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- // piece.dart
- import 'dart:math';
- import 'package:flutter/material.dart';
- import 'package:puzzleweave/play/board.dart';
- import 'package:logging/logging.dart';
- import 'package:vector_math/vector_math.dart' as vmath;
- final Logger _log = Logger('piece.dart');
- const double _outLineOffset = 0.5;
- const double _innerLineOffset = 1.5;
- // piece分组数据结构
- class PieceGroup {
- List<Piece> pieces = [];
- int get length => pieces.length;
- // 群组的组合路径缓存 (路径是相对坐标,相对于群组基准点)
- Path? groupClipPath;
- Path? groupOutLinePath;
- Path? groupInnerLinePath;
- void add(Piece piece) {
- if (!pieces.contains(piece)) {
- pieces.add(piece);
- }
- // 确保 piece 的 group 指向自己
- piece.group = this;
- clearPathCache(); // 群组变化,清空缓存
- }
- void remove(Piece piece) {
- if (pieces.contains(piece)) {
- pieces.remove(piece);
- }
- piece.group = null;
- clearPathCache(); // 群组变化,清空缓存
- }
- bool contains(Piece piece) {
- return pieces.contains(piece);
- }
- // 判断本group是否包含other group
- bool containsGroup(PieceGroup otherGroup) {
- for (var p in otherGroup.pieces) {
- if (!pieces.contains(p)) {
- return false;
- }
- }
- return true;
- }
- // 网格坐标边界计算辅助属性
- int get _minR => pieces.map((p) => p.curRow).reduce(min);
- int get _maxR => pieces.map((p) => p.curRow).reduce(max);
- int get _minC => pieces.map((p) => p.curCol).reduce(min);
- int get _maxC => pieces.map((p) => p.curCol).reduce(max);
- // -----------------------------
- // 群组中心点(绝对坐标)
- Offset get center {
- if (pieces.isEmpty) return Offset.zero;
- final board = pieces[0].board;
- double minX = double.infinity, minY = double.infinity;
- double maxX = -double.infinity, maxY = -double.infinity;
- for (var piece in pieces) {
- // 碎片当前在 Canvas 上的左上角坐标
- final x = piece.transform.storage[12];
- final y = piece.transform.storage[13];
- final w = board.pieceLogicalWidth;
- final h = board.pieceLogicalHeight;
- minX = min(minX, x);
- minY = min(minY, y);
- maxX = max(maxX, x + w);
- maxY = max(maxY, y + h);
- }
- // 计算边界框中心点
- return Offset((minX + maxX) / 2, (minY + maxY) / 2);
- }
- // 计算群组的左上角碎片(以 curRow/curCol 为准)
- Piece get topLeftPiece {
- if (pieces.isEmpty) throw Exception("Group is empty");
- // 找到最上面,然后最左边的格子作为起点
- return pieces.reduce((a, b) {
- if (a.curRow < b.curRow) return a;
- if (b.curRow < a.curRow) return b;
- if (a.curCol < b.curCol) return a;
- return b;
- });
- }
- // --- 新增辅助方法:用于不规则群组路径追踪 ---
- // 检查指定网格坐标 (r, c) 是否有碎片属于本群组
- // r, c 是绝对网格坐标 (curRow, curCol)
- bool _pieceAtCurCoord(int r, int c) {
- if (r < 0 || c < 0) return false;
- // 只需要检查群组内的碎片
- for (var piece in pieces) {
- if (piece.curRow == r && piece.curCol == c) {
- return true;
- }
- }
- return false;
- }
- // 检查 (r, c) 单元格的指定边是否是群组的外部边界
- // r, c 是绝对网格坐标 (curRow, curCol)
- bool _isExternalGroupBoundary(int r, int c, String side) {
- if (!_pieceAtCurCoord(r, c)) {
- return false; // 该坐标没有碎片属于这个群组,不可能是边界
- }
- final board = pieces[0].board;
- switch (side) {
- case 'top':
- if (r == 0) return true; // Board top
- return !_pieceAtCurCoord(r - 1, c); // 上邻居不在群组内
- case 'right':
- if (c == board.cols - 1) return true; // Board right
- return !_pieceAtCurCoord(r, c + 1); // 右邻居不在群组内
- case 'bottom':
- if (r == board.rows - 1) return true; // Board bottom
- return !_pieceAtCurCoord(r + 1, c); // 下邻居不在群组内
- case 'left':
- if (c == 0) return true; // Board left
- return !_pieceAtCurCoord(r, c - 1); // 左邻居不在群组内
- default:
- return false;
- }
- }
- // 生成群组整体路径(裁剪/边框的核心逻辑)
- Path _generateIrregularGroupPath({required bool isClipPath, double offset = 0}) {
- if (pieces.isEmpty) return Path();
- final path = Path();
- final board = pieces[0].board;
- final w = board.pieceLogicalWidth;
- final h = board.pieceLogicalHeight;
- final r = board.cornerRadius;
- // 1. 确定起始 Piece 和起始点
- Piece startPiece = topLeftPiece;
- Piece loopPiece = startPiece;
- // 群组本地坐标系下的起始点 (top-left corner of the top-left piece)
- final startRelX = (startPiece.curCol - _minC) * w;
- final startRelY = (startPiece.curRow - _minR) * h;
- // 决定起点 MoveTo 坐标 (Group Local)
- double initialX = startRelX + offset;
- double initialY = startRelY + offset;
- // 初始方向:向右 (Tracing Top edge)
- String direction = 'right';
- final hasStartTop = _isExternalGroupBoundary(startPiece.curRow, startPiece.curCol, 'top');
- final hasStartLeft = _isExternalGroupBoundary(startPiece.curRow, startPiece.curCol, 'left');
- if (hasStartTop && hasStartLeft) {
- path.moveTo(initialX + r, initialY);
- initialX += r;
- } else if (hasStartTop) {
- path.moveTo(initialX, initialY);
- } else if (hasStartLeft) {
- // 这种情况意味着左边是外部边界,但上面是内部边界,路径起点在左边中央
- path.moveTo(initialX, initialY + r);
- initialY += r;
- } else {
- // TL 角是内部的,但 topLeftPiece 保证是群组最左上角,因此至少有一条边是外部边界
- // 如果两边都是内部,说明群组内部有空隙,但此处假设群组是连通的。
- path.moveTo(initialX, initialY);
- }
- // 当前路径点 (Group Local)
- double currentX = initialX;
- double currentY = initialY;
- // Safety break
- int maxIterations = pieces.length * 8; // 增加安全上限
- int iteration = 0;
- // --- 路径追踪循环 (Wall Follower - Keep Group on Left) ---
- do {
- iteration++;
- if (iteration > maxIterations) {
- _log.severe('Group path tracing failed to close after $maxIterations iterations. Breaking.');
- break;
- }
- final absR = loopPiece.curRow;
- final absC = loopPiece.curCol;
- final relC = absC - _minC;
- final relR = absR - _minR;
- // 当前 Piece 的边界坐标 (Group Local) - 包含偏移
- final x0 = relC * w + offset; // Left
- final y0 = relR * h + offset; // Top
- final x1 = (relC + 1) * w - offset; // Right
- final y1 = (relR + 1) * h - offset; // Bottom
- String nextDirection = '';
- Piece? nextPiece;
- bool isCornerRounded = false;
- // 检查当前方向的边是否是外部边界
- bool isExternalEdge = false;
- switch (direction) {
- case 'right':
- isExternalEdge = _isExternalGroupBoundary(absR, absC, 'top');
- break;
- case 'down':
- isExternalEdge = _isExternalGroupBoundary(absR, absC, 'right');
- break;
- case 'left':
- isExternalEdge = _isExternalGroupBoundary(absR, absC, 'bottom');
- break;
- case 'up':
- isExternalEdge = _isExternalGroupBoundary(absR, absC, 'left');
- break;
- }
- if (isExternalEdge) {
- // --- 1. Edge Segment Drawing ---
- if (direction == 'right') {
- // Tracing Top edge to TR corner (x1, y0)
- final hasR = _isExternalGroupBoundary(absR, absC, 'right');
- isCornerRounded = hasR;
- final targetX = x1;
- final targetY = y0;
- // LineTo segment
- final lineToX = isCornerRounded ? targetX - r : targetX;
- if (currentX < lineToX) {
- // 避免重复 LineTo
- path.lineTo(lineToX, targetY);
- currentX = lineToX;
- currentY = targetY;
- }
- // Arc for TR corner
- if (isCornerRounded) {
- path.arcToPoint(Offset(targetX, targetY + r), radius: Radius.circular(r), clockwise: true);
- currentX = targetX;
- currentY = targetY + r;
- } else {
- currentX = targetX;
- currentY = targetY;
- }
- // --- 2. Decision: Turn Down or Move Right ---
- nextPiece = board.getPieceByCoordinate(absR, absC + 1);
- bool rightNeighborInGroup = nextPiece != null && pieces.contains(nextPiece);
- if (hasR) {
- // Right edge exposed -> TURN DOWN (Stay on loopPiece)
- nextDirection = 'down';
- } else if (rightNeighborInGroup) {
- // Right edge internal -> MOVE RIGHT (Change loopPiece)
- loopPiece = nextPiece!;
- nextDirection = 'right';
- } else {
- // Board boundary or outer space (R is external) -> TURN DOWN (This case is covered by hasR=true, but as a fallback)
- nextDirection = 'down';
- }
- } else if (direction == 'down') {
- // Tracing Right edge to BR corner (x1, y1)
- final hasB = _isExternalGroupBoundary(absR, absC, 'bottom');
- isCornerRounded = hasB;
- final targetX = x1;
- final targetY = y1;
- // LineTo segment
- final lineToY = isCornerRounded ? targetY - r : targetY;
- if (currentY < lineToY) {
- path.lineTo(targetX, lineToY);
- currentX = targetX;
- currentY = lineToY;
- }
- // Arc for BR corner
- if (isCornerRounded) {
- path.arcToPoint(Offset(targetX - r, targetY), radius: Radius.circular(r), clockwise: true);
- currentX = targetX - r;
- currentY = targetY;
- } else {
- currentX = targetX;
- currentY = targetY;
- }
- // --- 2. Decision: Turn Left or Move Down ---
- nextPiece = board.getPieceByCoordinate(absR + 1, absC);
- bool bottomNeighborInGroup = nextPiece != null && pieces.contains(nextPiece);
- if (hasB) {
- // Bottom edge exposed -> TURN LEFT
- nextDirection = 'left';
- } else if (bottomNeighborInGroup) {
- // Bottom edge internal -> MOVE DOWN
- loopPiece = nextPiece!;
- nextDirection = 'down';
- } else {
- nextDirection = 'left';
- }
- } else if (direction == 'left') {
- // Tracing Bottom edge to BL corner (x0, y1)
- final hasL = _isExternalGroupBoundary(absR, absC, 'left');
- isCornerRounded = hasL;
- final targetX = x0;
- final targetY = y1;
- // LineTo segment
- final lineToX = isCornerRounded ? targetX + r : targetX;
- if (currentX > lineToX) {
- path.lineTo(lineToX, targetY);
- currentX = lineToX;
- currentY = targetY;
- }
- // Arc for BL corner
- if (isCornerRounded) {
- path.arcToPoint(Offset(targetX, targetY - r), radius: Radius.circular(r), clockwise: true);
- currentX = targetX;
- currentY = targetY - r;
- } else {
- currentX = targetX;
- currentY = targetY;
- }
- // --- 2. Decision: Turn Up or Move Left ---
- nextPiece = board.getPieceByCoordinate(absR, absC - 1);
- bool leftNeighborInGroup = nextPiece != null && pieces.contains(nextPiece);
- if (hasL) {
- // Left edge exposed -> TURN UP
- nextDirection = 'up';
- } else if (leftNeighborInGroup) {
- // Left edge internal -> MOVE LEFT
- loopPiece = nextPiece!;
- nextDirection = 'left';
- } else {
- nextDirection = 'up';
- }
- } else if (direction == 'up') {
- // Tracing Left edge to TL corner (x0, y0)
- final hasT = _isExternalGroupBoundary(absR, absC, 'top');
- isCornerRounded = hasT;
- final targetX = x0;
- final targetY = y0;
- // LineTo segment
- final lineToY = isCornerRounded ? targetY + r : targetY;
- if (currentY > lineToY) {
- path.lineTo(targetX, lineToY);
- currentX = targetX;
- currentY = lineToY;
- }
- // Arc for TL corner
- if (isCornerRounded) {
- path.arcToPoint(Offset(targetX + r, targetY), radius: Radius.circular(r), clockwise: true);
- currentX = targetX + r;
- currentY = targetY;
- } else {
- currentX = targetX;
- currentY = targetY;
- }
- // --- 2. Decision: Turn Right or Move Up ---
- nextPiece = board.getPieceByCoordinate(absR - 1, absC);
- bool topNeighborInGroup = nextPiece != null && pieces.contains(nextPiece);
- if (hasT) {
- // Top edge exposed -> TURN RIGHT
- nextDirection = 'right';
- } else if (topNeighborInGroup) {
- // Top edge internal -> MOVE UP
- loopPiece = nextPiece!;
- nextDirection = 'up';
- } else {
- nextDirection = 'right';
- }
- }
- } else {
- // --- Edge is Internal: Move Straight or Turn Right ---
- // This piece's current edge is internal, meaning the external boundary is on the neighbor's side.
- // We must check if we can move *through* the current piece to the next one in the same direction,
- // or if we must turn right immediately because the straight path is blocked by an external boundary.
- // Next piece to check (straight ahead)
- Piece? straightPiece;
- switch (direction) {
- case 'right':
- straightPiece = board.getPieceByCoordinate(absR, absC + 1);
- break;
- case 'down':
- straightPiece = board.getPieceByCoordinate(absR + 1, absC);
- break;
- case 'left':
- straightPiece = board.getPieceByCoordinate(absR, absC - 1);
- break;
- case 'up':
- straightPiece = board.getPieceByCoordinate(absR - 1, absC);
- break;
- }
- bool straightInGroup = straightPiece != null && pieces.contains(straightPiece);
- if (straightInGroup) {
- // Straight piece is in group -> MOVE STRAIGHT (Skip current internal piece)
- loopPiece = straightPiece!;
- nextDirection = direction;
- } else {
- // Straight piece is outside/null, and current edge is internal.
- // This is an internal concave corner. We must turn right to follow the external boundary.
- // Turn right (change direction, stay on current piece)
- switch (direction) {
- case 'right':
- nextDirection = 'down';
- break;
- case 'down':
- nextDirection = 'left';
- break;
- case 'left':
- nextDirection = 'up';
- break;
- case 'up':
- nextDirection = 'right';
- break;
- }
- }
- }
- // Update direction and loopPiece for next iteration
- direction = nextDirection;
- // --- Termination Check ---
- if (currentX == initialX && currentY == initialY) {
- _log.info('Closed path at initial point. Iterations: $iteration');
- break;
- }
- } while (true);
- if (isClipPath) {
- path.close();
- }
- return path;
- }
- // 生成群组裁剪路径(现在支持不规则形状)
- Path _generateGroupClipPath() {
- // 裁剪路径是封闭的,且没有偏移
- return _generateIrregularGroupPath(isClipPath: true);
- }
- // 生成群组边框路径(现在支持不规则形状)
- Path _generateGroupBorderPath(double offset) {
- // 边框路径是开放的(不 close),且有偏移
- return _generateIrregularGroupPath(isClipPath: false, offset: offset);
- }
- // 生成群组整体路径(裁剪+边框)
- void generateGroupPaths() {
- // 使用新的不规则路径生成逻辑
- groupClipPath = _generateGroupClipPath();
- groupOutLinePath = _generateGroupBorderPath(_outLineOffset);
- groupInnerLinePath = _generateGroupBorderPath(_innerLineOffset);
- }
- // 群组整体位移(优化:避免遍历碎片)
- void applyDelta(Offset delta) {
- for (var piece in pieces) {
- piece.transform.storage[12] += delta.dx;
- piece.transform.storage[13] += delta.dy;
- }
- }
- void clearPathCache() {
- groupClipPath = null;
- groupOutLinePath = null;
- groupInnerLinePath = null;
- }
- void print() {
- String str = '======= group size: $length =======\n';
- for (var p in pieces) {
- str += p.toString();
- str += '\n';
- }
- _log.info(str);
- }
- }
- // 碎片基础数据结构
- class Piece {
- final int index;
- final Board board;
- PieceGroup? group;
- // 总计的行数和列数
- final int rows;
- final int cols;
- // 碎片在完整图片中的行/列位置 (逻辑坐标)
- final int row;
- final int col;
- // 碎片当前所处的位置
- int curCol;
- int curRow;
- // 碎片的当前几何变换状态 (包括位置、旋转等)
- vmath.Matrix4 transform;
- // 碎片在原图片中的裁剪矩形 (Source Rect of the image)
- final Rect sourceRect;
- bool get isOK => row == curRow && col == curCol;
- // clipPath, 碎片的裁剪路径(闭合), 这是为了绘制出圆角效果
- Path? path;
- // 内边框path(可能非闭合)
- Path? innerLinePath;
- // 外边框path (可能非闭合)
- Path? outLinePath;
- // 翻转相关属性
- double flipProgress = 0.0;
- Piece({
- required this.board,
- required this.index,
- required this.row,
- required this.col,
- required this.rows,
- required this.cols,
- required this.sourceRect,
- required this.curCol,
- required this.curRow,
- required this.transform,
- });
- @override
- String toString() => 'Piece($index,$row:$col)';
- Map<String, dynamic> toJson() => {'index': index, 'rows': rows, 'cols': cols, 'row': row, 'col': col, 'curRow': curRow, 'curCol': curCol};
- double get width => board.pieceLogicalWidth;
- double get height => board.pieceLogicalHeight;
- // 辅助函数:获取碎片当前的左上角位置 (tx, ty)
- // 平移分量在 Matrix4.storage 的索引 12 (tx) 和 13 (ty)
- Offset get currentOffset => Offset(transform.storage[12], transform.storage[13]);
- // 辅助函数:获取碎片当前的中心点 (在 Canvas 坐标系中)
- Offset get currentCenter {
- // 碎片的本地中心点
- final Offset localCenter = Offset(width / 2, height / 2);
- // 应用当前变换矩阵
- final vmath.Vector4 transformed = transform.transform(vmath.Vector4(localCenter.dx, localCenter.dy, 0.0, 1.0));
- return Offset(transformed.x, transformed.y);
- }
- // 辅助函数:将碎片移动指定的位移量
- void applyDelta(Offset delta) {
- // 累加 x 轴位移
- transform.storage[12] += delta.dx;
- // 累加 y 轴位移
- transform.storage[13] += delta.dy;
- }
- // 归位, 回到原来的位置
- void revert() {
- transform = board.getTransformByCoordinate(curRow, curCol);
- }
- // 判断当前piece是否可以安置到other的槽位去
- bool canPlaceTo(Piece other) {
- // 1. 如果当前碎片是单独移动,则可以安置
- if (group == null) {
- return true;
- }
- // 当前 piece 与 other piece 的位移
- int dr = other.curRow - curRow;
- int dc = other.curCol - curCol;
- // 判断当前piece的组成员,产生相同的位移后会不会溢出
- for (var p in group!.pieces) {
- int newRow = p.curRow + dr;
- int newCol = p.curCol + dc;
- if (newRow < 0 || newRow >= rows || newCol < 0 || newCol >= cols) return false;
- }
- return true;
- }
- // 判断当前piece是否可以和other piece 合并
- bool canMerge(Piece other) {
- // 原来是邻居, 现在也是邻居,才具备可以合并的基础条件
- if (isNeighbour(other) && isCurNeighbour(other)) {
- // 判断相对位置是否保持一致 (防止错位拼接)
- if (col == other.col) {
- // 同一列 (上/下相邻)
- if ((row - other.row) == (curRow - other.curRow)) return true;
- } else if (row == other.row) {
- // 同一行 (左/右相邻)
- if ((col - other.col) == (curCol - other.curCol)) return true;
- }
- }
- return false;
- }
- /// 创建一个新组, 合并两个piece组
- void groupWith(Piece other) {
- PieceGroup finalGroup = PieceGroup();
- List<Piece> list = [];
- if (group != null) list.addAll(group!.pieces);
- if (other.group != null) list.addAll(other.group!.pieces);
- list.add(this);
- list.add(other);
- // 确保没有重复的 Piece
- final Set<Piece> uniquePieces = list.toSet();
- for (var p in uniquePieces) {
- finalGroup.add(p);
- }
- // 合并后需要重新计算 group paths
- finalGroup.generateGroupPaths();
- }
- // 获取碎片本来的邻居(原正确位置上的邻居)
- List<int> getNeighbourIndexes() {
- List<int> list = [];
- if (row > 0) list.add(index - cols); // 上
- if (row < (rows - 1)) list.add(index + cols); // 下
- if (col > 0) list.add(index - 1); // 左
- if (col < (cols - 1)) list.add(index + 1); // 右
- return list;
- }
- bool isSameGroup(Piece other) => group != null && group == other.group;
- bool isNeighbour(Piece other) => row == other.row && (col - other.col).abs() == 1 || col == other.col && (row - other.row).abs() == 1;
- bool isCurNeighbour(Piece other) =>
- curRow == other.curRow && (curCol - other.curCol).abs() == 1 || curCol == other.curCol && (curRow - other.curRow).abs() == 1;
- // 以下四个边界检测逻辑:
- // 仅当邻居在当前位置相邻,且它们的原图相对位置正确时,才移除边界(即边界被“吸收”)。
- // 否则,需要绘制边界(群组内部边界或群组外部边界)。
- bool get _hasTopBorder {
- int topCurRow = curRow - 1;
- int topCurCol = curCol;
- // 已经是顶部的宫格, 需要上边框
- if (topCurRow < 0) return true;
- // 获取本碎片当前的上边邻居
- final topPiece = board.getPieceByCoordinate(topCurRow, topCurCol);
- // 邻居缺失(空槽位),需要边框
- if (topPiece == null) {
- _log.warning('找不到 ${toString()} 的上邻居,有错误发生,请检查');
- return true;
- }
- // 如果它们在当前位置相邻,且原图相对位置正确,则边界被内部吸收,不需要绘制。
- // 即:当前碎片(row)在邻居碎片(topPiece.row)的下方一个位置
- if (row == topPiece.row + 1 && col == topPiece.col) {
- return false;
- }
- // 否则,需要绘制边界
- return true;
- }
- // 是否有右边框
- bool get _hasRightBorder {
- int rightCurRow = curRow;
- int rightCurCol = curCol + 1;
- // 已经是最右边的宫格, 需要右边框
- if (rightCurCol >= cols) return true;
- // 获取本碎片当前的右边邻居
- final rightPiece = board.getPieceByCoordinate(rightCurRow, rightCurCol);
- if (rightPiece == null) {
- _log.warning('找不到 ${toString()} 的右邻居,有错误发生,请检查');
- return true;
- }
- // 如果与右邻居的相对位置是正确的,那么没有右边框
- if (row == rightPiece.row && col == rightPiece.col - 1) {
- return false;
- }
- return true;
- }
- // 是否有下边框
- bool get _hasBottomBorder {
- int bottomCurRow = curRow + 1;
- int bottomCurCol = curCol;
- // 已经是底部的宫格, 需要下边框
- if (bottomCurRow >= rows) return true;
- // 获取本碎片当前的底边邻居
- final bottomPiece = board.getPieceByCoordinate(bottomCurRow, bottomCurCol);
- if (bottomPiece == null) {
- _log.warning('找不到 ${toString()} 的下邻居,有错误发生,请检查');
- return true;
- }
- // 如果与下邻居的相对位置是正确的,那么没有下边框
- if (row == bottomPiece.row - 1 && col == bottomPiece.col) {
- return false;
- }
- return true;
- }
- // 是否有左边框
- bool get _hasLeftBorder {
- int leftCurRow = curRow;
- int leftCurCol = curCol - 1;
- // 已经是最左部的宫格, 需要左边框
- if (leftCurCol < 0) return true;
- // 获取本碎片当前的左边邻居
- final leftPiece = board.getPieceByCoordinate(leftCurRow, leftCurCol);
- if (leftPiece == null) {
- _log.warning('找不到 ${toString()} 的左邻居,有错误发生,请检查');
- return true;
- }
- // 如果与左邻居的相对位置是正确的,那么没有左边框
- if (row == leftPiece.row && col == leftPiece.col + 1) {
- return false;
- }
- return true;
- }
- // 生成翻转变换矩阵(结合平移)
- void updateFlipTransform(double flipAngle, vmath.Matrix4 targetTranslate) {
- flipProgress = flipAngle;
- final flipMatrix = vmath.Matrix4.identity()
- ..translate(width / 2, height / 2) // 1. 移到卡片中心(旋转中心)
- ..rotateY(flipAngle) // 2. Y轴旋转(翻转动画)
- ..scale(isFlipped ? -1.0 : 1.0, 1.0, 1.0) // 3. X轴缩放-1:抵消旋转带来的左右镜像
- ..translate(-width / 2, -height / 2); // 4. 移回原位
- transform = targetTranslate * flipMatrix;
- }
- // 判断是否显示正面
- // 当flipProgress在[0, pi/2)(0~90 度)时:卡片未完全翻转,显示背面,isFlipped为false。
- // 当flipProgress在[pi/2, pi](90~180 度)时:卡片已翻转到正面,isFlipped为true。
- bool get isFlipped => flipProgress >= pi / 2;
- // 生成clip path
- Path _generateClipPath(double w, double h, List<bool> borders, double radius) {
- Path path = Path();
- // 一个角是否为圆角取决于相邻的两条边是否都需要绘制 (即 borders 都为 true)
- final bool tlRounded = borders[0] && borders[3]; // Top && Left
- final bool trRounded = borders[0] && borders[1]; // Top && Right
- final bool brRounded = borders[2] && borders[1]; // Bottom && Right
- final bool blRounded = borders[2] && borders[3]; // Bottom && Left
- // 1. 移动到起点 (左上角,T 边直线段的起点)
- if (tlRounded) {
- path.moveTo(radius, 0);
- } else {
- path.moveTo(0, 0); // 尖角起点
- }
- // A. 顶边 (T) - LineTo
- // 终点是 TR 圆角的起点 (w - radius, 0) 或 TR 尖角 (w, 0)
- if (trRounded) {
- path.lineTo(w - radius, 0);
- } else {
- path.lineTo(w, 0);
- }
- // B. 右上角 (TR) - Arc
- if (trRounded) {
- path.arcToPoint(Offset(w, radius), radius: Radius.circular(radius), clockwise: true);
- }
- // C. 右边 (R) - LineTo
- // 终点是 BR 圆角的起点 (w, h - radius) 或 BR 尖角 (w, h)
- if (brRounded) {
- path.lineTo(w, h - radius);
- } else {
- path.lineTo(w, h);
- }
- // D. 右下角 (BR) - Arc
- if (brRounded) {
- path.arcToPoint(Offset(w - radius, h), radius: Radius.circular(radius), clockwise: true);
- }
- // E. 底边 (B) - LineTo
- // 终点是 BL 圆角的起点 (radius, h) 或 BL 尖角 (0, h)
- if (blRounded) {
- path.lineTo(radius, h);
- } else {
- path.lineTo(0, h);
- }
- // F. 左下角 (BL) - Arc
- if (blRounded) {
- path.arcToPoint(Offset(0, h - radius), radius: Radius.circular(radius), clockwise: true);
- }
- // G. 左边 (L) - LineTo
- // 终点是 TL 圆角的起点 (0, radius) 或 TL 尖角 (0, 0)
- if (tlRounded) {
- path.lineTo(0, radius);
- } else {
- path.lineTo(0, 0);
- }
- // H. 左上角 (TL) - Arc & Close
- if (tlRounded) {
- path.arcToPoint(Offset(radius, 0), radius: Radius.circular(radius), clockwise: true);
- }
- path.close();
- return path;
- }
- // 生成单个碎片边框路径
- Path _generateBorderPath(double w, double h, List<bool> borders, double radius, double offset) {
- Path path = Path();
- final double r = radius;
- // 边界调整后的坐标
- final double x0 = offset; // 左边界
- final double y0 = offset; // 上边界
- final double x1 = w - offset; // 右边界
- final double y1 = h - offset; // 下边界
- // 关键点坐标 (圆角弧的起点/终点)
- final Offset pTL_T = Offset(x0 + r, y0); // Top边起点
- final Offset pTR_T = Offset(x1 - r, y0); // Top边终点
- final Offset pTR_R = Offset(x1, y0 + r); // Right边起点
- final Offset pBR_R = Offset(x1, y1 - r); // Right边终点
- final Offset pBR_B = Offset(x1 - r, y1); // Bottom边起点
- final Offset pBL_B = Offset(x0 + r, y1); // Bottom边终点
- final Offset pBL_L = Offset(x0, y1 - r); // Left边起点
- final Offset pTL_L = Offset(x0, y0 + r); // Left边终点
- // [Top, Right, Bottom, Left]
- final bool hasT = borders[0];
- final bool hasR = borders[1];
- final bool hasB = borders[2];
- final bool hasL = borders[3];
- // --- 1. Top Border (T) ---
- if (hasT) {
- // 检查TL角是否是尖角 (Left边缺失)
- if (hasL) {
- path.moveTo(pTL_T.dx, pTL_T.dy); // 从TL弧的终点开始
- } else {
- // path.moveTo(x0, y0); // 从左上尖角开始
- path.moveTo(0 - offset, y0); // 从左上尖角开始
- }
- // 绘制 Top 直线段
- if (hasR) {
- path.lineTo(pTR_T.dx, pTR_T.dy);
- } else {
- // path.lineTo(x1, y0); // 到右上尖角
- path.lineTo(w + offset, y0); // 到右上尖角
- }
- }
- // --- 2. Top-Right Corner (TR) & Right Border (R) ---
- if (hasT && hasR) {
- // 绘制 TR 弧
- path.arcToPoint(pTR_R, radius: Radius.circular(r), clockwise: true);
- } else if (hasR) {
- // T 缺失,R 存在:需要开始一个新的轮廓,从 TR 弧的起点开始 (pTR_R)
- if (hasT) {
- path.moveTo(pTR_R.dx, pTR_R.dy); // 从 TR 弧终点开始
- } else {
- // path.moveTo(x1, y0); // 从右上尖角开始
- path.moveTo(x1, 0 - offset); // 从右上尖角开始
- }
- }
- if (hasR) {
- // 绘制 Right 直线段
- if (hasB) {
- path.lineTo(pBR_R.dx, pBR_R.dy);
- } else {
- // path.lineTo(x1, y1); // 到右下尖角
- path.lineTo(x1, h + offset); // 到右下尖角
- }
- }
- // --- 3. Bottom-Right Corner (BR) & Bottom Border (B) ---
- if (hasR && hasB) {
- // 绘制 BR 弧
- path.arcToPoint(pBR_B, radius: Radius.circular(r), clockwise: true);
- } else if (hasB) {
- // R 缺失,B 存在:需要开始一个新的轮廓,从 BR 弧的起点开始 (pBR_B)
- if (hasR) {
- path.moveTo(pBR_B.dx, pBR_B.dy); // 从 BR 弧终点开始
- } else {
- // path.moveTo(x1, y1); // 从右下尖角开始
- path.moveTo(w + offset, y1); // 从右下尖角开始
- }
- }
- if (hasB) {
- // 绘制 Bottom 直线段
- if (hasL) {
- path.lineTo(pBL_B.dx, pBL_B.dy);
- } else {
- // path.lineTo(x0, y1); // 到左下尖角
- path.lineTo(0 - offset, y1); // 到左下尖角
- }
- }
- // --- 4. Bottom-Left Corner (BL) & Left Border (L) ---
- if (hasB && hasL) {
- // 绘制 BL 弧
- path.arcToPoint(pBL_L, radius: Radius.circular(r), clockwise: true);
- } else if (hasL) {
- // B 缺失,L 存在:需要开始一个新的轮廓,从 BL 弧的起点开始 (pBL_L)
- if (hasB) {
- path.moveTo(pBL_L.dx, pBL_L.dy); // 从 BL 弧终点开始
- } else {
- // path.moveTo(x0, y1); // 从左下尖角开始
- path.moveTo(x0, h + offset); // 从左下尖角开始
- }
- }
- if (hasL) {
- // 绘制 Left 直线段
- if (hasT) {
- path.lineTo(pTL_L.dx, pTL_L.dy);
- } else {
- // path.lineTo(x0, y0); // 到左上尖角
- path.lineTo(x0, 0 - offset); // 到左上尖角
- }
- }
- // --- 5. Top-Left Corner (TL) ---
- if (hasL && hasT) {
- // 绘制 TL 弧,连接回 Top Border 的起点
- path.arcToPoint(pTL_T, radius: Radius.circular(r), clockwise: true);
- }
- // 注意: 不调用 path.close(),保持路径开放。
- return path;
- }
- // 生成碎片的clipPath, innerLinePath, outLinePath
- // 增加 forceRecalculate 参数,用于群组路径计算时强制重新计算边界状态
- List<Path> generatePaths({bool forceRecalculate = false}) {
- // 如果没有 group 且路径已缓存,则直接返回
- if (group == null && !forceRecalculate && path != null && outLinePath != null && innerLinePath != null) {
- return [path!, outLinePath!, innerLinePath!];
- }
- // 先确定4条边的状态[Top, Right, Bottom, Left]
- List<bool> borders = [true, true, true, true];
- // 如果是单个碎片,4条边都需要,只有 piece 在 group 中才需要判断
- if (group != null || forceRecalculate) {
- // 即使是单独计算,也需要实时检查
- borders = [_hasTopBorder, _hasRightBorder, _hasBottomBorder, _hasLeftBorder];
- }
- path = _generateClipPath(width, height, borders, board.cornerRadius);
- outLinePath = _generateBorderPath(width, height, borders, board.cornerRadius, _outLineOffset);
- innerLinePath = _generateBorderPath(width, height, borders, board.cornerRadius, _innerLineOffset);
- return [path!, outLinePath!, innerLinePath!];
- }
- }
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