fix(particle): 修复粒子系统在浏览器预览中的资产加载和渲染 (#290)

* fix(editor): 修复粒子实体创建和优化检视器

- 添加 effects 分类到右键菜单,修复粒子实体无法创建的问题
- 添加粒子效果的本地化标签
- 简化粒子组件检视器,优先显示资产文件选择
- 高级属性只在未选择资产时显示,且默认折叠
- 添加可折叠的属性分组提升用户体验

* fix(particle): 修复粒子系统在浏览器预览中的资产加载和渲染

- 添加粒子 Gizmo 支持,显示发射形状并响应 Transform 缩放/旋转
- 修复资产热重载:添加 reloadAsset() 方法和 assets:refresh 事件监听
- 修复 VectorFieldEditors 数值输入精度(step 改为 0.01)
- 修复浏览器预览中粒子资产加载失败的问题:
  - 将相对路径转换为绝对路径以正确复制资产文件
  - 使用原始 GUID 而非生成的 GUID 构建 asset catalog
  - 初始化全局 assetManager 单例的 catalog 和 loader
  - 在 GameRuntime 的 systemContext 中添加 engineIntegration
- 公开 AssetManager.initializeFromCatalog 方法供运行时使用
This commit is contained in:
YHH
2025-12-07 01:00:35 +08:00
committed by GitHub
parent 1fb702169e
commit 568b327425
22 changed files with 1628 additions and 782 deletions

View File

@@ -104,11 +104,22 @@ export class AssetManager implements IAssetManager {
return this._database;
}
/**
* Get the loader factory.
* 获取加载器工厂。
*/
getLoaderFactory(): AssetLoaderFactory {
return this._loaderFactory as AssetLoaderFactory;
}
/**
* Initialize from catalog
* 从目录初始化
*
* Can be called after construction to load catalog entries.
* 可在构造后调用以加载目录条目。
*/
private initializeFromCatalog(catalog: IAssetCatalog): void {
initializeFromCatalog(catalog: IAssetCatalog): void {
catalog.entries.forEach((entry, guid) => {
const metadata: IAssetMetadata = {
guid,

View File

@@ -12,9 +12,11 @@ import {
IAssetLoadResult,
IAssetReferenceInfo,
IAssetPreloadGroup,
IAssetLoadProgress
IAssetLoadProgress,
IAssetCatalog
} from '../types/AssetTypes';
import { IAssetLoader } from './IAssetLoader';
import { IAssetReader } from './IAssetReader';
/**
* Asset manager interface
@@ -150,6 +152,21 @@ export interface IAssetManager {
* 释放管理器
*/
dispose(): void;
/**
* Set asset reader
* 设置资产读取器
*/
setReader(reader: IAssetReader): void;
/**
* Initialize from catalog
* 从目录初始化
*
* Loads asset metadata from a catalog for runtime asset resolution.
* 从目录加载资产元数据,用于运行时资产解析。
*/
initializeFromCatalog(catalog: IAssetCatalog): void;
}
/**

View File

@@ -28,6 +28,7 @@ function getIconComponent(iconName: string | undefined, size: number = 14): Reac
const categoryIconMap: Record<string, string> = {
'rendering': 'Image',
'ui': 'LayoutGrid',
'effects': 'Sparkles',
'physics': 'Box',
'audio': 'Volume2',
'basic': 'Plus',
@@ -925,6 +926,7 @@ function ContextMenuWithSubmenu({
'ui': { zh: 'UI', en: 'UI' },
'physics': { zh: '物理', en: 'Physics' },
'audio': { zh: '音频', en: 'Audio' },
'effects': { zh: '特效', en: 'Effects' },
'other': { zh: '其他', en: 'Other' },
};
@@ -934,6 +936,7 @@ function ContextMenuWithSubmenu({
'Animated Sprite': { zh: '动画精灵', en: 'Animated Sprite' },
'创建 Tilemap': { zh: '瓦片地图', en: 'Tilemap' },
'Camera 2D': { zh: '2D 相机', en: 'Camera 2D' },
'创建粒子效果': { zh: '粒子效果', en: 'Particle Effect' },
};
const getCategoryLabel = (category: string) => {
@@ -966,7 +969,7 @@ function ContextMenuWithSubmenu({
setActiveSubmenu(category);
};
const categoryOrder = ['rendering', 'ui', 'physics', 'audio', 'basic', 'other'];
const categoryOrder = ['rendering', 'ui', 'effects', 'physics', 'audio', 'basic', 'other'];
const sortedCategories = Object.entries(templatesByCategory).sort(([a], [b]) => {
const orderA = categoryOrder.indexOf(a);
const orderB = categoryOrder.indexOf(b);

View File

@@ -843,6 +843,12 @@ export function Viewport({ locale = 'en', messageHub }: ViewportProps) {
// 从场景中收集所有资产路径
const sceneObj = JSON.parse(sceneData);
const assetPaths = new Set<string>();
// GUID 到路径的映射,用于需要通过 GUID 加载的资产
// GUID to path mapping for assets that need to be loaded by GUID
const guidToPath = new Map<string, string>();
// Get asset registry for resolving GUIDs
const assetRegistry = Core.services.tryResolve(AssetRegistryService);
// Scan all components for asset references
if (sceneObj.entities) {
@@ -865,6 +871,46 @@ export function Viewport({ locale = 'en', messageHub }: ViewportProps) {
if (comp.type === 'AudioSource' && comp.data?.clip) {
assetPaths.add(comp.data.clip);
}
// Particle assets - resolve GUID to path
if (comp.type === 'ParticleSystem' && comp.data?.particleAssetGuid) {
const guid = comp.data.particleAssetGuid;
if (assetRegistry) {
const relativePath = assetRegistry.getPathByGuid(guid);
if (relativePath && projectPath) {
// Convert relative path to absolute path
// 将相对路径转换为绝对路径
const absolutePath = `${projectPath}\\${relativePath.replace(/\//g, '\\')}`;
assetPaths.add(absolutePath);
guidToPath.set(guid, absolutePath);
// Also check for texture referenced in particle asset
// 同时检查粒子资产中引用的纹理
try {
const particleContent = await TauriAPI.readFileContent(absolutePath);
const particleData = JSON.parse(particleContent);
const textureRef = particleData.textureGuid || particleData.texturePath;
if (textureRef) {
// Check if it's a GUID or a path
if (textureRef.includes('-') && textureRef.length > 30) {
// Looks like a GUID
const textureRelPath = assetRegistry.getPathByGuid(textureRef);
if (textureRelPath && projectPath) {
const textureAbsPath = `${projectPath}\\${textureRelPath.replace(/\//g, '\\')}`;
assetPaths.add(textureAbsPath);
guidToPath.set(textureRef, textureAbsPath);
}
} else {
// It's a path
const textureAbsPath = `${projectPath}\\${textureRef.replace(/\//g, '\\')}`;
assetPaths.add(textureAbsPath);
}
}
} catch {
// Ignore parse errors
}
}
}
}
}
}
}
@@ -899,12 +945,25 @@ export function Viewport({ locale = 'en', messageHub }: ViewportProps) {
'.btree': 'btree',
'.tmx': 'tilemap', '.tsx': 'tileset',
'.mp3': 'audio', '.ogg': 'audio', '.wav': 'audio',
'.json': 'json'
'.json': 'json',
'.particle': 'particle'
};
const assetType = typeMap[ext] || 'binary';
// Generate simple GUID based on path
const guid = assetPath.replace(/[^a-zA-Z0-9]/g, '-').substring(0, 36);
// Check if this asset was referenced by a GUID (e.g., particle assets)
// If so, use the original GUID; otherwise generate one from the path
// 检查此资产是否通过 GUID 引用(如粒子资产)
// 如果是,使用原始 GUID否则根据路径生成
let guid: string | undefined;
for (const [originalGuid, mappedPath] of guidToPath.entries()) {
if (mappedPath === assetPath) {
guid = originalGuid;
break;
}
}
if (!guid) {
guid = assetPath.replace(/[^a-zA-Z0-9]/g, '-').substring(0, 36);
}
catalogEntries[guid] = {
guid,
@@ -913,8 +972,6 @@ export function Viewport({ locale = 'en', messageHub }: ViewportProps) {
size: 0,
hash: ''
};
console.log(`[Viewport] Copied asset: ${filename}`);
} catch (error) {
console.error(`[Viewport] Failed to copy asset ${assetPath}:`, error);
}
@@ -928,7 +985,6 @@ export function Viewport({ locale = 'en', messageHub }: ViewportProps) {
entries: catalogEntries
};
await TauriAPI.writeFileContent(`${runtimeDir}/asset-catalog.json`, JSON.stringify(assetCatalog, null, 2));
console.log(`[Viewport] Asset catalog created with ${Object.keys(catalogEntries).length} entries`);
// Copy user-runtime.js if it exists
// 如果存在用户运行时,复制 user-runtime.js

View File

@@ -11,19 +11,46 @@ const VectorInput: React.FC<{
onChange: (value: number) => void;
readonly?: boolean;
axis: 'x' | 'y' | 'z' | 'w';
}> = ({ label, value, onChange, readonly, axis }) => (
<div className="property-vector-axis-compact">
<span className={`property-vector-axis-label property-vector-axis-${axis}`}>{label}</span>
<input
type="number"
value={value}
onChange={(e) => onChange(parseFloat(e.target.value) || 0)}
disabled={readonly}
step={0.1}
className="property-input property-input-number property-input-number-compact"
/>
</div>
);
step?: number;
}> = ({ label, value, onChange, readonly, axis, step = 0.01 }) => {
const handleChange = (e: React.ChangeEvent<HTMLInputElement>) => {
const inputValue = e.target.value;
// 允许空字符串、负号、小数点等中间输入状态
// Allow empty string, minus sign, decimal point as intermediate states
if (inputValue === '' || inputValue === '-' || inputValue === '.' || inputValue === '-.') {
return; // 不触发 onChange等待用户完成输入
}
const parsed = parseFloat(inputValue);
if (!isNaN(parsed)) {
onChange(parsed);
}
};
const handleBlur = (e: React.FocusEvent<HTMLInputElement>) => {
// 失去焦点时,如果是无效值则重置为当前值
// On blur, if value is invalid, reset to current value
const parsed = parseFloat(e.target.value);
if (isNaN(parsed)) {
e.target.value = String(value);
}
};
return (
<div className="property-vector-axis-compact">
<span className={`property-vector-axis-label property-vector-axis-${axis}`}>{label}</span>
<input
type="number"
defaultValue={value}
key={value} // 强制在外部值变化时重新渲染
onChange={handleChange}
onBlur={handleBlur}
disabled={readonly}
step={step}
className="property-input property-input-number property-input-number-compact"
/>
</div>
);
};
export class Vector2FieldEditor implements IFieldEditor<Vector2> {
readonly type = 'vector2';

View File

@@ -35,6 +35,7 @@ import {
import { ParticleEditorPanel } from './panels/ParticleEditorPanel';
import { ParticleInspectorProvider } from './providers/ParticleInspectorProvider';
import { useParticleEditorStore } from './stores/ParticleEditorStore';
import { registerParticleGizmo, unregisterParticleGizmo } from './gizmos/ParticleGizmo';
// 导入编辑器 CSS 样式(会被 vite 自动处理并注入到 DOM
// Import editor CSS styles (automatically handled and injected by vite)
@@ -45,6 +46,8 @@ import './styles/ParticleEditor.css';
* Particle Editor Module
*/
export class ParticleEditorModule implements IEditorModuleLoader {
private _assetsRefreshUnsubscribe: (() => void) | null = null;
async install(services: ServiceContainer): Promise<void> {
// 注册检视器提供者 | Register inspector provider
const inspectorRegistry = services.resolve(InspectorRegistry);
@@ -72,10 +75,61 @@ export class ParticleEditorModule implements IEditorModuleLoader {
createMessage: 'particle:create-asset'
});
}
// 注册 Gizmo | Register gizmo
registerParticleGizmo();
// 监听资产刷新事件,当 .particle 文件保存时重新加载所有粒子组件
// Listen for assets refresh event to reload particle components when .particle files are saved
const messageHub = services.resolve(MessageHub);
if (messageHub) {
this._assetsRefreshUnsubscribe = messageHub.subscribe('assets:refresh', () => {
this._reloadAllParticleAssets();
});
}
}
async uninstall(): Promise<void> {
// 清理 | Clean up
// 取消订阅事件 | Unsubscribe events
if (this._assetsRefreshUnsubscribe) {
this._assetsRefreshUnsubscribe();
this._assetsRefreshUnsubscribe = null;
}
// 取消注册 Gizmo | Unregister gizmo
unregisterParticleGizmo();
}
/**
* 重新加载所有粒子资产
* Reload all particle assets
*
* 当资产文件变化时调用,强制所有粒子组件重新加载资产。
* Called when asset files change, forcing all particle components to reload.
*/
private _reloadAllParticleAssets(): void {
const scene = Core.scene;
if (!scene) return;
// 遍历所有带有 ParticleSystemComponent 的实体
// Iterate all entities with ParticleSystemComponent
scene.entities.forEach((entity: Entity) => {
const particle = entity.getComponent(ParticleSystemComponent) as ParticleSystemComponent | null;
if (particle && particle.particleAssetGuid) {
// 异步重新加载资产 | Async reload asset
particle.reloadAsset().then((success: boolean) => {
if (success) {
console.log(`[ParticleEditorModule] Reloaded particle asset for entity: ${entity.name}`);
// 标记需要重建并重新播放 | Mark dirty and replay
particle.markDirty();
if (particle.isPlaying) {
particle.stop(true);
particle.play();
}
}
});
}
});
}
getPanels(): PanelDescriptor[] {

View File

@@ -0,0 +1,310 @@
/**
* Particle System Gizmo Implementation
* 粒子系统 Gizmo 实现
*
* 显示粒子发射区域形状,支持 Transform 缩放和旋转。
* Displays particle emission shape, supports Transform scale and rotation.
*/
import type { Entity } from '@esengine/ecs-framework';
import type {
IGizmoRenderData,
IRectGizmoData,
ICircleGizmoData,
ILineGizmoData,
GizmoColor
} from '@esengine/editor-core';
import { GizmoRegistry } from '@esengine/editor-core';
import { TransformComponent } from '@esengine/engine-core';
import { ParticleSystemComponent, EmissionShape } from '@esengine/particle';
/**
* 粒子 Gizmo 颜色配置
* Particle gizmo color configuration
*/
const ParticleGizmoColors = {
emissionShape: { r: 1.0, g: 0.6, b: 0.0, a: 0.8 } as GizmoColor,
emissionShapeSelected: { r: 1.0, g: 0.8, b: 0.2, a: 1.0 } as GizmoColor,
direction: { r: 0.0, g: 0.8, b: 1.0, a: 0.9 } as GizmoColor,
centerMark: { r: 1.0, g: 1.0, b: 1.0, a: 0.8 } as GizmoColor,
};
/**
* 创建中心点标记 Gizmo (十字形)
* Create center mark gizmo (cross shape)
*/
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
}
];
}
/**
* 创建方向箭头
* Create direction arrow
*/
function createDirectionArrow(
x: number,
y: number,
direction: number,
length: number,
color: GizmoColor
): ILineGizmoData[] {
const endX = x + Math.cos(direction) * length;
const endY = y + Math.sin(direction) * length;
const arrowSize = length * 0.2;
const arrowAngle = Math.PI / 6;
return [
// 主线
{
type: 'line',
points: [
{ x, y },
{ x: endX, y: endY }
],
color,
closed: false
},
// 箭头左
{
type: 'line',
points: [
{ x: endX, y: endY },
{
x: endX - arrowSize * Math.cos(direction - arrowAngle),
y: endY - arrowSize * Math.sin(direction - arrowAngle)
}
],
color,
closed: false
},
// 箭头右
{
type: 'line',
points: [
{ x: endX, y: endY },
{
x: endX - arrowSize * Math.cos(direction + arrowAngle),
y: endY - arrowSize * Math.sin(direction + arrowAngle)
}
],
color,
closed: false
}
];
}
/**
* ParticleSystemComponent gizmo provider
* 粒子系统组件 gizmo 提供者
*/
function particleSystemGizmoProvider(
particle: ParticleSystemComponent,
entity: Entity,
isSelected: boolean
): IGizmoRenderData[] {
const transform = entity.getComponent(TransformComponent);
if (!transform) return [];
const gizmos: IGizmoRenderData[] = [];
const color = isSelected
? ParticleGizmoColors.emissionShapeSelected
: ParticleGizmoColors.emissionShape;
// 获取 Transform 数据 | Get transform data
const worldX = transform.worldPosition?.x ?? transform.position.x;
const worldY = transform.worldPosition?.y ?? transform.position.y;
const rot = transform.worldRotation ?? transform.rotation;
const worldRotation = rot?.z ?? 0;
const scale = transform.worldScale ?? transform.scale;
const scaleX = scale?.x ?? 1;
const scaleY = scale?.y ?? 1;
// 从加载的资产获取发射形状配置 | Get emission shape config from loaded asset
const asset = particle.loadedAsset;
const emissionShape = asset?.emissionShape ?? EmissionShape.Point;
const shapeRadius = (asset?.shapeRadius ?? 0) * Math.max(scaleX, scaleY);
const shapeWidth = (asset?.shapeWidth ?? 0) * scaleX;
const shapeHeight = (asset?.shapeHeight ?? 0) * scaleY;
const shapeAngle = (asset?.shapeAngle ?? 30) * Math.PI / 180; // 转换为弧度
const direction = ((asset?.direction ?? 90) * Math.PI / 180) + worldRotation; // 转换为弧度并应用世界旋转
// 根据发射形状绘制 Gizmo | Draw gizmo based on emission shape
switch (emissionShape) {
case EmissionShape.Point:
// 点发射:显示中心点和方向 | Point: show center and direction
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 10, color));
if (isSelected) {
gizmos.push(...createDirectionArrow(worldX, worldY, direction, 30, ParticleGizmoColors.direction));
}
break;
case EmissionShape.Circle:
// 填充圆形:显示圆形区域 | Filled circle: show circle area
gizmos.push({
type: 'circle',
x: worldX,
y: worldY,
radius: shapeRadius || 20,
color
} as ICircleGizmoData);
if (isSelected) {
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
gizmos.push(...createDirectionArrow(worldX, worldY, direction, shapeRadius + 20 || 40, ParticleGizmoColors.direction));
}
break;
case EmissionShape.Ring:
// 圆环:显示圆环边缘 | Ring: show ring edge
gizmos.push({
type: 'circle',
x: worldX,
y: worldY,
radius: shapeRadius || 20,
color
} as ICircleGizmoData);
if (isSelected) {
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
}
break;
case EmissionShape.Rectangle:
// 矩形:显示矩形区域 | Rectangle: show rect area
gizmos.push({
type: 'rect',
x: worldX,
y: worldY,
width: shapeWidth || 40,
height: shapeHeight || 20,
rotation: worldRotation,
originX: 0.5,
originY: 0.5,
color,
showHandles: false
} as IRectGizmoData);
if (isSelected) {
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
gizmos.push(...createDirectionArrow(worldX, worldY, direction, Math.max(shapeWidth, shapeHeight) / 2 + 20 || 40, ParticleGizmoColors.direction));
}
break;
case EmissionShape.Edge:
// 矩形边缘:显示矩形边框 | Rectangle edge: show rect border
gizmos.push({
type: 'rect',
x: worldX,
y: worldY,
width: shapeWidth || 40,
height: shapeHeight || 20,
rotation: worldRotation,
originX: 0.5,
originY: 0.5,
color,
showHandles: false
} as IRectGizmoData);
if (isSelected) {
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
}
break;
case EmissionShape.Line:
// 线段:显示发射线 | Line: show emission line
{
const halfWidth = (shapeWidth || 40) / 2;
const cos = Math.cos(direction + Math.PI / 2);
const sin = Math.sin(direction + Math.PI / 2);
gizmos.push({
type: 'line',
points: [
{ x: worldX + cos * halfWidth, y: worldY + sin * halfWidth },
{ x: worldX - cos * halfWidth, y: worldY - sin * halfWidth }
],
color,
closed: false
} as ILineGizmoData);
if (isSelected) {
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
gizmos.push(...createDirectionArrow(worldX, worldY, direction, halfWidth + 20, ParticleGizmoColors.direction));
}
}
break;
case EmissionShape.Cone:
// 圆锥/扇形:显示扇形区域 | Cone/fan: show fan area
{
const radius = shapeRadius || 30;
const halfAngle = shapeAngle / 2;
const startAngle = direction - halfAngle;
const endAngle = direction + halfAngle;
// 绘制扇形的两条边和弧线 | Draw two edges and arc of the fan
const segments = 16;
const points: { x: number; y: number }[] = [{ x: worldX, y: worldY }];
for (let i = 0; i <= segments; i++) {
const angle = startAngle + (endAngle - startAngle) * (i / segments);
points.push({
x: worldX + Math.cos(angle) * radius,
y: worldY + Math.sin(angle) * radius
});
}
points.push({ x: worldX, y: worldY });
gizmos.push({
type: 'line',
points,
color,
closed: true
} as ILineGizmoData);
if (isSelected) {
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
gizmos.push(...createDirectionArrow(worldX, worldY, direction, radius + 20, ParticleGizmoColors.direction));
}
}
break;
default:
// 默认:显示中心点 | Default: show center point
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 10, color));
break;
}
return gizmos;
}
/**
* Register gizmo provider for ParticleSystemComponent.
* 为 ParticleSystemComponent 注册 gizmo 提供者。
*/
export function registerParticleGizmo(): void {
GizmoRegistry.register(ParticleSystemComponent, particleSystemGizmoProvider);
}
/**
* Unregister gizmo provider for ParticleSystemComponent.
* 取消注册 ParticleSystemComponent 的 gizmo 提供者。
*/
export function unregisterParticleGizmo(): void {
GizmoRegistry.unregister(ParticleSystemComponent);
}

View File

@@ -23,3 +23,6 @@ export type { ParticleEditorState } from './stores/ParticleEditorStore';
// Components
export { GradientEditor, CurveEditor } from './components';
// Gizmos
export { registerParticleGizmo, unregisterParticleGizmo } from './gizmos/ParticleGizmo';

View File

@@ -2003,6 +2003,18 @@ export function ParticleEditorPanel() {
}
}, [particleData, filePath, setFilePath, markSaved]);
// 面板容器 ref | Panel container ref
const panelRef = useRef<HTMLDivElement>(null);
// 键盘快捷键处理 | Keyboard shortcut handler
const handleKeyDown = useCallback((e: React.KeyboardEvent) => {
if ((e.ctrlKey || e.metaKey) && e.key === 's') {
e.preventDefault();
e.stopPropagation();
handleSave();
}
}, [handleSave]);
const handleOpen = useCallback(async () => {
const dialog = Core.services.tryResolve(IDialogService) as IDialog | null;
if (!dialog) return;
@@ -2130,7 +2142,12 @@ export function ParticleEditorPanel() {
}
return (
<div className="particle-editor-panel">
<div
ref={panelRef}
className="particle-editor-panel"
tabIndex={0}
onKeyDown={handleKeyDown}
>
{/* Toolbar */}
<div className="particle-editor-toolbar">
<div className="toolbar-left">

View File

@@ -1,13 +1,15 @@
/**
* 粒子系统 Inspector Provider
* Particle System Inspector Provider
*
* 检视器显示控制按钮,资产选择通过 @Property 装饰器自动渲染
* Inspector shows control buttons, asset selection is auto-rendered via @Property decorator
*/
import React, { useState, useCallback } from 'react';
import { Play, Pause, RotateCcw, Sparkles } from 'lucide-react';
import React, { useState, useCallback, useEffect } from 'react';
import { Play, Pause, RotateCcw, Sparkles, Loader2 } from 'lucide-react';
import type { IInspectorProvider, InspectorContext } from '@esengine/editor-core';
import type { ParticleSystemComponent } from '@esengine/particle';
import { EmissionShape, ParticleBlendMode } from '@esengine/particle';
interface ParticleInspectorData {
entityId: string;
@@ -41,37 +43,65 @@ interface ParticleInspectorUIProps {
function ParticleInspectorUI({ data }: ParticleInspectorUIProps) {
const { component } = data;
const [, forceUpdate] = useState({});
const [isLoading, setIsLoading] = useState(false);
const [lastGuid, setLastGuid] = useState(component.particleAssetGuid);
const refresh = useCallback(() => forceUpdate({}), []);
const handlePlay = () => {
// 当资产 GUID 变化时自动加载资产
// Auto-load asset when GUID changes
useEffect(() => {
const currentGuid = component.particleAssetGuid;
if (currentGuid !== lastGuid) {
setLastGuid(currentGuid);
if (currentGuid) {
setIsLoading(true);
component.loadAsset(currentGuid).finally(() => {
setIsLoading(false);
refresh();
});
} else {
// 清除已加载的资产
component.setAssetData(null);
refresh();
}
}
}, [component, component.particleAssetGuid, lastGuid, refresh]);
const handlePlay = useCallback(async () => {
// 如果有资产 GUID 但尚未加载,先加载
if (component.particleAssetGuid && !component.loadedAsset) {
setIsLoading(true);
await component.loadAsset(component.particleAssetGuid);
setIsLoading(false);
}
component.play();
refresh();
};
}, [component, refresh]);
const handlePause = () => {
const handlePause = useCallback(() => {
component.pause();
refresh();
};
}, [component, refresh]);
const handleStop = () => {
const handleStop = useCallback(() => {
component.stop(true);
refresh();
};
}, [component, refresh]);
const handleBurst = () => {
component.burst(10);
const handleBurst = useCallback(async () => {
// 如果有资产 GUID 但尚未加载,先加载
if (component.particleAssetGuid && !component.loadedAsset) {
setIsLoading(true);
await component.loadAsset(component.particleAssetGuid);
setIsLoading(false);
}
component.emit(10);
refresh();
};
}, [component, refresh]);
const handleChange = <K extends keyof ParticleSystemComponent>(
key: K,
value: ParticleSystemComponent[K]
) => {
(component as any)[key] = value;
component.markDirty();
refresh();
};
const hasAsset = !!component.particleAssetGuid;
const isAssetLoaded = !!component.loadedAsset;
return (
<div className="entity-inspector">
@@ -83,247 +113,50 @@ function ParticleInspectorUI({ data }: ParticleInspectorUIProps) {
onClick={component.isPlaying ? handlePause : handlePlay}
style={buttonStyle}
title={component.isPlaying ? 'Pause' : 'Play'}
disabled={isLoading}
>
{component.isPlaying ? <Pause size={14} /> : <Play size={14} />}
{isLoading ? <Loader2 size={14} className="animate-spin" /> :
component.isPlaying ? <Pause size={14} /> : <Play size={14} />}
</button>
<button onClick={handleStop} style={buttonStyle} title="Stop">
<button onClick={handleStop} style={buttonStyle} title="Stop" disabled={isLoading}>
<RotateCcw size={14} />
</button>
<button onClick={handleBurst} style={buttonStyle} title="Burst 10">
<button onClick={handleBurst} style={buttonStyle} title="Burst 10" disabled={isLoading}>
<Sparkles size={14} />
</button>
</div>
<div className="property-row">
<label>Active Particles</label>
<span>{component.activeParticleCount} / {component.maxParticles}</span>
<span>{component.activeParticleCount} / {component.loadedAsset?.maxParticles ?? component.maxParticles}</span>
</div>
</div>
{/* 基础属性 | Basic Properties */}
<div className="inspector-section">
<div className="section-title">Basic</div>
<NumberInput
label="Max Particles"
value={component.maxParticles}
min={1}
max={10000}
step={100}
onChange={v => handleChange('maxParticles', v)}
/>
<CheckboxInput
label="Looping"
checked={component.looping}
onChange={v => handleChange('looping', v)}
/>
<NumberInput
label="Duration"
value={component.duration}
min={0.1}
step={0.1}
onChange={v => handleChange('duration', v)}
/>
<NumberInput
label="Playback Speed"
value={component.playbackSpeed}
min={0.01}
max={10}
step={0.1}
onChange={v => handleChange('playbackSpeed', v)}
/>
</div>
{/* 发射属性 | Emission Properties */}
<div className="inspector-section">
<div className="section-title">Emission</div>
<NumberInput
label="Emission Rate"
value={component.emissionRate}
min={0}
step={1}
onChange={v => handleChange('emissionRate', v)}
/>
<SelectInput
label="Shape"
value={component.emissionShape}
options={[
{ value: EmissionShape.Point, label: 'Point' },
{ value: EmissionShape.Circle, label: 'Circle (filled)' },
{ value: EmissionShape.Ring, label: 'Ring (edge)' },
{ value: EmissionShape.Rectangle, label: 'Rectangle (filled)' },
{ value: EmissionShape.Edge, label: 'Edge (rect outline)' },
{ value: EmissionShape.Line, label: 'Line' },
{ value: EmissionShape.Cone, label: 'Cone' },
]}
onChange={v => handleChange('emissionShape', v as EmissionShape)}
/>
{component.emissionShape !== EmissionShape.Point && (
<NumberInput
label="Shape Radius"
value={component.shapeRadius}
min={0}
step={1}
onChange={v => handleChange('shapeRadius', v)}
/>
{hasAsset && (
<div className="property-row">
<label>Asset Status</label>
<span style={{ color: isAssetLoaded ? 'var(--color-success, #4caf50)' : 'var(--color-warning, #ff9800)' }}>
{isLoading ? 'Loading...' : isAssetLoaded ? 'Loaded' : 'Not loaded'}
</span>
</div>
)}
</div>
{/* 粒子属性 | Particle Properties */}
<div className="inspector-section">
<div className="section-title">Particle</div>
<RangeInput
label="Lifetime"
minValue={component.lifetimeMin}
maxValue={component.lifetimeMax}
min={0.01}
step={0.1}
onMinChange={v => handleChange('lifetimeMin', v)}
onMaxChange={v => handleChange('lifetimeMax', v)}
/>
<RangeInput
label="Speed"
minValue={component.speedMin}
maxValue={component.speedMax}
min={0}
step={1}
onMinChange={v => handleChange('speedMin', v)}
onMaxChange={v => handleChange('speedMax', v)}
/>
<NumberInput
label="Direction (°)"
value={component.direction}
min={-180}
max={180}
step={1}
onChange={v => handleChange('direction', v)}
/>
<NumberInput
label="Spread (°)"
value={component.directionSpread}
min={0}
max={360}
step={1}
onChange={v => handleChange('directionSpread', v)}
/>
<RangeInput
label="Scale"
minValue={component.scaleMin}
maxValue={component.scaleMax}
min={0.01}
step={0.1}
onMinChange={v => handleChange('scaleMin', v)}
onMaxChange={v => handleChange('scaleMax', v)}
/>
<NumberInput
label="Gravity X"
value={component.gravityX}
step={1}
onChange={v => handleChange('gravityX', v)}
/>
<NumberInput
label="Gravity Y"
value={component.gravityY}
step={1}
onChange={v => handleChange('gravityY', v)}
/>
</div>
{/* 颜色属性 | Color Properties */}
<div className="inspector-section">
<div className="section-title">Color</div>
<ColorInput
label="Start Color"
value={component.startColor}
onChange={v => handleChange('startColor', v)}
/>
<NumberInput
label="Start Alpha"
value={component.startAlpha}
min={0}
max={1}
step={0.01}
onChange={v => handleChange('startAlpha', v)}
/>
<NumberInput
label="End Alpha"
value={component.endAlpha}
min={0}
max={1}
step={0.01}
onChange={v => handleChange('endAlpha', v)}
/>
<NumberInput
label="End Scale"
value={component.endScale}
min={0}
step={0.1}
onChange={v => handleChange('endScale', v)}
/>
</div>
{/* 渲染属性 | Rendering Properties */}
<div className="inspector-section">
<div className="section-title">Rendering</div>
<NumberInput
label="Particle Size"
value={component.particleSize}
min={1}
step={1}
onChange={v => handleChange('particleSize', v)}
/>
<SelectInput
label="Blend Mode"
value={component.blendMode}
options={[
{ value: ParticleBlendMode.Normal, label: 'Normal' },
{ value: ParticleBlendMode.Additive, label: 'Additive' },
{ value: ParticleBlendMode.Multiply, label: 'Multiply' },
]}
onChange={v => handleChange('blendMode', v as ParticleBlendMode)}
/>
<NumberInput
label="Sorting Order"
value={component.sortingOrder}
step={1}
onChange={v => handleChange('sortingOrder', v)}
/>
</div>
{/* 提示信息 | Hint */}
{!hasAsset && (
<div style={{
padding: '8px 12px',
background: 'var(--color-warning-bg, rgba(255, 193, 7, 0.1))',
border: '1px solid var(--color-warning-border, rgba(255, 193, 7, 0.3))',
borderRadius: '4px',
fontSize: '11px',
color: 'var(--text-color, #e0e0e0)',
lineHeight: 1.4
}}>
No particle asset selected. Drag a <code>.particle</code> file to the Particle Asset field above, or create one in Content Browser.
</div>
)}
</div>
);
}
// ============= UI Components =============
const inputStyle: React.CSSProperties = {
width: '100%',
padding: '4px 8px',
border: '1px solid var(--border-color, #3a3a3a)',
borderRadius: '4px',
background: 'var(--input-background, #2a2a2a)',
color: 'var(--text-color, #e0e0e0)',
fontSize: '12px',
};
const buttonStyle: React.CSSProperties = {
display: 'flex',
alignItems: 'center',
@@ -336,133 +169,3 @@ const buttonStyle: React.CSSProperties = {
cursor: 'pointer',
fontSize: '12px',
};
interface NumberInputProps {
label: string;
value: number;
min?: number;
max?: number;
step?: number;
onChange: (value: number) => void;
}
function NumberInput({ label, value, min, max, step = 1, onChange }: NumberInputProps) {
return (
<div className="property-row">
<label>{label}</label>
<input
type="number"
value={value}
min={min}
max={max}
step={step}
onChange={e => onChange(parseFloat(e.target.value) || 0)}
style={inputStyle}
/>
</div>
);
}
interface RangeInputProps {
label: string;
minValue: number;
maxValue: number;
min?: number;
max?: number;
step?: number;
onMinChange: (value: number) => void;
onMaxChange: (value: number) => void;
}
function RangeInput({ label, minValue, maxValue, min, max, step = 1, onMinChange, onMaxChange }: RangeInputProps) {
return (
<div className="property-row">
<label>{label}</label>
<div style={{ display: 'flex', gap: '4px', flex: 1 }}>
<input
type="number"
value={minValue}
min={min}
max={max}
step={step}
onChange={e => onMinChange(parseFloat(e.target.value) || 0)}
style={{ ...inputStyle, width: '50%' }}
title="Min"
/>
<input
type="number"
value={maxValue}
min={min}
max={max}
step={step}
onChange={e => onMaxChange(parseFloat(e.target.value) || 0)}
style={{ ...inputStyle, width: '50%' }}
title="Max"
/>
</div>
</div>
);
}
interface CheckboxInputProps {
label: string;
checked: boolean;
onChange: (value: boolean) => void;
}
function CheckboxInput({ label, checked, onChange }: CheckboxInputProps) {
return (
<div className="property-row">
<label>{label}</label>
<input
type="checkbox"
checked={checked}
onChange={e => onChange(e.target.checked)}
/>
</div>
);
}
interface SelectInputProps {
label: string;
value: string;
options: { value: string; label: string }[];
onChange: (value: string) => void;
}
function SelectInput({ label, value, options, onChange }: SelectInputProps) {
return (
<div className="property-row">
<label>{label}</label>
<select
value={value}
onChange={e => onChange(e.target.value)}
style={inputStyle}
>
{options.map(opt => (
<option key={opt.value} value={opt.value}>{opt.label}</option>
))}
</select>
</div>
);
}
interface ColorInputProps {
label: string;
value: string;
onChange: (value: string) => void;
}
function ColorInput({ label, value, onChange }: ColorInputProps) {
return (
<div className="property-row">
<label>{label}</label>
<input
type="color"
value={value}
onChange={e => onChange(e.target.value)}
style={{ ...inputStyle, padding: '2px', height: '24px' }}
/>
</div>
);
}

View File

@@ -78,10 +78,14 @@ export const useParticleEditorStore = create<ParticleEditorState>((set) => ({
setPendingFilePath: (path) => set({ pendingFilePath: path }),
setParticleData: (data) => set({
setParticleData: (data) => set((state) => ({
particleData: data,
isDirty: false,
}),
// 如果有文件路径,修改数据时应该标记为 dirty
// 如果没有文件路径且之前也没有数据,则是加载文件,不标记 dirty
// If has file path, mark as dirty when data changes
// If no file path and no previous data, it's loading, don't mark dirty
isDirty: state.filePath !== null || state.particleData !== null,
})),
updateProperty: (key, value) => set((state) => {
if (!state.particleData) return state;
@@ -115,7 +119,7 @@ export const useParticleEditorStore = create<ParticleEditorState>((set) => ({
particleData: createDefaultParticleAsset(name),
filePath: null,
isDirty: true,
isPlaying: false,
isPlaying: true, // 自动播放 | Auto play
selectedPreset: null,
}),
}));

View File

@@ -27,8 +27,10 @@
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"dependencies": {
"@esengine/asset-system": "workspace:*"
},
"devDependencies": {
"@esengine/asset-system": "workspace:*",
"@esengine/ecs-framework": "workspace:*",
"@esengine/ecs-framework-math": "workspace:*",
"@esengine/engine-core": "workspace:*",

View File

@@ -159,9 +159,20 @@ export class ParticleEmitter {
* @param dt - Delta time in seconds
* @param worldX - World position X
* @param worldY - World position Y
* @param worldRotation - World rotation in radians (applied to emission direction)
* @param worldScaleX - World scale X (applied to emission offset and speed)
* @param worldScaleY - World scale Y (applied to emission offset and speed)
* @returns Number of particles emitted
*/
emit(pool: ParticlePool, dt: number, worldX: number, worldY: number): number {
emit(
pool: ParticlePool,
dt: number,
worldX: number,
worldY: number,
worldRotation: number = 0,
worldScaleX: number = 1,
worldScaleY: number = 1
): number {
if (!this._isEmitting) return 0;
let emitted = 0;
@@ -171,7 +182,7 @@ export class ParticleEmitter {
for (let i = 0; i < this.config.burstCount; i++) {
const p = pool.spawn();
if (p) {
this._initParticle(p, worldX, worldY);
this._initParticle(p, worldX, worldY, worldRotation, worldScaleX, worldScaleY);
emitted++;
}
}
@@ -182,7 +193,7 @@ export class ParticleEmitter {
while (this._emissionAccumulator >= 1) {
const p = pool.spawn();
if (p) {
this._initParticle(p, worldX, worldY);
this._initParticle(p, worldX, worldY, worldRotation, worldScaleX, worldScaleY);
emitted++;
}
this._emissionAccumulator -= 1;
@@ -195,13 +206,29 @@ export class ParticleEmitter {
/**
* 立即爆发发射
* Burst emit immediately
*
* @param pool - Particle pool
* @param count - Number of particles to emit
* @param worldX - World position X
* @param worldY - World position Y
* @param worldRotation - World rotation in radians
* @param worldScaleX - World scale X
* @param worldScaleY - World scale Y
*/
burst(pool: ParticlePool, count: number, worldX: number, worldY: number): number {
burst(
pool: ParticlePool,
count: number,
worldX: number,
worldY: number,
worldRotation: number = 0,
worldScaleX: number = 1,
worldScaleY: number = 1
): number {
let emitted = 0;
for (let i = 0; i < count; i++) {
const p = pool.spawn();
if (p) {
this._initParticle(p, worldX, worldY);
this._initParticle(p, worldX, worldY, worldRotation, worldScaleX, worldScaleY);
emitted++;
}
}
@@ -217,23 +244,45 @@ export class ParticleEmitter {
this._isEmitting = true;
}
private _initParticle(p: Particle, worldX: number, worldY: number): void {
private _initParticle(
p: Particle,
worldX: number,
worldY: number,
worldRotation: number = 0,
worldScaleX: number = 1,
worldScaleY: number = 1
): void {
const config = this.config;
// 位置 | Position
// 获取形状偏移 | Get shape offset
const [ox, oy] = this._getShapeOffset();
p.x = worldX + ox;
p.y = worldY + oy;
// 应用旋转和缩放到发射偏移 | Apply rotation and scale to emission offset
// 先缩放,再旋转 | Scale first, then rotate
const scaledOx = ox * worldScaleX;
const scaledOy = oy * worldScaleY;
const cos = Math.cos(worldRotation);
const sin = Math.sin(worldRotation);
const rotatedOx = scaledOx * cos - scaledOy * sin;
const rotatedOy = scaledOx * sin + scaledOy * cos;
// 位置 | Position
p.x = worldX + rotatedOx;
p.y = worldY + rotatedOy;
// 生命时间 | Lifetime
p.lifetime = randomRange(config.lifetime.min, config.lifetime.max);
p.age = 0;
// 速度方向 | Velocity direction
const dir = config.direction + randomRange(-config.directionSpread / 2, config.directionSpread / 2);
// 速度方向(应用世界旋转)| Velocity direction (apply world rotation)
const baseDir = config.direction + randomRange(-config.directionSpread / 2, config.directionSpread / 2);
const dir = baseDir + worldRotation;
const speed = randomRange(config.speed.min, config.speed.max);
p.vx = Math.cos(dir) * speed;
p.vy = Math.sin(dir) * speed;
// 速度也应用缩放(使用平均缩放)| Speed also applies scale (use average scale)
const avgScale = (worldScaleX + worldScaleY) / 2;
p.vx = Math.cos(dir) * speed * avgScale;
p.vy = Math.sin(dir) * speed * avgScale;
// 加速度(重力)| Acceleration (gravity)
p.ax = config.gravityX;
@@ -243,12 +292,12 @@ export class ParticleEmitter {
p.rotation = randomRange(config.startRotation.min, config.startRotation.max);
p.angularVelocity = randomRange(config.angularVelocity.min, config.angularVelocity.max);
// 缩放 | Scale
const scale = randomRange(config.startScale.min, config.startScale.max);
p.scaleX = scale;
p.scaleY = scale;
p.startScaleX = scale;
p.startScaleY = scale;
// 缩放(应用世界缩放)| Scale (apply world scale)
const baseScale = randomRange(config.startScale.min, config.startScale.max);
p.scaleX = baseScale * worldScaleX;
p.scaleY = baseScale * worldScaleY;
p.startScaleX = p.scaleX;
p.startScaleY = p.scaleY;
// 颜色 | Color
p.r = clamp(config.startColor.r + randomRange(-config.startColorVariance.r, config.startColorVariance.r), 0, 1);

View File

@@ -1,10 +1,28 @@
import type { ComponentRegistry as ComponentRegistryType, IScene } from '@esengine/ecs-framework';
import type { IRuntimeModule, IPlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
import { assetManager as globalAssetManager, type AssetManager } from '@esengine/asset-system';
import { ParticleSystemComponent } from './ParticleSystemComponent';
import { ParticleUpdateSystem } from './systems/ParticleSystem';
import { ParticleLoader, ParticleAssetType } from './loaders/ParticleLoader';
export type { SystemContext, ModuleManifest, IRuntimeModule as IRuntimeModuleLoader, IPlugin as IPluginLoader };
/**
* 引擎桥接接口(用于直接加载纹理)
* Engine bridge interface (for direct texture loading)
*/
export interface IEngineBridge {
loadTexture(id: number, url: string): Promise<void>;
}
/**
* 引擎集成接口(用于加载纹理)
* Engine integration interface (for loading textures)
*/
export interface IEngineIntegration {
loadTextureForComponent(texturePath: string): Promise<number>;
}
/**
* 粒子系统上下文
* Particle system context
@@ -18,10 +36,17 @@ export interface ParticleSystemContext extends SystemContext {
addRenderDataProvider(provider: any): void;
removeRenderDataProvider(provider: any): void;
};
/** 引擎集成(用于加载纹理)| Engine integration (for loading textures) */
engineIntegration?: IEngineIntegration;
/** 引擎桥接(用于直接加载纹理)| Engine bridge (for direct texture loading) */
engineBridge?: IEngineBridge;
/** 资产管理器(用于注册加载器)| Asset manager (for registering loaders) */
assetManager?: AssetManager;
}
class ParticleRuntimeModule implements IRuntimeModule {
private _updateSystem: ParticleUpdateSystem | null = null;
private _loaderRegistered = false;
registerComponents(registry: typeof ComponentRegistryType): void {
registry.register(ParticleSystemComponent);
@@ -30,6 +55,24 @@ class ParticleRuntimeModule implements IRuntimeModule {
createSystems(scene: IScene, context: SystemContext): void {
const particleContext = context as ParticleSystemContext;
// 注册粒子资产加载器到上下文的 assetManager 和全局单例
// Register particle asset loader to context assetManager AND global singleton
if (!this._loaderRegistered) {
const loader = new ParticleLoader();
// Register to context's assetManager (used by GameRuntime)
if (particleContext.assetManager) {
particleContext.assetManager.registerLoader(ParticleAssetType as any, loader);
}
// Also register to global singleton (used by ParticleSystemComponent.loadAsset)
// 同时注册到全局单例ParticleSystemComponent.loadAsset 使用的是全局单例)
globalAssetManager.registerLoader(ParticleAssetType as any, loader);
this._loaderRegistered = true;
console.log('[ParticleRuntimeModule] Registered ParticleLoader to both context and global assetManager');
}
this._updateSystem = new ParticleUpdateSystem();
// 设置 Transform 组件类型 | Set Transform component type
@@ -37,9 +80,14 @@ class ParticleRuntimeModule implements IRuntimeModule {
this._updateSystem.setTransformType(particleContext.transformType);
}
// 在编辑器中禁用系统(手动控制)| Disable in editor (manual control)
if (context.isEditor) {
this._updateSystem.enabled = false;
// 设置引擎集成(用于加载纹理)| Set engine integration (for loading textures)
if (particleContext.engineIntegration) {
this._updateSystem.setEngineIntegration(particleContext.engineIntegration);
}
// 设置引擎桥接(用于加载默认纹理)| Set engine bridge (for loading default texture)
if (particleContext.engineBridge) {
this._updateSystem.setEngineBridge(particleContext.engineBridge);
}
scene.addSystem(this._updateSystem);
@@ -70,7 +118,7 @@ const manifest: ModuleManifest = {
category: 'Rendering',
icon: 'Sparkles',
isCore: false,
defaultEnabled: false,
defaultEnabled: true,
isEngineModule: true,
canContainContent: true,
dependencies: ['core', 'math', 'sprite'],

File diff suppressed because it is too large Load Diff

View File

@@ -31,6 +31,21 @@ export interface IParticleModuleConfig {
params: Record<string, unknown>;
}
/**
* 爆发配置
* Burst configuration
*/
export interface IBurstConfig {
/** 触发时间(秒)| Trigger time (seconds) */
time: number;
/** 发射数量 | Particle count */
count: number;
/** 循环次数0=无限)| Number of cycles (0=infinite) */
cycles: number;
/** 循环间隔(秒)| Interval between cycles (seconds) */
interval: number;
}
/**
* 粒子效果资源数据接口
* Particle effect asset data interface
@@ -110,11 +125,17 @@ export interface IParticleAsset {
sortingOrder: number;
/** 纹理资产 GUID | Texture asset GUID */
textureGuid?: string;
/** 纹理路径(编辑器兼容)| Texture path (editor compatibility) */
texturePath?: string;
// 模块配置 | Module configurations
/** 模块列表 | Module list */
modules?: IParticleModuleConfig[];
// 爆发配置 | Burst configurations
/** 爆发列表 | Burst list */
bursts?: IBurstConfig[];
// 纹理动画(可选)| Texture animation (optional)
/** 纹理图集列数 | Texture sheet columns */
textureTilesX?: number;

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@@ -3,5 +3,6 @@ export {
ParticleAssetType,
createDefaultParticleAsset,
type IParticleAsset,
type IParticleModuleConfig
type IParticleModuleConfig,
type IBurstConfig
} from './ParticleLoader';

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@@ -106,6 +106,7 @@ export class ParticleRenderDataProvider implements IRenderDataProvider {
}
}
if (totalParticles === 0) return;
// 确保缓冲区足够大 | Ensure buffers are large enough
@@ -183,6 +184,11 @@ export class ParticleRenderDataProvider implements IRenderDataProvider {
}
if (particleIndex > 0) {
// 获取纹理路径(支持多种来源)| Get texture path (support multiple sources)
const firstComponent = systems[0]?.component;
const asset = firstComponent?.loadedAsset as { textureGuid?: string; texturePath?: string } | null;
const texPath = asset?.textureGuid || asset?.texturePath || firstComponent?.textureGuid || undefined;
// 创建当前组的渲染数据 | Create render data for current group
const renderData: ParticleProviderRenderData = {
transforms: this._transforms.subarray(0, particleIndex * 7),
@@ -191,7 +197,7 @@ export class ParticleRenderDataProvider implements IRenderDataProvider {
colors: this._colors.subarray(0, particleIndex),
tileCount: particleIndex,
sortingOrder,
texturePath: systems[0]?.component.textureGuid || undefined
texturePath: texPath
};
this._renderDataCache.push(renderData);

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@@ -1,6 +1,43 @@
import { EntitySystem, Matcher, ECSSystem, Time, Entity } from '@esengine/ecs-framework';
import { ParticleSystemComponent } from '../ParticleSystemComponent';
import { ParticleRenderDataProvider } from '../rendering/ParticleRenderDataProvider';
import type { IEngineIntegration, IEngineBridge } from '../ParticleRuntimeModule';
/**
* 默认粒子纹理 ID
* Default particle texture ID
*/
const DEFAULT_PARTICLE_TEXTURE_ID = 99999;
/**
* 生成默认粒子纹理的 Data URL渐变圆形
* Generate default particle texture Data URL (gradient circle)
*/
function generateDefaultParticleTextureDataURL(): string {
const size = 64;
const canvas = document.createElement('canvas');
canvas.width = size;
canvas.height = size;
const ctx = canvas.getContext('2d');
if (!ctx) return '';
// 创建径向渐变 | Create radial gradient
const gradient = ctx.createRadialGradient(
size / 2, size / 2, 0,
size / 2, size / 2, size / 2
);
gradient.addColorStop(0, 'rgba(255, 255, 255, 1)');
gradient.addColorStop(0.4, 'rgba(255, 255, 255, 0.8)');
gradient.addColorStop(0.7, 'rgba(255, 255, 255, 0.3)');
gradient.addColorStop(1, 'rgba(255, 255, 255, 0)');
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(size / 2, size / 2, size / 2, 0, Math.PI * 2);
ctx.fill();
return canvas.toDataURL('image/png');
}
/**
* Transform 组件接口(避免直接依赖 engine-core
@@ -9,6 +46,14 @@ import { ParticleRenderDataProvider } from '../rendering/ParticleRenderDataProvi
interface ITransformComponent {
worldPosition?: { x: number; y: number; z: number };
position: { x: number; y: number; z: number };
/** 世界旋转Vector3z 分量为 2D 旋转弧度)| World rotation (Vector3, z component is 2D rotation in radians) */
worldRotation?: { x: number; y: number; z: number };
/** 本地旋转Vector3| Local rotation (Vector3) */
rotation?: { x: number; y: number; z: number };
/** 世界缩放 | World scale */
worldScale?: { x: number; y: number; z: number };
/** 本地缩放 | Local scale */
scale?: { x: number; y: number; z: number };
}
/**
@@ -22,6 +67,14 @@ interface ITransformComponent {
export class ParticleUpdateSystem extends EntitySystem {
private _transformType: (new (...args: any[]) => ITransformComponent) | null = null;
private _renderDataProvider: ParticleRenderDataProvider;
private _engineIntegration: IEngineIntegration | null = null;
private _engineBridge: IEngineBridge | null = null;
private _defaultTextureLoaded: boolean = false;
private _defaultTextureLoading: boolean = false;
/** 追踪每个粒子组件上次加载的资产 GUID | Track last loaded asset GUID for each particle component */
private _lastLoadedGuids: WeakMap<ParticleSystemComponent, string> = new WeakMap();
/** 正在加载资产的粒子组件 | Particle components currently loading assets */
private _loadingComponents: WeakSet<ParticleSystemComponent> = new WeakSet();
constructor() {
super(Matcher.empty().all(ParticleSystemComponent));
@@ -38,6 +91,22 @@ export class ParticleUpdateSystem extends EntitySystem {
this._transformType = transformType;
}
/**
* 设置引擎集成(用于加载纹理)
* Set engine integration (for loading textures)
*/
setEngineIntegration(integration: IEngineIntegration): void {
this._engineIntegration = integration;
}
/**
* 设置引擎桥接(用于加载默认纹理)
* Set engine bridge (for loading default texture)
*/
setEngineBridge(bridge: IEngineBridge): void {
this._engineBridge = bridge;
}
/**
* 获取渲染数据提供者
* Get render data provider
@@ -57,26 +126,61 @@ export class ParticleUpdateSystem extends EntitySystem {
let worldX = 0;
let worldY = 0;
let worldRotation = 0;
let worldScaleX = 1;
let worldScaleY = 1;
let transform: ITransformComponent | null = null;
// 获取 Transform 位置 | Get Transform position
// 获取 Transform 位置、旋转、缩放 | Get Transform position, rotation, scale
if (this._transformType) {
transform = entity.getComponent(this._transformType as any) as ITransformComponent | null;
if (transform) {
const pos = transform.worldPosition ?? transform.position;
worldX = pos.x;
worldY = pos.y;
// 获取旋转2D 使用 z 分量)| Get rotation (2D uses z component)
const rot = transform.worldRotation ?? transform.rotation;
if (rot) {
worldRotation = rot.z;
}
// 获取缩放 | Get scale
const scale = transform.worldScale ?? transform.scale;
if (scale) {
worldScaleX = scale.x;
worldScaleY = scale.y;
}
}
}
// 检测资产 GUID 变化并重新加载 | Detect asset GUID change and reload
// 这使得编辑器中选择新的粒子资产时能够立即切换
// This allows immediate switching when selecting a new particle asset in the editor
this._checkAndReloadAsset(particle);
// 确保粒子系统已构建(即使未播放)| Ensure particle system is built (even when not playing)
// 这使得编辑器中的属性更改能够立即生效
// This allows property changes to take effect immediately in the editor
particle.ensureBuilt();
// 更新粒子系统 | Update particle system
if (particle.isPlaying) {
particle.update(deltaTime, worldX, worldY);
particle.update(deltaTime, worldX, worldY, worldRotation, worldScaleX, worldScaleY);
}
// 尝试加载纹理(如果还没有加载)| Try to load texture if not loaded yet
if (particle.textureId === 0) {
this.loadParticleTexture(particle);
}
// 更新渲染数据提供者的 Transform 引用 | Update render data provider's Transform reference
// 确保粒子系统始终被注册 | Ensure particle system is always registered
if (transform) {
this._renderDataProvider.register(particle, transform);
} else {
// 使用默认 Transform | Use default transform
this._renderDataProvider.register(particle, { position: { x: worldX, y: worldY } });
}
}
@@ -87,18 +191,176 @@ export class ParticleUpdateSystem extends EntitySystem {
protected override onAdded(entity: Entity): void {
const particle = entity.getComponent(ParticleSystemComponent) as ParticleSystemComponent | null;
if (particle) {
particle.initialize();
// 异步初始化粒子系统 | Async initialize particle system
this._initializeParticle(entity, particle);
}
}
// 注册到渲染数据提供者 | Register to render data provider
if (this._transformType) {
const transform = entity.getComponent(this._transformType as any) as ITransformComponent | null;
if (transform) {
this._renderDataProvider.register(particle, transform);
}
/**
* 异步初始化粒子系统
* Async initialize particle system
*/
private async _initializeParticle(entity: Entity, particle: ParticleSystemComponent): Promise<void> {
// 如果有资产 GUID先加载资产 | Load asset first if GUID is set
if (particle.particleAssetGuid) {
await particle.loadAsset(particle.particleAssetGuid);
}
// 初始化粒子系统(不自动播放,由下面的逻辑控制)
// Initialize particle system (don't auto play, controlled by logic below)
particle.ensureBuilt();
// 加载纹理 | Load texture
await this.loadParticleTexture(particle);
// 注册到渲染数据提供者 | Register to render data provider
// 尝试获取 Transform如果没有则使用默认位置 | Try to get Transform, use default position if not available
let transform: ITransformComponent | null = null;
if (this._transformType) {
transform = entity.getComponent(this._transformType as any) as ITransformComponent | null;
}
// 即使没有 Transform也要注册粒子系统使用原点位置 | Register particle system even without Transform (use origin position)
if (transform) {
this._renderDataProvider.register(particle, transform);
} else {
this._renderDataProvider.register(particle, { position: { x: 0, y: 0 } });
}
// 记录已加载的资产 GUID | Record loaded asset GUID
this._lastLoadedGuids.set(particle, particle.particleAssetGuid);
// 决定是否自动播放 | Decide whether to auto play
// 编辑器模式:有资产时自动播放预览 | Editor mode: auto play preview if has asset
// 运行时模式:根据 autoPlay 设置 | Runtime mode: based on autoPlay setting
const isEditorMode = this.scene?.isEditorMode ?? false;
if (particle.particleAssetGuid && particle.loadedAsset) {
if (isEditorMode) {
// 编辑器模式:始终播放预览 | Editor mode: always play preview
particle.play();
} else if (particle.autoPlay) {
// 运行时模式:根据 autoPlay 设置 | Runtime mode: based on autoPlay
particle.play();
}
}
}
/**
* 检测资产 GUID 变化并重新加载
* Check for asset GUID change and reload if necessary
*
* 当编辑器中修改 particleAssetGuid 属性时,此方法会检测变化并触发重新加载。
* 加载完成后会自动开始播放预览,让用户立即看到效果。
*
* When particleAssetGuid property is modified in editor, this method detects the change and triggers reload.
* After loading, it automatically starts playback for preview so user can see the effect immediately.
*/
private _checkAndReloadAsset(particle: ParticleSystemComponent): void {
const currentGuid = particle.particleAssetGuid;
const lastGuid = this._lastLoadedGuids.get(particle);
// 如果 GUID 没有变化,或者正在加载中,跳过
// Skip if GUID hasn't changed or already loading
if (currentGuid === lastGuid || this._loadingComponents.has(particle)) {
return;
}
// 标记为正在加载 | Mark as loading
this._loadingComponents.add(particle);
this._lastLoadedGuids.set(particle, currentGuid);
// 停止当前播放并清除粒子 | Stop current playback and clear particles
particle.stop(true);
// 重置纹理 ID以便重新加载纹理 | Reset texture ID for texture reload
particle.textureId = 0;
// 异步加载新资产 | Async load new asset
(async () => {
try {
if (currentGuid) {
await particle.loadAsset(currentGuid);
// 加载纹理 | Load texture
await this.loadParticleTexture(particle);
// 标记需要重建 | Mark for rebuild
particle.markDirty();
// 在编辑器中自动播放预览,让用户立即看到效果
// Auto play preview in editor so user can see the effect immediately
particle.play();
console.log(`[ParticleUpdateSystem] Asset loaded and playing: ${currentGuid}`);
} else {
// 清空资产时,设置为 null | Clear asset when GUID is empty
particle.setAssetData(null);
particle.markDirty();
console.log(`[ParticleUpdateSystem] Asset cleared`);
}
} catch (error) {
console.error('[ParticleUpdateSystem] Failed to reload asset:', error);
} finally {
// 取消加载标记 | Remove loading mark
this._loadingComponents.delete(particle);
}
})();
}
/**
* 加载粒子纹理
* Load particle texture
*/
async loadParticleTexture(particle: ParticleSystemComponent): Promise<void> {
if (!this._engineIntegration) {
return;
}
// 已经加载过就跳过 | Skip if already loaded
if (particle.textureId > 0) return;
// 从已加载的资产获取纹理路径 | Get texture path from loaded asset
// 支持 textureGuid 和 texturePath编辑器可能使用后者
// Support both textureGuid and texturePath (editor may use the latter)
const asset = particle.loadedAsset;
const texturePath = asset?.textureGuid || asset?.texturePath || particle.textureGuid;
if (texturePath) {
try {
const textureId = await this._engineIntegration.loadTextureForComponent(texturePath);
particle.textureId = textureId;
} catch (error) {
console.error('[ParticleUpdateSystem] Failed to load texture:', texturePath, error);
// 加载失败时使用默认纹理 | Use default texture on load failure
await this._ensureDefaultTexture();
particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
}
} else {
// 没有纹理路径时使用默认粒子纹理 | Use default particle texture when no path
await this._ensureDefaultTexture();
particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
}
}
/**
* 确保默认粒子纹理已加载
* Ensure default particle texture is loaded
*/
private async _ensureDefaultTexture(): Promise<void> {
if (this._defaultTextureLoaded || this._defaultTextureLoading) return;
if (!this._engineBridge) return;
this._defaultTextureLoading = true;
try {
const dataUrl = generateDefaultParticleTextureDataURL();
if (dataUrl) {
await this._engineBridge.loadTexture(DEFAULT_PARTICLE_TEXTURE_ID, dataUrl);
this._defaultTextureLoaded = true;
}
} catch (error) {
console.error('[ParticleUpdateSystem] Failed to create default particle texture:', error);
}
this._defaultTextureLoading = false;
}
protected override onRemoved(entity: Entity): void {
const particle = entity.getComponent(ParticleSystemComponent) as ParticleSystemComponent | null;
if (particle) {

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@@ -18,7 +18,7 @@ import {
BrowserFileSystemService,
type IPlugin
} from '@esengine/runtime-core';
import type { IAssetManager } from '@esengine/asset-system';
import { assetManager as globalAssetManager, type IAssetManager, type IAssetCatalog, type IAssetCatalogEntry } from '@esengine/asset-system';
import { BrowserAssetReader } from './BrowserAssetReader';
/**
@@ -133,9 +133,50 @@ export class BrowserRuntime {
Core.services.registerInstance(IFileSystemServiceKey, this._fileSystem);
}
// Set asset reader for AssetManager
if (this._runtime.assetManager && this._assetReader) {
this._runtime.assetManager.setReader(this._assetReader);
// Set asset reader for AssetManager (both runtime instance and global singleton)
// 设置资产读取器(运行时实例和全局单例)
if (this._assetReader) {
// Initialize the GLOBAL assetManager singleton (used by particle and other modules)
// 初始化全局 assetManager 单例(被 particle 等模块使用)
globalAssetManager.setReader(this._assetReader);
// Also set for runtime's assetManager if available
if (this._runtime.assetManager) {
this._runtime.assetManager.setReader(this._assetReader);
}
// Initialize AssetManager with catalog data from BrowserFileSystemService
// 使用 BrowserFileSystemService 的 catalog 数据初始化 AssetManager
if (this._fileSystem?.catalog) {
const browserCatalog = this._fileSystem.catalog;
const assetCatalog: IAssetCatalog = {
version: browserCatalog.version,
createdAt: browserCatalog.createdAt,
entries: new Map<string, IAssetCatalogEntry>(),
bundles: new Map()
};
// Convert browser catalog entries to IAssetCatalog format
// 将浏览器 catalog 条目转换为 IAssetCatalog 格式
for (const [guid, entry] of Object.entries(browserCatalog.entries)) {
assetCatalog.entries.set(guid, {
guid: entry.guid,
path: entry.path,
type: entry.type,
size: entry.size,
hash: entry.hash
});
}
// Initialize GLOBAL assetManager singleton (this is what particle module uses)
// 初始化全局 assetManager 单例particle 模块使用的就是这个)
globalAssetManager.initializeFromCatalog(assetCatalog);
// Also initialize runtime's assetManager if available
if (this._runtime.assetManager) {
this._runtime.assetManager.initializeFromCatalog(assetCatalog);
}
}
}
// Disable editor mode (hides grid, gizmos, axis indicator)

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@@ -270,6 +270,7 @@ export class GameRuntime {
this._systemContext = {
isEditor: this._platform.isEditorMode(),
engineBridge: this._bridge,
engineIntegration: this._engineIntegration,
renderSystem: this._renderSystem,
assetManager: this._assetManager,
inputSystem: this._inputSystem,

3
pnpm-lock.yaml generated
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@@ -1050,10 +1050,11 @@ importers:
version: 5.0.8(@types/react@18.3.27)(react@18.3.1)(use-sync-external-store@1.6.0(react@18.3.1))
packages/particle:
devDependencies:
dependencies:
'@esengine/asset-system':
specifier: workspace:*
version: link:../asset-system
devDependencies:
'@esengine/build-config':
specifier: workspace:*
version: link:../build-config