feat: 添加跨平台运行时、资产系统和UI适配功能 (#256)
* feat(platform-common): 添加WASM加载器和环境检测API * feat(rapier2d): 新增Rapier2D WASM绑定包 * feat(physics-rapier2d): 添加跨平台WASM加载器 * feat(asset-system): 添加运行时资产目录和bundle格式 * feat(asset-system-editor): 新增编辑器资产管理包 * feat(editor-core): 添加构建系统和模块管理 * feat(editor-app): 重构浏览器预览使用import maps * feat(platform-web): 添加BrowserRuntime和资产读取 * feat(engine): 添加材质系统和着色器管理 * feat(material): 新增材质系统和着色器编辑器 * feat(tilemap): 增强tilemap编辑器和动画系统 * feat(modules): 添加module.json配置 * feat(core): 添加module.json和类型定义更新 * chore: 更新依赖和构建配置 * refactor(plugins): 更新插件模板使用ModuleManifest * chore: 添加第三方依赖库 * chore: 移除BehaviourTree-ai和ecs-astar子模块 * docs: 更新README和文档主题样式 * fix: 修复Rust文档测试和添加rapier2d WASM绑定 * fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题 * feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea) * fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖 * fix: 添加缺失的包依赖修复CI构建 * fix: 修复CodeQL检测到的代码问题 * fix: 修复构建错误和缺失依赖 * fix: 修复类型检查错误 * fix(material-system): 修复tsconfig配置支持TypeScript项目引用 * fix(editor-core): 修复Rollup构建配置添加tauri external * fix: 修复CodeQL检测到的代码问题 * fix: 修复CodeQL检测到的代码问题
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@@ -21,7 +21,8 @@ import {
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IAssetManager,
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IAssetLoadQueue
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} from '../interfaces/IAssetManager';
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import { IAssetLoader, IAssetLoaderFactory } from '../interfaces/IAssetLoader';
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import { IAssetLoader, IAssetLoaderFactory, IAssetParseContext } from '../interfaces/IAssetLoader';
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import { IAssetReader, IAssetContent } from '../interfaces/IAssetReader';
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import { AssetCache } from './AssetCache';
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import { AssetLoadQueue } from './AssetLoadQueue';
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import { AssetLoaderFactory } from '../loaders/AssetLoaderFactory';
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@@ -55,6 +56,9 @@ export class AssetManager implements IAssetManager {
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private readonly _loaderFactory: IAssetLoaderFactory;
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private readonly _database: AssetDatabase;
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/** Asset reader for file operations. | 用于文件操作的资产读取器。 */
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private _reader: IAssetReader | null = null;
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private _nextHandle: AssetHandle = 1;
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private _statistics = {
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@@ -71,12 +75,35 @@ export class AssetManager implements IAssetManager {
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this._loaderFactory = new AssetLoaderFactory();
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this._database = new AssetDatabase();
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// 如果提供了目录,初始化数据库 / Initialize database if catalog provided
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if (catalog) {
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this.initializeFromCatalog(catalog);
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}
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}
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/**
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* Set asset reader.
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* 设置资产读取器。
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*/
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setReader(reader: IAssetReader): void {
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this._reader = reader;
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}
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/**
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* Set project root path for resolving relative paths.
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* 设置项目根路径用于解析相对路径。
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*/
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setProjectRoot(path: string): void {
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this._database.setProjectRoot(path);
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}
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/**
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* Get the asset database.
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* 获取资产数据库。
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*/
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getDatabase(): AssetDatabase {
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return this._database;
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}
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/**
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* Initialize from catalog
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* 从目录初始化
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@@ -196,32 +223,89 @@ export class AssetManager implements IAssetManager {
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startTime: number,
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entry: AssetEntry
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): Promise<IAssetLoadResult<T>> {
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// 加载依赖 / Load dependencies
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if (!this._reader) {
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throw new Error('Asset reader not set. Call setReader() first.');
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}
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// Load dependencies first.
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// 先加载依赖。
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if (metadata.dependencies.length > 0) {
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await this.loadDependencies(metadata.dependencies, options);
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}
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// 执行加载 / Execute loading
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const result = await loader.load(metadata.path, metadata, options);
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// Resolve absolute path.
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// 解析绝对路径。
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const absolutePath = this._database.resolveAbsolutePath(metadata.path);
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// 更新条目 / Update entry
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entry.asset = result.asset;
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// Read content based on loader's content type.
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// 根据加载器的内容类型读取内容。
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const content = await this.readContent(loader.contentType, absolutePath);
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// Create parse context.
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// 创建解析上下文。
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const context: IAssetParseContext = {
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metadata,
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options,
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loadDependency: async <D>(relativePath: string) => {
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const result = await this.loadAssetByPath<D>(relativePath, options);
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return result.asset;
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}
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};
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// Parse asset.
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// 解析资产。
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const asset = await loader.parse(content, context);
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// Update entry.
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// 更新条目。
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entry.asset = asset;
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entry.state = AssetState.Loaded;
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// 缓存资产 / Cache asset
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this._cache.set(metadata.guid, result.asset);
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// Cache asset.
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// 缓存资产。
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this._cache.set(metadata.guid, asset);
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// 更新统计 / Update statistics
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// Update statistics.
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// 更新统计。
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this._statistics.loadedCount++;
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const loadResult: IAssetLoadResult<T> = {
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asset: result.asset as T,
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return {
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asset: asset as T,
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handle: entry.handle,
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metadata,
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loadTime: performance.now() - startTime
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};
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}
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return loadResult;
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/**
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* Read content based on content type.
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* 根据内容类型读取内容。
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*/
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private async readContent(contentType: string, absolutePath: string): Promise<IAssetContent> {
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if (!this._reader) {
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throw new Error('Asset reader not set');
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}
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switch (contentType) {
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case 'text': {
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const text = await this._reader.readText(absolutePath);
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return { type: 'text', text };
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}
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case 'binary': {
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const binary = await this._reader.readBinary(absolutePath);
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return { type: 'binary', binary };
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}
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case 'image': {
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const image = await this._reader.loadImage(absolutePath);
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return { type: 'image', image };
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}
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case 'audio': {
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const audioBuffer = await this._reader.loadAudio(absolutePath);
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return { type: 'audio', audioBuffer };
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}
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default:
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throw new Error(`Unknown content type: ${contentType}`);
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}
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}
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/**
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@@ -429,6 +513,19 @@ export class AssetManager implements IAssetManager {
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return this.getAsset<T>(guid);
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}
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/**
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* Get loaded asset by path (synchronous)
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* 通过路径获取已加载的资产(同步)
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*
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* Returns the asset if it's already loaded, null otherwise.
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* 如果资产已加载则返回资产,否则返回 null。
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*/
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getAssetByPath<T = unknown>(path: string): T | null {
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const guid = this._pathToGuid.get(path);
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if (!guid) return null;
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return this.getAsset<T>(guid);
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}
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/**
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* Check if asset is loaded
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* 检查资产是否已加载
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