Add modular services for Three.js integration in ParticlesComponent

Implemented dedicated Angular services (e.g., RendererService, InputHandlerService, PlayerModelService) to modularize and simplify Three.js integration within the `ParticlesComponent`. Refactored component logic to delegate rendering, input handling, and model creation to respective services. Updated particle data models and removed redundant logic from the component.
This commit is contained in:
Teriuihi 2025-06-22 17:26:10 +02:00
parent d6faaba01c
commit 4c31a91bb4
8 changed files with 787 additions and 398 deletions

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@ -0,0 +1,40 @@
/**
* Defines the types of particles available in the system
*/
export enum ParticleType {
REDSTONE = 'REDSTONE',
// Other particle types can be added later
}
/**
* Represents a single particle's information
*/
export interface ParticleInfo {
particle_type: string;
x: number;
y: number;
z: number;
color: string;
extra: number;
}
/**
* Represents the complete particle data structure
*/
export interface ParticleData {
particle_name: string;
display_name: string;
particle_type: string;
lore: string;
display_item: string;
permission: string;
package_permission: string;
frame_delay: number;
repeat: number;
repeat_delay: number;
random_offset: number;
stationary: boolean;
frames: {
[frameId: string]: ParticleInfo[];
};
}

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@ -1,4 +1,4 @@
import {AfterViewInit, Component, ElementRef, OnInit, ViewChild} from '@angular/core';
import {AfterViewInit, Component, ElementRef, OnDestroy, OnInit, ViewChild} from '@angular/core';
import {CommonModule} from '@angular/common';
import {FormsModule, ReactiveFormsModule} from '@angular/forms';
import {MatButtonModule} from '@angular/material/button';
@ -11,43 +11,17 @@ import {MatTabsModule} from '@angular/material/tabs';
import {MatCardModule} from '@angular/material/card';
import {MatIconModule} from '@angular/material/icon';
import {HeaderComponent} from '../header/header.component';
import * as THREE from 'three';
import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls.js';
// Define particle types
export enum ParticleType {
REDSTONE = 'REDSTONE',
// Other particle types can be added later
}
// Services
import { RendererService } from './services/renderer.service';
import { PlayerModelService } from './services/player-model.service';
import { IntersectionPlaneService } from './services/intersection-plane.service';
import { ParticleManagerService } from './services/particle-manager.service';
import { InputHandlerService } from './services/input-handler.service';
import { FrameManagerService } from './services/frame-manager.service';
// Interface for particle information
interface ParticleInfo {
particle_type: string;
x: number;
y: number;
z: number;
color: string;
extra: number;
}
// Interface for the complete particle data
interface ParticleData {
particle_name: string;
display_name: string;
particle_type: string;
lore: string;
display_item: string;
permission: string;
package_permission: string;
frame_delay: number;
repeat: number;
repeat_delay: number;
random_offset: number;
stationary: boolean;
frames: {
[frameId: string]: ParticleInfo[];
};
}
// Models
import { ParticleType, ParticleData } from './models/particle.model';
@Component({
selector: 'app-particles',
@ -70,425 +44,161 @@ interface ParticleData {
templateUrl: './particles.component.html',
styleUrl: './particles.component.scss'
})
export class ParticlesComponent implements OnInit, AfterViewInit {
export class ParticlesComponent implements OnInit, AfterViewInit, OnDestroy {
@ViewChild('rendererContainer') rendererContainer!: ElementRef;
@ViewChild('planeSlider') planeSlider!: ElementRef;
// Three.js objects
private scene!: THREE.Scene;
private camera!: THREE.PerspectiveCamera;
private renderer!: THREE.WebGLRenderer;
private controls!: OrbitControls;
private playerModel!: THREE.Group;
private intersectionPlane!: THREE.Mesh;
private particles: THREE.Mesh[] = [];
private raycaster = new THREE.Raycaster();
private mouse = new THREE.Vector2();
// Particle data
public particleData: ParticleData = {
particle_name: '',
display_name: '',
particle_type: ParticleType.REDSTONE,
lore: '',
display_item: 'REDSTONE',
permission: '',
package_permission: '',
frame_delay: 1,
repeat: 1,
repeat_delay: 0,
random_offset: 0,
stationary: true,
frames: {
'frame1': []
}
};
// UI state
public currentFrame: string = 'frame1';
public planePosition: number = 8; // Position in 1/16th of a block
public selectedColor: string = '#ff0000';
public particleTypes = Object.values(ParticleType);
public frames: string[] = ['frame1'];
constructor() {
constructor(
private rendererService: RendererService,
private playerModelService: PlayerModelService,
private intersectionPlaneService: IntersectionPlaneService,
private particleManagerService: ParticleManagerService,
private inputHandlerService: InputHandlerService,
private frameManagerService: FrameManagerService
) {
}
/**
* Initialize component
*/
ngOnInit(): void {
// Initialize component
// No initialization needed here
}
/**
* Initialize Three.js scene after view is initialized
*/
ngAfterViewInit(): void {
this.initThreeJS();
this.initializeScene();
this.animate();
}
// Initialize Three.js scene
private initThreeJS(): void {
// Create scene
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0xf0f0f0);
/**
* Clean up resources when component is destroyed
*/
ngOnDestroy(): void {
// Clean up event listeners
if (this.rendererService.renderer) {
this.inputHandlerService.cleanup(this.rendererService.renderer.domElement);
}
}
// Get container dimensions
const containerWidth = this.rendererContainer.nativeElement.clientWidth;
const containerHeight = 400; // Fixed height as defined in CSS
/**
* Initialize the 3D scene and all related components
*/
private initializeScene(): void {
// Initialize renderer
this.rendererService.initializeRenderer(this.rendererContainer);
// Create camera
this.camera = new THREE.PerspectiveCamera(75, containerWidth / containerHeight, 0.1, 1000);
this.camera.position.set(0, 1, 3);
this.camera.lookAt(0, 1, 0);
// Create renderer
this.renderer = new THREE.WebGLRenderer({antialias: true});
this.renderer.setSize(containerWidth, containerHeight);
// Center the canvas in the container
this.renderer.domElement.style.display = 'block';
this.renderer.domElement.style.margin = 'auto';
this.rendererContainer.nativeElement.appendChild(this.renderer.domElement);
// Initialize orbit controls
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.enableDamping = true; // Add smooth damping effect
this.controls.dampingFactor = 0.05;
this.controls.minDistance = 2; // Minimum zoom distance
this.controls.maxDistance = 10; // Maximum zoom distance
this.controls.target.set(0, 1, 0); // Set target to player's center
this.controls.update();
// Add lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
this.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(1, 1, 1);
this.scene.add(directionalLight);
// Create player model (simple representation)
this.createPlayerModel();
// Create player model
this.playerModelService.createPlayerModel();
// Create intersection plane
this.createIntersectionPlane();
this.intersectionPlaneService.createIntersectionPlane();
// Add event listeners
this.renderer.domElement.addEventListener('mousedown', this.onMouseDown.bind(this));
this.renderer.domElement.addEventListener('mouseup', this.onMouseUp.bind(this));
this.renderer.domElement.addEventListener('mousemove', this.onMouseMove.bind(this));
window.addEventListener('resize', this.onWindowResize.bind(this));
// Initialize input handlers
this.inputHandlerService.initializeInputHandlers(this.rendererService.renderer.domElement);
}
// Create a simple player model
private createPlayerModel(): void {
this.playerModel = new THREE.Group();
// Head
const headGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
const headMaterial = new THREE.MeshLambertMaterial({color: 0xffccaa});
const head = new THREE.Mesh(headGeometry, headMaterial);
head.position.y = 1.35;
this.playerModel.add(head);
// Body
const bodyGeometry = new THREE.BoxGeometry(0.5, 0.7, 0.25);
const bodyMaterial = new THREE.MeshLambertMaterial({color: 0x0000ff});
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.position.y = 0.75;
this.playerModel.add(body);
// Arms
const armGeometry = new THREE.BoxGeometry(0.2, 0.7, 0.25);
const armMaterial = new THREE.MeshLambertMaterial({color: 0xffccaa});
const leftArm = new THREE.Mesh(armGeometry, armMaterial);
leftArm.position.set(-0.35, 0.75, 0);
this.playerModel.add(leftArm);
const rightArm = new THREE.Mesh(armGeometry, armMaterial);
rightArm.position.set(0.35, 0.75, 0);
this.playerModel.add(rightArm);
// Legs
const legGeometry = new THREE.BoxGeometry(0.25, 0.7, 0.25);
const legMaterial = new THREE.MeshLambertMaterial({color: 0x000000});
const leftLeg = new THREE.Mesh(legGeometry, legMaterial);
leftLeg.position.set(-0.125, 0.15, 0);
this.playerModel.add(leftLeg);
const rightLeg = new THREE.Mesh(legGeometry, legMaterial);
rightLeg.position.set(0.125, 0.15, 0);
this.playerModel.add(rightLeg);
this.scene.add(this.playerModel);
}
// Create the intersection plane
private createIntersectionPlane(): void {
const planeGeometry = new THREE.PlaneGeometry(3, 3);
const planeMaterial = new THREE.MeshBasicMaterial({
color: 0x00AA00,
transparent: true,
opacity: 0.05,
side: THREE.DoubleSide
});
this.intersectionPlane = new THREE.Mesh(planeGeometry, planeMaterial);
this.intersectionPlane.position.z = 0;
// Center the plane vertically with the player (player is about 2 blocks tall)
this.intersectionPlane.position.y = 1;
this.scene.add(this.intersectionPlane);
}
// Update plane position based on slider
/**
* Update plane position based on slider
*/
public updatePlanePosition(event: Event): void {
// Access the value from the slider element
const slider = event.target as HTMLInputElement;
this.planePosition = Number(slider.value);
// Convert from 1/16th block to Three.js units
const position = (this.planePosition / 16) - 0.5; // Center at 0
// Apply position based on the plane's current rotation
// This ensures the plane always moves towards/away from the viewer
const rotation = this.intersectionPlane.rotation.y;
if (Math.abs(rotation) < 0.1 || Math.abs(rotation - Math.PI) < 0.1) {
// Camera in front (0) or behind (PI)
// For camera behind, we need to invert the direction
const direction = Math.abs(rotation) < 0.1 ? 1 : -1;
this.intersectionPlane.position.z = position * direction;
// Reset x position to avoid cumulative changes
this.intersectionPlane.position.x = 0;
} else {
// Camera on right (PI/2) or left (-PI/2)
// For camera on left, we need to invert the direction
const direction = rotation > 0 ? 1 : -1;
this.intersectionPlane.position.x = position * direction;
// Reset z position to avoid cumulative changes
this.intersectionPlane.position.z = 0;
}
const value = Number(slider.value);
this.intersectionPlaneService.updatePlanePosition(value);
}
// Track if mouse is being dragged
private isDragging = false;
private mouseDownTime = 0;
// Handle mouse down event
private onMouseDown(event: MouseEvent): void {
this.isDragging = false;
this.mouseDownTime = Date.now();
/**
* Get the current plane position
*/
public get planePosition(): number {
return this.intersectionPlaneService.getPlanePosition();
}
// Handle mouse up event
private onMouseUp(event: MouseEvent): void {
// If mouse was down for less than 200ms and didn't move much, consider it a click, not a drag
if (Date.now() - this.mouseDownTime < 200 && !this.isDragging) {
this.handlePlaneClick(event);
}
this.isDragging = false;
/**
* Get the selected color
*/
public get selectedColor(): string {
return this.particleManagerService.getSelectedColor();
}
// Handle mouse move event
private onMouseMove(event: MouseEvent): void {
// If mouse moves while button is pressed, it's a drag
if (event.buttons > 0) {
this.isDragging = true;
}
/**
* Set the selected color
*/
public set selectedColor(color: string) {
this.particleManagerService.setSelectedColor(color);
}
// Handle mouse click on the plane
private handlePlaneClick(event: MouseEvent): void {
// Calculate mouse position in normalized device coordinates
const rect = this.renderer.domElement.getBoundingClientRect();
this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
// Update the picking ray with the camera and mouse position
this.raycaster.setFromCamera(this.mouse, this.camera);
// Calculate objects intersecting the picking ray
const intersects = this.raycaster.intersectObject(this.intersectionPlane);
if (intersects.length > 0) {
const point = intersects[0].point;
this.addParticle(point.x, point.y, point.z);
}
/**
* Get the particle data
*/
public get particleData(): ParticleData {
return this.particleManagerService.getParticleData();
}
// Add a particle at the specified position
private addParticle(x: number, y: number, z: number): void {
// Create a visual representation of the particle
const particleGeometry = new THREE.SphereGeometry(0.03, 16, 16);
const particleMaterial = new THREE.MeshBasicMaterial({color: this.selectedColor});
const particleMesh = new THREE.Mesh(particleGeometry, particleMaterial);
particleMesh.position.set(x, y, z);
this.scene.add(particleMesh);
this.particles.push(particleMesh);
// 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;
const particleInfo: ParticleInfo = {
particle_type: ParticleType.REDSTONE,
x: x,
y: y,
z: z,
color: `${r},${g},${b}`,
extra: 1
};
if (!this.particleData.frames[this.currentFrame]) {
this.particleData.frames[this.currentFrame] = [];
}
this.particleData.frames[this.currentFrame].push(particleInfo);
/**
* Get the current frame
*/
public get currentFrame(): string {
return this.particleManagerService.getCurrentFrame();
}
// Handle window resize
private onWindowResize(): void {
const containerWidth = this.rendererContainer.nativeElement.clientWidth;
const containerHeight = 400; // Fixed height as defined in CSS
this.camera.aspect = containerWidth / containerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(containerWidth, containerHeight);
/**
* Get all frames
*/
public get frames(): string[] {
return this.particleManagerService.getFrames();
}
// Animation loop
/**
* Animation loop
*/
private animate(): void {
requestAnimationFrame(this.animate.bind(this));
// Update controls
if (this.controls) {
this.controls.update();
}
// Update plane orientation based on camera position
if (this.intersectionPlane && this.camera) {
// Calculate the angle between camera and player (in the XZ plane)
const cameraAngle = Math.atan2(
this.camera.position.x,
this.camera.position.z
);
this.intersectionPlaneService.updatePlaneOrientation(this.rendererService.camera);
// Determine which quadrant the camera is in with a 45-degree offset
// Adding Math.PI/4 (45 degrees) to the angle before determining the quadrant
// This shifts the quadrant boundaries by 45 degrees
const quadrant = Math.floor((cameraAngle + Math.PI + Math.PI / 4) / (Math.PI / 2)) % 4;
// Rotate the plane to face the camera
if (quadrant === 0) {
this.intersectionPlane.rotation.y = 0; // Camera in front
this.updateFrameMaterial(0x00AA00);
} else if (quadrant === 1) {
this.intersectionPlane.rotation.y = Math.PI / 2; // Camera on right
this.updateFrameMaterial(0x0000AA);
} else if (quadrant === 2) {
this.intersectionPlane.rotation.y = Math.PI; // Camera behind
this.updateFrameMaterial(0x00AA00);
} else {
this.intersectionPlane.rotation.y = -Math.PI / 2; // Camera on left
this.updateFrameMaterial(0x0000AA);
}
}
this.renderer.render(this.scene, this.camera);
// Render the scene
this.rendererService.render();
}
public updateFrameMaterial(color: number) {
this.intersectionPlane.material = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.05,
side: THREE.DoubleSide
});
}
// Add a new frame
/**
* Add a new frame
*/
public addFrame(): void {
const frameId = `frame${this.frames.length + 1}`;
this.frames.push(frameId);
this.particleData.frames[frameId] = [];
this.currentFrame = frameId;
this.clearParticleVisuals();
this.frameManagerService.addFrame();
}
// Switch to a different frame
/**
* Switch to a different frame
*/
public switchFrame(frameId: string): void {
this.currentFrame = frameId;
this.clearParticleVisuals();
this.renderFrameParticles(frameId);
this.frameManagerService.switchFrame(frameId);
}
// Clear particle visuals from the scene
private clearParticleVisuals(): void {
for (const particle of this.particles) {
this.scene.remove(particle);
}
this.particles = [];
}
// Render particles for a specific frame
private renderFrameParticles(frameId: string): void {
if (!this.particleData.frames[frameId]) return;
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 particleMaterial = new THREE.MeshBasicMaterial({color});
const particleMesh = new THREE.Mesh(particleGeometry, particleMaterial);
particleMesh.position.set(particleInfo.x, particleInfo.y, particleInfo.z);
this.scene.add(particleMesh);
this.particles.push(particleMesh);
}
}
// Generate JSON output
/**
* Generate JSON output
*/
public generateJson(): string {
return JSON.stringify(this.particleData, null, 2);
return this.particleManagerService.generateJson();
}
// Remove a particle
/**
* Remove a particle
*/
public removeParticle(frameId: string, index: number): void {
if (this.particleData.frames[frameId] && this.particleData.frames[frameId].length > index) {
this.particleData.frames[frameId].splice(index, 1);
// Update visuals if this is the current frame
if (frameId === this.currentFrame) {
this.clearParticleVisuals();
this.renderFrameParticles(frameId);
}
}
this.particleManagerService.removeParticle(frameId, index);
}
// Remove a frame
/**
* Remove a frame
*/
public removeFrame(frameId: string): void {
const index = this.frames.indexOf(frameId);
if (index !== -1) {
this.frames.splice(index, 1);
delete this.particleData.frames[frameId];
// Switch to first frame if we removed the current one
if (frameId === this.currentFrame && this.frames.length > 0) {
this.switchFrame(this.frames[0]);
} else if (this.frames.length === 0) {
// If no frames left, add one
this.addFrame();
}
}
this.frameManagerService.removeFrame(frameId);
}
}

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import { Injectable } from '@angular/core';
import { ParticleManagerService } from './particle-manager.service';
/**
* Service responsible for managing animation frames
*/
@Injectable({
providedIn: 'root'
})
export class FrameManagerService {
constructor(private particleManager: ParticleManagerService) {}
/**
* Adds a new frame
*/
addFrame(): void {
const frames = this.particleManager.getFrames();
const frameId = `frame${frames.length + 1}`;
frames.push(frameId);
this.particleManager.setFrames(frames);
const particleData = this.particleManager.getParticleData();
particleData.frames[frameId] = [];
this.particleManager.setParticleData(particleData);
this.switchFrame(frameId);
}
/**
* Switches to a different frame
*/
switchFrame(frameId: string): void {
this.particleManager.setCurrentFrame(frameId);
this.particleManager.clearParticleVisuals();
this.particleManager.renderFrameParticles(frameId);
}
/**
* Removes a frame
*/
removeFrame(frameId: string): void {
const frames = this.particleManager.getFrames();
const index = frames.indexOf(frameId);
if (index !== -1) {
frames.splice(index, 1);
this.particleManager.setFrames(frames);
const particleData = this.particleManager.getParticleData();
delete particleData.frames[frameId];
this.particleManager.setParticleData(particleData);
// Switch to first frame if we removed the current one
if (frameId === this.particleManager.getCurrentFrame() && frames.length > 0) {
this.switchFrame(frames[0]);
} else if (frames.length === 0) {
// If no frames left, add one
this.addFrame();
}
}
}
}

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import { Injectable, ElementRef } from '@angular/core';
import * as THREE from 'three';
import { RendererService } from './renderer.service';
import { IntersectionPlaneService } from './intersection-plane.service';
import { ParticleManagerService } from './particle-manager.service';
/**
* Service responsible for handling user input interactions
*/
@Injectable({
providedIn: 'root'
})
export class InputHandlerService {
private raycaster = new THREE.Raycaster();
private mouse = new THREE.Vector2();
private isDragging = false;
private mouseDownTime = 0;
constructor(
private rendererService: RendererService,
private intersectionPlaneService: IntersectionPlaneService,
private particleManagerService: ParticleManagerService
) {}
/**
* Initializes input event listeners
*/
initializeInputHandlers(rendererElement: HTMLElement): void {
rendererElement.addEventListener('mousedown', this.onMouseDown.bind(this));
rendererElement.addEventListener('mouseup', this.onMouseUp.bind(this));
rendererElement.addEventListener('mousemove', this.onMouseMove.bind(this));
window.addEventListener('resize', this.onWindowResize.bind(this));
}
/**
* Handles mouse down event
*/
private onMouseDown(event: MouseEvent): void {
this.isDragging = false;
this.mouseDownTime = Date.now();
}
/**
* Handles mouse up event
*/
private onMouseUp(event: MouseEvent): void {
// If mouse was down for less than 200ms and didn't move much, consider it a click, not a drag
if (Date.now() - this.mouseDownTime < 200 && !this.isDragging) {
this.handlePlaneClick(event);
}
this.isDragging = false;
}
/**
* Handles mouse move event
*/
private onMouseMove(event: MouseEvent): void {
// If mouse moves while button is pressed, it's a drag
if (event.buttons > 0) {
this.isDragging = true;
}
}
/**
* Handles mouse click on the plane
*/
private handlePlaneClick(event: MouseEvent): void {
// Calculate mouse position in normalized device coordinates
const rect = this.rendererService.renderer.domElement.getBoundingClientRect();
this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
// Update the picking ray with the camera and mouse position
this.raycaster.setFromCamera(this.mouse, this.rendererService.camera);
// Calculate objects intersecting the picking ray
const intersects = this.raycaster.intersectObject(this.intersectionPlaneService.getIntersectionPlane());
if (intersects.length > 0) {
const point = intersects[0].point;
this.particleManagerService.addParticle(point.x, point.y, point.z);
}
}
/**
* Handles window resize event
*/
private onWindowResize(): void {
// This is delegated to the renderer service
const container = this.rendererService.renderer.domElement.parentElement;
if (container) {
this.rendererService.onWindowResize(new ElementRef(container));
}
}
/**
* Removes event listeners
*/
cleanup(rendererElement: HTMLElement): void {
rendererElement.removeEventListener('mousedown', this.onMouseDown.bind(this));
rendererElement.removeEventListener('mouseup', this.onMouseUp.bind(this));
rendererElement.removeEventListener('mousemove', this.onMouseMove.bind(this));
window.removeEventListener('resize', this.onWindowResize.bind(this));
}
}

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import { Injectable } from '@angular/core';
import * as THREE from 'three';
import { RendererService } from './renderer.service';
/**
* Service responsible for managing the intersection plane
*/
@Injectable({
providedIn: 'root'
})
export class IntersectionPlaneService {
private intersectionPlane!: THREE.Mesh;
private planePosition: number = 8; // Position in 1/16th of a block
constructor(private rendererService: RendererService) {}
/**
* Creates the intersection plane and adds it to the scene
*/
createIntersectionPlane(): THREE.Mesh {
const planeGeometry = new THREE.PlaneGeometry(3, 3);
const planeMaterial = new THREE.MeshBasicMaterial({
color: 0x00AA00,
transparent: true,
opacity: 0.05,
side: THREE.DoubleSide
});
this.intersectionPlane = new THREE.Mesh(planeGeometry, planeMaterial);
this.intersectionPlane.position.z = 0;
// Center the plane vertically with the player (player is about 2 blocks tall)
this.intersectionPlane.position.y = 1;
this.rendererService.scene.add(this.intersectionPlane);
return this.intersectionPlane;
}
/**
* Updates the plane position based on slider value
*/
updatePlanePosition(value: number): void {
this.planePosition = value;
// Convert from 1/16th block to Three.js units
const position = (this.planePosition / 16) - 0.5; // Center at 0
// Apply position based on the plane's current rotation
const rotation = this.intersectionPlane.rotation.y;
if (Math.abs(rotation) < 0.1 || Math.abs(rotation - Math.PI) < 0.1) {
// Camera in front (0) or behind (PI)
const direction = Math.abs(rotation) < 0.1 ? 1 : -1;
this.intersectionPlane.position.z = position * direction;
// Reset x position to avoid cumulative changes
this.intersectionPlane.position.x = 0;
} else {
// Camera on right (PI/2) or left (-PI/2)
const direction = rotation > 0 ? 1 : -1;
this.intersectionPlane.position.x = position * direction;
// Reset z position to avoid cumulative changes
this.intersectionPlane.position.z = 0;
}
}
/**
* Updates the plane orientation based on camera position
*/
updatePlaneOrientation(camera: THREE.Camera): void {
if (!this.intersectionPlane) return;
// Calculate the angle between camera and player (in the XZ plane)
const cameraAngle = Math.atan2(
camera.position.x,
camera.position.z
);
// Determine which quadrant the camera is in with a 45-degree offset
const quadrant = Math.floor((cameraAngle + Math.PI + Math.PI / 4) / (Math.PI / 2)) % 4;
// Rotate the plane to face the camera
if (quadrant === 0) {
this.intersectionPlane.rotation.y = 0; // Camera in front
this.updatePlaneMaterial(0x00AA00);
} else if (quadrant === 1) {
this.intersectionPlane.rotation.y = Math.PI / 2; // Camera on right
this.updatePlaneMaterial(0x0000AA);
} else if (quadrant === 2) {
this.intersectionPlane.rotation.y = Math.PI; // Camera behind
this.updatePlaneMaterial(0x00AA00);
} else {
this.intersectionPlane.rotation.y = -Math.PI / 2; // Camera on left
this.updatePlaneMaterial(0x0000AA);
}
// Update position after rotation change
this.updatePlanePosition(this.planePosition);
}
/**
* Updates the plane material color
*/
private updatePlaneMaterial(color: number): void {
this.intersectionPlane.material = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.05,
side: THREE.DoubleSide
});
}
/**
* Gets the intersection plane
*/
getIntersectionPlane(): THREE.Mesh {
return this.intersectionPlane;
}
/**
* Gets the current plane position
*/
getPlanePosition(): number {
return this.planePosition;
}
}

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import { Injectable } from '@angular/core';
import * as THREE from 'three';
import { RendererService } from './renderer.service';
import { ParticleData, ParticleInfo, ParticleType } from '../models/particle.model';
/**
* Service responsible for managing particles in the scene
*/
@Injectable({
providedIn: 'root'
})
export class ParticleManagerService {
private particles: THREE.Mesh[] = [];
private particleData: ParticleData = {
particle_name: '',
display_name: '',
particle_type: ParticleType.REDSTONE,
lore: '',
display_item: 'REDSTONE',
permission: '',
package_permission: '',
frame_delay: 1,
repeat: 1,
repeat_delay: 0,
random_offset: 0,
stationary: true,
frames: {
'frame1': []
}
};
private currentFrame: string = 'frame1';
private frames: string[] = ['frame1'];
private selectedColor: string = '#ff0000';
constructor(private rendererService: RendererService) {}
/**
* Adds a particle at the specified position
*/
addParticle(x: number, y: number, z: number): void {
// Create a visual representation of the particle
const particleGeometry = new THREE.SphereGeometry(0.03, 16, 16);
const particleMaterial = new THREE.MeshBasicMaterial({color: this.selectedColor});
const particleMesh = new THREE.Mesh(particleGeometry, particleMaterial);
particleMesh.position.set(x, y, z);
this.rendererService.scene.add(particleMesh);
this.particles.push(particleMesh);
// 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;
const particleInfo: ParticleInfo = {
particle_type: ParticleType.REDSTONE,
x: x,
y: y,
z: z,
color: `${r},${g},${b}`,
extra: 1
};
if (!this.particleData.frames[this.currentFrame]) {
this.particleData.frames[this.currentFrame] = [];
}
this.particleData.frames[this.currentFrame].push(particleInfo);
}
/**
* Clears all particle visuals from the scene
*/
clearParticleVisuals(): void {
for (const particle of this.particles) {
this.rendererService.scene.remove(particle);
}
this.particles = [];
}
/**
* Renders particles for a specific frame
*/
renderFrameParticles(frameId: string): void {
if (!this.particleData.frames[frameId]) return;
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 particleMaterial = new THREE.MeshBasicMaterial({color});
const particleMesh = new THREE.Mesh(particleGeometry, particleMaterial);
particleMesh.position.set(particleInfo.x, particleInfo.y, particleInfo.z);
this.rendererService.scene.add(particleMesh);
this.particles.push(particleMesh);
}
}
/**
* Removes a particle from a specific frame
*/
removeParticle(frameId: string, index: number): void {
if (this.particleData.frames[frameId] && this.particleData.frames[frameId].length > index) {
this.particleData.frames[frameId].splice(index, 1);
// Update visuals if this is the current frame
if (frameId === this.currentFrame) {
this.clearParticleVisuals();
this.renderFrameParticles(frameId);
}
}
}
/**
* Sets the selected color for new particles
*/
setSelectedColor(color: string): void {
this.selectedColor = color;
}
/**
* Gets the selected color
*/
getSelectedColor(): string {
return this.selectedColor;
}
/**
* Gets the particle data
*/
getParticleData(): ParticleData {
return this.particleData;
}
/**
* Sets the particle data
*/
setParticleData(data: ParticleData): void {
this.particleData = data;
}
/**
* Gets the current frame
*/
getCurrentFrame(): string {
return this.currentFrame;
}
/**
* Sets the current frame
*/
setCurrentFrame(frameId: string): void {
this.currentFrame = frameId;
}
/**
* Gets all frames
*/
getFrames(): string[] {
return this.frames;
}
/**
* Sets all frames
*/
setFrames(frames: string[]): void {
this.frames = frames;
}
/**
* Generates JSON output of the particle data
*/
generateJson(): string {
return JSON.stringify(this.particleData, null, 2);
}
}

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import { Injectable } from '@angular/core';
import * as THREE from 'three';
import { RendererService } from './renderer.service';
/**
* Service responsible for creating and managing the player model
*/
@Injectable({
providedIn: 'root'
})
export class PlayerModelService {
private playerModel!: THREE.Group;
constructor(private rendererService: RendererService) {}
/**
* Creates a simple player model and adds it to the scene
*/
createPlayerModel(): THREE.Group {
this.playerModel = new THREE.Group();
// Head
const headGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
const headMaterial = new THREE.MeshLambertMaterial({color: 0xffccaa});
const head = new THREE.Mesh(headGeometry, headMaterial);
head.position.y = 1.35;
this.playerModel.add(head);
// Body
const bodyGeometry = new THREE.BoxGeometry(0.5, 0.7, 0.25);
const bodyMaterial = new THREE.MeshLambertMaterial({color: 0x0000ff});
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.position.y = 0.75;
this.playerModel.add(body);
// Arms
const armGeometry = new THREE.BoxGeometry(0.2, 0.7, 0.25);
const armMaterial = new THREE.MeshLambertMaterial({color: 0xffccaa});
const leftArm = new THREE.Mesh(armGeometry, armMaterial);
leftArm.position.set(-0.35, 0.75, 0);
this.playerModel.add(leftArm);
const rightArm = new THREE.Mesh(armGeometry, armMaterial);
rightArm.position.set(0.35, 0.75, 0);
this.playerModel.add(rightArm);
// Legs
const legGeometry = new THREE.BoxGeometry(0.25, 0.7, 0.25);
const legMaterial = new THREE.MeshLambertMaterial({color: 0x000000});
const leftLeg = new THREE.Mesh(legGeometry, legMaterial);
leftLeg.position.set(-0.125, 0.15, 0);
this.playerModel.add(leftLeg);
const rightLeg = new THREE.Mesh(legGeometry, legMaterial);
rightLeg.position.set(0.125, 0.15, 0);
this.playerModel.add(rightLeg);
this.rendererService.scene.add(this.playerModel);
return this.playerModel;
}
/**
* Gets the player model
*/
getPlayerModel(): THREE.Group {
return this.playerModel;
}
}

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import { ElementRef, Injectable } from '@angular/core';
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
/**
* Service responsible for managing the Three.js rendering environment
*/
@Injectable({
providedIn: 'root'
})
export class RendererService {
scene!: THREE.Scene;
camera!: THREE.PerspectiveCamera;
renderer!: THREE.WebGLRenderer;
controls!: OrbitControls;
/**
* Initializes the Three.js scene, camera, renderer, and controls
*/
initializeRenderer(container: ElementRef): void {
// Create scene
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0xf0f0f0);
// Get container dimensions
const containerWidth = container.nativeElement.clientWidth;
const containerHeight = 400; // Fixed height as defined in CSS
// Create camera
this.camera = new THREE.PerspectiveCamera(75, containerWidth / containerHeight, 0.1, 1000);
this.camera.position.set(0, 1, 3);
this.camera.lookAt(0, 1, 0);
// Create renderer
this.renderer = new THREE.WebGLRenderer({antialias: true});
this.renderer.setSize(containerWidth, containerHeight);
// Center the canvas in the container
this.renderer.domElement.style.display = 'block';
this.renderer.domElement.style.margin = 'auto';
container.nativeElement.appendChild(this.renderer.domElement);
// Initialize orbit controls
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.enableDamping = true;
this.controls.dampingFactor = 0.05;
this.controls.minDistance = 2;
this.controls.maxDistance = 10;
this.controls.target.set(0, 1, 0);
this.controls.update();
// Add lights
this.addLights();
}
/**
* Adds lighting to the scene
*/
private addLights(): void {
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
this.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(1, 1, 1);
this.scene.add(directionalLight);
}
/**
* Handles window resize events
*/
onWindowResize(container: ElementRef): void {
const containerWidth = container.nativeElement.clientWidth;
const containerHeight = 400; // Fixed height as defined in CSS
this.camera.aspect = containerWidth / containerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(containerWidth, containerHeight);
}
/**
* Renders the scene
*/
render(): void {
if (this.controls) {
this.controls.update();
}
this.renderer.render(this.scene, this.camera);
}
}