Files
esengine/packages/rendering/mesh-3d/src/Mesh3DRuntimeModule.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

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TypeScript

/**
* Mesh3D Runtime Module - Plugin for 3D mesh rendering.
* Mesh3D 运行时模块 - 3D 网格渲染插件。
*/
import type { IComponentRegistry, IScene } from '@esengine/ecs-framework';
import type { IRuntimeModule, IRuntimePlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
import { EngineBridgeToken } from '@esengine/ecs-engine-bindgen';
import { AssetManagerToken } from '@esengine/asset-system';
import { MeshComponent } from './MeshComponent';
import { Animation3DComponent } from './Animation3DComponent';
import { SkeletonComponent } from './SkeletonComponent';
import { MeshRenderSystem } from './systems/MeshRenderSystem';
import { MeshAssetLoaderSystem } from './systems/MeshAssetLoaderSystem';
import { Animation3DSystem } from './systems/Animation3DSystem';
import { SkeletonBakingSystem } from './systems/SkeletonBakingSystem';
import { MeshRenderSystemToken } from './tokens';
export type { SystemContext, ModuleManifest, IRuntimeModule, IRuntimePlugin };
// Re-export tokens
// 重新导出令牌
export { MeshRenderSystemToken } from './tokens';
/**
* Runtime module for 3D mesh rendering.
* 3D 网格渲染的运行时模块。
*/
class Mesh3DRuntimeModule implements IRuntimeModule {
registerComponents(registry: IComponentRegistry): void {
registry.register(MeshComponent);
registry.register(Animation3DComponent);
registry.register(SkeletonComponent);
}
createSystems(scene: IScene, context: SystemContext): void {
// Get engine bridge from services
// 从服务获取引擎桥接
const bridge = context.services.get(EngineBridgeToken) ?? null;
if (!bridge) {
console.warn('[Mesh3D] EngineBridge not found, MeshRenderSystem will be disabled');
}
// Get asset manager
// 获取资产管理器
const assetManager = context.services.get(AssetManagerToken);
// Create asset loader system
// 创建资产加载器系统
const loaderSystem = new MeshAssetLoaderSystem();
if (assetManager) {
loaderSystem.setAssetManager(assetManager);
} else {
console.warn('[Mesh3D] AssetManager not found, mesh loading will be disabled');
}
scene.addSystem(loaderSystem);
// Create animation system (runs before rendering to update bone transforms)
// 创建动画系统(在渲染前运行以更新骨骼变换)
const animationSystem = new Animation3DSystem();
scene.addSystem(animationSystem);
// Create skeleton baking system (computes final bone matrices)
// 创建骨骼烘焙系统(计算最终骨骼矩阵)
const skeletonSystem = new SkeletonBakingSystem();
scene.addSystem(skeletonSystem);
// Create render system with bridge
// 使用桥接创建渲染系统
const renderSystem = new MeshRenderSystem(bridge);
// Add to scene
// 添加到场景
scene.addSystem(renderSystem);
// Register service
// 注册服务
context.services.register(MeshRenderSystemToken, renderSystem);
}
}
/**
* Module manifest.
* 模块清单。
*/
const manifest: ModuleManifest = {
id: 'mesh-3d',
name: '@esengine/mesh-3d',
displayName: 'Mesh 3D',
version: '1.0.0',
description: '3D mesh rendering with GLTF/GLB support',
category: 'Rendering',
icon: 'Box',
isCore: false,
defaultEnabled: true,
isEngineModule: true,
canContainContent: true,
dependencies: ['core', 'math', 'asset-system'],
exports: {
components: ['MeshComponent', 'Animation3DComponent', 'SkeletonComponent']
},
editorPackage: '@esengine/mesh-3d-editor',
requiresWasm: true
};
/**
* Mesh3D Plugin export.
* Mesh3D 插件导出。
*/
export const Mesh3DPlugin: IRuntimePlugin = {
manifest,
runtimeModule: new Mesh3DRuntimeModule()
};
export { Mesh3DRuntimeModule };