* feat(platform-common): 添加WASM加载器和环境检测API * feat(rapier2d): 新增Rapier2D WASM绑定包 * feat(physics-rapier2d): 添加跨平台WASM加载器 * feat(asset-system): 添加运行时资产目录和bundle格式 * feat(asset-system-editor): 新增编辑器资产管理包 * feat(editor-core): 添加构建系统和模块管理 * feat(editor-app): 重构浏览器预览使用import maps * feat(platform-web): 添加BrowserRuntime和资产读取 * feat(engine): 添加材质系统和着色器管理 * feat(material): 新增材质系统和着色器编辑器 * feat(tilemap): 增强tilemap编辑器和动画系统 * feat(modules): 添加module.json配置 * feat(core): 添加module.json和类型定义更新 * chore: 更新依赖和构建配置 * refactor(plugins): 更新插件模板使用ModuleManifest * chore: 添加第三方依赖库 * chore: 移除BehaviourTree-ai和ecs-astar子模块 * docs: 更新README和文档主题样式 * fix: 修复Rust文档测试和添加rapier2d WASM绑定 * fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题 * feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea) * fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖 * fix: 添加缺失的包依赖修复CI构建 * fix: 修复CodeQL检测到的代码问题 * fix: 修复构建错误和缺失依赖 * fix: 修复类型检查错误 * fix(material-system): 修复tsconfig配置支持TypeScript项目引用 * fix(editor-core): 修复Rollup构建配置添加tauri external * fix: 修复CodeQL检测到的代码问题 * fix: 修复CodeQL检测到的代码问题
101 lines
3.3 KiB
TypeScript
101 lines
3.3 KiB
TypeScript
import type {Testbed} from "../Testbed";
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type RAPIER_API = typeof import("@dimforge/rapier2d");
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export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
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let gravity = new RAPIER.Vector2(0.0, -9.81);
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let world = new RAPIER.World(gravity);
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// Create Ground.
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let bodyDesc = RAPIER.RigidBodyDesc.fixed();
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let body = world.createRigidBody(bodyDesc);
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let colliderDesc = RAPIER.ColliderDesc.cuboid(15.0, 0.1);
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world.createCollider(colliderDesc, body);
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// Dynamic cubes.
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let rad = 0.5;
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let num = 5;
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let i, j, k;
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let shift = rad * 2.5;
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let center = num * rad;
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let height = 5.0;
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for (i = 0; i < num; ++i) {
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for (k = i; k < num; ++k) {
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let x = (i * shift) / 2.0 + (k - i) * shift - center;
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let y = (i * shift) / 2.0 + height;
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// Create dynamic cube.
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let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
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let body = world.createRigidBody(bodyDesc);
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let colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad / 2.0);
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world.createCollider(colliderDesc, body);
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}
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}
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// Character.
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let characterDesc = RAPIER.RigidBodyDesc.dynamic()
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.setTranslation(-10.0, 4.0)
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.setGravityScale(10.0)
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.setSoftCcdPrediction(10.0);
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let character = world.createRigidBody(characterDesc);
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let characterColliderDesc = RAPIER.ColliderDesc.cuboid(0.6, 1.2);
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world.createCollider(characterColliderDesc, character);
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let pidController = world.createPidController(
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60.0,
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0.0,
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1.0,
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RAPIER.PidAxesMask.AllAng,
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);
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let speed = 0.2;
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let movementDirection = {x: 0.0, y: 0.0};
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let targetVelocity = {x: 0.0, y: 0.0};
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let targetRotation = 0.0;
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let updateCharacter = () => {
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if (movementDirection.x == 0.0 && movementDirection.y == 0.0) {
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// Only adjust the rotation, but let translation.
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pidController.setAxes(RAPIER.PidAxesMask.AllAng);
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} else if (movementDirection.y == 0.0) {
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// Don’t control the linear Y axis so the player can fall down due to gravity.
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pidController.setAxes(
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RAPIER.PidAxesMask.AllAng | RAPIER.PidAxesMask.LinX,
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);
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} else {
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pidController.setAxes(RAPIER.PidAxesMask.All);
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}
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let targetPoint = character.translation();
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targetPoint.x += movementDirection.x;
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targetPoint.y += movementDirection.y;
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pidController.applyLinearCorrection(
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character,
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targetPoint,
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targetVelocity,
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);
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pidController.applyAngularCorrection(character, 0.0, 0.0);
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};
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testbed.setWorld(world);
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testbed.setpreTimestepAction(updateCharacter);
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document.onkeydown = function (event: KeyboardEvent) {
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if (event.key == "ArrowLeft") movementDirection.x = -speed;
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if (event.key == "ArrowRight") movementDirection.x = speed;
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if (event.key == " ") movementDirection.y = speed;
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};
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document.onkeyup = function (event: KeyboardEvent) {
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if (event.key == "ArrowLeft") movementDirection.x = 0.0;
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if (event.key == "ArrowRight") movementDirection.x = 0.0;
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if (event.key == " ") movementDirection.y = 0.0;
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};
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testbed.lookAt({
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target: {x: 0.0, y: -1.0},
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zoom: 50.0,
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});
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}
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