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zhengte.babylonjs-sdk/src/babylonjs/AppModel.ts
2026-03-11 11:56:46 +08:00

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import { ImportMeshAsync, ISceneLoaderProgressEvent } from '@babylonjs/core/Loading/sceneLoader';
import '@babylonjs/loaders/glTF';
import { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh';
import { Scene } from '@babylonjs/core/scene';
import { ActionManager, ExecuteCodeAction } from '@babylonjs/core/Actions';
import { Monobehiver } from '../base/Monobehiver';
import { Dictionary } from '../utils/Dictionary';
import { AppConfig } from './AppConfig';
import { EventBridge } from '../event/bridge';
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 {
const total = AppConfig.modelUrlList.length;
EventBridge.modelLoadProgress({ loaded: 0, total, urls: AppConfig.modelUrlList, progress: 0, percentage: 0 });
for (let i = 0; i < AppConfig.modelUrlList.length; i++) {
const url = AppConfig.modelUrlList[i];
const handleProgress = (event: ISceneLoaderProgressEvent): void => {
const currentProgress = event.lengthComputable && event.total > 0
? Math.min(1, event.loaded / event.total)
: 0;
const overallProgress = Math.min(1, (i + currentProgress) / total);
EventBridge.modelLoadProgress({
loaded: i + currentProgress,
total,
url,
progress: overallProgress,
percentage: Number((overallProgress * 100).toFixed(2)),
detail: {
url,
lengthComputable: event.lengthComputable,
loadedBytes: event.loaded,
totalBytes: event.total
}
});
};
const result = await this.loadSingleModel(url, handleProgress);
const overallProgress = Math.min(1, (i + 1) / total);
EventBridge.modelLoadProgress({
loaded: i + 1,
total,
url,
success: result.success,
progress: overallProgress,
percentage: Number((overallProgress * 100).toFixed(2))
});
if (!result.success) {
EventBridge.modelLoadError({ url, error: result.error });
}
}
EventBridge.modelLoaded({ urls: AppConfig.modelUrlList });
} finally {
this.isLoading = false;
}
}
/**
* 加载单个模型
* @param modelUrl 模型URL
*/
async loadSingleModel(modelUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void): 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' };
const result = await ImportMeshAsync(modelUrl, scene, { onProgress });
if (!result?.meshes?.length) return { success: false, error: '未找到网格' };
this.modelDic.Set(modelUrl, result.meshes);
this.loadedMeshes.push(...result.meshes);
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;
}
/**
* 销毁指定模型
* @param modelName 模型名称
*/
destroyModel(modelName: string): void {
// 遍历模型字典,查找匹配的模型
const keys = this.modelDic.Keys();
for (const key of keys) {
if (key.includes(modelName)) {
const meshes = this.modelDic.Get(key);
if (meshes) {
// 销毁所有网格
meshes.forEach(mesh => mesh?.dispose());
// 从字典中移除
this.modelDic.Remove(key);
// 从加载的网格列表中移除
this.loadedMeshes = this.loadedMeshes.filter(mesh => !meshes.includes(mesh));
console.log(`Model destroyed: ${modelName}`);
return;
}
}
}
console.warn(`Model not found: ${modelName}`);
}
}