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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import { EntitySystem, Matcher, ECSSystem, Entity } from '@esengine/ecs-framework';
import { SortingLayers, TransformComponent } from '@esengine/engine-core';
import { Color } from '@esengine/ecs-framework-math';
import type { IRenderDataProvider } from '@esengine/ecs-engine-bindgen';
import { TilemapComponent, type ITilemapLayerData } from '../TilemapComponent';
/** 度转弧度常量 | Degrees to radians constant */
const DEG_TO_RAD = Math.PI / 180;
/**
* Tilemap render data for a single tilemap layer
* 单个瓦片地图图层的渲染数据
*/
export interface TilemapRenderData {
/** Entity ID | 实体ID */
entityId: number;
/** Layer index within the tilemap | 图层在瓦片地图中的索引 */
layerIndex: number;
/** Transform data [x, y, rotation, scaleX, scaleY, originX, originY] per tile | 每个瓦片的变换数据 */
transforms: Float32Array;
/** Texture IDs per tile | 每个瓦片的纹理ID */
textureIds: Uint32Array;
/** UV coordinates [u0, v0, u1, v1] per tile | 每个瓦片的UV坐标 */
uvs: Float32Array;
/** Packed colors (ARGB) per tile | 每个瓦片的打包颜色 */
colors: Uint32Array;
/** Number of tiles in this layer | 此图层的瓦片数量 */
tileCount: number;
/**
* 排序层名称
* Sorting layer name
*/
sortingLayer: string;
/**
* 层内排序顺序
* Order within the sorting layer
*/
orderInLayer: number;
/** Sorting order for rendering (deprecated, use sortingLayer + orderInLayer) | 渲染排序顺序(已弃用,使用 sortingLayer + orderInLayer */
sortingOrder: number;
/** Texture path for loading | 纹理路径 */
texturePath?: string;
/** Material ID for this layer (0 = default) | 此图层的材质ID0 = 默认) */
materialId: number;
}
/**
* 视口边界
*/
export interface ViewportBounds {
left: number;
right: number;
top: number;
bottom: number;
}
/**
* Cache key for layer render data
* 图层渲染数据的缓存键
*/
type LayerCacheKey = `${number}_${number}`;
/**
* 瓦片地图渲染系统 - 准备瓦片地图渲染数据(按图层)
* Tilemap rendering system - Prepares tilemap render data (per layer)
*/
@ECSSystem('TilemapRendering', { updateOrder: 40 })
export class TilemapRenderingSystem extends EntitySystem implements IRenderDataProvider {
/** Cache for layer render data: key = "entityId_layerIndex" | 图层渲染数据缓存 */
private _layerRenderDataCache: Map<LayerCacheKey, TilemapRenderData> = new Map();
/** Current frame render data | 当前帧渲染数据 */
private _currentFrameData: TilemapRenderData[] = [];
/** Viewport bounds for culling | 视口边界用于剔除 */
private _viewportBounds: ViewportBounds | null = null;
constructor() {
super(Matcher.empty().all(TilemapComponent, TransformComponent));
}
/**
* Set viewport bounds for tile culling
* 设置视口边界用于瓦片剔除
*/
setViewportBounds(bounds: ViewportBounds): void {
this._viewportBounds = bounds;
}
/**
* Get render data for current frame
* 获取当前帧的渲染数据
*/
getRenderData(): readonly TilemapRenderData[] {
return this._currentFrameData;
}
protected override onBegin(): void {
this._currentFrameData = [];
}
protected override process(entities: readonly Entity[]): void {
for (const entity of entities) {
if (!entity.enabled) continue;
const tilemap = entity.getComponent(TilemapComponent) as TilemapComponent | null;
const transform = entity.getComponent(TransformComponent) as TransformComponent | null;
if (!tilemap || !transform || !tilemap.visible) continue;
// Process each layer separately
// 分别处理每个图层
const layers = tilemap.layers;
for (let layerIndex = 0; layerIndex < layers.length; layerIndex++) {
const layer = layers[layerIndex];
if (!layer.visible) continue;
const cacheKey: LayerCacheKey = `${entity.id}_${layerIndex}`;
let renderData = this._layerRenderDataCache.get(cacheKey);
if (!renderData || tilemap.renderDirty) {
renderData = this.buildLayerRenderData(entity.id, layerIndex, tilemap, transform, layer);
this._layerRenderDataCache.set(cacheKey, renderData);
} else {
this.updateLayerTransforms(renderData, layerIndex, tilemap, transform, layer);
}
if (renderData.tileCount > 0) {
this._currentFrameData.push(renderData);
}
}
// Clear dirty flag after processing all layers
// 处理完所有图层后清除脏标志
tilemap.renderDirty = false;
}
// Sort by sorting order (lower values render first)
// 按排序顺序排序(较小值先渲染)
this._currentFrameData.sort((a, b) => a.sortingOrder - b.sortingOrder);
}
/**
* Build render data for a single layer
* 为单个图层构建渲染数据
*/
private buildLayerRenderData(
entityId: number,
layerIndex: number,
tilemap: TilemapComponent,
transform: TransformComponent,
layer: ITilemapLayerData
): TilemapRenderData {
const layerData = tilemap.getLayerData(layerIndex);
if (!layerData) {
return this.createEmptyRenderData(entityId, layerIndex, tilemap.sortingLayer, tilemap.orderInLayer, tilemap.sortingOrder, layer.materialId);
}
const width = tilemap.width;
const height = tilemap.height;
const tileWidth = tilemap.tileWidth;
const tileHeight = tilemap.tileHeight;
// Calculate visible tile range
// 计算可见瓦片范围
const { startCol, endCol, startRow, endRow } = this.calculateVisibleRange(
width, height, tileWidth, tileHeight, transform
);
// Count non-empty tiles in this layer
// 计算此图层的非空瓦片数量
let tileCount = 0;
for (let row = startRow; row < endRow; row++) {
for (let col = startCol; col < endCol; col++) {
if (layerData[row * width + col] > 0) tileCount++;
}
}
if (tileCount === 0) {
return this.createEmptyRenderData(entityId, layerIndex, tilemap.sortingLayer, tilemap.orderInLayer, tilemap.sortingOrder, layer.materialId);
}
const transforms = new Float32Array(tileCount * 7);
const textureIds = new Uint32Array(tileCount);
const uvs = new Float32Array(tileCount * 4);
const colors = new Uint32Array(tileCount);
// Calculate color with layer opacity
// 计算带有图层透明度的颜色
const effectiveAlpha = tilemap.alpha * layer.opacity;
const colorValue = Color.packHexAlpha(tilemap.color, effectiveAlpha);
// Calculate rotation parameters
// 计算旋转参数(度转弧度)
const rotationRad = transform.rotation.z * DEG_TO_RAD;
const cos = Math.cos(rotationRad);
const sin = Math.sin(rotationRad);
// Tilemap rotation pivot
// Tilemap 旋转中心点
const pivotX = transform.position.x + (width * tileWidth * transform.scale.x) / 2;
const pivotY = transform.position.y + (height * tileHeight * transform.scale.y) / 2;
let idx = 0;
let texturePath: string | undefined;
for (let row = startRow; row < endRow; row++) {
for (let col = startCol; col < endCol; col++) {
const gid = layerData[row * width + col];
if (gid <= 0) continue;
// Find corresponding tileset
// 查找对应的 tileset
const tilesetInfo = tilemap.getTilesetForGid(gid);
if (!tilesetInfo) continue;
const { index: tilesetIndex, localId } = tilesetInfo;
// Get texture path
// 获取纹理路径
if (!texturePath && tilemap.tilesets[tilesetIndex]) {
texturePath = tilemap.tilesets[tilesetIndex].source;
}
// Calculate tile local position (relative to tilemap center)
// 计算瓦片的本地位置(相对于 tilemap 中心)
const localX = transform.position.x + col * tileWidth * transform.scale.x + (tileWidth * transform.scale.x) / 2 - pivotX;
const localY = transform.position.y + (height - 1 - row) * tileHeight * transform.scale.y + (tileHeight * transform.scale.y) / 2 - pivotY;
// Apply rotation transform (clockwise positive)
// 应用旋转变换(顺时针为正)
const rotatedX = localX * cos + localY * sin + pivotX;
const rotatedY = -localX * sin + localY * cos + pivotY;
// Transform: [x, y, rotation, scaleX, scaleY, originX, originY]
const tOffset = idx * 7;
transforms[tOffset] = rotatedX;
transforms[tOffset + 1] = rotatedY;
transforms[tOffset + 2] = transform.rotation.z;
transforms[tOffset + 3] = tileWidth * transform.scale.x;
transforms[tOffset + 4] = tileHeight * transform.scale.y;
transforms[tOffset + 5] = 0.5;
transforms[tOffset + 6] = 0.5;
// Texture ID
textureIds[idx] = tilemap.tilesets[tilesetIndex]?.textureId || 0;
// UV coordinates
const tileUV = tilemap.getTileUV(tilesetIndex, localId);
const uvOffset = idx * 4;
if (tileUV) {
uvs[uvOffset] = tileUV[0];
uvs[uvOffset + 1] = tileUV[1];
uvs[uvOffset + 2] = tileUV[2];
uvs[uvOffset + 3] = tileUV[3];
} else {
uvs[uvOffset] = 0;
uvs[uvOffset + 1] = 0;
uvs[uvOffset + 2] = 1;
uvs[uvOffset + 3] = 1;
}
colors[idx] = colorValue;
idx++;
}
}
return {
entityId,
layerIndex,
transforms,
textureIds,
uvs,
colors,
tileCount,
sortingLayer: tilemap.sortingLayer,
orderInLayer: tilemap.orderInLayer + layerIndex,
sortingOrder: tilemap.sortingOrder + layerIndex * 0.001,
texturePath,
materialId: layer.materialId ?? 0
};
}
/**
* Update transforms for a layer (when only position/rotation/scale changed)
* 更新图层的变换(当只有位置/旋转/缩放改变时)
*/
private updateLayerTransforms(
renderData: TilemapRenderData,
layerIndex: number,
tilemap: TilemapComponent,
transform: TransformComponent,
layer: ITilemapLayerData
): void {
const layerData = tilemap.getLayerData(layerIndex);
if (!layerData) return;
const width = tilemap.width;
const height = tilemap.height;
const tileWidth = tilemap.tileWidth;
const tileHeight = tilemap.tileHeight;
// Calculate visible tile range
// 计算可见瓦片范围
const { startCol, endCol, startRow, endRow } = this.calculateVisibleRange(
width, height, tileWidth, tileHeight, transform
);
// Calculate rotation parameters
// 计算旋转参数(度转弧度)
const rotationRad = transform.rotation.z * DEG_TO_RAD;
const cos = Math.cos(rotationRad);
const sin = Math.sin(rotationRad);
// Tilemap rotation pivot
// Tilemap 旋转中心点
const pivotX = transform.position.x + (width * tileWidth * transform.scale.x) / 2;
const pivotY = transform.position.y + (height * tileHeight * transform.scale.y) / 2;
let idx = 0;
for (let row = startRow; row < endRow; row++) {
for (let col = startCol; col < endCol; col++) {
if (layerData[row * width + col] <= 0) continue;
// Calculate tile local position
// 计算瓦片本地位置
const localX = transform.position.x + col * tileWidth * transform.scale.x + (tileWidth * transform.scale.x) / 2 - pivotX;
const localY = transform.position.y + (height - 1 - row) * tileHeight * transform.scale.y + (tileHeight * transform.scale.y) / 2 - pivotY;
// Apply rotation transform (clockwise positive)
// 应用旋转变换(顺时针为正)
const rotatedX = localX * cos + localY * sin + pivotX;
const rotatedY = -localX * sin + localY * cos + pivotY;
const tOffset = idx * 7;
renderData.transforms[tOffset] = rotatedX;
renderData.transforms[tOffset + 1] = rotatedY;
renderData.transforms[tOffset + 2] = transform.rotation.z;
renderData.transforms[tOffset + 3] = tileWidth * transform.scale.x;
renderData.transforms[tOffset + 4] = tileHeight * transform.scale.y;
idx++;
}
}
// Update color (alpha or layer opacity may have changed)
// 更新颜色alpha 或图层透明度可能已更改)
const effectiveAlpha = tilemap.alpha * layer.opacity;
const colorValue = Color.packHexAlpha(tilemap.color, effectiveAlpha);
for (let i = 0; i < renderData.colors.length; i++) {
renderData.colors[i] = colorValue;
}
// Update sorting order and material ID
// 更新排序顺序和材质ID
renderData.sortingOrder = tilemap.sortingOrder + layerIndex * 0.001;
renderData.materialId = layer.materialId ?? 0;
}
/**
* Calculate visible tile range based on viewport bounds
* 根据视口边界计算可见瓦片范围
*/
private calculateVisibleRange(
width: number,
height: number,
tileWidth: number,
tileHeight: number,
transform: TransformComponent
): { startCol: number; endCol: number; startRow: number; endRow: number } {
let startCol = 0, endCol = width;
let startRow = 0, endRow = height;
if (this._viewportBounds) {
const bounds = this._viewportBounds;
const mapX = transform.position.x;
const mapY = transform.position.y;
startCol = Math.max(0, Math.floor((bounds.left - mapX) / tileWidth));
endCol = Math.min(width, Math.ceil((bounds.right - mapX) / tileWidth));
startRow = Math.max(0, Math.floor((bounds.bottom - mapY) / tileHeight));
endRow = Math.min(height, Math.ceil((bounds.top - mapY) / tileHeight));
}
return { startCol, endCol, startRow, endRow };
}
/**
* Create empty render data
* 创建空的渲染数据
*/
private createEmptyRenderData(
entityId: number,
layerIndex: number,
sortingLayer: string,
orderInLayer: number,
sortingOrder: number,
materialId?: number
): TilemapRenderData {
return {
entityId,
layerIndex,
transforms: new Float32Array(0),
textureIds: new Uint32Array(0),
uvs: new Float32Array(0),
colors: new Uint32Array(0),
tileCount: 0,
sortingLayer,
orderInLayer: orderInLayer + layerIndex,
sortingOrder: sortingOrder + layerIndex * 0.001,
materialId: materialId ?? 0
};
}
protected override onRemoved(entity: Entity): void {
// Remove all cached layer data for this entity
// 移除此实体的所有缓存图层数据
const keysToDelete: LayerCacheKey[] = [];
for (const key of this._layerRenderDataCache.keys()) {
if (key.startsWith(`${entity.id}_`)) {
keysToDelete.push(key);
}
}
for (const key of keysToDelete) {
this._layerRenderDataCache.delete(key);
}
}
/**
* Clear all cached render data
* 清除所有缓存的渲染数据
*/
clearCache(): void {
this._layerRenderDataCache.clear();
this._currentFrameData = [];
}
}