Feature/tilemap editor (#237)
* feat: 添加 Tilemap 编辑器插件和组件生命周期支持 * feat(editor-core): 添加声明式插件注册 API * feat(editor-core): 改进tiledmap结构合并tileset进tiledmapeditor * feat: 添加 editor-runtime SDK 和插件系统改进 * fix(ci): 修复SceneResourceManager里变量未使用问题
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packages/tilemap/src/systems/TilemapRenderingSystem.ts
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packages/tilemap/src/systems/TilemapRenderingSystem.ts
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import { EntitySystem, Matcher, ECSSystem, Entity } from '@esengine/ecs-framework';
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import { TransformComponent } from '@esengine/ecs-components';
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import type { IRenderDataProvider } from '@esengine/ecs-engine-bindgen';
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import { TilemapComponent } from '../TilemapComponent';
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/**
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* Tilemap render data for a single tilemap
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*/
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export interface TilemapRenderData {
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entityId: number;
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transforms: Float32Array;
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textureIds: Uint32Array;
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uvs: Float32Array;
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colors: Uint32Array;
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tileCount: number;
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sortingOrder: number;
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texturePath?: string;
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}
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/**
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* 视口边界
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*/
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export interface ViewportBounds {
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left: number;
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right: number;
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top: number;
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bottom: number;
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}
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/**
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* 瓦片地图渲染系统 - 准备瓦片地图渲染数据
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*/
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@ECSSystem('TilemapRendering', { updateOrder: 40 })
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export class TilemapRenderingSystem extends EntitySystem implements IRenderDataProvider {
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private _renderDataCache: Map<number, TilemapRenderData> = new Map();
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private _currentFrameData: TilemapRenderData[] = [];
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private _viewportBounds: ViewportBounds | null = null;
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constructor() {
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super(Matcher.empty().all(TilemapComponent, TransformComponent));
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}
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setViewportBounds(bounds: ViewportBounds): void {
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this._viewportBounds = bounds;
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}
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getRenderData(): readonly TilemapRenderData[] {
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return this._currentFrameData;
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}
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protected override onBegin(): void {
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this._currentFrameData = [];
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}
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protected override process(entities: readonly Entity[]): void {
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for (const entity of entities) {
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if (!entity.enabled) continue;
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const tilemap = entity.getComponent(TilemapComponent) as TilemapComponent | null;
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const transform = entity.getComponent(TransformComponent) as TransformComponent | null;
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if (!tilemap || !transform || !tilemap.visible) continue;
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let renderData = this._renderDataCache.get(entity.id);
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if (!renderData || tilemap.renderDirty) {
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renderData = this.buildRenderData(entity.id, tilemap, transform);
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this._renderDataCache.set(entity.id, renderData);
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tilemap.renderDirty = false;
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} else {
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this.updateTransforms(renderData, tilemap, transform);
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}
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this._currentFrameData.push(renderData);
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}
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this._currentFrameData.sort((a, b) => a.sortingOrder - b.sortingOrder);
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}
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private buildRenderData(
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entityId: number,
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tilemap: TilemapComponent,
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transform: TransformComponent
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): TilemapRenderData {
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const mergedData = tilemap.getMergedTileData();
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const width = tilemap.width;
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const height = tilemap.height;
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const tileWidth = tilemap.tileWidth;
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const tileHeight = tilemap.tileHeight;
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// 计算可见瓦片范围
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let startCol = 0,
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endCol = width;
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let startRow = 0,
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endRow = height;
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if (this._viewportBounds) {
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const bounds = this._viewportBounds;
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const mapX = transform.position.x;
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const mapY = transform.position.y;
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startCol = Math.max(0, Math.floor((bounds.left - mapX) / tileWidth));
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endCol = Math.min(width, Math.ceil((bounds.right - mapX) / tileWidth));
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startRow = Math.max(0, Math.floor((bounds.bottom - mapY) / tileHeight));
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endRow = Math.min(height, Math.ceil((bounds.top - mapY) / tileHeight));
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}
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// 计算非空瓦片数量
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let tileCount = 0;
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for (let row = startRow; row < endRow; row++) {
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for (let col = startCol; col < endCol; col++) {
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if (mergedData[row * width + col] > 0) tileCount++;
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}
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}
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const transforms = new Float32Array(tileCount * 7);
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const textureIds = new Uint32Array(tileCount);
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const uvs = new Float32Array(tileCount * 4);
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const colors = new Uint32Array(tileCount);
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const colorValue = this.parseColor(tilemap.color, tilemap.alpha);
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// 计算旋转参数
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// Calculate rotation parameters
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// Note: transform.rotation.z is already in radians (set by Viewport gizmo)
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// 注意:transform.rotation.z 已经是弧度(由 Viewport gizmo 设置)
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const cos = Math.cos(transform.rotation.z);
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const sin = Math.sin(transform.rotation.z);
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// Tilemap 旋转中心点(左下角为原点,中心在 width/2, height/2 处)
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// Tilemap rotation pivot (origin at bottom-left, center at width/2, height/2)
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const pivotX = transform.position.x + (width * tileWidth * transform.scale.x) / 2;
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const pivotY = transform.position.y + (height * tileHeight * transform.scale.y) / 2;
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let idx = 0;
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let texturePath: string | undefined;
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for (let row = startRow; row < endRow; row++) {
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for (let col = startCol; col < endCol; col++) {
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const gid = mergedData[row * width + col];
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if (gid <= 0) continue;
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// 查找对应的 tileset
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const tilesetInfo = tilemap.getTilesetForGid(gid);
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if (!tilesetInfo) {
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continue;
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}
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const { index: tilesetIndex, localId } = tilesetInfo;
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// 获取纹理路径
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if (!texturePath && tilemap.tilesets[tilesetIndex]) {
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texturePath = tilemap.tilesets[tilesetIndex].source;
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}
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// 计算瓦片的本地位置(相对于 tilemap 中心)
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// Calculate tile local position (relative to tilemap center)
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const localX = transform.position.x + col * tileWidth * transform.scale.x + (tileWidth * transform.scale.x) / 2 - pivotX;
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const localY = transform.position.y + (height - 1 - row) * tileHeight * transform.scale.y + (tileHeight * transform.scale.y) / 2 - pivotY;
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// 应用旋转变换
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// Apply rotation transform
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const rotatedX = localX * cos - localY * sin + pivotX;
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const rotatedY = localX * sin + localY * cos + pivotY;
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// Transform: [x, y, rotation, scaleX, scaleY, originX, originY]
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// Each tile rotates the same angle as the tilemap, so the whole map rotates as a unit
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// 每个 tile 旋转与 tilemap 相同的角度,这样整个地图作为一个整体旋转
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const tOffset = idx * 7;
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transforms[tOffset] = rotatedX;
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transforms[tOffset + 1] = rotatedY;
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transforms[tOffset + 2] = transform.rotation.z; // Each tile rotates with tilemap
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transforms[tOffset + 3] = tileWidth * transform.scale.x;
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transforms[tOffset + 4] = tileHeight * transform.scale.y;
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transforms[tOffset + 5] = 0.5;
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transforms[tOffset + 6] = 0.5;
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// Texture ID (使用 tileset 的 textureId)
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textureIds[idx] = tilemap.tilesets[tilesetIndex]?.textureId || 0;
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// UV coordinates
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const tileUV = tilemap.getTileUV(tilesetIndex, localId);
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const uvOffset = idx * 4;
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if (tileUV) {
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uvs[uvOffset] = tileUV[0];
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uvs[uvOffset + 1] = tileUV[1];
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uvs[uvOffset + 2] = tileUV[2];
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uvs[uvOffset + 3] = tileUV[3];
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} else {
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uvs[uvOffset] = 0;
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uvs[uvOffset + 1] = 0;
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uvs[uvOffset + 2] = 1;
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uvs[uvOffset + 3] = 1;
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}
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colors[idx] = colorValue;
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idx++;
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}
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}
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return {
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entityId,
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transforms,
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textureIds,
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uvs,
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colors,
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tileCount,
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sortingOrder: tilemap.sortingOrder,
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texturePath
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};
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}
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private updateTransforms(
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renderData: TilemapRenderData,
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tilemap: TilemapComponent,
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transform: TransformComponent
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): void {
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const mergedData = tilemap.getMergedTileData();
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const width = tilemap.width;
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const height = tilemap.height;
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const tileWidth = tilemap.tileWidth;
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const tileHeight = tilemap.tileHeight;
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// 计算可见瓦片范围(与 buildRenderData 保持一致)
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// Calculate visible tile range (consistent with buildRenderData)
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let startCol = 0,
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endCol = width;
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let startRow = 0,
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endRow = height;
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if (this._viewportBounds) {
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const bounds = this._viewportBounds;
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const mapX = transform.position.x;
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const mapY = transform.position.y;
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startCol = Math.max(0, Math.floor((bounds.left - mapX) / tileWidth));
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endCol = Math.min(width, Math.ceil((bounds.right - mapX) / tileWidth));
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startRow = Math.max(0, Math.floor((bounds.bottom - mapY) / tileHeight));
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endRow = Math.min(height, Math.ceil((bounds.top - mapY) / tileHeight));
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}
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// 计算旋转参数
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// Calculate rotation parameters
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// Note: transform.rotation.z is already in radians (set by Viewport gizmo)
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// 注意:transform.rotation.z 已经是弧度(由 Viewport gizmo 设置)
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const cos = Math.cos(transform.rotation.z);
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const sin = Math.sin(transform.rotation.z);
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// Tilemap 旋转中心点
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// Tilemap rotation pivot
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const pivotX = transform.position.x + (width * tileWidth * transform.scale.x) / 2;
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const pivotY = transform.position.y + (height * tileHeight * transform.scale.y) / 2;
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let idx = 0;
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for (let row = startRow; row < endRow; row++) {
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for (let col = startCol; col < endCol; col++) {
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if (mergedData[row * width + col] <= 0) continue;
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// 计算瓦片的本地位置(相对于 tilemap 中心)
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// Calculate tile local position (relative to tilemap center)
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const localX = transform.position.x + col * tileWidth * transform.scale.x + (tileWidth * transform.scale.x) / 2 - pivotX;
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const localY = transform.position.y + (height - 1 - row) * tileHeight * transform.scale.y + (tileHeight * transform.scale.y) / 2 - pivotY;
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// 应用旋转变换
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// Apply rotation transform
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const rotatedX = localX * cos - localY * sin + pivotX;
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const rotatedY = localX * sin + localY * cos + pivotY;
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// Each tile rotates the same angle as the tilemap
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// 每个 tile 旋转与 tilemap 相同的角度
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const tOffset = idx * 7;
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renderData.transforms[tOffset] = rotatedX;
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renderData.transforms[tOffset + 1] = rotatedY;
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renderData.transforms[tOffset + 2] = transform.rotation.z;
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renderData.transforms[tOffset + 3] = tileWidth * transform.scale.x;
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renderData.transforms[tOffset + 4] = tileHeight * transform.scale.y;
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idx++;
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}
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}
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// Update color (alpha may have changed)
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// 更新颜色(alpha 可能已更改)
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const colorValue = this.parseColor(tilemap.color, tilemap.alpha);
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for (let i = 0; i < renderData.colors.length; i++) {
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renderData.colors[i] = colorValue;
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}
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renderData.sortingOrder = tilemap.sortingOrder;
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}
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private parseColor(hex: string, alpha: number): number {
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const colorHex = hex.replace('#', '');
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let r = 255,
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g = 255,
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b = 255;
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if (colorHex.length === 6) {
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r = parseInt(colorHex.substring(0, 2), 16);
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g = parseInt(colorHex.substring(2, 4), 16);
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b = parseInt(colorHex.substring(4, 6), 16);
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} else if (colorHex.length === 3) {
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r = parseInt(colorHex[0] + colorHex[0], 16);
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g = parseInt(colorHex[1] + colorHex[1], 16);
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b = parseInt(colorHex[2] + colorHex[2], 16);
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}
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const a = Math.round(alpha * 255);
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return (a << 24) | (b << 16) | (g << 8) | r;
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}
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protected override onRemoved(entity: Entity): void {
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this._renderDataCache.delete(entity.id);
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}
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clearCache(): void {
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this._renderDataCache.clear();
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this._currentFrameData = [];
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}
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}
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