fix(worker-generator): 映射文件不再放入 workers 目录避免微信编译错误
This commit is contained in:
@@ -1,5 +1,5 @@
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{
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"generatedAt": "2025-12-08T08:57:32.415Z",
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"generatedAt": "2025-12-08T09:16:10.529Z",
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"mappings": {
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"PhysicsWorkerSystem": "physics-worker.js"
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}
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30
examples/wechat-worker-demo/build.js
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30
examples/wechat-worker-demo/build.js
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@@ -0,0 +1,30 @@
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/**
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* 构建脚本 - 打包为微信小游戏可用的 JS 文件
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* Build script - bundle for WeChat Mini Game
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*/
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const esbuild = require('esbuild');
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const path = require('path');
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const fs = require('fs');
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const outDir = path.join(__dirname, 'dist');
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// 确保输出目录存在
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if (!fs.existsSync(outDir)) {
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fs.mkdirSync(outDir, { recursive: true });
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}
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// 打包主程序
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esbuild.buildSync({
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entryPoints: ['src/index.ts'],
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bundle: true,
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outfile: 'dist/game-bundle.js',
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format: 'iife',
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globalName: 'GameDemo',
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target: ['es2015'],
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platform: 'browser',
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external: [], // 不排除任何依赖,全部打包
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minify: false,
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sourcemap: true,
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});
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console.log('Build complete: dist/game-bundle.js');
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173
examples/wechat-worker-demo/deploy.js
Normal file
173
examples/wechat-worker-demo/deploy.js
Normal file
@@ -0,0 +1,173 @@
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/**
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* 部署脚本 - 复制文件到微信小游戏项目
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* Deploy script - copy files to WeChat Mini Game project
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*/
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const fs = require('fs');
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const path = require('path');
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// 微信小游戏项目路径
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const WECHAT_PROJECT = 'F:/MiniGame';
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// 需要复制的文件
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const filesToCopy = [
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// Worker 文件
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{ src: 'workers/physics-worker.js', dest: 'workers/physics-worker.js' },
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// 注意:worker-mapping.json 不要放在 workers 目录,微信会把它当 JS 编译
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// Note: Don't put worker-mapping.json in workers dir, WeChat will try to compile it as JS
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];
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// ECS 框架库
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const ecsFrameworkSrc = path.join(__dirname, '../../packages/core/dist/index.umd.js');
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const ecsFrameworkDest = path.join(WECHAT_PROJECT, 'libs/ecs-framework.js');
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// 确保目录存在
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function ensureDir(filePath) {
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const dir = path.dirname(filePath);
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if (!fs.existsSync(dir)) {
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fs.mkdirSync(dir, { recursive: true });
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}
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}
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console.log('Deploying to WeChat Mini Game project:', WECHAT_PROJECT);
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console.log('');
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// 复制 ECS 框架
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ensureDir(ecsFrameworkDest);
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if (fs.existsSync(ecsFrameworkSrc)) {
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fs.copyFileSync(ecsFrameworkSrc, ecsFrameworkDest);
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console.log('Copied: ecs-framework.js');
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} else {
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console.warn('Warning: ECS framework not found at', ecsFrameworkSrc);
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console.warn('Please run "pnpm build" in packages/core first');
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}
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// 复制 Worker 文件
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for (const file of filesToCopy) {
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const srcPath = path.join(__dirname, file.src);
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const destPath = path.join(WECHAT_PROJECT, file.dest);
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if (fs.existsSync(srcPath)) {
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ensureDir(destPath);
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fs.copyFileSync(srcPath, destPath);
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console.log('Copied:', file.dest);
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} else {
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console.warn('Warning: File not found:', srcPath);
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}
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}
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// 创建 game.js
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const gameJs = `/**
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* ESEngine Worker System 微信小游戏测试
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* ESEngine Worker System WeChat Mini Game Test
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*/
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console.log('====================================');
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console.log('ESEngine Worker 微信小游戏测试');
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console.log('====================================');
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// 检查 Worker API
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console.log('\\n[1] 检查环境...');
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console.log('wx.createWorker:', typeof wx.createWorker);
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// 创建 Worker
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console.log('\\n[2] 创建 Worker...');
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var worker = null;
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try {
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worker = wx.createWorker('workers/physics-worker.js', {
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useExperimentalWorker: true
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});
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console.log('Worker 创建成功!');
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} catch (error) {
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console.error('Worker 创建失败:', error.message);
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}
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if (worker) {
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// 设置消息处理
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worker.onMessage(function(res) {
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console.log('\\n[4] 收到 Worker 响应!');
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if (res.error) {
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console.error('Worker 错误:', res.error);
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} else if (res.result) {
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console.log('Worker 处理成功!');
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console.log('实体数量:', res.result.length);
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// 显示前 3 个实体
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for (var i = 0; i < Math.min(3, res.result.length); i++) {
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var e = res.result[i];
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console.log(' 实体 ' + e.id + ': (' + e.x.toFixed(1) + ', ' + e.y.toFixed(1) + ')');
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}
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console.log('\\n========== Worker 测试成功! ==========');
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}
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});
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// 创建测试数据
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console.log('\\n[3] 发送测试数据...');
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var entities = [];
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for (var i = 0; i < 10; i++) {
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entities.push({
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id: i + 1,
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x: Math.random() * 300 + 37,
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y: Math.random() * 400 + 100,
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dx: (Math.random() - 0.5) * 100,
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dy: (Math.random() - 0.5) * 50,
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mass: 1 + Math.random(),
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bounce: 0.8,
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friction: 0.98,
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radius: 5 + Math.random() * 5
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});
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}
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worker.postMessage({
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id: Date.now(),
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entities: entities,
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deltaTime: 0.016,
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systemConfig: {
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gravity: 200,
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canvasWidth: 375,
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canvasHeight: 667,
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groundFriction: 0.98
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}
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});
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console.log('已发送 ' + entities.length + ' 个实体');
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}
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// 创建 Canvas 显示
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var canvas = wx.createCanvas();
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var ctx = canvas.getContext('2d');
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ctx.fillStyle = '#1a1a2e';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.fillStyle = '#ffffff';
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ctx.font = '18px Arial';
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ctx.textAlign = 'center';
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ctx.fillText('ESEngine Worker 测试', canvas.width / 2, 50);
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ctx.font = '14px Arial';
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ctx.fillStyle = '#aaaaaa';
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ctx.fillText('查看控制台日志', canvas.width / 2, 80);
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ctx.fillStyle = worker ? '#00ff00' : '#ff0000';
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ctx.fillText('Worker: ' + (worker ? '已创建' : '创建失败'), canvas.width / 2, 110);
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`;
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const gameJsPath = path.join(WECHAT_PROJECT, 'game.js');
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fs.writeFileSync(gameJsPath, gameJs);
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console.log('Created: game.js');
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// 确保 game.json 配置正确
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const gameJsonPath = path.join(WECHAT_PROJECT, 'game.json');
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const gameJson = {
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deviceOrientation: 'portrait',
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workers: 'workers'
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};
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fs.writeFileSync(gameJsonPath, JSON.stringify(gameJson, null, 2));
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console.log('Updated: game.json');
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console.log('\\nDeploy complete!');
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console.log('Open WeChat DevTools and load:', WECHAT_PROJECT);
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15
examples/wechat-worker-demo/package.json
Normal file
15
examples/wechat-worker-demo/package.json
Normal file
@@ -0,0 +1,15 @@
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{
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"name": "wechat-worker-demo",
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"version": "1.0.0",
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"description": "ESEngine Worker System WeChat Mini Game Demo",
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"scripts": {
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"build": "node build.js",
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"generate-worker": "npx esengine-worker-gen --src ./src --wechat --verbose",
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"deploy": "node deploy.js"
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},
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"devDependencies": {
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"@esengine/ecs-framework": "^2.3.2",
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"@esengine/worker-generator": "^1.0.1",
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"esbuild": "^0.19.0"
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}
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}
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65
examples/wechat-worker-demo/src/components.ts
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65
examples/wechat-worker-demo/src/components.ts
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@@ -0,0 +1,65 @@
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/**
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* 组件定义
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* Component definitions
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*/
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import { Component, ECSComponent } from '@esengine/ecs-framework';
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@ECSComponent('Position')
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export class Position extends Component {
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x: number = 0;
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y: number = 0;
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constructor(x: number = 0, y: number = 0) {
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super();
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this.x = x;
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this.y = y;
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}
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set(x: number, y: number): void {
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this.x = x;
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this.y = y;
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}
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}
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@ECSComponent('Velocity')
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export class Velocity extends Component {
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dx: number = 0;
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dy: number = 0;
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constructor(dx: number = 0, dy: number = 0) {
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super();
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this.dx = dx;
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this.dy = dy;
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}
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set(dx: number, dy: number): void {
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this.dx = dx;
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this.dy = dy;
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}
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}
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@ECSComponent('Physics')
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export class Physics extends Component {
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mass: number = 1;
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bounce: number = 0.8;
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friction: number = 0.95;
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constructor(mass: number = 1, bounce: number = 0.8, friction: number = 0.95) {
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super();
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this.mass = mass;
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this.bounce = bounce;
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this.friction = friction;
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}
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}
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@ECSComponent('Renderable')
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export class Renderable extends Component {
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color: string = '#ffffff';
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size: number = 5;
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constructor(color: string = '#ffffff', size: number = 5) {
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super();
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this.color = color;
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this.size = size;
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}
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}
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6
examples/wechat-worker-demo/src/index.ts
Normal file
6
examples/wechat-worker-demo/src/index.ts
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@@ -0,0 +1,6 @@
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/**
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* ESEngine Worker System 微信小游戏示例
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* ESEngine Worker System WeChat Mini Game Example
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*/
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export { Position, Velocity, Physics, Renderable } from './components';
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export { PhysicsWorkerSystem } from './systems/PhysicsWorkerSystem';
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212
examples/wechat-worker-demo/src/systems/PhysicsWorkerSystem.ts
Normal file
212
examples/wechat-worker-demo/src/systems/PhysicsWorkerSystem.ts
Normal file
@@ -0,0 +1,212 @@
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/**
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* 物理 Worker 系统
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* Physics Worker System
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*
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* 这个系统会被 worker-generator CLI 扫描,
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* 自动提取 workerProcess 方法生成 Worker 文件
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*/
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import {
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WorkerEntitySystem,
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Matcher,
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Entity,
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ECSSystem
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} from '@esengine/ecs-framework';
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import { Position, Velocity, Physics, Renderable } from '../components';
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/**
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* 物理实体数据
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* Physics entity data
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*/
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export interface PhysicsEntityData {
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id: number;
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x: number;
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y: number;
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dx: number;
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dy: number;
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mass: number;
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bounce: number;
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friction: number;
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radius: number;
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}
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/**
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* 物理系统配置
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* Physics system config
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*/
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export interface PhysicsConfig {
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gravity: number;
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canvasWidth: number;
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canvasHeight: number;
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groundFriction: number;
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}
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@ECSSystem('PhysicsWorkerSystem')
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export class PhysicsWorkerSystem extends WorkerEntitySystem<PhysicsEntityData> {
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constructor(canvasWidth: number = 375, canvasHeight: number = 667) {
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super(
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Matcher.empty().all(Position, Velocity, Physics),
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{
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enableWorker: true,
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workerCount: 1,
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// 重要:这个路径会被 CLI 工具读取,生成 Worker 文件到此位置
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// Important: CLI tool reads this path to generate Worker file
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workerScriptPath: 'workers/physics-worker.js',
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systemConfig: {
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gravity: 200,
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canvasWidth,
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canvasHeight,
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groundFriction: 0.98
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} as PhysicsConfig
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}
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);
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}
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/**
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* 提取实体数据
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* Extract entity data
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*/
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protected extractEntityData(entity: Entity): PhysicsEntityData {
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const position = entity.getComponent(Position)!;
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const velocity = entity.getComponent(Velocity)!;
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const physics = entity.getComponent(Physics)!;
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const renderable = entity.getComponent(Renderable);
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return {
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id: entity.id,
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x: position.x,
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y: position.y,
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dx: velocity.dx,
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dy: velocity.dy,
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mass: physics.mass,
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bounce: physics.bounce,
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friction: physics.friction,
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radius: renderable?.size || 5
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};
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}
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/**
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* Worker 处理函数 - 会被 CLI 工具提取
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* Worker process function - will be extracted by CLI tool
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*
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* 注意:这个函数必须是纯函数,不能使用 this 或外部变量
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* Note: This function must be pure, cannot use this or external variables
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*/
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protected workerProcess(
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entities: PhysicsEntityData[],
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deltaTime: number,
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config: PhysicsConfig
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): PhysicsEntityData[] {
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const gravity = config.gravity;
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const canvasWidth = config.canvasWidth;
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const canvasHeight = config.canvasHeight;
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const groundFriction = config.groundFriction;
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// 复制实体数组避免修改原数据
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// Copy entity array to avoid modifying original data
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const result = entities.map(e => ({ ...e }));
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// 物理更新
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// Physics update
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for (let i = 0; i < result.length; i++) {
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const entity = result[i];
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||||
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||||
// 应用重力
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// Apply gravity
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entity.dy += gravity * deltaTime;
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// 更新位置
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||||
// Update position
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||||
entity.x += entity.dx * deltaTime;
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||||
entity.y += entity.dy * deltaTime;
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// 边界碰撞
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||||
// Boundary collision
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||||
if (entity.x <= entity.radius) {
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entity.x = entity.radius;
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||||
entity.dx = -entity.dx * entity.bounce;
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} else if (entity.x >= canvasWidth - entity.radius) {
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entity.x = canvasWidth - entity.radius;
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||||
entity.dx = -entity.dx * entity.bounce;
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||||
}
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if (entity.y <= entity.radius) {
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entity.y = entity.radius;
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entity.dy = -entity.dy * entity.bounce;
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} else if (entity.y >= canvasHeight - entity.radius) {
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entity.y = canvasHeight - entity.radius;
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entity.dy = -entity.dy * entity.bounce;
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entity.dx *= groundFriction;
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}
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// 空气阻力
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// Air friction
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entity.dx *= entity.friction;
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entity.dy *= entity.friction;
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}
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||||
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// 简单碰撞检测
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||||
// Simple collision detection
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for (let i = 0; i < result.length; i++) {
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||||
for (let j = i + 1; j < result.length; j++) {
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||||
const ball1 = result[i];
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||||
const ball2 = result[j];
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||||
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const dx = ball2.x - ball1.x;
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||||
const dy = ball2.y - ball1.y;
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||||
const distance = Math.sqrt(dx * dx + dy * dy);
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||||
const minDistance = ball1.radius + ball2.radius;
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||||
|
||||
if (distance < minDistance && distance > 0) {
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||||
// 分离两个球
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||||
// Separate two balls
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||||
const nx = dx / distance;
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||||
const ny = dy / distance;
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||||
const overlap = minDistance - distance;
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||||
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||||
ball1.x -= nx * overlap * 0.5;
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||||
ball1.y -= ny * overlap * 0.5;
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||||
ball2.x += nx * overlap * 0.5;
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||||
ball2.y += ny * overlap * 0.5;
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||||
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||||
// 弹性碰撞
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||||
// Elastic collision
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||||
const relVx = ball2.dx - ball1.dx;
|
||||
const relVy = ball2.dy - ball1.dy;
|
||||
const velAlongNormal = relVx * nx + relVy * ny;
|
||||
|
||||
if (velAlongNormal > 0) continue;
|
||||
|
||||
const restitution = (ball1.bounce + ball2.bounce) * 0.5;
|
||||
const impulse = -(1 + restitution) * velAlongNormal / (1/ball1.mass + 1/ball2.mass);
|
||||
|
||||
ball1.dx -= impulse * nx / ball1.mass;
|
||||
ball1.dy -= impulse * ny / ball1.mass;
|
||||
ball2.dx += impulse * nx / ball2.mass;
|
||||
ball2.dy += impulse * ny / ball2.mass;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用处理结果
|
||||
* Apply processing result
|
||||
*/
|
||||
protected applyResult(entity: Entity, result: PhysicsEntityData): void {
|
||||
if (!entity?.enabled) return;
|
||||
|
||||
const position = entity.getComponent(Position);
|
||||
const velocity = entity.getComponent(Velocity);
|
||||
|
||||
if (position && velocity) {
|
||||
position.set(result.x, result.y);
|
||||
velocity.set(result.dx, result.dy);
|
||||
}
|
||||
}
|
||||
|
||||
protected getDefaultEntityDataSize(): number {
|
||||
return 9;
|
||||
}
|
||||
}
|
||||
17
examples/wechat-worker-demo/tsconfig.json
Normal file
17
examples/wechat-worker-demo/tsconfig.json
Normal file
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "ES2015",
|
||||
"module": "ESNext",
|
||||
"moduleResolution": "node",
|
||||
"strict": true,
|
||||
"esModuleInterop": true,
|
||||
"skipLibCheck": true,
|
||||
"declaration": false,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"experimentalDecorators": true,
|
||||
"emitDecoratorMetadata": true
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist"]
|
||||
}
|
||||
175
examples/wechat-worker-demo/workers/physics-worker.js
Normal file
175
examples/wechat-worker-demo/workers/physics-worker.js
Normal file
@@ -0,0 +1,175 @@
|
||||
/**
|
||||
* Auto-generated Worker file for PhysicsWorkerSystem
|
||||
* 自动生成的 Worker 文件
|
||||
*
|
||||
* Source: F:/ecs-framework/examples/wechat-worker-demo/src/systems/PhysicsWorkerSystem.ts
|
||||
* Generated by @esengine/worker-generator
|
||||
*
|
||||
* 使用方式 | Usage:
|
||||
* 1. 将此文件放入 workers/ 目录
|
||||
* 2. 在 game.json 中配置 "workers": "workers"
|
||||
* 3. 在 System 中配置 workerScriptPath: 'workers/physics-worker-system-worker.js'
|
||||
*/
|
||||
|
||||
// 微信小游戏 Worker 环境
|
||||
// WeChat Mini Game Worker environment
|
||||
let sharedFloatArray = null;
|
||||
const ENTITY_DATA_SIZE = 9;
|
||||
|
||||
worker.onMessage(function(res) {
|
||||
// 微信小游戏 Worker 消息直接传递数据,不需要 .data
|
||||
// WeChat Mini Game Worker passes data directly, no .data wrapper
|
||||
var type = res.type;
|
||||
var id = res.id;
|
||||
var entities = res.entities;
|
||||
var deltaTime = res.deltaTime;
|
||||
var systemConfig = res.systemConfig;
|
||||
var startIndex = res.startIndex;
|
||||
var endIndex = res.endIndex;
|
||||
var sharedBuffer = res.sharedBuffer;
|
||||
|
||||
try {
|
||||
// 处理 SharedArrayBuffer 初始化
|
||||
// Handle SharedArrayBuffer initialization
|
||||
if (type === 'init' && sharedBuffer) {
|
||||
sharedFloatArray = new Float32Array(sharedBuffer);
|
||||
worker.postMessage({ type: 'init', success: true });
|
||||
return;
|
||||
}
|
||||
|
||||
// 处理 SharedArrayBuffer 数据
|
||||
// Handle SharedArrayBuffer data
|
||||
if (type === 'shared' && sharedFloatArray) {
|
||||
processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig);
|
||||
worker.postMessage({ id: id, result: null });
|
||||
return;
|
||||
}
|
||||
|
||||
// 传统处理方式
|
||||
// Traditional processing
|
||||
if (entities) {
|
||||
var result = workerProcess(entities, deltaTime, systemConfig);
|
||||
|
||||
// 处理 Promise 返回值
|
||||
// Handle Promise return value
|
||||
if (result && typeof result.then === 'function') {
|
||||
result.then(function(finalResult) {
|
||||
worker.postMessage({ id: id, result: finalResult });
|
||||
}).catch(function(error) {
|
||||
worker.postMessage({ id: id, error: error.message });
|
||||
});
|
||||
} else {
|
||||
worker.postMessage({ id: id, result: result });
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
worker.postMessage({ id: id, error: error.message });
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 实体处理函数 - 从 PhysicsWorkerSystem.workerProcess 提取
|
||||
* Entity processing function - extracted from PhysicsWorkerSystem.workerProcess
|
||||
*/
|
||||
function workerProcess(entities, deltaTime, config) {
|
||||
var __assign = (this && this.__assign) || function () {
|
||||
__assign = Object.assign || function(t) {
|
||||
for (var s, i = 1, n = arguments.length; i < n; i++) {
|
||||
s = arguments[i];
|
||||
for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
|
||||
t[p] = s[p];
|
||||
}
|
||||
return t;
|
||||
};
|
||||
return __assign.apply(this, arguments);
|
||||
};
|
||||
var gravity = config.gravity;
|
||||
var canvasWidth = config.canvasWidth;
|
||||
var canvasHeight = config.canvasHeight;
|
||||
var groundFriction = config.groundFriction;
|
||||
// 复制实体数组避免修改原数据
|
||||
// Copy entity array to avoid modifying original data
|
||||
var result = entities.map(function (e) { return (__assign({}, e)); });
|
||||
// 物理更新
|
||||
// Physics update
|
||||
for (var i = 0; i < result.length; i++) {
|
||||
var entity = result[i];
|
||||
// 应用重力
|
||||
// Apply gravity
|
||||
entity.dy += gravity * deltaTime;
|
||||
// 更新位置
|
||||
// Update position
|
||||
entity.x += entity.dx * deltaTime;
|
||||
entity.y += entity.dy * deltaTime;
|
||||
// 边界碰撞
|
||||
// Boundary collision
|
||||
if (entity.x <= entity.radius) {
|
||||
entity.x = entity.radius;
|
||||
entity.dx = -entity.dx * entity.bounce;
|
||||
}
|
||||
else if (entity.x >= canvasWidth - entity.radius) {
|
||||
entity.x = canvasWidth - entity.radius;
|
||||
entity.dx = -entity.dx * entity.bounce;
|
||||
}
|
||||
if (entity.y <= entity.radius) {
|
||||
entity.y = entity.radius;
|
||||
entity.dy = -entity.dy * entity.bounce;
|
||||
}
|
||||
else if (entity.y >= canvasHeight - entity.radius) {
|
||||
entity.y = canvasHeight - entity.radius;
|
||||
entity.dy = -entity.dy * entity.bounce;
|
||||
entity.dx *= groundFriction;
|
||||
}
|
||||
// 空气阻力
|
||||
// Air friction
|
||||
entity.dx *= entity.friction;
|
||||
entity.dy *= entity.friction;
|
||||
}
|
||||
// 简单碰撞检测
|
||||
// Simple collision detection
|
||||
for (var i = 0; i < result.length; i++) {
|
||||
for (var j = i + 1; j < result.length; j++) {
|
||||
var ball1 = result[i];
|
||||
var ball2 = result[j];
|
||||
var dx = ball2.x - ball1.x;
|
||||
var dy = ball2.y - ball1.y;
|
||||
var distance = Math.sqrt(dx * dx + dy * dy);
|
||||
var minDistance = ball1.radius + ball2.radius;
|
||||
if (distance < minDistance && distance > 0) {
|
||||
// 分离两个球
|
||||
// Separate two balls
|
||||
var nx = dx / distance;
|
||||
var ny = dy / distance;
|
||||
var overlap = minDistance - distance;
|
||||
ball1.x -= nx * overlap * 0.5;
|
||||
ball1.y -= ny * overlap * 0.5;
|
||||
ball2.x += nx * overlap * 0.5;
|
||||
ball2.y += ny * overlap * 0.5;
|
||||
// 弹性碰撞
|
||||
// Elastic collision
|
||||
var relVx = ball2.dx - ball1.dx;
|
||||
var relVy = ball2.dy - ball1.dy;
|
||||
var velAlongNormal = relVx * nx + relVy * ny;
|
||||
if (velAlongNormal > 0)
|
||||
continue;
|
||||
var restitution = (ball1.bounce + ball2.bounce) * 0.5;
|
||||
var impulse = -(1 + restitution) * velAlongNormal / (1 / ball1.mass + 1 / ball2.mass);
|
||||
ball1.dx -= impulse * nx / ball1.mass;
|
||||
ball1.dy -= impulse * ny / ball1.mass;
|
||||
ball2.dx += impulse * nx / ball2.mass;
|
||||
ball2.dy += impulse * ny / ball2.mass;
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* SharedArrayBuffer 处理函数
|
||||
* SharedArrayBuffer processing function
|
||||
*/
|
||||
function processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig) {
|
||||
if (!sharedFloatArray) return;
|
||||
// No SharedArrayBuffer processing defined
|
||||
}
|
||||
6
examples/wechat-worker-demo/workers/worker-mapping.json
Normal file
6
examples/wechat-worker-demo/workers/worker-mapping.json
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"generatedAt": "2025-12-08T09:57:08.855Z",
|
||||
"mappings": {
|
||||
"PhysicsWorkerSystem": "physics-worker.js"
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "@esengine/worker-generator",
|
||||
"version": "1.0.1",
|
||||
"version": "1.0.2",
|
||||
"description": "CLI tool to generate Worker files from WorkerEntitySystem classes for WeChat Mini Game and other platforms",
|
||||
"main": "dist/index.js",
|
||||
"types": "dist/index.d.ts",
|
||||
|
||||
@@ -263,6 +263,9 @@ function processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig)
|
||||
/**
|
||||
* 生成映射文件
|
||||
* Generate mapping file
|
||||
*
|
||||
* 注意:映射文件不能放在 workers 目录,微信小游戏会把它当 JS 编译
|
||||
* Note: Mapping file should NOT be in workers dir, WeChat will try to compile it as JS
|
||||
*/
|
||||
function generateMappingFile(
|
||||
success: Array<{ className: string; outputPath: string }>,
|
||||
@@ -274,13 +277,15 @@ function generateMappingFile(
|
||||
};
|
||||
|
||||
for (const item of success) {
|
||||
// 使用相对于输出目录的路径
|
||||
// Use path relative to output directory
|
||||
const relativePath = path.relative(config.outDir, item.outputPath).replace(/\\/g, '/');
|
||||
// 使用相对于项目根目录的路径
|
||||
// Use path relative to project root
|
||||
const relativePath = path.relative(process.cwd(), item.outputPath).replace(/\\/g, '/');
|
||||
mapping.mappings[item.className] = relativePath;
|
||||
}
|
||||
|
||||
const mappingPath = path.join(config.outDir, 'worker-mapping.json');
|
||||
// 映射文件放在项目根目录,而不是 workers 目录
|
||||
// Put mapping file in project root, not in workers directory
|
||||
const mappingPath = path.join(process.cwd(), 'worker-mapping.json');
|
||||
fs.writeFileSync(mappingPath, JSON.stringify(mapping, null, 2), 'utf8');
|
||||
|
||||
if (config.verbose) {
|
||||
|
||||
6
pnpm-lock.yaml
generated
6
pnpm-lock.yaml
generated
@@ -1574,13 +1574,13 @@ importers:
|
||||
ts-morph:
|
||||
specifier: ^21.0.1
|
||||
version: 21.0.1
|
||||
typescript:
|
||||
specifier: ^5.3.0
|
||||
version: 5.9.3
|
||||
devDependencies:
|
||||
'@types/node':
|
||||
specifier: ^20.10.0
|
||||
version: 20.19.25
|
||||
typescript:
|
||||
specifier: ^5.3.0
|
||||
version: 5.9.3
|
||||
|
||||
packages/world-streaming:
|
||||
dependencies:
|
||||
|
||||
Reference in New Issue
Block a user