refactor: reorganize package structure and decouple framework packages (#338)

* refactor: reorganize package structure and decouple framework packages

## Package Structure Reorganization
- Reorganized 55 packages into categorized subdirectories:
  - packages/framework/ - Generic framework (Laya/Cocos compatible)
  - packages/engine/ - ESEngine core modules
  - packages/rendering/ - Rendering modules (WASM dependent)
  - packages/physics/ - Physics modules
  - packages/streaming/ - World streaming
  - packages/network-ext/ - Network extensions
  - packages/editor/ - Editor framework and plugins
  - packages/rust/ - Rust WASM engine
  - packages/tools/ - Build tools and SDK

## Framework Package Decoupling
- Decoupled behavior-tree and blueprint packages from ESEngine dependencies
- Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent)
- ESEngine-specific code moved to esengine/ subpath exports
- Framework packages now usable with Cocos/Laya without ESEngine

## CI Configuration
- Updated CI to only type-check and lint framework packages
- Added type-check:framework and lint:framework scripts

## Breaking Changes
- Package import paths changed due to directory reorganization
- ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine')

* fix: update es-engine file path after directory reorganization

* docs: update README to focus on framework over engine

* ci: only build framework packages, remove Rust/WASM dependencies

* fix: remove esengine subpath from behavior-tree and blueprint builds

ESEngine integration code will only be available in full engine builds.
Framework packages are now purely engine-agnostic.

* fix: move network-protocols to framework, build both in CI

* fix: update workflow paths from packages/core to packages/framework/core

* fix: exclude esengine folder from type-check in behavior-tree and blueprint

* fix: update network tsconfig references to new paths

* fix: add test:ci:framework to only test framework packages in CI

* fix: only build core and math npm packages in CI

* fix: exclude test files from CodeQL and fix string escaping security issue
This commit is contained in:
YHH
2025-12-26 14:50:35 +08:00
committed by GitHub
parent a84ff902e4
commit 155411e743
1936 changed files with 4147 additions and 11578 deletions

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/**
* AnimationEvaluator - Utility for evaluating animation clips.
* AnimationEvaluator - 动画片段评估工具。
*/
import type { IGLTFAnimationClip, IAnimationSampler, IAnimationChannel } from '@esengine/asset-system';
/**
* Animation channel target path types.
* 动画通道目标路径类型。
*/
export type AnimationTargetPath = 'translation' | 'rotation' | 'scale' | 'weights';
/**
* Evaluated animation value.
* 评估后的动画值。
*/
export interface EvaluatedValue {
/** Target path (translation, rotation, scale, weights). | 目标路径。 */
path: AnimationTargetPath;
/** Evaluated value (vec3, quat, or morph weights). | 评估后的值。 */
value: number[];
}
/**
* Animation clip evaluator.
* 动画片段评估器。
*
* Samples animation channels at a given time and returns interpolated values.
* 在给定时间采样动画通道并返回插值后的值。
*/
export class AnimationEvaluator {
/**
* Evaluate animation clip at a given time.
* 在给定时间评估动画片段。
*
* @param clip - Animation clip to evaluate. | 要评估的动画片段。
* @param time - Time in seconds. | 时间(秒)。
* @returns Map of node index to evaluated values. | 节点索引到评估值的映射。
*/
public evaluate(clip: IGLTFAnimationClip, time: number): Map<number, EvaluatedValue> {
const result = new Map<number, EvaluatedValue>();
// Clamp time to clip duration
// 将时间限制在片段持续时间内
const sampleTime = Math.max(0, Math.min(time, clip.duration));
for (const channel of clip.channels) {
const sampler = clip.samplers[channel.samplerIndex];
if (!sampler) continue;
const value = this.sampleChannel(sampler, channel.target.path, sampleTime);
if (value) {
result.set(channel.target.nodeIndex, {
path: channel.target.path,
value
});
}
}
return result;
}
/**
* Sample a single animation channel.
* 采样单个动画通道。
*/
private sampleChannel(
sampler: IAnimationSampler,
path: AnimationTargetPath,
time: number
): number[] | null {
const { input, output, interpolation } = sampler;
if (!input || !output || input.length === 0) {
return null;
}
// Find keyframe index
// 查找关键帧索引
const frameIndex = this.findKeyframe(input, time);
// Components per value
// 每个值的分量数
// rotation = 4 (quaternion), translation/scale = 3 (vec3), weights = variable
// 旋转 = 4四元数平移/缩放 = 3vec3权重 = 可变
let componentCount: number;
if (path === 'rotation') {
componentCount = 4;
} else if (path === 'weights') {
// For morph targets, infer from output length / input length
// 对于变形目标,从输出长度 / 输入长度推断
componentCount = input.length > 0 ? Math.floor(output.length / input.length) : 1;
} else {
componentCount = 3;
}
// Handle edge cases
// 处理边界情况
if (frameIndex <= 0) {
return this.getOutputValue(output, 0, componentCount);
}
if (frameIndex >= input.length) {
return this.getOutputValue(output, input.length - 1, componentCount);
}
// Get surrounding keyframes
// 获取周围的关键帧
const prevIndex = frameIndex - 1;
const nextIndex = frameIndex;
const prevTime = input[prevIndex];
const nextTime = input[nextIndex];
// Calculate interpolation factor
// 计算插值因子
const duration = nextTime - prevTime;
const t = duration > 0 ? (time - prevTime) / duration : 0;
// Get values
// 获取值
const prevValue = this.getOutputValue(output, prevIndex, componentCount);
const nextValue = this.getOutputValue(output, nextIndex, componentCount);
if (!prevValue || !nextValue) {
return null;
}
// Interpolate
// 插值
switch (interpolation) {
case 'STEP':
return prevValue;
case 'LINEAR':
if (path === 'rotation') {
return this.slerp(prevValue, nextValue, t);
} else {
// translation, scale, weights all use linear interpolation
// 平移、缩放、权重都使用线性插值
return this.lerp(prevValue, nextValue, t);
}
case 'CUBICSPLINE':
// For cubicspline, output has 3 values per keyframe: in-tangent, value, out-tangent
// 对于三次样条,输出每个关键帧有 3 个值:入切线、值、出切线
// Simplified: just use linear for now
// 简化:暂时只使用线性
if (path === 'rotation') {
return this.slerp(prevValue, nextValue, t);
} else {
return this.lerp(prevValue, nextValue, t);
}
default:
return prevValue;
}
}
/**
* Find keyframe index for given time using binary search.
* 使用二分查找为给定时间查找关键帧索引。
*
* Returns the index of the first keyframe with time > input time.
* 返回第一个时间 > 输入时间的关键帧索引。
*/
private findKeyframe(input: Float32Array, time: number): number {
let low = 0;
let high = input.length;
while (low < high) {
const mid = (low + high) >>> 1;
if (input[mid] <= time) {
low = mid + 1;
} else {
high = mid;
}
}
return low;
}
/**
* Get output value at keyframe index.
* 获取关键帧索引处的输出值。
*/
private getOutputValue(output: Float32Array, index: number, componentCount: number): number[] {
const offset = index * componentCount;
const result: number[] = [];
for (let i = 0; i < componentCount; i++) {
result.push(output[offset + i] ?? 0);
}
return result;
}
/**
* Linear interpolation for vec3.
* vec3 的线性插值。
*/
private lerp(a: number[], b: number[], t: number): number[] {
const result: number[] = [];
for (let i = 0; i < a.length; i++) {
result.push(a[i] + (b[i] - a[i]) * t);
}
return result;
}
/**
* Spherical linear interpolation for quaternion.
* 四元数的球面线性插值。
*/
private slerp(a: number[], b: number[], t: number): number[] {
// Normalize quaternions
// 归一化四元数
const ax = a[0], ay = a[1], az = a[2], aw = a[3];
let bx = b[0], by = b[1], bz = b[2], bw = b[3];
// Calculate angle between quaternions
// 计算四元数之间的角度
let dot = ax * bx + ay * by + az * bz + aw * bw;
// Negate b if dot product is negative (to take shorter path)
// 如果点积为负则取反 b取较短路径
if (dot < 0) {
bx = -bx;
by = -by;
bz = -bz;
bw = -bw;
dot = -dot;
}
// If very close, use linear interpolation
// 如果非常接近,使用线性插值
if (dot > 0.9995) {
return this.normalizeQuat([
ax + (bx - ax) * t,
ay + (by - ay) * t,
az + (bz - az) * t,
aw + (bw - aw) * t
]);
}
// Calculate slerp
// 计算球面线性插值
const theta0 = Math.acos(dot);
const theta = theta0 * t;
const sinTheta = Math.sin(theta);
const sinTheta0 = Math.sin(theta0);
const s0 = Math.cos(theta) - dot * sinTheta / sinTheta0;
const s1 = sinTheta / sinTheta0;
return [
ax * s0 + bx * s1,
ay * s0 + by * s1,
az * s0 + bz * s1,
aw * s0 + bw * s1
];
}
/**
* Normalize quaternion.
* 归一化四元数。
*/
private normalizeQuat(q: number[]): number[] {
const len = Math.sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]);
if (len === 0) {
return [0, 0, 0, 1];
}
const inv = 1 / len;
return [q[0] * inv, q[1] * inv, q[2] * inv, q[3] * inv];
}
}