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

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/**
* Mesh3D Runtime Module - Plugin for 3D mesh rendering.
* Mesh3D - 3D
*/
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
*/
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.
*
*/
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
*/
export const Mesh3DPlugin: IRuntimePlugin = {
manifest,
runtimeModule: new Mesh3DRuntimeModule()
};
export { Mesh3DRuntimeModule };