代码拆分

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tianmo committed 2026-09-12 11:53:12 +08:00
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toPixiMipMap(e){switch(e){case F.Nearest:case F.Linear:return pe.OFF;case F.MipMapNearestLinear:case F.MipMapNearestNearest:case F.MipMapLinearLinear:case F.MipMapLinearNearest:return pe.ON;default:throw new Error(`Unknown texture filter: ${String(e)}`)}}static toPixiTextureWrap(e){switch(e){case oe.ClampToEdge:return ne.CLAMP;case oe.MirroredRepeat:return ne.MIRRORED_REPEAT;case oe.Repeat:return ne.REPEAT;default:throw new Error(`Unknown texture wrap: ${String(e)}`)}}static toPixiBlending(e){switch(e){case H.Normal:return z.NORMAL;case H.Additive:return z.ADD;case H.Multiply:return z.MULTIPLY;case H.Screen:return z.SCREEN;default:throw new Error(`Unknown blendMode: ${String(e)}`)}}};a(_,"textureMap",new Map);let G=_;const K="spineTextureAtlasLoader",et={extension:O.Asset,resolver:{test:m=>V(m,".atlas"),parse:m=>{var e,t;const o=m.split(".");return{resolution:parseFloat(((t=(e=re.RETINA_PREFIX)==null?void 0:e.exec(m))==null?void 0:t[1])??"1"),format:o[o.length-2],src:m}}},loader:{name:K,extension:{type:O.LoadParser,priority:Te.Normal,name:K},test(m){return V(m,".atlas")},async load(m){const o=await re.ADAPTER.fetch(m);if(!o.ok)throw new Error(`[${K}] Failed to fetch ${m}: ${o.status} ${o.statusText}`);return await o.text()},testParse(m,o){const e=V(o.src,".atlas"),t=typeof m=="string",s=o.loadParser===K;return Promise.resolve((e||s)&&t)},unload(m){m.dispose()},async parse(m,o,e){var p;const t=o.data||{};let s=q.dirname(o.src);s&&s.lastIndexOf("/")!==s.length-1&&(s+="/");const n=new Ee(m);if(t.images instanceof fe||typeof t.images=="string"){const h=t.images;t.images={},t.images[n.pages[0].name]=h}const r=[];let l=!0;for(const h of e.parsers)if(h.name==="loadTextures"){l=(p=h.config)==null?void 0:p.preferCreateImageBitmap;break}Q.setPreferences({preferCreateImageBitmap:!1});for(const h of n.pages){const u=h.name,c=t!=null&&t.images?t.images[u]:void 0;if(c instanceof fe)h.setTexture(G.from(c));else{const i=c??q.normalize([...s.split(q.sep),u].join(q.sep)),g={src:De(i,o.src),data:{...t.imageMetadLine truncated
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
+2 -2
View File
@@ -8,8 +8,8 @@
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-CxN-rEmg.js"></script>
<link rel="stylesheet" crossorigin href="/assets/index-ClCjv-tT.css">
<script type="module" crossorigin src="/assets/index-5UjzhKXC.js"></script>
<link rel="stylesheet" crossorigin href="/assets/index-CbfRekOe.css">
</head>
<body>
<div id="app"></div>
+45 -398
View File
@@ -1,10 +1,12 @@
import { Container, Sprite, Texture, IPointData, SimpleMesh, Graphics } from 'pixi.js'
import { pathDistributionProgress, sampleEmitterShape, sampleEmissionVelocityAngle, type EmissionAngleMode, type EmitterShapeSample } from './emitterShape'
import { Container, Sprite, Graphics } from 'pixi.js'
import { pathDistributionProgress, sampleEmitterShape, sampleEmissionVelocityAngle, type EmitterShapeSample } from './emitterShape'
import { TrailController, createTrailState, resetTrailState, type ParticleTrailState } from './particleTrail'
import { pickImageResource, pickTrailResource, imageFrameState, imageFrameTexture } from './particleResources'
import type { EmitMode, EmitShape, Blend, AttributeMode, RotationMode, ScaleAxisMode, CurvePoint, ColorGradientStop, ColliderShape, CollisionResponse, SceneCollider, ParticleImageResource, ParticleSequenceFrame, TrailImageResource, EmitterConfig, ParticleState, TrailBoneState, TrailState } from './particleTypes'
import type { SceneCollider, EmitterConfig, ParticleState } from './particleTypes'
import { defaultConfig, ensureEmitterConfig } from './particleConfig'
import { BLEND_MAP, MAX_PARTICLES } from './particleConstants'
import { lerp, finite, localToWorldMath, worldMathToLocal, localVelocityToWorldMath, worldVelocityToLocalMath, resolveColliderPoint, tFromLife, seededUnit, initialValue, overLifeValue, cubicValue, curveAt, mulberry32, hexToNumber, blendRgb, gradientColorAt, hexToRgb, type SimulationTransform } from './particleMath'
import { lerp, finite, localToWorldMath, worldMathToLocal, localVelocityToWorldMath, worldVelocityToLocalMath, resolveColliderPoint, tFromLife, seededUnit, initialValue, overLifeValue, curveAt, mulberry32, hexToNumber, gradientColorAt } from './particleMath'
// 保留原有入口,现有调用方无需随内部拆分修改。
export type * from './particleTypes'
@@ -33,18 +35,8 @@ interface Particle {
attractionStartWorldX: number
attractionStartWorldY: number
attractionCurveSide: number
trailMesh: SimpleMesh | null
trailMeshSignature: string
trailHistory: { x: number; y: number }[]
trailBones: TrailBoneState[]
trailSkinWeights: { boneA: number; boneB: number; weight: number }[]
trailCurrentWidth: number
trailCurrentAlpha: number
trailCurrentColor: number
trailResourceId: number
trailEnabled: boolean
trailSampledLength: number
trailSampledWidth: number
/** 拖尾运行状态(实现见 particleTrail.ts) */
trail: ParticleTrailState
resourceId: number
/** 随机颜色模式下,粒子出生时从卡片色带采样并在生命周期内保持的颜色。 */
colorSample: number
@@ -52,7 +44,6 @@ interface Particle {
collisionPaused: boolean
}
export class ParticleEmitter extends Container {
private pool: Particle[] = []
private cfg: EmitterConfig
@@ -64,13 +55,13 @@ export class ParticleEmitter extends Container {
/** 用于“统一时间”延迟:记录吸附从关闭切换为开启时的发射器时间。 */
private _attractionEnabledAt = 0
private _attractionWasEnabled = false
private _emitterPos: (() => IPointData) | null = null // root 世界坐标(0,0)
/** 活动粒子状态快照(供骨架 / 导出) */
states: ParticleState[] = []
/** 确定性随机(种子>0 时可复现) */
private rng: () => number = Math.random
private _lastSeed = -1
private trailDebugGfx = new Graphics()
private trail: TrailController
private colliders: SceneCollider[] = []
private followSpawnX = 0
private followSpawnY = 0
@@ -83,6 +74,7 @@ export class ParticleEmitter extends Container {
constructor(config: EmitterConfig, maxParticles = MAX_PARTICLES) {
super()
this.cfg = ensureEmitterConfig(config)
this.trail = new TrailController(this)
this._ensurePool(maxParticles)
this.addChild(this.trailDebugGfx)
}
@@ -123,18 +115,7 @@ export class ParticleEmitter extends Container {
attractionStartWorldX: 0,
attractionStartWorldY: 0,
attractionCurveSide: 1,
trailMesh: null,
trailMeshSignature: '',
trailHistory: [],
trailBones: [],
trailSkinWeights: [],
trailCurrentWidth: 0,
trailCurrentAlpha: 0,
trailCurrentColor: 0xffffff,
trailResourceId: 1,
trailEnabled: false,
trailSampledLength: 100,
trailSampledWidth: 100,
trail: createTrailState(),
resourceId: 1,
colorSample: 0xffffff,
imageFrameIndex: 0,
@@ -143,7 +124,6 @@ export class ParticleEmitter extends Container {
}
}
setEmitterPos(fn: () => IPointData) { this._emitterPos = fn }
setSpawnPathSampler(sampler: ((progress: number) => { x: number; y: number; angle: number } | null) | null, closed = false) {
this.spawnPathSampler = sampler
this.spawnPathClosed = closed
@@ -360,9 +340,9 @@ export class ParticleEmitter extends Container {
const s = p.sprite
const resource = cfg.imageResources.find((item) => item.id === p.resourceId)
if (resource) {
const frameState = this.imageFrameState(resource, p.maxLife - p.life)
const frameState = imageFrameState(resource, p.maxLife - p.life)
p.imageFrameIndex = frameState.index
s.texture = this.imageFrameTexture(resource, p.imageFrameIndex)
s.texture = imageFrameTexture(resource, cfg.texture, p.imageFrameIndex)
s.visible = frameState.visible
}
@@ -412,7 +392,7 @@ export class ParticleEmitter extends Container {
: hexToNumber(colorStart)
s.tint = rgb
s.blendMode = BLEND_MAP[resource?.blend || 'normal'] as any
const trailState = this.updateTrail(p, renderX, renderY, t, s)
const trailState = this.trail.update(p.trail, cfg, p.boneName, renderX, renderY, t, s)
const world = localToWorldMath(cfg, renderX, renderY, this.simulationTransform)
const rootRotation = this.simulationTransform?.rotation ?? cfg.rootRotation
const rootScaleX = Math.abs(this.simulationTransform?.scaleX ?? cfg.rootScaleX)
@@ -432,265 +412,9 @@ export class ParticleEmitter extends Container {
return states
}
/** 根据网格行列生成拓扑,并为每个顶点绑定相邻两根拖尾骨骼。 */
private ensureTrailMesh(p: Particle) {
const cfg = this.cfg
const trailResource = cfg.trailResources.find((resource) => resource.id === p.trailResourceId) || cfg.trailResources[0]
const activeTrailTexture = trailResource?.texture || Texture.EMPTY
const textureRotation = Number(trailResource?.rotation) || 0
const rows = Math.max(2, Math.min(16, Math.round(cfg.trailGridRows)))
const cols = Math.max(2, Math.min(32, Math.round(cfg.trailGridCols)))
const bones = Math.max(2, Math.min(16, Math.round(trailResource?.boneCount ?? 3)))
const signature = `${rows}:${cols}:${bones}:${trailResource?.id ?? 0}:${textureRotation}`
if (p.trailMesh && p.trailMeshSignature === signature) {
if (p.trailMesh.texture !== activeTrailTexture) p.trailMesh.texture = activeTrailTexture
return p.trailMesh
}
if (p.trailMesh) {
this.removeChild(p.trailMesh)
p.trailMesh.destroy()
}
// 拓扑或骨骼数量变化后丢弃旧轨迹,避免新权重继续套用旧骨骼位置产生偏移。
if (p.trailMeshSignature && p.trailMeshSignature !== signature) {
p.trailHistory.length = 0
p.trailBones.length = 0
}
const vertices = new Float32Array(rows * cols * 2)
const uvs = new Float32Array(rows * cols * 2)
const indices: number[] = []
const weights: { boneA: number; boneB: number; weight: number }[] = []
for (let col = 0; col < cols; col++) {
const columnT = col / (cols - 1)
const bonePosition = columnT * (bones - 1)
const boneA = Math.min(bones - 1, Math.floor(bonePosition))
const boneB = Math.min(bones - 1, boneA + 1)
const weight = bonePosition - boneA
for (let row = 0; row < rows; row++) {
const vertex = col * rows + row
// 骨骼链第 0 列是粒子头部;拖尾图片左侧为头。资源旋转绕 UV 中心重新绑定。
const sourceU = columnT
const sourceV = row / (rows - 1)
const angle = textureRotation * Math.PI / 180
const cos = Math.cos(angle), sin = Math.sin(angle)
uvs[vertex * 2] = 0.5 + cos * (sourceU - 0.5) - sin * (sourceV - 0.5)
uvs[vertex * 2 + 1] = 0.5 + sin * (sourceU - 0.5) + cos * (sourceV - 0.5)
weights.push({ boneA, boneB, weight })
}
}
for (let col = 0; col < cols - 1; col++) {
for (let row = 0; row < rows - 1; row++) {
const a = col * rows + row
const b = (col + 1) * rows + row
const c = a + 1
const d = b + 1
indices.push(a, b, c, b, d, c)
}
}
const mesh = new SimpleMesh(activeTrailTexture, vertices as any, uvs as any, new Uint16Array(indices) as any)
mesh.visible = false
mesh.blendMode = BLEND_MAP.normal as any
// 拖尾网格必须在粒子图片下方绘制。
this.addChildAt(mesh, Math.max(0, this.getChildIndex(p.sprite)))
p.trailMesh = mesh
p.trailMeshSignature = signature
p.trailSkinWeights = weights
return mesh
}
private appendTrailPoint(p: Particle, x: number, y: number, configuredLength: number) {
const first = p.trailHistory[0]
if (!first || Math.hypot(first.x - x, first.y - y) > 0.05) p.trailHistory.unshift({ x, y })
else { first.x = x; first.y = y }
// 保留略长于最大配置长度的轨迹,生命周期曲线从短变长时不会突然断裂。
const keepDistance = Math.max(1, configuredLength) * 1.5
let distance = 0
let keepCount = p.trailHistory.length
for (let i = 1; i < p.trailHistory.length; i++) {
distance += Math.hypot(p.trailHistory[i].x - p.trailHistory[i - 1].x, p.trailHistory[i].y - p.trailHistory[i - 1].y)
if (distance >= keepDistance || i >= 239) { keepCount = i + 1; break }
}
if (p.trailHistory.length > keepCount) p.trailHistory.length = keepCount
}
/** 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 = sampledLength * boneIndex / (count - 1)
let traversed = 0
let point = history[history.length - 1]
for (let i = 1; i < history.length; i++) {
const previous = history[i - 1]
const next = history[i]
const segment = Math.hypot(next.x - previous.x, next.y - previous.y)
if (traversed + segment >= targetDistance && segment > 0.0001) {
const amount = (targetDistance - traversed) / segment
point = { x: lerp(previous.x, next.x, amount), y: lerp(previous.y, next.y, amount) }
break
}
traversed += segment
}
result.push({ boneName: `${p.boneName}_trail_${boneIndex}`, x: point.x, y: point.y, rotation: 0 })
}
for (let i = 0; i < result.length; i++) {
const next = result[Math.min(result.length - 1, i + 1)]
const previous = result[Math.max(0, i - 1)]
const dx = i < result.length - 1 ? next.x - result[i].x : result[i].x - previous.x
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
}
/** 由骨骼位置和顶点权重完成 CPU 蒙皮,更新 Pixi 网格。 */
private skinTrailMesh(p: Particle, state: TrailState) {
const mesh = this.ensureTrailMesh(p)
const cfg = this.cfg
const trailResource = cfg.trailResources.find((resource) => resource.id === state.resourceId) || cfg.trailResources[0]
if (!trailResource?.texture || state.bones.length < 2) { mesh.visible = false; return }
p.trailResourceId = trailResource.id
if (mesh.texture !== trailResource.texture) mesh.texture = trailResource.texture
const rows = Math.max(2, Math.min(16, Math.round(cfg.trailGridRows)))
const cols = Math.max(2, Math.min(32, Math.round(cfg.trailGridCols)))
const vertices = mesh.vertices as unknown as Float32Array
const centers: { x: number; y: number }[] = []
for (let col = 0; col < cols; col++) {
const skin = p.trailSkinWeights[col * rows]
const a = state.bones[Math.min(state.bones.length - 1, skin.boneA)]
const b = state.bones[Math.min(state.bones.length - 1, skin.boneB)]
centers.push({ x: lerp(a.x, b.x, skin.weight), y: lerp(a.y, b.y, skin.weight) })
}
for (let col = 0; col < cols; col++) {
const before = centers[Math.max(0, col - 1)]
const after = centers[Math.min(cols - 1, col + 1)]
const dx = after.x - before.x
const dy = after.y - before.y
const tangentLength = Math.max(0.0001, Math.hypot(dx, dy))
const normalX = -dy / tangentLength
const normalY = dx / tangentLength
const columnT = col / (cols - 1)
const shape = trailResource.shapeEnabled ? Math.max(0, curveAt(trailResource.shapeCurve, columnT)) : 1
for (let row = 0; row < rows; row++) {
const rowT = row / (rows - 1) - 0.5
const offset = rowT * state.width * shape
const vertex = (col * rows + row) * 2
vertices[vertex] = centers[col].x + normalX * offset
vertices[vertex + 1] = centers[col].y + normalY * offset
}
}
mesh.tint = state.colorHex
mesh.alpha = state.alpha
mesh.blendMode = BLEND_MAP[trailResource.blend] as any
mesh.visible = Math.hypot(centers[0].x - centers[cols - 1].x, centers[0].y - centers[cols - 1].y) > 0.5 && state.alpha > 0
}
private updateTrail(p: Particle, renderX: number, renderY: number, lifeT: number, sprite: Sprite): TrailState | undefined {
const cfg = this.cfg
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
return undefined
}
// 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, p.trailSampledLength)
const lengthMultiplier = trailResource?.lifeLengthEnabled ? Math.max(0, curveAt(trailResource.lifeLengthCurve, lifeT)) : 1
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]) {
p.trailBones[0].x = renderX
p.trailBones[0].y = renderY
}
const particleWidthScale = trailResource?.widthMode === 'particle'
? (Math.abs(sprite.scale.x) + Math.abs(sprite.scale.y)) * 0.5
: 1
p.trailCurrentWidth = Math.max(0, p.trailSampledWidth) * particleWidthScale
p.trailCurrentAlpha = trailResource?.alphaMode === 'particle'
? sprite.alpha
: trailResource?.alphaMode === 'curve'
? curveAt(trailResource.alphaCurve, lifeT)
: trailResource?.alpha ?? 1
p.trailCurrentColor = trailResource?.colorMode === 'particle'
? sprite.tint as number
: trailResource?.colorMode === 'curve'
? gradientColorAt(trailResource.colorGradient, lifeT)
: 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,
resourceId: p.trailResourceId,
}
this.skinTrailMesh(p, state)
return state
}
/** 在画布上绘制实际蒙皮网格;仅用于编辑器调试显示,不参与录制或导出。 */
drawTrailMeshDebug(visible: boolean) {
const g = this.trailDebugGfx
g.clear()
if (!visible || !this.cfg.trail) return
const rows = Math.max(2, Math.min(16, Math.round(this.cfg.trailGridRows)))
const cols = Math.max(2, Math.min(32, Math.round(this.cfg.trailGridCols)))
g.lineStyle(1, 0x39d7ff, 0.72)
for (const p of this.pool) {
const mesh = p.trailMesh
if (!mesh?.visible) continue
const vertices = mesh.vertices as unknown as Float32Array
const point = (col: number, row: number) => {
const index = (col * rows + row) * 2
return { x: vertices[index], y: vertices[index + 1] }
}
for (let row = 0; row < rows; row++) {
for (let col = 0; col < cols; col++) {
const current = point(col, row)
if (col === 0) g.moveTo(current.x, current.y)
else g.lineTo(current.x, current.y)
}
}
for (let col = 0; col < cols; col++) {
for (let row = 0; row < rows; row++) {
const current = point(col, row)
if (row === 0) g.moveTo(current.x, current.y)
else g.lineTo(current.x, current.y)
}
}
g.beginFill(0x8cecff, 0.9)
for (let col = 0; col < cols; col++) {
for (let row = 0; row < rows; row++) {
const current = point(col, row)
g.drawCircle(current.x, current.y, 1.6)
}
}
g.endFill()
}
this.trail.drawDebug(this.trailDebugGfx, visible, this.cfg, this.pool.map((p) => p.trail))
}
private emitBurst() {
@@ -743,11 +467,11 @@ export class ParticleEmitter extends Container {
const speed = initialValue(cfg.speedMode, cfg.speedMin, cfg.speedMax, cfg.speedCurve, this.rng())
const dirAng = sampleEmissionVelocityAngle(cfg, origin, this.followSpawnAngle, this.rng)
const p = this.pool[idx]
const resource = this.pickImageResource()
const resource = pickImageResource(cfg, this.rng)
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))
const trailResource = pickTrailResource(cfg, 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。
p.noisePhaseX = seededUnit(cfg.seed, spawnSerial, 0x68bc21eb) * Math.PI * 2
p.noisePhaseY = seededUnit(cfg.seed, spawnSerial, 0x02e5be93) * Math.PI * 2
@@ -761,32 +485,33 @@ export class ParticleEmitter extends Container {
p.attractionElapsed = 0
p.collisionPaused = false
p.attractionCurveSide = seededUnit(cfg.seed, spawnSerial, 0xa341316c) < 0.5 ? -1 : 1
p.trailHistory.length = 0
p.trailBones.length = 0
p.trailCurrentWidth = 0
p.trailCurrentAlpha = 0
p.trailCurrentColor = 0xffffff
p.trailResourceId = trailResource.id
p.trail.history.length = 0
p.trail.bones.length = 0
p.trail.currentWidth = 0
p.trail.currentAlpha = 0
p.trail.currentColor = 0xffffff
p.trail.resourceId = 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.trail.sampledLength = sampleRange(trailResource.lengthMode, trailResource.length, trailResource.lengthMin, trailResource.lengthMax, 0x165667b1)
p.trail.sampledWidth = sampleRange(trailResource.widthSizeMode, trailResource.width, trailResource.widthMin, trailResource.widthMax, 0xd3a2646c)
p.trail.enabled = cfg.trail && (forceSingleTrail || ratioSample < ratio) && p.trail.sampledLength > 0 && p.trail.sampledWidth > 0
if (p.trail.mesh) p.trail.mesh.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 })
if (p.trail.enabled) p.trail.history.push({ x: ox, y: oy })
p.vx = Math.cos(dirAng) * speed
p.vy = Math.sin(dirAng) * speed
p.scaleStartX = initialValue(cfg.scaleMode, cfg.scaleMin, cfg.scaleMax, cfg.scaleCurve, this.rng()) * resource.scale
@@ -814,98 +539,27 @@ export class ParticleEmitter extends Container {
p.colorSample = resource.colorMode === 'random'
? gradientColorAt(resource.colorGradient, seededUnit(cfg.seed, spawnSerial, 0x9e3779b9))
: hexToNumber(resource.colorStart)
const initialFrame = this.imageFrameState(resource, 0)
const initialFrame = imageFrameState(resource, 0)
p.imageFrameIndex = initialFrame.index
p.sprite.texture = this.imageFrameTexture(resource, initialFrame.index)
p.sprite.texture = imageFrameTexture(resource, cfg.texture, initialFrame.index)
p.sprite.anchor.set(resource.anchorX, resource.anchorY)
p.sprite.blendMode = BLEND_MAP[resource.blend] as any
p.sprite.tint = p.colorSample
p.sprite.visible = true
}
private pickImageResource(): ParticleImageResource {
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: '/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' }],
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 }],
}
const total = resources.reduce((sum, resource) => sum + Math.max(0, resource.weight), 0)
if (total <= 0) return resources[Math.floor(this.rng() * resources.length)]
let cursor = this.rng() * total
for (const resource of resources) {
cursor -= Math.max(0, resource.weight)
if (cursor <= 0) return resource
}
return resources[resources.length - 1]
}
private imageFrameState(resource: ParticleImageResource, age: number) {
if (resource.imageMode !== 'sequence' || resource.sequenceFrames.length <= 1) return { index: 0, visible: true }
const fps = Math.min(120, Math.max(1, Number(resource.sequenceFps) || 30))
const rawIndex = Math.max(0, Math.floor(Math.max(0, age) * fps))
const lastIndex = resource.sequenceFrames.length - 1
if (resource.sequencePlayback === 'once-hide') {
return { index: Math.min(lastIndex, rawIndex), visible: rawIndex <= lastIndex }
}
if (resource.sequencePlayback === 'once-hold') return { index: Math.min(lastIndex, rawIndex), visible: true }
if (resource.sequencePlayback === 'loop-reverse') return { index: lastIndex - rawIndex % resource.sequenceFrames.length, visible: true }
return { index: rawIndex % resource.sequenceFrames.length, visible: true }
}
private imageFrameTexture(resource: ParticleImageResource, frameIndex: number) {
if (resource.imageMode === 'sequence' && resource.sequenceFrames.length) {
return resource.sequenceFrames[Math.max(0, Math.min(resource.sequenceFrames.length - 1, frameIndex))]?.texture
|| resource.texture
|| this.cfg.texture
}
return resource.texture || this.cfg.texture
}
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: '/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, 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 }],
}
const total = resources.reduce((sum, resource) => sum + Math.max(0, resource.weight), 0)
if (total <= 0) return resources[Math.min(resources.length - 1, Math.floor(sample * resources.length))]
let cursor = sample * total
for (const resource of resources) {
cursor -= Math.max(0, resource.weight)
if (cursor <= 0) return resource
}
return resources[resources.length - 1]
}
private kill(i: number) {
const p = this.pool[i]
p.active = false
p.sprite.visible = false
p.trailHistory.length = 0
p.trailBones.length = 0
if (p.trailMesh) p.trailMesh.visible = false
resetTrailState(p.trail)
}
clear() {
for (const p of this.pool) {
p.active = false
p.sprite.visible = false
p.trailHistory.length = 0
p.trailBones.length = 0
if (p.trailMesh) p.trailMesh.visible = false
resetTrailState(p.trail)
}
}
@@ -926,17 +580,17 @@ export class ParticleEmitter extends Container {
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
trailState: this.cfg.trail && p.trail.bones.length
? {
bones: p.trailBones.map((bone) => {
bones: p.trail.bones.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,
resourceId: p.trailResourceId,
activeBoneCount: p.trail.bones.length,
width: p.trail.currentWidth,
alpha: p.trail.currentAlpha,
colorHex: p.trail.currentColor,
resourceId: p.trail.resourceId,
}
: undefined,
})
@@ -965,7 +619,7 @@ export class ParticleEmitter extends Container {
if (!st) {
p.active = false
p.sprite.visible = false
if (p.trailMesh) p.trailMesh.visible = false
if (p.trail.mesh) p.trail.mesh.visible = false
continue
}
p.active = st.active
@@ -980,18 +634,14 @@ export class ParticleEmitter extends Container {
const resource = this.cfg.imageResources.find((item) => item.id === st.resourceId)
if (resource) {
p.imageFrameIndex = st.imageFrameIndex ?? 0
s.texture = this.imageFrameTexture(resource, p.imageFrameIndex)
s.texture = imageFrameTexture(resource, this.cfg.texture, p.imageFrameIndex)
s.anchor.set(resource.anchorX, resource.anchorY)
s.blendMode = BLEND_MAP[resource.blend] as any
}
}
if (this.cfg.trail && st.trailState) {
p.trailResourceId = st.trailState.resourceId ?? this.cfg.trailResources[0]?.id ?? 1
p.trailBones = st.trailState.bones.map((bone) => ({ ...bone }))
p.trailCurrentWidth = st.trailState.width
p.trailCurrentAlpha = st.trailState.alpha
this.skinTrailMesh(p, st.trailState)
} else if (p.trailMesh) p.trailMesh.visible = false
this.trail.applyState(p.trail, this.cfg, p.sprite, st.trailState)
} else if (p.trail.mesh) p.trail.mesh.visible = false
}
}
@@ -1000,9 +650,7 @@ export class ParticleEmitter extends Container {
for (const p of this.pool) {
p.active = false
p.sprite.visible = false
p.trailHistory.length = 0
p.trailBones.length = 0
if (p.trailMesh) p.trailMesh.visible = false
resetTrailState(p.trail)
}
this.accumulator = 0
this.burstTimer = 0
@@ -1030,4 +678,3 @@ export class ParticleEmitter extends Container {
this.rng = mulberry32(this.cfg.seed >>> 0)
}
}
+86
View File
@@ -0,0 +1,86 @@
import type { Texture } from 'pixi.js'
import type { EmitterConfig, ParticleImageResource, TrailImageResource } from './particleTypes'
/** 粒子图片资源的出厂默认值(无可用资源时的兜底)。 */
export function defaultImageResource(texture: Texture<any> | null): ParticleImageResource {
return {
id: 1, texture, 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', blend: 'normal',
colorGradient: [{ position: 0, color: '#ffffff' }, { position: 1, color: '#ff4d4d' }],
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 }],
}
}
/** 拖尾资源的出厂默认值(无可用资源时的兜底)。 */
export function defaultTrailResource(): TrailImageResource {
return {
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, 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 }],
}
}
/**
* 按权重随机挑选一张可用图片资源。
* 注意:内部对 rng 的调用次数与原实现严格一致,保证确定性随机序列不漂移。
*/
export function pickImageResource(cfg: EmitterConfig, rng: () => number): ParticleImageResource {
const resources = cfg.imageResources.filter((resource) => resource.texture || resource.sequenceFrames.some((frame) => frame.texture))
if (!resources.length) return defaultImageResource(cfg.texture)
const total = resources.reduce((sum, resource) => sum + Math.max(0, resource.weight), 0)
if (total <= 0) return resources[Math.floor(rng() * resources.length)]
let cursor = rng() * total
for (const resource of resources) {
cursor -= Math.max(0, resource.weight)
if (cursor <= 0) return resource
}
return resources[resources.length - 1]
}
/** 按权重挑选拖尾资源;使用外部传入的确定性采样值,不消耗粒子随机序列。 */
export function pickTrailResource(cfg: EmitterConfig, sample: number): TrailImageResource {
const resources = cfg.trailResources.filter((resource) => resource.texture)
if (!resources.length) return cfg.trailResources[0] || defaultTrailResource()
const total = resources.reduce((sum, resource) => sum + Math.max(0, resource.weight), 0)
if (total <= 0) return resources[Math.min(resources.length - 1, Math.floor(sample * resources.length))]
let cursor = sample * total
for (const resource of resources) {
cursor -= Math.max(0, resource.weight)
if (cursor <= 0) return resource
}
return resources[resources.length - 1]
}
/** 序列帧在粒子年龄处的帧号与可见性。 */
export function imageFrameState(resource: ParticleImageResource, age: number) {
if (resource.imageMode !== 'sequence' || resource.sequenceFrames.length <= 1) return { index: 0, visible: true }
const fps = Math.min(120, Math.max(1, Number(resource.sequenceFps) || 30))
const rawIndex = Math.max(0, Math.floor(Math.max(0, age) * fps))
const lastIndex = resource.sequenceFrames.length - 1
if (resource.sequencePlayback === 'once-hide') {
return { index: Math.min(lastIndex, rawIndex), visible: rawIndex <= lastIndex }
}
if (resource.sequencePlayback === 'once-hold') return { index: Math.min(lastIndex, rawIndex), visible: true }
if (resource.sequencePlayback === 'loop-reverse') return { index: lastIndex - rawIndex % resource.sequenceFrames.length, visible: true }
return { index: rawIndex % resource.sequenceFrames.length, visible: true }
}
/** 取指定帧的纹理;单图模式直接返回主纹理,帧号越界时收敛到最近一帧。 */
export function imageFrameTexture(resource: ParticleImageResource, fallbackTexture: Texture<any>, frameIndex: number) {
if (resource.imageMode === 'sequence' && resource.sequenceFrames.length) {
return resource.sequenceFrames[Math.max(0, Math.min(resource.sequenceFrames.length - 1, frameIndex))]?.texture
|| resource.texture
|| fallbackTexture
}
return resource.texture || fallbackTexture
}
+339
View File
@@ -0,0 +1,339 @@
import { Graphics, SimpleMesh, Texture } from 'pixi.js'
import type { Container, Sprite } from 'pixi.js'
import type { EmitterConfig, TrailBoneState, TrailState } from './particleTypes'
import { BLEND_MAP } from './particleConstants'
import { lerp, curveAt, gradientColorAt, hexToNumber } from './particleMath'
/** 每颗粒子携带的拖尾运行状态(从 Particle 上的 12 个散落字段收拢而来)。 */
export interface ParticleTrailState {
/** 所属粒子精灵与骨骼名(由发射器在更新时回填,网格插入 z 序需要精灵)。 */
sprite: Sprite | null
boneName: string
mesh: SimpleMesh | null
meshSignature: string
history: { x: number; y: number }[]
bones: TrailBoneState[]
skinWeights: { boneA: number; boneB: number; weight: number }[]
currentWidth: number
currentAlpha: number
currentColor: number
resourceId: number
enabled: boolean
sampledLength: number
sampledWidth: number
}
export function createTrailState(): ParticleTrailState {
return {
sprite: null,
boneName: '',
mesh: null,
meshSignature: '',
history: [],
bones: [],
skinWeights: [],
currentWidth: 0,
currentAlpha: 0,
currentColor: 0xffffff,
resourceId: 1,
enabled: false,
sampledLength: 100,
sampledWidth: 100,
}
}
/** 清空轨迹与骨骼(保留网格本身,只隐藏)。 */
export function resetTrailState(state: ParticleTrailState) {
state.history.length = 0
state.bones.length = 0
if (state.mesh) state.mesh.visible = false
}
/**
* 拖尾子系统:负责网格拓扑、轨迹采样、CPU 蒙皮与调试绘制。
* 一个发射器内所有粒子共用一个控制器;网格必须插入到对应粒子精灵之下绘制。
*/
export class TrailController {
private container: Container
constructor(container: Container) {
this.container = container
}
/** 根据网格行列生成拓扑,并为每个顶点绑定相邻两根拖尾骨骼。 */
private ensureMesh(p: ParticleTrailState, cfg: EmitterConfig, sprite: Sprite) {
const trailResource = cfg.trailResources.find((resource) => resource.id === p.resourceId) || cfg.trailResources[0]
const activeTrailTexture = trailResource?.texture || Texture.EMPTY
const textureRotation = Number(trailResource?.rotation) || 0
const rows = Math.max(2, Math.min(16, Math.round(cfg.trailGridRows)))
const cols = Math.max(2, Math.min(32, Math.round(cfg.trailGridCols)))
const bones = Math.max(2, Math.min(16, Math.round(trailResource?.boneCount ?? 3)))
const signature = `${rows}:${cols}:${bones}:${trailResource?.id ?? 0}:${textureRotation}`
if (p.mesh && p.meshSignature === signature) {
if (p.mesh.texture !== activeTrailTexture) p.mesh.texture = activeTrailTexture
return p.mesh
}
if (p.mesh) {
this.container.removeChild(p.mesh)
p.mesh.destroy()
}
// 拓扑或骨骼数量变化后丢弃旧轨迹,避免新权重继续套用旧骨骼位置产生偏移。
if (p.meshSignature && p.meshSignature !== signature) {
p.history.length = 0
p.bones.length = 0
}
const vertices = new Float32Array(rows * cols * 2)
const uvs = new Float32Array(rows * cols * 2)
const indices: number[] = []
const weights: { boneA: number; boneB: number; weight: number }[] = []
for (let col = 0; col < cols; col++) {
const columnT = col / (cols - 1)
const bonePosition = columnT * (bones - 1)
const boneA = Math.min(bones - 1, Math.floor(bonePosition))
const boneB = Math.min(bones - 1, boneA + 1)
const weight = bonePosition - boneA
for (let row = 0; row < rows; row++) {
const vertex = col * rows + row
// 骨骼链第 0 列是粒子头部;拖尾图片左侧为头。资源旋转绕 UV 中心重新绑定。
const sourceU = columnT
const sourceV = row / (rows - 1)
const angle = textureRotation * Math.PI / 180
const cos = Math.cos(angle), sin = Math.sin(angle)
uvs[vertex * 2] = 0.5 + cos * (sourceU - 0.5) - sin * (sourceV - 0.5)
uvs[vertex * 2 + 1] = 0.5 + sin * (sourceU - 0.5) + cos * (sourceV - 0.5)
weights.push({ boneA, boneB, weight })
}
}
for (let col = 0; col < cols - 1; col++) {
for (let row = 0; row < rows - 1; row++) {
const a = col * rows + row
const b = (col + 1) * rows + row
const c = a + 1
const d = b + 1
indices.push(a, b, c, b, d, c)
}
}
const mesh = new SimpleMesh(activeTrailTexture, vertices as any, uvs as any, new Uint16Array(indices) as any)
mesh.visible = false
mesh.blendMode = BLEND_MAP.normal as any
// 拖尾网格必须在粒子图片下方绘制。
this.container.addChildAt(mesh, Math.max(0, this.container.getChildIndex(sprite)))
p.mesh = mesh
p.meshSignature = signature
p.skinWeights = weights
return mesh
}
private appendPoint(p: ParticleTrailState, x: number, y: number, configuredLength: number) {
const first = p.history[0]
if (!first || Math.hypot(first.x - x, first.y - y) > 0.05) p.history.unshift({ x, y })
else { first.x = x; first.y = y }
// 保留略长于最大配置长度的轨迹,生命周期曲线从短变长时不会突然断裂。
const keepDistance = Math.max(1, configuredLength) * 1.5
let distance = 0
let keepCount = p.history.length
for (let i = 1; i < p.history.length; i++) {
distance += Math.hypot(p.history[i].x - p.history[i - 1].x, p.history[i].y - p.history[i - 1].y)
if (distance >= keepDistance || i >= 239) { keepCount = i + 1; break }
}
if (p.history.length > keepCount) p.history.length = keepCount
}
/** 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 sampleBones(p: ParticleTrailState, length: number, boneCount: number) {
const count = Math.max(2, Math.min(16, Math.round(boneCount)))
const history = p.history
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 = sampledLength * boneIndex / (count - 1)
let traversed = 0
let point = history[history.length - 1]
for (let i = 1; i < history.length; i++) {
const previous = history[i - 1]
const next = history[i]
const segment = Math.hypot(next.x - previous.x, next.y - previous.y)
if (traversed + segment >= targetDistance && segment > 0.0001) {
const amount = (targetDistance - traversed) / segment
point = { x: lerp(previous.x, next.x, amount), y: lerp(previous.y, next.y, amount) }
break
}
traversed += segment
}
result.push({ boneName: `${p.boneName}_trail_${boneIndex}`, x: point.x, y: point.y, rotation: 0 })
}
for (let i = 0; i < result.length; i++) {
const next = result[Math.min(result.length - 1, i + 1)]
const previous = result[Math.max(0, i - 1)]
const dx = i < result.length - 1 ? next.x - result[i].x : result[i].x - previous.x
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
}
/** 由骨骼位置和顶点权重完成 CPU 蒙皮,更新 Pixi 网格。 */
private skinMesh(p: ParticleTrailState, cfg: EmitterConfig, state: TrailState) {
if (!p.sprite) return
const mesh = this.ensureMesh(p, cfg, p.sprite)
const trailResource = cfg.trailResources.find((resource) => resource.id === state.resourceId) || cfg.trailResources[0]
if (!trailResource?.texture || state.bones.length < 2) { mesh.visible = false; return }
p.resourceId = trailResource.id
if (mesh.texture !== trailResource.texture) mesh.texture = trailResource.texture
const rows = Math.max(2, Math.min(16, Math.round(cfg.trailGridRows)))
const cols = Math.max(2, Math.min(32, Math.round(cfg.trailGridCols)))
const vertices = mesh.vertices as unknown as Float32Array
const centers: { x: number; y: number }[] = []
for (let col = 0; col < cols; col++) {
const skin = p.skinWeights[col * rows]
const a = state.bones[Math.min(state.bones.length - 1, skin.boneA)]
const b = state.bones[Math.min(state.bones.length - 1, skin.boneB)]
centers.push({ x: lerp(a.x, b.x, skin.weight), y: lerp(a.y, b.y, skin.weight) })
}
for (let col = 0; col < cols; col++) {
const before = centers[Math.max(0, col - 1)]
const after = centers[Math.min(cols - 1, col + 1)]
const dx = after.x - before.x
const dy = after.y - before.y
const tangentLength = Math.max(0.0001, Math.hypot(dx, dy))
const normalX = -dy / tangentLength
const normalY = dx / tangentLength
const columnT = col / (cols - 1)
const shape = trailResource.shapeEnabled ? Math.max(0, curveAt(trailResource.shapeCurve, columnT)) : 1
for (let row = 0; row < rows; row++) {
const rowT = row / (rows - 1) - 0.5
const offset = rowT * state.width * shape
const vertex = (col * rows + row) * 2
vertices[vertex] = centers[col].x + normalX * offset
vertices[vertex + 1] = centers[col].y + normalY * offset
}
}
mesh.tint = state.colorHex
mesh.alpha = state.alpha
mesh.blendMode = BLEND_MAP[trailResource.blend] as any
mesh.visible = Math.hypot(centers[0].x - centers[cols - 1].x, centers[0].y - centers[cols - 1].y) > 0.5 && state.alpha > 0
}
/** 每帧更新拖尾;返回用于录制/导出的 TrailState,拖尾关闭时返回 undefined。 */
update(
p: ParticleTrailState,
cfg: EmitterConfig,
boneName: string,
renderX: number,
renderY: number,
lifeT: number,
sprite: Sprite,
): TrailState | undefined {
p.sprite = sprite
p.boneName = boneName
if (!cfg.trail || !p.enabled || p.sampledLength <= 0 || p.sampledWidth <= 0) {
resetTrailState(p)
return undefined
}
// 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.ensureMesh(p, cfg, sprite)
const trailResource = cfg.trailResources.find((resource) => resource.id === p.resourceId) || cfg.trailResources[0]
this.appendPoint(p, renderX, renderY, p.sampledLength)
const lengthMultiplier = trailResource?.lifeLengthEnabled ? Math.max(0, curveAt(trailResource.lifeLengthCurve, lifeT)) : 1
const length = Math.max(0, p.sampledLength) * lengthMultiplier
p.bones = this.sampleBones(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.bones[0]) {
p.bones[0].x = renderX
p.bones[0].y = renderY
}
const particleWidthScale = trailResource?.widthMode === 'particle'
? (Math.abs(sprite.scale.x) + Math.abs(sprite.scale.y)) * 0.5
: 1
p.currentWidth = Math.max(0, p.sampledWidth) * particleWidthScale
p.currentAlpha = trailResource?.alphaMode === 'particle'
? sprite.alpha
: trailResource?.alphaMode === 'curve'
? curveAt(trailResource.alphaCurve, lifeT)
: trailResource?.alpha ?? 1
p.currentColor = trailResource?.colorMode === 'particle'
? sprite.tint as number
: trailResource?.colorMode === 'curve'
? gradientColorAt(trailResource.colorGradient, lifeT)
: hexToNumber(trailResource?.color || '#ffffff')
const state: TrailState = {
bones: p.bones.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.bones.length,
width: p.currentWidth,
alpha: Math.min(1, Math.max(0, p.currentAlpha)),
colorHex: p.currentColor,
resourceId: p.resourceId,
}
this.skinMesh(p, cfg, state)
return state
}
/** 回放:把录制的 TrailState 还原到网格(非活动拖尾隐藏)。 */
applyState(p: ParticleTrailState, cfg: EmitterConfig, sprite: Sprite, state: TrailState) {
p.sprite = sprite
p.resourceId = state.resourceId ?? cfg.trailResources[0]?.id ?? 1
p.bones = state.bones.map((bone) => ({ ...bone }))
p.currentWidth = state.width
p.currentAlpha = state.alpha
this.skinMesh(p, cfg, state)
}
/** 在画布上绘制实际蒙皮网格;仅用于编辑器调试显示,不参与录制或导出。 */
drawDebug(g: Graphics, visible: boolean, cfg: EmitterConfig, particles: ParticleTrailState[]) {
g.clear()
if (!visible || !cfg.trail) return
const rows = Math.max(2, Math.min(16, Math.round(cfg.trailGridRows)))
const cols = Math.max(2, Math.min(32, Math.round(cfg.trailGridCols)))
g.lineStyle(1, 0x39d7ff, 0.72)
for (const p of particles) {
const mesh = p.mesh
if (!mesh?.visible) continue
const vertices = mesh.vertices as unknown as Float32Array
const point = (col: number, row: number) => {
const index = (col * rows + row) * 2
return { x: vertices[index], y: vertices[index + 1] }
}
for (let row = 0; row < rows; row++) {
for (let col = 0; col < cols; col++) {
const current = point(col, row)
if (col === 0) g.moveTo(current.x, current.y)
else g.lineTo(current.x, current.y)
}
}
for (let col = 0; col < cols; col++) {
for (let row = 0; row < rows; row++) {
const current = point(col, row)
if (row === 0) g.moveTo(current.x, current.y)
else g.lineTo(current.x, current.y)
}
}
g.beginFill(0x8cecff, 0.9)
for (let col = 0; col < cols; col++) {
for (let row = 0; row < rows; row++) {
const current = point(col, row)
g.drawCircle(current.x, current.y, 1.6)
}
}
g.endFill()
}
}
}
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<script setup lang="ts">
import { useParticleStore } from '../store/particleStore'
import { setUndoLimit } from '../editor/editorHistory'
defineProps<{ show: boolean }>()
const emit = defineEmits<{ (e: 'close'): void }>()
const store = useParticleStore()
function onUndoLimitChange(event: Event) {
setUndoLimit(store, Number((event.target as HTMLInputElement).value))
}
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))
}
</script>
<template>
<div v-if="show" class="settings-panel">
<div class="sp-head">系统设置 <button class="sp-close" @click="emit('close')">✕</button></div>
<div class="sp-section-title">界面布局</div>
<label class="sp-switch-row">
<span>参数面板位置</span>
<span class="sp-switch-control">
<input type="checkbox" v-model="store.settings.parameterPanelOnRight" aria-label="参数面板显示在右侧" />
<span class="sp-switch-ui" aria-hidden="true"></span>
<b>{{ store.settings.parameterPanelOnRight ? '右侧' : '左侧' }}</b>
</span>
</label>
<div class="sp-divider"></div>
<div class="sp-section-title">操作历史</div>
<label class="sp-row"><span>最大撤回步数</span>
<input
class="sp-num sp-undo-limit"
type="number"
min="1"
max="200"
v-model.number="store.settings.undoLimit"
aria-label="最大撤回步数"
@change="onUndoLimitChange"
/>
</label>
<div class="sp-divider"></div>
<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>
<template v-if="store.settings.tickEnabled">
<label class="sp-row"><span>刻度文字大小</span>
<input type="range" min="8" max="40" step="1" v-model.number="store.settings.axisFontSize" />
<input type="number" min="8" max="40" v-model.number="store.settings.axisFontSize" class="sp-num" />
</label>
<label class="sp-row"><span>刻度线粗细</span>
<input type="range" min="1" max="5" step="0.5" v-model.number="store.settings.tickWidth" />
<input type="number" min="1" max="5" v-model.number="store.settings.tickWidth" class="sp-num" />
</label>
<label class="sp-row"><span>坐标轴颜色</span>
<input type="color" v-model="store.settings.axisColor" class="sp-colr" />
<span class="sp-hex">{{ store.settings.axisColor }}</span>
</label>
<label class="sp-chk"><input type="checkbox" v-model="store.settings.showAxisLabels" />显示刻度数值</label>
</template>
<div class="sp-cache-note">整个系统设置会自动保存到当前浏览器</div>
</div>
</template>
<style scoped>
.settings-panel {
position: absolute; top: 52px; left: 10px; width: 240px; z-index: 10;
background: rgba(20,20,32,0.97); border: 1px solid #2a2a3c; border-radius: 10px; padding: 10px 12px;
font-size: 12px; color: #aab; box-shadow: 0 6px 20px rgba(0,0,0,0.4);
}
.sp-head { display: flex; justify-content: space-between; align-items: center; font-weight: 700; color: #cdf; margin-bottom: 10px; }
.sp-section-title { margin: 2px 0 8px; color: #8a93bb; font-size: 11px; }
.sp-switch-row { display: flex; align-items: center; justify-content: space-between; gap: 10px; color: #aab; }
.sp-switch-control { display: inline-flex; align-items: center; gap: 7px; }
.sp-switch-control input { position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none; }
.sp-switch-ui { position: relative; width: 34px; height: 18px; border-radius: 999px; background: #39445a; cursor: pointer; transition: background .16s ease; }
.sp-switch-ui::after { content: ''; position: absolute; top: 2px; left: 2px; width: 14px; height: 14px; border-radius: 50%; background: #f4f6fb; transition: transform .16s ease; }
.sp-switch-control input:checked + .sp-switch-ui { background: #655df0; }
.sp-switch-control input:checked + .sp-switch-ui::after { transform: translateX(16px); }
.sp-switch-control input:focus-visible + .sp-switch-ui { outline: 2px solid #8b86ff; outline-offset: 2px; }
.sp-switch-control b { min-width: 24px; color: #8a93bb; font-size: 11px; font-weight: 500; }
.sp-cache-note { margin-top: 10px; padding-top: 9px; border-top: 1px solid #2a2a3c; color: #647089; font-size: 10px; text-align: center; }
.sp-divider { height: 1px; margin: 10px 0; background: #2a2a3c; }
.sp-close { background: #2e3a55; border: none; color: #cdf; border-radius: 4px; width: 18px; height: 18px; cursor: pointer; font-size: 11px; }
.sp-row { display: flex; align-items: center; gap: 8px; margin: 8px 0; }
.sp-row > span:first-child { width: 76px; flex-shrink: 0; color: #8a93bb; }
.sp-row input[type=range] { flex: 1; background: #1a1a28; accent-color: #3a5a8c; }
.sp-num { width: 52px; background: #1a1a28; border: 1px solid #2e2e44; border-radius: 5px; color: #dde; font-size: 12px; padding: 2px 4px; }
.sp-undo-limit { margin-left: auto; width: 64px; height: 26px; box-sizing: border-box; }
.sp-colr { width: 26px; height: 22px; border: none; background: none; cursor: pointer; }
.sp-hex { font-size: 11px; color: #889; font-variant-numeric: tabular-nums; }
.sp-chk { display: flex; align-items: center; gap: 6px; margin: 8px 0; color: #aab; }
</style>
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<script setup lang="ts">
import { computed, ref } from 'vue'
import { useParticleStore } from '../store/particleStore'
import { zoomIn, zoomOut, fitView, resetView, toggleGrid, type StageContext } from './stage/viewControls'
import { undoLastOperation, editorHistoryState } from '../editor/editorHistory'
const props = defineProps<{
ctx: StageContext
activeTool: '' | 'translate' | 'rotate' | 'scale'
showSettings: boolean
showHelp: boolean
}>()
const emit = defineEmits<{
(e: 'update:activeTool', v: '' | 'translate' | 'rotate' | 'scale'): void
(e: 'update:showSettings', v: boolean): void
(e: 'update:showHelp', v: boolean): void
(e: 'clear-background', resetControls: boolean): void
(e: 'background-file', event: Event): void
}>()
const store = useParticleStore()
const showBackgroundMenu = ref(false)
const backgroundFileInput = ref<HTMLInputElement | null>(null)
const backgroundFileName = computed(() => store.settings.backgroundImageName)
function toggleTool(t: '' | 'translate' | 'rotate' | 'scale') {
emit('update:activeTool', props.activeTool === t ? '' : t)
}
function toggleBackgroundMenu() {
showBackgroundMenu.value = !showBackgroundMenu.value
if (showBackgroundMenu.value) emit('update:showSettings', false)
}
function toggleSettings() {
const next = !props.showSettings
emit('update:showSettings', next)
// 打开系统设置时关闭背景图面板,保持两个弹出层互斥(与原 Stage.vue 行为一致)。
if (next) showBackgroundMenu.value = false
}
function openHelp() {
emit('update:showHelp', true)
showBackgroundMenu.value = false
emit('update:showSettings', false)
}
function onBackgroundFileChange(event: Event) {
// 上传处理委托给父组件(需要访问 BackgroundLayer 同步纹理)
emit('background-file', event)
}
function clearBackground(resetControls = true) {
// 文件输入框在本组件内,清空其值以便用户能再次选择同一张图片触发 change。
if (backgroundFileInput.value) backgroundFileInput.value.value = ''
emit('clear-background', resetControls)
}
function undo() {
undoLastOperation()
}
</script>
<template>
<div class="topbar">
<button class="settings-btn" @click="toggleSettings" title="系统设置">系统设置</button>
<button class="undo-btn" :disabled="editorHistoryState.undoCount === 0" @click="undo" title="撤回上一步 (Ctrl+Z)">↶</button>
<!-- 根变换工具:拖动(默认) / 位移 / 旋转 / 缩放 -->
<div class="tool-group">
<button class="tool-btn" :class="{ on: activeTool === '' }" @click="toggleTool('')" title="拖动画布 (Q)">✋</button>
<button class="tool-btn" :class="{ on: activeTool === 'translate' }" @click="toggleTool('translate')" title="位移 (W)">✥</button>
<button class="tool-btn" :class="{ on: activeTool === 'rotate' }" @click="toggleTool('rotate')" title="旋转 (E)">⟳</button>
<button class="tool-btn" :class="{ on: activeTool === 'scale' }" @click="toggleTool('scale')" title="缩放 (R)">⤢</button>
</div>
<!-- 工具按钮组(参考画布工具栏) -->
<div class="tool-group">
<button class="tool-btn" @click="zoomIn(ctx)" title="放大">+</button>
<button class="tool-btn" @click="zoomOut(ctx)" title="缩小">-</button>
<button class="tool-btn" @click="fitView(ctx)" title="适配画布">⤢</button>
<button class="tool-btn" :class="{ on: store.settings.showGrid }" @click="toggleGrid(ctx)" title="切换网格">▦</button>
<button class="tool-btn" @click="resetView(ctx)" title="重置视图">⟳</button>
</div>
<div class="background-menu" @click.stop>
<button
class="background-btn"
:class="{ on: showBackgroundMenu }"
title="背景图显示设置"
@click="toggleBackgroundMenu"
>背景图</button>
<div v-if="showBackgroundMenu" class="background-panel">
<button class="background-upload" @click="backgroundFileInput?.click()">
{{ backgroundFileName ? '更换图像' : '上传图像' }}
</button>
<button class="background-clear" :disabled="!backgroundFileName" @click="clearBackground()">清除背景</button>
<input
ref="backgroundFileInput"
class="background-file-input"
type="file"
accept="image/png,image/jpeg,image/webp"
@change="onBackgroundFileChange"
/>
<div class="background-file-name" :title="backgroundFileName">{{ backgroundFileName || '未上传图像' }}</div>
<div class="background-position-row">
<label><span>X</span><input v-model.number="store.settings.backgroundX" type="number" step="1" aria-label="背景图 X 偏移" /></label>
<label><span>Y</span><input v-model.number="store.settings.backgroundY" type="number" step="1" aria-label="背景图 Y 偏移" /></label>
</div>
<label class="background-opacity-row">
<span>透明度</span>
<input v-model.number="store.settings.backgroundOpacity" type="range" min="0" max="1" step="0.01" aria-label="背景图透明度" />
<b>{{ Math.round(store.settings.backgroundOpacity * 100) }}%</b>
</label>
</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>
</template>
<style scoped>
.topbar {
position: absolute; top: 10px; left: 10px; right: 10px; display: flex; align-items: center; gap: 10px;
padding: 8px 12px; background: rgba(20,20,32,0.85); border-radius: 10px; border: 1px solid rgba(255,255,255,0.08);
font-size: 12px; color: #aab; z-index: 5; flex-wrap: wrap;
}
.topbar input[type=range] { background: #1a1a28; border: 1px solid #2e2e44; color: #dde; border-radius: 5px; }
/* 工具按钮组 */
.tool-group { display: flex; gap: 6px; margin-left: 6px; padding-left: 12px; border-left: 1px solid #2a2a3c; }
.tool-btn {
width: 30px; height: 26px; background: #1e1e2e; border: 1px solid #2e2e44; border-radius: 6px;
color: #aab; font-size: 14px; cursor: pointer; display: flex; align-items: center; justify-content: center;
}
.tool-btn:hover { background: #2b3a5c; color: #fff; }
.tool-btn.on { background: #3a5a8c; color: #fff; border-color: #5a7ab8; }
.background-menu { position: relative; flex: 0 0 auto; }
.background-btn {
height: 28px; padding: 0 11px; border: 1px solid #3a4963; border-radius: 6px;
background: #202a3b; color: #cbd7ed; font-size: 12px; cursor: pointer;
}
.background-btn:hover, .background-btn.on { border-color: #7774ff; background: #343b63; color: #fff; }
.background-panel {
position: absolute; top: calc(100% + 9px); right: 0; width: 248px; box-sizing: border-box; padding: 10px;
border: 1px solid #343b50; border-radius: 9px; background: rgba(20,20,32,.98); color: #aeb8cc;
box-shadow: 0 8px 24px rgba(0,0,0,.48); z-index: 12;
}
.background-upload {
width: 100%; height: 30px; border: 1px solid #5652b5; border-radius: 6px;
background: #4540a0; color: #fff; cursor: pointer;
}
.background-upload:hover { border-color: #8982ff; background: #554dc2; }
.background-clear {
width: 100%; height: 28px; margin-top: 6px; border: 1px solid #70404a; border-radius: 6px;
background: #512a33; color: #efb5bd; cursor: pointer;
}
.background-clear:hover:not(:disabled) { border-color: #b65b6a; background: #6a303b; color: #fff; }
.background-clear:disabled { opacity: .42; cursor: not-allowed; }
.background-file-input { display: none; }
.background-file-name { margin: 7px 2px 9px; overflow: hidden; color: #737f98; font-size: 10px; text-overflow: ellipsis; white-space: nowrap; }
.background-position-row { display: grid; grid-template-columns: 1fr 1fr; gap: 8px; }
.background-position-row label { display: flex; align-items: center; gap: 5px; color: #8995ad; font-size: 11px; }
.background-position-row input {
width: 0; min-width: 0; flex: 1; box-sizing: border-box; height: 28px; padding: 0 6px;
border: 1px solid #343e55; border-radius: 5px; background: #101522; color: #e1e6f2;
}
.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; }
.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; }
.settings-btn {
height: 28px; padding: 0 12px; flex: 0 0 auto; border: 1px solid #3a4963; border-radius: 6px;
background: #202a3b; color: #cdf; font-size: 12px; font-weight: 700; cursor: pointer;
}
.settings-btn:hover { border-color: #7774ff; background: #2b3a5c; color: #fff; }
.undo-btn {
width: 30px; height: 28px; flex: 0 0 30px; border: 1px solid #3a4963; border-radius: 6px;
background: #202a3b; color: #cdd8ed; font-size: 18px; line-height: 1; cursor: pointer;
}
.undo-btn:hover:not(:disabled) { border-color: #7774ff; background: #2b3a5c; color: #fff; }
.undo-btn:disabled { opacity: .38; cursor: not-allowed; }
</style>
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import { Sprite, Texture } from 'pixi.js'
import type { Container } from 'pixi.js'
import { fileToDataUrl } from '../../spine/spineSourceBundle'
/**
* 背景图层:精灵创建、纹理异步加载(带版本号防竞态)、清除与上传处理。
* 纯 store 绑定 + 精灵操作,无模拟逻辑。
*/
export class BackgroundLayer {
private sprite: Sprite | null = null
private texture: Texture | null = null
private loadVersion = 0
/** 在 world 容器内创建背景精灵(最底层)。 */
createSprite(world: Container) {
const sprite = new Sprite(Texture.EMPTY)
sprite.anchor.set(0.5)
sprite.visible = false
world.addChild(sprite)
this.sprite = sprite
return sprite
}
/** 每帧应用位置与透明度设置。 */
applyTransform(backgroundX: number, backgroundY: number, backgroundOpacity: number) {
if (!this.sprite) return
this.sprite.position.set(Number(backgroundX) || 0, -(Number(backgroundY) || 0))
this.sprite.alpha = Math.min(1, Math.max(0, Number(backgroundOpacity) || 0))
}
/** 异步把 dataUrl 加载为纹理;旧请求返回时作废。 */
async syncTexture(dataUrl: string) {
const version = ++this.loadVersion
if (!dataUrl) {
if (this.sprite) {
this.sprite.texture = Texture.EMPTY
this.sprite.visible = false
}
if (this.texture) this.texture.destroy(true)
this.texture = null
return
}
try {
const texture = await Texture.fromURL(dataUrl)
if (version !== this.loadVersion || !this.sprite) {
texture.destroy(true)
return
}
const previous = this.texture
this.texture = texture
this.sprite.texture = texture
this.sprite.visible = true
if (previous) previous.destroy(true)
} catch (error) {
console.error('背景图恢复失败', error)
}
}
/** 清除背景纹理与偏移/透明度设置(供工具栏"清除背景"按钮使用)。 */
static clearStoreBackground(store: { settings: { backgroundImageData: string; backgroundImageName: string; backgroundX: number; backgroundY: number; backgroundOpacity: number } }, resetControls: boolean) {
store.settings.backgroundImageData = ''
store.settings.backgroundImageName = ''
if (resetControls) {
store.settings.backgroundX = 0
store.settings.backgroundY = 0
store.settings.backgroundOpacity = 1
}
}
/** 把上传文件写进 store(dataUrl + 文件名)。 */
static async handleFileChange(store: { settings: { backgroundImageData: string; backgroundImageName: string } }, event: Event) {
const input = event.target as HTMLInputElement
const file = input.files?.[0]
if (!file) return
try {
store.settings.backgroundImageData = await fileToDataUrl(file)
store.settings.backgroundImageName = file.name
} catch (error) {
console.error('背景图加载失败', error)
} finally {
input.value = ''
}
}
/** 卸载时释放纹理。 */
destroy() {
this.loadVersion++
if (this.texture) this.texture.destroy(true)
this.texture = null
this.sprite = null
}
}
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import { Texture, type Container } from 'pixi.js'
import { ParticleEmitter, ensureEmitterConfig } from '../../core/particleEmitter'
import { sampleScenePath } from '../../core/scenePathSampler'
import type { EmitterConfig } from '../../core/particleTypes'
import { followCurveValue } from './stageGeometry'
import type { useParticleStore, CollisionBody } from '../../store/particleStore'
import type { ScenePath } from '../../store/particleStore'
type EditorStore = ReturnType<typeof useParticleStore>
/** 发射器容器世界点 → 发射器局部坐标(数学坐标系)。 */
export function worldPointToEmitterLocal(
config: { centerX: number; centerY: number; rootRotation: number; rootScaleX: number; rootScaleY: number },
worldX: number,
worldY: number,
scaleX = Math.max(0.0001, Math.abs(config.rootScaleX)),
scaleY = Math.max(0.0001, Math.abs(config.rootScaleY)),
) {
const angle = -config.rootRotation * Math.PI / 180
const cos = Math.cos(angle), sin = Math.sin(angle)
const screenX = worldX - config.centerX
const screenY = -worldY + config.centerY
return { x: (cos * screenX + sin * screenY) / scaleX, y: (-sin * screenX + cos * screenY) / scaleY }
}
/** 采样出生路径并把世界点/切线角转换为发射器局部坐标。 */
export function sampleSpawnPathForEmitter(
config: { centerX: number; centerY: number; rootRotation: number; rootScaleX: number; rootScaleY: number },
path: ScenePath,
progress: number,
) {
const sample = sampleScenePath(path, progress)
if (!sample) return null
const local = worldPointToEmitterLocal(config, sample.x, sample.y)
const radians = sample.angle * Math.PI / 180
const tangentWorld = worldPointToEmitterLocal(config, sample.x + Math.cos(radians), sample.y + Math.sin(radians))
const angle = Math.atan2(tangentWorld.y - local.y, tangentWorld.x - local.x) * 180 / Math.PI
return { ...local, angle }
}
/** 每帧预览碰撞体(含路径跟随),供粒子碰撞解算与绘制使用。 */
export function buildPreviewColliders(store: EditorStore, timeSeconds: number): CollisionBody[] {
return store.colliders.map((collider) => {
if (!collider.followPath || !collider.followPathId) return collider
const path = store.paths.find((item) => item.id === collider.followPathId && item.enabled)
if (!path?.points.length) return collider
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 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
? {
...collider,
x: sample.x,
y: sample.y,
rotation: collider.rotation + (collider.followPathRotation ? sample.angle : 0),
}
: collider
})
}
/** 发射器集合:按 store.systems 增删 ParticleEmitter,并在纹理就绪后补挂默认贴图。 */
export class EmitterSync {
readonly emitters = new Map<number, ParticleEmitter>()
private configs = new Map<number, object>()
sync(
store: EditorStore,
world: Container,
dotTex: Texture<any> | null,
trailTex: Texture<any> | null,
) {
for (const [id, em] of this.emitters) {
const system = store.systems.find((item) => item.id === id)
if (!system || this.configs.get(id) !== system.config) {
world.removeChild(em)
em.destroy({ children: true })
this.emitters.delete(id)
this.configs.delete(id)
}
}
for (const sys of store.systems) {
// 新增系统若还没贴图(dotTex 已加载后),补上默认点纹理,否则无法渲染
if (dotTex && !sys.config.texture) sys.config.texture = dotTex
const cfg = ensureEmitterConfig(sys.config as any)
if (trailTex) {
for (const resource of cfg.trailResources) {
if (!resource.texture && (resource.previewUrl === '/images/trail.png' || resource.previewUrl === '/trails/trail.png')) resource.texture = trailTex
}
}
if (dotTex) {
for (const resource of cfg.imageResources) {
if (!resource.texture && resource.textureName === 'star') resource.texture = dotTex
}
}
if (this.emitters.has(sys.id)) continue
const em = new ParticleEmitter(sys.config as any)
world.addChild(em)
this.emitters.set(sys.id, em)
this.configs.set(sys.id, sys.config)
}
}
/** 卸载时销毁全部发射器。 */
destroy(world: Container) {
for (const [id, em] of this.emitters) {
world.removeChild(em)
em.destroy({ children: true })
this.emitters.delete(id)
this.configs.delete(id)
}
}
}
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import type { SceneTransformTarget } from './stageTypes'
import { installPointerDrag } from './pointerDrag'
import { pointerToWorldMath, type StageContext } from './viewControls'
/** 场景对象命中交互:碰撞体拖拽、力场/吸附点拖拽、根变换 gizmo 三工具手势。 */
export class ObjectInteractions {
constructor(private ctx: StageContext, private getTool: () => '' | 'translate' | 'rotate' | 'scale') {}
/** 命中当前选中碰撞体时拖拽其中心;返回 true 表示事件已被接管。 */
onColliderPointerDown(e: PointerEvent): boolean {
const store = this.ctx.store
if (store.activeObjectType !== 'collision') return false
const collider = store.colliders.find((item) => item.id === store.activeObjectId)
if (!collider?.enabled || collider.visible === false) return false
const pointer = pointerToWorldMath(this.ctx, e.clientX, e.clientY)
const angle = collider.rotation * Math.PI / 180
const cos = Math.cos(angle), sin = Math.sin(angle)
const scaleX = Math.max(0.0001, Math.abs(collider.scaleX ?? 1))
const scaleY = Math.max(0.0001, Math.abs(collider.scaleY ?? 1))
const dx = pointer.x - collider.x, dy = pointer.y - collider.y
const localX = (cos * dx + sin * dy) / scaleX, localY = (-sin * dx + cos * dy) / scaleY
const hit = collider.shape === 'circle'
? Math.hypot(localX, localY) <= collider.radius
: collider.shape === 'ellipse'
? Math.hypot(localX / Math.max(1, collider.radiusX), localY / Math.max(1, collider.radiusY)) <= 1
: Math.abs(localX) <= collider.width * 0.5 && Math.abs(localY) <= collider.height * 0.5
if (!hit) return false
const startX = collider.x, startY = collider.y, start = pointer
installPointerDrag((event) => {
const next = pointerToWorldMath(this.ctx, event.clientX, event.clientY)
collider.x = startX + next.x - start.x
collider.y = startY + next.y - start.y
})
return true
}
/** 命中当前选中系统的力场圆时开始拖拽;返回 true 表示事件已被力场接管。 */
onForceFieldDown(e: PointerEvent): boolean {
const sys = this.ctx.store.systems.find((item) => item.id === this.ctx.store.activeId)
if (sys?.visible === false) return false
const cfg = sys?.config
if (!cfg?.forceField || cfg.forceRadius <= 0) return false
const startPointer = pointerToWorldMath(this.ctx, e.clientX, e.clientY)
const distance = Math.hypot(startPointer.x - cfg.forceCenterX, startPointer.y - cfg.forceCenterY)
if (distance > cfg.forceRadius) return false
const startX = cfg.forceCenterX
const startY = cfg.forceCenterY
if (this.ctx.holder.value) this.ctx.holder.value.style.cursor = 'grabbing'
const move = (event: PointerEvent) => {
const pointer = pointerToWorldMath(this.ctx, event.clientX, event.clientY)
cfg.forceCenterX = startX + pointer.x - startPointer.x
cfg.forceCenterY = startY + pointer.y - startPointer.y
}
const up = () => {
if (this.ctx.holder.value) this.ctx.holder.value.style.cursor = ''
window.removeEventListener('pointermove', move)
window.removeEventListener('pointerup', up)
window.removeEventListener('pointercancel', up)
}
window.addEventListener('pointermove', move)
window.addEventListener('pointerup', up)
window.addEventListener('pointercancel', up)
e.preventDefault()
return true
}
/** 命中吸附圆(半径为 0 时使用屏幕 12px 热区)时拖动全局吸附点。 */
onAttractionDown(e: PointerEvent): boolean {
const sys = this.ctx.store.systems.find((item) => item.id === this.ctx.store.activeId)
if (sys?.visible === false) return false
const cfg = sys?.config
if (!cfg?.attraction) return false
const startPointer = pointerToWorldMath(this.ctx, e.clientX, e.clientY)
const hitRadius = Math.max(cfg.attractionRadius, 12 / Math.max(0.0001, this.ctx.store.editor.viewScale))
const distance = Math.hypot(startPointer.x - cfg.attractionCenterX, startPointer.y - cfg.attractionCenterY)
if (distance > hitRadius) return false
const startX = cfg.attractionCenterX
const startY = cfg.attractionCenterY
if (this.ctx.holder.value) this.ctx.holder.value.style.cursor = 'grabbing'
const move = (event: PointerEvent) => {
const pointer = pointerToWorldMath(this.ctx, event.clientX, event.clientY)
cfg.attractionCenterX = startX + pointer.x - startPointer.x
cfg.attractionCenterY = startY + pointer.y - startPointer.y
}
const up = () => {
if (this.ctx.holder.value) this.ctx.holder.value.style.cursor = ''
window.removeEventListener('pointermove', move)
window.removeEventListener('pointerup', up)
window.removeEventListener('pointercancel', up)
}
window.addEventListener('pointermove', move)
window.addEventListener('pointerup', up)
window.addEventListener('pointercancel', up)
e.preventDefault()
return true
}
/** 依据层级树当前选中对象生成 gizmo 目标(读写其 x/y/rotation/scale)。 */
selectedTransformTarget(): SceneTransformTarget | null {
const store = this.ctx.store
const id = store.activeObjectId
if (store.activeObjectType === 'particle') {
const system = store.systems.find((item) => item.id === id)
if (!system || system.visible === false) return null
const config = system.config
return {
x: config.centerX, y: config.centerY, rotation: config.rootRotation,
scaleX: config.rootScaleX ?? 1, scaleY: config.rootScaleY ?? 1,
setPosition: (x, y) => { config.centerX = x; config.centerY = y },
setRotation: (rotation) => { config.rootRotation = rotation },
setScale: (scaleX, scaleY) => { config.rootScaleX = scaleX; config.rootScaleY = scaleY },
}
}
const collection = store.activeObjectType === 'collision'
? store.colliders
: store.activeObjectType === 'path'
? store.paths
: store.spines
const object = collection.find((item) => item.id === id) as any
if (!object || object.visible === false) return null
return {
x: Number(object.x) || 0, y: Number(object.y) || 0, rotation: Number(object.rotation) || 0,
scaleX: Math.max(0.05, Number(object.scaleX) || 1), scaleY: Math.max(0.05, Number(object.scaleY) || 1),
setPosition: (x, y) => { object.x = x; object.y = y },
setRotation: (rotation) => { object.rotation = rotation },
setScale: (scaleX, scaleY) => { object.scaleX = scaleX; object.scaleY = scaleY },
}
}
/** 场景对象 gizmo 拖拽:作用于场景树当前选中对象。 */
onGizmoDown(e: PointerEvent) {
const target = this.selectedTransformTarget()
if (!target) return
const app = this.ctx.app()!
const store = this.ctx.store
const sc = store.editor.viewScale
const rect = this.ctx.holder.value!.getBoundingClientRect()
const cx = rect.left + app.screen.width / 2 + store.editor.viewX + target.x * sc
const cy = rect.top + app.screen.height * 0.5 + store.editor.viewY + (-target.y) * sc
const startX = e.clientX, startY = e.clientY
const tool = this.getTool()
// 初始基准(按下时快照,后续基于快照 + 相对按下点的总增量,避免累积误差/抖动)
const sCx = target.x, sCy = target.y
const sRot = target.rotation
const sSx = target.scaleX, sSy = target.scaleY
const startDist = Math.hypot(startX - cx, startY - cy) || 1
const startAngle = Math.atan2(startY - cy, startX - cx)
const move = (ev: PointerEvent) => {
const dx = (ev.clientX - startX) / sc
const dy = (ev.clientY - startY) / sc
if (tool === 'translate') {
// 位移:按下基准 + 总位移(离手快照,不累积)
target.setPosition(sCx + dx, sCy - dy)
} else if (tool === 'rotate') {
const a = Math.atan2(ev.clientY - cy, ev.clientX - cx)
// 跟手:拖拽环动方向 = 旋转方向(逆时针环动→逆时针,顺时针环动→顺时针)。
// 渲染层 em.rotation=-rootRotation(屏幕坐标),故这里对屏幕 atan2 增量取反,使 rootRotation 在数学坐标下与拖拽环动同向。
target.setRotation(sRot - (a - startAngle) * 180 / Math.PI)
} else if (tool === 'scale') {
const nd = Math.hypot(ev.clientX - cx, ev.clientY - cy)
const f = nd / startDist
target.setScale(Math.max(0.05, sSx * f), Math.max(0.05, sSy * f))
}
}
installPointerDrag(move)
}
}
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import { worldToPathLocal } from './stageGeometry'
import { installPointerDrag } from './pointerDrag'
import { pointerToWorldMath, type StageContext } from './viewControls'
/**
* 路径节点编辑:双击增删锚点、单击选中/多选/反选、框选、锚点与贝塞尔手柄拖拽。
* 与原 Stage.vue 实现逐行为等价,仅把函数移到模块并显式传入共享状态。
*/
export class PathEditing {
/** 多选节点集合(选中层级树路径对象时启用)。 */
readonly selectedNodes = new Set<number>()
/** 双击后抑制紧随其后的又一次双击(单击建锚已处理过)。 */
private suppressNextDoubleClick = false
constructor(private ctx: StageContext) {}
resetSelection() {
this.selectedNodes.clear()
}
activePath() {
const store = this.ctx.store
if (store.activeObjectType !== 'path') return null
const path = store.paths.find((item) => item.id === store.activeObjectId) || null
return path?.visible === false ? null : path
}
private pathInsertIndex(path: NonNullable<ReturnType<PathEditing['activePath']>>, x: number, y: number) {
if (path.points.length < 2) return path.points.length
const segments = path.closed ? path.points.length : path.points.length - 1
let bestIndex = path.points.length
let bestDistance = Infinity
for (let index = 0; index < segments; index++) {
const a = path.points[index], b = path.points[(index + 1) % path.points.length]
const dx = b.x - a.x, dy = b.y - a.y
const lengthSq = Math.max(0.0001, dx * dx + dy * dy)
const amount = Math.min(1, Math.max(0, ((x - a.x) * dx + (y - a.y) * dy) / lengthSq))
const px = a.x + dx * amount, py = a.y + dy * amount
const distance = Math.hypot(x - px, y - py)
if (distance < bestDistance) { bestDistance = distance; bestIndex = index + 1 }
}
return bestIndex
}
/** 双击:删除命中的锚点,否则在最近线段处插入新锚点。 */
onStageDoubleClick(e: MouseEvent) {
const path = this.activePath()
if (!path || !path.enabled) return
if (this.suppressNextDoubleClick) { this.suppressNextDoubleClick = false; return }
const pointer = pointerToWorldMath(this.ctx, e.clientX, e.clientY)
const local = worldToPathLocal(path, pointer.x, pointer.y)
const threshold = 9 / Math.max(0.01, this.ctx.store.editor.viewScale)
const anchorIndex = path.points.findIndex((point) => Math.hypot(point.x - local.x, point.y - local.y) <= threshold)
if (anchorIndex >= 0) {
path.points.splice(anchorIndex, 1)
this.selectedNodes.clear()
return
}
const insertIndex = this.pathInsertIndex(path, local.x, local.y)
path.points.splice(insertIndex, 0, { x: local.x, y: local.y, inX: 0, inY: 0, outX: 0, outY: 0 })
this.selectedNodes.clear()
this.selectedNodes.add(insertIndex)
}
/** 单击路径:返回 true 表示事件已被路径编辑接管。 */
onPointerDown(e: PointerEvent): boolean {
const path = this.activePath()
if (!path || !path.enabled) return false
const pointer = pointerToWorldMath(this.ctx, e.clientX, e.clientY)
const local = worldToPathLocal(path, pointer.x, pointer.y)
const threshold = 9 / Math.max(0.01, this.ctx.store.editor.viewScale)
if (e.detail >= 2) {
const existing = path.points.findIndex((point) => Math.hypot(point.x - local.x, point.y - local.y) <= threshold)
if (existing >= 0) return true
const anchor = { x: local.x, y: local.y, inX: 0, inY: 0, outX: 0, outY: 0 }
const insertIndex = this.pathInsertIndex(path, local.x, local.y)
path.points.splice(insertIndex, 0, anchor)
this.selectedNodes.clear()
this.selectedNodes.add(insertIndex)
this.suppressNextDoubleClick = true
installPointerDrag((event) => {
const worldPoint = pointerToWorldMath(this.ctx, event.clientX, event.clientY)
const next = worldToPathLocal(path, worldPoint.x, worldPoint.y)
anchor.outX = next.x - anchor.x
anchor.outY = next.y - anchor.y
anchor.inX = -anchor.outX
anchor.inY = -anchor.outY
})
return true
}
let handleHit: { index: number; side: 'in' | 'out' } | null = null
for (const index of this.selectedNodes) {
const point = path.points[index]
if (!point) continue
if (Math.hypot(point.x + point.inX - local.x, point.y + point.inY - local.y) <= threshold) handleHit = { index, side: 'in' }
if (Math.hypot(point.x + point.outX - local.x, point.y + point.outY - local.y) <= threshold) handleHit = { index, side: 'out' }
}
if (handleHit) {
const point = path.points[handleHit.index]
const oppositeLength = handleHit.side === 'in' ? Math.hypot(point.outX, point.outY) : Math.hypot(point.inX, point.inY)
const move = (event: PointerEvent) => {
const worldPoint = pointerToWorldMath(this.ctx, event.clientX, event.clientY)
const next = worldToPathLocal(path, worldPoint.x, worldPoint.y)
const hx = next.x - point.x, hy = next.y - point.y
if (handleHit!.side === 'in') { point.inX = hx; point.inY = hy } else { point.outX = hx; point.outY = hy }
if (!event.altKey) {
const length = Math.max(0.0001, Math.hypot(hx, hy))
const mirrorLength = event.shiftKey ? length : oppositeLength
if (handleHit!.side === 'in') { point.outX = -hx / length * mirrorLength; point.outY = -hy / length * mirrorLength }
else { point.inX = -hx / length * mirrorLength; point.inY = -hy / length * mirrorLength }
}
}
installPointerDrag(move)
return true
}
const anchorIndex = path.points.findIndex((point) => Math.hypot(point.x - local.x, point.y - local.y) <= threshold)
if (anchorIndex >= 0) {
if (e.altKey) { this.selectedNodes.delete(anchorIndex); return true }
if (e.ctrlKey || e.metaKey) this.selectedNodes.add(anchorIndex)
else if (!this.selectedNodes.has(anchorIndex)) { this.selectedNodes.clear(); this.selectedNodes.add(anchorIndex) }
const start = local
const origins = [...this.selectedNodes].map((index) => ({ index, x: path.points[index].x, y: path.points[index].y }))
const move = (event: PointerEvent) => {
const worldPoint = pointerToWorldMath(this.ctx, event.clientX, event.clientY)
const next = worldToPathLocal(path, worldPoint.x, worldPoint.y)
for (const origin of origins) {
path.points[origin.index].x = origin.x + next.x - start.x
path.points[origin.index].y = origin.y + next.y - start.y
}
}
installPointerDrag(move)
return true
}
if (e.altKey && !e.ctrlKey && !e.metaKey) { this.selectedNodes.clear(); return true }
if (e.ctrlKey || e.metaKey || e.altKey) {
const start = local
const subtract = e.altKey
const up = (event: PointerEvent) => {
const endWorld = pointerToWorldMath(this.ctx, event.clientX, event.clientY)
const end = worldToPathLocal(path, endWorld.x, endWorld.y)
const minX = Math.min(start.x, end.x), maxX = Math.max(start.x, end.x)
const minY = Math.min(start.y, end.y), maxY = Math.max(start.y, end.y)
path.points.forEach((point, index) => {
if (point.x >= minX && point.x <= maxX && point.y >= minY && point.y <= maxY) {
if (subtract) this.selectedNodes.delete(index); else this.selectedNodes.add(index)
}
})
window.removeEventListener('pointerup', up)
window.removeEventListener('pointercancel', up)
}
window.addEventListener('pointerup', up)
window.addEventListener('pointercancel', up)
return true
}
return false
}
}
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/**
* 统一的指针拖拽安装器:move 挂到 pointermove,pointerup/pointercancel 时自动清理。
* 原先散落在 Stage.vue 各拖拽手势中的重复样板收拢于此。
*/
export function installPointerDrag(move: (event: PointerEvent) => void) {
const up = () => {
window.removeEventListener('pointermove', move)
window.removeEventListener('pointerup', up)
window.removeEventListener('pointercancel', up)
}
window.addEventListener('pointermove', move)
window.addEventListener('pointerup', up)
window.addEventListener('pointercancel', up)
}
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import { Texture } from 'pixi.js'
import { ensureEmitterConfig } from '../../core/particleEmitter'
import type { useParticleStore } from '../../store/particleStore'
type EditorStore = ReturnType<typeof useParticleStore>
/** 加载内置粒子点与拖尾纹理(仅加载一次)。 */
export async function loadDefaultTextures() {
const [particleTexture, trailTexture] = await Promise.all([
Texture.fromURL('/images/star.png'),
Texture.fromURL('/images/trail.png'),
])
return { dotTex: particleTexture, trailTex: trailTexture }
}
/** 把默认贴图补挂到尚未绑定纹理的系统与资源上(挂载时执行一次)。 */
export function attachDefaultTextures(store: EditorStore, dotTex: Texture<any>, trailTex: Texture<any> | null) {
for (const sys of store.systems) {
sys.config.texture = dotTex
const cfg = ensureEmitterConfig(sys.config as any)
if (trailTex) {
for (const resource of cfg.trailResources) {
if (!resource.texture && (resource.previewUrl === '/images/trail.png' || resource.previewUrl === '/trails/trail.png')) resource.texture = trailTex
}
}
for (const resource of cfg.imageResources) {
if (!resource.texture && resource.textureName === 'star') resource.texture = dotTex
}
}
}
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import type { Application } from 'pixi.js'
import type { Ref } from 'vue'
import type { useParticleStore } from '../../store/particleStore'
import { installPointerDrag } from './pointerDrag'
type EditorStore = ReturnType<typeof useParticleStore>
/** Stage 各交互/渲染模块共享的运行时引用。 */
export interface StageContext {
store: EditorStore
/** 画布容器 DOM(Pixi canvas 的父元素) */
holder: Ref<HTMLElement | null>
/** Pixi Application(初始化前为 null) */
app: () => Application | null
}
/** 屏幕像素坐标 → 世界数学坐标(Y 向上)。 */
export function pointerToWorldMath(ctx: StageContext, clientX: number, clientY: number) {
const holder = ctx.holder.value!
const app = ctx.app()!
const rect = holder.getBoundingClientRect()
const scale = Math.max(0.0001, ctx.store.editor.viewScale)
const screenX = clientX - rect.left
const screenY = clientY - rect.top
return {
x: (screenX - app.screen.width / 2 - ctx.store.editor.viewX) / scale,
y: -(screenY - app.screen.height * 0.5 - ctx.store.editor.viewY) / scale,
}
}
/** 滚轮缩放画布(viewScale),基于鼠标所在位置缩放更平滑。 */
export function onWheel(ctx: StageContext, e: WheelEvent) {
const holder = ctx.holder.value!
const app = ctx.app()!
const store = ctx.store
const rect = holder.getBoundingClientRect()
const mx = e.clientX - rect.left
const my = e.clientY - rect.top
const factor = e.deltaY < 0 ? 1.12 : 1 / 1.12
const old = store.editor.viewScale
const nn = Math.max(0.01, old * factor)
// 保持鼠标下的世界点不动:调整 viewX/viewY
const cx = app.screen.width / 2
const cy = app.screen.height * 0.5
const oldVX = store.editor.viewX
const oldVY = store.editor.viewY
// 鼠标处 world 坐标(之前),需扣除当前平移偏移
const wx = (mx - cx - oldVX) / old
const wy = (my - cy - oldVY) / old
store.editor.viewX = mx - cx - wx * nn
store.editor.viewY = my - cy - wy * nn
store.editor.viewScale = nn
}
/** 鼠标左键长按拖动画布(平移)。 */
export function panView(ctx: StageContext, startX: number, startY: number) {
const store = ctx.store
const vx0 = store.editor.viewX
const vy0 = store.editor.viewY
installPointerDrag((ev) => {
store.editor.viewX = vx0 + (ev.clientX - startX)
store.editor.viewY = vy0 + (ev.clientY - startY)
})
}
export function viewScaleBy(ctx: StageContext, factor: number) {
const nn = Math.max(0.01, ctx.store.editor.viewScale * factor)
ctx.store.editor.viewScale = nn
}
export function zoomIn(ctx: StageContext) { viewScaleBy(ctx, 1.2) }
export function zoomOut(ctx: StageContext) { viewScaleBy(ctx, 1 / 1.2) }
export function fitView(ctx: StageContext) {
ctx.store.editor.viewScale = 1.0
ctx.store.editor.viewX = 0
ctx.store.editor.viewY = 0
}
export function resetView(ctx: StageContext) {
ctx.store.editor.viewScale = 1.0
ctx.store.editor.viewX = 0
ctx.store.editor.viewY = 0
}
export function toggleGrid(ctx: StageContext) {
ctx.store.settings.showGrid = !ctx.store.settings.showGrid
}