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/rendering/tilemap/src/physics/TilemapPhysicsSystem.ts
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173
packages/rendering/tilemap/src/physics/TilemapPhysicsSystem.ts
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/**
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* TilemapPhysicsSystem
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* Tilemap 物理系统
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*
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* 负责将 TilemapComponent 的碰撞数据同步到物理世界。
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* 需要与 Physics2DSystem 配合使用。
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*/
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import { EntitySystem, Matcher, ECSSystem, type Entity, type Scene } from '@esengine/ecs-framework';
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import { TransformComponent } from '@esengine/engine-core';
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import { TilemapComponent } from '../TilemapComponent';
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import { TilemapCollider2DComponent, type CollisionRect } from './TilemapCollider2DComponent';
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import type { IPhysics2DWorld } from '@esengine/physics-rapier2d';
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// 重新导出类型以保持向后兼容 | Re-export types for backward compatibility
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export type IPhysicsWorld = IPhysics2DWorld;
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/**
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* 物理系统接口
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*/
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export interface IPhysics2DSystem {
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world: IPhysicsWorld;
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}
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/**
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* Tilemap 物理系统
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*
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* 监听带有 TilemapComponent 和 TilemapCollider2DComponent 的实体,
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* 自动将碰撞数据转换为物理碰撞体。
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*/
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@ECSSystem('TilemapPhysics', { updateOrder: 50 })
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export class TilemapPhysicsSystem extends EntitySystem {
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private _physicsWorld: IPhysicsWorld | null = null;
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private _pendingEntities: Entity[] = [];
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constructor() {
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super(Matcher.empty().all(TilemapComponent, TilemapCollider2DComponent));
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}
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/**
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* 设置物理世界引用
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*/
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public setPhysicsWorld(world: IPhysicsWorld): void {
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this._physicsWorld = world;
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// 处理待处理的实体
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for (const entity of this._pendingEntities) {
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this._createColliders(entity);
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}
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this._pendingEntities = [];
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}
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protected override onAdded(entity: Entity): void {
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if (!this._physicsWorld) {
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this._pendingEntities.push(entity);
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return;
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}
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this._createColliders(entity);
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}
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protected override onRemoved(entity: Entity): void {
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this._removeColliders(entity);
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const idx = this._pendingEntities.indexOf(entity);
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if (idx >= 0) {
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this._pendingEntities.splice(idx, 1);
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}
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}
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protected override process(entities: readonly Entity[]): void {
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if (!this._physicsWorld) return;
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for (const entity of entities) {
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const tilemap = entity.getComponent(TilemapComponent);
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const collider = entity.getComponent(TilemapCollider2DComponent);
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if (!tilemap || !collider) continue;
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// 检查碰撞数据是否变化
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const currentVersion = tilemap.renderDirty ? Date.now() : collider._lastCollisionVersion;
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if (collider._needsRebuild || currentVersion !== collider._lastCollisionVersion) {
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this._rebuildColliders(entity);
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collider._lastCollisionVersion = currentVersion;
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}
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}
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}
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/**
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* 创建碰撞体
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*/
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private _createColliders(entity: Entity): void {
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const tilemap = entity.getComponent(TilemapComponent);
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const collider = entity.getComponent(TilemapCollider2DComponent);
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const transform = entity.getComponent(TransformComponent);
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if (!tilemap || !collider || !this._physicsWorld) return;
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// 生成碰撞矩形
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const collisionData = tilemap.collisionData;
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collider.generateCollisionRects(
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collisionData,
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tilemap.width,
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tilemap.height,
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tilemap.tileWidth,
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tilemap.tileHeight
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);
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// 获取实体位置偏移
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const offsetX = transform?.position.x ?? 0;
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const offsetY = transform?.position.y ?? 0;
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// 计算地图总高度(像素),用于 Y 轴翻转
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// Calculate total map height (pixels) for Y-axis flip
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const mapPixelHeight = tilemap.height * tilemap.tileHeight;
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// 为每个碰撞矩形创建物理碰撞体
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for (const rect of collider._collisionRects) {
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// Y 轴翻转:rect.y 是从顶部计算的,需要翻转到底部
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// Y-axis flip: rect.y is calculated from top, needs flip to bottom
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const flippedY = mapPixelHeight - rect.y - rect.height;
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const handle = this._physicsWorld.createStaticCollider(
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entity.id,
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{
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x: offsetX + rect.x + rect.width / 2,
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y: offsetY + flippedY + rect.height / 2,
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},
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{
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x: rect.width / 2,
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y: rect.height / 2,
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},
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collider.collisionLayer,
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collider.collisionMask,
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collider.friction,
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collider.restitution,
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collider.isTrigger
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);
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if (handle !== null) {
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collider._colliderHandles.push(handle);
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}
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}
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collider._needsRebuild = false;
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this.logger.debug(`Created ${collider._colliderHandles.length} colliders for tilemap entity ${entity.name}`);
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}
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/**
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* 移除碰撞体
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*/
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private _removeColliders(entity: Entity): void {
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const collider = entity.getComponent(TilemapCollider2DComponent);
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if (!collider || !this._physicsWorld) return;
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for (const handle of collider._colliderHandles) {
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this._physicsWorld.removeCollider(handle);
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}
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collider._colliderHandles = [];
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}
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/**
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* 重建碰撞体
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*/
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private _rebuildColliders(entity: Entity): void {
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this._removeColliders(entity);
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this._createColliders(entity);
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}
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protected override onDestroy(): void {
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this._physicsWorld = null;
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this._pendingEntities = [];
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}
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}
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