import { Component, ECSComponent, Serializable, Serialize, Property } from '@esengine/esengine'; export interface Vector3 { x: number; y: number; z: number; } /** * 3x3 矩阵(用于 2D 变换:旋转 + 缩放) * 实际存储为 [a, b, c, d, tx, ty] 形式的仿射变换 */ export interface Matrix2D { a: number; // scaleX * cos(rotation) b: number; // scaleX * sin(rotation) c: number; // scaleY * -sin(rotation) d: number; // scaleY * cos(rotation) tx: number; // translateX ty: number; // translateY } @ECSComponent('Transform') @Serializable({ version: 1, typeId: 'Transform' }) export class TransformComponent extends Component { @Serialize() @Property({ type: 'vector3', label: 'Position' }) position: Vector3 = { x: 0, y: 0, z: 0 }; /** 欧拉角,单位:度 */ @Serialize() @Property({ type: 'vector3', label: 'Rotation' }) rotation: Vector3 = { x: 0, y: 0, z: 0 }; @Serialize() @Property({ type: 'vector3', label: 'Scale' }) scale: Vector3 = { x: 1, y: 1, z: 1 }; // ===== 世界变换(由 TransformSystem 计算)===== /** 世界位置(只读,由 TransformSystem 计算) */ worldPosition: Vector3 = { x: 0, y: 0, z: 0 }; /** 世界旋转(只读,由 TransformSystem 计算) */ worldRotation: Vector3 = { x: 0, y: 0, z: 0 }; /** 世界缩放(只读,由 TransformSystem 计算) */ worldScale: Vector3 = { x: 1, y: 1, z: 1 }; /** 本地到世界的 2D 变换矩阵(只读,由 TransformSystem 计算) */ localToWorldMatrix: Matrix2D = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0 }; /** 变换是否需要更新 */ bDirty: boolean = true; constructor(x: number = 0, y: number = 0, z: number = 0) { super(); this.position = { x, y, z }; // 初始化世界变换为本地变换值(在 TransformSystem 更新前使用) this.worldPosition = { x, y, z }; } setPosition(x: number, y: number, z: number = 0): this { this.position = { x, y, z }; this.bDirty = true; return this; } setRotation(x: number, y: number, z: number): this { this.rotation = { x, y, z }; this.bDirty = true; return this; } setScale(x: number, y: number, z: number = 1): this { this.scale = { x, y, z }; this.bDirty = true; return this; } /** * 将本地坐标转换为世界坐标 */ localToWorld(localX: number, localY: number): { x: number; y: number } { const m = this.localToWorldMatrix; return { x: m.a * localX + m.c * localY + m.tx, y: m.b * localX + m.d * localY + m.ty }; } /** * 将世界坐标转换为本地坐标 */ worldToLocal(worldX: number, worldY: number): { x: number; y: number } { const m = this.localToWorldMatrix; const det = m.a * m.d - m.b * m.c; if (Math.abs(det) < 1e-10) { return { x: 0, y: 0 }; } const invDet = 1 / det; const dx = worldX - m.tx; const dy = worldY - m.ty; return { x: (m.d * dx - m.c * dy) * invDet, y: (-m.b * dx + m.a * dy) * invDet }; } }