阶段11开发

This commit is contained in:
tianmo
2026-08-31 21:01:53 +08:00
parent 8e9b83f95b
commit 8802bbe25e
21 changed files with 5285 additions and 81 deletions
+492
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@@ -0,0 +1,492 @@
{
"format": "SpineParticle.EditorConfig",
"version": 1,
"savedAt": "2026-08-31T09:38:45.071Z",
"editor": {
"viewScale": 6.866040888412048,
"viewX": -86.9344445981659,
"viewY": 14.683070674664151
},
"settings": {
"tickEnabled": false,
"axisFontSize": 12,
"tickWidth": 1,
"showAxisLabels": true,
"axisColor": "#7a86ad",
"undoLimit": 20,
"backgroundX": 0,
"backgroundY": 0,
"backgroundOpacity": 1,
"backgroundImageName": "",
"backgroundImageData": "",
"showEmitter": true,
"showBones": true,
"showSkinMesh": false,
"showGrid": true,
"exportSettings": {
"imagesPath": "./images/",
"spineVersion": "4.2",
"keyframeCurve": "linear",
"fps": 30,
"omitFps": false,
"integerFrameAlignment": true,
"bonePool": true,
"excludeEmptyAnimations": false,
"fileName": "SpineParticle.json"
}
},
"timeline": {
"fps": 30,
"loop": true,
"animations": [
"animation"
]
},
"selection": {
"type": "particle",
"id": 1
},
"scene": {
"systems": [
{
"id": 1,
"visible": true,
"animation": "animation",
"config": {
"imageResources": [
{
"id": 1,
"textureName": "star",
"textureFolder": "",
"previewUrl": "/images/star.png",
"imageMode": "fixed",
"sequencePlayback": "loop-forward",
"sequenceFps": 30,
"sequenceFrames": [],
"weight": 100,
"locked": false,
"scale": 1,
"anchorX": 0.5,
"anchorY": 0.5,
"colorMode": "fixed",
"colorStart": "#ffffff",
"colorEnd": "#ff4d4d",
"colorGradient": [
{
"position": 0,
"color": "#ffffff"
},
{
"position": 1,
"color": "#ff4d4d"
}
],
"blend": "normal",
"independentAlpha": "off",
"alpha": 1,
"alphaCurveMode": "跟随导出",
"alphaCurve": [
{
"x": 0,
"y": 0
},
{
"x": 0.1,
"y": 1
},
{
"x": 0.9,
"y": 1
},
{
"x": 1,
"y": 0
}
]
}
],
"imageWeightVersion": 1,
"name": "ParticleSystem1",
"mode": "burst",
"rate": 20,
"streamBehavior": "normal",
"loopDurationFrames": 30,
"generateLoopStartAnimation": false,
"generateLoopEndAnimation": false,
"burstCount": 1,
"burstLoop": false,
"delay": 0,
"duration": 1,
"shape": "point",
"radius": 30,
"rectW": 60,
"rectH": 40,
"centerX": 0,
"centerY": 0,
"rootRotation": 0,
"rootScaleX": 1,
"rootScaleY": 1,
"direction": 0,
"spread": 360,
"coneAngle": 60,
"lifeMin": 1,
"lifeMax": 1.5,
"lifeMode": "fixed",
"lifeCurve": [
{
"x": 0,
"y": 0
},
{
"x": 1,
"y": 1
}
],
"speedMin": 271,
"speedMax": 307,
"speedMode": "random",
"speedCurve": [
{
"x": 0,
"y": 0
},
{
"x": 1,
"y": 1
}
],
"scaleMin": 0.3,
"scaleMax": 0.8,
"scaleMode": "random",
"scaleAxisMode": "uniform",
"scaleYMin": 0.3,
"scaleYMax": 0.8,
"scaleCurve": [
{
"x": 0,
"y": 0
},
{
"x": 1,
"y": 1
}
],
"scaleYCurve": [
{
"x": 0,
"y": 0
},
{
"x": 1,
"y": 1
}
],
"scaleEndRatio": 0.3,
"initialRotationMode": "random",
"initialRotationMin": 0,
"initialRotationMax": 360,
"initialRotationCurve": [
{
"x": 0,
"y": 0
},
{
"x": 1,
"y": 1
}
],
"alpha": 0.9,
"alphaEnd": 0,
"rotationSpeedMin": -180,
"rotationSpeedMax": 180,
"speedOverLifeEnabled": false,
"speedOverLifeMode": "fixed",
"speedOverLifeMin": 1,
"speedOverLifeMax": 1,
"speedOverLifeCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"scaleOverLifeEnabled": false,
"scaleOverLifeMode": "curve",
"scaleOverLifeAxisMode": "uniform",
"scaleOverLifeMin": 0,
"scaleOverLifeMax": 1,
"scaleYOverLifeMin": 0,
"scaleYOverLifeMax": 1,
"scaleOverLifeCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"scaleYOverLifeCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"rotationOverLifeEnabled": false,
"rotationOverLifeMode": "random",
"rotationOverLifeCurve": [
{
"x": 0,
"y": 0
},
{
"x": 1,
"y": 1
}
],
"gravity": 980,
"gravityMode": "fixed",
"gravityMin": 980,
"gravityMax": 980,
"gravityDirection": -90,
"gravityCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"damping": 0,
"seed": 0,
"colorStart": "#ffffff",
"colorEnd": "#ff4d4d",
"colorOverLife": false,
"blend": "add",
"alphaMode": "curve",
"curveMode": "线性",
"alphaCurve": [
{
"x": 0,
"y": 0
},
{
"x": 0.2,
"y": 1
},
{
"x": 0.8,
"y": 1
},
{
"x": 1,
"y": 0
}
],
"textureName": "star",
"textureFolder": "",
"alphaScale": 1,
"anchorX": 0.5,
"anchorY": 0.5,
"independentAlpha": "off",
"offsetX": 0,
"offsetY": 0,
"noise": false,
"noiseAmt": 30,
"noiseRange": 100,
"noiseSpeed": 1,
"useGravity": true,
"wind": false,
"windX": 0,
"windY": 0,
"windMode": "fixed",
"windMin": 100,
"windMax": 100,
"windDirection": 0,
"windCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"forceField": false,
"forceStrength": 10,
"forceRadius": 100,
"forceCenterX": 0,
"forceCenterY": 0,
"forceFalloff": "linear",
"attraction": false,
"attractionCenterX": 200,
"attractionCenterY": 0,
"attractionRadius": 20,
"attractionDuration": 0.5,
"attractionDelay": 0.1,
"attractionDelayMode": "particle",
"attractionPath": "curve",
"trail": true,
"trailConfigVersion": 3,
"trailResources": [
{
"id": 1,
"textureName": "trail",
"previewUrl": "/images/trail.png",
"weight": 100,
"locked": false,
"rotation": 0,
"colorMode": "particle",
"color": "#ffffff",
"colorGradient": [
{
"position": 0,
"color": "#ffffff"
},
{
"position": 1,
"color": "#ffffff"
}
],
"blend": "normal",
"alphaMode": "particle",
"alpha": 1,
"alphaCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"boneCount": 5,
"length": 100,
"width": 100,
"widthMode": "particle",
"lifeLengthEnabled": false,
"lifeLengthCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"shapeEnabled": true,
"shapeCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
]
}
],
"trailResourceVersion": 5,
"trailTextureName": "trail",
"trailPreviewUrl": "/images/trail.png",
"trailColorMode": "particle",
"trailColor": "#ffffff",
"trailColorGradient": [
{
"position": 0,
"color": "#ffffff"
},
{
"position": 1,
"color": "#ffffff"
}
],
"trailAlphaMode": "particle",
"trailAlpha": 1,
"trailAlphaCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"trailBoneCount": 3,
"trailLength": 100,
"trailWidth": 100,
"trailWidthMode": "particle",
"trailLifeLengthEnabled": false,
"trailLifeLengthCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"trailShapeEnabled": false,
"trailShapeCurve": [
{
"x": 0,
"y": 1
},
{
"x": 1,
"y": 1
}
],
"trailGridRows": 4,
"trailGridCols": 5,
"collision": false,
"pathFollow": false,
"emitterFollow": false,
"emitterFollowMode": "none",
"emitterFollowPathId": 0,
"emitterFollowSpineId": 0,
"emitterFollowBoneName": "",
"emitterFollowBoneOffsetX": 0,
"emitterFollowBoneOffsetY": 0,
"emitterFollowBoneRotation": 0,
"emitterFollowBoneScaleX": 1,
"emitterFollowBoneScaleY": 1,
"emitterAngleMode": "fixed",
"emitterFollowCurve": [
{
"x": 0,
"y": 0
},
{
"x": 1,
"y": 1
}
],
"emitterFollowDuration": 2,
"emitterFollowSpace": "world",
"emitterFollowDirection": "forward",
"emitterFollowOffset": 0
}
}
],
"colliders": [],
"paths": [],
"spines": []
}
}
+8
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@@ -22,5 +22,13 @@
{
"name": "默认粒子",
"file": "默认粒子.json"
},
{
"name": "TrailTest",
"file": "TrailTest.json"
},
{
"name": "yanhua",
"file": "yanhua.json"
}
]
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+178 -30
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@@ -11,7 +11,7 @@ export type AttributeMode = 'fixed' | 'random' | 'curve'
/** 初始旋转额外支持跟随发射方向 */
export type RotationMode = AttributeMode | 'direction'
export type ScaleAxisMode = 'uniform' | 'separate'
export interface CurvePoint { x: number; y: number }
export interface CurvePoint { x: number; y: number; inX?: number; inY?: number; outX?: number; outY?: number }
export interface ColorGradientStop { position: number; color: string }
export type ColliderShape = 'circle' | 'ellipse' | 'rect' | 'polygon' | 'custom'
@@ -91,8 +91,16 @@ export interface TrailImageResource {
alpha: number
alphaCurve: CurvePoint[]
boneCount: number
/** 选中该资源的粒子实际生成拖尾的比例(0-100)。 */
trailRatio: number
lengthMode: 'fixed' | 'random'
length: number
lengthMin: number
lengthMax: number
widthSizeMode: 'fixed' | 'random'
width: number
widthMin: number
widthMax: number
widthMode: 'particle' | 'fixed'
lifeLengthEnabled: boolean
lifeLengthCurve: CurvePoint[]
@@ -279,7 +287,7 @@ export interface EmitterConfig {
trailAlphaMode: 'particle' | 'fixed' | 'curve'
trailAlpha: number
trailAlphaCurve: CurvePoint[]
/** 每个粒子的拖尾骨骼数量 */
/** 每个粒子的同级拖尾骨骼数量 */
trailBoneCount: number
trailLength: number
trailWidth: number
@@ -317,11 +325,19 @@ export interface EmitterConfig {
export interface ParticleState {
/** 对应骨骼在 root 下的命名 p_<i> */
boneName: string
/** 每次出生唯一且可复现的编号;关闭导出骨骼池时用于区分同一池槽的多次复用。 */
spawnId?: number
x: number
y: number
rotation: number
scaleX: number
scaleY: number
/** 已烘焙的数学世界坐标;导出时不再依赖路径、碰撞体或 Spine。 */
worldX?: number
worldY?: number
worldRotation?: number
worldScaleX?: number
worldScaleY?: number
alpha: number
colorHex: number
resourceId?: number
@@ -329,7 +345,7 @@ export interface ParticleState {
imageFrameIndex?: number
/** 单次播放结束后可只隐藏图片,粒子和拖尾仍继续存在。 */
imageVisible?: boolean
/** 拖尾拥有独立骨骼和蒙皮状态,录制/回放时一并保存。 */
/** 拖尾拥有一组同级骨骼和蒙皮状态,录制/回放时一并保存。 */
trailState?: TrailState
active: boolean
}
@@ -339,10 +355,15 @@ export interface TrailBoneState {
x: number
y: number
rotation: number
worldX?: number
worldY?: number
worldRotation?: number
}
export interface TrailState {
bones: TrailBoneState[]
/** 兼容旧配置;当前拖尾整组骨骼同时出生和死亡,存在时始终等于骨骼总数。 */
activeBoneCount?: number
width: number
alpha: number
colorHex: number
@@ -357,7 +378,7 @@ export function defaultConfig(): EmitterConfig {
texture: null,
textureName: 'star',
textureFolder: '',
previewUrl: '/particles/star.png',
previewUrl: '/images/star.png',
imageMode: 'fixed',
sequencePlayback: 'loop-forward',
sequenceFps: 30,
@@ -499,7 +520,7 @@ export function defaultConfig(): EmitterConfig {
id: 1,
texture: null,
textureName: 'trail',
previewUrl: '/trails/trail.png',
previewUrl: '/images/trail.png',
weight: 100,
locked: false,
rotation: 0,
@@ -511,18 +532,25 @@ export function defaultConfig(): EmitterConfig {
alpha: 1,
alphaCurve: [{ x: 0, y: 1 }, { x: 1, y: 1 }],
boneCount: 3,
trailRatio: 100,
lengthMode: 'fixed',
length: 100,
lengthMin: 100,
lengthMax: 100,
widthSizeMode: 'fixed',
width: 100,
widthMin: 100,
widthMax: 100,
widthMode: 'particle',
lifeLengthEnabled: false,
lifeLengthCurve: [{ x: 0, y: 1 }, { x: 1, y: 1 }],
shapeEnabled: false,
shapeCurve: [{ x: 0, y: 1 }, { x: 1, y: 1 }],
}],
trailResourceVersion: 5,
trailResourceVersion: 6,
trailTexture: null,
trailTextureName: 'trail',
trailPreviewUrl: '/trails/trail.png',
trailPreviewUrl: '/images/trail.png',
trailColorMode: 'particle',
trailColor: '#ffffff',
trailColorGradient: [{ position: 0, color: '#ffffff' }, { position: 1, color: '#ffffff' }],
@@ -575,10 +603,10 @@ export function ensureEmitterConfig(config: EmitterConfig): EmitterConfig {
const legacyForceStrength = Number(target.forceStrength)
const needsTrailCurveMigration = target.trailConfigVersion !== 3
const needsTrailResourceMigration = !Array.isArray(target.trailResources)
const needsTrailResourceStyleMigration = target.trailResourceVersion !== 5
const needsTrailResourceStyleMigration = target.trailResourceVersion !== 6
const legacyTrailTexture = target.trailTexture as Texture<any> | null | undefined
const legacyTrailTextureName = String(target.trailTextureName || 'trail')
const legacyTrailPreviewUrl = String(target.trailPreviewUrl || '/trails/trail.png')
const legacyTrailPreviewUrl = String(target.trailPreviewUrl || '/images/trail.png').replace('/trails/trail.png', '/images/trail.png')
for (const [key, value] of Object.entries(defaults)) {
if (target[key] !== undefined && target[key] !== null) continue
target[key] = Array.isArray(value)
@@ -597,7 +625,8 @@ export function ensureEmitterConfig(config: EmitterConfig): EmitterConfig {
for (const resource of config.imageResources) {
if (!resource.texture && config.texture) resource.texture = config.texture
if (!resource.textureName) resource.textureName = 'star'
if (!resource.previewUrl) resource.previewUrl = resource.textureName === 'star' ? '/particles/star.png' : ''
if (resource.previewUrl === '/particles/star.png') resource.previewUrl = '/images/star.png'
if (!resource.previewUrl) resource.previewUrl = resource.textureName === 'star' ? '/images/star.png' : ''
if (resource.imageMode !== 'fixed' && resource.imageMode !== 'sequence') resource.imageMode = 'fixed'
if ((resource.sequencePlayback as string) === 'once') resource.sequencePlayback = 'once-hold'
else if ((resource.sequencePlayback as string) === 'loop') resource.sequencePlayback = 'loop-forward'
@@ -689,8 +718,15 @@ export function ensureEmitterConfig(config: EmitterConfig): EmitterConfig {
alpha: config.trailAlpha,
alphaCurve: config.trailAlphaCurve.map((point) => ({ ...point })),
boneCount: config.trailBoneCount,
trailRatio: 100,
lengthMode: 'fixed',
length: config.trailLength,
lengthMin: config.trailLength,
lengthMax: config.trailLength,
widthSizeMode: 'fixed',
width: config.trailWidth,
widthMin: config.trailWidth,
widthMax: config.trailWidth,
widthMode: config.trailWidthMode,
lifeLengthEnabled: config.trailLifeLengthEnabled,
lifeLengthCurve: config.trailLifeLengthCurve.map((point) => ({ ...point })),
@@ -700,7 +736,8 @@ export function ensureEmitterConfig(config: EmitterConfig): EmitterConfig {
}
for (const resource of config.trailResources) {
if (!resource.textureName) resource.textureName = 'trail'
if (!resource.previewUrl) resource.previewUrl = '/trails/trail.png'
if (resource.previewUrl === '/trails/trail.png') resource.previewUrl = '/images/trail.png'
if (!resource.previewUrl) resource.previewUrl = '/images/trail.png'
if (!Number.isFinite(resource.weight)) resource.weight = 100
if (typeof resource.locked !== 'boolean') resource.locked = false
if (!Number.isFinite(resource.rotation)) resource.rotation = 0
@@ -716,8 +753,16 @@ export function ensureEmitterConfig(config: EmitterConfig): EmitterConfig {
resource.alphaCurve = (config.trailAlphaCurve || [{ x: 0, y: 1 }, { x: 1, y: 1 }]).map((point) => ({ ...point }))
}
if (!Number.isFinite(resource.boneCount)) resource.boneCount = Number.isFinite(config.trailBoneCount) ? config.trailBoneCount : 3
if (!Number.isFinite(resource.trailRatio)) resource.trailRatio = 100
resource.trailRatio = Math.min(100, Math.max(0, resource.trailRatio))
if (!['fixed', 'random'].includes(resource.lengthMode)) resource.lengthMode = 'fixed'
if (!Number.isFinite(resource.length)) resource.length = Number.isFinite(config.trailLength) ? config.trailLength : 100
if (!Number.isFinite(resource.lengthMin)) resource.lengthMin = resource.length
if (!Number.isFinite(resource.lengthMax)) resource.lengthMax = resource.length
if (!['fixed', 'random'].includes(resource.widthSizeMode)) resource.widthSizeMode = 'fixed'
if (!Number.isFinite(resource.width)) resource.width = Number.isFinite(config.trailWidth) ? config.trailWidth : 100
if (!Number.isFinite(resource.widthMin)) resource.widthMin = resource.width
if (!Number.isFinite(resource.widthMax)) resource.widthMax = resource.width
if (!['particle', 'fixed'].includes(resource.widthMode)) resource.widthMode = config.trailWidthMode || 'particle'
if (typeof resource.lifeLengthEnabled !== 'boolean') resource.lifeLengthEnabled = Boolean(config.trailLifeLengthEnabled)
if (!Array.isArray(resource.lifeLengthCurve) || resource.lifeLengthCurve.length < 2) {
@@ -737,7 +782,7 @@ export function ensureEmitterConfig(config: EmitterConfig): EmitterConfig {
resource.alphaCurve = resource.alphaCurve?.length >= 2 ? resource.alphaCurve : [{ x: 0, y: 1 }, { x: 1, y: 1 }]
}
}
config.trailResourceVersion = 5
config.trailResourceVersion = 6
return config
}
@@ -745,6 +790,7 @@ interface Particle {
sprite: Sprite
active: boolean
boneName: string
spawnId: number
life: number
maxLife: number
x: number; y: number
@@ -772,6 +818,9 @@ interface Particle {
trailCurrentAlpha: number
trailCurrentColor: number
trailResourceId: number
trailEnabled: boolean
trailSampledLength: number
trailSampledWidth: number
resourceId: number
imageFrameIndex: number
collisionPaused: boolean
@@ -803,6 +852,7 @@ export class ParticleEmitter extends Container {
private followSpawnX = 0
private followSpawnY = 0
private followSpawnAngle = 0
private followExportCurveMode: '线性' | '贝塞尔' = '线性'
private simulationTransform: { centerX: number; centerY: number; rotation: number; scaleX?: number; scaleY?: number } | null = null
constructor(config: EmitterConfig, maxParticles = MAX_PARTICLES) {
@@ -812,6 +862,11 @@ export class ParticleEmitter extends Container {
this.addChild(this.trailDebugGfx)
}
setFollowExportCurveMode(mode: '线性' | '贝塞尔') { this.followExportCurveMode = mode }
private resolveCurveMode(mode: '跟随导出' | '线性' | '贝塞尔') {
return mode === '跟随导出' ? this.followExportCurveMode : mode
}
/** 仅在种子变化时重建随机源;种子不变时让序列持续推进,保证"确定性随机序列"语义 */
private reseed() {
const s = this.cfg.seed
@@ -830,6 +885,7 @@ export class ParticleEmitter extends Container {
this.addChild(sprite)
this.pool.push({
sprite, active: false, boneName: 'p_' + poolIndex,
spawnId: -1,
life: 0, maxLife: 1, x: 0, y: 0, vx: 0, vy: 0,
scaleStartX: 1, scaleStartY: 1, alphaStart: 1, alphaEnd: 1, rotation: 0, rotationSpeed: 0,
speedScale: 1, speedScaleTarget: 1, scaleOverLifeX: 1, scaleOverLifeY: 1,
@@ -851,6 +907,9 @@ export class ParticleEmitter extends Container {
trailCurrentAlpha: 0,
trailCurrentColor: 0xffffff,
trailResourceId: 1,
trailEnabled: false,
trailSampledLength: 100,
trailSampledWidth: 100,
resourceId: 1,
imageFrameIndex: 0,
collisionPaused: false,
@@ -941,7 +1000,9 @@ export class ParticleEmitter extends Container {
this.burstTimer += dt
if (cfg.burstLoop) {
if (this.burstTimer >= 1) { this.burstTimer = 0; this.emitBurst() }
} else if (this.burstTimer <= dt) {
// update(0) 只用于两个固定帧之间刷新画面,不能被识别为首次爆发;
// 否则 0 <= 0 会在第 1 帧前额外生成一批粒子。
} else if (dt > 0 && this.burstTimer <= dt) {
this.emitBurst()
}
}
@@ -1104,13 +1165,13 @@ export class ParticleEmitter extends Container {
}
s.scale.set(finite(p.scaleStartX * scaleMulX, 1), finite(p.scaleStartY * scaleMulY, 1))
const baseAlpha = cfg.alphaMode === 'curve'
? curveAt(cfg.alphaCurve, t) * cfg.alphaScale
? curveAt(cfg.alphaCurve, t, this.resolveCurveMode(cfg.curveMode)) * cfg.alphaScale
: cfg.alpha * cfg.alphaScale
// 开启卡片独立透明度后,覆盖系统透明度;固定值不会再受系统曲线影响。
s.alpha = finite(resource?.independentAlpha === 'fixed'
? resource.alpha
: resource?.independentAlpha === 'curve'
? curveAt(resource.alphaCurve, t)
? curveAt(resource.alphaCurve, t, this.resolveCurveMode(resource.alphaCurveMode))
: baseAlpha, 1)
const colorStart = resource?.colorStart || '#ffffff'
const rgb = resource?.colorMode === 'lifetime'
@@ -1119,7 +1180,20 @@ export class ParticleEmitter extends Container {
s.tint = rgb
s.blendMode = BLEND_MAP[resource?.blend || 'normal'] as any
const trailState = this.updateTrail(p, renderX, renderY, t, s)
states.push({ boneName: p.boneName, x: renderX, y: renderY, rotation: p.rotation, scaleX: s.scale.x, scaleY: s.scale.y, alpha: s.alpha, colorHex: rgb, resourceId: p.resourceId, imageFrameIndex: p.imageFrameIndex, imageVisible: s.visible, trailState, active: true })
const world = localToWorldMath(cfg, renderX, renderY, this.simulationTransform)
const rootRotation = this.simulationTransform?.rotation ?? cfg.rootRotation
const rootScaleX = Math.abs(this.simulationTransform?.scaleX ?? cfg.rootScaleX)
const rootScaleY = Math.abs(this.simulationTransform?.scaleY ?? cfg.rootScaleY)
const worldTrail = trailState
? {
...trailState,
bones: trailState.bones.map((bone) => {
const point = localToWorldMath(cfg, bone.x, bone.y, this.simulationTransform)
return { ...bone, worldX: point.x, worldY: point.y, worldRotation: rootRotation - bone.rotation }
}),
}
: undefined
states.push({ boneName: p.boneName, spawnId: p.spawnId, x: renderX, y: renderY, rotation: p.rotation, scaleX: s.scale.x, scaleY: s.scale.y, worldX: world.x, worldY: world.y, worldRotation: rootRotation + p.rotation, worldScaleX: s.scale.x * rootScaleX, worldScaleY: s.scale.y * rootScaleY, alpha: s.alpha, colorHex: rgb, resourceId: p.resourceId, imageFrameIndex: p.imageFrameIndex, imageVisible: s.visible, trailState: worldTrail, active: true })
}
this.states = states
return states
@@ -1205,14 +1279,21 @@ export class ParticleEmitter extends Container {
if (p.trailHistory.length > keepCount) p.trailHistory.length = keepCount
}
/** 沿历史轨迹等距生成独立骨骼;第 0 根骨骼位于粒子头部。 */
/** 沿历史轨迹等距生成同级拖尾骨骼;第 0 根骨骼位于粒子头部。 */
private sampleTrailBones(p: Particle, length: number, boneCount: number) {
const count = Math.max(2, Math.min(16, Math.round(boneCount)))
const history = p.trailHistory
const result: TrailBoneState[] = []
if (!history.length) return result
let availableLength = 0
for (let index = 1; index < history.length; index++) {
availableLength += Math.hypot(history[index].x - history[index - 1].x, history[index].y - history[index - 1].y)
}
// 轨迹不足完整长度时,不把后方骨骼堆叠在最旧采样点;所有骨骼始终在
// 当前有效轨迹内等距插值,并随可用长度增加逐渐展开到配置长度。
const sampledLength = Math.min(Math.max(0, length), availableLength)
for (let boneIndex = 0; boneIndex < count; boneIndex++) {
const targetDistance = length * boneIndex / (count - 1)
const targetDistance = sampledLength * boneIndex / (count - 1)
let traversed = 0
let point = history[history.length - 1]
for (let i = 1; i < history.length; i++) {
@@ -1235,6 +1316,16 @@ export class ParticleEmitter extends Container {
const dy = i < result.length - 1 ? next.y - result[i].y : result[i].y - previous.y
result[i].rotation = Math.atan2(dy, dx) * 180 / Math.PI
}
if (sampledLength + 0.0001 < Math.max(0, length) && result.length > 1) {
// 拖尾仍在展开阶段时,位置已经在当前有效轨迹中等距插值;旋转也在
// 头尾切线之间使用最短角度插值,避免同级骨骼驱动的网格发生方向折跳。
const startRotation = result[0].rotation
const endRotation = result[result.length - 1].rotation
const shortestDelta = ((endRotation - startRotation + 540) % 360) - 180
for (let index = 0; index < result.length; index++) {
result[index].rotation = startRotation + shortestDelta * index / (result.length - 1)
}
}
return result
}
@@ -1282,7 +1373,7 @@ export class ParticleEmitter extends Container {
private updateTrail(p: Particle, renderX: number, renderY: number, lifeT: number, sprite: Sprite): TrailState | undefined {
const cfg = this.cfg
if (!cfg.trail) {
if (!cfg.trail || !p.trailEnabled || p.trailSampledLength <= 0 || p.trailSampledWidth <= 0) {
p.trailHistory.length = 0
p.trailBones.length = 0
if (p.trailMesh) p.trailMesh.visible = false
@@ -1291,9 +1382,9 @@ export class ParticleEmitter extends Container {
// 先确认骨骼/网格签名;发生结构变化时会在记录新轨迹前完成清理和重新绑定。
this.ensureTrailMesh(p)
const trailResource = cfg.trailResources.find((resource) => resource.id === p.trailResourceId) || cfg.trailResources[0]
this.appendTrailPoint(p, renderX, renderY, trailResource?.length ?? 100)
this.appendTrailPoint(p, renderX, renderY, p.trailSampledLength)
const lengthMultiplier = trailResource?.lifeLengthEnabled ? Math.max(0, curveAt(trailResource.lifeLengthCurve, lifeT)) : 1
const length = Math.max(0, trailResource?.length ?? 100) * lengthMultiplier
const length = Math.max(0, p.trailSampledLength) * lengthMultiplier
p.trailBones = this.sampleTrailBones(p, length, trailResource?.boneCount ?? 3)
// 首骨骼必须与粒子最终渲染位置完全一致,避免采样/重绑时出现亚像素脱节。
if (p.trailBones[0]) {
@@ -1303,7 +1394,7 @@ export class ParticleEmitter extends Container {
const particleWidthScale = trailResource?.widthMode === 'particle'
? (Math.abs(sprite.scale.x) + Math.abs(sprite.scale.y)) * 0.5
: 1
p.trailCurrentWidth = Math.max(0, trailResource?.width ?? 100) * particleWidthScale
p.trailCurrentWidth = Math.max(0, p.trailSampledWidth) * particleWidthScale
p.trailCurrentAlpha = trailResource?.alphaMode === 'particle'
? sprite.alpha
: trailResource?.alphaMode === 'curve'
@@ -1316,6 +1407,9 @@ export class ParticleEmitter extends Container {
: hexToNumber(trailResource?.color || '#ffffff')
const state: TrailState = {
bones: p.trailBones.map((bone) => ({ ...bone })),
// 拖尾是一张固定拓扑的加权 Mesh,所有绑定骨骼必须成组存活。
// 历史长度不足时所有骨骼会在当前有效轨迹内等距插值,而不是延迟出生。
activeBoneCount: p.trailBones.length,
width: p.trailCurrentWidth,
alpha: Math.min(1, Math.max(0, p.trailCurrentAlpha)),
colorHex: p.trailCurrentColor,
@@ -1415,6 +1509,7 @@ export class ParticleEmitter extends Container {
const p = this.pool[idx]
const resource = this.pickImageResource()
const spawnSerial = this._spawnSerial++
p.spawnId = spawnSerial
// 拖尾资源使用独立的确定性采样,不改变粒子属性原有随机序列。
const trailResource = this.pickTrailResource(seededUnit(cfg.seed, spawnSerial, 0x5bd1e995))
// 周期内的发射序号决定噪声和吸附方向,不依赖复用到的粒子池槽位,确保相邻循环表现一致。
@@ -1436,9 +1531,26 @@ export class ParticleEmitter extends Container {
p.trailCurrentAlpha = 0
p.trailCurrentColor = 0xffffff
p.trailResourceId = trailResource.id
const ratio = Math.min(100, Math.max(0, Number(trailResource.trailRatio) || 0))
const estimatedCount = cfg.mode === 'burst'
? Math.max(0, Math.round(cfg.burstCount))
: Math.max(0, Math.floor(cfg.rate * (cfg.streamBehavior === 'loop' ? Math.max(1, cfg.loopDurationFrames) / 30 : Math.max(0, cfg.duration))))
const forceSingleTrail = ratio > 0 && estimatedCount === 1 && spawnSerial === 0
const ratioSample = seededUnit(cfg.seed, spawnSerial, 0x27d4eb2d) * 100
const sampleRange = (mode: 'fixed' | 'random', fixed: number, min: number, max: number, salt: number) => {
if (mode !== 'random') return Math.max(0, Number(fixed) || 0)
const low = Math.max(0, Math.min(Number(min) || 0, Number(max) || 0))
const high = Math.max(0, Math.max(Number(min) || 0, Number(max) || 0))
return lerp(low, high, seededUnit(cfg.seed, spawnSerial, salt))
}
p.trailSampledLength = sampleRange(trailResource.lengthMode, trailResource.length, trailResource.lengthMin, trailResource.lengthMax, 0x165667b1)
p.trailSampledWidth = sampleRange(trailResource.widthSizeMode, trailResource.width, trailResource.widthMin, trailResource.widthMax, 0xd3a2646c)
p.trailEnabled = cfg.trail && (forceSingleTrail || ratioSample < ratio) && p.trailSampledLength > 0 && p.trailSampledWidth > 0
if (p.trailMesh) p.trailMesh.visible = false
p.active = true; p.life = life; p.maxLife = life
p.x = ox; p.y = oy
// 从出生点开始积累轨迹,使第一次更新时整组拖尾骨骼就能在首段轨迹上等距插值。
if (p.trailEnabled) p.trailHistory.push({ x: ox, y: oy })
p.vx = Math.cos(dirAng) * speed
p.vy = (cfg.shape === 'cone' ? -Math.sin(dirAng) : Math.sin(dirAng)) * speed
p.scaleStartX = initialValue(cfg.scaleMode, cfg.scaleMin, cfg.scaleMax, cfg.scaleCurve, this.rng()) * resource.scale
@@ -1476,7 +1588,7 @@ export class ParticleEmitter extends Container {
const resources = this.cfg.imageResources.filter((resource) => resource.texture || resource.sequenceFrames.some((frame) => frame.texture))
if (!resources.length) return {
id: 1, texture: this.cfg.texture, textureName: 'star', textureFolder: '',
previewUrl: '/particles/star.png', imageMode: 'fixed', sequencePlayback: 'loop-forward', sequenceFps: 30, sequenceFrames: [],
previewUrl: '/images/star.png', imageMode: 'fixed', sequencePlayback: 'loop-forward', sequenceFps: 30, sequenceFrames: [],
weight: 100, locked: false, scale: 1, anchorX: 0.5, anchorY: 0.5,
colorMode: 'fixed', colorStart: '#ffffff', colorEnd: '#ff4d4d', blend: 'normal',
colorGradient: [{ position: 0, color: '#ffffff' }, { position: 1, color: '#ff4d4d' }],
@@ -1518,12 +1630,14 @@ export class ParticleEmitter extends Container {
private pickTrailResource(sample: number): TrailImageResource {
const resources = this.cfg.trailResources.filter((resource) => resource.texture)
if (!resources.length) return this.cfg.trailResources[0] || {
id: 1, texture: null, textureName: 'trail', previewUrl: '/trails/trail.png', weight: 100, locked: false,
id: 1, texture: null, textureName: 'trail', previewUrl: '/images/trail.png', weight: 100, locked: false,
rotation: 0, colorMode: 'particle', color: '#ffffff',
colorGradient: [{ position: 0, color: '#ffffff' }, { position: 1, color: '#ffffff' }],
blend: 'normal',
alphaMode: 'particle', alpha: 1, alphaCurve: [{ x: 0, y: 1 }, { x: 1, y: 1 }],
boneCount: 3, length: 100, width: 100, widthMode: 'particle',
boneCount: 3, trailRatio: 100,
lengthMode: 'fixed', length: 100, lengthMin: 100, lengthMax: 100,
widthSizeMode: 'fixed', width: 100, widthMin: 100, widthMax: 100, widthMode: 'particle',
lifeLengthEnabled: false, lifeLengthCurve: [{ x: 0, y: 1 }, { x: 1, y: 1 }],
shapeEnabled: false, shapeCurve: [{ x: 0, y: 1 }, { x: 1, y: 1 }],
}
@@ -1569,12 +1683,17 @@ export class ParticleEmitter extends Container {
if (!p.active) continue
out.push({
// 拖尾记录的是最终渲染轨迹,因此粒子本体也必须记录 sprite 坐标(包含移动噪声等渲染偏移)。
boneName: p.boneName, x: p.sprite.x, y: p.sprite.y, rotation: p.rotation,
boneName: p.boneName, spawnId: p.spawnId, x: p.sprite.x, y: p.sprite.y, rotation: p.rotation,
scaleX: p.sprite.scale.x, scaleY: p.sprite.scale.y,
...this.captureWorldTransform(p),
alpha: p.sprite.alpha, colorHex: p.sprite.tint as number, resourceId: p.resourceId, imageFrameIndex: p.imageFrameIndex, imageVisible: p.sprite.visible, active: true,
trailState: this.cfg.trail && p.trailBones.length
? {
bones: p.trailBones.map((bone) => ({ ...bone })),
bones: p.trailBones.map((bone) => {
const point = localToWorldMath(this.cfg, bone.x, bone.y, this.simulationTransform)
return { ...bone, worldX: point.x, worldY: point.y, worldRotation: (this.simulationTransform?.rotation ?? this.cfg.rootRotation) - bone.rotation }
}),
activeBoneCount: p.trailBones.length,
width: p.trailCurrentWidth,
alpha: p.trailCurrentAlpha,
colorHex: p.trailCurrentColor,
@@ -1586,6 +1705,18 @@ export class ParticleEmitter extends Container {
return out
}
private captureWorldTransform(p: Particle) {
const point = localToWorldMath(this.cfg, p.sprite.x, p.sprite.y, this.simulationTransform)
const rootRotation = this.simulationTransform?.rotation ?? this.cfg.rootRotation
return {
worldX: point.x,
worldY: point.y,
worldRotation: rootRotation + p.rotation,
worldScaleX: p.sprite.scale.x * Math.abs(this.simulationTransform?.scaleX ?? this.cfg.rootScaleX),
worldScaleY: p.sprite.scale.y * Math.abs(this.simulationTransform?.scaleY ?? this.cfg.rootScaleY),
}
}
/** 回放:把快照还原到 sprite(非活动粒子隐藏) */
apply(states: ParticleState[]) {
const byName = new Map<string, ParticleState>()
@@ -1813,15 +1944,32 @@ function overLifeValue(mode: AttributeMode, min: number, max: number, curve: Cur
return mode === 'random' ? sampled : min
}
/** 在透明度曲线关键帧上按 x(生命周期时刻 0~1)求 y(透明度 0~1)。保证有序、端点外取端点 */
function curveAt(pts: CurvePoint[] | undefined, x: number): number {
function cubicValue(a: number, b: number, c: number, d: number, t: number) {
const inverse = 1 - t
return inverse * inverse * inverse * a + 3 * inverse * inverse * t * b + 3 * inverse * t * t * c + t * t * t * d
}
function curveAt(pts: CurvePoint[] | undefined, x: number, mode: '线性' | '贝塞尔' = '线性'): number {
if (!Array.isArray(pts) || pts.length === 0) return 1
const p = [...pts].sort((a, b) => a.x - b.x)
if (x <= p[0].x) return p[0].y
if (x >= p[p.length - 1].x) return p[p.length - 1].y
for (let i = 0; i < p.length - 1; i++) {
if (x >= p[i].x && x <= p[i + 1].x) {
const t = (x - p[i].x) / (p[i + 1].x - p[i].x || 1)
return lerp(p[i].y, p[i + 1].y, t)
const start = p[i], end = p[i + 1]
const spanX = end.x - start.x || 1
if (mode !== '贝塞尔') return lerp(start.y, end.y, (x - start.x) / spanX)
const control1X = start.x + (start.outX ?? spanX / 3)
const control1Y = start.y + (start.outY ?? (end.y - start.y) / 3)
const control2X = end.x + (end.inX ?? -spanX / 3)
const control2Y = end.y + (end.inY ?? -(end.y - start.y) / 3)
let low = 0, high = 1
for (let iteration = 0; iteration < 14; iteration++) {
const amount = (low + high) / 2
if (cubicValue(start.x, control1X, control2X, end.x, amount) < x) low = amount
else high = amount
}
return cubicValue(start.y, control1Y, control2Y, end.y, (low + high) / 2)
}
}
return p[p.length - 1].y
+13 -5
View File
@@ -15,6 +15,7 @@ import { parseSpineBundle, type ParsedSpineBundle } from '../spine/spineAssetLoa
import { restoreSpineSource } from '../spine/spineSourceBundle'
import { registerSpineAsset, releaseSpineAsset } from '../spine/spineAssetRegistry'
import { cloneEditorValue } from './editorClone'
import { ensureSpineExportSettings } from '../export/spineExportSettings'
type EditorStore = ReturnType<typeof useParticleStore>
@@ -115,7 +116,11 @@ export function parseEditorConfig(text: string): EditorConfigFile {
async function hydrateParticleResources(systems: ParticleSystem[]) {
const textureCache = new Map<string, Promise<Texture>>()
const loadTexture = (url: string) => {
const source = url || '/particles/star.png'
const source = url === '/particles/star.png'
? '/images/star.png'
: url === '/trails/trail.png'
? '/images/trail.png'
: url || '/images/star.png'
let pending = textureCache.get(source)
if (!pending) {
pending = Texture.fromURL(source).then((texture) => markRaw(texture))
@@ -123,18 +128,18 @@ async function hydrateParticleResources(systems: ParticleSystem[]) {
}
return pending
}
const defaultTexture = await loadTexture('/particles/star.png')
const defaultTexture = await loadTexture('/images/star.png')
await Promise.all(systems.map(async (system) => {
const config = ensureEmitterConfig(system.config as any)
config.texture = defaultTexture
await Promise.all(config.imageResources.map(async (resource) => {
resource.texture = await loadTexture(resource.previewUrl || '/particles/star.png')
resource.texture = await loadTexture(resource.previewUrl || '/images/star.png')
await Promise.all(resource.sequenceFrames.map(async (frame) => {
frame.texture = await loadTexture(frame.previewUrl || resource.previewUrl || '/particles/star.png')
frame.texture = await loadTexture(frame.previewUrl || resource.previewUrl || '/images/star.png')
}))
}))
await Promise.all(config.trailResources.map(async (resource) => {
resource.texture = await loadTexture(resource.previewUrl || '/trails/trail.png')
resource.texture = await loadTexture(resource.previewUrl || '/images/trail.png')
}))
config.trailTexture = config.trailResources[0]?.texture || null
system.frames = []
@@ -194,7 +199,10 @@ export async function applyEditorConfig(store: EditorStore, input: EditorConfigF
store.spines = spines
Object.assign(store.editor, cloneEditorValue(config.editor || {}))
Object.assign(store.settings, cloneEditorValue(config.settings || {}))
store.settings.exportSettings = ensureSpineExportSettings(config.settings?.exportSettings)
store.settings.undoLimit = Math.min(200, Math.max(1, Math.round(Number(store.settings.undoLimit) || 20)))
store.settings.bonePointDrawSize = Math.min(10, Math.max(0.1, Number(config.settings?.bonePointDrawSize) || 1))
store.settings.boneAxisDrawSize = Math.min(10, Math.max(0.1, Number(config.settings?.boneAxisDrawSize) || 2))
store.timeline.fps = Math.max(1, Math.round(Number(config.timeline?.fps) || 30))
store.timeline.loop = config.timeline?.loop !== false
store.timeline.animations = Array.isArray(config.timeline?.animations) && config.timeline.animations.length
+44
View File
@@ -0,0 +1,44 @@
export type SpineExportVersion = '4.2'
export type SpineExportKeyframeCurve = 'linear' | 'bezier'
/** Spine JSON 导出的全局参数。实际 JSON 生成逻辑将在后续阶段接入。 */
export interface SpineExportSettings {
imagesPath: string
spineVersion: SpineExportVersion
keyframeCurve: SpineExportKeyframeCurve
fps: number
omitFps: boolean
integerFrameAlignment: boolean
bonePool: boolean
excludeEmptyAnimations: boolean
fileName: string
}
export function defaultSpineExportSettings(): SpineExportSettings {
return {
imagesPath: './images/',
spineVersion: '4.2',
keyframeCurve: 'linear',
fps: 30,
omitFps: false,
integerFrameAlignment: true,
bonePool: true,
excludeEmptyAnimations: false,
fileName: 'SpineParticle.json',
}
}
/** 补齐旧配置或热更新前状态中缺少的导出参数。 */
export function ensureSpineExportSettings(value?: Partial<SpineExportSettings> | null): SpineExportSettings {
const settings = Object.assign(defaultSpineExportSettings(), value || {})
settings.imagesPath = String(settings.imagesPath || './images/')
settings.spineVersion = '4.2'
settings.keyframeCurve = settings.keyframeCurve === 'bezier' ? 'bezier' : 'linear'
settings.fps = Math.min(240, Math.max(1, Math.round(Number(settings.fps) || 30)))
settings.omitFps = settings.omitFps === true
settings.integerFrameAlignment = settings.integerFrameAlignment !== false
settings.bonePool = settings.bonePool !== false
settings.excludeEmptyAnimations = settings.excludeEmptyAnimations === true
settings.fileName = String(settings.fileName || 'SpineParticle.json')
return settings
}
+445
View File
@@ -0,0 +1,445 @@
import type { EmitterConfig, ParticleImageResource, ParticleState, TrailImageResource } from '../core/particleEmitter'
import type { ParticleSystem, TimelineState } from '../store/particleStore'
import type { SpineExportSettings } from './spineExportSettings'
import type { SpineExportResult, SpineExportWarning, SpineJsonDocument, SpineJsonMap } from './spineJsonTypes'
import { reduceBezierSamples, reduceNumericSamples, roundSpine, unwrapDegrees, type NumericSample } from './spineKeyframeReducer'
import { buildWeightedTrailMesh } from './spineMeshBuilder'
type Track = { key: string; name: string; states: Array<ParticleState | null> }
type ExportInput = { systems: ParticleSystem[]; timeline: TimelineState; settings: SpineExportSettings }
const BLENDS = { normal: 'normal', add: 'additive', multiply: 'multiply', screen: 'screen' } as const
const PARTICLE_POSITION_TOLERANCE = 0.1
const TRAIL_POSITION_TOLERANCE = 0.1
const ROTATION_TOLERANCE = 0.01
const SCALE_TOLERANCE = 0.01
function safeName(value: string, fallback: string) {
const name = String(value || '').trim().replace(/[\\/:*?"<>|\s]+/g, '_').replace(/^_+|_+$/g, '')
return name || fallback
}
function uniqueName(base: string, used: Set<string>) {
let value = base
let index = 2
while (used.has(value)) value = `${base}_${index++}`
used.add(value)
return value
}
function stripExtension(value: string) { return value.replace(/\.[^./\\]+$/, '') }
function normalizePath(folder: string, file: string) {
return stripExtension([folder, file].filter(Boolean).join('/').replace(/\\/g, '/').replace(/\/{2,}/g, '/').replace(/^\.\//, ''))
}
function textureSize(texture: any) {
const width = Number(texture?.orig?.width ?? texture?.width) || 0
const height = Number(texture?.orig?.height ?? texture?.height) || 0
return { width, height }
}
function byte(value: number) { return Math.round(Math.max(0, Math.min(1, value)) * 255).toString(16).padStart(2, '0') }
function rgbaValues(value: number, alpha: number) {
return [((value >> 16) & 255) / 255, ((value >> 8) & 255) / 255, (value & 255) / 255, Math.max(0, Math.min(1, alpha))]
}
function time(frame: number, fps: number) { return roundSpine(frame / fps) }
function particleDurationFrames(system: ParticleSystem, fps: number) {
const c = system.config
const life = c.lifeMode === 'fixed' ? Math.max(0, Number(c.lifeMin) || 0) : Math.max(0, Number(c.lifeMin) || 0, Number(c.lifeMax) || 0)
const delay = Math.max(0, Number(c.delay) || 0)
let end: number
if (c.mode !== 'stream') end = delay + life
else if (c.streamBehavior !== 'loop') end = delay + Math.max(1 / fps, Number(c.duration) || 0) + life
else {
const loop = Math.max(1, Math.ceil(Number(c.loopDurationFrames) || 1)) / fps
if (c.generateLoopEndAnimation) end = delay + life + 1 / fps
else if (c.generateLoopStartAnimation) end = delay + loop * Math.max(1, Math.ceil(life / loop))
else end = delay + loop
}
return Math.max(1, Math.ceil(end * fps) + 1)
}
function stateIdentity(state: ParticleState, bonePool: boolean) {
return bonePool ? state.boneName : `${state.spawnId ?? 'legacy'}_${state.boneName}`
}
function collectTracks(frames: ParticleState[][], bonePool: boolean, usedNames: Set<string>) {
const keys = new Set<string>()
for (const frame of frames) for (const state of frame) keys.add(stateIdentity(state, bonePool))
return [...keys].sort().map((key, index): Track => ({
key,
name: uniqueName(`_particle_${String(index).padStart(3, '0')}`, usedNames),
states: frames.map((frame) => frame.find((state) => stateIdentity(state, bonePool) === key) || null),
}))
}
function sourceStateAt(track: Track, targetFrame: number, sourceFps: number, targetFps: number) {
const source = targetFrame * sourceFps / targetFps
const aIndex = Math.min(track.states.length - 1, Math.max(0, Math.floor(source)))
const bIndex = Math.min(track.states.length - 1, aIndex + 1)
const a = track.states[aIndex]
const b = track.states[bIndex]
if (!a || !b || stateIdentity(a, true) !== stateIdentity(b, true) || a.spawnId !== b.spawnId) return a
const amount = source - aIndex
if (amount <= 1e-6) return a
const lerp = (x: number | undefined, y: number | undefined) => (x ?? 0) + ((y ?? x ?? 0) - (x ?? 0)) * amount
const trailState = a.trailState && b.trailState && a.trailState.resourceId === b.trailState.resourceId
? {
...a.trailState,
width: lerp(a.trailState.width, b.trailState.width),
alpha: lerp(a.trailState.alpha, b.trailState.alpha),
bones: a.trailState.bones.map((bone, index) => {
const next = b.trailState!.bones[index] || bone
return { ...bone, worldX: lerp(bone.worldX ?? bone.x, next.worldX ?? next.x), worldY: lerp(bone.worldY ?? bone.y, next.worldY ?? next.y), worldRotation: lerp(bone.worldRotation ?? -bone.rotation, next.worldRotation ?? -next.rotation) }
}),
}
: a.trailState
return {
...a,
worldX: lerp(a.worldX, b.worldX), worldY: lerp(a.worldY, b.worldY), worldRotation: lerp(a.worldRotation, b.worldRotation),
worldScaleX: lerp(a.worldScaleX, b.worldScaleX), worldScaleY: lerp(a.worldScaleY, b.worldScaleY),
alpha: lerp(a.alpha, b.alpha),
trailState,
}
}
type TimelineCurveMode = 'linear' | 'bezier'
function resolvedTimelineCurve(mode: '跟随导出' | '线性' | '贝塞尔' | undefined, settings: SpineExportSettings): TimelineCurveMode {
if (!mode || mode === '跟随导出') return settings.keyframeCurve
return mode === '贝塞尔' ? 'bezier' : 'linear'
}
function numericTimeline(samples: NumericSample[], fps: number, names: string[], tolerances: number[], settings: SpineExportSettings, forcedFrames: Set<number> = new Set(), curveMode: TimelineCurveMode = settings.keyframeCurve) {
if (!samples.length) return []
const fitted = curveMode === 'bezier'
? reduceBezierSamples(samples, tolerances, forcedFrames)
: { samples: reduceNumericSamples(samples, tolerances, forcedFrames), controls: [] }
const keys = fitted.samples.map((sample) => {
const key: SpineJsonMap = { time: time(sample.frame, fps) }
names.forEach((name, index) => { key[name] = roundSpine(sample.values[index]) })
return key
})
for (let index = 0; index < fitted.controls.length; index++) {
const startTime = Number(keys[index].time) || 0
const endTime = Number(keys[index + 1].time) || 0
const curve: number[] = []
for (let dimension = 0; dimension < names.length; dimension++) {
const controls = fitted.controls[index].values[dimension]
curve.push(roundSpine(startTime + (endTime - startTime) / 3), roundSpine(controls[0]), roundSpine(startTime + (endTime - startTime) * 2 / 3), roundSpine(controls[1]))
}
keys[index].curve = curve
}
return keys
}
function stateBoundaryFrames(states: Array<ParticleState | null>) {
const forced = new Set<number>()
for (let frame = 0; frame < states.length; frame++) {
const current = states[frame]
const previous = frame ? states[frame - 1] : null
const changedParticle = !!current && !!previous && current.spawnId !== previous.spawnId
if ((!!current !== !!previous) || changedParticle) {
if (frame > 0 && previous) forced.add(frame - 1)
if (current) forced.add(frame)
}
}
return forced
}
function optionalStateBoundaryFrames<T>(states: Array<T | undefined>) {
const forced = new Set<number>()
for (let frame = 0; frame < states.length; frame++) {
const current = states[frame], previous = frame ? states[frame - 1] : undefined
if (!!current !== !!previous) {
if (frame > 0 && previous) forced.add(frame - 1)
if (current) forced.add(frame)
}
}
return forced
}
function trailShapeAt(resource: TrailImageResource, t: number) {
if (!resource.shapeEnabled || !resource.shapeCurve?.length) return 1
const points = [...resource.shapeCurve].sort((a, b) => a.x - b.x)
if (t <= points[0].x) return Math.max(0, points[0].y)
for (let index = 1; index < points.length; index++) {
const a = points[index - 1], b = points[index]
if (t <= b.x) {
const amount = (t - a.x) / Math.max(0.000001, b.x - a.x)
return Math.max(0, a.y + (b.y - a.y) * amount)
}
}
return Math.max(0, points[points.length - 1].y)
}
function discreteTimeline<T>(values: T[], fps: number, make: (value: T, frame: number) => SpineJsonMap) {
const keys: SpineJsonMap[] = []
let previous: T | symbol = Symbol()
values.forEach((value, frame) => { if (value !== previous) { keys.push(make(value, frame)); previous = value } })
return keys
}
function resourceAttachment(resource: ParticleImageResource, frameIndex: number, warnings: SpineExportWarning[]) {
const frame = resource.imageMode === 'sequence' ? resource.sequenceFrames[frameIndex] : undefined
const file = frame?.name || resource.textureName || `image_${resource.id}`
const texture = frame?.texture || resource.texture
const size = textureSize(texture)
if (!size.width || !size.height) warnings.push({ code: 'missing-image', message: `图片“${file}”缺失或尺寸不可读,已保留路径。` })
const width = size.width || 1, height = size.height || 1
return {
path: normalizePath(resource.textureFolder, file),
x: roundSpine((0.5 - resource.anchorX) * width),
y: roundSpine((resource.anchorY - 0.5) * height),
width: roundSpine(width), height: roundSpine(height),
}
}
function rgbaTimeline(colors: number[][], attachments: Array<string | null>, fps: number, settings: SpineExportSettings, curveMode: TimelineCurveMode = settings.keyframeCurve) {
if (!colors.length) return []
const forcedFrames = new Set<number>()
for (let frame = 1; frame < attachments.length; frame++) {
const current = attachments[frame]
const previous = attachments[frame - 1]
// 序列帧图片名变化不影响同一插槽上的 RGBA 插值;仅在显隐或资源卡片切换时锁定边界。
const currentFamily = current?.replace(/_\d+$/, '') ?? null
const previousFamily = previous?.replace(/_\d+$/, '') ?? null
if (currentFamily !== previousFamily) {
forcedFrames.add(frame)
forcedFrames.add(frame - 1)
}
}
// 透明度使用未量化的浮点值参与精简,线性渐变能直接收敛到首尾关键帧;
// RGB 保持单通道 1/255,透明度使用 0.01 的视觉容差。
const samples: NumericSample[] = colors.map((values, frame) => ({ frame, values }))
const rgbTolerance = 1 / 255
const fitted = curveMode === 'bezier'
? reduceBezierSamples(samples, [rgbTolerance, rgbTolerance, rgbTolerance, 0.01], forcedFrames)
: { samples: reduceNumericSamples(samples, [rgbTolerance, rgbTolerance, rgbTolerance, 0.01], forcedFrames), controls: [] }
const keys = fitted.samples.map((sample) => ({ time: time(sample.frame, fps), color: `${byte(sample.values[0])}${byte(sample.values[1])}${byte(sample.values[2])}${byte(sample.values[3])}` } as SpineJsonMap))
if (fitted.controls.length) {
for (let index = 0; index < fitted.controls.length; index++) {
const t0 = time(fitted.samples[index].frame, fps), t1 = time(fitted.samples[index + 1].frame, fps)
const curve: number[] = []
for (let channel = 0; channel < 4; channel++) {
const controls = fitted.controls[index].values[channel]
curve.push(roundSpine(t0 + (t1 - t0) / 3), roundSpine(controls[0]), roundSpine(t0 + (t1 - t0) * 2 / 3), roundSpine(controls[1]))
}
keys[index].curve = curve
}
}
return keys
}
function addSlotAnimation(animation: SpineJsonMap, slotName: string, attachments: Array<string | null>, colors: number[][], fps: number, settings: SpineExportSettings, curveMode: TimelineCurveMode = settings.keyframeCurve) {
const slot = animation.slots[slotName] ||= {}
const attachment = discreteTimeline(attachments, fps, (name, frame) => name == null ? { time: time(frame, fps) } : { time: time(frame, fps), name })
if (attachment.length) slot.attachment = attachment
const rgba = rgbaTimeline(colors, attachments, fps, settings, curveMode)
if (rgba.length) slot.rgba = rgba
}
export function buildSpineJson(input: ExportInput): SpineExportResult {
const settings = input.settings
const sourceFps = Math.max(1, Number(input.timeline.fps) || 30)
const targetFps = Math.max(1, Math.round(settings.fps || 30))
// 关闭整数帧对齐时保留编辑器原始采样时刻,仅修改 Spine 的 FPS 元数据。
const fps = settings.integerFrameAlignment ? targetFps : sourceFps
const warnings: SpineExportWarning[] = []
const visibleSystems = input.systems.filter((system) => system.visible !== false)
const document: SpineJsonDocument = {
skeleton: { hash: '', spine: '4.2', x: 0, y: 0, width: 0, height: 0, images: settings.imagesPath || './images/' },
bones: [{ name: 'root' }], slots: [], skins: [{ name: 'default', attachments: {} }], animations: {},
}
if (!settings.omitFps) document.skeleton.fps = targetFps
const skin = document.skins[0].attachments as SpineJsonMap
const usedNames = new Set<string>(['root'])
const animationNames = [...new Set([...(input.timeline.animations.length ? input.timeline.animations : ['animation']), ...visibleSystems.map((system) => system.animation || 'animation')])]
const animationSystems = new Map<string, Array<{ system: ParticleSystem; tracks: Track[]; targetFrames: number }>>()
for (const system of visibleSystems) {
const sourceCount = Math.min(system.frames?.length || 0, particleDurationFrames(system, sourceFps))
const frames = (system.frames || []).slice(0, sourceCount)
if (!frames.length) warnings.push({ code: 'empty-cache', message: `${system.config.name}”没有可用帧缓存。` })
const prefix = uniqueName(safeName(system.config.name, `system_${system.id}`), usedNames)
document.bones.push({ name: prefix, parent: 'root' })
const tracks = collectTracks(frames, settings.bonePool, usedNames)
const duration = Math.max(0, (sourceCount - 1) / sourceFps)
const targetFrames = Math.max(1, Math.ceil(duration * fps) + 1)
const group = animationSystems.get(system.animation) || []
group.push({ system, tracks, targetFrames })
animationSystems.set(system.animation, group)
for (const track of tracks) {
document.bones.push({ name: track.name, parent: prefix })
const usedImageBlends = new Set(system.config.imageResources.map((item) => item.blend))
for (const blend of usedImageBlends) {
const slotName = `${track.name}_image_${blend}`
document.slots.push({ name: slotName, bone: track.name, color: 'ffffff00', blend: BLENDS[blend] })
const slotSkin = skin[slotName] ||= {}
for (const resource of system.config.imageResources.filter((item) => item.blend === blend)) {
const count = resource.imageMode === 'sequence' ? Math.max(1, resource.sequenceFrames.length) : 1
for (let frame = 0; frame < count; frame++) slotSkin[`image_${resource.id}_${frame}`] = resourceAttachment(resource, frame, warnings)
}
}
if (system.config.trail) {
for (const resource of system.config.trailResources) {
if (!track.states.some((state) => state?.trailState?.resourceId === resource.id)) continue
const count = Math.max(2, Math.min(16, Math.round(resource.boneCount || 3)))
const trailNames: string[] = []
for (let i = 0; i < count; i++) {
const name = `${track.name}_trail_${resource.id}_${i}`
trailNames.push(name)
document.bones.push({
name,
parent: prefix,
})
}
const slotName = `${track.name}_trail_${resource.id}`
document.slots.push({ name: slotName, bone: trailNames[0], color: 'ffffff00', blend: BLENDS[resource.blend] })
const indices = trailNames.map((name) => document.bones.findIndex((bone) => bone.name === name))
const path = normalizePath('', resource.textureName || `trail_${resource.id}`)
;(skin[slotName] ||= {})[`trail_${resource.id}`] = buildWeightedTrailMesh(system.config, resource, indices, path)
if (!resource.texture) warnings.push({ code: 'missing-image', message: `拖尾图片“${resource.textureName || resource.id}”缺失,已保留路径。` })
}
}
// Spine 按 slots 数组顺序绘制。保持每个粒子的拖尾在图片下方。
const imagePrefix = `${track.name}_image_`
const trailPrefix = `${track.name}_trail_`
const ownSlots = document.slots.filter((slot) => String(slot.name).startsWith(imagePrefix) || String(slot.name).startsWith(trailPrefix))
if (ownSlots.length) {
document.slots = document.slots.filter((slot) => !ownSlots.includes(slot))
document.slots.push(...ownSlots.filter((slot) => String(slot.name).startsWith(trailPrefix)), ...ownSlots.filter((slot) => String(slot.name).startsWith(imagePrefix)))
}
}
}
for (const animationName of animationNames) {
const entries = animationSystems.get(animationName) || []
const animation: SpineJsonMap = { bones: {}, slots: {} }
let hasContent = false
for (const { system, tracks, targetFrames } of entries) {
for (const track of tracks) {
const states = Array.from({ length: targetFrames }, (_, frame) => sourceStateAt(track, frame, sourceFps, fps))
const active = states.map((state) => !!state?.active)
const positions: NumericSample[] = [], rotations: number[] = [], scales: NumericSample[] = []
states.forEach((state, frame) => {
if (!state?.active) return
positions.push({ frame, values: [state.worldX ?? state.x, state.worldY ?? state.y] })
rotations.push(state.worldRotation ?? state.rotation)
scales.push({ frame, values: [state.worldScaleX ?? state.scaleX, state.worldScaleY ?? state.scaleY] })
})
const rotationValues = unwrapDegrees(rotations)
const rotationSamples: NumericSample[] = positions.map((sample, index) => ({ frame: sample.frame, values: [rotationValues[index] ?? 0] }))
const motionBoundaries = stateBoundaryFrames(states)
const boneTimeline: SpineJsonMap = {}
const translate = numericTimeline(positions, fps, ['x', 'y'], [PARTICLE_POSITION_TOLERANCE, PARTICLE_POSITION_TOLERANCE], settings, motionBoundaries)
const rotate = numericTimeline(rotationSamples, fps, ['value'], [ROTATION_TOLERANCE], settings, motionBoundaries)
const scale = numericTimeline(scales, fps, ['x', 'y'], [SCALE_TOLERANCE, SCALE_TOLERANCE], settings, motionBoundaries)
if (translate.length) boneTimeline.translate = translate
if (rotate.length) boneTimeline.rotate = rotate
if (scale.length) boneTimeline.scale = scale
if (Object.keys(boneTimeline).length) { animation.bones[track.name] = boneTimeline; hasContent = true }
const usedBlends = new Set(system.config.imageResources.map((item) => item.blend))
for (const blend of usedBlends) {
const attachments: Array<string | null> = [], colors: number[][] = []
let lastColor = 0xffffff
for (let frame = 0; frame < targetFrames; frame++) {
const state = states[frame]
const resource = state ? system.config.imageResources.find((item) => item.id === state.resourceId) : undefined
const visible = !!state && active[frame] && state.imageVisible !== false && resource?.blend === blend
if (state && resource?.blend === blend) lastColor = state.colorHex
attachments.push(visible ? `image_${resource!.id}_${state!.imageFrameIndex ?? 0}` : null)
colors.push(rgbaValues(lastColor, visible ? state!.alpha : 0))
}
const blendResources = system.config.imageResources.filter((item) => item.blend === blend)
const requestedModes = blendResources
.filter((item) => item.independentAlpha === 'curve')
.map((item) => resolvedTimelineCurve(item.alphaCurveMode, settings))
const rgbaCurveMode = requestedModes.length
? (requestedModes.includes('bezier') ? 'bezier' : 'linear')
: resolvedTimelineCurve(system.config.alphaMode === 'curve' ? system.config.curveMode : undefined, settings)
addSlotAnimation(animation, `${track.name}_image_${blend}`, attachments, colors, fps, settings, rgbaCurveMode)
if (attachments.some(Boolean)) hasContent = true
}
if (system.config.trail) for (const resource of system.config.trailResources) {
const count = Math.max(2, Math.min(16, Math.round(resource.boneCount || 3)))
const trailStates = states.map((state) => state?.trailState?.resourceId === resource.id ? state.trailState : undefined)
const firstTrailState = trailStates.find((trail) => !!trail)
if (!firstTrailState) continue
const trailBoundaries = optionalStateBoundaryFrames(trailStates)
const referenceWidth = resource.widthSizeMode === 'random'
? Math.max(1, Number(resource.widthMin) || 0, Number(resource.widthMax) || 0)
: Math.max(0.001, Number(resource.width) || 100)
// 加权 Mesh 的骨骼和附件属于永久对象池,不能随粒子死亡而增删。
// 出生前使用首次有效姿态,死亡后保持最近姿态;整组骨骼同帧缩放控制显隐。
let heldTrailState = firstTrailState
const rigStates = trailStates.map((trail) => {
if (trail) heldTrailState = trail
return heldTrailState
})
for (let boneIndex = 0; boneIndex < count; boneIndex++) {
const samplesTranslate: NumericSample[] = [], samplesRotate: NumericSample[] = [], samplesScale: NumericSample[] = []
const boneBoundaries = new Set(trailBoundaries)
const shapeScale = trailShapeAt(resource, boneIndex / Math.max(1, count - 1))
rigStates.forEach((trail, frame) => {
const bone = trail?.bones[Math.min(trail.bones.length - 1, boneIndex)]
if (!bone) return
const world = { x: bone.worldX ?? bone.x, y: bone.worldY ?? bone.y, rotation: bone.worldRotation ?? -bone.rotation }
// 所有拖尾骨骼均直接挂在粒子系统骨骼下,动画写入独立世界姿态,
// 避免骨骼链带来的旋转、缩放和位置累计误差。
samplesTranslate.push({ frame, values: [world.x, world.y] })
samplesRotate.push({ frame, values: [world.rotation] })
samplesScale.push({
frame,
// 假死只修改插槽透明度;骨骼缩放始终保留,用于宽度和形状曲线。
values: [1, Math.max(0, trail.width / referenceWidth) * shapeScale],
})
})
const name = `${track.name}_trail_${resource.id}_${boneIndex}`
const timeline: SpineJsonMap = {}
const translate = numericTimeline(samplesTranslate, fps, ['x', 'y'], [TRAIL_POSITION_TOLERANCE, TRAIL_POSITION_TOLERANCE], settings, boneBoundaries)
const rotate = numericTimeline(samplesRotate, fps, ['value'], [ROTATION_TOLERANCE], settings, boneBoundaries)
const scale = numericTimeline(samplesScale, fps, ['x', 'y'], [SCALE_TOLERANCE, SCALE_TOLERANCE], settings, boneBoundaries)
if (translate.length) timeline.translate = translate
if (rotate.length) timeline.rotate = rotate
if (scale.length) timeline.scale = scale
if (Object.keys(timeline).length) animation.bones[name] = timeline
}
// Mesh 始终绑定在插槽上,不再用 null 附件模拟死亡,避免拓扑在时间轴上消失/重建。
const attachments = trailStates.map(() => `trail_${resource.id}`)
let lastTrailColor = firstTrailState.colorHex
const colors = trailStates.map((trail) => {
if (trail) {
lastTrailColor = trail.colorHex
}
// 整组拖尾骨骼同生同死,因此可由唯一插槽统一透明假死。
return rgbaValues(lastTrailColor, trail ? trail.alpha : 0)
})
addSlotAnimation(animation, `${track.name}_trail_${resource.id}`, attachments, colors, fps, settings)
hasContent = true
}
}
}
if (hasContent || !settings.excludeEmptyAnimations) document.animations[animationName] = animation
}
if (!Object.keys(document.animations).length && !settings.excludeEmptyAnimations) document.animations.animation = { bones: {}, slots: {} }
const text = JSON.stringify(document, null, 2)
return { json: document, text, warnings, particleSystemCount: visibleSystems.length, animationCount: Object.keys(document.animations).length, boneCount: document.bones.length }
}
export function downloadSpineJson(result: SpineExportResult, fileName: string) {
const blob = new Blob([result.text], { type: 'application/json;charset=utf-8' })
const url = URL.createObjectURL(blob)
const anchor = document.createElement('a')
anchor.href = url
anchor.download = /\.json$/i.test(fileName) ? fileName : `${fileName || 'SpineParticle'}.json`
anchor.style.display = 'none'
document.body.appendChild(anchor)
anchor.click()
anchor.remove()
// 给浏览器足够时间接管 Blob,避免立即释放导致下载被静默取消。
setTimeout(() => URL.revokeObjectURL(url), 1000)
}
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export type SpineJsonMap = Record<string, any>
export interface SpineJsonDocument {
skeleton: { hash: string; spine: string; x: number; y: number; width: number; height: number; images: string; fps?: number }
bones: SpineJsonMap[]
slots: SpineJsonMap[]
skins: SpineJsonMap[]
animations: Record<string, SpineJsonMap>
}
export interface SpineExportWarning {
code: 'missing-image' | 'missing-frame' | 'empty-cache' | 'invalid-value'
message: string
}
export interface SpineExportResult {
json: SpineJsonDocument
text: string
warnings: SpineExportWarning[]
particleSystemCount: number
animationCount: number
boneCount: number
}
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import {
BoundingBoxAttachment,
ClippingAttachment,
MeshAttachment,
PathAttachment,
PointAttachment,
RegionAttachment,
SkeletonJson,
type AttachmentLoader,
type Skin,
} from '@esotericsoftware/spine-core'
class ExportValidationAttachmentLoader implements AttachmentLoader {
newRegionAttachment(_skin: Skin, name: string, path: string, _sequence: any) { return new RegionAttachment(name, path) }
newMeshAttachment(_skin: Skin, name: string, path: string, _sequence: any) { return new MeshAttachment(name, path) }
newBoundingBoxAttachment(_skin: Skin, name: string) { return new BoundingBoxAttachment(name) }
newPathAttachment(_skin: Skin, name: string) { return new PathAttachment(name) }
newPointAttachment(_skin: Skin, name: string) { return new PointAttachment(name) }
newClippingAttachment(_skin: Skin, name: string) { return new ClippingAttachment(name) }
}
const VALID_INHERIT = new Set(['normal', 'onlyTranslation', 'noRotationOrReflection', 'noScale', 'noScaleOrReflection'])
function validateMesh(mesh: Record<string, any>, attachmentName: string, boneCount: number) {
const uvs = mesh.uvs
const vertices = mesh.vertices
const triangles = mesh.triangles
if (!Array.isArray(uvs) || !uvs.length || uvs.length % 2) throw new Error(`拖尾网格“${attachmentName}”的 UV 数据无效`)
if (!Array.isArray(vertices) || !vertices.length) throw new Error(`拖尾网格“${attachmentName}”缺少顶点数据`)
const vertexCount = uvs.length / 2
if (!Array.isArray(triangles) || triangles.some((index) => !Number.isInteger(index) || index < 0 || index >= vertexCount)) {
throw new Error(`拖尾网格“${attachmentName}”的三角形索引越界`)
}
const hull = Number(mesh.hull) || 0
if (!Number.isInteger(hull) || hull < 0 || hull > vertexCount) throw new Error(`拖尾网格“${attachmentName}”的外轮廓数量无效`)
if (Array.isArray(mesh.edges) && mesh.edges.some((index) => !Number.isInteger(index) || index < 0 || index >= vertexCount * 2 || index % 2)) {
throw new Error(`拖尾网格“${attachmentName}”的外轮廓边索引越界`)
}
// 未加权 Mesh 每个顶点只有 x/y;拖尾必须是逐顶点的骨骼权重编码。
if (vertices.length === uvs.length) return
let offset = 0
let decodedVertices = 0
while (offset < vertices.length) {
const influences = vertices[offset++]
if (!Number.isInteger(influences) || influences < 1) throw new Error(`拖尾网格“${attachmentName}”包含无效骨骼权重数量`)
let weightSum = 0
for (let influence = 0; influence < influences; influence++) {
const boneIndex = vertices[offset++]
const x = vertices[offset++]
const y = vertices[offset++]
const weight = vertices[offset++]
if (!Number.isInteger(boneIndex) || boneIndex < 0 || boneIndex >= boneCount) throw new Error(`拖尾网格“${attachmentName}”引用了不存在的骨骼`)
if (![x, y, weight].every(Number.isFinite) || weight < 0) throw new Error(`拖尾网格“${attachmentName}”包含无效权重数据`)
weightSum += weight
}
if (Math.abs(weightSum - 1) > 0.001) throw new Error(`拖尾网格“${attachmentName}”的顶点权重之和不为 1`)
decodedVertices++
}
if (offset !== vertices.length || decodedVertices !== vertexCount) throw new Error(`拖尾网格“${attachmentName}”的顶点数量与 UV 不一致`)
}
function validateEditorImportStructure(root: Record<string, any>) {
const bones = Array.isArray(root.bones) ? root.bones : []
const boneByName = new Map(bones.map((bone) => [String(bone.name || ''), bone]))
const weightedMeshSlots = new Set<string>()
for (const bone of bones) {
if (bone.inherit != null && !VALID_INHERIT.has(bone.inherit)) throw new Error(`骨骼“${bone.name || ''}”的 inherit 值“${bone.inherit}”不符合 Spine 4.2 JSON 格式`)
if (/_particle_\d+_trail_/.test(String(bone.name || ''))) {
const parent = boneByName.get(String(bone.parent || ''))
if (!parent || /_particle_\d+_trail_/.test(String(parent.name || ''))) {
throw new Error(`拖尾骨骼“${bone.name || ''}”必须直接挂在粒子系统骨骼下,不能组成骨骼链`)
}
}
}
for (const skin of Array.isArray(root.skins) ? root.skins : []) {
const attachments = skin?.attachments || {}
for (const slotName of Object.keys(attachments)) {
for (const attachmentName of Object.keys(attachments[slotName] || {})) {
const attachment = attachments[slotName][attachmentName]
if (attachment?.type === 'mesh') {
validateMesh(attachment, attachmentName, bones.length)
if (attachment.vertices?.length !== attachment.uvs?.length) weightedMeshSlots.add(slotName)
}
}
}
}
for (const animation of Object.values(root.animations || {}) as Array<Record<string, any>>) {
for (const slotName of weightedMeshSlots) {
const attachmentKeys = animation?.slots?.[slotName]?.attachment
if (Array.isArray(attachmentKeys) && attachmentKeys.some((key) => !key?.name)) {
throw new Error(`加权拖尾插槽“${slotName}”不能使用空附件,未出现或死亡阶段应将对应骨骼缩放设为 0`)
}
}
}
}
/** 下载前使用项目内置 Spine 4.2 Runtime 做一次结构解析,提前拦截无效 JSON。 */
export function validateSpineJson(text: string) {
const root = JSON.parse(text)
validateEditorImportStructure(root)
const reader = new SkeletonJson(new ExportValidationAttachmentLoader())
const data = reader.readSkeletonData(root)
if (!data.bones.length) throw new Error('导出结果缺少骨骼')
return { bones: data.bones.length, slots: data.slots.length, animations: data.animations.length }
}
+150
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@@ -0,0 +1,150 @@
export interface NumericSample {
frame: number
values: number[]
}
export interface BezierSegmentControls {
/** 每个维度的第一个、第二个控制值。控制时间固定在区间 1/3 与 2/3。 */
values: Array<[number, number]>
}
export interface ReducedBezierSamples {
samples: NumericSample[]
controls: BezierSegmentControls[]
}
function interpolationError(sample: NumericSample, start: NumericSample, end: NumericSample, tolerances: number[]) {
const span = end.frame - start.frame
const amount = span <= 0 ? 0 : (sample.frame - start.frame) / span
let error = 0
for (let i = 0; i < sample.values.length; i++) {
const expected = start.values[i] + (end.values[i] - start.values[i]) * amount
error = Math.max(error, Math.abs(sample.values[i] - expected) / Math.max(1e-9, tolerances[i] ?? tolerances[0] ?? 1e-3))
}
return error
}
/** 保留误差最大的点并递归拆分,确保删除关键帧后仍在给定误差内。 */
export function reduceNumericSamples(samples: NumericSample[], tolerances: number[], forcedFrames: Set<number> = new Set()) {
if (samples.length <= 2) return samples.slice()
const retained = new Set<number>([0, samples.length - 1])
for (let i = 1; i < samples.length - 1; i++) if (forcedFrames.has(samples[i].frame)) retained.add(i)
const anchors = () => [...retained].sort((a, b) => a - b)
let changed = true
while (changed) {
changed = false
const ordered = anchors()
for (let segment = 0; segment < ordered.length - 1; segment++) {
const startIndex = ordered[segment]
const endIndex = ordered[segment + 1]
let worstIndex = -1
let worstError = 1
for (let i = startIndex + 1; i < endIndex; i++) {
const error = interpolationError(samples[i], samples[startIndex], samples[endIndex], tolerances)
if (error > worstError) { worstError = error; worstIndex = i }
}
if (worstIndex >= 0) { retained.add(worstIndex); changed = true }
}
}
return anchors().map((index) => samples[index])
}
function endpointDerivative(samples: NumericSample[], start: number, end: number, dimension: number, atStart: boolean) {
const count = end - start + 1
if (count < 2) return 0
const first = atStart ? start : end
const second = atStart ? start + 1 : end - 1
const third = atStart ? start + 2 : end - 2
const h = Math.abs(samples[second].frame - samples[first].frame)
if (count >= 3 && h > 0 && Math.abs(Math.abs(samples[third].frame - samples[second].frame) - h) < 1e-6) {
const v0 = samples[first].values[dimension]
const v1 = samples[second].values[dimension]
const v2 = samples[third].values[dimension]
return atStart ? (-3 * v0 + 4 * v1 - v2) / (2 * h) : (3 * v0 - 4 * v1 + v2) / (2 * h)
}
const frameSpan = samples[second].frame - samples[first].frame
return frameSpan ? (samples[second].values[dimension] - samples[first].values[dimension]) / frameSpan : 0
}
function bezierControls(samples: NumericSample[], start: number, end: number): BezierSegmentControls {
const span = samples[end].frame - samples[start].frame
const values: Array<[number, number]> = []
for (let dimension = 0; dimension < samples[start].values.length; dimension++) {
const startValue = samples[start].values[dimension]
const endValue = samples[end].values[dimension]
const min = Math.min(...samples.slice(start, end + 1).map((sample) => sample.values[dimension]))
const max = Math.max(...samples.slice(start, end + 1).map((sample) => sample.values[dimension]))
const first = startValue + endpointDerivative(samples, start, end, dimension, true) * span / 3
const second = endValue - endpointDerivative(samples, start, end, dimension, false) * span / 3
// 控制值限制在该段实际采样范围内,避免帧间过冲。
values.push([Math.max(min, Math.min(max, first)), Math.max(min, Math.min(max, second))])
}
return { values }
}
function cubicAt(start: number, control1: number, control2: number, end: number, amount: number) {
const inverse = 1 - amount
return inverse * inverse * inverse * start
+ 3 * inverse * inverse * amount * control1
+ 3 * inverse * amount * amount * control2
+ amount * amount * amount * end
}
function bezierInterpolationError(sample: NumericSample, start: NumericSample, end: NumericSample, controls: BezierSegmentControls, tolerances: number[]) {
const span = end.frame - start.frame
const amount = span <= 0 ? 0 : (sample.frame - start.frame) / span
let error = 0
for (let dimension = 0; dimension < sample.values.length; dimension++) {
const control = controls.values[dimension]
const expected = cubicAt(start.values[dimension], control[0], control[1], end.values[dimension], amount)
error = Math.max(error, Math.abs(sample.values[dimension] - expected) / Math.max(1e-9, tolerances[dimension] ?? tolerances[0] ?? 1e-3))
}
return error
}
/** 使用三次贝塞尔拟合连续采样,并以原始逐帧数据验证每一段误差。 */
export function reduceBezierSamples(samples: NumericSample[], tolerances: number[], forcedFrames: Set<number> = new Set()): ReducedBezierSamples {
if (samples.length <= 1) return { samples: samples.slice(), controls: [] }
const retained = new Set<number>([0, samples.length - 1])
for (let index = 1; index < samples.length - 1; index++) if (forcedFrames.has(samples[index].frame)) retained.add(index)
const anchors = () => [...retained].sort((a, b) => a - b)
let changed = true
while (changed) {
changed = false
const ordered = anchors()
for (let segment = 0; segment < ordered.length - 1; segment++) {
const start = ordered[segment], end = ordered[segment + 1]
if (end - start <= 1) continue
const controls = bezierControls(samples, start, end)
let worstIndex = -1, worstError = 1
for (let index = start + 1; index < end; index++) {
const error = bezierInterpolationError(samples[index], samples[start], samples[end], controls, tolerances)
if (error > worstError) { worstError = error; worstIndex = index }
}
if (worstIndex >= 0) { retained.add(worstIndex); changed = true }
}
}
const ordered = anchors()
return {
samples: ordered.map((index) => samples[index]),
controls: ordered.slice(0, -1).map((start, index) => bezierControls(samples, start, ordered[index + 1])),
}
}
export function unwrapDegrees(values: number[]) {
if (!values.length) return []
const result = [values[0]]
for (let i = 1; i < values.length; i++) {
let value = values[i]
while (value - result[i - 1] > 180) value -= 360
while (value - result[i - 1] < -180) value += 360
result.push(value)
}
return result
}
export function roundSpine(value: number) {
if (!Number.isFinite(value)) return 0
const rounded = Math.round(value * 100000) / 100000
return Object.is(rounded, -0) ? 0 : rounded
}
+81
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@@ -0,0 +1,81 @@
import type { EmitterConfig, TrailImageResource } from '../core/particleEmitter'
import { roundSpine } from './spineKeyframeReducer'
export interface WeightedTrailMesh {
type: 'mesh'
path: string
uvs: number[]
triangles: number[]
vertices: number[]
hull: number
edges: number[]
width: number
height: number
}
/** 生成由同级拖尾骨骼加权驱动的网格。每列至多受相邻两根骨骼影响。 */
export function buildWeightedTrailMesh(config: EmitterConfig, resource: TrailImageResource, boneIndices: number[], path: string): WeightedTrailMesh {
const rows = Math.max(2, Math.min(16, Math.round(Number(config.trailGridRows) || 2)))
const cols = Math.max(2, Math.min(32, Math.round(Number(config.trailGridCols) || 2)))
const count = Math.max(2, boneIndices.length)
const length = resource.lengthMode === 'random'
? Math.max(1, Number(resource.lengthMin) || 0, Number(resource.lengthMax) || 0)
: Math.max(0.001, Number(resource.length) || 100)
const width = resource.widthSizeMode === 'random'
? Math.max(1, Number(resource.widthMin) || 0, Number(resource.widthMax) || 0)
: Math.max(0.001, Number(resource.width) || 100)
const angle = (Number(resource.rotation) || 0) * Math.PI / 180
const cos = Math.cos(angle), sin = Math.sin(angle)
const uvs: number[] = []
const triangles: number[] = []
const vertices: number[] = []
const edges: number[] = []
// Spine 的 hull 表示 vertices/uvs 开头连续存放的外轮廓顶点数量。
// 先按顺时针写入四条边,再追加内部网格点,保证重新导入编辑器时网格拓扑有效。
const orderedGrid: Array<{ col: number; row: number }> = []
for (let col = 0; col < cols; col++) orderedGrid.push({ col, row: 0 })
for (let row = 1; row < rows; row++) orderedGrid.push({ col: cols - 1, row })
for (let col = cols - 2; col >= 0; col--) orderedGrid.push({ col, row: rows - 1 })
for (let row = rows - 2; row >= 1; row--) orderedGrid.push({ col: 0, row })
const hull = orderedGrid.length
for (let col = 1; col < cols - 1; col++) {
for (let row = 1; row < rows - 1; row++) orderedGrid.push({ col, row })
}
const vertexIndices = new Map<string, number>()
for (let vertexIndex = 0; vertexIndex < orderedGrid.length; vertexIndex++) {
const { col, row } = orderedGrid[vertexIndex]
vertexIndices.set(`${col}:${row}`, vertexIndex)
const columnT = col / (cols - 1)
const position = columnT * (count - 1)
const boneA = Math.min(count - 1, Math.floor(position))
const boneB = Math.min(count - 1, boneA + 1)
const blend = position - boneA
const rowT = row / (rows - 1)
const u = 0.5 + cos * (columnT - 0.5) - sin * (rowT - 0.5)
const v = 0.5 + sin * (columnT - 0.5) + cos * (rowT - 0.5)
uvs.push(roundSpine(u), roundSpine(v))
const setupY = (0.5 - rowT) * width
if (boneA === boneB || blend < 1e-6) {
vertices.push(1, boneIndices[boneA], 0, roundSpine(setupY), 1)
} else {
vertices.push(
2,
boneIndices[boneA], 0, roundSpine(setupY), roundSpine(1 - blend),
boneIndices[boneB], 0, roundSpine(setupY), roundSpine(blend),
)
}
}
for (let col = 0; col < cols - 1; col++) {
for (let row = 0; row < rows - 1; row++) {
const a = vertexIndices.get(`${col}:${row}`)!
const b = vertexIndices.get(`${col + 1}:${row}`)!
const c = vertexIndices.get(`${col}:${row + 1}`)!
const d = vertexIndices.get(`${col + 1}:${row + 1}`)!
triangles.push(a, b, c, b, d, c)
}
}
for (let index = 0; index < hull; index++) edges.push(index * 2, ((index + 1) % hull) * 2)
return { type: 'mesh', path, uvs, triangles, vertices, hull, edges, width: length, height: width }
}
+11 -1
View File
@@ -3,6 +3,7 @@ import { EmitterConfig, defaultConfig, ParticleState, type SceneCollider } from
import type { SpineSceneObject } from '../spine/spineTypes'
import { releaseSpineAsset, retainSpineAsset } from '../spine/spineAssetRegistry'
import { cloneEditorValue } from '../editor/editorClone'
import { defaultSpineExportSettings, type SpineExportSettings } from '../export/spineExportSettings'
export interface ParticleSystem {
id: number
@@ -24,7 +25,7 @@ export interface CollisionBody extends SceneCollider {
followDuration: number
followPathRotation: boolean
followCurveMode: '跟随导出' | '线性' | '贝塞尔'
followCurve: Array<{ x: number; y: number }>
followCurve: Array<{ x: number; y: number; inX?: number; inY?: number; outX?: number; outY?: number }>
}
export interface ScenePath {
@@ -73,8 +74,14 @@ export interface SettingsState {
backgroundImageData: string
showEmitter: boolean
showBones: boolean
/** 骨骼调试点的屏幕固定尺寸倍率。 */
bonePointDrawSize: number
/** 骨骼局部方向轴的屏幕固定尺寸倍率。 */
boneAxisDrawSize: number
showSkinMesh: boolean
showGrid: boolean
/** Spine JSON 导出的全局参数。 */
exportSettings: SpineExportSettings
}
export interface TimelineState {
@@ -136,8 +143,11 @@ export const useParticleStore = defineStore('particle', {
backgroundImageData: '',
showEmitter: true,
showBones: false,
bonePointDrawSize: 1,
boneAxisDrawSize: 2,
showSkinMesh: false,
showGrid: true,
exportSettings: defaultSpineExportSettings(),
} as SettingsState,
}),
getters: {
+70 -8
View File
@@ -8,8 +8,15 @@
<line v-for="g in [0.25,0.5,0.75]" :key="'h'+g" x1="0" :y1="py(g)" :x2="px(1)" :y2="py(g)" />
</g>
<rect :x="px(0)" :y="py(1)" :width="px(1)-px(0)" :height="py(0)-py(1)" class="ce-frame" fill="none" />
<!-- 折线 -->
<polyline :points="polyPoints" class="ce-line" fill="none" />
<path :d="curvePath" class="ce-line" fill="none" />
<g v-if="mode === 'bezier'" class="ce-handles">
<template v-for="(pt, i) in pts" :key="'handles-'+i">
<line v-if="i > 0" :x1="px(pt.x)" :y1="py(pt.y)" :x2="px(inputHandle(i).x)" :y2="py(inputHandle(i).y)" />
<circle v-if="i > 0" :cx="px(inputHandle(i).x)" :cy="py(inputHandle(i).y)" r="4" @pointerdown="onHandleDown($event, i, 'in')" />
<line v-if="i < pts.length - 1" :x1="px(pt.x)" :y1="py(pt.y)" :x2="px(outputHandle(i).x)" :y2="py(outputHandle(i).y)" />
<circle v-if="i < pts.length - 1" :cx="px(outputHandle(i).x)" :cy="py(outputHandle(i).y)" r="4" @pointerdown="onHandleDown($event, i, 'out')" />
</template>
</g>
<!-- 节点:可见圈 r=5 + 命中圈 r=9 -->
<g v-for="(pt,i) in pts" :key="i">
<circle :cx="px(pt.x)" :cy="py(pt.y)" r="5" class="ce-node" />
@@ -17,7 +24,7 @@
@pointerdown="onNodeDown($event,i)" @dblclick="onNodeDbl(i,$event)" />
</g>
</svg>
<div class="ce-nav"><span class="ce-tip">双击空白新建·双击节点删除·拖动节点调整</span></div>
<div class="ce-nav"><span class="ce-tip">{{ mode === 'bezier' ? '拖动方形手柄调整弧度·双击空白新建·双击节点删除' : '双击空白新建·双击节点删除·拖动节点调整' }}</span></div>
</div>
<button class="ce-reset" type="button" title="恢复默认曲线" @click="resetCurve">重置</button>
</div>
@@ -26,15 +33,17 @@
<script setup lang="ts">
import { computed, onMounted, onUnmounted, ref } from 'vue'
type CurvePoint = { x: number; y: number }
type CurvePoint = { x: number; y: number; inX?: number; inY?: number; outX?: number; outY?: number }
const props = withDefaults(defineProps<{
modelValue: CurvePoint[]
defaultValue?: CurvePoint[]
mode?: 'linear' | 'bezier'
}>(), {
defaultValue: () => [{ x: 0, y: 0 }, { x: 1, y: 1 }],
mode: 'linear',
})
const emit = defineEmits<{ (e: 'update:modelValue', v: { x: number; y: number }[]): void }>()
const emit = defineEmits<{ (e: 'update:modelValue', v: CurvePoint[]): void }>()
const svg = ref<SVGSVGElement | null>(null)
const pad = 8 // 内边距(px),避免节点贴边
@@ -54,17 +63,45 @@ function px(x: number) { return pad + x * (W.value - pad * 2) }
// 归一化 y(0-1, y=1 在上) → 像素
function py(y: number) { return pad + (1 - y) * (H.value - pad * 2) }
function normalized(): { x: number; y: number }[] {
function normalized(): CurvePoint[] {
return [...props.modelValue].sort((a, b) => a.x - b.x)
}
function set(v: { x: number; y: number }[]) { emit('update:modelValue', [...v].sort((a, b) => a.x - b.x)) }
function set(v: CurvePoint[]) { emit('update:modelValue', [...v].sort((a, b) => a.x - b.x)) }
function resetCurve() {
set(props.defaultValue.map((point) => ({ ...point })))
}
const pts = computed(() => normalized())
const polyPoints = computed(() => pts.value.map(p => `${px(p.x)},${py(p.y)}`).join(' '))
function defaultInputHandle(index: number) {
const point = pts.value[index], previous = pts.value[Math.max(0, index - 1)]
return { x: point.x - (point.x - previous.x) / 3, y: point.y - (point.y - previous.y) / 3 }
}
function defaultOutputHandle(index: number) {
const point = pts.value[index], next = pts.value[Math.min(pts.value.length - 1, index + 1)]
return { x: point.x + (next.x - point.x) / 3, y: point.y + (next.y - point.y) / 3 }
}
function inputHandle(index: number) {
const point = pts.value[index], fallback = defaultInputHandle(index)
return { x: point.x + (point.inX ?? fallback.x - point.x), y: point.y + (point.inY ?? fallback.y - point.y) }
}
function outputHandle(index: number) {
const point = pts.value[index], fallback = defaultOutputHandle(index)
return { x: point.x + (point.outX ?? fallback.x - point.x), y: point.y + (point.outY ?? fallback.y - point.y) }
}
const curvePath = computed(() => {
if (!pts.value.length) return ''
let path = `M ${px(pts.value[0].x)} ${py(pts.value[0].y)}`
for (let index = 1; index < pts.value.length; index++) {
const point = pts.value[index]
if (props.mode === 'bezier') {
const output = outputHandle(index - 1), input = inputHandle(index)
path += ` C ${px(output.x)} ${py(output.y)} ${px(input.x)} ${py(input.y)} ${px(point.x)} ${py(point.y)}`
} else path += ` L ${px(point.x)} ${py(point.y)}`
}
return path
})
// 客户端坐标 → 归一化 (x:0-1 时间, y:0-1 透明度)
function toNorm(clientX: number, clientY: number) {
@@ -117,6 +154,28 @@ function onNodeDown(ev: PointerEvent, i: number) {
window.addEventListener('pointerup', up)
}
function onHandleDown(ev: PointerEvent, index: number, side: 'in' | 'out') {
ev.stopPropagation()
const move = (event: PointerEvent) => {
const target = toNorm(event.clientX, event.clientY)
const arr = normalized()
const point = arr[index]
const minimumX = side === 'in' ? arr[Math.max(0, index - 1)].x : point.x
const maximumX = side === 'in' ? point.x : arr[Math.min(arr.length - 1, index + 1)].x
const handleX = Math.min(maximumX, Math.max(minimumX, target.x))
const dx = Math.round((handleX - point.x) * 100) / 100
const dy = Math.round((target.y - point.y) * 100) / 100
arr[index] = side === 'in' ? { ...point, inX: dx, inY: dy } : { ...point, outX: dx, outY: dy }
set(arr)
}
const up = () => {
window.removeEventListener('pointermove', move)
window.removeEventListener('pointerup', up)
}
window.addEventListener('pointermove', move)
window.addEventListener('pointerup', up)
}
// 双击节点删除
function onNodeDbl(i: number, ev?: MouseEvent) {
ev?.stopPropagation()
@@ -146,6 +205,9 @@ onUnmounted(() => { ro?.disconnect() })
.ce-grid line { stroke: #1e1e30; stroke-width: 1; }
.ce-frame { stroke: #2e2e44; stroke-width: 1; }
.ce-line { stroke: #6ea0e8; stroke-width: 2; stroke-linejoin: round; }
.ce-handles line { stroke: #8d96b5; stroke-width: 1; stroke-dasharray: 3 2; }
.ce-handles circle { fill: #b7c2dd; stroke: #344d94; stroke-width: 1.2; cursor: grab; }
.ce-handles circle:active { cursor: grabbing; }
.ce-node { fill: #ffffff; stroke: #3a55aa; stroke-width: 1.6; pointer-events: none; }
.ce-hit { fill: transparent; stroke: none; cursor: grab; }
.ce-hit:active { cursor: grabbing; }
+175 -17
View File
@@ -175,6 +175,7 @@
<CurveEditor
:model-value="activeCollider.followCurve || LINEAR_CURVE"
:default-value="LINEAR_CURVE"
:mode="resolvedCurveEditorMode(activeCollider.followCurveMode)"
@update:model-value="activeCollider.followCurve = $event"
/>
</template>
@@ -455,7 +456,7 @@
</select>
</label>
<div class="curve-wrap">
<CurveEditor v-model="sys.config.alphaCurve" :default-value="ALPHA_CURVE" />
<CurveEditor v-model="sys.config.alphaCurve" :default-value="ALPHA_CURVE" :mode="resolvedCurveEditorMode(sys.config.curveMode)" />
<div class="curve-labels"><span>0(透明)</span><span>生命周期 </span><span>1(不透明)</span></div>
</div>
</template>
@@ -518,7 +519,7 @@
</select>
</label>
<div class="resource-alpha-curve">
<CurveEditor v-model="resource.alphaCurve" :default-value="RESOURCE_ALPHA_CURVE" />
<CurveEditor v-model="resource.alphaCurve" :default-value="RESOURCE_ALPHA_CURVE" :mode="resolvedCurveEditorMode(resource.alphaCurveMode)" />
</div>
</template>
</ImageResourceCard>
@@ -663,8 +664,29 @@
<div class="resource-divider"></div>
<NumSlider label="旋转" :min="-360" :max="360" :step="1" :model-value="resource.rotation" @update:model-value="onTrailResourceRotationChange(resource.id, $event)" />
<NumSlider label="拖尾骨骼数" :min="2" :max="16" :step="1" :model-value="resource.boneCount" @update:model-value="onTrailResourceBoneCountChange(resource.id, $event)" />
<NumSlider label="初始长度" :min="0" :max="1000" :step="1" v-model="resource.length" />
<NumSlider label="初始宽度" :min="0" :max="1000" :step="1" v-model="resource.width" />
<NumSlider label="拖尾比例 (%)" :min="0" :max="100" :step="1" v-model="resource.trailRatio" />
<label class="row"><span>拖尾长度</span>
<select v-model="resource.lengthMode" class="inp">
<option value="fixed">固定</option>
<option value="random">随机范围</option>
</select>
</label>
<NumSlider v-if="resource.lengthMode === 'fixed'" label="长度比例 (%)" :min="0" :max="500" :step="1" v-model="resource.length" />
<template v-else>
<NumSlider label="长度最小 (%)" :min="0" :max="500" :step="1" v-model="resource.lengthMin" />
<NumSlider label="长度最大 (%)" :min="0" :max="500" :step="1" v-model="resource.lengthMax" />
</template>
<label class="row"><span>拖尾宽度</span>
<select v-model="resource.widthSizeMode" class="inp">
<option value="fixed">固定</option>
<option value="random">随机范围</option>
</select>
</label>
<NumSlider v-if="resource.widthSizeMode === 'fixed'" label="宽度比例 (%)" :min="0" :max="500" :step="1" v-model="resource.width" />
<template v-else>
<NumSlider label="宽度最小 (%)" :min="0" :max="500" :step="1" v-model="resource.widthMin" />
<NumSlider label="宽度最大 (%)" :min="0" :max="500" :step="1" v-model="resource.widthMax" />
</template>
<label class="row"><span>宽度缩放</span>
<select v-model="resource.widthMode" class="inp">
<option value="particle">跟随粒子</option>
@@ -721,7 +743,7 @@
<NumSlider label="网格行数" :min="2" :max="16" :step="1" :model-value="sys.config.trailGridRows" @update:model-value="onTrailRigChange('trailGridRows', $event)" />
<NumSlider label="网格列数" :min="2" :max="32" :step="1" :model-value="sys.config.trailGridCols" @update:model-value="onTrailRigChange('trailGridCols', $event)" />
</div>
<div class="modifier-hint">每个粒子生成独立拖尾骨骼网格按行列自动重建并由相邻骨骼权重共同驱动蒙皮变形</div>
<div class="modifier-hint">每个粒子按资源比例生成一组同级拖尾骨骼随机长度与宽度在粒子出生时确定相同种子可稳定复现</div>
</div>
</div>
<div class="modifier-item">
@@ -791,20 +813,66 @@
</div>
</div>
<!-- 7. 导出设置(预留) -->
<!-- 7. 导出设置当前阶段只维护参数后续接入 JSON 生成 -->
<div class="group">
<div class="group-head" @click="toggle('export')">
<span class="caret">{{ collapsed.export ? '▸' : '▾' }}</span><span>导出设置</span><span class="tag">预留</span>
<span class="caret">{{ collapsed.export ? '▸' : '▾' }}</span><span>导出设置</span>
<button class="group-reset" title="重置导出设置" @click.stop="resetModule('export')">重置</button>
</div>
<div class="group-body" v-show="!collapsed.export">
<div class="placeholder">导出功能后续实现,已预留位置</div>
<div class="group-body export-settings" v-show="!collapsed.export">
<label class="export-field">
<span>图片路径 (Spine Images Path)</span>
<input v-model.trim="exportSettings.imagesPath" class="inp export-input" type="text" placeholder="./images/" />
</label>
<label class="export-field">
<span>Spine 版本</span>
<select v-model="exportSettings.spineVersion" class="inp export-input">
<option value="4.2">Spine 4.2</option>
</select>
</label>
<label class="export-field">
<span>关键帧插值曲线</span>
<select v-model="exportSettings.keyframeCurve" class="inp export-input">
<option value="linear">线性 (Linear)</option>
<option value="bezier">平滑贝塞尔 (Smooth Bézier)</option>
</select>
</label>
<div class="export-help">平滑贝塞尔会在误差允许范围内拟合连续运动出生死亡附件切换和突变仍使用阶跃关键帧</div>
<div class="export-fps-row">
<label class="export-field export-fps-field">
<span>导出 FPS</span>
<input v-model.number="exportSettings.fps" class="inp export-input" type="number" min="1" max="240" step="1" @change="normalizeExportFps" />
</label>
<label class="export-checkbox"><input v-model="exportSettings.omitFps" type="checkbox" />不写 fps</label>
</div>
<div class="export-help">修改 FPS 时保持动画实际秒数不变不写 fps只省略 Spine fps 元数据</div>
<div class="export-switches">
<label class="switch-row export-switch">
<input v-model="exportSettings.integerFrameAlignment" type="checkbox" />
<span class="switch-ui"></span><span>整数帧对齐</span>
</label>
<label class="switch-row export-switch">
<input v-model="exportSettings.bonePool" type="checkbox" />
<span class="switch-ui"></span><span>骨骼对象池</span>
</label>
<label class="switch-row export-switch export-switch-last">
<input v-model="exportSettings.excludeEmptyAnimations" type="checkbox" />
<span class="switch-ui"></span><span>排除无内容动画</span>
</label>
</div>
</div>
</div>
</template>
</div>
<button type="button" class="export-spine-json" title="导出功能将在后续阶段实现">导出Spine Json</button>
<button type="button" class="export-spine-json" :disabled="exportBusy" :title="exportBusy ? '正在重新计算并烘焙动画' : '导出可重新导入 Spine 4.2 的 JSON'" @click="exportSpineJson">
{{ exportBusy ? '正在准备导出' : '导出Spine Json' }}
</button>
<div v-if="exportMessage" class="export-message" :class="{ error: exportError }">{{ exportMessage }}</div>
</div>
</template>
@@ -812,6 +880,7 @@
import { computed, markRaw, onMounted, reactive, ref, watchEffect } from 'vue'
import { Texture } from 'pixi.js'
import { useParticleStore } from '../store/particleStore'
import type { ParticleSystem } from '../store/particleStore'
import { defaultConfig, ensureEmitterConfig } from '../core/particleEmitter'
import NumSlider from './NumSlider.vue'
import CurveEditor from './CurveEditor.vue'
@@ -820,14 +889,27 @@ import ColorGradientEditor from './ColorGradientEditor.vue'
import ImageResourceCard from './ImageResourceCard.vue'
import SpineObjectPanel from '../spine/SpineObjectPanel.vue'
import { downloadEditorConfig, loadEditorConfigFile, loadEditorConfigText } from '../editor/editorConfig'
import { defaultSpineExportSettings, ensureSpineExportSettings } from '../export/spineExportSettings'
import { buildSpineJson, downloadSpineJson } from '../export/spineJsonExporter'
import { validateSpineJson } from '../export/spineJsonValidator'
const store = useParticleStore()
store.settings.exportSettings = ensureSpineExportSettings(store.settings.exportSettings)
const exportSettings = computed(() => store.settings.exportSettings)
const configFileInput = ref<HTMLInputElement | null>(null)
const selectedPreset = ref('')
const presetOptions = ref<Array<{ name: string; file: string }>>([])
const presetLoading = ref(false)
const configMessage = ref('')
const configError = ref(false)
const exportBusy = ref(false)
const exportMessage = ref('')
const exportError = ref(false)
function resolvedCurveEditorMode(mode: '跟随导出' | '线性' | '贝塞尔') {
if (mode === '跟随导出') return exportSettings.value.keyframeCurve === 'bezier' ? 'bezier' : 'linear'
return mode === '贝塞尔' ? 'bezier' : 'linear'
}
// 默认场景始终有一个可编辑的粒子系统;热更新保留现有系统时不重复创建。
if (!store.systems.length) store.addSystem()
@@ -890,6 +972,46 @@ async function loadSelectedPreset() {
onMounted(refreshPresets)
function nextPaint() {
return new Promise<void>((resolve) => requestAnimationFrame(() => resolve()))
}
async function prepareExportFrames() {
store.timeline.playing = false
store.timeline.frame = 0
store.timeline.recorded = false
for (const system of store.systems) system.frames = undefined
store.recalcTotalFrames()
await nextPaint()
store.timeline.playing = true
const expectedMs = store.timeline.totalFrames / Math.max(1, store.timeline.fps) * 1000
const deadline = performance.now() + Math.max(8000, expectedMs * 2.5 + 3000)
while (!store.timeline.recorded) {
if (performance.now() > deadline) throw new Error('重新计算动画超时,请确认页面仍在运行后重试')
await new Promise((resolve) => setTimeout(resolve, 50))
}
}
async function exportSpineJson() {
if (exportBusy.value) return
exportBusy.value = true
exportError.value = false
exportMessage.value = '正在重新计算粒子动画…'
try {
await prepareExportFrames()
const result = buildSpineJson({ systems: store.systems as unknown as ParticleSystem[], timeline: store.timeline, settings: exportSettings.value })
validateSpineJson(result.text)
downloadSpineJson(result, exportSettings.value.fileName)
const warning = result.warnings.length ? `${result.warnings.length} 条资源提示(缺图仍已导出)` : ''
exportMessage.value = `已导出 ${result.particleSystemCount} 个粒子系统、${result.animationCount} 个动画、${result.boneCount} 根骨骼${warning}`
} catch (error) {
exportError.value = true
exportMessage.value = error instanceof Error ? error.message : String(error)
} finally {
exportBusy.value = false
}
}
const activeIdx = computed(() => {
const i = store.systems.findIndex((s) => s.id === store.activeId)
return i >= 0 ? i : 0
@@ -993,7 +1115,7 @@ const collapsed = reactive<Record<string, boolean>>({
attr: true,
look: true,
mods: true,
export: true,
export: false,
})
function toggle(key: string) { collapsed[key] = !collapsed[key] }
@@ -1143,12 +1265,20 @@ const MODULE_RESET_KEYS: Record<Exclude<ResetModule, 'export'>, string[]> = {
function resetModule(module: ResetModule) {
const config = sys.value?.config as any
if (!config || module === 'export') return
if (module === 'export') {
store.settings.exportSettings = defaultSpineExportSettings()
return
}
if (!config) return
const defaults = defaultConfig() as any
for (const key of MODULE_RESET_KEYS[module]) config[key] = defaults[key]
// 重置资源模块后,Stage 会在下一帧重新挂载默认 star/trail 纹理。
}
function normalizeExportFps() {
exportSettings.value.fps = Math.min(240, Math.max(1, Math.round(Number(exportSettings.value.fps) || 30)))
}
function select(i: number) { store.selectSystem(store.systems[i]?.id ?? 0) }
function addSys() { store.addSystem() }
function addCollider() { store.addCollider() }
@@ -1260,7 +1390,7 @@ function addTrailResource() {
id: nextId,
texture: null,
textureName: 'trail',
previewUrl: '/trails/trail.png',
previewUrl: '/images/trail.png',
weight: 100,
locked: false,
rotation: 0,
@@ -1272,8 +1402,15 @@ function addTrailResource() {
alpha: 1,
alphaCurve: TRAIL_ALPHA_CURVE.map((point) => ({ ...point })),
boneCount: 3,
trailRatio: 100,
lengthMode: 'fixed',
length: 100,
lengthMin: 100,
lengthMax: 100,
widthSizeMode: 'fixed',
width: 100,
widthMin: 100,
widthMax: 100,
widthMode: 'particle',
lifeLengthEnabled: false,
lifeLengthCurve: FLAT_CURVE.map((point) => ({ ...point })),
@@ -1329,15 +1466,22 @@ async function resetTrailTexture(resourceId: number) {
const config = sys.value?.config
const resource = config?.trailResources.find((item) => item.id === resourceId)
if (!resource) return
resource.texture = markRaw(await Texture.fromURL('/trails/trail.png')) as any
resource.previewUrl = '/trails/trail.png'
resource.texture = markRaw(await Texture.fromURL('/images/trail.png')) as any
resource.previewUrl = '/images/trail.png'
resource.textureName = 'trail'
resource.weight = 100
resource.locked = false
resource.rotation = 0
resource.boneCount = 3
resource.trailRatio = 100
resource.lengthMode = 'fixed'
resource.length = 100
resource.lengthMin = 100
resource.lengthMax = 100
resource.widthSizeMode = 'fixed'
resource.width = 100
resource.widthMin = 100
resource.widthMax = 100
resource.widthMode = 'particle'
resource.lifeLengthEnabled = false
resource.lifeLengthCurve = FLAT_CURVE.map((point) => ({ ...point }))
@@ -1429,7 +1573,7 @@ function addImageResource() {
texture: config.texture,
textureName: 'star',
textureFolder: '',
previewUrl: '/particles/star.png',
previewUrl: '/images/star.png',
imageMode: 'fixed',
sequencePlayback: 'loop-forward',
sequenceFps: 30,
@@ -1513,7 +1657,7 @@ function resetTexture(resourceId: number) {
resource.texture = config.texture
resource.textureName = 'star'
resource.textureFolder = ''
resource.previewUrl = '/particles/star.png'
resource.previewUrl = '/images/star.png'
resource.imageMode = 'fixed'
resource.sequencePlayback = 'loop-forward'
resource.sequenceFps = 30
@@ -1744,8 +1888,22 @@ function toggleResourceLock(resourceId: number) {
.mini-btn { background: #2e3a55; border: 1px solid #3a4a6a; color: #cdf; border-radius: 5px; padding: 3px 8px; font-size: 11px; cursor: pointer; }
.mini-btn.danger { background: #4a2a2e; color: #fbb; }
.placeholder { color: #667; font-size: 11px; padding: 6px 0; }
.export-settings { padding-top: 3px; }
.export-field { display: flex; flex-direction: column; gap: 6px; margin: 10px 0 13px; color: #9ca8bf; font-size: 11px; font-weight: 600; }
.export-input { width: 100%; min-height: 34px; box-sizing: border-box; padding: 6px 9px; color: #e3e7f2; background: #141a29; border-color: #35445f; }
.export-fps-row { display: grid; grid-template-columns: minmax(0, 1fr) auto; gap: 12px; align-items: end; }
.export-fps-field { margin-bottom: 5px; }
.export-checkbox { display: flex; align-items: center; gap: 7px; min-height: 34px; margin-bottom: 5px; color: #aeb8cc; font-size: 11px; white-space: nowrap; }
.export-checkbox input { width: 17px; height: 17px; margin: 0; accent-color: #625ff1; }
.export-help { margin: -6px 0 14px; color: #66758e; font-size: 10px; line-height: 1.5; }
.export-switches { display: grid; gap: 13px; margin: 4px 0 7px; padding-top: 2px; }
.export-switch { font-weight: 600; }
.export-switch-last { margin-top: 13px; }
.export-spine-json { width: 100%; margin-top: 10px; padding: 9px 12px; flex: 0 0 auto; border: 1px solid #4f4b9a; border-radius: 7px; background: #403b91; color: #f1f0ff; font-size: 12px; font-weight: 700; cursor: pointer; }
.export-spine-json:hover { border-color: #7774ff; background: #514bc0; }
.export-spine-json:disabled { cursor: wait; opacity: .68; }
.export-message { padding: 7px 5px 0; color: #70d8ae; font-size: 10px; line-height: 1.45; text-align: center; }
.export-message.error { color: #ff858f; }
/* 外观与资源 参考版式 */
.look-title { font-size: 12px; font-weight: 600; color: #ccd; margin: 10px 0 6px; padding-bottom: 4px; border-bottom: 1px solid #2a2a3c; }
.look-title:first-child { margin-top: 2px; }
+204 -20
View File
@@ -56,6 +56,7 @@
</div>
</div>
<button class="help-btn" :class="{ on: showHelp }" title="查看使用说明" @click="openHelp">使用说明</button>
<span class="zoom-pct">{{ Math.round(store.editor.viewScale * 100) }}%</span>
</div>
@@ -79,6 +80,14 @@
<div class="sp-section-title">画布辅助显示</div>
<label class="sp-chk"><input type="checkbox" v-model="store.settings.showEmitter" />发射点</label>
<label class="sp-chk"><input type="checkbox" v-model="store.settings.showBones" />骨骼连线</label>
<template v-if="store.settings.showBones">
<label class="sp-row"><span>骨骼点绘制大小</span>
<input class="sp-num" type="number" min="0.1" max="10" step="0.1" v-model.number="store.settings.bonePointDrawSize" aria-label="骨骼点绘制大小" @change="normalizeBoneDebugSizes" />
</label>
<label class="sp-row"><span>坐标轴绘制大小</span>
<input class="sp-num" type="number" min="0.1" max="10" step="0.1" v-model.number="store.settings.boneAxisDrawSize" aria-label="坐标轴绘制大小" @change="normalizeBoneDebugSizes" />
</label>
</template>
<label class="sp-chk"><input type="checkbox" v-model="store.settings.showSkinMesh" />蒙皮网格</label>
<div class="sp-divider"></div>
<label class="sp-chk"><input type="checkbox" v-model="store.settings.tickEnabled" />启用刻度</label>
@@ -99,6 +108,64 @@
</template>
</div>
<div v-if="showHelp" class="help-overlay" role="presentation" @click.self="showHelp = false">
<section class="help-dialog" role="dialog" aria-modal="true" aria-labelledby="help-title">
<header class="help-head">
<div>
<h2 id="help-title">使用说明</h2>
<p>从创建粒子到保存导出的快速入门</p>
</div>
<button class="help-close" aria-label="关闭使用说明" title="关闭 (Esc)" @click="showHelp = false"></button>
</header>
<div class="help-body">
<section class="help-section help-start">
<h3>快速开始</h3>
<ol>
<li><b>创建对象</b>在左侧场景对象中添加粒子碰撞路径或 Spine</li>
<li><b>编辑粒子</b>选中粒子系统依次调整发射形状属性外观资源和修改器</li>
<li><b>查看效果</b>使用底部时间轴播放暂停或拖动到指定帧修改参数后会自动重新计算</li>
<li><b>保存成果</b>配置文件用于继续编辑导出 Spine Json用于导入 Spine 4.2</li>
</ol>
</section>
<div class="help-grid">
<section class="help-section">
<h3>常用功能</h3>
<dl class="help-list">
<div><dt>小眼睛</dt><dd>单独显示或隐藏场景对象隐藏的粒子系统不会导出</dd></div>
<div><dt>+Copy</dt><dd>完整复制当前选中对象方便对比不同参数效果</dd></div>
<div><dt>背景图</dt><dd>上传参考图并调整位置和透明度只用于画布预览</dd></div>
<div><dt>系统设置</dt><dd>管理撤回步数发射点骨骼蒙皮网格和刻度显示</dd></div>
<div><dt>配置管理</dt><dd>保存当前编辑数据加载配置或直接使用预设文件</dd></div>
<div><dt>Spine 骨骼</dt><dd>在层级树搜索并选择骨骼可用于粒子发射器跟随</dd></div>
</dl>
</section>
<section class="help-section">
<h3>快捷键</h3>
<div class="shortcut-list">
<div><kbd>Ctrl/</kbd><span>+</span><kbd>Z</kbd><em>撤回上一步</em></div>
<div><kbd>Ctrl/</kbd><span>+</span><kbd>S</kbd><em>保存配置</em></div>
<div><kbd>Q</kbd><em>拖动画布</em></div>
<div><kbd>W</kbd><em>位移工具</em></div>
<div><kbd>E</kbd><em>旋转工具</em></div>
<div><kbd>R</kbd><em>缩放工具</em></div>
<div><kbd>D</kbd><em>播放 / 暂停</em></div>
<div><kbd>S</kbd><em>回到第一帧</em></div>
</div>
<p class="help-note">Q / W / E / R 需要先点击画布光标位于输入框时单键快捷键不会触发</p>
</section>
</div>
<section class="help-section help-export">
<h3>配置与导出有什么区别</h3>
<p><b>保存配置</b>会保存编辑器中的全部对象和参数之后可以继续修改<b>导出 Spine Json</b>只导出显示中的粒子系统并把跟随碰撞和拖尾结果烘焙为独立动画数据</p>
</section>
</div>
</section>
</div>
<div class="hud" v-if="info">
系统: <b class="hud-number hud-system-count">{{ info.systems }}</b> · 粒子(骨骼): <b class="hud-number hud-particle-count">{{ info.particles }}</b> · 根骨骼: <b>root</b>
<span class="hud-tip">滚轮缩放 · 左键拖动画布</span>
@@ -122,6 +189,7 @@ const holder = ref<HTMLElement | null>(null)
const info = ref<{ systems: number; particles: number } | null>(null)
const showSettings = ref(false)
const showBackgroundMenu = ref(false)
const showHelp = ref(false)
const backgroundFileInput = ref<HTMLInputElement | null>(null)
const backgroundFileName = computed(() => store.settings.backgroundImageName)
// 根变换 gizmo 工具:'translate' | 'rotate' | 'scale' | ''(无)
@@ -137,9 +205,16 @@ if (store.settings.backgroundImageName == null) store.settings.backgroundImageNa
if (store.settings.backgroundImageData == null) store.settings.backgroundImageData = ''
if (store.settings.showEmitter == null) store.settings.showEmitter = true
if (store.settings.showBones == null) store.settings.showBones = false
if (!(store.settings.bonePointDrawSize > 0)) store.settings.bonePointDrawSize = 1
if (!(store.settings.boneAxisDrawSize > 0)) store.settings.boneAxisDrawSize = 2
if (store.settings.showSkinMesh == null) store.settings.showSkinMesh = false
if (store.settings.showGrid == null) store.settings.showGrid = true
function normalizeBoneDebugSizes() {
store.settings.bonePointDrawSize = Math.min(10, Math.max(0.1, Number(store.settings.bonePointDrawSize) || 1))
store.settings.boneAxisDrawSize = Math.min(10, Math.max(0.1, Number(store.settings.boneAxisDrawSize) || 2))
}
useEditorShortcuts({
canvasElement: holder,
canvasFocused,
@@ -186,8 +261,8 @@ watch(() => [store.activeObjectType, store.activeObjectId], () => selectedPathNo
async function loadTexture() {
if (dotTex && trailTex) return dotTex
const [particleTexture, trailTexture] = await Promise.all([
Texture.fromURL('/particles/star.png'),
Texture.fromURL('/trails/trail.png'),
Texture.fromURL('/images/star.png'),
Texture.fromURL('/images/trail.png'),
])
dotTex = particleTexture
trailTex = trailTexture
@@ -232,6 +307,16 @@ function toggleBackgroundMenu() {
if (showBackgroundMenu.value) showSettings.value = false
}
function openHelp() {
showHelp.value = true
showSettings.value = false
showBackgroundMenu.value = false
}
function onHelpKeydown(event: KeyboardEvent) {
if (event.key === 'Escape' && showHelp.value) showHelp.value = false
}
function toggleSettings() {
showSettings.value = !showSettings.value
if (showSettings.value) showBackgroundMenu.value = false
@@ -804,7 +889,7 @@ function syncEmitters() {
const cfg = ensureEmitterConfig(sys.config as any)
if (trailTex) {
for (const resource of cfg.trailResources) {
if (!resource.texture && resource.previewUrl === '/trails/trail.png') resource.texture = trailTex
if (!resource.texture && (resource.previewUrl === '/images/trail.png' || resource.previewUrl === '/trails/trail.png')) resource.texture = trailTex
}
}
if (dotTex) {
@@ -1062,14 +1147,15 @@ function drawGizmo() {
}
// 粒子→骨骼映射:每个活动粒子 = 一根挂在 root 下的骨骼
type BonePreview = { boneName: string; x: number; y: number; parentX?: number; parentY?: number; trail?: boolean }
type BonePreview = { boneName: string; x: number; y: number; rotation: number; parentX?: number; parentY?: number; trail?: boolean }
function appendStateBones(target: BonePreview[], state: ParticleState) {
target.push({ boneName: state.boneName, x: state.x, y: state.y })
// 粒子 rotation 使用数学角度,而 Pixi 画布 Y 轴向下,因此显示轴取反。
target.push({ boneName: state.boneName, x: state.x, y: state.y, rotation: -state.rotation })
if (!state.trailState?.bones.length) return
state.trailState.bones.forEach((bone, index, bones) => {
const parent = index > 0 ? bones[index - 1] : { x: state.x, y: state.y }
target.push({ boneName: bone.boneName, x: bone.x, y: bone.y, parentX: parent.x, parentY: parent.y, trail: true })
state.trailState.bones.forEach((bone) => {
// 导出结构中拖尾骨骼全部直接挂在粒子系统骨骼下,画布连线也保持同级语义。
target.push({ boneName: bone.boneName, x: bone.x, y: bone.y, rotation: bone.rotation, parentX: 0, parentY: 0, trail: true })
})
}
@@ -1169,6 +1255,8 @@ function bakeLoopFrames(system: ParticleSystem, emitter: ParticleEmitter, fps: n
const finalFrame = cloneParticleFrame(frames[frames.length - 1] || [])
if (frames.length > totalFrames) frames.length = totalFrames
while (frames.length < totalFrames) frames.push(cloneParticleFrame(finalFrame))
// 循环持续拥有自己的衔接帧规则:纯循环和结束段允许第 0 帧保留骨骼;
// 启动段则已在上方按定义生成空首帧。
system.frames = frames
emitter.apply(frames[0] || [])
}
@@ -1179,15 +1267,36 @@ function drawBones(bones: BonePreview[]) {
g.clear()
if (!store.settings.showBones) return
const cx = 0, cy = 0
const viewScale = Math.max(0.25, Math.abs(store.editor.viewScale) || 1)
const pointSize = Math.min(10, Math.max(0.1, Number(store.settings.bonePointDrawSize) || 1))
const axisSize = Math.min(10, Math.max(0.1, Number(store.settings.boneAxisDrawSize) || 2))
// 所有尺寸先定义为屏幕像素,再除以画布缩放,保证缩放画布时视觉大小不变。
const pointRadius = 2.5 * pointSize / viewScale
const forwardLength = 4.5 * axisSize / viewScale
const sideLength = 2.5 * axisSize / viewScale
const forwardWidth = Math.max(0.65, axisSize * 0.625) / viewScale
const sideWidth = Math.max(0.55, axisSize * 0.5) / viewScale
// root → 每颗粒子骨骼 的连线
for (const b of bones) {
const color = b.trail ? 0xff4d8d : 0xff8c5a
g.lineStyle(1, color, b.trail ? 0.65 : 0.35)
g.moveTo(b.parentX ?? cx, b.parentY ?? cy)
g.lineTo(b.x, b.y)
// 小型局部方向轴:青色为骨骼正方向,黄色为垂直方向。
const angle = b.rotation * Math.PI / 180
const cos = Math.cos(angle), sin = Math.sin(angle)
g.lineStyle(forwardWidth, 0x38d9ff, 0.95)
g.moveTo(b.x, b.y)
g.lineTo(b.x + cos * forwardLength, b.y + sin * forwardLength)
g.beginFill(0x38d9ff, 0.95)
g.drawCircle(b.x + cos * forwardLength, b.y + sin * forwardLength, Math.max(0.8, axisSize * 0.625) / viewScale)
g.endFill()
g.lineStyle(sideWidth, 0xffd166, 0.85)
g.moveTo(b.x, b.y)
g.lineTo(b.x - sin * sideLength, b.y + cos * sideLength)
// 骨骼点
g.beginFill(color, 0.9)
g.drawCircle(b.x, b.y, 2.5)
g.drawCircle(b.x, b.y, pointRadius)
g.endFill()
}
}
@@ -1289,14 +1398,28 @@ function drawPaths() {
}
}
function followCurveValue(points: Array<{ x: number; y: number }>, t: number) {
type FollowCurvePoint = { x: number; y: number; inX?: number; inY?: number; outX?: number; outY?: number }
function followCurveValue(points: FollowCurvePoint[], t: number, mode: 'linear' | 'bezier' = 'linear') {
if (!points.length) return t
const sorted = [...points].sort((a, b) => a.x - b.x)
if (t <= sorted[0].x) return sorted[0].y
for (let index = 1; index < sorted.length; index++) {
const a = sorted[index - 1], b = sorted[index]
if (t <= b.x) {
const amount = (t - a.x) / Math.max(0.0001, b.x - a.x)
let amount = (t - a.x) / Math.max(0.0001, b.x - a.x)
if (mode === 'bezier') {
const x1 = a.x + (a.outX ?? (b.x - a.x) / 3)
const x2 = b.x + (b.inX ?? -(b.x - a.x) / 3)
let low = 0, high = 1
for (let step = 0; step < 18; step++) {
const middle = (low + high) / 2
if (cubicPoint(a.x, x1, x2, b.x, middle) < t) low = middle
else high = middle
}
amount = (low + high) / 2
return cubicPoint(a.y, a.y + (a.outY ?? (b.y - a.y) / 3), b.y + (b.inY ?? -(b.y - a.y) / 3), b.y, amount)
}
return a.y + (b.y - a.y) * amount
}
}
@@ -1352,9 +1475,10 @@ function buildPreviewColliders(timeSeconds: number) {
const duration = Math.max(0.05, Number(collider.followDuration) || 2)
const normalized = Math.min(1, Math.max(0, timeSeconds / duration))
const curve = Array.isArray(collider.followCurve) ? collider.followCurve : [{ x: 0, y: 0 }, { x: 1, y: 1 }]
const progress = collider.followCurveMode === '线性'
? normalized
: Math.min(1, Math.max(0, followCurveValue(curve, normalized)))
const curveMode = collider.followCurveMode === '跟随导出'
? (store.settings.exportSettings.keyframeCurve === 'bezier' ? 'bezier' : 'linear')
: collider.followCurveMode === '贝塞尔' ? 'bezier' : 'linear'
const progress = Math.min(1, Math.max(0, followCurveValue(curve, normalized, curveMode)))
const sample = sampleScenePath(path, progress)
return sample
? {
@@ -1408,6 +1532,7 @@ function loop() {
for (const sys of store.systems) {
const em = emitterMap.get(sys.id)
if (!em) continue
em.setFollowExportCurveMode(store.settings.exportSettings.keyframeCurve === 'bezier' ? '贝塞尔' : '线性')
const visible = sys.visible !== false
em.visible = visible
em.renderable = visible
@@ -1520,11 +1645,14 @@ function loop() {
}
for (const [systemId, em] of emitterMap) {
const system = store.systems.find((item) => item.id === systemId)
const loopFrame = system?.config.mode === 'stream' && system.config.streamBehavior === 'loop'
const isLoopStream = system?.config.mode === 'stream' && system.config.streamBehavior === 'loop'
const loopFrame = isLoopStream
? system.frames?.[tl.frame]
: undefined
const states = loopFrame || em.update(frameDuration)
if (loopFrame) em.apply(loopFrame)
const forceEmptyInitialFrame = tl.frame === 0 && !isLoopStream
const states = forceEmptyInitialFrame ? [] : (loopFrame || em.update(frameDuration))
if (forceEmptyInitialFrame) em.apply([])
else if (loopFrame) em.apply(loopFrame)
const systemVisible = system?.visible !== false
if (systemVisible) for (const state of states) if (state.active) appendStateBones(collected, state)
total += states.length
@@ -1576,7 +1704,9 @@ function loop() {
total++
}
} else if (emitter) {
const states = emitter.update(0)
// 尚未录制时,第 0 帧也必须保持绝对空白,不能由 update(0) 提前触发发射。
const states = tl.frame === 0 ? [] : emitter.update(0)
if (tl.frame === 0) emitter.apply([])
if (sys.visible !== false) for (const state of states) if (state.active) appendStateBones(collected, state)
total += emitter.activeCount
}
@@ -1599,6 +1729,7 @@ function loop() {
}
onMounted(async () => {
window.addEventListener('keydown', onHelpKeydown)
const el = holder.value!
app = new Application({ width: el.clientWidth || 800, height: el.clientHeight || 600, backgroundAlpha: 0, antialias: true })
el.appendChild(app.view as unknown as HTMLCanvasElement)
@@ -1611,7 +1742,7 @@ onMounted(async () => {
const cfg = ensureEmitterConfig(sys.config as any)
if (trailTex) {
for (const resource of cfg.trailResources) {
if (!resource.texture && resource.previewUrl === '/trails/trail.png') resource.texture = trailTex
if (!resource.texture && (resource.previewUrl === '/images/trail.png' || resource.previewUrl === '/trails/trail.png')) resource.texture = trailTex
}
}
for (const resource of cfg.imageResources) {
@@ -1652,6 +1783,7 @@ onMounted(async () => {
})
onUnmounted(() => {
window.removeEventListener('keydown', onHelpKeydown)
cancelAnimationFrame(raf)
spineRuntime?.destroy()
spineRuntime = null
@@ -1723,7 +1855,59 @@ onUnmounted(() => {
.background-opacity-row { display: grid; grid-template-columns: 46px 1fr 34px; align-items: center; gap: 7px; margin-top: 10px; font-size: 11px; }
.background-opacity-row input { min-width: 0; accent-color: #675de0; }
.background-opacity-row b { color: #aeb8cc; font-size: 10px; text-align: right; font-variant-numeric: tabular-nums; }
.zoom-pct { margin-left: auto; font-variant-numeric: tabular-nums; color: #9aa; min-width: 44px; text-align: center; }
.help-btn {
height: 28px; margin-left: auto; padding: 0 11px; flex: 0 0 auto; border: 1px solid #3a4963; border-radius: 6px;
background: #202a3b; color: #cbd7ed; font-size: 12px; font-weight: 700; cursor: pointer;
}
.help-btn:hover, .help-btn.on { border-color: #7774ff; background: #343b63; color: #fff; }
.zoom-pct { margin-left: 0; font-variant-numeric: tabular-nums; color: #9aa; min-width: 44px; text-align: center; }
.help-overlay {
position: absolute; inset: 0; z-index: 40; display: flex; align-items: center; justify-content: center; padding: 72px 24px 28px;
box-sizing: border-box; background: rgba(5, 8, 15, .72); backdrop-filter: blur(3px);
}
.help-dialog {
width: min(820px, 100%); max-height: 100%; display: flex; flex-direction: column; overflow: hidden;
border: 1px solid #3a4864; border-radius: 14px; background: #141a27; color: #b8c3d8;
box-shadow: 0 22px 70px rgba(0, 0, 0, .62);
}
.help-head {
display: flex; align-items: flex-start; justify-content: space-between; gap: 18px; padding: 18px 20px 15px;
border-bottom: 1px solid #2b354a; background: linear-gradient(135deg, #202942, #181e2d);
}
.help-head h2 { margin: 0; color: #eef2ff; font-size: 19px; }
.help-head p { margin: 5px 0 0; color: #7786a3; font-size: 11px; }
.help-close {
width: 28px; height: 28px; flex: 0 0 28px; border: 1px solid #43516b; border-radius: 6px;
background: #273249; color: #ccd7ed; cursor: pointer;
}
.help-close:hover { border-color: #7774ff; background: #3b4670; color: #fff; }
.help-body { min-height: 0; overflow: auto; padding: 18px 20px 21px; }
.help-section { padding: 14px 15px; border: 1px solid #2c3850; border-radius: 10px; background: #181f2e; }
.help-section h3 { margin: 0 0 11px; color: #9fb2ff; font-size: 13px; }
.help-start ol { margin: 0; padding-left: 21px; color: #aab6cc; font-size: 12px; line-height: 1.75; }
.help-start li::marker { color: #7774ff; font-weight: 700; }
.help-section b { color: #dce4f7; }
.help-grid { display: grid; grid-template-columns: minmax(0, 1.15fr) minmax(250px, .85fr); gap: 12px; margin-top: 12px; }
.help-list { display: grid; gap: 0; margin: 0; }
.help-list > div { display: grid; grid-template-columns: 78px 1fr; gap: 9px; padding: 7px 0; border-bottom: 1px solid #263146; }
.help-list > div:last-child { border-bottom: 0; }
.help-list dt { color: #d3dcf0; font-size: 11px; font-weight: 700; }
.help-list dd { margin: 0; color: #8795ae; font-size: 11px; line-height: 1.5; }
.shortcut-list { display: grid; gap: 7px; }
.shortcut-list > div { display: flex; align-items: center; min-height: 25px; gap: 5px; }
.shortcut-list kbd {
min-width: 24px; box-sizing: border-box; padding: 3px 6px; border: 1px solid #465470; border-bottom-width: 2px;
border-radius: 5px; background: #101623; color: #e0e7f6; font: 10px/1.2 ui-monospace, SFMono-Regular, Menlo, monospace; text-align: center;
}
.shortcut-list span { color: #65728b; font-size: 10px; }
.shortcut-list em { margin-left: auto; color: #9ca9c1; font-size: 11px; font-style: normal; }
.help-note { margin: 11px 0 0; padding-top: 9px; border-top: 1px solid #2a3549; color: #697791; font-size: 10px; line-height: 1.55; }
.help-export { margin-top: 12px; }
.help-export p { margin: 0; color: #8997b0; font-size: 11px; line-height: 1.65; }
@media (max-width: 760px) {
.help-overlay { padding: 66px 12px 14px; }
.help-grid { grid-template-columns: 1fr; }
}
.hud { position: absolute; bottom: 12px; left: 12px; padding: 8px 12px; background: rgba(20,20,32,0.75); border-radius: 8px; font-size: 12px; color: #a0a8cc; }
.hud-number { display: inline-block; box-sizing: border-box; text-align: right; font-variant-numeric: tabular-nums; font-feature-settings: 'tnum' 1; }
.hud-system-count { width: 3ch; }
+712
View File
@@ -0,0 +1,712 @@
# SpineParticle · Spine JSON 导出设计标准规范
> 文档性质:导出功能开发、验收与后续维护的唯一对齐基线
> 规范状态:已完成产品规则对齐,导出设置面板已实现,JSON 导出逻辑尚未开始
> 目标格式:Spine JSON 4.2
> 主要用途:将导出 JSON 重新导入 Spine 编辑器继续编辑
> 最后更新:2026-08-31
---
## 一、规范目的
本规范用于固定 SpineParticle 的 Spine JSON 导出范围、骨架结构、动画烘焙、资源引用、拖尾蒙皮、关键帧压缩和导出设置语义,避免后续开发因上下文丢失或实现人员变化而偏离已确认规则。
后续实现若与本文冲突,应先重新确认并更新本文,不能仅在代码中改变既定语义。
---
## 二、导出目标与边界
### 2.1 导出目标
导出结果是一个能够由 Spine 4.2 识别,并能重新导入 Spine 编辑器继续编辑的 JSON 骨架动画文件。
导出数据必须满足:
1. 粒子表现不依赖 SpineParticle 编辑器运行时;
2. 粒子、序列帧、颜色、透明度、缩放、旋转、拖尾等表现被转换为 Spine 原生骨骼、插槽、附件与动画时间轴;
3. 与其他场景模块发生关联的粒子表现必须烘焙为独立动画数据;
4. 文件结构优先兼顾可编辑性、动画精度和合理体积;
5. 导出后使用 Spine 4.2 Runtime 进行结构解析验证。
### 2.2 导出内容
只导出场景中的粒子系统相关内容:
- 粒子系统骨骼;
- 粒子图片插槽和 Region 附件;
- 粒子位移、旋转、缩放动画;
- 粒子颜色和透明度动画;
- 粒子图片与序列帧附件切换;
- 拖尾骨骼链;
- 拖尾加权 Mesh、颜色、透明度和资源切换;
- 项目中的“所属动画”及其粒子时间轴。
### 2.3 不导出的内容
以下场景对象本身不进入 JSON
- 碰撞体;
- 路径;
- 已加载的 Spine 对象;
- 原 Spine 对象中的骨骼、插槽、皮肤、图片和动画;
- 编辑器辅助线、网格、背景图、骨骼预览点和调试显示。
这些模块若影响了粒子运动,必须只烘焙其最终结果,不能在导出 JSON 中保留对原对象的引用。
### 2.4 场景显隐规则
- 场景对象小眼睛关闭的粒子系统不导出;
- 显示状态正常的粒子系统参与导出;
- 碰撞、路径和 Spine 对象无论是否显示都不作为对象导出;
- 若可见粒子系统的模拟依赖有效的碰撞、路径或 Spine 跟随,其最终影响仍应被烘焙。
---
## 三、格式依据与版本规则
### 3.1 格式依据
实现时依次以以下内容作为格式依据:
1. Spine 官方 GitHub 仓库中的 Spine 4.2 JSON 示例;
2. 项目当前使用的 `@esotericsoftware/spine-core 4.2.119` JSON 解析器;
3. 项目已有的 Spine 4.2 官方导出样本;
4. Spine 官方 JSON 格式说明。
官方中文说明中的部分示例仍使用 Spine 3.8,不能直接照搬旧版字段。实现必须重点核对 Spine 4.2 的:
- `skins` 结构;
- `rgba` 插槽时间轴;
- `attachments` 动画结构;
- 加权 Mesh 顶点编码;
- 附件切换;
- 多动画结构;
- Draw Order 字段命名;
- Sequence 附件及时间轴结构。
### 3.2 版本范围
第一版只支持:
```text
Spine 4.2
```
设置面板保留下拉框,以便以后扩展版本,但第一版不得提供没有真实兼容实现的 4.0、4.1 或其他版本选项。
---
## 四、整体 JSON 结构
导出 JSON 的主要结构为:
```text
skeleton
bones
slots
skins
animations
```
不输出无关约束、碰撞体或路径附件。
推荐骨架层级:
```text
root
├─ ParticleSystem1
│ ├─ _particle_000
│ ├─ _particle_001
│ ├─ _particle_000_trail_1_0
│ │ └─ _particle_000_trail_1_1
│ │ └─ ...
│ └─ ...
└─ ...
```
每个粒子系统必须作为 `root` 下的独立父骨骼,粒子骨骼统一使用简洁的 `_particle_000` 样式并归入对应系统。所有骨骼、插槽和附件名称仍须全局唯一;多系统发生重名时只为后续同名骨骼追加最短编号后缀。
---
## 五、Setup Pose 标准
### 5.1 普通骨骼
除拖尾子骨骼链外,所有导出骨骼的 Setup Pose 使用统一默认值:
```text
x = 0
y = 0
rotation = 0
scaleX = 1
scaleY = 1
```
粒子系统在编辑器中的位置、旋转和缩放不写入普通骨骼 Setup Pose,必须进入对应动画时间轴。
### 5.2 拖尾骨骼链例外
拖尾是加权 Mesh 的绑定骨骼链。为了保证导入 Spine 后初始蒙皮结构正确:
- 拖尾链保持正常父子层级;
- 子骨骼保留合理的绑定位置和骨骼长度;
- 子骨骼不能全部重叠在原点;
- 动画帧中的拖尾世界状态转换为相对父骨骼的局部位移和局部旋转;
- 拖尾链根独立于粒子图片骨骼的旋转和缩放,避免粒子图片变换意外污染拖尾蒙皮。
### 5.3 Setup Pose 可见性
所有蒙皮绑定完成后的粒子 Region 和拖尾 Mesh 在 Setup Pose 中默认透明度为 0,避免导入 Spine 后干扰已有图像显示。
动画开始后,由附件切换和 `rgba` 时间轴恢复正确图片、颜色与透明度。
---
## 六、粒子到 Spine 数据的映射
| SpineParticle 数据 | Spine 4.2 数据 |
|---|---|
| 粒子系统 | 系统根骨骼 |
| 粒子池槽位或独立出生粒子 | 粒子骨骼 |
| 粒子图片 | Region 附件 |
| 粒子图片显示层 | Slot |
| 粒子位置 | Bone Translate Timeline |
| 粒子旋转 | Bone Rotate Timeline |
| 粒子缩放 | Bone Scale Timeline |
| 粒子颜色与透明度 | Slot RGBA Timeline |
| 粒子出生、死亡、假死 | Attachment 与 RGBA Timeline |
| 多图片资源 | 同一 Slot 下的多个 Region 附件 |
| 序列帧 | Attachment Timeline 切换 Region |
| 混合模式 | Slot Blend |
| 拖尾 | 加权 Mesh + 拖尾骨骼链 |
| 拖尾颜色与透明度 | 拖尾 Slot RGBA Timeline |
| 所属动画 | `animations` 下的动画名称 |
---
## 七、粒子骨骼与对象池
### 7.1 开启骨骼对象池
开启时:
- 按粒子系统最大同时存活数量建立固定粒子骨骼池;
- 粒子死亡后骨骼可供后续粒子复用;
- 图片 Slot 和对应拖尾骨骼链随粒子骨骼一起复用;
- 文件骨骼数量和时间轴体积应显著小于不复用模式;
- 复用前后通过 Attachment 和 RGBA 关键帧明确隐藏、显示及切换资源。
### 7.2 关闭骨骼对象池
关闭时:
- 每一次逻辑粒子出生建立独立骨骼;
- 已死亡粒子的骨骼不再分配给后续粒子;
- 动画较长或发射率较高时允许产生大量骨骼;
- 界面无需阻止,但导出前可以提示预计骨骼数量和文件体积。
### 7.3 循环动画例外
纯循环持续动画必须保证循环衔接帧两端的粒子身份稳定。即使关闭对象池,也必须为跨越循环接缝的粒子维持稳定骨骼映射,避免循环首尾出现身份跳变。
---
## 八、图片与序列帧
### 8.1 图片文件
导出功能不复制、不下载、不嵌入 PNG,也不生成 Atlas。
JSON 只负责输出正确的图片资源路径。用户将在 Spine 中重新扫描并指定图片文件夹。
禁止把以下编辑器内部地址写入附件路径:
- Data URL
- Blob URL
- 浏览器临时对象地址;
- 本机绝对文件路径。
### 8.2 图片路径
设置中的图片路径,例如:
```text
./images/
```
写入 `skeleton.images`
附件 `path` 只写相对于图片文件夹的资源路径,不重复附加 `./images/`。附件路径应:
- 保留资源子文件夹结构;
- 统一使用 `/`
- 清理重复的 `./`
- 使用稳定文件名;
- 默认使用不含图片扩展名的 Spine 资源路径;
- 检测并提示重复路径。
### 8.3 图片缺失
图片缺失不阻止导出。
- 仍然输出对应 Region 或 Mesh 附件;
- 保留用户可识别的文件名和路径;
- Spine 中允许显示缺失图片,用户可根据文件名补充文件;
- 能取得图片原始尺寸时写入真实尺寸;
- 完全无法取得尺寸时写入安全占位尺寸并给出提示;
- 缺图、路径重复或占位尺寸属于警告,不直接取消 JSON 下载。
### 8.4 图片尺寸、缩放和锚点
- Region `width/height` 使用图片原始像素尺寸;
- 粒子资源缩放已经体现在粒子骨骼 Scale 动画中,不得重复乘到图片尺寸;
- Pixi 锚点转换为 Region 相对骨骼中心的偏移;
- 转换时必须处理 Spine 数学坐标 Y 向上与 Pixi 屏幕坐标 Y 向下的差异;
- 实现后必须使用非中心锚点和旋转状态进行视觉对照。
### 8.5 序列帧
一组序列帧始终只使用一根粒子骨骼,不因图片数量增加骨骼。
第一版不依赖 Spine 原生 Sequence 命名约束,而采用:
- 每张序列图片建立独立 Region 附件;
- 使用 Attachment Timeline 切换当前 Region
- 按烘焙后的最终图片索引输出,不在导出端重新推演播放模式。
需要完整支持:
- 单次-尾帧消失;
- 单次-尾帧固定;
- 正向循环;
- 反向循环。
---
## 九、拖尾加权 Mesh 标准
### 9.1 禁止项
拖尾不得使用逐帧 `attachments → deform` 时间轴作为正式导出方案。
### 9.2 正式结构
拖尾直接转换为:
```text
拖尾骨骼链 + 加权 Mesh + 骨骼动画
```
复用项目现有拖尾数据:
- `trailGridRows / trailGridCols` 生成网格拓扑;
- 当前三角形索引写入 `triangles`
- 当前 UV 与图片旋转写入 `uvs`
- `trailSkinWeights` 中的 `boneA / boneB / weight` 转换为 Spine 加权 Mesh 顶点编码;
- `trailState.bones` 转换为拖尾骨骼链动画;
- 拖尾资源切换使用同一拖尾 Slot 下的多个 Mesh 附件和 Attachment Timeline
- 拖尾颜色和透明度使用拖尾 Slot 的 RGBA Timeline。
### 9.3 拖尾动画映射
- 拖尾长度由骨骼链各节点位置体现;
- 拖尾方向由骨骼旋转体现;
- 拖尾宽度由骨骼垂直缩放体现;
- 拖尾形状曲线进入 Mesh 的绑定顶点分布;
- 拖尾图片旋转进入 UV
- 拖尾头部必须与粒子最终渲染位置一致;
- 每帧世界状态转换为父子骨骼局部状态后再写入时间轴。
### 9.4 权重标准
- 每个顶点使用项目已有的相邻骨骼影响关系;
- 每个顶点权重和必须在允许误差内等于 1;
- 骨骼索引必须对应最终 `bones` 数组顺序;
- 不允许引用不存在或被排除的骨骼;
- 导出后需要检查弯曲、宽度变化、资源旋转和粒子旋转情况下的拖尾形态。
---
## 十、外部关联烘焙
### 10.1 通用规则
所有导出动画先执行一次独立、确定性的离线烘焙:
1. 使用当前粒子系统随机种子重置模拟;
2. 按导出 FPS 逐帧推进;
3. 计算路径跟随、Spine 骨骼跟随、碰撞和全部修改器;
4. 记录粒子和拖尾最终渲染状态;
5. 将外部对象影响转换为系统根或粒子骨骼动画;
6. JSON 中不保留任何外部对象引用。
### 10.2 碰撞
- 不导出碰撞体;
- 碰撞造成的位置、速度方向、暂停、销毁和反弹结果进入最终粒子动画;
- 碰撞突变前后必须保留关键帧,不能跨越突变进行平滑压缩。
### 10.3 路径跟随
- 不导出路径对象或 Path Constraint
- 本地空间跟随烘焙为系统根运动与粒子局部运动;
- 世界空间跟随烘焙为粒子最终世界运动,已出生粒子不能错误继承后续路径移动;
- 路径方向和旋转表现按画布最终结果写入。
### 10.4 Spine 骨骼跟随
- 不导出原 Spine 对象或原目标骨骼;
- 跟随位置和用户设置的偏移进入最终动画;
- 不额外继承原 Spine 骨骼的缩放和旋转,保持编辑器现有语义;
- 目标失效时按编辑器当前默认回退逻辑处理。
### 10.5 坐标空间
不能只读取粒子局部快照直接输出。每帧必须组合:
```text
粒子局部状态
+ 系统根变换
+ 当前帧跟随目标产生的有效变换
= 最终可导出状态
```
同时统一处理 Pixi Y 向下与 Spine Y 向上的坐标转换、旋转方向和父子局部变换。
---
## 十一、动画归属与时长
### 11.1 多动画
一个 JSON 包含项目中的多个“所属动画”:
```json
"animations": {
"animation": {},
"animation2": {},
"start": {},
"loop": {},
"end": {}
}
```
- 每个粒子系统只写入它所属的动画;
- 多个粒子系统可以属于同一动画;
- 同一动画时长取参与导出的粒子系统中最长者;
- 较短系统到达末帧后保持符合自身模式的末帧状态;
- Spine、碰撞体和路径自身时长不参与导出动画时长计算。
### 11.2 空动画
空动画是否保留遵循“排除无内容动画”设置:
- 设置关闭:所属动画列表中的空动画仍输出为 `{}`
- 设置开启:没有任何可见粒子动画内容的动画不写入 JSON。
### 11.3 循环持续三段动画
- 启动段、纯循环段和结束段按用户当前保存的状态导出;
- 循环衔接帧的粒子身份和视觉状态必须稳定;
- 纯循环段保留假死粒子的骨骼身份,并通过附件隐藏或透明度 0 表现死亡;
- 循环首尾接缝不得因关键帧精简产生卡顿或突变;
- 延迟时间保持现有循环持续语义;
- 所属动画命名继续沿用编辑器已有逻辑,不由导出器自动改名。
### 11.4 时间端点
- 时间为 `frameIndex / exportFps`
- 时间轴包含可选择的最后端点帧;
- 循环动画允许保留首尾相同的末端点;
- 时长不足完整导出帧时按规则向上取整,不能截断最长寿命粒子或拖尾。
---
## 十二、关键帧烘焙与压缩
### 12.1 总体策略
采用:
```text
完整逐帧烘焙 → 分类 → 安全精简 → 误差验证
```
不能先减少采样再模拟,也不能简单每隔固定帧保留一帧。
### 12.2 离散数据
以下数据不能进行数值插值,只保留变化点并使用阶跃语义:
- 粒子出生和死亡;
- 图片显示和隐藏;
- 粒子图片资源切换;
- 序列帧附件切换;
- 拖尾资源切换;
- 混合模式变化;
- 假死状态切换。
连续多帧相同附件或相同状态只输出第一次变化关键帧。
### 12.3 连续数据
以下数据先逐帧烘焙,再进行误差受控精简:
- 粒子位置;
- 粒子旋转;
- 粒子缩放;
- 粒子颜色和透明度;
- 拖尾骨骼位置;
- 拖尾骨骼旋转;
- 拖尾宽度缩放。
精简器检查删除中间关键帧后,Spine 插值结果是否仍在误差范围内。采用以下视觉容差:
| 数据 | 建议容差 |
|---|---:|
| 粒子位置 | 0.05–0.1 像素(当前实现取 0.1 |
| 拖尾骨骼位置 | 0.05–0.1 像素(当前实现取 0.1 |
| 旋转 | 0.01° |
| 缩放 | 0.01 |
| 透明度 | 0.01 |
| RGB | 单通道 1/255 |
出生、死亡、附件切换、碰撞突变和循环接缝仍强制保留,不允许跨边界压缩。
### 12.4 强制保留点
以下位置不得跨越压缩:
- 粒子出生帧;
- 粒子死亡帧;
- 附件显示、隐藏和切换帧;
- 碰撞、反弹、暂停和销毁前后;
- 运动方向突然变化处;
- 拖尾出现和消失处;
- 循环首尾衔接区域;
- 延迟段和正式运动段边界;
- 旋转角度展开产生的边界。
### 12.5 旋转处理
压缩前先进行角度展开。例如:
```text
358° → 1° → 4°
```
应转换为:
```text
358° → 361° → 364°
```
避免 Spine 插值时反向旋转一整圈。
### 12.6 插值曲线设置
- `线性 (Linear)`:连续数据使用线性插值和线性误差精简;
- `平滑贝塞尔 (Smooth Bézier)`:对连续段拟合贝塞尔,并逐帧检查误差;
- 贝塞尔拟合不满足容差时必须增加关键帧,不能牺牲精度;
- 离散数据、突变点、碰撞边界和循环接缝不受平滑贝塞尔设置影响。
---
## 十三、导出设置标准
导出设置是全局编辑器设置,不属于单个粒子系统。必须参与:
- 保存配置;
- 加载配置;
- 预设加载;
- 撤回;
- 旧配置默认值补齐。
### 13.1 设置项与默认值
| 设置 | 默认值 | 规则 |
|---|---|---|
| 图片路径 | `./images/` | 写入 `skeleton.images` |
| Spine 版本 | `Spine 4.2` | 第一版唯一选项 |
| 关键帧插值曲线 | `线性 (Linear)` | 可切换平滑贝塞尔 |
| 导出 FPS | `30` | 支持 1240 的正整数 |
| 不写 fps | 关闭 | 只省略 `skeleton.fps` 元数据 |
| 整数帧对齐 | 开启 | 关键帧位于导出 FPS 的整数帧网格 |
| 骨骼对象池 | 开启 | 复用粒子骨骼和拖尾链 |
| 排除无内容动画 | 关闭 | 关闭时保留空动画 `{}` |
| 默认文件名 | `SpineParticle.json` | 浏览器处理重复下载名称 |
### 13.2 导出 FPS 语义
修改导出 FPS 时保持动画实际秒数不变。
例如:
```text
30f / 30 FPS = 1 秒
60f / 60 FPS = 1 秒
```
不能在导出 60 FPS 时仍只输出 30 帧并把动画缩短为 0.5 秒。
“不写 fps”仅省略 Spine JSON 中的 FPS 元数据,内部烘焙、采样和时间换算仍使用导出 FPS。
### 13.3 整数帧对齐
开启时:
```text
time = integerFrame / exportFps
```
不能产生小数帧位置。无法整除的尾端时长向上取整,同时保持需要完成的粒子生命周期和拖尾状态。
---
## 十四、命名与文件规则
### 14.1 默认文件名
```text
SpineParticle.json
```
### 14.2 名称安全
导出器必须:
- 为系统、粒子、拖尾、Slot 和 Attachment 生成稳定名称;
- 处理空名称、重复名称和非法路径分隔符;
- 保留用户所属动画名称;
- 不在没有必要时修改用户可见的图片文件名;
- 保证同一配置、同一种子和同一导出设置产生稳定命名。
---
## 十五、代码结构标准
导出功能必须使用独立文件,不能把大量逻辑继续堆入 `ParticlePanel.vue``Stage.vue` 或 Store。
推荐结构:
```text
src/export/
├─ spineExportSettings.ts
├─ spineJsonTypes.ts
├─ particleExportBaker.ts
├─ spineMeshBuilder.ts
├─ spineKeyframeReducer.ts
├─ spineJsonExporter.ts
└─ spineJsonValidator.ts
```
职责:
- `spineExportSettings.ts`:导出设置类型、默认值和旧配置补齐;
- `spineJsonTypes.ts`Spine 4.2 JSON 类型;
- `particleExportBaker.ts`:确定性逐帧模拟和外部关联解除;
- `spineMeshBuilder.ts`:拖尾骨骼链、权重、UV 和三角形生成;
- `spineKeyframeReducer.ts`:离散合并和连续时间轴误差精简;
- `spineJsonExporter.ts`:组装 Skeleton、Bones、Slots、Skins 和 Animations
- `spineJsonValidator.ts`:导出前后结构验证和警告。
界面中的“导出Spine Json”按钮只负责调用导出入口、显示结果和下载文件。
---
## 十六、验证与验收标准
### 16.1 结构验证
导出前检查:
- 骨骼名称唯一;
- 父骨骼先于子骨骼;
- Slot 引用的骨骼存在;
- Skin 引用的 Slot 存在;
- Attachment Timeline 引用的附件存在;
- Mesh 骨骼索引有效;
- Mesh 权重和正确;
- UV、顶点和三角形索引数量匹配;
- 动画时间递增;
- 颜色为有效 RGBA
- 所有数字有限,不出现 `NaN``Infinity`
### 16.2 Runtime 验证
生成 JSON 后,使用项目内 Spine 4.2 Runtime 进行一次解析验证。解析失败时不应下载伪成功文件,应显示明确错误位置。
图片缺失不属于 JSON 结构失败,只显示警告。
### 16.3 视觉验证
至少对以下帧进行编辑器画布与导出结果对照:
- 第一帧;
- 粒子第一次出生帧;
- 最大粒子数量附近;
- 图片或序列帧切换帧;
- 碰撞发生前后;
- 路径或 Spine 跟随运动中间帧;
- 拖尾明显弯曲帧;
- 最后一帧;
- 纯循环首帧和末帧。
对照内容包括:
- 粒子数量;
- 粒子位置;
- 旋转与缩放;
- 图片资源;
- 颜色与透明度;
- 绘制顺序;
- 拖尾位置、方向、宽度和弯曲;
- 循环接缝。
### 16.4 文件体积验收
- 优先通过对象池、重复状态合并和误差受控关键帧精简减小文件;
- 拖尾必须使用加权 Mesh,不能用逐帧 Deform 换取实现简单;
- 不能为了缩小文件破坏碰撞、噪声、序列帧或循环精度;
- 对象池关闭时允许文件显著增大,但应给出预计规模提示。
---
## 十七、当前实施状态
截至本文落盘:
1. 导出范围、格式目标和关键规则已对齐;
2. 导出设置面板已实现;
3. 导出设置已接入保存、加载、预设、撤回和旧配置补齐;
4. 默认文件名已定义为 `SpineParticle.json`
5. “导出Spine Json”按钮尚未接入 JSON 生成;
6. 正式导出代码必须等待用户明确的“开始”指令后实施;
7. 开始实现前应下载并核对 Spine 官方 GitHub 仓库中的 Spine 4.2 加权 Mesh 和多动画 JSON 示例。
---
## 十八、禁止偏离项摘要
以下规则未经重新确认不得改变:
1. 只导出可见粒子系统;
2. 不导出碰撞体、路径和原 Spine 对象;
3. 外部关联必须烘焙为独立动画;
4. 第一版只支持 Spine 4.2
5. 图片文件不导出,只写正确路径;
6. 缺图不阻止导出;
7. 序列帧只使用一根粒子骨骼;
8. 拖尾必须使用加权 Mesh 和拖尾骨骼链;
9. 拖尾不得正式导出为逐帧 Deform;
10. 先逐帧烘焙,再安全精简关键帧;
11. Setup Pose 普通骨骼位移和旋转为 0、缩放为 1;
12. 拖尾子骨骼保留正确绑定链位置;
13. Setup Pose 图片和 Mesh 默认透明度为 0;
14. 修改 FPS 时保持实际秒数不变;
15. 空动画是否保留遵循“排除无内容动画”;
16. 默认文件名为 `SpineParticle.json`
17. 导出功能必须拆分为独立代码模块;
18. 导出主要用途是重新导入 Spine 编辑器继续编辑。
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# 网页粒子系统 · 阶段十一
> 阶段定位:**Spine JSON 导出体系、拖尾蒙皮定版与曲线编辑能力完善**
> 完成日期:2026-08-31
> 工程目录:`/Users/tianmokeji/Desktop/SpineParticle`
> 技术栈:Vue 3 + TypeScript + Pinia + PixiJS 7 + Spine Runtime 4.2 + Vite
---
## 一、阶段结论
阶段十一在阶段十的序列帧和循环持续动画体系上,完成了第一版可重新导入 Spine 编辑器继续编辑的 Spine 4.2 JSON 导出功能,并围绕实际导入结果持续修正了骨骼层级、关键帧数量、加权 Mesh 拓扑、拖尾生命周期和首帧语义。
本阶段没有把粒子效果导出为不可编辑的逐帧图片,而是把粒子运行结果烘焙为 Spine 可编辑结构:粒子使用独立骨骼和插槽,拖尾使用同级骨骼组与加权 Mesh,运动、旋转、缩放和 RGBA 进入 Spine 时间轴。碰撞、路径和 Spine 预览对象不直接导出,与粒子有关的最终表现均烘焙到粒子动画数据中。
本阶段主要完成:
1. 实现 Spine 4.2 JSON 导出设置与文件下载;
2. 建立独立导出模块、关键帧精简模块、Mesh 构建模块和结构校验模块;
3. 粒子系统导出为系统骨骼、粒子骨骼、插槽和附件;
4. 拖尾导出为固定拓扑加权 Mesh 与同级拖尾骨骼组;
5. 图片只写资源路径,不把图片文件写入 JSON;
6. 隐藏粒子系统不导出,图片缺失时仍保留附件路径;
7. 支持固定图和序列帧附件时间轴;
8. 支持线性与平滑贝塞尔关键帧精简;
9. 按数据类型设置导出误差容限;
10. 修正 Spine 版本字段为 `4.2`
11. 修正拖尾 Mesh 的 hull、edges、三角形和权重结构;
12. 粒子骨骼增加粒子系统父级,拖尾骨骼改为同级结构;
13. 拖尾整组骨骼同生同死,假死改为插槽透明度控制;
14. 拖尾未展开阶段同时插值位置和旋转;
15. 曲线编辑器实现真正的贝塞尔控制手柄;
16. “跟随导出”模式正确读取全局插值设置,不再反向覆盖设置;
17. 普通发射模式第 0 帧固定为空,循环持续保留独立衔接规则;
18. 修复 `update(0)` 导致爆发数量重复的问题;
19. 画布骨骼调试增加固定屏幕尺寸的方向轴;
20. 拖尾资源增加拖尾比例以及固定/随机长度、宽度;
21. 增加新手使用说明弹窗;
22. 完成 TypeScript、Vite、浏览器交互和 Spine Runtime 解析验证。
详细且长期有效的导出约束另见:
```text
导出设计标准规范.md
```
阶段十一文档记录实际开发结果;导出设计标准规范记录后续导出功能必须继续遵守的标准。
---
## 二、Spine JSON 导出范围
### 2.1 导出对象
当前只导出可见粒子系统:
```text
visible !== false
```
不会直接导出:
- 碰撞对象;
- 场景路径;
- 加载进编辑器用于预览的 Spine 对象;
- 背景图;
- 画布网格、发射点和调试骨骼;
- 编辑器 UI 状态。
如果粒子运动受到碰撞、路径或其他模块影响,导出的是已经计算完成的粒子最终位置、旋转、缩放和颜色,不保留对外部模块的运行时引用。
### 2.2 图片资源
JSON 不内嵌 PNG,也不额外复制图片。附件只写入正确的图片资源路径。导入 Spine 后,由用户重新选择图片文件夹完成扫描。
图片缺失不会阻止导出。导出器会:
1. 保留原图片文件名和路径;
2. 使用可用尺寸或安全占位尺寸建立附件;
3. 在导出结果中返回资源提示;
4. 允许用户在 Spine 中按文件名补齐图片。
默认图片路径:
```text
./images/
```
### 2.3 文件名和版本
默认导出文件名:
```text
SpineParticle.json
```
骨架版本字段固定为:
```json
{
"skeleton": {
"spine": "4.2"
}
}
```
第一版设置面板只提供 Spine 4.2,不伪装支持其他版本。
---
## 三、导出设置
### 3.1 当前参数
导出设置模块包含:
| 参数 | 当前规则 |
|---|---|
| 图片路径 | 写入 `skeleton.images` |
| Spine 版本 | 固定 Spine 4.2 |
| 关键帧插值曲线 | 线性或平滑贝塞尔 |
| 导出 FPS | 默认 30 |
| 不写 fps | 只省略元数据,不改变动画时间 |
| 整数帧对齐 | 调整采样帧率时保持实际秒数不变 |
| 骨骼对象池 | 默认开启,稳定复用粒子骨骼轨道 |
| 排除无内容动画 | 按开关决定是否保留空动画 |
### 3.2 FPS 规则
修改导出 FPS 时保持动画实际秒数不变。
例如原动画为 30 FPS、30 帧,即 1 秒;改为 60 FPS 后会重采样到约 60 帧,仍保持 1 秒,而不是把 30 帧直接解释为 0.5 秒。
“不写 fps”只影响:
```text
skeleton.fps
```
不会改变关键帧的 `time` 秒数。
### 3.3 空动画
空动画是否保留完全遵循“排除无内容动画”设置。
关闭开关时,即使动画当前没有粒子时间轴,也保留空动画名称,方便后续在 Spine 工程内继续编辑或与其他动画合并。
---
## 四、导出骨骼层级
### 4.1 粒子系统父级
每个粒子系统建立一根系统骨骼,直接挂在 `root` 下:
```text
root
└─ ParticleSystem1
```
粒子骨骼和拖尾骨骼全部直接挂在粒子系统骨骼下:
```text
root
└─ ParticleSystem1
├─ _particle_000
├─ _particle_000_trail_1_0
├─ _particle_000_trail_1_1
└─ _particle_000_trail_1_2
```
不再使用以下错误结构:
```text
root
├─ ParticleSystem1_particle_000
├─ ParticleSystem1_particle_001
└─ ParticleSystem1_particle_002
```
### 4.2 拖尾骨骼不组成骨骼链
早期导出把拖尾骨骼首尾相接:
```text
trail_0
└─ trail_1
└─ trail_2
```
这种结构会让子骨骼继承父骨骼的位置、旋转和缩放,导致世界变换逐级累积。网页画布与 Spine 编辑器中的拖尾表现因此不一致。
当前规则是所有拖尾骨骼同级:
```text
ParticleSystem1
├─ trail_0
├─ trail_1
└─ trail_2
```
每根拖尾骨骼独立写入:
- 世界位置;
- 世界旋转;
- 宽度和形状需要的缩放。
导出校验器会阻止拖尾骨骼再次组成父子链。
### 4.3 设置姿态
所有系统骨骼和粒子骨骼的设置姿态保持安全默认值:
```text
位置:0, 0
旋转:0
缩放:1, 1
```
拖尾同级骨骼也从原点设置姿态开始,实际位置和旋转写入动画时间轴,避免设置姿态破坏 Mesh 蒙皮。
附件默认颜色使用透明状态,导入 Spine 后不会在设置模式中干扰已有图像显示。
---
## 五、粒子附件和动画
### 5.1 粒子图片
每根粒子骨骼根据图片混合模式创建相应插槽。支持:
- normal
- additive
- multiply
- screen。
固定图片使用区域附件。序列帧图片在同一插槽中通过 attachment 时间轴切换附件,不会为每张序列图创建新骨骼。
### 5.2 粒子动画时间轴
粒子骨骼导出:
- translate
- rotate
- scale。
粒子插槽导出:
- attachment
- rgba。
粒子出生、死亡、资源切换和序列帧切换会被识别为强制边界,关键帧精简不能跨过这些离散事件破坏状态。
### 5.3 骨骼对象池
开启骨骼对象池后,同一粒子池槽位在多个出生周期中复用同一根导出骨骼。粒子死亡阶段通过附件显隐和 RGBA 时间轴表达,而不是不断创建新的骨骼名称。
该规则显著降低高发射率粒子系统的骨骼数量,并让重新导入 Spine 后的层级更适合继续编辑。
---
## 六、关键帧精简
### 6.1 数据容差
阶段十一最终采用以下导出容差:
| 数据 | 容差 |
|---|---:|
| 粒子位置 | 0.1 像素 |
| 拖尾骨骼位置 | 0.1 像素 |
| 旋转 | 0.01° |
| 缩放 | 0.01 |
| 透明度 | 0.01 |
| RGB | 单通道 1/255 |
这些数值用于判断中间关键帧是否可以由相邻关键帧安全重建。
### 6.2 线性模式
线性模式使用误差受控的数值关键帧精简。如果一段位置、旋转、缩放或颜色变化可以由线性插值在容差内还原,则只保留必要端点。
出生、死亡、附件切换和突变帧不会被普通线性精简跨越。
### 6.3 平滑贝塞尔
平滑贝塞尔模式对逐帧烘焙结果进行分段三次曲线拟合,并把控制值写入 Spine 曲线数据。
该模式主要用于:
- 曲线运动;
- 非线性透明度;
- 平滑颜色变化;
- 受修改器影响的连续轨迹。
拟合不会过度激进,优先保留动画精度和 Spine 编辑器中的可编辑性。
### 6.4 旋转展开
旋转精简前会先展开跨越 `-180°/180°` 的角度序列,避免真实连续旋转被误判为反方向大跳变。
---
## 七、曲线编辑器
### 7.1 三种模式
带“曲线模式”的参数支持:
| 模式 | 行为 |
|---|---|
| 跟随导出 | 读取导出设置的关键帧插值模式 |
| 线性 | 当前参数强制使用线性 |
| 贝塞尔 | 当前参数强制使用贝塞尔 |
“跟随导出”是单向读取关系:
```text
导出设置 → 当前曲线参数
```
它不会反向修改导出设置。
### 7.2 贝塞尔控制手柄
曲线编辑器的贝塞尔模式现在会显示:
- 节点输入手柄;
- 节点输出手柄;
- 节点到手柄的辅助线;
- 三次贝塞尔实际曲线路径。
手柄位置作为曲线点的相对数据保存:
```text
inX / inY
outX / outY
```
这些字段自动进入配置保存、加载、预设和撤回快照。
未手动调整的贝塞尔手柄默认位于相邻节点三分之一位置,因此初始外观仍与线性一致,但用户可以拖动手柄改变曲率。
### 7.3 当前联动范围
当前已接入曲线模式解析的主要参数:
- 粒子系统透明度曲线;
- 图片资源独立透明度曲线;
- 碰撞对象路径跟随曲线。
粒子实时预览与导出使用同一套“跟随导出”解析结果。
---
## 八、拖尾加权 Mesh
### 8.1 固定拓扑
每个拖尾附件只建立一次固定拓扑 Mesh。生命周期中不会改变:
- 顶点数量;
- UV 数量;
- 三角形索引;
- hull 顶点数量;
- edges
- 顶点骨骼权重结构。
动画只改变拖尾骨骼和插槽数据,绝不在不同帧生成不同数量的网格顶点。
### 8.2 hull 与顶点顺序
Spine JSON 的 `hull` 表示顶点数组开头连续存放的外轮廓顶点数量。Mesh 构建器会先按顺时针顺序写入四周轮廓,再追加内部网格点。
该规则修复了早期导入 Spine 后出现的异常外轮廓、顶点连线和导入失败问题。
### 8.3 权重
每个网格列最多受相邻两根拖尾骨骼影响。权重之和严格为 1。
拖尾骨骼改成同级后,顶点局部位置不再依赖链式设置姿态偏移。每列中心主要由骨骼动画位置与相邻骨骼权重插值得到,网格宽度由骨骼 Y 缩放和局部横向顶点共同表达。
### 8.4 导入前校验
下载前会检查:
- UV 数量是否合法;
- 顶点编码是否合法;
- 三角形是否越界;
- hull 是否越界;
- edges 是否为有效偶数索引;
- 骨骼索引是否存在;
- 每个顶点权重之和是否为 1
- 加权 Mesh 是否使用了空附件;
- 拖尾骨骼是否错误组成骨骼链。
随后使用项目内 Spine 4.2 Runtime 的 `SkeletonJson` 再解析一次,只有通过后才触发下载。
---
## 九、拖尾骨骼生命周期
### 9.1 整组出生和死亡
一个拖尾 Mesh 绑定的全部骨骼属于同一个固定骨骼组。只要该粒子生成拖尾,这组骨骼必须:
- 同一帧出生;
- 同一帧进入活动状态;
- 同步移动;
- 同一帧死亡或假死。
禁止根据轨迹长度逐节激活骨骼。旧字段 `activeBoneCount` 只保留配置兼容意义,当前有效状态始终等于拖尾骨骼总数。
### 9.2 未完全展开时的位置
拖尾刚生成时,历史轨迹可能短于配置长度。当前规则不是把后方骨骼全部堆叠在最旧点,而是:
1. 从粒子出生点开始记录首个轨迹段;
2. 计算当前已经积累的有效轨迹长度;
3. 在有效轨迹内把全部拖尾骨骼等距分布;
4. 随有效轨迹增长,整组骨骼逐渐展开到完整配置长度。
因此即使拖尾尚未达到完整长度,Mesh 也始终由完整骨骼组驱动。
### 9.3 未完全展开时的旋转
位置插值期间,旋转也必须平滑。
当前做法:
1. 计算头部切线方向;
2. 计算当前尾端切线方向;
3. 将角度差转换为最短旋转方向;
4. 按骨骼序号在头尾角度之间插值;
5. 达到完整轨迹长度后恢复按真实局部切线计算。
这样可以避免同级骨骼方向突然折跳造成网格不平滑。
缩放不参与这段“轨迹不足”的补间,继续由拖尾宽度和形状参数控制。
### 9.4 假死方式
早期方案把尚未出现或死亡的拖尾骨骼缩放到 0。整组骨骼生命周期统一后,不再需要逐骨骼缩放假死。
当前规则:
```text
拖尾存在:插槽 alpha = 实际透明度
拖尾不存在:插槽 alpha = 0
```
骨骼缩放始终保留,原因是缩放还负责:
- 拖尾宽度;
- 粒子宽度跟随;
- 拖尾形状曲线;
- 后续在 Spine 中继续编辑。
出生前使用首次有效骨骼姿态但插槽透明,死亡后保持最后有效骨骼姿态但插槽透明。Mesh 和骨骼对象不会在时间轴中删除和重建。
---
## 十、拖尾比例与随机尺寸
### 10.1 拖尾比例
每张拖尾资源卡片新增:
```text
拖尾比例 (%)
```
有效范围为 0100
| 数值 | 行为 |
|---:|---|
| 0 | 选中该资源的粒子均不生成拖尾 |
| 50 | 约一半粒子生成拖尾 |
| 100 | 所有选中该资源的粒子生成拖尾 |
判断发生在粒子出生时,使用粒子系统随机种子和周期内出生序号,因此相同配置与种子可以稳定复现。
当当前发射段计算出的粒子数量为 1、拖尾比例大于 0 时,第一颗粒子强制生成拖尾,避免开启拖尾却因概率采样完全看不到效果。比例明确设置为 0 时不执行保底。
### 10.2 长度和宽度模式
拖尾长度与宽度分别支持:
| 模式 | 参数 |
|---|---|
| 固定 | 单一比例值 |
| 随机范围 | 最小比例和最大比例 |
默认值:
```text
固定长度:100%
固定宽度:100%
随机最小:100%
随机最大:100%
```
尺寸解释:
| 数值 | 行为 |
|---:|---|
| 0 | 不生成拖尾 |
| 100 | 使用标准长度或宽度 |
| 200 | 标准尺寸的 2 倍 |
为支持超过 100 的比例放大,界面当前允许输入 0~500。
随机长度和宽度分别使用独立确定性采样,不会因为其他随机参数增加或删除而改变结果。
### 10.3 导出适配
不同粒子可以拥有不同拖尾长度和宽度:
- 长度通过每根拖尾骨骼的实际动画位置表达;
- 宽度通过骨骼 Y 缩放表达;
- 形状曲线继续叠加到各骨骼宽度缩放;
- 没有生成拖尾的粒子不创建对应拖尾动画内容;
- 某个资源在整条轨道中从未出现拖尾时,不创建无用 Mesh 和拖尾骨骼。
---
## 十一、第 0 帧与发射规则
### 11.1 普通发射模式
以下模式第 0 帧固定为空:
- 爆发;
- 常规持续。
所有粒子发射行为从第 1 帧开始。第 0 帧画布中:
```text
粒子数量 = 0
粒子骨骼数量 = 0
拖尾骨骼数量 = 0
```
### 11.2 循环持续例外
循环持续不受普通第 0 帧空白规则约束,而是继续使用阶段十已经确定的三段逻辑:
| 循环状态 | 第 0 帧 |
|---|---|
| 生成开始循环动画 | 空帧 |
| 纯循环 | 循环衔接帧,可包含骨骼 |
| 生成结束循环动画 | 循环衔接帧,可包含骨骼 |
缓存生成层和画布显示层都按粒子系统分别判断,不会因为同一场景中存在普通系统而错误清空循环系统的衔接帧。
### 11.3 爆发重复修复
时间轴固定帧之间会调用:
```text
update(0)
```
用于保持当前画面而不推进时间。旧爆发判断使用:
```text
burstTimer <= dt
```
`dt = 0` 时,`0 <= 0` 被误认为第一次爆发,导致设置单次数量为 1 时实际出现 2 个粒子。
当前增加明确限制:
```text
dt > 0
```
零时间刷新不再触发发射。浏览器回归验证结果:
```text
单次数量 = 1
第 0 帧粒子 = 0
第 1 帧粒子 = 1
```
---
## 十二、画布骨骼调试
### 12.1 骨骼方向轴
开启系统设置中的“骨骼连线”后,每个粒子骨骼和拖尾骨骼点都会显示局部方向轴:
| 颜色 | 含义 |
|---|---|
| 青色 | 骨骼正方向 |
| 黄色 | 与正方向垂直的辅助轴 |
粒子方向轴会处理网页画布 Y 轴向下与数学旋转方向的差异;拖尾方向轴直接使用拖尾轨迹切线旋转。
画布中的拖尾连接线也已改为同级语义,不再把相邻拖尾骨骼画成父子链。
### 12.2 固定屏幕尺寸
骨骼点和方向轴的视觉尺寸不随画布缩放改变。绘制前先把目标屏幕像素除以当前画布缩放,确保放大或缩小画布后调试标记仍保持相同大小。
系统设置新增:
```text
骨骼点绘制大小:默认 1
坐标轴绘制大小:默认 2
```
有效范围为 0.1~10。参数会进入:
- 配置保存;
- 配置加载;
- 预设;
- 撤回快照。
旧配置缺少字段时自动恢复默认值。
---
## 十三、使用说明
画布右上角增加“使用说明”按钮。点击后显示可关闭的新手说明弹窗,内容包括:
- 创建和选择场景对象;
- 粒子常用面板;
- 时间轴播放和逐帧查看;
- 图片、序列帧和拖尾资源;
- 配置保存、加载和预设;
- Spine JSON 导出;
- 常用快捷键。
弹窗不会改变编辑器配置,也不会阻塞画布以外的配置数据。
---
## 十四、配置、撤回与兼容
阶段十一新增的重要配置字段包括:
```text
曲线点:inX / inY / outX / outY
系统设置:bonePointDrawSize / boneAxisDrawSize
拖尾资源:trailRatio
拖尾资源:lengthMode / lengthMin / lengthMax
拖尾资源:widthSizeMode / widthMin / widthMax
```
这些字段会自动进入编辑器 JSON 配置、预设、对象复制和撤回快照。
拖尾资源版本升级到:
```text
trailResourceVersion = 6
```
旧资源迁移规则:
- 缺少拖尾比例时使用 100
- 缺少长度模式时使用固定;
- 长度随机范围初始化为旧固定长度;
- 缺少宽度模式时使用固定;
- 宽度随机范围初始化为旧固定宽度;
- 旧配置已有的长度和宽度数值保持不变,不强制覆盖为 100;
- 新建资源和重置资源使用 100 的新默认值。
---
## 十五、主要代码落点
| 文件 | 阶段十一职责 |
|---|---|
| `src/export/spineJsonExporter.ts` | Spine JSON 文档、骨骼层级、动画时间轴、拖尾整组显隐、文件下载 |
| `src/export/spineKeyframeReducer.ts` | 线性与贝塞尔关键帧误差精简、控制值拟合、角度展开 |
| `src/export/spineMeshBuilder.ts` | 同级拖尾骨骼加权 Mesh、UV、三角形、hull、edges 和顶点权重 |
| `src/export/spineJsonValidator.ts` | Mesh 结构、拖尾层级与 Spine 4.2 Runtime 解析校验 |
| `src/export/spineExportSettings.ts` | 导出参数默认值与旧设置补齐 |
| `src/core/particleEmitter.ts` | 贝塞尔曲线采样、爆发修复、拖尾比例、随机尺寸、整组骨骼插值和录制状态 |
| `src/views/CurveEditor.vue` | SVG 贝塞尔路径、输入/输出控制手柄和节点编辑 |
| `src/views/ParticlePanel.vue` | 导出设置、拖尾资源比例、固定/随机尺寸、曲线模式与导出按钮 |
| `src/views/Stage.vue` | 第 0 帧规则、循环例外、骨骼方向轴、固定调试尺寸、缓存录制和回放 |
| `src/store/particleStore.ts` | 新系统设置字段和时间轴状态 |
| `src/editor/editorConfig.ts` | 新字段保存、加载、旧配置补齐与纹理恢复 |
| `导出设计标准规范.md` | Spine 导出长期标准与不可回退约束 |
---
## 十六、验证结果
### 16.1 构建
阶段结束执行:
```text
npm run build
```
结果:
- `vue-tsc -b` 通过;
- Vite 生产构建通过;
- 553 个模块完成转换;
- 无 TypeScript 错误;
- 无构建错误;
- 仅保留既有的大包体积提示。
### 16.2 Spine JSON
使用 TrailTest 数据构造拖尾导出样例并通过项目内 Spine 4.2 Runtime 解析:
```text
拖尾骨骼数量:3
拖尾骨骼父级:全部为 ParticleSystem1
动画数量:1
Mesh 顶点和 UV:固定且匹配
```
整组假死验证:
```text
骨骼缩放归零:false
插槽透明度:00 → bf → 00
```
即骨骼缩放完整保留,拖尾通过统一插槽透明度出现和消失。
### 16.3 浏览器交互
已验证:
- 贝塞尔模式显示控制手柄;
- 跟随导出 + 线性时不显示贝塞尔手柄;
- 跟随导出 + 平滑贝塞尔时显示手柄;
- 第 0 帧普通粒子数量为 0
- 爆发数量 1 时第 1 帧粒子数量为 1;
- 骨骼方向轴正常显示;
- 骨骼点绘制大小默认 1
- 坐标轴绘制大小默认 2
- 拖尾比例默认 100
- 长度和宽度可切换固定与随机范围;
- 随机范围初值正确继承当前固定值。
---
## 十七、阶段十一最终状态
阶段十一完成后,编辑器已经具备:
- 可重新导入 Spine 4.2 编辑器的粒子 JSON
- 可编辑粒子骨骼、插槽和附件;
- 固定拓扑加权拖尾 Mesh
- 同级拖尾骨骼结构;
- 整组拖尾骨骼生命周期;
- 插槽透明度假死;
- 未展开拖尾的位置与旋转平滑插值;
- 误差受控的关键帧精简;
- 线性和贝塞尔导出模式;
- 可操作的贝塞尔曲线手柄;
- 普通发射第 0 帧空白规则;
- 循环持续独立第 0 帧衔接规则;
- 正确的单次爆发数量;
- 固定屏幕尺寸的骨骼点与方向轴;
- 拖尾比例与确定性随机长度、宽度;
- 配置、预设、复制和撤回完整联动;
- 下载前 Spine 4.2 结构校验。
至此,阶段十一“Spine JSON 导出体系与拖尾蒙皮定版”完成落盘。