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:
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packages/framework/spatial/src/ISpatialQuery.ts
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331
packages/framework/spatial/src/ISpatialQuery.ts
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/**
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* @zh 空间查询接口
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* @en Spatial Query Interface
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*
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* @zh 提供空间查询的核心抽象
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* @en Provides core abstractions for spatial queries
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*/
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import type { IVector2 } from '@esengine/ecs-framework-math';
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// =============================================================================
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// 基础类型 | Basic Types
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// =============================================================================
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/**
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* @zh 空间边界框
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* @en Spatial bounding box
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*/
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export interface IBounds {
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/**
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* @zh 最小 X 坐标
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* @en Minimum X coordinate
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*/
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readonly minX: number;
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/**
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* @zh 最小 Y 坐标
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* @en Minimum Y coordinate
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*/
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readonly minY: number;
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/**
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* @zh 最大 X 坐标
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* @en Maximum X coordinate
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*/
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readonly maxX: number;
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/**
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* @zh 最大 Y 坐标
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* @en Maximum Y coordinate
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*/
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readonly maxY: number;
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}
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/**
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* @zh 可定位对象接口
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* @en Positionable object interface
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*/
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export interface IPositionable {
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/**
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* @zh 获取对象位置
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* @en Get object position
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*/
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readonly position: IVector2;
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}
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/**
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* @zh 可定位且有边界的对象接口
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* @en Positionable object with bounds interface
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*/
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export interface IBoundable extends IPositionable {
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/**
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* @zh 获取对象边界
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* @en Get object bounds
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*/
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readonly bounds: IBounds;
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}
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/**
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* @zh 射线检测结果
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* @en Raycast hit result
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*/
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export interface IRaycastHit<T> {
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/**
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* @zh 命中的对象
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* @en Hit object
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*/
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readonly target: T;
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/**
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* @zh 命中点
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* @en Hit point
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*/
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readonly point: IVector2;
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/**
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* @zh 命中点的法线
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* @en Normal at hit point
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*/
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readonly normal: IVector2;
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/**
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* @zh 距离射线起点的距离
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* @en Distance from ray origin
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*/
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readonly distance: number;
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}
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/**
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* @zh 过滤器函数类型
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* @en Filter function type
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*/
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export type SpatialFilter<T> = (item: T) => boolean;
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// =============================================================================
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// 空间查询接口 | Spatial Query Interface
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// =============================================================================
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/**
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* @zh 空间查询接口
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* @en Spatial query interface
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*
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* @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
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* @en Provides spatial query capabilities including range queries, nearest neighbor queries, and raycasting
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*/
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export interface ISpatialQuery<T> {
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/**
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* @zh 查找半径内的所有对象
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* @en Find all objects within radius
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*
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* @param center - @zh 中心点 @en Center point
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* @param radius - @zh 半径 @en Radius
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* @param filter - @zh 过滤函数 @en Filter function
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* @returns @zh 半径内的对象数组 @en Array of objects within radius
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*/
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findInRadius(center: IVector2, radius: number, filter?: SpatialFilter<T>): T[];
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/**
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* @zh 查找矩形区域内的所有对象
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* @en Find all objects within rectangle
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*
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* @param bounds - @zh 边界框 @en Bounding box
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* @param filter - @zh 过滤函数 @en Filter function
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* @returns @zh 区域内的对象数组 @en Array of objects within bounds
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*/
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findInRect(bounds: IBounds, filter?: SpatialFilter<T>): T[];
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/**
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* @zh 查找最近的对象
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* @en Find nearest object
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*
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* @param center - @zh 查询中心点 @en Query center point
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* @param maxDistance - @zh 最大搜索距离 @en Maximum search distance
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* @param filter - @zh 过滤函数 @en Filter function
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* @returns @zh 最近的对象,没有则返回 null @en Nearest object or null
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*/
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findNearest(center: IVector2, maxDistance?: number, filter?: SpatialFilter<T>): T | null;
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/**
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* @zh 查找最近的 K 个对象
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* @en Find K nearest objects
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*
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* @param center - @zh 查询中心点 @en Query center point
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* @param k - @zh 返回的对象数量 @en Number of objects to return
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* @param maxDistance - @zh 最大搜索距离 @en Maximum search distance
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* @param filter - @zh 过滤函数 @en Filter function
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* @returns @zh 最近的 K 个对象数组 @en Array of K nearest objects
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*/
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findKNearest(center: IVector2, k: number, maxDistance?: number, filter?: SpatialFilter<T>): T[];
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/**
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* @zh 射线检测
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* @en Raycast
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*
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* @param origin - @zh 射线起点 @en Ray origin
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* @param direction - @zh 射线方向(应归一化)@en Ray direction (should be normalized)
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* @param maxDistance - @zh 最大检测距离 @en Maximum detection distance
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* @param filter - @zh 过滤函数 @en Filter function
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* @returns @zh 命中结果数组,按距离排序 @en Array of hit results sorted by distance
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*/
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raycast(origin: IVector2, direction: IVector2, maxDistance: number, filter?: SpatialFilter<T>): IRaycastHit<T>[];
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/**
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* @zh 射线检测(仅返回第一个命中)
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* @en Raycast (return first hit only)
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*
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* @param origin - @zh 射线起点 @en Ray origin
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* @param direction - @zh 射线方向(应归一化)@en Ray direction (should be normalized)
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* @param maxDistance - @zh 最大检测距离 @en Maximum detection distance
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* @param filter - @zh 过滤函数 @en Filter function
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* @returns @zh 第一个命中结果,没有则返回 null @en First hit result or null
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*/
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raycastFirst(origin: IVector2, direction: IVector2, maxDistance: number, filter?: SpatialFilter<T>): IRaycastHit<T> | null;
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}
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// =============================================================================
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// 空间索引接口 | Spatial Index Interface
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// =============================================================================
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/**
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* @zh 空间索引接口
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* @en Spatial index interface
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*
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* @zh 提供空间索引的管理能力
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* @en Provides spatial index management capabilities
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*/
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export interface ISpatialIndex<T> extends ISpatialQuery<T> {
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/**
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* @zh 插入对象
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* @en Insert object
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*
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* @param item - @zh 要插入的对象 @en Object to insert
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* @param position - @zh 对象位置 @en Object position
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*/
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insert(item: T, position: IVector2): void;
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/**
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* @zh 移除对象
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* @en Remove object
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*
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* @param item - @zh 要移除的对象 @en Object to remove
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* @returns @zh 是否成功移除 @en Whether removal was successful
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*/
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remove(item: T): boolean;
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/**
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* @zh 更新对象位置
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* @en Update object position
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*
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* @param item - @zh 要更新的对象 @en Object to update
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* @param newPosition - @zh 新位置 @en New position
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* @returns @zh 是否成功更新 @en Whether update was successful
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*/
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update(item: T, newPosition: IVector2): boolean;
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/**
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* @zh 清空索引
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* @en Clear index
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*/
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clear(): void;
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/**
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* @zh 获取索引中的对象数量
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* @en Get number of objects in index
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*/
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readonly count: number;
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/**
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* @zh 获取所有对象
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* @en Get all objects
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*/
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getAll(): T[];
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}
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// =============================================================================
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// 工具函数 | Utility Functions
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// =============================================================================
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/**
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* @zh 创建边界框
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* @en Create bounding box
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*/
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export function createBounds(minX: number, minY: number, maxX: number, maxY: number): IBounds {
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return { minX, minY, maxX, maxY };
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}
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/**
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* @zh 从中心点和尺寸创建边界框
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* @en Create bounding box from center and size
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*/
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export function createBoundsFromCenter(center: IVector2, width: number, height: number): IBounds {
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const halfWidth = width / 2;
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const halfHeight = height / 2;
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return {
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minX: center.x - halfWidth,
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minY: center.y - halfHeight,
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maxX: center.x + halfWidth,
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maxY: center.y + halfHeight
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};
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}
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/**
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* @zh 从圆形创建边界框
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* @en Create bounding box from circle
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*/
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export function createBoundsFromCircle(center: IVector2, radius: number): IBounds {
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return {
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minX: center.x - radius,
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minY: center.y - radius,
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maxX: center.x + radius,
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maxY: center.y + radius
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};
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}
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/**
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* @zh 检查点是否在边界框内
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* @en Check if point is inside bounds
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*/
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export function isPointInBounds(point: IVector2, bounds: IBounds): boolean {
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return point.x >= bounds.minX && point.x <= bounds.maxX &&
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point.y >= bounds.minY && point.y <= bounds.maxY;
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}
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/**
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* @zh 检查两个边界框是否相交
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* @en Check if two bounding boxes intersect
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*/
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export function boundsIntersect(a: IBounds, b: IBounds): boolean {
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return a.minX <= b.maxX && a.maxX >= b.minX &&
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a.minY <= b.maxY && a.maxY >= b.minY;
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}
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/**
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* @zh 检查边界框是否与圆形相交
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* @en Check if bounds intersects with circle
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*/
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export function boundsIntersectsCircle(bounds: IBounds, center: IVector2, radius: number): boolean {
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const closestX = Math.max(bounds.minX, Math.min(center.x, bounds.maxX));
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const closestY = Math.max(bounds.minY, Math.min(center.y, bounds.maxY));
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const distanceX = center.x - closestX;
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const distanceY = center.y - closestY;
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return (distanceX * distanceX + distanceY * distanceY) <= (radius * radius);
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}
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/**
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* @zh 计算两点之间的距离平方
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* @en Calculate squared distance between two points
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*/
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export function distanceSquared(a: IVector2, b: IVector2): number {
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const dx = a.x - b.x;
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const dy = a.y - b.y;
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return dx * dx + dy * dy;
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}
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/**
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* @zh 计算两点之间的距离
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* @en Calculate distance between two points
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*/
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export function distance(a: IVector2, b: IVector2): number {
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return Math.sqrt(distanceSquared(a, b));
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}
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