feat: add fixed-point math and network sync, fix docs links (#440)

- feat(math): add Fixed32, FixedMath, FixedVector2 for deterministic calculations
- feat(network): add FixedSnapshotBuffer and FixedClientPrediction for lockstep sync
- docs: fix relative links in behavior-tree, blueprint, guide docs
- docs: add missing sidebar items (cocos-editor, distributed)
- docs: add scene-manager and persistent-entity Chinese translations
This commit is contained in:
YHH
2026-01-05 22:17:30 +08:00
committed by GitHub
parent 12da6bd609
commit 30173f0764
49 changed files with 6073 additions and 103 deletions
+11
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@@ -0,0 +1,11 @@
---
"@esengine/ecs-framework-math": minor
---
feat(math): 添加定点数数学库 | Add fixed-point math library
**@esengine/ecs-framework-math** - 新增定点数支持 | Add fixed-point number support
- 新增 `Fixed32` 类:Q16.16 定点数实现 | Add `Fixed32` class: Q16.16 fixed-point implementation
- 新增 `FixedMath` 工具类:定点数数学运算 | Add `FixedMath` utility: fixed-point math operations
- 新增 `FixedVector2` 类:定点数二维向量 | Add `FixedVector2` class: fixed-point 2D vector
- 支持基本算术运算、三角函数、向量运算 | Support basic arithmetic, trigonometry, vector operations
+10
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@@ -0,0 +1,10 @@
---
"@esengine/network": minor
---
feat(network): 添加定点数网络同步支持 | Add fixed-point network sync support
**@esengine/network** - 新增定点数同步模块 | Add fixed-point sync module
- 新增 `FixedSnapshotBuffer`:定点数快照缓冲区 | Add `FixedSnapshotBuffer`: fixed-point snapshot buffer
- 新增 `FixedClientPrediction`:定点数客户端预测 | Add `FixedClientPrediction`: fixed-point client prediction
- 支持确定性帧同步和状态回滚 | Support deterministic lockstep and state rollback
+5
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@@ -100,6 +100,8 @@ export default defineConfig({
{ label: '最佳实践', slug: 'guide/scene/best-practices', translations: { en: 'Best Practices' } },
],
},
{ label: '场景管理器', slug: 'guide/scene-manager', translations: { en: 'SceneManager' } },
{ label: '持久实体', slug: 'guide/persistent-entity', translations: { en: 'Persistent Entity' } },
{
label: '序列化',
translations: { en: 'Serialization' },
@@ -237,6 +239,7 @@ export default defineConfig({
items: [
{ label: '概述', slug: 'modules/blueprint', translations: { en: 'Overview' } },
{ label: '编辑器使用指南', slug: 'modules/blueprint/editor-guide', translations: { en: 'Editor Guide' } },
{ label: 'Cocos Creator 编辑器', slug: 'modules/blueprint/cocos-editor', translations: { en: 'Cocos Creator Editor' } },
{ label: '虚拟机 API', slug: 'modules/blueprint/vm', translations: { en: 'VM API' } },
{ label: '自定义节点', slug: 'modules/blueprint/custom-nodes', translations: { en: 'Custom Nodes' } },
{ label: '内置节点', slug: 'modules/blueprint/nodes', translations: { en: 'Built-in Nodes' } },
@@ -275,7 +278,9 @@ export default defineConfig({
{ label: 'HTTP 路由', slug: 'modules/network/http', translations: { en: 'HTTP Routing' } },
{ label: '认证系统', slug: 'modules/network/auth', translations: { en: 'Authentication' } },
{ label: '速率限制', slug: 'modules/network/rate-limit', translations: { en: 'Rate Limiting' } },
{ label: '分布式房间', slug: 'modules/network/distributed', translations: { en: 'Distributed Rooms' } },
{ label: '状态同步', slug: 'modules/network/sync', translations: { en: 'State Sync' } },
{ label: '定点数同步', slug: 'modules/network/fixed-point', translations: { en: 'Fixed-Point Sync' } },
{ label: '客户端预测', slug: 'modules/network/prediction', translations: { en: 'Prediction' } },
{ label: 'AOI 兴趣区域', slug: 'modules/network/aoi', translations: { en: 'AOI' } },
{ label: '增量压缩', slug: 'modules/network/delta', translations: { en: 'Delta Compression' } },
@@ -359,6 +359,5 @@ class GoodScene extends Scene {
## Related Documentation
- [Scene](./scene) - Learn the basics of scenes
- [SceneManager](./scene-manager) - Learn about scene transitions
- [WorldManager](./world-manager) - Learn about multi-world management
- [Scene](/en/guide/scene/) - Learn the basics of scenes
- [SceneManager](/en/guide/scene-manager/) - Learn about scene transitions
@@ -16,7 +16,7 @@ The ECS framework provides a platform adapter interface that allows users to imp
## Supported Platforms
### [Browser Adapter](./platform-adapter/browser/)
### [Browser Adapter](/en/guide/platform-adapter/browser/)
Supports all modern browser environments, including Chrome, Firefox, Safari, Edge, etc.
@@ -30,7 +30,7 @@ Supports all modern browser environments, including Chrome, Firefox, Safari, Edg
---
### [WeChat Mini Game Adapter](./platform-adapter/wechat-minigame/)
### [WeChat Mini Game Adapter](/en/guide/platform-adapter/wechat-minigame/)
Designed specifically for the WeChat Mini Game environment, handling special restrictions and APIs.
@@ -44,7 +44,7 @@ Designed specifically for the WeChat Mini Game environment, handling special res
---
### [Node.js Adapter](./platform-adapter/nodejs/)
### [Node.js Adapter](/en/guide/platform-adapter/nodejs/)
Provides support for Node.js server environments, suitable for game servers and compute servers.
@@ -23,7 +23,7 @@ SceneManager is suitable for:
- Automatic ECS fluent API management
- Automatic scene lifecycle handling
- Integrated with Core, auto-updated
- Supports [Persistent Entity](./persistent-entity) migration across scenes (v2.3.0+)
- Supports [Persistent Entity](/en/guide/persistent-entity/) migration across scenes (v2.3.0+)
## Basic Usage
@@ -434,7 +434,6 @@ Core (Global Services)
## Related Documentation
- [Persistent Entity](./persistent-entity) - Learn how to keep entities across scene transitions
- [WorldManager](./world-manager) - Learn about advanced multi-world isolation features
- [Persistent Entity](/en/guide/persistent-entity/) - Learn how to keep entities across scene transitions
SceneManager provides simple yet powerful scene management capabilities for most games. Through Core's static methods, you can easily manage scene transitions.
@@ -100,6 +100,6 @@ console.log('Current state:', runtime.state);
## Next Steps
- [Core Concepts](./core-concepts/) - Understand nodes and execution
- [Custom Actions](./custom-actions/) - Create your own nodes
- [Editor Guide](./editor-guide/) - Visual tree creation
- [Core Concepts](/en/modules/behavior-tree/core-concepts/) - Understand nodes and execution
- [Custom Actions](/en/modules/behavior-tree/custom-actions/) - Create your own nodes
- [Editor Guide](/en/modules/behavior-tree/editor-guide/) - Visual tree creation
@@ -0,0 +1,383 @@
---
title: "Cocos Creator Blueprint Editor"
description: "Using the blueprint visual scripting system in Cocos Creator"
---
This document explains how to install and use the blueprint visual scripting editor extension in Cocos Creator projects.
## Installation
### 1. Copy Extension to Project
Copy the `cocos-node-editor` extension to your Cocos Creator project's `extensions` directory:
```
your-project/
├── assets/
├── extensions/
│ └── cocos-node-editor/ # Blueprint editor extension
└── ...
```
### 2. Install Dependencies
Install dependencies in the extension directory:
```bash
cd extensions/cocos-node-editor
npm install
```
### 3. Enable Extension
1. Open Cocos Creator
2. Go to **Extensions → Extension Manager**
3. Find `cocos-node-editor` and enable it
## Opening the Blueprint Editor
Open the blueprint editor panel via menu **Panel → Node Editor**.
## Editor Interface
### Toolbar
| Button | Shortcut | Function |
|--------|----------|----------|
| New | - | Create empty blueprint |
| Load | - | Load blueprint from file |
| Save | `Ctrl+S` | Save blueprint to file |
| Undo | `Ctrl+Z` | Undo last operation |
| Redo | `Ctrl+Shift+Z` | Redo operation |
| Cut | `Ctrl+X` | Cut selected nodes |
| Copy | `Ctrl+C` | Copy selected nodes |
| Paste | `Ctrl+V` | Paste nodes |
| Delete | `Delete` | Delete selected items |
| Rescan | - | Rescan project for blueprint nodes |
### Canvas Operations
- **Right-click on canvas**: Open node addition menu
- **Drag nodes**: Move node position
- **Click node**: Select node
- **Ctrl+Click**: Multi-select nodes
- **Drag pin to pin**: Create connection
- **Scroll wheel**: Zoom canvas
- **Middle-click drag**: Pan canvas
### Node Menu
Right-clicking on canvas shows the node menu:
- Search box at top for quick node search
- Nodes grouped by category
- Press `Enter` to quickly add first search result
- Press `Esc` to close menu
## Blueprint File Format
Blueprints are saved as `.blueprint.json` files, fully compatible with runtime:
```json
{
"version": 1,
"type": "blueprint",
"metadata": {
"name": "My Blueprint",
"createdAt": 1704307200000,
"modifiedAt": 1704307200000
},
"variables": [],
"nodes": [
{
"id": "node-1",
"type": "PrintString",
"position": { "x": 100, "y": 200 },
"data": {}
}
],
"connections": [
{
"id": "conn-1",
"fromNodeId": "node-1",
"fromPin": "exec",
"toNodeId": "node-2",
"toPin": "exec"
}
]
}
```
## Running Blueprints in Game
Use ECS system to manage and execute blueprints.
### 1. Define Blueprint Component
```typescript
import { Component, ECSComponent, Property, Serialize } from '@esengine/ecs-framework';
import type { BlueprintAsset } from '@esengine/blueprint';
@ECSComponent('Blueprint')
export class BlueprintComponent extends Component {
@Serialize()
@Property({ type: 'asset', label: 'Blueprint Asset' })
blueprintPath: string = '';
@Serialize()
@Property({ type: 'boolean', label: 'Auto Start' })
autoStart: boolean = true;
// Runtime data (not serialized)
blueprintAsset: BlueprintAsset | null = null;
vm: BlueprintVM | null = null;
isStarted: boolean = false;
}
```
### 2. Create Blueprint Execution System
```typescript
import { EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
import {
BlueprintVM,
validateBlueprintAsset
} from '@esengine/blueprint';
import { BlueprintComponent } from './BlueprintComponent';
export class BlueprintExecutionSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(BlueprintComponent));
}
protected override process(entities: readonly Entity[]): void {
const dt = Time.deltaTime;
for (const entity of entities) {
const bp = entity.getComponent(BlueprintComponent)!;
// Skip entities without blueprint asset
if (!bp.blueprintAsset) continue;
// Initialize VM
if (!bp.vm) {
bp.vm = new BlueprintVM(bp.blueprintAsset, entity, this.scene!);
}
// Auto start
if (bp.autoStart && !bp.isStarted) {
bp.vm.start();
bp.isStarted = true;
}
// Update blueprint
if (bp.isStarted) {
bp.vm.tick(dt);
}
}
}
protected override onRemoved(entity: Entity): void {
const bp = entity.getComponent(BlueprintComponent);
if (bp?.vm && bp.isStarted) {
bp.vm.stop();
bp.vm = null;
bp.isStarted = false;
}
}
}
```
### 3. Load Blueprint and Add to Entity
```typescript
import { resources, JsonAsset } from 'cc';
import { validateBlueprintAsset } from '@esengine/blueprint';
// Load blueprint asset
async function loadBlueprint(path: string): Promise<BlueprintAsset | null> {
return new Promise((resolve) => {
resources.load(path, JsonAsset, (err, asset) => {
if (err || !asset) {
console.error('Failed to load blueprint:', err);
resolve(null);
return;
}
const data = asset.json;
if (validateBlueprintAsset(data)) {
resolve(data as BlueprintAsset);
} else {
console.error('Invalid blueprint format');
resolve(null);
}
});
});
}
// Create entity with blueprint
async function createBlueprintEntity(scene: IScene, blueprintPath: string): Promise<Entity> {
const entity = scene.createEntity('BlueprintEntity');
const bpComponent = entity.addComponent(BlueprintComponent);
bpComponent.blueprintPath = blueprintPath;
bpComponent.blueprintAsset = await loadBlueprint(blueprintPath);
return entity;
}
```
### 4. Register System to Scene
```typescript
// During scene initialization
scene.addSystem(new BlueprintExecutionSystem());
```
## Creating Custom Nodes
### Using Decorators for Components
Use decorators to automatically generate blueprint nodes from components:
```typescript
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { BlueprintExpose, BlueprintProperty, BlueprintMethod } from '@esengine/blueprint';
@ECSComponent('Health')
@BlueprintExpose({ displayName: 'Health Component' })
export class HealthComponent extends Component {
@BlueprintProperty({ displayName: 'Current Health', category: 'number' })
current: number = 100;
@BlueprintProperty({ displayName: 'Max Health', category: 'number' })
max: number = 100;
@BlueprintMethod({ displayName: 'Heal', isExec: true })
heal(amount: number): void {
this.current = Math.min(this.current + amount, this.max);
}
@BlueprintMethod({ displayName: 'Take Damage', isExec: true })
takeDamage(amount: number): void {
this.current = Math.max(this.current - amount, 0);
}
@BlueprintMethod({ displayName: 'Is Dead' })
isDead(): boolean {
return this.current <= 0;
}
}
```
### Register Component Nodes
```typescript
import { registerAllComponentNodes } from '@esengine/blueprint';
// Register all decorated components at application startup
registerAllComponentNodes();
```
### Manual Node Definition (Advanced)
For fully custom node logic:
```typescript
import {
BlueprintNodeTemplate,
INodeExecutor,
RegisterNode,
ExecutionContext,
ExecutionResult
} from '@esengine/blueprint';
const MyNodeTemplate: BlueprintNodeTemplate = {
type: 'MyCustomNode',
title: 'My Custom Node',
category: 'custom',
description: 'Custom node example',
inputs: [
{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
{ name: 'value', type: 'number', direction: 'input', defaultValue: 0 }
],
outputs: [
{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
{ name: 'result', type: 'number', direction: 'output' }
]
};
@RegisterNode(MyNodeTemplate)
class MyNodeExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const value = context.getInput<number>(node.id, 'value');
return {
outputs: { result: value * 2 },
nextExec: 'exec'
};
}
}
```
## Node Categories
| Category | Description | Color |
|----------|-------------|-------|
| `event` | Event nodes | Red |
| `flow` | Flow control | Gray |
| `entity` | Entity operations | Blue |
| `component` | Component access | Cyan |
| `math` | Math operations | Green |
| `logic` | Logic operations | Red |
| `variable` | Variable access | Purple |
| `time` | Time utilities | Cyan |
| `debug` | Debug utilities | Gray |
| `custom` | Custom nodes | Blue-gray |
## Best Practices
1. **File Organization**
- Place blueprint files in `assets/blueprints/` directory
- Use meaningful file names like `player-controller.blueprint.json`
2. **Component Design**
- Use `@BlueprintExpose` to mark components that should be exposed to blueprints
- Provide clear `displayName` for properties and methods
- Mark execution methods with `isExec: true`
3. **Performance Considerations**
- Avoid heavy computation in Tick events
- Use variables to cache intermediate results
- Pure function nodes automatically cache outputs
4. **Debugging Tips**
- Use Print nodes to output intermediate values
- Enable `vm.debug = true` to view execution logs
## FAQ
### Q: Node menu is empty?
A: Click the **Rescan** button to scan for blueprint node classes in your project. Make sure you have called `registerAllComponentNodes()`.
### Q: Blueprint doesn't execute?
A: Check:
1. Entity has `BlueprintComponent` added
2. `BlueprintExecutionSystem` is registered to scene
3. `blueprintAsset` is correctly loaded
4. `autoStart` is `true`
### Q: How to trigger custom events?
A: Trigger through VM:
```typescript
const bp = entity.getComponent(BlueprintComponent);
bp.vm?.triggerCustomEvent('OnPickup', { item: itemEntity });
```
## Related Documentation
- [Blueprint Runtime API](/en/modules/blueprint/) - BlueprintVM and core API
- [Custom Nodes](/en/modules/blueprint/custom-nodes) - Detailed node creation guide
- [Built-in Nodes](/en/modules/blueprint/nodes) - Built-in node reference
@@ -604,7 +604,7 @@ Use **Print** nodes to output variable values to the console.
## Next Steps
- [ECS Node Reference](./nodes) - Complete node list
- [Custom Nodes](./custom-nodes) - Create custom nodes
- [Runtime Integration](./vm) - Blueprint VM API
- [Examples](./examples) - More game logic examples
- [ECS Node Reference](/en/modules/blueprint/nodes) - Complete node list
- [Custom Nodes](/en/modules/blueprint/custom-nodes) - Create custom nodes
- [Runtime Integration](/en/modules/blueprint/vm) - Blueprint VM API
- [Examples](/en/modules/blueprint/examples) - More game logic examples
@@ -604,6 +604,6 @@ Blueprint-defined variables automatically generate Get and Set nodes:
## Related Documentation
- [Blueprint Editor Guide](./editor-guide) - Learn how to use the editor
- [Custom Nodes](./custom-nodes) - Create custom nodes
- [Blueprint VM](./vm) - Runtime API
- [Blueprint Editor Guide](/en/modules/blueprint/editor-guide) - Learn how to use the editor
- [Custom Nodes](/en/modules/blueprint/custom-nodes) - Create custom nodes
- [Blueprint VM](/en/modules/blueprint/vm) - Runtime API
@@ -0,0 +1,326 @@
---
title: "Fixed-Point Numbers"
description: "Deterministic fixed-point math library for lockstep games"
---
`@esengine/ecs-framework-math` provides deterministic fixed-point calculations designed for **Lockstep** architecture. Fixed-point numbers guarantee identical results across all platforms.
## Why Fixed-Point?
Floating-point numbers may produce different rounding results on different platforms:
```typescript
// Floating-point: may differ across platforms
const a = 0.1 + 0.2; // 0.30000000000000004 (some platforms)
// 0.3 (other platforms)
// Fixed-point: consistent everywhere
const x = Fixed32.from(0.1);
const y = Fixed32.from(0.2);
const z = x.add(y); // raw = 19661 (all platforms)
```
| Feature | Floating-Point | Fixed-Point |
|---------|----------------|-------------|
| Cross-platform consistency | ❌ May differ | ✅ Identical |
| Network sync mode | State sync | Lockstep |
| Game types | FPS, RPG | RTS, MOBA, Fighting |
## Installation
```bash
npm install @esengine/ecs-framework-math
```
## Fixed32 Fixed-Point Number
Q16.16 format: 16-bit integer + 16-bit fraction, range ±32767.99998.
### Creating Fixed-Point Numbers
```typescript
import { Fixed32 } from '@esengine/ecs-framework-math';
// From floating-point
const speed = Fixed32.from(5.5);
// From integer (no precision loss)
const count = Fixed32.fromInt(10);
// From raw value (after network receive)
const received = Fixed32.fromRaw(360448); // equals 5.5
// Predefined constants
Fixed32.ZERO // 0
Fixed32.ONE // 1
Fixed32.HALF // 0.5
Fixed32.PI // π
Fixed32.TWO_PI // 2π
Fixed32.HALF_PI // π/2
```
### Basic Operations
```typescript
const a = Fixed32.from(10);
const b = Fixed32.from(3);
const sum = a.add(b); // 13
const diff = a.sub(b); // 7
const prod = a.mul(b); // 30
const quot = a.div(b); // 3.333...
const mod = a.mod(b); // 1
const neg = a.neg(); // -10
const abs = neg.abs(); // 10
```
### Comparison Operations
```typescript
const x = Fixed32.from(5);
const y = Fixed32.from(3);
x.eq(y) // false - equal
x.ne(y) // true - not equal
x.lt(y) // false - less than
x.le(y) // false - less or equal
x.gt(y) // true - greater than
x.ge(y) // true - greater or equal
x.isZero() // false
x.isPositive() // true
x.isNegative() // false
```
### Math Functions
```typescript
// Square root (Newton's method, deterministic)
const sqrt = Fixed32.sqrt(Fixed32.from(16)); // 4
// Rounding
Fixed32.floor(Fixed32.from(3.7)) // 3
Fixed32.ceil(Fixed32.from(3.2)) // 4
Fixed32.round(Fixed32.from(3.5)) // 4
// Clamping
Fixed32.clamp(value, min, max)
// Linear interpolation
Fixed32.lerp(from, to, t)
// Min/Max
Fixed32.min(a, b)
Fixed32.max(a, b)
```
### Type Conversion
```typescript
const value = Fixed32.from(3.14159);
// To float (for rendering)
const float = value.toNumber(); // 3.14159
// Get raw value (for network)
const raw = value.toRaw(); // 205887
// To integer (floor)
const int = value.toInt(); // 3
```
## FixedVector2 Fixed-Point Vector
Immutable 2D vector, all operations return new instances.
### Creating Vectors
```typescript
import { FixedVector2, Fixed32 } from '@esengine/ecs-framework-math';
// From floating-point
const pos = FixedVector2.from(100, 200);
// From raw values (after network receive)
const received = FixedVector2.fromRaw(6553600, 13107200);
// From Fixed32
const vec = new FixedVector2(Fixed32.from(10), Fixed32.from(20));
// Predefined constants
FixedVector2.ZERO // (0, 0)
FixedVector2.ONE // (1, 1)
FixedVector2.RIGHT // (1, 0)
FixedVector2.LEFT // (-1, 0)
FixedVector2.UP // (0, 1)
FixedVector2.DOWN // (0, -1)
```
### Vector Operations
```typescript
const a = FixedVector2.from(3, 4);
const b = FixedVector2.from(1, 2);
// Basic operations
const sum = a.add(b); // (4, 6)
const diff = a.sub(b); // (2, 2)
const scaled = a.mul(Fixed32.from(2)); // (6, 8)
const divided = a.div(Fixed32.from(2)); // (1.5, 2)
// Vector products
const dot = a.dot(b); // 3*1 + 4*2 = 11
const cross = a.cross(b); // 3*2 - 4*1 = 2
// Length
const lenSq = a.lengthSquared(); // 25
const len = a.length(); // 5
// Normalize
const norm = a.normalize(); // (0.6, 0.8)
// Distance
const dist = a.distanceTo(b); // sqrt((3-1)² + (4-2)²)
```
### Rotation and Angles
```typescript
import { FixedMath } from '@esengine/ecs-framework-math';
const vec = FixedVector2.from(1, 0);
const angle = Fixed32.from(Math.PI / 2); // 90 degrees
// Rotate vector
const rotated = vec.rotate(angle); // (0, 1)
// Rotate around point
const center = FixedVector2.from(5, 5);
const around = vec.rotateAround(center, angle);
// Get vector angle
const vecAngle = vec.angle();
// Angle between vectors
const between = vec.angleTo(other);
// Create unit vector from angle
const dir = FixedVector2.fromAngle(angle);
// From polar coordinates
const polar = FixedVector2.fromPolar(length, angle);
```
### Type Conversion
```typescript
const pos = FixedVector2.from(100.5, 200.5);
// To float object (for rendering)
const obj = pos.toObject(); // { x: 100.5, y: 200.5 }
// To array
const arr = pos.toArray(); // [100.5, 200.5]
// Get raw values (for network)
const raw = pos.toRawObject(); // { x: 6586368, y: 13140992 }
```
## FixedMath Trigonometric Functions
Deterministic trigonometric functions using lookup tables.
```typescript
import { FixedMath, Fixed32 } from '@esengine/ecs-framework-math';
const angle = Fixed32.from(Math.PI / 6); // 30 degrees
// Trigonometric functions
const sin = FixedMath.sin(angle); // 0.5
const cos = FixedMath.cos(angle); // 0.866
const tan = FixedMath.tan(angle); // 0.577
// Inverse trigonometric
const atan = FixedMath.atan2(y, x);
const asin = FixedMath.asin(value);
const acos = FixedMath.acos(value);
// Normalize angle to [-π, π]
const normalized = FixedMath.normalizeAngle(angle);
// Angle difference (shortest path)
const delta = FixedMath.angleDelta(from, to);
// Angle interpolation (handles 360° wrap)
const lerped = FixedMath.lerpAngle(from, to, t);
// Radian/degree conversion
const deg = FixedMath.radToDeg(rad);
const rad = FixedMath.degToRad(deg);
```
## Best Practices
### 1. Use Fixed-Point Throughout
```typescript
// ✅ Correct: all game logic uses fixed-point
function calculateDamage(baseDamage: Fixed32, multiplier: Fixed32): Fixed32 {
return baseDamage.mul(multiplier);
}
// ❌ Wrong: mixing floating-point
function calculateDamage(baseDamage: number, multiplier: number): number {
return baseDamage * multiplier; // may be inconsistent
}
```
### 2. Only Convert to Float for Rendering
```typescript
// Game logic
const position: FixedVector2 = calculatePosition(input);
// Rendering
const { x, y } = position.toObject();
sprite.position.set(x, y);
```
### 3. Use Raw Values for Network
```typescript
// ✅ Correct: transmit raw integers
const raw = position.toRawObject();
send(JSON.stringify(raw));
// ❌ Wrong: transmit floats
const float = position.toObject();
send(JSON.stringify(float)); // may lose precision
```
### 4. Use FixedMath for Trigonometry
```typescript
// ✅ Correct: use lookup tables
const direction = FixedVector2.fromAngle(FixedMath.atan2(dy, dx));
// ❌ Wrong: use Math library
const angle = Math.atan2(dy.toNumber(), dx.toNumber()); // non-deterministic
```
## API Exports
```typescript
import {
Fixed32,
FixedVector2,
FixedMath,
type IFixed32,
type IFixedVector2
} from '@esengine/ecs-framework-math';
```
## Related Docs
- [State Sync](/en/modules/network/sync) - Fixed-point snapshot buffer
- [Client Prediction](/en/modules/network/prediction) - Fixed-point client prediction
@@ -252,3 +252,145 @@ if (predictionSystem) {
console.log('Current sequence:', predictionSystem.inputSequence);
}
```
---
## Fixed-Point Client Prediction (Lockstep)
Deterministic client prediction for **Lockstep** architecture.
> See [Fixed-Point Numbers](/en/modules/network/fixed-point) for math basics
### Basic Usage
```typescript
import {
FixedClientPrediction,
createFixedClientPrediction,
type IFixedPredictor,
type IFixedStatePositionExtractor
} from '@esengine/network';
import { Fixed32, FixedVector2 } from '@esengine/ecs-framework-math';
// Define game state
interface GameState {
position: FixedVector2;
velocity: FixedVector2;
}
// Implement predictor (must use fixed-point arithmetic)
const predictor: IFixedPredictor<GameState, PlayerInput> = {
predict(state: GameState, input: PlayerInput, deltaTime: Fixed32): GameState {
const speed = Fixed32.from(100);
const inputVec = FixedVector2.from(input.dx, input.dy);
const velocity = inputVec.normalize().mul(speed);
const displacement = velocity.mul(deltaTime);
return {
position: state.position.add(displacement),
velocity
};
}
};
// Create prediction
const prediction = createFixedClientPrediction(predictor, {
maxUnacknowledgedInputs: 60,
fixedDeltaTime: Fixed32.from(1 / 60),
reconciliationThreshold: Fixed32.from(0.001),
enableSmoothReconciliation: false // Usually disabled for lockstep
});
```
### Record Input
```typescript
function onUpdate(input: PlayerInput, currentState: GameState) {
// Record input and get predicted state
const predicted = prediction.recordInput(input, currentState);
// Render predicted state
const pos = predicted.position.toObject();
sprite.position.set(pos.x, pos.y);
// Send input
socket.send(JSON.stringify({
frame: prediction.currentFrame,
input
}));
}
```
### Server Reconciliation
```typescript
// Position extractor
const posExtractor: IFixedStatePositionExtractor<GameState> = {
getPosition(state: GameState): FixedVector2 {
return state.position;
}
};
// When receiving server state
function onServerState(serverState: GameState, serverFrame: number) {
const reconciled = prediction.reconcile(
serverState,
serverFrame,
posExtractor
);
}
```
### Rollback and Replay
```typescript
// Rollback when desync detected
const correctedState = prediction.rollbackAndResimulate(
serverFrame,
authoritativeState
);
// View historical state
const historicalState = prediction.getStateAtFrame(100);
```
### Preset Movement Predictor
```typescript
import {
createFixedMovementPredictor,
createFixedMovementPositionExtractor,
type IFixedMovementInput,
type IFixedMovementState
} from '@esengine/network';
// Create movement predictor (speed 100 units/sec)
const movePredictor = createFixedMovementPredictor(Fixed32.from(100));
const posExtractor = createFixedMovementPositionExtractor();
const prediction = createFixedClientPrediction<IFixedMovementState, IFixedMovementInput>(
movePredictor,
{ fixedDeltaTime: Fixed32.from(1 / 60) }
);
// Input format
const input: IFixedMovementInput = { dx: 1, dy: 0 };
```
### API Exports
```typescript
import {
FixedClientPrediction,
createFixedClientPrediction,
createFixedMovementPredictor,
createFixedMovementPositionExtractor,
type IFixedInputSnapshot,
type IFixedPredictedState,
type IFixedPredictor,
type IFixedStatePositionExtractor,
type FixedClientPredictionConfig,
type IFixedMovementInput,
type IFixedMovementState
} from '@esengine/network';
```
@@ -235,3 +235,139 @@ const corrected = prediction.reconcile(serverState, serverSeq, applyInput);
1. **Interpolation delay**: 100-150ms for typical networks
2. **Prediction**: Use only for local player, interpolate remote players
3. **Snapshot count**: Keep enough snapshots to handle network jitter
---
## Fixed-Point Sync (Lockstep)
For **Lockstep** architecture, use fixed-point numbers to ensure cross-platform determinism.
> See [Fixed-Point Numbers](/en/modules/network/fixed-point) for math basics
### FixedTransformState
Fixed-point transform state for network transmission:
```typescript
import {
FixedTransformState,
FixedTransformStateWithVelocity,
type IFixedTransformStateRaw
} from '@esengine/network';
// Create state
const state = FixedTransformState.from(100, 200, Math.PI / 4);
// Serialize (sender)
const raw: IFixedTransformStateRaw = state.toRaw();
socket.send(JSON.stringify({ type: 'sync', state: raw }));
// Deserialize (receiver)
const received = FixedTransformState.fromRaw(message.state);
// Use for rendering
const { x, y, rotation } = received.toFloat();
sprite.position.set(x, y);
```
State with velocity (for extrapolation):
```typescript
const state = FixedTransformStateWithVelocity.from(
100, 200, // position
0, // rotation
5, 3, // velocity
0.1 // angular velocity
);
```
### Fixed-Point Interpolators
```typescript
import {
createFixedTransformInterpolator,
createFixedHermiteTransformInterpolator
} from '@esengine/network';
import { Fixed32 } from '@esengine/ecs-framework-math';
// Linear interpolator
const interpolator = createFixedTransformInterpolator();
const from = FixedTransformState.from(0, 0, 0);
const to = FixedTransformState.from(100, 50, Math.PI);
const t = Fixed32.from(0.5);
const result = interpolator.interpolate(from, to, t);
// Hermite interpolator (smoother)
const hermite = createFixedHermiteTransformInterpolator(100);
```
### Fixed-Point Snapshot Buffer
Manages fixed-point state history for lockstep replay:
```typescript
import {
FixedSnapshotBuffer,
createFixedSnapshotBuffer
} from '@esengine/network';
// Create buffer (max 30 snapshots, 2 frame delay)
const buffer = createFixedSnapshotBuffer<FixedTransformState>(30, 2);
// Add snapshots
buffer.push({
frame: 100,
state: FixedTransformState.from(100, 200, 0)
});
// Get interpolation snapshots
const result = buffer.getInterpolationSnapshots(103);
if (result) {
const { from, to, t } = result;
const interpolated = interpolator.interpolate(from.state, to.state, t);
}
// Get latest/specific frame
const latest = buffer.getLatest();
const atFrame = buffer.getAtFrame(100);
// Rollback replay
const snapshotsToReplay = buffer.getSnapshotsAfter(98);
// Clean up old snapshots
buffer.removeSnapshotsBefore(95);
```
Sub-frame interpolation:
```typescript
// Use Fixed32 frame time (supports fractional frames)
const frameTime = Fixed32.from(102.5);
const result = buffer.getInterpolationSnapshotsFixed(frameTime);
```
### API Exports
```typescript
import {
// State classes
FixedTransformState,
FixedTransformStateWithVelocity,
type IFixedTransformStateRaw,
type IFixedTransformStateWithVelocityRaw,
// Interpolators
FixedTransformInterpolator,
FixedHermiteTransformInterpolator,
createFixedTransformInterpolator,
createFixedHermiteTransformInterpolator,
// Snapshot buffer
FixedSnapshotBuffer,
createFixedSnapshotBuffer,
type IFixedStateSnapshot,
type IFixedInterpolationResult
} from '@esengine/network';
```
+3 -3
View File
@@ -434,6 +434,6 @@ const found = hierarchySystem.findChild(parent, "Child");
## 下一步
- 了解 [实体类](./entity/) 的其他功能
- 了解 [场景管理](./scene/) 如何组织实体和系统
- 了解 [组件系统](./component/) 如何定义和使用组件
- 了解 [实体类](/guide/entity/) 的其他功能
- 了解 [场景管理](/guide/scene/) 如何组织实体和系统
- 了解 [组件系统](/guide/component/) 如何定义和使用组件
@@ -0,0 +1,363 @@
---
title: "持久实体"
---
# 持久实体
> **版本**: v2.3.0+
持久实体是一种特殊类型的实体,在场景切换时会自动迁移到新场景。适用于需要跨场景保持状态的游戏对象,如玩家、游戏管理器、音频管理器等。
## 基本概念
在 ECS 框架中,实体有两种生命周期策略:
| 策略 | 描述 | 默认 |
|------|------|------|
| `SceneLocal` | 场景局部实体,场景切换时销毁 | ✓ |
| `Persistent` | 持久实体,场景切换时自动迁移 | |
## 快速开始
### 创建持久实体
```typescript
import { Scene } from '@esengine/ecs-framework';
class GameScene extends Scene {
protected initialize(): void {
// 创建持久玩家实体
const player = this.createEntity('Player').setPersistent();
player.addComponent(new Position(100, 200));
player.addComponent(new PlayerData('Hero', 500));
// 创建普通敌人实体(场景切换时销毁)
const enemy = this.createEntity('Enemy');
enemy.addComponent(new Position(300, 200));
enemy.addComponent(new EnemyAI());
}
}
```
### 场景切换时的行为
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
// 初始场景
class Level1Scene extends Scene {
protected initialize(): void {
// 玩家 - 持久实体,将迁移到下一个场景
const player = this.createEntity('Player').setPersistent();
player.addComponent(new Position(0, 0));
player.addComponent(new Health(100));
// 敌人 - 场景局部实体,场景切换时销毁
const enemy = this.createEntity('Enemy');
enemy.addComponent(new Position(100, 100));
}
}
// 目标场景
class Level2Scene extends Scene {
protected initialize(): void {
// 新敌人
const enemy = this.createEntity('Boss');
enemy.addComponent(new Position(200, 200));
}
public onStart(): void {
// 玩家已自动迁移到此场景
const player = this.findEntity('Player');
console.log(player !== null); // true
// 位置和生命值数据完整保留
const position = player?.getComponent(Position);
const health = player?.getComponent(Health);
console.log(position?.x, position?.y); // 0, 0
console.log(health?.value); // 100
}
}
// 切换场景
Core.create({ debug: true });
Core.setScene(new Level1Scene());
// 稍后切换到 Level2
Core.loadScene(new Level2Scene());
// 玩家实体自动迁移,敌人实体被销毁
```
## API 参考
### 实体方法
#### setPersistent()
将实体标记为持久实体,防止在场景切换时被销毁。
```typescript
public setPersistent(): this
```
**返回值**: 返回实体本身,支持链式调用
**示例**:
```typescript
const player = scene.createEntity('Player')
.setPersistent();
player.addComponent(new Position(100, 200));
```
#### setSceneLocal()
将实体恢复为场景局部策略(默认)。
```typescript
public setSceneLocal(): this
```
**返回值**: 返回实体本身,支持链式调用
**示例**:
```typescript
// 动态取消持久性
player.setSceneLocal();
```
#### isPersistent
检查实体是否为持久实体。
```typescript
public get isPersistent(): boolean
```
**示例**:
```typescript
if (entity.isPersistent) {
console.log('这是一个持久实体');
}
```
#### lifecyclePolicy
获取实体的生命周期策略。
```typescript
public get lifecyclePolicy(): EEntityLifecyclePolicy
```
**示例**:
```typescript
import { EEntityLifecyclePolicy } from '@esengine/ecs-framework';
if (entity.lifecyclePolicy === EEntityLifecyclePolicy.Persistent) {
console.log('持久实体');
}
```
### 场景方法
#### findPersistentEntities()
查找场景中所有持久实体。
```typescript
public findPersistentEntities(): Entity[]
```
**返回值**: 持久实体数组
**示例**:
```typescript
const persistentEntities = scene.findPersistentEntities();
console.log(`场景中有 ${persistentEntities.length} 个持久实体`);
```
#### extractPersistentEntities()
提取并移除场景中所有持久实体(通常由框架内部调用)。
```typescript
public extractPersistentEntities(): Entity[]
```
**返回值**: 被提取的持久实体数组
#### receiveMigratedEntities()
接收迁移的实体(通常由框架内部调用)。
```typescript
public receiveMigratedEntities(entities: Entity[]): void
```
**参数**:
- `entities` - 要接收的实体数组
## 使用场景
### 1. 跨关卡的玩家实体
```typescript
class PlayerSetupScene extends Scene {
protected initialize(): void {
// 玩家在所有关卡中保持状态
const player = this.createEntity('Player').setPersistent();
player.addComponent(new Transform(0, 0));
player.addComponent(new Health(100));
player.addComponent(new Inventory());
player.addComponent(new PlayerStats());
}
}
class Level1 extends Scene { /* ... */ }
class Level2 extends Scene { /* ... */ }
class Level3 extends Scene { /* ... */ }
// 玩家实体在所有关卡之间自动迁移
Core.setScene(new PlayerSetupScene());
// ... 游戏进行
Core.loadScene(new Level1());
// ... 关卡完成
Core.loadScene(new Level2());
// 玩家数据(生命值、背包、属性)完整保留
```
### 2. 全局管理器
```typescript
class BootstrapScene extends Scene {
protected initialize(): void {
// 音频管理器 - 跨场景持久
const audioManager = this.createEntity('AudioManager').setPersistent();
audioManager.addComponent(new AudioController());
// 成就管理器 - 跨场景持久
const achievementManager = this.createEntity('AchievementManager').setPersistent();
achievementManager.addComponent(new AchievementTracker());
// 游戏设置 - 跨场景持久
const settings = this.createEntity('GameSettings').setPersistent();
settings.addComponent(new SettingsData());
}
}
```
### 3. 动态切换持久性
```typescript
class GameScene extends Scene {
protected initialize(): void {
// 初始创建为普通实体
const companion = this.createEntity('Companion');
companion.addComponent(new Transform(0, 0));
companion.addComponent(new CompanionAI());
// 监听招募事件
this.eventSystem.on('companion:recruited', () => {
// 招募后变为持久实体
companion.setPersistent();
console.log('同伴加入队伍,将跟随玩家跨场景');
});
// 监听解散事件
this.eventSystem.on('companion:dismissed', () => {
// 解散后恢复为场景局部实体
companion.setSceneLocal();
console.log('同伴离开队伍,不再跨场景持久');
});
}
}
```
## 最佳实践
### 1. 明确标识持久实体
```typescript
// 推荐:创建时立即标记
const player = this.createEntity('Player').setPersistent();
// 不推荐:创建后再标记(容易遗忘)
const player = this.createEntity('Player');
// ... 大量代码 ...
player.setPersistent(); // 容易忘记
```
### 2. 合理使用持久性
```typescript
// ✓ 适合持久化的实体
const player = this.createEntity('Player').setPersistent(); // 玩家
const gameManager = this.createEntity('GameManager').setPersistent(); // 全局管理器
const audioManager = this.createEntity('AudioManager').setPersistent(); // 音频系统
// ✗ 不应该持久化的实体
const bullet = this.createEntity('Bullet'); // 临时对象
const enemy = this.createEntity('Enemy'); // 关卡特定敌人
const particle = this.createEntity('Particle'); // 特效粒子
```
### 3. 检查迁移的实体
```typescript
class NewScene extends Scene {
public onStart(): void {
// 检查预期的持久实体是否存在
const player = this.findEntity('Player');
if (!player) {
console.error('玩家实体未正确迁移!');
// 处理错误情况
}
}
}
```
### 4. 避免循环引用
```typescript
// ✗ 避免:持久实体引用场景局部实体
class BadScene extends Scene {
protected initialize(): void {
const player = this.createEntity('Player').setPersistent();
const enemy = this.createEntity('Enemy');
// 危险:player 是持久的但 enemy 不是
// 场景切换后,enemy 被销毁,引用变为无效
player.addComponent(new TargetComponent(enemy));
}
}
// ✓ 推荐:使用 ID 引用或事件系统
class GoodScene extends Scene {
protected initialize(): void {
const player = this.createEntity('Player').setPersistent();
const enemy = this.createEntity('Enemy');
// 存储 ID 而非直接引用
player.addComponent(new TargetComponent(enemy.id));
// 或使用事件系统通信
}
}
```
## 重要说明
1. **已销毁的实体不会迁移**:如果实体在场景切换前被销毁,即使标记为持久也不会迁移。
2. **组件数据完整保留**:迁移过程中所有组件及其状态都会被保留。
3. **场景引用会更新**:迁移后,实体的 `scene` 属性将指向新场景。
4. **查询系统会更新**:迁移的实体会自动注册到新场景的查询系统中。
5. **延迟切换同样有效**:使用 `Core.loadScene()` 进行延迟切换时,持久实体同样会迁移。
## 相关文档
- [场景](/guide/scene/) - 了解场景基础知识
- [场景管理器](/guide/scene-manager/) - 了解场景切换
@@ -16,7 +16,7 @@ ECS框架提供了平台适配器接口,允许用户为不同的运行环境
## 支持的平台
### 🌐 [浏览器适配器](./platform-adapter/browser/)
### 🌐 [浏览器适配器](/guide/platform-adapter/browser/)
支持所有现代浏览器环境,包括 Chrome、Firefox、Safari、Edge 等。
@@ -30,7 +30,7 @@ ECS框架提供了平台适配器接口,允许用户为不同的运行环境
---
### 📱 [微信小游戏适配器](./platform-adapter/wechat-minigame/)
### 📱 [微信小游戏适配器](/guide/platform-adapter/wechat-minigame/)
专为微信小游戏环境设计,处理微信小游戏的特殊限制和API。
@@ -44,7 +44,7 @@ ECS框架提供了平台适配器接口,允许用户为不同的运行环境
---
### 🖥️ [Node.js适配器](./platform-adapter/nodejs/)
### 🖥️ [Node.js适配器](/guide/platform-adapter/nodejs/)
为 Node.js 服务器环境提供支持,适用于游戏服务器和计算服务器。
@@ -0,0 +1,439 @@
---
title: "场景管理器"
---
# SceneManager
SceneManager 是 ECS Framework 提供的轻量级场景管理器,适用于 95% 的游戏应用。它提供简单直观的 API,支持场景切换和延迟加载。
## 适用场景
SceneManager 适用于:
- 单人游戏
- 简单多人游戏
- 移动游戏
- 需要场景切换的游戏(菜单、游戏、暂停等)
- 不需要多 World 隔离的项目
## 功能特性
- 轻量级,零额外开销
- 简单直观的 API
- 支持延迟场景切换(避免在帧中途切换)
- 自动 ECS 流式 API 管理
- 自动场景生命周期处理
- 与 Core 集成,自动更新
- 支持 [持久实体](/guide/persistent-entity/) 跨场景迁移(v2.3.0+
## 基本用法
### 推荐:使用 Core 的静态方法
这是最简单且推荐的方式,适用于大多数应用:
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
// 1. 初始化 Core
Core.create({ debug: true });
// 2. 创建并设置场景
class GameScene extends Scene {
protected initialize(): void {
this.name = "GameScene";
// 添加系统
this.addSystem(new MovementSystem());
this.addSystem(new RenderSystem());
// 创建初始实体
const player = this.createEntity("Player");
player.addComponent(new Transform(400, 300));
player.addComponent(new Health(100));
}
public onStart(): void {
console.log("游戏场景已启动");
}
}
// 3. 设置场景
Core.setScene(new GameScene());
// 4. 游戏循环(Core.update 自动更新场景)
function gameLoop(deltaTime: number) {
Core.update(deltaTime); // 自动更新所有服务和场景
}
// Laya 引擎集成
Laya.timer.frameLoop(1, this, () => {
const deltaTime = Laya.timer.delta / 1000;
Core.update(deltaTime);
});
// Cocos Creator 集成
update(deltaTime: number) {
Core.update(deltaTime);
}
```
### 进阶:直接使用 SceneManager
如果需要更多控制,可以直接使用 SceneManager
```typescript
import { Core, SceneManager, Scene } from '@esengine/ecs-framework';
// 初始化 Core
Core.create({ debug: true });
// 获取 SceneManager(已由 Core 自动创建并注册)
const sceneManager = Core.services.resolve(SceneManager);
// 设置场景
const gameScene = new GameScene();
sceneManager.setScene(gameScene);
// 游戏循环(仍然使用 Core.update
function gameLoop(deltaTime: number) {
Core.update(deltaTime); // Core 自动调用 sceneManager.update()
}
```
**重要提示**:无论使用哪种方式,在游戏循环中只需调用 `Core.update()`。它会自动更新 SceneManager 和场景。无需手动调用 `sceneManager.update()`
## 场景切换
### 立即切换
使用 `Core.setScene()``sceneManager.setScene()` 立即切换场景:
```typescript
// 方法 1:使用 Core(推荐)
Core.setScene(new MenuScene());
// 方法 2:使用 SceneManager
const sceneManager = Core.services.resolve(SceneManager);
sceneManager.setScene(new MenuScene());
```
### 延迟切换
使用 `Core.loadScene()``sceneManager.loadScene()` 进行延迟场景切换,在下一帧生效:
```typescript
// 方法 1:使用 Core(推荐)
Core.loadScene(new GameOverScene());
// 方法 2:使用 SceneManager
const sceneManager = Core.services.resolve(SceneManager);
sceneManager.loadScene(new GameOverScene());
```
在 System 中切换场景时,使用延迟切换:
```typescript
class GameOverSystem extends EntitySystem {
process(entities: readonly Entity[]): void {
const player = entities.find(e => e.name === 'Player');
const health = player?.getComponent(Health);
if (health && health.value <= 0) {
// 延迟切换到游戏结束场景(下一帧生效)
Core.loadScene(new GameOverScene());
// 当前帧继续执行,不会中断当前系统处理
}
}
}
```
## API 参考
### Core 静态方法(推荐)
#### Core.setScene()
立即切换场景。
```typescript
public static setScene<T extends IScene>(scene: T): T
```
**参数**:
- `scene` - 要设置的场景实例
**返回值**:
- 返回设置的场景实例
**示例**:
```typescript
const gameScene = Core.setScene(new GameScene());
console.log(gameScene.name);
```
#### Core.loadScene()
延迟场景加载(下一帧切换)。
```typescript
public static loadScene<T extends IScene>(scene: T): void
```
**参数**:
- `scene` - 要加载的场景实例
**示例**:
```typescript
Core.loadScene(new GameOverScene());
```
#### Core.scene
获取当前活动场景。
```typescript
public static get scene(): IScene | null
```
**返回值**:
- 当前场景实例,如果没有场景则返回 null
**示例**:
```typescript
const currentScene = Core.scene;
if (currentScene) {
console.log(`当前场景: ${currentScene.name}`);
}
```
### SceneManager 方法(进阶)
如果需要直接使用 SceneManager,通过服务容器获取:
```typescript
const sceneManager = Core.services.resolve(SceneManager);
```
#### setScene()
立即切换场景。
```typescript
public setScene<T extends IScene>(scene: T): T
```
#### loadScene()
延迟场景加载。
```typescript
public loadScene<T extends IScene>(scene: T): void
```
#### currentScene
获取当前场景。
```typescript
public get currentScene(): IScene | null
```
#### hasScene
检查是否有活动场景。
```typescript
public get hasScene(): boolean
```
#### hasPendingScene
检查是否有待处理的场景切换。
```typescript
public get hasPendingScene(): boolean
```
## 最佳实践
### 1. 使用 Core 的静态方法
```typescript
// 推荐:使用 Core 的静态方法
Core.setScene(new GameScene());
Core.loadScene(new MenuScene());
const currentScene = Core.scene;
// 不推荐:除非有特殊需求,否则不要直接使用 SceneManager
const sceneManager = Core.services.resolve(SceneManager);
sceneManager.setScene(new GameScene());
```
### 2. 只调用 Core.update()
```typescript
// 正确:只调用 Core.update()
function gameLoop(deltaTime: number) {
Core.update(deltaTime); // 自动更新所有服务和场景
}
// 错误:不要手动调用 sceneManager.update()
function gameLoop(deltaTime: number) {
Core.update(deltaTime);
sceneManager.update(); // 重复更新,会导致问题!
}
```
### 3. 使用延迟切换避免问题
在 System 中切换场景时,使用 `loadScene()` 而不是 `setScene()`
```typescript
// 推荐:延迟切换
class HealthSystem extends EntitySystem {
process(entities: readonly Entity[]): void {
for (const entity of entities) {
const health = entity.getComponent(Health);
if (health.value <= 0) {
Core.loadScene(new GameOverScene());
// 当前帧继续处理其他实体
}
}
}
}
// 不推荐:立即切换可能导致问题
class HealthSystem extends EntitySystem {
process(entities: readonly Entity[]): void {
for (const entity of entities) {
const health = entity.getComponent(Health);
if (health.value <= 0) {
Core.setScene(new GameOverScene());
// 场景立即切换,当前帧其他实体可能无法正确处理
}
}
}
}
```
### 4. 场景职责分离
每个场景应该只负责一个特定的游戏状态:
```typescript
// 好的设计 - 职责清晰
class MenuScene extends Scene {
// 只处理菜单相关逻辑
}
class GameScene extends Scene {
// 只处理游戏逻辑
}
class PauseScene extends Scene {
// 只处理暂停界面逻辑
}
// 避免这种设计 - 职责混杂
class MegaScene extends Scene {
// 包含菜单、游戏、暂停和所有其他逻辑
}
```
### 5. 资源管理
在场景的 `unload()` 方法中清理资源:
```typescript
class GameScene extends Scene {
private textures: Map<string, any> = new Map();
private sounds: Map<string, any> = new Map();
protected initialize(): void {
this.loadResources();
}
private loadResources(): void {
this.textures.set('player', loadTexture('player.png'));
this.sounds.set('bgm', loadSound('bgm.mp3'));
}
public unload(): void {
// 清理资源
this.textures.clear();
this.sounds.clear();
console.log('场景资源已清理');
}
}
```
### 6. 事件驱动的场景切换
使用事件系统触发场景切换,保持代码解耦:
```typescript
class GameScene extends Scene {
protected initialize(): void {
// 监听场景切换事件
this.eventSystem.on('goto:menu', () => {
Core.loadScene(new MenuScene());
});
this.eventSystem.on('goto:gameover', (data) => {
Core.loadScene(new GameOverScene());
});
}
}
// 在 System 中触发事件
class GameLogicSystem extends EntitySystem {
process(entities: readonly Entity[]): void {
if (levelComplete) {
this.scene.eventSystem.emitSync('goto:gameover', {
score: 1000,
level: 5
});
}
}
}
```
## 架构概览
SceneManager 在 ECS Framework 中的位置:
```
Core(全局服务)
└── SceneManager(场景管理,自动更新)
└── Scene(当前场景)
├── EntitySystem(系统)
├── Entity(实体)
└── Component(组件)
```
## 与 WorldManager 的比较
| 特性 | SceneManager | WorldManager |
|------|--------------|--------------|
| 适用场景 | 95% 的游戏应用 | 高级多世界隔离场景 |
| 复杂度 | 简单 | 复杂 |
| 场景数量 | 单场景(可切换) | 多个 World,每个包含多个场景 |
| 性能开销 | 最小 | 较高 |
| 使用方式 | `Core.setScene()` | `worldManager.createWorld()` |
**何时使用 SceneManager**
- 单人游戏
- 简单多人游戏
- 移动游戏
- 需要切换但不需要同时运行的场景
**何时使用 WorldManager**
- MMO 游戏服务器(每个房间一个 World)
- 游戏大厅系统(每个游戏房间完全隔离)
- 需要运行多个完全独立的游戏实例
## 相关文档
- [持久实体](/guide/persistent-entity/) - 了解如何在场景切换时保持实体
SceneManager 为大多数游戏提供了简单而强大的场景管理能力。通过 Core 的静态方法,你可以轻松管理场景切换。
@@ -305,11 +305,11 @@ const tree = BehaviorTreeBuilder.create('Timeout')
### Cocos Creator集成
参见[Cocos Creator集成指南](./cocos-integration/)
参见[Cocos Creator集成指南](/modules/behavior-tree/cocos-integration/)
### LayaAir集成
参见[LayaAir集成指南](./laya-integration/)
参见[LayaAir集成指南](/modules/behavior-tree/laya-integration/)
## 最佳实践
@@ -389,6 +389,6 @@ const tree = BehaviorTreeBuilder.create('AI')
## 下一步
- 查看[自定义节点执行器](./custom-actions/)学习如何创建自定义节点
- 阅读[最佳实践](./best-practices/)了解行为树设计技巧
- 参考[编辑器使用指南](./editor-guide/)学习可视化编辑
- 查看[自定义节点执行器](/modules/behavior-tree/custom-actions/)学习如何创建自定义节点
- 阅读[最佳实践](/modules/behavior-tree/best-practices/)了解行为树设计技巧
- 参考[编辑器使用指南](/modules/behavior-tree/editor-guide/)学习可视化编辑
@@ -503,6 +503,6 @@ console.log(json);
## 下一步
- 学习[Cocos Creator 集成](./cocos-integration/)了解如何在游戏引擎中加载资源
- 查看[自定义节点执行器](./custom-actions/)创建自定义行为
- 阅读[最佳实践](./best-practices/)优化你的行为树设计
- 学习[Cocos Creator 集成](/modules/behavior-tree/cocos-integration/)了解如何在游戏引擎中加载资源
- 查看[自定义节点执行器](/modules/behavior-tree/custom-actions/)创建自定义行为
- 阅读[最佳实践](/modules/behavior-tree/best-practices/)优化你的行为树设计
@@ -26,7 +26,7 @@ Root Selector
### 2. 单一职责原则
每个节点应该只做一件事。要实现复杂动作,创建自定义执行器,参见[自定义节点执行器](./custom-actions/)。
每个节点应该只做一件事。要实现复杂动作,创建自定义执行器,参见[自定义节点执行器](/modules/behavior-tree/custom-actions/)。
```typescript
// 好的设计 - 使用内置节点
@@ -465,6 +465,6 @@ export class SmartUpdate implements INodeExecutor {
## 下一步
- 学习[自定义节点执行器](./custom-actions/)扩展行为树功能
- 探索[高级用法](./advanced-usage/)了解更多技巧
- 参考[核心概念](./core-concepts/)深入理解原理
- 学习[自定义节点执行器](/modules/behavior-tree/custom-actions/)扩展行为树功能
- 探索[高级用法](/modules/behavior-tree/advanced-usage/)了解更多技巧
- 参考[核心概念](/modules/behavior-tree/core-concepts/)深入理解原理
@@ -8,7 +8,7 @@ title: "Cocos Creator 集成"
- Cocos Creator 3.x 或更高版本
- 基本的 TypeScript 知识
- 已完成[快速开始](./getting-started/)教程
- 已完成[快速开始](/modules/behavior-tree/getting-started/)教程
## 安装
@@ -679,7 +679,7 @@ const updateInterval = sys.isNative ? 0.016 : 0.05;
## 下一步
- 查看[资产管理](./asset-management/)了解如何加载和管理行为树资产、使用子树
- 学习[高级用法](./advanced-usage/)了解性能优化和调试技巧
- 阅读[最佳实践](./best-practices/)优化你的 AI
- 学习[自定义节点执行器](./custom-actions/)创建自定义行为
- 查看[资产管理](/modules/behavior-tree/asset-management/)了解如何加载和管理行为树资产、使用子树
- 学习[高级用法](/modules/behavior-tree/advanced-usage/)了解性能优化和调试技巧
- 阅读[最佳实践](/modules/behavior-tree/best-practices/)优化你的 AI
- 学习[自定义节点执行器](/modules/behavior-tree/custom-actions/)创建自定义行为
@@ -192,7 +192,7 @@ const tree = BehaviorTreeBuilder.create('Actions')
.build();
```
要实现自定义动作,需要创建自定义执行器,参见[自定义节点执行器](./custom-actions/)。
要实现自定义动作,需要创建自定义执行器,参见[自定义节点执行器](/modules/behavior-tree/custom-actions/)。
#### Condition(条件)
@@ -487,7 +487,7 @@ NodeRuntimeState
现在你已经理解了行为树的核心概念,接下来可以:
- 查看[快速开始](./getting-started/)创建第一个行为树
- 学习[自定义节点执行器](./custom-actions/)创建自定义节点
- 探索[高级用法](./advanced-usage/)了解更多功能
- 阅读[最佳实践](./best-practices/)学习设计模式
- 查看[快速开始](/modules/behavior-tree/getting-started/)创建第一个行为树
- 学习[自定义节点执行器](/modules/behavior-tree/custom-actions/)创建自定义节点
- 探索[高级用法](/modules/behavior-tree/advanced-usage/)了解更多功能
- 阅读[最佳实践](/modules/behavior-tree/best-practices/)学习设计模式
@@ -1123,6 +1123,6 @@ execute(context: NodeExecutionContext): TaskStatus {
## 下一步
- 学习[编辑器工作流](./editor-workflow/)了解如何在编辑器中使用自定义节点
- 阅读[最佳实践](./best-practices/)学习行为树设计模式
- 查看[高级用法](./advanced-usage/)了解更多功能
- 学习[编辑器工作流](/modules/behavior-tree/editor-workflow/)了解如何在编辑器中使用自定义节点
- 阅读[最佳实践](/modules/behavior-tree/best-practices/)学习行为树设计模式
- 查看[高级用法](/modules/behavior-tree/advanced-usage/)了解更多功能
@@ -117,5 +117,5 @@ BehaviorTreeStarter.start(entity, tree);
## 下一步
- 查看[编辑器工作流](./editor-workflow/)了解完整的开发流程
- 查看[自定义节点执行器](./custom-actions/)学习如何扩展节点
- 查看[编辑器工作流](/modules/behavior-tree/editor-workflow/)了解完整的开发流程
- 查看[自定义节点执行器](/modules/behavior-tree/custom-actions/)学习如何扩展节点
@@ -112,7 +112,7 @@ setInterval(() => {
## 实现自定义执行器
要扩展行为树的功能,需要创建自定义执行器(详见[自定义节点执行器](./custom-actions/)):
要扩展行为树的功能,需要创建自定义执行器(详见[自定义节点执行器](/modules/behavior-tree/custom-actions/)):
```typescript
import {
@@ -250,6 +250,6 @@ setInterval(() => {
## 下一步
- 查看[自定义节点执行器](./custom-actions/)学习如何创建自定义节点
- 查看[高级用法](./advanced-usage/)了解性能优化等高级特性
- 查看[最佳实践](./best-practices/)优化你的AI设计
- 查看[自定义节点执行器](/modules/behavior-tree/custom-actions/)学习如何创建自定义节点
- 查看[高级用法](/modules/behavior-tree/advanced-usage/)了解性能优化等高级特性
- 查看[最佳实践](/modules/behavior-tree/best-practices/)优化你的AI设计
@@ -333,11 +333,11 @@ BehaviorTreeStarter.restart(entity);
现在你已经创建了第一个行为树,接下来可以:
1. 学习[核心概念](./core-concepts/)深入理解行为树原理
2. 学习[资产管理](./asset-management/)了解如何加载和复用行为树、使用子树
3. 查看[自定义节点执行器](./custom-actions/)学习如何创建自定义节点
4. 根据你的场景查看集成教程:[Cocos Creator](./cocos-integration/) 或 [Node.js](./nodejs-usage.md)
5. 查看[高级用法](./advanced-usage/)了解更多功能
1. 学习[核心概念](/modules/behavior-tree/core-concepts/)深入理解行为树原理
2. 学习[资产管理](/modules/behavior-tree/asset-management/)了解如何加载和复用行为树、使用子树
3. 查看[自定义节点执行器](/modules/behavior-tree/custom-actions/)学习如何创建自定义节点
4. 根据你的场景查看集成教程:[Cocos Creator](/modules/behavior-tree/cocos-integration/) 或 [Node.js](/modules/behavior-tree/nodejs-usage/)
5. 查看[高级用法](/modules/behavior-tree/advanced-usage/)了解更多功能
## 常见问题
@@ -384,4 +384,4 @@ console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
内置的`executeAction``executeCondition`节点只是占位符。要实现真正的自定义逻辑,你需要创建自定义执行器:
参见[自定义节点执行器](./custom-actions/)学习如何创建。
参见[自定义节点执行器](/modules/behavior-tree/custom-actions/)学习如何创建。
@@ -8,7 +8,7 @@ title: "Laya 引擎集成"
- LayaAir 3.x 或更高版本
- 基本的 TypeScript 知识
- 已完成[快速开始](./getting-started/)教程
- 已完成[快速开始](/modules/behavior-tree/getting-started/)教程
## 安装
@@ -311,5 +311,5 @@ class AIManager {
## 下一步
- 查看[高级用法](./advanced-usage/)
- 学习[最佳实践](./best-practices/)
- 查看[高级用法](/modules/behavior-tree/advanced-usage/)
- 学习[最佳实践](/modules/behavior-tree/best-practices/)
@@ -577,6 +577,6 @@ function loadAIState(entity: Entity, savedState: any) {
## 下一步
- 查看[资产管理](./asset-management/)了解资源加载和子树
- 学习[自定义节点执行器](./custom-actions/)创建自定义行为
- 阅读[最佳实践](./best-practices/)优化你的服务端AI
- 查看[资产管理](/modules/behavior-tree/asset-management/)了解资源加载和子树
- 学习[自定义节点执行器](/modules/behavior-tree/custom-actions/)创建自定义行为
- 阅读[最佳实践](/modules/behavior-tree/best-practices/)优化你的服务端AI
@@ -0,0 +1,383 @@
---
title: "Cocos Creator 蓝图编辑器"
description: "在 Cocos Creator 中使用蓝图可视化脚本系统"
---
本文档介绍如何在 Cocos Creator 项目中安装和使用蓝图可视化脚本编辑器扩展。
## 安装扩展
### 1. 复制扩展到项目
`cocos-node-editor` 扩展复制到你的 Cocos Creator 项目的 `extensions` 目录:
```
your-project/
├── assets/
├── extensions/
│ └── cocos-node-editor/ # 蓝图编辑器扩展
└── ...
```
### 2. 安装依赖
在扩展目录中安装依赖:
```bash
cd extensions/cocos-node-editor
npm install
```
### 3. 启用扩展
1. 打开 Cocos Creator
2. 进入 **扩展 → 扩展管理器**
3. 找到 `cocos-node-editor` 并启用
## 打开蓝图编辑器
通过菜单 **面板 → Node Editor** 打开蓝图编辑器面板。
## 编辑器界面
### 工具栏
| 按钮 | 快捷键 | 功能 |
|------|--------|------|
| 新建 | - | 创建空白蓝图 |
| 加载 | - | 从文件加载蓝图 |
| 保存 | `Ctrl+S` | 保存蓝图到文件 |
| 撤销 | `Ctrl+Z` | 撤销上一步操作 |
| 重做 | `Ctrl+Shift+Z` | 重做操作 |
| 剪切 | `Ctrl+X` | 剪切选中节点 |
| 复制 | `Ctrl+C` | 复制选中节点 |
| 粘贴 | `Ctrl+V` | 粘贴节点 |
| 删除 | `Delete` | 删除选中项 |
| 重新扫描 | - | 重新扫描项目中的蓝图节点 |
### 画布操作
- **右键单击画布**:打开节点添加菜单
- **拖拽节点**:移动节点位置
- **点击节点**:选中节点
- **Ctrl+点击**:多选节点
- **拖拽引脚到引脚**:创建连接
- **滚轮**:缩放画布
- **中键拖拽**:平移画布
### 节点菜单
右键单击画布后会显示节点菜单:
- 顶部搜索框可以快速搜索节点
- 节点按类别分组显示
- 按 `Enter` 快速添加第一个搜索结果
- 按 `Esc` 关闭菜单
## 蓝图文件格式
蓝图保存为 `.blueprint.json` 文件,格式与运行时完全兼容:
```json
{
"version": 1,
"type": "blueprint",
"metadata": {
"name": "My Blueprint",
"createdAt": 1704307200000,
"modifiedAt": 1704307200000
},
"variables": [],
"nodes": [
{
"id": "node-1",
"type": "PrintString",
"position": { "x": 100, "y": 200 },
"data": {}
}
],
"connections": [
{
"id": "conn-1",
"fromNodeId": "node-1",
"fromPin": "exec",
"toNodeId": "node-2",
"toPin": "exec"
}
]
}
```
## 在游戏中运行蓝图
使用 ECS 系统方式管理和执行蓝图。
### 1. 定义蓝图组件
```typescript
import { Component, ECSComponent, Property, Serialize } from '@esengine/ecs-framework';
import type { BlueprintAsset } from '@esengine/blueprint';
@ECSComponent('Blueprint')
export class BlueprintComponent extends Component {
@Serialize()
@Property({ type: 'asset', label: 'Blueprint Asset' })
blueprintPath: string = '';
@Serialize()
@Property({ type: 'boolean', label: 'Auto Start' })
autoStart: boolean = true;
// 运行时数据(不序列化)
blueprintAsset: BlueprintAsset | null = null;
vm: BlueprintVM | null = null;
isStarted: boolean = false;
}
```
### 2. 创建蓝图执行系统
```typescript
import { EntitySystem, Matcher, Entity } from '@esengine/ecs-framework';
import {
BlueprintVM,
validateBlueprintAsset
} from '@esengine/blueprint';
import { BlueprintComponent } from './BlueprintComponent';
export class BlueprintExecutionSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(BlueprintComponent));
}
protected override process(entities: readonly Entity[]): void {
const dt = Time.deltaTime;
for (const entity of entities) {
const bp = entity.getComponent(BlueprintComponent)!;
// 跳过没有蓝图资产的实体
if (!bp.blueprintAsset) continue;
// 初始化 VM
if (!bp.vm) {
bp.vm = new BlueprintVM(bp.blueprintAsset, entity, this.scene!);
}
// 自动启动
if (bp.autoStart && !bp.isStarted) {
bp.vm.start();
bp.isStarted = true;
}
// 更新蓝图
if (bp.isStarted) {
bp.vm.tick(dt);
}
}
}
protected override onRemoved(entity: Entity): void {
const bp = entity.getComponent(BlueprintComponent);
if (bp?.vm && bp.isStarted) {
bp.vm.stop();
bp.vm = null;
bp.isStarted = false;
}
}
}
```
### 3. 加载蓝图并添加到实体
```typescript
import { resources, JsonAsset } from 'cc';
import { validateBlueprintAsset } from '@esengine/blueprint';
// 加载蓝图资产
async function loadBlueprint(path: string): Promise<BlueprintAsset | null> {
return new Promise((resolve) => {
resources.load(path, JsonAsset, (err, asset) => {
if (err || !asset) {
console.error('Failed to load blueprint:', err);
resolve(null);
return;
}
const data = asset.json;
if (validateBlueprintAsset(data)) {
resolve(data as BlueprintAsset);
} else {
console.error('Invalid blueprint format');
resolve(null);
}
});
});
}
// 创建带蓝图的实体
async function createBlueprintEntity(scene: IScene, blueprintPath: string): Promise<Entity> {
const entity = scene.createEntity('BlueprintEntity');
const bpComponent = entity.addComponent(BlueprintComponent);
bpComponent.blueprintPath = blueprintPath;
bpComponent.blueprintAsset = await loadBlueprint(blueprintPath);
return entity;
}
```
### 4. 注册系统到场景
```typescript
// 在场景初始化时
scene.addSystem(new BlueprintExecutionSystem());
```
## 创建自定义节点
### 使用装饰器标记组件
推荐使用装饰器让组件自动生成蓝图节点:
```typescript
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { BlueprintExpose, BlueprintProperty, BlueprintMethod } from '@esengine/blueprint';
@ECSComponent('Health')
@BlueprintExpose({ displayName: '生命值组件' })
export class HealthComponent extends Component {
@BlueprintProperty({ displayName: '当前生命值', category: 'number' })
current: number = 100;
@BlueprintProperty({ displayName: '最大生命值', category: 'number' })
max: number = 100;
@BlueprintMethod({ displayName: '治疗', isExec: true })
heal(amount: number): void {
this.current = Math.min(this.current + amount, this.max);
}
@BlueprintMethod({ displayName: '受伤', isExec: true })
takeDamage(amount: number): void {
this.current = Math.max(this.current - amount, 0);
}
@BlueprintMethod({ displayName: '是否死亡' })
isDead(): boolean {
return this.current <= 0;
}
}
```
### 注册组件节点
```typescript
import { registerAllComponentNodes } from '@esengine/blueprint';
// 在应用启动时注册所有标记的组件
registerAllComponentNodes();
```
### 手动定义节点(高级)
如需完全自定义节点逻辑:
```typescript
import {
BlueprintNodeTemplate,
INodeExecutor,
RegisterNode,
ExecutionContext,
ExecutionResult
} from '@esengine/blueprint';
const MyNodeTemplate: BlueprintNodeTemplate = {
type: 'MyCustomNode',
title: '我的自定义节点',
category: 'custom',
description: '自定义节点示例',
inputs: [
{ name: 'exec', type: 'exec', direction: 'input', isExec: true },
{ name: 'value', type: 'number', direction: 'input', defaultValue: 0 }
],
outputs: [
{ name: 'exec', type: 'exec', direction: 'output', isExec: true },
{ name: 'result', type: 'number', direction: 'output' }
]
};
@RegisterNode(MyNodeTemplate)
class MyNodeExecutor implements INodeExecutor {
execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
const value = context.getInput<number>(node.id, 'value');
return {
outputs: { result: value * 2 },
nextExec: 'exec'
};
}
}
```
## 节点类别
| 类别 | 说明 | 颜色 |
|------|------|------|
| `event` | 事件节点 | 红色 |
| `flow` | 流程控制 | 灰色 |
| `entity` | 实体操作 | 蓝色 |
| `component` | 组件访问 | 青色 |
| `math` | 数学运算 | 绿色 |
| `logic` | 逻辑运算 | 红色 |
| `variable` | 变量访问 | 紫色 |
| `time` | 时间工具 | 青色 |
| `debug` | 调试工具 | 灰色 |
| `custom` | 自定义节点 | 蓝灰色 |
## 最佳实践
1. **文件组织**
- 将蓝图文件放在 `assets/blueprints/` 目录下
- 使用有意义的文件名,如 `player-controller.blueprint.json`
2. **组件设计**
- 使用 `@BlueprintExpose` 标记需要暴露给蓝图的组件
- 为属性和方法提供清晰的 `displayName`
- 将执行方法标记为 `isExec: true`
3. **性能考虑**
- 避免在 Tick 事件中执行重计算
- 使用变量缓存中间结果
- 纯函数节点会自动缓存输出
4. **调试技巧**
- 使用 Print 节点输出中间值
- 启用 `vm.debug = true` 查看执行日志
## 常见问题
### Q: 节点菜单是空的?
A: 点击 **重新扫描** 按钮扫描项目中的蓝图节点类。确保已调用 `registerAllComponentNodes()`
### Q: 蓝图不执行?
A: 检查:
1. 实体是否添加了 `BlueprintComponent`
2. `BlueprintExecutionSystem` 是否注册到场景
3. `blueprintAsset` 是否正确加载
4. `autoStart` 是否为 `true`
### Q: 如何触发自定义事件?
A: 通过 VM 触发:
```typescript
const bp = entity.getComponent(BlueprintComponent);
bp.vm?.triggerCustomEvent('OnPickup', { item: itemEntity });
```
## 相关文档
- [蓝图运行时 API](/modules/blueprint/) - BlueprintVM 和核心 API
- [自定义节点](/modules/blueprint/custom-nodes) - 详细的节点创建指南
- [内置节点](/modules/blueprint/nodes) - 内置节点参考
@@ -870,7 +870,7 @@ your-project/
## 下一步
- [ECS 节点参考](./nodes) - 完整节点列表
- [自定义节点](./custom-nodes) - 创建自定义节点
- [运行时集成](./vm) - 蓝图虚拟机 API
- [实际示例](./examples) - 更多游戏逻辑示例
- [ECS 节点参考](/modules/blueprint/nodes) - 完整节点列表
- [自定义节点](/modules/blueprint/custom-nodes) - 创建自定义节点
- [运行时集成](/modules/blueprint/vm) - 蓝图虚拟机 API
- [实际示例](/modules/blueprint/examples) - 更多游戏逻辑示例
@@ -535,6 +535,6 @@ description: "蓝图内置 ECS 操作节点完整参考"
## 相关文档
- [蓝图编辑器指南](./editor-guide) - 学习如何使用编辑器
- [自定义节点](./custom-nodes) - 创建自定义节点
- [蓝图虚拟机](./vm) - 运行时 API
- [蓝图编辑器指南](/modules/blueprint/editor-guide) - 学习如何使用编辑器
- [自定义节点](/modules/blueprint/custom-nodes) - 创建自定义节点
- [蓝图虚拟机](/modules/blueprint/vm) - 运行时 API
@@ -0,0 +1,326 @@
---
title: "定点数"
description: "用于帧同步的确定性定点数数学库"
---
`@esengine/ecs-framework-math` 提供确定性定点数计算,专为**帧同步 (Lockstep)** 设计。定点数在所有平台上保证产生完全相同的计算结果。
## 为什么需要定点数?
浮点数在不同平台上可能产生不同的舍入结果:
```typescript
// 浮点数:不同平台可能得到不同结果
const a = 0.1 + 0.2; // 0.30000000000000004 (某些平台)
// 0.3 (其他平台)
// 定点数:所有平台结果一致
const x = Fixed32.from(0.1);
const y = Fixed32.from(0.2);
const z = x.add(y); // raw = 19661 (所有平台)
```
| 特性 | 浮点数 | 定点数 |
|------|--------|--------|
| 跨平台一致性 | ❌ 可能不同 | ✅ 完全一致 |
| 网络同步模式 | 状态同步 | 帧同步 (Lockstep) |
| 适用游戏类型 | FPS、RPG | RTS、MOBA、格斗 |
## 安装
```bash
npm install @esengine/ecs-framework-math
```
## Fixed32 定点数
Q16.16 格式:16 位整数 + 16 位小数,范围 ±32767.99998。
### 创建定点数
```typescript
import { Fixed32 } from '@esengine/ecs-framework-math';
// 从浮点数创建
const speed = Fixed32.from(5.5);
// 从整数创建(无精度损失)
const count = Fixed32.fromInt(10);
// 从原始值创建(网络接收后使用)
const received = Fixed32.fromRaw(360448); // 等于 5.5
// 预定义常量
Fixed32.ZERO // 0
Fixed32.ONE // 1
Fixed32.HALF // 0.5
Fixed32.PI // π
Fixed32.TWO_PI // 2π
Fixed32.HALF_PI // π/2
```
### 基本运算
```typescript
const a = Fixed32.from(10);
const b = Fixed32.from(3);
const sum = a.add(b); // 13
const diff = a.sub(b); // 7
const prod = a.mul(b); // 30
const quot = a.div(b); // 3.333...
const mod = a.mod(b); // 1
const neg = a.neg(); // -10
const abs = neg.abs(); // 10
```
### 比较运算
```typescript
const x = Fixed32.from(5);
const y = Fixed32.from(3);
x.eq(y) // false - 等于
x.ne(y) // true - 不等于
x.lt(y) // false - 小于
x.le(y) // false - 小于等于
x.gt(y) // true - 大于
x.ge(y) // true - 大于等于
x.isZero() // false
x.isPositive() // true
x.isNegative() // false
```
### 数学函数
```typescript
// 平方根(牛顿迭代法,确定性)
const sqrt = Fixed32.sqrt(Fixed32.from(16)); // 4
// 取整
Fixed32.floor(Fixed32.from(3.7)) // 3
Fixed32.ceil(Fixed32.from(3.2)) // 4
Fixed32.round(Fixed32.from(3.5)) // 4
// 范围限制
Fixed32.clamp(value, min, max)
// 线性插值
Fixed32.lerp(from, to, t)
// 最大/最小值
Fixed32.min(a, b)
Fixed32.max(a, b)
```
### 类型转换
```typescript
const value = Fixed32.from(3.14159);
// 转为浮点数(用于渲染)
const float = value.toNumber(); // 3.14159
// 获取原始值(用于网络传输)
const raw = value.toRaw(); // 205887
// 转为整数(向下取整)
const int = value.toInt(); // 3
```
## FixedVector2 定点数向量
不可变的 2D 向量类,所有运算返回新实例。
### 创建向量
```typescript
import { FixedVector2, Fixed32 } from '@esengine/ecs-framework-math';
// 从浮点数创建
const pos = FixedVector2.from(100, 200);
// 从原始值创建(网络接收后使用)
const received = FixedVector2.fromRaw(6553600, 13107200);
// 从 Fixed32 创建
const vec = new FixedVector2(Fixed32.from(10), Fixed32.from(20));
// 预定义常量
FixedVector2.ZERO // (0, 0)
FixedVector2.ONE // (1, 1)
FixedVector2.RIGHT // (1, 0)
FixedVector2.LEFT // (-1, 0)
FixedVector2.UP // (0, 1)
FixedVector2.DOWN // (0, -1)
```
### 向量运算
```typescript
const a = FixedVector2.from(3, 4);
const b = FixedVector2.from(1, 2);
// 基本运算
const sum = a.add(b); // (4, 6)
const diff = a.sub(b); // (2, 2)
const scaled = a.mul(Fixed32.from(2)); // (6, 8)
const divided = a.div(Fixed32.from(2)); // (1.5, 2)
// 向量积
const dot = a.dot(b); // 3*1 + 4*2 = 11
const cross = a.cross(b); // 3*2 - 4*1 = 2
// 长度
const lenSq = a.lengthSquared(); // 25
const len = a.length(); // 5
// 归一化
const norm = a.normalize(); // (0.6, 0.8)
// 距离
const dist = a.distanceTo(b); // sqrt((3-1)² + (4-2)²)
```
### 旋转和角度
```typescript
import { FixedMath } from '@esengine/ecs-framework-math';
const vec = FixedVector2.from(1, 0);
const angle = Fixed32.from(Math.PI / 2); // 90度
// 旋转向量
const rotated = vec.rotate(angle); // (0, 1)
// 围绕点旋转
const center = FixedVector2.from(5, 5);
const around = vec.rotateAround(center, angle);
// 获取向量角度
const vecAngle = vec.angle();
// 两向量夹角
const between = vec.angleTo(other);
// 从角度创建单位向量
const dir = FixedVector2.fromAngle(angle);
// 从极坐标创建
const polar = FixedVector2.fromPolar(length, angle);
```
### 类型转换
```typescript
const pos = FixedVector2.from(100.5, 200.5);
// 转为浮点对象(用于渲染)
const obj = pos.toObject(); // { x: 100.5, y: 200.5 }
// 转为数组
const arr = pos.toArray(); // [100.5, 200.5]
// 获取原始值(用于网络传输)
const raw = pos.toRawObject(); // { x: 6586368, y: 13140992 }
```
## FixedMath 三角函数
使用查找表实现确定性三角函数。
```typescript
import { FixedMath, Fixed32 } from '@esengine/ecs-framework-math';
const angle = Fixed32.from(Math.PI / 6); // 30度
// 三角函数
const sin = FixedMath.sin(angle); // 0.5
const cos = FixedMath.cos(angle); // 0.866
const tan = FixedMath.tan(angle); // 0.577
// 反三角函数
const atan = FixedMath.atan2(y, x);
const asin = FixedMath.asin(value);
const acos = FixedMath.acos(value);
// 角度规范化到 [-π, π]
const normalized = FixedMath.normalizeAngle(angle);
// 角度差(最短路径)
const delta = FixedMath.angleDelta(from, to);
// 角度插值(处理 360° 环绕)
const lerped = FixedMath.lerpAngle(from, to, t);
// 弧度/角度转换
const deg = FixedMath.radToDeg(rad);
const rad = FixedMath.degToRad(deg);
```
## 最佳实践
### 1. 全程使用定点数计算
```typescript
// ✅ 正确:所有游戏逻辑使用定点数
function calculateDamage(baseDamage: Fixed32, multiplier: Fixed32): Fixed32 {
return baseDamage.mul(multiplier);
}
// ❌ 错误:混用浮点数
function calculateDamage(baseDamage: number, multiplier: number): number {
return baseDamage * multiplier; // 可能不一致
}
```
### 2. 只在渲染时转换为浮点数
```typescript
// 游戏逻辑层
const position: FixedVector2 = calculatePosition(input);
// 渲染层
const { x, y } = position.toObject();
sprite.position.set(x, y);
```
### 3. 使用原始值进行网络传输
```typescript
// ✅ 正确:传输整数原始值
const raw = position.toRawObject();
send(JSON.stringify(raw));
// ❌ 错误:传输浮点数
const float = position.toObject();
send(JSON.stringify(float)); // 可能丢失精度
```
### 4. 使用 FixedMath 进行三角运算
```typescript
// ✅ 正确:使用查找表
const direction = FixedVector2.fromAngle(FixedMath.atan2(dy, dx));
// ❌ 错误:使用 Math 库
const angle = Math.atan2(dy.toNumber(), dx.toNumber()); // 不确定
```
## API 导出
```typescript
import {
Fixed32,
FixedVector2,
FixedMath,
type IFixed32,
type IFixedVector2
} from '@esengine/ecs-framework-math';
```
## 相关文档
- [状态同步](/modules/network/sync) - 定点数快照缓冲区
- [客户端预测](/modules/network/prediction) - 定点数客户端预测
@@ -252,3 +252,145 @@ if (predictionSystem) {
console.log('Current sequence:', predictionSystem.inputSequence);
}
```
---
## 定点数客户端预测(帧同步)
用于**帧同步 (Lockstep)** 的确定性客户端预测。
> 定点数基础知识请参考 [定点数文档](/modules/network/fixed-point)
### 基本用法
```typescript
import {
FixedClientPrediction,
createFixedClientPrediction,
type IFixedPredictor,
type IFixedStatePositionExtractor
} from '@esengine/network';
import { Fixed32, FixedVector2 } from '@esengine/ecs-framework-math';
// 定义游戏状态
interface GameState {
position: FixedVector2;
velocity: FixedVector2;
}
// 实现预测器(必须使用定点数运算)
const predictor: IFixedPredictor<GameState, PlayerInput> = {
predict(state: GameState, input: PlayerInput, deltaTime: Fixed32): GameState {
const speed = Fixed32.from(100);
const inputVec = FixedVector2.from(input.dx, input.dy);
const velocity = inputVec.normalize().mul(speed);
const displacement = velocity.mul(deltaTime);
return {
position: state.position.add(displacement),
velocity
};
}
};
// 创建预测器
const prediction = createFixedClientPrediction(predictor, {
maxUnacknowledgedInputs: 60,
fixedDeltaTime: Fixed32.from(1 / 60),
reconciliationThreshold: Fixed32.from(0.001),
enableSmoothReconciliation: false // 帧同步通常关闭
});
```
### 记录输入
```typescript
function onUpdate(input: PlayerInput, currentState: GameState) {
// 记录输入并获得预测状态
const predicted = prediction.recordInput(input, currentState);
// 渲染预测状态
const pos = predicted.position.toObject();
sprite.position.set(pos.x, pos.y);
// 发送输入
socket.send(JSON.stringify({
frame: prediction.currentFrame,
input
}));
}
```
### 服务器校正
```typescript
// 位置提取器
const posExtractor: IFixedStatePositionExtractor<GameState> = {
getPosition(state: GameState): FixedVector2 {
return state.position;
}
};
// 收到服务器状态
function onServerState(serverState: GameState, serverFrame: number) {
const reconciled = prediction.reconcile(
serverState,
serverFrame,
posExtractor
);
}
```
### 回滚重播
```typescript
// 发现不同步时回滚
const correctedState = prediction.rollbackAndResimulate(
serverFrame,
authoritativeState
);
// 查看历史状态
const historicalState = prediction.getStateAtFrame(100);
```
### 预设移动预测器
```typescript
import {
createFixedMovementPredictor,
createFixedMovementPositionExtractor,
type IFixedMovementInput,
type IFixedMovementState
} from '@esengine/network';
// 创建移动预测器(速度 100 单位/秒)
const movePredictor = createFixedMovementPredictor(Fixed32.from(100));
const posExtractor = createFixedMovementPositionExtractor();
const prediction = createFixedClientPrediction<IFixedMovementState, IFixedMovementInput>(
movePredictor,
{ fixedDeltaTime: Fixed32.from(1 / 60) }
);
// 输入格式
const input: IFixedMovementInput = { dx: 1, dy: 0 };
```
### API 导出
```typescript
import {
FixedClientPrediction,
createFixedClientPrediction,
createFixedMovementPredictor,
createFixedMovementPositionExtractor,
type IFixedInputSnapshot,
type IFixedPredictedState,
type IFixedPredictor,
type IFixedStatePositionExtractor,
type FixedClientPredictionConfig,
type IFixedMovementInput,
type IFixedMovementState
} from '@esengine/network';
```
@@ -340,3 +340,139 @@ if (!identity.bIsLocalPlayer) {
3. **校正阈值**:根据游戏精度需求设置合适的阈值
4. **快照数量**:保持足够的快照以应对网络抖动
---
## 定点数同步(帧同步)
以下内容用于**帧同步 (Lockstep)** 架构,使用定点数确保跨平台确定性。
> 定点数基础知识请参考 [定点数文档](/modules/network/fixed-point)
### FixedTransformState
定点数变换状态,用于网络传输:
```typescript
import {
FixedTransformState,
FixedTransformStateWithVelocity,
type IFixedTransformStateRaw
} from '@esengine/network';
// 创建状态
const state = FixedTransformState.from(100, 200, Math.PI / 4);
// 序列化(发送方)
const raw: IFixedTransformStateRaw = state.toRaw();
socket.send(JSON.stringify({ type: 'sync', state: raw }));
// 反序列化(接收方)
const received = FixedTransformState.fromRaw(message.state);
// 用于渲染
const { x, y, rotation } = received.toFloat();
sprite.position.set(x, y);
```
带速度的状态(用于外推):
```typescript
const state = FixedTransformStateWithVelocity.from(
100, 200, // 位置
0, // 旋转
5, 3, // 速度
0.1 // 角速度
);
```
### 定点数插值器
```typescript
import {
createFixedTransformInterpolator,
createFixedHermiteTransformInterpolator
} from '@esengine/network';
import { Fixed32 } from '@esengine/ecs-framework-math';
// 线性插值器
const interpolator = createFixedTransformInterpolator();
const from = FixedTransformState.from(0, 0, 0);
const to = FixedTransformState.from(100, 50, Math.PI);
const t = Fixed32.from(0.5);
const result = interpolator.interpolate(from, to, t);
// Hermite 插值器(更平滑)
const hermite = createFixedHermiteTransformInterpolator(100);
```
### 定点数快照缓冲区
管理定点数状态历史,用于帧同步回放:
```typescript
import {
FixedSnapshotBuffer,
createFixedSnapshotBuffer
} from '@esengine/network';
// 创建缓冲区(最多 30 快照,2 帧延迟)
const buffer = createFixedSnapshotBuffer<FixedTransformState>(30, 2);
// 添加快照
buffer.push({
frame: 100,
state: FixedTransformState.from(100, 200, 0)
});
// 获取插值快照
const result = buffer.getInterpolationSnapshots(103);
if (result) {
const { from, to, t } = result;
const interpolated = interpolator.interpolate(from.state, to.state, t);
}
// 获取最新/指定帧快照
const latest = buffer.getLatest();
const atFrame = buffer.getAtFrame(100);
// 回滚重播
const snapshotsToReplay = buffer.getSnapshotsAfter(98);
// 清理旧快照
buffer.removeSnapshotsBefore(95);
```
子帧插值:
```typescript
// 使用 Fixed32 帧时间(支持小数帧)
const frameTime = Fixed32.from(102.5);
const result = buffer.getInterpolationSnapshotsFixed(frameTime);
```
### API 导出
```typescript
import {
// 状态类
FixedTransformState,
FixedTransformStateWithVelocity,
type IFixedTransformStateRaw,
type IFixedTransformStateWithVelocityRaw,
// 插值器
FixedTransformInterpolator,
FixedHermiteTransformInterpolator,
createFixedTransformInterpolator,
createFixedHermiteTransformInterpolator,
// 快照缓冲区
FixedSnapshotBuffer,
createFixedSnapshotBuffer,
type IFixedStateSnapshot,
type IFixedInterpolationResult
} from '@esengine/network';
```
+450
View File
@@ -0,0 +1,450 @@
/**
* @zh Q16.16
* @en Q16.16 fixed-point number for deterministic calculations (lockstep)
*
* @zh 使 16 + 16 ±32767.99998
* @en Uses 16-bit integer + 16-bit fraction, range ±32767.99998
*
* @example
* ```typescript
* const a = Fixed32.from(3.14);
* const b = Fixed32.from(2);
* const c = a.mul(b); // 6.28
* console.log(c.toNumber());
* ```
*/
export class Fixed32 {
/**
* @zh 32
* @en Internal raw value (32-bit integer)
*/
readonly raw: number;
/**
* @zh
* @en Fraction bits
*/
static readonly FRACTION_BITS = 16;
/**
* @zh (2^16 = 65536)
* @en Scale factor (2^16 = 65536)
*/
static readonly SCALE = 65536;
/**
* @zh ( 32767.99998)
* @en Maximum value (approximately 32767.99998)
*/
static readonly MAX_VALUE = 0x7FFFFFFF;
/**
* @zh ( -32768)
* @en Minimum value (approximately -32768)
*/
static readonly MIN_VALUE = -0x80000000;
/**
* @zh (1/65536 0.0000153)
* @en Precision (1/65536 0.0000153)
*/
static readonly EPSILON = 1;
// ==================== 常量 ====================
/** @zh 零 @en Zero */
static readonly ZERO = new Fixed32(0);
/** @zh 一 @en One */
static readonly ONE = new Fixed32(Fixed32.SCALE);
/** @zh 负一 @en Negative one */
static readonly NEG_ONE = new Fixed32(-Fixed32.SCALE);
/** @zh 二分之一 @en One half */
static readonly HALF = new Fixed32(Fixed32.SCALE >> 1);
/** @zh 圆周率 π @en Pi */
static readonly PI = new Fixed32(205887); // π * 65536
/** @zh 2π @en Two Pi */
static readonly TWO_PI = new Fixed32(411775); // 2π * 65536
/** @zh π/2 @en Pi divided by 2 */
static readonly HALF_PI = new Fixed32(102944); // π/2 * 65536
/** @zh 弧度转角度系数 (180/π) @en Radians to degrees factor */
static readonly RAD_TO_DEG = new Fixed32(3754936); // (180/π) * 65536
/** @zh 角度转弧度系数 (π/180) @en Degrees to radians factor */
static readonly DEG_TO_RAD = new Fixed32(1144); // (π/180) * 65536
// ==================== 构造 ====================
/**
* @zh 使
* @en Private constructor, use static methods to create instances
*/
private constructor(raw: number) {
// 确保是 32 位有符号整数
this.raw = raw | 0;
}
/**
* @zh
* @en Create fixed-point from floating-point number
* @param n - @zh @en Floating-point value
*/
static from(n: number): Fixed32 {
return new Fixed32(Math.round(n * Fixed32.SCALE));
}
/**
* @zh
* @en Create fixed-point from raw integer value
* @param raw - @zh @en Raw value
*/
static fromRaw(raw: number): Fixed32 {
return new Fixed32(raw);
}
/**
* @zh
* @en Create fixed-point from integer (no precision loss)
* @param n - @zh @en Integer value
*/
static fromInt(n: number): Fixed32 {
return new Fixed32((n | 0) << Fixed32.FRACTION_BITS);
}
// ==================== 转换 ====================
/**
* @zh
* @en Convert to floating-point number
*/
toNumber(): number {
return this.raw / Fixed32.SCALE;
}
/**
* @zh
* @en Get raw integer value
*/
toRaw(): number {
return this.raw;
}
/**
* @zh
* @en Convert to integer (floor)
*/
toInt(): number {
return this.raw >> Fixed32.FRACTION_BITS;
}
/**
* @zh
* @en Convert to string
*/
toString(): string {
return `Fixed32(${this.toNumber().toFixed(5)})`;
}
// ==================== 基础运算 ====================
/**
* @zh
* @en Addition
*/
add(other: Fixed32): Fixed32 {
return new Fixed32(this.raw + other.raw);
}
/**
* @zh
* @en Subtraction
*/
sub(other: Fixed32): Fixed32 {
return new Fixed32(this.raw - other.raw);
}
/**
* @zh 使 64
* @en Multiplication (uses 64-bit intermediate to prevent overflow)
*/
mul(other: Fixed32): Fixed32 {
// 拆分为高低 16 位进行乘法,避免溢出
const a = this.raw;
const b = other.raw;
// 使用 BigInt 确保精度(JS 数字在大数时会丢失精度)
// 或者使用拆分法
const aLow = a & 0xFFFF;
const aHigh = a >> 16;
const bLow = b & 0xFFFF;
const bHigh = b >> 16;
// (aHigh * 2^16 + aLow) * (bHigh * 2^16 + bLow) / 2^16
// = aHigh * bHigh * 2^16 + aHigh * bLow + aLow * bHigh + aLow * bLow / 2^16
const lowLow = (aLow * bLow) >>> 16;
const lowHigh = aLow * bHigh;
const highLow = aHigh * bLow;
const highHigh = aHigh * bHigh;
const result = highHigh * Fixed32.SCALE + lowHigh + highLow + lowLow;
return new Fixed32(result | 0);
}
/**
* @zh
* @en Division
* @throws @zh @en Throws when dividing by zero
*/
div(other: Fixed32): Fixed32 {
if (other.raw === 0) {
throw new Error('Fixed32: Division by zero');
}
// 先左移再除,保持精度
const result = ((this.raw * Fixed32.SCALE) / other.raw) | 0;
return new Fixed32(result);
}
/**
* @zh
* @en Modulo operation
*/
mod(other: Fixed32): Fixed32 {
return new Fixed32(this.raw % other.raw);
}
/**
* @zh
* @en Negation
*/
neg(): Fixed32 {
return new Fixed32(-this.raw);
}
/**
* @zh
* @en Absolute value
*/
abs(): Fixed32 {
return this.raw >= 0 ? this : new Fixed32(-this.raw);
}
// ==================== 比较运算 ====================
/**
* @zh
* @en Equal to
*/
eq(other: Fixed32): boolean {
return this.raw === other.raw;
}
/**
* @zh
* @en Not equal to
*/
ne(other: Fixed32): boolean {
return this.raw !== other.raw;
}
/**
* @zh
* @en Less than
*/
lt(other: Fixed32): boolean {
return this.raw < other.raw;
}
/**
* @zh
* @en Less than or equal to
*/
le(other: Fixed32): boolean {
return this.raw <= other.raw;
}
/**
* @zh
* @en Greater than
*/
gt(other: Fixed32): boolean {
return this.raw > other.raw;
}
/**
* @zh
* @en Greater than or equal to
*/
ge(other: Fixed32): boolean {
return this.raw >= other.raw;
}
/**
* @zh
* @en Check if zero
*/
isZero(): boolean {
return this.raw === 0;
}
/**
* @zh
* @en Check if positive
*/
isPositive(): boolean {
return this.raw > 0;
}
/**
* @zh
* @en Check if negative
*/
isNegative(): boolean {
return this.raw < 0;
}
// ==================== 数学函数 ====================
/**
* @zh
* @en Square root (Newton's method, deterministic)
*/
static sqrt(x: Fixed32): Fixed32 {
if (x.raw <= 0) return Fixed32.ZERO;
// 牛顿迭代法
let guess = x.raw;
let prev = 0;
// 固定迭代次数确保确定性
for (let i = 0; i < 16; i++) {
prev = guess;
guess = ((guess + ((x.raw * Fixed32.SCALE) / guess) | 0) >> 1) | 0;
if (guess === prev) break;
}
return new Fixed32(guess);
}
/**
* @zh
* @en Floor
*/
static floor(x: Fixed32): Fixed32 {
return new Fixed32(x.raw & ~(Fixed32.SCALE - 1));
}
/**
* @zh
* @en Ceiling
*/
static ceil(x: Fixed32): Fixed32 {
const frac = x.raw & (Fixed32.SCALE - 1);
if (frac === 0) return x;
return new Fixed32((x.raw & ~(Fixed32.SCALE - 1)) + Fixed32.SCALE);
}
/**
* @zh
* @en Round
*/
static round(x: Fixed32): Fixed32 {
return new Fixed32((x.raw + (Fixed32.SCALE >> 1)) & ~(Fixed32.SCALE - 1));
}
/**
* @zh
* @en Minimum
*/
static min(a: Fixed32, b: Fixed32): Fixed32 {
return a.raw < b.raw ? a : b;
}
/**
* @zh
* @en Maximum
*/
static max(a: Fixed32, b: Fixed32): Fixed32 {
return a.raw > b.raw ? a : b;
}
/**
* @zh
* @en Clamp to range
*/
static clamp(x: Fixed32, min: Fixed32, max: Fixed32): Fixed32 {
if (x.raw < min.raw) return min;
if (x.raw > max.raw) return max;
return x;
}
/**
* @zh 线
* @en Linear interpolation
* @param a - @zh @en Start value
* @param b - @zh @en End value
* @param t - @zh (0-1) @en Interpolation parameter (0-1)
*/
static lerp(a: Fixed32, b: Fixed32, t: Fixed32): Fixed32 {
// a + (b - a) * t
return a.add(b.sub(a).mul(t));
}
/**
* @zh
* @en Sign function
* @returns @zh -1, 0, 1 @en -1, 0, or 1
*/
static sign(x: Fixed32): Fixed32 {
if (x.raw > 0) return Fixed32.ONE;
if (x.raw < 0) return Fixed32.NEG_ONE;
return Fixed32.ZERO;
}
// ==================== 静态运算(便捷方法) ====================
/**
* @zh
* @en Addition (static)
*/
static add(a: Fixed32, b: Fixed32): Fixed32 {
return a.add(b);
}
/**
* @zh
* @en Subtraction (static)
*/
static sub(a: Fixed32, b: Fixed32): Fixed32 {
return a.sub(b);
}
/**
* @zh
* @en Multiplication (static)
*/
static mul(a: Fixed32, b: Fixed32): Fixed32 {
return a.mul(b);
}
/**
* @zh
* @en Division (static)
*/
static div(a: Fixed32, b: Fixed32): Fixed32 {
return a.div(b);
}
}
/**
* @zh Fixed32
* @en Fixed32 data interface for serialization
*/
export interface IFixed32 {
raw: number;
}
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import { Fixed32 } from './Fixed32';
/**
* @zh 使
* @en Fixed-point math functions using lookup tables for determinism
*
* @zh 使
* @en All trigonometric functions use precomputed lookup tables to ensure consistent results across all platforms
*/
export class FixedMath {
/**
* @zh 90
* @en Sine table size (samples per 90 degrees)
*/
private static readonly SIN_TABLE_SIZE = 1024;
/**
* @zh 0 90
* @en Sine lookup table (0 to 90 degrees)
*/
private static readonly SIN_TABLE: Int32Array = FixedMath.generateSinTable();
/**
* @zh
* @en Generate sine lookup table
*/
private static generateSinTable(): Int32Array {
const table = new Int32Array(FixedMath.SIN_TABLE_SIZE + 1);
for (let i = 0; i <= FixedMath.SIN_TABLE_SIZE; i++) {
const angle = (i * Math.PI) / (2 * FixedMath.SIN_TABLE_SIZE);
table[i] = Math.round(Math.sin(angle) * Fixed32.SCALE);
}
return table;
}
/**
* @zh
* @en Sine function (deterministic)
* @param angle - @zh @en Angle in radians (fixed-point)
*/
static sin(angle: Fixed32): Fixed32 {
// 将角度规范化到 [0, 2π)
let raw = angle.raw % Fixed32.TWO_PI.raw;
if (raw < 0) raw += Fixed32.TWO_PI.raw;
const halfPi = Fixed32.HALF_PI.raw;
const pi = Fixed32.PI.raw;
const threeHalfPi = halfPi * 3;
let tableAngle: number;
let negative = false;
if (raw <= halfPi) {
// 第一象限: [0, π/2]
tableAngle = raw;
} else if (raw <= pi) {
// 第二象限: (π/2, π]
tableAngle = pi - raw;
} else if (raw <= threeHalfPi) {
// 第三象限: (π, 3π/2]
tableAngle = raw - pi;
negative = true;
} else {
// 第四象限: (3π/2, 2π)
tableAngle = Fixed32.TWO_PI.raw - raw;
negative = true;
}
// 计算表索引 (tableAngle 范围是 [0, π/2])
const tableIndex = Math.min(
((tableAngle * FixedMath.SIN_TABLE_SIZE) / halfPi) | 0,
FixedMath.SIN_TABLE_SIZE
);
const result = FixedMath.SIN_TABLE[tableIndex];
return Fixed32.fromRaw(negative ? -result : result);
}
/**
* @zh
* @en Cosine function (deterministic)
* @param angle - @zh @en Angle in radians (fixed-point)
*/
static cos(angle: Fixed32): Fixed32 {
// cos(x) = sin(x + π/2)
return FixedMath.sin(angle.add(Fixed32.HALF_PI));
}
/**
* @zh
* @en Tangent function (deterministic)
* @param angle - @zh @en Angle in radians (fixed-point)
*/
static tan(angle: Fixed32): Fixed32 {
const cosVal = FixedMath.cos(angle);
if (cosVal.isZero()) {
// 返回最大值表示无穷大
return Fixed32.fromRaw(Fixed32.MAX_VALUE);
}
return FixedMath.sin(angle).div(cosVal);
}
/**
* @zh atan2
* @en Arc tangent of y/x (deterministic)
* @param y - @zh Y @en Y coordinate
* @param x - @zh X @en X coordinate
* @returns @zh -π π@en Angle in radians (range -π to π)
*/
static atan2(y: Fixed32, x: Fixed32): Fixed32 {
const yRaw = y.raw;
const xRaw = x.raw;
if (xRaw === 0 && yRaw === 0) {
return Fixed32.ZERO;
}
// 使用 CORDIC 算法的简化版本
const absY = Math.abs(yRaw);
const absX = Math.abs(xRaw);
let angle: number;
if (absX >= absY) {
// |y/x| <= 1,使用泰勒展开近似
angle = FixedMath.atanApprox(absY, absX);
} else {
// |y/x| > 1,使用恒等式 atan(y/x) = π/2 - atan(x/y)
angle = Fixed32.HALF_PI.raw - FixedMath.atanApprox(absX, absY);
}
// 根据象限调整
if (xRaw < 0) {
angle = Fixed32.PI.raw - angle;
}
if (yRaw < 0) {
angle = -angle;
}
return Fixed32.fromRaw(angle);
}
/**
* @zh atan 使
* @en Approximate atan calculation (internal use)
*/
private static atanApprox(num: number, den: number): number {
if (den === 0) return Fixed32.HALF_PI.raw;
// 使用多项式近似: atan(x) ≈ x - x³/3 + x⁵/5
// 对于 |x| <= 1 精度足够
const ratio = ((num * Fixed32.SCALE) / den) | 0;
// 简化的多项式: atan(x) ≈ x * (1 - x²/3)
// 更精确的版本: atan(x) ≈ x / (1 + 0.28125 * x²)
const x2 = ((ratio * ratio) / Fixed32.SCALE) | 0;
const factor = Fixed32.SCALE + ((x2 * 18432) / Fixed32.SCALE | 0); // 0.28125 * 65536 ≈ 18432
const result = ((ratio * Fixed32.SCALE) / factor) | 0;
return result;
}
/**
* @zh
* @en Arc sine function (deterministic)
* @param x - @zh -1 1@en Value (range -1 to 1)
*/
static asin(x: Fixed32): Fixed32 {
// asin(x) = atan2(x, sqrt(1 - x²))
const one = Fixed32.ONE;
const x2 = x.mul(x);
const sqrt = Fixed32.sqrt(one.sub(x2));
return FixedMath.atan2(x, sqrt);
}
/**
* @zh
* @en Arc cosine function (deterministic)
* @param x - @zh -1 1@en Value (range -1 to 1)
*/
static acos(x: Fixed32): Fixed32 {
// acos(x) = π/2 - asin(x)
return Fixed32.HALF_PI.sub(FixedMath.asin(x));
}
/**
* @zh [-π, π]
* @en Normalize angle to [-π, π]
*/
static normalizeAngle(angle: Fixed32): Fixed32 {
let raw = angle.raw % Fixed32.TWO_PI.raw;
if (raw > Fixed32.PI.raw) {
raw -= Fixed32.TWO_PI.raw;
} else if (raw < -Fixed32.PI.raw) {
raw += Fixed32.TWO_PI.raw;
}
return Fixed32.fromRaw(raw);
}
/**
* @zh
* @en Angle difference (shortest path)
*/
static angleDelta(from: Fixed32, to: Fixed32): Fixed32 {
return FixedMath.normalizeAngle(to.sub(from));
}
/**
* @zh 线
* @en Angle linear interpolation (shortest path)
*/
static lerpAngle(from: Fixed32, to: Fixed32, t: Fixed32): Fixed32 {
const delta = FixedMath.angleDelta(from, to);
return from.add(delta.mul(t));
}
/**
* @zh
* @en Radians to degrees
*/
static radToDeg(rad: Fixed32): Fixed32 {
return rad.mul(Fixed32.RAD_TO_DEG);
}
/**
* @zh
* @en Degrees to radians
*/
static degToRad(deg: Fixed32): Fixed32 {
return deg.mul(Fixed32.DEG_TO_RAD);
}
/**
* @zh
* @en Power function (integer exponent)
*/
static pow(base: Fixed32, exp: number): Fixed32 {
if (exp === 0) return Fixed32.ONE;
if (exp < 0) {
base = Fixed32.ONE.div(base);
exp = -exp;
}
let result = Fixed32.ONE;
while (exp > 0) {
if (exp & 1) {
result = result.mul(base);
}
base = base.mul(base);
exp >>= 1;
}
return result;
}
/**
* @zh e^x
* @en Exponential function approximation (e^x)
*/
static exp(x: Fixed32): Fixed32 {
// 使用泰勒展开: e^x ≈ 1 + x + x²/2 + x³/6 + x⁴/24
const one = Fixed32.ONE;
const x2 = x.mul(x);
const x3 = x2.mul(x);
const x4 = x3.mul(x);
return one
.add(x)
.add(x2.div(Fixed32.from(2)))
.add(x3.div(Fixed32.from(6)))
.add(x4.div(Fixed32.from(24)));
}
/**
* @zh
* @en Natural logarithm approximation
*/
static ln(x: Fixed32): Fixed32 {
if (x.raw <= 0) {
throw new Error('FixedMath.ln: argument must be positive');
}
// 使用牛顿迭代法: y_{n+1} = y_n + 2 * (x - exp(y_n)) / (x + exp(y_n))
let y = Fixed32.ZERO;
const two = Fixed32.from(2);
for (let i = 0; i < 10; i++) {
const expY = FixedMath.exp(y);
const diff = x.sub(expY);
const sum = x.add(expY);
y = y.add(two.mul(diff).div(sum));
}
return y;
}
}
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import { Fixed32, type IFixed32 } from './Fixed32';
import { FixedMath } from './FixedMath';
/**
* @zh 2D
* @en Fixed-point 2D vector data interface
*/
export interface IFixedVector2 {
x: IFixed32;
y: IFixed32;
}
/**
* @zh 2D
* @en Fixed-point 2D vector class for deterministic calculations (lockstep)
*
* @zh
* @en All operations return new instances, ensuring immutability
*
* @example
* ```typescript
* const a = FixedVector2.from(3, 4);
* const b = FixedVector2.from(1, 2);
* const c = a.add(b); // (4, 6)
* const len = a.length(); // 5
* ```
*/
export class FixedVector2 {
/** @zh X 分量 @en X component */
readonly x: Fixed32;
/** @zh Y 分量 @en Y component */
readonly y: Fixed32;
// ==================== 常量 ====================
/** @zh 零向量 (0, 0) @en Zero vector */
static readonly ZERO = new FixedVector2(Fixed32.ZERO, Fixed32.ZERO);
/** @zh 单位向量 (1, 1) @en One vector */
static readonly ONE = new FixedVector2(Fixed32.ONE, Fixed32.ONE);
/** @zh 右方向 (1, 0) @en Right direction */
static readonly RIGHT = new FixedVector2(Fixed32.ONE, Fixed32.ZERO);
/** @zh 左方向 (-1, 0) @en Left direction */
static readonly LEFT = new FixedVector2(Fixed32.NEG_ONE, Fixed32.ZERO);
/** @zh 上方向 (0, 1) @en Up direction */
static readonly UP = new FixedVector2(Fixed32.ZERO, Fixed32.ONE);
/** @zh 下方向 (0, -1) @en Down direction */
static readonly DOWN = new FixedVector2(Fixed32.ZERO, Fixed32.NEG_ONE);
// ==================== 构造 ====================
/**
* @zh
* @en Create fixed-point vector
*/
constructor(x: Fixed32, y: Fixed32) {
this.x = x;
this.y = y;
}
/**
* @zh
* @en Create vector from floating-point numbers
*/
static from(x: number, y: number): FixedVector2 {
return new FixedVector2(Fixed32.from(x), Fixed32.from(y));
}
/**
* @zh
* @en Create vector from raw integer values
*/
static fromRaw(rawX: number, rawY: number): FixedVector2 {
return new FixedVector2(Fixed32.fromRaw(rawX), Fixed32.fromRaw(rawY));
}
/**
* @zh
* @en Create vector from integers
*/
static fromInt(x: number, y: number): FixedVector2 {
return new FixedVector2(Fixed32.fromInt(x), Fixed32.fromInt(y));
}
/**
* @zh
* @en Create from plain vector interface
*/
static fromObject(obj: { x: number; y: number }): FixedVector2 {
return FixedVector2.from(obj.x, obj.y);
}
// ==================== 转换 ====================
/**
* @zh
* @en Convert to floating-point object (for rendering)
*/
toObject(): { x: number; y: number } {
return {
x: this.x.toNumber(),
y: this.y.toNumber()
};
}
/**
* @zh
* @en Convert to array
*/
toArray(): [number, number] {
return [this.x.toNumber(), this.y.toNumber()];
}
/**
* @zh
* @en Get raw values object (for network transmission)
*/
toRawObject(): { x: number; y: number } {
return {
x: this.x.toRaw(),
y: this.y.toRaw()
};
}
/**
* @zh
* @en Convert to string
*/
toString(): string {
return `FixedVector2(${this.x.toNumber().toFixed(3)}, ${this.y.toNumber().toFixed(3)})`;
}
/**
* @zh
* @en Clone vector
*/
clone(): FixedVector2 {
return new FixedVector2(this.x, this.y);
}
// ==================== 基础运算 ====================
/**
* @zh
* @en Vector addition
*/
add(other: FixedVector2): FixedVector2 {
return new FixedVector2(this.x.add(other.x), this.y.add(other.y));
}
/**
* @zh
* @en Vector subtraction
*/
sub(other: FixedVector2): FixedVector2 {
return new FixedVector2(this.x.sub(other.x), this.y.sub(other.y));
}
/**
* @zh
* @en Scalar multiplication
*/
mul(scalar: Fixed32): FixedVector2 {
return new FixedVector2(this.x.mul(scalar), this.y.mul(scalar));
}
/**
* @zh
* @en Scalar division
*/
div(scalar: Fixed32): FixedVector2 {
return new FixedVector2(this.x.div(scalar), this.y.div(scalar));
}
/**
* @zh
* @en Component-wise multiplication
*/
mulComponents(other: FixedVector2): FixedVector2 {
return new FixedVector2(this.x.mul(other.x), this.y.mul(other.y));
}
/**
* @zh
* @en Component-wise division
*/
divComponents(other: FixedVector2): FixedVector2 {
return new FixedVector2(this.x.div(other.x), this.y.div(other.y));
}
/**
* @zh
* @en Negate
*/
neg(): FixedVector2 {
return new FixedVector2(this.x.neg(), this.y.neg());
}
// ==================== 向量运算 ====================
/**
* @zh
* @en Dot product
*/
dot(other: FixedVector2): Fixed32 {
return this.x.mul(other.x).add(this.y.mul(other.y));
}
/**
* @zh 2D
* @en Cross product (returns scalar in 2D)
*/
cross(other: FixedVector2): Fixed32 {
return this.x.mul(other.y).sub(this.y.mul(other.x));
}
/**
* @zh
* @en Length squared
*/
lengthSquared(): Fixed32 {
return this.dot(this);
}
/**
* @zh
* @en Length (magnitude)
*/
length(): Fixed32 {
return Fixed32.sqrt(this.lengthSquared());
}
/**
* @zh
* @en Normalize (convert to unit vector)
*/
normalize(): FixedVector2 {
const len = this.length();
if (len.isZero()) {
return FixedVector2.ZERO;
}
return this.div(len);
}
/**
* @zh
* @en Distance squared to another vector
*/
distanceSquaredTo(other: FixedVector2): Fixed32 {
const dx = this.x.sub(other.x);
const dy = this.y.sub(other.y);
return dx.mul(dx).add(dy.mul(dy));
}
/**
* @zh
* @en Distance to another vector
*/
distanceTo(other: FixedVector2): Fixed32 {
return Fixed32.sqrt(this.distanceSquaredTo(other));
}
/**
* @zh 90
* @en Get perpendicular vector (clockwise 90 degrees)
*/
perpendicular(): FixedVector2 {
return new FixedVector2(this.y, this.x.neg());
}
/**
* @zh 90
* @en Get perpendicular vector (counter-clockwise 90 degrees)
*/
perpendicularCCW(): FixedVector2 {
return new FixedVector2(this.y.neg(), this.x);
}
/**
* @zh
* @en Project onto another vector
*/
projectOnto(onto: FixedVector2): FixedVector2 {
const dot = this.dot(onto);
const lenSq = onto.lengthSquared();
if (lenSq.isZero()) {
return FixedVector2.ZERO;
}
return onto.mul(dot.div(lenSq));
}
/**
* @zh 线
* @en Reflect vector (about normal)
*/
reflect(normal: FixedVector2): FixedVector2 {
const dot = this.dot(normal);
const two = Fixed32.from(2);
return this.sub(normal.mul(two.mul(dot)));
}
// ==================== 旋转和角度 ====================
/**
* @zh
* @en Rotate vector (clockwise positive, left-hand coordinate system)
* @param angle - @zh @en Rotation angle in radians
*/
rotate(angle: Fixed32): FixedVector2 {
const cos = FixedMath.cos(angle);
const sin = FixedMath.sin(angle);
// 顺时针旋转: x' = x*cos + y*sin, y' = -x*sin + y*cos
return new FixedVector2(
this.x.mul(cos).add(this.y.mul(sin)),
this.x.neg().mul(sin).add(this.y.mul(cos))
);
}
/**
* @zh
* @en Rotate around a point
*/
rotateAround(center: FixedVector2, angle: Fixed32): FixedVector2 {
return this.sub(center).rotate(angle).add(center);
}
/**
* @zh
* @en Get vector angle in radians
*/
angle(): Fixed32 {
return FixedMath.atan2(this.y, this.x);
}
/**
* @zh
* @en Get angle between this and another vector
*/
angleTo(other: FixedVector2): Fixed32 {
const cross = this.cross(other);
const dot = this.dot(other);
return FixedMath.atan2(cross, dot);
}
/**
* @zh
* @en Create vector from polar coordinates
*/
static fromPolar(length: Fixed32, angle: Fixed32): FixedVector2 {
return new FixedVector2(
length.mul(FixedMath.cos(angle)),
length.mul(FixedMath.sin(angle))
);
}
/**
* @zh
* @en Create unit vector from angle
*/
static fromAngle(angle: Fixed32): FixedVector2 {
return new FixedVector2(FixedMath.cos(angle), FixedMath.sin(angle));
}
// ==================== 比较运算 ====================
/**
* @zh
* @en Check equality
*/
equals(other: FixedVector2): boolean {
return this.x.eq(other.x) && this.y.eq(other.y);
}
/**
* @zh
* @en Check if zero vector
*/
isZero(): boolean {
return this.x.isZero() && this.y.isZero();
}
// ==================== 限制和插值 ====================
/**
* @zh
* @en Clamp length
*/
clampLength(maxLength: Fixed32): FixedVector2 {
const lenSq = this.lengthSquared();
const maxLenSq = maxLength.mul(maxLength);
if (lenSq.gt(maxLenSq)) {
return this.normalize().mul(maxLength);
}
return this;
}
/**
* @zh
* @en Clamp components
*/
clamp(min: FixedVector2, max: FixedVector2): FixedVector2 {
return new FixedVector2(
Fixed32.clamp(this.x, min.x, max.x),
Fixed32.clamp(this.y, min.y, max.y)
);
}
/**
* @zh 线
* @en Linear interpolation
*/
lerp(target: FixedVector2, t: Fixed32): FixedVector2 {
return new FixedVector2(
Fixed32.lerp(this.x, target.x, t),
Fixed32.lerp(this.y, target.y, t)
);
}
/**
* @zh
* @en Move towards target by fixed distance
*/
moveTowards(target: FixedVector2, maxDistance: Fixed32): FixedVector2 {
const diff = target.sub(this);
const dist = diff.length();
if (dist.isZero() || dist.le(maxDistance)) {
return target;
}
return this.add(diff.div(dist).mul(maxDistance));
}
// ==================== 静态方法 ====================
/**
* @zh
* @en Vector addition (static)
*/
static add(a: FixedVector2, b: FixedVector2): FixedVector2 {
return a.add(b);
}
/**
* @zh
* @en Vector subtraction (static)
*/
static sub(a: FixedVector2, b: FixedVector2): FixedVector2 {
return a.sub(b);
}
/**
* @zh
* @en Dot product (static)
*/
static dot(a: FixedVector2, b: FixedVector2): Fixed32 {
return a.dot(b);
}
/**
* @zh
* @en Cross product (static)
*/
static cross(a: FixedVector2, b: FixedVector2): Fixed32 {
return a.cross(b);
}
/**
* @zh
* @en Distance (static)
*/
static distance(a: FixedVector2, b: FixedVector2): Fixed32 {
return a.distanceTo(b);
}
/**
* @zh 线
* @en Linear interpolation (static)
*/
static lerp(a: FixedVector2, b: FixedVector2, t: Fixed32): FixedVector2 {
return a.lerp(b, t);
}
/**
* @zh
* @en Get minimum components of two vectors
*/
static min(a: FixedVector2, b: FixedVector2): FixedVector2 {
return new FixedVector2(Fixed32.min(a.x, b.x), Fixed32.min(a.y, b.y));
}
/**
* @zh
* @en Get maximum components of two vectors
*/
static max(a: FixedVector2, b: FixedVector2): FixedVector2 {
return new FixedVector2(Fixed32.max(a.x, b.x), Fixed32.max(a.y, b.y));
}
}
+6
View File
@@ -3,6 +3,7 @@
*
* 2D数学库
* -
* -
* -
* -
* -
@@ -16,6 +17,11 @@ export { Matrix3 } from './Matrix3';
export { Rectangle } from './Rectangle';
export { Circle } from './Circle';
// 定点数数学(帧同步确定性计算)
export { Fixed32, type IFixed32 } from './Fixed32';
export { FixedVector2, type IFixedVector2 } from './FixedVector2';
export { FixedMath } from './FixedMath';
// 数学工具
export { MathUtils } from './MathUtils';
@@ -0,0 +1,225 @@
import { Fixed32 } from '../src/Fixed32';
import { FixedMath } from '../src/FixedMath';
describe('Fixed32', () => {
describe('创建和转换', () => {
test('from 应正确从浮点数创建', () => {
const a = Fixed32.from(3.5);
expect(a.toNumber()).toBeCloseTo(3.5, 4);
});
test('fromInt 应正确从整数创建', () => {
const a = Fixed32.fromInt(42);
expect(a.toInt()).toBe(42);
expect(a.toNumber()).toBe(42);
});
test('fromRaw 应正确从原始值创建', () => {
const raw = 65536 * 2; // 2.0
const a = Fixed32.fromRaw(raw);
expect(a.toNumber()).toBe(2);
});
test('常量应正确', () => {
expect(Fixed32.ZERO.toNumber()).toBe(0);
expect(Fixed32.ONE.toNumber()).toBe(1);
expect(Fixed32.HALF.toNumber()).toBe(0.5);
expect(Fixed32.PI.toNumber()).toBeCloseTo(Math.PI, 3);
});
});
describe('基础运算', () => {
test('add 应正确计算', () => {
const a = Fixed32.from(2.5);
const b = Fixed32.from(1.5);
expect(a.add(b).toNumber()).toBeCloseTo(4, 4);
});
test('sub 应正确计算', () => {
const a = Fixed32.from(5);
const b = Fixed32.from(3);
expect(a.sub(b).toNumber()).toBeCloseTo(2, 4);
});
test('mul 应正确计算', () => {
const a = Fixed32.from(3);
const b = Fixed32.from(4);
expect(a.mul(b).toNumber()).toBeCloseTo(12, 4);
});
test('mul 应正确处理小数', () => {
const a = Fixed32.from(2.5);
const b = Fixed32.from(1.5);
expect(a.mul(b).toNumber()).toBeCloseTo(3.75, 4);
});
test('div 应正确计算', () => {
const a = Fixed32.from(10);
const b = Fixed32.from(4);
expect(a.div(b).toNumber()).toBeCloseTo(2.5, 4);
});
test('div 应抛出除零错误', () => {
const a = Fixed32.from(10);
expect(() => a.div(Fixed32.ZERO)).toThrow('Division by zero');
});
test('neg 应正确取反', () => {
const a = Fixed32.from(5);
expect(a.neg().toNumber()).toBeCloseTo(-5, 4);
});
test('abs 应正确取绝对值', () => {
const a = Fixed32.from(-5);
expect(a.abs().toNumber()).toBeCloseTo(5, 4);
});
});
describe('比较运算', () => {
test('eq 应正确比较', () => {
const a = Fixed32.from(5);
const b = Fixed32.from(5);
const c = Fixed32.from(6);
expect(a.eq(b)).toBe(true);
expect(a.eq(c)).toBe(false);
});
test('lt/le/gt/ge 应正确比较', () => {
const a = Fixed32.from(3);
const b = Fixed32.from(5);
expect(a.lt(b)).toBe(true);
expect(a.le(b)).toBe(true);
expect(b.gt(a)).toBe(true);
expect(b.ge(a)).toBe(true);
});
});
describe('数学函数', () => {
test('sqrt 应正确计算', () => {
const a = Fixed32.from(16);
expect(Fixed32.sqrt(a).toNumber()).toBeCloseTo(4, 3);
const b = Fixed32.from(2);
expect(Fixed32.sqrt(b).toNumber()).toBeCloseTo(Math.sqrt(2), 3);
});
test('floor/ceil/round 应正确计算', () => {
const a = Fixed32.from(3.7);
expect(Fixed32.floor(a).toNumber()).toBeCloseTo(3, 4);
expect(Fixed32.ceil(a).toNumber()).toBeCloseTo(4, 4);
expect(Fixed32.round(a).toNumber()).toBeCloseTo(4, 4);
const b = Fixed32.from(3.2);
expect(Fixed32.round(b).toNumber()).toBeCloseTo(3, 4);
});
test('min/max/clamp 应正确计算', () => {
const a = Fixed32.from(3);
const b = Fixed32.from(5);
expect(Fixed32.min(a, b).toNumber()).toBe(3);
expect(Fixed32.max(a, b).toNumber()).toBe(5);
const x = Fixed32.from(7);
expect(Fixed32.clamp(x, a, b).toNumber()).toBe(5);
});
test('lerp 应正确插值', () => {
const a = Fixed32.from(0);
const b = Fixed32.from(10);
const t = Fixed32.from(0.5);
expect(Fixed32.lerp(a, b, t).toNumber()).toBeCloseTo(5, 4);
});
});
describe('确定性', () => {
test('相同输入应产生相同输出', () => {
const results: number[] = [];
for (let i = 0; i < 100; i++) {
const a = Fixed32.from(3.14159);
const b = Fixed32.from(2.71828);
const result = a.mul(b).add(Fixed32.sqrt(a)).toRaw();
results.push(result);
}
// 所有结果应该完全相同
expect(new Set(results).size).toBe(1);
});
});
});
describe('FixedMath', () => {
describe('三角函数', () => {
test('sin 应正确计算', () => {
expect(FixedMath.sin(Fixed32.ZERO).toNumber()).toBeCloseTo(0, 3);
expect(FixedMath.sin(Fixed32.HALF_PI).toNumber()).toBeCloseTo(1, 3);
expect(FixedMath.sin(Fixed32.PI).toNumber()).toBeCloseTo(0, 2);
});
test('cos 应正确计算', () => {
expect(FixedMath.cos(Fixed32.ZERO).toNumber()).toBeCloseTo(1, 3);
expect(FixedMath.cos(Fixed32.HALF_PI).toNumber()).toBeCloseTo(0, 2);
expect(FixedMath.cos(Fixed32.PI).toNumber()).toBeCloseTo(-1, 3);
});
test('sin²x + cos²x = 1', () => {
const angles = [0, 0.5, 1, 1.5, 2, 2.5, 3];
for (const a of angles) {
const angle = Fixed32.from(a);
const sin = FixedMath.sin(angle);
const cos = FixedMath.cos(angle);
const sum = sin.mul(sin).add(cos.mul(cos));
expect(sum.toNumber()).toBeCloseTo(1, 2);
}
});
test('atan2 应正确计算', () => {
// atan2(0, 1) = 0
expect(FixedMath.atan2(Fixed32.ZERO, Fixed32.ONE).toNumber()).toBeCloseTo(0, 3);
// atan2(1, 0) = π/2
expect(FixedMath.atan2(Fixed32.ONE, Fixed32.ZERO).toNumber()).toBeCloseTo(Math.PI / 2, 2);
// atan2(1, 1) = π/4
expect(FixedMath.atan2(Fixed32.ONE, Fixed32.ONE).toNumber()).toBeCloseTo(Math.PI / 4, 2);
});
});
describe('角度函数', () => {
test('radToDeg/degToRad 应正确转换', () => {
const rad = Fixed32.PI;
const deg = FixedMath.radToDeg(rad);
expect(deg.toNumber()).toBeCloseTo(180, 1);
const deg90 = Fixed32.from(90);
const rad90 = FixedMath.degToRad(deg90);
expect(rad90.toNumber()).toBeCloseTo(Math.PI / 2, 2);
});
test('normalizeAngle 应正确规范化', () => {
const angle1 = Fixed32.from(Math.PI * 3); // 3π -> π
expect(Math.abs(FixedMath.normalizeAngle(angle1).toNumber())).toBeLessThanOrEqual(Math.PI + 0.1);
const angle2 = Fixed32.from(-Math.PI * 3); // -3π -> -π
expect(Math.abs(FixedMath.normalizeAngle(angle2).toNumber())).toBeLessThanOrEqual(Math.PI + 0.1);
});
test('lerpAngle 应走最短路径', () => {
const from = Fixed32.from(0.1);
const to = Fixed32.from(-0.1);
const t = Fixed32.HALF;
const result = FixedMath.lerpAngle(from, to, t);
expect(result.toNumber()).toBeCloseTo(0, 2);
});
});
describe('确定性', () => {
test('三角函数应产生确定性结果', () => {
const results: number[] = [];
for (let i = 0; i < 100; i++) {
const angle = Fixed32.from(1.234);
const result = FixedMath.sin(angle).toRaw();
results.push(result);
}
expect(new Set(results).size).toBe(1);
});
});
});
@@ -0,0 +1,242 @@
import { Fixed32 } from '../src/Fixed32';
import { FixedVector2 } from '../src/FixedVector2';
describe('FixedVector2', () => {
describe('创建和转换', () => {
test('from 应正确从浮点数创建', () => {
const v = FixedVector2.from(3, 4);
const obj = v.toObject();
expect(obj.x).toBeCloseTo(3, 4);
expect(obj.y).toBeCloseTo(4, 4);
});
test('fromInt 应正确从整数创建', () => {
const v = FixedVector2.fromInt(5, 6);
expect(v.x.toInt()).toBe(5);
expect(v.y.toInt()).toBe(6);
});
test('常量应正确', () => {
expect(FixedVector2.ZERO.isZero()).toBe(true);
expect(FixedVector2.ONE.x.toNumber()).toBe(1);
expect(FixedVector2.ONE.y.toNumber()).toBe(1);
expect(FixedVector2.RIGHT.x.toNumber()).toBe(1);
expect(FixedVector2.RIGHT.y.toNumber()).toBe(0);
});
test('toRawObject 应返回原始值', () => {
const v = FixedVector2.from(1, 2);
const raw = v.toRawObject();
expect(raw.x).toBe(Fixed32.from(1).toRaw());
expect(raw.y).toBe(Fixed32.from(2).toRaw());
});
});
describe('基础运算', () => {
test('add 应正确计算', () => {
const a = FixedVector2.from(1, 2);
const b = FixedVector2.from(3, 4);
const result = a.add(b).toObject();
expect(result.x).toBeCloseTo(4, 4);
expect(result.y).toBeCloseTo(6, 4);
});
test('sub 应正确计算', () => {
const a = FixedVector2.from(5, 7);
const b = FixedVector2.from(2, 3);
const result = a.sub(b).toObject();
expect(result.x).toBeCloseTo(3, 4);
expect(result.y).toBeCloseTo(4, 4);
});
test('mul 应正确计算标量乘法', () => {
const v = FixedVector2.from(3, 4);
const result = v.mul(Fixed32.from(2)).toObject();
expect(result.x).toBeCloseTo(6, 4);
expect(result.y).toBeCloseTo(8, 4);
});
test('div 应正确计算标量除法', () => {
const v = FixedVector2.from(6, 8);
const result = v.div(Fixed32.from(2)).toObject();
expect(result.x).toBeCloseTo(3, 4);
expect(result.y).toBeCloseTo(4, 4);
});
test('neg 应正确取反', () => {
const v = FixedVector2.from(3, -4);
const result = v.neg().toObject();
expect(result.x).toBeCloseTo(-3, 4);
expect(result.y).toBeCloseTo(4, 4);
});
});
describe('向量运算', () => {
test('dot 应正确计算点积', () => {
const a = FixedVector2.from(1, 2);
const b = FixedVector2.from(3, 4);
// 1*3 + 2*4 = 11
expect(a.dot(b).toNumber()).toBeCloseTo(11, 4);
});
test('cross 应正确计算叉积', () => {
const a = FixedVector2.from(1, 0);
const b = FixedVector2.from(0, 1);
// 1*1 - 0*0 = 1
expect(a.cross(b).toNumber()).toBeCloseTo(1, 4);
});
test('length 应正确计算', () => {
const v = FixedVector2.from(3, 4);
expect(v.length().toNumber()).toBeCloseTo(5, 3);
});
test('lengthSquared 应正确计算', () => {
const v = FixedVector2.from(3, 4);
expect(v.lengthSquared().toNumber()).toBeCloseTo(25, 4);
});
test('normalize 应正确归一化', () => {
const v = FixedVector2.from(3, 4);
const n = v.normalize();
expect(n.length().toNumber()).toBeCloseTo(1, 2);
expect(n.x.toNumber()).toBeCloseTo(0.6, 2);
expect(n.y.toNumber()).toBeCloseTo(0.8, 2);
});
test('normalize 零向量应返回零向量', () => {
const v = FixedVector2.ZERO;
const n = v.normalize();
expect(n.isZero()).toBe(true);
});
test('distanceTo 应正确计算', () => {
const a = FixedVector2.from(0, 0);
const b = FixedVector2.from(3, 4);
expect(a.distanceTo(b).toNumber()).toBeCloseTo(5, 3);
});
test('perpendicular 应正确计算', () => {
const v = FixedVector2.from(1, 0);
const perp = v.perpendicular();
// 顺时针 90 度: (1, 0) -> (0, -1)
expect(perp.x.toNumber()).toBeCloseTo(0, 4);
expect(perp.y.toNumber()).toBeCloseTo(-1, 4);
});
});
describe('旋转和角度', () => {
test('rotate 应正确旋转', () => {
const v = FixedVector2.from(1, 0);
const angle = Fixed32.HALF_PI; // 90 度
const rotated = v.rotate(angle);
// 顺时针旋转 90 度: (1, 0) -> (0, -1)
expect(rotated.x.toNumber()).toBeCloseTo(0, 2);
expect(rotated.y.toNumber()).toBeCloseTo(-1, 2);
});
test('angle 应正确计算', () => {
const v = FixedVector2.from(1, 0);
expect(v.angle().toNumber()).toBeCloseTo(0, 3);
const v2 = FixedVector2.from(0, 1);
expect(v2.angle().toNumber()).toBeCloseTo(Math.PI / 2, 2);
});
test('fromAngle 应正确创建', () => {
const v = FixedVector2.fromAngle(Fixed32.ZERO);
expect(v.x.toNumber()).toBeCloseTo(1, 3);
expect(v.y.toNumber()).toBeCloseTo(0, 3);
});
test('fromPolar 应正确创建', () => {
const v = FixedVector2.fromPolar(Fixed32.from(5), Fixed32.ZERO);
expect(v.x.toNumber()).toBeCloseTo(5, 3);
expect(v.y.toNumber()).toBeCloseTo(0, 3);
});
});
describe('插值和限制', () => {
test('lerp 应正确插值', () => {
const a = FixedVector2.from(0, 0);
const b = FixedVector2.from(10, 20);
const result = a.lerp(b, Fixed32.HALF).toObject();
expect(result.x).toBeCloseTo(5, 4);
expect(result.y).toBeCloseTo(10, 4);
});
test('clampLength 应正确限制长度', () => {
const v = FixedVector2.from(6, 8); // 长度 10
const clamped = v.clampLength(Fixed32.from(5));
expect(clamped.length().toNumber()).toBeCloseTo(5, 2);
});
test('moveTowards 应正确移动', () => {
const a = FixedVector2.from(0, 0);
const b = FixedVector2.from(10, 0);
const result = a.moveTowards(b, Fixed32.from(3));
expect(result.x.toNumber()).toBeCloseTo(3, 3);
expect(result.y.toNumber()).toBeCloseTo(0, 3);
});
});
describe('比较运算', () => {
test('equals 应正确比较', () => {
const a = FixedVector2.from(3, 4);
const b = FixedVector2.from(3, 4);
const c = FixedVector2.from(3, 5);
expect(a.equals(b)).toBe(true);
expect(a.equals(c)).toBe(false);
});
test('isZero 应正确判断', () => {
expect(FixedVector2.ZERO.isZero()).toBe(true);
expect(FixedVector2.ONE.isZero()).toBe(false);
});
});
describe('确定性', () => {
test('向量运算应产生确定性结果', () => {
const results: string[] = [];
for (let i = 0; i < 100; i++) {
const a = FixedVector2.from(3.14159, 2.71828);
const b = FixedVector2.from(1.41421, 1.73205);
const result = a.add(b).mul(Fixed32.from(0.5)).normalize();
results.push(`${result.x.toRaw()},${result.y.toRaw()}`);
}
expect(new Set(results).size).toBe(1);
});
test('旋转应产生确定性结果', () => {
const results: string[] = [];
for (let i = 0; i < 100; i++) {
const v = FixedVector2.from(1, 0);
const angle = Fixed32.from(0.7853981634); // π/4
const rotated = v.rotate(angle);
results.push(`${rotated.x.toRaw()},${rotated.y.toRaw()}`);
}
expect(new Set(results).size).toBe(1);
});
});
describe('静态方法', () => {
test('distance 应正确计算', () => {
const a = FixedVector2.from(0, 0);
const b = FixedVector2.from(3, 4);
expect(FixedVector2.distance(a, b).toNumber()).toBeCloseTo(5, 3);
});
test('min/max 应正确计算', () => {
const a = FixedVector2.from(1, 5);
const b = FixedVector2.from(3, 2);
const min = FixedVector2.min(a, b);
expect(min.x.toNumber()).toBeCloseTo(1, 4);
expect(min.y.toNumber()).toBeCloseTo(2, 4);
const max = FixedVector2.max(a, b);
expect(max.x.toNumber()).toBeCloseTo(3, 4);
expect(max.y.toNumber()).toBeCloseTo(5, 4);
});
});
});
+2
View File
@@ -32,6 +32,7 @@
},
"peerDependencies": {
"@esengine/ecs-framework": "workspace:*",
"@esengine/ecs-framework-math": "workspace:*",
"@esengine/blueprint": "workspace:*"
},
"peerDependenciesMeta": {
@@ -42,6 +43,7 @@
"devDependencies": {
"@esengine/blueprint": "workspace:*",
"@esengine/ecs-framework": "workspace:*",
"@esengine/ecs-framework-math": "workspace:*",
"@esengine/build-config": "workspace:*",
"rimraf": "^5.0.5",
"tsup": "^8.0.0",
+14
View File
@@ -138,6 +138,11 @@ export type {
ComponentSyncEvent,
ComponentSyncEventListener,
ComponentSyncConfig,
// Fixed-point sync types
IFixedTransformStateRaw,
IFixedTransformStateWithVelocityRaw,
IFixedInterpolator,
IFixedExtrapolator,
} from './sync'
export {
@@ -158,6 +163,15 @@ export {
// Component sync
ComponentSyncSystem,
createComponentSyncSystem,
// Fixed-point sync (Deterministic Lockstep)
FixedTransformState,
FixedTransformStateWithVelocity,
createZeroFixedTransformState,
createZeroFixedTransformStateWithVelocity,
FixedTransformInterpolator,
FixedHermiteTransformInterpolator,
createFixedTransformInterpolator,
createFixedHermiteTransformInterpolator,
} from './sync'
// ============================================================================
@@ -0,0 +1,485 @@
/**
* @zh
* @en Fixed-point Client Prediction
*
* @zh
* @en Deterministic client prediction and rollback for lockstep
*/
import { Fixed32, FixedVector2 } from '@esengine/ecs-framework-math';
// =============================================================================
// 定点数输入快照接口 | Fixed Input Snapshot Interface
// =============================================================================
/**
* @zh
* @en Fixed-point input snapshot
*/
export interface IFixedInputSnapshot<TInput> {
/**
* @zh
* @en Input frame number
*/
readonly frame: number;
/**
* @zh
* @en Input data
*/
readonly input: TInput;
}
/**
* @zh
* @en Fixed-point predicted state
*/
export interface IFixedPredictedState<TState> {
/**
* @zh
* @en State data
*/
readonly state: TState;
/**
* @zh
* @en Corresponding frame number
*/
readonly frame: number;
}
// =============================================================================
// 定点数预测器接口 | Fixed Predictor Interface
// =============================================================================
/**
* @zh
* @en Fixed-point state predictor interface
*
* @zh 使
* @en Must use fixed-point arithmetic to ensure determinism
*/
export interface IFixedPredictor<TState, TInput> {
/**
* @zh
* @en Predict next state based on current state and input
*
* @param state - @zh @en Current state
* @param input - @zh @en Input
* @param deltaTime - @zh @en Fixed delta time (fixed-point)
* @returns @zh @en Predicted state
*/
predict(state: TState, input: TInput, deltaTime: Fixed32): TState;
}
/**
* @zh
* @en State position extractor interface
*/
export interface IFixedStatePositionExtractor<TState> {
/**
* @zh
* @en Extract position from state
*/
getPosition(state: TState): FixedVector2;
}
// =============================================================================
// 定点数客户端预测配置 | Fixed Client Prediction Config
// =============================================================================
/**
* @zh
* @en Fixed-point client prediction configuration
*/
export interface FixedClientPredictionConfig {
/**
* @zh
* @en Maximum unacknowledged inputs
*/
maxUnacknowledgedInputs: number;
/**
* @zh
* @en Fixed delta time (fixed-point)
*/
fixedDeltaTime: Fixed32;
/**
* @zh
* @en Reconciliation threshold (fixed-point, correction only above this value)
*/
reconciliationThreshold: Fixed32;
/**
* @zh
* @en Enable smooth reconciliation (usually disabled for lockstep)
*/
enableSmoothReconciliation: boolean;
/**
* @zh
* @en Smooth reconciliation speed (fixed-point)
*/
reconciliationSpeed: Fixed32;
}
// =============================================================================
// 定点数客户端预测管理器 | Fixed Client Prediction Manager
// =============================================================================
/**
* @zh
* @en Fixed-point client prediction manager
*
* @zh
* @en Provides deterministic client prediction and server state rollback reconciliation
*/
export class FixedClientPrediction<TState, TInput> {
private readonly _predictor: IFixedPredictor<TState, TInput>;
private readonly _config: FixedClientPredictionConfig;
private readonly _pendingInputs: IFixedInputSnapshot<TInput>[] = [];
private _lastAcknowledgedFrame: number = 0;
private _currentFrame: number = 0;
private _lastServerState: TState | null = null;
private _predictedState: TState | null = null;
private _correctionOffset: FixedVector2 = FixedVector2.ZERO;
private _stateHistory: Map<number, TState> = new Map();
private readonly _maxHistorySize: number = 120;
constructor(
predictor: IFixedPredictor<TState, TInput>,
config?: Partial<FixedClientPredictionConfig>
) {
this._predictor = predictor;
this._config = {
maxUnacknowledgedInputs: 60,
fixedDeltaTime: Fixed32.from(1 / 60),
reconciliationThreshold: Fixed32.from(0.001),
enableSmoothReconciliation: false,
reconciliationSpeed: Fixed32.from(10),
...config
};
}
/**
* @zh
* @en Get current predicted state
*/
get predictedState(): TState | null {
return this._predictedState;
}
/**
* @zh
* @en Get correction offset (for render smoothing)
*/
get correctionOffset(): FixedVector2 {
return this._correctionOffset;
}
/**
* @zh
* @en Get pending input count
*/
get pendingInputCount(): number {
return this._pendingInputs.length;
}
/**
* @zh
* @en Get current frame number
*/
get currentFrame(): number {
return this._currentFrame;
}
/**
* @zh
* @en Get last acknowledged frame
*/
get lastAcknowledgedFrame(): number {
return this._lastAcknowledgedFrame;
}
/**
* @zh
* @en Record and predict input
*
* @param input - @zh @en Input data
* @param currentState - @zh @en Current state
* @returns @zh @en Predicted state
*/
recordInput(input: TInput, currentState: TState): TState {
this._currentFrame++;
const inputSnapshot: IFixedInputSnapshot<TInput> = {
frame: this._currentFrame,
input
};
this._pendingInputs.push(inputSnapshot);
while (this._pendingInputs.length > this._config.maxUnacknowledgedInputs) {
this._pendingInputs.shift();
}
this._predictedState = this._predictor.predict(
currentState,
input,
this._config.fixedDeltaTime
);
this._stateHistory.set(this._currentFrame, this._predictedState);
this._cleanupHistory();
return this._predictedState;
}
/**
* @zh
* @en Get input at specific frame
*/
getInputAtFrame(frame: number): IFixedInputSnapshot<TInput> | null {
return this._pendingInputs.find(i => i.frame === frame) ?? null;
}
/**
* @zh
* @en Get all pending inputs
*/
getPendingInputs(): readonly IFixedInputSnapshot<TInput>[] {
return this._pendingInputs;
}
/**
* @zh
* @en Process server state and perform rollback reconciliation
*
* @param serverState - @zh @en Server authoritative state
* @param serverFrame - @zh @en Server state frame number
* @param positionExtractor - @zh @en State position extractor
* @returns @zh @en Reconciled state
*/
reconcile(
serverState: TState,
serverFrame: number,
positionExtractor: IFixedStatePositionExtractor<TState>
): TState {
this._lastServerState = serverState;
this._lastAcknowledgedFrame = serverFrame;
while (this._pendingInputs.length > 0 && this._pendingInputs[0].frame <= serverFrame) {
this._pendingInputs.shift();
}
const localStateAtServerFrame = this._stateHistory.get(serverFrame);
if (localStateAtServerFrame) {
const serverPos = positionExtractor.getPosition(serverState);
const localPos = positionExtractor.getPosition(localStateAtServerFrame);
const error = serverPos.sub(localPos);
const errorMagnitude = error.length();
if (errorMagnitude.gt(this._config.reconciliationThreshold)) {
if (this._config.enableSmoothReconciliation) {
const t = Fixed32.min(
Fixed32.ONE,
this._config.reconciliationSpeed.mul(this._config.fixedDeltaTime)
);
this._correctionOffset = this._correctionOffset.add(error.mul(t));
const decayRate = Fixed32.from(0.9);
this._correctionOffset = this._correctionOffset.mul(decayRate);
} else {
this._correctionOffset = FixedVector2.ZERO;
}
let state = serverState;
for (const inputSnapshot of this._pendingInputs) {
state = this._predictor.predict(
state,
inputSnapshot.input,
this._config.fixedDeltaTime
);
this._stateHistory.set(inputSnapshot.frame, state);
}
this._predictedState = state;
return state;
}
}
let state = serverState;
for (const inputSnapshot of this._pendingInputs) {
state = this._predictor.predict(
state,
inputSnapshot.input,
this._config.fixedDeltaTime
);
}
this._predictedState = state;
return state;
}
/**
* @zh
* @en Rollback to specific frame and re-simulate
*
* @param targetFrame - @zh @en Target frame number
* @param authoritativeState - @zh @en Authoritative state
* @returns @zh @en Re-simulated current state
*/
rollbackAndResimulate(targetFrame: number, authoritativeState: TState): TState {
this._stateHistory.set(targetFrame, authoritativeState);
let state = authoritativeState;
const inputsToResimulate = this._pendingInputs.filter(i => i.frame > targetFrame);
for (const inputSnapshot of inputsToResimulate) {
state = this._predictor.predict(
state,
inputSnapshot.input,
this._config.fixedDeltaTime
);
this._stateHistory.set(inputSnapshot.frame, state);
}
this._predictedState = state;
return state;
}
/**
* @zh
* @en Get historical state
*/
getStateAtFrame(frame: number): TState | null {
return this._stateHistory.get(frame) ?? null;
}
/**
* @zh
* @en Clear prediction state
*/
clear(): void {
this._pendingInputs.length = 0;
this._lastAcknowledgedFrame = 0;
this._currentFrame = 0;
this._lastServerState = null;
this._predictedState = null;
this._correctionOffset = FixedVector2.ZERO;
this._stateHistory.clear();
}
private _cleanupHistory(): void {
if (this._stateHistory.size > this._maxHistorySize) {
const sortedFrames = Array.from(this._stateHistory.keys()).sort((a, b) => a - b);
const framesToRemove = sortedFrames.slice(
0,
this._stateHistory.size - this._maxHistorySize
);
for (const frame of framesToRemove) {
this._stateHistory.delete(frame);
}
}
}
}
// =============================================================================
// 工厂函数 | Factory Functions
// =============================================================================
/**
* @zh
* @en Create fixed-point client prediction manager
*/
export function createFixedClientPrediction<TState, TInput>(
predictor: IFixedPredictor<TState, TInput>,
config?: Partial<FixedClientPredictionConfig>
): FixedClientPrediction<TState, TInput> {
return new FixedClientPrediction(predictor, config);
}
// =============================================================================
// 预设预测器 | Preset Predictors
// =============================================================================
/**
* @zh
* @en Movement input type
*/
export interface IFixedMovementInput {
/**
* @zh X方向输入 (-1, 0, 1)
* @en X direction input (-1, 0, 1)
*/
readonly dx: number;
/**
* @zh Y方向输入 (-1, 0, 1)
* @en Y direction input (-1, 0, 1)
*/
readonly dy: number;
}
/**
* @zh
* @en Movement state type
*/
export interface IFixedMovementState {
/**
* @zh
* @en Position
*/
readonly position: FixedVector2;
/**
* @zh
* @en Velocity
*/
readonly velocity: FixedVector2;
}
/**
* @zh
* @en Create simple movement predictor
*
* @param speed - @zh @en Movement speed (fixed-point)
*/
export function createFixedMovementPredictor(
speed: Fixed32
): IFixedPredictor<IFixedMovementState, IFixedMovementInput> {
return {
predict(
state: IFixedMovementState,
input: IFixedMovementInput,
deltaTime: Fixed32
): IFixedMovementState {
const inputVec = FixedVector2.from(input.dx, input.dy);
const normalizedInput =
inputVec.lengthSquared().gt(Fixed32.ZERO) ? inputVec.normalize() : inputVec;
const velocity = normalizedInput.mul(speed);
const displacement = velocity.mul(deltaTime);
const newPosition = state.position.add(displacement);
return {
position: newPosition,
velocity
};
}
};
}
/**
* @zh
* @en Create movement state position extractor
*/
export function createFixedMovementPositionExtractor(): IFixedStatePositionExtractor<IFixedMovementState> {
return {
getPosition(state: IFixedMovementState): FixedVector2 {
return state.position;
}
};
}
@@ -0,0 +1,304 @@
/**
* @zh
* @en Fixed-point Snapshot Buffer
*
* @zh
* @en Snapshot buffer for deterministic lockstep calculations
*/
import { Fixed32 } from '@esengine/ecs-framework-math';
// =============================================================================
// 定点数快照接口 | Fixed Snapshot Interfaces
// =============================================================================
/**
* @zh
* @en Fixed-point state snapshot
*/
export interface IFixedStateSnapshot<T> {
/**
* @zh
* @en Frame number (fixed-point timestamp)
*/
readonly frame: number;
/**
* @zh
* @en State data
*/
readonly state: T;
}
/**
* @zh
* @en Fixed-point snapshot buffer configuration
*/
export interface IFixedSnapshotBufferConfig {
/**
* @zh
* @en Maximum snapshot count
*/
maxSize: number;
/**
* @zh
* @en Interpolation delay in frames
*/
interpolationDelayFrames: number;
}
/**
* @zh
* @en Interpolation result
*/
export interface IFixedInterpolationResult<T> {
/**
* @zh
* @en Previous snapshot
*/
readonly from: IFixedStateSnapshot<T>;
/**
* @zh
* @en Next snapshot
*/
readonly to: IFixedStateSnapshot<T>;
/**
* @zh (0-1)
* @en Interpolation factor (0-1)
*/
readonly t: Fixed32;
}
// =============================================================================
// 定点数快照缓冲区实现 | Fixed Snapshot Buffer Implementation
// =============================================================================
/**
* @zh
* @en Fixed-point snapshot buffer
*
* @zh 使
* @en Uses frame numbers instead of millisecond timestamps for cross-platform determinism
*/
export class FixedSnapshotBuffer<T> {
private readonly _buffer: IFixedStateSnapshot<T>[] = [];
private readonly _maxSize: number;
private readonly _interpolationDelayFrames: number;
constructor(config: IFixedSnapshotBufferConfig) {
this._maxSize = config.maxSize;
this._interpolationDelayFrames = config.interpolationDelayFrames;
}
/**
* @zh
* @en Get buffer size
*/
get size(): number {
return this._buffer.length;
}
/**
* @zh
* @en Get interpolation delay in frames
*/
get interpolationDelayFrames(): number {
return this._interpolationDelayFrames;
}
/**
* @zh
* @en Add snapshot
*
* @param snapshot - @zh @en State snapshot
*/
push(snapshot: IFixedStateSnapshot<T>): void {
let insertIndex = this._buffer.length;
for (let i = this._buffer.length - 1; i >= 0; i--) {
if (this._buffer[i].frame <= snapshot.frame) {
insertIndex = i + 1;
break;
}
if (i === 0) {
insertIndex = 0;
}
}
this._buffer.splice(insertIndex, 0, snapshot);
while (this._buffer.length > this._maxSize) {
this._buffer.shift();
}
}
/**
* @zh
* @en Get interpolation snapshots by frame number
*
* @param currentFrame - @zh @en Current frame number
* @returns @zh null @en Interpolation result with fixed-point factor or null
*/
getInterpolationSnapshots(currentFrame: number): IFixedInterpolationResult<T> | null {
if (this._buffer.length < 2) {
return null;
}
const targetFrame = currentFrame - this._interpolationDelayFrames;
for (let i = 0; i < this._buffer.length - 1; i++) {
const prev = this._buffer[i];
const next = this._buffer[i + 1];
if (prev.frame <= targetFrame && next.frame >= targetFrame) {
const duration = next.frame - prev.frame;
let t: Fixed32;
if (duration > 0) {
const elapsed = targetFrame - prev.frame;
t = Fixed32.from(elapsed).div(Fixed32.from(duration));
t = Fixed32.clamp(t, Fixed32.ZERO, Fixed32.ONE);
} else {
t = Fixed32.ZERO;
}
return { from: prev, to: next, t };
}
}
if (targetFrame > this._buffer[this._buffer.length - 1].frame) {
const prev = this._buffer[this._buffer.length - 2];
const next = this._buffer[this._buffer.length - 1];
const duration = next.frame - prev.frame;
let t: Fixed32;
if (duration > 0) {
const elapsed = targetFrame - prev.frame;
t = Fixed32.from(elapsed).div(Fixed32.from(duration));
t = Fixed32.min(t, Fixed32.from(2));
} else {
t = Fixed32.ONE;
}
return { from: prev, to: next, t };
}
return null;
}
/**
* @zh
* @en Get interpolation snapshots by precise frame time (supports sub-frame interpolation)
*
* @param frameTime - @zh @en Precise frame time (fixed-point)
* @returns @zh null @en Interpolation result or null
*/
getInterpolationSnapshotsFixed(frameTime: Fixed32): IFixedInterpolationResult<T> | null {
if (this._buffer.length < 2) {
return null;
}
const targetFrame = frameTime.sub(Fixed32.from(this._interpolationDelayFrames));
for (let i = 0; i < this._buffer.length - 1; i++) {
const prev = this._buffer[i];
const next = this._buffer[i + 1];
const prevFrame = Fixed32.from(prev.frame);
const nextFrame = Fixed32.from(next.frame);
if (prevFrame.le(targetFrame) && nextFrame.ge(targetFrame)) {
const duration = nextFrame.sub(prevFrame);
let t: Fixed32;
if (duration.gt(Fixed32.ZERO)) {
t = targetFrame.sub(prevFrame).div(duration);
t = Fixed32.clamp(t, Fixed32.ZERO, Fixed32.ONE);
} else {
t = Fixed32.ZERO;
}
return { from: prev, to: next, t };
}
}
const lastFrame = Fixed32.from(this._buffer[this._buffer.length - 1].frame);
if (targetFrame.gt(lastFrame)) {
const prev = this._buffer[this._buffer.length - 2];
const next = this._buffer[this._buffer.length - 1];
const prevFrame = Fixed32.from(prev.frame);
const nextFrame = Fixed32.from(next.frame);
const duration = nextFrame.sub(prevFrame);
let t: Fixed32;
if (duration.gt(Fixed32.ZERO)) {
t = targetFrame.sub(prevFrame).div(duration);
t = Fixed32.min(t, Fixed32.from(2));
} else {
t = Fixed32.ONE;
}
return { from: prev, to: next, t };
}
return null;
}
/**
* @zh
* @en Get latest snapshot
*/
getLatest(): IFixedStateSnapshot<T> | null {
return this._buffer.length > 0 ? this._buffer[this._buffer.length - 1] : null;
}
/**
* @zh
* @en Get snapshot at specific frame
*/
getAtFrame(frame: number): IFixedStateSnapshot<T> | null {
for (const snapshot of this._buffer) {
if (snapshot.frame === frame) {
return snapshot;
}
}
return null;
}
/**
* @zh
* @en Get all snapshots after specific frame
*/
getSnapshotsAfter(frame: number): IFixedStateSnapshot<T>[] {
return this._buffer.filter(s => s.frame > frame);
}
/**
* @zh
* @en Remove all snapshots before specific frame
*/
removeSnapshotsBefore(frame: number): void {
while (this._buffer.length > 0 && this._buffer[0].frame < frame) {
this._buffer.shift();
}
}
/**
* @zh
* @en Clear buffer
*/
clear(): void {
this._buffer.length = 0;
}
}
// =============================================================================
// 工厂函数 | Factory Functions
// =============================================================================
/**
* @zh
* @en Create fixed-point snapshot buffer
*
* @param maxSize - @zh 30@en Maximum snapshot count (default 30)
* @param interpolationDelayFrames - @zh 2@en Interpolation delay frames (default 2)
*/
export function createFixedSnapshotBuffer<T>(
maxSize: number = 30,
interpolationDelayFrames: number = 2
): FixedSnapshotBuffer<T> {
return new FixedSnapshotBuffer<T>({ maxSize, interpolationDelayFrames });
}
@@ -0,0 +1,229 @@
/**
* @zh
* @en Fixed-point Transform Interpolator
*
* @zh
* @en Interpolator for deterministic lockstep calculations
*/
import { Fixed32, FixedVector2, FixedMath } from '@esengine/ecs-framework-math';
import {
FixedTransformState,
FixedTransformStateWithVelocity,
type IFixedTransformStateRaw,
type IFixedTransformStateWithVelocityRaw
} from './FixedTransformState';
// =============================================================================
// 插值器接口 | Interpolator Interface
// =============================================================================
/**
* @zh
* @en Fixed-point interpolator interface
*/
export interface IFixedInterpolator<T> {
/**
* @zh
* @en Interpolate between two states
* @param from - @zh @en Start state
* @param to - @zh @en End state
* @param t - @zh (0-1) @en Interpolation factor (0-1)
*/
interpolate(from: T, to: T, t: Fixed32): T;
}
/**
* @zh
* @en Fixed-point extrapolator interface
*/
export interface IFixedExtrapolator<T> {
/**
* @zh
* @en Extrapolate state based on velocity
* @param state - @zh @en Current state
* @param deltaTime - @zh @en Time delta
*/
extrapolate(state: T, deltaTime: Fixed32): T;
}
// =============================================================================
// 定点数变换插值器 | Fixed Transform Interpolator
// =============================================================================
/**
* @zh
* @en Fixed-point transform state interpolator
*/
export class FixedTransformInterpolator
implements IFixedInterpolator<FixedTransformState>, IFixedExtrapolator<FixedTransformStateWithVelocity> {
/**
* @zh
* @en Interpolate between two transform states
*/
interpolate(from: FixedTransformState, to: FixedTransformState, t: Fixed32): FixedTransformState {
return new FixedTransformState(
from.position.lerp(to.position, t),
FixedMath.lerpAngle(from.rotation, to.rotation, t)
);
}
/**
* @zh
* @en Extrapolate transform state based on velocity
*/
extrapolate(
state: FixedTransformStateWithVelocity,
deltaTime: Fixed32
): FixedTransformStateWithVelocity {
return new FixedTransformStateWithVelocity(
state.position.add(state.velocity.mul(deltaTime)),
state.rotation.add(state.angularVelocity.mul(deltaTime)),
state.velocity,
state.angularVelocity
);
}
/**
* @zh 使
* @en Interpolate using raw values
*/
interpolateRaw(
from: IFixedTransformStateRaw,
to: IFixedTransformStateRaw,
t: number
): IFixedTransformStateRaw {
const fromState = FixedTransformState.fromRaw(from);
const toState = FixedTransformState.fromRaw(to);
const tFixed = Fixed32.from(t);
return this.interpolate(fromState, toState, tFixed).toRaw();
}
/**
* @zh 使
* @en Extrapolate using raw values
*/
extrapolateRaw(
state: IFixedTransformStateWithVelocityRaw,
deltaTimeMs: number
): IFixedTransformStateWithVelocityRaw {
const fixedState = FixedTransformStateWithVelocity.fromRaw(state);
const deltaTime = Fixed32.from(deltaTimeMs / 1000); // ms to seconds
return this.extrapolate(fixedState, deltaTime).toRaw();
}
}
// =============================================================================
// 赫尔米特插值器 | Hermite Interpolator
// =============================================================================
/**
* @zh 线
* @en Fixed-point Hermite transform interpolator (smoother curves)
*/
export class FixedHermiteTransformInterpolator
implements IFixedInterpolator<FixedTransformStateWithVelocity> {
/**
* @zh
* @en Snapshot interval in seconds
*/
private readonly snapshotInterval: Fixed32;
constructor(snapshotIntervalMs: number = 100) {
this.snapshotInterval = Fixed32.from(snapshotIntervalMs / 1000);
}
/**
* @zh 使
* @en Use Hermite interpolation
*/
interpolate(
from: FixedTransformStateWithVelocity,
to: FixedTransformStateWithVelocity,
t: Fixed32
): FixedTransformStateWithVelocity {
const t2 = t.mul(t);
const t3 = t2.mul(t);
const two = Fixed32.from(2);
const three = Fixed32.from(3);
const six = Fixed32.from(6);
const four = Fixed32.from(4);
// Hermite basis functions
// h00 = 2t³ - 3t² + 1
const h00 = two.mul(t3).sub(three.mul(t2)).add(Fixed32.ONE);
// h10 = t³ - 2t² + t
const h10 = t3.sub(two.mul(t2)).add(t);
// h01 = -2t³ + 3t²
const h01 = two.neg().mul(t3).add(three.mul(t2));
// h11 = t³ - t²
const h11 = t3.sub(t2);
const dt = this.snapshotInterval;
// Position interpolation
const x = h00.mul(from.position.x)
.add(h10.mul(from.velocity.x).mul(dt))
.add(h01.mul(to.position.x))
.add(h11.mul(to.velocity.x).mul(dt));
const y = h00.mul(from.position.y)
.add(h10.mul(from.velocity.y).mul(dt))
.add(h01.mul(to.position.y))
.add(h11.mul(to.velocity.y).mul(dt));
// Velocity derivatives
// dh00 = 6t² - 6t
const dh00 = six.mul(t2).sub(six.mul(t));
// dh10 = 3t² - 4t + 1
const dh10 = three.mul(t2).sub(four.mul(t)).add(Fixed32.ONE);
// dh01 = -6t² + 6t
const dh01 = six.neg().mul(t2).add(six.mul(t));
// dh11 = 3t² - 2t
const dh11 = three.mul(t2).sub(two.mul(t));
const velocityX = dh00.mul(from.position.x)
.add(dh10.mul(from.velocity.x).mul(dt))
.add(dh01.mul(to.position.x))
.add(dh11.mul(to.velocity.x).mul(dt))
.div(dt);
const velocityY = dh00.mul(from.position.y)
.add(dh10.mul(from.velocity.y).mul(dt))
.add(dh01.mul(to.position.y))
.add(dh11.mul(to.velocity.y).mul(dt))
.div(dt);
return new FixedTransformStateWithVelocity(
new FixedVector2(x, y),
FixedMath.lerpAngle(from.rotation, to.rotation, t),
new FixedVector2(velocityX, velocityY),
Fixed32.lerp(from.angularVelocity, to.angularVelocity, t)
);
}
}
// =============================================================================
// 工厂函数 | Factory Functions
// =============================================================================
/**
* @zh
* @en Create fixed-point transform interpolator
*/
export function createFixedTransformInterpolator(): FixedTransformInterpolator {
return new FixedTransformInterpolator();
}
/**
* @zh
* @en Create fixed-point Hermite transform interpolator
*/
export function createFixedHermiteTransformInterpolator(
snapshotIntervalMs?: number
): FixedHermiteTransformInterpolator {
return new FixedHermiteTransformInterpolator(snapshotIntervalMs);
}
@@ -0,0 +1,265 @@
/**
* @zh
* @en Fixed-point Transform State
*
* @zh
* @en Transform state for deterministic lockstep calculations
*/
import { Fixed32, FixedVector2 } from '@esengine/ecs-framework-math';
// =============================================================================
// 定点数变换状态接口 | Fixed Transform State Interface
// =============================================================================
/**
* @zh
* @en Fixed-point transform state (raw values)
*
* @zh
* @en Raw integer format for network transmission, ensures cross-platform consistency
*/
export interface IFixedTransformStateRaw {
/**
* @zh X
* @en X coordinate raw value
*/
x: number;
/**
* @zh Y
* @en Y coordinate raw value
*/
y: number;
/**
* @zh * 65536
* @en Rotation raw value (radians * 65536)
*/
rotation: number;
}
/**
* @zh
* @en Fixed-point transform state with velocity (raw values)
*/
export interface IFixedTransformStateWithVelocityRaw extends IFixedTransformStateRaw {
/**
* @zh X
* @en X velocity raw value
*/
velocityX: number;
/**
* @zh Y
* @en Y velocity raw value
*/
velocityY: number;
/**
* @zh
* @en Angular velocity raw value
*/
angularVelocity: number;
}
// =============================================================================
// 定点数变换状态类 | Fixed Transform State Class
// =============================================================================
/**
* @zh
* @en Fixed-point transform state
*/
export class FixedTransformState {
readonly position: FixedVector2;
readonly rotation: Fixed32;
constructor(position: FixedVector2, rotation: Fixed32) {
this.position = position;
this.rotation = rotation;
}
/**
* @zh
* @en Create from raw values
*/
static fromRaw(raw: IFixedTransformStateRaw): FixedTransformState {
return new FixedTransformState(
FixedVector2.fromRaw(raw.x, raw.y),
Fixed32.fromRaw(raw.rotation)
);
}
/**
* @zh
* @en Create from floating-point numbers
*/
static from(x: number, y: number, rotation: number): FixedTransformState {
return new FixedTransformState(
FixedVector2.from(x, y),
Fixed32.from(rotation)
);
}
/**
* @zh
* @en Convert to raw values (for network transmission)
*/
toRaw(): IFixedTransformStateRaw {
return {
x: this.position.x.toRaw(),
y: this.position.y.toRaw(),
rotation: this.rotation.toRaw()
};
}
/**
* @zh
* @en Convert to floating-point object (for rendering)
*/
toFloat(): { x: number; y: number; rotation: number } {
return {
x: this.position.x.toNumber(),
y: this.position.y.toNumber(),
rotation: this.rotation.toNumber()
};
}
/**
* @zh
* @en Check equality
*/
equals(other: FixedTransformState): boolean {
return this.position.equals(other.position) && this.rotation.eq(other.rotation);
}
}
/**
* @zh
* @en Fixed-point transform state with velocity
*/
export class FixedTransformStateWithVelocity {
readonly position: FixedVector2;
readonly rotation: Fixed32;
readonly velocity: FixedVector2;
readonly angularVelocity: Fixed32;
constructor(
position: FixedVector2,
rotation: Fixed32,
velocity: FixedVector2,
angularVelocity: Fixed32
) {
this.position = position;
this.rotation = rotation;
this.velocity = velocity;
this.angularVelocity = angularVelocity;
}
/**
* @zh
* @en Create from raw values
*/
static fromRaw(raw: IFixedTransformStateWithVelocityRaw): FixedTransformStateWithVelocity {
return new FixedTransformStateWithVelocity(
FixedVector2.fromRaw(raw.x, raw.y),
Fixed32.fromRaw(raw.rotation),
FixedVector2.fromRaw(raw.velocityX, raw.velocityY),
Fixed32.fromRaw(raw.angularVelocity)
);
}
/**
* @zh
* @en Create from floating-point numbers
*/
static from(
x: number,
y: number,
rotation: number,
velocityX: number,
velocityY: number,
angularVelocity: number
): FixedTransformStateWithVelocity {
return new FixedTransformStateWithVelocity(
FixedVector2.from(x, y),
Fixed32.from(rotation),
FixedVector2.from(velocityX, velocityY),
Fixed32.from(angularVelocity)
);
}
/**
* @zh
* @en Convert to raw values
*/
toRaw(): IFixedTransformStateWithVelocityRaw {
return {
x: this.position.x.toRaw(),
y: this.position.y.toRaw(),
rotation: this.rotation.toRaw(),
velocityX: this.velocity.x.toRaw(),
velocityY: this.velocity.y.toRaw(),
angularVelocity: this.angularVelocity.toRaw()
};
}
/**
* @zh
* @en Convert to floating-point object
*/
toFloat(): {
x: number;
y: number;
rotation: number;
velocityX: number;
velocityY: number;
angularVelocity: number;
} {
return {
x: this.position.x.toNumber(),
y: this.position.y.toNumber(),
rotation: this.rotation.toNumber(),
velocityX: this.velocity.x.toNumber(),
velocityY: this.velocity.y.toNumber(),
angularVelocity: this.angularVelocity.toNumber()
};
}
/**
* @zh
* @en Check equality
*/
equals(other: FixedTransformStateWithVelocity): boolean {
return this.position.equals(other.position) &&
this.rotation.eq(other.rotation) &&
this.velocity.equals(other.velocity) &&
this.angularVelocity.eq(other.angularVelocity);
}
}
// =============================================================================
// 工具函数 | Utility Functions
// =============================================================================
/**
* @zh
* @en Create zero state
*/
export function createZeroFixedTransformState(): FixedTransformState {
return new FixedTransformState(FixedVector2.ZERO, Fixed32.ZERO);
}
/**
* @zh
* @en Create zero state with velocity
*/
export function createZeroFixedTransformStateWithVelocity(): FixedTransformStateWithVelocity {
return new FixedTransformStateWithVelocity(
FixedVector2.ZERO,
Fixed32.ZERO,
FixedVector2.ZERO,
Fixed32.ZERO
);
}
@@ -0,0 +1,63 @@
/**
* @zh
* @en Fixed-point network sync module
*
* @zh
* @en Network sync types and utilities for deterministic lockstep calculations
*/
// =============================================================================
// 变换状态 | Transform State
// =============================================================================
export {
FixedTransformState,
FixedTransformStateWithVelocity,
createZeroFixedTransformState,
createZeroFixedTransformStateWithVelocity,
type IFixedTransformStateRaw,
type IFixedTransformStateWithVelocityRaw,
} from './FixedTransformState';
// =============================================================================
// 插值器 | Interpolators
// =============================================================================
export {
FixedTransformInterpolator,
FixedHermiteTransformInterpolator,
createFixedTransformInterpolator,
createFixedHermiteTransformInterpolator,
type IFixedInterpolator,
type IFixedExtrapolator,
} from './FixedTransformInterpolator';
// =============================================================================
// 快照缓冲区 | Snapshot Buffer
// =============================================================================
export {
FixedSnapshotBuffer,
createFixedSnapshotBuffer,
type IFixedStateSnapshot,
type IFixedSnapshotBufferConfig,
type IFixedInterpolationResult,
} from './FixedSnapshotBuffer';
// =============================================================================
// 客户端预测 | Client Prediction
// =============================================================================
export {
FixedClientPrediction,
createFixedClientPrediction,
createFixedMovementPredictor,
createFixedMovementPositionExtractor,
type IFixedInputSnapshot,
type IFixedPredictedState,
type IFixedPredictor,
type IFixedStatePositionExtractor,
type FixedClientPredictionConfig,
type IFixedMovementInput,
type IFixedMovementState,
} from './FixedClientPrediction';
@@ -78,3 +78,49 @@ export {
ComponentSyncSystem,
createComponentSyncSystem
} from './ComponentSync';
// =============================================================================
// 定点数同步 | Fixed-point Sync (Deterministic Lockstep)
// =============================================================================
export {
// Transform State
FixedTransformState,
FixedTransformStateWithVelocity,
createZeroFixedTransformState,
createZeroFixedTransformStateWithVelocity,
// Interpolators
FixedTransformInterpolator,
FixedHermiteTransformInterpolator,
createFixedTransformInterpolator,
createFixedHermiteTransformInterpolator,
// Snapshot Buffer
FixedSnapshotBuffer,
createFixedSnapshotBuffer,
// Client Prediction
FixedClientPrediction,
createFixedClientPrediction,
createFixedMovementPredictor,
createFixedMovementPositionExtractor,
} from './fixed';
export type {
// Transform State Types
IFixedTransformStateRaw,
IFixedTransformStateWithVelocityRaw,
// Interpolator Types
IFixedInterpolator,
IFixedExtrapolator,
// Snapshot Buffer Types
IFixedStateSnapshot,
IFixedSnapshotBufferConfig,
IFixedInterpolationResult,
// Client Prediction Types
IFixedInputSnapshot,
IFixedPredictedState,
IFixedPredictor,
IFixedStatePositionExtractor,
FixedClientPredictionConfig,
IFixedMovementInput,
IFixedMovementState,
} from './fixed';
+65 -28
View File
@@ -1628,6 +1628,9 @@ importers:
'@esengine/ecs-framework':
specifier: workspace:*
version: link:../core/dist
'@esengine/ecs-framework-math':
specifier: workspace:*
version: link:../math
rimraf:
specifier: ^5.0.5
version: 5.0.10
@@ -1652,10 +1655,10 @@ importers:
version: 5.0.10
tsrpc-cli:
specifier: ^2.4.5
version: 2.4.5(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@20.19.27)
version: 2.4.5(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@22.19.3)
tsup:
specifier: ^8.0.0
version: 8.5.1(@microsoft/api-extractor@7.55.2(@types/node@20.19.27))(@swc/core@1.15.7(@swc/helpers@0.5.18))(jiti@2.6.1)(postcss@8.5.6)(tsx@4.21.0)(typescript@5.9.3)(yaml@2.8.2)
version: 8.5.1(@microsoft/api-extractor@7.55.2(@types/node@22.19.3))(@swc/core@1.15.7(@swc/helpers@0.5.18))(jiti@2.6.1)(postcss@8.5.6)(tsx@4.21.0)(typescript@5.9.3)(yaml@2.8.2)
typescript:
specifier: ^5.3.3
version: 5.9.3
@@ -13266,6 +13269,13 @@ snapshots:
optionalDependencies:
'@types/node': 20.19.27
'@inquirer/external-editor@1.0.3(@types/node@22.19.3)':
dependencies:
chardet: 2.1.1
iconv-lite: 0.7.1
optionalDependencies:
'@types/node': 22.19.3
'@ioredis/commands@1.4.0': {}
'@isaacs/balanced-match@4.0.1': {}
@@ -15063,7 +15073,6 @@ snapshots:
'@types/node@22.19.3':
dependencies:
undici-types: 6.21.0
optional: true
'@types/normalize-package-data@2.4.4': {}
@@ -15294,6 +15303,14 @@ snapshots:
optionalDependencies:
vite: 5.4.21(@types/node@20.19.27)(lightningcss@1.30.2)(terser@5.44.1)
'@vitest/mocker@2.1.9(vite@5.4.21(@types/node@22.19.3)(lightningcss@1.30.2)(terser@5.44.1))':
dependencies:
'@vitest/spy': 2.1.9
estree-walker: 3.0.3
magic-string: 0.30.21
optionalDependencies:
vite: 5.4.21(@types/node@22.19.3)(lightningcss@1.30.2)(terser@5.44.1)
'@vitest/pretty-format@2.1.9':
dependencies:
tinyrainbow: 1.2.0
@@ -17859,6 +17876,26 @@ snapshots:
transitivePeerDependencies:
- '@types/node'
inquirer@8.2.7(@types/node@22.19.3):
dependencies:
'@inquirer/external-editor': 1.0.3(@types/node@22.19.3)
ansi-escapes: 4.3.2
chalk: 4.1.2
cli-cursor: 3.1.0
cli-width: 3.0.0
figures: 3.2.0
lodash: 4.17.21
mute-stream: 0.0.8
ora: 5.4.1
run-async: 2.4.1
rxjs: 7.8.2
string-width: 4.2.3
strip-ansi: 6.0.1
through: 2.3.8
wrap-ansi: 6.2.0
transitivePeerDependencies:
- '@types/node'
into-stream@7.0.0:
dependencies:
from2: 2.3.0
@@ -21457,27 +21494,6 @@ snapshots:
'@ts-morph/common': 0.22.0
code-block-writer: 12.0.0
ts-node@10.9.2(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@20.19.27)(typescript@4.9.5):
dependencies:
'@cspotcode/source-map-support': 0.8.1
'@tsconfig/node10': 1.0.12
'@tsconfig/node12': 1.0.11
'@tsconfig/node14': 1.0.3
'@tsconfig/node16': 1.0.4
'@types/node': 20.19.27
acorn: 8.15.0
acorn-walk: 8.3.4
arg: 4.1.3
create-require: 1.1.1
diff: 4.0.2
make-error: 1.3.6
typescript: 4.9.5
v8-compile-cache-lib: 3.0.1
yn: 3.1.1
optionalDependencies:
'@swc/core': 1.15.7(@swc/helpers@0.5.18)
'@swc/wasm': 1.15.7
ts-node@10.9.2(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@20.19.27)(typescript@5.9.3):
dependencies:
'@cspotcode/source-map-support': 0.8.1
@@ -21500,6 +21516,27 @@ snapshots:
'@swc/wasm': 1.15.7
optional: true
ts-node@10.9.2(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@22.19.3)(typescript@4.9.5):
dependencies:
'@cspotcode/source-map-support': 0.8.1
'@tsconfig/node10': 1.0.12
'@tsconfig/node12': 1.0.11
'@tsconfig/node14': 1.0.3
'@tsconfig/node16': 1.0.4
'@types/node': 22.19.3
acorn: 8.15.0
acorn-walk: 8.3.4
arg: 4.1.3
create-require: 1.1.1
diff: 4.0.2
make-error: 1.3.6
typescript: 4.9.5
v8-compile-cache-lib: 3.0.1
yn: 3.1.1
optionalDependencies:
'@swc/core': 1.15.7(@swc/helpers@0.5.18)
'@swc/wasm': 1.15.7
tsbuffer-proto-generator@1.7.2:
dependencies:
k8w-crypto: 0.2.0
@@ -21536,18 +21573,18 @@ snapshots:
tslib@2.8.1: {}
tsrpc-cli@2.4.5(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@20.19.27):
tsrpc-cli@2.4.5(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@22.19.3):
dependencies:
chalk: 4.1.2
chokidar: 3.6.0
fs-extra: 10.1.0
glob: 7.2.3
inquirer: 8.2.7(@types/node@20.19.27)
inquirer: 8.2.7(@types/node@22.19.3)
k8w-extend-native: 1.4.6
minimist: 1.2.8
ora: 5.4.1
os-locale: 5.0.0
ts-node: 10.9.2(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@20.19.27)(typescript@4.9.5)
ts-node: 10.9.2(@swc/core@1.15.7(@swc/helpers@0.5.18))(@swc/wasm@1.15.7)(@types/node@22.19.3)(typescript@4.9.5)
tsbuffer: 2.2.23
tsbuffer-proto-generator: 1.7.2
tsbuffer-schema: 2.2.0
@@ -22249,7 +22286,7 @@ snapshots:
vitest@2.1.9(@types/node@22.19.3)(jsdom@20.0.3)(lightningcss@1.30.2)(terser@5.44.1):
dependencies:
'@vitest/expect': 2.1.9
'@vitest/mocker': 2.1.9(vite@5.4.21(@types/node@20.19.27)(lightningcss@1.30.2)(terser@5.44.1))
'@vitest/mocker': 2.1.9(vite@5.4.21(@types/node@22.19.3)(lightningcss@1.30.2)(terser@5.44.1))
'@vitest/pretty-format': 2.1.9
'@vitest/runner': 2.1.9
'@vitest/snapshot': 2.1.9