* 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
48 lines
1.6 KiB
TypeScript
48 lines
1.6 KiB
TypeScript
/**
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* Physics Editor Plugin
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*
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* 编辑器版本的物理插件,不包含 WASM 依赖。
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* Editor version of physics plugin, without WASM dependencies.
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*
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* 使用轻量级 Physics2DComponentsModule 注册组件,
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* 使场景中的物理组件可以正确序列化/反序列化。
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* Uses lightweight Physics2DComponentsModule to register components,
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* enabling proper serialization/deserialization of physics components in scenes.
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*/
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import type { IRuntimePlugin, ModuleManifest } from '@esengine/engine-core';
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import { Physics2DComponentsModule } from './Physics2DComponentsModule';
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const manifest: ModuleManifest = {
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id: '@esengine/physics-rapier2d',
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name: '@esengine/physics-rapier2d',
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displayName: 'Physics 2D',
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version: '1.0.0',
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description: 'Deterministic 2D physics with Rapier2D',
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category: 'Physics',
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isCore: false,
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defaultEnabled: false,
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isEngineModule: true,
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canContainContent: false,
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requiresWasm: true,
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dependencies: ['engine-core'],
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exports: {
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components: ['Rigidbody2DComponent', 'BoxCollider2DComponent', 'CircleCollider2DComponent'],
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systems: ['PhysicsSystem']
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}
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};
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/**
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* 编辑器物理插件(轻量级运行时模块)
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* Editor physics plugin (lightweight runtime module)
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*
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* 使用 Physics2DComponentsModule 注册组件,用于场景反序列化。
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* 不包含 WASM 依赖,不创建物理系统。
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* Uses Physics2DComponentsModule for component registration (scene deserialization).
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* No WASM dependency, no physics system creation.
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*/
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export const Physics2DPlugin: IRuntimePlugin = {
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manifest,
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runtimeModule: new Physics2DComponentsModule()
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};
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