init
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import 'dart:io';
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import 'package:flutter/services.dart';
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import 'package:package_info_plus/package_info_plus.dart';
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import 'package:path/path.dart' as p;
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import 'package:path_provider/path_provider.dart';
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class ModelManager {
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/// 当前应用版本(用于初始化检查)
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static String? _currentVersion;
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/// 获取当前应用版本
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static Future<String> _getCurrentVersion() async {
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if (_currentVersion == null) {
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final packageInfo = await PackageInfo.fromPlatform();
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_currentVersion = '${packageInfo.version}+${packageInfo.buildNumber}';
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}
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return _currentVersion!;
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}
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/// 检查3D模型资源是否已完成初始化(基于版本号)
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static Future<bool> isInitialized() async {
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final supportDir = await getApplicationSupportDirectory();
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final currentVersion = await _getCurrentVersion();
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final initMarker = File(
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p.join(supportDir.path, '3d_models', '.initialized_$currentVersion'),
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);
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return await initMarker.exists();
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}
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/// 标记3D模型资源初始化完成
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static Future<void> markInitialized() async {
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final supportDir = await getApplicationSupportDirectory();
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final currentVersion = await _getCurrentVersion();
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final modelsDir = Directory(p.join(supportDir.path, '3d_models'));
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if (!await modelsDir.exists()) {
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await modelsDir.create(recursive: true);
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}
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final initMarker = File(
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p.join(modelsDir.path, '.initialized_$currentVersion'),
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);
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await initMarker.writeAsString('${DateTime.now().toIso8601String()}\n');
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}
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/// 从assets目录提取文件到指定路径
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static Future<void> _extractAsset(String assetPath, String localPath) async {
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final localFile = File(localPath);
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final localDir = Directory(p.dirname(localPath));
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// 确保目录存在
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if (!await localDir.exists()) {
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await localDir.create(recursive: true);
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}
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try {
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// 从assets中读取数据
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final ByteData data = await rootBundle.load(assetPath);
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final List<int> bytes = data.buffer.asUint8List();
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// 写入本地文件
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await localFile.writeAsBytes(bytes);
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print('成功提取3D模型文件: $assetPath -> $localPath');
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} catch (e) {
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print('提取3D模型资源文件失败 $assetPath: $e');
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rethrow;
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}
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}
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/// 初始化3D模型资源
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static Future<void> initializeAppResources() async {
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final currentVersion = await _getCurrentVersion();
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if (await isInitialized()) {
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print('3D模型资源已初始化,当前版本: $currentVersion');
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return;
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}
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try {
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// 迁移模型文件
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await _migrateModels();
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// 标记初始化完成
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await markInitialized();
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print('3D模型资源初始化完成');
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} catch (e) {
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print('3D模型资源初始化失败: $e');
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rethrow;
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}
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}
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/// 迁移3D模型文件
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/// 迁移3D模型文件
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static Future<void> _migrateModels() async {
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print('开始迁移3D模型文件...');
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final supportDir = await getApplicationSupportDirectory();
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final modelsDir = Directory(p.join(supportDir.path, 'models'));
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// 创建3D模型目录
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if (!await modelsDir.exists()) {
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await modelsDir.create(recursive: true);
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}
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// 创建cup子目录
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final cupDir = Directory(p.join(modelsDir.path, 'cup'));
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if (!await cupDir.exists()) {
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await cupDir.create(recursive: true);
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}
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// 3D模型文件列表 - 修正路径
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final modelFiles = [
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'cup/model.gltf',
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'cup/model.bin',
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'cup/texture.jpg',
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];
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// 迁移所有3D模型文件
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for (final modelFile in modelFiles) {
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try {
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// 确保源文件路径正确
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final assetPath = 'assets/$modelFile';
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// 检查资源是否存在
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try {
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await rootBundle.load(assetPath);
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} catch (e) {
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print('资源文件不存在: $assetPath');
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continue;
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}
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await _extractAsset(
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assetPath,
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p.join(modelsDir.path, modelFile),
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);
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} catch (e) {
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print('迁移3D模型文件失败 $modelFile: $e');
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// 继续迁移其他模型文件
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}
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}
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print('3D模型文件迁移完成');
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}
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/// 获取3D模型文件目录路径
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static Future<String> getModelsPath() async {
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final supportDir = await getApplicationSupportDirectory();
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return p.join(supportDir.path, 'models/cup/');
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}
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/// 获取特定3D模型文件的路径
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static Future<String> getModelFilePath(String relativePath) async {
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final modelsPath = await getModelsPath();
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final filePath = p.join(modelsPath, relativePath);
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final file = File(filePath);
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if (!await file.exists()) {
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throw FileSystemException(
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'3D模型文件不存在: $filePath\n请确保应用程序已正确初始化3D模型资源',
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filePath,
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);
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}
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return filePath;
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}
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/// 获取GLTF模型文件路径
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static Future<String> getGltfModelPath() async {
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return getModelFilePath('cup/model.gltf');
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}
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/// 获取BIN模型文件路径
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static Future<String> getBinModelPath() async {
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return getModelFilePath('cup/model.bin');
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}
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/// 获取纹理文件路径
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static Future<String> getTexturePath() async {
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return getModelFilePath('cup/texture.jpg');
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}
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/// 更新纹理文件
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static Future<void> updateTexture(File newTextureFile) async {
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try {
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final texturePath = await getTexturePath();
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final textureFile = File(texturePath);
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// 删除旧纹理文件
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if (await textureFile.exists()) {
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await textureFile.delete();
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}
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// 复制新纹理文件
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await newTextureFile.copy(texturePath);
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print('纹理文件更新成功: $texturePath');
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} catch (e) {
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print('更新纹理文件失败: $e');
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rethrow;
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}
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}
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}
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