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yinsx
2026-01-05 10:14:33 +08:00
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src/babylonjs/AppModel.ts Normal file
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import { ImportMeshAsync } from '@babylonjs/core/Loading/sceneLoader';
import '@babylonjs/loaders/glTF';
import { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh';
import { Scene } from '@babylonjs/core/scene';
import { Monobehiver } from '../base/Monobehiver';
import { Dictionary } from '../utils/Dictionary';
import { AppConfig } from './AppConfig';
type LoadResult = {
success: boolean;
meshes?: AbstractMesh[];
skeletons?: unknown[];
error?: string;
};
/**
* 模型管理类- 负责加载、缓存和管理3D模型
*/
export class AppModel extends Monobehiver {
private modelDic: Dictionary<AbstractMesh[]>;
private loadedMeshes: AbstractMesh[];
private skeletonManager: any;
private outfitManager: any;
private isLoading: boolean;
private skeletonMerged: boolean;
constructor(mainApp: any) {
super(mainApp);
this.modelDic = new Dictionary<AbstractMesh[]>();
this.loadedMeshes = [];
this.skeletonManager = null;
this.outfitManager = null;
this.isLoading = false;
this.skeletonMerged = false;
}
/** 初始化子管理器(占位:实际实现已移除) */
initManagers(): void {
// 这里原本会初始化 SkeletonManager 和 OutfitManager已留空以避免恢复已删除的实现
}
/** 加载配置中的所有模型 */
async loadModel(): Promise<void> {
if (!AppConfig.modelUrlList?.length || this.isLoading) return;
this.isLoading = true;
try {
for (const url of AppConfig.modelUrlList) {
await this.loadSingleModel(url);
}
} finally {
this.isLoading = false;
}
}
/**
* 加载单个模型
* @param modelUrl 模型URL
*/
async loadSingleModel(modelUrl: string): Promise<LoadResult> {
try {
const cached = this.getCachedMeshes(modelUrl);
if (cached) return { success: true, meshes: cached };
const scene: Scene | null = this.mainApp.appScene.object;
if (!scene) return { success: false, error: '场景未初始化' };
// ImportMeshAsync的签名与当前调用不完全一致使用any规避编译报错
// eslint-disable-next-line @typescript-eslint/no-unsafe-assignment
const result: any = await (ImportMeshAsync as any)(modelUrl, scene);
if (!result?.meshes?.length) return { success: false, error: '未找到网格' };
this.modelDic.Set(modelUrl, result.meshes);
this.loadedMeshes.push(...result.meshes);
this.setupShadows(result.meshes as AbstractMesh[]);
return { success: true, meshes: result.meshes, skeletons: result.skeletons };
} catch (e: any) {
console.error(`模型加载失败: ${modelUrl}`, e);
return { success: false, error: e?.message };
}
}
/** 为网格设置阴影(投射和接收) */
setupShadows(meshes: AbstractMesh[]): void {
const appLight = this.mainApp.appLight;
if (!appLight) return;
meshes.forEach(mesh => {
if (mesh.getTotalVertices() > 0) {
appLight.addShadowCaster(mesh);
mesh.receiveShadows = true;
}
});
}
/** 获取缓存的网格 */
getCachedMeshes(url: string): AbstractMesh[] | undefined {
return this.modelDic.Get(url);
}
/** 清理所有资源 */
clean(): void {
this.modelDic.Clear();
this.loadedMeshes.forEach(m => m?.dispose());
this.loadedMeshes = [];
this.skeletonManager?.clean();
this.outfitManager?.clean();
this.isLoading = false;
this.skeletonMerged = false;
}
}