* 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
280 lines
11 KiB
TypeScript
280 lines
11 KiB
TypeScript
import { type ParticleSystemComponent, RenderSpace } from '../ParticleSystemComponent';
|
||
import { Color } from '@esengine/ecs-framework-math';
|
||
import { sortingLayerManager, SortingLayers } from '@esengine/engine-core';
|
||
|
||
/**
|
||
* 粒子渲染数据(与 EngineRenderSystem 兼容)
|
||
* Particle render data (compatible with EngineRenderSystem)
|
||
*
|
||
* This interface is compatible with ProviderRenderData from EngineRenderSystem.
|
||
* 此接口与 EngineRenderSystem 的 ProviderRenderData 兼容。
|
||
*/
|
||
export interface ParticleProviderRenderData {
|
||
transforms: Float32Array;
|
||
textureIds: Uint32Array;
|
||
uvs: Float32Array;
|
||
colors: Uint32Array;
|
||
tileCount: number;
|
||
/**
|
||
* 排序层名称
|
||
* Sorting layer name
|
||
*/
|
||
sortingLayer: string;
|
||
/**
|
||
* 层内排序顺序
|
||
* Order within the sorting layer
|
||
*/
|
||
orderInLayer: number;
|
||
/** 纹理 GUID | Texture GUID */
|
||
textureGuid?: string;
|
||
/**
|
||
* 是否在屏幕空间渲染
|
||
* Whether to render in screen space
|
||
*/
|
||
bScreenSpace?: boolean;
|
||
}
|
||
|
||
/**
|
||
* Transform 接口(避免直接依赖 engine-core)
|
||
* Transform interface (avoid direct dependency on engine-core)
|
||
*/
|
||
interface ITransformLike {
|
||
worldPosition?: { x: number; y: number };
|
||
position: { x: number; y: number };
|
||
}
|
||
|
||
/**
|
||
* 渲染数据提供者接口(与 EngineRenderSystem 兼容)
|
||
* Render data provider interface (compatible with EngineRenderSystem)
|
||
*
|
||
* This interface matches IRenderDataProvider from @esengine/ecs-engine-bindgen.
|
||
* 此接口与 @esengine/ecs-engine-bindgen 的 IRenderDataProvider 匹配。
|
||
*/
|
||
export interface IRenderDataProvider {
|
||
getRenderData(): readonly ParticleProviderRenderData[];
|
||
}
|
||
|
||
/**
|
||
* 粒子渲染数据提供者
|
||
* Particle render data provider
|
||
*
|
||
* Collects render data from all active particle systems.
|
||
* 从所有活跃的粒子系统收集渲染数据。
|
||
*
|
||
* Implements IRenderDataProvider for integration with EngineRenderSystem.
|
||
* 实现 IRenderDataProvider 以便与 EngineRenderSystem 集成。
|
||
*/
|
||
export class ParticleRenderDataProvider implements IRenderDataProvider {
|
||
private _particleSystems: Map<ParticleSystemComponent, ITransformLike> = new Map();
|
||
private _renderDataCache: ParticleProviderRenderData[] = [];
|
||
private _dirty: boolean = true;
|
||
|
||
// 预分配的缓冲区 | Pre-allocated buffers
|
||
private _maxParticles: number = 0;
|
||
private _transforms: Float32Array = new Float32Array(0);
|
||
private _textureIds: Uint32Array = new Uint32Array(0);
|
||
private _uvs: Float32Array = new Float32Array(0);
|
||
private _colors: Uint32Array = new Uint32Array(0);
|
||
|
||
/**
|
||
* 注册粒子系统
|
||
* Register particle system
|
||
*/
|
||
register(component: ParticleSystemComponent, transform: ITransformLike): void {
|
||
this._particleSystems.set(component, transform);
|
||
this._dirty = true;
|
||
}
|
||
|
||
/**
|
||
* 注销粒子系统
|
||
* Unregister particle system
|
||
*/
|
||
unregister(component: ParticleSystemComponent): void {
|
||
this._particleSystems.delete(component);
|
||
this._dirty = true;
|
||
}
|
||
|
||
/**
|
||
* 标记为脏
|
||
* Mark as dirty
|
||
*/
|
||
markDirty(): void {
|
||
this._dirty = true;
|
||
}
|
||
|
||
/**
|
||
* 获取渲染数据
|
||
* Get render data
|
||
*/
|
||
getRenderData(): readonly ParticleProviderRenderData[] {
|
||
this._updateRenderData();
|
||
return this._renderDataCache;
|
||
}
|
||
|
||
private _updateRenderData(): void {
|
||
this._renderDataCache.length = 0;
|
||
|
||
// 计算总粒子数 | Calculate total particle count
|
||
let totalParticles = 0;
|
||
for (const [component] of this._particleSystems) {
|
||
if (component.isPlaying && component.pool) {
|
||
totalParticles += component.pool.activeCount;
|
||
}
|
||
}
|
||
|
||
|
||
if (totalParticles === 0) return;
|
||
|
||
// 确保缓冲区足够大 | Ensure buffers are large enough
|
||
if (totalParticles > this._maxParticles) {
|
||
this._maxParticles = Math.max(totalParticles, this._maxParticles * 2, 1000);
|
||
this._transforms = new Float32Array(this._maxParticles * 7);
|
||
this._textureIds = new Uint32Array(this._maxParticles);
|
||
this._uvs = new Float32Array(this._maxParticles * 4);
|
||
this._colors = new Uint32Array(this._maxParticles);
|
||
}
|
||
|
||
// 按 sortKey + renderSpace 分组
|
||
// Group by sortKey + renderSpace
|
||
// 使用 string key 来区分不同渲染空间的相同 sortKey
|
||
// Use string key to distinguish same sortKey with different render spaces
|
||
const groups = new Map<string, {
|
||
component: ParticleSystemComponent;
|
||
transform: ITransformLike;
|
||
sortingLayer: string;
|
||
orderInLayer: number;
|
||
bScreenSpace: boolean;
|
||
sortKey: number;
|
||
}[]>();
|
||
|
||
for (const [component, transform] of this._particleSystems) {
|
||
if (!component.isPlaying || !component.pool || component.pool.activeCount === 0) {
|
||
continue;
|
||
}
|
||
|
||
const sortingLayer = component.sortingLayer ?? SortingLayers.Default;
|
||
const orderInLayer = component.orderInLayer ?? 0;
|
||
const sortKey = sortingLayerManager.getSortKey(sortingLayer, orderInLayer);
|
||
const bScreenSpace = component.renderSpace === RenderSpace.Screen;
|
||
const groupKey = `${sortKey}:${bScreenSpace ? 'screen' : 'world'}`;
|
||
|
||
if (!groups.has(groupKey)) {
|
||
groups.set(groupKey, []);
|
||
}
|
||
groups.get(groupKey)!.push({ component, transform, sortingLayer, orderInLayer, bScreenSpace, sortKey });
|
||
}
|
||
|
||
// 按 sortKey 排序后生成渲染数据
|
||
// Generate render data sorted by sortKey
|
||
// 字符串 key 格式: "sortKey:space",按 sortKey 数值排序
|
||
const sortedKeys = [...groups.keys()].sort((a, b) => {
|
||
const aKey = parseInt(a.split(':')[0], 10);
|
||
const bKey = parseInt(b.split(':')[0], 10);
|
||
return aKey - bKey;
|
||
});
|
||
|
||
for (const groupKey of sortedKeys) {
|
||
const systems = groups.get(groupKey)!;
|
||
let particleIndex = 0;
|
||
|
||
for (const { component } of systems) {
|
||
const pool = component.pool!;
|
||
const size = component.particleSize;
|
||
|
||
pool.forEachActive((p) => {
|
||
const tOffset = particleIndex * 7;
|
||
const uvOffset = particleIndex * 4;
|
||
|
||
// Transform: x, y, rotation, scaleX, scaleY, originX, originY
|
||
this._transforms[tOffset] = p.x;
|
||
this._transforms[tOffset + 1] = p.y;
|
||
this._transforms[tOffset + 2] = p.rotation;
|
||
this._transforms[tOffset + 3] = size * p.scaleX;
|
||
this._transforms[tOffset + 4] = size * p.scaleY;
|
||
this._transforms[tOffset + 5] = 0.5; // originX
|
||
this._transforms[tOffset + 6] = 0.5; // originY
|
||
|
||
// Texture ID: 优先使用组件上预加载的 textureId,否则让 EngineRenderSystem 通过 textureGuid 解析
|
||
// Prefer using pre-loaded textureId from component, otherwise let EngineRenderSystem resolve via textureGuid
|
||
this._textureIds[particleIndex] = component.textureId;
|
||
|
||
// UV - 支持精灵图帧动画 | Support spritesheet animation
|
||
if (p._animTilesX !== undefined && p._animTilesY !== undefined && p._animFrame !== undefined) {
|
||
// 计算帧的 UV 坐标 | Calculate frame UV coordinates
|
||
// WebGL 纹理坐标:V=0 采样纹理行0(即图像顶部)
|
||
// WebGL texture coords: V=0 samples texture row 0 (image top)
|
||
const tilesX = p._animTilesX;
|
||
const tilesY = p._animTilesY;
|
||
const frame = p._animFrame;
|
||
const col = frame % tilesX;
|
||
const row = Math.floor(frame / tilesX);
|
||
const uWidth = 1 / tilesX;
|
||
const vHeight = 1 / tilesY;
|
||
|
||
// UV: u0, v0, u1, v1
|
||
const u0 = col * uWidth;
|
||
const u1 = (col + 1) * uWidth;
|
||
const v0 = row * vHeight;
|
||
const v1 = (row + 1) * vHeight;
|
||
|
||
this._uvs[uvOffset] = u0;
|
||
this._uvs[uvOffset + 1] = v0;
|
||
this._uvs[uvOffset + 2] = u1;
|
||
this._uvs[uvOffset + 3] = v1;
|
||
} else {
|
||
// 默认:使用完整纹理 | Default: use full texture
|
||
this._uvs[uvOffset] = 0;
|
||
this._uvs[uvOffset + 1] = 0;
|
||
this._uvs[uvOffset + 2] = 1;
|
||
this._uvs[uvOffset + 3] = 1;
|
||
}
|
||
|
||
// Color (packed ABGR for WebGL)
|
||
this._colors[particleIndex] = Color.packABGR(
|
||
Math.round(p.r * 255),
|
||
Math.round(p.g * 255),
|
||
Math.round(p.b * 255),
|
||
p.alpha
|
||
);
|
||
|
||
particleIndex++;
|
||
});
|
||
}
|
||
|
||
if (particleIndex > 0) {
|
||
// 获取纹理 GUID | Get texture GUID
|
||
const firstSystem = systems[0];
|
||
const firstComponent = firstSystem?.component;
|
||
const asset = firstComponent?.loadedAsset as { textureGuid?: string } | null;
|
||
const textureGuid = asset?.textureGuid || firstComponent?.textureGuid || undefined;
|
||
|
||
// 创建当前组的渲染数据 | Create render data for current group
|
||
const renderData: ParticleProviderRenderData = {
|
||
transforms: this._transforms.subarray(0, particleIndex * 7),
|
||
textureIds: this._textureIds.subarray(0, particleIndex),
|
||
uvs: this._uvs.subarray(0, particleIndex * 4),
|
||
colors: this._colors.subarray(0, particleIndex),
|
||
tileCount: particleIndex,
|
||
sortingLayer: firstSystem?.sortingLayer ?? SortingLayers.Default,
|
||
orderInLayer: firstSystem?.orderInLayer ?? 0,
|
||
textureGuid,
|
||
bScreenSpace: firstSystem?.bScreenSpace ?? false
|
||
};
|
||
|
||
this._renderDataCache.push(renderData);
|
||
}
|
||
}
|
||
|
||
this._dirty = false;
|
||
}
|
||
|
||
/**
|
||
* 清理
|
||
* Cleanup
|
||
*/
|
||
dispose(): void {
|
||
this._particleSystems.clear();
|
||
this._renderDataCache.length = 0;
|
||
}
|
||
}
|