Files
esengine/packages/rendering/tilemap/src/TilemapComponent.ts
YHH 155411e743 refactor: reorganize package structure and decouple framework packages (#338)
* 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
2025-12-26 14:50:35 +08:00

1258 lines
41 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { Component, ECSComponent, Serializable, Serialize, Property } from '@esengine/ecs-framework';
import type { IResourceComponent, ResourceReference } from '@esengine/asset-system';
import { UVHelper } from '@esengine/asset-system';
import { SortingLayers, type ISortable } from '@esengine/engine-core';
/**
* Resize anchor point for tilemap expansion
* 瓦片地图扩展的锚点位置
*/
export type ResizeAnchor =
| 'top-left' | 'top-center' | 'top-right'
| 'middle-left' | 'center' | 'middle-right'
| 'bottom-left' | 'bottom-center' | 'bottom-right';
/**
* Animation frame definition
* 动画帧定义
*/
export interface ITileAnimationFrame {
/** Tile ID to display for this frame (local ID within tileset) | 此帧显示的瓦片ID图块集内的本地ID */
tileId: number;
/** Frame duration in milliseconds | 帧持续时间(毫秒) */
duration: number;
}
/**
* Tile animation definition
* 瓦片动画定义
*/
export interface ITileAnimation {
/** Animation frame sequence | 动画帧序列 */
frames: ITileAnimationFrame[];
}
/**
* Individual tile metadata
* 单个瓦片元数据
*/
export interface ITileMetadata {
/** Tile ID (local ID within tileset) | 瓦片ID图块集内的本地ID */
id: number;
/** Tile class/type | 瓦片类型 */
type?: string;
/** Custom properties | 自定义属性 */
properties?: Record<string, unknown>;
/** Tile animation (if any) | 瓦片动画(如果有) */
animation?: ITileAnimation;
}
/**
* Tileset data interface
* 图块集数据接口
*/
export interface ITilesetData {
/** Tileset name | 图块集名称 */
name: string;
/** Data format version | 数据格式版本 */
version: number;
/** Image file path | 图片文件路径 */
image: string;
/** Image width in pixels | 图片宽度(像素) */
imageWidth: number;
/** Image height in pixels | 图片高度(像素) */
imageHeight: number;
/** Single tile width in pixels | 单个图块宽度(像素) */
tileWidth: number;
/** Single tile height in pixels | 单个图块高度(像素) */
tileHeight: number;
/** Total number of tiles | 图块总数 */
tileCount: number;
/** Number of tile columns | 图块列数 */
columns: number;
/** Number of tile rows | 图块行数 */
rows: number;
/** Margin around tileset in pixels | 图块集边距(像素) */
margin?: number;
/** Spacing between tiles in pixels | 图块间距(像素) */
spacing?: number;
/** Individual tile metadata | 单个图块元数据 */
tiles?: ITileMetadata[];
}
/**
* Layer data interface
* 图层数据接口
*/
export interface ITilemapLayerData {
/** Unique layer identifier | 图层唯一标识符 */
id: string;
/** Layer display name | 图层显示名称 */
name: string;
/** Layer visibility | 图层可见性 */
visible: boolean;
/** Layer opacity (0-1) | 图层不透明度0-1 */
opacity: number;
/** Tile index data array (row-major order) | 图块索引数据数组(行优先顺序) */
data: number[];
/** Default tileset index for this layer | 此图层的默认图块集索引 */
tilesetIndex?: number;
/** Layer X offset in pixels | 图层X偏移像素 */
offsetX?: number;
/** Layer Y offset in pixels | 图层Y偏移像素 */
offsetY?: number;
/** Material asset path for this layer (.mat file) | 此图层的材质资源路径(.mat 文件) */
materialPath?: string;
/** Runtime material ID (set after loading) | 运行时材质ID加载后设置 */
materialId?: number;
/** Tint color in hex format | 着色颜色(十六进制格式) */
color?: string;
/** Hidden in game (visible only in editor) | 游戏中隐藏(仅在编辑器中可见) */
hiddenInGame?: boolean;
/** Custom layer properties | 自定义图层属性 */
properties?: Record<string, unknown>;
}
/**
* Tileset reference info
* 图块集引用信息
*/
export interface ITilesetRef {
/** Tileset image source path | 图块集图片源路径 */
source: string;
/** First global tile ID for this tileset | 此图块集的第一个全局图块ID */
firstGid: number;
/** Loaded tileset data | 已加载的图块集数据 */
data?: ITilesetData;
/** GPU texture ID for rendering | 用于渲染的GPU纹理ID */
textureId?: number;
}
/**
* Tilemap data interface
* 瓦片地图数据接口
*/
export interface ITilemapData {
/** Tilemap name | 瓦片地图名称 */
name: string;
/** Data format version | 数据格式版本 */
version: number;
/** Map width in tiles | 地图宽度(图块数) */
width: number;
/** Map height in tiles | 地图高度(图块数) */
height: number;
/** Single tile width in pixels | 单个图块宽度(像素) */
tileWidth: number;
/** Single tile height in pixels | 单个图块高度(像素) */
tileHeight: number;
/** Array of tileset references | 图块集引用数组 */
tilesets: ITilesetRef[];
/** Array of layer data | 图层数据数组 */
layers: ITilemapLayerData[];
/** Collision data array | 碰撞数据数组 */
collisionData?: number[];
/** Custom tilemap properties | 自定义瓦片地图属性 */
properties?: Record<string, unknown>;
}
/**
* Tilemap Component - Manages tile-based 2D map rendering
* 瓦片地图组件 - 管理基于瓦片的2D地图渲染
*/
@ECSComponent('Tilemap')
@Serializable({ version: 2, typeId: 'Tilemap' })
export class TilemapComponent extends Component implements IResourceComponent, ISortable {
/** Tilemap asset GUID reference | 瓦片地图资源GUID引用 */
@Serialize()
@Property({ type: 'asset', label: 'Tilemap', extensions: ['.tilemap', '.tilemap.json'] })
public tilemapAssetGuid: string = '';
@Serialize()
private _width: number = 10;
@Serialize()
private _height: number = 10;
/** Map width in tiles | 地图宽度(图块数) */
@Property({ type: 'integer', label: 'Width (Tiles)', min: 1 })
public get width(): number {
return this._width;
}
public set width(value: number) {
if (value !== this._width && value > 0) {
this.resize(value, this._height);
}
}
/** Map height in tiles | 地图高度(图块数) */
@Property({ type: 'integer', label: 'Height (Tiles)', min: 1 })
public get height(): number {
return this._height;
}
public set height(value: number) {
if (value !== this._height && value > 0) {
this.resize(this._width, value);
}
}
/** Single tile width in pixels | 单个图块宽度(像素) */
@Serialize()
@Property({ type: 'integer', label: 'Tile Width', min: 1 })
public tileWidth: number = 32;
/** Single tile height in pixels | 单个图块高度(像素) */
@Serialize()
@Property({ type: 'integer', label: 'Tile Height', min: 1 })
public tileHeight: number = 32;
/** Component visibility | 组件可见性 */
@Serialize()
@Property({ type: 'boolean', label: 'Visible' })
public visible: boolean = true;
/** Rendering sort order (deprecated, use sortingLayer + orderInLayer) | 渲染排序顺序(已弃用,使用 sortingLayer + orderInLayer */
@Serialize()
@Property({ type: 'integer', label: 'Sorting Order' })
public sortingOrder: number = 0;
/**
* 排序层
* Sorting layer
*
* 决定渲染的大类顺序,如 Background, Default, UI, Overlay 等。
* Determines the major render order category.
*/
@Serialize()
@Property({
type: 'enum',
label: 'Sorting Layer',
options: ['Background', 'Default', 'Foreground', 'WorldOverlay', 'UI', 'ScreenOverlay', 'Modal']
})
public sortingLayer: string = SortingLayers.Default;
/**
* 层内顺序(越高越在上面)
* Order within layer (higher = rendered on top)
*
* 同一排序层内的细分顺序。
* Fine-grained order within the same sorting layer.
*/
@Serialize()
@Property({ type: 'integer', label: 'Order in Layer' })
public orderInLayer: number = 0;
/** Tint color in hex format | 着色颜色(十六进制格式) */
@Serialize()
@Property({ type: 'color', label: 'Color' })
public color: string = '#ffffff';
/** Opacity value (0-1) | 不透明度0-1 */
@Serialize()
@Property({ type: 'number', label: 'Alpha', min: 0, max: 1, step: 0.01 })
public alpha: number = 1;
/** Flag indicating render data needs update | 标记渲染数据需要更新 */
public renderDirty: boolean = true;
// ===== 多Tileset =====
@Serialize()
private _tilesets: ITilesetRef[] = [];
private _tilesetsData: Map<number, ITilesetData> = new Map();
// ===== 多图层 =====
@Serialize()
private _layers: ITilemapLayerData[] = [];
private _layersData: Map<string, Uint32Array> = new Map();
@Serialize()
private _activeLayerIndex: number = 0;
// ===== 碰撞数据 =====
@Serialize()
private _collisionDataArray: number[] = [];
private _collisionData: Uint32Array = new Uint32Array(0);
// ===== Getters =====
/** All tileset references | 所有图块集引用 */
get tilesets(): readonly ITilesetRef[] {
return this._tilesets;
}
/** All layer data | 所有图层数据 */
get layers(): readonly ITilemapLayerData[] {
return this._layers;
}
/** Current active layer index | 当前活动图层索引 */
get activeLayerIndex(): number {
return this._activeLayerIndex;
}
set activeLayerIndex(value: number) {
if (value >= 0 && value < this._layers.length) {
this._activeLayerIndex = value;
}
}
/** Current active layer data | 当前活动图层数据 */
get activeLayer(): ITilemapLayerData | undefined {
return this._layers[this._activeLayerIndex];
}
/** Total map width in pixels | 地图总宽度(像素) */
get pixelWidth(): number {
return this._width * this.tileWidth;
}
/** Total map height in pixels | 地图总高度(像素) */
get pixelHeight(): number {
return this._height * this.tileHeight;
}
/** Raw collision data array | 原始碰撞数据数组 */
get collisionData(): Uint32Array {
return this._collisionData;
}
// ===== Initialization | 初始化 =====
/**
* Initialize an empty tilemap with default layer
* 初始化一个带有默认图层的空瓦片地图
* @param width Map width in tiles | 地图宽度(图块数)
* @param height Map height in tiles | 地图高度(图块数)
*/
initializeEmpty(width: number, height: number): void {
this._width = width;
this._height = height;
const defaultLayer: ITilemapLayerData = {
id: 'default',
name: 'Layer 0',
visible: true,
opacity: 1,
data: new Array(width * height).fill(0)
};
this._layers = [defaultLayer];
this._layersData.set('default', new Uint32Array(width * height));
this._activeLayerIndex = 0;
this.renderDirty = true;
}
/**
* Apply tilemap data from external source
* 从外部数据源应用瓦片地图数据
* @param data Tilemap data to apply | 要应用的瓦片地图数据
*/
applyTilemapData(data: ITilemapData): void {
this._width = data.width;
this._height = data.height;
this.tileWidth = data.tileWidth;
this.tileHeight = data.tileHeight;
// 加载Tilesets
this._tilesets = data.tilesets.map((ts) => ({ ...ts }));
this._tilesetsData.clear();
// 加载图层
this._layers = data.layers.map((layer) => ({
...layer,
data: [...layer.data]
}));
this._layersData.clear();
for (const layer of this._layers) {
this._layersData.set(layer.id, new Uint32Array(layer.data));
}
// 加载碰撞数据
if (data.collisionData) {
this._collisionData = new Uint32Array(data.collisionData);
this._collisionDataArray = [...data.collisionData];
} else {
this._collisionData = new Uint32Array(0);
this._collisionDataArray = [];
}
this.renderDirty = true;
}
// ===== Tileset Methods | 图块集方法 =====
/**
* Add a new tileset reference
* 添加新的图块集引用
* @param source Tileset image source path | 图块集图片源路径
* @param firstGid Optional first global tile ID | 可选的第一个全局图块ID
* @returns Index of the added tileset | 添加的图块集索引
*/
addTileset(source: string, firstGid?: number): number {
const gid = firstGid ?? this.calculateNextFirstGid();
this._tilesets.push({ source, firstGid: gid });
this.renderDirty = true;
return this._tilesets.length - 1;
}
/**
* Remove a tileset by index
* 按索引移除图块集
* @param index Tileset index to remove | 要移除的图块集索引
*/
removeTileset(index: number): void {
if (index >= 0 && index < this._tilesets.length) {
this._tilesets.splice(index, 1);
this._tilesetsData.delete(index);
this.renderDirty = true;
}
}
/**
* Set tileset data for a specific index
* 设置指定索引的图块集数据
* @param index Tileset index | 图块集索引
* @param data Tileset data to set | 要设置的图块集数据
*/
setTilesetData(index: number, data: ITilesetData): void {
if (index >= 0 && index < this._tilesets.length) {
this._tilesets[index].data = data;
this._tilesetsData.set(index, data);
this.renderDirty = true;
}
}
/**
* Get tileset data by index
* 按索引获取图块集数据
* @param index Tileset index | 图块集索引
* @returns Tileset data or undefined | 图块集数据或undefined
*/
getTilesetData(index: number): ITilesetData | undefined {
return this._tilesetsData.get(index) || this._tilesets[index]?.data;
}
/**
* Find tileset for a global tile ID
* 根据全局图块ID查找图块集
* @param gid Global tile ID | 全局图块ID
* @returns Tileset info with local ID, or null if not found | 包含本地ID的图块集信息未找到返回null
*/
getTilesetForGid(gid: number): { tileset: ITilesetRef; localId: number; index: number } | null {
if (gid <= 0) return null;
for (let i = this._tilesets.length - 1; i >= 0; i--) {
const tileset = this._tilesets[i];
if (gid >= tileset.firstGid) {
return {
tileset,
localId: gid - tileset.firstGid + 1,
index: i
};
}
}
return null;
}
private calculateNextFirstGid(): number {
if (this._tilesets.length === 0) return 1;
let maxGid = 1;
for (const tileset of this._tilesets) {
const tileCount = tileset.data?.tileCount || 256;
const nextGid = tileset.firstGid + tileCount;
if (nextGid > maxGid) maxGid = nextGid;
}
return maxGid;
}
// ===== Layer Methods | 图层方法 =====
/**
* Add a new layer to the tilemap
* 向瓦片地图添加新图层
* @param name Optional layer name | 可选的图层名称
* @param index Optional insertion index | 可选的插入索引
* @returns The created layer data | 创建的图层数据
*/
addLayer(name?: string, index?: number): ITilemapLayerData {
const id = `layer_${Date.now()}_${Math.random().toString(36).substring(2, 11)}`;
const layerName = name || `Layer ${this._layers.length}`;
const data = new Array(this._width * this._height).fill(0);
const layer: ITilemapLayerData = {
id,
name: layerName,
visible: true,
opacity: 1,
data
};
if (index !== undefined && index >= 0 && index <= this._layers.length) {
this._layers.splice(index, 0, layer);
} else {
this._layers.push(layer);
}
this._layersData.set(id, new Uint32Array(data));
this.renderDirty = true;
return layer;
}
/**
* Duplicate a layer
* 复制图层
* @param index Layer index to duplicate | 要复制的图层索引
* @returns The duplicated layer data, or null if index is invalid | 复制的图层数据,如果索引无效则返回 null
*/
duplicateLayer(index: number): ITilemapLayerData | null {
if (index < 0 || index >= this._layers.length) {
return null;
}
const sourceLayer = this._layers[index];
const sourceData = this._layersData.get(sourceLayer.id);
if (!sourceData) {
return null;
}
const id = `layer_${Date.now()}_${Math.random().toString(36).substring(2, 11)}`;
const newLayer: ITilemapLayerData = {
id,
name: `${sourceLayer.name} (副本)`,
visible: sourceLayer.visible,
opacity: sourceLayer.opacity,
data: Array.from(sourceData)
};
// Insert after the source layer
this._layers.splice(index + 1, 0, newLayer);
this._layersData.set(id, new Uint32Array(sourceData));
this.renderDirty = true;
return newLayer;
}
/**
* Remove a layer by index (cannot remove last layer)
* 按索引移除图层(不能移除最后一个图层)
* @param index Layer index to remove | 要移除的图层索引
*/
removeLayer(index: number): void {
if (index >= 0 && index < this._layers.length && this._layers.length > 1) {
const layer = this._layers[index];
this._layers.splice(index, 1);
this._layersData.delete(layer.id);
if (this._activeLayerIndex >= this._layers.length) {
this._activeLayerIndex = this._layers.length - 1;
}
this.renderDirty = true;
}
}
/**
* Move a layer from one position to another
* 将图层从一个位置移动到另一个位置
* @param fromIndex Source index | 源索引
* @param toIndex Target index | 目标索引
*/
moveLayer(fromIndex: number, toIndex: number): void {
if (
fromIndex >= 0 &&
fromIndex < this._layers.length &&
toIndex >= 0 &&
toIndex < this._layers.length &&
fromIndex !== toIndex
) {
const [layer] = this._layers.splice(fromIndex, 1);
this._layers.splice(toIndex, 0, layer);
this.renderDirty = true;
}
}
/**
* Get layer data by index
* 按索引获取图层数据
*/
getLayer(index: number): ITilemapLayerData | undefined {
return this._layers[index];
}
/**
* Get layer data by ID
* 按ID获取图层数据
*/
getLayerById(id: string): ITilemapLayerData | undefined {
return this._layers.find((l) => l.id === id);
}
/**
* Set layer visibility
* 设置图层可见性
*/
setLayerVisible(index: number, visible: boolean): void {
if (index >= 0 && index < this._layers.length) {
this._layers[index].visible = visible;
this.renderDirty = true;
}
}
/**
* Set layer opacity
* 设置图层不透明度
*/
setLayerOpacity(index: number, opacity: number): void {
if (index >= 0 && index < this._layers.length) {
this._layers[index].opacity = Math.max(0, Math.min(1, opacity));
this.renderDirty = true;
}
}
/**
* Rename a layer
* 重命名图层
*/
renameLayer(index: number, name: string): void {
if (index >= 0 && index < this._layers.length) {
this._layers[index].name = name;
}
}
/**
* Set layer color (tint)
* 设置图层颜色(着色)
*/
setLayerColor(index: number, color: string): void {
if (index >= 0 && index < this._layers.length) {
this._layers[index].color = color;
this.renderDirty = true;
}
}
/**
* Get layer color
* 获取图层颜色
*/
getLayerColor(index: number): string {
if (index >= 0 && index < this._layers.length) {
return this._layers[index].color ?? '#ffffff';
}
return '#ffffff';
}
/**
* Set layer hidden in game
* 设置图层在游戏中隐藏
*/
setLayerHiddenInGame(index: number, hidden: boolean): void {
if (index >= 0 && index < this._layers.length) {
this._layers[index].hiddenInGame = hidden;
}
}
/**
* Get layer hidden in game
* 获取图层在游戏中是否隐藏
*/
getLayerHiddenInGame(index: number): boolean {
if (index >= 0 && index < this._layers.length) {
return this._layers[index].hiddenInGame ?? false;
}
return false;
}
/**
* Set layer material path
* 设置图层材质路径
* @param index Layer index | 图层索引
* @param materialPath Material asset path (.mat file) | 材质资源路径(.mat 文件)
*/
setLayerMaterial(index: number, materialPath: string): void {
if (index >= 0 && index < this._layers.length) {
this._layers[index].materialPath = materialPath;
this._layers[index].materialId = undefined;
this.renderDirty = true;
}
}
/**
* Get layer material path
* 获取图层材质路径
* @param index Layer index | 图层索引
* @returns Material path or undefined | 材质路径或 undefined
*/
getLayerMaterial(index: number): string | undefined {
return this._layers[index]?.materialPath;
}
/**
* Set layer material ID (runtime)
* 设置图层材质ID运行时
* @param index Layer index | 图层索引
* @param materialId Runtime material ID | 运行时材质ID
*/
setLayerMaterialId(index: number, materialId: number): void {
if (index >= 0 && index < this._layers.length) {
this._layers[index].materialId = materialId;
this.renderDirty = true;
}
}
/**
* Get layer material ID
* 获取图层材质ID
* @param index Layer index | 图层索引
* @returns Material ID or 0 (default) | 材质ID 或 0默认
*/
getLayerMaterialId(index: number): number {
return this._layers[index]?.materialId ?? 0;
}
// ===== Tile Operations | 瓦片操作 =====
/**
* Get tile index at position
* 获取指定位置的图块索引
* @param layerIndex Layer index | 图层索引
* @param col Column (X) | 列X
* @param row Row (Y) | 行Y
* @returns Tile index (0 = empty) | 图块索引0表示空
*/
getTile(layerIndex: number, col: number, row: number): number {
if (col < 0 || col >= this._width || row < 0 || row >= this._height) {
return 0;
}
const layer = this._layers[layerIndex];
if (!layer) return 0;
const layerData = this._layersData.get(layer.id);
if (layerData) {
return layerData[row * this._width + col];
}
return layer.data[row * this._width + col] || 0;
}
/**
* Set tile index at position
* 设置指定位置的图块索引
* @param layerIndex Layer index | 图层索引
* @param col Column (X) | 列X
* @param row Row (Y) | 行Y
* @param tileIndex Tile index to set (0 = clear) | 要设置的图块索引0表示清除
*/
setTile(layerIndex: number, col: number, row: number, tileIndex: number): void {
if (col < 0 || col >= this._width || row < 0 || row >= this._height) {
return;
}
const layer = this._layers[layerIndex];
if (!layer) return;
const index = row * this._width + col;
layer.data[index] = tileIndex;
let layerData = this._layersData.get(layer.id);
if (!layerData) {
layerData = new Uint32Array(layer.data);
this._layersData.set(layer.id, layerData);
}
layerData[index] = tileIndex;
this.renderDirty = true;
}
/**
* Get raw tile data array for a layer
* 获取图层的原始图块数据数组
* @param layerIndex Layer index | 图层索引
* @returns Uint32Array of tile indices | 图块索引的Uint32Array
*/
getLayerData(layerIndex: number): Uint32Array | undefined {
const layer = this._layers[layerIndex];
if (!layer) return undefined;
return this._layersData.get(layer.id);
}
/**
* Set raw tile data array for a layer
* 设置图层的原始图块数据数组
* @param layerIndex Layer index | 图层索引
* @param data Uint32Array of tile indices | 图块索引的Uint32Array
*/
setLayerData(layerIndex: number, data: Uint32Array): void {
const layer = this._layers[layerIndex];
if (!layer) return;
// Copy data to both the layer object and the internal map
layer.data = Array.from(data);
this._layersData.set(layer.id, new Uint32Array(data));
this.renderDirty = true;
}
/**
* Get merged tile data from all visible layers
* 获取所有可见图层合并后的图块数据
* @returns Merged tile data array | 合并的图块数据数组
*/
getMergedTileData(): Uint32Array {
const merged = new Uint32Array(this._width * this._height);
for (const layer of this._layers) {
if (!layer.visible) continue;
const layerData = this._layersData.get(layer.id);
if (!layerData) continue;
for (let i = 0; i < merged.length; i++) {
if (layerData[i] > 0) {
merged[i] = layerData[i];
}
}
}
return merged;
}
// ===== Collision | 碰撞 =====
/**
* Check if tile has collision
* 检查图块是否有碰撞
* @param col Column (X) | 列X
* @param row Row (Y) | 行Y
* @returns True if has collision | 如果有碰撞返回true
*/
hasCollision(col: number, row: number): boolean {
if (col < 0 || col >= this._width || row < 0 || row >= this._height) {
return true;
}
if (this._collisionData.length === 0) {
return false;
}
return this._collisionData[row * this._width + col] > 0;
}
/**
* Get collision type at tile position
* 获取图块位置的碰撞类型
*/
getCollisionType(col: number, row: number): number {
if (col < 0 || col >= this._width || row < 0 || row >= this._height) {
return 0;
}
if (this._collisionData.length === 0) {
return 0;
}
return this._collisionData[row * this._width + col];
}
/**
* Set collision type at tile position
* 设置图块位置的碰撞类型
* @param col Column (X) | 列X
* @param row Row (Y) | 行Y
* @param collisionType Collision type (0 = none) | 碰撞类型0表示无
*/
setCollision(col: number, row: number, collisionType: number): void {
if (col < 0 || col >= this._width || row < 0 || row >= this._height) {
return;
}
if (this._collisionData.length === 0) {
this._collisionData = new Uint32Array(this._width * this._height);
this._collisionDataArray = new Array(this._width * this._height).fill(0);
}
const index = row * this._width + col;
this._collisionData[index] = collisionType;
this._collisionDataArray[index] = collisionType;
}
/**
* Check collision at world coordinates
* 检查世界坐标处的碰撞
*/
hasCollisionAt(worldX: number, worldY: number): boolean {
const [col, row] = this.worldToTile(worldX, worldY);
return this.hasCollision(col, row);
}
/**
* Get all collision tiles within bounds
* 获取边界内的所有碰撞图块
* @returns Array of [col, row, type] | [列, 行, 类型]数组
*/
getCollisionTilesInBounds(
left: number,
bottom: number,
right: number,
top: number
): Array<[number, number, number]> {
const result: Array<[number, number, number]> = [];
if (this._collisionData.length === 0) {
return result;
}
const startCol = Math.max(0, Math.floor(left / this.tileWidth));
const endCol = Math.min(this._width, Math.ceil(right / this.tileWidth));
const startRow = Math.max(0, Math.floor(bottom / this.tileHeight));
const endRow = Math.min(this._height, Math.ceil(top / this.tileHeight));
for (let row = startRow; row < endRow; row++) {
for (let col = startCol; col < endCol; col++) {
const type = this._collisionData[row * this._width + col];
if (type > 0) {
result.push([col, row, type]);
}
}
}
return result;
}
/**
* Generate collision rectangles for physics
* 为物理系统生成碰撞矩形
* @returns Array of collision rectangles | 碰撞矩形数组
*/
generateCollisionRects(): Array<{
x: number;
y: number;
width: number;
height: number;
type: number;
}> {
const rects: Array<{
x: number;
y: number;
width: number;
height: number;
type: number;
}> = [];
if (this._collisionData.length === 0) {
return rects;
}
for (let row = 0; row < this._height; row++) {
for (let col = 0; col < this._width; col++) {
const type = this._collisionData[row * this._width + col];
if (type > 0) {
rects.push({
x: col * this.tileWidth,
y: row * this.tileHeight,
width: this.tileWidth,
height: this.tileHeight,
type
});
}
}
}
return rects;
}
// ===== Coordinate Conversion | 坐标转换 =====
/**
* Convert world coordinates to tile coordinates
* 将世界坐标转换为图块坐标
* @returns [col, row] | [列, 行]
*/
worldToTile(worldX: number, worldY: number): [number, number] {
const col = Math.floor(worldX / this.tileWidth);
const row = Math.floor(worldY / this.tileHeight);
return [col, row];
}
/**
* Convert tile coordinates to world coordinates (center of tile)
* 将图块坐标转换为世界坐标(图块中心)
* @returns [worldX, worldY] | [世界X, 世界Y]
*/
tileToWorld(col: number, row: number): [number, number] {
const worldX = col * this.tileWidth + this.tileWidth / 2;
const worldY = row * this.tileHeight + this.tileHeight / 2;
return [worldX, worldY];
}
// ===== UV Calculation | UV计算 =====
/**
* Get UV coordinates for a tile
* 获取 tile 的 UV 坐标
*
* 使用 UVHelper 计算 OpenGL 纹理坐标。
* Uses UVHelper to calculate OpenGL texture coordinates.
*
* @see UVHelper.calculateTileUV for coordinate system documentation
* @param tilesetIndex Tileset index | Tileset 索引
* @param localTileId Local tile ID (1-based) | 本地 tile ID从1开始
* @returns [u0, v0, u1, v1] OpenGL UV coordinates, or null if invalid
*/
getTileUV(tilesetIndex: number, localTileId: number): [number, number, number, number] | null {
if (localTileId <= 0) return null;
const tilesetData = this.getTilesetData(tilesetIndex);
if (!tilesetData) {
console.warn('[TilemapComponent] getTileUV: No tileset data for index', tilesetIndex);
return null;
}
// Use UVHelper for coordinate calculation
// 使用 UVHelper 计算坐标
return UVHelper.calculateTileUV(localTileId - 1, {
columns: tilesetData.columns,
tileWidth: tilesetData.tileWidth,
tileHeight: tilesetData.tileHeight,
imageWidth: tilesetData.imageWidth,
imageHeight: tilesetData.imageHeight,
margin: tilesetData.margin,
spacing: tilesetData.spacing
});
}
// ===== Resize | 大小调整 =====
/**
* Calculate offset based on anchor point
* 根据锚点计算偏移量
*/
private calculateAnchorOffset(
oldSize: number,
newSize: number,
anchor: 'start' | 'center' | 'end'
): number {
const delta = newSize - oldSize;
switch (anchor) {
case 'start': return 0;
case 'center': return Math.floor(delta / 2);
case 'end': return delta;
}
}
/**
* Resize the tilemap, preserving existing data at the specified anchor position
* 调整瓦片地图大小,在指定锚点位置保留现有数据
* @param newWidth New width in tiles | 新宽度(图块数)
* @param newHeight New height in tiles | 新高度(图块数)
* @param anchor Anchor point for preserving data (default: 'bottom-left' for Y-up coordinate system) | 保留数据的锚点(默认:'bottom-left'适用于Y轴向上的坐标系
*/
resize(newWidth: number, newHeight: number, anchor: ResizeAnchor = 'bottom-left'): void {
if (newWidth === this._width && newHeight === this._height) {
return;
}
// Parse anchor to get X and Y alignment
// 解析锚点获取X和Y方向的对齐方式
let xAnchor: 'start' | 'center' | 'end';
let yAnchor: 'start' | 'center' | 'end';
if (anchor.includes('left')) xAnchor = 'start';
else if (anchor.includes('right')) xAnchor = 'end';
else xAnchor = 'center';
if (anchor.includes('bottom')) yAnchor = 'end';
else if (anchor.includes('top')) yAnchor = 'start';
else yAnchor = 'center';
// Calculate offsets for placing old data in new array
// 计算将旧数据放入新数组的偏移量
const offsetX = this.calculateAnchorOffset(this._width, newWidth, xAnchor);
const offsetY = this.calculateAnchorOffset(this._height, newHeight, yAnchor);
// 调整所有图层
for (const layer of this._layers) {
const oldLayerData = this._layersData.get(layer.id);
const newLayerData = new Uint32Array(newWidth * newHeight);
const newDataArray = new Array(newWidth * newHeight).fill(0);
if (oldLayerData) {
for (let y = 0; y < this._height; y++) {
for (let x = 0; x < this._width; x++) {
const newX = x + offsetX;
const newY = y + offsetY;
// Check bounds
if (newX >= 0 && newX < newWidth && newY >= 0 && newY < newHeight) {
const value = oldLayerData[y * this._width + x];
newLayerData[newY * newWidth + newX] = value;
newDataArray[newY * newWidth + newX] = value;
}
}
}
}
this._layersData.set(layer.id, newLayerData);
layer.data = newDataArray;
}
// 调整碰撞数据
if (this._collisionData.length > 0) {
const newCollisionData = new Uint32Array(newWidth * newHeight);
const newCollisionArray = new Array(newWidth * newHeight).fill(0);
for (let y = 0; y < this._height; y++) {
for (let x = 0; x < this._width; x++) {
const newX = x + offsetX;
const newY = y + offsetY;
if (newX >= 0 && newX < newWidth && newY >= 0 && newY < newHeight) {
const value = this._collisionData[y * this._width + x];
newCollisionData[newY * newWidth + newX] = value;
newCollisionArray[newY * newWidth + newX] = value;
}
}
}
this._collisionData = newCollisionData;
this._collisionDataArray = newCollisionArray;
}
this._width = newWidth;
this._height = newHeight;
this.renderDirty = true;
}
// ===== Serialization | 序列化 =====
/**
* Called after deserialization to restore runtime data
* 反序列化后调用以恢复运行时数据
*/
override onDeserialized(): void {
// 恢复图层运行时数据
for (const layer of this._layers) {
if (layer.data && layer.data.length > 0) {
this._layersData.set(layer.id, new Uint32Array(layer.data));
}
}
// 恢复Tileset缓存数据
for (let i = 0; i < this._tilesets.length; i++) {
const tileset = this._tilesets[i];
if (tileset.data) {
this._tilesetsData.set(i, tileset.data);
}
}
// 恢复碰撞数据
if (this._collisionDataArray.length > 0) {
this._collisionData = new Uint32Array(this._collisionDataArray);
}
this.renderDirty = true;
}
/**
* Cleanup when component is destroyed
* 组件销毁时清理资源
*/
onDestroy(): void {
this._tilesets = [];
this._tilesetsData.clear();
this._layers = [];
this._layersData.clear();
this._collisionData = new Uint32Array(0);
this._collisionDataArray = [];
}
/**
* Export tilemap to data format
* 导出瓦片地图为数据格式
* @returns Tilemap data object | 瓦片地图数据对象
*/
exportToData(): ITilemapData {
return {
name: 'Tilemap',
version: 2,
width: this._width,
height: this._height,
tileWidth: this.tileWidth,
tileHeight: this.tileHeight,
tilesets: this._tilesets.map((ts) => ({ ...ts })),
layers: this._layers.map((layer) => ({
...layer,
data: [...layer.data]
})),
collisionData: this._collisionData.length > 0 ? Array.from(this._collisionData) : undefined
};
}
// ===== IResourceComponent 实现 =====
/**
* 获取此组件需要的所有资源引用
* Get all resource references needed by this component
*/
getResourceReferences(): ResourceReference[] {
const refs: ResourceReference[] = [];
// 收集所有 tileset 纹理引用
// Collect all tileset texture references
for (const tileset of this._tilesets) {
if (tileset.source) {
refs.push({
path: tileset.source,
type: 'texture',
runtimeId: tileset.textureId
});
}
}
// 收集所有图层材质引用
// Collect all layer material references
for (const layer of this._layers) {
if (layer.materialPath) {
refs.push({
path: layer.materialPath,
type: 'data',
runtimeId: layer.materialId
});
}
}
return refs;
}
/**
* 设置已加载资源的运行时 ID
* Set runtime IDs for loaded resources
*/
setResourceIds(pathToId: Map<string, number>): void {
// 为每个 tileset 设置纹理 ID
// Set texture ID for each tileset
for (const tileset of this._tilesets) {
if (tileset.source) {
const textureId = pathToId.get(tileset.source);
if (textureId !== undefined) {
tileset.textureId = textureId;
}
}
}
// 为每个图层设置材质 ID
// Set material ID for each layer
for (const layer of this._layers) {
if (layer.materialPath) {
const materialId = pathToId.get(layer.materialPath);
if (materialId !== undefined) {
layer.materialId = materialId;
}
}
}
// 标记渲染数据为脏,需要重新构建
// Mark render data as dirty, needs rebuild
this.renderDirty = true;
}
}