2025-12-07 01:00:35 +08:00
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/**
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* Particle System Gizmo Implementation
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* 粒子系统 Gizmo 实现
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*
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* 显示粒子发射区域形状,支持 Transform 缩放和旋转。
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* Displays particle emission shape, supports Transform scale and rotation.
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*/
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2025-12-08 21:26:35 +08:00
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import type { Entity } from '@esengine/ecs-framework';
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2025-12-07 01:00:35 +08:00
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import type {
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IGizmoRenderData,
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IRectGizmoData,
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ICircleGizmoData,
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ILineGizmoData,
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GizmoColor
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} from '@esengine/editor-core';
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import { GizmoRegistry } from '@esengine/editor-core';
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import { TransformComponent } from '@esengine/engine-core';
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import { ParticleSystemComponent, EmissionShape } from '@esengine/particle';
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/**
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* 粒子 Gizmo 颜色配置
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* Particle gizmo color configuration
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*/
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const ParticleGizmoColors = {
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emissionShape: { r: 1.0, g: 0.6, b: 0.0, a: 0.8 } as GizmoColor,
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emissionShapeSelected: { r: 1.0, g: 0.8, b: 0.2, a: 1.0 } as GizmoColor,
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direction: { r: 0.0, g: 0.8, b: 1.0, a: 0.9 } as GizmoColor,
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centerMark: { r: 1.0, g: 1.0, b: 1.0, a: 0.8 } as GizmoColor,
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};
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/**
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* 创建中心点标记 Gizmo (十字形)
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* Create center mark gizmo (cross shape)
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*/
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function createCenterMarkGizmo(x: number, y: number, size: number, color: GizmoColor): ILineGizmoData[] {
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const halfSize = size / 2;
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return [
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{
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type: 'line',
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points: [
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{ x: x - halfSize, y: y },
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{ x: x + halfSize, y: y }
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],
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color,
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closed: false
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},
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{
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type: 'line',
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points: [
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{ x: x, y: y - halfSize },
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{ x: x, y: y + halfSize }
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],
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color,
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closed: false
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}
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];
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}
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/**
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* 创建方向箭头
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* Create direction arrow
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*/
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function createDirectionArrow(
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x: number,
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y: number,
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direction: number,
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length: number,
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color: GizmoColor
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): ILineGizmoData[] {
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const endX = x + Math.cos(direction) * length;
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const endY = y + Math.sin(direction) * length;
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const arrowSize = length * 0.2;
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const arrowAngle = Math.PI / 6;
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return [
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// 主线
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{
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type: 'line',
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points: [
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{ x, y },
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{ x: endX, y: endY }
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],
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color,
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closed: false
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},
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// 箭头左
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{
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type: 'line',
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points: [
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{ x: endX, y: endY },
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{
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x: endX - arrowSize * Math.cos(direction - arrowAngle),
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y: endY - arrowSize * Math.sin(direction - arrowAngle)
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}
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],
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color,
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closed: false
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},
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// 箭头右
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{
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type: 'line',
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points: [
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{ x: endX, y: endY },
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{
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x: endX - arrowSize * Math.cos(direction + arrowAngle),
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y: endY - arrowSize * Math.sin(direction + arrowAngle)
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}
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],
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color,
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closed: false
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}
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];
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}
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/**
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* ParticleSystemComponent gizmo provider
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* 粒子系统组件 gizmo 提供者
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*/
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function particleSystemGizmoProvider(
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particle: ParticleSystemComponent,
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entity: Entity,
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isSelected: boolean
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): IGizmoRenderData[] {
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const transform = entity.getComponent(TransformComponent);
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if (!transform) return [];
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const gizmos: IGizmoRenderData[] = [];
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const color = isSelected
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? ParticleGizmoColors.emissionShapeSelected
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: ParticleGizmoColors.emissionShape;
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// 获取 Transform 数据 | Get transform data
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const worldX = transform.worldPosition?.x ?? transform.position.x;
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const worldY = transform.worldPosition?.y ?? transform.position.y;
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const rot = transform.worldRotation ?? transform.rotation;
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const worldRotation = rot?.z ?? 0;
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const scale = transform.worldScale ?? transform.scale;
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const scaleX = scale?.x ?? 1;
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const scaleY = scale?.y ?? 1;
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// 从加载的资产获取发射形状配置 | Get emission shape config from loaded asset
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const asset = particle.loadedAsset;
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const emissionShape = asset?.emissionShape ?? EmissionShape.Point;
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const shapeRadius = (asset?.shapeRadius ?? 0) * Math.max(scaleX, scaleY);
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const shapeWidth = (asset?.shapeWidth ?? 0) * scaleX;
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const shapeHeight = (asset?.shapeHeight ?? 0) * scaleY;
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const shapeAngle = (asset?.shapeAngle ?? 30) * Math.PI / 180; // 转换为弧度
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refactor(ui): UI 系统架构重构 (#309)
* feat(ui): 动态图集系统与渲染调试增强
## 核心功能
### 动态图集系统 (Dynamic Atlas)
- 新增 DynamicAtlasManager:运行时纹理打包,支持 MaxRects 算法
- 新增 DynamicAtlasService:自动纹理加载与图集管理
- 新增 BinPacker:高效矩形打包算法
- 支持动态/固定两种扩展策略
- 自动 UV 重映射,实现 UI 元素合批渲染
### Frame Debugger 增强
- 新增合批分析面板,显示批次中断原因
- 新增 UI 元素层级信息(depth, worldOrderInLayer)
- 新增实体高亮功能,点击可在场景中定位
- 新增动态图集可视化面板
- 改进渲染原语详情展示
### 闪光效果 (Shiny Effect)
- 新增 UIShinyEffectComponent:UI 闪光参数配置
- 新增 UIShinyEffectSystem:材质覆盖驱动的闪光动画
- 新增 ShinyEffectComponent/System(Sprite 版本)
## 引擎层改进
### Rust 纹理管理扩展
- create_blank_texture:创建空白 GPU 纹理
- update_texture_region:局部纹理更新
- 支持动态图集的 GPU 端操作
### 材质系统
- 新增 effects/ 目录:ShinyEffect 等效果实现
- 新增 interfaces/ 目录:IMaterial 等接口定义
- 新增 mixins/ 目录:可组合的材质功能
### EngineBridge 扩展
- 新增 createBlankTexture/updateTextureRegion 方法
- 改进纹理加载回调机制
## UI 渲染改进
- UIRenderCollector:支持合批调试信息
- 稳定排序:addIndex 保证渲染顺序一致性
- 九宫格渲染优化
- 材质覆盖支持
## 其他改进
- 国际化:新增 Frame Debugger 相关翻译
- 编辑器:新增渲染调试入口
- 文档:新增架构设计文档目录
* refactor(ui): 引入新基础组件架构与渲染工具函数
Phase 1 重构 - 组件职责分离与代码复用:
新增基础组件层:
- UIGraphicComponent: 所有可视 UI 元素的基类(颜色、透明度、raycast)
- UIImageComponent: 纹理显示组件(支持简单、切片、平铺、填充模式)
- UISelectableComponent: 可交互元素的基类(状态管理、颜色过渡)
新增渲染工具:
- UIRenderUtils: 提取共享的坐标计算、边框渲染、阴影渲染等工具函数
- getUIRenderTransform: 统一的变换数据提取
- renderBorder/renderShadow: 复用的边框和阴影渲染逻辑
新增渲染系统:
- UIGraphicRenderSystem: 处理新基础组件的统一渲染器
重构现有系统:
- UIRectRenderSystem: 使用新工具函数,移除重复代码
- UIButtonRenderSystem: 使用新工具函数,移除重复代码
这些改动为后续统一渲染系统奠定基础。
* refactor(ui): UIProgressBarRenderSystem 使用渲染工具函数
- 使用 getUIRenderTransform 替代手动变换计算
- 使用 renderBorder 工具函数替代重复的边框渲染
- 使用 lerpColor 工具函数替代重复的颜色插值
- 简化方法签名,使用 UIRenderTransform 类型
- 移除约 135 行重复代码
* refactor(ui): Slider 和 ScrollView 渲染系统使用工具函数
- UISliderRenderSystem: 使用 getUIRenderTransform,简化方法签名
- UIScrollViewRenderSystem: 使用 getUIRenderTransform,简化方法签名
- 统一使用 UIRenderTransform 类型减少参数传递
- 消除重复的变换计算代码
* refactor(ui): 使用 UIWidgetMarker 消除硬编码组件依赖
- 新增 UIWidgetMarker 标记组件
- UIRectRenderSystem 改为检查标记而非硬编码4种组件类型
- 各 Widget 渲染系统自动添加标记组件
- 减少模块间耦合,提高可扩展性
* feat(ui): 实现 Canvas 隔离机制
- 新增 UICanvasComponent 定义 Canvas 渲染组
- UITransformComponent 添加 Canvas 相关字段:canvasEntityId, worldSortingLayer, pixelPerfect
- UILayoutSystem 传播 Canvas 设置给子元素
- UIRenderUtils 使用 Canvas 继承的排序层
- 支持嵌套 Canvas 和不同渲染模式
* refactor(ui): 统一纹理管理工具函数
Phase 4: 纹理管理统一
新增:
- UITextureUtils.ts: 统一的纹理描述符接口和验证函数
- UITextureDescriptor: 支持 GUID/textureId/path 多种纹理源
- isValidTextureGuid: GUID 验证
- getTextureKey: 获取用于合批的纹理键
- normalizeTextureDescriptor: 规范化各种输入格式
- utils/index.ts: 工具函数导出
修改:
- UIGraphicRenderSystem: 使用新的纹理工具函数
- index.ts: 导出纹理工具类型和函数
* refactor(ui): 实现统一的脏标记机制
Phase 5: Dirty 标记机制
新增:
- UIDirtyFlags.ts: 位标记枚举和追踪工具
- UIDirtyFlags: Visual/Layout/Transform/Material/Text 标记
- IDirtyTrackable: 脏追踪接口
- DirtyTracker: 辅助工具类
- 帧级别脏状态追踪 (markFrameDirty, isFrameDirty)
修改:
- UIGraphicComponent: 实现 IDirtyTrackable
- 属性 setter 自动设置脏标记
- 保留 setDirty/clearDirty 向后兼容
- UIImageComponent: 所有属性支持脏追踪
- textureGuid/imageType/fillAmount 等变化自动标记
- UIGraphicRenderSystem: 使用 clearDirtyFlags()
导出:
- UIDirtyFlags, IDirtyTrackable, DirtyTracker
- markFrameDirty, isFrameDirty, clearFrameDirty
* refactor(ui): 移除过时的 dirty flag API
移除 UIGraphicComponent 中的兼容性 API:
- 移除 _isDirty getter/setter
- 移除 setDirty() 方法
- 移除 clearDirty() 方法
现在统一使用新的 dirty flag 系统:
- isDirty() / hasDirtyFlag(flags)
- markDirty(flags) / clearDirtyFlags()
* fix(ui): 修复两个 TODO 功能
1. 滑块手柄命中测试 (UIInputSystem)
- UISliderComponent 添加 getHandleBounds() 计算手柄边界
- UISliderComponent 添加 isPointInHandle() 精确命中测试
- UIInputSystem.handleSlider() 使用精确测试更新悬停状态
2. 径向填充渲染 (UIGraphicRenderSystem)
- 实现 renderRadialFill() 方法
- 支持 radial90/radial180/radial360 三种模式
- 支持 fillOrigin (top/right/bottom/left) 和 fillClockwise
- 使用多段矩形近似饼形填充效果
* feat(ui): 完善 UI 系统架构和九宫格渲染
* fix(ui): 修复文本渲染层级问题并清理调试代码
- 修复纹理就绪后调用 invalidateUIRenderCaches() 导致的无限循环
- 移除 UITextRenderSystem、UIButtonRenderSystem、UIRectRenderSystem 中的首帧调试输出
- 移除 UILayoutSystem 中的布局调试日志
- 清理所有 __UI_RENDER_DEBUG__ 条件日志
* refactor(ui): 优化渲染批处理和输入框组件
渲染系统:
- 修复 RenderBatcher 保持渲染顺序
- 优化 Rust SpriteBatch 避免合并非连续精灵
- 增强 EngineRenderSystem 纹理就绪检测
输入框组件:
- 增强 UIInputFieldComponent 功能
- 改进 UIInputSystem 输入处理
- 新增 TextMeasureService 文本测量服务
* fix(ui): 修复九宫格首帧渲染和InputField输入问题
- 修复九宫格首帧 size=0x0 问题:
- Viewport.tsx: 预览模式读取图片尺寸存储到 importSettings
- AssetDatabase: ISpriteSettings 添加 width/height 字段
- AssetMetadataService: getTextureSpriteInfo 使用元数据尺寸作为后备
- UIRectRenderSystem: 当 atlasEntry 不存在时使用 spriteInfo 尺寸
- WebBuildPipeline: 构建时包含 importSettings
- AssetManager: 从 catalog 初始化时复制 importSettings
- AssetTypes: IAssetCatalogEntry 添加 importSettings 字段
- 修复 InputField 无法输入问题:
- UIRuntimeModule: manifest 添加 pluginExport: 'UIPlugin'
- 确保预览模式正确加载 UI 插件并绑定 UIInputSystem
- 添加调试日志用于排查纹理加载问题
* fix(sprite): 修复类型导出错误
MaterialPropertyOverride 和 MaterialOverrides 应从 @esengine/material-system 导出
* fix(ui-editor): 补充 AnchorPreset 拉伸预设的映射
添加 StretchTop, StretchMiddle, StretchBottom, StretchLeft, StretchCenter, StretchRight 的位置和锚点值映射
2025-12-19 15:33:36 +08:00
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// 转换为弧度并应用世界旋转 | Convert to radians and apply world rotation
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// worldRotation 是度(顺时针),转为弧度(逆时针)用于数学计算
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// worldRotation is degrees(clockwise), convert to radians(counter-clockwise) for math
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const direction = ((asset?.direction ?? 90) * Math.PI / 180) - (worldRotation * Math.PI / 180);
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2025-12-07 01:00:35 +08:00
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// 根据发射形状绘制 Gizmo | Draw gizmo based on emission shape
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switch (emissionShape) {
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case EmissionShape.Point:
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// 点发射:显示中心点和方向 | Point: show center and direction
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gizmos.push(...createCenterMarkGizmo(worldX, worldY, 10, color));
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if (isSelected) {
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gizmos.push(...createDirectionArrow(worldX, worldY, direction, 30, ParticleGizmoColors.direction));
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}
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break;
|
|
|
|
|
|
|
|
|
|
|
|
case EmissionShape.Circle:
|
|
|
|
|
|
// 填充圆形:显示圆形区域 | Filled circle: show circle area
|
|
|
|
|
|
gizmos.push({
|
|
|
|
|
|
type: 'circle',
|
|
|
|
|
|
x: worldX,
|
|
|
|
|
|
y: worldY,
|
|
|
|
|
|
radius: shapeRadius || 20,
|
|
|
|
|
|
color
|
|
|
|
|
|
} as ICircleGizmoData);
|
|
|
|
|
|
if (isSelected) {
|
|
|
|
|
|
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
|
|
|
|
|
|
gizmos.push(...createDirectionArrow(worldX, worldY, direction, shapeRadius + 20 || 40, ParticleGizmoColors.direction));
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case EmissionShape.Ring:
|
|
|
|
|
|
// 圆环:显示圆环边缘 | Ring: show ring edge
|
|
|
|
|
|
gizmos.push({
|
|
|
|
|
|
type: 'circle',
|
|
|
|
|
|
x: worldX,
|
|
|
|
|
|
y: worldY,
|
|
|
|
|
|
radius: shapeRadius || 20,
|
|
|
|
|
|
color
|
|
|
|
|
|
} as ICircleGizmoData);
|
|
|
|
|
|
if (isSelected) {
|
|
|
|
|
|
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case EmissionShape.Rectangle:
|
|
|
|
|
|
// 矩形:显示矩形区域 | Rectangle: show rect area
|
|
|
|
|
|
gizmos.push({
|
|
|
|
|
|
type: 'rect',
|
|
|
|
|
|
x: worldX,
|
|
|
|
|
|
y: worldY,
|
|
|
|
|
|
width: shapeWidth || 40,
|
|
|
|
|
|
height: shapeHeight || 20,
|
|
|
|
|
|
rotation: worldRotation,
|
|
|
|
|
|
originX: 0.5,
|
|
|
|
|
|
originY: 0.5,
|
|
|
|
|
|
color,
|
|
|
|
|
|
showHandles: false
|
|
|
|
|
|
} as IRectGizmoData);
|
|
|
|
|
|
if (isSelected) {
|
|
|
|
|
|
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
|
|
|
|
|
|
gizmos.push(...createDirectionArrow(worldX, worldY, direction, Math.max(shapeWidth, shapeHeight) / 2 + 20 || 40, ParticleGizmoColors.direction));
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case EmissionShape.Edge:
|
|
|
|
|
|
// 矩形边缘:显示矩形边框 | Rectangle edge: show rect border
|
|
|
|
|
|
gizmos.push({
|
|
|
|
|
|
type: 'rect',
|
|
|
|
|
|
x: worldX,
|
|
|
|
|
|
y: worldY,
|
|
|
|
|
|
width: shapeWidth || 40,
|
|
|
|
|
|
height: shapeHeight || 20,
|
|
|
|
|
|
rotation: worldRotation,
|
|
|
|
|
|
originX: 0.5,
|
|
|
|
|
|
originY: 0.5,
|
|
|
|
|
|
color,
|
|
|
|
|
|
showHandles: false
|
|
|
|
|
|
} as IRectGizmoData);
|
|
|
|
|
|
if (isSelected) {
|
|
|
|
|
|
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case EmissionShape.Line:
|
|
|
|
|
|
// 线段:显示发射线 | Line: show emission line
|
|
|
|
|
|
{
|
|
|
|
|
|
const halfWidth = (shapeWidth || 40) / 2;
|
|
|
|
|
|
const cos = Math.cos(direction + Math.PI / 2);
|
|
|
|
|
|
const sin = Math.sin(direction + Math.PI / 2);
|
|
|
|
|
|
gizmos.push({
|
|
|
|
|
|
type: 'line',
|
|
|
|
|
|
points: [
|
|
|
|
|
|
{ x: worldX + cos * halfWidth, y: worldY + sin * halfWidth },
|
|
|
|
|
|
{ x: worldX - cos * halfWidth, y: worldY - sin * halfWidth }
|
|
|
|
|
|
],
|
|
|
|
|
|
color,
|
|
|
|
|
|
closed: false
|
|
|
|
|
|
} as ILineGizmoData);
|
|
|
|
|
|
if (isSelected) {
|
|
|
|
|
|
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
|
|
|
|
|
|
gizmos.push(...createDirectionArrow(worldX, worldY, direction, halfWidth + 20, ParticleGizmoColors.direction));
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case EmissionShape.Cone:
|
|
|
|
|
|
// 圆锥/扇形:显示扇形区域 | Cone/fan: show fan area
|
|
|
|
|
|
{
|
|
|
|
|
|
const radius = shapeRadius || 30;
|
|
|
|
|
|
const halfAngle = shapeAngle / 2;
|
|
|
|
|
|
const startAngle = direction - halfAngle;
|
|
|
|
|
|
const endAngle = direction + halfAngle;
|
|
|
|
|
|
|
|
|
|
|
|
// 绘制扇形的两条边和弧线 | Draw two edges and arc of the fan
|
|
|
|
|
|
const segments = 16;
|
|
|
|
|
|
const points: { x: number; y: number }[] = [{ x: worldX, y: worldY }];
|
|
|
|
|
|
for (let i = 0; i <= segments; i++) {
|
|
|
|
|
|
const angle = startAngle + (endAngle - startAngle) * (i / segments);
|
|
|
|
|
|
points.push({
|
|
|
|
|
|
x: worldX + Math.cos(angle) * radius,
|
|
|
|
|
|
y: worldY + Math.sin(angle) * radius
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
points.push({ x: worldX, y: worldY });
|
|
|
|
|
|
|
|
|
|
|
|
gizmos.push({
|
|
|
|
|
|
type: 'line',
|
|
|
|
|
|
points,
|
|
|
|
|
|
color,
|
|
|
|
|
|
closed: true
|
|
|
|
|
|
} as ILineGizmoData);
|
|
|
|
|
|
|
|
|
|
|
|
if (isSelected) {
|
|
|
|
|
|
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 8, ParticleGizmoColors.centerMark));
|
|
|
|
|
|
gizmos.push(...createDirectionArrow(worldX, worldY, direction, radius + 20, ParticleGizmoColors.direction));
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
|
// 默认:显示中心点 | Default: show center point
|
|
|
|
|
|
gizmos.push(...createCenterMarkGizmo(worldX, worldY, 10, color));
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return gizmos;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Register gizmo provider for ParticleSystemComponent.
|
|
|
|
|
|
* 为 ParticleSystemComponent 注册 gizmo 提供者。
|
|
|
|
|
|
*/
|
|
|
|
|
|
export function registerParticleGizmo(): void {
|
|
|
|
|
|
GizmoRegistry.register(ParticleSystemComponent, particleSystemGizmoProvider);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Unregister gizmo provider for ParticleSystemComponent.
|
|
|
|
|
|
* 取消注册 ParticleSystemComponent 的 gizmo 提供者。
|
|
|
|
|
|
*/
|
|
|
|
|
|
export function unregisterParticleGizmo(): void {
|
|
|
|
|
|
GizmoRegistry.unregister(ParticleSystemComponent);
|
|
|
|
|
|
}
|