feat(physics): 集成 Rapier2D 物理引擎并修复预览重置问题 (#244)
* feat(physics): 集成 Rapier2D 物理引擎并修复预览重置问题 * fix: 修复 CI 流程并清理代码
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packages/physics-rapier2d/src/PhysicsRuntimeModule.ts
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117
packages/physics-rapier2d/src/PhysicsRuntimeModule.ts
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/**
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* Physics 2D Runtime Module
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* 2D 物理运行时模块
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*
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* 提供确定性 2D 物理模拟功能
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*/
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import type { IScene, ServiceContainer } from '@esengine/ecs-framework';
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import { ComponentRegistry } from '@esengine/ecs-framework';
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import type { IRuntimeModuleLoader, SystemContext } from '@esengine/ecs-components';
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import * as RAPIER from '@dimforge/rapier2d-compat';
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// Components
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import { Rigidbody2DComponent } from './components/Rigidbody2DComponent';
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import { BoxCollider2DComponent } from './components/BoxCollider2DComponent';
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import { CircleCollider2DComponent } from './components/CircleCollider2DComponent';
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import { CapsuleCollider2DComponent } from './components/CapsuleCollider2DComponent';
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import { PolygonCollider2DComponent } from './components/PolygonCollider2DComponent';
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// Systems
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import { Physics2DSystem } from './systems/Physics2DSystem';
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// Services
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import { Physics2DService } from './services/Physics2DService';
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/**
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* Physics 2D Runtime Module
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* 2D 物理运行时模块
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*
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* 实现 IRuntimeModuleLoader 接口,提供:
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* - 物理组件注册
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* - 物理系统创建
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* - Rapier2D 初始化
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*/
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export class PhysicsRuntimeModule implements IRuntimeModuleLoader {
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private _rapierModule: typeof RAPIER | null = null;
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private _physicsSystem: Physics2DSystem | null = null;
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/**
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* 初始化模块
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* 异步初始化 Rapier2D WASM 模块
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*/
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async onInitialize(): Promise<void> {
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// 初始化 Rapier2D WASM
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await RAPIER.init();
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this._rapierModule = RAPIER;
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}
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/**
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* 注册组件
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*/
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registerComponents(registry: typeof ComponentRegistry): void {
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registry.register(Rigidbody2DComponent);
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registry.register(BoxCollider2DComponent);
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registry.register(CircleCollider2DComponent);
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registry.register(CapsuleCollider2DComponent);
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registry.register(PolygonCollider2DComponent);
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}
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/**
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* 注册服务
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*/
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registerServices?(services: ServiceContainer): void {
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// 注册物理服务
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services.registerSingleton(Physics2DService);
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}
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/**
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* 创建系统
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*/
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createSystems(scene: IScene, context: SystemContext): void {
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// 创建物理系统
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const physicsSystem = new Physics2DSystem({
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physics: context.physicsConfig,
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updateOrder: -1000 // 在其他系统之前运行
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});
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scene.addSystem(physicsSystem);
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this._physicsSystem = physicsSystem;
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// 如果 Rapier 已加载,初始化物理系统
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if (this._rapierModule) {
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physicsSystem.initializeWithRapier(this._rapierModule);
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}
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// 导出到上下文供其他系统使用
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context.physicsSystem = physicsSystem;
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context.physics2DWorld = physicsSystem.world;
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}
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/**
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* 销毁模块
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*/
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onDestroy(): void {
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this._physicsSystem = null;
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this._rapierModule = null;
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}
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/**
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* 获取 Rapier 模块
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*/
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getRapierModule(): typeof RAPIER | null {
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return this._rapierModule;
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}
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/**
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* 获取物理系统
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*/
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getPhysicsSystem(): Physics2DSystem | null {
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return this._physicsSystem;
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}
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}
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/**
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* 默认导出模块实例
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*/
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export default new PhysicsRuntimeModule();
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