* 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
144 lines
4.4 KiB
TypeScript
144 lines
4.4 KiB
TypeScript
import seedrandom from "seedrandom";
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import type {Testbed} from "../Testbed";
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type RAPIER_API = typeof import("@dimforge/rapier3d");
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function generateTriMesh(nsubdivs: number, wx: number, wy: number, wz: number) {
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let vertices = [];
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let indices = [];
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let elementWidth = 1.0 / nsubdivs;
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let rng = seedrandom("trimesh");
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let i, j;
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for (i = 0; i <= nsubdivs; ++i) {
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for (j = 0; j <= nsubdivs; ++j) {
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let x = (j * elementWidth - 0.5) * wx;
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let y = rng() * wy;
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let z = (i * elementWidth - 0.5) * wz;
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vertices.push(x, y, z);
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}
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}
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for (i = 0; i < nsubdivs; ++i) {
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for (j = 0; j < nsubdivs; ++j) {
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let i1 = (i + 0) * (nsubdivs + 1) + (j + 0);
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let i2 = (i + 0) * (nsubdivs + 1) + (j + 1);
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let i3 = (i + 1) * (nsubdivs + 1) + (j + 0);
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let i4 = (i + 1) * (nsubdivs + 1) + (j + 1);
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indices.push(i1, i3, i2);
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indices.push(i3, i4, i2);
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}
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}
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return {
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vertices: new Float32Array(vertices),
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indices: new Uint32Array(indices),
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};
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}
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export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
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let gravity = new RAPIER.Vector3(0.0, -9.81, 0.0);
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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 trimesh = generateTriMesh(20, 70.0, 4.0, 70.0);
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let colliderDesc = RAPIER.ColliderDesc.trimesh(
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trimesh.vertices,
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trimesh.indices,
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);
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world.createCollider(colliderDesc, body);
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// Dynamic cubes.
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let num = 4;
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let numy = 10;
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let rad = 1.0;
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let shift = rad * 2.0 + rad;
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let centery = shift / 2.0;
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let offset = -num * (rad * 2.0 + rad) * 0.5;
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let i, j, k;
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for (j = 0; j < numy; ++j) {
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for (i = 0; i < num; ++i) {
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for (k = 0; k < num; ++k) {
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let x = i * shift + offset;
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let y = j * shift + centery + 3.0;
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let z = k * shift + offset;
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// Create dynamic cube.
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let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(
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x,
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y,
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z,
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);
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let body = world.createRigidBody(bodyDesc);
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let colliderDesc;
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switch (j % 5) {
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case 0:
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colliderDesc = RAPIER.ColliderDesc.cuboid(
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rad,
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rad,
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rad,
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);
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break;
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case 1:
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colliderDesc = RAPIER.ColliderDesc.ball(rad);
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break;
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case 2:
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colliderDesc = RAPIER.ColliderDesc.roundCylinder(
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rad,
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rad,
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rad / 10.0,
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);
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break;
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case 3:
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colliderDesc = RAPIER.ColliderDesc.cone(rad, rad);
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break;
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case 4:
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colliderDesc = RAPIER.ColliderDesc.cuboid(
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rad / 2.0,
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rad / 2.0,
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rad / 2.0,
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);
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world.createCollider(colliderDesc, body);
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colliderDesc = RAPIER.ColliderDesc.cuboid(
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rad / 2.0,
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rad,
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rad / 2.0,
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).setTranslation(rad, 0.0, 0.0);
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world.createCollider(colliderDesc, body);
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colliderDesc = RAPIER.ColliderDesc.cuboid(
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rad / 2.0,
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rad,
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rad / 2.0,
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).setTranslation(-rad, 0.0, 0.0);
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break;
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}
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world.createCollider(colliderDesc, body);
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}
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}
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offset -= 0.05 * rad * (num - 1.0);
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}
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testbed.setWorld(world);
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let cameraPosition = {
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eye: {
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x: -88.48024008669711,
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y: 46.911325612198354,
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z: 83.56055570254844,
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},
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target: {x: 0.0, y: 0.0, z: 0.0},
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};
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testbed.lookAt(cameraPosition);
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}
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