feat(canvas): 3D 导演台 - 补齐非 P0 分层交互与回归保护 (#333)

* feat(canvas): 3D 导演台 - 补齐分层交互与回归保护

* fix(canvas): 3D 导演台 - 过滤非法轨迹关键帧

* chore(canvas): 3D 导演台 - 对齐前端格式规范

* fix(canvas): 3D 导演台 - 保证故障重试入口可点击

* test(canvas): 3D 导演台 - 稳定真实点击验证
This commit is contained in:
echoD886
2026-08-27 20:47:10 +08:00
committed by GitHub
parent c76f378811
commit 0e33cc805e
34 changed files with 5049 additions and 141 deletions

View File

@@ -1,11 +1,16 @@
import { create } from "zustand";
import { DIRECTOR_DEFAULT_MODE, directorModeCapabilities, resolveDirectorModeTransition, type DirectorMode } from "@/lib/canvas/director/director-modes";
import { DIRECTOR_DEFAULT_VIEW_MODE, type DirectorViewMode } from "@/lib/canvas/director/director-view-modes";
import type { DirectorRenderMode } from "@/types/director";
type DirectorWorkbenchStore = {
selectedObjectId: string | null;
selectedBone: string | null;
selectedLightId: string | null;
mode: DirectorMode;
/** 取景模式(3D/CAM/五个正交轴向)。纯视口状态,不影响一级模式的能力矩阵。 */
viewMode: DirectorViewMode;
transformMode: "translate" | "rotate" | "scale";
renderMode: DirectorRenderMode;
playhead: number;
@@ -16,7 +21,12 @@ type DirectorWorkbenchStore = {
setSelectedObjectId: (id: string | null) => void;
setSelectedBone: (bone: string | null) => void;
setSelectedLightId: (id: string | null) => void;
/** 切换一级模式。离开动画模式时一并停播、关 Auto Key、夹回合法渲染视图。 */
setMode: (mode: DirectorMode) => void;
/** 切换取景模式。UI-only:不写入 DirectorScene,不产生 undo/history。 */
setViewMode: (mode: DirectorViewMode) => void;
setTransformMode: (mode: DirectorWorkbenchStore["transformMode"]) => void;
/** 切换渲染视图。当前模式不允许的视图一律忽略,不做静默降级。 */
setRenderMode: (mode: DirectorRenderMode) => void;
setPlayhead: (time: number) => void;
setPlaying: (playing: boolean) => void;
@@ -26,15 +36,32 @@ type DirectorWorkbenchStore = {
reset: () => void;
};
const initialState = { selectedObjectId: null, selectedBone: null, selectedLightId: null, transformMode: "translate" as const, renderMode: "beauty" as const, playhead: 0, playing: false, autoKey: false, sequencerHeight: 300, sequencerVisible: true };
const initialState = {
mode: DIRECTOR_DEFAULT_MODE,
viewMode: DIRECTOR_DEFAULT_VIEW_MODE,
selectedObjectId: null,
selectedBone: null,
selectedLightId: null,
transformMode: "translate" as const,
renderMode: "beauty" as const,
playhead: 0,
playing: false,
autoKey: false,
sequencerHeight: 300,
sequencerVisible: true,
};
export const useDirectorWorkbenchStore = create<DirectorWorkbenchStore>((set) => ({
...initialState,
setSelectedObjectId: (selectedObjectId) => set({ selectedObjectId, selectedBone: null, selectedLightId: null }),
setSelectedBone: (selectedBone) => set({ selectedBone }),
setSelectedLightId: (selectedLightId) => set({ selectedLightId, selectedObjectId: null, selectedBone: null }),
setMode: (mode) => set((state) => resolveDirectorModeTransition({ mode, playing: state.playing, autoKey: state.autoKey, renderMode: state.renderMode })),
setViewMode: (viewMode) => set({ viewMode }),
setTransformMode: (transformMode) => set({ transformMode }),
setRenderMode: (renderMode) => set({ renderMode }),
// 夹在 store 层而不是只在 UI 层过滤:dock 与顶栏是两条路径,
// 只挡其中一条迟早会漏(本轮就漏过一次:dock 的「骨骼视图」在摆场模式仍可点)。
setRenderMode: (renderMode) => set((state) => (directorModeCapabilities(state.mode).renderModes.includes(renderMode) ? { renderMode } : {})),
setPlayhead: (playhead) => set({ playhead }),
setPlaying: (playing) => set({ playing }),
setAutoKey: (autoKey) => set({ autoKey }),