refactor(plugin): 重构插件系统架构,统一类型导入路径 (#296)
* refactor(plugin): 重构插件系统架构,统一类型导入路径 ## 主要更改 ### 新增 @esengine/plugin-types 包 - 提供打破循环依赖的最小类型定义 - 包含 ServiceToken, createServiceToken, PluginServiceRegistry, IEditorModuleBase ### engine-core 类型统一 - IPlugin<T> 泛型参数改为 T = unknown - 所有运行时类型(IRuntimeModule, ModuleManifest, SystemContext)在此定义 - 新增 PluginServiceRegistry.ts 导出服务令牌相关类型 ### editor-core 类型优化 - 重命名 IPluginLoader.ts 为 EditorModule.ts - 新增 IEditorPlugin = IPlugin<IEditorModuleLoader> 类型别名 - 移除弃用别名 IPluginLoader, IRuntimeModuleLoader ### 编辑器插件更新 - 所有 9 个编辑器插件使用 IEditorPlugin 类型 - 统一从 editor-core 导入编辑器类型 ### 服务令牌规范 - 各模块在 tokens.ts 中定义自己的服务接口和令牌 - 遵循"谁定义接口,谁导出 Token"原则 ## 导入规范 | 场景 | 导入来源 | |------|---------| | 运行时模块 | @esengine/engine-core | | 编辑器插件 | @esengine/editor-core | | 服务令牌 | @esengine/engine-core | * refactor(plugin): 完善服务令牌规范,统一运行时模块 ## 更改内容 ### 运行时模块优化 - particle: 使用 PluginServiceRegistry 获取依赖服务 - physics-rapier2d: 通过服务令牌注册/获取物理查询接口 - tilemap: 使用服务令牌获取物理系统依赖 - sprite: 导出服务令牌 - ui: 导出服务令牌 - behavior-tree: 使用服务令牌系统 ### 资产系统增强 - IAssetManager 接口扩展 - 加载器使用服务令牌获取依赖 ### 运行时核心 - GameRuntime 使用 PluginServiceRegistry - 导出服务令牌相关类型 ### 编辑器服务 - EngineService 适配新的服务令牌系统 - AssetRegistryService 优化 * fix: 修复 editor-app 和 behavior-tree-editor 中的类型引用 - editor-app/PluginLoader.ts: 使用 IPlugin 替代 IPluginLoader - behavior-tree-editor: 使用 IEditorPlugin 替代 IPluginLoader * fix(ui): 添加缺失的 ecs-engine-bindgen 依赖 UIRuntimeModule 使用 EngineBridgeToken,需要声明对 ecs-engine-bindgen 的依赖 * fix(type): 解决 ServiceToken 跨包类型兼容性问题 - 在 engine-core 中直接定义 ServiceToken 和 PluginServiceRegistry 而不是从 plugin-types 重新导出,确保 tsup 生成的类型声明 以 engine-core 作为类型来源 - 移除 RuntimeResolver.ts 中的硬编码模块 ID 检查, 改用 module.json 中的 name 配置 - 修复 pnpm-lock.yaml 中的依赖记录 * refactor(arch): 改进架构设计,移除硬编码 - 统一类型导出:editor-core 从 engine-core 导入 IEditorModuleBase - RuntimeResolver: 将硬编码路径改为配置常量和搜索路径列表 - 添加跨平台安装路径支持(Windows/macOS/Linux) - 使用 ENGINE_WASM_CONFIG 配置引擎 WASM 文件信息 - IBundlePackOptions 添加 preloadBundles 配置项 * fix(particle): 添加缺失的 ecs-engine-bindgen 依赖 ParticleRuntimeModule 导入了 @esengine/ecs-engine-bindgen 的 tokens, 但 package.json 中未声明该依赖,导致 CI 构建失败。 * fix(physics-rapier2d): 移除不存在的 PhysicsSystemContext 导出 PhysicsRuntimeModule 中不存在该类型,导致 type-check 失败
This commit is contained in:
@@ -17,69 +17,27 @@ import { CapsuleCollider2DComponent } from './components/CapsuleCollider2DCompon
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import { PolygonCollider2DComponent } from './components/PolygonCollider2DComponent';
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import { Physics2DSystem } from './systems/Physics2DSystem';
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import { Physics2DService } from './services/Physics2DService';
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import {
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Physics2DQueryToken,
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Physics2DSystemToken,
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Physics2DWorldToken,
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PhysicsConfigToken,
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type IPhysics2DQuery,
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type PhysicsConfig
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} from './tokens';
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// 注册 Rapier2D 加载器
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import './loaders';
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/**
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* 2D 物理查询接口
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* 2D Physics query interface
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*
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* 用于粒子系统等模块查询物理世界
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* Used by particle system and other modules to query physics world
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*/
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export interface IPhysics2DQuery {
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overlapCircle(
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center: { x: number; y: number },
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radius: number,
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collisionMask?: number
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): { entityIds: number[]; colliderHandles: number[] };
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raycast(
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origin: { x: number; y: number },
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direction: { x: number; y: number },
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maxDistance: number,
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collisionMask?: number
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): {
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entityId: number;
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point: { x: number; y: number };
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normal: { x: number; y: number };
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distance: number;
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colliderHandle: number;
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} | null;
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}
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/**
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* 物理系统上下文扩展
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*/
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export interface PhysicsSystemContext extends SystemContext {
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/**
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* 物理系统实例
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*/
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physicsSystem?: Physics2DSystem;
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/**
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* 物理世界实例
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*/
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physics2DWorld?: any;
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/**
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* 物理配置
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*/
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physicsConfig?: any;
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/**
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* 2D 物理查询接口
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* 2D Physics query interface
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*
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* 供粒子系统等模块使用,用于检测粒子与物理碰撞体的碰撞。
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* 实际上是 Physics2DSystem 的引用,因为它实现了 IPhysics2DQuery 接口。
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*
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* For particle system and other modules to detect collision with physics colliders.
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* Actually a reference to Physics2DSystem which implements IPhysics2DQuery interface.
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*/
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physics2DQuery?: IPhysics2DQuery;
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}
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// 重新导出 tokens 和类型 | Re-export tokens and types
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export {
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Physics2DQueryToken,
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Physics2DSystemToken,
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Physics2DWorldToken,
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PhysicsConfigToken,
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type IPhysics2DQuery,
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type PhysicsConfig
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} from './tokens';
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/**
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* 物理运行时模块
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@@ -167,10 +125,11 @@ class PhysicsRuntimeModule implements IRuntimeModule {
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* @param context - 系统上下文
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*/
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createSystems(scene: IScene, context: SystemContext): void {
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const physicsContext = context as PhysicsSystemContext;
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// 从服务注册表获取配置 | Get config from service registry
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const physicsConfig = context.services.get(PhysicsConfigToken);
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const physicsSystem = new Physics2DSystem({
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physics: physicsContext.physicsConfig,
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physics: physicsConfig,
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updateOrder: -1000
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});
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@@ -181,11 +140,10 @@ class PhysicsRuntimeModule implements IRuntimeModule {
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physicsSystem.initializeWithRapier(this._rapierModule);
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}
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physicsContext.physicsSystem = physicsSystem;
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physicsContext.physics2DWorld = physicsSystem.world;
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// 同时暴露 physics2DQuery,供粒子系统等模块使用
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// Also expose physics2DQuery for particle system and other modules
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physicsContext.physics2DQuery = physicsSystem;
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// 注册服务 | Register services
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context.services.register(Physics2DSystemToken, physicsSystem);
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context.services.register(Physics2DWorldToken, physicsSystem.world);
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context.services.register(Physics2DQueryToken, physicsSystem);
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}
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/**
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@@ -28,5 +28,13 @@ export { Physics2DPlugin } from './PhysicsEditorPlugin';
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// Runtime plugin (for game builds)
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export { PhysicsPlugin } from './PhysicsRuntimeModule';
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// Physics query interface (for particle system integration)
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export type { IPhysics2DQuery, PhysicsSystemContext } from './PhysicsRuntimeModule';
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// Service tokens and interfaces (谁定义接口,谁导出 Token)
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export {
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Physics2DQueryToken,
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Physics2DSystemToken,
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Physics2DWorldToken,
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PhysicsConfigToken,
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type IPhysics2DQuery,
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type IPhysics2DWorld,
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type PhysicsConfig
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} from './tokens';
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@@ -3,9 +3,6 @@
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*
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* This entry point exports only runtime-related code without any editor dependencies.
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* Use this for standalone game runtime builds.
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*
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* 此入口点仅导出运行时相关代码,不包含任何编辑器依赖。
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* 用于独立游戏运行时构建。
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*/
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// Types
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@@ -53,4 +50,14 @@ export { Physics2DSystem, type Physics2DSystemConfig } from './systems/Physics2D
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export { Physics2DService } from './services/Physics2DService';
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// Runtime module and plugin
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export { PhysicsRuntimeModule, PhysicsPlugin, type PhysicsSystemContext } from './PhysicsRuntimeModule';
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export { PhysicsRuntimeModule, PhysicsPlugin } from './PhysicsRuntimeModule';
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// Service tokens
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export {
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Physics2DQueryToken,
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Physics2DSystemToken,
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Physics2DWorldToken,
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PhysicsConfigToken,
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type IPhysics2DQuery,
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type PhysicsConfig
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} from './tokens';
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@@ -7,7 +7,7 @@
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*/
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// Re-export runtime module and plugin with WASM
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export { PhysicsRuntimeModule, PhysicsPlugin, type PhysicsSystemContext } from '../PhysicsRuntimeModule';
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export { PhysicsRuntimeModule, PhysicsPlugin } from '../PhysicsRuntimeModule';
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// Re-export world and system (they have WASM type dependencies)
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export { Physics2DWorld } from '../world/Physics2DWorld';
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177
packages/physics-rapier2d/src/tokens.ts
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177
packages/physics-rapier2d/src/tokens.ts
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@@ -0,0 +1,177 @@
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/**
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* 物理模块服务令牌
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* Physics module service tokens
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*
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* 定义 physics-rapier2d 模块导出的服务令牌和接口。
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* 谁定义接口,谁导出 Token。
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*
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* Defines service tokens and interfaces exported by physics-rapier2d module.
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* Who defines the interface, who exports the Token.
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*
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* @example
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* ```typescript
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* // 消费方导入 Token | Consumer imports Token
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* import { Physics2DQueryToken, type IPhysics2DQuery } from '@esengine/physics-rapier2d';
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*
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* // 获取服务 | Get service
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* const physicsQuery = context.services.get(Physics2DQueryToken);
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* if (physicsQuery) {
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* physicsQuery.raycast(...);
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* }
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* ```
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*/
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import { createServiceToken } from '@esengine/engine-core';
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import type { Physics2DSystem } from './systems/Physics2DSystem';
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// ============================================================================
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// 共享物理接口 | Shared Physics Interfaces
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// ============================================================================
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/**
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* 2D 物理查询接口
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* 2D Physics query interface
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*
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* 跨模块共享的物理查询契约。
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* 由 Physics2DWorld 实现,粒子等模块可选依赖。
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*
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* Cross-module shared physics query contract.
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* Implemented by Physics2DWorld, optionally depended by particle and other modules.
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*/
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export interface IPhysics2DQuery {
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/**
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* 圆形区域检测
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* Circle overlap detection
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*
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* @param center 圆心 | Circle center
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* @param radius 半径 | Radius
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* @param collisionMask 碰撞掩码 | Collision mask
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* @returns 检测结果 | Detection result
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*/
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overlapCircle(
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center: { x: number; y: number },
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radius: number,
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collisionMask?: number
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): { entityIds: number[]; colliderHandles: number[] };
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/**
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* 射线检测
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* Raycast detection
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*
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* @param origin 起点 | Origin point
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* @param direction 方向(归一化)| Direction (normalized)
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* @param maxDistance 最大距离 | Max distance
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* @param collisionMask 碰撞掩码 | Collision mask
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* @returns 命中结果或 null | Hit result or null
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*/
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raycast(
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origin: { x: number; y: number },
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direction: { x: number; y: number },
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maxDistance: number,
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collisionMask?: number
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): {
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entityId: number;
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point: { x: number; y: number };
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normal: { x: number; y: number };
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distance: number;
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colliderHandle: number;
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} | null;
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}
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/**
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* 2D 物理世界接口
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* 2D Physics world interface
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*
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* 跨模块共享的物理世界契约。
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* 由 Physics2DWorld 实现,tilemap 等模块可选依赖。
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*
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* Cross-module shared physics world contract.
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* Implemented by Physics2DWorld, optionally depended by tilemap and other modules.
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*/
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export interface IPhysics2DWorld {
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/**
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* 创建静态碰撞体
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* Create static collider
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*
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* @param entityId 实体 ID | Entity ID
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* @param position 碰撞体中心位置 | Collider center position
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* @param halfExtents 半宽高 | Half extents
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* @param collisionLayer 碰撞层 | Collision layer
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* @param collisionMask 碰撞掩码 | Collision mask
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* @param friction 摩擦系数 | Friction coefficient
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* @param restitution 弹性系数 | Restitution coefficient
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* @param isTrigger 是否为触发器 | Whether is trigger
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* @returns 碰撞体句柄或 null | Collider handle or null
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*/
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createStaticCollider(
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entityId: number,
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position: { x: number; y: number },
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halfExtents: { x: number; y: number },
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collisionLayer: number,
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collisionMask: number,
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friction: number,
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restitution: number,
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isTrigger: boolean
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): number | null;
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/**
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* 移除碰撞体
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* Remove collider
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*
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* @param handle 碰撞体句柄 | Collider handle
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*/
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removeCollider(handle: number): void;
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}
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// ============================================================================
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// 物理模块特有的接口 | Physics module specific interfaces
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// ============================================================================
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/**
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* 物理配置
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* Physics configuration
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*/
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export interface PhysicsConfig {
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gravity?: { x: number; y: number };
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timestep?: number;
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}
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// ============================================================================
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// 服务令牌 | Service Tokens
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// ============================================================================
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/**
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* 2D 物理查询服务令牌
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* 2D Physics query service token
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*
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* 用于获取物理查询能力(射线检测、区域检测等)。
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* For getting physics query capabilities (raycast, overlap detection, etc.).
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*/
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export const Physics2DQueryToken = createServiceToken<IPhysics2DQuery>('physics2DQuery');
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/**
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* 2D 物理世界服务令牌
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* 2D Physics world service token
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*
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* 用于获取物理世界实例(需要底层访问时使用)。
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* For getting physics world instance (when low-level access is needed).
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*/
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export const Physics2DWorldToken = createServiceToken<IPhysics2DWorld>('physics2DWorld');
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/**
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* 物理系统令牌
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* Physics system token
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*
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* 用于获取完整的物理系统实例。
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* For getting the full physics system instance.
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*/
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export const Physics2DSystemToken = createServiceToken<Physics2DSystem>('physics2DSystem');
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/**
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* 物理配置令牌
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* Physics config token
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*
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* 用于传入物理配置(如重力、时间步)。
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* For passing physics configuration (gravity, timestep, etc.).
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*/
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export const PhysicsConfigToken = createServiceToken<PhysicsConfig>('physicsConfig');
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Reference in New Issue
Block a user