CircleOffsetAndLoopOperation class
Пакет: com.hypixel.hytale.builtin.buildertools.scriptedbrushes.operations.sequential.flowcontrol.loops
Файл: com/hypixel/hytale/builtin/buildertools/scriptedbrushes/operations/sequential/flowcontrol/loops/CircleOffsetAndLoopOperation.java
extends: SequenceBrushOperation
Поля (6)
| Модификаторы | Тип | Имя |
|---|---|---|
final |
int |
MAX_REPETITIONS |
|
|
return |
|
int |
var1 |
|
int |
var2 |
|
double |
var3 |
|
Vector3i |
var5 |
Методы (8)
| Модификаторы | Возврат | Сигнатура |
|---|---|---|
private |
int |
doubleToNearestIntint doubleToNearestInt(double var1) |
|
|
for for(int var5 = 0; var5 < var1; var5++) |
|
|
if if(this.rotateArg) |
|
|
if if(this.flipArg) |
|
|
if if(this.repetitionsRemaining == -1) |
|
|
if if(this.numberOfCirclePointsArg > 100) |
|
|
if if(this.repetitionsRemaining == 0) |
abstract |
|
super super("Loop Previous And Set Offset In Circle",
"Loops specified instructions and changes the offset after each loop in order to execute around a circle",
false) |
Исходный код
Показать/скрыть
class="kw">package com.hypixel.hytale.builtin.buildertools.scriptedbrushes.operations.sequential.flowcontrol.loops;
class="kw">import com.hypixel.hytale.builtin.buildertools.scriptedbrushes.BrushConfig;
class="kw">import com.hypixel.hytale.builtin.buildertools.scriptedbrushes.BrushConfigCommandExecutor;
class="kw">import com.hypixel.hytale.builtin.buildertools.scriptedbrushes.operations.system.SequenceBrushOperation;
class="kw">import com.hypixel.hytale.codec.Codec;
class="kw">import com.hypixel.hytale.codec.KeyedCodec;
class="kw">import com.hypixel.hytale.codec.builder.BuilderCodec;
class="kw">import com.hypixel.hytale.component.ComponentAccessor;
class="kw">import com.hypixel.hytale.component.Ref;
class="kw">import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
class="kw">import it.unimi.dsi.fastutil.objects.ObjectArrayList;
class="kw">import java.util.List;
class="kw">import javax.annotation.Nonnull;
class="kw">import org.joml.Vector3i;
class="kw">import org.joml.Vector3ic;
class="kw">public class CircleOffsetAndLoopOperation class="kw">extends SequenceBrushOperation {
class="kw">public class="kw">static class="kw">final int MAX_REPETITIONS = 100;
class="kw">public class="kw">static class="kw">final int IDLE_STATE = -1;
class="kw">public class="kw">static class="kw">final double TWO_PI = Math.PI * 2;
class="kw">public class="kw">static class="kw">final BuilderCodec<CircleOffsetAndLoopOperation> CODEC = BuilderCodec.builder(
CircleOffsetAndLoopOperation.class, CircleOffsetAndLoopOperation::new
)
.append(new KeyedCodec<>("StoredIndexName", Codec.STRING), (var0, var1) -> var0.indexNameArg = var1, var0 -> var0.indexNameArg)
.documentation("The name of the previously stored index to begin the loop at. Note: This can only be an index previous to the current.")
.add()
.<Integer>append(
new KeyedCodec<>("NumberOfCirclePoints", Codec.INTEGER), (var0, var1) -> var0.numberOfCirclePointsArg = var1, var0 -> var0.numberOfCirclePointsArg
)
.documentation("The amount of equidistant points on the circle to loop at")
.add()
.<Integer>append(new KeyedCodec<>("CircleRadius", Codec.INTEGER), (var0, var1) -> var0.circleRadiusArg = var1, var0 -> var0.circleRadiusArg)
.documentation("The radius of the circle")
.add()
.<Boolean>append(new KeyedCodec<>("FlipDirection", Codec.BOOLEAN, true), (var0, var1) -> var0.flipArg = var1, var0 -> var0.flipArg)
.documentation("Whether to invert the direction of the circle. Useful for non-zero offset modifiers.")
.add()
.<Boolean>append(new KeyedCodec<>("RotateDirection", Codec.BOOLEAN, true), (var0, var1) -> var0.rotateArg = var1, var0 -> var0.rotateArg)
.documentation("Whether to invert the direction of the circle. Useful for non-zero offset modifiers.")
.add()
.documentation("Loops specified instructions and changes the offset after each loop in order to execute around a circle")
.build();
@Nonnull
class="kw">public String indexNameArg = "Undefined";
@Nonnull
class="kw">public Integer numberOfCirclePointsArg = 3;
@Nonnull
class="kw">public Integer circleRadiusArg = 5;
class="kw">public boolean flipArg = false;
class="kw">public boolean rotateArg = false;
class="kw">private int repetitionsRemaining = -1;
@Nonnull
class="kw">private List<Vector3i> offsetsInCircle = new ObjectArrayList();
@Nonnull
class="kw">private class="kw">final Vector3i offsetWhenFirstReachedOperation = new Vector3i();
@Nonnull
class="kw">private class="kw">final Vector3i previousCircleOffset = new Vector3i();
class="kw">public CircleOffsetAndLoopOperation() {
super(
"Loop Previous And Set Offset In Circle",
"Loops specified instructions and changes the offset after each loop in order to execute around a circle",
false
);
}
@Override
class="kw">public void resetInternalState() {
this.repetitionsRemaining = -1;
this.offsetsInCircle.clear();
this.offsetWhenFirstReachedOperation.zero();
this.previousCircleOffset.zero();
int var1 = this.numberOfCirclePointsArg;
int var2 = this.circleRadiusArg;
double var3 = (Math.PI * 2) / var1;
for (int var5 = 0; var5 < var1; var5++) {
if (this.rotateArg) {
this.offsetsInCircle
.add(new Vector3i(this.doubleToNearestInt(var2 * Math.cos(var3 * var5)) * -1, 0, this.doubleToNearestInt(var2 * Math.sin(var3 * var5)) * -1));
} else {
this.offsetsInCircle
.add(new Vector3i(this.doubleToNearestInt(var2 * Math.cos(var3 * var5)), 0, this.doubleToNearestInt(var2 * Math.sin(var3 * var5))));
}
}
if (this.flipArg) {
this.offsetsInCircle = this.offsetsInCircle.reversed();
}
}
class="kw">private int doubleToNearestInt(double var1) {
class="kw">return (int)Math.floor(var1 + 0.5);
}
@Override
class="kw">public void modifyBrushConfig(
@Nonnull Ref<EntityStore> var1, @Nonnull BrushConfig var2, @Nonnull BrushConfigCommandExecutor var3, @Nonnull ComponentAccessor<EntityStore> var4
) {
if (this.repetitionsRemaining == -1) {
this.resetInternalState();
this.offsetWhenFirstReachedOperation.set(var2.getOriginOffset());
if (this.numberOfCirclePointsArg > 100) {
var2.setErrorFlag("Cannot have more than 100 repetitions");
class="kw">return;
}
this.repetitionsRemaining = this.numberOfCirclePointsArg;
}
if (this.repetitionsRemaining == 0) {
this.repetitionsRemaining = -1;
var2.setOriginOffset(this.offsetWhenFirstReachedOperation);
} else {
Vector3i var5 = var2.getOriginOffset()
.sub(this.previousCircleOffset)
.add(new Vector3i((Vector3ic)this.offsetsInCircle.get(this.repetitionsRemaining - 1)));
this.previousCircleOffset.set((Vector3ic)this.offsetsInCircle.get(this.repetitionsRemaining - 1));
var2.setOriginOffset(var5);
var3.loadOperatingIndex(this.indexNameArg, false);
this.repetitionsRemaining--;
}
}
}