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Construct-CN/StrucTool [BP]/scripts/classes/Outliner.js
T
ForestOfLight f3dcdb217f Add BP assets
2025-04-15 09:35:12 -07:00

100 lines
2.9 KiB
JavaScript

import { system, world } from "@minecraft/server";
import { Vector } from "../lib/Vector";
export class Outliner {
dimension;
min = new Vector();
max = new Vector();
drawParticle = "structool:outline";
drawFrequency = 20;
#drawParticles = [];
#runner = null;
constructor(dimension, min, max) {
this.dimension = dimension;
this.min = new Vector(min.x, min.y, min.z);
this.max = new Vector(max.x, max.y, max.z);
this.vertices = this.getVertices(min, max);
this.startDraw();
}
startDraw() {
this.#runner = system.runInterval(() => this.draw(), this.drawFrequency);
}
stopDraw() {
system.clearRun(this.#runner);
}
draw() {
this.#drawParticles.length = 0;
this.#drawParticles.push(...this.getVerticeParticleLocations());
this.#drawParticles.push(...this.getCubiodParticleLocations());
for (const [particleType, location] of this.#drawParticles) {
try {
this.dimension.spawnParticle(particleType, location);
} catch {
/* pass */
}
}
}
getVertices(min, max) {
return [
new Vector(min.x, min.y, min.z),
new Vector(max.x, min.y, min.z),
new Vector(min.x, max.y, min.z),
new Vector(max.x, max.y, min.z),
new Vector(min.x, min.y, max.z),
new Vector(max.x, min.y, max.z),
new Vector(min.x, max.y, max.z),
new Vector(max.x, max.y, max.z)
];
}
setVertices(dimension, min, max) {
this.dimension = dimension;
this.min = new Vector(min.x, min.y, min.z);
this.max = new Vector(max.x, max.y, max.z);
this.vertices = this.getVertices(min, max);
}
getVerticeParticleLocations() {
return this.vertices.map((v) => [this.drawParticle, v]);
}
getCubiodParticleLocations() {
const edges = [
[0, 1],
[0, 2],
[0, 4],
[1, 3],
[1, 5],
[2, 3],
[2, 6],
[3, 7],
[4, 5],
[4, 6],
[5, 7],
[6, 7]
];
const edgePoints = [];
for (const edge of edges) {
const [startVertex, endVertex] = [this.vertices[edge[0]], this.vertices[edge[1]]];
const resolution = Math.min(Math.floor(endVertex.subtract(startVertex).length), 16);
for (let i = 1; i < resolution; i++) {
const t = i / resolution;
edgePoints.push(startVertex.lerp(endVertex, t));
}
}
return edgePoints.map((v) => [this.drawParticle, v]);
}
addStandaloneParticles(locations) {
for (const location of locations)
this.vertices.push(new Vector(location.x, location.y, location.z));
}
}