Files
esengine/packages/physics-rapier2d/src/PhysicsRuntimeModule.ts
YHH 52bbccd53c feat(particle): 添加粒子与 Rapier2D 物理碰撞集成 (#295)
* feat(particle): 添加粒子与 Rapier2D 物理碰撞集成

- 新增 Physics2DCollisionModule 模块,支持粒子与场景碰撞体交互
- 支持圆形重叠检测和射线检测两种模式
- 支持 Kill/Bounce/Stop 三种碰撞行为
- 修复 module.update() 参数顺序 bug
- 物理模块自动通过 context 注入,用户只需添加模块即可

* chore: update pnpm-lock.yaml for particle physics dependency

Update lockfile to include @esengine/physics-rapier2d as optional peer dependency.
2025-12-08 09:38:37 +08:00

246 lines
7.0 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* 物理运行时模块
*
* 提供 Rapier2D 物理引擎的 ECS 集成
*/
import type { IScene, ServiceContainer } from '@esengine/ecs-framework';
import { ComponentRegistry } from '@esengine/ecs-framework';
import type { IRuntimeModule, IPlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
import { WasmLibraryLoaderFactory } from '@esengine/platform-common';
import type * as RAPIER from '@esengine/rapier2d';
import { Rigidbody2DComponent } from './components/Rigidbody2DComponent';
import { BoxCollider2DComponent } from './components/BoxCollider2DComponent';
import { CircleCollider2DComponent } from './components/CircleCollider2DComponent';
import { CapsuleCollider2DComponent } from './components/CapsuleCollider2DComponent';
import { PolygonCollider2DComponent } from './components/PolygonCollider2DComponent';
import { Physics2DSystem } from './systems/Physics2DSystem';
import { Physics2DService } from './services/Physics2DService';
// 注册 Rapier2D 加载器
import './loaders';
/**
* 2D 物理查询接口
* 2D Physics query interface
*
* 用于粒子系统等模块查询物理世界
* Used by particle system and other modules to query physics world
*/
export interface IPhysics2DQuery {
overlapCircle(
center: { x: number; y: number },
radius: number,
collisionMask?: number
): { entityIds: number[]; colliderHandles: number[] };
raycast(
origin: { x: number; y: number },
direction: { x: number; y: number },
maxDistance: number,
collisionMask?: number
): {
entityId: number;
point: { x: number; y: number };
normal: { x: number; y: number };
distance: number;
colliderHandle: number;
} | null;
}
/**
* 物理系统上下文扩展
*/
export interface PhysicsSystemContext extends SystemContext {
/**
* 物理系统实例
*/
physicsSystem?: Physics2DSystem;
/**
* 物理世界实例
*/
physics2DWorld?: any;
/**
* 物理配置
*/
physicsConfig?: any;
/**
* 2D 物理查询接口
* 2D Physics query interface
*
* 供粒子系统等模块使用,用于检测粒子与物理碰撞体的碰撞。
* 实际上是 Physics2DSystem 的引用,因为它实现了 IPhysics2DQuery 接口。
*
* For particle system and other modules to detect collision with physics colliders.
* Actually a reference to Physics2DSystem which implements IPhysics2DQuery interface.
*/
physics2DQuery?: IPhysics2DQuery;
}
/**
* 物理运行时模块
*
* 负责:
* 1. 加载并初始化 Rapier2D WASM 模块(跨平台)
* 2. 注册物理组件
* 3. 注册物理服务
* 4. 创建物理系统
*
* @example
* ```typescript
* // 作为插件使用
* runtimePluginManager.register(PhysicsPlugin);
* runtimePluginManager.enable('@esengine/physics-rapier2d');
*
* // 插件会自动:
* // 1. 检测平台并选择合适的加载器
* // 2. 安装必要的 polyfills如微信小游戏的 TextDecoder
* // 3. 加载 Rapier2D WASM 模块
* // 4. 注册物理组件和系统
* ```
*/
class PhysicsRuntimeModule implements IRuntimeModule {
private _rapierModule: typeof RAPIER | null = null;
private _physicsSystem: Physics2DSystem | null = null;
/**
* 初始化物理模块
*
* 使用平台适配的加载器加载 Rapier2D
*/
async onInitialize(): Promise<void> {
// 使用工厂创建平台对应的加载器
const loader = WasmLibraryLoaderFactory.createLoader<typeof RAPIER>('rapier2d');
// 获取平台信息
const platformInfo = loader.getPlatformInfo();
console.log(`[Physics] 平台: ${platformInfo.type}`);
console.log(`[Physics] WASM 支持: ${platformInfo.supportsWasm}`);
if (platformInfo.needsPolyfills.length > 0) {
console.log(`[Physics] 需要 Polyfills: ${platformInfo.needsPolyfills.join(', ')}`);
}
// 检查平台支持
if (!loader.isSupported()) {
throw new Error(
`[Physics] 当前平台不支持 Rapier2D: ${platformInfo.type}` +
'请检查 WebAssembly 支持情况。'
);
}
// 加载 Rapier2D
this._rapierModule = await loader.load();
console.log('[Physics] Rapier2D 加载完成');
}
/**
* 注册物理组件
*
* @param registry - 组件注册表
*/
registerComponents(registry: typeof ComponentRegistry): void {
registry.register(Rigidbody2DComponent);
registry.register(BoxCollider2DComponent);
registry.register(CircleCollider2DComponent);
registry.register(CapsuleCollider2DComponent);
registry.register(PolygonCollider2DComponent);
}
/**
* 注册物理服务
*
* @param services - 服务容器
*/
registerServices(services: ServiceContainer): void {
services.registerSingleton(Physics2DService);
}
/**
* 创建物理系统
*
* @param scene - 目标场景
* @param context - 系统上下文
*/
createSystems(scene: IScene, context: SystemContext): void {
const physicsContext = context as PhysicsSystemContext;
const physicsSystem = new Physics2DSystem({
physics: physicsContext.physicsConfig,
updateOrder: -1000
});
scene.addSystem(physicsSystem);
this._physicsSystem = physicsSystem;
if (this._rapierModule) {
physicsSystem.initializeWithRapier(this._rapierModule);
}
physicsContext.physicsSystem = physicsSystem;
physicsContext.physics2DWorld = physicsSystem.world;
// 同时暴露 physics2DQuery供粒子系统等模块使用
// Also expose physics2DQuery for particle system and other modules
physicsContext.physics2DQuery = physicsSystem;
}
/**
* 销毁物理模块
*/
onDestroy(): void {
this._physicsSystem = null;
this._rapierModule = null;
}
/**
* 获取 Rapier 模块
*
* @returns Rapier 模块,如果未加载则返回 null
*/
getRapierModule(): typeof RAPIER | null {
return this._rapierModule;
}
/**
* 获取物理系统
*
* @returns 物理系统,如果未创建则返回 null
*/
getPhysicsSystem(): Physics2DSystem | null {
return this._physicsSystem;
}
}
/**
* 模块清单
*/
const manifest: ModuleManifest = {
id: 'physics-rapier2d',
name: '@esengine/physics-rapier2d',
displayName: 'Physics 2D (Rapier)',
version: '1.0.0',
description: '基于 Rapier2D 的确定性 2D 物理引擎(支持跨平台)',
category: 'Physics',
icon: 'Atom',
isCore: false,
defaultEnabled: false,
isEngineModule: true,
dependencies: ['core', 'math'],
exports: { components: ['RigidBody2D'] },
requiresWasm: true
};
/**
* 物理插件
*/
export const PhysicsPlugin: IPlugin = {
manifest,
runtimeModule: new PhysicsRuntimeModule()
};
export { PhysicsRuntimeModule };