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

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/**
* TilemapCollider2D Component
* Tilemap 碰撞体组件
*
* 将 TilemapComponent 的碰撞数据转换为物理碰撞体。
* 使用优化算法合并相邻碰撞格子,减少碰撞体数量。
*/
import { Component, Property, Serialize, ECSComponent, Serializable } from '@esengine/ecs-framework';
/**
* 碰撞体生成模式
*/
export enum TilemapColliderMode {
/** 每个碰撞格子单独创建碰撞体 */
PerTile = 0,
/** 合并相邻碰撞格子为更大的矩形 */
Merged = 1,
/** 只生成边缘碰撞体(优化性能) */
EdgeOnly = 2,
}
/**
* 合并后的碰撞矩形
*/
export interface CollisionRect {
x: number;
y: number;
width: number;
height: number;
}
/**
* TilemapCollider2D 组件
*
* 自动从同一实体的 TilemapComponent 读取碰撞数据,
* 并生成对应的物理碰撞体。
*/
@ECSComponent('TilemapCollider2D')
@Serializable({ version: 1, typeId: 'TilemapCollider2D' })
export class TilemapCollider2DComponent extends Component {
/**
* 碰撞体生成模式
*/
@Serialize()
@Property({
type: 'enum',
label: 'Collider Mode',
options: [
{ label: 'Per Tile', value: TilemapColliderMode.PerTile },
{ label: 'Merged', value: TilemapColliderMode.Merged },
{ label: 'Edge Only', value: TilemapColliderMode.EdgeOnly },
],
})
public colliderMode: TilemapColliderMode = TilemapColliderMode.Merged;
/**
* 碰撞层(该碰撞体所在的层)
*/
@Serialize()
@Property({ type: 'collisionLayer', label: 'Collision Layer' })
public collisionLayer: number = 1; // Default layer
/**
* 碰撞掩码(该碰撞体可以与哪些层碰撞)
*/
@Serialize()
@Property({ type: 'collisionMask', label: 'Collision Mask' })
public collisionMask: number = 0xFFFF; // All layers
/**
* 摩擦系数
*/
@Serialize()
@Property({ type: 'number', label: 'Friction', min: 0, max: 1, step: 0.01 })
public friction: number = 0.5;
/**
* 弹性系数
*/
@Serialize()
@Property({ type: 'number', label: 'Restitution', min: 0, max: 1, step: 0.01 })
public restitution: number = 0;
/**
* 是否为触发器
*/
@Serialize()
@Property({ type: 'boolean', label: 'Is Trigger' })
public isTrigger: boolean = false;
/**
* 生成的碰撞矩形缓存
* @internal
*/
public _collisionRects: CollisionRect[] = [];
/**
* 碰撞体句柄列表
* @internal
*/
public _colliderHandles: number[] = [];
/**
* 是否需要重建碰撞体
* @internal
*/
public _needsRebuild: boolean = true;
/**
* 碰撞数据版本(用于检测变化)
* @internal
*/
public _lastCollisionVersion: number = -1;
/**
* 从碰撞数据生成碰撞矩形
* @param collisionData 碰撞数据数组
* @param width 地图宽度(格子数)
* @param height 地图高度(格子数)
* @param tileWidth 格子宽度(像素)
* @param tileHeight 格子高度(像素)
*/
public generateCollisionRects(
collisionData: Uint32Array,
width: number,
height: number,
tileWidth: number,
tileHeight: number
): CollisionRect[] {
if (collisionData.length === 0) {
this._collisionRects = [];
return [];
}
switch (this.colliderMode) {
case TilemapColliderMode.PerTile:
this._collisionRects = this._generatePerTileRects(
collisionData, width, height, tileWidth, tileHeight
);
break;
case TilemapColliderMode.Merged:
this._collisionRects = this._generateMergedRects(
collisionData, width, height, tileWidth, tileHeight
);
break;
case TilemapColliderMode.EdgeOnly:
// Edge-only 模式暂时使用合并模式
this._collisionRects = this._generateMergedRects(
collisionData, width, height, tileWidth, tileHeight
);
break;
}
this._needsRebuild = true;
return this._collisionRects;
}
/**
* 每个格子单独生成矩形
*/
private _generatePerTileRects(
collisionData: Uint32Array,
width: number,
height: number,
tileWidth: number,
tileHeight: number
): CollisionRect[] {
const rects: CollisionRect[] = [];
for (let row = 0; row < height; row++) {
for (let col = 0; col < width; col++) {
if (collisionData[row * width + col] > 0) {
rects.push({
x: col * tileWidth,
y: row * tileHeight,
width: tileWidth,
height: tileHeight,
});
}
}
}
return rects;
}
/**
* 合并相邻格子生成更大的矩形(贪心算法)
*
* 使用行优先扫描,合并水平相邻的碰撞格子,
* 然后尝试垂直合并相同宽度的矩形。
*/
private _generateMergedRects(
collisionData: Uint32Array,
width: number,
height: number,
tileWidth: number,
tileHeight: number
): CollisionRect[] {
// 创建已处理标记数组
const processed = new Array(width * height).fill(false);
const rects: CollisionRect[] = [];
for (let row = 0; row < height; row++) {
for (let col = 0; col < width; col++) {
const index = row * width + col;
// 跳过已处理或无碰撞的格子
if (processed[index] || collisionData[index] === 0) {
continue;
}
// 找到水平方向最大范围
let endCol = col;
while (
endCol < width &&
collisionData[row * width + endCol] > 0 &&
!processed[row * width + endCol]
) {
endCol++;
}
const rectWidth = endCol - col;
// 找到垂直方向最大范围(保持相同宽度)
let endRow = row;
let canExtend = true;
while (canExtend && endRow < height) {
// 检查这一行是否都有碰撞且未处理
for (let c = col; c < endCol; c++) {
const idx = endRow * width + c;
if (collisionData[idx] === 0 || processed[idx]) {
canExtend = false;
break;
}
}
if (canExtend) {
endRow++;
}
}
const rectHeight = endRow - row;
// 标记所有包含的格子为已处理
for (let r = row; r < endRow; r++) {
for (let c = col; c < endCol; c++) {
processed[r * width + c] = true;
}
}
// 添加合并后的矩形
rects.push({
x: col * tileWidth,
y: row * tileHeight,
width: rectWidth * tileWidth,
height: rectHeight * tileHeight,
});
}
}
return rects;
}
/**
* 获取碰撞矩形数量
*/
public getCollisionRectCount(): number {
return this._collisionRects.length;
}
/**
* 标记需要重建
*/
public markNeedsRebuild(): void {
this._needsRebuild = true;
}
public override onRemovedFromEntity(): void {
this._collisionRects = [];
this._colliderHandles = [];
}
}

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