/** * Engine integration for asset system * 资产系统的引擎集成 */ import { AssetManager } from '../core/AssetManager'; import { AssetGUID } from '../types/AssetTypes'; import { ITextureAsset } from '../interfaces/IAssetLoader'; /** * Engine bridge interface * 引擎桥接接口 */ export interface IEngineBridge { /** * Load texture to GPU * 加载纹理到GPU */ loadTexture(id: number, url: string): Promise; /** * Load multiple textures * 批量加载纹理 */ loadTextures(requests: Array<{ id: number; url: string }>): Promise; /** * Unload texture from GPU * 从GPU卸载纹理 */ unloadTexture(id: number): void; /** * Get texture info * 获取纹理信息 */ getTextureInfo(id: number): { width: number; height: number } | null; } /** * Asset system engine integration * 资产系统引擎集成 */ export class EngineIntegration { private _assetManager: AssetManager; private _engineBridge?: IEngineBridge; private _textureIdMap = new Map(); private _pathToTextureId = new Map(); constructor(assetManager: AssetManager, engineBridge?: IEngineBridge) { this._assetManager = assetManager; this._engineBridge = engineBridge; } /** * Set engine bridge * 设置引擎桥接 */ setEngineBridge(bridge: IEngineBridge): void { this._engineBridge = bridge; } /** * Load texture for component * 为组件加载纹理 */ async loadTextureForComponent(texturePath: string): Promise { // 检查是否已有纹理ID / Check if texture ID exists const existingId = this._pathToTextureId.get(texturePath); if (existingId) { return existingId; } // 通过资产系统加载 / Load through asset system const result = await this._assetManager.loadAssetByPath(texturePath); const textureAsset = result.asset; // 如果有引擎桥接,上传到GPU / Upload to GPU if bridge exists if (this._engineBridge && textureAsset.data) { await this._engineBridge.loadTexture(textureAsset.textureId, texturePath); } // 缓存映射 / Cache mapping this._pathToTextureId.set(texturePath, textureAsset.textureId); return textureAsset.textureId; } /** * Load texture by GUID * 通过GUID加载纹理 */ async loadTextureByGuid(guid: AssetGUID): Promise { // 检查是否已有纹理ID / Check if texture ID exists const existingId = this._textureIdMap.get(guid); if (existingId) { return existingId; } // 通过资产系统加载 / Load through asset system const result = await this._assetManager.loadAsset(guid); const textureAsset = result.asset; // 如果有引擎桥接,上传到GPU / Upload to GPU if bridge exists if (this._engineBridge && textureAsset.data) { const metadata = result.metadata; await this._engineBridge.loadTexture(textureAsset.textureId, metadata.path); } // 缓存映射 / Cache mapping this._textureIdMap.set(guid, textureAsset.textureId); return textureAsset.textureId; } /** * Batch load textures * 批量加载纹理 */ async loadTexturesBatch(paths: string[]): Promise> { const results = new Map(); // 收集需要加载的纹理 / Collect textures to load const toLoad: string[] = []; for (const path of paths) { const existingId = this._pathToTextureId.get(path); if (existingId) { results.set(path, existingId); } else { toLoad.push(path); } } if (toLoad.length === 0) { return results; } // 并行加载所有纹理 / Load all textures in parallel const loadPromises = toLoad.map(async (path) => { try { const id = await this.loadTextureForComponent(path); results.set(path, id); } catch (error) { console.error(`Failed to load texture: ${path}`, error); results.set(path, 0); // 使用默认纹理ID / Use default texture ID } }); await Promise.all(loadPromises); return results; } /** * Unload texture * 卸载纹理 */ unloadTexture(textureId: number): void { // 从引擎卸载 / Unload from engine if (this._engineBridge) { this._engineBridge.unloadTexture(textureId); } // 清理映射 / Clean up mappings for (const [path, id] of this._pathToTextureId.entries()) { if (id === textureId) { this._pathToTextureId.delete(path); break; } } for (const [guid, id] of this._textureIdMap.entries()) { if (id === textureId) { this._textureIdMap.delete(guid); // 也从资产管理器卸载 / Also unload from asset manager this._assetManager.unloadAsset(guid); break; } } } /** * Get texture ID for path * 获取路径的纹理ID */ getTextureId(path: string): number | null { return this._pathToTextureId.get(path) || null; } /** * Preload textures for scene * 为场景预加载纹理 */ async preloadSceneTextures(texturePaths: string[]): Promise { await this.loadTexturesBatch(texturePaths); } /** * Clear all texture mappings * 清空所有纹理映射 */ clearTextureMappings(): void { this._textureIdMap.clear(); this._pathToTextureId.clear(); } /** * Get statistics * 获取统计信息 */ getStatistics(): { loadedTextures: number; } { return { loadedTextures: this._pathToTextureId.size }; } }