feat(asset): 统一资产引用使用 GUID 替代路径 (#287)

* feat(world-streaming): 添加世界流式加载系统

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

* feat(asset): 统一资产引用使用 GUID 替代路径

将所有组件的资产引用字段从路径改为 GUID:
- SpriteComponent: texture -> textureGuid, material -> materialGuid
- SpriteAnimatorComponent: AnimationFrame.texture -> textureGuid
- UIRenderComponent: texture -> textureGuid
- UIButtonComponent: normalTexture -> normalTextureGuid 等
- AudioSourceComponent: clip -> clipGuid
- ParticleSystemComponent: 已使用 textureGuid

修复 AssetRegistryService 注册问题和路径规范化,
添加渲染系统的 GUID 解析支持。

* fix(sprite-editor): 更新 material 为 materialGuid

* fix(editor-app): 更新 AnimationFrame.texture 为 textureGuid
This commit is contained in:
YHH
2025-12-06 14:08:48 +08:00
committed by GitHub
parent 0c03b13d74
commit 3617f40309
25 changed files with 443 additions and 152 deletions

View File

@@ -155,9 +155,9 @@ export class EditorEngineSync {
if (bridge) {
for (const clip of animator.clips) {
for (const frame of clip.frames) {
if (frame.texture) {
if (frame.textureGuid) {
// Trigger texture loading
bridge.getOrLoadTextureByPath(frame.texture);
bridge.getOrLoadTextureByPath(frame.textureGuid);
}
}
}
@@ -168,8 +168,8 @@ export class EditorEngineSync {
const firstClip = animator.clips[0];
if (firstClip && firstClip.frames && firstClip.frames.length > 0) {
const firstFrame = firstClip.frames[0];
if (firstFrame && firstFrame.texture && spriteComponent) {
spriteComponent.texture = firstFrame.texture;
if (firstFrame && firstFrame.textureGuid && spriteComponent) {
spriteComponent.textureGuid = firstFrame.textureGuid;
}
}
}
@@ -228,8 +228,8 @@ export class EditorEngineSync {
// Preload all frame textures
for (const clip of animator.clips) {
for (const frame of clip.frames) {
if (frame.texture) {
bridge.getOrLoadTextureByPath(frame.texture);
if (frame.textureGuid) {
bridge.getOrLoadTextureByPath(frame.textureGuid);
}
}
}
@@ -240,8 +240,8 @@ export class EditorEngineSync {
const firstClip = animator.clips[0];
if (firstClip && firstClip.frames && firstClip.frames.length > 0) {
const firstFrame = firstClip.frames[0];
if (firstFrame && firstFrame.texture) {
sprite.texture = firstFrame.texture;
if (firstFrame && firstFrame.textureGuid) {
sprite.textureGuid = firstFrame.textureGuid;
}
}
}

View File

@@ -6,7 +6,7 @@
* Uses the unified GameRuntime architecture
*/
import { GizmoRegistry, EntityStoreService, MessageHub, SceneManagerService, ProjectService, PluginManager, IPluginManager, type SystemContext } from '@esengine/editor-core';
import { GizmoRegistry, EntityStoreService, MessageHub, SceneManagerService, ProjectService, PluginManager, IPluginManager, AssetRegistryService, type SystemContext } from '@esengine/editor-core';
import { Core, Scene, Entity, SceneSerializer, ProfilerSDK } from '@esengine/ecs-framework';
import { CameraConfig } from '@esengine/ecs-engine-bindgen';
import { TransformComponent } from '@esengine/engine-core';
@@ -148,6 +148,10 @@ export class EngineService {
// 初始化资产系统
await this._initializeAssetSystem();
// 设置资产路径解析器(用于 GUID 到路径的转换)
// Set asset path resolver (for GUID to path conversion)
this._setupAssetPathResolver();
// 同步视口尺寸
const canvas = document.getElementById(canvasId) as HTMLCanvasElement;
if (canvas && canvas.parentElement) {
@@ -339,8 +343,8 @@ export class EngineService {
const firstClip = animator.clips[0];
if (firstClip && firstClip.frames && firstClip.frames.length > 0) {
const firstFrame = firstClip.frames[0];
if (firstFrame && firstFrame.texture) {
sprite.texture = firstFrame.texture;
if (firstFrame && firstFrame.textureGuid) {
sprite.textureGuid = firstFrame.textureGuid;
}
}
}
@@ -427,6 +431,59 @@ export class EngineService {
}
}
/**
* Setup asset path resolver for EngineRenderSystem.
* 为 EngineRenderSystem 设置资产路径解析器。
*
* This enables GUID-based asset references. When a component stores a GUID,
* the resolver converts it to an actual file path for loading.
* 这启用了基于 GUID 的资产引用。当组件存储 GUID 时,
* 解析器将其转换为实际文件路径以进行加载。
*/
private _setupAssetPathResolver(): void {
const renderSystem = this._runtime?.renderSystem;
if (!renderSystem) return;
// UUID v4 regex for GUID detection
// UUID v4 正则表达式用于 GUID 检测
const uuidRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;
renderSystem.setAssetPathResolver((guidOrPath: string): string => {
// Skip if already a valid URL
// 如果已经是有效的 URL 则跳过
if (!guidOrPath || guidOrPath.startsWith('http') || guidOrPath.startsWith('asset://') || guidOrPath.startsWith('data:')) {
return guidOrPath;
}
// Check if this is a GUID
// 检查是否为 GUID
if (uuidRegex.test(guidOrPath)) {
const assetRegistry = Core.services.tryResolve(AssetRegistryService) as AssetRegistryService | null;
if (assetRegistry) {
const relativePath = assetRegistry.getPathByGuid(guidOrPath);
if (relativePath) {
// Convert relative path to absolute
// 将相对路径转换为绝对路径
const absolutePath = assetRegistry.relativeToAbsolute(relativePath);
if (absolutePath) {
// Convert to Tauri asset URL for WebView loading
// 转换为 Tauri 资产 URL 以便 WebView 加载
return convertFileSrc(absolutePath);
}
return relativePath;
}
}
// GUID not found, return original value
// 未找到 GUID返回原值
return guidOrPath;
}
// Not a GUID, treat as file path and convert
// 不是 GUID当作文件路径处理并转换
return convertFileSrc(guidOrPath);
});
}
/**
* Create entity with sprite and transform.
*/