* fix(editor): 修复粒子实体创建和优化检视器 - 添加 effects 分类到右键菜单,修复粒子实体无法创建的问题 - 添加粒子效果的本地化标签 - 简化粒子组件检视器,优先显示资产文件选择 - 高级属性只在未选择资产时显示,且默认折叠 - 添加可折叠的属性分组提升用户体验 * fix(particle): 修复粒子系统在浏览器预览中的资产加载和渲染 - 添加粒子 Gizmo 支持,显示发射形状并响应 Transform 缩放/旋转 - 修复资产热重载:添加 reloadAsset() 方法和 assets:refresh 事件监听 - 修复 VectorFieldEditors 数值输入精度(step 改为 0.01) - 修复浏览器预览中粒子资产加载失败的问题: - 将相对路径转换为绝对路径以正确复制资产文件 - 使用原始 GUID 而非生成的 GUID 构建 asset catalog - 初始化全局 assetManager 单例的 catalog 和 loader - 在 GameRuntime 的 systemContext 中添加 engineIntegration - 公开 AssetManager.initializeFromCatalog 方法供运行时使用 * feat(asset): 增强资产管理系统和编辑器 UI 主要改动: - 添加 loaderType 字段支持显式指定加载器类型覆盖 - 添加 .particle 扩展名和类型映射 - 新增 MANAGED_ASSET_DIRECTORIES 常量和相关工具方法 - EngineService 使用全局 assetManager 并同步 AssetRegistry 数据 - 修复插件启用逻辑,defaultEnabled=true 的新插件不被旧配置禁用 - ContentBrowser 添加 GUID 管理目录指示和非托管目录警告 - AssetPickerDialog 和 AssetFileInspector UI 增强
437 lines
12 KiB
TypeScript
437 lines
12 KiB
TypeScript
/**
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* Asset Meta File (.meta) Management
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* 资产元数据文件 (.meta) 管理
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*
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* Each asset file has a companion .meta file that stores:
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* - GUID: Persistent unique identifier
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* - Import settings: How to process the asset
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* - Labels: User-defined tags
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*
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* 每个资产文件都有一个配套的 .meta 文件,存储:
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* - GUID:持久化唯一标识符
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* - 导入设置:如何处理资产
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* - 标签:用户定义的标签
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*/
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import { AssetGUID, AssetType } from '@esengine/asset-system';
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/**
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* Meta file content structure
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* 元数据文件内容结构
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*/
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export interface IAssetMeta {
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/** Persistent unique identifier | 持久化唯一标识符 */
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guid: AssetGUID;
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/** Asset type | 资产类型 */
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type: AssetType;
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/**
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* Explicit loader type override
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* 显式指定的加载器类型覆盖
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*
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* When set, this type will be used instead of extension-based detection.
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* Useful when file extension doesn't match the actual content type.
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*
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* 设置后,将使用此类型而非基于扩展名的检测。
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* 适用于文件扩展名与实际内容类型不匹配的情况。
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*/
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loaderType?: string;
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/** Import settings | 导入设置 */
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importSettings?: IImportSettings;
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/** User-defined labels | 用户定义的标签 */
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labels?: string[];
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/** Meta file version | 元数据文件版本 */
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version: number;
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/** Last modified timestamp | 最后修改时间戳 */
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lastModified?: number;
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}
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/**
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* Import settings for different asset types
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* 不同资产类型的导入设置
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*/
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export interface IImportSettings {
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// Texture settings | 纹理设置
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maxSize?: number;
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compression?: 'none' | 'dxt' | 'etc2' | 'astc' | 'webp';
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generateMipmaps?: boolean;
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filterMode?: 'point' | 'bilinear' | 'trilinear';
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wrapMode?: 'clamp' | 'repeat' | 'mirror';
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premultiplyAlpha?: boolean;
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// Audio settings | 音频设置
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audioFormat?: 'mp3' | 'ogg' | 'wav';
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sampleRate?: number;
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channels?: 1 | 2;
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normalize?: boolean;
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// General settings | 通用设置
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[key: string]: unknown;
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}
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/**
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* Generate a new UUID v4
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* 生成新的 UUID v4
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*/
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export function generateGUID(): AssetGUID {
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// Use crypto.randomUUID if available (modern browsers/Node 19+)
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if (typeof crypto !== 'undefined' && crypto.randomUUID) {
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return crypto.randomUUID();
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}
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// Fallback implementation
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return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, (c) => {
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const r = (Math.random() * 16) | 0;
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const v = c === 'x' ? r : (r & 0x3) | 0x8;
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return v.toString(16);
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});
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}
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/**
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* Get meta file path for an asset
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* 获取资产的元数据文件路径
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*/
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export function getMetaFilePath(assetPath: string): string {
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return `${assetPath}.meta`;
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}
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/**
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* Infer asset type from file extension
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* 根据文件扩展名推断资产类型
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*/
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export function inferAssetType(path: string): AssetType {
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const ext = path.split('.').pop()?.toLowerCase() || '';
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const typeMap: Record<string, AssetType> = {
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// Textures
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png: 'texture',
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jpg: 'texture',
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jpeg: 'texture',
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gif: 'texture',
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webp: 'texture',
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bmp: 'texture',
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svg: 'texture',
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// Audio
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mp3: 'audio',
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wav: 'audio',
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ogg: 'audio',
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m4a: 'audio',
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flac: 'audio',
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// Data
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json: 'json',
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txt: 'text',
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xml: 'text',
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csv: 'text',
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// Scenes and prefabs
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ecs: 'scene',
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prefab: 'prefab',
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// Fonts
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ttf: 'font',
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otf: 'font',
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woff: 'font',
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woff2: 'font',
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// Shaders
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glsl: 'shader',
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vert: 'shader',
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frag: 'shader',
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// Custom types (plugins)
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tilemap: 'tilemap',
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tileset: 'tileset',
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btree: 'behavior-tree',
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bp: 'blueprint',
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mat: 'material',
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particle: 'particle'
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};
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return typeMap[ext] || 'binary';
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}
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/**
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* Get default import settings for asset type
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* 获取资产类型的默认导入设置
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*/
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export function getDefaultImportSettings(type: AssetType): IImportSettings {
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switch (type) {
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case 'texture':
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return {
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maxSize: 2048,
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compression: 'none',
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generateMipmaps: false,
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filterMode: 'bilinear',
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wrapMode: 'clamp',
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premultiplyAlpha: false
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};
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case 'audio':
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return {
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audioFormat: 'mp3',
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sampleRate: 44100,
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channels: 2,
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normalize: false
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};
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default:
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return {};
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}
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}
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/**
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* Create a new meta file content
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* 创建新的元数据文件内容
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*/
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export function createAssetMeta(assetPath: string, overrides?: Partial<IAssetMeta>): IAssetMeta {
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const type = overrides?.type || inferAssetType(assetPath);
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return {
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guid: overrides?.guid || generateGUID(),
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type,
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importSettings: overrides?.importSettings || getDefaultImportSettings(type),
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labels: overrides?.labels || [],
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version: 1,
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lastModified: Date.now()
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};
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}
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/**
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* Serialize meta to JSON string
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* 将元数据序列化为 JSON 字符串
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*/
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export function serializeAssetMeta(meta: IAssetMeta): string {
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return JSON.stringify(meta, null, 2);
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}
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/**
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* Parse meta from JSON string
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* 从 JSON 字符串解析元数据
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*/
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export function parseAssetMeta(json: string): IAssetMeta {
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const meta = JSON.parse(json) as IAssetMeta;
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// Validate required fields
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if (!meta.guid || typeof meta.guid !== 'string') {
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throw new Error('Invalid meta file: missing or invalid guid');
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}
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if (!meta.type || typeof meta.type !== 'string') {
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throw new Error('Invalid meta file: missing or invalid type');
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}
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// Set defaults for optional fields
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meta.version = meta.version || 1;
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meta.labels = meta.labels || [];
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meta.importSettings = meta.importSettings || {};
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return meta;
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}
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/**
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* Validate GUID format (UUID v4)
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* 验证 GUID 格式 (UUID v4)
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*/
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export function isValidGUID(guid: string): boolean {
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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;
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return uuidRegex.test(guid);
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}
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/**
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* Asset Meta File Manager
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* 资产元数据文件管理器
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*
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* Handles reading/writing .meta files through a file system interface.
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*/
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export class AssetMetaManager {
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private _cache = new Map<string, IAssetMeta>();
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private _guidToPath = new Map<AssetGUID, string>();
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/**
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* File system interface for reading/writing files
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* 用于读写文件的文件系统接口
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*/
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private _fs: IMetaFileSystem | null = null;
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/**
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* Set file system interface
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* 设置文件系统接口
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*/
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setFileSystem(fs: IMetaFileSystem): void {
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this._fs = fs;
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}
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/**
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* Get or create meta for an asset
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* 获取或创建资产的元数据
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*/
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async getOrCreateMeta(assetPath: string): Promise<IAssetMeta> {
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// Check cache first
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const cached = this._cache.get(assetPath);
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if (cached) {
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return cached;
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}
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const metaPath = getMetaFilePath(assetPath);
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// Try to read existing meta file
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if (this._fs) {
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try {
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if (await this._fs.exists(metaPath)) {
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const content = await this._fs.readText(metaPath);
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const meta = parseAssetMeta(content);
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this._cache.set(assetPath, meta);
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this._guidToPath.set(meta.guid, assetPath);
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return meta;
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}
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} catch (e) {
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console.warn(`Failed to read meta file: ${metaPath}`, e);
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}
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}
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// Create new meta
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const meta = createAssetMeta(assetPath);
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this._cache.set(assetPath, meta);
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this._guidToPath.set(meta.guid, assetPath);
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// Save to file system
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if (this._fs) {
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try {
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await this._fs.writeText(metaPath, serializeAssetMeta(meta));
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} catch (e) {
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console.warn(`Failed to write meta file: ${metaPath}`, e);
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}
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}
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return meta;
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}
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/**
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* Get meta by GUID
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* 根据 GUID 获取元数据
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*/
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getMetaByGUID(guid: AssetGUID): IAssetMeta | undefined {
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const path = this._guidToPath.get(guid);
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return path ? this._cache.get(path) : undefined;
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}
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/**
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* Get asset path by GUID
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* 根据 GUID 获取资产路径
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*/
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getPathByGUID(guid: AssetGUID): string | undefined {
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return this._guidToPath.get(guid);
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}
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/**
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* Get GUID by asset path
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* 根据资产路径获取 GUID
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*/
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async getGUIDByPath(assetPath: string): Promise<AssetGUID> {
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const meta = await this.getOrCreateMeta(assetPath);
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return meta.guid;
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}
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/**
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* Update meta and save
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* 更新元数据并保存
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*/
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async updateMeta(assetPath: string, updates: Partial<IAssetMeta>): Promise<void> {
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const meta = await this.getOrCreateMeta(assetPath);
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// Apply updates
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Object.assign(meta, updates);
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meta.lastModified = Date.now();
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meta.version++;
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// Update cache
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this._cache.set(assetPath, meta);
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// Handle GUID change (rare, but possible)
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if (updates.guid && updates.guid !== meta.guid) {
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this._guidToPath.delete(meta.guid);
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this._guidToPath.set(updates.guid, assetPath);
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}
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// Save to file system
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if (this._fs) {
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const metaPath = getMetaFilePath(assetPath);
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await this._fs.writeText(metaPath, serializeAssetMeta(meta));
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}
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}
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/**
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* Handle asset rename
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* 处理资产重命名
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*/
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async handleAssetRename(oldPath: string, newPath: string): Promise<void> {
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const meta = this._cache.get(oldPath);
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if (meta) {
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// Update cache with new path
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this._cache.delete(oldPath);
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this._cache.set(newPath, meta);
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this._guidToPath.set(meta.guid, newPath);
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// Move meta file
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if (this._fs) {
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const oldMetaPath = getMetaFilePath(oldPath);
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const newMetaPath = getMetaFilePath(newPath);
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if (await this._fs.exists(oldMetaPath)) {
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const content = await this._fs.readText(oldMetaPath);
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await this._fs.writeText(newMetaPath, content);
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await this._fs.delete(oldMetaPath);
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}
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}
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}
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}
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/**
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* Handle asset delete
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* 处理资产删除
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*/
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async handleAssetDelete(assetPath: string): Promise<void> {
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const meta = this._cache.get(assetPath);
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if (meta) {
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this._cache.delete(assetPath);
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this._guidToPath.delete(meta.guid);
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// Delete meta file
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if (this._fs) {
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const metaPath = getMetaFilePath(assetPath);
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if (await this._fs.exists(metaPath)) {
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await this._fs.delete(metaPath);
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}
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}
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}
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}
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/**
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* Clear cache
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* 清除缓存
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*/
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clear(): void {
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this._cache.clear();
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this._guidToPath.clear();
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}
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/**
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* Get all cached metas
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* 获取所有缓存的元数据
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*/
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getAllMetas(): Map<string, IAssetMeta> {
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return new Map(this._cache);
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}
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}
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/**
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* File system interface for meta file operations
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* 元数据文件操作的文件系统接口
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*/
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export interface IMetaFileSystem {
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exists(path: string): Promise<boolean>;
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readText(path: string): Promise<string>;
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writeText(path: string, content: string): Promise<void>;
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delete(path: string): Promise<void>;
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}
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