Files
esengine/packages/physics-rapier2d/src/PhysicsRuntimeModule.ts
YHH 673f5e5855 feat(physics): 集成 Rapier2D 物理引擎并修复预览重置问题 (#244)
* feat(physics): 集成 Rapier2D 物理引擎并修复预览重置问题

* fix: 修复 CI 流程并清理代码
2025-11-28 10:32:28 +08:00

118 lines
3.2 KiB
TypeScript

/**
* Physics 2D Runtime Module
* 2D 物理运行时模块
*
* 提供确定性 2D 物理模拟功能
*/
import type { IScene, ServiceContainer } from '@esengine/ecs-framework';
import { ComponentRegistry } from '@esengine/ecs-framework';
import type { IRuntimeModuleLoader, SystemContext } from '@esengine/ecs-components';
import * as RAPIER from '@dimforge/rapier2d-compat';
// Components
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';
// Systems
import { Physics2DSystem } from './systems/Physics2DSystem';
// Services
import { Physics2DService } from './services/Physics2DService';
/**
* Physics 2D Runtime Module
* 2D 物理运行时模块
*
* 实现 IRuntimeModuleLoader 接口,提供:
* - 物理组件注册
* - 物理系统创建
* - Rapier2D 初始化
*/
export class PhysicsRuntimeModule implements IRuntimeModuleLoader {
private _rapierModule: typeof RAPIER | null = null;
private _physicsSystem: Physics2DSystem | null = null;
/**
* 初始化模块
* 异步初始化 Rapier2D WASM 模块
*/
async onInitialize(): Promise<void> {
// 初始化 Rapier2D WASM
await RAPIER.init();
this._rapierModule = RAPIER;
}
/**
* 注册组件
*/
registerComponents(registry: typeof ComponentRegistry): void {
registry.register(Rigidbody2DComponent);
registry.register(BoxCollider2DComponent);
registry.register(CircleCollider2DComponent);
registry.register(CapsuleCollider2DComponent);
registry.register(PolygonCollider2DComponent);
}
/**
* 注册服务
*/
registerServices?(services: ServiceContainer): void {
// 注册物理服务
services.registerSingleton(Physics2DService);
}
/**
* 创建系统
*/
createSystems(scene: IScene, context: SystemContext): void {
// 创建物理系统
const physicsSystem = new Physics2DSystem({
physics: context.physicsConfig,
updateOrder: -1000 // 在其他系统之前运行
});
scene.addSystem(physicsSystem);
this._physicsSystem = physicsSystem;
// 如果 Rapier 已加载,初始化物理系统
if (this._rapierModule) {
physicsSystem.initializeWithRapier(this._rapierModule);
}
// 导出到上下文供其他系统使用
context.physicsSystem = physicsSystem;
context.physics2DWorld = physicsSystem.world;
}
/**
* 销毁模块
*/
onDestroy(): void {
this._physicsSystem = null;
this._rapierModule = null;
}
/**
* 获取 Rapier 模块
*/
getRapierModule(): typeof RAPIER | null {
return this._rapierModule;
}
/**
* 获取物理系统
*/
getPhysicsSystem(): Physics2DSystem | null {
return this._physicsSystem;
}
}
/**
* 默认导出模块实例
*/
export default new PhysicsRuntimeModule();