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
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@@ -1,11 +1,16 @@
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import { create } from "zustand";
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import { DIRECTOR_DEFAULT_MODE, directorModeCapabilities, resolveDirectorModeTransition, type DirectorMode } from "@/lib/canvas/director/director-modes";
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import { DIRECTOR_DEFAULT_VIEW_MODE, type DirectorViewMode } from "@/lib/canvas/director/director-view-modes";
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import type { DirectorRenderMode } from "@/types/director";
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type DirectorWorkbenchStore = {
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selectedObjectId: string | null;
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selectedBone: string | null;
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selectedLightId: string | null;
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mode: DirectorMode;
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/** 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。 */
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viewMode: DirectorViewMode;
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transformMode: "translate" | "rotate" | "scale";
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renderMode: DirectorRenderMode;
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playhead: number;
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@@ -16,7 +21,12 @@ type DirectorWorkbenchStore = {
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setSelectedObjectId: (id: string | null) => void;
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setSelectedBone: (bone: string | null) => void;
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setSelectedLightId: (id: string | null) => void;
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/** 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。 */
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setMode: (mode: DirectorMode) => void;
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/** 切换取景模式。UI-only:不写入 DirectorScene,不产生 undo/history。 */
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setViewMode: (mode: DirectorViewMode) => void;
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setTransformMode: (mode: DirectorWorkbenchStore["transformMode"]) => void;
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/** 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。 */
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setRenderMode: (mode: DirectorRenderMode) => void;
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setPlayhead: (time: number) => void;
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setPlaying: (playing: boolean) => void;
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@@ -26,15 +36,32 @@ type DirectorWorkbenchStore = {
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reset: () => void;
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};
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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 };
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const initialState = {
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mode: DIRECTOR_DEFAULT_MODE,
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viewMode: DIRECTOR_DEFAULT_VIEW_MODE,
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selectedObjectId: null,
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selectedBone: null,
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selectedLightId: null,
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transformMode: "translate" as const,
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renderMode: "beauty" as const,
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playhead: 0,
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playing: false,
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autoKey: false,
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sequencerHeight: 300,
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sequencerVisible: true,
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};
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export const useDirectorWorkbenchStore = create<DirectorWorkbenchStore>((set) => ({
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...initialState,
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setSelectedObjectId: (selectedObjectId) => set({ selectedObjectId, selectedBone: null, selectedLightId: null }),
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setSelectedBone: (selectedBone) => set({ selectedBone }),
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setSelectedLightId: (selectedLightId) => set({ selectedLightId, selectedObjectId: null, selectedBone: null }),
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setMode: (mode) => set((state) => resolveDirectorModeTransition({ mode, playing: state.playing, autoKey: state.autoKey, renderMode: state.renderMode })),
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setViewMode: (viewMode) => set({ viewMode }),
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setTransformMode: (transformMode) => set({ transformMode }),
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setRenderMode: (renderMode) => set({ renderMode }),
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// 夹在 store 层而不是只在 UI 层过滤:dock 与顶栏是两条路径,
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// 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)。
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setRenderMode: (renderMode) => set((state) => (directorModeCapabilities(state.mode).renderModes.includes(renderMode) ? { renderMode } : {})),
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setPlayhead: (playhead) => set({ playhead }),
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setPlaying: (playing) => set({ playing }),
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setAutoKey: (autoKey) => set({ autoKey }),
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