/** * 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, IAudioAsset, IJsonAsset } from '../interfaces/IAssetLoader'; import { globalPathResolver } from '../core/AssetPathResolver'; /** * 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; } /** * Audio asset with runtime ID * 带运行时 ID 的音频资产 */ interface AudioAssetEntry { id: number; asset: IAudioAsset; path: string; } /** * Data asset with runtime ID * 带运行时 ID 的数据资产 */ interface DataAssetEntry { id: number; data: unknown; path: string; } /** * 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(); // Audio resource mappings | 音频资源映射 private _audioIdMap = new Map(); private _pathToAudioId = new Map(); private _audioAssets = new Map(); private static _nextAudioId = 1; // Data resource mappings | 数据资源映射 private _dataIdMap = new Map(); private _pathToDataId = new Map(); private _dataAssets = new Map(); private static _nextDataId = 1; 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 * * AssetManager 内部会处理路径解析,这里只需传入原始路径。 * AssetManager handles path resolution internally, just pass the original path here. */ async loadTextureForComponent(texturePath: string): Promise { // 检查缓存(使用原始路径作为键) // Check cache (using original path as key) const existingId = this._pathToTextureId.get(texturePath); if (existingId) { return existingId; } // 通过资产系统加载(AssetManager 内部会解析路径) // Load through asset system (AssetManager resolves path internally) 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 // 使用 globalPathResolver 将路径转换为引擎可用的 URL // Use globalPathResolver to convert path to engine-compatible URL if (this._engineBridge && textureAsset.data) { const engineUrl = globalPathResolver.resolve(texturePath); await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl); } // 缓存映射(使用原始路径作为键,避免重复解析) // Cache mapping (using original path as key to avoid re-resolving) 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: ${path}`, error); results.set(path, 0); // 使用默认纹理ID / Use default texture ID } }); await Promise.all(loadPromises); return results; } /** * 批量加载资源(通用方法,支持 IResourceLoader 接口) * Load resources in batch (generic method for IResourceLoader interface) * * @param paths 资源路径数组 / Array of resource paths * @param type 资源类型 / Resource type * @returns 路径到运行时 ID 的映射 / Map of paths to runtime IDs */ async loadResourcesBatch(paths: string[], type: 'texture' | 'audio' | 'font' | 'data'): Promise> { switch (type) { case 'texture': return this.loadTexturesBatch(paths); case 'audio': return this.loadAudioBatch(paths); case 'data': return this.loadDataBatch(paths); case 'font': // 字体资源暂未实现 / Font resources not yet implemented console.warn('[EngineIntegration] Font resource loading not yet implemented'); return new Map(); default: console.warn(`[EngineIntegration] Unknown resource type '${type}'`); return new Map(); } } // ============= Audio Resource Methods ============= // ============= 音频资源方法 ============= /** * Load audio for component * 为组件加载音频 * * @param audioPath 音频文件路径 / Audio file path * @returns 运行时音频 ID / Runtime audio ID */ async loadAudioForComponent(audioPath: string): Promise { // 检查缓存 / Check cache const existingId = this._pathToAudioId.get(audioPath); if (existingId) { return existingId; } // 通过资产系统加载 / Load through asset system const result = await this._assetManager.loadAssetByPath(audioPath); const audioAsset = result.asset; // 分配运行时 ID / Assign runtime ID const audioId = EngineIntegration._nextAudioId++; // 缓存映射 / Cache mapping this._pathToAudioId.set(audioPath, audioId); this._audioAssets.set(audioId, { id: audioId, asset: audioAsset, path: audioPath }); return audioId; } /** * Batch load audio files * 批量加载音频文件 */ async loadAudioBatch(paths: string[]): Promise> { const results = new Map(); // 收集需要加载的音频 / Collect audio to load const toLoad: string[] = []; for (const path of paths) { const existingId = this._pathToAudioId.get(path); if (existingId) { results.set(path, existingId); } else { toLoad.push(path); } } if (toLoad.length === 0) { return results; } // 并行加载所有音频 / Load all audio in parallel const loadPromises = toLoad.map(async (path) => { try { const id = await this.loadAudioForComponent(path); results.set(path, id); } catch (error) { console.error(`Failed to load audio: ${path}`, error); results.set(path, 0); } }); await Promise.all(loadPromises); return results; } /** * Get audio asset by ID * 通过 ID 获取音频资产 */ getAudioAsset(audioId: number): IAudioAsset | null { const entry = this._audioAssets.get(audioId); return entry?.asset || null; } /** * Get audio ID for path * 获取路径的音频 ID */ getAudioId(path: string): number | null { return this._pathToAudioId.get(path) || null; } /** * Unload audio * 卸载音频 */ unloadAudio(audioId: number): void { const entry = this._audioAssets.get(audioId); if (entry) { this._pathToAudioId.delete(entry.path); this._audioAssets.delete(audioId); // 从 GUID 映射中清理 / Clean up GUID mapping for (const [guid, id] of this._audioIdMap.entries()) { if (id === audioId) { this._audioIdMap.delete(guid); this._assetManager.unloadAsset(guid); break; } } } } // ============= Data Resource Methods ============= // ============= 数据资源方法 ============= /** * Load data (JSON) for component * 为组件加载数据(JSON) * * @param dataPath 数据文件路径 / Data file path * @returns 运行时数据 ID / Runtime data ID */ async loadDataForComponent(dataPath: string): Promise { // 检查缓存 / Check cache const existingId = this._pathToDataId.get(dataPath); if (existingId) { return existingId; } // 通过资产系统加载 / Load through asset system const result = await this._assetManager.loadAssetByPath(dataPath); const jsonAsset = result.asset; // 分配运行时 ID / Assign runtime ID const dataId = EngineIntegration._nextDataId++; // 缓存映射 / Cache mapping this._pathToDataId.set(dataPath, dataId); this._dataAssets.set(dataId, { id: dataId, data: jsonAsset.data, path: dataPath }); return dataId; } /** * Batch load data files * 批量加载数据文件 */ async loadDataBatch(paths: string[]): Promise> { const results = new Map(); // 收集需要加载的数据 / Collect data to load const toLoad: string[] = []; for (const path of paths) { const existingId = this._pathToDataId.get(path); if (existingId) { results.set(path, existingId); } else { toLoad.push(path); } } if (toLoad.length === 0) { return results; } // 并行加载所有数据 / Load all data in parallel const loadPromises = toLoad.map(async (path) => { try { const id = await this.loadDataForComponent(path); results.set(path, id); } catch (error) { console.error(`Failed to load data: ${path}`, error); results.set(path, 0); } }); await Promise.all(loadPromises); return results; } /** * Get data by ID * 通过 ID 获取数据 */ getData(dataId: number): T | null { const entry = this._dataAssets.get(dataId); return (entry?.data as T) || null; } /** * Get data ID for path * 获取路径的数据 ID */ getDataId(path: string): number | null { return this._pathToDataId.get(path) || null; } /** * Unload data * 卸载数据 */ unloadData(dataId: number): void { const entry = this._dataAssets.get(dataId); if (entry) { this._pathToDataId.delete(entry.path); this._dataAssets.delete(dataId); // 从 GUID 映射中清理 / Clean up GUID mapping for (const [guid, id] of this._dataIdMap.entries()) { if (id === dataId) { this._dataIdMap.delete(guid); this._assetManager.unloadAsset(guid); break; } } } } /** * 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(); } /** * Clear all audio mappings * 清空所有音频映射 */ clearAudioMappings(): void { this._audioIdMap.clear(); this._pathToAudioId.clear(); this._audioAssets.clear(); } /** * Clear all data mappings * 清空所有数据映射 */ clearDataMappings(): void { this._dataIdMap.clear(); this._pathToDataId.clear(); this._dataAssets.clear(); } /** * Clear all resource mappings * 清空所有资源映射 */ clearAllMappings(): void { this.clearTextureMappings(); this.clearAudioMappings(); this.clearDataMappings(); } /** * Get statistics * 获取统计信息 */ getStatistics(): { loadedTextures: number; loadedAudio: number; loadedData: number; } { return { loadedTextures: this._pathToTextureId.size, loadedAudio: this._audioAssets.size, loadedData: this._dataAssets.size }; } }