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feat(编辑渲染): 完善三维转换,优化编辑渲染压缩
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// Copyright 2025-2026 肖其顿 (XIAO QI DUN)
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ofdgo
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import "fmt"
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// U3DNodeState 按名称覆盖节点,未指定透明度或可见性时沿父路径继承
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// Opacity范围为0到1,采用标准透明混合;Matrix为相对父节点的列式仿射矩阵
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// 未匹配的名称不影响场景,矩阵为空时保留每条父路径的原始变换
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type U3DNodeState struct {
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Name string
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Opacity *float64
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Visible *bool
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Matrix *[16]float64
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}
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// nodeStates 建立有预算限制的覆盖索引,重复名称整体替换而不合并字段
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// 入参: states 节点覆盖
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// 返回: error 数值、预算或取消错误
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func (r *u3dRender) nodeStates(states []U3DNodeState) error {
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if len(states) == 0 {
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return nil
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}
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if err := r.reserve(uint64(len(states)), 128); err != nil {
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return err
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}
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r.states = make(map[string]U3DNodeState, len(states))
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for i, state := range states {
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if i%256 == 0 {
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if err := r.ctx.Err(); err != nil {
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return err
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}
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}
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r.states[state.Name] = state
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}
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for _, state := range r.states {
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if err := r.ctx.Err(); err != nil {
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return err
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}
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if state.Opacity != nil && (!finite(*state.Opacity) || *state.Opacity < 0 || *state.Opacity > 1) {
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return fmt.Errorf("invalid U3D node opacity")
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}
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if state.Matrix != nil && !u3dMatrix(*state.Matrix).valid() {
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return fmt.Errorf("invalid U3D node matrix")
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}
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}
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return nil
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}
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// modelVisibility 在节点覆盖生效时恢复隐藏模型,保留原有正反面选择
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// 入参: node 模型节点
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// 返回: uint32 可见面标志
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func (instance u3dInstance) modelVisibility(node *U3DNode) uint32 {
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if instance.visibility == 0 {
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return 0
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}
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if instance.visibility == 1 && node.Visibility == 0 {
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return 3
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}
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return node.Visibility
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}
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