feat: 优化时间轴
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@@ -1,11 +1,12 @@
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import { flushSync } from "react-dom";
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import { ArrayBufferTarget, Muxer } from "mp4-muxer";
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import { Vector2 } from "three";
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import { Vector2, type PerspectiveCamera } from "three";
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import { useDirectorStore } from "../store/directorStore";
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import { usePlaybackStore } from "../runtime/playbackStore";
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import { getVideoExportContext } from "./videoExportBridge";
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import { hideViewportCaptureHelpers, withViewportCaptureHelpersHidden } from "../canvas/viewportCapture";
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import { applyActiveCameraViewAtTime, applyTimelineTransformsAtTime } from "../runtime/playbackTransforms";
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import { getCameraViewSnapshotFromShot, type CameraViewSnapshot } from "../schema/cameraGeometry";
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import { getViewportAspectRatioValue } from "../schema/viewportAspectRatio";
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import { normalizeTimelineFps } from "../schema/timeline";
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@@ -55,6 +56,23 @@ function waitNextFrame(): Promise<void> {
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);
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}
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/**
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* 机位没有运镜轨道时的兜底:把「这个机位自己的视角」直接写到导出相机上。
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*
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* 机位视角下 applyActiveCameraViewAtTime 只在有运镜轨道时才覆盖相机(无轨道直接 return false),
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* 也就是说无轨道时导出画面完全取决于「此刻 R3F 的默认相机是谁」。默认相机本来应该是
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* 机位视角挂载的那颗 drei 相机,但换相机要等 React/R3F 走一轮,稍有差池就会渲成
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* 导演视角(默认更高、更远)—— 所以这里不再赌它,直接按机位自身的视角写死。
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*/
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function applyCameraSnapshotToFrameCamera(camera: PerspectiveCamera, view: CameraViewSnapshot) {
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camera.position.set(view.position[0], view.position[1], view.position[2]);
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camera.lookAt(view.target[0], view.target[1], view.target[2]);
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if (Math.abs(camera.fov - view.fov) > 0.001) {
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camera.fov = view.fov;
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}
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camera.updateProjectionMatrix();
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}
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/**
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* 按视频比例(viewportAspectRatio)计算导出尺寸,短边 720,宽高取偶(编码器要求)。
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* 「自动」也固定按 16:9 导出 —— 导出画面比例绝不受视口布局(如时间轴拖高压扁视口)影响,
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@@ -131,6 +149,10 @@ async function exportVideoFrameByFrame(view: VideoExportView): Promise<void> {
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gl.getSize(previousSize);
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const previousPixelRatio = gl.getPixelRatio();
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const previousAspect = camera.aspect;
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// 兜底改写相机会动到位姿,导出结束要还回去(切回导演视角后不该变成机位的视角)
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const previousCameraPosition = camera.position.clone();
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const previousCameraQuaternion = camera.quaternion.clone();
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const previousCameraFov = camera.fov;
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const muxer = new Muxer({
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target: new ArrayBufferTarget(),
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@@ -155,9 +177,19 @@ async function exportVideoFrameByFrame(view: VideoExportView): Promise<void> {
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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// 切视角会让 R3F 更换渲染相机(机位视角挂载 drei PerspectiveCamera),
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// 等一拍让 VideoExportBridge 重新注册最新相机,导出循环里也每帧取最新引用
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await new Promise<void>((resolve) => window.setTimeout(resolve, 0));
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// 切视角会让 R3F 更换渲染相机(机位视角挂载 drei PerspectiveCamera)。
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// 必须等一整帧:换相机要 React 重渲染 + R3F 换默认相机 + VideoExportBridge 重新注册,
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// 只等一个宏任务不够(截图路径同样要等一帧)。导出循环里也每帧取最新引用兜底。
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await waitNextFrame();
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// 切完视角再取当前机位:setViewMode("camera") 会在 activeCameraId 为空时补上第一个机位,
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// 所以不能用上面的 directorStore 快照(那时可能还是 null)。
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const exportState = useDirectorStore.getState();
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const activeCameraShot =
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view === "camera"
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? exportState.project.cameras.find((item) => item.id === exportState.project.activeCameraId) ?? null
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: null;
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const activeCameraView = activeCameraShot ? getCameraViewSnapshotFromShot(activeCameraShot) : null;
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const frameDurationUs = Math.round(1_000_000 / fps);
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try {
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@@ -182,15 +214,22 @@ async function exportVideoFrameByFrame(view: VideoExportView): Promise<void> {
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usePlaybackStore.getState().editingObjectId,
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{ objects: directorStore.project.objects, duration }
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);
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applyActiveCameraViewAtTime({
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// 有运镜轨道时两边共用同一份插值(预览 / 导出一致);返回 false 表示没覆盖相机
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const appliedCameraTrack = applyActiveCameraViewAtTime({
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camera: frameCamera,
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cameraTracks: directorStore.project.timeline.cameraTracks,
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activeCameraId: directorStore.project.activeCameraId,
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activeCameraId: exportState.project.activeCameraId,
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playhead: time,
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viewMode: view,
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editingObjectId: usePlaybackStore.getState().editingObjectId,
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});
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// 没覆盖 = 这个机位没有运镜轨道。此时必须把机位自己的视角写进导出相机,
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// 否则画面取决于「此刻默认相机是谁」,换相机稍有差池就渲成导演视角(更高、更远)。
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if (!appliedCameraTrack && activeCameraView) {
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applyCameraSnapshotToFrameCamera(frameCamera, activeCameraView);
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}
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// 和截图同一套:渲染这一帧前先把编辑器辅助元素(gizmo 红绿蓝轴 / 网格 / 坐标轴 / 轨迹)藏起来,
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// 否则导出的视频里会带着选中的 gizmo 三条轴。渲完 withViewportCaptureHelpersHidden 会原样恢复。
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withViewportCaptureHelpersHidden(scene, () => gl.render(scene, frameCamera));
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@@ -222,9 +261,24 @@ async function exportVideoFrameByFrame(view: VideoExportView): Promise<void> {
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canvas.classList.remove("is-video-exporting");
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gl.setPixelRatio(previousPixelRatio);
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gl.setSize(previousSize.x, previousSize.y, false);
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// 导出期间相机可能换过(切视角 → drei 挂载机位相机),两颗都按导出前的样子还原:
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// - aspect 两颗都要还,否则切回导演视角后画面比例还停在导出的 16:9;
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// - 位姿只在「导出用的就是导出前那颗相机」时还,否则等于把导演相机的位姿
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// 写到机位相机上,机位视角就会被带歪。
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const restoreCamera = getVideoExportContext()?.camera ?? camera;
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restoreCamera.aspect = previousAspect;
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restoreCamera.updateProjectionMatrix();
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camera.aspect = previousAspect;
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camera.updateProjectionMatrix();
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if (restoreCamera === camera) {
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restoreCamera.position.copy(previousCameraPosition);
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restoreCamera.quaternion.copy(previousCameraQuaternion);
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restoreCamera.fov = previousCameraFov;
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restoreCamera.updateProjectionMatrix();
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}
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directorStore.setViewMode(previousViewMode);
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usePlaybackStore.getState().setPlayhead(previousPlayhead);
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}
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