* feat(asset-system): 实现路径稳定 ID 生成器 使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID: - 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定 - 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID - 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID - clearTextureMappings() 不再清除 _pathIdCache 这解决了 Play/Stop 后纹理 ID 失效的根本问题。 * fix(runtime-core): 移除 Play/Stop 循环中的 clearTextureMappings 调用 使用路径稳定 ID 后,不再需要在快照保存/恢复时清除纹理缓存: - saveSceneSnapshot() 移除 clearTextureMappings() 调用 - restoreSceneSnapshot() 移除 clearTextureMappings() 调用 - 组件保存的 textureId 在 Play/Stop 后仍然有效 * fix(editor-core): 修复场景切换时的资源泄漏 在 openScene() 加载新场景前先卸载旧场景资源: - 调用 sceneResourceManager.unloadSceneResources() 释放旧资源 - 使用引用计数机制,仅卸载不再被引用的资源 - 路径稳定 ID 缓存不受影响,保持 ID 稳定性 * fix(runtime-core): 修复 PluginManager 组件注册类型错误 将 ComponentRegistry 类改为 GlobalComponentRegistry 实例: - registerComponents() 期望 IComponentRegistry 接口实例 - GlobalComponentRegistry 是 ComponentRegistry 的全局实例 * refactor(core): 提取 IComponentRegistry 接口 将组件注册表抽象为接口,支持场景级组件注册: - 新增 IComponentRegistry 接口定义 - Scene 持有独立的 componentRegistry 实例 - 支持从 GlobalComponentRegistry 克隆 - 各系统支持传入自定义注册表 * refactor(engine-core): 改进插件服务注册机制 - 更新 IComponentRegistry 类型引用 - 优化 PluginServiceRegistry 服务管理 * refactor(modules): 适配新的组件注册接口 更新各模块 RuntimeModule 使用 IComponentRegistry 接口: - audio, behavior-tree, camera - sprite, tilemap, world-streaming * fix(physics-rapier2d): 修复物理插件组件注册 - PhysicsEditorPlugin 添加 runtimeModule 引用 - 适配 IComponentRegistry 接口 - 修复物理组件在场景加载时未注册的问题 * feat(editor-core): 添加 UserCodeService 就绪信号机制 - 新增 waitForReady()/signalReady() API - 支持等待用户脚本编译完成 - 解决场景加载时组件未注册的时序问题 * fix(editor-app): 在编译完成后调用 signalReady() 确保用户脚本编译完成后发出就绪信号: - 编译成功后调用 userCodeService.signalReady() - 编译失败也要发出信号,避免阻塞场景加载 * feat(editor-core): 改进编辑器核心服务 - EntityStoreService 添加调试日志 - AssetRegistryService 优化资产注册 - PluginManager 改进插件管理 - IFileAPI 添加 getFileMtime 接口 * feat(engine): 改进 Rust 纹理管理器 - 支持任意 ID 的纹理加载(非递增) - 添加纹理状态追踪 API - 优化纹理缓存清理机制 - 更新 TypeScript 绑定 * feat(ui): 添加场景切换和文本闪烁组件 新增组件: - SceneLoadTriggerComponent: 场景切换触发器 - TextBlinkComponent: 文本闪烁效果 新增系统: - SceneLoadTriggerSystem: 处理场景切换逻辑 - TextBlinkSystem: 处理文本闪烁动画 其他改进: - UIRuntimeModule 适配新组件注册接口 - UI 渲染系统优化 * feat(editor-app): 添加外部文件修改检测 - 新增 ExternalModificationDialog 组件 - TauriFileAPI 支持 getFileMtime - 场景文件被外部修改时提示用户 * feat(editor-app): 添加渲染调试面板 - 新增 RenderDebugService 和调试面板 UI - App/ContentBrowser 添加调试日志 - TitleBar/Viewport 优化 - DialogManager 改进 * refactor(editor-app): 编辑器服务和组件优化 - EngineService 改进引擎集成 - EditorEngineSync 同步优化 - AssetFileInspector 改进 - VectorFieldEditors 优化 - InstantiatePrefabCommand 改进 * feat(i18n): 更新国际化翻译 - 添加新功能相关翻译 - 更新中文、英文、西班牙文 * feat(tauri): 添加文件修改时间查询命令 - 新增 get_file_mtime 命令 - 支持检测文件外部修改 * refactor(particle): 粒子系统改进 - 适配新的组件注册接口 - ParticleSystem 优化 - 添加单元测试 * refactor(platform): 平台适配层优化 - BrowserRuntime 改进 - 新增 RuntimeSceneManager 服务 - 导出优化 * refactor(asset-system-editor): 资产元数据改进 - AssetMetaFile 优化 - 导出调整 * fix(asset-system): 移除未使用的 TextureLoader 导入 * fix(tests): 更新测试以使用 GlobalComponentRegistry 实例 修复多个测试文件以适配 ComponentRegistry 从静态类变为实例类的变更: - ComponentStorage.test.ts: 使用 GlobalComponentRegistry.reset() - EntitySerializer.test.ts: 使用 GlobalComponentRegistry 实例 - IncrementalSerialization.test.ts: 使用 GlobalComponentRegistry 实例 - SceneSerializer.test.ts: 使用 GlobalComponentRegistry 实例 - ComponentRegistry.extended.test.ts: 使用 GlobalComponentRegistry,同时注册到 scene.componentRegistry - SystemTypes.test.ts: 在 Scene 创建前注册组件 - QuerySystem.test.ts: mockScene 添加 componentRegistry
726 lines
25 KiB
Rust
726 lines
25 KiB
Rust
//! ES Engine - High-performance 2D game engine for web and mobile platforms.
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//! ES引擎 - 高性能2D游戏引擎,支持Web和移动平台。
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//!
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//! # Architecture | 架构
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//!
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//! The engine is designed with a modular architecture:
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//! 引擎采用模块化架构设计:
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//!
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//! - `core` - Engine lifecycle and context management | 引擎生命周期和上下文管理
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//! - `renderer` - 2D rendering with batch optimization | 2D渲染与批处理优化
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//! - `math` - Mathematical primitives (vectors, matrices) | 数学基元(向量、矩阵)
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//! - `resource` - Asset loading and management | 资源加载和管理
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//! - `input` - Keyboard, mouse, and touch input | 键盘、鼠标和触摸输入
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//! - `platform` - Platform abstraction layer | 平台抽象层
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//!
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//! # Example | 示例
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//!
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//! ```typescript
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//! import { GameEngine } from 'es-engine';
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//!
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//! const engine = new GameEngine('canvas');
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//! engine.loadTexture('player', 'assets/player.png');
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//!
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//! function gameLoop() {
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//! engine.clear(0.0, 0.0, 0.0, 1.0);
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//! engine.submitSpriteBatch(transforms, textureIds, uvs, colors);
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//! engine.render();
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//! requestAnimationFrame(gameLoop);
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//! }
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//! ```
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#![warn(missing_docs)]
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#![warn(rustdoc::missing_crate_level_docs)]
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use wasm_bindgen::prelude::*;
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// Module declarations | 模块声明
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pub mod core;
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pub mod math;
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pub mod platform;
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pub mod renderer;
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pub mod resource;
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pub mod input;
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// Re-exports | 重新导出
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pub use crate::core::{Engine, EngineConfig};
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pub use crate::core::error::{EngineError, Result};
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/// Initialize panic hook for better error messages in console.
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/// 初始化panic hook以在控制台显示更好的错误信息。
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#[wasm_bindgen(start)]
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pub fn init() {
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#[cfg(feature = "console_error_panic_hook")]
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console_error_panic_hook::set_once();
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// Initialize logger | 初始化日志
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console_log::init_with_level(log::Level::Debug)
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.expect("Failed to initialize logger | 日志初始化失败");
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log::info!("ES Engine initialized | ES引擎初始化完成");
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}
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/// Game engine main interface exposed to JavaScript.
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/// 暴露给JavaScript的游戏引擎主接口。
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///
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/// This is the primary entry point for the engine from TypeScript/JavaScript.
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/// 这是从TypeScript/JavaScript访问引擎的主要入口点。
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#[wasm_bindgen]
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pub struct GameEngine {
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engine: Engine,
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}
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#[wasm_bindgen]
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impl GameEngine {
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/// Create a new game engine instance.
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/// 创建新的游戏引擎实例。
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///
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/// # Arguments | 参数
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/// * `canvas_id` - The HTML canvas element ID | HTML canvas元素ID
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///
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/// # Returns | 返回
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/// A new GameEngine instance or an error | 新的GameEngine实例或错误
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#[wasm_bindgen(constructor)]
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pub fn new(canvas_id: &str) -> std::result::Result<GameEngine, JsValue> {
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let config = EngineConfig::default();
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let engine = Engine::new(canvas_id, config)
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.map_err(|e| JsValue::from_str(&e.to_string()))?;
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Ok(GameEngine { engine })
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}
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/// Create a new game engine from external WebGL context.
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/// 从外部 WebGL 上下文创建引擎。
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///
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/// This is designed for WeChat MiniGame and similar environments.
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/// 适用于微信小游戏等环境。
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#[wasm_bindgen(js_name = fromExternal)]
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pub fn from_external(
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gl_context: JsValue,
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width: u32,
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height: u32,
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) -> std::result::Result<GameEngine, JsValue> {
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let config = EngineConfig::default();
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let engine = Engine::from_external(gl_context, width, height, config)
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.map_err(|e| JsValue::from_str(&e.to_string()))?;
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Ok(GameEngine { engine })
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}
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/// Clear the screen with specified color.
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/// 使用指定颜色清除屏幕。
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///
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/// # Arguments | 参数
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/// * `r` - Red component (0.0-1.0) | 红色分量
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/// * `g` - Green component (0.0-1.0) | 绿色分量
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/// * `b` - Blue component (0.0-1.0) | 蓝色分量
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/// * `a` - Alpha component (0.0-1.0) | 透明度分量
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pub fn clear(&self, r: f32, g: f32, b: f32, a: f32) {
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self.engine.clear(r, g, b, a);
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}
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/// Get canvas width.
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/// 获取画布宽度。
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#[wasm_bindgen(getter)]
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pub fn width(&self) -> u32 {
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self.engine.width()
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}
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/// Get canvas height.
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/// 获取画布高度。
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#[wasm_bindgen(getter)]
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pub fn height(&self) -> u32 {
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self.engine.height()
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}
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/// Submit sprite batch data for rendering.
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/// 提交精灵批次数据进行渲染。
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///
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/// # Arguments | 参数
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/// * `transforms` - Float32Array [x, y, rotation, scaleX, scaleY, originX, originY] per sprite
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/// 每个精灵的变换数据
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/// * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
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/// * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
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/// * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
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/// * `material_ids` - Uint32Array of material IDs (0 = default) | 材质ID数组(0 = 默认)
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#[wasm_bindgen(js_name = submitSpriteBatch)]
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pub fn submit_sprite_batch(
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&mut self,
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transforms: &[f32],
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texture_ids: &[u32],
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uvs: &[f32],
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colors: &[u32],
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material_ids: &[u32],
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) -> std::result::Result<(), JsValue> {
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self.engine
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.submit_sprite_batch(transforms, texture_ids, uvs, colors, material_ids)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Render the current frame.
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/// 渲染当前帧。
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pub fn render(&mut self) -> std::result::Result<(), JsValue> {
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self.engine
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.render()
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Render sprites as overlay (without clearing screen).
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/// 渲染精灵作为叠加层(不清除屏幕)。
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///
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/// This is used for UI rendering on top of the world content.
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/// 用于在世界内容上渲染 UI。
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#[wasm_bindgen(js_name = renderOverlay)]
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pub fn render_overlay(&mut self) -> std::result::Result<(), JsValue> {
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self.engine
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.render_overlay()
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Load a texture from URL.
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/// 从URL加载纹理。
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///
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/// # Arguments | 参数
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/// * `id` - Unique texture identifier | 唯一纹理标识符
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/// * `url` - Image URL to load | 要加载的图片URL
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#[wasm_bindgen(js_name = loadTexture)]
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pub fn load_texture(&mut self, id: u32, url: &str) -> std::result::Result<(), JsValue> {
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self.engine
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.load_texture(id, url)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Load texture by path, returning texture ID.
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/// 按路径加载纹理,返回纹理ID。
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///
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/// # Arguments | 参数
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/// * `path` - Image path/URL to load | 要加载的图片路径/URL
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#[wasm_bindgen(js_name = loadTextureByPath)]
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pub fn load_texture_by_path(&mut self, path: &str) -> std::result::Result<u32, JsValue> {
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self.engine
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.load_texture_by_path(path)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Get texture ID by path.
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/// 按路径获取纹理ID。
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///
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/// # Arguments | 参数
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/// * `path` - Image path to lookup | 要查找的图片路径
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#[wasm_bindgen(js_name = getTextureIdByPath)]
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pub fn get_texture_id_by_path(&self, path: &str) -> Option<u32> {
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self.engine.get_texture_id_by_path(path)
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}
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/// Get or load texture by path.
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/// 按路径获取或加载纹理。
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///
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/// # Arguments | 参数
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/// * `path` - Image path/URL | 图片路径/URL
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#[wasm_bindgen(js_name = getOrLoadTextureByPath)]
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pub fn get_or_load_by_path(&mut self, path: &str) -> std::result::Result<u32, JsValue> {
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self.engine
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.get_or_load_by_path(path)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// 获取纹理加载状态
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/// Get texture loading state
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///
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/// # Arguments | 参数
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/// * `id` - Texture ID | 纹理ID
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///
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/// # Returns | 返回
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/// State string: "loading", "ready", or "failed:reason"
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/// 状态字符串:"loading"、"ready" 或 "failed:原因"
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#[wasm_bindgen(js_name = getTextureState)]
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pub fn get_texture_state(&self, id: u32) -> String {
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use crate::renderer::texture::TextureState;
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match self.engine.get_texture_state(id) {
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TextureState::Loading => "loading".to_string(),
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TextureState::Ready => "ready".to_string(),
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TextureState::Failed(reason) => format!("failed:{}", reason),
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}
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}
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/// 检查纹理是否已就绪
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/// Check if texture is ready to use
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///
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/// # Arguments | 参数
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/// * `id` - Texture ID | 纹理ID
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#[wasm_bindgen(js_name = isTextureReady)]
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pub fn is_texture_ready(&self, id: u32) -> bool {
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self.engine.is_texture_ready(id)
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}
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/// 获取正在加载中的纹理数量
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/// Get the number of textures currently loading
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#[wasm_bindgen(js_name = getTextureLoadingCount)]
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pub fn get_texture_loading_count(&self) -> u32 {
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self.engine.get_texture_loading_count()
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}
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/// Check if a key is currently pressed.
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/// 检查某个键是否当前被按下。
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///
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/// # Arguments | 参数
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/// * `key_code` - The key code to check | 要检查的键码
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#[wasm_bindgen(js_name = isKeyDown)]
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pub fn is_key_down(&self, key_code: &str) -> bool {
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self.engine.is_key_down(key_code)
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}
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/// Update input state. Should be called once per frame.
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/// 更新输入状态。应该每帧调用一次。
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#[wasm_bindgen(js_name = updateInput)]
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pub fn update_input(&mut self) {
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self.engine.update_input();
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}
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/// Resize viewport.
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/// 调整视口大小。
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///
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/// # Arguments | 参数
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/// * `width` - New viewport width | 新视口宽度
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/// * `height` - New viewport height | 新视口高度
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pub fn resize(&mut self, width: u32, height: u32) {
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self.engine.resize(width as f32, height as f32);
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}
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/// Set camera position, zoom, and rotation.
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/// 设置相机位置、缩放和旋转。
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///
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/// # Arguments | 参数
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/// * `x` - Camera X position | 相机X位置
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/// * `y` - Camera Y position | 相机Y位置
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/// * `zoom` - Zoom level | 缩放级别
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/// * `rotation` - Rotation in radians | 旋转角度(弧度)
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#[wasm_bindgen(js_name = setCamera)]
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pub fn set_camera(&mut self, x: f32, y: f32, zoom: f32, rotation: f32) {
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self.engine.set_camera(x, y, zoom, rotation);
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}
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/// Get camera state.
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/// 获取相机状态。
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///
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/// # Returns | 返回
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/// Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
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#[wasm_bindgen(js_name = getCamera)]
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pub fn get_camera(&self) -> Vec<f32> {
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let (x, y, zoom, rotation) = self.engine.get_camera();
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vec![x, y, zoom, rotation]
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}
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/// Convert screen coordinates to world coordinates.
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/// 将屏幕坐标转换为世界坐标。
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///
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/// # Arguments | 参数
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/// * `screen_x` - Screen X coordinate (0 = left edge of canvas)
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/// * `screen_y` - Screen Y coordinate (0 = top edge of canvas)
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///
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/// # Returns | 返回
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/// Array of [world_x, world_y] | 数组 [world_x, world_y]
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#[wasm_bindgen(js_name = screenToWorld)]
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pub fn screen_to_world(&self, screen_x: f32, screen_y: f32) -> Vec<f32> {
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let (x, y) = self.engine.screen_to_world(screen_x, screen_y);
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vec![x, y]
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}
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/// Convert world coordinates to screen coordinates.
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/// 将世界坐标转换为屏幕坐标。
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///
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/// # Arguments | 参数
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/// * `world_x` - World X coordinate
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/// * `world_y` - World Y coordinate
|
||
///
|
||
/// # Returns | 返回
|
||
/// Array of [screen_x, screen_y] | 数组 [screen_x, screen_y]
|
||
#[wasm_bindgen(js_name = worldToScreen)]
|
||
pub fn world_to_screen(&self, world_x: f32, world_y: f32) -> Vec<f32> {
|
||
let (x, y) = self.engine.world_to_screen(world_x, world_y);
|
||
vec![x, y]
|
||
}
|
||
|
||
/// Set grid visibility.
|
||
/// 设置网格可见性。
|
||
#[wasm_bindgen(js_name = setShowGrid)]
|
||
pub fn set_show_grid(&mut self, show: bool) {
|
||
self.engine.set_show_grid(show);
|
||
}
|
||
|
||
/// Set clear color (background color).
|
||
/// 设置清除颜色(背景颜色)。
|
||
///
|
||
/// # Arguments | 参数
|
||
/// * `r`, `g`, `b`, `a` - Color components (0.0-1.0) | 颜色分量 (0.0-1.0)
|
||
#[wasm_bindgen(js_name = setClearColor)]
|
||
pub fn set_clear_color(&mut self, r: f32, g: f32, b: f32, a: f32) {
|
||
self.engine.set_clear_color(r, g, b, a);
|
||
}
|
||
|
||
/// Add a rectangle gizmo outline.
|
||
/// 添加矩形Gizmo边框。
|
||
///
|
||
/// # Arguments | 参数
|
||
/// * `x` - Center X position | 中心X位置
|
||
/// * `y` - Center Y position | 中心Y位置
|
||
/// * `width` - Rectangle width | 矩形宽度
|
||
/// * `height` - Rectangle height | 矩形高度
|
||
/// * `rotation` - Rotation in radians | 旋转角度(弧度)
|
||
/// * `origin_x` - Origin X (0-1) | 原点X (0-1)
|
||
/// * `origin_y` - Origin Y (0-1) | 原点Y (0-1)
|
||
/// * `r`, `g`, `b`, `a` - Color (0.0-1.0) | 颜色
|
||
/// * `show_handles` - Whether to show transform handles | 是否显示变换手柄
|
||
#[wasm_bindgen(js_name = addGizmoRect)]
|
||
pub fn add_gizmo_rect(
|
||
&mut self,
|
||
x: f32,
|
||
y: f32,
|
||
width: f32,
|
||
height: f32,
|
||
rotation: f32,
|
||
origin_x: f32,
|
||
origin_y: f32,
|
||
r: f32,
|
||
g: f32,
|
||
b: f32,
|
||
a: f32,
|
||
show_handles: bool,
|
||
) {
|
||
self.engine.add_gizmo_rect(x, y, width, height, rotation, origin_x, origin_y, r, g, b, a, show_handles);
|
||
}
|
||
|
||
/// Add a circle gizmo outline.
|
||
/// 添加圆形Gizmo边框。
|
||
#[wasm_bindgen(js_name = addGizmoCircle)]
|
||
pub fn add_gizmo_circle(
|
||
&mut self,
|
||
x: f32,
|
||
y: f32,
|
||
radius: f32,
|
||
r: f32,
|
||
g: f32,
|
||
b: f32,
|
||
a: f32,
|
||
) {
|
||
self.engine.add_gizmo_circle(x, y, radius, r, g, b, a);
|
||
}
|
||
|
||
/// Add a line gizmo.
|
||
/// 添加线条Gizmo。
|
||
#[wasm_bindgen(js_name = addGizmoLine)]
|
||
pub fn add_gizmo_line(
|
||
&mut self,
|
||
points: Vec<f32>,
|
||
r: f32,
|
||
g: f32,
|
||
b: f32,
|
||
a: f32,
|
||
closed: bool,
|
||
) {
|
||
self.engine.add_gizmo_line(points, r, g, b, a, closed);
|
||
}
|
||
|
||
/// Add a capsule gizmo outline.
|
||
/// 添加胶囊Gizmo边框。
|
||
#[wasm_bindgen(js_name = addGizmoCapsule)]
|
||
pub fn add_gizmo_capsule(
|
||
&mut self,
|
||
x: f32,
|
||
y: f32,
|
||
radius: f32,
|
||
half_height: f32,
|
||
rotation: f32,
|
||
r: f32,
|
||
g: f32,
|
||
b: f32,
|
||
a: f32,
|
||
) {
|
||
self.engine.add_gizmo_capsule(x, y, radius, half_height, rotation, r, g, b, a);
|
||
}
|
||
|
||
/// Set transform tool mode.
|
||
/// 设置变换工具模式。
|
||
///
|
||
/// # Arguments | 参数
|
||
/// * `mode` - 0=Select, 1=Move, 2=Rotate, 3=Scale
|
||
#[wasm_bindgen(js_name = setTransformMode)]
|
||
pub fn set_transform_mode(&mut self, mode: u8) {
|
||
self.engine.set_transform_mode(mode);
|
||
}
|
||
|
||
/// Set gizmo visibility.
|
||
/// 设置辅助工具可见性。
|
||
#[wasm_bindgen(js_name = setShowGizmos)]
|
||
pub fn set_show_gizmos(&mut self, show: bool) {
|
||
self.engine.set_show_gizmos(show);
|
||
}
|
||
|
||
/// Set editor mode.
|
||
/// 设置编辑器模式。
|
||
///
|
||
/// When false (runtime mode), editor-only UI like grid, gizmos,
|
||
/// and axis indicator are automatically hidden.
|
||
/// 当为 false(运行时模式)时,编辑器专用 UI(如网格、gizmos、坐标轴指示器)会自动隐藏。
|
||
#[wasm_bindgen(js_name = setEditorMode)]
|
||
pub fn set_editor_mode(&mut self, is_editor: bool) {
|
||
self.engine.set_editor_mode(is_editor);
|
||
}
|
||
|
||
/// Get editor mode.
|
||
/// 获取编辑器模式。
|
||
#[wasm_bindgen(js_name = isEditorMode)]
|
||
pub fn is_editor_mode(&self) -> bool {
|
||
self.engine.is_editor()
|
||
}
|
||
|
||
// ===== Multi-viewport API =====
|
||
// ===== 多视口 API =====
|
||
|
||
/// Register a new viewport.
|
||
/// 注册新视口。
|
||
///
|
||
/// # Arguments | 参数
|
||
/// * `id` - Unique viewport identifier | 唯一视口标识符
|
||
/// * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
|
||
#[wasm_bindgen(js_name = registerViewport)]
|
||
pub fn register_viewport(&mut self, id: &str, canvas_id: &str) -> std::result::Result<(), JsValue> {
|
||
self.engine
|
||
.register_viewport(id, canvas_id)
|
||
.map_err(|e| JsValue::from_str(&e.to_string()))
|
||
}
|
||
|
||
/// Unregister a viewport.
|
||
/// 注销视口。
|
||
#[wasm_bindgen(js_name = unregisterViewport)]
|
||
pub fn unregister_viewport(&mut self, id: &str) {
|
||
self.engine.unregister_viewport(id);
|
||
}
|
||
|
||
/// Set the active viewport.
|
||
/// 设置活动视口。
|
||
#[wasm_bindgen(js_name = setActiveViewport)]
|
||
pub fn set_active_viewport(&mut self, id: &str) -> bool {
|
||
self.engine.set_active_viewport(id)
|
||
}
|
||
|
||
/// Set camera for a specific viewport.
|
||
/// 为特定视口设置相机。
|
||
#[wasm_bindgen(js_name = setViewportCamera)]
|
||
pub fn set_viewport_camera(&mut self, viewport_id: &str, x: f32, y: f32, zoom: f32, rotation: f32) {
|
||
self.engine.set_viewport_camera(viewport_id, x, y, zoom, rotation);
|
||
}
|
||
|
||
/// Get camera for a specific viewport.
|
||
/// 获取特定视口的相机。
|
||
#[wasm_bindgen(js_name = getViewportCamera)]
|
||
pub fn get_viewport_camera(&self, viewport_id: &str) -> Option<Vec<f32>> {
|
||
self.engine
|
||
.get_viewport_camera(viewport_id)
|
||
.map(|(x, y, zoom, rotation)| vec![x, y, zoom, rotation])
|
||
}
|
||
|
||
/// Set viewport configuration.
|
||
/// 设置视口配置。
|
||
#[wasm_bindgen(js_name = setViewportConfig)]
|
||
pub fn set_viewport_config(&mut self, viewport_id: &str, show_grid: bool, show_gizmos: bool) {
|
||
self.engine.set_viewport_config(viewport_id, show_grid, show_gizmos);
|
||
}
|
||
|
||
/// Resize a specific viewport.
|
||
/// 调整特定视口大小。
|
||
#[wasm_bindgen(js_name = resizeViewport)]
|
||
pub fn resize_viewport(&mut self, viewport_id: &str, width: u32, height: u32) {
|
||
self.engine.resize_viewport(viewport_id, width, height);
|
||
}
|
||
|
||
/// Render to a specific viewport.
|
||
/// 渲染到特定视口。
|
||
#[wasm_bindgen(js_name = renderToViewport)]
|
||
pub fn render_to_viewport(&mut self, viewport_id: &str) -> std::result::Result<(), JsValue> {
|
||
self.engine
|
||
.render_to_viewport(viewport_id)
|
||
.map_err(|e| JsValue::from_str(&e.to_string()))
|
||
}
|
||
|
||
/// Get all registered viewport IDs.
|
||
/// 获取所有已注册的视口ID。
|
||
#[wasm_bindgen(js_name = getViewportIds)]
|
||
pub fn get_viewport_ids(&self) -> Vec<String> {
|
||
self.engine.viewport_ids()
|
||
}
|
||
|
||
// ===== Shader API =====
|
||
// ===== 着色器 API =====
|
||
|
||
/// Compile and register a custom shader.
|
||
/// 编译并注册自定义着色器。
|
||
///
|
||
/// # Arguments | 参数
|
||
/// * `vertex_source` - Vertex shader GLSL source | 顶点着色器GLSL源代码
|
||
/// * `fragment_source` - Fragment shader GLSL source | 片段着色器GLSL源代码
|
||
///
|
||
/// # Returns | 返回
|
||
/// The shader ID for referencing this shader | 用于引用此着色器的ID
|
||
#[wasm_bindgen(js_name = compileShader)]
|
||
pub fn compile_shader(
|
||
&mut self,
|
||
vertex_source: &str,
|
||
fragment_source: &str,
|
||
) -> std::result::Result<u32, JsValue> {
|
||
self.engine
|
||
.compile_shader(vertex_source, fragment_source)
|
||
.map_err(|e| JsValue::from_str(&e.to_string()))
|
||
}
|
||
|
||
/// Compile a shader with a specific ID.
|
||
/// 使用特定ID编译着色器。
|
||
#[wasm_bindgen(js_name = compileShaderWithId)]
|
||
pub fn compile_shader_with_id(
|
||
&mut self,
|
||
shader_id: u32,
|
||
vertex_source: &str,
|
||
fragment_source: &str,
|
||
) -> std::result::Result<(), JsValue> {
|
||
self.engine
|
||
.compile_shader_with_id(shader_id, vertex_source, fragment_source)
|
||
.map_err(|e| JsValue::from_str(&e.to_string()))
|
||
}
|
||
|
||
/// Check if a shader exists.
|
||
/// 检查着色器是否存在。
|
||
#[wasm_bindgen(js_name = hasShader)]
|
||
pub fn has_shader(&self, shader_id: u32) -> bool {
|
||
self.engine.has_shader(shader_id)
|
||
}
|
||
|
||
/// Remove a shader.
|
||
/// 移除着色器。
|
||
#[wasm_bindgen(js_name = removeShader)]
|
||
pub fn remove_shader(&mut self, shader_id: u32) -> bool {
|
||
self.engine.remove_shader(shader_id)
|
||
}
|
||
|
||
// ===== Material API =====
|
||
// ===== 材质 API =====
|
||
|
||
/// Create and register a new material.
|
||
/// 创建并注册新材质。
|
||
///
|
||
/// # Arguments | 参数
|
||
/// * `name` - Material name for debugging | 材质名称(用于调试)
|
||
/// * `shader_id` - Shader ID to use | 使用的着色器ID
|
||
/// * `blend_mode` - Blend mode: 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
|
||
///
|
||
/// # Returns | 返回
|
||
/// The material ID for referencing this material | 用于引用此材质的ID
|
||
#[wasm_bindgen(js_name = createMaterial)]
|
||
pub fn create_material(
|
||
&mut self,
|
||
name: &str,
|
||
shader_id: u32,
|
||
blend_mode: u8,
|
||
) -> u32 {
|
||
self.engine.create_material(name, shader_id, blend_mode)
|
||
}
|
||
|
||
/// Create a material with a specific ID.
|
||
/// 使用特定ID创建材质。
|
||
#[wasm_bindgen(js_name = createMaterialWithId)]
|
||
pub fn create_material_with_id(
|
||
&mut self,
|
||
material_id: u32,
|
||
name: &str,
|
||
shader_id: u32,
|
||
blend_mode: u8,
|
||
) {
|
||
self.engine.create_material_with_id(material_id, name, shader_id, blend_mode);
|
||
}
|
||
|
||
/// Check if a material exists.
|
||
/// 检查材质是否存在。
|
||
#[wasm_bindgen(js_name = hasMaterial)]
|
||
pub fn has_material(&self, material_id: u32) -> bool {
|
||
self.engine.has_material(material_id)
|
||
}
|
||
|
||
/// Remove a material.
|
||
/// 移除材质。
|
||
#[wasm_bindgen(js_name = removeMaterial)]
|
||
pub fn remove_material(&mut self, material_id: u32) -> bool {
|
||
self.engine.remove_material(material_id)
|
||
}
|
||
|
||
/// Set a material's float uniform.
|
||
/// 设置材质的浮点uniform。
|
||
#[wasm_bindgen(js_name = setMaterialFloat)]
|
||
pub fn set_material_float(&mut self, material_id: u32, name: &str, value: f32) -> bool {
|
||
self.engine.set_material_float(material_id, name, value)
|
||
}
|
||
|
||
/// Set a material's vec2 uniform.
|
||
/// 设置材质的vec2 uniform。
|
||
#[wasm_bindgen(js_name = setMaterialVec2)]
|
||
pub fn set_material_vec2(&mut self, material_id: u32, name: &str, x: f32, y: f32) -> bool {
|
||
self.engine.set_material_vec2(material_id, name, x, y)
|
||
}
|
||
|
||
/// Set a material's vec3 uniform.
|
||
/// 设置材质的vec3 uniform。
|
||
#[wasm_bindgen(js_name = setMaterialVec3)]
|
||
pub fn set_material_vec3(&mut self, material_id: u32, name: &str, x: f32, y: f32, z: f32) -> bool {
|
||
self.engine.set_material_vec3(material_id, name, x, y, z)
|
||
}
|
||
|
||
/// Set a material's vec4 uniform (also used for colors).
|
||
/// 设置材质的vec4 uniform(也用于颜色)。
|
||
#[wasm_bindgen(js_name = setMaterialVec4)]
|
||
pub fn set_material_vec4(&mut self, material_id: u32, name: &str, x: f32, y: f32, z: f32, w: f32) -> bool {
|
||
self.engine.set_material_vec4(material_id, name, x, y, z, w)
|
||
}
|
||
|
||
/// Set a material's color uniform (RGBA, 0.0-1.0).
|
||
/// 设置材质的颜色uniform(RGBA,0.0-1.0)。
|
||
#[wasm_bindgen(js_name = setMaterialColor)]
|
||
pub fn set_material_color(&mut self, material_id: u32, name: &str, r: f32, g: f32, b: f32, a: f32) -> bool {
|
||
self.engine.set_material_color(material_id, name, r, g, b, a)
|
||
}
|
||
|
||
/// Set a material's blend mode.
|
||
/// 设置材质的混合模式。
|
||
///
|
||
/// # Arguments | 参数
|
||
/// * `blend_mode` - 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
|
||
#[wasm_bindgen(js_name = setMaterialBlendMode)]
|
||
pub fn set_material_blend_mode(&mut self, material_id: u32, blend_mode: u8) -> bool {
|
||
self.engine.set_material_blend_mode(material_id, blend_mode)
|
||
}
|
||
|
||
// ===== Texture Cache API =====
|
||
// ===== 纹理缓存 API =====
|
||
|
||
/// Clear the texture path cache.
|
||
/// 清除纹理路径缓存。
|
||
///
|
||
/// This should be called when restoring scene snapshots to ensure
|
||
/// textures are reloaded with correct IDs.
|
||
/// 在恢复场景快照时应调用此方法,以确保纹理使用正确的ID重新加载。
|
||
#[wasm_bindgen(js_name = clearTexturePathCache)]
|
||
pub fn clear_texture_path_cache(&mut self) {
|
||
self.engine.clear_texture_path_cache();
|
||
}
|
||
|
||
/// Clear all textures and reset state.
|
||
/// 清除所有纹理并重置状态。
|
||
///
|
||
/// This removes all loaded textures from GPU memory and resets
|
||
/// the ID counter. Use with caution as all texture references
|
||
/// will become invalid.
|
||
/// 这会从GPU内存中移除所有已加载的纹理并重置ID计数器。
|
||
/// 请谨慎使用,因为所有纹理引用都将变得无效。
|
||
#[wasm_bindgen(js_name = clearAllTextures)]
|
||
pub fn clear_all_textures(&mut self) {
|
||
self.engine.clear_all_textures();
|
||
}
|
||
}
|