Feature/editor optimization (#251)

* refactor: 编辑器/运行时架构拆分与构建系统升级

* feat(core): 层级系统重构与UI变换矩阵修复

* refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题

* fix(physics): 修复跨包组件类引用问题

* feat: 统一运行时架构与浏览器运行支持

* feat(asset): 实现浏览器运行时资产加载系统

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误

* test: 补齐核心模块测试用例,修复CI构建配置

* fix: 修复测试用例中的类型错误和断言问题

* fix: 修复 turbo build:npm 任务的依赖顺序问题

* fix: 修复 CI 构建错误并优化构建性能
This commit is contained in:
YHH
2025-12-01 22:28:51 +08:00
committed by GitHub
parent 189714c727
commit b42a7b4e43
468 changed files with 18301 additions and 9075 deletions

View File

@@ -1,7 +1,20 @@
import { EntitySystem, Matcher, Entity, ECSSystem } from '@esengine/ecs-framework';
import { EntitySystem, Matcher, Entity, ECSSystem, HierarchyComponent } from '@esengine/ecs-framework';
import { UITransformComponent } from '../components/UITransformComponent';
import { UILayoutComponent, UILayoutType, UIJustifyContent, UIAlignItems } from '../components/UILayoutComponent';
/**
* 2D 变换矩阵类型
* 2D transformation matrix type
*/
interface Matrix2D {
a: number; // scaleX * cos(rotation)
b: number; // scaleX * sin(rotation)
c: number; // scaleY * -sin(rotation)
d: number; // scaleY * cos(rotation)
tx: number; // translateX
ty: number; // translateY
}
/**
* UI 布局系统
* UI Layout System - Computes layout for UI elements
@@ -9,6 +22,9 @@ import { UILayoutComponent, UILayoutType, UIJustifyContent, UIAlignItems } from
* 计算 UI 元素的世界坐标和尺寸
* Computes world coordinates and sizes for UI elements
*
* 使用矩阵乘法计算世界变换worldMatrix = parentMatrix * localMatrix
* Uses matrix multiplication for world transforms: worldMatrix = parentMatrix * localMatrix
*
* 注意canvasWidth/canvasHeight 是 UI 设计的参考尺寸,不是实际渲染视口大小
* Note: canvasWidth/canvasHeight is the UI design reference size, not the actual render viewport size
*/
@@ -60,7 +76,14 @@ export class UILayoutSystem extends EntitySystem {
protected process(entities: readonly Entity[]): void {
// 首先处理根元素(没有父元素的)
const rootEntities = entities.filter(e => !e.parent || !e.parent.hasComponent(UITransformComponent));
const rootEntities = entities.filter(e => {
const hierarchy = e.getComponent(HierarchyComponent);
if (!hierarchy || hierarchy.parentId === null) {
return true;
}
const parent = this.scene?.findEntityById(hierarchy.parentId);
return !parent || !parent.hasComponent(UITransformComponent);
});
// 画布中心为原点Y 轴向上为正
// Canvas center is origin, Y axis points up
@@ -69,8 +92,11 @@ export class UILayoutSystem extends EntitySystem {
const parentX = -this.canvasWidth / 2;
const parentY = this.canvasHeight / 2; // Y 轴向上,所以顶部是正值
// 根元素使用单位矩阵作为父矩阵
const identityMatrix: Matrix2D = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0 };
for (const entity of rootEntities) {
this.layoutEntity(entity, parentX, parentY, this.canvasWidth, this.canvasHeight, 1);
this.layoutEntity(entity, parentX, parentY, this.canvasWidth, this.canvasHeight, 1, identityMatrix);
}
}
@@ -84,7 +110,8 @@ export class UILayoutSystem extends EntitySystem {
parentY: number,
parentWidth: number,
parentHeight: number,
parentAlpha: number
parentAlpha: number,
parentMatrix: Matrix2D
): void {
const transform = entity.getComponent(UITransformComponent);
if (!transform) return;
@@ -160,19 +187,23 @@ export class UILayoutSystem extends EntitySystem {
worldY = anchorMaxY - transform.y;
}
// 更新计算的值
// 更新布局计算的值
transform.worldX = worldX;
transform.worldY = worldY;
transform.computedWidth = width;
transform.computedHeight = height;
transform.worldAlpha = parentAlpha * transform.alpha;
// 使用矩阵乘法计算世界变换
this.updateWorldMatrix(transform, parentMatrix);
transform.layoutDirty = false;
// 如果元素不可见,跳过子元素
if (!transform.visible) return;
// 处理子元素布局
const children = entity.children.filter(c => c.hasComponent(UITransformComponent));
const children = this.getUIChildren(entity);
if (children.length === 0) return;
// 计算子元素的父容器边界
@@ -192,7 +223,8 @@ export class UILayoutSystem extends EntitySystem {
childParentY,
width,
height,
transform.worldAlpha
transform.worldAlpha,
transform.localToWorldMatrix
);
}
}
@@ -234,7 +266,8 @@ export class UILayoutSystem extends EntitySystem {
parentTopY,
parentTransform.computedWidth,
parentTransform.computedHeight,
parentTransform.worldAlpha
parentTransform.worldAlpha,
parentTransform.localToWorldMatrix
);
}
}
@@ -328,6 +361,8 @@ export class UILayoutSystem extends EntitySystem {
childTransform.computedWidth = size.width;
childTransform.computedHeight = childHeight;
childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
// 使用矩阵乘法计算世界旋转和缩放
this.updateWorldMatrix(childTransform, parentTransform.localToWorldMatrix);
childTransform.layoutDirty = false;
// 递归处理子元素的子元素
@@ -424,6 +459,8 @@ export class UILayoutSystem extends EntitySystem {
childTransform.computedWidth = childWidth;
childTransform.computedHeight = size.height;
childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
// 使用矩阵乘法计算世界旋转和缩放
this.updateWorldMatrix(childTransform, parentTransform.localToWorldMatrix);
childTransform.layoutDirty = false;
this.processChildrenRecursive(child, childTransform);
@@ -478,18 +515,49 @@ export class UILayoutSystem extends EntitySystem {
childTransform.computedWidth = cellWidth;
childTransform.computedHeight = cellHeight;
childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
// 使用矩阵乘法计算世界旋转和缩放
this.updateWorldMatrix(childTransform, parentTransform.localToWorldMatrix);
childTransform.layoutDirty = false;
this.processChildrenRecursive(child, childTransform);
}
}
/**
* 获取具有 UITransformComponent 的子实体
* Get child entities that have UITransformComponent
*
* 优先使用 HierarchyComponent如果没有则返回空数组
*/
private getUIChildren(entity: Entity): Entity[] {
const hierarchy = entity.getComponent(HierarchyComponent);
// 如果没有 HierarchyComponent返回空数组
// UI 实体应该通过 UIBuilder 创建,会自动添加 HierarchyComponent
if (!hierarchy) {
return [];
}
if (hierarchy.childIds.length === 0) {
return [];
}
const children: Entity[] = [];
for (const childId of hierarchy.childIds) {
const child = this.scene?.findEntityById(childId);
if (child && child.hasComponent(UITransformComponent)) {
children.push(child);
}
}
return children;
}
/**
* 递归处理子元素
* Recursively process children
*/
private processChildrenRecursive(entity: Entity, parentTransform: UITransformComponent): void {
const children = entity.children.filter(c => c.hasComponent(UITransformComponent));
const children = this.getUIChildren(entity);
if (children.length === 0) return;
// 计算子元素的父容器顶部 YworldY 是底部,顶部 = 底部 + 高度)
@@ -506,9 +574,129 @@ export class UILayoutSystem extends EntitySystem {
parentTopY,
parentTransform.computedWidth,
parentTransform.computedHeight,
parentTransform.worldAlpha
parentTransform.worldAlpha,
parentTransform.localToWorldMatrix
);
}
}
}
// ===== 矩阵计算方法 Matrix calculation methods =====
/**
* 计算本地变换矩阵
* Calculate local transformation matrix
*
* @param pivotX - 轴心点 X (0-1)
* @param pivotY - 轴心点 Y (0-1)
* @param width - 元素宽度
* @param height - 元素高度
* @param rotation - 旋转角度(弧度)
* @param scaleX - X 缩放
* @param scaleY - Y 缩放
* @param x - 元素世界 X 位置
* @param y - 元素世界 Y 位置
*/
private calculateLocalMatrix(
pivotX: number,
pivotY: number,
width: number,
height: number,
rotation: number,
scaleX: number,
scaleY: number,
x: number,
y: number
): Matrix2D {
const cos = Math.cos(rotation);
const sin = Math.sin(rotation);
// 轴心点相对于元素左下角的偏移
const px = width * pivotX;
const py = height * pivotY;
// 构建变换矩阵: Translate(-pivot) -> Scale -> Rotate -> Translate(position + pivot)
// 最终矩阵将轴心点作为旋转/缩放中心
return {
a: scaleX * cos,
b: scaleX * sin,
c: scaleY * -sin,
d: scaleY * cos,
tx: x + px - (scaleX * cos * px - scaleY * sin * py),
ty: y + py - (scaleX * sin * px + scaleY * cos * py)
};
}
/**
* 矩阵乘法: result = a * b
* Matrix multiplication: result = a * b
*/
private multiplyMatrices(a: Matrix2D, b: Matrix2D): Matrix2D {
return {
a: a.a * b.a + a.c * b.b,
b: a.b * b.a + a.d * b.b,
c: a.a * b.c + a.c * b.d,
d: a.b * b.c + a.d * b.d,
tx: a.a * b.tx + a.c * b.ty + a.tx,
ty: a.b * b.tx + a.d * b.ty + a.ty
};
}
/**
* 从世界矩阵分解出旋转和缩放
* Decompose rotation and scale from world matrix
*/
private decomposeMatrix(m: Matrix2D): { rotation: number; scaleX: number; scaleY: number } {
// 计算缩放
const scaleX = Math.sqrt(m.a * m.a + m.b * m.b);
const scaleY = Math.sqrt(m.c * m.c + m.d * m.d);
// 检测负缩放(通过行列式符号)
const det = m.a * m.d - m.b * m.c;
const sign = det < 0 ? -1 : 1;
// 计算旋转(从归一化的矩阵)
let rotation = 0;
if (scaleX > 1e-10) {
rotation = Math.atan2(m.b / scaleX, m.a / scaleX);
}
return {
rotation,
scaleX,
scaleY: scaleY * sign
};
}
/**
* 更新元素的世界变换矩阵
* Update element's world transformation matrix
*/
private updateWorldMatrix(transform: UITransformComponent, parentMatrix: Matrix2D | null): void {
// 计算本地矩阵
const localMatrix = this.calculateLocalMatrix(
transform.pivotX,
transform.pivotY,
transform.computedWidth,
transform.computedHeight,
transform.rotation,
transform.scaleX,
transform.scaleY,
transform.worldX,
transform.worldY
);
// 计算世界矩阵
if (parentMatrix) {
transform.localToWorldMatrix = this.multiplyMatrices(parentMatrix, localMatrix);
} else {
transform.localToWorldMatrix = localMatrix;
}
// 从世界矩阵分解出世界旋转和缩放
const decomposed = this.decomposeMatrix(transform.localToWorldMatrix);
transform.worldRotation = decomposed.rotation;
transform.worldScaleX = decomposed.scaleX;
transform.worldScaleY = decomposed.scaleY;
}
}