代码拆分

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tianmo committed 2026-09-12 11:53:12 +08:00
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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
}