* feat(ui): 完善 UI 布局系统和编辑器可视化工具 * refactor: 移除 ModuleRegistry,统一使用 PluginManager 插件系统 * fix: 修复 CodeQL 警告并提升测试覆盖率 * refactor: 分离运行时入口点,解决 runtime bundle 包含 React 的问题 * fix(ci): 添加 editor-core 和 editor-runtime 到 CI 依赖构建步骤 * docs: 完善 ServiceContainer 文档,新增 Symbol.for 模式和 @InjectProperty 说明 * fix(ci): 修复 type-check 失败问题 * fix(ci): 修复类型检查失败问题 * fix(ci): 修复类型检查失败问题 * fix(ci): behavior-tree 构建添加 @tauri-apps 外部依赖 * fix(ci): behavior-tree 添加 @tauri-apps/plugin-fs 类型依赖 * fix(ci): platform-web 添加缺失的 behavior-tree 依赖 * fix(lint): 移除正则表达式中不必要的转义字符
1154 lines
41 KiB
TypeScript
1154 lines
41 KiB
TypeScript
/**
|
||
* Engine render system for ECS.
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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 { SpriteComponent, CameraComponent, TransformComponent } from '@esengine/ecs-components';
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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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/**
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* Render data from a provider
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* 提供者的渲染数据
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*/
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export interface ProviderRenderData {
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transforms: Float32Array;
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textureIds: Uint32Array;
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uvs: Float32Array;
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colors: Uint32Array;
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tileCount: number;
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||
/** Sorting order for render ordering | 渲染排序顺序 */
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sortingOrder: number;
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/** Texture path for loading (optional, used if textureId is 0) */
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texturePath?: string;
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}
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/**
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* Interface for additional render data providers (e.g., tilemap)
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* 额外渲染数据提供者接口(如瓦片地图)
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*/
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export interface IRenderDataProvider {
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getRenderData(): readonly ProviderRenderData[];
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}
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/**
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* Interface for UI render data providers
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* UI 渲染数据提供者接口
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*
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* All UI is rendered in Screen Space with independent orthographic projection.
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* 所有 UI 都在屏幕空间渲染,使用独立的正交投影。
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*/
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export interface IUIRenderDataProvider extends IRenderDataProvider {
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/** Get UI render data | 获取 UI 渲染数据 */
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getRenderData(): readonly ProviderRenderData[];
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/** @deprecated Use getRenderData() instead */
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getScreenSpaceRenderData?(): readonly ProviderRenderData[];
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/** @deprecated World space UI is no longer supported */
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getWorldSpaceRenderData?(): readonly ProviderRenderData[];
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}
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/**
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* Internal gizmo color interface (duck-typed, compatible with editor-core GizmoColor)
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* 内部 gizmo 颜色接口(鸭子类型,与 editor-core GizmoColor 兼容)
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* @internal
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*/
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interface GizmoColorInternal {
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r: number;
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g: number;
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b: number;
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a: number;
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}
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/**
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* Internal gizmo render data type (duck-typed, compatible with editor-core types)
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* 内部 gizmo 渲染数据类型(鸭子类型,与 editor-core 类型兼容)
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* @internal
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*/
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interface GizmoRenderDataInternal {
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type: 'rect' | 'circle' | 'line' | 'grid';
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color: GizmoColorInternal;
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// Rect specific
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x?: number;
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y?: number;
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width?: number;
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height?: number;
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rotation?: number;
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originX?: number;
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originY?: number;
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showHandles?: boolean;
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// Circle specific
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radius?: number;
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// Line specific
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points?: Array<{ x: number; y: number }>;
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closed?: boolean;
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// Grid specific
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cols?: number;
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rows?: number;
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}
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/**
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* Function type for getting gizmo data from a component.
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* Used to inject GizmoRegistry functionality from editor layer.
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* 从组件获取 gizmo 数据的函数类型。
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* 用于从编辑器层注入 GizmoRegistry 功能。
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*/
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export type GizmoDataProviderFn = (
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component: Component,
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entity: Entity,
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isSelected: boolean
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) => GizmoRenderDataInternal[];
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/**
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* Function type for checking if a component has gizmo provider.
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* 检查组件是否有 gizmo 提供者的函数类型。
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*/
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export type HasGizmoProviderFn = (component: Component) => boolean;
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/**
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* Type for transform component constructor.
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* 变换组件构造函数类型。
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*/
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export type TransformComponentType = ComponentType & (new (...args: any[]) => Component & ITransformComponent);
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/**
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* ECS System for rendering sprites using the Rust engine.
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* 使用Rust引擎渲染精灵的ECS系统。
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*
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* This system extends EntitySystem and integrates with the ECS lifecycle.
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* 此系统扩展EntitySystem并与ECS生命周期集成。
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*
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* @example
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* ```typescript
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* // Create transform component | 创建变换组件
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* @ECSComponent('Transform')
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* class Transform extends Component implements ITransformComponent {
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* position = { x: 0, y: 0 };
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* rotation = 0;
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* scale = { x: 1, y: 1 };
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* }
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*
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* // Initialize bridge | 初始化桥接
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* const bridge = new EngineBridge({ canvasId: 'canvas' });
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* await bridge.initialize();
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*
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* // Add system to scene | 将系统添加到场景
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* const renderSystem = new EngineRenderSystem(bridge, Transform);
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* scene.addSystem(renderSystem);
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* ```
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*/
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@ECSSystem('EngineRender', { updateOrder: 1000 }) // Render system executes last | 渲染系统最后执行
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export class EngineRenderSystem extends EntitySystem {
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private bridge: EngineBridge;
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private batcher: RenderBatcher;
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private transformType: TransformComponentType;
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private showGizmos = true;
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private selectedEntityIds: Set<number> = new Set();
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private transformMode: 'select' | 'move' | 'rotate' | 'scale' = 'select';
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// Reusable map to avoid allocation per frame
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// 可重用的映射以避免每帧分配
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private entityRenderMap: Map<number, SpriteRenderData> = new Map();
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// Additional render data providers (e.g., tilemap)
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// 额外的渲染数据提供者(如瓦片地图)
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private renderDataProviders: IRenderDataProvider[] = [];
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// Gizmo registry functions (injected from editor layer)
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// Gizmo 注册表函数(从编辑器层注入)
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private gizmoDataProvider: GizmoDataProviderFn | null = null;
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private hasGizmoProvider: HasGizmoProviderFn | null = null;
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// UI Canvas boundary settings
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// UI 画布边界设置
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private uiCanvasWidth: number = 0;
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private uiCanvasHeight: number = 0;
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private showUICanvasBoundary: boolean = true;
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// UI render data provider (supports screen space and world space)
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// UI 渲染数据提供者(支持屏幕空间和世界空间)
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private uiRenderDataProvider: IUIRenderDataProvider | null = null;
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// Preview mode flag: when true, UI uses screen space overlay projection
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// when false (editor mode), UI renders in world space following editor camera
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// 预览模式标志:为 true 时,UI 使用屏幕空间叠加投影
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// 为 false(编辑器模式)时,UI 在世界空间渲染,跟随编辑器相机
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private previewMode: boolean = false;
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/**
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* Create a new engine render system.
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* 创建新的引擎渲染系统。
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*
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* @param bridge - Engine bridge instance | 引擎桥接实例
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* @param transformType - Transform component class (must implement ITransformComponent) | 变换组件类(必须实现ITransformComponent)
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*/
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constructor(bridge: EngineBridge, transformType: TransformComponentType) {
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// Match entities with both Sprite and Transform components
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// 匹配同时具有Sprite和Transform组件的实体
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super(Matcher.empty().all(SpriteComponent, transformType));
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this.bridge = bridge;
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this.batcher = new RenderBatcher();
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this.transformType = transformType;
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}
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/**
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* Called when system is initialized.
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* 系统初始化时调用。
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*/
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public override initialize(): void {
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super.initialize();
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this.logger.info('EngineRenderSystem initialized | 引擎渲染系统初始化完成');
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}
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/**
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* Called before processing entities.
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* 处理实体之前调用。
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*/
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protected override onBegin(): void {
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// Clear the batch | 清空批处理
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this.batcher.clear();
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// Clear screen with dark background | 用深色背景清屏
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this.bridge.clear(0.1, 0.1, 0.12, 1);
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// Update input | 更新输入
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this.bridge.updateInput();
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}
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/**
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* Process all matched entities.
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* 处理所有匹配的实体。
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*
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* Rendering is done in two passes:
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* 1. World Pass: World sprites, tilemaps, gizmos (affected by world camera)
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* 2. UI Pass: Screen space UI (independent orthographic projection, overlaid on world)
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*
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* 渲染分两个阶段进行:
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* 1. 世界阶段:世界 Sprite、瓦片地图、Gizmo(受世界相机影响)
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* 2. UI 阶段:屏幕空间 UI(独立正交投影,叠加在世界之上)
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*
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* @param entities - Entities to process | 要处理的实体
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*/
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protected override process(entities: readonly Entity[]): void {
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// Clear and reuse map for gizmo drawing
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// 清空并重用映射用于绘制gizmo
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this.entityRenderMap.clear();
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// ===== Pass 1: World Space Rendering =====
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// ===== 阶段 1:世界空间渲染 =====
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// This includes world sprites, tilemaps, and world space UI
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// 包括世界 Sprite、瓦片地图和世界空间 UI
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// Collect all render items with sorting order
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// 收集所有渲染项及其排序顺序
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const renderItems: Array<{ sortingOrder: number; sprites: SpriteRenderData[] }> = [];
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// Collect sprites from entities
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// 收集实体的 sprites
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for (const entity of entities) {
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const sprite = entity.getComponent(SpriteComponent);
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const transform = entity.getComponent(this.transformType) as unknown as ITransformComponent | null;
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if (!sprite || !transform) {
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continue;
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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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}
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// Handle rotation as number or Vector3 (use z for 2D)
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const rotation = typeof transform.rotation === 'number'
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? transform.rotation
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: transform.rotation.z;
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// Convert hex color string to packed RGBA | 将十六进制颜色字符串转换为打包的RGBA
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const color = this.hexToPackedColor(sprite.color, sprite.alpha);
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// Get texture ID from sprite component
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// 从精灵组件获取纹理ID
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// Use Rust engine's path-based texture loading for automatic caching
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// 使用Rust引擎的基于路径的纹理加载实现自动缓存
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let textureId = 0;
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if (sprite.texture) {
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textureId = this.bridge.getOrLoadTextureByPath(sprite.texture);
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}
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|
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// Pass actual display dimensions (sprite size * transform scale)
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// 传递实际显示尺寸(sprite尺寸 * 变换缩放)
|
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const renderData: SpriteRenderData = {
|
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x: transform.position.x,
|
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y: transform.position.y,
|
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rotation,
|
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scaleX: sprite.width * transform.scale.x,
|
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scaleY: sprite.height * transform.scale.y,
|
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originX: sprite.anchorX,
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originY: sprite.anchorY,
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textureId,
|
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uv,
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color
|
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};
|
||
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renderItems.push({ sortingOrder: sprite.sortingOrder, sprites: [renderData] });
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this.entityRenderMap.set(entity.id, renderData);
|
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}
|
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|
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// Collect render data from providers (e.g., tilemap)
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for (const provider of this.renderDataProviders) {
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const renderDataList = provider.getRenderData();
|
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for (const data of renderDataList) {
|
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// Get texture ID - load from path if needed
|
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let textureId = data.textureIds[0] || 0;
|
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if (textureId === 0 && data.texturePath) {
|
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textureId = this.bridge.getOrLoadTextureByPath(data.texturePath);
|
||
}
|
||
|
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// Convert tilemap render data to sprites
|
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const tilemapSprites: SpriteRenderData[] = [];
|
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for (let i = 0; i < data.tileCount; i++) {
|
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const tOffset = i * 7;
|
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const uvOffset = i * 4;
|
||
|
||
const renderData: SpriteRenderData = {
|
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x: data.transforms[tOffset],
|
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y: data.transforms[tOffset + 1],
|
||
rotation: data.transforms[tOffset + 2],
|
||
scaleX: data.transforms[tOffset + 3],
|
||
scaleY: data.transforms[tOffset + 4],
|
||
originX: data.transforms[tOffset + 5],
|
||
originY: data.transforms[tOffset + 6],
|
||
textureId,
|
||
uv: [data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3]],
|
||
color: data.colors[i]
|
||
};
|
||
|
||
tilemapSprites.push(renderData);
|
||
}
|
||
|
||
if (tilemapSprites.length > 0) {
|
||
renderItems.push({ sortingOrder: data.sortingOrder, sprites: tilemapSprites });
|
||
}
|
||
}
|
||
}
|
||
|
||
// Collect UI render data if in editor mode (renders in world space)
|
||
// 如果在编辑器模式,收集 UI 渲染数据(在世界空间渲染)
|
||
if (!this.previewMode && this.uiRenderDataProvider) {
|
||
const uiRenderData = this.uiRenderDataProvider.getRenderData();
|
||
for (const data of uiRenderData) {
|
||
const uiSprites = this.convertProviderDataToSprites(data);
|
||
if (uiSprites.length > 0) {
|
||
renderItems.push({ sortingOrder: data.sortingOrder, sprites: uiSprites });
|
||
}
|
||
}
|
||
}
|
||
|
||
// Sort by sortingOrder (lower values render first, appear behind)
|
||
// 按 sortingOrder 排序(值越小越先渲染,显示在后面)
|
||
renderItems.sort((a, b) => a.sortingOrder - b.sortingOrder);
|
||
|
||
// Submit all sprites in sorted order
|
||
// 按排序顺序提交所有 sprites
|
||
for (const item of renderItems) {
|
||
for (const sprite of item.sprites) {
|
||
this.batcher.addSprite(sprite);
|
||
}
|
||
}
|
||
|
||
if (!this.batcher.isEmpty) {
|
||
const sprites = this.batcher.getSprites();
|
||
this.bridge.submitSprites(sprites);
|
||
}
|
||
|
||
// Draw gizmos for all entities with IGizmoProvider components
|
||
// 为所有具有 IGizmoProvider 组件的实体绘制 Gizmo
|
||
if (this.showGizmos) {
|
||
this.drawComponentGizmos();
|
||
}
|
||
|
||
// Draw gizmos for selected entities (always, even if no sprites)
|
||
// 为选中的实体绘制Gizmo(始终绘制,即使没有精灵)
|
||
if (this.showGizmos && this.selectedEntityIds.size > 0) {
|
||
this.drawSelectedEntityGizmos();
|
||
}
|
||
|
||
// Draw camera frustum gizmos
|
||
// 绘制相机视锥体 gizmo
|
||
if (this.showGizmos) {
|
||
this.drawCameraFrustums();
|
||
}
|
||
|
||
// Draw UI canvas boundary
|
||
// 绘制 UI 画布边界
|
||
if (this.showGizmos && this.showUICanvasBoundary && this.uiCanvasWidth > 0 && this.uiCanvasHeight > 0) {
|
||
this.drawUICanvasBoundary();
|
||
}
|
||
|
||
// ===== World Pass: Render world content =====
|
||
// ===== 世界阶段:渲染世界内容 =====
|
||
this.bridge.render();
|
||
|
||
// ===== Pass 2: Screen Space UI Rendering (Preview Mode Only) =====
|
||
// ===== 阶段 2:屏幕空间 UI 渲染(仅预览模式)=====
|
||
// UI is rendered on top of world content with independent projection
|
||
// UI 使用独立投影渲染在世界内容之上
|
||
// Only in preview mode - in editor mode, UI is rendered in world space above
|
||
// 仅在预览模式 - 在编辑器模式,UI 在上面的世界空间渲染
|
||
if (this.previewMode) {
|
||
this.renderScreenSpaceUI();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Render screen space UI with fixed orthographic projection.
|
||
* 使用固定正交投影渲染屏幕空间 UI。
|
||
*
|
||
* Screen space UI is rendered with an independent orthographic projection
|
||
* based on the UI canvas size, not affected by the world camera.
|
||
* 屏幕空间 UI 使用基于 UI 画布尺寸的独立正交投影渲染,不受世界相机影响。
|
||
*/
|
||
private renderScreenSpaceUI(): void {
|
||
if (!this.uiRenderDataProvider) {
|
||
return;
|
||
}
|
||
|
||
// Get all UI render data (now only screen space)
|
||
// 获取所有 UI 渲染数据(现在只有屏幕空间)
|
||
const uiRenderData = this.uiRenderDataProvider.getRenderData();
|
||
if (uiRenderData.length === 0) {
|
||
return;
|
||
}
|
||
|
||
// Switch to screen space projection
|
||
// 切换到屏幕空间投影
|
||
// Use UI canvas size for the orthographic projection
|
||
// 使用 UI 画布尺寸进行正交投影
|
||
const canvasWidth = this.uiCanvasWidth > 0 ? this.uiCanvasWidth : 1920;
|
||
const canvasHeight = this.uiCanvasHeight > 0 ? this.uiCanvasHeight : 1080;
|
||
|
||
// Save current camera state and switch to screen space mode
|
||
// 保存当前相机状态并切换到屏幕空间模式
|
||
this.bridge.pushScreenSpaceMode(canvasWidth, canvasHeight);
|
||
|
||
// Clear batcher for screen space content
|
||
this.batcher.clear();
|
||
|
||
// Collect screen space UI render items
|
||
const screenSpaceItems: Array<{ sortingOrder: number; sprites: SpriteRenderData[] }> = [];
|
||
|
||
for (const data of uiRenderData) {
|
||
const uiSprites = this.convertProviderDataToSprites(data);
|
||
if (uiSprites.length > 0) {
|
||
screenSpaceItems.push({ sortingOrder: data.sortingOrder, sprites: uiSprites });
|
||
}
|
||
}
|
||
|
||
// Sort by sortingOrder
|
||
screenSpaceItems.sort((a, b) => a.sortingOrder - b.sortingOrder);
|
||
|
||
// Submit screen space UI sprites
|
||
for (const item of screenSpaceItems) {
|
||
for (const sprite of item.sprites) {
|
||
this.batcher.addSprite(sprite);
|
||
}
|
||
}
|
||
|
||
if (!this.batcher.isEmpty) {
|
||
const sprites = this.batcher.getSprites();
|
||
this.bridge.submitSprites(sprites);
|
||
// Render overlay (without clearing screen)
|
||
// 渲染叠加层(不清屏)
|
||
this.bridge.renderOverlay();
|
||
}
|
||
|
||
// Restore world space camera
|
||
// 恢复世界空间相机
|
||
this.bridge.popScreenSpaceMode();
|
||
}
|
||
|
||
/**
|
||
* Convert provider render data to sprite render data array.
|
||
* 将提供者渲染数据转换为 Sprite 渲染数据数组。
|
||
*/
|
||
private convertProviderDataToSprites(data: ProviderRenderData): SpriteRenderData[] {
|
||
// Get texture ID - load from path if needed
|
||
let textureId = data.textureIds[0] || 0;
|
||
if (textureId === 0 && data.texturePath) {
|
||
textureId = this.bridge.getOrLoadTextureByPath(data.texturePath);
|
||
}
|
||
|
||
const sprites: SpriteRenderData[] = [];
|
||
for (let i = 0; i < data.tileCount; i++) {
|
||
const tOffset = i * 7;
|
||
const uvOffset = i * 4;
|
||
|
||
const renderData: SpriteRenderData = {
|
||
x: data.transforms[tOffset],
|
||
y: data.transforms[tOffset + 1],
|
||
rotation: data.transforms[tOffset + 2],
|
||
scaleX: data.transforms[tOffset + 3],
|
||
scaleY: data.transforms[tOffset + 4],
|
||
originX: data.transforms[tOffset + 5],
|
||
originY: data.transforms[tOffset + 6],
|
||
textureId,
|
||
uv: [data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3]],
|
||
color: data.colors[i]
|
||
};
|
||
|
||
sprites.push(renderData);
|
||
}
|
||
|
||
return sprites;
|
||
}
|
||
|
||
/**
|
||
* Draw gizmos from components that have registered gizmo providers.
|
||
* 绘制已注册 gizmo 提供者的组件的 gizmo。
|
||
*/
|
||
private drawComponentGizmos(): void {
|
||
const scene = Core.scene;
|
||
if (!scene || !this.gizmoDataProvider || !this.hasGizmoProvider) return;
|
||
|
||
// Iterate all entities in the scene
|
||
// 遍历场景中的所有实体
|
||
for (const entity of scene.entities.buffer) {
|
||
const isSelected = this.selectedEntityIds.has(entity.id);
|
||
|
||
// Check each component for gizmo provider
|
||
// 检查每个组件是否有 gizmo 提供者
|
||
for (const component of entity.components) {
|
||
if (this.hasGizmoProvider(component)) {
|
||
try {
|
||
const gizmoDataArray = this.gizmoDataProvider(component, entity, isSelected);
|
||
for (const gizmoData of gizmoDataArray) {
|
||
this.renderGizmoData(gizmoData);
|
||
}
|
||
} catch (e) {
|
||
// Silently ignore errors from gizmo providers
|
||
// 静默忽略 gizmo 提供者的错误
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Render a single gizmo data item.
|
||
* 渲染单个 gizmo 数据项。
|
||
*/
|
||
private renderGizmoData(data: GizmoRenderDataInternal): void {
|
||
const { r, g, b, a } = data.color;
|
||
|
||
switch (data.type) {
|
||
case 'rect':
|
||
if (data.x !== undefined && data.y !== undefined &&
|
||
data.width !== undefined && data.height !== undefined) {
|
||
this.bridge.addGizmoRect(
|
||
data.x,
|
||
data.y,
|
||
data.width,
|
||
data.height,
|
||
data.rotation ?? 0,
|
||
data.originX ?? 0.5,
|
||
data.originY ?? 0.5,
|
||
r, g, b, a,
|
||
data.showHandles ?? false
|
||
);
|
||
}
|
||
break;
|
||
|
||
case 'grid':
|
||
// Render grid as multiple line segments
|
||
// 将网格渲染为多条线段
|
||
if (data.x !== undefined && data.y !== undefined &&
|
||
data.width !== undefined && data.height !== undefined &&
|
||
data.cols !== undefined && data.rows !== undefined) {
|
||
this.renderGridGizmo(data.x, data.y, data.width, data.height, data.cols, data.rows, r, g, b, a);
|
||
}
|
||
break;
|
||
|
||
case 'line':
|
||
// Lines are rendered as connected rect segments (thin)
|
||
// 线条渲染为连接的细矩形段
|
||
if (data.points && data.points.length >= 2) {
|
||
this.renderLineGizmo(data.points, data.closed ?? false, r, g, b, a);
|
||
}
|
||
break;
|
||
|
||
case 'circle':
|
||
// Circle rendered as polygon approximation
|
||
// 圆形渲染为多边形近似
|
||
if (data.x !== undefined && data.y !== undefined && data.radius !== undefined) {
|
||
this.renderCircleGizmo(data.x, data.y, data.radius, r, g, b, a);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Render a grid gizmo using line segments.
|
||
* 使用线段渲染网格 gizmo。
|
||
*/
|
||
private renderGridGizmo(
|
||
x: number, y: number, width: number, height: number,
|
||
cols: number, rows: number,
|
||
r: number, g: number, b: number, a: number
|
||
): void {
|
||
const cellWidth = width / cols;
|
||
const cellHeight = height / rows;
|
||
const lineThickness = 1;
|
||
|
||
// Vertical lines | 垂直线
|
||
for (let col = 0; col <= cols; col++) {
|
||
const lineX = x + col * cellWidth;
|
||
this.bridge.addGizmoRect(
|
||
lineX, y + height / 2,
|
||
lineThickness, height,
|
||
0, 0.5, 0.5,
|
||
r, g, b, a,
|
||
false
|
||
);
|
||
}
|
||
|
||
// Horizontal lines | 水平线
|
||
for (let row = 0; row <= rows; row++) {
|
||
const lineY = y + row * cellHeight;
|
||
this.bridge.addGizmoRect(
|
||
x + width / 2, lineY,
|
||
width, lineThickness,
|
||
0, 0.5, 0.5,
|
||
r, g, b, a,
|
||
false
|
||
);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Render a line gizmo.
|
||
* 渲染线条 gizmo。
|
||
*/
|
||
private renderLineGizmo(
|
||
points: Array<{ x: number; y: number }>,
|
||
closed: boolean,
|
||
r: number, g: number, b: number, a: number
|
||
): void {
|
||
const lineThickness = 2;
|
||
const count = closed ? points.length : points.length - 1;
|
||
|
||
for (let i = 0; i < count; i++) {
|
||
const p1 = points[i];
|
||
const p2 = points[(i + 1) % points.length];
|
||
|
||
const dx = p2.x - p1.x;
|
||
const dy = p2.y - p1.y;
|
||
const length = Math.sqrt(dx * dx + dy * dy);
|
||
const angle = Math.atan2(dy, dx);
|
||
|
||
// Draw line segment as thin rect
|
||
// 将线段绘制为细矩形
|
||
this.bridge.addGizmoRect(
|
||
(p1.x + p2.x) / 2,
|
||
(p1.y + p2.y) / 2,
|
||
length, lineThickness,
|
||
angle, 0.5, 0.5,
|
||
r, g, b, a,
|
||
false
|
||
);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Render a circle gizmo as polygon.
|
||
* 将圆形 gizmo 渲染为多边形。
|
||
*/
|
||
private renderCircleGizmo(
|
||
x: number, y: number, radius: number,
|
||
r: number, g: number, b: number, a: number
|
||
): void {
|
||
const segments = 32;
|
||
const points: Array<{ x: number; y: number }> = [];
|
||
|
||
for (let i = 0; i < segments; i++) {
|
||
const angle = (i / segments) * Math.PI * 2;
|
||
points.push({
|
||
x: x + Math.cos(angle) * radius,
|
||
y: y + Math.sin(angle) * radius
|
||
});
|
||
}
|
||
|
||
this.renderLineGizmo(points, true, r, g, b, a);
|
||
}
|
||
|
||
/**
|
||
* Draw gizmos for selected entities with transform handles.
|
||
* 为选中的实体绘制带有变换手柄的 gizmo。
|
||
*
|
||
* This method ensures that selected entities show transform handles
|
||
* regardless of whether they have sprite data in entityRenderMap.
|
||
* 此方法确保选中的实体显示变换手柄,无论它们是否在 entityRenderMap 中有精灵数据。
|
||
*/
|
||
private drawSelectedEntityGizmos(): void {
|
||
const scene = Core.scene;
|
||
if (!scene) return;
|
||
|
||
// Determine if we should show handles based on transform mode
|
||
// 根据变换模式确定是否显示手柄
|
||
const shouldShowHandles = this.transformMode !== 'select';
|
||
|
||
for (const entityId of this.selectedEntityIds) {
|
||
// Find the entity
|
||
// 查找实体
|
||
const entity = scene.entities.findEntityById(entityId);
|
||
if (!entity) continue;
|
||
|
||
// Get transform component
|
||
// 获取变换组件
|
||
const transform = entity.getComponent(TransformComponent);
|
||
if (!transform) continue;
|
||
|
||
// First check if we have sprite data from entityRenderMap
|
||
// 首先检查是否有来自 entityRenderMap 的精灵数据
|
||
const spriteData = this.entityRenderMap.get(entityId);
|
||
if (spriteData) {
|
||
// Use sprite data for selection gizmo
|
||
// 使用精灵数据绘制选择 gizmo
|
||
this.bridge.addGizmoRect(
|
||
spriteData.x,
|
||
spriteData.y,
|
||
spriteData.scaleX,
|
||
spriteData.scaleY,
|
||
spriteData.rotation,
|
||
spriteData.originX,
|
||
spriteData.originY,
|
||
0.0, 0.8, 1.0, 1.0, // Selection color (cyan)
|
||
shouldShowHandles
|
||
);
|
||
continue;
|
||
}
|
||
|
||
// For entities without sprite data, try to get gizmo data from components via registry
|
||
// 对于没有精灵数据的实体,尝试通过注册表从组件获取 gizmo 数据
|
||
let foundGizmo = false;
|
||
if (this.gizmoDataProvider && this.hasGizmoProvider) {
|
||
for (const component of entity.components) {
|
||
if (this.hasGizmoProvider(component)) {
|
||
try {
|
||
const gizmoDataArray = this.gizmoDataProvider(component, entity, true);
|
||
// Use the first rect gizmo for selection handles
|
||
// 使用第一个矩形 gizmo 来绘制选择手柄
|
||
for (const gizmoData of gizmoDataArray) {
|
||
if (gizmoData.type === 'rect' &&
|
||
gizmoData.x !== undefined && gizmoData.y !== undefined &&
|
||
gizmoData.width !== undefined && gizmoData.height !== undefined) {
|
||
|
||
// Draw selection gizmo with handles
|
||
// 绘制带手柄的选择 gizmo
|
||
this.bridge.addGizmoRect(
|
||
gizmoData.x,
|
||
gizmoData.y,
|
||
gizmoData.width,
|
||
gizmoData.height,
|
||
gizmoData.rotation ?? 0,
|
||
gizmoData.originX ?? 0.5,
|
||
gizmoData.originY ?? 0.5,
|
||
0.0, 0.8, 1.0, 1.0, // Selection color (cyan)
|
||
shouldShowHandles
|
||
);
|
||
foundGizmo = true;
|
||
break;
|
||
}
|
||
}
|
||
if (foundGizmo) break;
|
||
} catch (e) {
|
||
// Silently ignore errors
|
||
// 静默忽略错误
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// If no gizmo provider found, draw a default gizmo at transform position
|
||
// 如果没有找到 gizmo 提供者,在变换位置绘制默认 gizmo
|
||
if (!foundGizmo) {
|
||
const rotation = typeof transform.rotation === 'number'
|
||
? transform.rotation
|
||
: transform.rotation.z;
|
||
|
||
// Draw a small default gizmo at entity position
|
||
// 在实体位置绘制一个小的默认 gizmo
|
||
this.bridge.addGizmoRect(
|
||
transform.position.x,
|
||
transform.position.y,
|
||
32, // Default size
|
||
32,
|
||
rotation,
|
||
0.5,
|
||
0.5,
|
||
0.0, 0.8, 1.0, 1.0, // Selection color (cyan)
|
||
shouldShowHandles
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Draw camera frustum gizmos for all cameras in scene.
|
||
* 为场景中所有相机绘制视锥体 gizmo。
|
||
*/
|
||
private drawCameraFrustums(): void {
|
||
const scene = Core.scene;
|
||
if (!scene) return;
|
||
|
||
const cameraEntities = scene.entities.findEntitiesWithComponent(CameraComponent);
|
||
|
||
for (const entity of cameraEntities) {
|
||
const camera = entity.getComponent(CameraComponent);
|
||
const transform = entity.getComponent(TransformComponent);
|
||
|
||
if (!camera || !transform) continue;
|
||
|
||
// Calculate frustum size based on canvas size and orthographicSize
|
||
// 根据 canvas 尺寸和 orthographicSize 计算视锥体大小
|
||
// At runtime, zoom = 1 / orthographicSize
|
||
// So visible area = canvas size * orthographicSize
|
||
const canvas = document.getElementById('viewport-canvas') as HTMLCanvasElement;
|
||
if (!canvas) continue;
|
||
|
||
// The actual visible world units when running
|
||
// 运行时实际可见的世界单位
|
||
const zoom = camera.orthographicSize > 0 ? 1 / camera.orthographicSize : 1;
|
||
const width = canvas.width / zoom;
|
||
const height = canvas.height / zoom;
|
||
|
||
// Handle rotation
|
||
const rotation = typeof transform.rotation === 'number'
|
||
? transform.rotation
|
||
: transform.rotation.z;
|
||
|
||
// Draw frustum rectangle (white color for camera)
|
||
// 绘制视锥体矩形(相机用白色)
|
||
this.bridge.addGizmoRect(
|
||
transform.position.x,
|
||
transform.position.y,
|
||
width,
|
||
height,
|
||
rotation,
|
||
0.5, // origin center
|
||
0.5,
|
||
1.0, 1.0, 1.0, 0.8, // White color with some transparency
|
||
false // Don't show transform handles for camera frustum
|
||
);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Draw UI canvas boundary.
|
||
* 绘制 UI 画布边界。
|
||
*
|
||
* Shows the design resolution boundary of the UI canvas.
|
||
* 显示 UI 画布的设计分辨率边界。
|
||
*/
|
||
private drawUICanvasBoundary(): void {
|
||
const w = this.uiCanvasWidth;
|
||
const h = this.uiCanvasHeight;
|
||
|
||
// Canvas is centered at (0, 0) in Y-up coordinate system
|
||
// 画布以 (0, 0) 为中心,Y 轴向上坐标系
|
||
// Bottom-left: (-w/2, -h/2), Top-right: (w/2, h/2)
|
||
|
||
// Draw the boundary as a rectangle
|
||
// 绘制边界矩形
|
||
// Using origin (0, 0) means position is bottom-left corner
|
||
// 使用 origin (0, 0) 表示位置是左下角
|
||
this.bridge.addGizmoRect(
|
||
-w / 2, // x: left edge
|
||
-h / 2, // y: bottom edge (in Y-up system)
|
||
w, // width
|
||
h, // height
|
||
0, // rotation
|
||
0, // originX: left
|
||
0, // originY: bottom
|
||
0.5, 0.8, 1.0, 0.6, // Light blue color for UI canvas boundary
|
||
false // Don't show transform handles
|
||
);
|
||
|
||
// Draw corner markers for better visibility
|
||
// 绘制角标记以提高可见性
|
||
const markerSize = 20;
|
||
const markerColor = { r: 0.5, g: 0.8, b: 1.0, a: 1.0 };
|
||
|
||
// Top-left corner marker (L shape)
|
||
const corners = [
|
||
// Top-left
|
||
{ x: -w / 2, y: h / 2 - markerSize, ex: -w / 2, ey: h / 2 },
|
||
{ x: -w / 2, y: h / 2, ex: -w / 2 + markerSize, ey: h / 2 },
|
||
// Top-right
|
||
{ x: w / 2 - markerSize, y: h / 2, ex: w / 2, ey: h / 2 },
|
||
{ x: w / 2, y: h / 2, ex: w / 2, ey: h / 2 - markerSize },
|
||
// Bottom-right
|
||
{ x: w / 2, y: -h / 2 + markerSize, ex: w / 2, ey: -h / 2 },
|
||
{ x: w / 2, y: -h / 2, ex: w / 2 - markerSize, ey: -h / 2 },
|
||
// Bottom-left
|
||
{ x: -w / 2 + markerSize, y: -h / 2, ex: -w / 2, ey: -h / 2 },
|
||
{ x: -w / 2, y: -h / 2, ex: -w / 2, ey: -h / 2 + markerSize },
|
||
];
|
||
|
||
for (const line of corners) {
|
||
const dx = line.ex - line.x;
|
||
const dy = line.ey - line.y;
|
||
const length = Math.sqrt(dx * dx + dy * dy);
|
||
const angle = Math.atan2(dy, dx);
|
||
|
||
this.bridge.addGizmoRect(
|
||
(line.x + line.ex) / 2,
|
||
(line.y + line.ey) / 2,
|
||
length,
|
||
2, // Line thickness
|
||
angle,
|
||
0.5,
|
||
0.5,
|
||
markerColor.r, markerColor.g, markerColor.b, markerColor.a,
|
||
false
|
||
);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Set gizmo registry functions.
|
||
* 设置 gizmo 注册表函数。
|
||
*
|
||
* This allows the editor layer to inject GizmoRegistry functionality
|
||
* without creating a direct dependency from engine to editor.
|
||
* 这允许编辑器层注入 GizmoRegistry 功能,
|
||
* 而不会创建从引擎到编辑器的直接依赖。
|
||
*
|
||
* @param provider - Function to get gizmo data from a component
|
||
* @param hasProvider - Function to check if a component has a gizmo provider
|
||
*/
|
||
setGizmoRegistry(
|
||
provider: GizmoDataProviderFn,
|
||
hasProvider: HasGizmoProviderFn
|
||
): void {
|
||
this.gizmoDataProvider = provider;
|
||
this.hasGizmoProvider = hasProvider;
|
||
}
|
||
|
||
/**
|
||
* Set gizmo visibility.
|
||
* 设置Gizmo可见性。
|
||
*/
|
||
setShowGizmos(show: boolean): void {
|
||
this.showGizmos = show;
|
||
}
|
||
|
||
/**
|
||
* Get gizmo visibility.
|
||
* 获取Gizmo可见性。
|
||
*/
|
||
getShowGizmos(): boolean {
|
||
return this.showGizmos;
|
||
}
|
||
|
||
/**
|
||
* Set UI canvas size for boundary display.
|
||
* 设置 UI 画布尺寸以显示边界。
|
||
*
|
||
* @param width - Canvas width (design resolution) | 画布宽度(设计分辨率)
|
||
* @param height - Canvas height (design resolution) | 画布高度(设计分辨率)
|
||
*/
|
||
setUICanvasSize(width: number, height: number): void {
|
||
this.uiCanvasWidth = width;
|
||
this.uiCanvasHeight = height;
|
||
}
|
||
|
||
/**
|
||
* Get UI canvas size.
|
||
* 获取 UI 画布尺寸。
|
||
*/
|
||
getUICanvasSize(): { width: number; height: number } {
|
||
return { width: this.uiCanvasWidth, height: this.uiCanvasHeight };
|
||
}
|
||
|
||
/**
|
||
* Set UI canvas boundary visibility.
|
||
* 设置 UI 画布边界可见性。
|
||
*/
|
||
setShowUICanvasBoundary(show: boolean): void {
|
||
this.showUICanvasBoundary = show;
|
||
}
|
||
|
||
/**
|
||
* Get UI canvas boundary visibility.
|
||
* 获取 UI 画布边界可见性。
|
||
*/
|
||
getShowUICanvasBoundary(): boolean {
|
||
return this.showUICanvasBoundary;
|
||
}
|
||
|
||
/**
|
||
* Set selected entity IDs.
|
||
* 设置选中的实体ID。
|
||
*/
|
||
setSelectedEntityIds(ids: number[]): void {
|
||
this.selectedEntityIds = new Set(ids);
|
||
}
|
||
|
||
/**
|
||
* Get selected entity IDs.
|
||
* 获取选中的实体ID。
|
||
*/
|
||
getSelectedEntityIds(): number[] {
|
||
return Array.from(this.selectedEntityIds);
|
||
}
|
||
|
||
/**
|
||
* Set transform tool mode.
|
||
* 设置变换工具模式。
|
||
*/
|
||
setTransformMode(mode: 'select' | 'move' | 'rotate' | 'scale'): void {
|
||
this.transformMode = mode;
|
||
|
||
// Convert string mode to u8 for Rust engine
|
||
const modeMap: Record<string, number> = {
|
||
'select': 0,
|
||
'move': 1,
|
||
'rotate': 2,
|
||
'scale': 3
|
||
};
|
||
this.bridge.setTransformMode(modeMap[mode]);
|
||
}
|
||
|
||
/**
|
||
* Get transform tool mode.
|
||
* 获取变换工具模式。
|
||
*/
|
||
getTransformMode(): 'select' | 'move' | 'rotate' | 'scale' {
|
||
return this.transformMode;
|
||
}
|
||
|
||
/**
|
||
* Convert hex color string to packed RGBA.
|
||
* 将十六进制颜色字符串转换为打包的RGBA。
|
||
*/
|
||
private hexToPackedColor(hex: string, alpha: number): number {
|
||
// Parse hex color like "#ffffff" or "#fff"
|
||
let r = 255, g = 255, b = 255;
|
||
if (hex.startsWith('#')) {
|
||
const hexValue = hex.slice(1);
|
||
if (hexValue.length === 3) {
|
||
r = parseInt(hexValue[0] + hexValue[0], 16);
|
||
g = parseInt(hexValue[1] + hexValue[1], 16);
|
||
b = parseInt(hexValue[2] + hexValue[2], 16);
|
||
} else if (hexValue.length === 6) {
|
||
r = parseInt(hexValue.slice(0, 2), 16);
|
||
g = parseInt(hexValue.slice(2, 4), 16);
|
||
b = parseInt(hexValue.slice(4, 6), 16);
|
||
}
|
||
}
|
||
const a = Math.round(alpha * 255);
|
||
// Pack as 0xAABBGGRR for WebGL
|
||
return ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
|
||
}
|
||
|
||
|
||
/**
|
||
* Register a render data provider.
|
||
* 注册渲染数据提供者。
|
||
*/
|
||
addRenderDataProvider(provider: IRenderDataProvider): void {
|
||
if (!this.renderDataProviders.includes(provider)) {
|
||
this.renderDataProviders.push(provider);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Remove a render data provider.
|
||
* 移除渲染数据提供者。
|
||
*/
|
||
removeRenderDataProvider(provider: IRenderDataProvider): void {
|
||
const index = this.renderDataProviders.indexOf(provider);
|
||
if (index >= 0) {
|
||
this.renderDataProviders.splice(index, 1);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Set the UI render data provider.
|
||
* 设置 UI 渲染数据提供者。
|
||
*
|
||
* The UI render data provider supports both screen space and world space UI.
|
||
* UI 渲染数据提供者支持屏幕空间和世界空间 UI。
|
||
*
|
||
* @param provider - UI render data provider | UI 渲染数据提供者
|
||
*/
|
||
setUIRenderDataProvider(provider: IUIRenderDataProvider | null): void {
|
||
this.uiRenderDataProvider = provider;
|
||
}
|
||
|
||
/**
|
||
* Get the UI render data provider.
|
||
* 获取 UI 渲染数据提供者。
|
||
*/
|
||
getUIRenderDataProvider(): IUIRenderDataProvider | null {
|
||
return this.uiRenderDataProvider;
|
||
}
|
||
|
||
/**
|
||
* Set preview mode.
|
||
* 设置预览模式。
|
||
*
|
||
* In preview mode (true): UI uses screen space overlay projection, independent of world camera.
|
||
* In editor mode (false): UI renders in world space, following the editor camera.
|
||
*
|
||
* 预览模式(true):UI 使用屏幕空间叠加投影,独立于世界相机。
|
||
* 编辑器模式(false):UI 在世界空间渲染,跟随编辑器相机。
|
||
*
|
||
* @param mode - True for preview mode, false for editor mode
|
||
*/
|
||
setPreviewMode(mode: boolean): void {
|
||
this.previewMode = mode;
|
||
}
|
||
|
||
/**
|
||
* Get preview mode.
|
||
* 获取预览模式。
|
||
*/
|
||
isPreviewMode(): boolean {
|
||
return this.previewMode;
|
||
}
|
||
|
||
/**
|
||
* Get the number of sprites rendered.
|
||
* 获取渲染的精灵数量。
|
||
*/
|
||
get spriteCount(): number {
|
||
return this.batcher.count;
|
||
}
|
||
|
||
/**
|
||
* Get engine statistics.
|
||
* 获取引擎统计信息。
|
||
*/
|
||
getStats() {
|
||
return this.bridge.getStats();
|
||
}
|
||
|
||
/**
|
||
* Load a texture.
|
||
* 加载纹理。
|
||
*/
|
||
loadTexture(id: number, url: string): void {
|
||
this.bridge.loadTexture(id, url);
|
||
}
|
||
}
|