feat: 纹理路径稳定 ID 与架构改进 (#305)
* feat(asset-system): 实现路径稳定 ID 生成器 使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID: - 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定 - 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID - 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID - clearTextureMappings() 不再清除 _pathIdCache 这解决了 Play/Stop 后纹理 ID 失效的根本问题。 * fix(runtime-core): 移除 Play/Stop 循环中的 clearTextureMappings 调用 使用路径稳定 ID 后,不再需要在快照保存/恢复时清除纹理缓存: - saveSceneSnapshot() 移除 clearTextureMappings() 调用 - restoreSceneSnapshot() 移除 clearTextureMappings() 调用 - 组件保存的 textureId 在 Play/Stop 后仍然有效 * fix(editor-core): 修复场景切换时的资源泄漏 在 openScene() 加载新场景前先卸载旧场景资源: - 调用 sceneResourceManager.unloadSceneResources() 释放旧资源 - 使用引用计数机制,仅卸载不再被引用的资源 - 路径稳定 ID 缓存不受影响,保持 ID 稳定性 * fix(runtime-core): 修复 PluginManager 组件注册类型错误 将 ComponentRegistry 类改为 GlobalComponentRegistry 实例: - registerComponents() 期望 IComponentRegistry 接口实例 - GlobalComponentRegistry 是 ComponentRegistry 的全局实例 * refactor(core): 提取 IComponentRegistry 接口 将组件注册表抽象为接口,支持场景级组件注册: - 新增 IComponentRegistry 接口定义 - Scene 持有独立的 componentRegistry 实例 - 支持从 GlobalComponentRegistry 克隆 - 各系统支持传入自定义注册表 * refactor(engine-core): 改进插件服务注册机制 - 更新 IComponentRegistry 类型引用 - 优化 PluginServiceRegistry 服务管理 * refactor(modules): 适配新的组件注册接口 更新各模块 RuntimeModule 使用 IComponentRegistry 接口: - audio, behavior-tree, camera - sprite, tilemap, world-streaming * fix(physics-rapier2d): 修复物理插件组件注册 - PhysicsEditorPlugin 添加 runtimeModule 引用 - 适配 IComponentRegistry 接口 - 修复物理组件在场景加载时未注册的问题 * feat(editor-core): 添加 UserCodeService 就绪信号机制 - 新增 waitForReady()/signalReady() API - 支持等待用户脚本编译完成 - 解决场景加载时组件未注册的时序问题 * fix(editor-app): 在编译完成后调用 signalReady() 确保用户脚本编译完成后发出就绪信号: - 编译成功后调用 userCodeService.signalReady() - 编译失败也要发出信号,避免阻塞场景加载 * feat(editor-core): 改进编辑器核心服务 - EntityStoreService 添加调试日志 - AssetRegistryService 优化资产注册 - PluginManager 改进插件管理 - IFileAPI 添加 getFileMtime 接口 * feat(engine): 改进 Rust 纹理管理器 - 支持任意 ID 的纹理加载(非递增) - 添加纹理状态追踪 API - 优化纹理缓存清理机制 - 更新 TypeScript 绑定 * feat(ui): 添加场景切换和文本闪烁组件 新增组件: - SceneLoadTriggerComponent: 场景切换触发器 - TextBlinkComponent: 文本闪烁效果 新增系统: - SceneLoadTriggerSystem: 处理场景切换逻辑 - TextBlinkSystem: 处理文本闪烁动画 其他改进: - UIRuntimeModule 适配新组件注册接口 - UI 渲染系统优化 * feat(editor-app): 添加外部文件修改检测 - 新增 ExternalModificationDialog 组件 - TauriFileAPI 支持 getFileMtime - 场景文件被外部修改时提示用户 * feat(editor-app): 添加渲染调试面板 - 新增 RenderDebugService 和调试面板 UI - App/ContentBrowser 添加调试日志 - TitleBar/Viewport 优化 - DialogManager 改进 * refactor(editor-app): 编辑器服务和组件优化 - EngineService 改进引擎集成 - EditorEngineSync 同步优化 - AssetFileInspector 改进 - VectorFieldEditors 优化 - InstantiatePrefabCommand 改进 * feat(i18n): 更新国际化翻译 - 添加新功能相关翻译 - 更新中文、英文、西班牙文 * feat(tauri): 添加文件修改时间查询命令 - 新增 get_file_mtime 命令 - 支持检测文件外部修改 * refactor(particle): 粒子系统改进 - 适配新的组件注册接口 - ParticleSystem 优化 - 添加单元测试 * refactor(platform): 平台适配层优化 - BrowserRuntime 改进 - 新增 RuntimeSceneManager 服务 - 导出优化 * refactor(asset-system-editor): 资产元数据改进 - AssetMetaFile 优化 - 导出调整 * fix(asset-system): 移除未使用的 TextureLoader 导入 * fix(tests): 更新测试以使用 GlobalComponentRegistry 实例 修复多个测试文件以适配 ComponentRegistry 从静态类变为实例类的变更: - ComponentStorage.test.ts: 使用 GlobalComponentRegistry.reset() - EntitySerializer.test.ts: 使用 GlobalComponentRegistry 实例 - IncrementalSerialization.test.ts: 使用 GlobalComponentRegistry 实例 - SceneSerializer.test.ts: 使用 GlobalComponentRegistry 实例 - ComponentRegistry.extended.test.ts: 使用 GlobalComponentRegistry,同时注册到 scene.componentRegistry - SystemTypes.test.ts: 在 Scene 创建前注册组件 - QuerySystem.test.ts: mockScene 添加 componentRegistry
This commit is contained in:
@@ -883,6 +883,133 @@ export class EngineBridge implements ITextureEngineBridge {
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this.getEngine().clearAllTextures();
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}
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// ===== Texture State API =====
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// ===== 纹理状态 API =====
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/**
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* Get texture loading state.
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* 获取纹理加载状态。
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*
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* @param id - Texture ID | 纹理ID
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* @returns State string: 'loading', 'ready', or 'failed:reason'
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* 状态字符串:'loading'、'ready' 或 'failed:reason'
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*/
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getTextureState(id: number): string {
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if (!this.initialized) return 'loading';
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return this.getEngine().getTextureState(id);
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}
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/**
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* Check if texture is ready for rendering.
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* 检查纹理是否已就绪可渲染。
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*
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* @param id - Texture ID | 纹理ID
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* @returns true if texture data is fully loaded | 纹理数据完全加载则返回true
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*/
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isTextureReady(id: number): boolean {
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if (!this.initialized) return false;
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return this.getEngine().isTextureReady(id);
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}
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/**
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* Get count of textures currently loading.
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* 获取当前正在加载的纹理数量。
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*
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* @returns Number of textures in 'loading' state | 处于加载状态的纹理数量
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*/
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getTextureLoadingCount(): number {
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if (!this.initialized) return 0;
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return this.getEngine().getTextureLoadingCount();
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}
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/**
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* Load texture asynchronously with Promise.
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* 使用Promise异步加载纹理。
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*
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* Unlike loadTexture which returns immediately with a placeholder,
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* this method waits until the texture is actually loaded and ready.
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* 与loadTexture立即返回占位符不同,此方法会等待纹理实际加载完成。
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*
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* @param id - Texture ID | 纹理ID
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* @param url - Image URL | 图片URL
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* @returns Promise that resolves when texture is ready, rejects on failure
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* 纹理就绪时解析的Promise,失败时拒绝
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*/
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loadTextureAsync(id: number, url: string): Promise<void> {
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return new Promise((resolve, reject) => {
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if (!this.initialized) {
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reject(new Error('Engine not initialized'));
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return;
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}
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// Start loading the texture
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// 开始加载纹理
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this.getEngine().loadTexture(id, url);
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// Poll for state changes
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// 轮询状态变化
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const checkInterval = 16; // ~60fps
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const maxWaitTime = 30000; // 30 seconds timeout
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let elapsed = 0;
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const checkState = () => {
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const state = this.getTextureState(id);
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if (state === 'ready') {
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resolve();
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} else if (state.startsWith('failed:')) {
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const reason = state.substring(7);
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reject(new Error(`Texture load failed: ${reason}`));
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} else if (elapsed >= maxWaitTime) {
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reject(new Error(`Texture load timeout after ${maxWaitTime}ms`));
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} else {
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elapsed += checkInterval;
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setTimeout(checkState, checkInterval);
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}
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};
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// Start checking after a small delay to allow initial state setup
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// 稍后开始检查,允许初始状态设置
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setTimeout(checkState, checkInterval);
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});
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}
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/**
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* Wait for all loading textures to complete.
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* 等待所有加载中的纹理完成。
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*
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* @param timeout - Maximum wait time in ms (default: 30000)
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* 最大等待时间(毫秒,默认30000)
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* @returns Promise that resolves when all textures are loaded
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* 所有纹理加载完成时解析的Promise
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*/
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waitForAllTextures(timeout: number = 30000): Promise<void> {
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return new Promise((resolve, reject) => {
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if (!this.initialized) {
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reject(new Error('Engine not initialized'));
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return;
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}
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const checkInterval = 16;
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let elapsed = 0;
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const checkLoading = () => {
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const loadingCount = this.getTextureLoadingCount();
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if (loadingCount === 0) {
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resolve();
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} else if (elapsed >= timeout) {
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reject(new Error(`Timeout waiting for ${loadingCount} textures to load`));
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} else {
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elapsed += checkInterval;
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setTimeout(checkLoading, checkInterval);
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}
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};
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checkLoading();
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});
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}
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/**
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* Dispose the bridge and release resources.
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* 销毁桥接并释放资源。
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@@ -3,16 +3,16 @@
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* 用于ECS的引擎渲染系统。
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*/
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import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
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import { TransformComponent, sortingLayerManager } from '@esengine/engine-core';
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import { Color } from '@esengine/ecs-framework-math';
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import { SpriteComponent } from '@esengine/sprite';
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import { CameraComponent } from '@esengine/camera';
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import { Component, ComponentType, Core, ECSSystem, Entity, EntitySystem, Matcher } from '@esengine/ecs-framework';
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import { Color } from '@esengine/ecs-framework-math';
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import { TransformComponent, sortingLayerManager } from '@esengine/engine-core';
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import { getMaterialManager } from '@esengine/material-system';
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import { SpriteComponent } from '@esengine/sprite';
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import type { EngineBridge } from '../core/EngineBridge';
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import { RenderBatcher } from '../core/RenderBatcher';
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import type { SpriteRenderData } from '../types';
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import type { ITransformComponent } from '../core/SpriteRenderHelper';
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import type { SpriteRenderData } from '../types';
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/**
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* Render data from a provider
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@@ -339,14 +339,12 @@ export class EngineRenderSystem extends EntitySystem {
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}
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// Calculate UV with flip | 计算带翻转的 UV
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const uv: [number, number, number, number] = [0, 0, 1, 1];
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if (sprite.flipX || sprite.flipY) {
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if (sprite.flipX) {
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[uv[0], uv[2]] = [uv[2], uv[0]];
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}
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if (sprite.flipY) {
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[uv[1], uv[3]] = [uv[3], uv[1]];
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}
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const uv: [number, number, number, number] = [...sprite.uv];
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if (sprite.flipX) {
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[uv[0], uv[2]] = [uv[2], uv[0]];
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}
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if (sprite.flipY) {
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[uv[1], uv[3]] = [uv[3], uv[1]];
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}
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// 使用世界变换(由 TransformSystem 计算,考虑父级变换),回退到本地变换
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@@ -569,6 +567,13 @@ export class EngineRenderSystem extends EntitySystem {
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const tOffset = i * 7;
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const uvOffset = i * 4;
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const uv: [number, number, number, number] = [
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data.uvs[uvOffset],
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data.uvs[uvOffset + 1],
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data.uvs[uvOffset + 2],
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data.uvs[uvOffset + 3]
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];
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const renderData: SpriteRenderData = {
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x: data.transforms[tOffset],
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y: data.transforms[tOffset + 1],
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@@ -578,7 +583,7 @@ export class EngineRenderSystem extends EntitySystem {
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originX: data.transforms[tOffset + 5],
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originY: data.transforms[tOffset + 6],
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textureId,
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uv: [data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3]],
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uv,
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color: data.colors[i]
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};
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@@ -209,11 +209,31 @@ export class GameEngine {
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* 获取所有已注册的视口ID。
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*/
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getViewportIds(): string[];
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/**
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* 检查纹理是否已就绪
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* Check if texture is ready to use
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*
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* # Arguments | 参数
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* * `id` - Texture ID | 纹理ID
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*/
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isTextureReady(id: number): boolean;
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/**
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* Add a capsule gizmo outline.
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* 添加胶囊Gizmo边框。
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*/
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addGizmoCapsule(x: number, y: number, radius: number, half_height: number, rotation: number, r: number, g: number, b: number, a: number): void;
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/**
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* 获取纹理加载状态
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* Get texture loading state
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*
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* # Arguments | 参数
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* * `id` - Texture ID | 纹理ID
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*
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* # Returns | 返回
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* State string: "loading", "ready", or "failed:reason"
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* 状态字符串:"loading"、"ready" 或 "failed:原因"
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*/
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getTextureState(id: number): string;
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/**
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* Register a new viewport.
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* 注册新视口。
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@@ -361,6 +381,11 @@ export class GameEngine {
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* 在恢复场景快照时应调用此方法,以确保纹理使用正确的ID重新加载。
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*/
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clearTexturePathCache(): void;
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/**
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* 获取正在加载中的纹理数量
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* Get the number of textures currently loading
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*/
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getTextureLoadingCount(): number;
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/**
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* Create a new game engine instance.
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* 创建新的游戏引擎实例。
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@@ -429,6 +454,8 @@ export interface InitOutput {
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readonly gameengine_getCamera: (a: number) => [number, number];
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readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
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readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
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readonly gameengine_getTextureLoadingCount: (a: number) => number;
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readonly gameengine_getTextureState: (a: number, b: number) => [number, number];
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readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
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readonly gameengine_getViewportIds: (a: number) => [number, number];
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readonly gameengine_hasMaterial: (a: number, b: number) => number;
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@@ -436,6 +463,7 @@ export interface InitOutput {
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readonly gameengine_height: (a: number) => number;
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readonly gameengine_isEditorMode: (a: number) => number;
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readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
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readonly gameengine_isTextureReady: (a: number, b: number) => number;
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readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
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readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
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readonly gameengine_new: (a: number, b: number) => [number, number, number];
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