* feat(world-streaming): 添加世界流式加载系统 实现基于区块的世界流式加载系统,支持开放世界游戏: 运行时包 (@esengine/world-streaming): - ChunkComponent: 区块实体组件,包含坐标、边界、状态 - StreamingAnchorComponent: 流式锚点组件(玩家/摄像机) - ChunkLoaderComponent: 流式加载配置组件 - ChunkStreamingSystem: 区块加载/卸载调度系统 - ChunkCullingSystem: 区块可见性剔除系统 - ChunkManager: 区块生命周期管理服务 - SpatialHashGrid: 空间哈希网格 - ChunkSerializer: 区块序列化 编辑器包 (@esengine/world-streaming-editor): - ChunkVisualizer: 区块可视化覆盖层 - ChunkLoaderInspectorProvider: 区块加载器检视器 - StreamingAnchorInspectorProvider: 流式锚点检视器 - WorldStreamingPlugin: 完整插件导出 * feat(asset): 统一资产引用使用 GUID 替代路径 将所有组件的资产引用字段从路径改为 GUID: - SpriteComponent: texture -> textureGuid, material -> materialGuid - SpriteAnimatorComponent: AnimationFrame.texture -> textureGuid - UIRenderComponent: texture -> textureGuid - UIButtonComponent: normalTexture -> normalTextureGuid 等 - AudioSourceComponent: clip -> clipGuid - ParticleSystemComponent: 已使用 textureGuid 修复 AssetRegistryService 注册问题和路径规范化, 添加渲染系统的 GUID 解析支持。 * fix(sprite-editor): 更新 material 为 materialGuid * fix(editor-app): 更新 AnimationFrame.texture 为 textureGuid
218 lines
8.5 KiB
TypeScript
218 lines
8.5 KiB
TypeScript
/**
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* UI Rect Render System
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* UI 矩形渲染系统
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*
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* Renders basic UIRenderComponent entities (those without specialized widget components)
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* by submitting render primitives to the shared UIRenderCollector.
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* 通过向共享的 UIRenderCollector 提交渲染原语来渲染基础 UIRenderComponent 实体
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* (没有专门 widget 组件的实体)。
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*/
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import { EntitySystem, Matcher, Entity, ECSSystem } from '@esengine/ecs-framework';
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import { UITransformComponent } from '../../components/UITransformComponent';
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import { UIRenderComponent } from '../../components/UIRenderComponent';
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import { UIButtonComponent } from '../../components/widgets/UIButtonComponent';
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import { UIProgressBarComponent } from '../../components/widgets/UIProgressBarComponent';
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import { UISliderComponent } from '../../components/widgets/UISliderComponent';
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import { UIScrollViewComponent } from '../../components/widgets/UIScrollViewComponent';
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import { getUIRenderCollector } from './UIRenderCollector';
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/**
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* UI Rect Render System
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* UI 矩形渲染系统
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*
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* Handles rendering of basic UI elements with UIRenderComponent that don't have
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* specialized widget components (like buttons, progress bars, etc.).
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*
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* This is the "catch-all" renderer for simple rectangles, images, and panels.
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*
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* 处理具有 UIRenderComponent 但没有专门 widget 组件(如按钮、进度条等)的基础 UI 元素的渲染。
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* 这是简单矩形、图像和面板的"兜底"渲染器。
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*/
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@ECSSystem('UIRectRender', { updateOrder: 100 })
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export class UIRectRenderSystem extends EntitySystem {
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constructor() {
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super(Matcher.empty().all(UITransformComponent, UIRenderComponent));
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}
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protected process(entities: readonly Entity[]): void {
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const collector = getUIRenderCollector();
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for (const entity of entities) {
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// Skip if entity has specialized widget components
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// (they have their own render systems)
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// 如果实体有专门的 widget 组件,跳过(它们有自己的渲染系统)
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if (entity.hasComponent(UIButtonComponent) ||
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entity.hasComponent(UIProgressBarComponent) ||
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entity.hasComponent(UISliderComponent) ||
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entity.hasComponent(UIScrollViewComponent)) {
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continue;
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}
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const transform = entity.getComponent(UITransformComponent)!;
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const render = entity.getComponent(UIRenderComponent)!;
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if (!transform.visible) continue;
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const x = transform.worldX ?? transform.x;
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const y = transform.worldY ?? transform.y;
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// 使用世界缩放(考虑父级缩放)
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const scaleX = transform.worldScaleX ?? transform.scaleX;
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const scaleY = transform.worldScaleY ?? transform.scaleY;
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const width = (transform.computedWidth ?? transform.width) * scaleX;
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const height = (transform.computedHeight ?? transform.height) * scaleY;
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const alpha = transform.worldAlpha ?? transform.alpha;
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// 使用世界旋转(考虑父级旋转)
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const rotation = transform.worldRotation ?? transform.rotation;
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const baseOrder = 100 + transform.zIndex;
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// 使用 transform 的 pivot 作为旋转/缩放中心
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const pivotX = transform.pivotX;
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const pivotY = transform.pivotY;
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// worldX/worldY 是元素左下角位置,需要转换为以 pivot 为中心的位置
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// pivot 相对于元素的偏移:(width * pivotX, height * pivotY)
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// 渲染位置 = 左下角 + pivot 偏移
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const renderX = x + width * pivotX;
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const renderY = y + height * pivotY;
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// Render shadow if enabled
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// 如果启用,渲染阴影
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if (render.shadowEnabled && render.shadowAlpha > 0) {
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collector.addRect(
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renderX + render.shadowOffsetX,
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renderY + render.shadowOffsetY,
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width + render.shadowBlur * 2,
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height + render.shadowBlur * 2,
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render.shadowColor,
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render.shadowAlpha * alpha,
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baseOrder - 0.1,
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{
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rotation,
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pivotX,
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pivotY
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}
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);
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}
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// Render texture if present
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// 如果有纹理,渲染纹理
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if (render.textureGuid) {
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const texturePath = typeof render.textureGuid === 'string' ? render.textureGuid : undefined;
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const textureId = typeof render.textureGuid === 'number' ? render.textureGuid : undefined;
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collector.addRect(
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renderX, renderY,
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width, height,
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render.textureTint,
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alpha,
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baseOrder,
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{
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rotation,
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pivotX,
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pivotY,
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textureId,
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texturePath,
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uv: render.textureUV
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? [render.textureUV.u0, render.textureUV.v0, render.textureUV.u1, render.textureUV.v1]
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: undefined
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}
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);
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}
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// Render background color if fill is enabled
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// 如果启用填充,渲染背景颜色
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else if (render.fillBackground && render.backgroundAlpha > 0) {
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collector.addRect(
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renderX, renderY,
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width, height,
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render.backgroundColor,
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render.backgroundAlpha * alpha,
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baseOrder,
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{
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rotation,
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pivotX,
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pivotY
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}
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);
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}
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// Render border if present
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// 如果有边框,渲染边框
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if (render.borderWidth > 0 && render.borderAlpha > 0) {
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this.renderBorder(
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collector,
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renderX, renderY, width, height,
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render.borderWidth,
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render.borderColor,
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render.borderAlpha * alpha,
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baseOrder + 0.1,
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rotation,
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pivotX,
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pivotY
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);
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}
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}
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}
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/**
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* Render border using pivot-based coordinates
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* 使用基于 pivot 的坐标渲染边框
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*/
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private renderBorder(
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collector: ReturnType<typeof getUIRenderCollector>,
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centerX: number, centerY: number,
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width: number, height: number,
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borderWidth: number,
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borderColor: number,
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alpha: number,
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sortOrder: number,
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rotation: number,
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pivotX: number,
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pivotY: number
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): void {
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// 计算矩形的左下角位置(相对于 pivot 中心)
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const left = centerX - width * pivotX;
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const bottom = centerY - height * pivotY;
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const right = left + width;
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const top = bottom + height;
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// Top border
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const topBorderCenterX = (left + right) / 2;
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const topBorderCenterY = top - borderWidth / 2;
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collector.addRect(
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topBorderCenterX, topBorderCenterY,
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width, borderWidth,
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borderColor, alpha, sortOrder,
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{ rotation, pivotX: 0.5, pivotY: 0.5 }
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);
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// Bottom border
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const bottomBorderCenterY = bottom + borderWidth / 2;
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collector.addRect(
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topBorderCenterX, bottomBorderCenterY,
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width, borderWidth,
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borderColor, alpha, sortOrder,
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{ rotation, pivotX: 0.5, pivotY: 0.5 }
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);
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// Left border (excluding corners)
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const sideBorderHeight = height - borderWidth * 2;
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const leftBorderCenterX = left + borderWidth / 2;
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const sideBorderCenterY = (top + bottom) / 2;
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collector.addRect(
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leftBorderCenterX, sideBorderCenterY,
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borderWidth, sideBorderHeight,
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borderColor, alpha, sortOrder,
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{ rotation, pivotX: 0.5, pivotY: 0.5 }
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);
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// Right border (excluding corners)
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const rightBorderCenterX = right - borderWidth / 2;
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collector.addRect(
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rightBorderCenterX, sideBorderCenterY,
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borderWidth, sideBorderHeight,
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borderColor, alpha, sortOrder,
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{ rotation, pivotX: 0.5, pivotY: 0.5 }
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);
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}
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}
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