fix(canvas): 3D 导演台 - 完成 Issue #305 P0 稳定性治理 (#324)

* fix(canvas): 3D 导演台 - 修复状态回弹与保存恢复生命周期

* style(canvas): 3D 导演台 - 对齐 CI 格式门禁
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echoD886 authored and GitHub committed 2026-08-27 10:32:45 +08:00
1 parent ad9c74ba64
commit ad0775605d
42 files changed
+8124 -188

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@@ -1,14 +1,21 @@
import type { ReactNode } from "react";
import { useState, type ReactNode } from "react";
import { Box, Camera, Clapperboard, Lightbulb, LockKeyhole, Move3d } from "lucide-react";
import { canvasThemes } from "@/lib/canvas-theme";
import { canvasThemes, type CanvasTheme } from "@/lib/canvas-theme";
import { gateDirectorPreviewFailure, resolveDirectorActiveShot, resolveDirectorPreviewSource, type DirectorNodeContentReader } from "@/lib/canvas/director/director-preview";
import { useThemeStore } from "@/stores/use-theme-store";
import type { CanvasNodeData } from "@/types/canvas";
import type { DirectorScene } from "@/types/director";
export function CanvasDirectorNodePanel({ node, scene, previewUrl, onOpen, professional = true }: { node: CanvasNodeData; scene: DirectorScene | null; previewUrl?: string; onOpen: () => void; professional?: boolean }) {
export function CanvasDirectorNodePanel({ node, scene, readNodeContent, onOpen, professional = true }: { node: CanvasNodeData; scene: DirectorScene | null; readNodeContent: DirectorNodeContentReader; onOpen: () => void; professional?: boolean }) {
const theme = canvasThemes[useThemeStore((state) => state.theme)];
const shot = scene?.shots?.find((item) => item.id === node.metadata?.directorShotId) || scene?.shots?.[0];
const shot = resolveDirectorActiveShot(scene, node.metadata?.directorShotId);
// 记录「失败的那个 URL」而非布尔量:同一个坏 URL 不再反复渲染,换成另一个 URL 时自动重试。
const [failedUrl, setFailedUrl] = useState<string | null>(null);
const preview = gateDirectorPreviewFailure(
resolveDirectorPreviewSource({ scene, shot, previewNodeId: node.metadata?.directorPreviewNodeId, readNodeContent }),
failedUrl,
);
return (
<div className="flex h-full w-full cursor-move flex-col p-3 pt-7" style={{ color: theme.node.text }}>
@@ -27,14 +34,16 @@ export function CanvasDirectorNodePanel({ node, scene, previewUrl, onOpen, profe
type="button"
data-canvas-no-zoom
className="group relative min-h-0 flex-1 cursor-pointer overflow-hidden rounded-lg border text-left focus-visible:outline-none focus-visible:ring-2 disabled:cursor-default"
style={{ background: scene?.background || theme.canvas.background, borderColor: theme.node.stroke }}
style={{ background: theme.node.fill, borderColor: theme.node.stroke }}
title={professional ? "打开 3D 导演台" : "切换到专业模式后编辑导演台"}
disabled={!professional}
onMouseDown={(event) => event.stopPropagation()}
onPointerDown={(event) => event.stopPropagation()}
onClick={(event) => { event.stopPropagation(); onOpen(); }}
>
{previewUrl ? <img src={previewUrl} alt={`${node.title} 场景缩略图`} className="h-full w-full object-cover" draggable={false} /> : <SceneSchematic scene={scene} />}
{preview.kind === "image"
? <img src={preview.url} alt={`${node.metadata?.workflowTitle || node.title} 已回写的导演台构图`} className="h-full w-full object-contain" draggable={false} onError={() => setFailedUrl(preview.url)} />
: <DirectorPreviewState kind={preview.kind} theme={theme} />}
<span className={`absolute inset-x-0 bottom-0 flex h-10 items-center justify-center gap-1.5 text-xs font-semibold backdrop-blur-sm transition-opacity ${professional ? "opacity-0 group-hover:opacity-100 group-focus-visible:opacity-100" : "opacity-100"}`} style={{ background: `${theme.toolbar.panel}dd`, color: theme.node.text }}>{professional ? <><Move3d className="size-3.5" />进入导演台</> : <><LockKeyhole className="size-3.5" />专业模式可编辑</>}</span>
</button>
@@ -47,21 +56,19 @@ export function CanvasDirectorNodePanel({ node, scene, previewUrl, onOpen, profe
);
}
function SceneSchematic({ scene }: { scene: DirectorScene | null }) {
/**
* 诚实空态/准备态:不绘制地面、地平线、机位或任何伪 3D 物体。
* 颜色全部走画布主题 token;层级靠字号/字重区分,不靠降低对比度。
*/
function DirectorPreviewState({ kind, theme }: { kind: "loading" | "empty"; theme: CanvasTheme }) {
const loading = kind === "loading";
return (
<div className="relative h-full w-full overflow-hidden">
<div className="absolute inset-x-0 bottom-0 h-[55%] origin-bottom -skew-y-6 border-t border-white/25 bg-black/15" />
<div className="absolute inset-x-[8%] bottom-[18%] h-px bg-white/25" />
<div className="absolute inset-x-[16%] bottom-[32%] h-px bg-white/15" />
{(scene?.objects || []).slice(0, 6).map((object, index) => {
const left = 48 + object.transform.position[0] * 12;
const bottom = 25 + object.transform.position[2] * 7 + Math.max(0, object.transform.position[1]) * 4;
const height = object.primitive === "character" ? 42 : 22 + Math.min(18, object.transform.scale[1] * 8);
return <span key={object.id} className={`absolute border border-white/45 shadow-sm ${object.primitive === "sphere" ? "rounded-full" : "rounded-sm"}`} style={{ left: `${Math.max(12, Math.min(82, left + index * 2))}%`, bottom: `${Math.max(18, Math.min(58, bottom))}%`, width: object.primitive === "character" ? 13 : 22, height, background: object.color, transform: "translateX(-50%)" }} />;
})}
<Camera className="absolute bottom-[14%] left-[12%] size-5 text-white/75" />
<span className="absolute left-[18%] top-[18%] size-16 rounded-full bg-white/10 blur-xl" />
<span className="absolute inset-x-3 top-3 text-[var(--fs-tiny)] font-medium text-white/70">{scene ? "场景预览" : "正在准备场景"}</span>
<div className="flex h-full w-full flex-col items-center justify-center gap-2 px-3 pb-10 text-center">
<span className="grid size-10 shrink-0 place-items-center rounded-[var(--r-lg)]" style={{ background: theme.toolbar.activeBg }}>
<Clapperboard className="size-4" style={{ color: theme.node.muted }} aria-hidden />
</span>
<span className="max-w-full truncate text-[var(--fs-tiny)] font-semibold" style={{ color: theme.node.text }}>{loading ? "正在准备场景" : "尚未生成预览"}</span>
<span className="max-w-full text-[var(--fs-tiny)] leading-4" style={{ color: theme.node.muted }}>{loading ? "场景数据加载完成后显示" : "进入导演台并回写构图后显示"}</span>
</div>
);
}
@@ -1,6 +1,6 @@
import { App, Button, ColorPicker, Dropdown, Input, InputNumber, Select, Slider, Switch } from "antd";
import type { MenuProps } from "antd";
import { Box, BoxSelect, Camera, Circle, Cuboid, FileUp, Focus, Image as ImageIcon, LampDesk, Lightbulb, Plus, Redo2, Save, Trash2, Undo2, UserRound, Video, X } from "lucide-react";
import { Box, BoxSelect, Camera, Circle, Cuboid, FileUp, Focus, Image as ImageIcon, LampDesk, Lightbulb, Plus, Redo2, RotateCcw, Save, Trash2, Undo2, UserRound, Video, X } from "lucide-react";
import { useCallback, useEffect, useMemo, useRef, useState, type ReactElement, type ReactNode } from "react";
import { nanoid } from "nanoid";
import { Euler, Quaternion } from "three";
@@ -11,7 +11,14 @@ import { DirectorViewportDock } from "@/components/canvas/director/director-view
import { DirectorSequencer } from "@/components/canvas/director/director-sequencer";
import { canvasThemes } from "@/lib/canvas-theme";
import { compileDirectorPrompt } from "@/lib/canvas/director/director-prompt-compiler";
import { createDirectorActor, createDirectorBillboard, createDirectorCamera, createDirectorLight, createDirectorModel, createDirectorObject, DIRECTOR_ACTOR_COLORS, directorBoneLabel, directorPoseLabel, touchDirectorScene, upsertDirectorBoneKeyframe, upsertDirectorKeyframe } from "@/lib/canvas/director/director-scene";
import { resolveDirectorKeyframeRecord, resolveDirectorObjectTransformEdit, snapDirectorTime } from "@/lib/canvas/director/director-animation-semantics";
import { createDirectorTransaction, installDirectorTerminalListeners, type DirectorTransaction } from "@/lib/canvas/director/director-gesture-transaction";
import { recordDirectorDiagnostic } from "@/lib/canvas/director/director-diagnostics-recorder";
import { resolveDirectorPlacement, resolveDirectorPlacementAnchor } from "@/lib/canvas/director/director-placement";
import { shouldReinitializeDirectorSession } from "@/lib/canvas/director/director-session";
import { createDirectorActor, createDirectorBillboard, createDirectorCamera, createDirectorLight, createDirectorModel, createDirectorObject, DIRECTOR_ACTOR_COLORS, directorBoneLabel, directorPoseLabel, interpolateDirectorTransform, touchDirectorScene, upsertDirectorBoneKeyframe } from "@/lib/canvas/director/director-scene";
import { describeDirectorSaveStatus, resolveDirectorCloseOutcome, shouldBlockDirectorUnload, shouldOfferDirectorDraftRecovery } from "@/lib/canvas/director/director-save-wiring";
import { useDirectorSaveCoordinator } from "@/components/canvas/director/use-director-save-coordinator";
import { uploadMediaFile } from "@/services/file-storage";
import { useAssetStore, type ModelAsset } from "@/stores/use-asset-store";
import { useDirectorWorkbenchStore } from "@/stores/canvas/use-director-workbench-store";
@@ -19,8 +26,8 @@ import { useThemeStore } from "@/stores/use-theme-store";
import type { CanvasNodeData } from "@/types/canvas";
import type { DirectorCamera, DirectorCameraMove, DirectorHumanoidBone, DirectorLight, DirectorObject, DirectorPose, DirectorQuat, DirectorRig, DirectorScene, DirectorSceneOutput, DirectorShot, DirectorShotSize, DirectorTransform, DirectorVec3 } from "@/types/director";
export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onChange, onApply, onDeleteImageNode }: { open: boolean; scene: DirectorScene | null; imageNodes: CanvasNodeData[]; onClose: () => void; onChange: (scene: DirectorScene) => void; onApply: (output: DirectorSceneOutput) => Promise<void>; onDeleteImageNode: (nodeId: string) => void }) {
const { message } = App.useApp();
export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onChange, onApply, onDeleteImageNode, onFlush }: { open: boolean; scene: DirectorScene | null; imageNodes: CanvasNodeData[]; onClose: () => void; onChange: (scene: DirectorScene) => void; onApply: (output: DirectorSceneOutput) => Promise<void>; onDeleteImageNode: (nodeId: string) => void; onFlush?: () => void | Promise<void> }) {
const { message, modal } = App.useApp();
const theme = canvasThemes[useThemeStore((state) => state.theme)];
const viewportRef = useRef<DirectorViewportHandle>(null);
const modelInputRef = useRef<HTMLInputElement>(null);
@@ -54,20 +61,132 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
const addAsset = useAssetStore((state) => state.addAsset);
const modelAssets = useMemo(() => assets.filter((asset): asset is ModelAsset => asset.kind === "model"), [assets]);
const draftRef = useRef<DirectorScene | null>(null);
const stagedRef = useRef<DirectorTransaction | null>(null);
const initializedSceneIdRef = useRef<string | null>(null);
const onChangeRef = useRef(onChange);
const onFlushRef = useRef(onFlush);
useEffect(() => { onChangeRef.current = onChange; onFlushRef.current = onFlush; }, [onChange, onFlush]);
const closingRef = useRef(false);
const recoveryPromptedRef = useRef<string | null>(null);
const [retrying, setRetrying] = useState(false);
// 按 scene.id 持有唯一 coordinator:flush 先把 request.scene 写回项目,再等持久化完成。
const saveController = useDirectorSaveCoordinator({
sceneId: scene?.id ?? null,
initialScene: scene,
persistScene: (next) => onChangeRef.current(next),
flushPersistence: () => onFlushRef.current?.(),
});
const saveControllerRef = useRef(saveController);
saveControllerRef.current = saveController;
const saveIndicator = describeDirectorSaveStatus(saveController.progress);
const retrySave = async () => {
setRetrying(true);
try {
if (await saveController.retry()) {
recordDirectorDiagnostic("DIRECTOR_SAVE_RETRY_RECOVERED", { sceneId: draftRef.current?.id, revision: saveController.progress.revision, userInitiated: true });
message.success("已保存到项目");
return;
}
// 只有真的存在合法本地候选才敢说草稿已保留。
const draftStored = Boolean(saveController.restoreCandidate());
recordDirectorDiagnostic("DIRECTOR_SAVE_RETRY_FAILED", { sceneId: draftRef.current?.id, revision: saveController.progress.revision, draftStored, userInitiated: true });
if (!draftStored) recordDirectorDiagnostic("DIRECTOR_SAVE_DRAFT_UNAVAILABLE", { sceneId: draftRef.current?.id, revision: saveController.progress.revision });
if (draftStored) message.error("远端保存失败,本地草稿已保留,可稍后重试");
else message.error("远端和本地都未保存,请不要关闭导演台并继续重试");
} finally {
setRetrying(false);
}
};
const writeDraft = useCallback((next: DirectorScene | null) => {
draftRef.current = next;
setDraft(next);
}, []);
/**
* 仅镜像当前 draft 到项目 directorScenes,不产生 canonical 提交。
* 用于取消预览、idle pagehide、卸载兜底 —— 这些都不是新的用户改动。
*/
const mirrorDraft = useCallback(() => {
const current = draftRef.current;
if (!current || initializedSceneIdRef.current !== current.id) return;
onChangeRef.current(current);
}, []);
/** 真实 canonical 提交:先交给 coordinator(本地草稿 + 远端保存),再镜像到项目。 */
const commitDraft = useCallback(() => {
const current = draftRef.current;
if (!current || initializedSceneIdRef.current !== current.id) return;
saveControllerRef.current?.commitScene(current);
onChangeRef.current(current);
}, []);
const writeAndPublish = useCallback((next: DirectorScene) => {
writeDraft(next);
saveControllerRef.current?.commitScene(next);
onChangeRef.current(next);
}, [writeDraft]);
// 会话初始化只认 scene id:同 id 的父级镜像回流不得重建会话。
useEffect(() => {
if (!open || !scene) return;
if (!shouldReinitializeDirectorSession({ initializedSceneId: initializedSceneIdRef.current, nextSceneId: scene.id })) return;
const next = structuredClone(scene);
next.shots = next.shots.map((shot) => ({ ...shot, fps: shot.fps || 24 }));
setDraft(next);
stagedRef.current?.end("cancel");
initializedSceneIdRef.current = scene.id;
writeDraft(next);
setHistory([]);
setFuture([]);
resetWorkbench();
}, [open, resetWorkbench, scene]);
}, [open, resetWorkbench, scene, writeDraft]);
// 打开会话时检查合法本地恢复候选:同一场景只提示一次,恢复/放弃都必须有明确结果。
useEffect(() => {
if (!open || !scene) return;
if (recoveryPromptedRef.current === scene.id) return;
recoveryPromptedRef.current = scene.id;
const controller = saveControllerRef.current;
const candidate = controller?.restoreCandidate() ?? null;
if (!controller || !candidate) return;
if (!shouldOfferDirectorDraftRecovery({ candidate, authoritativeScene: scene })) return;
modal.confirm({
title: "发现未保存的本地草稿",
content: `这个镜头存在一份比项目更新的本地草稿(修订 ${candidate.revision})。恢复后会立即写回项目并保存。`,
okText: "恢复草稿",
cancelText: "放弃草稿",
closable: false,
mask: { closable: false },
keyboard: false,
onOk: () => {
if (!controller.restoreDraft(candidate)) {
message.error("草稿恢复失败,已保留当前场景");
return;
}
writeDraft(candidate.scene);
message.success("已恢复本地草稿并写回项目");
},
onCancel: () => {
if (controller.discardDraft()) message.success("已放弃本地草稿");
else message.error("草稿删除失败,下次打开可能仍会提示");
},
});
}, [message, modal, open, scene, writeDraft]);
const activeShot = draft?.shots?.find((item) => item.id === draft.activeShotId) || draft?.shots?.[0] || null;
const activeCamera = draft?.cameras?.find((item) => item.id === activeShot?.cameraId) || draft?.cameras?.[0] || null;
const selectedObject = draft?.objects?.find((item) => item.id === selectedObjectId) || null;
const selectedLight = draft?.lights?.find((item) => item.id === selectedLightId) || null;
// 写入关键帧的目的时间用吸附值;取值/显示/手势起点一律用 raw playhead,
// 否则处在两个帧格之间时 AutoKey OFF 的增量会从错误起点计算而产生漂移。
const snappedPlayhead = snapDirectorTime(playhead, activeShot?.fps || 24);
const selectedObjectRendered = selectedObject ? interpolateDirectorTransform(selectedObject.transform, selectedObject.keyframes, playhead) : null;
useEffect(() => {
if (!playing || !activeShot) return;
@@ -85,30 +204,142 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
}, [activeShot, playing, setPlayhead]);
const commit = useCallback((updater: (current: DirectorScene) => DirectorScene) => {
setDraft((current) => {
if (!current) return current;
const next = touchDirectorScene(updater(current));
setHistory((items) => [...items.slice(-49), structuredClone(current)]);
setFuture([]);
return next;
});
}, []);
// 普通提交前先终结暂存手势,避免新动作消费旧 base。
stagedRef.current?.end("commit");
const current = draftRef.current;
if (!current) return;
setHistory((items) => [...items.slice(-49), structuredClone(current)]);
setFuture([]);
writeAndPublish(touchDirectorScene(updater(current)));
}, [writeAndPublish]);
const replaceWithoutHistory = useCallback((updater: (current: DirectorScene) => DirectorScene) => setDraft((current) => (current ? touchDirectorScene(updater(current)) : current)), []);
/** 暂存型手势(数值滑杆):实时预览写草稿但不产生历史,也不镜像到项目。 */
const stagedTransaction = useMemo(() => createDirectorTransaction<DirectorScene>({
read: () => draftRef.current,
// 取消:恢复快照且绝不发布被取消的值。
restore: (snapshot) => writeDraft(snapshot),
commit: (from) => {
setHistory((items) => [...items.slice(-49), from]);
setFuture([]);
// 手势成功终态是真实 canonical 提交。
commitDraft();
},
setActive: () => undefined,
}), [commitDraft, writeDraft]);
stagedRef.current = stagedTransaction;
const stageGesture = useCallback((updater: (current: DirectorScene) => DirectorScene) => {
const current = draftRef.current;
if (!current) return;
stagedTransaction.begin();
writeDraft(touchDirectorScene(updater(current)));
}, [stagedTransaction, writeDraft]);
/** 无历史但持久的变化(标题、rig/motionClips 等)同样要镜像。 */
const replaceWithoutHistory = useCallback((updater: (current: DirectorScene) => DirectorScene) => {
const current = draftRef.current;
if (current) writeAndPublish(touchDirectorScene(updater(current)));
}, [writeAndPublish]);
// 暂存手势的终止生命周期:常驻安装,非活跃时 end 为空操作。
useEffect(() => installDirectorTerminalListeners(stagedTransaction, {
window,
document,
isHidden: () => document.visibilityState === "hidden",
}), [stagedTransaction]);
// 切换选择/骨骼、关闭或卸载前必须先终止旧手势,不能让新选择消费旧 base。
useEffect(() => () => stagedTransaction.end("cancel"), [open, selectedBone, selectedObjectId, stagedTransaction]);
// 离开页面:active 预览由 end("commit") 完成真实提交,idle 只镜像;落盘统一交给 controller。
useEffect(() => {
const onPageHide = () => {
if (stagedTransaction.active()) stagedTransaction.end("commit");
else mirrorDraft();
// 只调用 handlePageHide:dirty 时它自己会 persist + flush,组件再叠一次就是重复落盘。
void saveControllerRef.current?.handlePageHide();
};
// 异步 flush 不可能阻塞卸载:这里只同步声明「仍有未确认改动」,让浏览器自己弹保护。
const onBeforeUnload = (event: BeforeUnloadEvent) => {
const controller = saveControllerRef.current;
if (!controller || !shouldBlockDirectorUnload(controller.progress)) return;
event.preventDefault();
event.returnValue = "";
};
window.addEventListener("pagehide", onPageHide);
window.addEventListener("beforeunload", onBeforeUnload);
return () => {
window.removeEventListener("pagehide", onPageHide);
window.removeEventListener("beforeunload", onBeforeUnload);
};
}, [mirrorDraft, stagedTransaction]);
// 卸载兜底:只把最新 draft 镜像回项目,不制造新的 canonical revision。
useEffect(() => () => {
stagedRef.current?.end("cancel");
mirrorDraft();
}, [mirrorDraft]);
const undo = () => {
const previous = history.at(-1);
if (!previous || !draft) return;
setHistory((items) => items.slice(0, -1));
setFuture((items) => [structuredClone(draft), ...items].slice(0, 50));
setDraft(previous);
writeAndPublish(previous);
};
const redo = () => {
const next = future[0];
if (!next || !draft) return;
setFuture((items) => items.slice(1));
setHistory((items) => [...items, structuredClone(draft)].slice(-50));
setDraft(next);
writeAndPublish(next);
};
/**
* 关闭统一入口:取消未结束的预览、镜像当前 draft,再按 prepareClose 决策是否真的退出。
* 这里只镜像不提交:取消预览不是新的 canonical 变化。
*/
const closeWorkbench = () => {
if (closingRef.current) return;
closingRef.current = true;
stagedTransaction.end("cancel");
mirrorDraft();
void (async () => {
let decision;
try {
decision = resolveDirectorCloseOutcome(await saveController.prepareClose());
} catch {
message.error("关闭前的保存检查失败,已留在导演台");
closingRef.current = false;
return;
}
if (decision.kind === "close") {
onClose();
return;
}
if (decision.kind === "blocked") {
recordDirectorDiagnostic("DIRECTOR_CLOSE_BLOCKED", { sceneId: draftRef.current?.id, saveOutcome: "stay", revision: saveController.progress.revision, draftStored: saveController.progress.draftStored });
message.error(decision.message);
closingRef.current = false;
return;
}
// 确认框存续期间保持上锁,否则重复点击会叠出多个弹窗。
modal.confirm({
title: "远端保存失败",
content: decision.message,
okText: "仍然离开",
cancelText: "留在导演台",
closable: false,
mask: { closable: false },
keyboard: false,
onOk: () => onClose(),
onCancel: () => {
closingRef.current = false;
},
});
})();
};
const updateObject = (id: string, patch: Partial<DirectorObject>) => commit((current) => ({ ...current, objects: current.objects.map((item) => (item.id === id ? { ...item, ...patch } : item)) }));
@@ -139,24 +370,32 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
}));
};
const addPrimitive = (primitive: DirectorObject["primitive"], name: string) => {
const object = createDirectorObject(primitive, name);
commit((current) => ({ ...current, objects: [...current.objects, object] }));
/**
* 所有「新增到场景」的唯一入口。
* 在 commit 内读取一次 placement intent:因此模型上传等异步路径拿到的是
* 「点击添加完成那一刻」的意图,而不是发起上传时捕获的过时坐标。
* 锚点只提供 XZ,Y 严格保留构造器给定值,再交给 resolveDirectorPlacement 做碰撞避让。
*/
const addObject = (object: DirectorObject) => {
commit((current) => {
const anchored = resolveDirectorPlacementAnchor({
intent: viewportRef.current?.readPlacementIntent() ?? null,
fallback: object.transform.position,
});
const position = resolveDirectorPlacement({ object: { ...object, transform: { ...object.transform, position: anchored } }, existing: current.objects });
return { ...current, objects: [...current.objects, { ...object, transform: { ...object.transform, position } }] };
});
setSelectedObjectId(object.id);
};
const addPrimitive = (primitive: DirectorObject["primitive"], name: string) => addObject(createDirectorObject(primitive, name));
const addActor = () => {
const actorCount = draft?.objects.filter((item) => item.kind === "actor").length || 0;
const actor = createDirectorActor(`演员 ${actorCount + 1}`, [actorCount * 0.8, 0, 0], DIRECTOR_ACTOR_COLORS[actorCount % DIRECTOR_ACTOR_COLORS.length]);
commit((current) => ({ ...current, objects: [...current.objects, actor] }));
setSelectedObjectId(actor.id);
addObject(createDirectorActor(`演员 ${actorCount + 1}`, [0, 0, 0], DIRECTOR_ACTOR_COLORS[actorCount % DIRECTOR_ACTOR_COLORS.length]));
};
const addModelAsset = (asset: ModelAsset) => {
const object = createDirectorModel({ name: asset.title, assetId: asset.id, storageKey: asset.data.storageKey, url: asset.data.url, mimeType: asset.data.mimeType });
commit((current) => ({ ...current, objects: [...current.objects, object] }));
setSelectedObjectId(object.id);
};
const addModelAsset = (asset: ModelAsset) => addObject(createDirectorModel({ name: asset.title, assetId: asset.id, storageKey: asset.data.storageKey, url: asset.data.url, mimeType: asset.data.mimeType }));
const uploadModel = async (file?: File) => {
if (!file || !/\.(glb|gltf)$/i.test(file.name)) return;
@@ -169,9 +408,7 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
const addBillboard = (node: CanvasNodeData) => {
if (!node.metadata?.content) return;
const object = createDirectorBillboard(node.title, node.metadata.content, node.metadata.storageKey, node.id);
commit((current) => ({ ...current, objects: [...current.objects, object] }));
setSelectedObjectId(object.id);
addObject(createDirectorBillboard(node.title, node.metadata.content, node.metadata.storageKey, node.id));
};
const addCamera = () => {
@@ -212,41 +449,57 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
const addObjectKeyframe = () => {
if (!selectedObject) return;
updateObject(selectedObject.id, { keyframes: upsertDirectorKeyframe(selectedObject.keyframes, playhead, selectedObject.transform) });
// 取值用 raw playhead(视口真正渲染的时间),写入用 snapped 目的时间。
const record = resolveDirectorKeyframeRecord({ base: selectedObject.transform, keyframes: selectedObject.keyframes, rawTime: playhead, snappedTime: snappedPlayhead });
updateObject(selectedObject.id, { keyframes: record.keyframes });
};
const addCameraKeyframe = () => {
if (!activeCamera) return;
commit((current) => ({ ...current, cameras: current.cameras.map((item) => item.id === activeCamera.id ? { ...item, keyframes: upsertDirectorKeyframe(item.keyframes, playhead, item.transform) } : item) }));
commit((current) => ({
...current,
cameras: current.cameras.map((item) => item.id === activeCamera.id
? { ...item, keyframes: resolveDirectorKeyframeRecord({ base: item.transform, keyframes: item.keyframes, rawTime: playhead, snappedTime: snappedPlayhead }).keyframes }
: item),
}));
};
const recordSelectedKeyframe = () => {
if (selectedObject && selectedBone) {
const rotation = selectedObject.boneOverrides?.[selectedBone as DirectorHumanoidBone] || [0, 0, 0, 1] as DirectorQuat;
updateObject(selectedObject.id, { boneTracks: upsertDirectorBoneKeyframe(selectedObject.boneTracks || [], selectedBone as DirectorHumanoidBone, playhead, rotation) });
updateObject(selectedObject.id, { boneTracks: upsertDirectorBoneKeyframe(selectedObject.boneTracks || [], selectedBone as DirectorHumanoidBone, snappedPlayhead, rotation) });
return;
}
if (selectedObject) addObjectKeyframe();
else addCameraKeyframe();
};
const handleObjectTransform = useCallback((id: string, transform: DirectorTransform) => {
/** 对象 transform 编辑的唯一入口:gizmo 与检查器共用同一套静态/动画语义。 */
const handleObjectTransform = useCallback((id: string, from: DirectorTransform, to: DirectorTransform) => {
commit((current) => ({
...current,
objects: current.objects.map((item) => item.id === id ? { ...item, transform, keyframes: autoKey ? upsertDirectorKeyframe(item.keyframes, playhead, transform) : item.keyframes } : item),
objects: current.objects.map((item) => {
if (item.id !== id) return item;
const edit = resolveDirectorObjectTransformEdit({ base: item.transform, keyframes: item.keyframes, rendered: from, edited: to, autoKey, time: snappedPlayhead });
return { ...item, transform: edit.transform, keyframes: edit.keyframes };
}),
}));
}, [autoKey, commit, playhead]);
}, [autoKey, commit, snappedPlayhead]);
const handleBoneTransform = useCallback((id: string, bone: string, rotation: DirectorQuat) => {
commit((current) => ({
/** 骨骼写入语义:静态覆盖 + autoKey 时在吸附播放头补关键帧。gizmo 与数值编辑器共用。 */
const writeBoneRotation = useCallback((id: string, bone: string, rotation: DirectorQuat, mode: "stage" | "commit") => {
const write = mode === "stage" ? stageGesture : commit;
write((current) => ({
...current,
objects: current.objects.map((item) => item.id === id ? {
...item,
boneOverrides: { ...item.boneOverrides, [bone]: rotation },
boneTracks: autoKey ? upsertDirectorBoneKeyframe(item.boneTracks || [], bone as DirectorHumanoidBone, playhead, rotation) : item.boneTracks,
boneTracks: autoKey ? upsertDirectorBoneKeyframe(item.boneTracks || [], bone as DirectorHumanoidBone, snappedPlayhead, rotation) : item.boneTracks,
} : item),
}));
}, [autoKey, commit, playhead]);
}, [autoKey, commit, snappedPlayhead, stageGesture]);
const handleBoneTransform = useCallback((id: string, bone: string, rotation: DirectorQuat) => writeBoneRotation(id, bone, rotation, "commit"), [writeBoneRotation]);
const handleActorRigReady = useCallback((id: string, rig: DirectorRig, animations: AnimationClip[]) => {
replaceWithoutHistory((current) => ({
@@ -277,14 +530,16 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
};
const applyToCanvas = async () => {
if (!draft || !activeShot || !viewportRef.current) return;
stagedTransaction.end("commit");
const current = draftRef.current;
if (!current || !activeShot || !viewportRef.current) return;
setSaving(true);
try {
const beauty = await viewportRef.current.capture("beauty");
const prompt = compileDirectorPrompt(draft, activeShot);
const next = touchDirectorScene(draft);
setDraft(next);
onChange(next);
const prompt = compileDirectorPrompt(current, activeShot);
// 先镜像最新 scene,再做 canvas 输出;失败时 draft 保留可继续重试。
const next = touchDirectorScene(current);
writeAndPublish(next);
await onApply({ scene: next, shot: activeShot, prompt, beauty });
message.success("导演台构图已回写画布");
} catch (error) {
@@ -295,7 +550,9 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
};
const exportClayVideo = async () => {
if (!draft || !activeShot || !viewportRef.current || recording) return;
stagedTransaction.end("commit");
const current = draftRef.current;
if (!current || !activeShot || !viewportRef.current || recording) return;
setRecording(true);
const wasPlaying = playing;
const previousPlayhead = playhead;
@@ -304,8 +561,8 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
try {
await new Promise<void>((resolve) => requestAnimationFrame(() => resolve()));
const clayVideo = await viewportRef.current.recordVideo(activeShot.duration, activeShot.fps);
const next = touchDirectorScene(draft);
onChange(next);
const next = touchDirectorScene(draftRef.current || current);
writeAndPublish(next);
await onApply({ scene: next, shot: activeShot, prompt: compileDirectorPrompt(next, activeShot), beauty: await viewportRef.current.capture("beauty"), clayVideo, clayVideoMimeType: clayVideo.type });
message.success("白膜视频已回写画布");
} catch (error) {
@@ -322,12 +579,22 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
return (
<div data-canvas-no-zoom className="fixed inset-0 z-[var(--z-toast)] flex min-h-0 flex-col overflow-hidden" style={{ background: theme.canvas.background, color: theme.node.text }}>
<header className="flex h-12 shrink-0 items-center gap-2 border-b px-2" style={{ background: theme.toolbar.panel, borderColor: theme.toolbar.border }}>
<IconButton label="关闭导演台" onClick={onClose}><X className="size-4" /></IconButton>
<IconButton label="关闭导演台" onClick={closeWorkbench}><X className="size-4" /></IconButton>
<Input variant="borderless" value={draft.title} className="max-w-56 font-medium" onChange={(event) => replaceWithoutHistory((current) => ({ ...current, title: event.target.value }))} />
<span className="h-5 w-px" style={{ background: theme.toolbar.border }} />
<IconButton label="撤销" disabled={!history.length} onClick={undo}><Undo2 className="size-4" /></IconButton>
<IconButton label="重做" disabled={!future.length} onClick={redo}><Redo2 className="size-4" /></IconButton>
<div className="ml-auto flex items-center gap-1">
<div className="ml-auto flex items-center gap-2">
<span
aria-live="polite"
className="text-[var(--fs-tiny)]"
style={{ color: saveIndicator.tone === "danger" ? "var(--status-error)" : undefined, opacity: saveIndicator.tone === "idle" ? 0.55 : 1 }}
>
{saveIndicator.label}
</span>
{saveIndicator.retryable ? <Button size="small" icon={<RotateCcw className="size-3.5" />} loading={retrying || saveIndicator.busy} onClick={() => void retrySave()}>重试保存</Button> : null}
</div>
<div className="flex items-center gap-1">
<Select size="small" value={renderMode} className="w-24" options={[{ label: "预览", value: "beauty" }, { label: "彩色白膜", value: "clay" }, { label: "骨骼", value: "pose" }, { label: "深度", value: "depth" }, { label: "法线", value: "normal" }]} onChange={setRenderMode} />
<Button size="small" icon={<Video className="size-3.5" />} loading={recording} onClick={() => void exportClayVideo()}>导出白膜</Button>
<Button size="small" type="primary" icon={<Save className="size-3.5" />} loading={saving} onClick={() => void applyToCanvas()}>应用到镜头</Button>
@@ -359,13 +626,13 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
</aside>
<main className="relative min-h-0 overflow-hidden bg-neutral-900">
<DirectorViewport ref={viewportRef} scene={draft} selectedObjectId={selectedObjectId} selectedBone={selectedBone} transformMode={transformMode} renderMode={renderMode} playhead={playhead} onSelectObject={setSelectedObjectId} onSelectBone={setSelectedBone} onObjectTransform={handleObjectTransform} onBoneTransform={handleBoneTransform} onActorRigReady={handleActorRigReady} />
<DirectorViewport ref={viewportRef} scene={draft} selectedObjectId={selectedObjectId} selectedBone={selectedBone} transformMode={transformMode} renderMode={renderMode} playhead={playhead} playing={playing} onSelectObject={setSelectedObjectId} onSelectBone={setSelectedBone} onObjectTransform={handleObjectTransform} onBoneTransform={handleBoneTransform} onActorRigReady={handleActorRigReady} />
<div className="pointer-events-none absolute left-3 top-3 text-[var(--fs-tiny)] font-medium text-white/70">{activeShot.name} · {activeCamera?.name || "无摄影机"} · {activeShot.duration}s</div>
<DirectorViewportDock transformMode={transformMode} renderMode={renderMode} onTransformModeChange={setTransformMode} onRenderModeChange={setRenderMode} onAddActor={addActor} onAddBox={() => addPrimitive("box", "立方体")} onAddLight={addLight} onAddCamera={addCamera} onAlignCamera={alignCameraToView} />
</main>
<aside className="thin-scrollbar min-h-0 overflow-y-auto border-l max-lg:hidden" style={{ background: theme.node.panel, borderColor: theme.toolbar.border }}>
{selectedObject ? <ObjectInspector object={selectedObject} playhead={playhead} selectedBone={selectedBone} autoKey={autoKey} onSelectBone={setSelectedBone} onUpdate={(patch) => updateObject(selectedObject.id, patch)} onAddKeyframe={recordSelectedKeyframe} onDelete={() => removeObject(selectedObject.id)} /> : selectedLight ? <LightInspector light={selectedLight} onUpdate={(patch) => updateLight(selectedLight.id, patch)} onDelete={() => removeLight(selectedLight.id)} /> : <ShotInspector shot={activeShot} camera={activeCamera} cameras={draft.cameras} onUpdateShot={(patch) => updateShot(activeShot.id, patch)} onUpdateCamera={(patch) => activeCamera && commit((current) => ({ ...current, cameras: current.cameras.map((item) => item.id === activeCamera.id ? { ...item, ...patch } : item) }))} onAddCameraKeyframe={addCameraKeyframe} onApplyCameraMove={applyCameraMove} onAlignCameraToView={alignCameraToView} onExportClay={exportClayVideo} recording={recording} />}
{selectedObject ? <ObjectInspector object={selectedObject} rendered={selectedObjectRendered || selectedObject.transform} playhead={snappedPlayhead} selectedBone={selectedBone} onSelectBone={setSelectedBone} onUpdate={(patch) => updateObject(selectedObject.id, patch)} onTransformEdit={(edited) => handleObjectTransform(selectedObject.id, selectedObjectRendered || selectedObject.transform, edited)} onBoneRotationStage={(rotation) => selectedBone && writeBoneRotation(selectedObject.id, selectedBone, rotation, "stage")} onBoneRotationCommit={() => stagedTransaction.end("commit")} onAddKeyframe={recordSelectedKeyframe} onDelete={() => removeObject(selectedObject.id)} /> : selectedLight ? <LightInspector light={selectedLight} onUpdate={(patch) => updateLight(selectedLight.id, patch)} onDelete={() => removeLight(selectedLight.id)} /> : <ShotInspector shot={activeShot} camera={activeCamera} cameras={draft.cameras} onUpdateShot={(patch) => updateShot(activeShot.id, patch)} onUpdateCamera={(patch) => activeCamera && commit((current) => ({ ...current, cameras: current.cameras.map((item) => item.id === activeCamera.id ? { ...item, ...patch } : item) }))} onAddCameraKeyframe={addCameraKeyframe} onApplyCameraMove={applyCameraMove} onAlignCameraToView={alignCameraToView} onExportClay={() => void exportClayVideo()} recording={recording} />}
</aside>
</div>
@@ -374,22 +641,16 @@ export function CanvasDirectorWorkbench({ open, scene, imageNodes, onClose, onCh
);
}
function ObjectInspector({ object, playhead, selectedBone, autoKey, onSelectBone, onUpdate, onAddKeyframe, onDelete }: { object: DirectorObject; playhead: number; selectedBone: string | null; autoKey: boolean; onSelectBone: (bone: string | null) => void; onUpdate: (patch: Partial<DirectorObject>) => void; onAddKeyframe: () => void; onDelete: () => void }) {
function ObjectInspector({ object, rendered, playhead, selectedBone, onSelectBone, onUpdate, onTransformEdit, onBoneRotationStage, onBoneRotationCommit, onAddKeyframe, onDelete }: { object: DirectorObject; rendered: DirectorTransform; playhead: number; selectedBone: string | null; onSelectBone: (bone: string | null) => void; onUpdate: (patch: Partial<DirectorObject>) => void; onTransformEdit: (transform: DirectorTransform) => void; onBoneRotationStage: (rotation: DirectorQuat) => void; onBoneRotationCommit: () => void; onAddKeyframe: () => void; onDelete: () => void }) {
const motionClips = object.motionClips || [];
const activeMotionClip = motionClips.find((clip) => clip.id === object.activeMotionClipId);
const mappedBones = Object.keys(object.rig?.boneMap || {}) as DirectorHumanoidBone[];
const selectedBoneId = selectedBone as DirectorHumanoidBone | null;
const selectedBoneRotation = selectedBoneId ? object.boneOverrides?.[selectedBoneId] || [0, 0, 0, 1] as DirectorQuat : null;
const updateActiveMotion = (patch: Partial<NonNullable<DirectorObject["motionClips"]>[number]>) => activeMotionClip && onUpdate({ motionClips: motionClips.map((clip) => clip.id === activeMotionClip.id ? { ...clip, ...patch } : clip) });
const updateSelectedBoneRotation = (rotation: DirectorQuat) => {
if (!selectedBoneId) return;
const patch: Partial<DirectorObject> = { boneOverrides: { ...object.boneOverrides, [selectedBoneId]: rotation } };
if (autoKey) patch.boneTracks = upsertDirectorBoneKeyframe(object.boneTracks || [], selectedBoneId, playhead, rotation);
onUpdate(patch);
};
const applyPose = (pose: DirectorPose) => onUpdate({ pose, activeMotionClipId: undefined, boneOverrides: {} });
return <Inspector title={object.name} onTitleChange={(name) => onUpdate({ name })} onDelete={onDelete}>
<TransformFields transform={object.transform} onChange={(transform) => onUpdate({ transform })} />
<TransformFields transform={rendered} onChange={onTransformEdit} />
{object.kind === "actor" || object.primitive === "character"
? <Field label="角色颜色"><div className="director-actor-colors">{DIRECTOR_ACTOR_COLORS.map((color) => <button key={color} type="button" className={`director-actor-color ${object.color.toLowerCase() === color ? "is-active" : ""}`} style={{ background: color }} aria-label={`设置颜色 ${color}`} onClick={() => onUpdate({ color })} />)}<ColorPicker value={object.color} size="small" onChange={(_, color) => onUpdate({ color })} /></div></Field>
: <Field label="颜色"><ColorPicker value={object.color} onChange={(_, color) => onUpdate({ color })} /></Field>}
@@ -401,7 +662,7 @@ function ObjectInspector({ object, playhead, selectedBone, autoKey, onSelectBone
<div className="flex items-center justify-between border-y py-2 text-[var(--fs-label)]"><span>角色绑定</span><span className="opacity-55">{object.rig?.status === "ready" ? `${mappedBones.length} 根骨骼` : "等待模型"}</span></div>
{motionClips.length ? <><Field label="动作片段"><Select className="w-full" value={object.activeMotionClipId || ""} options={[{ label: "静态姿势", value: "" }, ...motionClips.map((clip) => ({ label: clip.name, value: clip.id }))]} onChange={(activeMotionClipId) => onUpdate({ activeMotionClipId: activeMotionClipId || undefined })} /></Field>{activeMotionClip ? <div className="grid grid-cols-2 gap-2"><Field label="播放速度"><InputNumber className="w-full" min={0.1} max={4} step={0.1} value={activeMotionClip.playbackRate} onChange={(playbackRate) => updateActiveMotion({ playbackRate: playbackRate || 1 })} /></Field><Field label="循环"><Switch checked={activeMotionClip.loop} onChange={(loop) => updateActiveMotion({ loop })} /></Field></div> : null}</> : <div className="text-[var(--fs-tiny)] opacity-50">模型加载后会显示可用动作 Clip</div>}
{mappedBones.length ? <Field label="骨骼控制"><Select className="w-full" allowClear value={selectedBone || undefined} options={mappedBones.map((bone) => ({ label: directorBoneLabel(bone), value: bone }))} onChange={(bone) => onSelectBone(bone || null)} /></Field> : null}
{selectedBoneId && selectedBoneRotation ? <BoneRotationFields rotation={selectedBoneRotation} onChange={updateSelectedBoneRotation} /> : null}
{selectedBoneId && selectedBoneRotation ? <BoneRotationFields rotation={selectedBoneRotation} onChange={onBoneRotationStage} onChangeComplete={onBoneRotationCommit} /> : null}
</> : null}
<Field label="可见"><Switch checked={object.visible} onChange={(visible) => onUpdate({ visible })} /></Field>
<Field label="投射阴影"><Switch checked={object.castShadow} onChange={(castShadow) => onUpdate({ castShadow })} /></Field>
@@ -433,7 +694,7 @@ function TransformFields({ transform, onChange }: { transform: DirectorTransform
return <><Vec3Field label="位置" value={transform.position} onChange={(position) => onChange({ ...transform, position })} /><Vec3Field label="旋转" value={transform.rotation} step={0.05} onChange={(rotation) => onChange({ ...transform, rotation })} /><Vec3Field label="缩放" value={transform.scale} step={0.1} onChange={(scale) => onChange({ ...transform, scale })} /></>;
}
function BoneRotationFields({ rotation, onChange }: { rotation: DirectorQuat; onChange: (rotation: DirectorQuat) => void }) {
function BoneRotationFields({ rotation, onChange, onChangeComplete }: { rotation: DirectorQuat; onChange: (rotation: DirectorQuat) => void; onChangeComplete: () => void }) {
const initialDegrees = useMemo(() => {
const euler = new Euler().setFromQuaternion(new Quaternion(...rotation), "XYZ");
return [euler.x, euler.y, euler.z].map((value) => Number(((value * 180) / Math.PI).toFixed(1))) as DirectorVec3;
@@ -458,7 +719,7 @@ function BoneRotationFields({ rotation, onChange }: { rotation: DirectorQuat; on
return <Field label="骨骼旋转(局部角度 °)"><div className="space-y-1.5">
{degrees.map((value, index) => <div key={index} className="grid grid-cols-[18px_minmax(0,1fr)_48px] items-center gap-2">
<span className="text-[var(--fs-tiny)] font-medium opacity-65">{["X", "Y", "Z"][index]}</span>
<Slider className="m-0" min={-180} max={180} step={1} value={value} onChange={(next) => updateAxis(index, Array.isArray(next) ? next[0] ?? 0 : next)} />
<Slider className="m-0" min={-180} max={180} step={1} value={value} onChange={(next) => updateAxis(index, Array.isArray(next) ? next[0] ?? 0 : next)} onChangeComplete={onChangeComplete} />
<span className="text-right text-[var(--fs-tiny)] tabular-nums opacity-65">{value.toFixed(1)}°</span>
</div>)}
</div></Field>;
@@ -1,18 +1,29 @@
import { Canvas, useFrame, useThree, type ThreeEvent } from "@react-three/fiber";
import { Grid, OrbitControls, TransformControls } from "@react-three/drei";
import { forwardRef, Suspense, useCallback, useEffect, useImperativeHandle, useMemo, useRef, useState } from "react";
import { AnimationClip, AnimationMixer, Box3, Bone, Camera, Color, Group, LoopOnce, LoopRepeat, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshNormalMaterial, MeshStandardMaterial, Object3D, OrthographicCamera, PerspectiveCamera, Quaternion, Scene, SkeletonHelper, Texture, TextureLoader, Vector3, WebGLRenderer } from "three";
import { Component, forwardRef, memo, Suspense, useCallback, useEffect, useImperativeHandle, useMemo, useReducer, useRef, useState, type ComponentRef, type ReactNode } from "react";
import { AnimationClip, AnimationMixer, Box3, Bone, Camera, Color, Group, LoopOnce, LoopRepeat, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshNormalMaterial, MeshStandardMaterial, Object3D, OrthographicCamera, PerspectiveCamera, Plane, Quaternion, Raycaster, Scene, SkeletonHelper, Texture, TextureLoader, Vector2, Vector3, WebGLRenderer } from "three";
import type { Material } from "three";
import { GLTFLoader, SkeletonUtils } from "three-stdlib";
import { DIRECTOR_DEFAULT_ACTOR_URL, directorPoseBoneDeltas, interpolateDirectorBoneRotation, interpolateDirectorTransform } from "@/lib/canvas/director/director-scene";
import { directorCameraSyncKey, resolveDirectorBoneRotation } from "@/lib/canvas/director/director-animation-semantics";
import { createDirectorTransaction, installDirectorTerminalListeners } from "@/lib/canvas/director/director-gesture-transaction";
import { emptyDirectorPlacementIntent, finiteDirectorGroundPoint, type DirectorGroundPoint, type DirectorPlacementIntent } from "@/lib/canvas/director/director-placement";
import { directorDiagnosticObjectKind } from "@/lib/canvas/director/director-diagnostics";
import { recordDirectorDiagnostic } from "@/lib/canvas/director/director-diagnostics-recorder";
import { directorCaptureInitial, directorCaptureUsable, directorLoadIdentity, directorLoadInitial, installDirectorContextListeners, reduceDirectorCapture, reduceDirectorLoad, releaseDirectorCapture, resolveDirectorDisplay, restoreDirectorCapture, upsertDirectorFailedLoad, type DirectorFailedLoads, type DirectorLoadSignal } from "@/lib/canvas/director/director-recovery";
import { disposeDirectorAdoptionFailure, disposeDirectorHelper, disposeDirectorMaterials, disposeDirectorModelResources, disposeDirectorObject3D, resolveDirectorLoadOwnership } from "@/lib/canvas/director/director-resources";
import { DIRECTOR_DEFAULT_ACTOR_URL, directorPoseBoneDeltas, interpolateDirectorTransform } from "@/lib/canvas/director/director-scene";
import { resolveMediaUrl } from "@/services/file-storage";
import type { DirectorCamera, DirectorHumanoidBone, DirectorLight, DirectorObject, DirectorQuat, DirectorRenderMode, DirectorRig, DirectorScene, DirectorTransform, DirectorVec3 } from "@/types/director";
export type DirectorOrbitControls = ComponentRef<typeof OrbitControls>;
export type DirectorViewportHandle = {
capture: (mode: DirectorRenderMode) => Promise<Blob>;
recordVideo: (duration: number, fps: number) => Promise<Blob>;
readCameraTransform: () => DirectorTransform | null;
/** 只读放置意图。上下文不可用或从未产生合法点时返回空意图,绝不抛异常。 */
readPlacementIntent: () => DirectorPlacementIntent;
};
type DirectorViewportProps = {
@@ -22,45 +33,246 @@ type DirectorViewportProps = {
transformMode: "translate" | "rotate" | "scale";
renderMode: DirectorRenderMode;
playhead: number;
playing: boolean;
onSelectObject: (id: string | null) => void;
onSelectBone: (bone: string | null) => void;
onObjectTransform: (id: string, transform: DirectorTransform) => void;
onObjectTransform: (id: string, from: DirectorTransform, to: DirectorTransform) => void;
onBoneTransform: (id: string, bone: string, rotation: DirectorQuat) => void;
onActorRigReady: (id: string, rig: DirectorRig, animations: AnimationClip[]) => void;
};
type CaptureContext = { gl: WebGLRenderer; scene: Scene; camera: PerspectiveCamera; suspendDisplayMaterialOverride: () => () => void };
// 稳定空值:identity 不匹配时返回同一引用,避免下游 effect 依赖每次 render 都变化。
const emptyAnimations: AnimationClip[] = [];
const emptyRestRotations: Partial<Record<DirectorHumanoidBone, DirectorQuat>> = {};
// Canvas 配置必须是稳定引用:inline literal 每次父级 render 都是新对象,
// context lost 的 dispatch 触发重渲染后 R3F 会 configure 并在失效 context 上
// 重建 WebGLRenderer,抛 getMaxPrecision / autoReset。稳定后 lost 只显示 notice。
const directorCanvasGl = { antialias: true, preserveDrawingBuffer: true, alpha: false } as const;
const directorCanvasCamera = { position: [4.8, 2.7, 6.8] as [number, number, number], fov: 50, near: 0.05, far: 500 } as const;
const directorCanvasDpr: [number, number] = [1, 1.5];
export const DirectorViewport = forwardRef<DirectorViewportHandle, DirectorViewportProps>(function DirectorViewport(props, ref) {
const captureContext = useRef<CaptureContext | null>(null);
const onCaptureContext = useCallback((context: CaptureContext) => { captureContext.current = context; }, []);
// 地面点连同 owner canvas 一起记录:owner 不是当前 renderer 的 canvas 就是陈旧值。
const groundRef = useRef<{ owner: HTMLCanvasElement; point: DirectorGroundPoint } | null>(null);
const orbitControlsRef = useRef<DirectorOrbitControls | null>(null);
/** pointermove 高频路径只写 ref,不触发 render;清空只允许由该点的 owner 发起。 */
const onGroundPoint = useCallback((owner: HTMLCanvasElement, point: DirectorGroundPoint | null) => {
if (point) {
groundRef.current = { owner, point };
return;
}
if (groundRef.current?.owner === owner) groundRef.current = null;
}, []);
const onOrbitControls = useCallback((controls: DirectorOrbitControls | null) => {
orbitControlsRef.current = controls;
}, []);
// retryKey 变化会真正重建 Canvas 与 ErrorBoundary,而不是只换文案。
const [retryKey, setRetryKey] = useState(0);
// capture 可用性:上下文丢失期间不得再使用失效 renderer;恢复后需重新登记。
const [capture, dispatchCapture] = useReducer(reduceDirectorCapture, directorCaptureInitial);
const captureRef = useRef(capture);
captureRef.current = capture;
// 加载失败的对象 id -> 该对象自己的 retry;Canvas 内部无法呈现可操作提示,统一提到 DOM 层。
const [failedLoads, setFailedLoads] = useState<DirectorFailedLoads>({});
const onCaptureContext = useCallback((context: CaptureContext) => {
captureContext.current = context;
dispatchCapture("register");
}, []);
/** 子树卸载 / boundary 捕获:清掉指向已销毁 renderer 的引用并打回不可用。 */
const releaseCapture = useCallback(() => {
releaseDirectorCapture({
clearContext: () => {
captureContext.current = null;
},
onAvailability: dispatchCapture,
});
// 地面点与 controls 都属于已销毁的 renderer,必须一并作废。
groundRef.current = null;
orbitControlsRef.current = null;
}, []);
const retry = useCallback(() => {
releaseCapture();
setFailedLoads({});
setRetryKey((value) => value + 1);
}, [releaseCapture]);
const onLoadStateChange = useCallback((id: string, signal: DirectorLoadSignal, retryLoad: () => void) => {
setFailedLoads((current) => upsertDirectorFailedLoad(current, id, signal, retryLoad));
}, []);
// 稳定引用:否则新的监听 effect 会在每次父级 render 时摘除重装。
const onContextLost = useCallback(() => {
// 上下文丢失后相机与射线结果都不可信,旧地面点必须作废,恢复后需重新移动 pointer。
groundRef.current = null;
recordDirectorDiagnostic("DIRECTOR_VIEWPORT_CONTEXT_LOST");
dispatchCapture("lost");
}, []);
const onContextRestored = useCallback(() => {
recordDirectorDiagnostic("DIRECTOR_VIEWPORT_CONTEXT_RESTORED");
dispatchCapture("restored");
}, []);
const failedIds = Object.keys(failedLoads);
// 上下文失效时 renderer 不可用:capture/record/readCamera 必须明确失败而不是画出脏帧。
const usableContext = () => {
if (!directorCaptureUsable(captureRef.current)) return null;
return captureContext.current;
};
useImperativeHandle(ref, () => ({
capture: (mode) => captureFrame(captureContext.current, mode),
recordVideo: (duration, fps) => recordCanvas(captureContext.current, duration, fps),
capture: (mode) => captureFrame(usableContext(), mode),
recordVideo: (duration, fps) => recordCanvas(usableContext(), duration, fps),
readCameraTransform: () => {
const camera = captureContext.current?.camera;
const camera = usableContext()?.camera;
return camera ? { position: camera.position.toArray() as DirectorTransform["position"], rotation: [camera.rotation.x, camera.rotation.y, camera.rotation.z], scale: [1, 1, 1] } : null;
},
readPlacementIntent: () => {
const context = usableContext();
if (!context) return emptyDirectorPlacementIntent;
// owner 校验:上下文重建后,旧 renderer canvas 记录的点一律不采用。
const tracked = groundRef.current;
const pointer = tracked && tracked.owner === context.gl.domElement ? tracked.point : null;
// 读实例当前 target,而不是 activeCamera.target prop;投影到 y=0 即取 x/z。
const target = orbitControlsRef.current?.target;
return { pointer, orbitTarget: finiteDirectorGroundPoint(target?.x, target?.z) };
},
}), []);
return (
// data-renderer-ready 直接来自 directorCaptureUsable:capture context 已登记且未 lost。
// 这是真实就绪信号,供 E2E 在触发 context loss 前确定监听器已安装。
<div className="director-viewport-shell" data-renderer-ready={directorCaptureUsable(capture) ? "true" : "false"}>
<DirectorViewportErrorBoundary key={`boundary-${retryKey}`} onRelease={releaseCapture} onRetry={retry}>
<DirectorCanvasSurface
key={`canvas-${retryKey}`}
{...props}
onCaptureContext={onCaptureContext}
onRelease={releaseCapture}
onContextLost={onContextLost}
onContextRestored={onContextRestored}
onLoadStateChange={onLoadStateChange}
onGroundPoint={onGroundPoint}
onOrbitControls={onOrbitControls}
/>
</DirectorViewportErrorBoundary>
{capture.contextLost ? (
<DirectorViewportNotice
title="3D 显示上下文已丢失"
description="浏览器回收了 WebGL 上下文。等待自动恢复,或立即重建视口。"
actionLabel="重建 3D 视口"
onAction={retry}
/>
) : null}
{!capture.contextLost && failedIds.length ? (
<DirectorViewportNotice
variant="corner"
title={`${failedIds.length} 个 3D 模型加载失败`}
description="已用占位人偶继续显示场景。可能是网络或模型地址不可用,重试将重新加载。"
actionLabel="重试加载"
onAction={() => {
// 重试触发新的 load generation,旧的晚到回调会被忽略并释放资源。
Object.values(failedLoads).forEach((retryLoad) => retryLoad());
setFailedLoads({});
}}
/>
) : null}
</div>
);
});
type DirectorCanvasSurfaceProps = DirectorViewportProps & {
onCaptureContext: (context: CaptureContext) => void;
onRelease: () => void;
onContextLost: () => void;
onContextRestored: () => void;
onLoadStateChange: (id: string, signal: DirectorLoadSignal, retry: () => void) => void;
onGroundPoint: (owner: HTMLCanvasElement, point: DirectorGroundPoint | null) => void;
onOrbitControls: (controls: DirectorOrbitControls | null) => void;
};
/**
* Canvas 表面独立 memo。
*
* R3F 本地 CanvasImpl 的 layout effect 没有依赖数组,父级每次 rerender 都会 configure。
* context lost 时 DirectorViewport 会 dispatchCapture 触发 rerender,若 Canvas 跟着重渲染,
* configure 就会在已失效的 canvas 上重建 WebGLRenderer 并抛 getMaxPrecision / autoReset。
* 隔离在 memo 子组件后,contextLost / failedLoads 这类外层状态变化不再穿透到 Canvas;
* 只有 props 真的变化才重渲染,retryKey 变化仍由外层 key 触发真正 remount。
*/
const DirectorCanvasSurface = memo(function DirectorCanvasSurface(props: DirectorCanvasSurfaceProps) {
const { onCaptureContext, onRelease, onContextLost, onContextRestored, onLoadStateChange, onGroundPoint, onOrbitControls, ...sceneProps } = props;
const onSelectObject = sceneProps.onSelectObject;
const onPointerMissed = useCallback(() => onSelectObject(null), [onSelectObject]);
return (
<Canvas
shadows
frameloop="demand"
dpr={[1, 1.5]}
camera={{ position: [4.8, 2.7, 6.8], fov: 50, near: 0.05, far: 500 }}
gl={{ antialias: true, preserveDrawingBuffer: true, alpha: false }}
onPointerMissed={() => props.onSelectObject(null)}
dpr={directorCanvasDpr}
camera={directorCanvasCamera}
gl={directorCanvasGl}
onPointerMissed={onPointerMissed}
>
<Suspense fallback={null}>
<DirectorSceneContent {...props} onCaptureContext={onCaptureContext} />
<DirectorSceneContent
{...sceneProps}
onCaptureContext={onCaptureContext}
onRelease={onRelease}
onContextLost={onContextLost}
onContextRestored={onContextRestored}
onLoadStateChange={onLoadStateChange}
onGroundPoint={onGroundPoint}
onOrbitControls={onOrbitControls}
/>
</Suspense>
</Canvas>
);
});
function DirectorSceneContent({ scene, selectedObjectId, selectedBone, transformMode, renderMode, playhead, onSelectObject, onSelectBone, onObjectTransform, onBoneTransform, onActorRigReady, onCaptureContext }: DirectorViewportProps & { onCaptureContext: (context: CaptureContext) => void }) {
/** 本地失败隔离:3D 视口异常只替换视口本身,不影响画布/项目其余部分。 */
class DirectorViewportErrorBoundary extends Component<{ children: ReactNode; onRelease: () => void; onRetry: () => void }, { failed: boolean }> {
state = { failed: false };
static getDerivedStateFromError() {
return { failed: true };
}
componentDidCatch() {
// 只记录稳定错误码:原始 error / componentStack 可能带素材 URL 或正文,不落日志。
recordDirectorDiagnostic("DIRECTOR_VIEWPORT_RENDER_FAILED");
// 子树已被 React 卸载,capture context 指向已销毁的 renderer,必须同步释放。
this.props.onRelease();
}
render() {
if (!this.state.failed) return this.props.children;
return (
<DirectorViewportNotice
title="3D 视口渲染失败"
description="导演台其余面板仍可使用。可重试重建视口;若持续失败请检查显卡驱动或浏览器 WebGL 支持。"
actionLabel="重试 3D 视口"
onAction={() => {
this.setState({ failed: false });
this.props.onRetry();
}}
/>
);
}
}
function DirectorViewportNotice({ title, description, actionLabel, onAction, variant = "cover" }: { title: string; description: string; actionLabel: string; onAction: () => void; variant?: "cover" | "corner" }) {
return (
<div className={`director-viewport-notice ${variant === "corner" ? "is-corner" : "is-cover"}`} role="alert">
<div className="director-viewport-notice-title">{title}</div>
<p className="director-viewport-notice-text">{description}</p>
<button type="button" className="director-viewport-notice-action" onClick={onAction}>{actionLabel}</button>
</div>
);
}
function DirectorSceneContent({ scene, selectedObjectId, selectedBone, transformMode, renderMode, playhead, playing, onSelectObject, onSelectBone, onObjectTransform, onBoneTransform, onActorRigReady, onCaptureContext, onRelease, onContextLost, onContextRestored, onLoadStateChange, onGroundPoint, onOrbitControls }: DirectorViewportProps & { onCaptureContext: (context: CaptureContext) => void; onRelease: () => void; onContextLost: () => void; onContextRestored: () => void; onLoadStateChange: (id: string, signal: DirectorLoadSignal, retry: () => void) => void; onGroundPoint: (owner: HTMLCanvasElement, point: DirectorGroundPoint | null) => void; onOrbitControls: (controls: DirectorOrbitControls | null) => void }) {
const { gl, camera, scene: threeScene, invalidate } = useThree();
const orbitRef = useRef<DirectorOrbitControls>(null);
const [transforming, setTransforming] = useState(false);
const displayClayRestoreRef = useRef<(() => void) | null>(null);
const shot = scene.shots.find((item) => item.id === scene.activeShotId) || scene.shots[0];
@@ -74,9 +286,68 @@ function DirectorSceneContent({ scene, selectedObjectId, selectedBone, transform
};
}, [threeScene]);
const readCaptureContext = useCallback((): CaptureContext => ({ gl, camera: camera as PerspectiveCamera, scene: threeScene, suspendDisplayMaterialOverride }), [camera, gl, suspendDisplayMaterialOverride, threeScene]);
useEffect(() => {
onCaptureContext({ gl, camera: camera as PerspectiveCamera, scene: threeScene, suspendDisplayMaterialOverride });
}, [camera, gl, onCaptureContext, suspendDisplayMaterialOverride, threeScene]);
onCaptureContext(readCaptureContext());
}, [onCaptureContext, readCaptureContext]);
// 子树卸载(重试重建、boundary 捕获后 React 卸载)时同步释放:
// 此后 captureContext 指向已销毁的 renderer,必须清空并打回不可用。
// 单独 effect 且只依赖稳定的 onRelease,不会被 readCaptureContext 变化连带触发。
useEffect(() => () => onRelease(), [onRelease]);
// 上下文丢失/恢复监听绑定在 renderer 自己的 canvas 上,随 renderer 与重试精确摘除。
useEffect(() => installDirectorContextListeners(gl.domElement, {
onLost: onContextLost,
// 恢复后 registered 会被置回 false,必须用当前 renderer 重新登记,
// 否则 capture/record/readCameraTransform 会一直不可用。走与测试共用的序列 helper。
onRestored: () => restoreDirectorCapture({
readContext: readCaptureContext,
onAvailability: onContextRestored,
onRegister: onCaptureContext,
invalidate,
}),
}), [gl, invalidate, onCaptureContext, onContextLost, onContextRestored, readCaptureContext]);
/**
* 地面拾取:renderer 自己的 canvas 上做 pointer 监听,再用真实 Raycaster 与
* 世界 y=0 Plane 求交。不走 mesh onPointerMove(会被物体 stopPropagation 截断),
* 也不做 DOM 像素伪换算;因此 pointer 悬停在物体上方时射线仍与地面相交。
* 高频路径只写 ref,绝不 setState。
*/
useEffect(() => {
const canvasElement = gl.domElement;
const raycaster = new Raycaster();
const groundPlane = new Plane(new Vector3(0, 1, 0), 0);
const hit = new Vector3();
const ndc = new Vector2();
const onPointerMove = (event: PointerEvent) => {
const bounds = canvasElement.getBoundingClientRect();
if (bounds.width <= 0 || bounds.height <= 0) return;
ndc.set(((event.clientX - bounds.left) / bounds.width) * 2 - 1, -((event.clientY - bounds.top) / bounds.height) * 2 + 1);
raycaster.setFromCamera(ndc, camera);
// 射线与地面平行或背离时 intersectPlane 返回 null:保留上一个合法点,不写非法值。
if (!raycaster.ray.intersectPlane(groundPlane, hit)) return;
const point = finiteDirectorGroundPoint(hit.x, hit.z);
if (point) onGroundPoint(canvasElement, point);
};
canvasElement.addEventListener("pointermove", onPointerMove, { passive: true });
return () => {
canvasElement.removeEventListener("pointermove", onPointerMove);
// 这个 renderer 的 canvas 卸载后,它记录的地面点不得再被读到。
onGroundPoint(canvasElement, null);
};
}, [camera, gl, onGroundPoint]);
// OrbitControls 的真实 target 只能从实例读;activeCamera.target 只是初始 prop。
// 挂载期登记一次即可:drei 重建实例会连带重跑本 effect。
useEffect(() => {
onOrbitControls(orbitRef.current);
return () => onOrbitControls(null);
}, [onOrbitControls]);
useEffect(() => {
threeScene.background = new Color(scene.background);
@@ -98,7 +369,7 @@ function DirectorSceneContent({ scene, selectedObjectId, selectedBone, transform
return (
<>
<CameraSync camera={activeCamera} playhead={playhead} />
<CameraSync camera={activeCamera} playhead={playhead} playing={playing} />
<ambientLight intensity={scene.environmentIntensity * 0.35} />
{scene.lights.map((light) => <DirectorLightView key={light.id} light={light} />)}
{scene.gridVisible ? <Grid position={[0, 0, 0]} infiniteGrid fadeDistance={40} fadeStrength={5} cellSize={0.5} sectionSize={5} cellColor="#8f99a3" sectionColor="#626d77" /> : null}
@@ -117,21 +388,24 @@ function DirectorSceneContent({ scene, selectedObjectId, selectedBone, transform
onSelect={() => onSelectObject(object.id)}
onSelectBone={(bone) => { onSelectObject(object.id); onSelectBone(bone); }}
onTransforming={setTransforming}
onTransform={(transform) => onObjectTransform(object.id, transform)}
onTransform={(from, to) => onObjectTransform(object.id, from, to)}
onBoneTransform={(bone, rotation) => onBoneTransform(object.id, bone, rotation)}
onActorRigReady={(rig, animations) => onActorRigReady(object.id, rig, animations)}
onLoadStateChange={onLoadStateChange}
/>
))}
<OrbitControls makeDefault enabled={!transforming} target={activeCamera?.target || [0, 1, 0]} minDistance={0.6} maxDistance={80} />
<OrbitControls ref={orbitRef} makeDefault enabled={!transforming} target={activeCamera?.target || [0, 1, 0]} minDistance={0.6} maxDistance={80} />
</>
);
}
function CameraSync({ camera, playhead }: { camera?: DirectorCamera; playhead: number }) {
function CameraSync({ camera, playhead, playing }: { camera?: DirectorCamera; playhead: number; playing: boolean }) {
const threeCamera = useThree((state) => state.camera as PerspectiveCamera);
const invalidate = useThree((state) => state.invalidate);
// 只有相机真正被关键帧/播放驱动时才写入,暂停时用户 Orbit 不会被拉回。
const syncKey = directorCameraSyncKey({ camera, playhead, playing });
useEffect(() => {
if (!camera) return;
if (!camera || !syncKey) return;
const transform = interpolateDirectorTransform(camera.transform, camera.keyframes, playhead);
threeCamera.position.set(...transform.position);
threeCamera.rotation.set(...transform.rotation);
@@ -141,47 +415,111 @@ function CameraSync({ camera, playhead }: { camera?: DirectorCamera; playhead: n
threeCamera.lookAt(...camera.target);
threeCamera.updateProjectionMatrix();
invalidate();
}, [camera, invalidate, playhead, threeCamera]);
// camera/playhead 只通过 syncKey 参与依赖,避免草稿对象身份变化触发无谓回写。
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [invalidate, syncKey, threeCamera]);
return null;
}
function DirectorObjectView({ object, selected, selectedBone, transformMode, playhead, onSelect, onSelectBone, onTransforming, onTransform, onBoneTransform, onActorRigReady }: { object: DirectorObject; selected: boolean; selectedBone: string | null; transformMode: DirectorViewportProps["transformMode"]; playhead: number; onSelect: () => void; onSelectBone: (bone: string | null) => void; onTransforming: (value: boolean) => void; onTransform: (transform: DirectorTransform) => void; onBoneTransform: (bone: string, rotation: DirectorQuat) => void; onActorRigReady: (rig: DirectorRig, animations: AnimationClip[]) => void }) {
const groupRef = useRef<Group>(null);
const transform = interpolateDirectorTransform(object.transform, object.keyframes, playhead);
const content = (
<group
ref={groupRef}
position={transform.position}
rotation={transform.rotation}
scale={transform.scale}
onPointerDown={(event) => {
event.stopPropagation();
onSelect();
}}
>
<DirectorObjectVisual object={object} selected={selected} selectedBone={selectedBone} playhead={playhead} onSelectBone={onSelectBone} onBoneTransform={onBoneTransform} onActorRigReady={onActorRigReady} />
</group>
);
if (!selected) return content;
function DirectorObjectView({ object, selected, selectedBone, transformMode, playhead, onSelect, onSelectBone, onTransforming, onTransform, onBoneTransform, onActorRigReady, onLoadStateChange }: { object: DirectorObject; selected: boolean; selectedBone: string | null; transformMode: DirectorViewportProps["transformMode"]; playhead: number; onSelect: () => void; onSelectBone: (bone: string | null) => void; onTransforming: (value: boolean) => void; onTransform: (from: DirectorTransform, to: DirectorTransform) => void; onBoneTransform: (bone: string, rotation: DirectorQuat) => void; onActorRigReady: (rig: DirectorRig, animations: AnimationClip[]) => void; onLoadStateChange: (id: string, signal: DirectorLoadSignal, retry: () => void) => void }) {
const [target, setTarget] = useState<Group | null>(null);
const resolved = interpolateDirectorTransform(object.transform, object.keyframes, playhead);
// 手势进行中冻结声明式 transform,交由 gizmo 直接改写 Object3D;终态后再由场景状态接管。
const [frozen, setFrozen] = useState<DirectorTransform | null>(null);
const transform = frozen || resolved;
return (
<TransformControls
mode={transformMode}
size={0.8}
onMouseDown={() => onTransforming(true)}
onMouseUp={() => {
onTransforming(false);
const target = groupRef.current;
if (!target) return;
onTransform({ position: target.position.toArray() as DirectorTransform["position"], rotation: [target.rotation.x, target.rotation.y, target.rotation.z], scale: target.scale.toArray() as DirectorTransform["scale"] });
}}
>
{content}
</TransformControls>
<>
<group
ref={setTarget}
position={transform.position}
rotation={transform.rotation}
scale={transform.scale}
onPointerDown={(event) => {
event.stopPropagation();
onSelect();
}}
>
<DirectorObjectVisual object={object} selected={selected} selectedBone={selectedBone} playhead={playhead} onSelectBone={onSelectBone} onBoneTransform={onBoneTransform} onActorRigReady={onActorRigReady} onLoadStateChange={onLoadStateChange} />
</group>
{selected && target ? (
<DirectorObjectGizmo
target={target}
transformMode={transformMode}
onFreeze={setFrozen}
onTransforming={onTransforming}
onTransform={onTransform}
/>
) : null}
</>
);
}
function DirectorObjectVisual({ object, selected, selectedBone, playhead, onSelectBone, onBoneTransform, onActorRigReady }: { object: DirectorObject; selected: boolean; selectedBone: string | null; playhead: number; onSelectBone: (bone: string | null) => void; onBoneTransform: (bone: string, rotation: DirectorQuat) => void; onActorRigReady: (rig: DirectorRig, animations: AnimationClip[]) => void }) {
if ((object.kind === "model" || object.kind === "actor" || object.primitive === "character") && (object.url || object.primitive === "character")) return <DirectorModel object={object} selected={selected} selectedBone={selectedBone} playhead={playhead} onSelectBone={onSelectBone} onBoneTransform={onBoneTransform} onActorRigReady={onActorRigReady} />;
function DirectorObjectGizmo({ target, transformMode, onFreeze, onTransforming, onTransform }: { target: Group; transformMode: DirectorViewportProps["transformMode"]; onFreeze: (transform: DirectorTransform | null) => void; onTransforming: (value: boolean) => void; onTransform: (from: DirectorTransform, to: DirectorTransform) => void }) {
const transaction = useDirectorGizmoTransaction<DirectorTransform>({
read: () => readObject3DTransform(target),
restore: (snapshot) => applyObject3DTransform(target, snapshot),
commit: onTransform,
onActive: (active, snapshot) => {
onFreeze(active ? snapshot : null);
onTransforming(active);
},
});
return (
<TransformControls
object={target}
mode={transformMode}
size={0.8}
onMouseDown={() => transaction.begin()}
onMouseUp={() => transaction.end("commit")}
/>
);
}
/**
* gizmo 事务的统一接线:对象与骨骼共用,避免两套实现产生偏差。
* 监听在挂载期间常驻安装(不以「当前是否有手势」为安装条件),
* 非活跃时 end 自身是空操作。
*/
function useDirectorGizmoTransaction<TSnapshot>({ read, restore, commit, onActive }: { read: () => TSnapshot | null; restore: (snapshot: TSnapshot) => void; commit: (from: TSnapshot, to: TSnapshot) => void; onActive: (active: boolean, snapshot: TSnapshot | null) => void }) {
const hooksRef = useRef({ read, restore, commit, onActive });
useEffect(() => { hooksRef.current = { read, restore, commit, onActive }; }, [commit, onActive, read, restore]);
const transaction = useMemo(() => createDirectorTransaction<TSnapshot>({
read: () => hooksRef.current.read(),
restore: (snapshot) => hooksRef.current.restore(snapshot),
commit: (from, to) => hooksRef.current.commit(from, to),
setActive: (active) => hooksRef.current.onActive(active, active ? hooksRef.current.read() : null),
// stdlib 在 domElement.ownerDocument 上注册 pointerup,其 pointerUp({button:0})
// 会 dispatch mouseUp 后清 dragging=false / axis=null。因此用真实事件走它自己的
// 收尾通道,而不是写它的私有字段(.d.ts 中 dragging/axis 均为 private)。
terminateDrag: () => document.dispatchEvent(new PointerEvent("pointerup", { button: 0, bubbles: true })),
}), []);
useEffect(() => installDirectorTerminalListeners(transaction, {
window,
document,
isHidden: () => document.visibilityState === "hidden",
}), [transaction]);
// 取消选中、删除对象、切换模型或卸载都必须回到快照并释放 transforming。
useEffect(() => () => transaction.end("cancel"), [transaction]);
return transaction;
}
function readObject3DTransform(target: Object3D): DirectorTransform {
return { position: target.position.toArray() as DirectorVec3, rotation: [target.rotation.x, target.rotation.y, target.rotation.z], scale: target.scale.toArray() as DirectorVec3 };
}
function applyObject3DTransform(target: Object3D, transform: DirectorTransform) {
target.position.set(...transform.position);
target.rotation.set(...transform.rotation);
target.scale.set(...transform.scale);
target.updateMatrixWorld(true);
}
function DirectorObjectVisual({ object, selected, selectedBone, playhead, onSelectBone, onBoneTransform, onActorRigReady, onLoadStateChange }: { object: DirectorObject; selected: boolean; selectedBone: string | null; playhead: number; onSelectBone: (bone: string | null) => void; onBoneTransform: (bone: string, rotation: DirectorQuat) => void; onActorRigReady: (rig: DirectorRig, animations: AnimationClip[]) => void; onLoadStateChange: (id: string, signal: DirectorLoadSignal, retry: () => void) => void }) {
if ((object.kind === "model" || object.kind === "actor" || object.primitive === "character") && (object.url || object.primitive === "character")) return <DirectorModel object={object} selected={selected} selectedBone={selectedBone} playhead={playhead} onSelectBone={onSelectBone} onBoneTransform={onBoneTransform} onActorRigReady={onActorRigReady} onLoadStateChange={onLoadStateChange} />;
if (object.kind === "billboard" && object.url) return <DirectorBillboard object={object} selected={selected} />;
const material = <meshStandardMaterial color={selected ? "#2f8cff" : object.color} roughness={0.68} metalness={0.05} />;
return (
@@ -192,19 +530,56 @@ function DirectorObjectVisual({ object, selected, selectedBone, playhead, onSele
);
}
function DirectorModel({ object, selected, selectedBone, playhead, onSelectBone, onBoneTransform, onActorRigReady }: { object: DirectorObject; selected: boolean; selectedBone: string | null; playhead: number; onSelectBone: (bone: string | null) => void; onBoneTransform: (bone: string, rotation: DirectorQuat) => void; onActorRigReady: (rig: DirectorRig, animations: AnimationClip[]) => void }) {
const [model, setModel] = useState<Object3D | null>(null);
const [animations, setAnimations] = useState<AnimationClip[]>([]);
const [rig, setRig] = useState<DirectorRig | null>(null);
const [restRotations, setRestRotations] = useState<Partial<Record<DirectorHumanoidBone, DirectorQuat>>>({});
function DirectorModel({ object, selected, selectedBone, playhead, onSelectBone, onBoneTransform, onActorRigReady, onLoadStateChange }: { object: DirectorObject; selected: boolean; selectedBone: string | null; playhead: number; onSelectBone: (bone: string | null) => void; onBoneTransform: (bone: string, rotation: DirectorQuat) => void; onActorRigReady: (rig: DirectorRig, animations: AnimationClip[]) => void; onLoadStateChange: (id: string, signal: DirectorLoadSignal, retry: () => void) => void }) {
const [load, dispatchLoad] = useReducer(reduceDirectorLoad, directorLoadInitial);
const loadRef = useRef(load);
loadRef.current = load;
const loadGeneration = load.generation;
const modelUrl = object.kind === "actor" || object.primitive === "character" ? DIRECTOR_DEFAULT_ACTOR_URL : object.url;
// 展示身份 = generation + 解析输入。render 阶段用它屏蔽旧资源,
// 因此 prop/retry 变化的第一次 render 就已卸下上一代 model,随后 cleanup 才 dispose。
const identity = directorLoadIdentity({ generation: loadGeneration, url: modelUrl, storageKey: object.storageKey, kind: object.kind });
type LoadedModel = { model: Object3D; rig: DirectorRig; animations: AnimationClip[]; restRotations: Partial<Record<DirectorHumanoidBone, DirectorQuat>> };
const [loaded, setLoaded] = useState<{ identity: string; value: LoadedModel } | null>(null);
const display = resolveDirectorDisplay(loaded, identity);
const model = display?.model ?? null;
const rig = display?.rig ?? null;
const animations = display?.animations ?? emptyAnimations;
const restRotations = display?.restRotations ?? emptyRestRotations;
const setLoadPhase = useCallback((phase: "loading" | "ready" | "error") => {
if (phase === "loading") dispatchLoad({ type: "start" });
else dispatchLoad({ type: phase === "ready" ? "loaded" : "failed", generation: loadRef.current.generation });
}, []);
const mixerRef = useRef<AnimationMixer | null>(null);
const ownedRef = useRef<{ model: Object3D | null; mixer: AnimationMixer | null }>({ model: null, mixer: null });
const onActorRigReadyRef = useRef(onActorRigReady);
const invalidate = useThree((state) => state.invalidate);
// helper 只跟随「当前 identity 下真正要展示的 model」,不会挂在已卸下的旧 model 上。
const helper = useMemo(() => model ? new SkeletonHelper(model) : null, [model]);
useEffect(() => () => disposeDirectorHelper(helper), [helper]);
// 把 loading/error/ready 报到 DOM 层,Canvas 内部无法呈现可操作提示。
// 依赖必须收敛到稳定原始值:object 每次场景编辑都是新引用,
// 若挂在 [object] 上会让下面的注销 effect 每次编辑都误报 unmounted,
// 失败模型的重试入口会随之消失。
const objectId = object.id;
const objectKind = directorDiagnosticObjectKind(object);
const retryLoad = useCallback(() => {
recordDirectorDiagnostic("DIRECTOR_MODEL_LOAD_RETRY", { objectId, objectKind, attempt: loadRef.current.generation, userInitiated: true });
dispatchLoad({ type: "retry" });
}, [objectId, objectKind]);
const onLoadStateChangeRef = useRef(onLoadStateChange);
useEffect(() => { onLoadStateChangeRef.current = onLoadStateChange; }, [onLoadStateChange]);
useEffect(() => {
onLoadStateChangeRef.current(object.id, load.phase, retryLoad);
}, [load.phase, object.id, retryLoad]);
// 卸载(删除、隐藏分支、换 URL/kind、Canvas 重建)必须注销自己,避免通知残留陈旧条目。
// 单独 effect 且只依赖 id:phase 变化不会反复注销重登。
useEffect(() => () => onLoadStateChangeRef.current(object.id, "unmounted", retryLoad), [object.id, retryLoad]);
const selectedBoneObject = selectedBone && rig?.boneMap[selectedBone as DirectorHumanoidBone] ? model?.getObjectByName(rig.boneMap[selectedBone as DirectorHumanoidBone]!) : null;
const motion = object.motionClips?.find((item) => item.id === object.activeMotionClipId);
const activeAnimation = motion ? animations.find((item) => item.name === motion.sourceAnimation) : undefined;
const modelUrl = object.kind === "actor" || object.primitive === "character" ? DIRECTOR_DEFAULT_ACTOR_URL : object.url;
const handleModelPointerDown = useCallback((event: ThreeEvent<PointerEvent>) => {
if (!selected || !rig) return;
let nearestBone: string | null = null;
@@ -228,27 +603,83 @@ function DirectorModel({ object, selected, selectedBone, playhead, onSelectBone,
useEffect(() => { onActorRigReadyRef.current = onActorRigReady; }, [onActorRigReady]);
useEffect(() => {
const generation = loadRef.current.generation;
let active = true;
// render 阶段已由 identity 屏蔽旧资源;这里再清一次作为防御,不作为安全性依据。
setLoaded(null);
setLoadPhase("loading");
const failLoad = () => {
if (!active || generation !== loadRef.current.generation) return;
// 只记录稳定码与安全枚举:URL / storageKey / 原始 error 都不落日志。
recordDirectorDiagnostic("DIRECTOR_MODEL_LOAD_FAILED", { objectId: object.id, objectKind: directorDiagnosticObjectKind(object), attempt: generation });
setLoadPhase("error");
};
const loader = new GLTFLoader();
void resolveMediaUrl(object.storageKey, modelUrl).then((url) => loader.load(url, (gltf) => {
if (!active) return;
const next = SkeletonUtils.clone(gltf.scene);
normalizeModel(next, object.castShadow, object.receiveShadow);
const nextRig = inferDirectorRig(next, gltf.animations.map((clip) => clip.name));
if (object.kind === "actor" || object.primitive === "character") applyActorReferenceMaterial(next, object.color);
mixerRef.current = new AnimationMixer(next);
setRig(nextRig);
setRestRotations(readRigRestRotations(next, nextRig));
setAnimations(gltf.animations);
setModel(next);
onActorRigReadyRef.current(nextRig, gltf.animations);
}, undefined, () => active && setModel(null)));
void resolveMediaUrl(object.storageKey, modelUrl)
.then((url) => {
// 解析完成时已失效:不再发起无意义的网络加载。
if (!active || generation !== loadRef.current.generation) return;
loader.load(
url,
(gltf) => {
const ownership = resolveDirectorLoadOwnership({ active, generation, currentGeneration: loadRef.current.generation });
if (!ownership.adopt) {
// 未被采纳的晚到 source 必须释放,否则孤儿泄漏。
if (ownership.disposeSource) disposeDirectorObject3D(gltf.scene);
return;
}
// 采纳流程整体包裹:clone / normalize / rig 推断 / 材质替换 / mixer /
// setLoaded / onActorRigReady 任一步抛错都不得逃出,也不得留下半采纳资源。
let clone: Object3D | null = null;
let mixer: AnimationMixer | null = null;
try {
// clone 与 source 共享 geometry/material/texture。
// 采纳后 source 的 Object3D 层级可被 GC,共享 GPU 资源由 owned clone 持有,
// 最终只在 clone 的 cleanup 里释放一次;这里绝不 dispose source。
clone = SkeletonUtils.clone(gltf.scene);
normalizeModel(clone, object.castShadow, object.receiveShadow);
const nextRig = inferDirectorRig(
clone,
gltf.animations.map((clip) => clip.name),
);
if (object.kind === "actor" || object.primitive === "character") applyActorReferenceMaterial(clone, object.color);
mixer = new AnimationMixer(clone);
mixerRef.current = mixer;
ownedRef.current = { model: clone, mixer };
// 一次性写入带 identity 的展示记录,避免 model/rig/animations 之间出现中间态。
setLoaded({
identity,
value: { model: clone, rig: nextRig, animations: gltf.animations, restRotations: readRigRestRotations(clone, nextRig) },
});
setLoadPhase("ready");
onActorRigReadyRef.current(nextRig, gltf.animations);
} catch {
// 只记录稳定错误码:原始 error / URL / 素材正文都不落日志。
recordDirectorDiagnostic("DIRECTOR_MODEL_ADOPT_FAILED", { objectId: object.id, objectKind: directorDiagnosticObjectKind(object) });
// 先摘掉 owned 记录,避免 effect cleanup 二次释放同一批资源。
ownedRef.current = { model: null, mixer: null };
mixerRef.current = null;
setLoaded(null);
disposeDirectorAdoptionFailure({ clone, mixer, source: gltf.scene });
// 回到既有 error/retry/占位人偶路径。
failLoad();
}
},
undefined,
failLoad,
);
})
// 地址解析失败与 GLTFLoader onError 走同一条 error/retry 通道。
.catch(failLoad);
return () => {
active = false;
mixerRef.current?.stopAllAction();
// 替换/重试/卸载:释放本 generation 拥有的 clone 与 mixer(共享资源随之恰好释放一次)。
const owned = ownedRef.current;
ownedRef.current = { model: null, mixer: null };
mixerRef.current = null;
disposeDirectorModelResources({ model: owned.model, mixer: owned.mixer });
};
}, [modelUrl, object.kind, object.storageKey]);
}, [identity, modelUrl, object.storageKey]);
useEffect(() => {
if (!model) return;
@@ -303,10 +734,24 @@ function DirectorModel({ object, selected, selectedBone, playhead, onSelectBone,
const selectedFingerGroup = directorFingerGroup(selectedBone);
return <BoneController key={bone} bone={model.getObjectByName(name!)} selected={selectedBone === bone} dimmed={Boolean(fingerGroup && selectedFingerGroup && fingerGroup !== selectedFingerGroup)} onSelect={() => onSelectBone(bone)} />;
}) : null}
{selected && selectedBoneObject ? <TransformControls object={selectedBoneObject} mode="rotate" size={0.55} onMouseUp={() => onBoneTransform(selectedBone!, selectedBoneObject.quaternion.toArray() as DirectorQuat)} /> : null}
{selected && selectedBoneObject && selectedBone ? <DirectorBoneGizmo bone={selectedBoneObject} onCommit={(rotation) => onBoneTransform(selectedBone, rotation)} /> : null}
</group>;
}
/** 骨骼 gizmo 与对象 gizmo 共用事务接线,取消时恢复骨骼 quaternion。 */
function DirectorBoneGizmo({ bone, onCommit }: { bone: Object3D; onCommit: (rotation: DirectorQuat) => void }) {
const transaction = useDirectorGizmoTransaction<DirectorQuat>({
read: () => bone.quaternion.toArray() as DirectorQuat,
restore: (snapshot) => {
bone.quaternion.fromArray(snapshot);
bone.updateMatrixWorld(true);
},
commit: (_from, to) => onCommit(to),
onActive: () => undefined,
});
return <TransformControls object={bone} mode="rotate" size={0.55} onMouseDown={() => transaction.begin()} onMouseUp={() => transaction.end("commit")} />;
}
function DirectorMannequin({ color, selected }: { color: string; selected: boolean }) {
const resolvedColor = selected ? new Color(color).lerp(new Color("#78a9ff"), 0.18).getStyle() : color;
const joints: DirectorVec3[] = [[0, 1.72, 0], [0, 1.48, 0], [-0.3, 1.4, 0], [0.3, 1.4, 0], [-0.32, 1.05, 0], [0.32, 1.05, 0], [-0.33, 0.72, 0], [0.33, 0.72, 0], [-0.13, 0.88, 0], [0.13, 0.88, 0], [-0.13, 0.46, 0], [0.13, 0.46, 0], [-0.13, 0.05, 0], [0.13, 0.05, 0]];
@@ -398,13 +843,17 @@ function normalizeModel(root: Object3D, castShadow: boolean, receiveShadow: bool
function applyActorReferenceMaterial(root: Object3D, color: string) {
const material = new MeshStandardMaterial({ color, roughness: 0.74, metalness: 0.02 });
const replaced: Material[] = [];
root.traverse((child) => {
const mesh = child as Mesh;
if (!mesh.isMesh) return;
// 被顶掉的原材质不再被任何 mesh 引用,必须释放,否则每次加载都泄漏一份。
if (mesh.material) replaced.push(...(Array.isArray(mesh.material) ? mesh.material : [mesh.material]));
mesh.material = material;
mesh.userData.directorActor = true;
mesh.userData.directorActorMaterial = material;
});
disposeDirectorMaterials(replaced.filter((item) => item !== material));
}
function updateActorReferenceColor(root: Object3D, color: string) {
@@ -465,26 +914,52 @@ function applyDirectorBoneTracks(model: Object3D, object: DirectorObject, playhe
const target = name ? model.getObjectByName(name) : null;
if (!target) return;
const humanoidBone = bone as DirectorHumanoidBone;
if (!hasActiveMotion) {
const rest = restRotations[humanoidBone];
if (rest) target.quaternion.copy(new Quaternion(...rest));
const delta = poseDeltas[humanoidBone];
if (delta) target.quaternion.multiply(new Quaternion(...delta));
// hasActiveMotion 时 mixer 已写入 target.quaternion,直接作为动作层输入。
const rotation = resolveDirectorBoneRotation({
motion: hasActiveMotion ? target.quaternion.toArray() as DirectorQuat : null,
rest: hasActiveMotion ? null : restRotations[humanoidBone] || null,
poseDelta: hasActiveMotion ? null : poseDeltas[humanoidBone] || null,
override: object.boneOverrides?.[humanoidBone] || null,
keyframes: object.boneTracks?.find((item) => item.bone === bone)?.keyframes || null,
time: playhead,
});
if (rotation) {
target.quaternion.copy(new Quaternion(...rotation));
return;
}
const override = object.boneOverrides?.[bone as DirectorHumanoidBone];
const track = object.boneTracks?.find((item) => item.bone === bone);
const rotation = track ? interpolateDirectorBoneRotation(override || target.quaternion.toArray() as DirectorQuat, track.keyframes, playhead) : override;
if (rotation) target.quaternion.copy(new Quaternion(...rotation));
if (hasActiveMotion) return;
const rest = restRotations[humanoidBone];
if (rest) target.quaternion.copy(new Quaternion(...rest));
const delta = poseDeltas[humanoidBone];
if (delta) target.quaternion.multiply(new Quaternion(...delta));
});
}
function DirectorBillboard({ object, selected }: { object: DirectorObject; selected: boolean }) {
const [texture, setTexture] = useState<Texture | null>(null);
// 展示状态带 url 身份:只有与当前 object.url 匹配才交给 material,
// 这样换 URL 的第一次 render 就卸下旧纹理,随后 cleanup 才 dispose。
const [loaded, setLoaded] = useState<{ identity: string; value: Texture } | null>(null);
const identity = object.url || "";
const texture = resolveDirectorDisplay(loaded, identity);
useEffect(() => {
let active = true;
new TextureLoader().load(object.url!, (next) => active && setTexture(next), undefined, () => active && setTexture(null));
return () => { active = false; };
}, [object.url]);
let owned: Texture | null = null;
setLoaded(null);
new TextureLoader().load(object.url!, (next) => {
// 晚到的回调:本组件已换 URL 或卸载,直接释放这张纹理。
if (!active) {
next.dispose();
return;
}
owned = next;
setLoaded({ identity, value: next });
}, undefined, () => active && setLoaded(null));
return () => {
active = false;
owned?.dispose();
owned = null;
};
}, [identity, object.url]);
return (
<mesh castShadow={object.castShadow}>
<planeGeometry args={[1.6, 1]} />
@@ -0,0 +1,185 @@
import { useCallback, useEffect, useRef, useState } from "react";
import { createDirectorSaveCoordinator, type DirectorCloseDecision, type DirectorDraftEnvelope, type DirectorSaveCoordinator } from "@/lib/canvas/director/director-save";
import { directorSaveProgress, idleDirectorSaveProgress, resolveDirectorDraftStorage, type DirectorSaveProgress } from "@/lib/canvas/director/director-save-wiring";
import { recordDirectorDiagnostic } from "@/lib/canvas/director/director-diagnostics-recorder";
import { useUserStore } from "@/stores/use-user-store";
import type { DirectorScene } from "@/types/director";
export type DirectorSaveController = {
progress: DirectorSaveProgress;
/** canonical 提交入口:预览态与「仅镜像」路径都不得调用。 */
commitScene: (scene: DirectorScene) => void;
retry: () => Promise<boolean>;
restoreCandidate: () => DirectorDraftEnvelope | null;
restoreDraft: (candidate: DirectorDraftEnvelope) => boolean;
discardDraft: () => boolean;
prepareClose: () => Promise<DirectorCloseDecision>;
handlePageHide: () => Promise<boolean>;
};
/**
* 按 scene.id 持有唯一 coordinator:切换场景或卸载时 dispose。
* persistScene 必须把 request.scene 落到项目状态,flushPersistence 负责真正落盘。
*/
export function useDirectorSaveCoordinator(input: { sceneId: string | null; initialScene: DirectorScene | null; persistScene: (scene: DirectorScene) => void; flushPersistence: () => void | Promise<void> }): DirectorSaveController {
const { sceneId, initialScene, persistScene, flushPersistence } = input;
const coordinatorRef = useRef<DirectorSaveCoordinator | null>(null);
const persistSceneRef = useRef(persistScene);
const flushPersistenceRef = useRef(flushPersistence);
const initialSceneRef = useRef(initialScene);
const [progress, setProgress] = useState<DirectorSaveProgress>(idleDirectorSaveProgress);
// scope 取响应式 user id:user-session 先切 active scope 再 setUser,
// 因此这里能在用户变化时重建 coordinator,且不会在播放时每帧读 localStorage。
const scope = useUserStore((state) => state.user?.id) ?? "guest";
// 依赖为空的 effect 每次 render 后都跑,保证 coordinator effect 读到的是最新回调。
useEffect(() => {
persistSceneRef.current = persistScene;
flushPersistenceRef.current = flushPersistence;
initialSceneRef.current = initialScene;
});
useEffect(() => {
const base = initialSceneRef.current;
if (!sceneId || !base || base.id !== sceneId) {
coordinatorRef.current = null;
return;
}
let active = true;
const coordinator = createDirectorSaveCoordinator({
initialScene: base,
scope,
storage: resolveDirectorDraftStorage(() => globalThis.localStorage),
flush: async (request) => {
try {
// 先把这次 flush 对应的场景写进项目状态,再等持久化真正完成。
persistSceneRef.current(request.scene);
await flushPersistenceRef.current();
} catch (error) {
// 只记录稳定码与安全字段;原始 error 继续上抛给 coordinator 走 error/draft 语义。
recordDirectorDiagnostic("DIRECTOR_SAVE_FLUSH_FAILED", { sceneId: request.scene.id, revision: request.revision });
throw error;
}
},
});
coordinatorRef.current = coordinator;
setProgress(directorSaveProgress(coordinator.getSnapshot()));
// 通知里必须读完整快照:只搬 status 会让 confirmedRevision/draftStored 停在旧值,
// UI 继续显示未保存、beforeunload 也会误拦。
const unsubscribe = coordinator.onStatusChange(() => {
if (!active) return;
setProgress(directorSaveProgress(coordinator.getSnapshot()));
});
return () => {
active = false;
unsubscribe();
coordinatorRef.current = null;
// 卸载前把未确认改动推完再 dispose,否则 debounce 里的最后一次编辑只剩本地草稿。
const pending = coordinator.getSnapshot();
if (pending.confirmedRevision < pending.revision) {
void coordinator
.flushLatest()
.catch(() => undefined)
.finally(() => coordinator.dispose());
return;
}
coordinator.dispose();
};
}, [sceneId, scope]);
/** dispose 后 coordinatorRef 为 null,因此卸载期的调用不会再 setState。 */
const syncProgress = useCallback(() => {
const coordinator = coordinatorRef.current;
if (coordinator) setProgress(directorSaveProgress(coordinator.getSnapshot()));
}, []);
/** canonical 提交唯一入口:预览态和「仅镜像当前 draft」都不得调用。 */
const commitScene = useCallback(
(scene: DirectorScene) => {
if (!coordinatorRef.current?.edit(scene)) return;
syncProgress();
},
[syncProgress],
);
const retry = useCallback(async () => {
const coordinator = coordinatorRef.current;
if (!coordinator) return false;
const result = await coordinator.retry();
syncProgress();
return result;
}, [syncProgress]);
const restoreCandidate = useCallback(() => coordinatorRef.current?.restoreCandidate() ?? null, []);
const restoreDraft = useCallback(
(candidate: DirectorDraftEnvelope) => {
const coordinator = coordinatorRef.current;
if (!coordinator?.explicitRestore(candidate)) return false;
// 恢复后必须回到项目状态并触发可靠保存,否则草稿只活在本地。
persistSceneRef.current(candidate.scene);
void coordinator.flushLatest().finally(syncProgress);
syncProgress();
return true;
},
[syncProgress],
);
const discardDraft = useCallback(() => {
const discarded = coordinatorRef.current?.discardDraft() ?? false;
syncProgress();
return discarded;
}, [syncProgress]);
const prepareClose = useCallback(async () => {
const coordinator = coordinatorRef.current;
if (!coordinator) return "close" as DirectorCloseDecision;
const decision = await coordinator.prepareClose();
syncProgress();
return decision;
}, [syncProgress]);
/**
* pagehide:dirty 时只能走 coordinator.handlePageHide —— 它的 flush 已经
* persist(request.scene) + await flushPersistence,组件再叠一次就是重复落盘。
* clean 时 coordinator 不会 flush,因此这里显式落盘,保留原有「离开页面必落盘」语义。
*/
const handlePageHide = useCallback(async () => {
const coordinator = coordinatorRef.current;
try {
if (!coordinator) {
await flushPersistenceRef.current();
return false;
}
const pending = coordinator.getSnapshot();
if (pending.confirmedRevision === pending.revision) {
await flushPersistenceRef.current();
return true;
}
return await coordinator.handlePageHide();
} catch {
return false;
} finally {
syncProgress();
}
}, [syncProgress]);
return {
progress,
commitScene,
retry,
restoreCandidate,
restoreDraft,
discardDraft,
prepareClose,
handlePageHide,
};
}
+12 -3
View File
@@ -48,13 +48,22 @@ export function AppProviders({ children }: { children: ReactNode }) {
document.documentElement.style.colorScheme = theme;
}, [dark, theme]);
// DEV 复现台必须是同源本地确定性场景:AuthSessionHydrator 会打 /api/auth/session,
// ClientRootInit 会打 /api/model-catalog,没有后端时产生真实 502,与导演台无关却会污染判据。
// 只精确匹配该路径;生产构建中 import.meta.env.DEV 为 false,本分支被摇树删除。
const isolateDevRepro = import.meta.env.DEV && typeof window !== "undefined" && window.location.pathname === "/dev/director-repro";
return (
<ConfigProvider locale={zhCN} theme={getAntThemeConfig(dark)}>
<App message={{ duration: 3, maxCount: 3 }} notification={{ duration: 4.5, maxCount: 3, placement: "topRight" }}>
<QueryClientProvider client={appQueryClient}>
<AuthSessionHydrator>
<ClientRootInit>{children}</ClientRootInit>
</AuthSessionHydrator>
{isolateDevRepro ? (
children
) : (
<AuthSessionHydrator>
<ClientRootInit>{children}</ClientRootInit>
</AuthSessionHydrator>
)}
</QueryClientProvider>
</App>
</ConfigProvider>
@@ -0,0 +1,136 @@
import { Euler, Quaternion } from "three";
import type { DirectorBoneKeyframe, DirectorKeyframe, DirectorQuat, DirectorTransform, DirectorVec3 } from "../../../types/director";
import { interpolateDirectorBoneRotation, interpolateDirectorTransform, upsertDirectorKeyframe } from "./director-scene";
// 缩放为 0 时无法用比例表达增量,改用绝对偏移;阈值同时兼顾数值噪声。
const SCALE_EPSILON = 1e-6;
export type DirectorTransformDelta = {
position: DirectorVec3;
rotation: DirectorQuat;
scaleRatio: DirectorVec3;
scaleOffset: DirectorVec3;
};
export function directorTransformDelta(from: DirectorTransform, to: DirectorTransform): DirectorTransformDelta {
const fromQuaternion = new Quaternion().setFromEuler(new Euler(...from.rotation));
const toQuaternion = new Quaternion().setFromEuler(new Euler(...to.rotation));
const scaleRatio: DirectorVec3 = [1, 1, 1];
const scaleOffset: DirectorVec3 = [0, 0, 0];
from.scale.forEach((value, index) => {
if (Math.abs(value) > SCALE_EPSILON) {
scaleRatio[index] = to.scale[index] / value;
return;
}
scaleOffset[index] = to.scale[index] - value;
});
return {
position: [to.position[0] - from.position[0], to.position[1] - from.position[1], to.position[2] - from.position[2]],
rotation: toQuaternion.multiply(fromQuaternion.invert()).toArray() as DirectorQuat,
scaleRatio,
scaleOffset,
};
}
export function applyDirectorTransformDelta(transform: DirectorTransform, delta: DirectorTransformDelta): DirectorTransform {
const rotated = new Quaternion(...delta.rotation).multiply(new Quaternion().setFromEuler(new Euler(...transform.rotation)));
return {
position: transform.position.map((value, index) => value + delta.position[index]) as DirectorVec3,
rotation: new Euler().setFromQuaternion(rotated).toArray().slice(0, 3) as DirectorVec3,
scale: transform.scale.map((value, index) => value * delta.scaleRatio[index] + delta.scaleOffset[index]) as DirectorVec3,
};
}
export function snapDirectorTime(time: number, fps: number) {
const safeFps = fps > 0 ? fps : 24;
return Math.max(0, Math.round(time * safeFps) / safeFps);
}
export type DirectorObjectTransformEdit = {
transform: DirectorTransform;
keyframes: DirectorKeyframe[];
};
/**
* 静态与动画语义的唯一入口。
* autoKey 打开:只写当前吸附播放头上的关键帧,base 与其他关键帧保持不变。
* autoKey 关闭:把「渲染值 -> 编辑值」的增量整体搬到 base 和所有已有关键帧,
* 使编辑在存在关键帧时依然可见,且不改变未被编辑场景的既有渲染结果。
*/
export function resolveDirectorObjectTransformEdit(input: { base: DirectorTransform; keyframes: DirectorKeyframe[]; rendered: DirectorTransform; edited: DirectorTransform; autoKey: boolean; time: number }): DirectorObjectTransformEdit {
const { base, keyframes, rendered, edited, autoKey, time } = input;
if (autoKey) return { transform: base, keyframes: upsertDirectorKeyframe(keyframes, time, edited) };
if (!keyframes.length) return { transform: edited, keyframes };
const delta = directorTransformDelta(rendered, edited);
return {
transform: applyDirectorTransformDelta(base, delta),
keyframes: keyframes.map((keyframe) => ({ ...keyframe, transform: applyDirectorTransformDelta(keyframe.transform, delta) })),
};
}
export type DirectorBoneLayerInput = {
/** 有动作片段时由 mixer 求值的当前旋转;无动作时为空。 */
motion?: DirectorQuat | null;
/** 静默姿势下的骨骼静置旋转。 */
rest?: DirectorQuat | null;
/** 姿势预设相对静置的增量。 */
poseDelta?: DirectorQuat | null;
/** 静态骨骼覆盖值。 */
override?: DirectorQuat | null;
/** 骨骼关键帧轨道。 */
keyframes?: DirectorBoneKeyframe[] | null;
time: number;
};
/**
* 骨骼求值优先级(低到高):静置/姿势或动作片段 -> 静态覆盖 -> 骨骼关键帧。
* 手指骨骼与主干骨骼共用同一规则。
*/
export function resolveDirectorBoneRotation(input: DirectorBoneLayerInput): DirectorQuat | null {
const motionOrRest = input.motion ? input.motion : input.rest ? (input.poseDelta ? (new Quaternion(...input.rest).multiply(new Quaternion(...input.poseDelta)).toArray() as DirectorQuat) : input.rest) : null;
const staged = input.override || motionOrRest;
const keyframes = input.keyframes || [];
if (!keyframes.length) return input.override || null;
if (!staged) return interpolateDirectorBoneRotation([0, 0, 0, 1], keyframes, input.time);
return interpolateDirectorBoneRotation(staged, keyframes, input.time);
}
export type DirectorGestureState = { active: boolean; committed: boolean; transforming: boolean };
export type DirectorGestureEvent = "start" | "commit" | "cancel";
export const directorGestureIdle: DirectorGestureState = { active: false, committed: false, transforming: false };
/**
* 一次手势只允许一个终态:commit 恰好提交一次,任何终态都必须清掉 transforming,
* 否则 OrbitControls 会一直停留在禁用状态。
*/
export function reduceDirectorGesture(state: DirectorGestureState, event: DirectorGestureEvent): DirectorGestureState {
if (event === "start") return { active: true, committed: false, transforming: true };
if (!state.active) return { ...directorGestureIdle, committed: false };
if (event === "commit") return { active: false, committed: true, transforming: false };
return { active: false, committed: false, transforming: false };
}
/**
* 记录关键帧:取值时间与写入时间是两个不同的量。
* 取值用 raw playhead(视口真正渲染的时间),写入用 snapped 目的时间。
*/
export function resolveDirectorKeyframeRecord(input: { base: DirectorTransform; keyframes: DirectorKeyframe[]; rawTime: number; snappedTime: number }) {
const rendered = interpolateDirectorTransform(input.base, input.keyframes, input.rawTime);
return { time: input.snappedTime, transform: rendered, keyframes: upsertDirectorKeyframe(input.keyframes, input.snappedTime, rendered) };
}
/**
* 暂停且相机没有被关键帧驱动时不写相机,避免与用户 Orbit 操作互相抢夺。
* key 必须包含该 playhead 上真正解算出的 transform,否则「同一 playhead 改关键帧内容」
* 不会引起重新同步。
*/
export function directorCameraSyncKey(input: { camera?: { id: string; transform: DirectorTransform; target: DirectorVec3; fov: number; near: number; far: number; keyframes: DirectorKeyframe[] } | null; playhead: number; playing: boolean }) {
const { camera, playhead, playing } = input;
if (!camera) return null;
const animated = playing || camera.keyframes.length > 0;
const resolved = interpolateDirectorTransform(camera.transform, camera.keyframes, playhead);
const statics = [camera.id, ...resolved.position, ...resolved.rotation, ...resolved.scale, ...camera.target, camera.fov, camera.near, camera.far].join(":");
return animated ? `${statics}@${playhead.toFixed(4)}` : statics;
}
@@ -0,0 +1,48 @@
import { recordDiagnosticEvent } from "@/services/diagnostics/client-diagnostics";
import { formatDirectorDiagnosticCode, projectDirectorDiagnostic, type DirectorDiagnosticCode, type DirectorDiagnosticFields } from "@/lib/canvas/director/director-diagnostics";
/**
* 导演台故障事件的唯一记录入口。
*
* 复用统一的 client-diagnostics 缓冲区,绝不另建平行日志。
* 只传固定 message 与安全 code/字段;stack 一律不填。
*/
/** 去重窗口:同一 code+字段组合在窗口内只记一次,避免高频路径灌满缓冲区。 */
const DEDUPE_WINDOW_MS = 1500;
const lastSeen = new Map<string, number>();
function now(): number {
return typeof performance !== "undefined" && typeof performance.now === "function" ? performance.now() : Date.now();
}
/** 测试与页面重置用:清空去重状态。 */
export function resetDirectorDiagnosticDedupe(): void {
lastSeen.clear();
}
/**
* 记录一条导演台诊断事件。
* 返回是否真的写入(未知 code 或命中去重窗口时返回 false),便于测试断言。
*/
export function recordDirectorDiagnostic(code: DirectorDiagnosticCode, fields: DirectorDiagnosticFields = {}): boolean {
const event = projectDirectorDiagnostic(code, fields);
if (!event) return false;
const signature = formatDirectorDiagnosticCode(event);
const timestamp = now();
const previous = lastSeen.get(signature);
if (previous !== undefined && timestamp - previous < DEDUPE_WINDOW_MS) return false;
lastSeen.set(signature, timestamp);
recordDiagnosticEvent({
level: event.level,
category: "runtime",
// code 携带 scene/object/枚举后缀,便于在统一诊断流里检索而无需自由文本。
// 不写 canvasId:DirectorScene.id 不是 canvas id,冒充会污染既有后端契约的语义。
code: signature,
message: event.message,
});
return true;
}
@@ -0,0 +1,181 @@
/**
* 导演台诊断领域:稳定白名单 code + 安全结构化字段。
*
* 调用边界的硬约束(安全边界,不是风格偏好):
* - 绝不接收 Error / stack / componentStack / URL / Cookie / Authorization / token / 密钥;
* - 绝不接收 scene 名称、素材正文、prompt 等业务文本;
* - message 只能来自本模块的固定常量表,调用方不能自带文案;
* - 字段只允许「白名单枚举 | 布尔 | 有限数值 | 通过 safe-id 校验的 id」;
* - 未知 code 与未知字段一律丢弃,不透传。
*/
/** 故障与恢复代码白名单。新增代码必须同时补 message 与测试。 */
export const DIRECTOR_DIAGNOSTIC_CODES = [
"DIRECTOR_VIEWPORT_RENDER_FAILED",
"DIRECTOR_VIEWPORT_CONTEXT_LOST",
"DIRECTOR_VIEWPORT_CONTEXT_RESTORED",
"DIRECTOR_MODEL_LOAD_FAILED",
"DIRECTOR_MODEL_LOAD_RETRY",
"DIRECTOR_MODEL_ADOPT_FAILED",
"DIRECTOR_SAVE_FLUSH_FAILED",
"DIRECTOR_SAVE_RETRY_FAILED",
"DIRECTOR_SAVE_RETRY_RECOVERED",
"DIRECTOR_SAVE_DRAFT_UNAVAILABLE",
"DIRECTOR_CLOSE_BLOCKED",
] as const;
export type DirectorDiagnosticCode = (typeof DIRECTOR_DIAGNOSTIC_CODES)[number];
const CODE_SET: ReadonlySet<string> = new Set(DIRECTOR_DIAGNOSTIC_CODES);
/** 固定文案:调用方不得传入任意字符串,避免业务正文经 message 泄漏。 */
const MESSAGES: Record<DirectorDiagnosticCode, string> = {
DIRECTOR_VIEWPORT_RENDER_FAILED: "导演台 3D 视口渲染失败",
DIRECTOR_VIEWPORT_CONTEXT_LOST: "导演台 WebGL 上下文丢失",
DIRECTOR_VIEWPORT_CONTEXT_RESTORED: "导演台 WebGL 上下文已恢复",
DIRECTOR_MODEL_LOAD_FAILED: "导演台 3D 模型加载失败",
DIRECTOR_MODEL_LOAD_RETRY: "导演台 3D 模型重试加载",
DIRECTOR_MODEL_ADOPT_FAILED: "导演台 3D 模型采纳失败",
DIRECTOR_SAVE_FLUSH_FAILED: "导演台场景保存失败",
DIRECTOR_SAVE_RETRY_FAILED: "导演台场景重试保存仍失败",
DIRECTOR_SAVE_RETRY_RECOVERED: "导演台场景重试保存成功",
DIRECTOR_SAVE_DRAFT_UNAVAILABLE: "导演台本地草稿不可用",
DIRECTOR_CLOSE_BLOCKED: "导演台关闭被阻止",
};
const LEVELS: Record<DirectorDiagnosticCode, "info" | "warning" | "error"> = {
DIRECTOR_VIEWPORT_RENDER_FAILED: "error",
DIRECTOR_VIEWPORT_CONTEXT_LOST: "warning",
DIRECTOR_VIEWPORT_CONTEXT_RESTORED: "info",
DIRECTOR_MODEL_LOAD_FAILED: "warning",
DIRECTOR_MODEL_LOAD_RETRY: "info",
DIRECTOR_MODEL_ADOPT_FAILED: "error",
DIRECTOR_SAVE_FLUSH_FAILED: "error",
DIRECTOR_SAVE_RETRY_FAILED: "error",
DIRECTOR_SAVE_RETRY_RECOVERED: "info",
DIRECTOR_SAVE_DRAFT_UNAVAILABLE: "error",
DIRECTOR_CLOSE_BLOCKED: "warning",
};
/** 对象种类枚举:只表达形态,绝不表达名称或素材来源。 */
export const DIRECTOR_OBJECT_KINDS = ["actor", "model", "billboard", "primitive", "unknown"] as const;
export type DirectorDiagnosticObjectKind = (typeof DIRECTOR_OBJECT_KINDS)[number];
const OBJECT_KIND_SET: ReadonlySet<string> = new Set(DIRECTOR_OBJECT_KINDS);
/** 保存决策枚举:与 coordinator 的关闭决策同构,但不携带任何场景内容。 */
export const DIRECTOR_SAVE_OUTCOMES = ["close", "offer-draft-exit", "stay"] as const;
export type DirectorDiagnosticSaveOutcome = (typeof DIRECTOR_SAVE_OUTCOMES)[number];
const SAVE_OUTCOME_SET: ReadonlySet<string> = new Set(DIRECTOR_SAVE_OUTCOMES);
/**
* 允许的结构化字段。全部可选,且每个字段都有独立的校验规则。
* 这里故意不提供任何自由文本字段。
*/
export type DirectorDiagnosticFields = {
/** 对象 id:safe-id 校验;不通过则丢弃。 */
objectId?: string;
/** 场景 id:safe-id 校验。绝不接收 scene 名称。 */
sceneId?: string;
objectKind?: DirectorDiagnosticObjectKind;
saveOutcome?: DirectorDiagnosticSaveOutcome;
/** 加载/保存重试次数。 */
attempt?: number;
/** 修订号。 */
revision?: number;
/** 本地草稿是否可用。 */
draftStored?: boolean;
/** 是否由用户显式触发(区分自动重试与手动重试)。 */
userInitiated?: boolean;
};
export type DirectorDiagnosticEvent = {
code: DirectorDiagnosticCode;
level: "info" | "warning" | "error";
message: string;
fields: DirectorDiagnosticFields;
};
const SAFE_ID = /^[A-Za-z0-9._:-]{1,96}$/;
export function isDirectorDiagnosticCode(value: unknown): value is DirectorDiagnosticCode {
return typeof value === "string" && CODE_SET.has(value);
}
/** id 白名单校验:任何含 URL、query、路径分隔、空格、凭证形态的输入都不合法。 */
function safeDirectorId(value: unknown): string | undefined {
if (typeof value !== "string") return undefined;
const trimmed = value.trim();
return SAFE_ID.test(trimmed) ? trimmed : undefined;
}
function boundedInteger(value: unknown, min: number, max: number): number | undefined {
if (typeof value !== "number" || !Number.isFinite(value)) return undefined;
const rounded = Math.round(value);
if (rounded < min || rounded > max) return undefined;
return rounded;
}
/**
* 纯投影:把任意输入收敛成安全事件。未知 code 返回 null,调用方据此丢弃。
* 未知字段、非法 id、越界数值、非布尔值一律不出现在输出里。
*/
export function projectDirectorDiagnostic(code: unknown, fields: unknown): DirectorDiagnosticEvent | null {
if (!isDirectorDiagnosticCode(code)) return null;
const source: Record<string, unknown> = fields && typeof fields === "object" && !Array.isArray(fields) ? (fields as Record<string, unknown>) : {};
const safe: DirectorDiagnosticFields = {};
const objectId = safeDirectorId(source.objectId);
if (objectId) safe.objectId = objectId;
const sceneId = safeDirectorId(source.sceneId);
if (sceneId) safe.sceneId = sceneId;
if (typeof source.objectKind === "string" && OBJECT_KIND_SET.has(source.objectKind)) {
safe.objectKind = source.objectKind as DirectorDiagnosticObjectKind;
}
if (typeof source.saveOutcome === "string" && SAVE_OUTCOME_SET.has(source.saveOutcome)) {
safe.saveOutcome = source.saveOutcome as DirectorDiagnosticSaveOutcome;
}
const attempt = boundedInteger(source.attempt, 0, 999);
if (attempt !== undefined) safe.attempt = attempt;
const revision = boundedInteger(source.revision, 0, Number.MAX_SAFE_INTEGER);
if (revision !== undefined) safe.revision = revision;
if (typeof source.draftStored === "boolean") safe.draftStored = source.draftStored;
if (typeof source.userInitiated === "boolean") safe.userInitiated = source.userInitiated;
return { code, level: LEVELS[code], message: MESSAGES[code], fields: safe };
}
/**
* 把安全字段压成 code 后缀,便于在统一诊断流里检索而无需自由文本。
*
* scene/object 走 safe-id 投影后的值(非法 id 在投影阶段已被丢弃,不会到这里),
* 因此后缀里只可能出现受限字符集。完整签名同时用于去重:
* 不同 objectId / sceneId 必须是不同事件,不能在去重窗口内互相吞掉。
*/
export function formatDirectorDiagnosticCode(event: DirectorDiagnosticEvent): string {
const parts: string[] = [event.code];
if (event.fields.sceneId) parts.push("scene=" + event.fields.sceneId);
if (event.fields.objectId) parts.push("object=" + event.fields.objectId);
if (event.fields.objectKind) parts.push("kind=" + event.fields.objectKind);
if (event.fields.saveOutcome) parts.push("outcome=" + event.fields.saveOutcome);
if (event.fields.attempt !== undefined) parts.push("attempt=" + event.fields.attempt);
if (event.fields.revision !== undefined) parts.push("revision=" + event.fields.revision);
if (event.fields.draftStored !== undefined) parts.push("draft=" + (event.fields.draftStored ? "1" : "0"));
if (event.fields.userInitiated !== undefined) parts.push("user=" + (event.fields.userInitiated ? "1" : "0"));
return parts.join(" ");
}
/** 从 DirectorObject 的形态推导枚举,不读取 name / url / storageKey。 */
export function directorDiagnosticObjectKind(object: { kind?: string; primitive?: string } | null | undefined): DirectorDiagnosticObjectKind {
if (!object) return "unknown";
if (object.kind === "actor") return "actor";
if (object.kind === "model") return "model";
if (object.kind === "billboard") return "billboard";
if (typeof object.primitive === "string" && object.primitive) return "primitive";
return "unknown";
}
@@ -0,0 +1,114 @@
import { directorGestureIdle, reduceDirectorGesture } from "./director-animation-semantics";
export type DirectorTransactionHooks<TSnapshot> = {
/** 读取当前值;返回 null 表示无法开始/结束事务。 */
read: () => TSnapshot | null;
/** 取消路径:把快照写回。 */
restore: (snapshot: TSnapshot) => void;
/** 成功路径:恰好调用一次。 */
commit: (from: TSnapshot, to: TSnapshot) => void;
/** 进入/退出手势;任何终态都会收到 false。 */
setActive: (active: boolean) => void;
/** 取消时结束第三方控件内部拖拽状态。 */
terminateDrag?: () => void;
};
export type DirectorTransaction = {
begin: () => void;
end: (outcome: "commit" | "cancel") => void;
active: () => boolean;
};
/**
* 一次手势一个事务:begin 抓快照,end 恰好产生一个终态。
* 幂等——非活跃时的 end 是空操作,终态后可以重新 begin。
*/
export function createDirectorTransaction<TSnapshot>(hooks: DirectorTransactionHooks<TSnapshot>): DirectorTransaction {
let state = directorGestureIdle;
// 快照可能是任何值(含 0 / ""),所以用独立标记表示「有快照」,不能用真值判断。
let snapshot: TSnapshot | null = null;
let hasSnapshot = false;
return {
begin: () => {
if (state.active) return;
const current = hooks.read();
if (current === null || current === undefined) return;
snapshot = current;
hasSnapshot = true;
state = reduceDirectorGesture(state, "start");
hooks.setActive(true);
},
end: (outcome) => {
if (!state.active) return;
const base = snapshot;
const settled = reduceDirectorGesture(state, outcome);
const hadSnapshot = hasSnapshot;
snapshot = null;
hasSnapshot = false;
state = directorGestureIdle;
// 先进入终态再结束第三方拖拽:stdlib 在 domElement.ownerDocument 注册 pointerup,
// 其 pointerUp({button:0}) 会 dispatch mouseUp 后清 dragging=false / axis=null。
// 该回调会回到本事务,此时已非活跃,因此不会二次提交。
if (outcome === "cancel") hooks.terminateDrag?.();
if (!hadSnapshot || base === null || base === undefined) {
hooks.setActive(false);
return;
}
if (settled.committed) {
const current = hooks.read();
if (current !== null && current !== undefined) hooks.commit(base, current);
} else {
hooks.restore(base);
}
hooks.setActive(false);
},
active: () => state.active,
};
}
export type DirectorListenerTarget = {
addEventListener: (type: string, listener: (event: Event) => void) => void;
removeEventListener: (type: string, listener: (event: Event) => void) => void;
};
export type DirectorTerminalTargets = {
/** 承载 keydown / blur / pointercancel / pointerup 的目标(通常是 window)。 */
window: DirectorListenerTarget;
/** 承载 visibilitychange 的目标(通常是 document)。 */
document: DirectorListenerTarget;
/** 读取可见性;hidden 视为「离开」而非「放弃」。 */
isHidden: () => boolean;
};
/**
* 无条件安装终止监听,绝不以「当前是否有手势」为安装条件——
* 手势只 mutate 事务内部状态,不会重跑安装逻辑。
* 非活跃时 transaction.end 自身是空操作,因此常驻监听是安全的。
*
* 终态语义(#305 验收):
* - pointerup / window blur / document hidden → commit 当前可见值。
* 失焦或切页只是「离开」,用户已经把对象拖到那里了,不能把它弹回原位。
* - Escape / pointercancel → cancel 并恢复快照,这是用户明确表达的放弃。
*/
export function installDirectorTerminalListeners(transaction: DirectorTransaction, targets: DirectorTerminalTargets) {
const cancel = () => transaction.end("cancel");
const commit = () => transaction.end("commit");
const onKeyDown = (event: Event) => {
if ((event as KeyboardEvent).key === "Escape") cancel();
};
const onVisibility = () => {
if (targets.isHidden()) commit();
};
targets.window.addEventListener("keydown", onKeyDown);
targets.window.addEventListener("blur", commit);
targets.window.addEventListener("pointercancel", cancel);
targets.window.addEventListener("pointerup", commit);
targets.document.addEventListener("visibilitychange", onVisibility);
return () => {
targets.window.removeEventListener("keydown", onKeyDown);
targets.window.removeEventListener("blur", commit);
targets.window.removeEventListener("pointercancel", cancel);
targets.window.removeEventListener("pointerup", commit);
targets.document.removeEventListener("visibilitychange", onVisibility);
};
}
@@ -0,0 +1,132 @@
import type { DirectorObject, DirectorVec3 } from "../../../types/director";
export type DirectorFootprint = { width: number; depth: number };
export type DirectorPlacementCandidate = { footprint: DirectorFootprint; position: DirectorVec3 };
/** 摆放最小间隙,保证新对象与既有对象之间肉眼可分。 */
export const DIRECTOR_PLACEMENT_MARGIN = 0.25;
const SEARCH_STEP = 0.75;
const MAX_RINGS = 24;
const SAMPLES_PER_RING = 12;
// 模型导入后被 normalizeModel 缩放到最大边 2,未知尺寸时按此保守占位。
const MODEL_FOOTPRINT = 2;
function baseFootprint(object: Pick<DirectorObject, "kind" | "primitive">): DirectorFootprint {
if (object.kind === "actor" || object.primitive === "character") return { width: 0.8, depth: 0.8 };
if (object.kind === "model") return { width: MODEL_FOOTPRINT, depth: MODEL_FOOTPRINT };
if (object.kind === "billboard" || object.primitive === "plane") return { width: 1.6, depth: 0.3 };
if (object.primitive === "sphere") return { width: 1.2, depth: 1.2 };
if (object.primitive === "cylinder") return { width: 1, depth: 1 };
return { width: 1, depth: 1 };
}
/** XZ 平面占位:只用 scale 的 x/z,取绝对值以容忍负缩放;不参与 Y 判断。 */
export function directorObjectFootprint(object: Pick<DirectorObject, "kind" | "primitive" | "transform">): DirectorFootprint {
const base = baseFootprint(object);
const scaleX = Math.abs(object.transform?.scale?.[0] ?? 1);
const scaleZ = Math.abs(object.transform?.scale?.[2] ?? 1);
return {
width: Math.max(0.05, base.width * (Number.isFinite(scaleX) && scaleX > 0 ? scaleX : 1)),
depth: Math.max(0.05, base.depth * (Number.isFinite(scaleZ) && scaleZ > 0 ? scaleZ : 1)),
};
}
function overlaps(a: DirectorPlacementCandidate, b: DirectorPlacementCandidate, margin: number) {
const halfX = (a.footprint.width + b.footprint.width) / 2 + margin;
const halfZ = (a.footprint.depth + b.footprint.depth) / 2 + margin;
return Math.abs(a.position[0] - b.position[0]) < halfX && Math.abs(a.position[2] - b.position[2]) < halfZ;
}
/** 确定性 ring 采样:先原位,再逐环外扩;索引顺序固定,便于测试与复现。 */
function candidateOffsets() {
const offsets: Array<[number, number]> = [[0, 0]];
for (let ring = 1; ring <= MAX_RINGS; ring += 1) {
const radius = ring * SEARCH_STEP;
for (let sample = 0; sample < SAMPLES_PER_RING; sample += 1) {
const angle = (sample / SAMPLES_PER_RING) * Math.PI * 2;
offsets.push([radius * Math.cos(angle), radius * Math.sin(angle)]);
}
}
return offsets;
}
/**
* 为新对象求不与任何既有对象 XZ 占位相交的位置。
* 只改 X/Z,保留调用方给定的 Y(actor/model 的地面 y、primitive 的 0.5、billboard 的 1.1)。
* 隐藏对象同样占位;ring 采样耗尽时回退到「所有占位最右边界之外」的确定性位置,
* 该位置在有限 existing 集合下必然不与任何 AABB 相交。
*/
export function resolveDirectorPlacement(input: { object: Pick<DirectorObject, "kind" | "primitive" | "transform">; existing: Array<Pick<DirectorObject, "kind" | "primitive" | "transform">>; margin?: number }): DirectorVec3 {
const { object, existing } = input;
const margin = input.margin ?? DIRECTOR_PLACEMENT_MARGIN;
const desired = object.transform?.position ?? [0, 0, 0];
const safeY = Number.isFinite(desired[1]) ? desired[1] : 0;
const originX = Number.isFinite(desired[0]) ? desired[0] : 0;
const originZ = Number.isFinite(desired[2]) ? desired[2] : 0;
const footprint = directorObjectFootprint(object);
const occupied = existing.flatMap((item) => {
const position = item.transform?.position;
const x = Number.isFinite(position?.[0]) ? position![0] : 0;
const z = Number.isFinite(position?.[2]) ? position![2] : 0;
return [{ footprint: directorObjectFootprint(item), position: [x, safeY, z] as DirectorVec3 }];
});
for (const [offsetX, offsetZ] of candidateOffsets()) {
const position: DirectorVec3 = [originX + offsetX, safeY, originZ + offsetZ];
if (!occupied.some((item) => overlaps({ footprint, position }, item, margin))) return position;
}
return [clearRightOfAll(occupied, footprint, margin, originX), safeY, originZ];
}
/**
* 取所有占位的最右边界,再让新对象整体位于其右侧。
* 因为 |dx| >= halfX + margin 恒成立,overlaps 的 X 条件必然为假,故一定不相交。
*/
function clearRightOfAll(occupied: DirectorPlacementCandidate[], footprint: DirectorFootprint, margin: number, originX: number) {
const maxRight = occupied.reduce((rightmost, item) => Math.max(rightmost, item.position[0] + item.footprint.width / 2), Number.NEGATIVE_INFINITY);
if (!Number.isFinite(maxRight)) return originX;
// 额外加一个 margin 抵消浮点误差,保证严格大于 overlaps 的阈值。
return maxRight + footprint.width / 2 + margin * 2;
}
/** 地面锚点:只有 XZ,Y 恒由构造器决定,绝不从这里流入。 */
export type DirectorGroundPoint = { x: number; z: number };
/**
* 新增对象时的空间意图。两个来源都可能缺失(尚未移动过 pointer、上下文不可用)。
* 顺序固定:pointer > orbit target > 对象自身默认 XZ。
*/
export type DirectorPlacementIntent = {
pointer: DirectorGroundPoint | null;
orbitTarget: DirectorGroundPoint | null;
};
export const emptyDirectorPlacementIntent: DirectorPlacementIntent = { pointer: null, orbitTarget: null };
/**
* 归一化任意数值来源为合法地面点:非有限(NaN / ±Infinity)一律判为不可用。
* 射线与地面平行、相机在平面内、上下文半失效时都会产出这类值,必须在入口挡掉。
*/
export function finiteDirectorGroundPoint(x: unknown, z: unknown): DirectorGroundPoint | null {
if (typeof x !== "number" || typeof z !== "number") return null;
if (!Number.isFinite(x) || !Number.isFinite(z)) return null;
return { x, z };
}
/**
* 按固定优先级选出锚点 XZ,并严格保留 fallback 的 Y。
* fallback 来自构造器(primitive 0.5 / actor 0 / model 0 / billboard 1.1),
* 因此「贴地对象不悬空、billboard 不落地」这一语义只依赖构造器,不受指针高度影响。
*
* 两个来源都在选择时重新归一化:intent 可能携带结构完整但数值非法的点
* (NaN / ±Infinity)。若只用 `??` 判空,非法 pointer 会遮蔽合法 orbitTarget,
* 两者都非法时也无法可靠回退 fallback。
*/
export function resolveDirectorPlacementAnchor(input: { intent: DirectorPlacementIntent | null; fallback: DirectorVec3 }): DirectorVec3 {
const { intent, fallback } = input;
const fallbackY = Number.isFinite(fallback?.[1]) ? fallback[1] : 0;
const pointer = finiteDirectorGroundPoint(intent?.pointer?.x, intent?.pointer?.z);
const orbitTarget = finiteDirectorGroundPoint(intent?.orbitTarget?.x, intent?.orbitTarget?.z);
const fallbackPoint = finiteDirectorGroundPoint(fallback?.[0], fallback?.[2]);
const chosen = pointer ?? orbitTarget ?? fallbackPoint ?? { x: 0, z: 0 };
return [chosen.x, fallbackY, chosen.z];
}
@@ -0,0 +1,51 @@
import type { DirectorScene, DirectorShot } from "../../../types/director";
/** 预览来源的判定结果。image 之外都不渲染 <img>。 */
export type DirectorPreviewSource = { kind: "image"; url: string } | { kind: "loading" } | { kind: "empty" };
/** 读取画布节点正文;节点已删除或无正文时返回空。 */
export type DirectorNodeContentReader = (nodeId: string | undefined) => string | undefined;
function usableContent(read: DirectorNodeContentReader, nodeId: string | undefined) {
if (!nodeId) return null;
const content = read(nodeId);
if (!content) return null;
// 节点被删除、正文缺失或只有空白都必须安全落空;
// 有效正文返回 trim 后的值,避免首尾空白拼进 <img src> 造成畸形请求。
const trimmed = content.trim();
return trimmed ? trimmed : null;
}
/** 取当前镜头:优先 metadata 指定,其次场景第一个。 */
export function resolveDirectorActiveShot(scene: DirectorScene | null, shotId: string | undefined): DirectorShot | undefined {
if (!scene) return undefined;
return scene.shots?.find((item) => item.id === shotId) || scene.shots?.[0];
}
/**
* 预览来源优先级(严格自上而下):
* 1. node.metadata.directorPreviewNodeId 指向的画布节点正文
* 2. 当前 DirectorShot.previewNodeId 指向的画布节点正文(补 metadata 丢失)
* 3. scene 为 null:场景尚在准备(loading)
* 4. 其余:诚实空态
* 不改动任何 scene/node 状态,只做读取判定。
*/
export function resolveDirectorPreviewSource(input: { scene: DirectorScene | null; shot: DirectorShot | undefined; previewNodeId: string | undefined; readNodeContent: DirectorNodeContentReader }): DirectorPreviewSource {
const fromMetadata = usableContent(input.readNodeContent, input.previewNodeId);
if (fromMetadata) return { kind: "image", url: fromMetadata };
const fromShot = usableContent(input.readNodeContent, input.shot?.previewNodeId);
if (fromShot) return { kind: "image", url: fromShot };
if (!input.scene) return { kind: "loading" };
return { kind: "empty" };
}
/**
* 加载失败的门控:记录「失败的那个 URL」而不是布尔标记。
* 语义边界:新给出的坏 URL 仍会先渲染一次,浏览器随后才发出 onError —— 无法避免这一帧。
* 本门控保证的是:同一个已失败的 URL 不会被反复渲染,且换成另一个 URL 时自动重试,
* 无需外部手动清理标记。
*/
export function gateDirectorPreviewFailure(source: DirectorPreviewSource, failedUrl: string | null): DirectorPreviewSource {
if (source.kind !== "image" || !failedUrl) return source;
return source.url === failedUrl ? { kind: "empty" } : source;
}
@@ -0,0 +1,125 @@
export type DirectorLoadPhase = "loading" | "ready" | "error";
export type DirectorLoadState = {
phase: DirectorLoadPhase;
/** 每次 retry 递增;晚到的旧 generation 回调必须被忽略。 */
generation: number;
};
export type DirectorLoadEvent = { type: "start" } | { type: "loaded"; generation: number } | { type: "failed"; generation: number } | { type: "retry" };
export const directorLoadInitial: DirectorLoadState = { phase: "loading", generation: 0 };
/** 加载状态机:只接受当前 generation 的结果,retry 递增 generation 并回到 loading。 */
export function reduceDirectorLoad(state: DirectorLoadState, event: DirectorLoadEvent): DirectorLoadState {
if (event.type === "start") return { phase: "loading", generation: state.generation };
if (event.type === "retry") return { phase: "loading", generation: state.generation + 1 };
if (event.generation !== state.generation) return state;
return { phase: event.type === "loaded" ? "ready" : "error", generation: state.generation };
}
export type DirectorContextState = "ok" | "lost";
export type DirectorCanvasTarget = {
addEventListener: (type: string, listener: (event: Event) => void) => void;
removeEventListener: (type: string, listener: (event: Event) => void) => void;
};
/**
* WebGL 上下文监听:lost 必须 preventDefault,否则浏览器不会补发 restored。
* 返回 disposer,随 renderer / 重试 / unmount 精确摘除。
*/
export function installDirectorContextListeners(target: DirectorCanvasTarget, handlers: { onLost: () => void; onRestored: () => void }) {
const onLost = (event: Event) => {
event.preventDefault();
handlers.onLost();
};
const onRestored = () => handlers.onRestored();
target.addEventListener("webglcontextlost", onLost);
target.addEventListener("webglcontextrestored", onRestored);
return () => {
target.removeEventListener("webglcontextlost", onLost);
target.removeEventListener("webglcontextrestored", onRestored);
};
}
/** 加载失败登记表:对象 id -> 该对象自己的 retry。 */
export type DirectorFailedLoads = Record<string, () => void>;
/** 登记信号:除加载态外,还包含「对象已卸载」这一必须注销的情形。 */
export type DirectorLoadSignal = DirectorLoadPhase | "unmounted";
/**
* 按信号登记/注销失败对象。ready/loading/unmounted 都必须移除,
* 否则 retry 回到 loading、或对象被删除后,通知会一直挂着陈旧条目。
*/
export function upsertDirectorFailedLoad(current: DirectorFailedLoads, id: string, signal: DirectorLoadSignal, retry: () => void): DirectorFailedLoads {
if (signal === "error") return current[id] === retry ? current : { ...current, [id]: retry };
return removeDirectorFailedLoad(current, id);
}
/** 对象卸载(删除、隐藏、换 URL/kind、Canvas 重建)必须注销自己,不能残留不存在对象的 Retry。 */
export function removeDirectorFailedLoad(current: DirectorFailedLoads, id: string): DirectorFailedLoads {
if (!(id in current)) return current;
const next = { ...current };
delete next[id];
return next;
}
/**
* WebGL capture 可用性:上下文丢失期间不得继续使用失效 renderer,
* 恢复后必须重新登记 capture context 才算可用。
*/
export type DirectorCaptureState = { registered: boolean; contextLost: boolean };
export const directorCaptureInitial: DirectorCaptureState = { registered: false, contextLost: false };
export function reduceDirectorCapture(state: DirectorCaptureState, event: "register" | "lost" | "restored" | "reset"): DirectorCaptureState {
if (event === "register") return { registered: true, contextLost: false };
if (event === "lost") return { ...state, contextLost: true };
// restored 只清丢失标记;capture context 需由 renderer 重新登记后才可用。
if (event === "restored") return { registered: false, contextLost: false };
return directorCaptureInitial;
}
export function directorCaptureUsable(state: DirectorCaptureState) {
return state.registered && !state.contextLost;
}
/**
* 上下文恢复的完整序列,生产 handler 与测试必须共用同一个实现。
* reduceDirectorCapture("restored") 会把 registered 置回 false,
* 因此恢复后必须用当前 renderer 重新登记 capture context,否则
* capture/record/readCameraTransform 会永久不可用(只有手动重建 Canvas 才恢复)。
* 顺序:先复位可用性 -> 再登记新 context -> 最后请求重绘。
*/
export function restoreDirectorCapture<TContext>(input: { readContext: () => TContext; onAvailability: (event: "restored") => void; onRegister: (context: TContext) => void; invalidate?: () => void }) {
input.onAvailability("restored");
input.onRegister(input.readContext());
input.invalidate?.();
}
/**
* 释放 capture context,生产接线与测试共用。
* Canvas 子树因 render error 或重建而卸载时必须走这里:
* 先清掉指向已销毁 renderer 的引用,再把可用性打回初态,
* 否则 ErrorBoundary 显示恢复页后「应用到镜头」仍会拿到死 renderer。
* reset 后仍可由新的 renderer 重新 register,不影响重试路径。
*/
export function releaseDirectorCapture(input: { clearContext: () => void; onAvailability: (event: "reset") => void }) {
input.clearContext();
input.onAvailability("reset");
}
/**
* 加载身份:generation + 解析输入。展示状态必须携带它,
* 这样 prop/retry 变化的第一次 render 就能屏蔽旧资源 —— 不能依赖 effect 之后的 render 才安全。
*/
export function directorLoadIdentity(input: { generation: number; url?: string | null; storageKey?: string | null; kind?: string | null }) {
return [input.generation, input.url ?? "", input.storageKey ?? "", input.kind ?? ""].join("|");
}
/** render 阶段的守卫:identity 不匹配就当作「还没有可展示资源」。 */
export function resolveDirectorDisplay<TValue>(state: { identity: string; value: TValue } | null, identity: string): TValue | null {
return state && state.identity === identity ? state.value : null;
}
@@ -0,0 +1,191 @@
import { resolveDirectorPlacement } from "@/lib/canvas/director/director-placement";
import { createDirectorModel, touchDirectorScene } from "@/lib/canvas/director/director-scene";
import type { DirectorObject, DirectorScene, DirectorVec3 } from "@/types/director";
/**
* P0 复现用确定性 fixture。
*
* 硬约束:fixture 自身绝不引用网络资产。
* - 不使用 createDirectorScene(它会放入依赖远端 GLB 的默认演员);
* - 所有对象都是 primitive,不带 url / storageKey / assetId;
* - 所有 id 与时间戳都是字面量,因此每次构造完全一致(可直接断言)。
*
* 注意边界:这只保证「初始 fixture」离线。真实工作台自带的新增控件
* (默认演员、上传模型、画布图片立牌)仍可能联网,因此模型相关的复现项
* 需要显式注入本地资产,不能假装当前 fixture 已经覆盖。
*/
const FIXTURE_CREATED_AT = "2026-01-01T00:00:00.000Z";
const FIXTURE_SCENE_ID = "repro-scene-1";
const FIXTURE_SHOT_ID = "repro-shot-1";
const FIXTURE_CAMERA_ID = "repro-camera-1";
function fixtureObject(input: { id: string; name: string; primitive: "box" | "sphere" | "cylinder" | "plane"; position: DirectorVec3; color: string }): DirectorObject {
return {
id: input.id,
name: input.name,
kind: "primitive",
primitive: input.primitive,
color: input.color,
visible: true,
castShadow: true,
receiveShadow: true,
transform: { position: input.position, rotation: [0, 0, 0], scale: [1, 1, 1] },
keyframes: [],
};
}
/**
* 构造 fixture 场景。同一 seed 下结构完全确定,不含任何远端资产。
* 返回全新对象,调用方可以自由改写而不影响后续构造。
*/
export function createDirectorReproScene(): DirectorScene {
return {
id: FIXTURE_SCENE_ID,
version: 1,
title: "P0 复现场景",
background: "#d8dde3",
environmentIntensity: 0.7,
gridVisible: true,
objects: [
fixtureObject({ id: "repro-box-1", name: "立方体 A", primitive: "box", position: [0, 0.5, 0], color: "#8795a5" }),
fixtureObject({ id: "repro-sphere-1", name: "球体 B", primitive: "sphere", position: [2.2, 0.5, 0], color: "#6f8fb8" }),
fixtureObject({ id: "repro-cylinder-1", name: "圆柱 C", primitive: "cylinder", position: [-2.2, 0.5, 0], color: "#b8926f" }),
],
cameras: [
{
id: FIXTURE_CAMERA_ID,
name: "主摄影机",
transform: { position: [4.8, 2.7, 6.8], rotation: [0, 0, 0], scale: [1, 1, 1] },
target: [0, 1, 0],
focalLength: 35,
fov: 50,
aperture: 2.8,
focusDistance: 5,
near: 0.05,
far: 500,
keyframes: [],
},
],
lights: [
{
id: "repro-light-1",
name: "主光",
type: "directional",
color: "#ffffff",
intensity: 2.4,
castShadow: true,
transform: { position: [4, 6, 4], rotation: [0, 0, 0], scale: [1, 1, 1] },
},
],
shots: [
{
id: FIXTURE_SHOT_ID,
name: "镜头 1",
cameraId: FIXTURE_CAMERA_ID,
shotSize: "medium",
cameraMove: "static",
duration: 4,
fps: 24,
prompt: "",
},
],
activeShotId: FIXTURE_SHOT_ID,
createdAt: FIXTURE_CREATED_AT,
updatedAt: FIXTURE_CREATED_AT,
};
}
/** fixture 是否完全不依赖网络资产:任何 url/storageKey/assetId 都算违约。 */
export function directorReproSceneIsOffline(scene: DirectorScene): boolean {
return scene.objects.every((object) => !object.url && !object.storageKey && !object.assetId);
}
/** P0 手工复现矩阵。页面据此渲染清单,Stage D 可以逐条执行。 */
export type DirectorReproCase = {
id: string;
group: string;
title: string;
steps: string;
expected: string;
};
export const DIRECTOR_REPRO_MATRIX: readonly DirectorReproCase[] = [
{ id: "empty-click", group: "选择语义", title: "空白单击", steps: "在视口空白处单击。", expected: "取消选择,不产生历史记录,状态栏不变为未保存。" },
{ id: "right-click", group: "选择语义", title: "右击", steps: "在对象上右击,再在空白处右击。", expected: "不改变选择、不开始手势、不写入历史。" },
{ id: "switch-object", group: "选择语义", title: "切换对象", steps: "拖动对象 A 后不松手切换选中 B(或先松手再选 B)。", expected: "旧手势先被终结,B 不消费 A 的 base。" },
{ id: "release-outside", group: "手势终结", title: "视口外释放", steps: "在视口内按下并拖动,移出视口后松开鼠标。", expected: "手势以 commit 终结一次,不留下悬挂预览。" },
{ id: "blur", group: "手势终结", title: "窗口 blur", steps: "拖动过程中切换到其它窗口。", expected: "手势终结,草稿状态一致,不重复镜像。" },
{ id: "escape", group: "手势终结", title: "Escape 取消", steps: "拖动过程中按 Escape。", expected: "恢复到手势前快照,且被取消的值绝不发布。" },
{ id: "playing", group: "时间轴", title: "播放中操作", steps: "点击播放,播放中尝试选择与拖动。", expected: "播放不被打断成错误状态;改动语义与暂停时一致。" },
{ id: "non-zero-time", group: "时间轴", title: "非 0 秒操作", steps: "把播放头拖到非 0 且非帧格整数位置后拖动对象。", expected: "增量以 raw playhead 为起点,不产生漂移。" },
{ id: "autokey-on", group: "时间轴", title: "Auto Key 开", steps: "打开 Auto Key,在非 0 秒拖动对象。", expected: "在吸附后的目的时间写入关键帧。" },
{ id: "autokey-off", group: "时间轴", title: "Auto Key 关", steps: "关闭 Auto Key,在非 0 秒拖动对象。", expected: "只改基础 transform,不产生关键帧。" },
{ id: "add-move-delete-undo", group: "编辑链路", title: "连续新增/移动/删除/Undo", steps: "连续新增三个对象,各移动一次,删除中间一个,然后连续 Undo 到初始。", expected: "每步都可逆,Undo 后位置与选择状态自洽,不出现重叠或丢失。" },
{ id: "delete-while-loading", group: "模型", title: "模型加载中删除", steps: "点击「注入本地模型」,立即打开工作台,在模型仍在加载时于左侧列表删除它。", expected: "晚到的加载结果被丢弃并释放,不留孤儿资源、不报错。" },
{ id: "model-load-failed", group: "模型", title: "模型加载失败", steps: "点击「注入缺失模型」,打开工作台等待加载失败。", expected: "退回占位人偶,右上出现可操作「重试加载」,诊断记录 DIRECTOR_MODEL_LOAD_FAILED。" },
{ id: "save-failed", group: "保存", title: "保存失败", steps: "让保存 flush 抛错后观察头部状态与重试。", expected: "状态为错误,草稿保留时提示可恢复,重试可再次尝试。" },
{ id: "close-recovery", group: "保存", title: "关闭与草稿恢复", steps: "保存失败后关闭;重开同一场景。", expected: "关闭走 prepareClose 决策;重开时提示恢复或放弃,放弃后不再重复提示。" },
];
/** 注入变体:本地可达 glTF,或确定性不可达地址。 */
export type DirectorReproModelVariant = "local" | "missing";
/** 固定 id:重复注入必须替换同一对象,而不是不断堆叠新对象。 */
export const DIRECTOR_REPRO_MODEL_IDS: Record<DirectorReproModelVariant, string> = {
local: "repro-model-local",
missing: "repro-model-missing",
};
/** 同源本地资产,不依赖外网可达性。
* 手写 glTF 2.0:内嵌 base64 buffer、无纹理、无压缩扩展,
* 因此不需要 KTX2Loader / DRACOLoader 也能被 GLTFLoader 直接解析。 */
export const DIRECTOR_REPRO_LOCAL_MODEL_URL = "/canvas/models/director-repro-triangle.gltf";
/** 同源但确定不存在:稳定触发加载失败路径,不依赖外网可达性。 */
export const DIRECTOR_REPRO_MISSING_MODEL_URL = "/__director-repro-missing.glb";
const MODEL_URLS: Record<DirectorReproModelVariant, string> = {
local: DIRECTOR_REPRO_LOCAL_MODEL_URL,
missing: DIRECTOR_REPRO_MISSING_MODEL_URL,
};
/** local 是 JSON 形态 glTF,missing 仍按二进制声明,各自与 URL 后缀一致。 */
const MODEL_MIME_TYPES: Record<DirectorReproModelVariant, string> = {
local: "model/gltf+json",
missing: "model/gltf-binary",
};
const MODEL_NAMES: Record<DirectorReproModelVariant, string> = {
local: "本地模型 repro triangle",
missing: "缺失模型(预期失败)",
};
/**
* 纯函数:把一个模型对象注入场景副本并返回新场景,绝不改写入参。
*
* 语义要点:
* - 固定 id,重复注入先移除同 id 再重算位置,因此不会堆叠也不会自我碰撞;
* - 只改 XZ,Y 严格保留 createDirectorModel 给出的 0(模型贴地);
* - 位置经 resolveDirectorPlacement 避让现有对象;
* - 初始 fixture 本身不含模型,注入是显式动作,不污染离线基线。
*/
export function injectDirectorReproModel(scene: DirectorScene, variant: DirectorReproModelVariant): DirectorScene {
const id = DIRECTOR_REPRO_MODEL_IDS[variant];
const base = createDirectorModel({
name: MODEL_NAMES[variant],
assetId: id,
storageKey: undefined,
url: MODEL_URLS[variant],
mimeType: MODEL_MIME_TYPES[variant],
});
const model: DirectorObject = { ...base, id };
// 先剔除同 id 旧对象,避免重复点击时新位置去避让自己。
const others = scene.objects.filter((object) => object.id !== id);
const position = resolveDirectorPlacement({ object: model, existing: others });
return touchDirectorScene({
...scene,
objects: [...others, { ...model, transform: { ...model.transform, position } }],
});
}
@@ -0,0 +1,178 @@
/**
* 复现场景的环境快照投影。
*
* 只在本地开发复现页面展示,绝不自动发网:本模块不引用任何 API 客户端。
* 所有字符串都限长并剥掉 URL 的 query/hash 与凭证形态片段;
* WebGL 不可用时必须稳定降级为 { available: false },不能抛错。
*/
export type DirectorReproRuntime = {
appVersion: string;
buildCommit: string;
browser: string;
os: string;
timezone: string;
devicePixelRatio: number;
};
export type DirectorReproWebgl =
| { available: false; reason: "unsupported" | "context-failed" }
| {
available: true;
version: string;
vendor: string;
renderer: string;
maxTextureSize: number;
maxRenderbufferSize: number;
maxViewportWidth: number;
maxViewportHeight: number;
};
export type DirectorReproSnapshot = {
runtime: DirectorReproRuntime;
webgl: DirectorReproWebgl;
};
const MAX_TEXT = 160;
/**
* 安全文本:遮蔽凭证、整段替换 URL、压缩空白并限长。
* WebGL 的 UNMASKED_RENDERER 在部分驱动上会带较长标识甚至驱动地址,必须统一收敛。
*
* 顺序有意义:先吃掉 `bearer <token>`(token 与关键字之间只有空白,没有 :=),
* 否则后面的 key[:=]value 规则只会遮住 "bearer" 本身而把 token 留在原地。
* URL 一律替换为固定 [URL]:域名与路径本身就可能是凭证载体或内网拓扑信息,
* 只剥 query/hash 不够。
*/
export function safeReproText(value: unknown, maxLength = MAX_TEXT): string {
if (typeof value !== "string") return "";
let text = value.trim();
if (!text) return "";
text = text.replace(/\bbearer\s+[^\s,;]+/gi, "Bearer [REDACTED]");
text = text.replace(/(authorization|cookie|set-cookie|api[_-]?key|secret[_-]?key|password|token)\s*[:=]\s*[^\s,;]+/gi, "$1=[REDACTED]");
text = text.replace(/https?:\/\/\S+/gi, "[URL]");
// 裸 query/hash 片段(不带协议)同样不得保留。
text = text.replace(/[?#]\S*/g, "");
text = text.replace(/\s+/g, " ").trim();
return text.slice(0, maxLength);
}
function boundedNumber(value: unknown, min: number, max: number): number {
if (typeof value !== "number" || !Number.isFinite(value)) return min;
return Math.max(min, Math.min(max, value));
}
function boundedInteger(value: unknown, min: number, max: number): number {
return Math.round(boundedNumber(value, min, max));
}
export function readDirectorReproRuntime(): DirectorReproRuntime {
const nav = typeof navigator === "undefined" ? null : navigator;
let timezone = "";
try {
timezone = Intl.DateTimeFormat().resolvedOptions().timeZone || "";
} catch {
timezone = "";
}
return {
appVersion: safeReproText(import.meta.env.VITE_APP_VERSION || "dev", 48),
buildCommit: safeReproText(import.meta.env.VITE_BUILD_COMMIT || "unknown", 48),
browser: safeReproText(nav?.userAgent),
os: safeReproText(nav?.platform, 48),
timezone: safeReproText(timezone, 64),
devicePixelRatio: boundedNumber(typeof window === "undefined" ? 1 : window.devicePixelRatio, 0.1, 8),
};
}
type GlLike = {
getParameter: (name: number) => unknown;
getExtension: (name: string) => unknown;
VERSION: number;
VENDOR: number;
RENDERER: number;
MAX_TEXTURE_SIZE: number;
MAX_RENDERBUFFER_SIZE: number;
MAX_VIEWPORT_DIMS: number;
};
/**
* 从已有上下文投影安全 WebGL 信息。注入 gl 便于测试降级分支。
* 任何 getParameter/getExtension 抛错都收敛为 context-failed,不外泄异常。
*/
export function projectDirectorWebgl(gl: unknown): DirectorReproWebgl {
if (!gl || typeof gl !== "object") return { available: false, reason: "unsupported" };
const context = gl as GlLike;
if (typeof context.getParameter !== "function") return { available: false, reason: "unsupported" };
try {
// UNMASKED_* 需要扩展;拿不到就退回未遮蔽的 VENDOR/RENDERER,两者都可能为空。
let vendor = context.getParameter(context.VENDOR);
let renderer = context.getParameter(context.RENDERER);
try {
const debugInfo = typeof context.getExtension === "function" ? context.getExtension("WEBGL_debug_renderer_info") : null;
if (debugInfo && typeof debugInfo === "object") {
const info = debugInfo as { UNMASKED_VENDOR_WEBGL?: number; UNMASKED_RENDERER_WEBGL?: number };
if (typeof info.UNMASKED_VENDOR_WEBGL === "number") vendor = context.getParameter(info.UNMASKED_VENDOR_WEBGL) ?? vendor;
if (typeof info.UNMASKED_RENDERER_WEBGL === "number") renderer = context.getParameter(info.UNMASKED_RENDERER_WEBGL) ?? renderer;
}
} catch {
// 扩展不可用时保留未遮蔽值,不视为失败。
}
const viewportDims = context.getParameter(context.MAX_VIEWPORT_DIMS);
const dims = Array.isArray(viewportDims) || viewportDims instanceof Int32Array ? Array.from(viewportDims as ArrayLike<number>) : [];
return {
available: true,
version: safeReproText(context.getParameter(context.VERSION), 96),
vendor: safeReproText(vendor, 96),
renderer: safeReproText(renderer, 96),
maxTextureSize: boundedInteger(context.getParameter(context.MAX_TEXTURE_SIZE), 0, 1_048_576),
maxRenderbufferSize: boundedInteger(context.getParameter(context.MAX_RENDERBUFFER_SIZE), 0, 1_048_576),
maxViewportWidth: boundedInteger(dims[0], 0, 1_048_576),
maxViewportHeight: boundedInteger(dims[1], 0, 1_048_576),
};
} catch {
return { available: false, reason: "context-failed" };
}
}
/**
* 现场探测:创建一次性上下文读取能力,失败稳定降级。
* 读取完成后 best-effort 归还上下文:浏览器的 WebGL 上下文数量有限,
* 一次性 canvas 不释放会挤占真实视口的额度。
* 释放发生在快照取好之后,且异常一律吞掉,绝不影响已读到的结果。
*/
export function probeDirectorWebgl(): DirectorReproWebgl {
if (typeof document === "undefined") return { available: false, reason: "unsupported" };
try {
const canvas = document.createElement("canvas");
const gl = canvas.getContext("webgl2") || canvas.getContext("webgl");
if (!gl) return { available: false, reason: "unsupported" };
const snapshot = projectDirectorWebgl(gl);
releaseProbeContext(gl);
return snapshot;
} catch {
return { available: false, reason: "context-failed" };
}
}
/** 归还探测用上下文;扩展不可用或调用抛错都视为无操作。导出以便测试释放路径。 */
export function releaseProbeContext(gl: unknown): void {
try {
const context = gl as { getExtension?: (name: string) => unknown };
if (typeof context.getExtension !== "function") return;
const loseContext = context.getExtension("WEBGL_lose_context");
if (!loseContext || typeof loseContext !== "object") return;
const losable = loseContext as { loseContext?: () => void };
if (typeof losable.loseContext === "function") losable.loseContext();
} catch {
// 释放失败不影响已取到的 snapshot。
}
}
export function readDirectorReproSnapshot(): DirectorReproSnapshot {
return { runtime: readDirectorReproRuntime(), webgl: probeDirectorWebgl() };
}
@@ -0,0 +1,143 @@
import type { AnimationMixer, Material, Mesh, Object3D, Texture } from "three";
type DisposableMaterial = Material & Record<string, unknown>;
// 材质上可能承载纹理的常见槽位;只释放本 owner 真正引用到的纹理。
const TEXTURE_SLOTS = [
"map",
"alphaMap",
"aoMap",
"bumpMap",
"displacementMap",
"emissiveMap",
"envMap",
"lightMap",
"metalnessMap",
"normalMap",
"roughnessMap",
"specularMap",
"clearcoatMap",
"clearcoatNormalMap",
"clearcoatRoughnessMap",
"sheenColorMap",
"sheenRoughnessMap",
"transmissionMap",
"thicknessMap",
"iridescenceMap",
"specularColorMap",
"specularIntensityMap",
] as const;
function collectTextures(material: DisposableMaterial, sink: Set<Texture>) {
TEXTURE_SLOTS.forEach((slot) => {
const value = material[slot];
// 必须真的是 Texture:仅凭「有 dispose」会把 RenderTarget 等误判成纹理并造成错误释放。
if (isDirectorTexture(value)) sink.add(value);
});
}
function isDirectorTexture(value: unknown): value is Texture {
if (!value || typeof value !== "object") return false;
const candidate = value as Partial<Texture>;
return candidate.isTexture === true && typeof candidate.dispose === "function";
}
/**
* GLTF 加载结果的所有权判定。
* SkeletonUtils.clone 与 source 共享 geometry/material/texture,
* 因此被采纳(adopt)时绝不能释放 source —— 共享资源随 owned clone 的最终 cleanup 一并释放。
* 只有未被采纳的晚到/失效 generation 才需要释放 source,避免孤儿泄漏。
*/
export function resolveDirectorLoadOwnership(input: { active: boolean; generation: number; currentGeneration: number }) {
const adopt = input.active && input.generation === input.currentGeneration;
return { adopt, disposeSource: !adopt };
}
/** 释放一组材质及其引用纹理;用于被替换掉的原材质,避免 actor 参考材质造成泄漏。 */
export function disposeDirectorMaterials(materials: Array<Material | null | undefined>) {
const owned = new Set<DisposableMaterial>();
materials.forEach((material) => {
if (material && typeof material.dispose === "function") owned.add(material as DisposableMaterial);
});
const textures = new Set<Texture>();
owned.forEach((material) => collectTextures(material, textures));
textures.forEach((texture) => texture.dispose());
owned.forEach((material) => material.dispose());
}
function collectObject3DResources(root: Object3D | null | undefined, geometries: Set<{ dispose: () => void }>, materials: Set<DisposableMaterial>) {
if (!root) return;
root.traverse((child) => {
const mesh = child as Mesh;
if (mesh.geometry && typeof mesh.geometry.dispose === "function") geometries.add(mesh.geometry);
if (!mesh.material) return;
const list = Array.isArray(mesh.material) ? mesh.material : [mesh.material];
list.forEach((material) => {
if (!material || typeof material.dispose !== "function") return;
materials.add(material as DisposableMaterial);
});
});
}
function disposeCollected(geometries: Set<{ dispose: () => void }>, materials: Set<DisposableMaterial>) {
const textures = new Set<Texture>();
materials.forEach((material) => collectTextures(material, textures));
textures.forEach((texture) => texture.dispose());
materials.forEach((material) => material.dispose());
geometries.forEach((geometry) => geometry.dispose());
}
/**
* 释放一棵 owned Object3D 的 GPU 资源。
* 共享的 geometry/material/texture 用 Set 去重,保证同一资源只 dispose 一次。
* `<primitive object={...}>` 不会代为释放,必须由 owner 显式调用。
*/
export function disposeDirectorObject3D(root: Object3D | null | undefined) {
if (!root) return;
const geometries = new Set<{ dispose: () => void }>();
const materials = new Set<DisposableMaterial>();
collectObject3DResources(root, geometries, materials);
disposeCollected(geometries, materials);
}
/** SkeletonHelper 自带 geometry/material,必须单独释放。 */
export function disposeDirectorHelper(helper: Object3D | null | undefined) {
disposeDirectorObject3D(helper);
}
/** mixer 停止全部动作并解除 root 缓存,避免 clip 绑定泄漏。 */
export function disposeDirectorMixer(mixer: AnimationMixer | null | undefined, root?: Object3D | null) {
if (!mixer) return;
mixer.stopAllAction();
if (root) mixer.uncacheRoot(root as never);
}
/**
* 一次性释放某个模型 generation 拥有的全部资源。
* 只释放 owned clone 与 helper:clone 持有与 source 共享的 GPU 引用,
* source 的 Object3D 层级本身可被 GC,不需要(也不能)在这里再 dispose 一遍。
* model/helper 在同一次去重集合内收集,共享资源恰好 dispose 一次。
*/
export function disposeDirectorModelResources(input: { model?: Object3D | null; helper?: Object3D | null; mixer?: AnimationMixer | null }) {
disposeDirectorMixer(input.mixer, input.model);
const geometries = new Set<{ dispose: () => void }>();
const materials = new Set<DisposableMaterial>();
collectObject3DResources(input.model, geometries, materials);
collectObject3DResources(input.helper, geometries, materials);
disposeCollected(geometries, materials);
}
/**
* 采纳过程中途抛错时的精确清理,生产与测试共用。
* 二选一,绝不 double-dispose:
* - clone 已建成:它已持有与 source 共享的 GPU 引用,只释放 clone(+mixer),source 交给 GC。
* - clone 尚未建成:本次没有任何 owned 资源,只释放这份未被采纳的 source。
*/
export function disposeDirectorAdoptionFailure(input: { clone?: Object3D | null; mixer?: AnimationMixer | null; source?: Object3D | null }) {
if (input.clone) {
disposeDirectorModelResources({ model: input.clone, mixer: input.mixer });
return;
}
disposeDirectorMixer(input.mixer, null);
disposeDirectorObject3D(input.source);
}
@@ -0,0 +1,122 @@
import type { DirectorScene } from "@/types/director";
import type { DirectorCloseDecision, DirectorDraftEnvelope, DirectorSaveSnapshot, StorageLike } from "@/lib/canvas/director/director-save";
/**
* UI 只需要保存进度,不需要场景本体。
* 去掉 scene 后 React state 不必再为「还没有 coordinator」编造一个假场景。
*/
export type DirectorSaveProgress = Omit<DirectorSaveSnapshot, "scene">;
export const idleDirectorSaveProgress: DirectorSaveProgress = {
revision: 0,
confirmedRevision: 0,
status: "saved",
draftStored: false,
};
/** 从完整快照投影出进度:订阅回调必须走它,避免只更新 status 而漏掉确认信息。 */
export function directorSaveProgress(snapshot: DirectorSaveSnapshot): DirectorSaveProgress {
return {
revision: snapshot.revision,
confirmedRevision: snapshot.confirmedRevision,
status: snapshot.status,
draftStored: snapshot.draftStored,
};
}
/** 头部状态展示:文案与语气必须由状态唯一决定,组件不得自己拼措辞。 */
export type DirectorSaveIndicator = {
label: string;
tone: "idle" | "pending" | "danger";
/** 未确认或错误时提供重试;已保存态没有可重试的东西。 */
retryable: boolean;
busy: boolean;
};
export function describeDirectorSaveStatus(progress: DirectorSaveProgress): DirectorSaveIndicator {
const unconfirmed = progress.confirmedRevision < progress.revision;
if (progress.status === "error") {
return {
label: progress.draftStored ? "保存失败 · 本地草稿已保留" : "保存失败 · 本地草稿也未写入",
tone: "danger",
retryable: true,
busy: false,
};
}
if (progress.status === "saving") {
return { label: "正在保存…", tone: "pending", retryable: false, busy: true };
}
if (progress.status === "dirty" || unconfirmed) {
return { label: "有未保存修改", tone: "pending", retryable: true, busy: false };
}
return { label: "已保存", tone: "idle", retryable: false, busy: false };
}
/**
* 是否提示恢复:候选必须比权威场景更新才值得打断用户。
* scene.updatedAt 是 canonical 保存时间,candidate.baseUpdatedAt 是草稿写入时的基线;
* 基线落后于权威说明远端已保存过更新的内容,这份草稿是陈旧残留。
*/
export function shouldOfferDirectorDraftRecovery(input: { candidate: DirectorDraftEnvelope | null; authoritativeScene: DirectorScene | null }): boolean {
const { candidate, authoritativeScene } = input;
if (!candidate || !authoritativeScene) return false;
if (candidate.sceneId !== authoritativeScene.id) return false;
if (candidate.baseUpdatedAt !== authoritativeScene.updatedAt) return false;
return candidate.scene.updatedAt > authoritativeScene.updatedAt;
}
/** 关闭决策的用户可见后果,组件按此分支决定退出/二次确认/留下。 */
export type DirectorCloseOutcome = { kind: "close" } | { kind: "confirm-draft-exit"; message: string } | { kind: "blocked"; message: string };
export function resolveDirectorCloseOutcome(decision: DirectorCloseDecision): DirectorCloseOutcome {
if (decision === "close") return { kind: "close" };
if (decision === "offer-draft-exit") {
return {
kind: "confirm-draft-exit",
message: "远端保存失败,但本地草稿已安全保存。下次打开这个镜头可以恢复,确认离开吗?",
};
}
return { kind: "blocked", message: "保存失败且本地草稿未写入,已留在导演台,请重试保存。" };
}
/**
* beforeunload 是否要触发浏览器保护:只有「改动未确认」或「错误态且没有安全草稿」才拦。
* 注意这里只能同步表达意图,异步 flush 无法阻塞卸载。
*/
export function shouldBlockDirectorUnload(progress: DirectorSaveProgress): boolean {
if (progress.confirmedRevision < progress.revision) return true;
return progress.status === "error" && !progress.draftStored;
}
/**
* localStorage 不可用(隐私模式、被禁用、SSR)时的显式实现:
* 读返回 null,写和删都抛,让 coordinator 如实得到 draftStored=false。
* 绝不能降级成进程内 Map —— 那会让弹窗谎称「下次可恢复」。
*/
export const unavailableDirectorDraftStorage: StorageLike = {
getItem: () => null,
setItem: () => {
throw new Error("localStorage unavailable");
},
removeItem: () => {
throw new Error("localStorage unavailable");
},
};
/** 纯 factory:注入 getter 便于测试不可用分支,不引入额外依赖。 */
export function resolveDirectorDraftStorage(readStorage: () => Storage | null | undefined): StorageLike {
let local: Storage | null | undefined;
try {
local = readStorage();
} catch {
return unavailableDirectorDraftStorage;
}
if (!local) return unavailableDirectorDraftStorage;
return {
getItem: (key) => local.getItem(key),
setItem: (key, value) => local.setItem(key, value),
removeItem: (key) => local.removeItem(key),
};
}
@@ -0,0 +1,443 @@
import { scopedStorageKey } from "@/lib/user-scope";
import type { DirectorScene } from "@/types/director";
export type DirectorSaveStatus = "dirty" | "saving" | "saved" | "error";
export type DirectorCloseDecision = "close" | "offer-draft-exit" | "stay";
export type DirectorDraftEnvelope = {
schemaVersion: 1;
sceneId: string;
baseUpdatedAt: string;
scene: DirectorScene;
revision: number;
savedAt: number;
};
export type DirectorFlushRequest = {
scene: DirectorScene;
revision: number;
baseUpdatedAt: string;
};
export type StorageLike = {
getItem: (key: string) => string | null;
setItem: (key: string, value: string) => void;
removeItem: (key: string) => void;
};
export type FlushFunction = (request: Readonly<DirectorFlushRequest>) => Promise<void>;
export type ScheduleFunction = (callback: () => void, delay: number) => unknown;
export type CancelScheduleFunction = (handle: unknown) => void;
export type DirectorSaveSnapshot = {
scene: DirectorScene;
revision: number;
confirmedRevision: number;
status: DirectorSaveStatus;
draftStored: boolean;
};
export type DirectorSaveCoordinatorOptions = {
initialScene: DirectorScene;
scope: string;
storage: StorageLike;
flush: FlushFunction;
now?: () => number;
debounceMs?: number;
schedule?: ScheduleFunction;
cancelSchedule?: CancelScheduleFunction;
};
export interface DirectorSaveCoordinator {
getSnapshot: () => DirectorSaveSnapshot;
edit: (scene: DirectorScene) => boolean;
flushLatest: () => Promise<boolean>;
retry: () => Promise<boolean>;
restoreCandidate: () => DirectorDraftEnvelope | null;
discardDraft: () => boolean;
explicitRestore: (candidate: unknown) => boolean;
prepareClose: () => Promise<DirectorCloseDecision>;
handlePageHide: () => Promise<boolean>;
onStatusChange: (handler: (status: DirectorSaveStatus) => void) => () => void;
dispose: () => void;
}
const isRecord = (value: unknown): value is Record<string, unknown> => typeof value === "object" && value !== null && !Array.isArray(value);
const cloneScene = (scene: DirectorScene): DirectorScene => structuredClone(scene);
const isDirectorScene = (value: unknown, expectedSceneId: string): value is DirectorScene => {
if (!isRecord(value)) return false;
return (
value.id === expectedSceneId &&
value.version === 1 &&
typeof value.title === "string" &&
typeof value.background === "string" &&
typeof value.environmentIntensity === "number" &&
Number.isFinite(value.environmentIntensity) &&
typeof value.gridVisible === "boolean" &&
Array.isArray(value.objects) &&
Array.isArray(value.cameras) &&
Array.isArray(value.lights) &&
Array.isArray(value.shots) &&
typeof value.activeShotId === "string" &&
typeof value.createdAt === "string" &&
typeof value.updatedAt === "string"
);
};
const validateDraftEnvelope = (candidate: unknown, expectedSceneId: string): DirectorDraftEnvelope | null => {
if (!isRecord(candidate)) return null;
if (
candidate.schemaVersion !== 1 ||
candidate.sceneId !== expectedSceneId ||
typeof candidate.baseUpdatedAt !== "string" ||
typeof candidate.revision !== "number" ||
!Number.isSafeInteger(candidate.revision) ||
candidate.revision < 0 ||
typeof candidate.savedAt !== "number" ||
!Number.isFinite(candidate.savedAt) ||
candidate.savedAt < 0 ||
!isDirectorScene(candidate.scene, expectedSceneId)
) {
return null;
}
return {
schemaVersion: 1,
sceneId: expectedSceneId,
baseUpdatedAt: candidate.baseUpdatedAt,
scene: cloneScene(candidate.scene),
revision: candidate.revision,
savedAt: candidate.savedAt,
};
};
const parseDraftEnvelope = (raw: string, expectedSceneId: string): DirectorDraftEnvelope | null => {
try {
const candidate: unknown = JSON.parse(raw);
return validateDraftEnvelope(candidate, expectedSceneId);
} catch {
return null;
}
};
export function createDirectorSaveCoordinator(options: DirectorSaveCoordinatorOptions): DirectorSaveCoordinator {
const { initialScene, scope, storage, flush, now = Date.now, debounceMs = 300 } = options;
const schedule: ScheduleFunction = options.schedule ?? ((callback, delay) => globalThis.setTimeout(callback, delay));
const cancelSchedule: CancelScheduleFunction = options.cancelSchedule ?? ((handle) => globalThis.clearTimeout(handle as ReturnType<typeof globalThis.setTimeout>));
const fixedSceneId = initialScene.id;
const storageKey = scopedStorageKey("director-scene-draft:" + fixedSceneId, scope);
let currentScene = cloneScene(initialScene);
let currentRevision = 0;
let confirmedRevision = 0;
let baseUpdatedAt = initialScene.updatedAt;
let status: DirectorSaveStatus = "saved";
let localDraft: DirectorDraftEnvelope | null = null;
let draftStored = false;
let debounceHandle: unknown | null = null;
let inFlightFlush: Promise<boolean> | null = null;
let closePromise: Promise<DirectorCloseDecision> | null = null;
let pageHidePromise: Promise<boolean> | null = null;
let disposed = false;
const subscribers = new Set<(status: DirectorSaveStatus) => void>();
const setStatus = (nextStatus: DirectorSaveStatus) => {
if (disposed || status === nextStatus) return;
status = nextStatus;
for (const subscriber of subscribers) {
try {
subscriber(nextStatus);
} catch {
// A subscriber must not break persistence.
}
}
};
const getSnapshot = (): DirectorSaveSnapshot => ({
scene: cloneScene(currentScene),
revision: currentRevision,
confirmedRevision,
status,
draftStored,
});
const cancelDebounce = () => {
if (debounceHandle === null) return;
cancelSchedule(debounceHandle);
debounceHandle = null;
};
const storeCurrentDraft = () => {
const envelope: DirectorDraftEnvelope = {
schemaVersion: 1,
sceneId: fixedSceneId,
baseUpdatedAt,
scene: cloneScene(currentScene),
revision: currentRevision,
savedAt: now(),
};
localDraft = envelope;
try {
storage.setItem(storageKey, JSON.stringify(envelope));
draftStored = true;
setStatus("dirty");
} catch {
draftStored = false;
setStatus("error");
}
};
const scheduleFlush = () => {
cancelDebounce();
debounceHandle = schedule(() => {
debounceHandle = null;
void flushLatest();
}, debounceMs);
};
const edit = (scene: DirectorScene): boolean => {
if (disposed || scene.id !== fixedSceneId) return false;
currentScene = cloneScene(scene);
currentRevision += 1;
storeCurrentDraft();
scheduleFlush();
return true;
};
const clearStoredDraft = (revision: number) => {
if (localDraft?.revision !== revision) return;
try {
storage.removeItem(storageKey);
localDraft = null;
draftStored = false;
} catch {
draftStored = true;
}
};
const refreshStoredDraftBase = () => {
if (!localDraft || localDraft.revision <= confirmedRevision) return;
localDraft = {
...localDraft,
baseUpdatedAt,
};
try {
storage.setItem(storageKey, JSON.stringify(localDraft));
draftStored = true;
} catch {
draftStored = false;
}
};
const runDrain = async (): Promise<boolean> => {
try {
while (!disposed && confirmedRevision < currentRevision) {
const targetRevision = currentRevision;
const targetScene = cloneScene(currentScene);
const targetBaseUpdatedAt = baseUpdatedAt;
setStatus("saving");
try {
await flush({
scene: targetScene,
revision: targetRevision,
baseUpdatedAt: targetBaseUpdatedAt,
});
} catch {
if (!disposed) setStatus("error");
return false;
}
if (disposed) return false;
confirmedRevision = Math.max(confirmedRevision, targetRevision);
baseUpdatedAt = targetScene.updatedAt;
if (confirmedRevision === currentRevision) {
clearStoredDraft(targetRevision);
setStatus("saved");
return true;
}
refreshStoredDraftBase();
}
if (disposed) return false;
setStatus("saved");
return confirmedRevision === currentRevision;
} catch {
if (!disposed) setStatus("error");
return false;
}
};
function flushLatest(): Promise<boolean> {
cancelDebounce();
if (disposed) return Promise.resolve(false);
if (inFlightFlush) return inFlightFlush;
if (confirmedRevision === currentRevision) {
setStatus("saved");
return Promise.resolve(true);
}
const pending = runDrain();
inFlightFlush = pending;
void pending.then(
() => {
if (inFlightFlush === pending) inFlightFlush = null;
},
() => {
if (inFlightFlush === pending) inFlightFlush = null;
},
);
return pending;
}
const retry = (): Promise<boolean> => flushLatest();
const restoreCandidate = (): DirectorDraftEnvelope | null => {
try {
const raw = storage.getItem(storageKey);
if (raw === null) return null;
return parseDraftEnvelope(raw, fixedSceneId);
} catch {
return null;
}
};
/**
* 显式放弃本地草稿:真正删除该 scoped key,避免同一旧草稿每次重开都提示。
* 删除失败返回 false,调用方必须告知用户草稿仍在,不能假装已放弃。
*/
const discardDraft = (): boolean => {
try {
storage.removeItem(storageKey);
} catch {
return false;
}
localDraft = null;
draftStored = false;
return true;
};
const explicitRestore = (candidate: unknown): boolean => {
if (disposed) return false;
const envelope = validateDraftEnvelope(candidate, fixedSceneId);
if (!envelope || envelope.revision <= currentRevision) return false;
cancelDebounce();
currentScene = cloneScene(envelope.scene);
currentRevision = envelope.revision;
baseUpdatedAt = envelope.baseUpdatedAt;
localDraft = envelope;
try {
storage.setItem(storageKey, JSON.stringify(envelope));
draftStored = true;
setStatus("dirty");
} catch {
draftStored = false;
setStatus("error");
}
return true;
};
const prepareClose = (): Promise<DirectorCloseDecision> => {
if (disposed) return Promise.resolve("stay");
if (confirmedRevision === currentRevision) {
return Promise.resolve("close");
}
if (closePromise) return closePromise;
const pending = flushLatest().then<DirectorCloseDecision>((success) => {
if (success) return "close";
return draftStored ? "offer-draft-exit" : "stay";
});
closePromise = pending;
void pending.then(
() => {
if (closePromise === pending) closePromise = null;
},
() => {
if (closePromise === pending) closePromise = null;
},
);
return pending;
};
const handlePageHide = (): Promise<boolean> => {
if (disposed) return Promise.resolve(false);
if (pageHidePromise) return pageHidePromise;
const pending = flushLatest();
pageHidePromise = pending;
void pending.then(
() => {
if (pageHidePromise === pending) pageHidePromise = null;
},
() => {
if (pageHidePromise === pending) pageHidePromise = null;
},
);
return pending;
};
const onStatusChange = (handler: (status: DirectorSaveStatus) => void): (() => void) => {
if (disposed) return () => undefined;
subscribers.add(handler);
return () => {
subscribers.delete(handler);
};
};
const dispose = () => {
if (disposed) return;
disposed = true;
cancelDebounce();
subscribers.clear();
closePromise = null;
pageHidePromise = null;
};
return {
getSnapshot,
edit,
flushLatest,
retry,
restoreCandidate,
discardDraft,
explicitRestore,
prepareClose,
handlePageHide,
onStatusChange,
dispose,
};
}
@@ -0,0 +1,16 @@
import type { DirectorScene } from "../../../types/director";
/**
* 打开期间本地 draft 是唯一权威:只有 scene id 变化(或首次挂载)才重建会话。
* 同 id 的父级镜像回流绝不能重新 clone / 清历史 / 重置播放头。
*/
export function shouldReinitializeDirectorSession(input: { initializedSceneId: string | null; nextSceneId: string | null }) {
const { initializedSceneId, nextSceneId } = input;
if (!nextSceneId) return false;
return initializedSceneId !== nextSceneId;
}
/** 以 id upsert,调用方必须传入「当前最新」数组,避免旧闭包覆盖并发保存。 */
export function upsertDirectorSceneById(scenes: DirectorScene[], scene: DirectorScene): DirectorScene[] {
return scenes.some((item) => item.id === scene.id) ? scenes.map((item) => (item.id === scene.id ? scene : item)) : [...scenes, scene];
}
+2 -1
View File
@@ -1784,7 +1784,7 @@ function InfiniteCanvasPage() {
<CanvasDirectorNodePanel
node={contentNode}
scene={currentProject?.directorScenes?.find((scene) => scene.id === contentNode.metadata?.directorSceneId) || null}
previewUrl={nodesRef.current.find((item) => item.id === contentNode.metadata?.directorPreviewNodeId)?.metadata?.content}
readNodeContent={(nodeId) => (nodeId ? nodesRef.current.find((item) => item.id === nodeId)?.metadata?.content : undefined)}
professional={workspaceMode === "professional"}
onOpen={() => openDirectorWorkbench(contentNode.id)}
/>
@@ -2598,6 +2598,7 @@ function InfiniteCanvasPage() {
onChange={saveDirectorScene}
onApply={applyDirectorOutput}
onDeleteImageNode={(nodeId) => deleteNodes(new Set([nodeId]))}
onFlush={() => flushCanvasStorePersistence()}
/>
</Suspense>
) : null}
+15 -4
View File
@@ -6,8 +6,10 @@ import { imageMetadata, videoMetadata } from "@/lib/canvas/canvas-generation-tas
import { fitNodeSize } from "@/lib/canvas/canvas-node-size";
import { createCanvasNode } from "@/lib/canvas/canvas-project-domain";
import { createDirectorScene } from "@/lib/canvas/director/director-scene";
import { upsertDirectorSceneById } from "@/lib/canvas/director/director-session";
import { uploadImage } from "@/services/image-storage";
import { uploadMediaFile } from "@/services/file-storage";
import { useCanvasStore } from "@/stores/canvas/use-canvas-store";
import { CanvasNodeType, type CanvasConnection, type CanvasNodeData, type CanvasNodeMetadata, type Position } from "@/types/canvas";
import type { DirectorScene, DirectorSceneOutput } from "@/types/director";
@@ -28,6 +30,14 @@ type UseCanvasDirectorOptions = {
const NODE_STATUS_IDLE = "idle" as const;
/**
* 项目真实内存权威在 useCanvasStore.getState().projects;
* 闭包里的 directorScenes 只作为 store 尚未就绪时的兜底。
*/
function currentDirectorScenes(projectId: string, fallback: DirectorScene[]) {
const project = useCanvasStore.getState().projects.find((item) => item.id === projectId);
return project?.directorScenes ?? fallback;
}
export function useCanvasDirector({
projectId,
directorNodeId,
@@ -68,14 +78,14 @@ export function useCanvasDirector({
setNodes(nextNodes);
setSelectedNodeIds(new Set([node.id]));
setSelectedConnectionId(null);
updateProject(projectId, { directorScenes: [...directorScenes, scene] });
updateProject(projectId, { directorScenes: upsertDirectorSceneById(currentDirectorScenes(projectId, directorScenes), scene) });
message.success("已创建导演台节点,点击缩略图进入编辑");
}, [directorScenes, getCanvasCenter, message, nodesRef, projectId, setNodes, setSelectedConnectionId, setSelectedNodeIds, updateProject]);
const openDirectorWorkbench = useCallback((nodeId: string) => {
const node = nodesRef.current.find((item) => item.id === nodeId);
if (!node || node.metadata?.workflowKind !== "shot") return;
let scene = directorScenes.find((item) => item.id === node.metadata?.directorSceneId);
let scene = currentDirectorScenes(projectId, directorScenes).find((item) => item.id === node.metadata?.directorSceneId);
if (!scene) {
scene = createDirectorScene(node.metadata?.workflowTitle || node.title || "镜头场景");
const shot = scene.shots[0];
@@ -83,13 +93,14 @@ export function useCanvasDirector({
const directorSceneId = scene.id;
const directorShotId = shot.id;
setNodes((current) => current.map((item) => item.id === nodeId ? { ...item, metadata: { ...item.metadata, directorSceneId, directorShotId } } : item));
updateProject(projectId, { directorScenes: [...directorScenes, scene] });
updateProject(projectId, { directorScenes: upsertDirectorSceneById(currentDirectorScenes(projectId, directorScenes), scene) });
}
setDirectorNodeId(nodeId);
}, [directorScenes, nodesRef, projectId, setDirectorNodeId, setNodes, updateProject]);
/** 每次保存都基于 store 中最新 directorScenes upsert,避免旧闭包数组覆盖并发保存。 */
const saveDirectorScene = useCallback((scene: DirectorScene) => {
updateProject(projectId, { directorScenes: directorScenes.some((item) => item.id === scene.id) ? directorScenes.map((item) => item.id === scene.id ? scene : item) : [...directorScenes, scene] });
updateProject(projectId, { directorScenes: upsertDirectorSceneById(currentDirectorScenes(projectId, directorScenes), scene) });
}, [directorScenes, projectId, updateProject]);
const applyDirectorOutput = useCallback(async (output: DirectorSceneOutput) => {
+203
View File
@@ -0,0 +1,203 @@
import { useCallback, useMemo, useState } from "react";
import { Button, Switch, Table, Tag } from "antd";
import { CanvasDirectorWorkbench } from "@/components/canvas/director/canvas-director-workbench";
import { DIRECTOR_REPRO_MATRIX, createDirectorReproScene, directorReproSceneIsOffline, injectDirectorReproModel, type DirectorReproModelVariant } from "@/lib/canvas/director/director-repro-fixture";
import { readDirectorReproSnapshot, type DirectorReproSnapshot } from "@/lib/canvas/director/director-repro-runtime";
import { resetDirectorDiagnosticDedupe } from "@/lib/canvas/director/director-diagnostics-recorder";
import { getClientDiagnosticEvents } from "@/services/diagnostics/client-diagnostics";
import type { DirectorScene } from "@/types/director";
/**
* P0 手工复现入口(仅 DEV 注册)。
*
* 渲染真实 CanvasDirectorWorkbench + 确定性 fixture,不是静态 mock。
* 本页自己的 callback 都是本地确定性实现,不调用任何 API:
* onChange 只写本页 state,onFlush 只在「强制失败」开关打开时抛错,
* onApply 只累加本地计数。
*
* 范围声明:只有「初始 fixture + 本页 callback」保证不发网。
* 真实工作台自带的新增控件(默认演员 GLB、上传模型、画布图片立牌)
* 仍可能联网,这是刻意保留的真实行为 —— 不要据此宣称整个工作台永不发网。
*/
export default function DirectorReproLab() {
const [scene, setScene] = useState<DirectorScene>(() => createDirectorReproScene());
// workbench 是 fixed inset-0 全屏浮层,会完全遮住本页。默认关闭,
// 让环境快照 / 事件列表 / 复现矩阵先可读,再由用户显式打开进入复现。
const [workbenchOpen, setWorkbenchOpen] = useState(false);
const [forceSaveFailure, setForceSaveFailure] = useState(false);
const [appliedCount, setAppliedCount] = useState(0);
const [flushCount, setFlushCount] = useState(0);
const [events, setEvents] = useState(() => readDirectorEvents());
const snapshot = useMemo(() => readDirectorReproSnapshot(), []);
const refreshEvents = useCallback(() => setEvents(readDirectorEvents()), []);
/** 本地确定性保存:只写本页 state,不触碰项目 store,也不发请求。 */
const onChange = useCallback((next: DirectorScene) => setScene(next), []);
/** 强制失败开关用于复现「保存失败 / 关闭恢复」,抛错后由 coordinator 走真实 error 语义。 */
const onFlush = useCallback(() => {
setFlushCount((count) => count + 1);
if (forceSaveFailure) throw new Error("repro forced flush failure");
}, [forceSaveFailure]);
const onApply = useCallback(async () => {
setAppliedCount((count) => count + 1);
}, []);
const reset = useCallback(() => {
resetDirectorDiagnosticDedupe();
setScene(createDirectorReproScene());
setForceSaveFailure(false);
setAppliedCount(0);
setFlushCount(0);
setWorkbenchOpen(false);
refreshEvents();
}, [refreshEvents]);
/** 显式注入模型对象:固定 id,重复点击替换同一对象而不是堆叠。 */
const injectModel = useCallback((variant: DirectorReproModelVariant) => {
setScene((current) => injectDirectorReproModel(current, variant));
}, []);
return (
<div className="min-h-dvh overflow-y-auto p-5" style={{ background: "var(--bg)", color: "var(--fg)" }}>
<header className="mb-4 flex flex-wrap items-center gap-3">
<h1 className="text-lg font-semibold">导演台 P0 复现台</h1>
<Tag color={directorReproSceneIsOffline(scene) ? "green" : "red"} data-testid="offline-tag">
{directorReproSceneIsOffline(scene) ? "fixture 无网络资产" : "已注入模型资产"}
</Tag>
<span className="text-[var(--fs-tiny)] opacity-70" data-testid="object-count">
对象数 {scene.objects.length}
</span>
<span className="ml-auto flex flex-wrap items-center gap-2">
<Button size="small" data-testid="inject-local-model" onClick={() => injectModel("local")}>
注入本地模型
</Button>
<Button size="small" data-testid="inject-missing-model" onClick={() => injectModel("missing")}>
注入缺失模型
</Button>
<span className="text-[var(--fs-tiny)] opacity-70">强制保存失败</span>
<Switch checked={forceSaveFailure} onChange={setForceSaveFailure} data-testid="force-save-failure" />
<Button size="small" data-testid="toggle-workbench" onClick={() => setWorkbenchOpen((open) => !open)}>
{workbenchOpen ? "关闭导演台" : "打开导演台"}
</Button>
<Button size="small" data-testid="refresh-events" onClick={refreshEvents}>
刷新事件
</Button>
<Button size="small" data-testid="reset-lab" onClick={reset}>
重置
</Button>
</span>
</header>
<EnvironmentSnapshot snapshot={snapshot} appliedCount={appliedCount} flushCount={flushCount} sceneRevisionHint={scene.updatedAt} />
<DiagnosticEventList events={events} />
<ReproMatrix />
{workbenchOpen ? <CanvasDirectorWorkbench open scene={scene} imageNodes={[]} onClose={() => setWorkbenchOpen(false)} onChange={onChange} onApply={onApply} onDeleteImageNode={() => undefined} onFlush={onFlush} /> : null}
</div>
);
}
type DirectorEventRow = { id: string; timestamp: string; level: string; code: string; message: string };
/** 只显示导演台自己的稳定码事件,避免整条诊断流噪声淹没复现现场。 */
function readDirectorEvents(): DirectorEventRow[] {
return getClientDiagnosticEvents()
.filter((event) => (event.code || "").startsWith("DIRECTOR_"))
.map((event) => ({ id: event.id, timestamp: event.timestamp, level: event.level, code: event.code || "", message: event.message }))
.reverse();
}
function EnvironmentSnapshot({ snapshot, appliedCount, flushCount, sceneRevisionHint }: { snapshot: DirectorReproSnapshot; appliedCount: number; flushCount: number; sceneRevisionHint: string }) {
const { runtime, webgl } = snapshot;
const rows: Array<[string, string]> = [
["应用版本", runtime.appVersion],
["构建提交", runtime.buildCommit],
["浏览器", runtime.browser || "(不可用)"],
["操作系统", runtime.os || "(不可用)"],
["时区", runtime.timezone || "(不可用)"],
["DPR", String(runtime.devicePixelRatio)],
["本地 onApply 次数", String(appliedCount)],
["本地 onFlush 次数", String(flushCount)],
["场景 updatedAt", sceneRevisionHint],
];
if (webgl.available) {
rows.push(
["WebGL 版本", webgl.version || "(空)"],
["WebGL vendor", webgl.vendor || "(空)"],
["WebGL renderer", webgl.renderer || "(空)"],
["最大纹理尺寸", String(webgl.maxTextureSize)],
["最大 renderbuffer", String(webgl.maxRenderbufferSize)],
["最大视口", webgl.maxViewportWidth + "×" + webgl.maxViewportHeight],
);
} else {
rows.push(["WebGL", webgl.reason === "unsupported" ? "不支持(已稳定降级)" : "上下文创建失败(已稳定降级)"]);
}
return (
<section className="mb-4">
<h2 className="mb-2 text-[var(--fs-label)] font-semibold opacity-75">环境快照</h2>
<p className="mb-2 text-[var(--fs-tiny)] opacity-60">仅本地展示,不上报;字符串已限长并剥离 URL query/hash 与凭证片段。</p>
<div className="grid grid-cols-2 gap-x-6 gap-y-1 md:grid-cols-3">
{rows.map(([label, value]) => (
<div key={label} className="flex min-w-0 gap-2 text-[var(--fs-tiny)]">
<span className="shrink-0 opacity-55">{label}</span>
<span className="min-w-0 flex-1 truncate font-mono" title={value}>
{value}
</span>
</div>
))}
</div>
</section>
);
}
function DiagnosticEventList({ events }: { events: DirectorEventRow[] }) {
return (
<section className="mb-4">
<h2 className="mb-2 text-[var(--fs-label)] font-semibold opacity-75">结构化事件({events.length})</h2>
<p className="mb-2 text-[var(--fs-tiny)] opacity-60">来自统一 client-diagnostics 缓冲区,只筛选 DIRECTOR_ 稳定码;不含 stack、URL 与业务正文。</p>
{events.length ? (
<Table
size="small"
rowKey="id"
dataSource={events}
pagination={false}
scroll={{ y: 220 }}
columns={[
{ title: "时间", dataIndex: "timestamp", width: 200, render: (value: string) => <span className="font-mono text-[var(--fs-tiny)]">{value}</span> },
{ title: "级别", dataIndex: "level", width: 88, render: (value: string) => <Tag color={value === "error" ? "red" : value === "warning" ? "orange" : "blue"}>{value}</Tag> },
{ title: "稳定码", dataIndex: "code", render: (value: string) => <span className="font-mono text-[var(--fs-tiny)]">{value}</span> },
{ title: "消息", dataIndex: "message" },
]}
/>
) : (
<p className="text-[var(--fs-tiny)] opacity-55">暂无导演台事件。触发下方矩阵中的失败场景后点击「刷新事件」。</p>
)}
</section>
);
}
function ReproMatrix() {
return (
<section className="mb-4">
<h2 className="mb-2 text-[var(--fs-label)] font-semibold opacity-75">P0 手工复现矩阵({DIRECTOR_REPRO_MATRIX.length})</h2>
<Table
size="small"
rowKey="id"
dataSource={[...DIRECTOR_REPRO_MATRIX]}
pagination={false}
columns={[
{ title: "分组", dataIndex: "group", width: 108 },
{ title: "场景", dataIndex: "title", width: 190 },
{ title: "操作", dataIndex: "steps" },
{ title: "预期", dataIndex: "expected" },
]}
/>
</section>
);
}
+18 -4
View File
@@ -46,7 +46,6 @@ const ProjectsPage = lazy(loadProjectsPage);
const ProjectDetailPage = lazy(() => import("@/pages/projects/detail"));
const SettingsPage = lazy(() => import("@/pages/settings"));
const TestVoiceRecording = lazy(() => import("@/pages/test-voice-recording"));
const FolderPreviewLab = lazy(() => import("@/pages/dev/folder-preview-lab"));
function deferred(element: ReactNode) {
return <Suspense fallback={<WorkspaceRouteLoader />}>{element}</Suspense>;
@@ -56,6 +55,23 @@ function fullScreenDeferred(element: ReactNode) {
return <Suspense fallback={<FullScreenLoader label="正在打开创作空间" detail="准备当前页面" />}>{element}</Suspense>;
}
/**
* DEV 专用实验室路由。
*
* lazy(() => import(...)) 写在函数体内,而不是模块顶层常量:
* 生产构建时 import.meta.env.DEV 被替换为 false,本函数随之不可达,
* 摇树会连同其中的动态 import 一起删除,实验室代码不进入生产依赖图。
* 若把 lazy 提到模块顶层,动态 import 会被静态分析成真实 chunk 并打进 dist。
*/
function devRoutes() {
const FolderPreviewLab = lazy(() => import("@/pages/dev/folder-preview-lab"));
const DirectorReproLab = lazy(() => import("@/pages/dev/director-repro-lab"));
return [
{ path: "/dev/folders", element: fullScreenDeferred(<FolderPreviewLab />), errorElement: <RouteErrorPage /> },
{ path: "/dev/director-repro", element: fullScreenDeferred(<DirectorReproLab />), errorElement: <RouteErrorPage /> },
];
}
export const router = createBrowserRouter([
{
element: <AuthScene />,
@@ -66,9 +82,7 @@ export const router = createBrowserRouter([
],
},
{ path: "/share/canvas/:token", element: fullScreenDeferred(<SharedCanvasPage />), errorElement: <RouteErrorPage /> },
...(import.meta.env.DEV
? [{ path: "/dev/folders", element: fullScreenDeferred(<FolderPreviewLab />), errorElement: <RouteErrorPage /> }]
: []),
...(import.meta.env.DEV ? devRoutes() : []),
{
element: (
<UserLayout>
@@ -26,7 +26,7 @@ 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: true, sequencerHeight: 300, sequencerVisible: true };
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 };
export const useDirectorWorkbenchStore = create<DirectorWorkbenchStore>((set) => ({
...initialState,
+63
View File
@@ -9604,6 +9604,68 @@ html:not(.dark) .creation-model-picker-menu .canvas-model-picker-option > span:f
font-size: var(--fs-caption);
}
.director-viewport-shell {
position: relative;
width: 100%;
height: 100%;
min-height: 0;
}
.director-viewport-notice {
position: absolute;
z-index: var(--z-toolbar);
display: grid;
gap: var(--space-2);
padding: var(--space-4);
border: var(--stroke-1) solid var(--director-sequencer-border);
border-radius: var(--r-lg);
background: var(--director-dock-surface);
box-shadow: var(--shadow-xl);
color: var(--director-dock-fg-strong);
}
.director-viewport-notice.is-cover {
inset: 50% auto auto 50%;
max-width: 320px;
justify-items: start;
text-align: left;
transform: translate(-50%, -50%);
}
.director-viewport-notice.is-corner {
top: var(--space-3);
right: var(--space-3);
max-width: 280px;
}
.director-viewport-notice-title {
font-size: var(--fs-label);
font-weight: 600;
}
.director-viewport-notice-text {
margin: 0;
color: var(--director-dock-fg);
font-size: var(--fs-tiny);
line-height: 1.5;
}
.director-viewport-notice-action {
height: var(--space-8);
padding: 0 var(--space-3);
justify-self: start;
border: var(--stroke-1) solid var(--director-sequencer-border);
border-radius: var(--r-sm);
background: var(--director-dock-active-surface);
color: var(--director-dock-fg-strong);
font-size: var(--fs-tiny);
transition: background var(--motion-dur-fast) var(--motion-ease-out);
}
.director-viewport-notice-action:hover {
background: var(--director-control-hover);
}
.director-viewport-dock {
position: absolute;
z-index: var(--z-toolbar);
@@ -9733,6 +9795,7 @@ html:not(.dark) .creation-model-picker-menu .canvas-model-picker-option > span:f
@media (prefers-reduced-motion: reduce) {
.director-viewport-dock-button,
.director-viewport-notice-action,
.director-pose-button {
transition: none;
}