refactor: reorganize package structure and decouple framework packages (#338)
* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
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packages/physics/physics-rapier2d/src/tokens.ts
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213
packages/physics/physics-rapier2d/src/tokens.ts
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/**
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* 物理模块服务令牌
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* Physics module service tokens
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*
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* 定义 physics-rapier2d 模块导出的服务令牌和接口。
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* 谁定义接口,谁导出 Token。
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*
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* Defines service tokens and interfaces exported by physics-rapier2d module.
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* Who defines the interface, who exports the Token.
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*
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* @example
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* ```typescript
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* // 消费方导入 Token | Consumer imports Token
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* import { Physics2DQueryToken, type IPhysics2DQuery } from '@esengine/physics-rapier2d';
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*
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* // 获取服务 | Get service
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* const physicsQuery = context.services.get(Physics2DQueryToken);
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* if (physicsQuery) {
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* physicsQuery.raycast(...);
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* }
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* ```
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*/
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import { createServiceToken } from '@esengine/ecs-framework';
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import type { Physics2DSystem } from './systems/Physics2DSystem';
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// ============================================================================
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// 共享物理接口 | Shared Physics Interfaces
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// ============================================================================
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/**
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* 2D 物理查询接口
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* 2D Physics query interface
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*
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* 跨模块共享的物理查询契约。
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* 由 Physics2DWorld 实现,粒子等模块可选依赖。
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*
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* Cross-module shared physics query contract.
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* Implemented by Physics2DWorld, optionally depended by particle and other modules.
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*/
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export interface IPhysics2DQuery {
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/**
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* 圆形区域检测
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* Circle overlap detection
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*
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* @param center 圆心 | Circle center
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* @param radius 半径 | Radius
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* @param collisionMask 碰撞掩码 | Collision mask
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* @returns 检测结果 | Detection result
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*/
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overlapCircle(
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center: { x: number; y: number },
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radius: number,
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collisionMask?: number
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): { entityIds: number[]; colliderHandles: number[] };
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/**
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* 射线检测
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* Raycast detection
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*
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* @param origin 起点 | Origin point
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* @param direction 方向(归一化)| Direction (normalized)
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* @param maxDistance 最大距离 | Max distance
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* @param collisionMask 碰撞掩码 | Collision mask
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* @returns 命中结果或 null | Hit result or null
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*/
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raycast(
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origin: { x: number; y: number },
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direction: { x: number; y: number },
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maxDistance: number,
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collisionMask?: number
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): {
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entityId: number;
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point: { x: number; y: number };
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normal: { x: number; y: number };
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distance: number;
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colliderHandle: number;
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} | null;
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}
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/**
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* 2D 物理世界接口
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* 2D Physics world interface
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*
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* 跨模块共享的物理世界契约。
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* 由 Physics2DWorld 实现,tilemap 等模块可选依赖。
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*
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* Cross-module shared physics world contract.
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* Implemented by Physics2DWorld, optionally depended by tilemap and other modules.
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*/
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export interface IPhysics2DWorld {
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/**
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* 创建静态碰撞体
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* Create static collider
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*
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* @param entityId 实体 ID | Entity ID
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* @param position 碰撞体中心位置 | Collider center position
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* @param halfExtents 半宽高 | Half extents
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* @param collisionLayer 碰撞层 | Collision layer
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* @param collisionMask 碰撞掩码 | Collision mask
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* @param friction 摩擦系数 | Friction coefficient
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* @param restitution 弹性系数 | Restitution coefficient
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* @param isTrigger 是否为触发器 | Whether is trigger
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* @returns 碰撞体句柄或 null | Collider handle or null
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*/
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createStaticCollider(
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entityId: number,
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position: { x: number; y: number },
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halfExtents: { x: number; y: number },
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collisionLayer: number,
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collisionMask: number,
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friction: number,
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restitution: number,
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isTrigger: boolean
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): number | null;
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/**
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* 移除碰撞体
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* Remove collider
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*
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* @param handle 碰撞体句柄 | Collider handle
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*/
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removeCollider(handle: number): void;
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}
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// ============================================================================
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// 物理模块特有的接口 | Physics module specific interfaces
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// ============================================================================
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/**
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* 物理配置
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* Physics configuration
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*/
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export interface PhysicsConfig {
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gravity?: { x: number; y: number };
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timestep?: number;
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}
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/**
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* 碰撞层配置接口
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* Collision layer config interface
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*
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* 跨模块共享的碰撞层配置契约。
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* Cross-module shared collision layer config contract.
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*/
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export interface ICollisionLayerConfig {
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/**
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* 获取所有层定义
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* Get all layer definitions
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*/
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getLayers(): ReadonlyArray<{ name: string }>;
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/**
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* 添加监听器
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* Add listener
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*/
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addListener(callback: () => void): void;
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/**
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* 移除监听器
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* Remove listener
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*/
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removeListener(callback: () => void): void;
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}
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// ============================================================================
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// 服务令牌 | Service Tokens
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// ============================================================================
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/**
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* 2D 物理查询服务令牌
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* 2D Physics query service token
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*
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* 用于获取物理查询能力(射线检测、区域检测等)。
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* For getting physics query capabilities (raycast, overlap detection, etc.).
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*/
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export const Physics2DQueryToken = createServiceToken<IPhysics2DQuery>('physics2DQuery');
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/**
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* 2D 物理世界服务令牌
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* 2D Physics world service token
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*
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* 用于获取物理世界实例(需要底层访问时使用)。
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* For getting physics world instance (when low-level access is needed).
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*/
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export const Physics2DWorldToken = createServiceToken<IPhysics2DWorld>('physics2DWorld');
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/**
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* 物理系统令牌
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* Physics system token
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*
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* 用于获取完整的物理系统实例。
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* For getting the full physics system instance.
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*/
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export const Physics2DSystemToken = createServiceToken<Physics2DSystem>('physics2DSystem');
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/**
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* 物理配置令牌
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* Physics config token
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*
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* 用于传入物理配置(如重力、时间步)。
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* For passing physics configuration (gravity, timestep, etc.).
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*/
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export const PhysicsConfigToken = createServiceToken<PhysicsConfig>('physicsConfig');
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/**
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* 碰撞层配置令牌
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* Collision layer config token
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*
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* 用于获取碰撞层配置服务。
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* For getting collision layer config service.
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*/
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export const CollisionLayerConfigToken = createServiceToken<ICollisionLayerConfig>('collisionLayerConfig');
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