* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
280 lines
8.0 KiB
TypeScript
280 lines
8.0 KiB
TypeScript
/**
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* SkeletonComponent - 3D skeleton data component for skinned meshes.
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* SkeletonComponent - 用于蒙皮网格的 3D 骨骼数据组件。
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*/
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import { Component, ECSComponent, Serializable } from '@esengine/ecs-framework';
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import type { ISkeletonData, ISkeletonJoint } from '@esengine/asset-system';
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/**
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* Local transform for a bone/joint.
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* 骨骼/关节的局部变换。
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*/
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export interface BoneTransform {
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/** Position XYZ. | 位置 XYZ。 */
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position: [number, number, number];
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/** Rotation quaternion XYZW. | 旋转四元数 XYZW。 */
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rotation: [number, number, number, number];
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/** Scale XYZ. | 缩放 XYZ。 */
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scale: [number, number, number];
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}
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/**
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* 3D Skeleton component for skeletal animation.
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* 用于骨骼动画的 3D 骨骼组件。
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*
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* Requires MeshComponent for skeleton data source.
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* 需要 MeshComponent 作为骨骼数据来源。
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*/
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@ECSComponent('Skeleton', { requires: ['Mesh', 'Animation3D'] })
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@Serializable({ version: 1, typeId: 'Skeleton' })
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export class SkeletonComponent extends Component {
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// ===== Runtime Data | 运行时数据 =====
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/**
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* 骨骼数据(从 MeshAsset 加载)
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* Skeleton data (loaded from MeshAsset)
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*/
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private _skeletonData: ISkeletonData | null = null;
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/**
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* 烘烤的骨骼矩阵(输出给渲染器)
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* Baked bone matrices (output for renderer)
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*
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* Each matrix is a 4x4 column-major matrix (16 floats).
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* 每个矩阵是 4x4 列优先矩阵(16 个浮点数)。
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*/
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private _boneMatrices: Float32Array = new Float32Array(0);
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/**
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* 当前帧的骨骼局部变换
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* Current frame's bone local transforms
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*/
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private _boneTransforms: BoneTransform[] = [];
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/**
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* 骨骼世界变换矩阵缓存
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* Bone world transform matrix cache
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*/
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private _worldMatrices: Float32Array = new Float32Array(0);
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/**
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* 是否需要更新骨骼矩阵
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* Whether bone matrices need update
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*/
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private _dirty: boolean = true;
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// ===== Public Getters | 公共获取器 =====
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/**
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* 获取骨骼数据
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* Get skeleton data
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*/
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public get skeletonData(): ISkeletonData | null {
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return this._skeletonData;
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}
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/**
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* 获取关节数量
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* Get joint count
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*/
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public get jointCount(): number {
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return this._skeletonData?.joints.length ?? 0;
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}
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/**
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* 获取烘烤的骨骼矩阵
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* Get baked bone matrices
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*/
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public get boneMatrices(): Float32Array {
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return this._boneMatrices;
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}
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/**
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* 获取骨骼局部变换
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* Get bone local transforms
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*/
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public get boneTransforms(): readonly BoneTransform[] {
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return this._boneTransforms;
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}
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/**
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* 骨骼是否已加载
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* Whether skeleton is loaded
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*/
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public get isLoaded(): boolean {
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return this._skeletonData !== null && this._skeletonData.joints.length > 0;
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}
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/**
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* 获取关节列表
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* Get joint list
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*/
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public get joints(): readonly ISkeletonJoint[] {
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return this._skeletonData?.joints ?? [];
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}
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// ===== Public Methods | 公共方法 =====
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/**
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* 设置骨骼数据(由系统调用)
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* Set skeleton data (called by system)
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*/
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public setSkeletonData(data: ISkeletonData): void {
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this._skeletonData = data;
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const jointCount = data.joints.length;
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// Initialize bone matrices (each joint has a 4x4 matrix = 16 floats)
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// 初始化骨骼矩阵(每个关节有 4x4 矩阵 = 16 个浮点数)
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this._boneMatrices = new Float32Array(jointCount * 16);
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this._worldMatrices = new Float32Array(jointCount * 16);
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// Initialize bone transforms with identity
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// 用单位变换初始化骨骼变换
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this._boneTransforms = [];
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for (let i = 0; i < jointCount; i++) {
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this._boneTransforms.push({
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position: [0, 0, 0],
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rotation: [0, 0, 0, 1], // Identity quaternion
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scale: [1, 1, 1]
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});
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}
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// Initialize bone matrices to identity
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// 将骨骼矩阵初始化为单位矩阵
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for (let i = 0; i < jointCount; i++) {
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this.setIdentityMatrix(this._boneMatrices, i * 16);
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this.setIdentityMatrix(this._worldMatrices, i * 16);
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}
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this._dirty = true;
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}
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/**
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* 设置指定骨骼的局部变换
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* Set local transform for a bone
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*/
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public setBoneTransform(jointIndex: number, transform: Partial<BoneTransform>): void {
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if (jointIndex < 0 || jointIndex >= this._boneTransforms.length) {
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return;
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}
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const bone = this._boneTransforms[jointIndex];
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if (transform.position) {
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bone.position = [...transform.position];
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}
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if (transform.rotation) {
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bone.rotation = [...transform.rotation];
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}
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if (transform.scale) {
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bone.scale = [...transform.scale];
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}
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this._dirty = true;
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}
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/**
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* 标记骨骼矩阵需要更新
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* Mark bone matrices as dirty
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*/
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public markDirty(): void {
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this._dirty = true;
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}
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/**
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* 检查是否需要更新
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* Check if update is needed
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*/
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public isDirty(): boolean {
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return this._dirty;
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}
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/**
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* 清除脏标记(由系统在更新后调用)
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* Clear dirty flag (called by system after update)
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*/
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public clearDirty(): void {
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this._dirty = false;
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}
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/**
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* 获取指定骨骼的世界矩阵
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* Get world matrix for a bone
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*/
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public getWorldMatrix(jointIndex: number): Float32Array | null {
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if (jointIndex < 0 || jointIndex >= this.jointCount) {
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return null;
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}
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return this._worldMatrices.subarray(jointIndex * 16, (jointIndex + 1) * 16);
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}
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/**
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* 设置指定骨骼的世界矩阵(由 SkeletonBakingSystem 调用)
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* Set world matrix for a bone (called by SkeletonBakingSystem)
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*/
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public setWorldMatrix(jointIndex: number, matrix: Float32Array): void {
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if (jointIndex < 0 || jointIndex >= this.jointCount) {
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return;
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}
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const offset = jointIndex * 16;
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for (let i = 0; i < 16; i++) {
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this._worldMatrices[offset + i] = matrix[i];
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}
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}
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/**
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* 设置指定骨骼的最终矩阵(由 SkeletonBakingSystem 调用)
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* Set final matrix for a bone (called by SkeletonBakingSystem)
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*/
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public setFinalMatrix(jointIndex: number, matrix: Float32Array): void {
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if (jointIndex < 0 || jointIndex >= this.jointCount) {
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return;
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}
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const offset = jointIndex * 16;
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for (let i = 0; i < 16; i++) {
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this._boneMatrices[offset + i] = matrix[i];
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}
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}
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/**
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* 按名称查找骨骼索引
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* Find bone index by name
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*/
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public findBoneIndex(name: string): number {
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if (!this._skeletonData) return -1;
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for (let i = 0; i < this._skeletonData.joints.length; i++) {
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if (this._skeletonData.joints[i].name === name) {
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return i;
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}
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}
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return -1;
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}
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/**
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* 重置组件
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* Reset component
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*/
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reset(): void {
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this._skeletonData = null;
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this._boneMatrices = new Float32Array(0);
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this._worldMatrices = new Float32Array(0);
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this._boneTransforms = [];
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this._dirty = true;
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}
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// ===== Private Methods | 私有方法 =====
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/**
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* Set identity matrix at offset in array.
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* 在数组的偏移位置设置单位矩阵。
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*/
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private setIdentityMatrix(arr: Float32Array, offset: number): void {
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arr[offset] = 1; arr[offset + 1] = 0; arr[offset + 2] = 0; arr[offset + 3] = 0;
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arr[offset + 4] = 0; arr[offset + 5] = 1; arr[offset + 6] = 0; arr[offset + 7] = 0;
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arr[offset + 8] = 0; arr[offset + 9] = 0; arr[offset + 10] = 1; arr[offset + 11] = 0;
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arr[offset + 12] = 0; arr[offset + 13] = 0; arr[offset + 14] = 0; arr[offset + 15] = 1;
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}
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}
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