Add particle creator component with Three.js integration CREDITS: Junie

Introduced the `ParticlesComponent` for creating and visualizing particles using Three.js. Added associated routes, HTML, SCSS, and tests. Updated `package.json` to include `three` and `@types/three` as dependencies. Adjusted app navigation to include the particles page.
This commit is contained in:
Teriuihi 2025-06-22 00:40:16 +02:00
parent 32a454c034
commit 52d8658be3
6 changed files with 729 additions and 2 deletions

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@ -22,8 +22,10 @@
"@angular/platform-browser": "^19.2.0",
"@angular/platform-browser-dynamic": "^19.2.0",
"@angular/router": "^19.2.0",
"@types/three": "^0.177.0",
"ngx-cookie-service": "^19.1.2",
"rxjs": "~7.8.0",
"three": "^0.177.0",
"tslib": "^2.3.0",
"zone.js": "~0.15.0"
},

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@ -5,6 +5,10 @@ export const routes: Routes = [
path: '',
loadComponent: () => import('./home/home.component').then(m => m.HomeComponent)
},
{
path: 'particles',
loadComponent: () => import('./particles/particles.component').then(m => m.ParticlesComponent)
},
{
path: 'map',
loadComponent: () => import('./map/map.component').then(m => m.MapComponent)
@ -105,6 +109,8 @@ export const routes: Routes = [
path: 'forms',
loadComponent: () => import('./forms/forms.component').then(m => m.FormsComponent)
},
{
path: 'particles',
loadComponent: () => import('./particles/particles.component').then(m => m.ParticlesComponent)
},
];

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@ -0,0 +1,189 @@
<app-header current_page="particles" height="200px" background_image="/public/img/backgrounds/staff.png"
[overlay_gradient]="0.5">
<div class="title" header-content>
<h1>Particle Creator</h1>
</div>
</app-header>
<main>
<section class="darkmodeSection">
<section class="column">
<div class="renderer-section row column">
<div #rendererContainer class="renderer-container column row"></div>
<div class="plane-controls">
<label>Plane Position (Z-axis):</label>
<mat-slider min="0" max="16" step="1" #planeSlider>
<input matSliderThumb [(ngModel)]="planePosition" (input)="updatePlanePosition($event)">
</mat-slider>
<span>{{ planePosition }}/16 blocks</span>
</div>
</div>
<div class="row">
<div class="column controls-section">
<mat-card>
<mat-card-header>
<mat-card-title>Particle Properties</mat-card-title>
</mat-card-header>
<mat-card-content>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Particle Name</mat-label>
<input matInput [(ngModel)]="particleData.particle_name" placeholder="Enter particle name">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Display Name</mat-label>
<input matInput [(ngModel)]="particleData.display_name" placeholder="Enter display name">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Particle Type</mat-label>
<mat-select [(ngModel)]="particleData.particle_type">
<mat-option *ngFor="let type of particleTypes" [value]="type">{{ type }}</mat-option>
</mat-select>
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Lore</mat-label>
<textarea matInput [(ngModel)]="particleData.lore" placeholder="Enter lore"></textarea>
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Display Item</mat-label>
<input matInput [(ngModel)]="particleData.display_item" placeholder="Enter display item">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Permission</mat-label>
<input matInput [(ngModel)]="particleData.permission" placeholder="Enter permission">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Package Permission</mat-label>
<input matInput [(ngModel)]="particleData.package_permission" placeholder="Enter package permission">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Frame Delay</mat-label>
<input matInput type="number" [(ngModel)]="particleData.frame_delay" placeholder="Enter frame delay">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Repeat</mat-label>
<input matInput type="number" [(ngModel)]="particleData.repeat" placeholder="Enter repeat count">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Repeat Delay</mat-label>
<input matInput type="number" [(ngModel)]="particleData.repeat_delay"
placeholder="Enter repeat delay">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Random Offset</mat-label>
<input matInput type="number" [(ngModel)]="particleData.random_offset"
placeholder="Enter random offset">
</mat-form-field>
</div>
<div class="form-row">
<mat-checkbox [(ngModel)]="particleData.stationary">Stationary</mat-checkbox>
</div>
</mat-card-content>
</mat-card>
</div>
<div class="column">
<mat-card class="color-picker-card">
<mat-card-header>
<mat-card-title>Particle Color</mat-card-title>
</mat-card-header>
<mat-card-content>
<div class="color-picker">
<input type="color" [(ngModel)]="selectedColor">
<span>Selected Color: {{ selectedColor }}</span>
</div>
</mat-card-content>
</mat-card>
</div>
<div class="column frames-section">
<mat-card>
<mat-card-header>
<mat-card-title>Frames</mat-card-title>
</mat-card-header>
<mat-card-content>
<div class="frames-container">
<mat-tab-group [selectedIndex]="frames.indexOf(currentFrame)"
(selectedIndexChange)="switchFrame(frames[$event])">
<mat-tab *ngFor="let frameId of frames" [label]="frameId">
<div class="frame-content">
<h3>Particles in {{ frameId }}</h3>
<div class="particles-list">
<div *ngFor="let particle of particleData.frames[frameId]; let i = index" class="particle-item">
<span>Particle {{ i + 1 }}: ({{ particle.x.toFixed(2) }}, {{ particle.y.toFixed(2) }}
, {{ particle.z.toFixed(2) }})</span>
<button mat-icon-button color="warn" (click)="removeParticle(frameId, i)">
<mat-icon>delete</mat-icon>
</button>
</div>
<div *ngIf="!particleData.frames[frameId] || particleData.frames[frameId].length === 0"
class="no-particles">
No particles in this frame. Click on the plane to add particles.
</div>
</div>
<div class="frame-actions">
<button mat-raised-button color="warn" (click)="removeFrame(frameId)"
[disabled]="frames.length <= 1">
Remove Frame
</button>
</div>
</div>
</mat-tab>
</mat-tab-group>
<div class="add-frame">
<button mat-raised-button color="primary" (click)="addFrame()">
Add New Frame
</button>
</div>
</div>
</mat-card-content>
</mat-card>
</div>
<div class="column json-output">
<mat-card>
<mat-card-header>
<mat-card-title>JSON Output</mat-card-title>
</mat-card-header>
<mat-card-content>
<pre>{{ generateJson() }}</pre>
</mat-card-content>
</mat-card>
</div>
</div>
</section>
</section>
</main>

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@ -0,0 +1,125 @@
.renderer-section {
flex: 1;
min-width: 300px;
display: flex;
}
.renderer-container {
width: 100%;
height: 400px;
border: 1px solid #ccc;
border-radius: 4px;
overflow: hidden;
background-color: #f0f0f0;
}
.plane-controls {
margin-top: 10px;
padding: 10px;
background-color: #f5f5f5;
border-radius: 4px;
display: flex;
align-items: center;
gap: 10px;
}
.plane-controls mat-slider {
flex: 1;
}
.controls-section {
flex: 1;
min-width: 300px;
gap: 20px;
}
.form-row {
margin-bottom: 15px;
}
mat-form-field {
width: 100%;
}
.color-picker-card {
margin-top: 20px;
}
.color-picker {
display: flex;
align-items: center;
gap: 15px;
}
.color-picker input[type="color"] {
width: 50px;
height: 50px;
border: none;
border-radius: 4px;
cursor: pointer;
}
.frames-section {
margin-bottom: 20px;
}
.frames-container {
margin-top: 10px;
}
.frame-content {
padding: 15px;
}
.particles-list {
max-height: 300px;
overflow-y: auto;
border: 1px solid #eee;
border-radius: 4px;
padding: 10px;
margin-bottom: 15px;
}
.particle-item {
display: flex;
justify-content: space-between;
align-items: center;
padding: 8px;
border-bottom: 1px solid #eee;
}
.particle-item:last-child {
border-bottom: none;
}
.no-particles {
padding: 20px;
text-align: center;
color: #888;
}
.frame-actions {
display: flex;
justify-content: flex-end;
margin-top: 10px;
}
.add-frame {
margin-top: 15px;
display: flex;
justify-content: center;
}
.json-output {
margin-top: 20px;
}
.json-output pre {
background-color: #f5f5f5;
padding: 15px;
border-radius: 4px;
overflow-x: auto;
max-height: 300px;
font-family: monospace;
white-space: pre-wrap;
}

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@ -0,0 +1,23 @@
import { ComponentFixture, TestBed } from '@angular/core/testing';
import { ParticlesComponent } from './particles.component';
describe('ParticlesComponent', () => {
let component: ParticlesComponent;
let fixture: ComponentFixture<ParticlesComponent>;
beforeEach(async () => {
await TestBed.configureTestingModule({
imports: [ParticlesComponent]
})
.compileComponents();
fixture = TestBed.createComponent(ParticlesComponent);
component = fixture.componentInstance;
fixture.detectChanges();
});
it('should create', () => {
expect(component).toBeTruthy();
});
});

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@ -0,0 +1,382 @@
import {AfterViewInit, Component, ElementRef, OnInit, ViewChild} from '@angular/core';
import {CommonModule} from '@angular/common';
import {FormsModule, ReactiveFormsModule} from '@angular/forms';
import {MatButtonModule} from '@angular/material/button';
import {MatInputModule} from '@angular/material/input';
import {MatFormFieldModule} from '@angular/material/form-field';
import {MatSelectModule} from '@angular/material/select';
import {MatSliderModule} from '@angular/material/slider';
import {MatCheckboxModule} from '@angular/material/checkbox';
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';
// Define particle types
export enum ParticleType {
REDSTONE = 'REDSTONE',
// Other particle types can be added later
}
// 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[];
};
}
@Component({
selector: 'app-particles',
standalone: true,
imports: [
CommonModule,
FormsModule,
ReactiveFormsModule,
MatButtonModule,
MatInputModule,
MatFormFieldModule,
MatSelectModule,
MatSliderModule,
MatCheckboxModule,
MatTabsModule,
MatCardModule,
MatIconModule,
HeaderComponent
],
templateUrl: './particles.component.html',
styleUrl: './particles.component.scss'
})
export class ParticlesComponent implements OnInit, AfterViewInit {
@ViewChild('rendererContainer') rendererContainer!: ElementRef;
@ViewChild('planeSlider') planeSlider!: ElementRef;
// Three.js objects
private scene!: THREE.Scene;
private camera!: THREE.PerspectiveCamera;
private renderer!: THREE.WebGLRenderer;
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() {
}
ngOnInit(): void {
// Initialize component
}
ngAfterViewInit(): void {
this.initThreeJS();
this.animate();
}
// Initialize Three.js scene
private initThreeJS(): void {
// Create scene
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0xf0f0f0);
// Create camera
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 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(window.innerWidth * 0.6, window.innerHeight * 0.6);
this.rendererContainer.nativeElement.appendChild(this.renderer.domElement);
// 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 intersection plane
this.createIntersectionPlane();
// Add event listeners
this.renderer.domElement.addEventListener('click', this.onMouseClick.bind(this));
window.addEventListener('resize', this.onWindowResize.bind(this));
}
// 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(2, 2);
const planeMaterial = new THREE.MeshBasicMaterial({
color: 0x00ff00,
transparent: true,
opacity: 0.2,
side: THREE.DoubleSide
});
this.intersectionPlane = new THREE.Mesh(planeGeometry, planeMaterial);
this.intersectionPlane.position.z = 0;
this.scene.add(this.intersectionPlane);
}
// 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 zPosition = (this.planePosition / 16) - 0.5; // Center at 0
this.intersectionPlane.position.z = zPosition;
}
// Handle mouse click on the plane
private onMouseClick(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);
}
}
// 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},${b}`,
extra: 1
};
if (!this.particleData.frames[this.currentFrame]) {
this.particleData.frames[this.currentFrame] = [];
}
this.particleData.frames[this.currentFrame].push(particleInfo);
}
// Handle window resize
private onWindowResize(): void {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth * 0.6, window.innerHeight * 0.6);
}
// Animation loop
private animate(): void {
requestAnimationFrame(this.animate.bind(this));
// Rotate player model slightly for better view
if (this.playerModel) {
this.playerModel.rotation.y += 0.005;
}
this.renderer.render(this.scene, this.camera);
}
// Add a new frame
public addFrame(): void {
const frameId = `frame${this.frames.length + 1}`;
this.frames.push(frameId);
this.particleData.frames[frameId] = [];
this.currentFrame = frameId;
this.clearParticleVisuals();
}
// Switch to a different frame
public switchFrame(frameId: string): void {
this.currentFrame = frameId;
this.clearParticleVisuals();
this.renderFrameParticles(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
public generateJson(): string {
return JSON.stringify(this.particleData, null, 2);
}
// 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);
}
}
}
// 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();
}
}
}
}