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
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thirdparty/rapier.js/src.ts/pipeline/debug_render_pipeline.ts
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thirdparty/rapier.js/src.ts/pipeline/debug_render_pipeline.ts
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import {RawDebugRenderPipeline} from "../raw";
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import {Vector, VectorOps} from "../math";
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import {
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IntegrationParameters,
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IslandManager,
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ImpulseJointSet,
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MultibodyJointSet,
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RigidBodySet,
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} from "../dynamics";
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import {BroadPhase, Collider, ColliderSet, NarrowPhase} from "../geometry";
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import {QueryFilterFlags} from "./query_pipeline";
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/**
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* The vertex and color buffers for debug-redering the physics scene.
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*/
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export class DebugRenderBuffers {
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/**
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* The lines to render. This is a flat array containing all the lines
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* to render. Each line is described as two consecutive point. Each
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* point is described as two (in 2D) or three (in 3D) consecutive
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* floats. For example, in 2D, the array: `[1, 2, 3, 4, 5, 6, 7, 8]`
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* describes the two segments `[[1, 2], [3, 4]]` and `[[5, 6], [7, 8]]`.
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*/
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public vertices: Float32Array;
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/**
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* The color buffer. There is one color per vertex, and each color
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* has four consecutive components (in RGBA format).
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*/
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public colors: Float32Array;
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constructor(vertices: Float32Array, colors: Float32Array) {
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this.vertices = vertices;
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this.colors = colors;
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}
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}
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/**
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* A pipeline for rendering the physics scene.
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*
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* To avoid leaking WASM resources, this MUST be freed manually with `debugRenderPipeline.free()`
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* once you are done using it (and all the rigid-bodies it created).
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*/
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export class DebugRenderPipeline {
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raw: RawDebugRenderPipeline;
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public vertices: Float32Array;
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public colors: Float32Array;
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/**
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* Release the WASM memory occupied by this serialization pipeline.
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*/
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free() {
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if (!!this.raw) {
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this.raw.free();
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}
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this.raw = undefined;
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this.vertices = undefined;
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this.colors = undefined;
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}
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constructor(raw?: RawDebugRenderPipeline) {
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this.raw = raw || new RawDebugRenderPipeline();
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}
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public render(
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bodies: RigidBodySet,
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colliders: ColliderSet,
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impulse_joints: ImpulseJointSet,
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multibody_joints: MultibodyJointSet,
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narrow_phase: NarrowPhase,
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filterFlags?: QueryFilterFlags,
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filterPredicate?: (collider: Collider) => boolean,
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) {
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this.raw.render(
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bodies.raw,
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colliders.raw,
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impulse_joints.raw,
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multibody_joints.raw,
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narrow_phase.raw,
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filterFlags,
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colliders.castClosure(filterPredicate),
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);
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this.vertices = this.raw.vertices();
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this.colors = this.raw.colors();
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}
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}
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