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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import type { Particle } from '../Particle';
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import type { IParticleModule } from './IParticleModule';
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/**
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* 速度关键帧
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* Velocity keyframe
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*/
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export interface VelocityKey {
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/** 时间点 (0-1) | Time (0-1) */
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time: number;
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/** 速度乘数 | Velocity multiplier */
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multiplier: number;
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}
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/**
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* 速度曲线类型
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* Velocity curve type
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*/
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export enum VelocityCurveType {
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/** 常量(无变化)| Constant (no change) */
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Constant = 'constant',
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/** 线性 | Linear */
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Linear = 'linear',
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/** 缓入(先慢后快)| Ease in (slow then fast) */
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EaseIn = 'easeIn',
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/** 缓出(先快后慢)| Ease out (fast then slow) */
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EaseOut = 'easeOut',
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/** 缓入缓出 | Ease in out */
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EaseInOut = 'easeInOut',
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/** 自定义关键帧 | Custom keyframes */
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Custom = 'custom'
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}
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/**
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* 速度随生命周期变化模块
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* Velocity over lifetime module
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*/
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export class VelocityOverLifetimeModule implements IParticleModule {
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readonly name = 'VelocityOverLifetime';
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enabled = true;
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// ============= 速度曲线 | Velocity Curve =============
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/** 速度曲线类型 | Velocity curve type */
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curveType: VelocityCurveType = VelocityCurveType.Constant;
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/** 起始速度乘数 | Start velocity multiplier */
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startMultiplier: number = 1;
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/** 结束速度乘数 | End velocity multiplier */
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endMultiplier: number = 1;
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/** 自定义关键帧(当 curveType 为 Custom 时使用)| Custom keyframes */
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customCurve: VelocityKey[] = [];
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// ============= 阻力 | Drag =============
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/** 线性阻力 (0-1),每秒速度衰减比例 | Linear drag (0-1), velocity decay per second */
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linearDrag: number = 0;
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// ============= 额外速度 | Additional Velocity =============
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/** 轨道速度(绕发射点旋转)| Orbital velocity (rotation around emitter) */
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orbitalVelocity: number = 0;
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/** 径向速度(向外/向内扩散)| Radial velocity (expand/contract) */
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radialVelocity: number = 0;
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/** 附加 X 速度 | Additional X velocity */
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additionalVelocityX: number = 0;
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/** 附加 Y 速度 | Additional Y velocity */
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additionalVelocityY: number = 0;
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update(p: Particle, dt: number, normalizedAge: number): void {
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// 计算速度乘数 | Calculate velocity multiplier
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const multiplier = this._evaluateMultiplier(normalizedAge);
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// 应用速度乘数到当前速度 | Apply multiplier to current velocity
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// 我们需要存储初始速度来正确应用曲线 | We need to store initial velocity to properly apply curve
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if (p.startVx === undefined) {
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p.startVx = p.vx;
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p.startVy = p.vy;
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}
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const startVx = p.startVx!;
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const startVy = p.startVy!;
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// 应用曲线乘数 | Apply curve multiplier
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p.vx = startVx * multiplier;
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p.vy = startVy * multiplier;
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// 应用阻力(在曲线乘数之后)| Apply drag (after curve multiplier)
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if (this.linearDrag > 0) {
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const dragFactor = Math.pow(1 - this.linearDrag, dt);
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p.vx *= dragFactor;
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p.vy *= dragFactor;
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// 更新存储的起始速度以反映阻力 | Update stored start velocity to reflect drag
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p.startVx = startVx * dragFactor;
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p.startVy = startVy * dragFactor;
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}
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// 附加速度 | Additional velocity
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if (this.additionalVelocityX !== 0 || this.additionalVelocityY !== 0) {
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p.vx += this.additionalVelocityX * dt;
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p.vy += this.additionalVelocityY * dt;
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}
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// 轨道速度 | Orbital velocity
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if (this.orbitalVelocity !== 0) {
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const angle = Math.atan2(p.y, p.x) + this.orbitalVelocity * dt;
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const dist = Math.sqrt(p.x * p.x + p.y * p.y);
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p.x = Math.cos(angle) * dist;
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p.y = Math.sin(angle) * dist;
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}
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// 径向速度 | Radial velocity
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if (this.radialVelocity !== 0) {
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const dist = Math.sqrt(p.x * p.x + p.y * p.y);
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if (dist > 0.001) {
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const nx = p.x / dist;
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const ny = p.y / dist;
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p.vx += nx * this.radialVelocity * dt;
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p.vy += ny * this.radialVelocity * dt;
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}
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}
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}
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/**
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* 计算速度乘数
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* Evaluate velocity multiplier
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*/
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private _evaluateMultiplier(normalizedAge: number): number {
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let t: number;
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switch (this.curveType) {
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case VelocityCurveType.Constant:
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return this.startMultiplier;
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case VelocityCurveType.Linear:
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t = normalizedAge;
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break;
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case VelocityCurveType.EaseIn:
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t = normalizedAge * normalizedAge;
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break;
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case VelocityCurveType.EaseOut:
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t = 1 - (1 - normalizedAge) * (1 - normalizedAge);
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break;
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case VelocityCurveType.EaseInOut:
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t = normalizedAge < 0.5
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? 2 * normalizedAge * normalizedAge
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: 1 - Math.pow(-2 * normalizedAge + 2, 2) / 2;
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break;
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case VelocityCurveType.Custom:
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return this._evaluateCustomCurve(normalizedAge);
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default:
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t = normalizedAge;
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}
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return lerp(this.startMultiplier, this.endMultiplier, t);
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}
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/**
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* 计算自定义曲线值
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* Evaluate custom curve value
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*/
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private _evaluateCustomCurve(normalizedAge: number): number {
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if (this.customCurve.length === 0) return this.startMultiplier;
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if (this.customCurve.length === 1) return this.customCurve[0].multiplier;
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// 在边界外返回边界值 | Return boundary values outside range
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if (normalizedAge <= this.customCurve[0].time) {
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return this.customCurve[0].multiplier;
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}
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if (normalizedAge >= this.customCurve[this.customCurve.length - 1].time) {
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return this.customCurve[this.customCurve.length - 1].multiplier;
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}
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// 找到相邻关键帧 | Find adjacent keyframes
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for (let i = 0; i < this.customCurve.length - 1; i++) {
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const start = this.customCurve[i];
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const end = this.customCurve[i + 1];
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if (normalizedAge >= start.time && normalizedAge <= end.time) {
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const range = end.time - start.time;
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const t = range > 0 ? (normalizedAge - start.time) / range : 0;
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return lerp(start.multiplier, end.multiplier, t);
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}
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}
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return this.startMultiplier;
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}
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}
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function lerp(a: number, b: number, t: number): number {
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return a + (b - a) * t;
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}
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