mirror of
https://github.com/haselkern/Minecraft-ArmorStand.git
synced 2025-05-17 15:05:33 +00:00
589 lines
17 KiB
JavaScript
589 lines
17 KiB
JavaScript
// BIG Thanks to tutsplus.com
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// http://code.tutsplus.com/tutorials/webgl-with-threejs-basics--net-35688
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// for helping me getting started
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//Stuff for rendering
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var DEG2RAD = Math.PI / 180;
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var width, height, renderer, scene, camera;
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var clock = new THREE.Clock;
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var rotY = 0, rotX = 0;
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var matWood = new THREE.MeshLambertMaterial({ color: 0x826841 });
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//var matWood = new THREE.MeshLambertMaterial({ color: 0x826841, transparent: true, opacity: 0.5 }); //For testing the mesh alignment
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var matStone = new THREE.MeshLambertMaterial({ color: 0xadadad });
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var matTransparentStone = new THREE.MeshLambertMaterial({ color: 0xadadad });
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matTransparentStone.opacity = 0.8;
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matTransparentStone.transparent = true;
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var viewCenter = new THREE.Vector3(0,0,0);
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// Meshes
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// The ones marked with //* are not real meshes, but contain a child (or more) which gets rendered.
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// This is done, so these can easily be rotated around an accurate pivot point.
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var mBasePlate;
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var mBody; //*
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var mHead; //*
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var mSkull;
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var mLegLeft; //*
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var mLegRight; //*
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var mArmLeft; //*
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var mArmRight; //*
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var armorstand, armorstandWrapper; //Group all the other elements
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//DATA -> Stuff that we'll use to generate the command. Fetched from the controls.
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var invisible = false;
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var invulnerable = false;
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var persistencerequired = false;
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var noBasePlate = false;
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var noGravity = false;
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var showArms = false;
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var small = false;
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var useCustomEquipment;
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var equipSword;
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var equipShoes;
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var equipLeggings;
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var equipChestplate;
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var equipHelmet = "";
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var equipCustomHeadMode;
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var equipColorShoes;
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var equipColorLeggings;
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var equipColorChestplate;
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var equipColorHelmet;
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var useDisabledSlots;
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//The rotation values are all in degrees.
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var head = new THREE.Vector3(0,0,0);
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var body = new THREE.Vector3(0,0,0);
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var leftLeg = new THREE.Vector3(0,0,0);
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var rightLeg = new THREE.Vector3(0,0,0);
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var leftArm = new THREE.Vector3(0,0,0);
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var rightArm = new THREE.Vector3(0,0,0);
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var rotation = 0;
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//Stuff for mouse movements
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var mouseDownX;
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var mouseDownY;
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var mouseMoveX;
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var mouseMoveY;
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var mouseRotationMultiplier = 0.008;
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//A point class will help us manage the mouse movements.
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Point = {
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x:null,
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y:null
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};
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$(document).ready(function(){
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//Init
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setup();
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updateUI();
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render();
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//Stuff to handle and update input
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$("input").on("input", function(){
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handleInput();
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});
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$(':checkbox, #equipCustomHeadMode').change(function() {
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handleInput();
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});
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//Handle rotating with mouse
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$("#gl")
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.mousedown(function(event){
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mouseDownX = event.pageX;
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mouseDownY = event.pageY;
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})
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.mousemove(function(event){
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mouseMoveX = event.pageX;
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mouseMoveY = event.pageY;
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})
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.mouseup(function(event){
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rotY += getMouseDeltaX();
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rotX += getMouseDeltaY();
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mouseDownX = null;
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mouseDownY = null;
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});
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//Hide elements
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$("#getcommandblock").hide();
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$("#troubleshooting").hide();
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$("#inputarms").hide();
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$("#customequipment").hide();
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$("#disabledslots").hide();
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//Initialize colorpickers
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$('.colorfield').colpick({
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colorScheme:'light',
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layout:'hex',
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color:'ff8800',
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onSubmit:function(hsb,hex,rgb,el) {
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$(el).css('background-color', '#'+hex);
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$(el).colpickHide();
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handleInput();
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}
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});
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});
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function setup(){
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width = $("#gl").width();
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height = $("#gl").height();
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renderer = new THREE.WebGLRenderer({ antialias: true, alpha:true });
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renderer.setSize(width, height);
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$("#gl").append(renderer.domElement);
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scene = new THREE.Scene();
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armorstand = new THREE.Object3D();
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//Add an armorstandWrapper to the scene, so the armorstand can be rotated naturally.
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armorstandWrapper = new THREE.Object3D();
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armorstand.position.set(0,-0.5,0);
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armorstandWrapper.add(armorstand);
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//BasePlate
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mBasePlate = new THREE.Mesh(
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new THREE.BoxGeometry(12/16, 1/16, 12/16),
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matStone);
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mBasePlate.position.y = - (1/32 - armorstand.position.y);
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armorstandWrapper.add(mBasePlate);
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//Add a little dot, so the user knows which way is forward
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var mmBaseDot = new THREE.Mesh(
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new THREE.BoxGeometry(2/16, 1/16, 4/16),
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matStone);
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mmBaseDot.position.set(0,mBasePlate.position.y,10/16);
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armorstandWrapper.add(mmBaseDot);
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// To Generate the other body parts, we will use a mesh to display,
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// and add it as a child to the object that serves as a pivot.
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//Left Leg
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var mmLegLeft = new THREE.Mesh(
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new THREE.BoxGeometry(2/16, 11/16, 2/16),
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matWood);
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mmLegLeft.position.set(0,-5.5/16,0);
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mLegLeft = new THREE.Object3D();
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mLegLeft.position.set(2/16,11/16,0); //Pivot Point
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mLegLeft.add(mmLegLeft);
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armorstand.add(mLegLeft);
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//Right Leg
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var mmLegRight = new THREE.Mesh(
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new THREE.BoxGeometry(2/16, 11/16, 2/16),
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matWood);
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mmLegRight.position.set(0,-5.5/16,0);
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mLegRight = new THREE.Object3D();
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mLegRight.position.set(-2/16,11/16,0); //Pivot Point
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mLegRight.add(mmLegRight);
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armorstand.add(mLegRight);
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//Left Arm
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var mmArmLeft = new THREE.Mesh(
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new THREE.BoxGeometry(2/16, 12/16, 2/16),
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matWood);
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mmArmLeft.position.set(0,-4/16,0);
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mArmLeft = new THREE.Object3D();
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mArmLeft.position.set(6/16,21/16,0); //Pivot Point
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mArmLeft.add(mmArmLeft);
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armorstand.add(mArmLeft);
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//Right Arm
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var mmArmRight = new THREE.Mesh(
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new THREE.BoxGeometry(2/16, 12/16, 2/16),
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matWood);
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mmArmRight.position.set(0,-4/16,0);
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mArmRight = new THREE.Object3D();
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mArmRight.position.set(-6/16,21/16,0); //Pivot Point
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mArmRight.add(mmArmRight);
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armorstand.add(mArmRight);
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//Body (consists of four parts)
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var mmHip = new THREE.Mesh(
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new THREE.BoxGeometry(8/16, 2/16, 2/16),
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matWood);
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mmHip.position.set(0,-11/16,0);
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var mmBodyLeft = new THREE.Mesh(
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new THREE.BoxGeometry(2/16, 7/16, 2/16),
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matWood);
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mmBodyLeft.position.set(2/16,-6.5/16,0);
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var mmBodyRight = new THREE.Mesh(
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new THREE.BoxGeometry(2/16, 7/16, 2/16),
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matWood);
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mmBodyRight.position.set(-2/16,-6.5/16,0);
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var mmShoulders = new THREE.Mesh(
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new THREE.BoxGeometry(12/16, 3/16, 3/16),
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matWood);
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mmShoulders.position.set(0,-1.5/16,0);
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mBody = new THREE.Object3D();
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mBody.position.set(0,23/16,0); //Pivot Point
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mBody.add(mmHip);
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mBody.add(mmBodyLeft);
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mBody.add(mmBodyRight);
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mBody.add(mmShoulders);
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armorstand.add(mBody);
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//Head (neck and skull)
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var mmNeck = new THREE.Mesh(
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new THREE.BoxGeometry(2/16, 7/16, 2/16),
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matWood);
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mmNeck.position.set(0,3.5/16,0);
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mSkull = new THREE.Mesh(
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new THREE.BoxGeometry(10/16, 10/16, 10/16),
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matTransparentStone);
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mSkull.position.set(0,5/16,0);
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mHead = new THREE.Object3D();
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mHead.position.set(0,22/16,0); //Pivot Point
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mHead.add(mmNeck);
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mHead.add(mSkull);
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armorstand.add(mHead);
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scene.add(armorstandWrapper);
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camera = new THREE.PerspectiveCamera(45, width/height, 0.1, 1000);
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camera.position.y = 2;
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camera.position.z = 4;
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camera.lookAt(viewCenter);
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scene.add(camera);
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var pointLight = new THREE.PointLight(0xffffff);
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pointLight.position.set(0, 300, 200);
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scene.add(pointLight);
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}
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// Write stuff from input into variables
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function handleInput(){
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invisible = getCheckBoxInput("invisible");
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invulnerable = getCheckBoxInput("invulnerable");
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persistencerequired = getCheckBoxInput("persistencerequired");
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noBasePlate = getCheckBoxInput("nobaseplate");
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noGravity = getCheckBoxInput("nogravity");
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showArms = getCheckBoxInput("showarms");
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small = getCheckBoxInput("small");
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useCustomEquipment = getCheckBoxInput("usecustomequipment");
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equipSword = getInput("equipSword");
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equipShoes = getInput("equipShoes");
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equipLeggings = getInput("equipLeggings");
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equipChestplate = getInput("equipChestplate");
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equipHelmet = getInput("equipHelmet");
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equipCustomHeadMode = $("#equipCustomHeadMode").val();
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equipColorShoes = $("#shoecolor").css("background-color");
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equipColorLeggings = $("#leggingscolor").css("background-color");
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equipColorChestplate = $("#chestplatecolor").css("background-color");
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equipColorHelmet = $("#helmetcolor").css("background-color");
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useDisabledSlots = getCheckBoxInput("usedisabledslots");
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body.set(getRangeInput("bodyX"), getRangeInput("bodyY"), getRangeInput("bodyZ"));
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head.set(getRangeInput("headX"), getRangeInput("headY"), getRangeInput("headZ"));
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leftLeg.set(getRangeInput("leftLegX"), getRangeInput("leftLegY"), getRangeInput("leftLegZ"));
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rightLeg.set(getRangeInput("rightLegX"), getRangeInput("rightLegY"), getRangeInput("rightLegZ"));
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leftArm.set(getRangeInput("leftArmX"), getRangeInput("leftArmY"), getRangeInput("leftArmZ"));
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rightArm.set(getRangeInput("rightArmX"), getRangeInput("rightArmY"), getRangeInput("rightArmZ"));
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rotation = getRangeInput("rotation");
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updateUI();
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}
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function getCheckBoxInput(name){
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return $("input[name="+name+"]").prop("checked");
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}
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function getRangeInput(name){
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return $("input[name="+name+"]").val();
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}
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function getInput(name){
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return $("input[name="+name+"]").val();
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}
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/** Changes stuff according to our input values */
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function updateUI(){
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//Hide/Show different inputs
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if(showArms)
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$("#inputarms").slideDown();
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else
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$("#inputarms").slideUp();
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if(useCustomEquipment)
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$("#customequipment").slideDown();
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else
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$("#customequipment").slideUp();
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//Different colorinputs for armorparts
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if(isLeatherArmor(equipShoes))
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$("#shoecolor").slideDown();
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else
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$("#shoecolor").slideUp();
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if(isLeatherArmor(equipLeggings))
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$("#leggingscolor").slideDown();
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else
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$("#leggingscolor").slideUp();
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if(isLeatherArmor(equipChestplate))
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$("#chestplatecolor").slideDown();
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else
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$("#chestplatecolor").slideUp();
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if(isLeatherArmor(equipHelmet))
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$("#helmetcolor").slideDown();
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else
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$("#helmetcolor").slideUp();
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if(useDisabledSlots)
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$("#disabledslots").slideDown();
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else
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$("#disabledslots").slideUp();
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$("#code").text(generateCode());
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if(generateCode().length > 100){
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$("#codeinfo").html("<b>Please note:</b> This command is too long to be executed from chat. You need to place it inside a command block. (see below)");
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}
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// Rotate 3D Stuff
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// y and z rotation needs to be inverted
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mBody.rotation.set(body.x * DEG2RAD, -body.y * DEG2RAD, -body.z * DEG2RAD);
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mHead.rotation.set(head.x * DEG2RAD, -head.y * DEG2RAD, -head.z * DEG2RAD);
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mLegLeft.rotation.set(leftLeg.x * DEG2RAD, -leftLeg.y * DEG2RAD, -leftLeg.z * DEG2RAD);
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mLegRight.rotation.set(rightLeg.x * DEG2RAD, -rightLeg.y * DEG2RAD, -rightLeg.z * DEG2RAD);
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mArmLeft.rotation.set(leftArm.x * DEG2RAD, -leftArm.y * DEG2RAD, -leftArm.z * DEG2RAD);
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mArmRight.rotation.set(rightArm.x * DEG2RAD, -rightArm.y * DEG2RAD, -rightArm.z * DEG2RAD);
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armorstand.rotation.y = -rotation * DEG2RAD;
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// Scale model, depending on small variable
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if(small)
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armorstand.scale.set(0.6, 0.6, 0.6);
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else
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armorstand.scale.set(1, 1, 1);
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//Set Visibility
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mArmRight.visible = mArmLeft.visible = showArms;
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mBasePlate.visible = !noBasePlate;
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mSkull.visible = equipHelmet != "";
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}
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function generateCode(){
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var code = "/summon ArmorStand ~ ~ ~ {";
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var tags = [];
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//CheckBoxes
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if(invisible)
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tags.push("Invisible:1b");
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if(invulnerable)
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tags.push("Invulnerable:1b");
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if(persistencerequired)
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tags.push("PersistenceRequired:1b");
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if(noBasePlate)
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tags.push("NoBasePlate:1b");
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if(noGravity)
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tags.push("NoGravity:1b");
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if(showArms)
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tags.push("ShowArms:1b");
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if(small)
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tags.push("Small:1b");
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//Sliders
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if(rotation != 0)
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tags.push("Rotation:["+rotation+"f]");
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//Equipment
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if(useCustomEquipment){
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var equip = [];
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if(equipSword != "")
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equip.push("{id:\""+equipSword+"\",Count:1b}");
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else
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equip.push("{}");
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if(equipShoes != "")
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equip.push("{id:\""+equipShoes+"\",Count:1b"
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+getLeatherColorString($("#shoecolor"), isLeatherArmor(equipShoes))
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+"}");
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else
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equip.push("{}");
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if(equipLeggings != "")
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equip.push("{id:\""+equipLeggings+"\",Count:1b"
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+getLeatherColorString($("#leggingscolor"), isLeatherArmor(equipShoes))
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+"}");
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else
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equip.push("{}");
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if(equipChestplate != "")
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equip.push("{id:\""+equipChestplate+"\",Count:1b"
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+getLeatherColorString($("#chestplatecolor"), isLeatherArmor(equipShoes))
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+"}");
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else
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equip.push("{}");
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if(equipHelmet != ""){
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// Use input as item
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if(equipCustomHeadMode == "item"){
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equip.push("{id:\""+equipHelmet+"\",Count:1b"
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+getLeatherColorString($("#helmetcolor"), isLeatherArmor(equipShoes))
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+"}");
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}
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// Use input as player name
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else if(equipCustomHeadMode == "player"){
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equip.push("{id:\"skull\",Count:1b,Damage:3b,tag:{SkullOwner:\""+equipHelmet+"\"}}");
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}
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// Use input as url
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// Best reference: http://redd.it/24quwx
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else if(equipCustomHeadMode == "url"){
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var uuid = generateUUID();
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var base64Value = btoa('{textures:{SKIN:{url:"'+equipHelmet+'"}}}');
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equip.push('{id:"skull",Count:1b,Damage:3b,tag:{SkullOwner:{Id:'+uuid+',Properties:{textures:[{Value:'+base64Value+'}]}}}}');
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}
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}
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else
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equip.push("{}");
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tags.push("Equipment:["+equip.join(",")+"]");
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}
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//DisabledSlots
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if(useDisabledSlots){
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tags.push("DisabledSlots:"+calculateDisabledSlotsFlag());
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}
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//Now the pose
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var pose = [];
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if(!isZero(body))
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pose.push("Body:"+getJSONArray(body));
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if(!isZero(head))
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pose.push("Head:"+getJSONArray(head));
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if(!isZero(leftLeg))
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pose.push("LeftLeg:"+getJSONArray(leftLeg));
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if(!isZero(rightLeg))
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pose.push("RightLeg:"+getJSONArray(rightLeg));
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if(showArms){
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if(!isZero(leftArm))
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pose.push("LeftArm:"+getJSONArray(leftArm));
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if(!isZero(rightArm))
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pose.push("RightArm:"+getJSONArray(rightArm));
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}
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if(pose.length > 0)
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tags.push("Pose:{"+pose.join(",")+"}");
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code += tags.join(",");
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code += "}";
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return code;
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}
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function calculateDisabledSlotsFlag() {
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var dH = $("#dH").is(":checked") ? 1 << (4) : 0;
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var dC = $("#dC").is(":checked") ? 1 << (3) : 0;
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var dL = $("#dL").is(":checked") ? 1 << (2) : 0;
|
|
var dB = $("#dB").is(":checked") ? 1 << (1) : 0;
|
|
var dW = $("#dW").is(":checked") ? 1 << (0) : 0;
|
|
var dR = dH + dC + dL + dB + dW;
|
|
|
|
var rH = $("#rH").is(":checked") ? 1 << (4 + 8) : 0;
|
|
var rC = $("#rC").is(":checked") ? 1 << (3 + 8) : 0;
|
|
var rL = $("#rL").is(":checked") ? 1 << (2 + 8) : 0;
|
|
var rB = $("#rB").is(":checked") ? 1 << (1 + 8) : 0;
|
|
var rW = $("#rW").is(":checked") ? 1 << (0 + 8) : 0;
|
|
var rR = rH + rC + rL + rB + rW;
|
|
|
|
var pH = $("#pH").is(":checked") ? 1 << (4 + 16) : 0;
|
|
var pC = $("#pC").is(":checked") ? 1 << (3 + 16) : 0;
|
|
var pL = $("#pL").is(":checked") ? 1 << (2 + 16) : 0;
|
|
var pB = $("#pB").is(":checked") ? 1 << (1 + 16) : 0;
|
|
var pW = $("#pW").is(":checked") ? 1 << (0 + 16) : 0;
|
|
var pR = pH + pC + pL + pB + pW;
|
|
|
|
var result = dR + rR + pR;
|
|
return result;
|
|
}
|
|
|
|
function isZero(vector){
|
|
return vector.x == 0 && vector.y == 0 && vector.z == 0;
|
|
}
|
|
function getJSONArray(vector){
|
|
return "["+vector.x+"f,"+vector.y+"f,"+vector.z+"f]";
|
|
}
|
|
|
|
function getMouseDeltaX(){
|
|
var mouseDeltaX = 0;
|
|
if(mouseDownX != null && mouseMoveX != null){
|
|
mouseDeltaX = mouseMoveX - mouseDownX;
|
|
}
|
|
return mouseDeltaX * mouseRotationMultiplier;
|
|
}
|
|
function getMouseDeltaY(){
|
|
var mouseDeltaY = 0;
|
|
if(mouseDownY != null && mouseMoveY != null){
|
|
mouseDeltaY = mouseMoveY - mouseDownY;
|
|
}
|
|
return mouseDeltaY * mouseRotationMultiplier;
|
|
}
|
|
|
|
function render(){
|
|
renderer.render(scene, camera);
|
|
|
|
var deltaTime = clock.getDelta();
|
|
|
|
armorstandWrapper.rotation.y = rotY + getMouseDeltaX();
|
|
armorstandWrapper.rotation.x = rotX + getMouseDeltaY();
|
|
|
|
requestAnimationFrame(render);
|
|
}
|
|
|
|
|
|
|
|
|
|
// ---- Additional functions
|
|
|
|
// From here: http://stackoverflow.com/a/8809472/1456971
|
|
function generateUUID(){
|
|
var d = new Date().getTime();
|
|
var uuid = 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
|
|
var r = (d + Math.random()*16)%16 | 0;
|
|
d = Math.floor(d/16);
|
|
return (c=='x' ? r : (r&0x3|0x8)).toString(16);
|
|
});
|
|
return uuid;
|
|
}
|
|
|
|
function getDecimalRGB(rgb){
|
|
//The string has the format 'rgb(r, g, b)'
|
|
|
|
//Remove whitespaces. Now formatted: 'rgb(r,g,b)'
|
|
rgb = rgb.replace(/ /g,"");
|
|
|
|
var r = rgb.substring(4,rgb.indexOf(","));
|
|
var g = rgb.substring(rgb.indexOf(",")+1,rgb.lastIndexOf(","));
|
|
var b = rgb.substring(rgb.lastIndexOf(",")+1, rgb.length-1);
|
|
|
|
|
|
return (r << 16) | (g << 8) | b;
|
|
}
|
|
|
|
function isLeatherArmor(item){
|
|
if(item == null)
|
|
return false;
|
|
return item.indexOf("leather") == 0;
|
|
}
|
|
|
|
// Pass the colorpicker element as element. If condition is true, it will return a proper datatag for use in items, otherwise it will return an empty string.
|
|
function getLeatherColorString(element, condition){
|
|
if(condition){
|
|
var rgb = getDecimalRGB(element.css("background-color"));
|
|
return ",tag:{display:{color:"+rgb+"}}";
|
|
}
|
|
return "";
|
|
}
|