Feature/physics and tilemap enhancement (#247)

* feat(behavior-tree,tilemap): 修复编辑器连线缩放问题并增强插件系统

* feat(node-editor,blueprint): 新增通用节点编辑器和蓝图可视化脚本系统

* feat(editor,tilemap): 优化编辑器UI样式和Tilemap编辑器功能

* fix: 修复CodeQL安全警告和CI类型检查错误

* fix: 修复CodeQL安全警告和CI类型检查错误

* fix: 修复CodeQL安全警告和CI类型检查错误
This commit is contained in:
YHH
2025-11-29 23:00:48 +08:00
committed by GitHub
parent f03b73b58e
commit 359886c72f
198 changed files with 33879 additions and 13121 deletions

View File

@@ -23,19 +23,40 @@ import type { Vector2 } from '../types/Physics2DTypes';
@ECSComponent('BoxCollider2D')
@Serializable({ version: 1, typeId: 'BoxCollider2D' })
export class BoxCollider2DComponent extends Collider2DBase {
private _width: number = 10;
private _height: number = 10;
/**
* 矩形宽度半宽度的2倍
*/
@Serialize()
@Property({ type: 'number', label: 'Width', min: 0.01, step: 0.1 })
public width: number = 10;
public get width(): number {
return this._width;
}
public set width(value: number) {
if (this._width !== value) {
this._width = value;
this._needsRebuild = true;
}
}
/**
* 矩形高度半高度的2倍
*/
@Serialize()
@Property({ type: 'number', label: 'Height', min: 0.01, step: 0.1 })
public height: number = 10;
public get height(): number {
return this._height;
}
public set height(value: number) {
if (this._height !== value) {
this._height = value;
this._needsRebuild = true;
}
}
/**
* 获取半宽度
@@ -78,6 +99,5 @@ export class BoxCollider2DComponent extends Collider2DBase {
public setSize(width: number, height: number): void {
this.width = width;
this.height = height;
this._needsRebuild = true;
}
}

View File

@@ -35,19 +35,41 @@ export enum CapsuleDirection2D {
@ECSComponent('CapsuleCollider2D')
@Serializable({ version: 1, typeId: 'CapsuleCollider2D' })
export class CapsuleCollider2DComponent extends Collider2DBase {
private _radius: number = 3;
private _height: number = 10;
private _direction: CapsuleDirection2D = CapsuleDirection2D.Vertical;
/**
* 胶囊半径
*/
@Serialize()
@Property({ type: 'number', label: 'Radius', min: 0.01, step: 0.1 })
public radius: number = 3;
public get radius(): number {
return this._radius;
}
public set radius(value: number) {
if (this._radius !== value) {
this._radius = value;
this._needsRebuild = true;
}
}
/**
* 胶囊总高度(包括两端的半圆)
*/
@Serialize()
@Property({ type: 'number', label: 'Height', min: 0.01, step: 0.1 })
public height: number = 10;
public get height(): number {
return this._height;
}
public set height(value: number) {
if (this._height !== value) {
this._height = value;
this._needsRebuild = true;
}
}
/**
* 胶囊方向
@@ -61,7 +83,16 @@ export class CapsuleCollider2DComponent extends Collider2DBase {
{ label: 'Horizontal', value: 1 }
]
})
public direction: CapsuleDirection2D = CapsuleDirection2D.Vertical;
public get direction(): CapsuleDirection2D {
return this._direction;
}
public set direction(value: CapsuleDirection2D) {
if (this._direction !== value) {
this._direction = value;
this._needsRebuild = true;
}
}
/**
* 获取半高度(中间矩形部分的一半)
@@ -103,7 +134,6 @@ export class CapsuleCollider2DComponent extends Collider2DBase {
public setSize(radius: number, height: number): void {
this.radius = radius;
this.height = height;
this._needsRebuild = true;
}
/**
@@ -112,6 +142,5 @@ export class CapsuleCollider2DComponent extends Collider2DBase {
*/
public setDirection(direction: CapsuleDirection2D): void {
this.direction = direction;
this._needsRebuild = true;
}
}

View File

@@ -22,12 +22,23 @@ import type { Vector2 } from '../types/Physics2DTypes';
@ECSComponent('CircleCollider2D')
@Serializable({ version: 1, typeId: 'CircleCollider2D' })
export class CircleCollider2DComponent extends Collider2DBase {
private _radius: number = 5;
/**
* 圆的半径
*/
@Serialize()
@Property({ type: 'number', label: 'Radius', min: 0.01, step: 0.1 })
public radius: number = 5;
public get radius(): number {
return this._radius;
}
public set radius(value: number) {
if (this._radius !== value) {
this._radius = value;
this._needsRebuild = true;
}
}
public override getShapeType(): string {
return 'circle';
@@ -50,6 +61,5 @@ export class CircleCollider2DComponent extends Collider2DBase {
*/
public setRadius(radius: number): void {
this.radius = radius;
this._needsRebuild = true;
}
}

View File

@@ -54,7 +54,7 @@ export abstract class Collider2DBase extends Component {
* 使用位掩码,可以属于多个层
*/
@Serialize()
@Property({ type: 'integer', label: 'Collision Layer', min: 0 })
@Property({ type: 'collisionLayer', label: 'Collision Layer' })
public collisionLayer: number = CollisionLayer2D.Default;
/**
@@ -62,7 +62,7 @@ export abstract class Collider2DBase extends Component {
* 使用位掩码
*/
@Serialize()
@Property({ type: 'integer', label: 'Collision Mask', min: 0 })
@Property({ type: 'collisionMask', label: 'Collision Mask' })
public collisionMask: number = CollisionLayer2D.All;
// ==================== 偏移 ====================

View File

@@ -9,6 +9,12 @@
import type { IPluginLoader, PluginDescriptor } from '@esengine/editor-core';
import { Physics2DEditorModule } from './index';
import { PhysicsRuntimeModule } from '../PhysicsRuntimeModule';
import { CollisionLayerConfig } from '../services/CollisionLayerConfig';
// 暴露 CollisionLayerConfig 到全局,供 CollisionLayerField 访问
(window as any).__PHYSICS_RAPIER2D__ = {
CollisionLayerConfig
};
/**
* 插件描述符

View File

@@ -0,0 +1,269 @@
/**
* Collision Layer Selector Component
* 碰撞层选择器组件
*/
import React, { useState, useEffect, useRef } from 'react';
import { CollisionLayerConfig } from '../../services/CollisionLayerConfig';
interface CollisionLayerSelectorProps {
value: number;
onChange: (value: number) => void;
label?: string;
multiple?: boolean;
}
export const CollisionLayerSelector: React.FC<CollisionLayerSelectorProps> = ({
value,
onChange,
label,
multiple = false
}) => {
const [isOpen, setIsOpen] = useState(false);
const [layers, setLayers] = useState(CollisionLayerConfig.getInstance().getLayers());
const dropdownRef = useRef<HTMLDivElement>(null);
const config = CollisionLayerConfig.getInstance();
useEffect(() => {
const handleUpdate = () => {
setLayers([...config.getLayers()]);
};
config.addListener(handleUpdate);
return () => config.removeListener(handleUpdate);
}, []);
useEffect(() => {
const handleClickOutside = (event: MouseEvent) => {
if (dropdownRef.current && !dropdownRef.current.contains(event.target as Node)) {
setIsOpen(false);
}
};
document.addEventListener('mousedown', handleClickOutside);
return () => document.removeEventListener('mousedown', handleClickOutside);
}, []);
const getSelectedLayerNames = (): string => {
if (!multiple) {
const index = config.getLayerIndex(value);
return layers[index]?.name ?? 'Default';
}
const selectedNames: string[] = [];
for (let i = 0; i < 16; i++) {
if ((value & (1 << i)) !== 0) {
selectedNames.push(layers[i]?.name ?? `Layer${i}`);
}
}
if (selectedNames.length === 0) return 'None';
if (selectedNames.length === 16) return 'All';
if (selectedNames.length > 3) return `${selectedNames.length} layers`;
return selectedNames.join(', ');
};
const handleLayerToggle = (index: number) => {
if (multiple) {
const bit = 1 << index;
const newValue = (value & bit) ? (value & ~bit) : (value | bit);
onChange(newValue);
} else {
onChange(1 << index);
setIsOpen(false);
}
};
const handleSelectAll = () => {
onChange(0xFFFF);
};
const handleSelectNone = () => {
onChange(0);
};
return (
<div className="collision-layer-selector" ref={dropdownRef}>
{label && <label className="selector-label">{label}</label>}
<div className="selector-container">
<button
className="selector-button"
onClick={() => setIsOpen(!isOpen)}
type="button"
>
<span className="selected-text">{getSelectedLayerNames()}</span>
<span className="dropdown-arrow">{isOpen ? '▲' : '▼'}</span>
</button>
{isOpen && (
<div className="dropdown-menu">
{multiple && (
<div className="dropdown-actions">
<button onClick={handleSelectAll} type="button"></button>
<button onClick={handleSelectNone} type="button"></button>
</div>
)}
<div className="dropdown-list">
{layers.slice(0, 8).map((layer, index) => {
const isSelected = multiple
? (value & (1 << index)) !== 0
: config.getLayerIndex(value) === index;
return (
<div
key={index}
className={`dropdown-item ${isSelected ? 'selected' : ''}`}
onClick={() => handleLayerToggle(index)}
>
{multiple && (
<input
type="checkbox"
checked={isSelected}
onChange={() => {}}
className="layer-checkbox"
/>
)}
<span className="layer-index">{index}</span>
<span className="layer-name">{layer.name}</span>
</div>
);
})}
</div>
</div>
)}
</div>
<style>{`
.collision-layer-selector {
position: relative;
width: 100%;
}
.selector-label {
display: block;
font-size: 12px;
color: var(--text-secondary, #aaa);
margin-bottom: 4px;
}
.selector-container {
position: relative;
}
.selector-button {
width: 100%;
padding: 6px 8px;
border: 1px solid var(--border-color, #333);
border-radius: 4px;
background: var(--bg-primary, #1a1a1a);
color: var(--text-primary, #fff);
font-size: 12px;
cursor: pointer;
display: flex;
justify-content: space-between;
align-items: center;
text-align: left;
}
.selector-button:hover {
border-color: var(--accent-color, #0078d4);
}
.selected-text {
flex: 1;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.dropdown-arrow {
font-size: 8px;
margin-left: 8px;
color: var(--text-secondary, #888);
}
.dropdown-menu {
position: absolute;
top: 100%;
left: 0;
right: 0;
margin-top: 2px;
background: var(--bg-secondary, #1e1e1e);
border: 1px solid var(--border-color, #333);
border-radius: 4px;
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.3);
z-index: 1000;
max-height: 250px;
overflow: hidden;
display: flex;
flex-direction: column;
}
.dropdown-actions {
display: flex;
gap: 4px;
padding: 6px;
border-bottom: 1px solid var(--border-color, #333);
}
.dropdown-actions button {
flex: 1;
padding: 4px 8px;
border: none;
border-radius: 2px;
background: var(--bg-tertiary, #333);
color: var(--text-secondary, #aaa);
font-size: 11px;
cursor: pointer;
}
.dropdown-actions button:hover {
background: var(--bg-hover, #444);
color: var(--text-primary, #fff);
}
.dropdown-list {
overflow-y: auto;
max-height: 200px;
}
.dropdown-item {
display: flex;
align-items: center;
padding: 6px 8px;
cursor: pointer;
gap: 8px;
}
.dropdown-item:hover {
background: var(--bg-hover, #2a2a2a);
}
.dropdown-item.selected {
background: var(--accent-color-dim, rgba(0, 120, 212, 0.2));
}
.layer-checkbox {
width: 14px;
height: 14px;
accent-color: var(--accent-color, #0078d4);
}
.layer-index {
width: 20px;
font-size: 10px;
color: var(--text-tertiary, #666);
text-align: center;
}
.layer-name {
flex: 1;
font-size: 12px;
color: var(--text-primary, #fff);
}
`}</style>
</div>
);
};
export default CollisionLayerSelector;

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@@ -0,0 +1,316 @@
/**
* Collision Matrix Editor Component
* 碰撞矩阵编辑器组件
*
* 用于配置物理层之间的碰撞关系,支持 16 个碰撞层。
* 使用三角形矩阵布局,双击行标题可编辑层名称。
*/
import React, { useState, useEffect, useCallback, useRef } from 'react';
import { CollisionLayerConfig } from '../../services/CollisionLayerConfig';
interface CollisionMatrixEditorProps {
onClose?: () => void;
}
export const CollisionMatrixEditor: React.FC<CollisionMatrixEditorProps> = ({ onClose }) => {
const [layers, setLayers] = useState(CollisionLayerConfig.getInstance().getLayers());
const [editingLayer, setEditingLayer] = useState<number | null>(null);
const [editName, setEditName] = useState('');
const [hoverCell, setHoverCell] = useState<{ row: number; col: number } | null>(null);
const inputRef = useRef<HTMLInputElement>(null);
const config = CollisionLayerConfig.getInstance();
useEffect(() => {
const handleUpdate = () => {
setLayers([...config.getLayers()]);
};
config.addListener(handleUpdate);
return () => config.removeListener(handleUpdate);
}, []);
useEffect(() => {
if (editingLayer !== null && inputRef.current) {
inputRef.current.focus();
inputRef.current.select();
}
}, [editingLayer]);
const handleToggleCollision = useCallback((layerA: number, layerB: number) => {
const canCollide = config.canLayersCollide(layerA, layerB);
config.setLayersCanCollide(layerA, layerB, !canCollide);
}, []);
const handleStartEdit = (index: number, e: React.MouseEvent) => {
e.stopPropagation();
setEditingLayer(index);
setEditName(layers[index]?.name ?? '');
};
const handleSaveEdit = () => {
if (editingLayer !== null && editName.trim()) {
config.setLayerName(editingLayer, editName.trim());
}
setEditingLayer(null);
};
const handleKeyDown = (e: React.KeyboardEvent) => {
if (e.key === 'Enter') {
handleSaveEdit();
} else if (e.key === 'Escape') {
setEditingLayer(null);
}
};
const renderTriangleMatrix = () => {
const visibleLayers = layers.slice(0, 16);
return (
<div className="cmx-container">
{/* 提示信息 */}
<div className="cmx-hint"></div>
<div className="cmx-matrix" onMouseLeave={() => setHoverCell(null)}>
{/* 列标题 */}
<div className="cmx-col-headers">
{visibleLayers.map((layer, colIdx) => (
<div
key={colIdx}
className={`cmx-col-label ${hoverCell?.col === colIdx ? 'highlight' : ''}`}
style={{ left: `${72 + colIdx * 18}px` }}
>
<span className="cmx-col-text">{layer.name}</span>
</div>
))}
</div>
{/* 矩阵行 */}
<div className="cmx-rows">
{visibleLayers.map((rowLayer, rowIdx) => (
<div key={rowIdx} className={`cmx-row ${rowIdx % 2 === 0 ? 'even' : 'odd'}`}>
{/* 行标题 */}
<div
className={`cmx-row-label ${hoverCell?.row === rowIdx ? 'highlight' : ''}`}
onDoubleClick={(e) => handleStartEdit(rowIdx, e)}
>
{editingLayer === rowIdx ? (
<input
ref={inputRef}
type="text"
value={editName}
onChange={(e) => setEditName(e.target.value)}
onBlur={handleSaveEdit}
onKeyDown={handleKeyDown}
className="cmx-edit-input"
maxLength={16}
/>
) : (
<span className="cmx-row-text">{rowLayer.name}</span>
)}
</div>
{/* 单元格 */}
<div className="cmx-cells">
{visibleLayers.slice(0, rowIdx + 1).map((_, colIdx) => {
const canCollide = config.canLayersCollide(rowIdx, colIdx);
const isHovered = hoverCell?.row === rowIdx && hoverCell?.col === colIdx;
const isHighlightRow = hoverCell?.row === rowIdx;
const isHighlightCol = hoverCell?.col === colIdx;
return (
<div
key={colIdx}
className={`cmx-cell ${isHovered ? 'hovered' : ''} ${(isHighlightRow || isHighlightCol) && !isHovered ? 'highlight' : ''}`}
onClick={() => handleToggleCollision(rowIdx, colIdx)}
onMouseEnter={() => setHoverCell({ row: rowIdx, col: colIdx })}
>
<div className={`cmx-checkbox ${canCollide ? 'checked' : ''}`} />
</div>
);
})}
</div>
</div>
))}
</div>
</div>
</div>
);
};
return (
<div className="cmx-editor">
{renderTriangleMatrix()}
<style>{`
.cmx-editor {
font-size: 11px;
color: var(--text-primary, #ccc);
overflow: visible;
}
.cmx-container {
position: relative;
padding: 8px;
padding-top: 75px;
overflow: visible;
}
.cmx-hint {
position: absolute;
top: 4px;
left: 8px;
font-size: 10px;
color: var(--text-tertiary, #666);
}
.cmx-matrix {
position: relative;
overflow: visible;
}
/* 列标题 */
.cmx-col-headers {
position: absolute;
top: -65px;
left: 0;
height: 65px;
overflow: visible;
}
.cmx-col-label {
position: absolute;
bottom: 0;
width: 18px;
height: 65px;
display: flex;
align-items: flex-end;
justify-content: flex-start;
overflow: visible;
}
.cmx-col-label.highlight .cmx-col-text {
color: var(--accent-color, #58a6ff);
}
.cmx-col-text {
transform-origin: left bottom;
transform: rotate(-45deg);
white-space: nowrap;
font-size: 10px;
color: var(--text-secondary, #8b8b8b);
padding-left: 2px;
}
/* 行 */
.cmx-rows {
display: flex;
flex-direction: column;
border-top: 1px solid rgba(255, 255, 255, 0.06);
}
.cmx-row {
display: flex;
align-items: center;
height: 18px;
border-bottom: 1px solid rgba(255, 255, 255, 0.06);
}
.cmx-row.even {
background: rgba(255, 255, 255, 0.015);
}
.cmx-row-label {
width: 72px;
min-width: 72px;
padding-right: 8px;
text-align: right;
cursor: default;
border-right: 1px solid rgba(255, 255, 255, 0.06);
}
.cmx-row-label.highlight .cmx-row-text {
color: var(--accent-color, #58a6ff);
}
.cmx-row-text {
font-size: 10px;
color: var(--text-secondary, #8b8b8b);
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
display: block;
}
.cmx-edit-input {
width: 64px;
padding: 1px 4px;
border: 1px solid var(--accent-color, #58a6ff);
border-radius: 2px;
background: var(--input-bg, #1e1e1e);
color: var(--text-primary, #ccc);
font-size: 10px;
outline: none;
text-align: right;
}
/* 单元格 */
.cmx-cells {
display: flex;
}
.cmx-cell {
width: 18px;
height: 18px;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer;
border-right: 1px solid rgba(255, 255, 255, 0.04);
}
.cmx-cell:last-child {
border-right: none;
}
.cmx-cell.highlight {
background: rgba(88, 166, 255, 0.06);
}
.cmx-cell.hovered {
background: rgba(88, 166, 255, 0.12);
}
.cmx-checkbox {
width: 12px;
height: 12px;
border: 1px solid var(--border-color, #404040);
border-radius: 2px;
background: var(--input-bg, #1e1e1e);
transition: all 0.1s;
}
.cmx-cell:hover .cmx-checkbox {
border-color: var(--text-tertiary, #606060);
}
.cmx-checkbox.checked {
background: var(--accent-color, #58a6ff);
border-color: var(--accent-color, #58a6ff);
}
.cmx-checkbox.checked::after {
content: '';
display: block;
width: 6px;
height: 3px;
border-left: 1.5px solid white;
border-bottom: 1.5px solid white;
transform: rotate(-45deg) translate(1px, 2px);
}
`}</style>
</div>
);
};
export default CollisionMatrixEditor;

View File

@@ -2,10 +2,8 @@
* Physics 2D Gizmo Implementation
* 2D 物理 Gizmo 实现
*
* Registers gizmo providers for physics components using the GizmoRegistry.
* Rendered via Rust WebGL engine for optimal performance.
* 使用 GizmoRegistry 为物理组件注册 gizmo 提供者。
* 通过 Rust WebGL 引擎渲染以获得最佳性能
* 通过 Rust WebGL 引擎渲染。
*/
import type { Entity } from '@esengine/ecs-framework';
@@ -14,9 +12,10 @@ import type {
IRectGizmoData,
ICircleGizmoData,
ILineGizmoData,
ICapsuleGizmoData,
GizmoColor
} from '@esengine/editor-core';
import { GizmoColors, GizmoRegistry } from '@esengine/editor-core';
import { GizmoRegistry } from '@esengine/editor-core';
import { TransformComponent } from '@esengine/ecs-components';
import { BoxCollider2DComponent } from '../../components/BoxCollider2DComponent';
@@ -27,38 +26,77 @@ import { Rigidbody2DComponent } from '../../components/Rigidbody2DComponent';
import { RigidbodyType2D } from '../../types/Physics2DTypes';
/**
* Collider gizmo color based on selection state
* 根据选择状态设置碰撞体 gizmo 颜色
* 物理 Gizmo 颜色配置
*/
const PhysicsGizmoColors = {
collider: { r: 0.0, g: 0.8, b: 0.0, a: 1.0 } as GizmoColor,
trigger: { r: 1.0, g: 0.6, b: 0.0, a: 1.0 } as GizmoColor,
selected: { r: 0.0, g: 1.0, b: 1.0, a: 1.0 } as GizmoColor,
dynamicBody: { r: 0.2, g: 0.6, b: 1.0, a: 0.9 } as GizmoColor,
kinematicBody: { r: 0.8, g: 0.3, b: 1.0, a: 0.9 } as GizmoColor,
staticBody: { r: 0.5, g: 0.5, b: 0.5, a: 0.7 } as GizmoColor,
velocity: { r: 1.0, g: 0.2, b: 0.2, a: 0.9 } as GizmoColor,
centerMark: { r: 1.0, g: 1.0, b: 1.0, a: 0.8 } as GizmoColor,
};
/**
* 获取碰撞体 Gizmo 颜色
*/
function getColliderColor(isSelected: boolean, isTrigger: boolean): GizmoColor {
if (isTrigger) {
return isSelected
? { r: 1, g: 0.5, b: 0, a: 0.8 } // Orange for selected trigger
: { r: 1, g: 0.5, b: 0, a: 0.4 }; // Semi-transparent orange for unselected trigger
if (isSelected) {
return PhysicsGizmoColors.selected;
}
return isSelected
? GizmoColors.collider // Cyan for selected collider
: { ...GizmoColors.collider, a: 0.4 }; // Semi-transparent cyan for unselected
if (isTrigger) {
return PhysicsGizmoColors.trigger;
}
return PhysicsGizmoColors.collider;
}
/**
* Rigidbody indicator color based on body type
* 根据刚体类型设置指示器颜色
* 获取刚体类型颜色
*/
function getRigidbodyColor(bodyType: RigidbodyType2D, isSelected: boolean): GizmoColor {
const alpha = isSelected ? 0.8 : 0.4;
const baseAlpha = isSelected ? 1.0 : 0.7;
switch (bodyType) {
case RigidbodyType2D.Dynamic:
return { r: 0, g: 0.8, b: 1, a: alpha }; // Light blue for dynamic
return { ...PhysicsGizmoColors.dynamicBody, a: baseAlpha };
case RigidbodyType2D.Kinematic:
return { r: 1, g: 0.8, b: 0, a: alpha }; // Yellow for kinematic
return { ...PhysicsGizmoColors.kinematicBody, a: baseAlpha };
case RigidbodyType2D.Static:
return { r: 0.5, g: 0.5, b: 0.5, a: alpha }; // Gray for static
return { ...PhysicsGizmoColors.staticBody, a: baseAlpha };
default:
return { r: 1, g: 1, b: 1, a: alpha };
return { r: 1, g: 1, b: 1, a: baseAlpha };
}
}
/**
* 创建中心点标记 Gizmo (十字形)
*/
function createCenterMarkGizmo(x: number, y: number, size: number, color: GizmoColor): ILineGizmoData[] {
const halfSize = size / 2;
return [
{
type: 'line',
points: [
{ x: x - halfSize, y: y },
{ x: x + halfSize, y: y }
],
color,
closed: false
},
{
type: 'line',
points: [
{ x: x, y: y - halfSize },
{ x: x, y: y + halfSize }
],
color,
closed: false
}
];
}
/**
* BoxCollider2D gizmo provider
* 矩形碰撞体 gizmo 提供者
@@ -74,22 +112,24 @@ function boxCollider2DGizmoProvider(
const gizmos: IGizmoRenderData[] = [];
const color = getColliderColor(isSelected, collider.isTrigger);
// Get rotation (handle both number and Vector3)
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
// Calculate world position with offset
const worldX = transform.position.x + collider.offset.x * transform.scale.x;
const worldY = transform.position.y + collider.offset.y * transform.scale.y;
const scaledWidth = collider.width * transform.scale.x;
const scaledHeight = collider.height * transform.scale.y;
const totalRotation = rotation + collider.rotationOffset;
// 主要矩形边框
const rectGizmo: IRectGizmoData = {
type: 'rect',
x: worldX,
y: worldY,
width: collider.width * transform.scale.x,
height: collider.height * transform.scale.y,
rotation: rotation + collider.rotationOffset,
width: scaledWidth,
height: scaledHeight,
rotation: totalRotation,
originX: 0.5,
originY: 0.5,
color,
@@ -97,6 +137,12 @@ function boxCollider2DGizmoProvider(
};
gizmos.push(rectGizmo);
// 选中时显示中心点标记
if (isSelected) {
const centerMarkSize = Math.min(scaledWidth, scaledHeight) * 0.1;
gizmos.push(...createCenterMarkGizmo(worldX, worldY, centerMarkSize, PhysicsGizmoColors.centerMark));
}
return gizmos;
}
@@ -115,22 +161,54 @@ function circleCollider2DGizmoProvider(
const gizmos: IGizmoRenderData[] = [];
const color = getColliderColor(isSelected, collider.isTrigger);
// Calculate world position with offset
const worldX = transform.position.x + collider.offset.x * transform.scale.x;
const worldY = transform.position.y + collider.offset.y * transform.scale.y;
// Use the larger scale for radius (circles should remain circular)
const scale = Math.max(Math.abs(transform.scale.x), Math.abs(transform.scale.y));
const scaledRadius = collider.radius * scale;
// 主要圆形边框
const circleGizmo: ICircleGizmoData = {
type: 'circle',
x: worldX,
y: worldY,
radius: collider.radius * scale,
radius: scaledRadius,
color
};
gizmos.push(circleGizmo);
// 选中时显示额外信息
if (isSelected) {
// 中心点标记
const centerMarkSize = scaledRadius * 0.15;
gizmos.push(...createCenterMarkGizmo(worldX, worldY, centerMarkSize, PhysicsGizmoColors.centerMark));
// 半径指示线 (从中心到右边缘)
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
const cos = Math.cos(rotation);
const sin = Math.sin(rotation);
gizmos.push({
type: 'line',
points: [
{ x: worldX, y: worldY },
{ x: worldX + scaledRadius * cos, y: worldY + scaledRadius * sin }
],
color: PhysicsGizmoColors.selected,
closed: false
} as ILineGizmoData);
// 边缘小圆点
gizmos.push({
type: 'circle',
x: worldX + scaledRadius * cos,
y: worldY + scaledRadius * sin,
radius: scaledRadius * 0.08,
color: PhysicsGizmoColors.selected
} as ICircleGizmoData);
}
return gizmos;
}
@@ -149,73 +227,32 @@ function capsuleCollider2DGizmoProvider(
const gizmos: IGizmoRenderData[] = [];
const color = getColliderColor(isSelected, collider.isTrigger);
// Get rotation
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
const totalRotation = rotation + collider.rotationOffset;
// Calculate world position with offset
const worldX = transform.position.x + collider.offset.x * transform.scale.x;
const worldY = transform.position.y + collider.offset.y * transform.scale.y;
const radius = collider.radius * transform.scale.x;
const halfHeight = collider.halfHeight * transform.scale.y;
// Draw capsule as two circles and connecting lines
// 绘制胶囊体为两个圆和连接线
const cos = Math.cos(totalRotation);
const sin = Math.sin(totalRotation);
// Top circle center
const topCenterX = worldX - sin * halfHeight;
const topCenterY = worldY + cos * halfHeight;
// Bottom circle center
const bottomCenterX = worldX + sin * halfHeight;
const bottomCenterY = worldY - cos * halfHeight;
// Top semicircle
// 使用原生胶囊 Gizmo 类型
gizmos.push({
type: 'circle',
x: topCenterX,
y: topCenterY,
type: 'capsule',
x: worldX,
y: worldY,
radius,
halfHeight,
rotation: totalRotation,
color
} as ICircleGizmoData);
} as ICapsuleGizmoData);
// Bottom semicircle
gizmos.push({
type: 'circle',
x: bottomCenterX,
y: bottomCenterY,
radius,
color
} as ICircleGizmoData);
// Connecting lines (left and right sides)
const perpX = cos * radius;
const perpY = sin * radius;
gizmos.push({
type: 'line',
points: [
{ x: topCenterX - perpX, y: topCenterY - perpY },
{ x: bottomCenterX - perpX, y: bottomCenterY - perpY }
],
color,
closed: false
} as ILineGizmoData);
gizmos.push({
type: 'line',
points: [
{ x: topCenterX + perpX, y: topCenterY + perpY },
{ x: bottomCenterX + perpX, y: bottomCenterY + perpY }
],
color,
closed: false
} as ILineGizmoData);
if (isSelected) {
const centerMarkSize = radius * 0.15;
gizmos.push(...createCenterMarkGizmo(worldX, worldY, centerMarkSize, PhysicsGizmoColors.centerMark));
}
return gizmos;
}
@@ -237,7 +274,6 @@ function polygonCollider2DGizmoProvider(
const gizmos: IGizmoRenderData[] = [];
const color = getColliderColor(isSelected, collider.isTrigger);
// Get rotation
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
@@ -245,20 +281,17 @@ function polygonCollider2DGizmoProvider(
const cos = Math.cos(totalRotation);
const sin = Math.sin(totalRotation);
// Transform vertices to world space
const worldPoints = collider.vertices.map(v => {
// Apply scale
const scaledX = (v.x + collider.offset.x) * transform.scale.x;
const scaledY = (v.y + collider.offset.y) * transform.scale.y;
const worldX = transform.position.x + collider.offset.x * transform.scale.x;
const worldY = transform.position.y + collider.offset.y * transform.scale.y;
// Apply rotation
const worldPoints = collider.vertices.map(v => {
const scaledX = v.x * transform.scale.x;
const scaledY = v.y * transform.scale.y;
const rotatedX = scaledX * cos - scaledY * sin;
const rotatedY = scaledX * sin + scaledY * cos;
// Apply translation
return {
x: transform.position.x + rotatedX,
y: transform.position.y + rotatedY
x: worldX + rotatedX,
y: worldY + rotatedY
};
});
@@ -269,12 +302,30 @@ function polygonCollider2DGizmoProvider(
closed: true
} as ILineGizmoData);
if (isSelected) {
// 中心点标记
const centerMarkSize = 0.5;
gizmos.push(...createCenterMarkGizmo(worldX, worldY, centerMarkSize, PhysicsGizmoColors.centerMark));
// 顶点标记
const vertexSize = 0.15;
for (const point of worldPoints) {
gizmos.push({
type: 'circle',
x: point.x,
y: point.y,
radius: vertexSize,
color: PhysicsGizmoColors.selected
} as ICircleGizmoData);
}
}
return gizmos;
}
/**
* Rigidbody2D gizmo provider - shows velocity indicator when playing
* 刚体 gizmo 提供者 - 播放时显示速度指示器
* Rigidbody2D gizmo provider
* 刚体 gizmo 提供者
*/
function rigidbody2DGizmoProvider(
rigidbody: Rigidbody2DComponent,
@@ -285,42 +336,71 @@ function rigidbody2DGizmoProvider(
if (!transform) return [];
const gizmos: IGizmoRenderData[] = [];
const bodyColor = getRigidbodyColor(rigidbody.bodyType, isSelected);
// Only show velocity indicator when selected and has significant velocity
if (isSelected) {
// 刚体类型标记
gizmos.push({
type: 'circle',
x: transform.position.x,
y: transform.position.y,
radius: 0.3,
color: bodyColor
} as ICircleGizmoData);
// 速度向量
const velMagnitude = Math.sqrt(
rigidbody.velocity.x * rigidbody.velocity.x +
rigidbody.velocity.y * rigidbody.velocity.y
);
// Draw velocity indicator if moving
if (velMagnitude > 0.1) {
const color = getRigidbodyColor(rigidbody.bodyType, isSelected);
const scale = 0.5; // Scale factor for velocity visualization
const scale = 0.5;
const endX = transform.position.x + rigidbody.velocity.x * scale;
const endY = transform.position.y + rigidbody.velocity.y * scale;
// 速度线
gizmos.push({
type: 'line',
points: [
{ x: transform.position.x, y: transform.position.y },
{ x: endX, y: endY }
],
color: PhysicsGizmoColors.velocity,
closed: false
} as ILineGizmoData);
// 箭头
const arrowSize = 0.3;
const angle = Math.atan2(rigidbody.velocity.y, rigidbody.velocity.x);
const arrowAngle = Math.PI / 6;
gizmos.push({
type: 'line',
points: [
{ x: endX, y: endY },
{
x: transform.position.x + rigidbody.velocity.x * scale,
y: transform.position.y + rigidbody.velocity.y * scale
x: endX - arrowSize * Math.cos(angle - arrowAngle),
y: endY - arrowSize * Math.sin(angle - arrowAngle)
}
],
color,
color: PhysicsGizmoColors.velocity,
closed: false
} as ILineGizmoData);
gizmos.push({
type: 'line',
points: [
{ x: endX, y: endY },
{
x: endX - arrowSize * Math.cos(angle + arrowAngle),
y: endY - arrowSize * Math.sin(angle + arrowAngle)
}
],
color: PhysicsGizmoColors.velocity,
closed: false
} as ILineGizmoData);
}
// Show body type indicator as small marker
const markerColor = getRigidbodyColor(rigidbody.bodyType, true);
gizmos.push({
type: 'circle',
x: transform.position.x,
y: transform.position.y,
radius: 0.1,
color: markerColor
} as ICircleGizmoData);
}
return gizmos;

View File

@@ -13,8 +13,10 @@ import type {
import {
EntityStoreService,
MessageHub,
ComponentRegistry
ComponentRegistry,
SettingsRegistry
} from '@esengine/editor-core';
import { DEFAULT_PHYSICS_CONFIG } from '../types/Physics2DTypes';
import { TransformComponent } from '@esengine/ecs-components';
// Local imports
@@ -24,15 +26,24 @@ import { CircleCollider2DComponent } from '../components/CircleCollider2DCompone
import { CapsuleCollider2DComponent } from '../components/CapsuleCollider2DComponent';
import { PolygonCollider2DComponent } from '../components/PolygonCollider2DComponent';
import { registerPhysics2DGizmos } from './gizmos/Physics2DGizmo';
import { Physics2DSystem } from '../systems/Physics2DSystem';
import { CollisionMatrixEditor } from './components/CollisionMatrixEditor';
/**
* Physics 2D Editor Module
* 2D 物理编辑器模块
*/
export class Physics2DEditorModule implements IEditorModuleLoader {
private settingsListener: ((event: Event) => void) | null = null;
async install(services: ServiceContainer): Promise<void> {
// 注册物理设置到设置面板
this.registerPhysicsSettings(services);
// 监听设置变更
this.setupSettingsListener();
// 注册组件到编辑器组件注册表
// 组件检视器现在通过 @Property 装饰器自动生成
const componentRegistry = services.resolve(ComponentRegistry);
if (componentRegistry) {
componentRegistry.register({
@@ -81,7 +92,193 @@ export class Physics2DEditorModule implements IEditorModuleLoader {
}
async uninstall(): Promise<void> {
// 清理资源
// 移除设置监听器
if (this.settingsListener) {
window.removeEventListener('settings:changed', this.settingsListener);
this.settingsListener = null;
}
}
/**
* 设置变更监听器
*/
private setupSettingsListener(): void {
this.settingsListener = ((event: CustomEvent) => {
const changedSettings = event.detail;
// 检查是否有物理相关设置变更
const physicsKeys = Object.keys(changedSettings).filter(k => k.startsWith('physics.'));
if (physicsKeys.length === 0) return;
this.applyPhysicsSettings(changedSettings);
}) as EventListener;
window.addEventListener('settings:changed', this.settingsListener);
}
/**
* 应用物理设置到物理系统
*/
private applyPhysicsSettings(settings: Record<string, unknown>): void {
const scene = Core.scene;
if (!scene) return;
const physicsSystem = scene.getSystem(Physics2DSystem);
if (!physicsSystem) return;
const world = physicsSystem.world;
if (!world) return;
// 构建配置对象
const gravityX = settings['physics.gravity.x'] as number | undefined;
const gravityY = settings['physics.gravity.y'] as number | undefined;
if (gravityX !== undefined || gravityY !== undefined) {
const currentGravity = world.getGravity();
world.updateConfig({
gravity: {
x: gravityX ?? currentGravity.x,
y: gravityY ?? currentGravity.y
}
});
}
if (settings['physics.timestep'] !== undefined) {
world.updateConfig({ timestep: settings['physics.timestep'] as number });
}
if (settings['physics.maxSubsteps'] !== undefined) {
world.updateConfig({ maxSubsteps: settings['physics.maxSubsteps'] as number });
}
if (settings['physics.velocityIterations'] !== undefined) {
world.updateConfig({ velocityIterations: settings['physics.velocityIterations'] as number });
}
if (settings['physics.positionIterations'] !== undefined) {
world.updateConfig({ positionIterations: settings['physics.positionIterations'] as number });
}
if (settings['physics.allowSleep'] !== undefined) {
world.updateConfig({ allowSleep: settings['physics.allowSleep'] as boolean });
}
}
/**
* 注册物理设置到设置面板
*/
private registerPhysicsSettings(services: ServiceContainer): void {
const settingsRegistry = services.tryResolve(SettingsRegistry);
if (!settingsRegistry) {
return;
}
settingsRegistry.registerCategory({
id: 'physics',
title: '物理',
description: '2D 物理引擎配置',
sections: [
{
id: 'physics-world',
title: '物理世界',
description: '配置物理世界的基础参数',
settings: [
{
key: 'physics.gravity.x',
label: '重力 X',
type: 'number',
defaultValue: DEFAULT_PHYSICS_CONFIG.gravity.x,
description: '水平方向重力(通常为 0',
step: 0.1
},
{
key: 'physics.gravity.y',
label: '重力 Y',
type: 'number',
defaultValue: DEFAULT_PHYSICS_CONFIG.gravity.y,
description: '垂直方向重力(负值向下)',
step: 0.1
},
{
key: 'physics.timestep',
label: '时间步长',
type: 'number',
defaultValue: DEFAULT_PHYSICS_CONFIG.timestep,
description: '固定物理更新时间步长(秒)',
min: 0.001,
max: 0.1,
step: 0.001
},
{
key: 'physics.maxSubsteps',
label: '最大子步数',
type: 'number',
defaultValue: DEFAULT_PHYSICS_CONFIG.maxSubsteps,
description: '每帧最大物理子步数',
min: 1,
max: 32,
step: 1
}
]
},
{
id: 'physics-solver',
title: '求解器',
description: '配置物理求解器参数',
settings: [
{
key: 'physics.velocityIterations',
label: '速度迭代次数',
type: 'number',
defaultValue: DEFAULT_PHYSICS_CONFIG.velocityIterations,
description: '速度求解器迭代次数,越高越精确但性能开销越大',
min: 1,
max: 16,
step: 1
},
{
key: 'physics.positionIterations',
label: '位置迭代次数',
type: 'number',
defaultValue: DEFAULT_PHYSICS_CONFIG.positionIterations,
description: '位置求解器迭代次数,越高越精确但性能开销越大',
min: 1,
max: 16,
step: 1
}
]
},
{
id: 'physics-behavior',
title: '行为',
description: '配置物理行为',
settings: [
{
key: 'physics.allowSleep',
label: '允许休眠',
type: 'boolean',
defaultValue: DEFAULT_PHYSICS_CONFIG.allowSleep,
description: '允许静止的刚体进入休眠状态以提高性能'
}
]
},
{
id: 'physics-collision',
title: '碰撞层',
description: '配置碰撞层和碰撞矩阵',
settings: [
{
key: 'physics.collisionMatrix',
label: '碰撞矩阵',
type: 'collisionMatrix',
defaultValue: null,
description: '配置哪些层之间可以发生碰撞',
customRenderer: CollisionMatrixEditor
}
]
}
]
});
}
getInspectorProviders() {

View File

@@ -0,0 +1,245 @@
/**
* Collision Layer Configuration Service
* 碰撞层配置服务
*
* 管理碰撞层的定义和碰撞矩阵配置
*/
/**
* 碰撞层定义
*/
export interface CollisionLayerDefinition {
/** 层索引 (0-15) */
index: number;
/** 层名称 */
name: string;
/** 层描述 */
description?: string;
}
/**
* 碰撞层配置
*/
export interface CollisionLayerSettings {
/** 层定义列表 */
layers: CollisionLayerDefinition[];
/** 碰撞矩阵 (16x16 位图matrix[i] 表示第 i 层可以与哪些层碰撞) */
collisionMatrix: number[];
}
/**
* 默认碰撞层配置
*/
export const DEFAULT_COLLISION_LAYERS: CollisionLayerDefinition[] = [
{ index: 0, name: 'Default', description: '默认层' },
{ index: 1, name: 'Player', description: '玩家' },
{ index: 2, name: 'Enemy', description: '敌人' },
{ index: 3, name: 'Projectile', description: '投射物' },
{ index: 4, name: 'Ground', description: '地面' },
{ index: 5, name: 'Platform', description: '平台' },
{ index: 6, name: 'Trigger', description: '触发器' },
{ index: 7, name: 'Item', description: '物品' },
{ index: 8, name: 'Layer8', description: '自定义层8' },
{ index: 9, name: 'Layer9', description: '自定义层9' },
{ index: 10, name: 'Layer10', description: '自定义层10' },
{ index: 11, name: 'Layer11', description: '自定义层11' },
{ index: 12, name: 'Layer12', description: '自定义层12' },
{ index: 13, name: 'Layer13', description: '自定义层13' },
{ index: 14, name: 'Layer14', description: '自定义层14' },
{ index: 15, name: 'Layer15', description: '自定义层15' },
];
/**
* 默认碰撞矩阵 - 所有层都可以互相碰撞
*/
export const DEFAULT_COLLISION_MATRIX: number[] = Array(16).fill(0xFFFF);
/**
* 碰撞层配置管理器
*/
export class CollisionLayerConfig {
private static instance: CollisionLayerConfig | null = null;
private layers: CollisionLayerDefinition[] = [...DEFAULT_COLLISION_LAYERS];
private collisionMatrix: number[] = [...DEFAULT_COLLISION_MATRIX];
private listeners: Set<() => void> = new Set();
private constructor() {}
public static getInstance(): CollisionLayerConfig {
if (!CollisionLayerConfig.instance) {
CollisionLayerConfig.instance = new CollisionLayerConfig();
}
return CollisionLayerConfig.instance;
}
/**
* 获取所有层定义
*/
public getLayers(): readonly CollisionLayerDefinition[] {
return this.layers;
}
/**
* 获取层名称
*/
public getLayerName(index: number): string {
if (index < 0 || index >= 16) return `Layer${index}`;
return this.layers[index]?.name ?? `Layer${index}`;
}
/**
* 设置层名称
*/
public setLayerName(index: number, name: string): void {
if (index < 0 || index >= 16) return;
if (this.layers[index]) {
this.layers[index].name = name;
this.notifyListeners();
}
}
/**
* 设置层描述
*/
public setLayerDescription(index: number, description: string): void {
if (index < 0 || index >= 16) return;
if (this.layers[index]) {
this.layers[index].description = description;
this.notifyListeners();
}
}
/**
* 获取碰撞矩阵
*/
public getCollisionMatrix(): readonly number[] {
return this.collisionMatrix;
}
/**
* 检查两个层是否可以碰撞
*/
public canLayersCollide(layerA: number, layerB: number): boolean {
if (layerA < 0 || layerA >= 16 || layerB < 0 || layerB >= 16) {
return false;
}
return (this.collisionMatrix[layerA] & (1 << layerB)) !== 0;
}
/**
* 设置两个层是否可以碰撞
*/
public setLayersCanCollide(layerA: number, layerB: number, canCollide: boolean): void {
if (layerA < 0 || layerA >= 16 || layerB < 0 || layerB >= 16) {
return;
}
if (canCollide) {
this.collisionMatrix[layerA] |= (1 << layerB);
this.collisionMatrix[layerB] |= (1 << layerA);
} else {
this.collisionMatrix[layerA] &= ~(1 << layerB);
this.collisionMatrix[layerB] &= ~(1 << layerA);
}
this.notifyListeners();
}
/**
* 获取指定层的碰撞掩码
*/
public getLayerMask(layerIndex: number): number {
if (layerIndex < 0 || layerIndex >= 16) return 0xFFFF;
return this.collisionMatrix[layerIndex];
}
/**
* 根据层索引获取层位值
*/
public getLayerBit(layerIndex: number): number {
if (layerIndex < 0 || layerIndex >= 16) return 1;
return 1 << layerIndex;
}
/**
* 从层位值获取层索引
*/
public getLayerIndex(layerBit: number): number {
for (let i = 0; i < 16; i++) {
if (layerBit === (1 << i)) {
return i;
}
}
// 如果是多层位值,返回第一个设置的位
for (let i = 0; i < 16; i++) {
if ((layerBit & (1 << i)) !== 0) {
return i;
}
}
return 0;
}
/**
* 加载配置
*/
public loadSettings(settings: Partial<CollisionLayerSettings>): void {
if (settings.layers) {
this.layers = settings.layers.map((layer, i) => ({
index: layer.index ?? i,
name: layer.name ?? `Layer${i}`,
description: layer.description
}));
// 确保有16个层
while (this.layers.length < 16) {
const idx = this.layers.length;
this.layers.push({ index: idx, name: `Layer${idx}` });
}
}
if (settings.collisionMatrix) {
this.collisionMatrix = [...settings.collisionMatrix];
while (this.collisionMatrix.length < 16) {
this.collisionMatrix.push(0xFFFF);
}
}
this.notifyListeners();
}
/**
* 导出配置
*/
public exportSettings(): CollisionLayerSettings {
return {
layers: [...this.layers],
collisionMatrix: [...this.collisionMatrix]
};
}
/**
* 重置为默认配置
*/
public resetToDefault(): void {
this.layers = [...DEFAULT_COLLISION_LAYERS];
this.collisionMatrix = [...DEFAULT_COLLISION_MATRIX];
this.notifyListeners();
}
/**
* 添加监听器
*/
public addListener(listener: () => void): void {
this.listeners.add(listener);
}
/**
* 移除监听器
*/
public removeListener(listener: () => void): void {
this.listeners.delete(listener);
}
private notifyListeners(): void {
for (const listener of this.listeners) {
listener();
}
}
}

View File

@@ -3,3 +3,12 @@
*/
export { Physics2DService } from './Physics2DService';
export {
CollisionLayerConfig,
DEFAULT_COLLISION_LAYERS,
DEFAULT_COLLISION_MATRIX
} from './CollisionLayerConfig';
export type {
CollisionLayerDefinition,
CollisionLayerSettings
} from './CollisionLayerConfig';

View File

@@ -314,9 +314,10 @@ export class Physics2DSystem extends EntitySystem {
// 收集并创建碰撞体
const colliderHandles: number[] = [];
const colliders = this._getColliders(entity);
const scale: Vector2 = { x: transform.scale.x, y: transform.scale.y };
for (const collider of colliders) {
const colliderHandle = this._world.createCollider(entity.id, collider, bodyHandle);
const colliderHandle = this._world.createCollider(entity.id, collider, bodyHandle, scale);
if (colliderHandle !== null) {
colliderHandles.push(colliderHandle);
}
@@ -379,6 +380,7 @@ export class Physics2DSystem extends EntitySystem {
// 检查碰撞体是否需要重建
const colliders = this._getColliders(entity);
const scale: Vector2 = { x: transform.scale.x, y: transform.scale.y };
for (const collider of colliders) {
if (collider._needsRebuild) {
// 移除旧碰撞体
@@ -391,7 +393,7 @@ export class Physics2DSystem extends EntitySystem {
}
// 创建新碰撞体
const newHandle = this._world.createCollider(entity.id, collider, mapping.bodyHandle);
const newHandle = this._world.createCollider(entity.id, collider, mapping.bodyHandle, scale);
if (newHandle !== null) {
mapping.colliderHandles.push(newHandle);
}

View File

@@ -480,12 +480,13 @@ export class Physics2DWorld {
* @param entityId 实体 ID
* @param collider 碰撞体组件
* @param bodyHandle 关联的刚体句柄(可选)
* @param scale Transform 的缩放值(可选)
*/
public createCollider(entityId: number, collider: Collider2DBase, bodyHandle?: number): number | null {
public createCollider(entityId: number, collider: Collider2DBase, bodyHandle?: number, scale?: Vector2): number | null {
if (!this._world || !this._rapier) return null;
// 创建碰撞体描述
const colliderDesc = this._createColliderDesc(collider);
const colliderDesc = this._createColliderDesc(collider, scale);
if (!colliderDesc) return null;
// 创建碰撞体
@@ -508,6 +509,83 @@ export class Physics2DWorld {
return handle;
}
/**
* 创建静态碰撞体(不需要刚体)
* 用于 Tilemap 等静态碰撞场景
*
* @param entityId 实体 ID
* @param position 碰撞体中心位置
* @param halfExtents 半宽高
* @param collisionLayer 碰撞层
* @param collisionMask 碰撞掩码
* @param friction 摩擦系数
* @param restitution 弹性系数
* @param isTrigger 是否为触发器
*/
public createStaticCollider(
entityId: number,
position: Vector2,
halfExtents: Vector2,
collisionLayer: number,
collisionMask: number,
friction: number,
restitution: number,
isTrigger: boolean
): number | null {
if (!this._world || !this._rapier) return null;
// 创建固定刚体(用于静态碰撞体)
const bodyDesc = this._rapier.RigidBodyDesc.fixed()
.setTranslation(position.x, position.y);
const body = this._world.createRigidBody(bodyDesc);
// 创建碰撞体描述
const colliderDesc = this._rapier.ColliderDesc.cuboid(halfExtents.x, halfExtents.y)
.setFriction(friction)
.setRestitution(restitution)
.setSensor(isTrigger)
.setCollisionGroups(this._createCollisionGroups(collisionLayer, collisionMask))
.setActiveEvents(this._rapier.ActiveEvents.COLLISION_EVENTS);
// 创建碰撞体
const collider = this._world.createCollider(colliderDesc, body);
const handle = collider.handle;
// 创建虚拟的碰撞体映射(用于事件处理)
// 注意:这里我们没有实际的 Collider2DBase 组件
const dummyCollider = {
_colliderHandle: handle,
_attachedBodyEntityId: null,
_needsRebuild: false,
isTrigger,
collisionLayer,
collisionMask,
friction,
restitution,
density: 1,
offset: { x: 0, y: 0 },
rotationOffset: 0,
getShapeType: () => 'box',
calculateArea: () => halfExtents.x * halfExtents.y * 4,
calculateAABB: () => ({
min: { x: position.x - halfExtents.x, y: position.y - halfExtents.y },
max: { x: position.x + halfExtents.x, y: position.y + halfExtents.y }
}),
setLayer: () => {},
addLayer: () => {},
removeLayer: () => {},
isInLayer: () => false,
setCollisionMask: () => {},
canCollideWith: () => true,
markNeedsRebuild: () => {},
onRemovedFromEntity: () => {},
} as unknown as Collider2DBase;
this._colliderMap.set(handle, { entityId, colliderComponent: dummyCollider });
return handle;
}
/**
* 移除碰撞体
* @param handle 碰撞体句柄
@@ -790,6 +868,30 @@ export class Physics2DWorld {
return this._config;
}
/**
* 更新物理配置
*/
public updateConfig(config: Partial<Physics2DConfig>): void {
if (config.gravity !== undefined) {
this.setGravity(config.gravity);
}
if (config.timestep !== undefined) {
this._config.timestep = config.timestep;
}
if (config.maxSubsteps !== undefined) {
this._config.maxSubsteps = config.maxSubsteps;
}
if (config.velocityIterations !== undefined) {
this._config.velocityIterations = config.velocityIterations;
}
if (config.positionIterations !== undefined) {
this._config.positionIterations = config.positionIterations;
}
if (config.allowSleep !== undefined) {
this._config.allowSleep = config.allowSleep;
}
}
/**
* 获取状态
*/
@@ -869,34 +971,37 @@ export class Physics2DWorld {
/**
* 创建碰撞体描述
*/
private _createColliderDesc(collider: Collider2DBase): RAPIER.ColliderDesc | null {
private _createColliderDesc(collider: Collider2DBase, scale?: Vector2): RAPIER.ColliderDesc | null {
if (!this._rapier) return null;
const sx = scale?.x ?? 1;
const sy = scale?.y ?? 1;
const shapeType = collider.getShapeType();
let colliderDesc: RAPIER.ColliderDesc | null = null;
switch (shapeType) {
case 'box': {
const box = collider as BoxCollider2DComponent;
colliderDesc = this._rapier.ColliderDesc.cuboid(box.halfWidth, box.halfHeight);
colliderDesc = this._rapier.ColliderDesc.cuboid(box.halfWidth * sx, box.halfHeight * sy);
break;
}
case 'circle': {
const circle = collider as CircleCollider2DComponent;
colliderDesc = this._rapier.ColliderDesc.ball(circle.radius);
const uniformScale = Math.max(Math.abs(sx), Math.abs(sy));
colliderDesc = this._rapier.ColliderDesc.ball(circle.radius * uniformScale);
break;
}
case 'capsule': {
const capsule = collider as CapsuleCollider2DComponent;
colliderDesc = this._rapier.ColliderDesc.capsule(capsule.halfHeight, capsule.radius);
colliderDesc = this._rapier.ColliderDesc.capsule(capsule.halfHeight * sy, capsule.radius * sx);
break;
}
case 'polygon': {
const polygon = collider as PolygonCollider2DComponent;
const vertices = new Float32Array(polygon.vertices.length * 2);
for (let i = 0; i < polygon.vertices.length; i++) {
vertices[i * 2] = polygon.vertices[i].x;
vertices[i * 2 + 1] = polygon.vertices[i].y;
vertices[i * 2] = polygon.vertices[i].x * sx;
vertices[i * 2 + 1] = polygon.vertices[i].y * sy;
}
colliderDesc = this._rapier.ColliderDesc.convexHull(vertices);
break;
@@ -910,7 +1015,7 @@ export class Physics2DWorld {
// 配置碰撞体属性
colliderDesc
.setTranslation(collider.offset.x, collider.offset.y)
.setTranslation(collider.offset.x * sx, collider.offset.y * sy)
.setRotation(collider.rotationOffset)
.setFriction(collider.friction)
.setRestitution(collider.restitution)