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:
@@ -1,20 +1,34 @@
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import { EntitySystem, Matcher, ECSSystem, Entity } 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 type { IRenderDataProvider } from '@esengine/ecs-engine-bindgen';
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import { TilemapComponent } from '../TilemapComponent';
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import { TilemapComponent, type ITilemapLayerData } from '../TilemapComponent';
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/**
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* Tilemap render data for a single tilemap
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* Tilemap render data for a single tilemap layer
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* 单个瓦片地图图层的渲染数据
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*/
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export interface TilemapRenderData {
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/** Entity ID | 实体ID */
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entityId: number;
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/** Layer index within the tilemap | 图层在瓦片地图中的索引 */
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layerIndex: number;
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/** Transform data [x, y, rotation, scaleX, scaleY, originX, originY] per tile | 每个瓦片的变换数据 */
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transforms: Float32Array;
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/** Texture IDs per tile | 每个瓦片的纹理ID */
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textureIds: Uint32Array;
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/** UV coordinates [u0, v0, u1, v1] per tile | 每个瓦片的UV坐标 */
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uvs: Float32Array;
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/** Packed colors (ARGB) per tile | 每个瓦片的打包颜色 */
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colors: Uint32Array;
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/** Number of tiles in this layer | 此图层的瓦片数量 */
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tileCount: number;
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/** Sorting order for rendering | 渲染排序顺序 */
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sortingOrder: number;
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/** Texture path for loading | 纹理路径 */
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texturePath?: string;
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/** Material ID for this layer (0 = default) | 此图层的材质ID(0 = 默认) */
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materialId: number;
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}
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/**
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@@ -28,22 +42,40 @@ export interface ViewportBounds {
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}
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/**
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* 瓦片地图渲染系统 - 准备瓦片地图渲染数据
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* Cache key for layer render data
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* 图层渲染数据的缓存键
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*/
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type LayerCacheKey = `${number}_${number}`;
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/**
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* 瓦片地图渲染系统 - 准备瓦片地图渲染数据(按图层)
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* Tilemap rendering system - Prepares tilemap render data (per layer)
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*/
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@ECSSystem('TilemapRendering', { updateOrder: 40 })
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export class TilemapRenderingSystem extends EntitySystem implements IRenderDataProvider {
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private _renderDataCache: Map<number, TilemapRenderData> = new Map();
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/** Cache for layer render data: key = "entityId_layerIndex" | 图层渲染数据缓存 */
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private _layerRenderDataCache: Map<LayerCacheKey, TilemapRenderData> = new Map();
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/** Current frame render data | 当前帧渲染数据 */
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private _currentFrameData: TilemapRenderData[] = [];
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/** Viewport bounds for culling | 视口边界用于剔除 */
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private _viewportBounds: ViewportBounds | null = null;
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constructor() {
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super(Matcher.empty().all(TilemapComponent, TransformComponent));
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}
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/**
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* Set viewport bounds for tile culling
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* 设置视口边界用于瓦片剔除
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*/
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setViewportBounds(bounds: ViewportBounds): void {
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this._viewportBounds = bounds;
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}
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/**
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* Get render data for current frame
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* 获取当前帧的渲染数据
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*/
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getRenderData(): readonly TilemapRenderData[] {
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return this._currentFrameData;
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}
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@@ -61,74 +93,95 @@ export class TilemapRenderingSystem extends EntitySystem implements IRenderDataP
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if (!tilemap || !transform || !tilemap.visible) continue;
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let renderData = this._renderDataCache.get(entity.id);
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// Process each layer separately
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// 分别处理每个图层
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const layers = tilemap.layers;
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for (let layerIndex = 0; layerIndex < layers.length; layerIndex++) {
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const layer = layers[layerIndex];
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if (!layer.visible) continue;
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if (!renderData || tilemap.renderDirty) {
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renderData = this.buildRenderData(entity.id, tilemap, transform);
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this._renderDataCache.set(entity.id, renderData);
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tilemap.renderDirty = false;
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} else {
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this.updateTransforms(renderData, tilemap, transform);
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const cacheKey: LayerCacheKey = `${entity.id}_${layerIndex}`;
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let renderData = this._layerRenderDataCache.get(cacheKey);
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if (!renderData || tilemap.renderDirty) {
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renderData = this.buildLayerRenderData(entity.id, layerIndex, tilemap, transform, layer);
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this._layerRenderDataCache.set(cacheKey, renderData);
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} else {
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this.updateLayerTransforms(renderData, layerIndex, tilemap, transform, layer);
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}
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if (renderData.tileCount > 0) {
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this._currentFrameData.push(renderData);
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}
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}
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this._currentFrameData.push(renderData);
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// Clear dirty flag after processing all layers
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// 处理完所有图层后清除脏标志
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tilemap.renderDirty = false;
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}
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// Sort by sorting order (lower values render first)
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// 按排序顺序排序(较小值先渲染)
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this._currentFrameData.sort((a, b) => a.sortingOrder - b.sortingOrder);
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}
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private buildRenderData(
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/**
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* Build render data for a single layer
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* 为单个图层构建渲染数据
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*/
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private buildLayerRenderData(
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entityId: number,
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layerIndex: number,
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tilemap: TilemapComponent,
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transform: TransformComponent
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transform: TransformComponent,
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layer: ITilemapLayerData
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): TilemapRenderData {
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const mergedData = tilemap.getMergedTileData();
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const layerData = tilemap.getLayerData(layerIndex);
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if (!layerData) {
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return this.createEmptyRenderData(entityId, layerIndex, tilemap.sortingOrder, layer.materialId);
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}
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const width = tilemap.width;
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const height = tilemap.height;
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const tileWidth = tilemap.tileWidth;
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const tileHeight = tilemap.tileHeight;
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// Calculate visible tile range
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// 计算可见瓦片范围
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let startCol = 0,
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endCol = width;
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let startRow = 0,
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endRow = height;
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const { startCol, endCol, startRow, endRow } = this.calculateVisibleRange(
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width, height, tileWidth, tileHeight, transform
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);
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if (this._viewportBounds) {
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const bounds = this._viewportBounds;
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const mapX = transform.position.x;
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const mapY = transform.position.y;
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startCol = Math.max(0, Math.floor((bounds.left - mapX) / tileWidth));
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endCol = Math.min(width, Math.ceil((bounds.right - mapX) / tileWidth));
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startRow = Math.max(0, Math.floor((bounds.bottom - mapY) / tileHeight));
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endRow = Math.min(height, Math.ceil((bounds.top - mapY) / tileHeight));
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}
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// 计算非空瓦片数量
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// Count non-empty tiles in this layer
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// 计算此图层的非空瓦片数量
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let tileCount = 0;
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for (let row = startRow; row < endRow; row++) {
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for (let col = startCol; col < endCol; col++) {
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if (mergedData[row * width + col] > 0) tileCount++;
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if (layerData[row * width + col] > 0) tileCount++;
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}
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}
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if (tileCount === 0) {
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return this.createEmptyRenderData(entityId, layerIndex, tilemap.sortingOrder, layer.materialId);
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}
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const transforms = new Float32Array(tileCount * 7);
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const textureIds = new Uint32Array(tileCount);
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const uvs = new Float32Array(tileCount * 4);
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const colors = new Uint32Array(tileCount);
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const colorValue = this.parseColor(tilemap.color, tilemap.alpha);
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// Calculate color with layer opacity
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// 计算带有图层透明度的颜色
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const effectiveAlpha = tilemap.alpha * layer.opacity;
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const colorValue = Color.packHexAlpha(tilemap.color, effectiveAlpha);
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// 计算旋转参数
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// Calculate rotation parameters
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// Note: transform.rotation.z is already in radians (set by Viewport gizmo)
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// 注意:transform.rotation.z 已经是弧度(由 Viewport gizmo 设置)
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// 计算旋转参数
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const cos = Math.cos(transform.rotation.z);
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const sin = Math.sin(transform.rotation.z);
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// Tilemap 旋转中心点(左下角为原点,中心在 width/2, height/2 处)
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// Tilemap rotation pivot (origin at bottom-left, center at width/2, height/2)
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// Tilemap rotation pivot
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// Tilemap 旋转中心点
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const pivotX = transform.position.x + (width * tileWidth * transform.scale.x) / 2;
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const pivotY = transform.position.y + (height * tileHeight * transform.scale.y) / 2;
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@@ -137,45 +190,43 @@ export class TilemapRenderingSystem extends EntitySystem implements IRenderDataP
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for (let row = startRow; row < endRow; row++) {
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for (let col = startCol; col < endCol; col++) {
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const gid = mergedData[row * width + col];
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const gid = layerData[row * width + col];
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if (gid <= 0) continue;
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// Find corresponding tileset
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// 查找对应的 tileset
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const tilesetInfo = tilemap.getTilesetForGid(gid);
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if (!tilesetInfo) {
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continue;
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}
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if (!tilesetInfo) continue;
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const { index: tilesetIndex, localId } = tilesetInfo;
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// Get texture path
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// 获取纹理路径
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if (!texturePath && tilemap.tilesets[tilesetIndex]) {
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texturePath = tilemap.tilesets[tilesetIndex].source;
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}
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// 计算瓦片的本地位置(相对于 tilemap 中心)
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// Calculate tile local position (relative to tilemap center)
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// 计算瓦片的本地位置(相对于 tilemap 中心)
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const localX = transform.position.x + col * tileWidth * transform.scale.x + (tileWidth * transform.scale.x) / 2 - pivotX;
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const localY = transform.position.y + (height - 1 - row) * tileHeight * transform.scale.y + (tileHeight * transform.scale.y) / 2 - pivotY;
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// 应用旋转变换
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// Apply rotation transform
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// 应用旋转变换
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const rotatedX = localX * cos - localY * sin + pivotX;
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const rotatedY = localX * sin + localY * cos + pivotY;
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// Transform: [x, y, rotation, scaleX, scaleY, originX, originY]
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// Each tile rotates the same angle as the tilemap, so the whole map rotates as a unit
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// 每个 tile 旋转与 tilemap 相同的角度,这样整个地图作为一个整体旋转
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const tOffset = idx * 7;
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transforms[tOffset] = rotatedX;
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transforms[tOffset + 1] = rotatedY;
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transforms[tOffset + 2] = transform.rotation.z; // Each tile rotates with tilemap
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transforms[tOffset + 2] = transform.rotation.z;
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transforms[tOffset + 3] = tileWidth * transform.scale.x;
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transforms[tOffset + 4] = tileHeight * transform.scale.y;
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transforms[tOffset + 5] = 0.5;
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transforms[tOffset + 6] = 0.5;
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// Texture ID (使用 tileset 的 textureId)
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// Texture ID
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textureIds[idx] = tilemap.tilesets[tilesetIndex]?.textureId || 0;
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// UV coordinates
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@@ -200,33 +251,106 @@ export class TilemapRenderingSystem extends EntitySystem implements IRenderDataP
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return {
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entityId,
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layerIndex,
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transforms,
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textureIds,
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uvs,
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colors,
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tileCount,
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sortingOrder: tilemap.sortingOrder,
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texturePath
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sortingOrder: tilemap.sortingOrder + layerIndex * 0.001,
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texturePath,
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materialId: layer.materialId ?? 0
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};
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}
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private updateTransforms(
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/**
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* Update transforms for a layer (when only position/rotation/scale changed)
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* 更新图层的变换(当只有位置/旋转/缩放改变时)
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*/
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private updateLayerTransforms(
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renderData: TilemapRenderData,
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layerIndex: number,
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tilemap: TilemapComponent,
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transform: TransformComponent
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transform: TransformComponent,
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layer: ITilemapLayerData
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): void {
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const mergedData = tilemap.getMergedTileData();
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const layerData = tilemap.getLayerData(layerIndex);
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if (!layerData) return;
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const width = tilemap.width;
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const height = tilemap.height;
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const tileWidth = tilemap.tileWidth;
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const tileHeight = tilemap.tileHeight;
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// 计算可见瓦片范围(与 buildRenderData 保持一致)
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// Calculate visible tile range (consistent with buildRenderData)
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let startCol = 0,
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endCol = width;
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let startRow = 0,
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endRow = height;
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// Calculate visible tile range
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// 计算可见瓦片范围
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const { startCol, endCol, startRow, endRow } = this.calculateVisibleRange(
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width, height, tileWidth, tileHeight, transform
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);
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// Calculate rotation parameters
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// 计算旋转参数
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const cos = Math.cos(transform.rotation.z);
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const sin = Math.sin(transform.rotation.z);
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// Tilemap rotation pivot
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// Tilemap 旋转中心点
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const pivotX = transform.position.x + (width * tileWidth * transform.scale.x) / 2;
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const pivotY = transform.position.y + (height * tileHeight * transform.scale.y) / 2;
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let idx = 0;
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for (let row = startRow; row < endRow; row++) {
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for (let col = startCol; col < endCol; col++) {
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if (layerData[row * width + col] <= 0) continue;
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// Calculate tile local position
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// 计算瓦片本地位置
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const localX = transform.position.x + col * tileWidth * transform.scale.x + (tileWidth * transform.scale.x) / 2 - pivotX;
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const localY = transform.position.y + (height - 1 - row) * tileHeight * transform.scale.y + (tileHeight * transform.scale.y) / 2 - pivotY;
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// Apply rotation transform
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// 应用旋转变换
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const rotatedX = localX * cos - localY * sin + pivotX;
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const rotatedY = localX * sin + localY * cos + pivotY;
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const tOffset = idx * 7;
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renderData.transforms[tOffset] = rotatedX;
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renderData.transforms[tOffset + 1] = rotatedY;
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renderData.transforms[tOffset + 2] = transform.rotation.z;
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renderData.transforms[tOffset + 3] = tileWidth * transform.scale.x;
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renderData.transforms[tOffset + 4] = tileHeight * transform.scale.y;
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idx++;
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}
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}
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// Update color (alpha or layer opacity may have changed)
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// 更新颜色(alpha 或图层透明度可能已更改)
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const effectiveAlpha = tilemap.alpha * layer.opacity;
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const colorValue = Color.packHexAlpha(tilemap.color, effectiveAlpha);
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for (let i = 0; i < renderData.colors.length; i++) {
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renderData.colors[i] = colorValue;
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}
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// Update sorting order and material ID
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// 更新排序顺序和材质ID
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renderData.sortingOrder = tilemap.sortingOrder + layerIndex * 0.001;
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renderData.materialId = layer.materialId ?? 0;
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}
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/**
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* Calculate visible tile range based on viewport bounds
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* 根据视口边界计算可见瓦片范围
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*/
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private calculateVisibleRange(
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width: number,
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height: number,
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tileWidth: number,
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tileHeight: number,
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transform: TransformComponent
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): { startCol: number; endCol: number; startRow: number; endRow: number } {
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let startCol = 0, endCol = width;
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let startRow = 0, endRow = height;
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if (this._viewportBounds) {
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const bounds = this._viewportBounds;
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@@ -239,83 +363,52 @@ export class TilemapRenderingSystem extends EntitySystem implements IRenderDataP
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endRow = Math.min(height, Math.ceil((bounds.top - mapY) / tileHeight));
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}
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// 计算旋转参数
|
||||
// Calculate rotation parameters
|
||||
// Note: transform.rotation.z is already in radians (set by Viewport gizmo)
|
||||
// 注意:transform.rotation.z 已经是弧度(由 Viewport gizmo 设置)
|
||||
const cos = Math.cos(transform.rotation.z);
|
||||
const sin = Math.sin(transform.rotation.z);
|
||||
|
||||
// Tilemap 旋转中心点
|
||||
// Tilemap rotation pivot
|
||||
const pivotX = transform.position.x + (width * tileWidth * transform.scale.x) / 2;
|
||||
const pivotY = transform.position.y + (height * tileHeight * transform.scale.y) / 2;
|
||||
|
||||
let idx = 0;
|
||||
for (let row = startRow; row < endRow; row++) {
|
||||
for (let col = startCol; col < endCol; col++) {
|
||||
if (mergedData[row * width + col] <= 0) continue;
|
||||
|
||||
// 计算瓦片的本地位置(相对于 tilemap 中心)
|
||||
// Calculate tile local position (relative to tilemap center)
|
||||
const localX = transform.position.x + col * tileWidth * transform.scale.x + (tileWidth * transform.scale.x) / 2 - pivotX;
|
||||
const localY = transform.position.y + (height - 1 - row) * tileHeight * transform.scale.y + (tileHeight * transform.scale.y) / 2 - pivotY;
|
||||
|
||||
// 应用旋转变换
|
||||
// Apply rotation transform
|
||||
const rotatedX = localX * cos - localY * sin + pivotX;
|
||||
const rotatedY = localX * sin + localY * cos + pivotY;
|
||||
|
||||
// Each tile rotates the same angle as the tilemap
|
||||
// 每个 tile 旋转与 tilemap 相同的角度
|
||||
const tOffset = idx * 7;
|
||||
renderData.transforms[tOffset] = rotatedX;
|
||||
renderData.transforms[tOffset + 1] = rotatedY;
|
||||
renderData.transforms[tOffset + 2] = transform.rotation.z;
|
||||
renderData.transforms[tOffset + 3] = tileWidth * transform.scale.x;
|
||||
renderData.transforms[tOffset + 4] = tileHeight * transform.scale.y;
|
||||
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
|
||||
// Update color (alpha may have changed)
|
||||
// 更新颜色(alpha 可能已更改)
|
||||
const colorValue = this.parseColor(tilemap.color, tilemap.alpha);
|
||||
for (let i = 0; i < renderData.colors.length; i++) {
|
||||
renderData.colors[i] = colorValue;
|
||||
}
|
||||
|
||||
renderData.sortingOrder = tilemap.sortingOrder;
|
||||
return { startCol, endCol, startRow, endRow };
|
||||
}
|
||||
|
||||
private parseColor(hex: string, alpha: number): number {
|
||||
const colorHex = hex.replace('#', '');
|
||||
|
||||
let r = 255,
|
||||
g = 255,
|
||||
b = 255;
|
||||
|
||||
if (colorHex.length === 6) {
|
||||
r = parseInt(colorHex.substring(0, 2), 16);
|
||||
g = parseInt(colorHex.substring(2, 4), 16);
|
||||
b = parseInt(colorHex.substring(4, 6), 16);
|
||||
} else if (colorHex.length === 3) {
|
||||
r = parseInt(colorHex[0] + colorHex[0], 16);
|
||||
g = parseInt(colorHex[1] + colorHex[1], 16);
|
||||
b = parseInt(colorHex[2] + colorHex[2], 16);
|
||||
}
|
||||
|
||||
const a = Math.round(alpha * 255);
|
||||
return (a << 24) | (b << 16) | (g << 8) | r;
|
||||
/**
|
||||
* Create empty render data
|
||||
* 创建空的渲染数据
|
||||
*/
|
||||
private createEmptyRenderData(
|
||||
entityId: number,
|
||||
layerIndex: number,
|
||||
sortingOrder: number,
|
||||
materialId?: number
|
||||
): TilemapRenderData {
|
||||
return {
|
||||
entityId,
|
||||
layerIndex,
|
||||
transforms: new Float32Array(0),
|
||||
textureIds: new Uint32Array(0),
|
||||
uvs: new Float32Array(0),
|
||||
colors: new Uint32Array(0),
|
||||
tileCount: 0,
|
||||
sortingOrder: sortingOrder + layerIndex * 0.001,
|
||||
materialId: materialId ?? 0
|
||||
};
|
||||
}
|
||||
|
||||
protected override onRemoved(entity: Entity): void {
|
||||
this._renderDataCache.delete(entity.id);
|
||||
// Remove all cached layer data for this entity
|
||||
// 移除此实体的所有缓存图层数据
|
||||
const keysToDelete: LayerCacheKey[] = [];
|
||||
for (const key of this._layerRenderDataCache.keys()) {
|
||||
if (key.startsWith(`${entity.id}_`)) {
|
||||
keysToDelete.push(key);
|
||||
}
|
||||
}
|
||||
for (const key of keysToDelete) {
|
||||
this._layerRenderDataCache.delete(key);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear all cached render data
|
||||
* 清除所有缓存的渲染数据
|
||||
*/
|
||||
clearCache(): void {
|
||||
this._renderDataCache.clear();
|
||||
this._layerRenderDataCache.clear();
|
||||
this._currentFrameData = [];
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user