@aura3d/assets

中文文档
4.7.0发布于 2026/10/31MITTypeScriptES Module

Asset identity, loading, caching, dependency tracking, import pipelines, worker job boundaries, and GLB/glTF runtime loaders for Aura3D.

原始使用文档

@aura3d/assets

@aura3d/assets owns asset identity, loading, caching, dependency tracking, import pipelines, worker job boundaries, and built-in loaders for runtime data.

Public API

  • AssetManager, AssetRegistry, AssetCache, AssetHandle: asset registration, load requests, cache retention, request cancellation, transient retry recovery, progress reporting, release, and disposal.
  • AssetLoader, AssetLoadRequest, AssetLoadError, LoadContext: typed loader contracts, URL resolution, abort handling, and recoverable load failures.
  • AssetDependencyGraph: deterministic dependency ownership and release ordering.
  • ImportPipeline, ImportStage, createMeshOptimizationStage, createTextureMipGenerationStage: explicit import-stage execution for source assets, including deterministic indexed-mesh optimization and RGBA8 texture mip-chain generation hooks.
  • GLTFLoader: JSON glTF and binary GLB loading for meshes, streamed external buffers, named scene selection, materials, textures, common PBR material extensions, EXT_meshopt_compression bufferView decode hooks, KHR_draco_mesh_compression primitive decode hooks, skins, animation clips, deterministic serialization, and disposed-state enforcement after release.
  • ImageLoader, TextureLoader, MaterialLoader, ShaderLoader, AudioLoader, SceneLoader: built-in loaders for common engine asset types. Material descriptors can instantiate validated renderer PBRMaterial and UnlitMaterial instances.
  • WorkerAssetJobs: worker-job scheduling boundary for CPU-side asset work with abort handling for worker and fallback pipeline execution.

Verification

Asset cache/release behavior, dependency graphs, failed-load retry, in-flight cancellation, progress reporting, streamed external glTF buffers, shader/material loaders, material descriptor to renderer material creation, import-pipeline mesh optimization and texture mip-generation stages, worker job aborts, native scene loading, glTF/GLB parsing, named glTF scene selection, meshopt bufferView decode hook validation, Draco primitive decode hook validation, glTF asset disposal, PBR material extension validation/binding, skin/animation import, deterministic serialization, and browser texture upload are covered by tests/unit/workstream5-runtime.test.ts and tests/browser/asset-texture-browser.spec.ts. Export and import consistency is covered by pnpm verify:exports and pnpm verify:imports.

版本与发布记录

@aura3d/assets 共发布 47 个版本,首次发布于 2026/06/06;过去 12 个月发布了 47 个版本。

版本发布日期距今
4.7.0latest2026/10/313 天前
4.6.22026/10/304 天前
4.6.12026/10/304 天前
4.6.02026/10/304 天前
4.5.02026/10/295 天前
4.3.72026/10/286 天前

关于 @aura3d/assets 的常见问题

@aura3d/assets 是什么?

Aura3D的资产标识、加载、缓存、依赖跟踪、导入管道、工作作业边界和GLB/glTF运行时加载器。

如何安装 @aura3d/assets?

在项目目录运行 npm install @aura3d/assets,或使用 pnpm add / yarn add / bun add。

@aura3d/assets 支持 TypeScript 吗?

支持。包内自带 TypeScript 类型声明(package.json 声明了 types 入口),安装后即可获得类型提示,无需再安装 @types 包。

@aura3d/assets 支持 ESM 还是 CommonJS?

以 ES Module 形式发布,推荐使用 import 引入。在 CommonJS 项目中,Node.js 20.19+ / 22.12+ 可以直接 require() 不含顶层 await 的 ES Module,更早的版本需要改用动态 import()。

@aura3d/assets 可以商用吗?

@aura3d/assets 使用 MIT 许可。宽松许可:允许商业使用、修改和再分发,通常只需在分发时保留原版权与许可声明。以上为概括,不构成法律意见,请以许可原文为准。

@aura3d/assets 还在维护吗?

最新版本 4.7.0 发布于 2026/10/31(3 天前);至今共发布 47 个版本,其中过去 12 个月发布了 47 个;首次发布于 2026/06/06。发布频率只是参考信号:功能稳定的工具可能很少需要更新,建议结合源码仓库的 issue 和提交记录判断。