Revert "wip timeline"

This reverts commit be29c0138d.
This commit is contained in:
2026-07-05 09:55:02 -04:00
parent be29c0138d
commit 50fa0f5258
2 changed files with 83 additions and 177 deletions

View File

@@ -129,7 +129,6 @@
import {Engine} from './engine.js';
import {Diorama} from './diorama.js';
import {World} from './world.js';
import {Timeline} from './timeline.js';
async function initDocument() {
try {
@@ -158,6 +157,37 @@
world1.set('lodestone', 0, -1, 0);
world1.set('piston', 0, -2, 0, {facing: 'north', extended: 'false'});
const world2 = new World();
world2.set('minecraft:redstone_wire', 0, 0, 0, {
east: 'side',
west: 'none',
north: 'none',
south: 'none',
power: '0'
});
world2.set('minecraft:repeater', 1, 0, 0, {
facing: 'east',
delay: '4',
locked: 'false',
powered: 'false'
});
world2.set('minecraft:sticky_piston', 2, 0, 0, {facing: 'east', extended: 'false'});
world2.set('minecraft:sticky_piston', 2, 0, 1, {facing: 'east', extended: 'true'});
world2.set('minecraft:sticky_piston', 2, 0, 2, {facing: 'east', extended: 'true'});
world2.set('minecraft:piston_head', 2.5, 0, 1, {
facing: 'east',
short: 'true',
type: 'sticky'
});
world2.set('minecraft:piston_head', 3, 0, 2, {
facing: 'east',
short: 'false',
type: 'sticky'
});
world2.set('minecraft:glass', 3, 0, 0);
world2.set('minecraft:observer', 3.5, 0, 1, {facing: 'up', powered: 'true'});
world2.set('minecraft:redstone_block', 4, 0, 2);
const demo1 = new Diorama('demo-1', world1, () => engine.requestRender())
demo1.radius = 2;
demo1.phi = 10;
@@ -166,75 +196,70 @@
demo1.saveState()
engine.addDiorama(demo1);
const world2 = new World();
// Initialize the Timeline and compile the scene/animation
const timeline = new Timeline(world2);
timeline.compile(`
@-1
place 0 0 0 minecraft:redstone_wire power=0 east=side west=none north=none south=none
place 1 0 0 minecraft:repeater facing=east delay=4 locked=false powered=false
place 2 0 0 minecraft:sticky_piston facing=east extended=false
place 2 0 1 minecraft:sticky_piston facing=east extended=true
place 2 0 2 minecraft:sticky_piston facing=east extended=true
place 2.5 0 1 minecraft:piston_head facing=east short=true type=sticky
place 3 0 2 minecraft:piston_head facing=east short=false type=sticky
place 3 0 0 minecraft:glass
place 3.5 0 1 minecraft:observer facing=up powered=true
place 4 0 2 minecraft:redstone_block
@0
update 2 0 2 extended=false
place 3 0 2 minecraft:redstone_block
del 2.5 0 2
del 3.5 0 2
@1
update 2 0 2 extended=true
del 3 0 2
place 2.5 0 2 minecraft:piston_head facing=east short=true type=sticky
place 3.5 0 2 minecraft:redstone_block
@2
place 3 0 2 minecraft:piston_head facing=east short=false type=sticky
del 2.5 0 2
del 3.5 0 2
place 4 0 2 minecraft:redstone_block
@3
del 4 0 2
del 3 0 2
place 2.5 0 2 minecraft:piston_head facing=east short=true type=sticky
place 3.5 0 2 minecraft:redstone_block
`);
// Load the initial layout
timeline.seek(0);
const demo2 = new Diorama('demo-2', world2, () => engine.requestRender());
const demo2 = new Diorama('demo-2', world2, () => engine.requestRender())
demo2.radius = 4;
demo2.theta = 180;
demo2.phi = 90;
demo2.centerView();
demo2.saveState();
demo2.centerView()
demo2.saveState()
engine.addDiorama(demo2);
const demo3 = new Diorama('demo-3', world2, () => engine.requestRender());
const demo3 = new Diorama('demo-3', world2, () => engine.requestRender())
demo3.radius = 4;
demo3.theta = 0;
demo3.phi = 0;
demo3.centerView();
demo3.saveState();
demo3.centerView()
demo3.saveState()
engine.addDiorama(demo3);
// Fetch and build everything concurrently!
await engine.updateAll();
// Manually cycle through the timeline ticks for the demo
let currentTick = 0;
setInterval(() => {
timeline.seek(currentTick);
currentTick = (currentTick + 1) % 4;
}, 1000);
function set0() {
world2.set('minecraft:sticky_piston', 2, 0, 2, {facing: 'east', extended: 'false'});
world2.set('minecraft:redstone_block', 3, 0, 2);
world2.del(2.5, 0, 2);
world2.del(3.5, 0, 2);
setTimeout(set1, 250)
}
function set1() {
world2.set('minecraft:sticky_piston', 2, 0, 2, {facing: 'east', extended: 'true'});
world2.del(3, 0, 2)
world2.set('minecraft:piston_head', 2.5, 0, 2, {
facing: 'east',
short: 'true',
type: 'sticky'
});
world2.set('minecraft:redstone_block', 3.5, 0, 2);
setTimeout(set2, 250)
}
function set2() {
world2.set('minecraft:piston_head', 3, 0, 2, {
facing: 'east',
short: 'false',
type: 'sticky'
});
world2.del(2.5, 0, 2);
world2.del(3.5, 0, 2);
world2.set('minecraft:redstone_block', 4, 0, 2);
setTimeout(set3, 250)
}
function set3() {
world2.del(4, 0, 2)
world2.del(3, 0, 2)
world2.set('minecraft:piston_head', 2.5, 0, 2, {
facing: 'east',
short: 'true',
type: 'sticky'
});
world2.set('minecraft:redstone_block', 3.5, 0, 2);
setTimeout(set0, 250)
}
setTimeout(set3, 1000)
} catch (err) {
console.error("Renderer Initialization Failed:", err);
}

View File

@@ -1,119 +0,0 @@
// timeline.js
export class Timeline {
constructor(world) {
this.world = world;
this.events = [];
this.cursorIndex = 0;
this.currentTime = -1;
}
/**
* Parses the custom syntax and builds the reversible event array.
*/
compile(script) {
this.events = [];
let currentTime = 0;
let subTick = 0;
// We use a shadow map to track what the world *will* look like
// at any point during parsing, so we can capture accurate undo states.
const shadowWorld = new Map();
const lines = script.split('\n').map(l => l.trim()).filter(l => l && !l.startsWith('#'));
for (const line of lines) {
if (line.startsWith('@')) {
currentTime = parseFloat(line.substring(1));
subTick = 0;
continue;
}
const tokens = line.split(' ');
const action = tokens[0];
const x = parseFloat(tokens[1]);
const y = parseFloat(tokens[2]);
const z = parseFloat(tokens[3]);
const key = `${x},${y},${z}`;
const propsArray = tokens.slice(action === 'place' ? 5 : 4);
const state = {};
for (const prop of propsArray) {
const [k, v] = prop.split('=');
state[k] = v;
}
// Capture the current shadow state for the undo action
const prevState = shadowWorld.has(key) ? JSON.parse(JSON.stringify(shadowWorld.get(key))) : null;
if (action === 'place') {
const id = tokens[4];
const blockData = { id, state };
// Update shadow world
shadowWorld.set(key, blockData);
this.events.push({
time: currentTime,
subTick: subTick++,
forward: (world) => world.set(id, x, y, z, { ...state }),
backward: (world) => {
if (prevState) world.set(prevState.id, x, y, z, { ...prevState.state });
else world.del(x, y, z);
}
});
} else if (action === 'update') {
// Update shadow world
if (shadowWorld.has(key)) {
const block = shadowWorld.get(key);
Object.assign(block.state, state);
}
this.events.push({
time: currentTime,
subTick: subTick++,
forward: (world) => {
const block = world.get(x, y, z);
if (block) world.set(block.id, x, y, z, { ...block.state, ...state });
},
backward: (world) => {
if (prevState) world.set(prevState.id, x, y, z, { ...prevState.state });
}
});
} else if (action === 'del') {
shadowWorld.delete(key);
this.events.push({
time: currentTime,
subTick: subTick++,
forward: (world) => world.del(x, y, z),
backward: (world) => {
if (prevState) world.set(prevState.id, x, y, z, { ...prevState.state });
}
});
}
}
}
/**
* Scrubs the timeline to an exact tick, resolving all forward and backward
* events deterministically based on their sub-tick ordering.
*/
seek(targetTime) {
// Scrub Forward
while (this.cursorIndex < this.events.length && this.events[this.cursorIndex].time <= targetTime) {
this.events[this.cursorIndex].forward(this.world);
this.cursorIndex++;
}
// Scrub Backward
// Notice the strictly reverse evaluation order
while (this.cursorIndex > 0 && this.events[this.cursorIndex - 1].time > targetTime) {
this.cursorIndex--;
this.events[this.cursorIndex].backward(this.world);
}
this.currentTime = targetTime;
}
}