Add new particle types and enhance particle attributes handling

This commit is contained in:
Teriuihi 2025-06-23 00:04:30 +02:00
parent daf88ea437
commit 1e5862bae6
2 changed files with 43 additions and 28 deletions

View File

@ -1,21 +1,35 @@
/**
* Defines the types of particles available in the system
*/
export enum ParticleType {
REDSTONE = 'REDSTONE',
export enum Particle {
DUST = 'DUST',
DUST_COLOR_TRANSITION = 'DUST_COLOR_TRANSITION',
TINTED_LEAVES = 'TINTED_LEAVES'
// Other particle types can be added later
}
export enum ParticleType {
HEAD = 'HEAD',
TRAIL = 'TRAIL',
BREAK_PLACE_BLOCK = 'BREAK_PLACE_BLOCK',
DEATH = 'DEATH',
KILL = 'KILL',
CLICK_BLOCK = 'CLICK_BLOCK',
TELEPORT_ARRIVE = 'TELEPORT',
}
/**
* Represents a single particle's information
*/
export interface ParticleInfo {
particle_type: string;
particle_type: Particle;
x: number;
y: number;
z: number;
color: string;
extra: number;
extra?: number;
color?: string;
color_gradient_end?: string;
size?: number;
}
/**

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@ -1,7 +1,7 @@
import {Injectable} from '@angular/core';
import * as THREE from 'three';
import {RendererService} from './renderer.service';
import {ParticleData, ParticleInfo, ParticleType} from '../models/particle.model';
import {Particle, ParticleData, ParticleInfo, ParticleType} from '../models/particle.model';
/**
* Service responsible for managing particles in the scene
@ -14,9 +14,9 @@ export class ParticleManagerService {
private particleData: ParticleData = {
particle_name: '',
display_name: '',
particle_type: ParticleType.REDSTONE,
particle_type: ParticleType.TRAIL,
lore: '',
display_item: 'REDSTONE',
display_item: 'DIRT',
permission: '',
package_permission: '',
frame_delay: 1,
@ -31,6 +31,8 @@ export class ParticleManagerService {
private currentFrame: string = 'frame1';
private frames: string[] = ['frame1'];
private selectedColor: string = '#ff0000';
private selectedParticle: Particle = Particle.DUST;
private selectedSize: number = 1;
constructor(private rendererService: RendererService) {
}
@ -50,17 +52,17 @@ export class ParticleManagerService {
// Add to particle data
const hexColor = this.selectedColor.replace('#', '');
const r = parseInt(hexColor.substring(0, 2), 16) / 255;
const g = parseInt(hexColor.substring(2, 4), 16) / 255;
const b = parseInt(hexColor.substring(4, 6), 16) / 255;
//TODO make this work for more than just type DUST
const particleInfo: ParticleInfo = {
particle_type: ParticleType.REDSTONE,
particle_type: this.selectedParticle,
x: x,
y: y,
z: z,
color: `${r},${g},${b}`,
extra: 1
color: hexColor,
// color_gradient_end: hexColor2,
extra: 1,
size: this.selectedSize
};
if (!this.particleData.frames[this.currentFrame]) {
@ -89,14 +91,7 @@ export class ParticleManagerService {
for (const particleInfo of this.particleData.frames[frameId]) {
const particleGeometry = new THREE.SphereGeometry(0.03, 16, 16);
// Parse color
const colorParts = particleInfo.color.split(',');
const color = new THREE.Color(
parseFloat(colorParts[0]),
parseFloat(colorParts[1]),
parseFloat(colorParts[2])
);
const color = this.getColor(particleInfo);
const particleMaterial = new THREE.MeshBasicMaterial({color});
const particleMesh = new THREE.Mesh(particleGeometry, particleMaterial);
@ -126,12 +121,7 @@ export class ParticleManagerService {
return;
}
const particleInfo = this.particleData.frames[frameId][index];
const colorParts = particleInfo.color.split(',');
const color = new THREE.Color(
parseFloat(colorParts[0]),
parseFloat(colorParts[1]),
parseFloat(colorParts[2])
);
const color = this.getColor(particleInfo);
const particleMaterial = new THREE.MeshBasicMaterial({color});
const particleGeometry = new THREE.SphereGeometry(0.03, 16, 16);
const particleMesh = new THREE.Mesh(particleGeometry, particleMaterial);
@ -145,6 +135,17 @@ export class ParticleManagerService {
});
}
private getColor(particleInfo: ParticleInfo) {
if (particleInfo.color) {
const r = parseInt(particleInfo.color.substring(0, 2), 16) / 255;
const g = parseInt(particleInfo.color.substring(2, 4), 16) / 255;
const b = parseInt(particleInfo.color.substring(4, 6), 16) / 255;
return new THREE.Color(r, g, b);
} else {
return new THREE.Color(255, 0, 0);
}
}
private animatePulse(mesh: THREE.Mesh, cycles: number, onComplete: () => void): void {
const duration = 300;
const maxScale = 0.08 / 0.03;