feat: 添加跨平台运行时、资产系统和UI适配功能 (#256)
* feat(platform-common): 添加WASM加载器和环境检测API * feat(rapier2d): 新增Rapier2D WASM绑定包 * feat(physics-rapier2d): 添加跨平台WASM加载器 * feat(asset-system): 添加运行时资产目录和bundle格式 * feat(asset-system-editor): 新增编辑器资产管理包 * feat(editor-core): 添加构建系统和模块管理 * feat(editor-app): 重构浏览器预览使用import maps * feat(platform-web): 添加BrowserRuntime和资产读取 * feat(engine): 添加材质系统和着色器管理 * feat(material): 新增材质系统和着色器编辑器 * feat(tilemap): 增强tilemap编辑器和动画系统 * feat(modules): 添加module.json配置 * feat(core): 添加module.json和类型定义更新 * chore: 更新依赖和构建配置 * refactor(plugins): 更新插件模板使用ModuleManifest * chore: 添加第三方依赖库 * chore: 移除BehaviourTree-ai和ecs-astar子模块 * docs: 更新README和文档主题样式 * fix: 修复Rust文档测试和添加rapier2d WASM绑定 * fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题 * feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea) * fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖 * fix: 添加缺失的包依赖修复CI构建 * fix: 修复CodeQL检测到的代码问题 * fix: 修复构建错误和缺失依赖 * fix: 修复类型检查错误 * fix(material-system): 修复tsconfig配置支持TypeScript项目引用 * fix(editor-core): 修复Rollup构建配置添加tauri external * fix: 修复CodeQL检测到的代码问题 * fix: 修复CodeQL检测到的代码问题
This commit is contained in:
21
packages/ecs-engine-bindgen/module.json
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21
packages/ecs-engine-bindgen/module.json
Normal file
@@ -0,0 +1,21 @@
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{
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"id": "ecs-engine-bindgen",
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"name": "@esengine/ecs-engine-bindgen",
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"displayName": "Engine Bindgen",
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"description": "Bridge between ECS and Rust Engine | ECS 与 Rust 引擎之间的桥接层",
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"version": "0.1.0",
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"category": "Core",
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"icon": "Link",
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"tags": ["engine", "bindgen", "wasm", "rendering"],
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"isCore": true,
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"defaultEnabled": true,
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"isEngineModule": true,
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"canContainContent": false,
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"platforms": ["web", "desktop"],
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"dependencies": ["core", "math"],
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"exports": {
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"other": ["EngineBridge", "EngineRenderSystem", "CameraSystem"]
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},
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"requiresWasm": true,
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"outputPath": "dist/index.js"
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}
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@@ -39,10 +39,12 @@
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},
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"devDependencies": {
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"@esengine/ecs-framework": "workspace:*",
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"@esengine/ecs-framework-math": "workspace:*",
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"@esengine/engine-core": "workspace:*",
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"@esengine/sprite": "workspace:*",
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"@esengine/camera": "workspace:*",
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"@esengine/asset-system": "workspace:*",
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"@esengine/material-system": "workspace:*",
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"tsup": "^8.5.1",
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"typescript": "^5.8.0",
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"rimraf": "^5.0.0"
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@@ -58,6 +58,7 @@ export class EngineBridge implements IEngineBridge {
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private textureIdBuffer: Uint32Array;
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private uvBuffer: Float32Array;
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private colorBuffer: Uint32Array;
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private materialIdBuffer: Uint32Array;
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// Statistics | 统计信息
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private stats: EngineStats = {
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@@ -92,6 +93,7 @@ export class EngineBridge implements IEngineBridge {
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this.textureIdBuffer = new Uint32Array(maxSprites);
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this.uvBuffer = new Float32Array(maxSprites * 4); // u0, v0, u1, v1
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this.colorBuffer = new Uint32Array(maxSprites);
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this.materialIdBuffer = new Uint32Array(maxSprites);
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}
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/**
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@@ -235,6 +237,9 @@ export class EngineBridge implements IEngineBridge {
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// Color | 颜色
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this.colorBuffer[i] = sprite.color;
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// Material ID (0 = default) | 材质ID(0 = 默认)
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this.materialIdBuffer[i] = sprite.materialId ?? 0;
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}
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// Submit to engine (single WASM call) | 提交到引擎(单次WASM调用)
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@@ -242,7 +247,8 @@ export class EngineBridge implements IEngineBridge {
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this.transformBuffer.subarray(0, count * 7),
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this.textureIdBuffer.subarray(0, count),
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this.uvBuffer.subarray(0, count * 4),
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this.colorBuffer.subarray(0, count)
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this.colorBuffer.subarray(0, count),
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this.materialIdBuffer.subarray(0, count)
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);
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this.stats.spriteCount = count;
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@@ -74,10 +74,14 @@ export class RenderBatcher {
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* @returns Sorted array of sprites | 排序后的精灵数组
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*/
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getSprites(): SpriteRenderData[] {
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// Sort by texture ID for better batching (fewer texture switches)
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// 按纹理ID排序以获得更好的批处理效果(减少纹理切换)
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// Sort by material ID first, then texture ID for better batching
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// 先按材质ID排序,再按纹理ID排序以获得更好的批处理效果
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if (!this.sortByZ) {
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this.sprites.sort((a, b) => a.textureId - b.textureId);
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this.sprites.sort((a, b) => {
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const materialDiff = (a.materialId || 0) - (b.materialId || 0);
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if (materialDiff !== 0) return materialDiff;
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return a.textureId - b.textureId;
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});
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}
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return this.sprites;
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}
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@@ -7,6 +7,7 @@ import { Entity, Component } from '@esengine/ecs-framework';
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import type { EngineBridge } from './EngineBridge';
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import { RenderBatcher } from './RenderBatcher';
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import { SpriteComponent } from '@esengine/sprite';
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import { getMaterialManager } from '@esengine/material-system';
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import type { SpriteRenderData } from '../types';
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/**
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@@ -108,6 +109,14 @@ export class SpriteRenderHelper {
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// Convert hex color string to packed RGBA
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const color = this.hexToPackedColor(sprite.color, sprite.alpha);
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// Get material ID from path (0 = default if not found or no path specified)
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const materialId = sprite.material
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? getMaterialManager().getMaterialIdByPath(sprite.material)
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: 0;
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// Collect material overrides if any
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const hasOverrides = sprite.hasOverrides();
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const renderData: SpriteRenderData = {
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x: transform.position.x,
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y: transform.position.y,
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@@ -118,7 +127,10 @@ export class SpriteRenderHelper {
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originY: sprite.originY,
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textureId: sprite.textureId,
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uv,
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color
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color,
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materialId,
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// Only include overrides if there are any
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...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
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};
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this.batcher.addSprite(renderData);
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@@ -5,8 +5,10 @@
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import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
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import { TransformComponent } from '@esengine/engine-core';
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import { Color } from '@esengine/ecs-framework-math';
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import { SpriteComponent } from '@esengine/sprite';
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import { CameraComponent } from '@esengine/camera';
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import { getMaterialManager } from '@esengine/material-system';
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import type { EngineBridge } from '../core/EngineBridge';
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import { RenderBatcher } from '../core/RenderBatcher';
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import type { SpriteRenderData } from '../types';
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@@ -279,7 +281,7 @@ export class EngineRenderSystem extends EntitySystem {
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: (typeof transform.rotation === 'number' ? transform.rotation : transform.rotation.z);
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// Convert hex color string to packed RGBA | 将十六进制颜色字符串转换为打包的RGBA
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const color = this.hexToPackedColor(sprite.color, sprite.alpha);
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const color = Color.packHexAlpha(sprite.color, sprite.alpha);
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// Get texture ID from sprite component
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// 从精灵组件获取纹理ID
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@@ -290,6 +292,16 @@ export class EngineRenderSystem extends EntitySystem {
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textureId = this.bridge.getOrLoadTextureByPath(sprite.texture);
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}
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// Get material ID from path (0 = default if not found or no path specified)
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// 从路径获取材质 ID(0 = 默认,如果未找到或未指定路径)
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const materialId = sprite.material
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? getMaterialManager().getMaterialIdByPath(sprite.material)
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: 0;
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// Collect material overrides if any
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// 收集材质覆盖(如果有)
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const hasOverrides = sprite.hasOverrides();
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// Pass actual display dimensions (sprite size * world transform scale)
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// 传递实际显示尺寸(sprite尺寸 * 世界变换缩放)
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const renderData: SpriteRenderData = {
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@@ -302,7 +314,11 @@ export class EngineRenderSystem extends EntitySystem {
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originY: sprite.anchorY,
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textureId,
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uv,
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color
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color,
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materialId,
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// Only include overrides if there are any
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// 仅在有覆盖时包含
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...(hasOverrides ? { materialOverrides: sprite.materialOverrides } : {})
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};
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renderItems.push({ sortingOrder: sprite.sortingOrder, sprites: [renderData] });
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@@ -1054,32 +1070,6 @@ export class EngineRenderSystem extends EntitySystem {
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return this.transformMode;
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}
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/**
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* Convert hex color string to packed RGBA.
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* 将十六进制颜色字符串转换为打包的RGBA。
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*/
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private hexToPackedColor(hex: string, alpha: number): number {
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let r = 255, g = 255, b = 255;
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if (typeof hex === 'string' && hex.startsWith('#')) {
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const hexValue = hex.slice(1);
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if (hexValue.length === 3) {
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r = parseInt(hexValue[0] + hexValue[0], 16);
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g = parseInt(hexValue[1] + hexValue[1], 16);
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b = parseInt(hexValue[2] + hexValue[2], 16);
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} else if (hexValue.length === 6) {
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r = parseInt(hexValue.slice(0, 2), 16);
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g = parseInt(hexValue.slice(2, 4), 16);
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b = parseInt(hexValue.slice(4, 6), 16);
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}
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}
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const a = Math.round(alpha * 255);
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// Pack as 0xAABBGGRR for WebGL
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return ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
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}
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/**
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* Register a render data provider.
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* 注册渲染数据提供者。
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@@ -3,6 +3,23 @@
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* 引擎桥接层的类型定义。
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*/
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/**
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* Material property override for rendering.
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* 用于渲染的材质属性覆盖。
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*/
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export interface MaterialPropertyOverride {
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/** Uniform type. | Uniform 类型。 */
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type: 'float' | 'vec2' | 'vec3' | 'vec4' | 'color' | 'int';
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/** Uniform value. | Uniform 值。 */
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value: number | number[];
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}
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/**
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* Material overrides map.
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* 材质覆盖映射。
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*/
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export type MaterialOverrides = Record<string, MaterialPropertyOverride>;
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/**
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* Sprite render data for batch submission.
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* 用于批量提交的精灵渲染数据。
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@@ -28,6 +45,13 @@ export interface SpriteRenderData {
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uv: [number, number, number, number];
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/** Packed RGBA color. | 打包的RGBA颜色。 */
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color: number;
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/** Material ID (0 = default material). | 材质ID(0 = 默认材质)。 */
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materialId?: number;
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/**
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* Material property overrides (instance level).
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* 材质属性覆盖(实例级别)。
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*/
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materialOverrides?: MaterialOverrides;
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}
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/**
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107
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
vendored
107
packages/ecs-engine-bindgen/src/wasm/es_engine.d.ts
vendored
@@ -23,6 +23,11 @@ export class GameEngine {
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* Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
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*/
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getCamera(): Float32Array;
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/**
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* Check if a shader exists.
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* 检查着色器是否存在。
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*/
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hasShader(shader_id: number): boolean;
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/**
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* Set camera position, zoom, and rotation.
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* 设置相机位置、缩放和旋转。
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@@ -42,6 +47,11 @@ export class GameEngine {
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* * `key_code` - The key code to check | 要检查的键码
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*/
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isKeyDown(key_code: string): boolean;
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/**
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* Check if a material exists.
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* 检查材质是否存在。
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*/
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hasMaterial(material_id: number): boolean;
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/**
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* Load a texture from URL.
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* 从URL加载纹理。
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@@ -64,6 +74,11 @@ export class GameEngine {
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* 适用于微信小游戏等环境。
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*/
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static fromExternal(gl_context: any, width: number, height: number): GameEngine;
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/**
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* Remove a shader.
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* 移除着色器。
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*/
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removeShader(shader_id: number): boolean;
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/**
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* Set grid visibility.
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* 设置网格可见性。
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@@ -90,6 +105,18 @@ export class GameEngine {
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* * `show_handles` - Whether to show transform handles | 是否显示变换手柄
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*/
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addGizmoRect(x: number, y: number, width: number, height: number, rotation: number, origin_x: number, origin_y: number, r: number, g: number, b: number, a: number, show_handles: boolean): void;
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/**
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* Compile and register a custom shader.
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* 编译并注册自定义着色器。
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*
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* # Arguments | 参数
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* * `vertex_source` - Vertex shader GLSL source | 顶点着色器GLSL源代码
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* * `fragment_source` - Fragment shader GLSL source | 片段着色器GLSL源代码
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*
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* # Returns | 返回
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* The shader ID for referencing this shader | 用于引用此着色器的ID
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*/
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compileShader(vertex_source: string, fragment_source: string): number;
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/**
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* Render sprites as overlay (without clearing screen).
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* 渲染精灵作为叠加层(不清除屏幕)。
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@@ -98,6 +125,24 @@ export class GameEngine {
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* 用于在世界内容上渲染 UI。
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*/
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renderOverlay(): void;
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/**
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* Create and register a new material.
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* 创建并注册新材质。
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*
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* # Arguments | 参数
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* * `name` - Material name for debugging | 材质名称(用于调试)
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* * `shader_id` - Shader ID to use | 使用的着色器ID
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* * `blend_mode` - Blend mode: 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
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*
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* # Returns | 返回
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* The material ID for referencing this material | 用于引用此材质的ID
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*/
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createMaterial(name: string, shader_id: number, blend_mode: number): number;
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/**
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* Remove a material.
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* 移除材质。
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*/
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removeMaterial(material_id: number): boolean;
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/**
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* Resize a specific viewport.
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* 调整特定视口大小。
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@@ -140,11 +185,36 @@ export class GameEngine {
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* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
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*/
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registerViewport(id: string, canvas_id: string): void;
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/**
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* Set a material's vec2 uniform.
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* 设置材质的vec2 uniform。
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*/
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setMaterialVec2(material_id: number, name: string, x: number, y: number): boolean;
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/**
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* Set a material's vec3 uniform.
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* 设置材质的vec3 uniform。
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*/
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setMaterialVec3(material_id: number, name: string, x: number, y: number, z: number): boolean;
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/**
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* Set a material's vec4 uniform (also used for colors).
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* 设置材质的vec4 uniform(也用于颜色)。
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*/
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setMaterialVec4(material_id: number, name: string, x: number, y: number, z: number, w: number): boolean;
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/**
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* Render to a specific viewport.
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* 渲染到特定视口。
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*/
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renderToViewport(viewport_id: string): void;
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/**
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* Set a material's color uniform (RGBA, 0.0-1.0).
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* 设置材质的颜色uniform(RGBA,0.0-1.0)。
|
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*/
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setMaterialColor(material_id: number, name: string, r: number, g: number, b: number, a: number): boolean;
|
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/**
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* Set a material's float uniform.
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* 设置材质的浮点uniform。
|
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*/
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setMaterialFloat(material_id: number, name: string, value: number): boolean;
|
||||
/**
|
||||
* Set transform tool mode.
|
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* 设置变换工具模式。
|
||||
@@ -191,8 +261,9 @@ export class GameEngine {
|
||||
* * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
|
||||
* * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
|
||||
* * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
|
||||
* * `material_ids` - Uint32Array of material IDs (0 = default) | 材质ID数组(0 = 默认)
|
||||
*/
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||||
submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array): void;
|
||||
submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array, material_ids: Uint32Array): void;
|
||||
/**
|
||||
* Unregister a viewport.
|
||||
* 注销视口。
|
||||
@@ -206,6 +277,11 @@ export class GameEngine {
|
||||
* * `path` - Image path/URL to load | 要加载的图片路径/URL
|
||||
*/
|
||||
loadTextureByPath(path: string): number;
|
||||
/**
|
||||
* Compile a shader with a specific ID.
|
||||
* 使用特定ID编译着色器。
|
||||
*/
|
||||
compileShaderWithId(shader_id: number, vertex_source: string, fragment_source: string): void;
|
||||
/**
|
||||
* Get texture ID by path.
|
||||
* 按路径获取纹理ID。
|
||||
@@ -214,6 +290,19 @@ export class GameEngine {
|
||||
* * `path` - Image path to lookup | 要查找的图片路径
|
||||
*/
|
||||
getTextureIdByPath(path: string): number | undefined;
|
||||
/**
|
||||
* Create a material with a specific ID.
|
||||
* 使用特定ID创建材质。
|
||||
*/
|
||||
createMaterialWithId(material_id: number, name: string, shader_id: number, blend_mode: number): void;
|
||||
/**
|
||||
* Set a material's blend mode.
|
||||
* 设置材质的混合模式。
|
||||
*
|
||||
* # Arguments | 参数
|
||||
* * `blend_mode` - 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
|
||||
*/
|
||||
setMaterialBlendMode(material_id: number, blend_mode: number): boolean;
|
||||
/**
|
||||
* Create a new game engine instance.
|
||||
* 创建新的游戏引擎实例。
|
||||
@@ -272,18 +361,26 @@ export interface InitOutput {
|
||||
readonly gameengine_addGizmoLine: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
|
||||
readonly gameengine_addGizmoRect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
|
||||
readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_compileShader: (a: number, b: number, c: number, d: number, e: number) => [number, number, number];
|
||||
readonly gameengine_compileShaderWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => [number, number];
|
||||
readonly gameengine_createMaterial: (a: number, b: number, c: number, d: number, e: number) => number;
|
||||
readonly gameengine_createMaterialWithId: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
|
||||
readonly gameengine_fromExternal: (a: any, b: number, c: number) => [number, number, number];
|
||||
readonly gameengine_getCamera: (a: number) => [number, number];
|
||||
readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
|
||||
readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
|
||||
readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
|
||||
readonly gameengine_getViewportIds: (a: number) => [number, number];
|
||||
readonly gameengine_hasMaterial: (a: number, b: number) => number;
|
||||
readonly gameengine_hasShader: (a: number, b: number) => number;
|
||||
readonly gameengine_height: (a: number) => number;
|
||||
readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
|
||||
readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
|
||||
readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
|
||||
readonly gameengine_new: (a: number, b: number) => [number, number, number];
|
||||
readonly gameengine_registerViewport: (a: number, b: number, c: number, d: number, e: number) => [number, number];
|
||||
readonly gameengine_removeMaterial: (a: number, b: number) => number;
|
||||
readonly gameengine_removeShader: (a: number, b: number) => number;
|
||||
readonly gameengine_render: (a: number) => [number, number];
|
||||
readonly gameengine_renderOverlay: (a: number) => [number, number];
|
||||
readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
|
||||
@@ -292,12 +389,18 @@ export interface InitOutput {
|
||||
readonly gameengine_setActiveViewport: (a: number, b: number, c: number) => number;
|
||||
readonly gameengine_setCamera: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_setMaterialBlendMode: (a: number, b: number, c: number) => number;
|
||||
readonly gameengine_setMaterialColor: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
|
||||
readonly gameengine_setMaterialFloat: (a: number, b: number, c: number, d: number, e: number) => number;
|
||||
readonly gameengine_setMaterialVec2: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
|
||||
readonly gameengine_setMaterialVec3: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
|
||||
readonly gameengine_setMaterialVec4: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
|
||||
readonly gameengine_setShowGizmos: (a: number, b: number) => void;
|
||||
readonly gameengine_setShowGrid: (a: number, b: number) => void;
|
||||
readonly gameengine_setTransformMode: (a: number, b: number) => void;
|
||||
readonly gameengine_setViewportCamera: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
|
||||
readonly gameengine_setViewportConfig: (a: number, b: number, c: number, d: number, e: number) => void;
|
||||
readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => [number, number];
|
||||
readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => [number, number];
|
||||
readonly gameengine_unregisterViewport: (a: number, b: number, c: number) => void;
|
||||
readonly gameengine_updateInput: (a: number) => void;
|
||||
readonly gameengine_width: (a: number) => number;
|
||||
|
||||
Reference in New Issue
Block a user