feat(world-streaming): 添加世界流式加载系统 (#288)
实现基于区块的世界流式加载系统,支持开放世界游戏: 运行时包 (@esengine/world-streaming): - ChunkComponent: 区块实体组件,包含坐标、边界、状态 - StreamingAnchorComponent: 流式锚点组件(玩家/摄像机) - ChunkLoaderComponent: 流式加载配置组件 - ChunkStreamingSystem: 区块加载/卸载调度系统 - ChunkCullingSystem: 区块可见性剔除系统 - ChunkManager: 区块生命周期管理服务 - SpatialHashGrid: 空间哈希网格 - ChunkSerializer: 区块序列化 编辑器包 (@esengine/world-streaming-editor): - ChunkVisualizer: 区块可视化覆盖层 - ChunkLoaderInspectorProvider: 区块加载器检视器 - StreamingAnchorInspectorProvider: 流式锚点检视器 - WorldStreamingPlugin: 完整插件导出
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packages/world-streaming/src/WorldStreamingModule.ts
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packages/world-streaming/src/WorldStreamingModule.ts
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import type { IScene, ServiceContainer } from '@esengine/ecs-framework';
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import { ComponentRegistry } from '@esengine/ecs-framework';
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import type { IRuntimeModule, SystemContext } from '@esengine/engine-core';
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import { ChunkComponent } from './components/ChunkComponent';
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import { StreamingAnchorComponent } from './components/StreamingAnchorComponent';
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import { ChunkLoaderComponent } from './components/ChunkLoaderComponent';
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import { ChunkStreamingSystem } from './systems/ChunkStreamingSystem';
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import { ChunkCullingSystem } from './systems/ChunkCullingSystem';
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import { ChunkManager } from './services/ChunkManager';
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/**
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* 世界流式加载模块
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*
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* Runtime module for world streaming functionality.
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*
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* 提供世界流式加载功能的运行时模块。
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*/
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export class WorldStreamingModule implements IRuntimeModule {
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private _chunkManager: ChunkManager | null = null;
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get chunkManager(): ChunkManager | null {
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return this._chunkManager;
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}
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registerComponents(registry: typeof ComponentRegistry): void {
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registry.register(ChunkComponent);
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registry.register(StreamingAnchorComponent);
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registry.register(ChunkLoaderComponent);
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}
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registerServices(services: ServiceContainer): void {
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this._chunkManager = new ChunkManager();
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services.registerInstance(ChunkManager, this._chunkManager);
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}
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createSystems(scene: IScene, _context: SystemContext): void {
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const streamingSystem = new ChunkStreamingSystem();
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if (this._chunkManager) {
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streamingSystem.setChunkManager(this._chunkManager);
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}
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scene.addSystem(streamingSystem);
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scene.addSystem(new ChunkCullingSystem());
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}
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onSystemsCreated(_scene: IScene, _context: SystemContext): void {
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// No post-creation setup needed
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}
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}
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export const worldStreamingModule = new WorldStreamingModule();
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