601 lines
16 KiB
Markdown
601 lines
16 KiB
Markdown
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# Meta2D引擎作用详解
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## 🤔 您的疑问:Meta2D到底做了什么?
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您的观察很准确!确实,具体的绘制操作都是通过HTML5 Canvas原生API实现的。那么Meta2D引擎到底在做什么呢?
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**简单类比**:如果说Canvas API是"画笔和颜料",那么Meta2D就是"画师的大脑和手" - 它决定什么时候画、画在哪里、画什么样式,以及如何响应用户的操作。
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---
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## 🎯 Meta2D引擎的核心作用
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Meta2D引擎并不是替代Canvas API,而是在Canvas API之上构建了一个完整的**图形管理和渲染框架**。它的主要作用包括:
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### 1. 🎨 渲染管理系统
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```typescript
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// 我们只需要注册绘制函数
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this.registerCanvasDraw({
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point: drawPoint,
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line: drawLine,
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area: drawArea,
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robot: drawRobot,
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});
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// Meta2D会自动调用这些函数
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```
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**Meta2D负责**:
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- **何时渲染**:自动检测数据变化,决定何时重绘
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- **渲染顺序**:管理图层顺序,确保正确的绘制层级
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- **性能优化**:只重绘需要更新的部分,避免全量重绘
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- **调用时机**:在正确的时机调用我们的绘制函数
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### 2. 🎮 图形对象管理
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```typescript
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// 创建一个点位 - 我们只需要定义数据结构
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const pen: MapPen = {
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id: 'point1',
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name: 'point',
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x: 100,
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y: 100,
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width: 24,
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height: 24,
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point: { type: MapPointType.普通点 },
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};
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// Meta2D会管理这个对象的整个生命周期
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await this.addPen(pen, false, true, true);
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```
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**Meta2D负责**:
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- **对象存储**:维护所有图形对象的数据结构
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- **坐标转换**:从逻辑坐标转换为屏幕坐标
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- **状态管理**:追踪每个对象的状态(选中、激活、可见等)
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- **生命周期**:管理对象的创建、更新、删除
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### 3. 🖱️ 事件处理系统
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```typescript
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// 我们只需要监听高级事件
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this.on('click', (e, data) => {
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// Meta2D已经处理了鼠标点击的复杂逻辑
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console.log('点击了图形:', data);
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});
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```
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**Meta2D负责**:
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- **事件捕获**:监听原生DOM事件(mousedown、mousemove、mouseup等)
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- **坐标转换**:将屏幕坐标转换为画布坐标
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- **碰撞检测**:判断点击了哪个图形对象
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- **事件分发**:将事件分发给正确的处理器
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### 4. 📐 坐标系统管理
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```typescript
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// 我们在绘制函数中使用的坐标
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const { x, y, width, height } = pen.calculative?.worldRect ?? {};
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```
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**Meta2D负责**:
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- **坐标计算**:自动计算`worldRect`(世界坐标)
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- **缩放处理**:处理画布缩放时的坐标转换
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- **视口管理**:管理可视区域和裁剪
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- **变换矩阵**:处理复杂的坐标变换
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---
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## 🔄 Meta2D的工作流程
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### 1. 初始化阶段
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```typescript
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export class EditorService extends Meta2d {
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constructor(container: HTMLDivElement) {
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// 1. 创建Meta2D实例,传入配置
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super(container, EDITOR_CONFIG);
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// 2. 注册自定义绘制函数
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this.#register();
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// 3. 监听事件
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this.on('*', (e, v) => this.#listen(e, v));
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}
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}
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```
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### 2. 图形创建阶段
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```typescript
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// 用户调用
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await this.addPoint({ x: 100, y: 100 }, MapPointType.普通点);
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// Meta2D内部流程:
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// 1. 创建图形对象数据结构
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// 2. 分配唯一ID
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// 3. 计算坐标和尺寸
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// 4. 添加到图形列表
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// 5. 触发重绘
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```
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### 3. 渲染阶段
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```typescript
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// Meta2D的渲染循环(简化版)
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function render() {
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// 1. 清空画布
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// 2. 遍历所有图形对象
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for (const pen of this.store.data.pens) {
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// 3. 计算世界坐标
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this.updateWorldRect(pen);
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// 4. 调用对应的绘制函数
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const drawFn = this.canvasDrawMap[pen.name]; // 获取我们注册的绘制函数
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if (drawFn) {
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drawFn(ctx, pen); // 调用 drawPoint、drawLine 等
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}
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}
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}
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```
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### 4. 事件处理阶段
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```typescript
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// 用户点击画布
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canvas.addEventListener('click', (e) => {
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// Meta2D内部处理:
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// 1. 获取点击坐标
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const point = { x: e.offsetX, y: e.offsetY };
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// 2. 转换为画布坐标
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const worldPoint = this.screenToWorld(point);
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// 3. 碰撞检测 - 判断点击了哪个图形
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const hitPen = this.hitTest(worldPoint);
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// 4. 触发相应事件
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if (hitPen) {
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this.emit('click', e, hitPen);
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}
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});
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```
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---
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## 🎯 Meta2D的核心价值
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### 1. 抽象层次提升
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```typescript
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// 没有Meta2D,我们需要手动处理:
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canvas.addEventListener('mousedown', (e) => {
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// 计算点击坐标
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// 检测点击了哪个图形
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// 处理拖拽逻辑
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// 重绘画布
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// ... 大量底层代码
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});
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// 有了Meta2D,我们只需要:
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this.on('mousedown', (e, pen) => {
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// 直接处理业务逻辑
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console.log('点击了图形:', pen.id);
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});
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```
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### 2. 数据驱动渲染
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```typescript
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// 数据变化自动触发重绘
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this.setValue({ id: 'point1', x: 200 }); // Meta2D会自动重绘
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```
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### 3. 复杂交互支持
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```typescript
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// 选择、拖拽、缩放、旋转等复杂交互
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this.active(['point1', 'point2']); // 多选
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this.inactive(); // 取消选择
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this.delete([pen]); // 删除图形
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```
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### 4. 性能优化
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- **脏矩形重绘**:只重绘变化的区域
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- **离屏渲染**:复杂图形使用离屏Canvas
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- **层级管理**:合理的图层分离
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- **事件优化**:高效的碰撞检测算法
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---
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## 🏗️ 架构分层对比
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### 传统Canvas开发
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```
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┌─────────────────────┐
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│ 业务逻辑层 │
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├─────────────────────┤
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│ 手动管理层 │ ← 需要自己实现
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│ (对象管理/事件/渲染) │
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├─────────────────────┤
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│ Canvas 2D API │
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├─────────────────────┤
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│ 浏览器引擎 │
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└─────────────────────┘
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```
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### 使用Meta2D
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```
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┌─────────────────────┐
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│ 业务逻辑层 │ ← 我们专注于这里
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├─────────────────────┤
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│ Meta2D 引擎 │ ← 引擎处理复杂逻辑
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├─────────────────────┤
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│ Canvas 2D API │ ← 底层绘制API
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├─────────────────────┤
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│ 浏览器引擎 │
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└─────────────────────┘
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```
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---
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## 🎨 实际代码示例
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### 没有Meta2D的代码(复杂)
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```typescript
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class ManualCanvas {
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private pens: MapPen[] = [];
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private selectedPens: MapPen[] = [];
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constructor(private canvas: HTMLCanvasElement) {
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this.canvas.addEventListener('click', this.onClick.bind(this));
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this.canvas.addEventListener('mousemove', this.onMouseMove.bind(this));
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// ... 更多事件监听
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}
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onClick(e: MouseEvent) {
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const rect = this.canvas.getBoundingClientRect();
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const x = e.clientX - rect.left;
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const y = e.clientY - rect.top;
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// 手动碰撞检测
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for (const pen of this.pens) {
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if (this.isPointInPen(x, y, pen)) {
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this.selectPen(pen);
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this.render(); // 手动重绘
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break;
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}
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}
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}
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render() {
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const ctx = this.canvas.getContext('2d')!;
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ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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// 手动绘制每个图形
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for (const pen of this.pens) {
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this.drawPen(ctx, pen);
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}
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}
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// ... 大量的手动管理代码
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}
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```
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### 使用Meta2D的代码(简洁)
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```typescript
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class EditorService extends Meta2d {
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constructor(container: HTMLDivElement) {
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super(container, EDITOR_CONFIG);
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// 注册绘制函数
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this.registerCanvasDraw({ point: drawPoint });
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// 监听事件
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this.on('click', (e, pen) => {
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// 直接处理业务逻辑
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this.handlePenClick(pen);
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});
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}
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async addPoint(p: Point, type: MapPointType) {
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const pen: MapPen = {
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// ... 定义数据结构
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};
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// Meta2D自动处理渲染
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await this.addPen(pen);
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}
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}
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```
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---
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## 🎯 总结
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Meta2D引擎的作用就像是一个**智能管家**:
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1. **您专注于业务**:定义数据结构和绘制逻辑
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2. **引擎处理细节**:坐标转换、事件处理、渲染优化
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3. **原生API执行**:最终通过Canvas API完成绘制
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这种分工让您可以:
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- 🎯 **专注业务逻辑**:不需要处理复杂的底层细节
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- 🚀 **提高开发效率**:大量重复的工作由引擎完成
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- 🎨 **获得更好的性能**:引擎内置了各种优化策略
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- 🔧 **更容易维护**:清晰的架构分层
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**Meta2D = 图形管理框架 + 事件处理系统 + 渲染优化引擎**
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它不是替代Canvas API,而是在Canvas API之上构建了一个完整的企业级图形编辑解决方案!
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---
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## 📱 项目中的实际应用
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### 1. 响应式数据流集成
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```typescript
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export class EditorService extends Meta2d {
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// Meta2D处理底层变化,我们用RxJS处理业务逻辑
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readonly #change$$ = new Subject<boolean>();
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public readonly current = useObservable<MapPen>(
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this.#change$$.pipe(
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debounceTime(100),
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map(() => <MapPen>clone(this.store.active?.[0])),
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),
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);
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// Meta2D的事件 → RxJS流 → Vue响应式数据
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#listen(e: unknown, v: any) {
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switch (e) {
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case 'add':
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case 'delete':
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case 'update':
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this.#change$$.next(true); // 通知数据变化
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break;
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}
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}
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}
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```
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### 2. 复杂业务逻辑简化
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```typescript
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// 创建区域时的智能关联
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public async addArea(p1: Point, p2: Point, type = MapAreaType.库区, id?: string) {
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// Meta2D自动处理选中状态
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const selected = <MapPen[]>this.store.active;
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// 根据区域类型自动关联相关元素
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switch (type) {
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case MapAreaType.库区:
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selected?.filter(({ point }) => point?.type === MapPointType.动作点)
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.forEach(({ id }) => points.push(id!));
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break;
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case MapAreaType.互斥区:
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selected?.filter(({ point }) => point?.type).forEach(({ id }) => points.push(id!));
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selected?.filter(({ route }) => route?.type).forEach(({ id }) => routes.push(id!));
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break;
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}
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|
// Meta2D自动处理图形创建和渲染
|
|||
|
const area = await this.addPen(pen, true, true, true);
|
|||
|
this.bottom(area); // 自动层级管理
|
|||
|
}
|
|||
|
```
|
|||
|
|
|||
|
### 3. 主题系统集成
|
|||
|
|
|||
|
```typescript
|
|||
|
// 监听主题变化,Meta2D自动重绘
|
|||
|
watch(
|
|||
|
() => sTheme.theme,
|
|||
|
(theme) => {
|
|||
|
this.setTheme(theme); // Meta2D内置主题系统
|
|||
|
|
|||
|
// 重新应用主题到自定义绘制
|
|||
|
this.find('point').forEach((pen) => {
|
|||
|
if (pen.point?.type >= 10) {
|
|||
|
this.canvas.updateValue(pen, this.#mapPointImage(pen.point.type));
|
|||
|
}
|
|||
|
});
|
|||
|
|
|||
|
this.render(); // 触发重绘
|
|||
|
},
|
|||
|
{ immediate: true },
|
|||
|
);
|
|||
|
```
|
|||
|
|
|||
|
### 4. 实时数据更新
|
|||
|
|
|||
|
```typescript
|
|||
|
// 机器人实时位置更新
|
|||
|
public refreshRobot(id: RobotInfo['id'], info: Partial<RobotRealtimeInfo>): void {
|
|||
|
const { x: cx = 37, y: cy = 37, active, angle, path: points } = info;
|
|||
|
|
|||
|
// Meta2D自动处理坐标转换和重绘
|
|||
|
this.setValue({
|
|||
|
id,
|
|||
|
x: cx - 37,
|
|||
|
y: cy - 37,
|
|||
|
rotate: angle,
|
|||
|
robot: { ...robot, active, path },
|
|||
|
visible: true
|
|||
|
}, { render: true, history: false, doEvent: false });
|
|||
|
}
|
|||
|
```
|
|||
|
|
|||
|
### 5. 事件系统的实际使用
|
|||
|
|
|||
|
```typescript
|
|||
|
constructor(container: HTMLDivElement) {
|
|||
|
super(container, EDITOR_CONFIG);
|
|||
|
|
|||
|
// Meta2D统一事件处理
|
|||
|
this.on('*', (e, v) => this.#listen(e, v));
|
|||
|
|
|||
|
// 具体事件映射到业务逻辑
|
|||
|
#listen(e: unknown, v: any) {
|
|||
|
switch (e) {
|
|||
|
case 'click':
|
|||
|
case 'mousedown':
|
|||
|
case 'mouseup':
|
|||
|
// 转换为响应式数据流
|
|||
|
this.#mouse$$.next({ type: e, value: pick(v, 'x', 'y') });
|
|||
|
break;
|
|||
|
case 'active':
|
|||
|
case 'inactive':
|
|||
|
// 选中状态变化
|
|||
|
this.#change$$.next(false);
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
```
|
|||
|
|
|||
|
---
|
|||
|
|
|||
|
## 🎯 如果没有Meta2D会怎样?
|
|||
|
|
|||
|
假设我们要自己实现同样的功能,需要处理的复杂度:
|
|||
|
|
|||
|
### 1. 坐标系统管理
|
|||
|
|
|||
|
```typescript
|
|||
|
// 需要手动处理缩放、平移、坐标转换
|
|||
|
class CoordinateSystem {
|
|||
|
private scale = 1;
|
|||
|
private offsetX = 0;
|
|||
|
private offsetY = 0;
|
|||
|
|
|||
|
screenToWorld(screenPoint: Point): Point {
|
|||
|
return {
|
|||
|
x: (screenPoint.x - this.offsetX) / this.scale,
|
|||
|
y: (screenPoint.y - this.offsetY) / this.scale,
|
|||
|
};
|
|||
|
}
|
|||
|
|
|||
|
worldToScreen(worldPoint: Point): Point {
|
|||
|
return {
|
|||
|
x: worldPoint.x * this.scale + this.offsetX,
|
|||
|
y: worldPoint.y * this.scale + this.offsetY,
|
|||
|
};
|
|||
|
}
|
|||
|
|
|||
|
// 还需要处理矩阵变换、旋转等复杂情况...
|
|||
|
}
|
|||
|
```
|
|||
|
|
|||
|
### 2. 碰撞检测系统
|
|||
|
|
|||
|
```typescript
|
|||
|
// 需要为每种图形实现碰撞检测
|
|||
|
class HitTest {
|
|||
|
hitTestPoint(point: Point, pen: MapPen): boolean {
|
|||
|
const rect = this.getPenRect(pen);
|
|||
|
return point.x >= rect.x && point.x <= rect.x + rect.width && point.y >= rect.y && point.y <= rect.y + rect.height;
|
|||
|
}
|
|||
|
|
|||
|
hitTestLine(point: Point, pen: MapPen): boolean {
|
|||
|
// 需要实现点到线段的距离计算
|
|||
|
// 还要考虑贝塞尔曲线的复杂情况
|
|||
|
}
|
|||
|
|
|||
|
hitTestArea(point: Point, pen: MapPen): boolean {
|
|||
|
// 矩形碰撞检测
|
|||
|
}
|
|||
|
|
|||
|
// 还需要处理旋转、缩放后的碰撞检测...
|
|||
|
}
|
|||
|
```
|
|||
|
|
|||
|
### 3. 渲染管理系统
|
|||
|
|
|||
|
```typescript
|
|||
|
// 需要手动管理渲染队列和优化
|
|||
|
class RenderManager {
|
|||
|
private dirtyRects: Rect[] = [];
|
|||
|
private renderQueue: MapPen[] = [];
|
|||
|
|
|||
|
markDirty(pen: MapPen) {
|
|||
|
this.dirtyRects.push(this.getPenRect(pen));
|
|||
|
this.renderQueue.push(pen);
|
|||
|
}
|
|||
|
|
|||
|
render() {
|
|||
|
// 计算需要重绘的区域
|
|||
|
const mergedRect = this.mergeDirtyRects();
|
|||
|
|
|||
|
// 清空脏区域
|
|||
|
this.ctx.clearRect(mergedRect.x, mergedRect.y, mergedRect.width, mergedRect.height);
|
|||
|
|
|||
|
// 重绘相关图形
|
|||
|
for (const pen of this.getIntersectingPens(mergedRect)) {
|
|||
|
this.drawPen(pen);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// 大量的优化逻辑...
|
|||
|
}
|
|||
|
```
|
|||
|
|
|||
|
**这些复杂的底层逻辑,Meta2D都已经帮我们处理好了!**
|
|||
|
|
|||
|
---
|
|||
|
|
|||
|
## 🚀 Meta2D带来的开发体验提升
|
|||
|
|
|||
|
### 开发效率对比
|
|||
|
|
|||
|
| 功能 | 纯Canvas开发 | 使用Meta2D |
|
|||
|
| -------------------- | ------------ | ----------------------------- |
|
|||
|
| 创建一个可点击的图形 | ~100行代码 | ~10行代码 |
|
|||
|
| 实现拖拽功能 | ~200行代码 | 内置支持 |
|
|||
|
| 多选和批量操作 | ~300行代码 | `this.active([...])` |
|
|||
|
| 撤销重做 | ~500行代码 | 内置支持 |
|
|||
|
| 图形层级管理 | ~100行代码 | `this.top()`, `this.bottom()` |
|
|||
|
| 响应式数据绑定 | 需要自己实现 | 内置事件系统 |
|
|||
|
|
|||
|
### 维护成本对比
|
|||
|
|
|||
|
| 场景 | 纯Canvas | Meta2D |
|
|||
|
| -------------- | ---------------- | ------------------ |
|
|||
|
| 添加新图形类型 | 修改多个系统 | 添加绘制函数即可 |
|
|||
|
| 性能优化 | 需要深度优化 | 引擎已优化 |
|
|||
|
| Bug修复 | 涉及多个底层模块 | 通常只涉及业务逻辑 |
|
|||
|
| 功能扩展 | 可能需要重构架构 | 基于现有API扩展 |
|
|||
|
|
|||
|
---
|
|||
|
|
|||
|
## 🏆 总结
|
|||
|
|
|||
|
Meta2D引擎就像是为Canvas开发者提供的一个**超级工具箱**:
|
|||
|
|
|||
|
- 🎨 **您负责创意**:定义什么样的图形、什么样的交互
|
|||
|
- 🔧 **Meta2D负责实现**:处理所有复杂的底层逻辑
|
|||
|
- 🚀 **Canvas负责绘制**:最终的像素级渲染
|
|||
|
|
|||
|
这种架构让我们的场景编辑器项目能够:
|
|||
|
|
|||
|
- ✅ 快速开发复杂的图形编辑功能
|
|||
|
- ✅ 获得企业级的性能和稳定性
|
|||
|
- ✅ 专注于业务逻辑而不是底层实现
|
|||
|
- ✅ 轻松维护和扩展功能
|
|||
|
|
|||
|
**Meta2D不是画笔,而是整个画室的管理系统!**
|