* 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
110 lines
3.3 KiB
TypeScript
110 lines
3.3 KiB
TypeScript
/**
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* @zh 插值器接口
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* @en Interpolator Interface
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*
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* @zh 提供状态插值的抽象
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* @en Provides abstraction for state interpolation
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*/
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// =============================================================================
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// 插值器接口 | Interpolator Interface
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// =============================================================================
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/**
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* @zh 插值器接口
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* @en Interpolator interface
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*/
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export interface IInterpolator<T> {
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/**
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* @zh 在两个状态之间插值
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* @en Interpolate between two states
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*
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* @param from - @zh 起始状态 @en Start state
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* @param to - @zh 目标状态 @en Target state
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* @param t - @zh 插值因子 (0-1) @en Interpolation factor (0-1)
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* @returns @zh 插值后的状态 @en Interpolated state
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*/
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interpolate(from: T, to: T, t: number): T;
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}
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/**
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* @zh 外推器接口
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* @en Extrapolator interface
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*/
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export interface IExtrapolator<T> {
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/**
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* @zh 基于当前状态外推
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* @en Extrapolate based on current state
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*
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* @param state - @zh 当前状态 @en Current state
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* @param deltaTime - @zh 外推时间(秒)@en Extrapolation time in seconds
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* @returns @zh 外推后的状态 @en Extrapolated state
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*/
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extrapolate(state: T, deltaTime: number): T;
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}
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// =============================================================================
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// 内置插值器 | Built-in Interpolators
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// =============================================================================
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/**
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* @zh 线性插值函数
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* @en Linear interpolation function
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*/
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export function lerp(a: number, b: number, t: number): number {
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return a + (b - a) * t;
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}
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/**
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* @zh 角度插值函数(处理环绕)
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* @en Angle interpolation function (handles wrap-around)
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*/
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export function lerpAngle(a: number, b: number, t: number): number {
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let diff = b - a;
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while (diff > Math.PI) diff -= Math.PI * 2;
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while (diff < -Math.PI) diff += Math.PI * 2;
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return a + diff * t;
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}
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/**
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* @zh 平滑阻尼插值
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* @en Smooth damp interpolation
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*
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* @param current - @zh 当前值 @en Current value
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* @param target - @zh 目标值 @en Target value
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* @param velocity - @zh 当前速度(将被修改)@en Current velocity (will be modified)
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* @param smoothTime - @zh 平滑时间 @en Smooth time
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* @param deltaTime - @zh 帧时间 @en Delta time
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* @param maxSpeed - @zh 最大速度 @en Maximum speed
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* @returns @zh [新值, 新速度] @en [new value, new velocity]
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*/
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export function smoothDamp(
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current: number,
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target: number,
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velocity: number,
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smoothTime: number,
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deltaTime: number,
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maxSpeed: number = Infinity
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): [number, number] {
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smoothTime = Math.max(0.0001, smoothTime);
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const omega = 2 / smoothTime;
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const x = omega * deltaTime;
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const exp = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x);
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let change = current - target;
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const maxChange = maxSpeed * smoothTime;
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change = Math.max(-maxChange, Math.min(maxChange, change));
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const temp = (velocity + omega * change) * deltaTime;
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let newVelocity = (velocity - omega * temp) * exp;
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let newValue = target + (change + temp) * exp;
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// Prevent overshoot
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if ((target - current > 0) === (newValue > target)) {
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newValue = target;
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newVelocity = (newValue - target) / deltaTime;
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}
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return [newValue, newVelocity];
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}
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