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:
YHH
2025-12-03 22:15:22 +08:00
committed by GitHub
parent caf7622aa0
commit 63f006ab62
496 changed files with 77601 additions and 4067 deletions

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import {RawPidController} from "../raw";
import {Rotation, RotationOps, Vector, VectorOps} from "../math";
import {Collider, ColliderSet, InteractionGroups, Shape} from "../geometry";
import {QueryFilterFlags, World} from "../pipeline";
import {IntegrationParameters, RigidBody, RigidBodySet} from "../dynamics";
// TODO: unify with the JointAxesMask
/**
* An enum representing the possible joint axes controlled by a PidController.
* They can be ORed together, like:
* PidAxesMask.LinX || PidAxesMask.LinY
* to get a pid controller that only constraints the translational X and Y axes.
*
* Possible axes are:
*
* - `X`: X translation axis
* - `Y`: Y translation axis
* - `Z`: Z translation axis
* - `AngX`: X angular rotation axis (3D only)
* - `AngY`: Y angular rotation axis (3D only)
* - `AngZ`: Z angular rotation axis
*/
export enum PidAxesMask {
None = 0,
LinX = 1 << 0,
LinY = 1 << 1,
LinZ = 1 << 2,
AngZ = 1 << 5,
AllLin = PidAxesMask.LinX | PidAxesMask.LinY,
AllAng = PidAxesMask.AngZ,
All = PidAxesMask.AllLin | PidAxesMask.AllAng,
}
/**
* A controller for controlling dynamic bodies using the
* Proportional-Integral-Derivative correction model.
*/
export class PidController {
private raw: RawPidController;
private params: IntegrationParameters;
private bodies: RigidBodySet;
constructor(
params: IntegrationParameters,
bodies: RigidBodySet,
kp: number,
ki: number,
kd: number,
axes: PidAxesMask,
) {
this.params = params;
this.bodies = bodies;
this.raw = new RawPidController(kp, ki, kd, axes);
}
/** @internal */
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
public setKp(kp: number, axes: PidAxesMask) {
this.raw.set_kp(kp, axes);
}
public setKi(ki: number, axes: PidAxesMask) {
this.raw.set_kp(ki, axes);
}
public setKd(kd: number, axes: PidAxesMask) {
this.raw.set_kp(kd, axes);
}
public setAxes(axes: PidAxesMask) {
this.raw.set_axes_mask(axes);
}
public resetIntegrals() {
this.raw.reset_integrals();
}
public applyLinearCorrection(
body: RigidBody,
targetPosition: Vector,
targetLinvel: Vector,
) {
let rawPos = VectorOps.intoRaw(targetPosition);
let rawVel = VectorOps.intoRaw(targetLinvel);
this.raw.apply_linear_correction(
this.params.dt,
this.bodies.raw,
body.handle,
rawPos,
rawVel,
);
rawPos.free();
rawVel.free();
}
public applyAngularCorrection(
body: RigidBody,
targetRotation: number,
targetAngVel: number,
) {
this.raw.apply_angular_correction(
this.params.dt,
this.bodies.raw,
body.handle,
targetRotation,
targetAngVel,
);
}
public linearCorrection(
body: RigidBody,
targetPosition: Vector,
targetLinvel: Vector,
): Vector {
let rawPos = VectorOps.intoRaw(targetPosition);
let rawVel = VectorOps.intoRaw(targetLinvel);
let correction = this.raw.linear_correction(
this.params.dt,
this.bodies.raw,
body.handle,
rawPos,
rawVel,
);
rawPos.free();
rawVel.free();
return VectorOps.fromRaw(correction);
}
public angularCorrection(
body: RigidBody,
targetRotation: number,
targetAngVel: number,
): number {
return this.raw.angular_correction(
this.params.dt,
this.bodies.raw,
body.handle,
targetRotation,
targetAngVel,
);
}
}