feat(渲染能力): 完善三维渲染、字体及版本保存
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xiaoqidun committed 2026-10-11 10:20:14 +08:00
1 parent 13dbacad15
commit f71000befd
45 files changed
+4383 -422

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@@ -18,34 +18,54 @@ import "fmt"
// 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
// 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
// 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
// 显式Opacity覆盖材质和纹理合成的透明度,之后仍应用视图附加透明度
// 未匹配的名称不影响场景,Matrix和Motion均为空时保留每条父路径的原始变换
// Motion以指定轨道替换节点变换,与Matrix互斥,不驱动骨架;显式变换优先于动画修饰器
// Bones覆盖动画求值后的指定骨骼姿态,未指定项沿用当前局部变换,不修改共享几何
type U3DNodeState struct {
Name string
Opacity *float64
Visible *bool
Matrix *[16]float64
Motion *U3DTrackState
Bones []U3DBoneState
}
// 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
// 入参: states 节点覆盖
// 入参: groups 按优先级递增排列的节点覆盖分组
// 返回: error 数值、预算或取消错误
func (r *u3dRender) nodeStates(states []U3DNodeState) error {
if len(states) == 0 {
func (r *u3dRender) nodeStates(groups ...[]U3DNodeState) error {
var count uint64
for _, states := range groups {
if uint64(len(states)) > ^uint64(0)-count {
return fmt.Errorf("U3D node state count exceeds limit")
}
count += uint64(len(states))
}
if count == 0 {
return nil
}
if err := r.reserve(uint64(len(states)), 128); err != nil {
if err := r.reserve(count, 160); err != nil {
return err
}
r.states = make(map[string]U3DNodeState, len(states))
for i, state := range states {
if i%256 == 0 {
if err := r.ctx.Err(); err != nil {
return err
r.states = make(map[string]U3DNodeState, int(count))
for _, states := range groups {
for i, state := range states {
if i%256 == 0 {
if err := r.ctx.Err(); err != nil {
return err
}
}
r.states[state.Name] = state
}
r.states[state.Name] = state
}
for _, state := range r.states {
var samples map[U3DTrackState]*[16]float64
defer func() {
if samples != nil {
r.remaining += 1024 + uint64(len(samples))*192
}
}()
for name, state := range r.states {
if err := r.ctx.Err(); err != nil {
return err
}
@@ -55,6 +75,31 @@ func (r *u3dRender) nodeStates(states []U3DNodeState) error {
if state.Matrix != nil && !u3dMatrix(*state.Matrix).valid() {
return fmt.Errorf("invalid U3D node matrix")
}
if state.Motion != nil {
if state.Matrix != nil || !finite(state.Motion.Time) {
return fmt.Errorf("invalid U3D node motion state")
}
if samples == nil {
if err := r.reserve(1, 1024); err != nil {
return err
}
samples = make(map[U3DTrackState]*[16]float64)
}
matrix := samples[*state.Motion]
if matrix == nil {
if err := r.reserve(1, 320); err != nil {
return err
}
value, err := r.trackMatrix(*state.Motion)
if err != nil {
return err
}
matrix = &value
samples[*state.Motion] = matrix
}
state.Matrix = matrix
r.states[name] = state
}
}
return nil
}