fix(worker-generator): 映射文件不再放入 workers 目录避免微信编译错误
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212
examples/wechat-worker-demo/src/systems/PhysicsWorkerSystem.ts
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212
examples/wechat-worker-demo/src/systems/PhysicsWorkerSystem.ts
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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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// 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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// 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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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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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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// 弹性碰撞
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// Elastic collision
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const relVx = ball2.dx - ball1.dx;
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const relVy = ball2.dy - ball1.dy;
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const velAlongNormal = relVx * nx + relVy * ny;
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if (velAlongNormal > 0) continue;
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const restitution = (ball1.bounce + ball2.bounce) * 0.5;
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const impulse = -(1 + restitution) * velAlongNormal / (1/ball1.mass + 1/ball2.mass);
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ball1.dx -= impulse * nx / ball1.mass;
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ball1.dy -= impulse * ny / ball1.mass;
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ball2.dx += impulse * nx / ball2.mass;
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ball2.dy += impulse * ny / ball2.mass;
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}
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}
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}
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return result;
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}
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/**
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* 应用处理结果
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* Apply processing result
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*/
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protected applyResult(entity: Entity, result: PhysicsEntityData): void {
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if (!entity?.enabled) return;
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const position = entity.getComponent(Position);
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const velocity = entity.getComponent(Velocity);
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if (position && velocity) {
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position.set(result.x, result.y);
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velocity.set(result.dx, result.dy);
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}
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}
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protected getDefaultEntityDataSize(): number {
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return 9;
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}
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}
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