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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/**
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* CircleCollider2D Inspector Provider
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* 2D 圆形碰撞体检视器
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*/
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import React from 'react';
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import { Component } from '@esengine/ecs-framework';
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import type { IComponentInspector, ComponentInspectorContext } from '@esengine/editor-core';
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import { CircleCollider2DComponent } from '../../components/CircleCollider2DComponent';
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import { CollisionLayer2D } from '../../types/Physics2DTypes';
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export class CircleCollider2DInspectorProvider implements IComponentInspector<CircleCollider2DComponent> {
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readonly id = 'circlecollider2d-inspector';
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readonly name = 'CircleCollider2D Inspector';
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readonly priority = 100;
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readonly targetComponents = ['CircleCollider2D', 'CircleCollider2DComponent'];
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canHandle(component: Component): component is CircleCollider2DComponent {
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return component instanceof CircleCollider2DComponent ||
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component.constructor.name === 'CircleCollider2DComponent';
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}
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render(context: ComponentInspectorContext): React.ReactElement {
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const component = context.component as CircleCollider2DComponent;
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const onChange = context.onChange;
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const handleChange = (prop: string, value: unknown) => {
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onChange?.(prop, value);
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};
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return (
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<div className="entity-inspector">
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<div className="inspector-section">
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<div className="section-title">Circle Collider 2D</div>
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{/* Radius */}
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<div className="property-row">
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<label>Radius</label>
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<input
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type="number"
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value={component.radius}
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min={0.001}
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step={0.1}
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onChange={(e) => handleChange('radius', parseFloat(e.target.value) || 0.5)}
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className="property-input"
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/>
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</div>
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{/* Offset */}
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<div className="section-subtitle">Offset</div>
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<div className="property-row">
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<label>X</label>
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<input
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type="number"
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value={component.offset.x}
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step={0.1}
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onChange={(e) => handleChange('offset', {
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...component.offset,
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x: parseFloat(e.target.value) || 0
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})}
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className="property-input"
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/>
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</div>
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<div className="property-row">
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<label>Y</label>
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<input
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type="number"
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value={component.offset.y}
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step={0.1}
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onChange={(e) => handleChange('offset', {
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...component.offset,
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y: parseFloat(e.target.value) || 0
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})}
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className="property-input"
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/>
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</div>
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{/* Material */}
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<div className="section-subtitle">Material</div>
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<div className="property-row">
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<label>Friction</label>
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<input
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type="number"
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value={component.friction}
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min={0}
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max={1}
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step={0.01}
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onChange={(e) => handleChange('friction', parseFloat(e.target.value) || 0)}
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className="property-input"
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/>
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</div>
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<div className="property-row">
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<label>Restitution</label>
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<input
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type="number"
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value={component.restitution}
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min={0}
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max={1}
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step={0.01}
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onChange={(e) => handleChange('restitution', parseFloat(e.target.value) || 0)}
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className="property-input"
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/>
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</div>
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<div className="property-row">
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<label>Density</label>
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<input
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type="number"
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value={component.density}
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min={0.001}
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step={0.1}
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onChange={(e) => handleChange('density', parseFloat(e.target.value) || 1)}
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className="property-input"
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/>
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</div>
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{/* Collision */}
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<div className="section-subtitle">Collision</div>
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<div className="property-row">
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<label>Is Trigger</label>
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<input
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type="checkbox"
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checked={component.isTrigger}
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onChange={(e) => handleChange('isTrigger', e.target.checked)}
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className="property-checkbox"
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/>
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</div>
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<div className="property-row">
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<label>Layer</label>
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<select
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value={component.collisionLayer}
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onChange={(e) => handleChange('collisionLayer', parseInt(e.target.value, 10))}
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className="property-select"
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>
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<option value={CollisionLayer2D.Default}>Default</option>
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<option value={CollisionLayer2D.Player}>Player</option>
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<option value={CollisionLayer2D.Enemy}>Enemy</option>
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<option value={CollisionLayer2D.Ground}>Ground</option>
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<option value={CollisionLayer2D.Projectile}>Projectile</option>
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<option value={CollisionLayer2D.Trigger}>Trigger</option>
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</select>
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</div>
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</div>
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</div>
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);
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}
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}
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