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:
435
packages/rendering/tilemap/src/systems/TilemapRenderingSystem.ts
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435
packages/rendering/tilemap/src/systems/TilemapRenderingSystem.ts
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@@ -0,0 +1,435 @@
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import { EntitySystem, Matcher, ECSSystem, Entity } from '@esengine/ecs-framework';
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import { SortingLayers, TransformComponent } from '@esengine/engine-core';
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import { Color } from '@esengine/ecs-framework-math';
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import type { IRenderDataProvider } from '@esengine/ecs-engine-bindgen';
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import { TilemapComponent, type ITilemapLayerData } from '../TilemapComponent';
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/** 度转弧度常量 | Degrees to radians constant */
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const DEG_TO_RAD = Math.PI / 180;
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/**
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* Tilemap render data for a single tilemap layer
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* 单个瓦片地图图层的渲染数据
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*/
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export interface TilemapRenderData {
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/** Entity ID | 实体ID */
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entityId: number;
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/** Layer index within the tilemap | 图层在瓦片地图中的索引 */
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layerIndex: number;
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/** Transform data [x, y, rotation, scaleX, scaleY, originX, originY] per tile | 每个瓦片的变换数据 */
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transforms: Float32Array;
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/** Texture IDs per tile | 每个瓦片的纹理ID */
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textureIds: Uint32Array;
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/** UV coordinates [u0, v0, u1, v1] per tile | 每个瓦片的UV坐标 */
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uvs: Float32Array;
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/** Packed colors (ARGB) per tile | 每个瓦片的打包颜色 */
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colors: Uint32Array;
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/** Number of tiles in this layer | 此图层的瓦片数量 */
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tileCount: number;
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/**
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* 排序层名称
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* Sorting layer name
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*/
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sortingLayer: string;
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/**
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* 层内排序顺序
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* Order within the sorting layer
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*/
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orderInLayer: number;
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/** Sorting order for rendering (deprecated, use sortingLayer + orderInLayer) | 渲染排序顺序(已弃用,使用 sortingLayer + orderInLayer) */
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sortingOrder: number;
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/** Texture path for loading | 纹理路径 */
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texturePath?: string;
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/** Material ID for this layer (0 = default) | 此图层的材质ID(0 = 默认) */
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materialId: number;
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}
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/**
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* 视口边界
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*/
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export interface ViewportBounds {
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left: number;
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right: number;
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top: number;
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bottom: number;
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}
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/**
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* Cache key for layer render data
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* 图层渲染数据的缓存键
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*/
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type LayerCacheKey = `${number}_${number}`;
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/**
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* 瓦片地图渲染系统 - 准备瓦片地图渲染数据(按图层)
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* Tilemap rendering system - Prepares tilemap render data (per layer)
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*/
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@ECSSystem('TilemapRendering', { updateOrder: 40 })
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export class TilemapRenderingSystem extends EntitySystem implements IRenderDataProvider {
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/** Cache for layer render data: key = "entityId_layerIndex" | 图层渲染数据缓存 */
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private _layerRenderDataCache: Map<LayerCacheKey, TilemapRenderData> = new Map();
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/** Current frame render data | 当前帧渲染数据 */
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private _currentFrameData: TilemapRenderData[] = [];
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/** Viewport bounds for culling | 视口边界用于剔除 */
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private _viewportBounds: ViewportBounds | null = null;
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constructor() {
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super(Matcher.empty().all(TilemapComponent, TransformComponent));
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}
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/**
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* Set viewport bounds for tile culling
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* 设置视口边界用于瓦片剔除
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*/
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setViewportBounds(bounds: ViewportBounds): void {
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this._viewportBounds = bounds;
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}
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/**
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* Get render data for current frame
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* 获取当前帧的渲染数据
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*/
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getRenderData(): readonly TilemapRenderData[] {
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return this._currentFrameData;
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}
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protected override onBegin(): void {
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this._currentFrameData = [];
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}
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protected override process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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if (!entity.enabled) continue;
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const tilemap = entity.getComponent(TilemapComponent) as TilemapComponent | null;
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const transform = entity.getComponent(TransformComponent) as TransformComponent | null;
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if (!tilemap || !transform || !tilemap.visible) continue;
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// Process each layer separately
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// 分别处理每个图层
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const layers = tilemap.layers;
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for (let layerIndex = 0; layerIndex < layers.length; layerIndex++) {
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const layer = layers[layerIndex];
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if (!layer.visible) continue;
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const cacheKey: LayerCacheKey = `${entity.id}_${layerIndex}`;
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let renderData = this._layerRenderDataCache.get(cacheKey);
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if (!renderData || tilemap.renderDirty) {
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renderData = this.buildLayerRenderData(entity.id, layerIndex, tilemap, transform, layer);
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this._layerRenderDataCache.set(cacheKey, renderData);
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} else {
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this.updateLayerTransforms(renderData, layerIndex, tilemap, transform, layer);
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}
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if (renderData.tileCount > 0) {
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this._currentFrameData.push(renderData);
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}
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}
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// Clear dirty flag after processing all layers
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// 处理完所有图层后清除脏标志
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tilemap.renderDirty = false;
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}
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// Sort by sorting order (lower values render first)
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// 按排序顺序排序(较小值先渲染)
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this._currentFrameData.sort((a, b) => a.sortingOrder - b.sortingOrder);
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}
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/**
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* Build render data for a single layer
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* 为单个图层构建渲染数据
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*/
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private buildLayerRenderData(
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entityId: number,
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layerIndex: number,
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tilemap: TilemapComponent,
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transform: TransformComponent,
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layer: ITilemapLayerData
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): TilemapRenderData {
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const layerData = tilemap.getLayerData(layerIndex);
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if (!layerData) {
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return this.createEmptyRenderData(entityId, layerIndex, tilemap.sortingLayer, tilemap.orderInLayer, tilemap.sortingOrder, layer.materialId);
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}
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const width = tilemap.width;
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const height = tilemap.height;
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const tileWidth = tilemap.tileWidth;
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const tileHeight = tilemap.tileHeight;
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// Calculate visible tile range
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// 计算可见瓦片范围
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const { startCol, endCol, startRow, endRow } = this.calculateVisibleRange(
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width, height, tileWidth, tileHeight, transform
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);
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// Count non-empty tiles in this layer
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// 计算此图层的非空瓦片数量
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let tileCount = 0;
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for (let row = startRow; row < endRow; row++) {
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for (let col = startCol; col < endCol; col++) {
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if (layerData[row * width + col] > 0) tileCount++;
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}
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}
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if (tileCount === 0) {
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return this.createEmptyRenderData(entityId, layerIndex, tilemap.sortingLayer, tilemap.orderInLayer, tilemap.sortingOrder, layer.materialId);
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}
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const transforms = new Float32Array(tileCount * 7);
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const textureIds = new Uint32Array(tileCount);
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const uvs = new Float32Array(tileCount * 4);
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const colors = new Uint32Array(tileCount);
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// Calculate color with layer opacity
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// 计算带有图层透明度的颜色
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const effectiveAlpha = tilemap.alpha * layer.opacity;
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const colorValue = Color.packHexAlpha(tilemap.color, effectiveAlpha);
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// Calculate rotation parameters
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// 计算旋转参数(度转弧度)
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const rotationRad = transform.rotation.z * DEG_TO_RAD;
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const cos = Math.cos(rotationRad);
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const sin = Math.sin(rotationRad);
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// Tilemap rotation pivot
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// Tilemap 旋转中心点
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const pivotX = transform.position.x + (width * tileWidth * transform.scale.x) / 2;
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const pivotY = transform.position.y + (height * tileHeight * transform.scale.y) / 2;
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let idx = 0;
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let texturePath: string | undefined;
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for (let row = startRow; row < endRow; row++) {
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for (let col = startCol; col < endCol; col++) {
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const gid = layerData[row * width + col];
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if (gid <= 0) continue;
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// Find corresponding tileset
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// 查找对应的 tileset
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const tilesetInfo = tilemap.getTilesetForGid(gid);
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if (!tilesetInfo) continue;
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const { index: tilesetIndex, localId } = tilesetInfo;
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// Get texture path
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// 获取纹理路径
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if (!texturePath && tilemap.tilesets[tilesetIndex]) {
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texturePath = tilemap.tilesets[tilesetIndex].source;
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}
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// Calculate tile local position (relative to tilemap center)
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// 计算瓦片的本地位置(相对于 tilemap 中心)
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const localX = transform.position.x + col * tileWidth * transform.scale.x + (tileWidth * transform.scale.x) / 2 - pivotX;
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const localY = transform.position.y + (height - 1 - row) * tileHeight * transform.scale.y + (tileHeight * transform.scale.y) / 2 - pivotY;
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// Apply rotation transform (clockwise positive)
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// 应用旋转变换(顺时针为正)
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const rotatedX = localX * cos + localY * sin + pivotX;
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const rotatedY = -localX * sin + localY * cos + pivotY;
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// Transform: [x, y, rotation, scaleX, scaleY, originX, originY]
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const tOffset = idx * 7;
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transforms[tOffset] = rotatedX;
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transforms[tOffset + 1] = rotatedY;
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transforms[tOffset + 2] = transform.rotation.z;
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transforms[tOffset + 3] = tileWidth * transform.scale.x;
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transforms[tOffset + 4] = tileHeight * transform.scale.y;
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transforms[tOffset + 5] = 0.5;
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transforms[tOffset + 6] = 0.5;
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// Texture ID
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textureIds[idx] = tilemap.tilesets[tilesetIndex]?.textureId || 0;
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// UV coordinates
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const tileUV = tilemap.getTileUV(tilesetIndex, localId);
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const uvOffset = idx * 4;
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if (tileUV) {
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uvs[uvOffset] = tileUV[0];
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uvs[uvOffset + 1] = tileUV[1];
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uvs[uvOffset + 2] = tileUV[2];
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uvs[uvOffset + 3] = tileUV[3];
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} else {
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uvs[uvOffset] = 0;
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uvs[uvOffset + 1] = 0;
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uvs[uvOffset + 2] = 1;
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uvs[uvOffset + 3] = 1;
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}
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colors[idx] = colorValue;
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idx++;
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}
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}
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return {
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entityId,
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layerIndex,
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transforms,
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textureIds,
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uvs,
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colors,
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tileCount,
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sortingLayer: tilemap.sortingLayer,
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orderInLayer: tilemap.orderInLayer + layerIndex,
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sortingOrder: tilemap.sortingOrder + layerIndex * 0.001,
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texturePath,
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materialId: layer.materialId ?? 0
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};
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}
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/**
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* Update transforms for a layer (when only position/rotation/scale changed)
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* 更新图层的变换(当只有位置/旋转/缩放改变时)
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*/
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private updateLayerTransforms(
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renderData: TilemapRenderData,
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layerIndex: number,
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tilemap: TilemapComponent,
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transform: TransformComponent,
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layer: ITilemapLayerData
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): void {
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const layerData = tilemap.getLayerData(layerIndex);
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if (!layerData) return;
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const width = tilemap.width;
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const height = tilemap.height;
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const tileWidth = tilemap.tileWidth;
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const tileHeight = tilemap.tileHeight;
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// Calculate visible tile range
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// 计算可见瓦片范围
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const { startCol, endCol, startRow, endRow } = this.calculateVisibleRange(
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width, height, tileWidth, tileHeight, transform
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);
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// Calculate rotation parameters
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// 计算旋转参数(度转弧度)
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const rotationRad = transform.rotation.z * DEG_TO_RAD;
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const cos = Math.cos(rotationRad);
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const sin = Math.sin(rotationRad);
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// Tilemap rotation pivot
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// Tilemap 旋转中心点
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const pivotX = transform.position.x + (width * tileWidth * transform.scale.x) / 2;
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const pivotY = transform.position.y + (height * tileHeight * transform.scale.y) / 2;
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let idx = 0;
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for (let row = startRow; row < endRow; row++) {
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for (let col = startCol; col < endCol; col++) {
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if (layerData[row * width + col] <= 0) continue;
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// Calculate tile local position
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// 计算瓦片本地位置
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const localX = transform.position.x + col * tileWidth * transform.scale.x + (tileWidth * transform.scale.x) / 2 - pivotX;
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const localY = transform.position.y + (height - 1 - row) * tileHeight * transform.scale.y + (tileHeight * transform.scale.y) / 2 - pivotY;
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// Apply rotation transform (clockwise positive)
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// 应用旋转变换(顺时针为正)
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const rotatedX = localX * cos + localY * sin + pivotX;
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const rotatedY = -localX * sin + localY * cos + pivotY;
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const tOffset = idx * 7;
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renderData.transforms[tOffset] = rotatedX;
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renderData.transforms[tOffset + 1] = rotatedY;
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renderData.transforms[tOffset + 2] = transform.rotation.z;
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renderData.transforms[tOffset + 3] = tileWidth * transform.scale.x;
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renderData.transforms[tOffset + 4] = tileHeight * transform.scale.y;
|
||||
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idx++;
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}
|
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}
|
||||
|
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// Update color (alpha or layer opacity may have changed)
|
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// 更新颜色(alpha 或图层透明度可能已更改)
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const effectiveAlpha = tilemap.alpha * layer.opacity;
|
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const colorValue = Color.packHexAlpha(tilemap.color, effectiveAlpha);
|
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for (let i = 0; i < renderData.colors.length; i++) {
|
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renderData.colors[i] = colorValue;
|
||||
}
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||||
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// Update sorting order and material ID
|
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// 更新排序顺序和材质ID
|
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renderData.sortingOrder = tilemap.sortingOrder + layerIndex * 0.001;
|
||||
renderData.materialId = layer.materialId ?? 0;
|
||||
}
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||||
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||||
/**
|
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* Calculate visible tile range based on viewport bounds
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||||
* 根据视口边界计算可见瓦片范围
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||||
*/
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||||
private calculateVisibleRange(
|
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width: number,
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||||
height: number,
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||||
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;
|
||||
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||||
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 = [];
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user