fix(physics-rapier2d): 修复物理插件组件注册
- PhysicsEditorPlugin 添加 runtimeModule 引用 - 适配 IComponentRegistry 接口 - 修复物理组件在场景加载时未注册的问题
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@@ -6,7 +6,7 @@
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* 用于编辑器中的组件序列化/反序列化
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*/
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import { ComponentRegistry } from '@esengine/ecs-framework';
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import type { IComponentRegistry } from '@esengine/ecs-framework';
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import type { IRuntimeModule } from '@esengine/engine-core';
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// Components (no WASM dependency)
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@@ -26,8 +26,9 @@ import { PolygonCollider2DComponent } from './components/PolygonCollider2DCompon
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export class Physics2DComponentsModule implements IRuntimeModule {
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/**
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* 注册组件到 ComponentRegistry
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* Register components to ComponentRegistry
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*/
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registerComponents(registry: typeof ComponentRegistry): void {
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registerComponents(registry: IComponentRegistry): 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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@@ -4,11 +4,14 @@
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* 编辑器版本的物理插件,不包含 WASM 依赖。
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* Editor version of physics plugin, without WASM dependencies.
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*
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* 用于编辑器中注册插件清单,但不创建运行时模块。
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* 运行时使用 PhysicsPlugin from '@esengine/physics-rapier2d/runtime'
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* 使用轻量级 Physics2DComponentsModule 注册组件,
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* 使场景中的物理组件可以正确序列化/反序列化。
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* Uses lightweight Physics2DComponentsModule to register components,
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* enabling proper serialization/deserialization of physics components in scenes.
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*/
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import type { IRuntimePlugin, ModuleManifest } from '@esengine/engine-core';
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import { Physics2DComponentsModule } from './Physics2DComponentsModule';
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const manifest: ModuleManifest = {
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id: '@esengine/physics-rapier2d',
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@@ -30,12 +33,15 @@ const manifest: ModuleManifest = {
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};
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/**
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* 编辑器物理插件(无运行时模块)
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* Editor physics plugin (no runtime module)
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* 编辑器物理插件(轻量级运行时模块)
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* Editor physics plugin (lightweight runtime module)
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*
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* 编辑器使用此版本注册插件,运行时使用带 WASM 的完整版本。
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* 使用 Physics2DComponentsModule 注册组件,用于场景反序列化。
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* 不包含 WASM 依赖,不创建物理系统。
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* Uses Physics2DComponentsModule for component registration (scene deserialization).
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* No WASM dependency, no physics system creation.
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*/
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export const Physics2DPlugin: IRuntimePlugin = {
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manifest
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// No runtime module - editor doesn't need physics simulation
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manifest,
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runtimeModule: new Physics2DComponentsModule()
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};
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@@ -4,8 +4,7 @@
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* 提供 Rapier2D 物理引擎的 ECS 集成
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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 { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
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import type { IRuntimeModule, IRuntimePlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
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import { WasmLibraryLoaderFactory } from '@esengine/platform-common';
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import type * as RAPIER from '@esengine/rapier2d';
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@@ -101,10 +100,11 @@ class PhysicsRuntimeModule implements IRuntimeModule {
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/**
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* 注册物理组件
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* Register physics components
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*
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* @param registry - 组件注册表
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* @param registry - 组件注册表 | Component registry
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*/
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registerComponents(registry: typeof ComponentRegistry): void {
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registerComponents(registry: IComponentRegistry): 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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@@ -9,11 +9,16 @@ import { isEditorEnvironment } from '@esengine/platform-common';
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/**
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* 获取 WASM 路径
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* Get WASM path based on environment
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*
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* Editor: engine/rapier2d/pkg/rapier_wasm2d_bg.wasm (deployed by vite build plugin)
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* Runtime: wasm/rapier_wasm2d_bg.wasm (deployed by game build)
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*/
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function getWasmPath(): string {
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const isEditor = isEditorEnvironment();
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// Editor uses dist/engine/rapier2d/pkg/ structure (from vite copy-engine-modules plugin)
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// 编辑器使用 dist/engine/rapier2d/pkg/ 结构(来自 vite copy-engine-modules 插件)
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const path = isEditor
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? 'engine/physics-rapier2d/rapier_wasm2d_bg.wasm'
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? 'engine/rapier2d/pkg/rapier_wasm2d_bg.wasm'
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: 'wasm/rapier_wasm2d_bg.wasm';
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console.log(`[Rapier2D] isEditor=${isEditor}, wasmPath=${path}`);
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@@ -32,7 +37,7 @@ export const Rapier2DLoaderConfig: WasmLibraryConfig = {
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web: {
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/**
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* WASM 文件路径
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* 编辑器: engine/physics-rapier2d/rapier_wasm2d_bg.wasm
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* 编辑器: engine/rapier2d/pkg/rapier_wasm2d_bg.wasm
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* 运行时: wasm/rapier_wasm2d_bg.wasm
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*/
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get wasmPath(): string {
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