readonly maxY: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 可定位对象接口
|
||||
* @en Positionable object interface
|
||||
*/
|
||||
export interface IPositionable {
|
||||
/**
|
||||
* @zh 获取对象位置
|
||||
* @en Get object position
|
||||
*/
|
||||
readonly position: IVector2;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 可定位且有边界的对象接口
|
||||
* @en Positionable object with bounds interface
|
||||
*/
|
||||
export interface IBoundable extends IPositionable {
|
||||
/**
|
||||
* @zh 获取对象边界
|
||||
* @en Get object bounds
|
||||
*/
|
||||
readonly bounds: IBounds;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 射线检测结果
|
||||
* @en Raycast hit result
|
||||
*/
|
||||
export interface IRaycastHit<T> {
|
||||
/**
|
||||
* @zh 命中的对象
|
||||
* @en Hit object
|
||||
*/
|
||||
readonly target: T;
|
||||
|
||||
/**
|
||||
* @zh 命中点
|
||||
* @en Hit point
|
||||
*/
|
||||
readonly point: IVector2;
|
||||
|
||||
/**
|
||||
* @zh 命中点的法线
|
||||
* @en Normal at hit point
|
||||
*/
|
||||
readonly normal: IVector2;
|
||||
|
||||
/**
|
||||
* @zh 距离射线起点的距离
|
||||
* @en Distance from ray origin
|
||||
*/
|
||||
readonly distance: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 过滤器函数类型
|
||||
* @en Filter function type
|
||||
*/
|
||||
export type SpatialFilter<T> = (item: T) => boolean;
|
||||
|
||||
// =============================================================================
|
||||
// 空间查询接口 | Spatial Query Interface
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 空间查询接口
|
||||
* @en Spatial query interface
|
||||
*
|
||||
* @zh 提供空间查询能力,支持范围查询、最近邻查询和射线检测
|
||||
* @en Provides spatial query capabilities including range queries, nearest neighbor queries, and raycasting
|
||||
*/
|
||||
export interface ISpatialQuery<T> {
|
||||
/**
|
||||
* @zh 查找半径内的所有对象
|
||||
* @en Find all objects within radius
|
||||
*
|
||||
* @param center - @zh 中心点 @en Center point
|
||||
* @param radius - @zh 半径 @en Radius
|
||||
* @param filter - @zh 过滤函数 @en Filter function
|
||||
* @returns @zh 半径内的对象数组 @en Array of objects within radius
|
||||
*/
|
||||
findInRadius(center: IVector2, radius: number, filter?: SpatialFilter<T>): T[];
|
||||
|
||||
/**
|
||||
* @zh 查找矩形区域内的所有对象
|
||||
* @en Find all objects within rectangle
|
||||
*
|
||||
* @param bounds - @zh 边界框 @en Bounding box
|
||||
* @param filter - @zh 过滤函数 @en Filter function
|
||||
* @returns @zh 区域内的对象数组 @en Array of objects within bounds
|
||||
*/
|
||||
findInRect(bounds: IBounds, filter?: SpatialFilter<T>): T[];
|
||||
|
||||
/**
|
||||
* @zh 查找最近的对象
|
||||
* @en Find nearest object
|
||||
*
|
||||
* @param center - @zh 查询中心点 @en Query center point
|
||||
* @param maxDistance - @zh 最大搜索距离 @en Maximum search distance
|
||||
* @param filter - @zh 过滤函数 @en Filter function
|
||||
* @returns @zh 最近的对象,没有则返回 null @en Nearest object or null
|
||||
*/
|
||||
findNearest(center: IVector2, maxDistance?: number, filter?: SpatialFilter<T>): T | null;
|
||||
|
||||
/**
|
||||
* @zh 查找最近的 K 个对象
|
||||
* @en Find K nearest objects
|
||||
*
|
||||
* @param center - @zh 查询中心点 @en Query center point
|
||||
* @param k - @zh 返回的对象数量 @en Number of objects to return
|
||||
* @param maxDistance - @zh 最大搜索距离 @en Maximum search distance
|
||||
* @param filter - @zh 过滤函数 @en Filter function
|
||||
* @returns @zh 最近的 K 个对象数组 @en Array of K nearest objects
|
||||
*/
|
||||
findKNearest(center: IVector2, k: number, maxDistance?: number, filter?: SpatialFilter<T>): T[];
|
||||
|
||||
/**
|
||||
* @zh 射线检测
|
||||
* @en Raycast
|
||||
*
|
||||
* @param origin - @zh 射线起点 @en Ray origin
|
||||
* @param direction - @zh 射线方向(应归一化)@en Ray direction (should be normalized)
|
||||
* @param maxDistance - @zh 最大检测距离 @en Maximum detection distance
|
||||
* @param filter - @zh 过滤函数 @en Filter function
|
||||
* @returns @zh 命中结果数组,按距离排序 @en Array of hit results sorted by distance
|
||||
*/
|
||||
raycast(origin: IVector2, direction: IVector2, maxDistance: number, filter?: SpatialFilter<T>): IRaycastHit<T>[];
|
||||
|
||||
/**
|
||||
* @zh 射线检测(仅返回第一个命中)
|
||||
* @en Raycast (return first hit only)
|
||||
*
|
||||
* @param origin - @zh 射线起点 @en Ray origin
|
||||
* @param direction - @zh 射线方向(应归一化)@en Ray direction (should be normalized)
|
||||
* @param maxDistance - @zh 最大检测距离 @en Maximum detection distance
|
||||
* @param filter - @zh 过滤函数 @en Filter function
|
||||
* @returns @zh 第一个命中结果,没有则返回 null @en First hit result or null
|
||||
*/
|
||||
raycastFirst(origin: IVector2, direction: IVector2, maxDistance: number, filter?: SpatialFilter<T>): IRaycastHit<T> | null;
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 空间索引接口 | Spatial Index Interface
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 空间索引接口
|
||||
* @en Spatial index interface
|
||||
*
|
||||
* @zh 提供空间索引的管理能力
|
||||
* @en Provides spatial index management capabilities
|
||||
*/
|
||||
export interface ISpatialIndex<T> extends ISpatialQuery<T> {
|
||||
/**
|
||||
* @zh 插入对象
|
||||
* @en Insert object
|
||||
*
|
||||
* @param item - @zh 要插入的对象 @en Object to insert
|
||||
* @param position - @zh 对象位置 @en Object position
|
||||
*/
|
||||
insert(item: T, position: IVector2): void;
|
||||
|
||||
/**
|
||||
* @zh 移除对象
|
||||
* @en Remove object
|
||||
*
|
||||
* @param item - @zh 要移除的对象 @en Object to remove
|
||||
* @returns @zh 是否成功移除 @en Whether removal was successful
|
||||
*/
|
||||
remove(item: T): boolean;
|
||||
|
||||
/**
|
||||
* @zh 更新对象位置
|
||||
* @en Update object position
|
||||
*
|
||||
* @param item - @zh 要更新的对象 @en Object to update
|
||||
* @param newPosition - @zh 新位置 @en New position
|
||||
* @returns @zh 是否成功更新 @en Whether update was successful
|
||||
*/
|
||||
update(item: T, newPosition: IVector2): boolean;
|
||||
|
||||
/**
|
||||
* @zh 清空索引
|
||||
* @en Clear index
|
||||
*/
|
||||
clear(): void;
|
||||
|
||||
/**
|
||||
* @zh 获取索引中的对象数量
|
||||
* @en Get number of objects in index
|
||||
*/
|
||||
readonly count: number;
|
||||
|
||||
/**
|
||||
* @zh 获取所有对象
|
||||
* @en Get all objects
|
||||
*/
|
||||
getAll(): T[];
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 工具函数 | Utility Functions
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 创建边界框
|
||||
* @en Create bounding box
|
||||
*/
|
||||
export function createBounds(minX: number, minY: number, maxX: number, maxY: number): IBounds {
|
||||
return { minX, minY, maxX, maxY };
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 从中心点和尺寸创建边界框
|
||||
* @en Create bounding box from center and size
|
||||
*/
|
||||
export function createBoundsFromCenter(center: IVector2, width: number, height: number): IBounds {
|
||||
const halfWidth = width / 2;
|
||||
const halfHeight = height / 2;
|
||||
return {
|
||||
minX: center.x - halfWidth,
|
||||
minY: center.y - halfHeight,
|
||||
maxX: center.x + halfWidth,
|
||||
maxY: center.y + halfHeight
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 从圆形创建边界框
|
||||
* @en Create bounding box from circle
|
||||
*/
|
||||
export function createBoundsFromCircle(center: IVector2, radius: number): IBounds {
|
||||
return {
|
||||
minX: center.x - radius,
|
||||
minY: center.y - radius,
|
||||
maxX: center.x + radius,
|
||||
maxY: center.y + radius
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查点是否在边界框内
|
||||
* @en Check if point is inside bounds
|
||||
*/
|
||||
export function isPointInBounds(point: IVector2, bounds: IBounds): boolean {
|
||||
return point.x >= bounds.minX && point.x <= bounds.maxX &&
|
||||
point.y >= bounds.minY && point.y <= bounds.maxY;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查两个边界框是否相交
|
||||
* @en Check if two bounding boxes intersect
|
||||
*/
|
||||
export function boundsIntersect(a: IBounds, b: IBounds): boolean {
|
||||
return a.minX <= b.maxX && a.maxX >= b.minX &&
|
||||
a.minY <= b.maxY && a.maxY >= b.minY;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查边界框是否与圆形相交
|
||||
* @en Check if bounds intersects with circle
|
||||
*/
|
||||
export function boundsIntersectsCircle(bounds: IBounds, center: IVector2, radius: number): boolean {
|
||||
const closestX = Math.max(bounds.minX, Math.min(center.x, bounds.maxX));
|
||||
const closestY = Math.max(bounds.minY, Math.min(center.y, bounds.maxY));
|
||||
const distanceX = center.x - closestX;
|
||||
const distanceY = center.y - closestY;
|
||||
return (distanceX * distanceX + distanceY * distanceY) <= (radius * radius);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 计算两点之间的距离平方
|
||||
* @en Calculate squared distance between two points
|
||||
*/
|
||||
export function distanceSquared(a: IVector2, b: IVector2): number {
|
||||
const dx = a.x - b.x;
|
||||
const dy = a.y - b.y;
|
||||
return dx * dx + dy * dy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 计算两点之间的距离
|
||||
* @en Calculate distance between two points
|
||||
*/
|
||||
export function distance(a: IVector2, b: IVector2): number {
|
||||
return Math.sqrt(distanceSquared(a, b));
|
||||
}
|
||||
328
packages/framework/spatial/src/aoi/AOINodes.ts
Normal file
328
packages/framework/spatial/src/aoi/AOINodes.ts
Normal file
@@ -0,0 +1,328 @@
|
||||
/**
|
||||
* @zh AOI 蓝图节点
|
||||
* @en AOI Blueprint Nodes
|
||||
*
|
||||
* @zh 提供 AOI 功能的蓝图节点
|
||||
* @en Provides blueprint nodes for AOI functionality
|
||||
*/
|
||||
|
||||
import type { BlueprintNodeTemplate, BlueprintNode, INodeExecutor, ExecutionResult } from '@esengine/blueprint';
|
||||
import type { IAOIManager } from './IAOI';
|
||||
|
||||
// =============================================================================
|
||||
// 执行上下文接口 | Execution Context Interface
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh AOI 上下文
|
||||
* @en AOI context
|
||||
*/
|
||||
interface AOIContext {
|
||||
aoiManager: IAOIManager<unknown>;
|
||||
entity: unknown;
|
||||
evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
|
||||
setOutputs(nodeId: string, outputs: Record<string, unknown>): void;
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// GetEntitiesInView 节点 | GetEntitiesInView Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh GetEntitiesInView 节点模板
|
||||
* @en GetEntitiesInView node template
|
||||
*/
|
||||
export const GetEntitiesInViewTemplate: BlueprintNodeTemplate = {
|
||||
type: 'GetEntitiesInView',
|
||||
title: 'Get Entities In View',
|
||||
category: 'entity',
|
||||
description: 'Get all entities within view range / 获取视野范围内的所有实体',
|
||||
keywords: ['aoi', 'view', 'entities', 'visible'],
|
||||
menuPath: ['AOI', 'Get Entities In View'],
|
||||
isPure: true,
|
||||
inputs: [
|
||||
{
|
||||
name: 'observer',
|
||||
displayName: 'Observer',
|
||||
type: 'object'
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'entities',
|
||||
displayName: 'Entities',
|
||||
type: 'array'
|
||||
},
|
||||
{
|
||||
name: 'count',
|
||||
displayName: 'Count',
|
||||
type: 'int'
|
||||
}
|
||||
],
|
||||
color: '#9c27b0'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh GetEntitiesInView 节点执行器
|
||||
* @en GetEntitiesInView node executor
|
||||
*/
|
||||
export class GetEntitiesInViewExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: unknown): ExecutionResult {
|
||||
const ctx = context as AOIContext;
|
||||
const observer = ctx.evaluateInput(node.id, 'observer', ctx.entity);
|
||||
|
||||
const entities = ctx.aoiManager?.getEntitiesInView(observer) ?? [];
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
entities,
|
||||
count: entities.length
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// GetObserversOf 节点 | GetObserversOf Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh GetObserversOf 节点模板
|
||||
* @en GetObserversOf node template
|
||||
*/
|
||||
export const GetObserversOfTemplate: BlueprintNodeTemplate = {
|
||||
type: 'GetObserversOf',
|
||||
title: 'Get Observers Of',
|
||||
category: 'entity',
|
||||
description: 'Get all observers who can see the entity / 获取能看到该实体的所有观察者',
|
||||
keywords: ['aoi', 'observers', 'watchers', 'visible'],
|
||||
menuPath: ['AOI', 'Get Observers Of'],
|
||||
isPure: true,
|
||||
inputs: [
|
||||
{
|
||||
name: 'target',
|
||||
displayName: 'Target',
|
||||
type: 'object'
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'observers',
|
||||
displayName: 'Observers',
|
||||
type: 'array'
|
||||
},
|
||||
{
|
||||
name: 'count',
|
||||
displayName: 'Count',
|
||||
type: 'int'
|
||||
}
|
||||
],
|
||||
color: '#9c27b0'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh GetObserversOf 节点执行器
|
||||
* @en GetObserversOf node executor
|
||||
*/
|
||||
export class GetObserversOfExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: unknown): ExecutionResult {
|
||||
const ctx = context as AOIContext;
|
||||
const target = ctx.evaluateInput(node.id, 'target', ctx.entity);
|
||||
|
||||
const observers = ctx.aoiManager?.getObserversOf(target) ?? [];
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
observers,
|
||||
count: observers.length
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// CanSee 节点 | CanSee Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh CanSee 节点模板
|
||||
* @en CanSee node template
|
||||
*/
|
||||
export const CanSeeTemplate: BlueprintNodeTemplate = {
|
||||
type: 'CanSee',
|
||||
title: 'Can See',
|
||||
category: 'entity',
|
||||
description: 'Check if observer can see target / 检查观察者是否能看到目标',
|
||||
keywords: ['aoi', 'visibility', 'can', 'see', 'check'],
|
||||
menuPath: ['AOI', 'Can See'],
|
||||
isPure: true,
|
||||
inputs: [
|
||||
{
|
||||
name: 'observer',
|
||||
displayName: 'Observer',
|
||||
type: 'object'
|
||||
},
|
||||
{
|
||||
name: 'target',
|
||||
displayName: 'Target',
|
||||
type: 'object'
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'canSee',
|
||||
displayName: 'Can See',
|
||||
type: 'bool'
|
||||
}
|
||||
],
|
||||
color: '#9c27b0'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh CanSee 节点执行器
|
||||
* @en CanSee node executor
|
||||
*/
|
||||
export class CanSeeExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: unknown): ExecutionResult {
|
||||
const ctx = context as AOIContext;
|
||||
const observer = ctx.evaluateInput(node.id, 'observer', ctx.entity);
|
||||
const target = ctx.evaluateInput(node.id, 'target', null);
|
||||
|
||||
const canSee = ctx.aoiManager?.canSee(observer, target) ?? false;
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
canSee
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// OnEntityEnterView 事件节点 | OnEntityEnterView Event Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh OnEntityEnterView 事件节点模板
|
||||
* @en OnEntityEnterView event node template
|
||||
*/
|
||||
export const OnEntityEnterViewTemplate: BlueprintNodeTemplate = {
|
||||
type: 'EventEntityEnterView',
|
||||
title: 'On Entity Enter View',
|
||||
category: 'event',
|
||||
description: 'Triggered when an entity enters view / 当实体进入视野时触发',
|
||||
keywords: ['aoi', 'event', 'enter', 'view', 'visible'],
|
||||
menuPath: ['AOI', 'Events', 'On Entity Enter View'],
|
||||
color: '#e91e63',
|
||||
inputs: [],
|
||||
outputs: [
|
||||
{
|
||||
name: 'exec',
|
||||
displayName: '',
|
||||
type: 'exec'
|
||||
},
|
||||
{
|
||||
name: 'entity',
|
||||
displayName: 'Entity',
|
||||
type: 'object'
|
||||
},
|
||||
{
|
||||
name: 'positionX',
|
||||
displayName: 'Position X',
|
||||
type: 'float'
|
||||
},
|
||||
{
|
||||
name: 'positionY',
|
||||
displayName: 'Position Y',
|
||||
type: 'float'
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh OnEntityEnterView 事件执行器
|
||||
* @en OnEntityEnterView event executor
|
||||
*/
|
||||
export class OnEntityEnterViewExecutor implements INodeExecutor {
|
||||
execute(_node: BlueprintNode, _context: unknown): ExecutionResult {
|
||||
// Event nodes don't execute directly, they are triggered by the runtime
|
||||
return { nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// OnEntityExitView 事件节点 | OnEntityExitView Event Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh OnEntityExitView 事件节点模板
|
||||
* @en OnEntityExitView event node template
|
||||
*/
|
||||
export const OnEntityExitViewTemplate: BlueprintNodeTemplate = {
|
||||
type: 'EventEntityExitView',
|
||||
title: 'On Entity Exit View',
|
||||
category: 'event',
|
||||
description: 'Triggered when an entity exits view / 当实体离开视野时触发',
|
||||
keywords: ['aoi', 'event', 'exit', 'view', 'invisible'],
|
||||
menuPath: ['AOI', 'Events', 'On Entity Exit View'],
|
||||
color: '#e91e63',
|
||||
inputs: [],
|
||||
outputs: [
|
||||
{
|
||||
name: 'exec',
|
||||
displayName: '',
|
||||
type: 'exec'
|
||||
},
|
||||
{
|
||||
name: 'entity',
|
||||
displayName: 'Entity',
|
||||
type: 'object'
|
||||
},
|
||||
{
|
||||
name: 'positionX',
|
||||
displayName: 'Position X',
|
||||
type: 'float'
|
||||
},
|
||||
{
|
||||
name: 'positionY',
|
||||
displayName: 'Position Y',
|
||||
type: 'float'
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh OnEntityExitView 事件执行器
|
||||
* @en OnEntityExitView event executor
|
||||
*/
|
||||
export class OnEntityExitViewExecutor implements INodeExecutor {
|
||||
execute(_node: BlueprintNode, _context: unknown): ExecutionResult {
|
||||
// Event nodes don't execute directly, they are triggered by the runtime
|
||||
return { nextExec: 'exec' };
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 节点定义集合 | Node Definition Collection
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh AOI 节点定义集合
|
||||
* @en AOI node definition collection
|
||||
*/
|
||||
export const AOINodeDefinitions = {
|
||||
templates: [
|
||||
GetEntitiesInViewTemplate,
|
||||
GetObserversOfTemplate,
|
||||
CanSeeTemplate,
|
||||
OnEntityEnterViewTemplate,
|
||||
OnEntityExitViewTemplate
|
||||
],
|
||||
executors: new Map<string, INodeExecutor>([
|
||||
['GetEntitiesInView', new GetEntitiesInViewExecutor()],
|
||||
['GetObserversOf', new GetObserversOfExecutor()],
|
||||
['CanSee', new CanSeeExecutor()],
|
||||
['EventEntityEnterView', new OnEntityEnterViewExecutor()],
|
||||
['EventEntityExitView', new OnEntityExitViewExecutor()]
|
||||
])
|
||||
};
|
||||
490
packages/framework/spatial/src/aoi/GridAOI.ts
Normal file
490
packages/framework/spatial/src/aoi/GridAOI.ts
Normal file
@@ -0,0 +1,490 @@
|
||||
/**
|
||||
* @zh 网格 AOI 实现
|
||||
* @en Grid AOI Implementation
|
||||
*
|
||||
* @zh 基于均匀网格的兴趣区域管理实现
|
||||
* @en Uniform grid based area of interest management implementation
|
||||
*/
|
||||
|
||||
import type { IVector2 } from '@esengine/ecs-framework-math';
|
||||
import type {
|
||||
IAOIManager,
|
||||
IAOIObserverConfig,
|
||||
IAOIEvent,
|
||||
AOIEventListener
|
||||
} from './IAOI';
|
||||
import { distanceSquared } from '../ISpatialQuery';
|
||||
|
||||
// =============================================================================
|
||||
// 内部类型 | Internal Types
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh AOI 观察者数据
|
||||
* @en AOI observer data
|
||||
*/
|
||||
interface AOIObserverData<T> {
|
||||
entity: T;
|
||||
position: IVector2;
|
||||
viewRange: number;
|
||||
viewRangeSq: number;
|
||||
observable: boolean;
|
||||
cellKey: string;
|
||||
/** @zh 当前可见的实体集合 @en Currently visible entities */
|
||||
visibleEntities: Set<T>;
|
||||
/** @zh 实体特定的监听器 @en Entity-specific listeners */
|
||||
listeners: Set<AOIEventListener<T>>;
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 网格 AOI 配置 | Grid AOI Configuration
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 网格 AOI 配置
|
||||
* @en Grid AOI configuration
|
||||
*/
|
||||
export interface GridAOIConfig {
|
||||
/**
|
||||
* @zh 网格单元格大小(建议设置为平均视野范围的 1-2 倍)
|
||||
* @en Grid cell size (recommended 1-2x average view range)
|
||||
*/
|
||||
cellSize: number;
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 网格 AOI 实现 | Grid AOI Implementation
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 网格 AOI 实现
|
||||
* @en Grid AOI implementation
|
||||
*
|
||||
* @zh 使用均匀网格进行空间划分,高效管理大量实体的兴趣区域
|
||||
* @en Uses uniform grid for spatial partitioning, efficiently managing AOI for many entities
|
||||
*/
|
||||
export class GridAOI<T> implements IAOIManager<T> {
|
||||
private readonly _cellSize: number;
|
||||
private readonly _cells: Map<string, Set<AOIObserverData<T>>> = new Map();
|
||||
private readonly _observers: Map<T, AOIObserverData<T>> = new Map();
|
||||
private readonly _globalListeners: Set<AOIEventListener<T>> = new Set();
|
||||
|
||||
constructor(config: GridAOIConfig) {
|
||||
this._cellSize = config.cellSize;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// IAOIManager 实现 | IAOIManager Implementation
|
||||
// =========================================================================
|
||||
|
||||
get count(): number {
|
||||
return this._observers.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 添加观察者
|
||||
* @en Add observer
|
||||
*/
|
||||
addObserver(entity: T, position: IVector2, config: IAOIObserverConfig): void {
|
||||
if (this._observers.has(entity)) {
|
||||
this.updatePosition(entity, position);
|
||||
this.updateViewRange(entity, config.viewRange);
|
||||
return;
|
||||
}
|
||||
|
||||
const cellKey = this._getCellKey(position);
|
||||
const data: AOIObserverData<T> = {
|
||||
entity,
|
||||
position: { x: position.x, y: position.y },
|
||||
viewRange: config.viewRange,
|
||||
viewRangeSq: config.viewRange * config.viewRange,
|
||||
observable: config.observable !== false,
|
||||
cellKey,
|
||||
visibleEntities: new Set(),
|
||||
listeners: new Set()
|
||||
};
|
||||
|
||||
this._observers.set(entity, data);
|
||||
this._addToCell(cellKey, data);
|
||||
|
||||
// Initial visibility check
|
||||
this._updateVisibility(data);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除观察者
|
||||
* @en Remove observer
|
||||
*/
|
||||
removeObserver(entity: T): boolean {
|
||||
const data = this._observers.get(entity);
|
||||
if (!data) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Notify all observers who were watching this entity
|
||||
if (data.observable) {
|
||||
for (const [, otherData] of this._observers) {
|
||||
if (otherData !== data && otherData.visibleEntities.has(entity)) {
|
||||
otherData.visibleEntities.delete(entity);
|
||||
this._emitEvent({
|
||||
type: 'exit',
|
||||
observer: otherData.entity,
|
||||
target: entity,
|
||||
position: data.position
|
||||
}, otherData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Notify this entity about all entities it was watching
|
||||
for (const visible of data.visibleEntities) {
|
||||
const visibleData = this._observers.get(visible);
|
||||
if (visibleData) {
|
||||
this._emitEvent({
|
||||
type: 'exit',
|
||||
observer: entity,
|
||||
target: visible,
|
||||
position: visibleData.position
|
||||
}, data);
|
||||
}
|
||||
}
|
||||
|
||||
this._removeFromCell(data.cellKey, data);
|
||||
this._observers.delete(entity);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新观察者位置
|
||||
* @en Update observer position
|
||||
*/
|
||||
updatePosition(entity: T, newPosition: IVector2): boolean {
|
||||
const data = this._observers.get(entity);
|
||||
if (!data) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const newCellKey = this._getCellKey(newPosition);
|
||||
|
||||
// Update cell if changed
|
||||
if (newCellKey !== data.cellKey) {
|
||||
this._removeFromCell(data.cellKey, data);
|
||||
data.cellKey = newCellKey;
|
||||
this._addToCell(newCellKey, data);
|
||||
}
|
||||
|
||||
data.position = { x: newPosition.x, y: newPosition.y };
|
||||
|
||||
// Update visibility for this observer
|
||||
this._updateVisibility(data);
|
||||
|
||||
// Update visibility for others who might now see/unsee this entity
|
||||
if (data.observable) {
|
||||
this._updateObserversOfEntity(data);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新观察者视野范围
|
||||
* @en Update observer view range
|
||||
*/
|
||||
updateViewRange(entity: T, newRange: number): boolean {
|
||||
const data = this._observers.get(entity);
|
||||
if (!data) {
|
||||
return false;
|
||||
}
|
||||
|
||||
data.viewRange = newRange;
|
||||
data.viewRangeSq = newRange * newRange;
|
||||
|
||||
// Recalculate visibility
|
||||
this._updateVisibility(data);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取实体视野内的所有对象
|
||||
* @en Get all objects within entity's view
|
||||
*/
|
||||
getEntitiesInView(entity: T): T[] {
|
||||
const data = this._observers.get(entity);
|
||||
if (!data) {
|
||||
return [];
|
||||
}
|
||||
return Array.from(data.visibleEntities);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取能看到指定实体的所有观察者
|
||||
* @en Get all observers who can see the specified entity
|
||||
*/
|
||||
getObserversOf(entity: T): T[] {
|
||||
const data = this._observers.get(entity);
|
||||
if (!data || !data.observable) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const observers: T[] = [];
|
||||
for (const [, otherData] of this._observers) {
|
||||
if (otherData !== data && otherData.visibleEntities.has(entity)) {
|
||||
observers.push(otherData.entity);
|
||||
}
|
||||
}
|
||||
return observers;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 检查观察者是否能看到目标
|
||||
* @en Check if observer can see target
|
||||
*/
|
||||
canSee(observer: T, target: T): boolean {
|
||||
const data = this._observers.get(observer);
|
||||
if (!data) {
|
||||
return false;
|
||||
}
|
||||
return data.visibleEntities.has(target);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 添加全局事件监听器
|
||||
* @en Add global event listener
|
||||
*/
|
||||
addListener(listener: AOIEventListener<T>): void {
|
||||
this._globalListeners.add(listener);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除全局事件监听器
|
||||
* @en Remove global event listener
|
||||
*/
|
||||
removeListener(listener: AOIEventListener<T>): void {
|
||||
this._globalListeners.delete(listener);
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 为特定观察者添加事件监听器
|
||||
* @en Add event listener for specific observer
|
||||
*/
|
||||
addEntityListener(entity: T, listener: AOIEventListener<T>): void {
|
||||
const data = this._observers.get(entity);
|
||||
if (data) {
|
||||
data.listeners.add(listener);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 移除特定观察者的事件监听器
|
||||
* @en Remove event listener for specific observer
|
||||
*/
|
||||
removeEntityListener(entity: T, listener: AOIEventListener<T>): void {
|
||||
const data = this._observers.get(entity);
|
||||
if (data) {
|
||||
data.listeners.delete(listener);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 清空所有观察者
|
||||
* @en Clear all observers
|
||||
*/
|
||||
clear(): void {
|
||||
this._cells.clear();
|
||||
this._observers.clear();
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// 私有方法 | Private Methods
|
||||
// =========================================================================
|
||||
|
||||
private _getCellKey(position: IVector2): string {
|
||||
const cellX = Math.floor(position.x / this._cellSize);
|
||||
const cellY = Math.floor(position.y / this._cellSize);
|
||||
return `${cellX},${cellY}`;
|
||||
}
|
||||
|
||||
private _getCellCoords(position: IVector2): { x: number; y: number } {
|
||||
return {
|
||||
x: Math.floor(position.x / this._cellSize),
|
||||
y: Math.floor(position.y / this._cellSize)
|
||||
};
|
||||
}
|
||||
|
||||
private _addToCell(cellKey: string, data: AOIObserverData<T>): void {
|
||||
let cell = this._cells.get(cellKey);
|
||||
if (!cell) {
|
||||
cell = new Set();
|
||||
this._cells.set(cellKey, cell);
|
||||
}
|
||||
cell.add(data);
|
||||
}
|
||||
|
||||
private _removeFromCell(cellKey: string, data: AOIObserverData<T>): void {
|
||||
const cell = this._cells.get(cellKey);
|
||||
if (cell) {
|
||||
cell.delete(data);
|
||||
if (cell.size === 0) {
|
||||
this._cells.delete(cellKey);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新观察者的可见实体列表
|
||||
* @en Update observer's visible entities list
|
||||
*/
|
||||
private _updateVisibility(data: AOIObserverData<T>): void {
|
||||
const newVisible = new Set<T>();
|
||||
|
||||
// Calculate search radius in cells
|
||||
const cellRadius = Math.ceil(data.viewRange / this._cellSize);
|
||||
const centerCell = this._getCellCoords(data.position);
|
||||
|
||||
// Check all cells within range
|
||||
for (let dx = -cellRadius; dx <= cellRadius; dx++) {
|
||||
for (let dy = -cellRadius; dy <= cellRadius; dy++) {
|
||||
const cellKey = `${centerCell.x + dx},${centerCell.y + dy}`;
|
||||
const cell = this._cells.get(cellKey);
|
||||
if (!cell) continue;
|
||||
|
||||
for (const otherData of cell) {
|
||||
if (otherData === data) continue;
|
||||
if (!otherData.observable) continue;
|
||||
|
||||
const distSq = distanceSquared(data.position, otherData.position);
|
||||
if (distSq <= data.viewRangeSq) {
|
||||
newVisible.add(otherData.entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Find entities that entered view
|
||||
for (const entity of newVisible) {
|
||||
if (!data.visibleEntities.has(entity)) {
|
||||
const targetData = this._observers.get(entity);
|
||||
if (targetData) {
|
||||
this._emitEvent({
|
||||
type: 'enter',
|
||||
observer: data.entity,
|
||||
target: entity,
|
||||
position: targetData.position
|
||||
}, data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Find entities that exited view
|
||||
for (const entity of data.visibleEntities) {
|
||||
if (!newVisible.has(entity)) {
|
||||
const targetData = this._observers.get(entity);
|
||||
const position = targetData?.position ?? { x: 0, y: 0 };
|
||||
this._emitEvent({
|
||||
type: 'exit',
|
||||
observer: data.entity,
|
||||
target: entity,
|
||||
position
|
||||
}, data);
|
||||
}
|
||||
}
|
||||
|
||||
data.visibleEntities = newVisible;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 更新其他观察者对于某个实体的可见性
|
||||
* @en Update other observers' visibility of an entity
|
||||
*/
|
||||
private _updateObserversOfEntity(movedData: AOIObserverData<T>): void {
|
||||
const cellRadius = Math.ceil(this._getMaxViewRange() / this._cellSize) + 1;
|
||||
const centerCell = this._getCellCoords(movedData.position);
|
||||
|
||||
for (let dx = -cellRadius; dx <= cellRadius; dx++) {
|
||||
for (let dy = -cellRadius; dy <= cellRadius; dy++) {
|
||||
const cellKey = `${centerCell.x + dx},${centerCell.y + dy}`;
|
||||
const cell = this._cells.get(cellKey);
|
||||
if (!cell) continue;
|
||||
|
||||
for (const otherData of cell) {
|
||||
if (otherData === movedData) continue;
|
||||
|
||||
const distSq = distanceSquared(otherData.position, movedData.position);
|
||||
const wasVisible = otherData.visibleEntities.has(movedData.entity);
|
||||
const isVisible = distSq <= otherData.viewRangeSq;
|
||||
|
||||
if (isVisible && !wasVisible) {
|
||||
otherData.visibleEntities.add(movedData.entity);
|
||||
this._emitEvent({
|
||||
type: 'enter',
|
||||
observer: otherData.entity,
|
||||
target: movedData.entity,
|
||||
position: movedData.position
|
||||
}, otherData);
|
||||
} else if (!isVisible && wasVisible) {
|
||||
otherData.visibleEntities.delete(movedData.entity);
|
||||
this._emitEvent({
|
||||
type: 'exit',
|
||||
observer: otherData.entity,
|
||||
target: movedData.entity,
|
||||
position: movedData.position
|
||||
}, otherData);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 获取最大视野范围(用于优化搜索)
|
||||
* @en Get maximum view range (for search optimization)
|
||||
*/
|
||||
private _getMaxViewRange(): number {
|
||||
let max = 0;
|
||||
for (const [, data] of this._observers) {
|
||||
if (data.viewRange > max) {
|
||||
max = data.viewRange;
|
||||
}
|
||||
}
|
||||
return max;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh 发送事件
|
||||
* @en Emit event
|
||||
*/
|
||||
private _emitEvent(event: IAOIEvent<T>, observerData: AOIObserverData<T>): void {
|
||||
// Entity-specific listeners
|
||||
for (const listener of observerData.listeners) {
|
||||
try {
|
||||
listener(event);
|
||||
} catch (e) {
|
||||
console.error('AOI entity listener error:', e);
|
||||
}
|
||||
}
|
||||
|
||||
// Global listeners
|
||||
for (const listener of this._globalListeners) {
|
||||
try {
|
||||
listener(event);
|
||||
} catch (e) {
|
||||
console.error('AOI global listener error:', e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 工厂函数 | Factory Functions
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 创建网格 AOI 管理器
|
||||
* @en Create grid AOI manager
|
||||
*
|
||||
* @param cellSize - @zh 网格单元格大小 @en Grid cell size
|
||||
*/
|
||||
export function createGridAOI<T>(cellSize: number = 100): GridAOI<T> {
|
||||
return new GridAOI<T>({ cellSize });
|
||||
}
|
||||
205
packages/framework/spatial/src/aoi/IAOI.ts
Normal file
205
packages/framework/spatial/src/aoi/IAOI.ts
Normal file
@@ -0,0 +1,205 @@
|
||||
/**
|
||||
* @zh AOI (Area of Interest) 兴趣区域接口
|
||||
* @en AOI (Area of Interest) Interface
|
||||
*
|
||||
* @zh 提供 MMO 游戏中的兴趣区域管理能力
|
||||
* @en Provides area of interest management for MMO games
|
||||
*/
|
||||
|
||||
import type { IVector2 } from '@esengine/ecs-framework-math';
|
||||
|
||||
// =============================================================================
|
||||
// AOI 事件类型 | AOI Event Types
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh AOI 事件类型
|
||||
* @en AOI event type
|
||||
*/
|
||||
export type AOIEventType = 'enter' | 'exit' | 'update';
|
||||
|
||||
/**
|
||||
* @zh AOI 事件
|
||||
* @en AOI event
|
||||
*/
|
||||
export interface IAOIEvent<T> {
|
||||
/**
|
||||
* @zh 事件类型
|
||||
* @en Event type
|
||||
*/
|
||||
readonly type: AOIEventType;
|
||||
|
||||
/**
|
||||
* @zh 观察者(谁看到了变化)
|
||||
* @en Observer (who saw the change)
|
||||
*/
|
||||
readonly observer: T;
|
||||
|
||||
/**
|
||||
* @zh 目标(发生变化的对象)
|
||||
* @en Target (the object that changed)
|
||||
*/
|
||||
readonly target: T;
|
||||
|
||||
/**
|
||||
* @zh 目标位置
|
||||
* @en Target position
|
||||
*/
|
||||
readonly position: IVector2;
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh AOI 事件监听器
|
||||
* @en AOI event listener
|
||||
*/
|
||||
export type AOIEventListener<T> = (event: IAOIEvent<T>) => void;
|
||||
|
||||
// =============================================================================
|
||||
// AOI 观察者接口 | AOI Observer Interface
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh AOI 观察者配置
|
||||
* @en AOI observer configuration
|
||||
*/
|
||||
export interface IAOIObserverConfig {
|
||||
/**
|
||||
* @zh 视野范围
|
||||
* @en View range
|
||||
*/
|
||||
viewRange: number;
|
||||
|
||||
/**
|
||||
* @zh 是否是可被观察的对象(默认 true)
|
||||
* @en Whether this observer can be observed by others (default true)
|
||||
*/
|
||||
observable?: boolean;
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// AOI 管理器接口 | AOI Manager Interface
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh AOI 管理器接口
|
||||
* @en AOI manager interface
|
||||
*
|
||||
* @zh 管理兴趣区域,追踪对象的进入/离开事件
|
||||
* @en Manages areas of interest, tracking enter/exit events for objects
|
||||
*
|
||||
* @typeParam T - @zh 被管理对象的类型 @en Type of managed objects
|
||||
*/
|
||||
export interface IAOIManager<T> {
|
||||
/**
|
||||
* @zh 添加观察者
|
||||
* @en Add observer
|
||||
*
|
||||
* @param entity - @zh 实体对象 @en Entity object
|
||||
* @param position - @zh 初始位置 @en Initial position
|
||||
* @param config - @zh 观察者配置 @en Observer configuration
|
||||
*/
|
||||
addObserver(entity: T, position: IVector2, config: IAOIObserverConfig): void;
|
||||
|
||||
/**
|
||||
* @zh 移除观察者
|
||||
* @en Remove observer
|
||||
*
|
||||
* @param entity - @zh 实体对象 @en Entity object
|
||||
* @returns @zh 是否成功移除 @en Whether removal was successful
|
||||
*/
|
||||
removeObserver(entity: T): boolean;
|
||||
|
||||
/**
|
||||
* @zh 更新观察者位置
|
||||
* @en Update observer position
|
||||
*
|
||||
* @param entity - @zh 实体对象 @en Entity object
|
||||
* @param newPosition - @zh 新位置 @en New position
|
||||
* @returns @zh 是否成功更新 @en Whether update was successful
|
||||
*/
|
||||
updatePosition(entity: T, newPosition: IVector2): boolean;
|
||||
|
||||
/**
|
||||
* @zh 更新观察者视野范围
|
||||
* @en Update observer view range
|
||||
*
|
||||
* @param entity - @zh 实体对象 @en Entity object
|
||||
* @param newRange - @zh 新视野范围 @en New view range
|
||||
* @returns @zh 是否成功更新 @en Whether update was successful
|
||||
*/
|
||||
updateViewRange(entity: T, newRange: number): boolean;
|
||||
|
||||
/**
|
||||
* @zh 获取实体视野内的所有对象
|
||||
* @en Get all objects within entity's view
|
||||
*
|
||||
* @param entity - @zh 观察者实体 @en Observer entity
|
||||
* @returns @zh 视野内的对象数组 @en Array of objects within view
|
||||
*/
|
||||
getEntitiesInView(entity: T): T[];
|
||||
|
||||
/**
|
||||
* @zh 获取能看到指定实体的所有观察者
|
||||
* @en Get all observers who can see the specified entity
|
||||
*
|
||||
* @param entity - @zh 目标实体 @en Target entity
|
||||
* @returns @zh 能看到目标的观察者数组 @en Array of observers who can see target
|
||||
*/
|
||||
getObserversOf(entity: T): T[];
|
||||
|
||||
/**
|
||||
* @zh 检查观察者是否能看到目标
|
||||
* @en Check if observer can see target
|
||||
*
|
||||
* @param observer - @zh 观察者 @en Observer
|
||||
* @param target - @zh 目标 @en Target
|
||||
* @returns @zh 是否在视野内 @en Whether target is in view
|
||||
*/
|
||||
canSee(observer: T, target: T): boolean;
|
||||
|
||||
/**
|
||||
* @zh 添加事件监听器
|
||||
* @en Add event listener
|
||||
*
|
||||
* @param listener - @zh 监听器函数 @en Listener function
|
||||
*/
|
||||
addListener(listener: AOIEventListener<T>): void;
|
||||
|
||||
/**
|
||||
* @zh 移除事件监听器
|
||||
* @en Remove event listener
|
||||
*
|
||||
* @param listener - @zh 监听器函数 @en Listener function
|
||||
*/
|
||||
removeListener(listener: AOIEventListener<T>): void;
|
||||
|
||||
/**
|
||||
* @zh 为特定观察者添加事件监听器
|
||||
* @en Add event listener for specific observer
|
||||
*
|
||||
* @param entity - @zh 观察者实体 @en Observer entity
|
||||
* @param listener - @zh 监听器函数 @en Listener function
|
||||
*/
|
||||
addEntityListener(entity: T, listener: AOIEventListener<T>): void;
|
||||
|
||||
/**
|
||||
* @zh 移除特定观察者的事件监听器
|
||||
* @en Remove event listener for specific observer
|
||||
*
|
||||
* @param entity - @zh 观察者实体 @en Observer entity
|
||||
* @param listener - @zh 监听器函数 @en Listener function
|
||||
*/
|
||||
removeEntityListener(entity: T, listener: AOIEventListener<T>): void;
|
||||
|
||||
/**
|
||||
* @zh 清空所有观察者
|
||||
* @en Clear all observers
|
||||
*/
|
||||
clear(): void;
|
||||
|
||||
/**
|
||||
* @zh 获取观察者数量
|
||||
* @en Get observer count
|
||||
*/
|
||||
readonly count: number;
|
||||
}
|
||||
15
packages/framework/spatial/src/aoi/index.ts
Normal file
15
packages/framework/spatial/src/aoi/index.ts
Normal file
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @zh AOI (Area of Interest) 兴趣区域模块
|
||||
* @en AOI (Area of Interest) Module
|
||||
*/
|
||||
|
||||
export type {
|
||||
AOIEventType,
|
||||
IAOIEvent,
|
||||
AOIEventListener,
|
||||
IAOIObserverConfig,
|
||||
IAOIManager
|
||||
} from './IAOI';
|
||||
|
||||
export type { GridAOIConfig } from './GridAOI';
|
||||
export { GridAOI, createGridAOI } from './GridAOI';
|
||||
100
packages/framework/spatial/src/index.ts
Normal file
100
packages/framework/spatial/src/index.ts
Normal file
@@ -0,0 +1,100 @@
|
||||
/**
|
||||
* @zh @esengine/spatial - 空间查询和索引系统
|
||||
* @en @esengine/spatial - Spatial Query and Indexing System
|
||||
*
|
||||
* @zh 提供空间查询能力,支持范围查询、最近邻查询、射线检测和 AOI 兴趣区域管理
|
||||
* @en Provides spatial query capabilities including range queries, nearest neighbor queries, raycasting, and AOI management
|
||||
*/
|
||||
|
||||
// =============================================================================
|
||||
// 接口和类型 | Interfaces and Types
|
||||
// =============================================================================
|
||||
|
||||
export type {
|
||||
IBounds,
|
||||
IPositionable,
|
||||
IBoundable,
|
||||
IRaycastHit,
|
||||
SpatialFilter,
|
||||
ISpatialQuery,
|
||||
ISpatialIndex
|
||||
} from './ISpatialQuery';
|
||||
|
||||
export {
|
||||
createBounds,
|
||||
createBoundsFromCenter,
|
||||
createBoundsFromCircle,
|
||||
isPointInBounds,
|
||||
boundsIntersect,
|
||||
boundsIntersectsCircle,
|
||||
distanceSquared,
|
||||
distance
|
||||
} from './ISpatialQuery';
|
||||
|
||||
// =============================================================================
|
||||
// 实现 | Implementations
|
||||
// =============================================================================
|
||||
|
||||
export type { GridSpatialIndexConfig } from './GridSpatialIndex';
|
||||
export { GridSpatialIndex, createGridSpatialIndex } from './GridSpatialIndex';
|
||||
|
||||
// =============================================================================
|
||||
// AOI 兴趣区域 | AOI (Area of Interest)
|
||||
// =============================================================================
|
||||
|
||||
export type {
|
||||
AOIEventType,
|
||||
IAOIEvent,
|
||||
AOIEventListener,
|
||||
IAOIObserverConfig,
|
||||
IAOIManager
|
||||
} from './aoi';
|
||||
|
||||
export type { GridAOIConfig } from './aoi';
|
||||
export { GridAOI, createGridAOI } from './aoi';
|
||||
|
||||
// =============================================================================
|
||||
// 服务令牌 | Service Tokens
|
||||
// =============================================================================
|
||||
|
||||
export { SpatialIndexToken, SpatialQueryToken, AOIManagerToken } from './tokens';
|
||||
|
||||
// =============================================================================
|
||||
// 蓝图节点 | Blueprint Nodes
|
||||
// =============================================================================
|
||||
|
||||
export {
|
||||
// Spatial Query Templates
|
||||
FindInRadiusTemplate,
|
||||
FindInRectTemplate,
|
||||
FindNearestTemplate,
|
||||
FindKNearestTemplate,
|
||||
RaycastTemplate,
|
||||
RaycastFirstTemplate,
|
||||
// Spatial Query Executors
|
||||
FindInRadiusExecutor,
|
||||
FindInRectExecutor,
|
||||
FindNearestExecutor,
|
||||
FindKNearestExecutor,
|
||||
RaycastExecutor,
|
||||
RaycastFirstExecutor,
|
||||
// Collection
|
||||
SpatialQueryNodeDefinitions
|
||||
} from './nodes';
|
||||
|
||||
export {
|
||||
// AOI Templates
|
||||
GetEntitiesInViewTemplate,
|
||||
GetObserversOfTemplate,
|
||||
CanSeeTemplate,
|
||||
OnEntityEnterViewTemplate,
|
||||
OnEntityExitViewTemplate,
|
||||
// AOI Executors
|
||||
GetEntitiesInViewExecutor,
|
||||
GetObserversOfExecutor,
|
||||
CanSeeExecutor,
|
||||
OnEntityEnterViewExecutor,
|
||||
OnEntityExitViewExecutor,
|
||||
// Collection
|
||||
AOINodeDefinitions
|
||||
} from './aoi/AOINodes';
|
||||
556
packages/framework/spatial/src/nodes/SpatialQueryNodes.ts
Normal file
556
packages/framework/spatial/src/nodes/SpatialQueryNodes.ts
Normal file
@@ -0,0 +1,556 @@
|
||||
/**
|
||||
* @zh 空间查询蓝图节点
|
||||
* @en Spatial Query Blueprint Nodes
|
||||
*
|
||||
* @zh 提供空间查询功能的蓝图节点
|
||||
* @en Provides blueprint nodes for spatial query functionality
|
||||
*/
|
||||
|
||||
import type { BlueprintNodeTemplate, BlueprintNode, INodeExecutor, ExecutionResult } from '@esengine/blueprint';
|
||||
import type { ISpatialQuery, IBounds } from '../ISpatialQuery';
|
||||
|
||||
// =============================================================================
|
||||
// 执行上下文接口 | Execution Context Interface
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 空间查询上下文
|
||||
* @en Spatial query context
|
||||
*/
|
||||
interface SpatialContext {
|
||||
spatialQuery: ISpatialQuery<unknown>;
|
||||
evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
|
||||
setOutputs(nodeId: string, outputs: Record<string, unknown>): void;
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// FindInRadius 节点 | FindInRadius Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh FindInRadius 节点模板
|
||||
* @en FindInRadius node template
|
||||
*/
|
||||
export const FindInRadiusTemplate: BlueprintNodeTemplate = {
|
||||
type: 'FindInRadius',
|
||||
title: 'Find In Radius',
|
||||
category: 'entity',
|
||||
description: 'Find all objects within radius / 查找半径内的所有对象',
|
||||
keywords: ['spatial', 'find', 'radius', 'range', 'query'],
|
||||
menuPath: ['Spatial', 'Find In Radius'],
|
||||
isPure: true,
|
||||
inputs: [
|
||||
{
|
||||
name: 'centerX',
|
||||
displayName: 'Center X',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'centerY',
|
||||
displayName: 'Center Y',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'radius',
|
||||
displayName: 'Radius',
|
||||
type: 'float',
|
||||
defaultValue: 100
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'results',
|
||||
displayName: 'Results',
|
||||
type: 'array'
|
||||
},
|
||||
{
|
||||
name: 'count',
|
||||
displayName: 'Count',
|
||||
type: 'int'
|
||||
}
|
||||
],
|
||||
color: '#4a9eff'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh FindInRadius 节点执行器
|
||||
* @en FindInRadius node executor
|
||||
*/
|
||||
export class FindInRadiusExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: unknown): ExecutionResult {
|
||||
const ctx = context as SpatialContext;
|
||||
const centerX = ctx.evaluateInput(node.id, 'centerX', 0) as number;
|
||||
const centerY = ctx.evaluateInput(node.id, 'centerY', 0) as number;
|
||||
const radius = ctx.evaluateInput(node.id, 'radius', 100) as number;
|
||||
|
||||
const results = ctx.spatialQuery?.findInRadius({ x: centerX, y: centerY }, radius) ?? [];
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
results,
|
||||
count: results.length
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// FindInRect 节点 | FindInRect Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh FindInRect 节点模板
|
||||
* @en FindInRect node template
|
||||
*/
|
||||
export const FindInRectTemplate: BlueprintNodeTemplate = {
|
||||
type: 'FindInRect',
|
||||
title: 'Find In Rect',
|
||||
category: 'entity',
|
||||
description: 'Find all objects within rectangle / 查找矩形区域内的所有对象',
|
||||
keywords: ['spatial', 'find', 'rect', 'rectangle', 'area', 'query'],
|
||||
menuPath: ['Spatial', 'Find In Rect'],
|
||||
isPure: true,
|
||||
inputs: [
|
||||
{
|
||||
name: 'minX',
|
||||
displayName: 'Min X',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'minY',
|
||||
displayName: 'Min Y',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'maxX',
|
||||
displayName: 'Max X',
|
||||
type: 'float',
|
||||
defaultValue: 100
|
||||
},
|
||||
{
|
||||
name: 'maxY',
|
||||
displayName: 'Max Y',
|
||||
type: 'float',
|
||||
defaultValue: 100
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'results',
|
||||
displayName: 'Results',
|
||||
type: 'array'
|
||||
},
|
||||
{
|
||||
name: 'count',
|
||||
displayName: 'Count',
|
||||
type: 'int'
|
||||
}
|
||||
],
|
||||
color: '#4a9eff'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh FindInRect 节点执行器
|
||||
* @en FindInRect node executor
|
||||
*/
|
||||
export class FindInRectExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: unknown): ExecutionResult {
|
||||
const ctx = context as SpatialContext;
|
||||
const minX = ctx.evaluateInput(node.id, 'minX', 0) as number;
|
||||
const minY = ctx.evaluateInput(node.id, 'minY', 0) as number;
|
||||
const maxX = ctx.evaluateInput(node.id, 'maxX', 100) as number;
|
||||
const maxY = ctx.evaluateInput(node.id, 'maxY', 100) as number;
|
||||
|
||||
const bounds: IBounds = { minX, minY, maxX, maxY };
|
||||
const results = ctx.spatialQuery?.findInRect(bounds) ?? [];
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
results,
|
||||
count: results.length
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// FindNearest 节点 | FindNearest Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh FindNearest 节点模板
|
||||
* @en FindNearest node template
|
||||
*/
|
||||
export const FindNearestTemplate: BlueprintNodeTemplate = {
|
||||
type: 'FindNearest',
|
||||
title: 'Find Nearest',
|
||||
category: 'entity',
|
||||
description: 'Find nearest object to a point / 查找距离点最近的对象',
|
||||
keywords: ['spatial', 'find', 'nearest', 'closest', 'query'],
|
||||
menuPath: ['Spatial', 'Find Nearest'],
|
||||
isPure: true,
|
||||
inputs: [
|
||||
{
|
||||
name: 'centerX',
|
||||
displayName: 'Center X',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'centerY',
|
||||
displayName: 'Center Y',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'maxDistance',
|
||||
displayName: 'Max Distance',
|
||||
type: 'float',
|
||||
defaultValue: 1000
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'result',
|
||||
displayName: 'Result',
|
||||
type: 'any'
|
||||
},
|
||||
{
|
||||
name: 'found',
|
||||
displayName: 'Found',
|
||||
type: 'bool'
|
||||
}
|
||||
],
|
||||
color: '#4a9eff'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh FindNearest 节点执行器
|
||||
* @en FindNearest node executor
|
||||
*/
|
||||
export class FindNearestExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: unknown): ExecutionResult {
|
||||
const ctx = context as SpatialContext;
|
||||
const centerX = ctx.evaluateInput(node.id, 'centerX', 0) as number;
|
||||
const centerY = ctx.evaluateInput(node.id, 'centerY', 0) as number;
|
||||
const maxDistance = ctx.evaluateInput(node.id, 'maxDistance', 1000) as number;
|
||||
|
||||
const result = ctx.spatialQuery?.findNearest({ x: centerX, y: centerY }, maxDistance) ?? null;
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
result,
|
||||
found: result !== null
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// FindKNearest 节点 | FindKNearest Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh FindKNearest 节点模板
|
||||
* @en FindKNearest node template
|
||||
*/
|
||||
export const FindKNearestTemplate: BlueprintNodeTemplate = {
|
||||
type: 'FindKNearest',
|
||||
title: 'Find K Nearest',
|
||||
category: 'entity',
|
||||
description: 'Find K nearest objects to a point / 查找距离点最近的 K 个对象',
|
||||
keywords: ['spatial', 'find', 'nearest', 'k', 'query'],
|
||||
menuPath: ['Spatial', 'Find K Nearest'],
|
||||
isPure: true,
|
||||
inputs: [
|
||||
{
|
||||
name: 'centerX',
|
||||
displayName: 'Center X',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'centerY',
|
||||
displayName: 'Center Y',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'k',
|
||||
displayName: 'K',
|
||||
type: 'int',
|
||||
defaultValue: 5
|
||||
},
|
||||
{
|
||||
name: 'maxDistance',
|
||||
displayName: 'Max Distance',
|
||||
type: 'float',
|
||||
defaultValue: 1000
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'results',
|
||||
displayName: 'Results',
|
||||
type: 'array'
|
||||
},
|
||||
{
|
||||
name: 'count',
|
||||
displayName: 'Count',
|
||||
type: 'int'
|
||||
}
|
||||
],
|
||||
color: '#4a9eff'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh FindKNearest 节点执行器
|
||||
* @en FindKNearest node executor
|
||||
*/
|
||||
export class FindKNearestExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: unknown): ExecutionResult {
|
||||
const ctx = context as SpatialContext;
|
||||
const centerX = ctx.evaluateInput(node.id, 'centerX', 0) as number;
|
||||
const centerY = ctx.evaluateInput(node.id, 'centerY', 0) as number;
|
||||
const k = ctx.evaluateInput(node.id, 'k', 5) as number;
|
||||
const maxDistance = ctx.evaluateInput(node.id, 'maxDistance', 1000) as number;
|
||||
|
||||
const results = ctx.spatialQuery?.findKNearest({ x: centerX, y: centerY }, k, maxDistance) ?? [];
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
results,
|
||||
count: results.length
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// Raycast 节点 | Raycast Node
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh Raycast 节点模板
|
||||
* @en Raycast node template
|
||||
*/
|
||||
export const RaycastTemplate: BlueprintNodeTemplate = {
|
||||
type: 'Raycast',
|
||||
title: 'Raycast',
|
||||
category: 'entity',
|
||||
description: 'Cast a ray and get all hits / 发射射线并获取所有命中',
|
||||
keywords: ['spatial', 'raycast', 'ray', 'hit', 'query'],
|
||||
menuPath: ['Spatial', 'Raycast'],
|
||||
isPure: true,
|
||||
inputs: [
|
||||
{
|
||||
name: 'originX',
|
||||
displayName: 'Origin X',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'originY',
|
||||
displayName: 'Origin Y',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'directionX',
|
||||
displayName: 'Direction X',
|
||||
type: 'float',
|
||||
defaultValue: 1
|
||||
},
|
||||
{
|
||||
name: 'directionY',
|
||||
displayName: 'Direction Y',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'maxDistance',
|
||||
displayName: 'Max Distance',
|
||||
type: 'float',
|
||||
defaultValue: 1000
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'hits',
|
||||
displayName: 'Hits',
|
||||
type: 'array'
|
||||
},
|
||||
{
|
||||
name: 'hitCount',
|
||||
displayName: 'Hit Count',
|
||||
type: 'int'
|
||||
},
|
||||
{
|
||||
name: 'hasHit',
|
||||
displayName: 'Has Hit',
|
||||
type: 'bool'
|
||||
}
|
||||
],
|
||||
color: '#4a9eff'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh Raycast 节点执行器
|
||||
* @en Raycast node executor
|
||||
*/
|
||||
export class RaycastExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: unknown): ExecutionResult {
|
||||
const ctx = context as SpatialContext;
|
||||
const originX = ctx.evaluateInput(node.id, 'originX', 0) as number;
|
||||
const originY = ctx.evaluateInput(node.id, 'originY', 0) as number;
|
||||
const directionX = ctx.evaluateInput(node.id, 'directionX', 1) as number;
|
||||
const directionY = ctx.evaluateInput(node.id, 'directionY', 0) as number;
|
||||
const maxDistance = ctx.evaluateInput(node.id, 'maxDistance', 1000) as number;
|
||||
|
||||
const hits = ctx.spatialQuery?.raycast(
|
||||
{ x: originX, y: originY },
|
||||
{ x: directionX, y: directionY },
|
||||
maxDistance
|
||||
) ?? [];
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
hits,
|
||||
hitCount: hits.length,
|
||||
hasHit: hits.length > 0
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @zh RaycastFirst 节点模板
|
||||
* @en RaycastFirst node template
|
||||
*/
|
||||
export const RaycastFirstTemplate: BlueprintNodeTemplate = {
|
||||
type: 'RaycastFirst',
|
||||
title: 'Raycast First',
|
||||
category: 'entity',
|
||||
description: 'Cast a ray and get first hit / 发射射线并获取第一个命中',
|
||||
keywords: ['spatial', 'raycast', 'ray', 'first', 'hit', 'query'],
|
||||
menuPath: ['Spatial', 'Raycast First'],
|
||||
isPure: true,
|
||||
inputs: [
|
||||
{
|
||||
name: 'originX',
|
||||
displayName: 'Origin X',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'originY',
|
||||
displayName: 'Origin Y',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'directionX',
|
||||
displayName: 'Direction X',
|
||||
type: 'float',
|
||||
defaultValue: 1
|
||||
},
|
||||
{
|
||||
name: 'directionY',
|
||||
displayName: 'Direction Y',
|
||||
type: 'float',
|
||||
defaultValue: 0
|
||||
},
|
||||
{
|
||||
name: 'maxDistance',
|
||||
displayName: 'Max Distance',
|
||||
type: 'float',
|
||||
defaultValue: 1000
|
||||
}
|
||||
],
|
||||
outputs: [
|
||||
{
|
||||
name: 'hit',
|
||||
displayName: 'Hit',
|
||||
type: 'object'
|
||||
},
|
||||
{
|
||||
name: 'target',
|
||||
displayName: 'Target',
|
||||
type: 'any'
|
||||
},
|
||||
{
|
||||
name: 'hitPointX',
|
||||
displayName: 'Hit Point X',
|
||||
type: 'float'
|
||||
},
|
||||
{
|
||||
name: 'hitPointY',
|
||||
displayName: 'Hit Point Y',
|
||||
type: 'float'
|
||||
},
|
||||
{
|
||||
name: 'distance',
|
||||
displayName: 'Distance',
|
||||
type: 'float'
|
||||
},
|
||||
{
|
||||
name: 'hasHit',
|
||||
displayName: 'Has Hit',
|
||||
type: 'bool'
|
||||
}
|
||||
],
|
||||
color: '#4a9eff'
|
||||
};
|
||||
|
||||
/**
|
||||
* @zh RaycastFirst 节点执行器
|
||||
* @en RaycastFirst node executor
|
||||
*/
|
||||
export class RaycastFirstExecutor implements INodeExecutor {
|
||||
execute(node: BlueprintNode, context: unknown): ExecutionResult {
|
||||
const ctx = context as SpatialContext;
|
||||
const originX = ctx.evaluateInput(node.id, 'originX', 0) as number;
|
||||
const originY = ctx.evaluateInput(node.id, 'originY', 0) as number;
|
||||
const directionX = ctx.evaluateInput(node.id, 'directionX', 1) as number;
|
||||
const directionY = ctx.evaluateInput(node.id, 'directionY', 0) as number;
|
||||
const maxDistance = ctx.evaluateInput(node.id, 'maxDistance', 1000) as number;
|
||||
|
||||
const hit = ctx.spatialQuery?.raycastFirst(
|
||||
{ x: originX, y: originY },
|
||||
{ x: directionX, y: directionY },
|
||||
maxDistance
|
||||
) ?? null;
|
||||
|
||||
return {
|
||||
outputs: {
|
||||
hit,
|
||||
target: hit?.target ?? null,
|
||||
hitPointX: hit?.point.x ?? 0,
|
||||
hitPointY: hit?.point.y ?? 0,
|
||||
distance: hit?.distance ?? 0,
|
||||
hasHit: hit !== null
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// 节点定义集合 | Node Definition Collection
|
||||
// =============================================================================
|
||||
|
||||
/**
|
||||
* @zh 空间查询节点定义
|
||||
* @en Spatial query node definitions
|
||||
*/
|
||||
export const SpatialQueryNodeDefinitions = [
|
||||
{ template: FindInRadiusTemplate, executor: new FindInRadiusExecutor() },
|
||||
{ template: FindInRectTemplate, executor: new FindInRectExecutor() },
|
||||
{ template: FindNearestTemplate, executor: new FindNearestExecutor() },
|
||||
{ template: FindKNearestTemplate, executor: new FindKNearestExecutor() },
|
||||
{ template: RaycastTemplate, executor: new RaycastExecutor() },
|
||||
{ template: RaycastFirstTemplate, executor: new RaycastFirstExecutor() }
|
||||
];
|
||||
23
packages/framework/spatial/src/nodes/index.ts
Normal file
23
packages/framework/spatial/src/nodes/index.ts
Normal file
@@ -0,0 +1,23 @@
|
||||
/**
|
||||
* @zh 空间查询蓝图节点导出
|
||||
* @en Spatial Query Blueprint Nodes Export
|
||||
*/
|
||||
|
||||
export {
|
||||
// Templates
|
||||
FindInRadiusTemplate,
|
||||
FindInRectTemplate,
|
||||
FindNearestTemplate,
|
||||
FindKNearestTemplate,
|
||||
RaycastTemplate,
|
||||
RaycastFirstTemplate,
|
||||
// Executors
|
||||
FindInRadiusExecutor,
|
||||
FindInRectExecutor,
|
||||
FindNearestExecutor,
|
||||
FindKNearestExecutor,
|
||||
RaycastExecutor,
|
||||
RaycastFirstExecutor,
|
||||
// Collection
|
||||
SpatialQueryNodeDefinitions
|
||||
} from './SpatialQueryNodes';
|
||||
35
packages/framework/spatial/src/tokens.ts
Normal file
35
packages/framework/spatial/src/tokens.ts
Normal file
@@ -0,0 +1,35 @@
|
||||
/**
|
||||
* @zh 空间查询服务令牌
|
||||
* @en Spatial Query Service Tokens
|
||||
*/
|
||||
|
||||
import { createServiceToken } from '@esengine/ecs-framework';
|
||||
import type { ISpatialIndex, ISpatialQuery } from './ISpatialQuery';
|
||||
import type { IAOIManager } from './aoi/IAOI';
|
||||
|
||||
/**
|
||||
* @zh 空间索引服务令牌
|
||||
* @en Spatial index service token
|
||||
*
|
||||
* @zh 用于注入空间索引服务
|
||||
* @en Used for injecting spatial index service
|
||||
*/
|
||||
export const SpatialIndexToken = createServiceToken<ISpatialIndex<unknown>>('spatialIndex');
|
||||
|
||||
/**
|
||||
* @zh 空间查询服务令牌
|
||||
* @en Spatial query service token
|
||||
*
|
||||
* @zh 用于注入空间查询服务(只读)
|
||||
* @en Used for injecting spatial query service (read-only)
|
||||
*/
|
||||
export const SpatialQueryToken = createServiceToken<ISpatialQuery<unknown>>('spatialQuery');
|
||||
|
||||
/**
|
||||
* @zh AOI 管理器服务令牌
|
||||
* @en AOI manager service token
|
||||
*
|
||||
* @zh 用于注入 AOI 兴趣区域管理服务
|
||||
* @en Used for injecting AOI (Area of Interest) manager service
|
||||
*/
|
||||
export const AOIManagerToken = createServiceToken<IAOIManager<unknown>>('aoiManager');
|
||||
22
packages/framework/spatial/tsconfig.build.json
Normal file
22
packages/framework/spatial/tsconfig.build.json
Normal file
@@ -0,0 +1,22 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "ES2020",
|
||||
"module": "ES2020",
|
||||
"moduleResolution": "bundler",
|
||||
"lib": ["ES2020", "DOM"],
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"strict": true,
|
||||
"esModuleInterop": true,
|
||||
"allowSyntheticDefaultImports": true,
|
||||
"skipLibCheck": true,
|
||||
"forceConsistentCasingInFileNames": true,
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"resolveJsonModule": true,
|
||||
"experimentalDecorators": true,
|
||||
"emitDecoratorMetadata": true
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist"]
|
||||
}
|
||||
23
packages/framework/spatial/tsconfig.json
Normal file
23
packages/framework/spatial/tsconfig.json
Normal file
@@ -0,0 +1,23 @@
|
||||
{
|
||||
"extends": "../../../tsconfig.base.json",
|
||||
"compilerOptions": {
|
||||
"composite": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src"
|
||||
},
|
||||
"include": [
|
||||
"src/**/*"
|
||||
],
|
||||
"exclude": [
|
||||
"node_modules",
|
||||
"dist"
|
||||
],
|
||||
"references": [
|
||||
{
|
||||
"path": "../../framework/core"
|
||||
},
|
||||
{
|
||||
"path": "../../framework/blueprint"
|
||||
}
|
||||
]
|
||||
}
|
||||
15
packages/framework/spatial/tsup.config.ts
Normal file
15
packages/framework/spatial/tsup.config.ts
Normal file
@@ -0,0 +1,15 @@
|
||||
import { defineConfig } from 'tsup';
|
||||
|
||||
export default defineConfig({
|
||||
entry: ['src/index.ts'],
|
||||
format: ['esm'],
|
||||
dts: true,
|
||||
sourcemap: true,
|
||||
clean: true,
|
||||
external: [
|
||||
'@esengine/ecs-framework',
|
||||
'@esengine/ecs-framework-math',
|
||||
'@esengine/blueprint'
|
||||
],
|
||||
tsconfig: 'tsconfig.build.json'
|
||||
});
|
||||
Reference in New Issue
Block a user