优化性能结构/延迟加载

新增测试代码用于测试性能
This commit is contained in:
YHH
2025-07-02 00:13:29 +08:00
parent 6bd9c1055c
commit bb19f752a1
23 changed files with 3425 additions and 512 deletions

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import { Component } from '@esengine/ecs-framework';
import { Vec3 } from 'cc';
/**
* AI组件 - 复杂的AI行为和状态管理
*/
export class AIComponent extends Component {
/** AI状态 */
public currentState: 'idle' | 'patrol' | 'chase' | 'attack' | 'flee' | 'dead' = 'idle';
/** 目标ID避免循环引用 */
public targetId: number | null = null;
/** AI伙伴ID列表避免循环引用 */
public allyIds: number[] = [];
/** 敌人ID列表 */
public enemyIds: number[] = [];
/** 复杂的AI配置 */
public config: {
personality: {
aggression: number; // 攻击性 0-1
curiosity: number; // 好奇心 0-1
loyalty: number; // 忠诚度 0-1
intelligence: number; // 智力 0-1
};
capabilities: {
sightRange: number;
hearingRange: number;
movementSpeed: number;
attackDamage: number;
health: number;
};
behaviorTree: {
rootNode: BehaviorNode;
blackboard: Map<string, any>;
executionHistory: BehaviorExecution[];
};
memory: {
lastSeenEnemyPosition: Vec3 | null;
lastSeenEnemyTime: number;
knownLocations: Array<{
position: Vec3;
type: 'safe' | 'danger' | 'resource' | 'patrol';
confidence: number;
lastVisited: number;
}>;
relationships: Map<number, {
entityId: number;
relationship: 'ally' | 'enemy' | 'neutral';
trustLevel: number;
lastInteraction: number;
interactionHistory: Array<{
type: 'friendly' | 'hostile' | 'neutral';
timestamp: number;
impact: number;
}>;
}>;
};
};
/** 状态机 */
public stateMachine: {
states: Map<string, AIState>;
transitions: Map<string, Array<{
targetState: string;
condition: () => boolean;
priority: number;
}>>;
stateHistory: Array<{
state: string;
enterTime: number;
exitTime: number;
data: any;
}>;
};
/** 感知系统 */
public perception: {
visibleEntities: Array<{
entityId: number;
position: Vec3;
distance: number;
angle: number;
lastSeen: number;
componentId?: number; // 使用组件ID避免循环引用
}>;
audibleSounds: Array<{
source: Vec3;
volume: number;
type: string;
timestamp: number;
}>;
tacticleInfo: Array<{
entityId: number;
contactPoint: Vec3;
force: number;
timestamp: number;
}>;
};
constructor() {
super();
// 初始化AI配置
this.config = {
personality: {
aggression: Math.random(),
curiosity: Math.random(),
loyalty: Math.random(),
intelligence: Math.random()
},
capabilities: {
sightRange: 100 + Math.random() * 100,
hearingRange: 50 + Math.random() * 50,
movementSpeed: 80 + Math.random() * 40,
attackDamage: 10 + Math.random() * 20,
health: 80 + Math.random() * 40
},
behaviorTree: {
rootNode: new BehaviorNode('root'),
blackboard: new Map(),
executionHistory: []
},
memory: {
lastSeenEnemyPosition: null,
lastSeenEnemyTime: 0,
knownLocations: [],
relationships: new Map()
}
};
// 初始化状态机
this.stateMachine = {
states: new Map(),
transitions: new Map(),
stateHistory: []
};
// 初始化感知系统
this.perception = {
visibleEntities: [],
audibleSounds: [],
tacticleInfo: []
};
this.initializeStateMachine();
this.initializeBehaviorTree();
}
/**
* 初始化状态机
*/
private initializeStateMachine(): void {
// 添加基本状态
this.stateMachine.states.set('idle', new AIState('idle', this));
this.stateMachine.states.set('patrol', new AIState('patrol', this));
this.stateMachine.states.set('chase', new AIState('chase', this));
this.stateMachine.states.set('attack', new AIState('attack', this));
this.stateMachine.states.set('flee', new AIState('flee', this));
// 设置状态转换
this.stateMachine.transitions.set('idle', [
{ targetState: 'patrol', condition: () => Math.random() > 0.8, priority: 1 },
{ targetState: 'chase', condition: () => this.perception.visibleEntities.length > 0, priority: 3 }
]);
this.stateMachine.transitions.set('patrol', [
{ targetState: 'idle', condition: () => Math.random() > 0.9, priority: 1 },
{ targetState: 'chase', condition: () => this.hasVisibleEnemies(), priority: 3 }
]);
}
/**
* 初始化行为树
*/
private initializeBehaviorTree(): void {
const root = this.config.behaviorTree.rootNode;
// 构建简单的行为树结构
const selectorNode = new BehaviorNode('selector');
const sequenceNode = new BehaviorNode('sequence');
const conditionNode = new BehaviorNode('condition');
const actionNode = new BehaviorNode('action');
root.addChild(selectorNode);
selectorNode.addChild(sequenceNode);
sequenceNode.addChild(conditionNode);
sequenceNode.addChild(actionNode);
// 设置黑板数据
this.config.behaviorTree.blackboard.set('lastPatrolPoint', new Vec3());
this.config.behaviorTree.blackboard.set('alertLevel', 0);
this.config.behaviorTree.blackboard.set('energy', 100);
}
/**
* 添加盟友(避免循环引用)
*/
public addAlly(allyEntityId: number): void {
if (!this.allyIds.includes(allyEntityId)) {
this.allyIds.push(allyEntityId);
// 更新关系记录
this.config.memory.relationships.set(allyEntityId, {
entityId: allyEntityId,
relationship: 'ally',
trustLevel: 0.8,
lastInteraction: Date.now(),
interactionHistory: []
});
}
}
/**
* 设置目标(避免循环引用)
*/
public setTarget(targetEntityId: number): void {
this.targetId = targetEntityId;
// 不再需要双向引用
}
/**
* 更新感知信息
*/
public updatePerception(deltaTime: number): void {
// 清理过期的感知信息
const currentTime = Date.now();
this.perception.visibleEntities = this.perception.visibleEntities.filter(
entity => currentTime - entity.lastSeen < 5000
);
this.perception.audibleSounds = this.perception.audibleSounds.filter(
sound => currentTime - sound.timestamp < 2000
);
// 更新记忆中的位置信息
this.config.memory.knownLocations.forEach(location => {
location.confidence *= 0.999; // 随时间衰减可信度
});
}
/**
* 检查是否有可见敌人
*/
private hasVisibleEnemies(): boolean {
return this.perception.visibleEntities.some(entity =>
this.config.memory.relationships.get(entity.entityId)?.relationship === 'enemy'
);
}
/**
* 重置组件
*/
public reset(): void {
// 清理ID数组不再需要处理循环引用
this.allyIds = [];
this.enemyIds = [];
this.targetId = null;
this.currentState = 'idle';
this.config.behaviorTree.blackboard.clear();
this.config.memory.relationships.clear();
this.perception.visibleEntities = [];
this.perception.audibleSounds = [];
this.perception.tacticleInfo = [];
}
}
/**
* 行为树节点
*/
class BehaviorNode {
public name: string;
public children: BehaviorNode[] = [];
public parent: BehaviorNode | null = null;
public data: Map<string, any> = new Map();
constructor(name: string) {
this.name = name;
}
public addChild(child: BehaviorNode): void {
this.children.push(child);
child.parent = this;
}
}
/**
* 行为执行记录
*/
interface BehaviorExecution {
nodeName: string;
startTime: number;
endTime: number;
result: 'success' | 'failure' | 'running';
data: any;
}
/**
* AI状态
*/
class AIState {
public name: string;
public owner: AIComponent;
public enterTime: number = 0;
public data: Map<string, any> = new Map();
constructor(name: string, owner: AIComponent) {
this.name = name;
this.owner = owner;
}
public enter(): void {
this.enterTime = Date.now();
}
public exit(): void {
// 记录状态历史
this.owner.stateMachine.stateHistory.push({
state: this.name,
enterTime: this.enterTime,
exitTime: Date.now(),
data: Object.fromEntries(this.data)
});
}
}

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{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "cc0d3d0d-0c12-4007-8568-11b2cafdfb8f",
"files": [],
"subMetas": {},
"userData": {}
}

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import { Component } from '@esengine/ecs-framework';
/**
* 网络组件 - 模拟复杂的网络连接和数据同步(已移除循环引用)
*/
export class NetworkComponent extends Component {
/** 网络ID */
public networkId: string = '';
/** 连接状态 */
public connectionState: 'disconnected' | 'connecting' | 'connected' | 'error' = 'disconnected';
/** 网络连接信息 */
public connection: {
sessionId: string;
serverId: string;
roomId: string;
playerId: string;
ping: number;
packetLoss: number;
bandwidth: number;
lastHeartbeat: number;
};
/** 同步数据 */
public syncData: {
dirtyFlags: Set<string>;
lastSyncTime: number;
syncHistory: Array<{
timestamp: number;
dataSize: number;
properties: string[];
success: boolean;
}>;
queuedUpdates: Array<{
property: string;
value: any;
timestamp: number;
priority: number;
}>;
};
/** 网络统计 */
public networkStats: {
totalBytesSent: number;
totalBytesReceived: number;
packetsPerSecond: number;
averageLatency: number;
latencyHistory: number[];
connectionQuality: 'excellent' | 'good' | 'fair' | 'poor';
errorCount: number;
reconnectCount: number;
lastErrorTime: number;
errorLog: Array<{
timestamp: number;
errorType: string;
message: string;
stack?: string;
}>;
};
/** 连接的玩家ID列表避免循环引用 */
public connectedPlayerIds: Set<string> = new Set();
/** 群组成员ID避免循环引用 */
public groupMemberIds: string[] = [];
/** 群组领导者ID避免循环引用 */
public groupLeaderId: string | null = null;
/** 复杂的网络配置 */
public config: {
autoReconnect: boolean;
maxReconnectAttempts: number;
heartbeatInterval: number;
syncFrequency: number;
compressionEnabled: boolean;
encryptionEnabled: boolean;
priorityLevels: Map<string, number>;
filters: Array<{
property: string;
condition: (value: any) => boolean;
action: 'allow' | 'deny' | 'transform';
transformer?: (value: any) => any;
}>;
bufferSettings: {
maxBufferSize: number;
flushInterval: number;
compressionThreshold: number;
};
};
/** 消息队列 */
public messageQueue: {
incoming: Array<{
senderId: string;
messageType: string;
data: any;
timestamp: number;
processed: boolean;
}>;
outgoing: Array<{
targetId: string;
messageType: string;
data: any;
priority: number;
attempts: number;
maxAttempts: number;
}>;
processing: Map<string, {
messageId: string;
startTime: number;
expectedDuration: number;
status: 'processing' | 'completed' | 'failed';
}>;
};
/** 复杂的网络缓存系统 */
public cacheSystem: {
playerCache: Map<string, {
playerId: string;
lastSeen: number;
cachedData: any;
cacheExpiry: number;
}>;
messageCache: Map<string, {
messageId: string;
content: any;
timestamp: number;
recipients: string[];
}>;
syncCache: Map<string, {
propertyPath: string;
value: any;
lastUpdated: number;
version: number;
}>;
};
constructor(networkId: string = '') {
super();
this.networkId = networkId || this.generateNetworkId();
this.connection = {
sessionId: '',
serverId: '',
roomId: '',
playerId: '',
ping: 0,
packetLoss: 0,
bandwidth: 0,
lastHeartbeat: 0
};
this.syncData = {
dirtyFlags: new Set(),
lastSyncTime: 0,
syncHistory: [],
queuedUpdates: []
};
this.networkStats = {
totalBytesSent: 0,
totalBytesReceived: 0,
packetsPerSecond: 0,
averageLatency: 0,
latencyHistory: [],
connectionQuality: 'excellent',
errorCount: 0,
reconnectCount: 0,
lastErrorTime: 0,
errorLog: []
};
this.config = {
autoReconnect: true,
maxReconnectAttempts: 5,
heartbeatInterval: 1000,
syncFrequency: 60,
compressionEnabled: true,
encryptionEnabled: false,
priorityLevels: new Map([
['critical', 10],
['high', 7],
['medium', 5],
['low', 2]
]),
filters: [],
bufferSettings: {
maxBufferSize: 1024 * 1024, // 1MB
flushInterval: 100,
compressionThreshold: 1024
}
};
this.messageQueue = {
incoming: [],
outgoing: [],
processing: new Map()
};
this.cacheSystem = {
playerCache: new Map(),
messageCache: new Map(),
syncCache: new Map()
};
}
/**
* 生成网络ID
*/
private generateNetworkId(): string {
return 'net_' + Math.random().toString(36).substring(2, 15) +
Math.random().toString(36).substring(2, 15);
}
/**
* 连接到其他网络组件(避免循环引用)
*/
public connectToPlayer(playerNetworkId: string): void {
if (!this.connectedPlayerIds.has(playerNetworkId)) {
this.connectedPlayerIds.add(playerNetworkId);
// 记录连接事件
this.logNetworkEvent('player_connected', {
playerId: playerNetworkId,
timestamp: Date.now()
});
}
}
/**
* 加入群组(避免循环引用)
*/
public joinGroup(memberIds: string[], leaderId?: string): void {
this.groupMemberIds = [...memberIds];
this.groupLeaderId = leaderId || null;
// 更新缓存
memberIds.forEach(memberId => {
this.cacheSystem.playerCache.set(memberId, {
playerId: memberId,
lastSeen: Date.now(),
cachedData: {},
cacheExpiry: Date.now() + 300000 // 5分钟缓存
});
});
}
/**
* 发送消息
*/
public sendMessage(targetId: string, messageType: string, data: any, priority: number = 5): void {
const message = {
targetId,
messageType,
data: this.processOutgoingData(data),
priority,
attempts: 0,
maxAttempts: 3
};
this.messageQueue.outgoing.push(message);
this.messageQueue.outgoing.sort((a, b) => b.priority - a.priority);
// 更新统计
this.networkStats.totalBytesSent += JSON.stringify(data).length;
}
/**
* 处理传出数据
*/
private processOutgoingData(data: any): any {
let processedData = data;
// 应用过滤器
this.config.filters.forEach(filter => {
if (filter.condition(processedData)) {
if (filter.action === 'transform' && filter.transformer) {
processedData = filter.transformer(processedData);
}
}
});
// 压缩数据
if (this.config.compressionEnabled) {
processedData = this.compressData(processedData);
}
return processedData;
}
/**
* 压缩数据(模拟)
*/
private compressData(data: any): any {
// 模拟压缩算法
const serialized = JSON.stringify(data);
if (serialized.length > this.config.bufferSettings.compressionThreshold) {
// 模拟压缩
return {
compressed: true,
originalSize: serialized.length,
compressedSize: Math.floor(serialized.length * 0.6),
data: serialized.substring(0, Math.floor(serialized.length * 0.6))
};
}
return data;
}
/**
* 标记属性为脏
*/
public markDirty(property: string): void {
this.syncData.dirtyFlags.add(property);
}
/**
* 更新网络统计
*/
public updateNetworkStats(deltaTime: number): void {
// 更新延迟历史
if (this.networkStats.latencyHistory.length > 100) {
this.networkStats.latencyHistory.shift();
}
this.networkStats.latencyHistory.push(this.connection.ping);
// 计算平均延迟
this.networkStats.averageLatency = this.networkStats.latencyHistory.reduce((a, b) => a + b, 0) /
this.networkStats.latencyHistory.length;
// 更新连接质量
if (this.networkStats.averageLatency < 50) {
this.networkStats.connectionQuality = 'excellent';
} else if (this.networkStats.averageLatency < 100) {
this.networkStats.connectionQuality = 'good';
} else if (this.networkStats.averageLatency < 200) {
this.networkStats.connectionQuality = 'fair';
} else {
this.networkStats.connectionQuality = 'poor';
}
// 更新包率
this.networkStats.packetsPerSecond = this.messageQueue.outgoing.length / deltaTime;
// 清理过期缓存
this.cleanupExpiredCache();
}
/**
* 清理过期缓存
*/
private cleanupExpiredCache(): void {
const now = Date.now();
// 清理玩家缓存
for (const [key, value] of this.cacheSystem.playerCache) {
if (value.cacheExpiry < now) {
this.cacheSystem.playerCache.delete(key);
}
}
// 清理消息缓存
for (const [key, value] of this.cacheSystem.messageCache) {
if (value.timestamp < now - 600000) { // 10分钟过期
this.cacheSystem.messageCache.delete(key);
}
}
}
/**
* 记录网络事件
*/
private logNetworkEvent(eventType: string, data: any): void {
this.networkStats.errorLog.push({
timestamp: Date.now(),
errorType: eventType,
message: JSON.stringify(data)
});
// 限制日志大小
if (this.networkStats.errorLog.length > 1000) {
this.networkStats.errorLog = this.networkStats.errorLog.slice(-500);
}
}
/**
* 重置组件
*/
public reset(): void {
// 清理ID列表不再需要处理循环引用
this.connectedPlayerIds.clear();
this.groupMemberIds = [];
this.groupLeaderId = null;
this.connectionState = 'disconnected';
this.syncData.dirtyFlags.clear();
this.syncData.syncHistory = [];
this.syncData.queuedUpdates = [];
this.messageQueue.incoming = [];
this.messageQueue.outgoing = [];
this.messageQueue.processing.clear();
this.cacheSystem.playerCache.clear();
this.cacheSystem.messageCache.clear();
this.cacheSystem.syncCache.clear();
this.networkStats.errorLog = [];
this.networkStats.latencyHistory = [];
}
}

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{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "d9263549-7b26-4b4f-9a15-b82e7af5fbd5",
"files": [],
"subMetas": {},
"userData": {}
}

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import { Component } from '@esengine/ecs-framework';
import { Node, Vec3, Color, Sprite, Label } from 'cc';
/**
* Node组件 - 包含Cocos Creator节点引用已移除循环引用
*/
export class NodeComponent extends Component {
/** Cocos Creator节点引用 */
public node: Node | null = null;
/** 子节点列表 */
public children: Node[] = [];
/** 节点配置信息 */
public nodeConfig: {
name: string;
layer: number;
tag: string;
userData: Record<string, any>;
transformData: {
position: Vec3;
rotation: Vec3;
scale: Vec3;
};
renderData: {
color: Color;
opacity: number;
visible: boolean;
};
parentId: number | null; // 避免循环引用使用父节点实体ID
childIds: number[]; // 避免循环引用使用子节点实体ID列表
};
/** 渲染组件引用 */
public sprite: Sprite | null = null;
public label: Label | null = null;
/** 复杂嵌套对象 */
public complexData: {
statistics: {
frameCount: number;
lastUpdateTime: number;
performance: {
avgRenderTime: number;
maxRenderTime: number;
renderHistory: number[];
};
};
cache: {
textureCache: Map<string, any>;
materialCache: Map<string, any>;
shaderCache: Map<string, any>;
};
hierarchy: {
parentId: number | null; // 避免循环引用使用ID
rootId: number | null; // 避免循环引用使用ID
depth: number;
siblingIndex: number;
};
animation: {
isPlaying: boolean;
currentFrame: number;
totalFrames: number;
loopCount: number;
animationQueue: Array<{
name: string;
duration: number;
delay: number;
easing: string;
}>;
};
interaction: {
isInteractable: boolean;
touchEnabled: boolean;
hitTestResults: Array<{
position: Vec3;
timestamp: number;
result: boolean;
}>;
boundingBox: {
min: Vec3;
max: Vec3;
center: Vec3;
};
};
};
/** 复杂的渲染状态 */
public renderState: {
layerInfo: {
currentLayer: number;
layerStack: number[];
sortingOrder: number;
cullingMask: number;
};
materials: Array<{
materialId: string;
properties: Map<string, any>;
textures: Map<string, any>;
shaderParams: Record<string, any>;
}>;
lightingData: {
ambientColor: Color;
diffuseColor: Color;
specularColor: Color;
lightDirection: Vec3;
shadowData: {
castShadows: boolean;
receiveShadows: boolean;
shadowQuality: 'low' | 'medium' | 'high';
shadowDistance: number;
};
};
};
constructor(name: string = "DefaultNode") {
super();
this.nodeConfig = {
name: name,
layer: 0,
tag: "default",
userData: {},
transformData: {
position: new Vec3(),
rotation: new Vec3(),
scale: new Vec3(1, 1, 1)
},
renderData: {
color: new Color(255, 255, 255, 255),
opacity: 1.0,
visible: true
},
parentId: null,
childIds: []
};
this.complexData = {
statistics: {
frameCount: 0,
lastUpdateTime: 0,
performance: {
avgRenderTime: 0,
maxRenderTime: 0,
renderHistory: []
}
},
cache: {
textureCache: new Map(),
materialCache: new Map(),
shaderCache: new Map()
},
hierarchy: {
parentId: null,
rootId: null,
depth: 0,
siblingIndex: 0
},
animation: {
isPlaying: false,
currentFrame: 0,
totalFrames: 60,
loopCount: 0,
animationQueue: []
},
interaction: {
isInteractable: true,
touchEnabled: true,
hitTestResults: [],
boundingBox: {
min: new Vec3(-1, -1, -1),
max: new Vec3(1, 1, 1),
center: new Vec3()
}
}
};
this.renderState = {
layerInfo: {
currentLayer: 0,
layerStack: [0],
sortingOrder: 0,
cullingMask: 0xFFFFFFFF
},
materials: [],
lightingData: {
ambientColor: new Color(128, 128, 128, 255),
diffuseColor: new Color(255, 255, 255, 255),
specularColor: new Color(255, 255, 255, 255),
lightDirection: new Vec3(0, -1, 0),
shadowData: {
castShadows: true,
receiveShadows: true,
shadowQuality: 'medium',
shadowDistance: 100
}
}
};
}
/**
* 设置父节点组件(避免循环引用)
*/
public setParent(parentEntityId: number): void {
this.nodeConfig.parentId = parentEntityId;
this.complexData.hierarchy.parentId = parentEntityId;
// 深度需要通过其他方式计算,避免引用
}
/**
* 添加子节点
*/
public addChild(childEntityId: number): void {
if (!this.nodeConfig.childIds.includes(childEntityId)) {
this.nodeConfig.childIds.push(childEntityId);
}
}
/**
* 更新性能统计
*/
public updatePerformance(renderTime: number): void {
this.complexData.statistics.frameCount++;
this.complexData.statistics.lastUpdateTime = Date.now();
const perf = this.complexData.statistics.performance;
perf.renderHistory.push(renderTime);
// 保持历史记录在合理范围内
if (perf.renderHistory.length > 100) {
perf.renderHistory.shift();
}
// 计算平均值和最大值
perf.avgRenderTime = perf.renderHistory.reduce((a, b) => a + b, 0) / perf.renderHistory.length;
perf.maxRenderTime = Math.max(perf.maxRenderTime, renderTime);
}
/**
* 更新动画状态
*/
public updateAnimation(deltaTime: number): void {
if (this.complexData.animation.isPlaying) {
this.complexData.animation.currentFrame++;
if (this.complexData.animation.currentFrame >= this.complexData.animation.totalFrames) {
this.complexData.animation.currentFrame = 0;
this.complexData.animation.loopCount++;
// 处理动画队列
if (this.complexData.animation.animationQueue.length > 0) {
const nextAnim = this.complexData.animation.animationQueue.shift();
if (nextAnim) {
this.complexData.animation.totalFrames = Math.floor(nextAnim.duration * 60); // 假设60FPS
}
}
}
}
}
/**
* 添加材质
*/
public addMaterial(materialId: string, properties: Record<string, any>): void {
this.renderState.materials.push({
materialId,
properties: new Map(Object.entries(properties)),
textures: new Map(),
shaderParams: {}
});
}
/**
* 更新包围盒
*/
public updateBoundingBox(): void {
if (this.node) {
const worldPos = this.node.getWorldPosition();
const scale = this.node.getScale();
this.complexData.interaction.boundingBox.center = new Vec3(worldPos.x, worldPos.y, worldPos.z);
this.complexData.interaction.boundingBox.min = new Vec3(
worldPos.x - scale.x * 0.5,
worldPos.y - scale.y * 0.5,
worldPos.z - scale.z * 0.5
);
this.complexData.interaction.boundingBox.max = new Vec3(
worldPos.x + scale.x * 0.5,
worldPos.y + scale.y * 0.5,
worldPos.z + scale.z * 0.5
);
}
}
/**
* 执行点击测试
*/
public hitTest(point: Vec3): boolean {
const bbox = this.complexData.interaction.boundingBox;
const result = point.x >= bbox.min.x && point.x <= bbox.max.x &&
point.y >= bbox.min.y && point.y <= bbox.max.y &&
point.z >= bbox.min.z && point.z <= bbox.max.z;
// 记录测试结果
this.complexData.interaction.hitTestResults.push({
position: new Vec3(point.x, point.y, point.z),
timestamp: Date.now(),
result
});
// 限制历史记录大小
if (this.complexData.interaction.hitTestResults.length > 50) {
this.complexData.interaction.hitTestResults.shift();
}
return result;
}
/**
* 重置组件
*/
public reset(): void {
this.node = null;
this.children = [];
this.sprite = null;
this.label = null;
// 清理ID列表不再需要处理循环引用
this.nodeConfig.parentId = null;
this.nodeConfig.childIds = [];
this.complexData.hierarchy.parentId = null;
this.complexData.hierarchy.rootId = null;
this.complexData.hierarchy.depth = 0;
this.complexData.cache.textureCache.clear();
this.complexData.cache.materialCache.clear();
this.complexData.cache.shaderCache.clear();
this.complexData.animation.isPlaying = false;
this.complexData.animation.currentFrame = 0;
this.complexData.animation.animationQueue = [];
this.complexData.interaction.hitTestResults = [];
this.renderState.materials = [];
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "28e7e8cd-591e-4fde-bb14-d668724a6201",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -2,4 +2,7 @@
export { Transform } from './Transform';
export { Health } from './Health';
export { Velocity } from './Velocity';
export { Renderer } from './Renderer';
export { Renderer } from './Renderer';
export { NodeComponent } from './NodeComponent';
export { AIComponent } from './AIComponent';
export { NetworkComponent } from './NetworkComponent';