解决粒子首位帧衔接问题

This commit is contained in:
tianmo
2026-09-02 22:55:38 +08:00
parent 0656684a92
commit 9c2421110c
22 changed files with 2873 additions and 1407 deletions
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[
{
"name": "单个烟花",
"file": "单个烟花.json"
},
{
"name": "粒子-序列帧-拖尾-碰撞-路径-spine",
"file": "粒子-序列帧-拖尾-碰撞-路径-spine.json"
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html, body { margin: 0; padding: 0; background: #111; color: #eee; font-family: system-ui, -apple-system, sans-serif; }
#app { display: flex; flex-direction: column; height: 100vh; }
</style>
<script type="module" crossorigin src="/assets/index-Bx8XTHrS.js"></script>
<link rel="stylesheet" crossorigin href="/assets/index-Dg-D8CvM.css">
<script type="module" crossorigin src="/assets/index-F1tWOWFT.js"></script>
<link rel="stylesheet" crossorigin href="/assets/index-qxv07JSp.css">
</head>
<body>
<div id="app"></div>
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"scripts": {
"dev": "vite",
"build": "vue-tsc -b && vite build",
"test:loop-seam": "node scripts/verify-loop-seam.mjs",
"test:timeline": "node scripts/verify-timeline.mjs",
"test:spine-json": "node scripts/verify-spine-json.mjs",
"preview": "vite preview"
},
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[
{
"name": "单个烟花",
"file": "单个烟花.json"
},
{
"name": "粒子-序列帧-拖尾-碰撞-路径-spine",
"file": "粒子-序列帧-拖尾-碰撞-路径-spine.json"
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import type { ParticleEmitter, ParticleState } from './particleEmitter'
import type { ParticleSystem } from '../store/particleStore'
import { loopSegmentTiming } from './loopSegmentTiming'
export function cloneParticleFrame(frame: ParticleState[]): ParticleState[] {
return frame.map((state) => ({
...state,
trailState: state.trailState
? { ...state.trailState, bones: state.trailState.bones.map((bone) => ({ ...bone })) }
: undefined,
}))
}
/** 在粒子不可见时保留骨骼,避免循环片段中途增删骨骼。 */
function stabilizeLoopParticleBones(frames: ParticleState[][]) {
const templates = new Map<string, ParticleState>()
for (const frame of frames) {
for (const state of frame) if (!templates.has(state.boneName)) templates.set(state.boneName, cloneParticleFrame([state])[0])
}
const boneNames = [...templates.keys()].sort((a, b) => {
const ai = Number(a.replace(/^p_/, ''))
const bi = Number(b.replace(/^p_/, ''))
return Number.isFinite(ai) && Number.isFinite(bi) ? ai - bi : a.localeCompare(b)
})
for (let frameIndex = 0; frameIndex < frames.length; frameIndex++) {
const byName = new Map(frames[frameIndex].map((state) => [state.boneName, state]))
frames[frameIndex] = boneNames.map((boneName) => {
const current = byName.get(boneName)
if (current) return current
const template = cloneParticleFrame([templates.get(boneName)!])[0]
return { ...template, alpha: 0, imageVisible: false, trailState: undefined, active: true }
})
}
}
/** 让循环片段的末帧复用首帧的粒子身份与完整状态。 */
export function closeLoopFrameSeam(frames: ParticleState[][]) {
if (frames.length < 2) return
frames[frames.length - 1] = cloneParticleFrame(frames[0])
}
/** 将自然演算的完整过程压缩或拉伸到指定帧数,并保留精确端点。 */
function resampleFrames(source: ParticleState[][], durationFrames: number) {
const last = Math.max(0, source.length - 1)
const result: ParticleState[][] = []
for (let frame = 0; frame <= durationFrames; frame++) {
const index = Math.min(last, Math.round(frame / durationFrames * last))
result.push(cloneParticleFrame(source[index] || []))
}
return result
}
function particleIdentity(state: ParticleState) {
return `${state.boneName}:${state.spawnId ?? 'legacy'}`
}
function hiddenParticleState(state: ParticleState): ParticleState {
return {
...cloneParticleFrame([state])[0],
alpha: 0,
imageVisible: false,
trailState: undefined,
active: true,
}
}
/**
* 启动段只反推衔接帧中这一批粒子,不把内部预热的多轮发射直接拿来播放。
* 已在衔接帧出现的粒子沿自己的出生历史前进;出生前保持隐藏。
* 衔接帧中原本不可见的占位骨骼则全程保持衔接状态。
*/
function buildLoopStartFrames(
warmup: ParticleState[][],
seam: ParticleState[],
durationFrames: number,
maxLifeFrames: number,
) {
const tailLength = Math.min(warmup.length, maxLifeFrames + 1)
const tail = warmup.slice(Math.max(0, warmup.length - tailLength))
const histories = new Map<string, Map<number, ParticleState>>()
for (const seamState of seam) {
if (seamState.imageVisible === false || seamState.alpha <= 0) continue
const identity = particleIdentity(seamState)
const history = new Map<number, ParticleState>()
// 只接受与末端相连的同一次出生记录,避免骨骼池复用时串入更早的循环。
let foundLatest = false
for (let index = tail.length - 1; index >= 0; index--) {
const match = tail[index].find((state) => particleIdentity(state) === identity)
if (match) {
foundLatest = true
history.set(index, match)
} else if (foundLatest) {
break
}
}
histories.set(identity, history)
}
const last = Math.max(0, tail.length - 1)
const frames: ParticleState[][] = []
for (let frame = 0; frame <= durationFrames; frame++) {
const sourceIndex = Math.min(last, Math.round(frame / durationFrames * last))
frames.push(seam.map((seamState) => {
if (seamState.imageVisible === false || seamState.alpha <= 0) return cloneParticleFrame([seamState])[0]
const historyState = histories.get(particleIdentity(seamState))?.get(sourceIndex)
return historyState ? cloneParticleFrame([historyState])[0] : hiddenParticleState(seamState)
}))
}
// 无论采样取整如何,两个片段共用的边界都必须逐字段完全一致。
frames[0] = frames[0].map(hiddenParticleState)
frames[frames.length - 1] = cloneParticleFrame(seam)
return frames
}
function appendSegment(target: ParticleState[][], segment: ParticleState[][]) {
const start = target.length ? 1 : 0
for (let index = start; index < segment.length; index++) target.push(cloneParticleFrame(segment[index]))
}
/**
* 烘焙循环持续的三类独立片段。
* 边界约定:启动末帧 = 循环首帧 = 循环末帧 = 结束首帧;
* 启动与结束片段本身不闭合,结束末帧保持粒子消亡后的空状态。
*/
export function bakeLoopFrames(system: ParticleSystem, emitter: ParticleEmitter, fps: number, totalFrames: number) {
const config = system.config
const frameDuration = 1 / Math.max(1, fps)
const maxLife = config.lifeMode === 'fixed'
? Math.max(0, Number(config.lifeMin) || 0)
: Math.max(0, Number(config.lifeMin) || 0, Number(config.lifeMax) || 0)
const timing = loopSegmentTiming(config, fps)
const maxLifeFrames = Math.max(1, Math.ceil(maxLife * fps))
const warmupCycles = Math.max(1, Math.ceil(maxLifeFrames / timing.loop))
const delayFrames = Math.max(0, Math.ceil(Math.max(0, Number(config.delay) || 0) * fps))
const frames: ParticleState[][] = []
const prepareSeam = (captureWarmup: boolean) => {
const warmup: ParticleState[][] = captureWarmup ? [[]] : []
emitter.reset()
for (let cycle = 0; cycle < warmupCycles; cycle++) {
if (cycle > 0) emitter.restartEmissionCycle()
for (let index = 0; index < timing.loop; index++) {
emitter.update(frameDuration, 'force')
if (captureWarmup) warmup.push(emitter.capture())
}
}
return { seam: emitter.capture(), warmup }
}
const prepared = prepareSeam(config.generateLoopStartAnimation)
const seam = cloneParticleFrame(prepared.seam)
const loopFrames: ParticleState[][] = [cloneParticleFrame(seam)]
emitter.restartEmissionCycle()
for (let index = 0; index < timing.loop; index++) {
emitter.update(frameDuration, 'force')
loopFrames.push(emitter.capture())
}
stabilizeLoopParticleBones(loopFrames)
closeLoopFrameSeam(loopFrames)
for (let index = 0; index < delayFrames; index++) frames.push([])
if (config.generateLoopStartAnimation) {
const startFrames = buildLoopStartFrames(prepared.warmup, loopFrames[0], timing.start, maxLifeFrames)
for (const frame of startFrames) frames.push(cloneParticleFrame(frame))
} else {
frames.push(cloneParticleFrame(loopFrames[0]))
}
appendSegment(frames, loopFrames)
if (config.generateLoopEndAnimation) {
prepareSeam(false)
const naturalEnd: ParticleState[][] = [cloneParticleFrame(loopFrames[0])]
const safetyFrames = Math.max(1, maxLifeFrames + 2)
for (let index = 0; index < safetyFrames && emitter.activeCount > 0; index++) {
emitter.update(frameDuration, 'off')
naturalEnd.push(emitter.capture())
}
if (naturalEnd[naturalEnd.length - 1]?.length) naturalEnd.push([])
appendSegment(frames, resampleFrames(naturalEnd, timing.end))
}
const finalFrame = cloneParticleFrame(frames[frames.length - 1] || [])
if (frames.length > totalFrames) frames.length = totalFrames
while (frames.length < totalFrames) frames.push(cloneParticleFrame(finalFrame))
system.frames = frames
emitter.apply(frames[0] || [])
}
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@@ -0,0 +1,52 @@
export const DEFAULT_LOOP_TRANSITION_FRAMES = 30
export type LoopSegmentConfig = {
loopDurationFrames: number
generateLoopStartAnimation: boolean
generateLoopEndAnimation: boolean
loopStartUseCustomDuration?: boolean
loopEndUseCustomDuration?: boolean
loopStartDurationFrames: number
loopEndDurationFrames: number
lifeMode?: string
lifeMin?: number
lifeMax?: number
}
export type DelayedLoopSegmentConfig = LoopSegmentConfig & { delay?: number }
export function positiveFrameCount(value: unknown, fallback = 1) {
return Math.min(1800, Math.max(1, Math.ceil(Number(value) || fallback)))
}
export function automaticLoopTransitionFrames(config: LoopSegmentConfig, fps = 30) {
const lifeMin = Math.max(0, Number(config.lifeMin) || 0)
const lifeMax = Math.max(0, Number(config.lifeMax) || 0)
const maxLife = config.lifeMode === 'fixed' ? lifeMin : Math.max(lifeMin, lifeMax)
return positiveFrameCount(Math.ceil(maxLife * Math.max(1, fps)), DEFAULT_LOOP_TRANSITION_FRAMES)
}
export function loopSegmentTiming(config: LoopSegmentConfig, fps = 30) {
const loop = positiveFrameCount(config.loopDurationFrames)
const automatic = automaticLoopTransitionFrames(config, fps)
const start = config.generateLoopStartAnimation
? config.loopStartUseCustomDuration
? positiveFrameCount(config.loopStartDurationFrames, DEFAULT_LOOP_TRANSITION_FRAMES)
: automatic
: 0
const end = config.generateLoopEndAnimation
? config.loopEndUseCustomDuration
? positiveFrameCount(config.loopEndDurationFrames, DEFAULT_LOOP_TRANSITION_FRAMES)
: automatic
: 0
return { start, loop, end, total: start + loop + end }
}
/** 返回时间轴上闭合自循环段的绝对起止帧;结束帧与起始帧是同一衔接状态。 */
export function loopPlaybackRange(config: DelayedLoopSegmentConfig, fps: number) {
const timing = loopSegmentTiming(config, fps)
const delay = Math.max(0, Math.ceil(Math.max(0, Number(config.delay) || 0) * Math.max(1, fps)))
const start = delay + timing.start
return { start, end: start + timing.loop }
}
+16 -1
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@@ -123,8 +123,16 @@ export interface EmitterConfig {
loopDurationFrames: number
/** 循环持续模式下是否生成循环开始动画。 */
generateLoopStartAnimation: boolean
/** 是否手动指定进入循环稳定状态的时长;关闭时按最长粒子生命周期计算。 */
loopStartUseCustomDuration: boolean
/** 进入循环稳定状态的时长(帧)。 */
loopStartDurationFrames: number
/** 循环持续模式下是否生成循环结束动画。 */
generateLoopEndAnimation: boolean
/** 是否手动指定从循环稳定状态消亡的时长;关闭时按最长粒子生命周期计算。 */
loopEndUseCustomDuration: boolean
/** 从循环稳定状态消亡的时长(帧)。 */
loopEndDurationFrames: number
burstCount: number // 爆发:单次数量
burstLoop: boolean // 爆发是否每秒重复
/** 延迟发射(秒)= 粒子条左端位置 */
@@ -405,7 +413,11 @@ export function defaultConfig(): EmitterConfig {
streamBehavior: 'normal',
loopDurationFrames: 30,
generateLoopStartAnimation: false,
loopStartUseCustomDuration: false,
loopStartDurationFrames: 30,
generateLoopEndAnimation: false,
loopEndUseCustomDuration: false,
loopEndDurationFrames: 30,
burstCount: 50,
burstLoop: false, // 一次性爆发(持续爆发开关已移除)
delay: 0,
@@ -618,7 +630,10 @@ export function ensureEmitterConfig(config: EmitterConfig): EmitterConfig {
config.loopDurationFrames = Math.min(1800, Math.max(1, Math.ceil(config.loopDurationFrames)))
if (typeof config.generateLoopStartAnimation !== 'boolean') config.generateLoopStartAnimation = false
if (typeof config.generateLoopEndAnimation !== 'boolean') config.generateLoopEndAnimation = false
if (config.generateLoopStartAnimation && config.generateLoopEndAnimation) config.generateLoopEndAnimation = false
if (typeof config.loopStartUseCustomDuration !== 'boolean') config.loopStartUseCustomDuration = false
if (typeof config.loopEndUseCustomDuration !== 'boolean') config.loopEndUseCustomDuration = false
config.loopStartDurationFrames = Math.min(1800, Math.max(1, Math.ceil(Number(config.loopStartDurationFrames) || 30)))
config.loopEndDurationFrames = Math.min(1800, Math.max(1, Math.ceil(Number(config.loopEndDurationFrames) || 30)))
if (!Array.isArray(config.imageResources) || config.imageResources.length === 0) {
config.imageResources = defaultConfig().imageResources
}
+7
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@@ -41,6 +41,8 @@ export interface EditorConfigFile {
timeline: {
fps: number
loop: boolean
playbackStart?: number
playbackEnd?: number
animations: string[]
}
selection: {
@@ -85,6 +87,8 @@ export function createEditorConfig(store: EditorStore): EditorConfigFile {
timeline: {
fps: store.timeline.fps,
loop: store.timeline.loop,
playbackStart: store.timeline.playbackStart,
playbackEnd: store.timeline.playbackEnd,
animations: [...store.timeline.animations],
},
selection: {
@@ -262,6 +266,8 @@ export async function applyEditorConfig(store: EditorStore, input: EditorConfigF
store.syncSceneSequences()
repairSelection(store, config.selection)
store.timeline.playbackStart = Math.max(0, Math.floor(Number(config.timeline?.playbackStart) || 0))
store.timeline.playbackEnd = Math.max(1, Math.floor(Number(config.timeline?.playbackEnd) || Number.MAX_SAFE_INTEGER))
store.timeline.frame = 0
store.timeline.recorded = false
store.timeline.playing = true
@@ -269,6 +275,7 @@ export async function applyEditorConfig(store: EditorStore, input: EditorConfigF
if (!store.timeline.animations.includes(system.animation)) system.animation = store.timeline.animations[0]
}
store.recalcTotalFrames()
store.timeline.frame = store.timeline.playbackStart
return config
}
+2 -4
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@@ -5,6 +5,7 @@ import type { SpineExportResult, SpineExportWarning, SpineJsonDocument, SpineJso
import { downgradeSpineJsonTo38 } from './spine38JsonExporter'
import { reduceBezierSamples, reduceNumericSamples, roundSpine, unwrapDegrees, type NumericSample } from './spineKeyframeReducer'
import { buildWeightedTrailMesh } from './spineMeshBuilder'
import { loopSegmentTiming } from '../core/loopSegmentTiming'
type Track = { key: string; name: string; states: Array<ParticleState | null> }
type ExportInput = { systems: ParticleSystem[]; timeline: TimelineState; settings: SpineExportSettings }
@@ -51,10 +52,7 @@ function particleDurationFrames(system: ParticleSystem, fps: 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
end = delay + loopSegmentTiming(c, fps).total / fps
}
return Math.max(1, Math.ceil(end * fps) + 1)
}
+34 -19
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@@ -4,6 +4,8 @@ import type { SpineSceneObject } from '../spine/spineTypes'
import { releaseSpineAsset, retainSpineAsset } from '../spine/spineAssetRegistry'
import { cloneEditorValue } from '../editor/editorClone'
import { defaultSpineExportSettings, type SpineExportSettings } from '../export/spineExportSettings'
import { loopSegmentTiming } from '../core/loopSegmentTiming'
import { normalizePlaybackRange, resizePlaybackRange } from '../timeline/playbackRange'
export interface ParticleSystem {
id: number
@@ -95,6 +97,9 @@ export interface TimelineState {
frame: number
/** 总帧数 */
totalFrames: number
/** 自定义播放范围,首尾帧均包含。 */
playbackStart: number
playbackEnd: number
/** 帧率 */
fps: number
/** 是否已录制 */
@@ -130,7 +135,7 @@ export const useParticleStore = defineStore('particle', {
activeObjectType: 'particle' as SceneObjectType,
activeObjectId: 0,
// 与 Spine 编辑器默认时间基准对齐:1 秒 = 30 帧。
timeline: { playing: true, loop: true, frame: 0, totalFrames: 60, fps: 30, recorded: false, animation: 'animation', animations: ['animation'] } as TimelineState,
timeline: { playing: true, loop: true, frame: 0, totalFrames: 60, playbackStart: 0, playbackEnd: 59, fps: 30, recorded: false, animation: 'animation', animations: ['animation'] } as TimelineState,
settings: {
parameterPanelOnRight: true,
tickEnabled: false,
@@ -439,8 +444,8 @@ export const useParticleStore = defineStore('particle', {
this.recalcTotalFrames()
},
play() {
// 非循环播放停在末帧后,再次播放应从头开始;中途暂停则继续当前位置。
if (this.timeline.frame >= Math.max(0, this.timeline.totalFrames - 1)) this.timeline.frame = 0
const range = normalizePlaybackRange(this.timeline.playbackStart, this.timeline.playbackEnd, this.timeline.totalFrames)
if (this.timeline.frame < range.start || this.timeline.frame >= range.end) this.timeline.frame = range.start
this.timeline.playing = true
},
pause() { this.timeline.playing = false },
@@ -448,23 +453,35 @@ export const useParticleStore = defineStore('particle', {
if (this.timeline.playing) this.pause()
else this.play()
},
toStart() { this.timeline.frame = 0 },
toStart() { this.timeline.frame = this.timeline.playbackStart },
previousFrame() {
this.timeline.playing = false
this.timeline.frame = Math.max(0, this.timeline.frame - 1)
this.timeline.frame = Math.max(this.timeline.playbackStart, this.timeline.frame - 1)
},
nextFrame() {
this.timeline.playing = false
this.timeline.frame = Math.min(Math.max(0, this.timeline.totalFrames - 1), this.timeline.frame + 1)
this.timeline.frame = Math.min(this.timeline.playbackEnd, this.timeline.frame + 1)
},
toEnd() {
this.timeline.playing = false
this.timeline.frame = Math.max(0, this.timeline.totalFrames - 1)
this.timeline.frame = this.timeline.playbackEnd
},
toggleLoop() { this.timeline.loop = !this.timeline.loop },
setFrame(f: number) {
this.timeline.frame = Math.max(0, Math.min(f, this.timeline.totalFrames - 1))
},
setPlaybackStart(value: number) {
const range = normalizePlaybackRange(value, this.timeline.playbackEnd, this.timeline.totalFrames)
this.timeline.playbackStart = range.start
this.timeline.playbackEnd = range.end
if (this.timeline.frame < range.start) this.timeline.frame = range.start
},
setPlaybackEnd(value: number) {
const range = normalizePlaybackRange(this.timeline.playbackStart, value, this.timeline.totalFrames)
this.timeline.playbackStart = range.start
this.timeline.playbackEnd = range.end
if (this.timeline.frame > range.end) this.timeline.frame = range.end
},
/** 依据所有粒子系统的"最晚消失时间"重算总帧数。
* 固定生命周期使用 lifeMin;随机生命周期使用上下限中的较大值。
* 单系统总时长 = delay + 持续模式 duration(爆发为 0)+ 最大粒子生命,
@@ -486,17 +503,7 @@ export const useParticleStore = defineStore('particle', {
: 0
let end = Math.max(0, Number(c.delay) || 0) + emissionDuration + particleLife
if (c.mode === 'stream' && c.streamBehavior === 'loop') {
if (c.generateLoopEndAnimation) {
// 结束段从循环衔接帧开始,立即停止生成;额外保留一帧用于明确记录“全部死亡”。
end = Math.max(0, Number(c.delay) || 0) + particleLife + 1 / fps
} else if (c.generateLoopStartAnimation) {
// 启动段从空状态自然预热到稳定循环衔接帧;寿命跨越多个周期时自动增加预热周期。
const warmupCycles = Math.max(1, Math.ceil(particleLife / emissionDuration))
end = Math.max(0, Number(c.delay) || 0) + emissionDuration * warmupCycles
} else {
// 纯循环段延迟期间保持衔接帧,之后播放一个完整周期,不追加常规生命周期尾段。
end = Math.max(0, Number(c.delay) || 0) + emissionDuration
}
end = Math.max(0, Number(c.delay) || 0) + loopSegmentTiming(c, fps).total / fps
}
if (end > maxSec) maxSec = end
}
@@ -512,8 +519,16 @@ export const useParticleStore = defineStore('particle', {
if (end > maxSec) maxSec = end
}
// totalFrames 表示快照数量;0 秒和末端点都可选,因此比末端帧编号多 1。
const frames = Math.max(1, Math.ceil(maxSec * fps) + 1)
const previousFrames = this.timeline.totalFrames
const frames = Math.max(2, Math.ceil(maxSec * fps) + 1)
this.timeline.totalFrames = frames
const range = resizePlaybackRange(
{ start: this.timeline.playbackStart, end: this.timeline.playbackEnd },
previousFrames,
frames,
)
this.timeline.playbackStart = range.start
this.timeline.playbackEnd = range.end
// clamp 当前帧
if (this.timeline.frame >= frames) this.timeline.frame = frames - 1
return frames
+15
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@@ -0,0 +1,15 @@
export type PlaybackRange = { start: number; end: number }
export function normalizePlaybackRange(start: unknown, end: unknown, totalFrames: number): PlaybackRange {
const last = Math.max(1, Math.floor(totalFrames) - 1)
const safeStart = Math.min(last - 1, Math.max(0, Math.floor(Number(start) || 0)))
const safeEnd = Math.min(last, Math.max(safeStart + 1, Math.floor(Number(end) || last)))
return { start: safeStart, end: safeEnd }
}
export function resizePlaybackRange(range: PlaybackRange, previousTotal: number, nextTotal: number) {
const previousLast = Math.max(1, previousTotal - 1)
const nextLast = Math.max(1, nextTotal - 1)
const end = range.end >= previousLast ? nextLast : range.end
return normalizePlaybackRange(range.start, end, nextTotal)
}
+65 -11
View File
@@ -233,14 +233,38 @@
<NumSlider v-if="sys.config.streamBehavior === 'normal'" label="发射时长" :min="1 / 30" :max="60" :step="1 / 30" v-model="sys.config.duration" />
<NumSlider v-else label="发射时长 (f)" :min="1" :max="1800" :step="1" :model-value="loopDurationFrames" @update:model-value="setLoopDurationFrames" />
<div v-if="sys.config.streamBehavior === 'loop'" class="stream-loop-options">
<label class="switch-row">
<input type="checkbox" :checked="sys.config.generateLoopStartAnimation" @change="setLoopSection('start', $event)" />
<span class="switch-ui"></span><span>生成开始循环动画</span>
</label>
<label class="switch-row">
<input type="checkbox" :checked="sys.config.generateLoopEndAnimation" @change="setLoopSection('end', $event)" />
<span class="switch-ui"></span><span>生成结束循环动画</span>
</label>
<div class="loop-section-row">
<label class="switch-row">
<input type="checkbox" :checked="sys.config.generateLoopStartAnimation" @change="setLoopSection('start', $event)" />
<span class="switch-ui"></span><span>生成开始循环动画</span>
</label>
<div v-if="sys.config.generateLoopStartAnimation" class="loop-duration-control">
<label class="switch-row loop-duration-toggle">
<input type="checkbox" :checked="sys.config.loopStartUseCustomDuration" @change="setLoopCustomDuration('start', $event)" />
<span class="switch-ui"></span><span>指定时长</span>
</label>
<label class="loop-section-duration">
<input v-if="sys.config.loopStartUseCustomDuration" :value="sys.config.loopStartDurationFrames" type="number" min="1" max="1800" step="1" aria-label="开始循环段时长" @change="setLoopSectionDuration('start', $event)" /><span v-if="sys.config.loopStartUseCustomDuration">f</span>
<span v-else class="loop-auto-duration">自动 {{ automaticLoopDuration }}f</span>
</label>
</div>
</div>
<div class="loop-section-row">
<label class="switch-row">
<input type="checkbox" :checked="sys.config.generateLoopEndAnimation" @change="setLoopSection('end', $event)" />
<span class="switch-ui"></span><span>生成结束循环动画</span>
</label>
<div v-if="sys.config.generateLoopEndAnimation" class="loop-duration-control">
<label class="switch-row loop-duration-toggle">
<input type="checkbox" :checked="sys.config.loopEndUseCustomDuration" @change="setLoopCustomDuration('end', $event)" />
<span class="switch-ui"></span><span>指定时长</span>
</label>
<label class="loop-section-duration">
<input v-if="sys.config.loopEndUseCustomDuration" :value="sys.config.loopEndDurationFrames" type="number" min="1" max="1800" step="1" aria-label="结束循环段时长" @change="setLoopSectionDuration('end', $event)" /><span v-if="sys.config.loopEndUseCustomDuration">f</span>
<span v-else class="loop-auto-duration">自动 {{ automaticLoopDuration }}f</span>
</label>
</div>
</div>
</div>
<div v-if="sys.config.streamBehavior === 'loop'" class="modifier-hint stream-loop-hint">循环持续模式不支持骨骼跟随和路径跟随进入或退出时会将粒子跟随设置恢复默认值</div>
</template>
@@ -897,6 +921,7 @@ import { downloadEditorConfig, loadEditorConfigFile, loadEditorConfigText } from
import { defaultSpineExportSettings, ensureSpineExportSettings } from '../export/spineExportSettings'
import { buildSpineJson, downloadSpineJson } from '../export/spineJsonExporter'
import { validateSpineJson } from '../export/spineJsonValidator'
import { automaticLoopTransitionFrames } from '../core/loopSegmentTiming'
const store = useParticleStore()
store.settings.exportSettings = ensureSpineExportSettings(store.settings.exportSettings)
@@ -1022,6 +1047,9 @@ const activeIdx = computed(() => {
return i >= 0 ? i : 0
})
const sys = computed(() => store.systems[activeIdx.value] || null)
const automaticLoopDuration = computed(() => sys.value
? automaticLoopTransitionFrames(sys.value.config, store.timeline.fps)
: 30)
const loopDurationFrames = computed(() => {
const config = sys.value?.config
if (!config) return 1
@@ -1180,13 +1208,27 @@ function setLoopSection(section: 'start' | 'end', event: Event) {
const checked = (event.target as HTMLInputElement).checked
if (section === 'start') {
config.generateLoopStartAnimation = checked
if (checked) config.generateLoopEndAnimation = false
} else {
config.generateLoopEndAnimation = checked
if (checked) config.generateLoopStartAnimation = false
}
}
function setLoopSectionDuration(section: 'start' | 'end', event: Event) {
const config = sys.value?.config
if (!config) return
const frames = Math.min(1800, Math.max(1, Math.ceil(Number((event.target as HTMLInputElement).value) || 30)))
if (section === 'start') config.loopStartDurationFrames = frames
else config.loopEndDurationFrames = frames
}
function setLoopCustomDuration(section: 'start' | 'end', event: Event) {
const config = sys.value?.config
if (!config) return
const checked = (event.target as HTMLInputElement).checked
if (section === 'start') config.loopStartUseCustomDuration = checked
else config.loopEndUseCustomDuration = checked
}
function onEmitterFollowModeChange(event: Event, config: {
emitterFollowMode: 'none' | 'path' | 'bone'
emitterFollowSpineId: number
@@ -1223,7 +1265,9 @@ type ResetModule = 'emitMode' | 'shape' | 'attr' | 'look' | 'mods' | 'export'
const MODULE_RESET_KEYS: Record<Exclude<ResetModule, 'export'>, string[]> = {
emitMode: [
'mode', 'rate', 'streamBehavior', 'loopDurationFrames', 'generateLoopStartAnimation', 'generateLoopEndAnimation',
'mode', 'rate', 'streamBehavior', 'loopDurationFrames',
'generateLoopStartAnimation', 'loopStartUseCustomDuration', 'loopStartDurationFrames',
'generateLoopEndAnimation', 'loopEndUseCustomDuration', 'loopEndDurationFrames',
'burstCount', 'burstLoop', 'delay', 'duration',
],
shape: ['shape', 'radius', 'rectW', 'rectH', 'direction', 'spread', 'coneAngle'],
@@ -1888,6 +1932,16 @@ function toggleResourceLock(resourceId: number) {
.segs { display: flex; gap: 6px; margin: 6px 0; }
.stream-behavior-segs { margin-top: 10px; }
.stream-loop-options { display: grid; gap: 8px; margin: 8px 0 4px; padding: 9px 10px; border: 1px solid #32405a; border-radius: 6px; background: #171f2e; }
.loop-section-row { display: flex; min-height: 27px; align-items: center; justify-content: space-between; gap: 8px; }
.loop-duration-control { display: flex; flex: 0 0 auto; align-items: center; gap: 7px; }
.loop-duration-toggle { gap: 5px; font-size: 10px; white-space: nowrap; }
.loop-duration-toggle .switch-ui { width: 26px; height: 14px; }
.loop-duration-toggle .switch-ui::after { width: 10px; height: 10px; }
.loop-duration-toggle input:checked + .switch-ui::after { transform: translateX(12px); }
.loop-section-duration { display: flex; flex: 0 0 auto; align-items: center; gap: 4px; color: #7f8ba4; font-size: 11px; }
.loop-section-duration input { position: static; width: 54px; height: 25px; padding: 0 6px; border: 1px solid #3a465f; border-radius: 5px; outline: none; background: #101725; color: #e4e8f2; text-align: right; opacity: 1; pointer-events: auto; }
.loop-section-duration input:focus { border-color: #716eff; }
.loop-auto-duration { min-width: 54px; color: #77839a; text-align: right; white-space: nowrap; }
.seg { flex: 1; padding: 5px; background: #1e1e2e; border: 1px solid #2e2e44; border-radius: 6px; color: #aab; font-size: 12px; cursor: pointer; }
.seg.on { background: #3a5a8c; color: #fff; border-color: #5a7ab8; }
.mini-btn { background: #2e3a55; border: 1px solid #3a4a6a; color: #cdf; border-radius: 5px; padding: 3px 8px; font-size: 11px; cursor: pointer; }
+19 -106
View File
@@ -188,6 +188,8 @@
import { computed, onMounted, onUnmounted, ref, watch } from 'vue'
import { Application, Container, Graphics, Sprite, Text, Texture } from 'pixi.js'
import { ParticleEmitter, ensureEmitterConfig, type ParticleState } from '../core/particleEmitter'
import { bakeLoopFrames } from '../core/loopFrameBaker'
import { loopPlaybackRange } from '../core/loopSegmentTiming'
import { useParticleStore, type CollisionBody, type ParticleSystem, type ScenePath } from '../store/particleStore'
import { SpineRuntimeLayer } from '../spine/SpineRuntimeLayer'
import { editorHistoryState, installEditorHistory, setUndoLimit, undoLastOperation } from '../editor/editorHistory'
@@ -1171,108 +1173,6 @@ function appendStateBones(target: BonePreview[], state: ParticleState) {
})
}
function cloneParticleFrame(frame: ParticleState[]): ParticleState[] {
return frame.map((state) => ({
...state,
trailState: state.trailState
? { ...state.trailState, bones: state.trailState.bones.map((bone) => ({ ...bone })) }
: undefined,
}))
}
/**
* 纯循环段保持同一组粒子骨骼贯穿整个片段。
* 某一粒子在正常生命周期之外不删除骨骼,而是生成 alpha=0 的“假死”快照;
* 因此视觉上仍按正常时机消失,结构上却不会因骨骼增删破坏首尾衔接。
*/
function stabilizeLoopParticleBones(frames: ParticleState[][]) {
const templates = new Map<string, ParticleState>()
for (const frame of frames) {
for (const state of frame) if (!templates.has(state.boneName)) templates.set(state.boneName, cloneParticleFrame([state])[0])
}
const boneNames = [...templates.keys()].sort((a, b) => {
const ai = Number(a.replace(/^p_/, ''))
const bi = Number(b.replace(/^p_/, ''))
return Number.isFinite(ai) && Number.isFinite(bi) ? ai - bi : a.localeCompare(b)
})
for (let frameIndex = 0; frameIndex < frames.length; frameIndex++) {
const byName = new Map(frames[frameIndex].map((state) => [state.boneName, state]))
frames[frameIndex] = boneNames.map((boneName) => {
const current = byName.get(boneName)
if (current) return current
const template = cloneParticleFrame([templates.get(boneName)!])[0]
return { ...template, alpha: 0, imageVisible: false, trailState: undefined, active: true }
})
}
}
/**
* 预先生成循环持续的独立片段。
* 三种片段使用相同种子、相同固定步长和相同预热步数,因此启动末帧、纯循环首尾帧、结束首帧完全一致。
*/
function bakeLoopFrames(system: ParticleSystem, emitter: ParticleEmitter, fps: number, totalFrames: number) {
const config = system.config
const frameDuration = 1 / Math.max(1, fps)
const maxLife = config.lifeMode === 'fixed'
? Math.max(0, Number(config.lifeMin) || 0)
: Math.max(0, Number(config.lifeMin) || 0, Number(config.lifeMax) || 0)
const durationFrames = Math.max(1, Math.ceil(Number(config.loopDurationFrames) || 1))
const maxLifeFrames = Math.max(1, Math.ceil(maxLife * fps))
const warmupCycles = Math.max(1, Math.ceil(maxLifeFrames / durationFrames))
const delayFrames = Math.max(0, Math.ceil(Math.max(0, Number(config.delay) || 0) * fps))
const frames: ParticleState[][] = []
emitter.reset()
if (config.generateLoopStartAnimation) {
for (let index = 0; index < delayFrames; index++) frames.push([])
// 启动段的第一帧严格为空;随后自然预热到和纯循环段完全相同的稳定衔接状态。
frames.push([])
for (let cycle = 0; cycle < warmupCycles; cycle++) {
if (cycle > 0) emitter.restartEmissionCycle()
for (let index = 0; index < durationFrames; index++) {
emitter.update(frameDuration, 'force')
frames.push(emitter.capture())
}
}
} else {
// 预跑足够多的完整周期,让跨周期存活的粒子进入稳定分布。
for (let cycle = 0; cycle < warmupCycles; cycle++) {
if (cycle > 0) emitter.restartEmissionCycle()
for (let index = 0; index < durationFrames; index++) emitter.update(frameDuration, 'force')
}
const seam = emitter.capture()
// 纯循环和结束段在延迟期间保持循环衔接帧;延迟结束后才开始推进周期或消亡。
for (let index = 0; index < delayFrames; index++) frames.push(cloneParticleFrame(seam))
frames.push(cloneParticleFrame(seam))
if (config.generateLoopEndAnimation) {
// 结束段从衔接帧开始,停止产生新粒子,直到粒子和其拖尾全部消失。
const safetyFrames = Math.max(1, Math.ceil(maxLife * fps) + 2)
for (let index = 0; index < safetyFrames && emitter.activeCount > 0; index++) {
emitter.update(frameDuration, 'off')
frames.push(emitter.capture())
}
if (frames[frames.length - 1]?.length) frames.push([])
} else {
// 重新开始相同的发射周期,并保留跨周期粒子;末端点由真实演算产生,不再硬复制首帧。
emitter.restartEmissionCycle()
for (let index = 0; index < durationFrames; index++) {
emitter.update(frameDuration, 'force')
frames.push(emitter.capture())
}
stabilizeLoopParticleBones(frames)
}
}
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] || [])
}
function drawBones(bones: BonePreview[]) {
if (!boneGfx) return
const g = boneGfx
@@ -1676,7 +1576,10 @@ function loop() {
if (emitter && !(sys.config.mode === 'stream' && sys.config.streamBehavior === 'loop')) sys.frames[tl.frame] = emitter.capture()
}
tl.frame++
if (tl.frame >= tl.totalFrames) { tl.frame = 0; tl.recorded = true }
if (tl.frame >= tl.totalFrames) {
tl.frame = tl.playbackStart
tl.recorded = true
}
} else {
// 回放阶段:每经过一个固定帧时长才应用下一帧。
for (const sys of store.systems) {
@@ -1691,9 +1594,19 @@ function loop() {
}
}
tl.frame++
if (tl.frame >= tl.totalFrames) {
if (tl.loop) tl.frame = 0
else { tl.frame = tl.totalFrames - 1; tl.playing = false; break }
const activeLoopSystem = store.systems.find((system) => system.id === store.activeId)
const activeLoopRange = activeLoopSystem?.config.mode === 'stream' && activeLoopSystem.config.streamBehavior === 'loop'
? loopPlaybackRange(activeLoopSystem.config, fps)
: null
// 烘焙数据保留“末帧 = 首帧”以便导出闭环。预览精确循环段时,末帧只作为
// 数学边界,不再与下一轮首帧连续显示两次,避免衔接处停顿一帧。
const closesActiveLoop = tl.loop
&& activeLoopRange?.start === tl.playbackStart
&& activeLoopRange.end === tl.playbackEnd
const playbackLastFrame = closesActiveLoop ? tl.playbackEnd - 1 : tl.playbackEnd
if (tl.frame > playbackLastFrame) {
if (tl.loop) tl.frame = tl.playbackStart
else { tl.frame = tl.playbackEnd; tl.playing = false; break }
}
}
}
+79 -22
View File
@@ -10,6 +10,9 @@
<button class="tl-btn" @click="store.nextFrame()" title="后一帧"></button>
<button class="tl-btn" @click="store.toEnd()" title="移动到最后一帧"></button>
<button class="tl-btn" :class="{ on: store.timeline.loop }" @click="store.toggleLoop()" title="循环"></button>
<label class="tl-range" title="自定义播放起始帧"><span>A</span><input v-model="playbackStartDraft" type="number" min="0" :max="Math.max(0, store.timeline.playbackEnd - 1)" aria-label="播放起始帧" @change="commitPlaybackStart" @keydown.enter.prevent="commitPlaybackStart" /></label>
<label class="tl-range" title="自定义播放结束帧"><span>B</span><input v-model="playbackEndDraft" type="number" :min="store.timeline.playbackStart + 1" :max="Math.max(1, store.timeline.totalFrames - 1)" aria-label="播放结束帧" @change="commitPlaybackEnd" @keydown.enter.prevent="commitPlaybackEnd" /></label>
<button v-if="activeLoopPlaybackRange" class="tl-loop-range" :title="`设为闭合自循环范围 ${activeLoopPlaybackRange.start}${activeLoopPlaybackRange.end}f`" @click="useActiveLoopPlaybackRange">循环段</button>
<span class="tl-frame"> <b>{{ store.timeline.frame }}</b> / <b>{{ Math.max(0, store.timeline.totalFrames - 1) }}</b></span>
<span class="tl-legend"><i class="legend-emission"></i>持续发射 <i class="legend-life"></i>粒子存在 <i class="legend-spine"></i>Spine 动画</span>
<div ref="animationMenuRef" class="tl-anim tl-owner-animation">
@@ -89,12 +92,15 @@
@pointerdown.stop="onBarDown($event, sys)"
>
<span class="lane-name">{{ (sys.config as any).name || '系统 ' + (i + 1) }}</span>
<span class="bar-life" :style="{ width: lifeWidthPx(sys) + 'px' }"></span>
<span
v-if="sys.config.mode === 'stream' && !isLoopEnd(sys)"
class="bar-emission"
:style="{ width: emissionWidthPx(sys) + 'px' }"
>
<span class="bar-life" :class="{ 'loop-life': isLoopStream(sys) }" :style="{ width: lifeWidthPx(sys) + 'px' }"></span>
<template v-if="isLoopStream(sys)">
<span v-if="loopStartWidthPx(sys)" class="bar-loop-transition bar-loop-start" :style="{ width: loopStartWidthPx(sys) + 'px' }"></span>
<span class="bar-emission bar-loop" :style="{ left: loopStartWidthPx(sys) + 'px', width: emissionWidthPx(sys) + 'px' }">
<span class="bar-handle" title="拖动循环段时长" @pointerdown.stop="onBarResizeDown($event, sys)"></span>
</span>
<span v-if="loopEndWidthPx(sys)" class="bar-loop-transition bar-loop-end" :style="{ left: (loopStartWidthPx(sys) + emissionWidthPx(sys)) + 'px', width: loopEndWidthPx(sys) + 'px' }"></span>
</template>
<span v-else-if="sys.config.mode === 'stream'" class="bar-emission" :style="{ width: emissionWidthPx(sys) + 'px' }">
<span class="bar-handle" title="拖动持续发射时长" @pointerdown.stop="onBarResizeDown($event, sys)"></span>
</span>
</div>
@@ -118,9 +124,10 @@
</template>
<script setup lang="ts">
import { computed, onBeforeUnmount, onMounted, ref, watchEffect } from 'vue'
import { computed, onBeforeUnmount, onMounted, ref, watch, watchEffect } from 'vue'
import { useParticleStore } from '../store/particleStore'
import type { SpineSceneObject } from '../spine/spineTypes'
import { loopPlaybackRange, loopSegmentTiming } from '../core/loopSegmentTiming'
type SysLike = { id: number; config: any }
@@ -141,6 +148,11 @@ watchEffect(() => {
})
const activeParticleSystem = computed(() => store.systems.find((system) => system.id === store.activeId) || null)
const activeLoopPlaybackRange = computed(() => {
const system = activeParticleSystem.value
if (!system || !isLoopStream(system)) return null
return loopPlaybackRange(system.config, fps.value)
})
function toggleAnimationMenu() {
if (!activeParticleSystem.value) return
@@ -196,7 +208,13 @@ const viewFrames = ref(120)
// 避免 pointermove 每一帧都触发 Stage 清缓存、重置粒子模拟。
const draftDelays = ref<Record<number, number>>({})
const draftDurations = ref<Record<number, number>>({})
const draftLoopDurations = ref<Record<number, number>>({})
const draftSpineStarts = ref<Record<number, number>>({})
const playbackStartDraft = ref(String(store.timeline.playbackStart))
const playbackEndDraft = ref(String(store.timeline.playbackEnd))
watch(() => store.timeline.playbackStart, (value) => { playbackStartDraft.value = String(value) })
watch(() => store.timeline.playbackEnd, (value) => { playbackEndDraft.value = String(value) })
const totalFrames = computed(() => store.timeline.totalFrames)
const zoomLabel = computed(() => (viewFrames.value <= 30 ? '放大' : viewFrames.value >= 300 ? '缩小' : '适中'))
@@ -218,6 +236,24 @@ function onSpinePreviewAnimationChange(event: Event) {
store.timeline.frame = 0
}
function commitPlaybackStart() {
store.setPlaybackStart(Number(playbackStartDraft.value))
playbackStartDraft.value = String(store.timeline.playbackStart)
}
function commitPlaybackEnd() {
store.setPlaybackEnd(Number(playbackEndDraft.value))
playbackEndDraft.value = String(store.timeline.playbackEnd)
}
function useActiveLoopPlaybackRange() {
const range = activeLoopPlaybackRange.value
if (!range) return
// 先扩展结束端,再写入起始端,避免旧范围较小时对新起点产生临时钳制。
store.setPlaybackEnd(range.end)
store.setPlaybackStart(range.start)
}
// 每像素代表的帧数(视口宽度内放下 viewFrames 帧)
function pxPerF() {
const vw = vpRef.value?.clientWidth || 600
@@ -262,14 +298,9 @@ function barWidthPx(sys: SysLike) {
function emissionWidthPx(sys: SysLike) {
if ((sys.config as any).mode !== 'stream') return 0
if (isLoopEnd(sys)) return 0
if ((sys.config as any).streamBehavior === 'loop') {
const config = sys.config as any
const durationFrames = Math.max(1, Math.ceil(Number(config.loopDurationFrames) || 1))
if (config.generateLoopStartAnimation) {
const warmupCycles = Math.max(1, Math.ceil((maxParticleLife(sys) * fps.value) / durationFrames))
return (durationFrames * warmupCycles) / pxPerF()
}
const durationFrames = draftLoopDurations.value[sys.id] ?? loopSegmentTiming(config, fps.value).loop
return durationFrames / pxPerF()
}
const duration = draftDurations.value[sys.id] ?? Math.max(1 / fps.value, Number((sys.config as any).duration) || 1)
@@ -279,18 +310,24 @@ function emissionWidthPx(sys: SysLike) {
function lifeWidthPx(sys: SysLike) {
const config = sys.config as any
if (config.mode === 'stream' && config.streamBehavior === 'loop') {
// 启动段和纯循环段的存在时长与发射段完全重合;结束段只显示剩余生命/拖尾。
if (!config.generateLoopEndAnimation) return emissionWidthPx(sys)
return ((maxParticleLife(sys) * fps.value) + 1) / pxPerF()
return loopStartWidthPx(sys) + emissionWidthPx(sys) + loopEndWidthPx(sys)
}
// 红色底条表示整个系统“仍有粒子存在”的时长:持续发射窗口 + 最长粒子生命。
// 爆发模式的发射窗口为 0,因此只保留最长粒子生命。
return emissionWidthPx(sys) + (maxParticleLife(sys) * fps.value) / pxPerF()
}
function isLoopEnd(sys: SysLike) {
function isLoopStream(sys: SysLike) {
const config = sys.config as any
return config.mode === 'stream' && config.streamBehavior === 'loop' && config.generateLoopEndAnimation
return config.mode === 'stream' && config.streamBehavior === 'loop'
}
function loopStartWidthPx(sys: SysLike) {
return isLoopStream(sys) ? loopSegmentTiming(sys.config as any, fps.value).start / pxPerF() : 0
}
function loopEndWidthPx(sys: SysLike) {
return isLoopStream(sys) ? loopSegmentTiming(sys.config as any, fps.value).end / pxPerF() : 0
}
function selectedSpineDuration(spine: SpineSceneObject) {
@@ -358,25 +395,35 @@ function onBarDown(e: PointerEvent, sys: SysLike) {
// 拖动粒子条右缘:调整发射时长 duration
function onBarResizeDown(e: PointerEvent, sys: SysLike) {
e.stopPropagation()
if (isLoopEnd(sys)) return
const loopStream = isLoopStream(sys)
const startDur = Math.max(0, Number((sys.config as any).duration) || 0)
const startLoopFrames = loopSegmentTiming(sys.config as any, fps.value).loop
const secPerPx = pxPerF() / fps.value
const barLeft = (e.currentTarget as HTMLElement).closest('.lane-bar')?.getBoundingClientRect().left ?? e.clientX
const startOffsetPx = loopStartWidthPx(sys)
let moved = false
const move = (ev: PointerEvent) => {
moved = true
// 使用右端相对粒子条左端的绝对距离换算发射时长。
// 因此拖到 60f 就得到 60f,而不是减去粒子生命周期后的剩余帧数。
const nd = Math.max(1 / fps.value, Math.min((ev.clientX - barLeft) * secPerPx, 600))
draftDurations.value[sys.id] = Math.round(nd * fps.value) / fps.value
if (loopStream) {
const frames = Math.min(1800, Math.max(1, Math.round((ev.clientX - barLeft - startOffsetPx) / pxPerF())))
draftLoopDurations.value[sys.id] = frames
} else {
const nd = Math.max(1 / fps.value, Math.min((ev.clientX - barLeft) * secPerPx, 600))
draftDurations.value[sys.id] = Math.round(nd * fps.value) / fps.value
}
}
const finish = (commit: boolean) => {
window.removeEventListener('pointermove', move)
window.removeEventListener('pointerup', up)
window.removeEventListener('pointercancel', cancel)
const value = draftDurations.value[sys.id]
const loopValue = draftLoopDurations.value[sys.id]
delete draftDurations.value[sys.id]
if (commit && moved && value != null && value !== startDur) (sys.config as any).duration = value
delete draftLoopDurations.value[sys.id]
if (commit && moved && loopStream && loopValue != null && loopValue !== startLoopFrames) (sys.config as any).loopDurationFrames = loopValue
else if (commit && moved && !loopStream && value != null && value !== startDur) (sys.config as any).duration = value
}
const up = () => finish(true)
const cancel = () => finish(false)
@@ -419,6 +466,11 @@ function onSpineBarDown(e: PointerEvent, spine: SpineSceneObject) {
.tl-controls { display: flex; align-items: center; gap: 8px; }
.tl-btn { width: 30px; height: 26px; background: #1e1e2e; border: 1px solid #2e2e44; border-radius: 6px; color: #aab; font-size: 12px; cursor: pointer; }
.tl-btn.on { background: #3a5a8c; color: #fff; border-color: #5a7ab8; }
.tl-range { display: flex; height: 25px; align-items: center; gap: 3px; color: #778198; font-size: 10px; }
.tl-range input { width: 43px; height: 25px; padding: 0 5px; box-sizing: border-box; border: 1px solid #3a3a51; border-radius: 5px; outline: none; background: #181824; color: #e1e4ed; font-size: 11px; text-align: center; }
.tl-range input:focus { border-color: #716eff; }
.tl-loop-range { height: 25px; padding: 0 7px; border: 1px solid #4e5680; border-radius: 5px; background: #252943; color: #bfc8e8; font-size: 10px; cursor: pointer; white-space: nowrap; }
.tl-loop-range:hover { border-color: #716eff; color: #fff; }
.tl-frame { display: inline-block; flex: 0 0 92px; width: 92px; box-sizing: border-box; font-size: 12px; color: #aab; text-align: right; font-variant-numeric: tabular-nums; font-feature-settings: 'tnum' 1; white-space: nowrap; }
.tl-frame b { display: inline; color: inherit; font-weight: 400; }
.tl-legend { display: flex; align-items: center; gap: 4px; color: #778198; font-size: 10px; }
@@ -473,7 +525,12 @@ function onSpineBarDown(e: PointerEvent, spine: SpineSceneObject) {
.lane-bar:active { cursor: grabbing; }
.lane-name { position: absolute; left: 14px; right: 5px; top: 2px; z-index: 2; pointer-events: none; font-size: 11px; color: #fff; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
.bar-life { position: absolute; inset: 0 auto 0 0; z-index: 0; min-width: 1px; border: 1px solid #c05a66; border-radius: 5px; background: #a54551; box-sizing: border-box; }
.bar-life.loop-life { border-color: #667085; background: #242b39; }
.bar-emission { position: absolute; inset: 0 auto 0 0; z-index: 1; min-width: 1px; border: 1px solid #45a97d; border-radius: 5px 0 0 5px; background: #2f8b62; box-sizing: border-box; }
.bar-emission.bar-loop { border-radius: 0; }
.bar-loop-transition { position: absolute; top: 0; bottom: 0; z-index: 1; border: 1px solid #7d8799; background: #50596a; box-sizing: border-box; }
.bar-loop-start { left: 0; border-radius: 5px 0 0 5px; }
.bar-loop-end { border-radius: 0 5px 5px 0; }
.bar-handle { position: absolute; z-index: 4; right: -4px; top: -1px; bottom: -1px; width: 8px; cursor: ew-resize; background: rgba(255,255,255,0.18); }
.bar-handle:hover { background: rgba(255,255,255,0.35); }
.spine-ico { color: #c08cff; }