unify timeline, world. shadeless schematics.
This commit is contained in:
14
engine.js
14
engine.js
@@ -17,6 +17,7 @@ layout(location=9) in vec3 i_color;
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uniform mat4 u_viewProj;
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uniform vec3 u_lightDir;
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uniform vec3 u_viewDir;
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uniform vec3 u_upDir;
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out vec2 v_uv;
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out float v_light;
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@@ -32,6 +33,15 @@ void main() {
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float head = max(dot(normal, normalize(u_viewDir)), 0.0);
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float baseLight = clamp(sun + head * 0.3, 0.0, 1.0) * 0.6 + 0.4;
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// Strict Schematic Detection: Both vectors must be perfectly axis-aligned
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vec3 absV = abs(u_viewDir);
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vec3 absU = abs(u_upDir);
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bool isSchematic = (absV.x + absV.y + absV.z == 1.0) && (absU.x + absU.y + absU.z == 1.0);
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if (isSchematic && head == 1.0) {
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baseLight = 1.0;
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}
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v_light = mix(1.0, baseLight, a_shade);
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v_color = mix(vec3(1.0), i_color, a_tint);
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}
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@@ -81,6 +91,7 @@ export class Engine {
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viewProj: gl.getUniformLocation(this.program, "u_viewProj"),
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lightDir: gl.getUniformLocation(this.program, "u_lightDir"),
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viewDir: gl.getUniformLocation(this.program, "u_viewDir"),
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upDir: gl.getUniformLocation(this.program, "u_upDir"),
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texture: gl.getUniformLocation(this.program, "u_texture")
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};
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@@ -306,8 +317,9 @@ export class Engine {
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const viewProj = diorama.updateMatrices(aspect);
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gl.uniformMatrix4fv(this.uniforms.viewProj, false, viewProj);
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gl.uniform3f(this.uniforms.lightDir, 1.0, 3.0, 2.0);
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gl.uniform3f(this.uniforms.lightDir, 1.0, 3.0, -2.0);
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gl.uniform3f(this.uniforms.viewDir, diorama.viewDir[0], diorama.viewDir[1], diorama.viewDir[2]);
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gl.uniform3f(this.uniforms.upDir, diorama.upDir[0], diorama.upDir[1], diorama.upDir[2]);
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const meshes = this.worldMeshes.get(diorama.world) || [];
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for (const mesh of meshes) {
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236
index.html
236
index.html
@@ -32,95 +32,16 @@
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<main>
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<h1>Visualizer</h1>
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<p>
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur ullamcorper ut mauris sed
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tempor. Nunc
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vehicula tempor purus, non vestibulum libero ornare non. Morbi fringilla sapien diam, sed
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rhoncus lacus egestas
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vel.
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</p>
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<p>
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur ullamcorper ut mauris sed
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tempor. Nunc
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vehicula tempor purus, non vestibulum libero ornare non. Morbi fringilla sapien diam, sed
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rhoncus lacus egestas
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vel.
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</p>
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<h2>Static</h2>
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<div class="figure" id="demo-1"></div>
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<p>
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Curabitur vestibulum vitae orci ac laoreet. Donec vel imperdiet tortor. Vestibulum lobortis
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aliquam tellus,
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vitae viverra nisi porttitor quis. Pellentesque id efficitur arcu. Nunc laoreet pulvinar
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ligula eu maximus.
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Mauris ullamcorper accumsan dui vel pulvinar.
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</p>
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<p>
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Curabitur vestibulum vitae orci ac laoreet. Donec vel imperdiet tortor. Vestibulum lobortis
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aliquam tellus,
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vitae viverra nisi porttitor quis. Pellentesque id efficitur arcu. Nunc laoreet pulvinar
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ligula eu maximus.
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Mauris ullamcorper accumsan dui vel pulvinar.
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</p>
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<p>
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Curabitur vestibulum vitae orci ac laoreet. Donec vel imperdiet tortor. Vestibulum lobortis
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aliquam tellus,
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vitae viverra nisi porttitor quis. Pellentesque id efficitur arcu. Nunc laoreet pulvinar
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ligula eu maximus.
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Mauris ullamcorper accumsan dui vel pulvinar.
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</p>
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<p>
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Curabitur vestibulum vitae orci ac laoreet. Donec vel imperdiet tortor. Vestibulum lobortis
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aliquam tellus,
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vitae viverra nisi porttitor quis. Pellentesque id efficitur arcu. Nunc laoreet pulvinar
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ligula eu maximus.
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Mauris ullamcorper accumsan dui vel pulvinar.
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</p>
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<p>
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Curabitur vestibulum vitae orci ac laoreet. Donec vel imperdiet tortor. Vestibulum lobortis
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aliquam tellus,
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vitae viverra nisi porttitor quis. Pellentesque id efficitur arcu. Nunc laoreet pulvinar
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ligula eu maximus.
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Mauris ullamcorper accumsan dui vel pulvinar.
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</p>
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<p>
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Curabitur vestibulum vitae orci ac laoreet. Donec vel imperdiet tortor. Vestibulum lobortis
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aliquam tellus,
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vitae viverra nisi porttitor quis. Pellentesque id efficitur arcu. Nunc laoreet pulvinar
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ligula eu maximus.
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Mauris ullamcorper accumsan dui vel pulvinar.
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</p>
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<h2>Dynamic</h2>
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<div style="display: grid; grid-template-columns: 1fr 1fr;">
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<div class="figure" id="demo-2"></div>
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<div class="figure" id="demo-3"></div>
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</div>
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<p>
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Curabitur tincidunt sapien et diam fringilla, eu accumsan odio faucibus. Orci varius natoque
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penatibus et magnis
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dis parturient montes, nascetur ridiculus mus.
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</p>
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<p>
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Curabitur tincidunt sapien et diam fringilla, eu accumsan odio faucibus. Orci varius natoque
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penatibus et magnis
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dis parturient montes, nascetur ridiculus mus.
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</p>
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<p>
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Curabitur tincidunt sapien et diam fringilla, eu accumsan odio faucibus. Orci varius natoque
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penatibus et magnis
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dis parturient montes, nascetur ridiculus mus.
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</p>
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<div id="atlas-container"
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style="position: fixed; left: 0; top: 0; border: 1px solid white;"></div>
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</main>
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@@ -135,61 +56,50 @@
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const engine = new Engine();
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document.getElementById('atlas-container')?.appendChild(engine.atlas.canvas);
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const world1 = new World();
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world1.set('minecraft:redstone_wire', -1, 0, 0, {
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east: 'side',
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west: 'none',
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north: 'none',
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south: 'none',
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power: '15'
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});
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world1.set('minecraft:repeater', 0, 0, 0, {
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facing: 'east',
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delay: '1',
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locked: 'false',
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powered: 'true'
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});
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world1.set('minecraft:oak_trapdoor', 2, 0, 0, {
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facing: 'east',
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half: 'bottom',
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open: 'true'
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});
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world1.set('lodestone', 0, -1, 0);
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world1.set('piston', 0, -2, 0, {facing: 'north', extended: 'false'});
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const world1 = new World(`
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p -1 0 0 redstone_wire east=side west=none north=none south=none power=15
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p 0 0 0 repeater facing=east delay=1 locked=false powered=true
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p 2 0 0 oak_trapdoor facing=east half=bottom open=true
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p 0 -1 0 lodestone
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p 0 -2 0 piston facing=north extended=false
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`)
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const world2 = new World();
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world2.set('minecraft:redstone_wire', 0, 0, 0, {
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east: 'side',
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west: 'none',
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north: 'none',
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south: 'none',
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power: '0'
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});
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world2.set('minecraft:repeater', 1, 0, 0, {
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facing: 'east',
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delay: '4',
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locked: 'false',
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powered: 'false'
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});
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world2.set('minecraft:sticky_piston', 2, 0, 0, {facing: 'east', extended: 'false'});
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world2.set('minecraft:sticky_piston', 2, 0, 1, {facing: 'east', extended: 'true'});
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world2.set('minecraft:sticky_piston', 2, 0, 2, {facing: 'east', extended: 'true'});
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world2.set('minecraft:piston_head', 2.5, 0, 1, {
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facing: 'east',
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short: 'true',
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type: 'sticky'
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});
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world2.set('minecraft:piston_head', 3, 0, 2, {
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facing: 'east',
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short: 'false',
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type: 'sticky'
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});
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world2.set('minecraft:glass', 3, 0, 0);
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world2.set('minecraft:observer', 3.5, 0, 1, {facing: 'up', powered: 'true'});
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world2.set('minecraft:redstone_block', 4, 0, 2);
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const world2 = new World(`
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p 0 0 0 redstone_wire power=0 east=side west=none north=none south=none
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p 1 0 0 repeater facing=west powered=false locked=false delay=2
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p 2 0 0 piston facing=east extended=false
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t 2
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p 0 0 0 power=15
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t 6
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p 1 0 0 powered=true
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t 7
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p 2 0 0 extended=true
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p 2.5 0 0 piston_head facing=east short=true type=normal
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t 8
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p 2.5 0 0 air
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p 3 0 0 piston_head facing=east short=false type=normal
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t 12
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p 0 0 0 power=0
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t 16
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p 1 0 0 powered=false
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t 17
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p 3 0 0 air
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p 2.5 0 0 piston_head facing=east short=true type=normal
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t 18
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p 2.5 0 0 air
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p 2 0 0 extended=false
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`);
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const demo1 = new Diorama('demo-1', world1, () => engine.requestRender())
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demo1.radius = 2;
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demo1.radius = 3;
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demo1.phi = 10;
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demo1.theta = -5;
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demo1.target = [0.5, 0, 0.5]
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@@ -197,7 +107,7 @@
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engine.addDiorama(demo1);
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const demo2 = new Diorama('demo-2', world2, () => engine.requestRender())
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demo2.radius = 4;
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demo2.radius = 5;
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demo2.theta = 180;
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demo2.phi = 90;
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demo2.centerView()
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@@ -205,9 +115,7 @@
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engine.addDiorama(demo2);
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const demo3 = new Diorama('demo-3', world2, () => engine.requestRender())
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demo3.radius = 4;
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demo3.theta = 0;
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demo3.phi = 0;
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demo3.radius = 5;
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demo3.centerView()
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demo3.saveState()
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engine.addDiorama(demo3);
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@@ -215,51 +123,21 @@
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// Fetch and build everything concurrently!
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await engine.updateAll();
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function set0() {
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world2.set('minecraft:sticky_piston', 2, 0, 2, {facing: 'east', extended: 'false'});
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world2.set('minecraft:redstone_block', 3, 0, 2);
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world2.del(2.5, 0, 2);
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world2.del(3.5, 0, 2);
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setTimeout(set1, 250)
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}
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const factor = 1;
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setInterval(() => {
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for (let i = 0; i < 20; i++) {
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setTimeout(() => world2.seek(i), i * factor * 50)
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}
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}, factor * 1000)
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function set1() {
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world2.set('minecraft:sticky_piston', 2, 0, 2, {facing: 'east', extended: 'true'});
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world2.del(3, 0, 2)
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world2.set('minecraft:piston_head', 2.5, 0, 2, {
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facing: 'east',
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short: 'true',
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type: 'sticky'
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});
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world2.set('minecraft:redstone_block', 3.5, 0, 2);
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setTimeout(set2, 250)
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}
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// let i = 0;
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// let n = world2.eventCount;
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// setInterval(() => {
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// world2.seekIndex(i);
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// i = (i + 1) % n;
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// }, 500);
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function set2() {
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world2.set('minecraft:piston_head', 3, 0, 2, {
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facing: 'east',
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short: 'false',
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type: 'sticky'
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});
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world2.del(2.5, 0, 2);
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world2.del(3.5, 0, 2);
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world2.set('minecraft:redstone_block', 4, 0, 2);
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setTimeout(set3, 250)
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}
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function set3() {
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world2.del(4, 0, 2)
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world2.del(3, 0, 2)
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world2.set('minecraft:piston_head', 2.5, 0, 2, {
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facing: 'east',
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short: 'true',
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type: 'sticky'
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});
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world2.set('minecraft:redstone_block', 3.5, 0, 2);
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setTimeout(set0, 250)
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}
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setTimeout(set3, 1000)
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} catch (err) {
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console.error("Renderer Initialization Failed:", err);
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}
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201
world.js
201
world.js
@@ -7,9 +7,25 @@ export class Block {
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}
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export class World {
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constructor() {
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constructor(script = '') {
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this.blocks = new Map();
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this.listeners = new Set();
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// Timeline State
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this.events = [];
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this.labels = new Map();
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this.currentIndex = 0;
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this.currentTime = -Infinity;
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this.initialState = new Map();
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this.initialIndex = 0;
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this.eventCount = 0;
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if (script) {
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this.#compile(script);
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}
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}
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subscribe(callback) {
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@@ -23,12 +39,14 @@ export class World {
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set(id, x, y, z, state = {}) {
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const key = `${x},${y},${z}`;
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this.blocks.set(key, new Block(id, [x, y, z], state));
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this.notify();
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}
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const isAir = id === 'air' || id === 'minecraft:air';
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del(x, y, z) {
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if (this.blocks.delete(`${x},${y},${z}`)) {
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if (isAir) {
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if (this.blocks.delete(key)) {
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this.notify();
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}
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} else {
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this.blocks.set(key, new Block(id, [x, y, z], state));
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this.notify();
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}
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}
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@@ -36,4 +54,175 @@ export class World {
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get(x, y, z) {
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return this.blocks.get(`${x},${y},${z}`);
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}
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#compile(script) {
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let currentTime = -1;
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let subTick = 0;
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let capturedInitialState = false;
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const shadowWorld = new Map();
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const captureInitial = () => {
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if (capturedInitialState) return;
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for (const [k, v] of shadowWorld.entries()) {
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this.initialState.set(k, {id: v.id, pos: [...v.pos], state: {...v.state}});
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}
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this.initialIndex = this.events.length;
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capturedInitialState = true;
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};
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const lines = script.split('\n').map(l => l.trim()).filter(l => l && !l.startsWith('#'));
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for (const line of lines) {
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const tokens = line.split(/\s+/);
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const cmd = tokens[0];
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if (cmd === 't') {
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const newTime = parseFloat(tokens[1]);
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// If we are crossing the tick 0 threshold, lock in the initial state
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if (newTime >= 0 && !capturedInitialState) captureInitial();
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currentTime = newTime;
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subTick = 0;
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continue;
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}
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if (cmd === 'l') {
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this.labels.set(tokens[1], currentTime);
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continue;
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}
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if (cmd === 'p') {
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const x = parseFloat(tokens[1]);
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const y = parseFloat(tokens[2]);
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const z = parseFloat(tokens[3]);
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const key = `${x},${y},${z}`;
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let id = null;
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const newState = {};
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for (let i = 4; i < tokens.length; i++) {
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const token = tokens[i];
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if (token.includes('=')) {
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const [k, v] = token.split('=');
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newState[k] = v;
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} else {
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id = token;
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}
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}
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const prevBlock = shadowWorld.get(key);
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const prev = prevBlock ? {id: prevBlock.id, state: {...prevBlock.state}} : null;
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const isAir = id === 'air' || id === 'minecraft:air';
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if (isAir) {
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shadowWorld.delete(key);
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} else if (id) {
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shadowWorld.set(key, {id, pos: [x, y, z], state: newState});
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} else if (prevBlock) {
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Object.assign(prevBlock.state, newState);
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} else {
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console.warn(`Timeline warning: Attempted to update state of non-existent block at ${key}`);
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continue;
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}
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const nextBlock = shadowWorld.get(key);
|
||||
const next = nextBlock ? {id: nextBlock.id, state: {...nextBlock.state}} : null;
|
||||
|
||||
this.events.push({
|
||||
time: currentTime,
|
||||
subTick: subTick++,
|
||||
x, y, z,
|
||||
prev,
|
||||
next
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback catch if the script ends entirely before tick 0
|
||||
if (!capturedInitialState) captureInitial();
|
||||
|
||||
this.eventCount = this.events.length - this.initialIndex;
|
||||
|
||||
this.reset();
|
||||
}
|
||||
|
||||
#apply(data, x, y, z) {
|
||||
const key = `${x},${y},${z}`;
|
||||
if (data) {
|
||||
this.blocks.set(key, new Block(data.id, [x, y, z], {...data.state}));
|
||||
} else {
|
||||
this.blocks.delete(key);
|
||||
}
|
||||
}
|
||||
|
||||
seek(target) {
|
||||
let targetTime = target;
|
||||
|
||||
if (typeof target === 'string') {
|
||||
targetTime = this.labels.get(target);
|
||||
if (targetTime === undefined) throw new Error(`Label not found: ${target}`);
|
||||
}
|
||||
|
||||
// Scrub Forward
|
||||
while (this.currentIndex < this.events.length && this.events[this.currentIndex].time <= targetTime) {
|
||||
const ev = this.events[this.currentIndex];
|
||||
this.#apply(ev.next, ev.x, ev.y, ev.z);
|
||||
this.currentIndex++;
|
||||
}
|
||||
|
||||
// Scrub Backward
|
||||
while (this.currentIndex > 0 && this.events[this.currentIndex - 1].time > targetTime) {
|
||||
this.currentIndex--;
|
||||
const ev = this.events[this.currentIndex];
|
||||
this.#apply(ev.prev, ev.x, ev.y, ev.z);
|
||||
}
|
||||
|
||||
this.currentTime = targetTime;
|
||||
this.notify(); // Dispatch a single batched update to the Engine
|
||||
}
|
||||
|
||||
seekIndex(targetIndex) {
|
||||
targetIndex = targetIndex + this.initialIndex;
|
||||
|
||||
while (this.currentIndex < this.events.length && this.currentIndex < targetIndex) {
|
||||
const ev = this.events[this.currentIndex];
|
||||
this.#apply(ev.next, ev.x, ev.y, ev.z);
|
||||
this.currentIndex++;
|
||||
}
|
||||
|
||||
while (this.currentIndex > 0 && this.currentIndex > targetIndex) {
|
||||
this.currentIndex--;
|
||||
const ev = this.events[this.currentIndex];
|
||||
this.#apply(ev.prev, ev.x, ev.y, ev.z);
|
||||
}
|
||||
|
||||
if (this.currentIndex < this.events.length) {
|
||||
this.currentTime = this.events[this.currentIndex].time;
|
||||
} else if (this.events.length > 0) {
|
||||
this.currentTime = this.events[this.events.length - 1].time;
|
||||
}
|
||||
|
||||
this.notify();
|
||||
}
|
||||
|
||||
reset() {
|
||||
this.blocks.clear();
|
||||
|
||||
for (const [key, block] of this.initialState.entries()) {
|
||||
this.blocks.set(key, new Block(block.id, [...block.pos], {...block.state}));
|
||||
}
|
||||
|
||||
this.currentIndex = this.initialIndex;
|
||||
|
||||
if (this.initialIndex > 0 && this.events.length > 0) {
|
||||
this.currentTime = this.events[this.initialIndex - 1].time;
|
||||
} else {
|
||||
this.currentTime = -Infinity;
|
||||
}
|
||||
|
||||
this.notify();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user