176 lines
6.0 KiB
JavaScript
176 lines
6.0 KiB
JavaScript
/**
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* Auto-generated Worker file for PhysicsWorkerSystem
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* 自动生成的 Worker 文件
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*
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* Source: F:/ecs-framework/examples/wechat-worker-demo/src/systems/PhysicsWorkerSystem.ts
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* Generated by @esengine/worker-generator
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*
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* 使用方式 | Usage:
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* 1. 将此文件放入 workers/ 目录
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* 2. 在 game.json 中配置 "workers": "workers"
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* 3. 在 System 中配置 workerScriptPath: 'workers/physics-worker-system-worker.js'
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*/
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// 微信小游戏 Worker 环境
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// WeChat Mini Game Worker environment
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let sharedFloatArray = null;
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const ENTITY_DATA_SIZE = 9;
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worker.onMessage(function(res) {
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// 微信小游戏 Worker 消息直接传递数据,不需要 .data
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// WeChat Mini Game Worker passes data directly, no .data wrapper
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var type = res.type;
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var id = res.id;
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var entities = res.entities;
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var deltaTime = res.deltaTime;
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var systemConfig = res.systemConfig;
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var startIndex = res.startIndex;
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var endIndex = res.endIndex;
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var sharedBuffer = res.sharedBuffer;
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try {
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// 处理 SharedArrayBuffer 初始化
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// Handle SharedArrayBuffer initialization
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if (type === 'init' && sharedBuffer) {
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sharedFloatArray = new Float32Array(sharedBuffer);
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worker.postMessage({ type: 'init', success: true });
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return;
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}
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// 处理 SharedArrayBuffer 数据
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// Handle SharedArrayBuffer data
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if (type === 'shared' && sharedFloatArray) {
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processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig);
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worker.postMessage({ id: id, result: null });
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return;
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}
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// 传统处理方式
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// Traditional processing
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if (entities) {
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var result = workerProcess(entities, deltaTime, systemConfig);
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// 处理 Promise 返回值
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// Handle Promise return value
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if (result && typeof result.then === 'function') {
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result.then(function(finalResult) {
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worker.postMessage({ id: id, result: finalResult });
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}).catch(function(error) {
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worker.postMessage({ id: id, error: error.message });
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});
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} else {
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worker.postMessage({ id: id, result: result });
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}
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}
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} catch (error) {
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worker.postMessage({ id: id, error: error.message });
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}
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});
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/**
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* 实体处理函数 - 从 PhysicsWorkerSystem.workerProcess 提取
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* Entity processing function - extracted from PhysicsWorkerSystem.workerProcess
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*/
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function workerProcess(entities, deltaTime, config) {
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var __assign = (this && this.__assign) || function () {
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__assign = Object.assign || function(t) {
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for (var s, i = 1, n = arguments.length; i < n; i++) {
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s = arguments[i];
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for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
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t[p] = s[p];
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}
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return t;
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};
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return __assign.apply(this, arguments);
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};
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var gravity = config.gravity;
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var canvasWidth = config.canvasWidth;
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var canvasHeight = config.canvasHeight;
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var groundFriction = config.groundFriction;
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// 复制实体数组避免修改原数据
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// Copy entity array to avoid modifying original data
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var result = entities.map(function (e) { return (__assign({}, e)); });
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// 物理更新
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// Physics update
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for (var i = 0; i < result.length; i++) {
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var entity = result[i];
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// 应用重力
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// Apply gravity
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entity.dy += gravity * deltaTime;
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// 更新位置
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// Update position
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entity.x += entity.dx * deltaTime;
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entity.y += entity.dy * deltaTime;
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// 边界碰撞
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// Boundary collision
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if (entity.x <= entity.radius) {
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entity.x = entity.radius;
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entity.dx = -entity.dx * entity.bounce;
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}
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else if (entity.x >= canvasWidth - entity.radius) {
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entity.x = canvasWidth - entity.radius;
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entity.dx = -entity.dx * entity.bounce;
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}
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if (entity.y <= entity.radius) {
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entity.y = entity.radius;
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entity.dy = -entity.dy * entity.bounce;
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}
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else if (entity.y >= canvasHeight - entity.radius) {
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entity.y = canvasHeight - entity.radius;
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entity.dy = -entity.dy * entity.bounce;
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entity.dx *= groundFriction;
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}
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// 空气阻力
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// Air friction
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entity.dx *= entity.friction;
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entity.dy *= entity.friction;
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}
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// 简单碰撞检测
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// Simple collision detection
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for (var i = 0; i < result.length; i++) {
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for (var j = i + 1; j < result.length; j++) {
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var ball1 = result[i];
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var ball2 = result[j];
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var dx = ball2.x - ball1.x;
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var dy = ball2.y - ball1.y;
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var distance = Math.sqrt(dx * dx + dy * dy);
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var minDistance = ball1.radius + ball2.radius;
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if (distance < minDistance && distance > 0) {
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// 分离两个球
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// Separate two balls
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var nx = dx / distance;
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var ny = dy / distance;
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var overlap = minDistance - distance;
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ball1.x -= nx * overlap * 0.5;
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ball1.y -= ny * overlap * 0.5;
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ball2.x += nx * overlap * 0.5;
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ball2.y += ny * overlap * 0.5;
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// 弹性碰撞
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// Elastic collision
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var relVx = ball2.dx - ball1.dx;
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var relVy = ball2.dy - ball1.dy;
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var velAlongNormal = relVx * nx + relVy * ny;
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if (velAlongNormal > 0)
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continue;
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var restitution = (ball1.bounce + ball2.bounce) * 0.5;
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var impulse = -(1 + restitution) * velAlongNormal / (1 / ball1.mass + 1 / ball2.mass);
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ball1.dx -= impulse * nx / ball1.mass;
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ball1.dy -= impulse * ny / ball1.mass;
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ball2.dx += impulse * nx / ball2.mass;
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ball2.dy += impulse * ny / ball2.mass;
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}
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}
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}
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return result;
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}
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/**
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* SharedArrayBuffer 处理函数
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* SharedArrayBuffer processing function
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*/
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function processSharedArrayBuffer(startIndex, endIndex, deltaTime, systemConfig) {
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if (!sharedFloatArray) return;
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// No SharedArrayBuffer processing defined
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}
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