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

View File

@@ -0,0 +1,90 @@
import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
function generateVoxels(n: number) {
let points = [];
let i;
for (i = 0; i <= n; ++i) {
let y = Math.max(-0.8, Math.min(Math.sin((i / n) * 10.0), 0.8)) * 8.0;
points.push(i - n / 2.0, y);
}
return {
points: new Float32Array(points),
voxelSize: {x: 1.0, y: 1.2},
};
}
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
// Create Ground.
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let voxels = generateVoxels(100);
let colliderDesc = RAPIER.ColliderDesc.voxels(
voxels.points,
voxels.voxelSize,
);
world.createCollider(colliderDesc, body);
// Dynamic cubes.
let num = 10;
let numy = 4;
let rad = 1.0;
let shift = rad * 2.0 + rad;
let centery = shift / 2.0;
let offset = -num * (rad * 2.0 + rad) * 0.5;
let i, j;
for (j = 0; j < numy; ++j) {
for (i = 0; i < num; ++i) {
let x = i * shift + offset;
let y = j * shift + centery + 10.0;
// Create dynamic cube.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
let colliderDesc;
switch (j % 3) {
case 0:
colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad);
break;
case 1:
colliderDesc = RAPIER.ColliderDesc.ball(rad);
break;
case 2:
colliderDesc = RAPIER.ColliderDesc.cuboid(
rad / 2.0,
rad / 2.0,
);
world.createCollider(colliderDesc, body);
colliderDesc = RAPIER.ColliderDesc.cuboid(
rad / 2.0,
rad,
).setTranslation(rad, 0.0);
world.createCollider(colliderDesc, body);
colliderDesc = RAPIER.ColliderDesc.cuboid(
rad / 2.0,
rad,
).setTranslation(-rad, 0.0);
break;
}
world.createCollider(colliderDesc, body);
}
offset -= 0.05 * rad * (num - 1.0);
}
testbed.setWorld(world);
testbed.lookAt({
target: {x: 0.0, y: 0.0},
zoom: 20.0,
});
}