The great particle refactoring part 2: Splitting and Streamlining!
- Splits all particle textures into individual files intead of sprite sheets - Replaces arc and lightning pulse entities with particles - Pulls particle code up to the general ParticleWizardry so behaviours such as spin can be applied to all particle types - Renames a few ParticleBuilder methods for conciseness. - Adds a few new particle effects to various spells and entities, with a slight tweak to EntityMagicArrow#onBlockHit to facilitate impact effects
This commit is contained in:
@@ -13,25 +13,9 @@ import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.client.gui.GuiSpellDisplay;
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import electroblob.wizardry.client.gui.GuiWizardHandbook;
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import electroblob.wizardry.client.model.ModelWizardArmour;
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import electroblob.wizardry.client.particle.ParticleBlizzard;
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import electroblob.wizardry.client.particle.ParticleBuff;
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import electroblob.wizardry.client.particle.ParticleDarkMagic;
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import electroblob.wizardry.client.particle.ParticleDust;
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import electroblob.wizardry.client.particle.ParticleFlash;
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import electroblob.wizardry.client.particle.ParticleIce;
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import electroblob.wizardry.client.particle.ParticleLeaf;
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import electroblob.wizardry.client.particle.ParticleMagicBubble;
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import electroblob.wizardry.client.particle.ParticleMagicFlame;
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import electroblob.wizardry.client.particle.ParticlePath;
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import electroblob.wizardry.client.particle.ParticleRotatingSparkle;
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import electroblob.wizardry.client.particle.ParticleSnow;
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import electroblob.wizardry.client.particle.ParticleSpark;
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import electroblob.wizardry.client.particle.ParticleSparkle;
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import electroblob.wizardry.client.particle.ParticleTornado;
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import electroblob.wizardry.client.particle.ParticleWizardry;
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import electroblob.wizardry.client.particle.*;
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import electroblob.wizardry.client.particle.ParticleWizardry.IWizardryParticleFactory;
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import electroblob.wizardry.client.renderer.LayerStone;
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import electroblob.wizardry.client.renderer.RenderArc;
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import electroblob.wizardry.client.renderer.RenderArcaneWorkbench;
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import electroblob.wizardry.client.renderer.RenderBlackHole;
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import electroblob.wizardry.client.renderer.RenderBlank;
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@@ -45,7 +29,6 @@ import electroblob.wizardry.client.renderer.RenderHammer;
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import electroblob.wizardry.client.renderer.RenderIceGiant;
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import electroblob.wizardry.client.renderer.RenderIceSpike;
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import electroblob.wizardry.client.renderer.RenderLightningDisc;
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import electroblob.wizardry.client.renderer.RenderLightningPulse;
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import electroblob.wizardry.client.renderer.RenderMagicArrow;
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import electroblob.wizardry.client.renderer.RenderMagicLight;
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import electroblob.wizardry.client.renderer.RenderPhoenix;
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@@ -55,7 +38,6 @@ import electroblob.wizardry.client.renderer.RenderSpiritHorse;
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import electroblob.wizardry.client.renderer.RenderSpiritWolf;
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import electroblob.wizardry.client.renderer.RenderStatue;
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import electroblob.wizardry.client.renderer.RenderWizard;
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import electroblob.wizardry.entity.EntityArc;
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import electroblob.wizardry.entity.EntityShield;
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import electroblob.wizardry.entity.construct.EntityArrowRain;
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import electroblob.wizardry.entity.construct.EntityBlackHole;
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@@ -71,7 +53,6 @@ import electroblob.wizardry.entity.construct.EntityHailstorm;
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import electroblob.wizardry.entity.construct.EntityHammer;
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import electroblob.wizardry.entity.construct.EntityHealAura;
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import electroblob.wizardry.entity.construct.EntityIceSpike;
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import electroblob.wizardry.entity.construct.EntityLightningPulse;
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import electroblob.wizardry.entity.construct.EntityLightningSigil;
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import electroblob.wizardry.entity.construct.EntityTornado;
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import electroblob.wizardry.entity.living.EntityDecoy;
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@@ -291,27 +272,30 @@ public class ClientProxy extends CommonProxy {
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public void initParticleFactories(){
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factories = new HashMap<>();
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factories.put(Type.BLIZZARD, (world, x, y, z) -> new ParticleBlizzard(world, x, y, z));
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factories.put(Type.DARK_MAGIC, (world, x, y, z) -> new ParticleDarkMagic(world, x, y, z));
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factories.put(Type.DUST, (world, x, y, z) -> new ParticleDust(world, x, y, z));
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factories.put(Type.FLASH, (world, x, y, z) -> new ParticleFlash(world, x, y, z));
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factories.put(Type.ICE, (world, x, y, z) -> new ParticleIce(world, x, y, z));
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factories.put(Type.LEAF, (world, x, y, z) -> new ParticleLeaf(world, x, y, z));
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factories.put(Type.MAGIC_BUBBLE, (world, x, y, z) -> new ParticleMagicBubble(world, x, y, z));
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factories.put(Type.MAGIC_FIRE, (world, x, y, z) -> new ParticleMagicFlame(world, x, y, z));
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factories.put(Type.PATH, (world, x, y, z) -> new ParticlePath(world, x, y, z));
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factories.put(Type.SNOW, (world, x, y, z) -> new ParticleSnow(world, x, y, z));
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factories.put(Type.SPARK, (world, x, y, z) -> new ParticleSpark(world, x, y, z));
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factories.put(Type.SPARKLE, (world, x, y, z) -> new ParticleSparkle(world, x, y, z));
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factories.put(Type.SPARKLE_ROTATING, (world, x, y, z) -> new ParticleRotatingSparkle(world, x, y, z));
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factories.put(Type.BEAM, ParticleBeam::new);
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factories.put(Type.BUFF, ParticleBuff::new);
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factories.put(Type.DARK_MAGIC, ParticleDarkMagic::new);
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factories.put(Type.DUST, ParticleDust::new);
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factories.put(Type.FLASH, ParticleFlash::new);
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factories.put(Type.ICE, ParticleIce::new);
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factories.put(Type.LEAF, ParticleLeaf::new);
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factories.put(Type.LIGHTNING, ParticleLightning::new);
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factories.put(Type.LIGHTNING_PULSE, ParticleLightningPulse::new);
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factories.put(Type.MAGIC_BUBBLE, ParticleMagicBubble::new);
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factories.put(Type.MAGIC_FIRE, ParticleMagicFlame::new);
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factories.put(Type.PATH, ParticlePath::new);
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factories.put(Type.SCORCH, ParticleScorch::new);
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factories.put(Type.SNOW, ParticleSnow::new);
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factories.put(Type.SPARK, ParticleSpark::new);
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factories.put(Type.SPARKLE, ParticleSparkle::new);
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}
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@Override
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public ParticleWizardry createParticle(Type type, World world, double x, double y, double z){
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IWizardryParticleFactory factory = factories.get(type);
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if(factory == null){
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Wizardry.logger.warn("Unrecognised particle type %s! Ensure the particle is properly registered.", type);
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Wizardry.logger.warn("Unrecognised particle type %s ! Ensure the particle is properly registered.", type);
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return null;
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}
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return factory.createParticle(world, x, y, z);
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@@ -431,8 +415,8 @@ public class ClientProxy extends CommonProxy {
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double x = caster.posX + radius * Math.cos(angle);
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double y = caster.getEntityBoundingBox().minY + world.rand.nextDouble() * 2;
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double z = caster.posZ + radius * Math.sin(angle);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.02, 0).colour(0.6f, 1, 0.6f)
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.lifetime(80 + world.rand.nextInt(10)).spawn(world);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.02, 0).clr(0.6f, 1, 0.6f)
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.time(80 + world.rand.nextInt(10)).spawn(world);
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}
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for(int i = 0; i < 20; i++){
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double radius = 1;
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@@ -578,7 +562,6 @@ public class ClientProxy extends CommonProxy {
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manager -> new RenderProjectile(manager, 0.6f, new ResourceLocation(Wizardry.MODID, "textures/items/smoke_bomb.png"), false));
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// Effects and constructs
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RenderingRegistry.registerEntityRenderingHandler(EntityArc.class, RenderArc::new);
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RenderingRegistry.registerEntityRenderingHandler(EntityBlackHole.class, RenderBlackHole::new);
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RenderingRegistry.registerEntityRenderingHandler(EntityShield.class, RenderBlank::new);
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RenderingRegistry.registerEntityRenderingHandler(EntityBubble.class, RenderBubble::new);
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@@ -608,7 +591,6 @@ public class ClientProxy extends CommonProxy {
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RenderingRegistry.registerEntityRenderingHandler(EntityFireRing.class,
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manager -> new RenderFireRing(manager, new ResourceLocation(Wizardry.MODID, "textures/entity/ring_of_fire.png"), 5.0f));
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RenderingRegistry.registerEntityRenderingHandler(EntityDecay.class, RenderDecay::new);
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RenderingRegistry.registerEntityRenderingHandler(EntityLightningPulse.class, manager -> new RenderLightningPulse(manager, 8.0f));
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// TESRs
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ClientRegistry.bindTileEntitySpecialRenderer(TileEntityArcaneWorkbench.class, new RenderArcaneWorkbench());
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@@ -0,0 +1,95 @@
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package electroblob.wizardry.client.particle;
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import org.lwjgl.opengl.GL11;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.OpenGlHelper;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.world.World;
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public class ParticleBeam extends ParticleTargeted {
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/** Half the width of the outermost layer. */
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private static final float THICKNESS = 0.1f;
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public ParticleBeam(World world, double x, double y, double z){
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super(world, x, y, z); // Does not have a texture!
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this.setRBGColorF(1, 1, 1);
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this.setMaxAge(1);
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this.particleScale = 1;
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}
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@Override
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public int getFXLayer(){
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return 3;
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}
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@Override
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protected void draw(Tessellator tessellator, double length, float partialTicks){
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float scale = this.particleScale;
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if(this.particleMaxAge > 1){
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float ageFraction = (particleAge + partialTicks - 1)/particleMaxAge;
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// Squaring this makes it look smoother than a linear shrinking effect
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scale = this.particleScale * (1 - ageFraction*ageFraction);
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}
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GlStateManager.disableLighting();
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GlStateManager.enableBlend();
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GlStateManager.disableTexture2D();
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GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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for(int layer=0; layer<3; layer++){
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drawSegment(tessellator, layer, 0, 0, 0, 0, 0, length, THICKNESS * scale);
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}
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GlStateManager.enableTexture2D();
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GlStateManager.enableLighting();
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GlStateManager.disableBlend();
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}
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/** Draws the given layer of a segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with the given thickness. */
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private void drawSegment(Tessellator tessellator, int layer, double x1, double y1, double z1, double x2, double y2, double z2, float thickness){
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BufferBuilder buffer = tessellator.getBuffer();
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buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_COLOR);
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switch(layer){
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case 0:
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drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.25f*thickness, 1, 1, 1, 1);
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break;
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case 1:
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drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.6f*thickness, (particleRed + 1)/2, (particleGreen + 1)/2,
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(particleBlue + 1)/2, 0.65f);
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break;
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case 2:
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drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, thickness, particleRed, particleGreen, particleBlue, 0.3f);
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break;
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}
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tessellator.draw();
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}
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/** Draws a single box for one segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with given width and colour. */
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private void drawShearedBox(BufferBuilder buffer, double x1, double y1, double z1, double x2, double y2, double z2, float width, float r, float g, float b, float a){
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buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
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buffer.pos(x1-width, y1+width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2-width, y2+width, z2).color(r, g, b, a).endVertex();
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buffer.pos(x1+width, y1+width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2+width, y2+width, z2).color(r, g, b, a).endVertex();
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buffer.pos(x1+width, y1-width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2+width, y2-width, z2).color(r, g, b, a).endVertex();
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buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
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buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
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}
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}
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@@ -1,67 +0,0 @@
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package electroblob.wizardry.client.particle;
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import net.minecraft.world.World;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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@SideOnly(Side.CLIENT)
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public class ParticleBlizzard extends ParticleSnow {
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private double angle;
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private double radius;
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private double speed;
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public ParticleBlizzard(World world, double ox, double y, double oz){
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super(world, ox, y, oz);
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this.angle = this.rand.nextDouble() * Math.PI * 2;
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double x = ox - Math.cos(angle) * radius;
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double z = oz + radius * Math.sin(angle);
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this.setPosition(x, y, z);
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this.prevPosX = x;
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this.prevPosY = y;
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this.prevPosZ = z;
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if(rand.nextBoolean()){
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speed = rand.nextDouble() * 2 + 1;
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}else{
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speed = rand.nextDouble() * -2 - 1;
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}
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this.multipleParticleScaleBy(1.5f);
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}
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// @Override
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// public void renderParticle(VertexBuffer buffer, Entity entity, float partialTicks, float rotationX, float
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// rotationZ, float rotationYZ, float rotationXY, float rotationXZ){
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// if(this.particleAge < this.particleMaxAge / 3 || (this.particleAge + this.particleMaxAge) / 3 % 2 == 0){
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// super.renderParticle(buffer, entity, partialTicks, rotationX, rotationZ, rotationYZ, rotationXY, rotationXZ);
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// }
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// }
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@Override
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public void onUpdate(){
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this.prevPosX = this.posX;
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this.prevPosY = this.posY;
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this.prevPosZ = this.posZ;
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if(this.particleAge++ >= this.particleMaxAge){
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this.setExpired();
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}
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// This is in radians per tick...
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double omega = Math.signum(speed) * ((Math.PI * 2) / 20 - speed / (20 * radius));
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// v = r times omega; therefore the normalised velocity vector needs to be r times the angle increment / 2 pi.
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this.angle += omega;
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this.motionY -= 0.04D * (double)this.particleGravity;
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this.motionZ = radius * omega * Math.cos(angle);
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this.motionX = radius * omega * Math.sin(angle);
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this.move(motionX, motionY, motionZ);
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if(this.particleAge > this.particleMaxAge / 2){
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this.setAlphaF(
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1.0F - ((float)this.particleAge - (float)(this.particleMaxAge / 2)) / (float)this.particleMaxAge);
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}
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}
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}
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@@ -21,36 +21,41 @@ import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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@SideOnly(Side.CLIENT)
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public class ParticleBuff extends ParticleEntityLinked {
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public class ParticleBuff extends ParticleWizardry {
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private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/particle/buff.png");
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private final boolean mirror;
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public ParticleBuff(World world, Entity entity, float r, float g, float b, boolean mirror){
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super(world, entity);
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this.setRBGColorF(r, g, b);
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this.mirror = mirror;
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}
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public ParticleBuff(World world, Entity entity, int maxAge, float r, float g, float b, boolean mirror){
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super(world, entity, maxAge);
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this.setRBGColorF(r, g, b);
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this.mirror = mirror;
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}
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@Override
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public void init(){
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this.particleGravity = 0;
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this.posY += 1;
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public ParticleBuff(World world, double x, double y, double z){
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super(world, x, y, z);
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this.setVelocity(0, 0.27, 0); // Approximately what it was before
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this.mirror = world.rand.nextBoolean();
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this.setMaxAge(15);
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this.setGravity(false);
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this.canCollide = false;
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}
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@Override
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public void onUpdate(){
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super.onUpdate();
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this.setPosition(this.entity.posX, this.entity.posY + 1 + 4f * this.particleAge/this.particleMaxAge, this.entity.posZ);
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if(this.particleAge > this.particleMaxAge/2) this.particleAlpha = 2f - 2f*(float)this.particleAge/(float)this.particleMaxAge;
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}
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/* There are 4 layers of particles, specified as 0-3 by the method below. - Layer 0 causes the normal particles.png
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* to be bound to the render engine for normal particles. - Layer 1 causes the block textures to be bound to the
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* render engine for digging fx and falling fx. - Layer 2 causes the item textures to be bound to the render engine
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* for tool breaking fx, snowballpoofs, slime particles, etc. - Layer 3 is not used in vanilla minecraft and was
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* presumably added by forge for exactly this reason. This means no texture is bound by vanilla minecraft, meaning
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* you are free to do as you wish without possibly overwriting vanilla particles. Mod particles won't be overwritten
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* anyway since they bind their own textures. It is of course important to bind the texture every time you render a
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* custom particle, but I don't see how you could do it any other way, since you don't have access to
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* EffectRenderer. */
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@Override
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public int getFXLayer(){
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// This can only be 0-3 or it will cause an ArrayIndexOutOfBoundsException in EffectRenderer.
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return 3;
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}
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@Override
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public void renderParticle(BufferBuilder buffer, Entity viewer, float partialTicks, float rotationX, float rotationZ,
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float rotationYZ, float rotationXY, float rotationXZ){
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@@ -1,130 +0,0 @@
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package electroblob.wizardry.client.particle;
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import org.lwjgl.opengl.GL11;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.particle.Particle;
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import net.minecraft.client.renderer.BufferBuilder;
|
||||
import net.minecraft.client.renderer.GlStateManager;
|
||||
import net.minecraft.client.renderer.OpenGlHelper;
|
||||
import net.minecraft.client.renderer.RenderHelper;
|
||||
import net.minecraft.client.renderer.Tessellator;
|
||||
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.world.World;
|
||||
|
||||
@Deprecated
|
||||
public abstract class ParticleCustomTexture extends ParticleWizardry {
|
||||
|
||||
public ParticleCustomTexture(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a ResourceLocation for the particle's texture sheet. Do not create a new ResourceLocation in this method,
|
||||
* only return a constant.
|
||||
*/
|
||||
public abstract ResourceLocation getTexture();
|
||||
|
||||
/** Returns how many 'frames' there are in the x direction on the texture. */
|
||||
protected abstract int getXFrames();
|
||||
|
||||
/** Returns how many 'frames' there are in the y direction on the texture. */
|
||||
protected abstract int getYFrames();
|
||||
|
||||
/* There are 4 layers of particles, specified as 0-3 by the method below. - Layer 0 causes the normal particles.png
|
||||
* to be bound to the render engine for normal particles. - Layer 1 causes the block textures to be bound to the
|
||||
* render engine for digging fx and falling fx. - Layer 2 causes the item textures to be bound to the render engine
|
||||
* for tool breaking fx, snowballpoofs, slime particles, etc. - Layer 3 is not used in vanilla minecraft and was
|
||||
* presumably added by forge for exactly this reason. This means no texture is bound by vanilla minecraft, meaning
|
||||
* you are free to do as you wish without possibly overwriting vanilla particles. Mod particles won't be overwritten
|
||||
* anyway since they bind their own textures. It is of course important to bind the texture every time you render a
|
||||
* custom particle, but I don't see how you could do it any other way, since you don't have access to
|
||||
* EffectRenderer. */
|
||||
@Override
|
||||
public int getFXLayer(){
|
||||
// This can only be 0-3 or it will cause an ArrayIndexOutOfBoundsException in EffectRenderer.
|
||||
return 3;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setParticleTextureIndex(int index){
|
||||
this.particleTextureIndexX = index % getXFrames();
|
||||
this.particleTextureIndexY = index / getYFrames();
|
||||
}
|
||||
|
||||
// Overridden to bind the new texture. I think this can be done with TextureAtlasSprite, but this works as it is
|
||||
// so I'm not changing it for the time being.
|
||||
@Override
|
||||
public void renderParticle(BufferBuilder buffer, Entity viewer, float partialTicks, float rotationX, float rotationZ,
|
||||
float rotationYZ, float rotationXY, float rotationXZ){
|
||||
|
||||
GlStateManager.pushMatrix();
|
||||
|
||||
this.applyGLStateChanges();
|
||||
|
||||
// This stuff does the shading. It vanilla does this later on for each point, but this also seems to work.
|
||||
int brightness = this.getBrightnessForRender(partialTicks);
|
||||
int lightmapX = brightness % 65536;
|
||||
int lightmapY = brightness / 65536;
|
||||
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)lightmapX / 1.0F,
|
||||
(float)lightmapY / 1.0F);
|
||||
|
||||
RenderHelper.disableStandardItemLighting();
|
||||
|
||||
Minecraft.getMinecraft().getTextureManager().bindTexture(getTexture());
|
||||
|
||||
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX_COLOR);
|
||||
|
||||
float u1 = (float)this.particleTextureIndexX / (float)getXFrames();
|
||||
float u2 = u1 + 1.0f / getXFrames();
|
||||
float v1 = (float)this.particleTextureIndexY / (float)getYFrames();
|
||||
float v2 = v1 + 1.0f / getYFrames();
|
||||
float scale = 0.1F * this.particleScale;
|
||||
|
||||
// I'm pretty sure these were always static.
|
||||
Particle.interpPosX = viewer.lastTickPosX + (viewer.posX - viewer.lastTickPosX) * (double)partialTicks;
|
||||
Particle.interpPosY = viewer.lastTickPosY + (viewer.posY - viewer.lastTickPosY) * (double)partialTicks;
|
||||
Particle.interpPosZ = viewer.lastTickPosZ + (viewer.posZ - viewer.lastTickPosZ) * (double)partialTicks;
|
||||
|
||||
float x = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX);
|
||||
float y = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY);
|
||||
float z = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ);
|
||||
|
||||
buffer.pos((double)(x - rotationX * scale - rotationXY * scale), (double)(y - rotationZ * scale),
|
||||
(double)(z - rotationYZ * scale - rotationXZ * scale)).tex(u2, v2)
|
||||
.color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
|
||||
buffer.pos((double)(x - rotationX * scale + rotationXY * scale), (double)(y + rotationZ * scale),
|
||||
(double)(z - rotationYZ * scale + rotationXZ * scale)).tex(u2, v1)
|
||||
.color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
|
||||
buffer.pos((double)(x + rotationX * scale + rotationXY * scale), (double)(y + rotationZ * scale),
|
||||
(double)(z + rotationYZ * scale + rotationXZ * scale)).tex(u1, v1)
|
||||
.color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
|
||||
buffer.pos((double)(x + rotationX * scale - rotationXY * scale), (double)(y - rotationZ * scale),
|
||||
(double)(z + rotationYZ * scale - rotationXZ * scale)).tex(u1, v2)
|
||||
.color(particleRed, particleGreen, particleBlue, particleAlpha).endVertex();
|
||||
;
|
||||
|
||||
Tessellator.getInstance().draw();
|
||||
|
||||
this.undoGLStateChanges();
|
||||
|
||||
GlStateManager.popMatrix();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Override to add any GL state changes, like blending. Does nothing by default. <b>State changes should be done
|
||||
* using GLStateManager, not using GL11 directly</b> (as is the case with all rendering code now).
|
||||
*/
|
||||
public void applyGLStateChanges(){
|
||||
}
|
||||
|
||||
/**
|
||||
* Override to undo any GL state changes, like blending. Does nothing by default. <b>State changes should be done
|
||||
* using GLStateManager, not using GL11 directly</b> (as is the case with all rendering code now).
|
||||
*/
|
||||
public void undoGLStateChanges(){
|
||||
}
|
||||
}
|
||||
@@ -1,61 +0,0 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import net.minecraft.client.particle.Particle;
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
/**
|
||||
* Abstract superclass for particles that are linked to entities, i.e. move with a given entity. This is generally used
|
||||
* for visual effects in spell casting.
|
||||
*
|
||||
* @author Electroblob
|
||||
* @since Wizardry 4.2
|
||||
*/
|
||||
@SideOnly(Side.CLIENT)
|
||||
public abstract class ParticleEntityLinked extends Particle {
|
||||
|
||||
/** True if the particle always renders at full brightness. Defaults to false. */
|
||||
protected boolean fullBrightness = false;
|
||||
|
||||
/** The entity this particle is linked to. The particle will move with this entity. */
|
||||
protected Entity entity;
|
||||
|
||||
public ParticleEntityLinked(World world, Entity entity){
|
||||
super(world, entity.posX, entity.posY, entity.posZ, entity.motionX, entity.motionY, entity.motionZ);
|
||||
this.entity = entity;
|
||||
this.init();
|
||||
}
|
||||
|
||||
public ParticleEntityLinked(World world, Entity entity, int maxAge){
|
||||
this(world, entity);
|
||||
this.particleMaxAge = maxAge;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called from both constructors to set constants, avoiding duplicate code. Common fields to set here include:
|
||||
* particleScale, particleGravity, canCollide, fullBrightness and setting the texture index.
|
||||
*/
|
||||
public abstract void init();
|
||||
|
||||
/* There are 4 layers of particles, specified as 0-3 by the method below. - Layer 0 causes the normal particles.png
|
||||
* to be bound to the render engine for normal particles. - Layer 1 causes the block textures to be bound to the
|
||||
* render engine for digging fx and falling fx. - Layer 2 causes the item textures to be bound to the render engine
|
||||
* for tool breaking fx, snowballpoofs, slime particles, etc. - Layer 3 is not used in vanilla minecraft and was
|
||||
* presumably added by forge for exactly this reason. This means no texture is bound by vanilla minecraft, meaning
|
||||
* you are free to do as you wish without possibly overwriting vanilla particles. Mod particles won't be overwritten
|
||||
* anyway since they bind their own textures. It is of course important to bind the texture every time you render a
|
||||
* custom particle, but I don't see how you could do it any other way, since you don't have access to
|
||||
* EffectRenderer. */
|
||||
@Override
|
||||
public int getFXLayer(){
|
||||
// This can only be 0-3 or it will cause an ArrayIndexOutOfBoundsException in EffectRenderer.
|
||||
return 3;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getBrightnessForRender(float partialTick){
|
||||
return fullBrightness ? 15728880 : super.getBrightnessForRender(partialTick);
|
||||
}
|
||||
}
|
||||
@@ -17,13 +17,13 @@ public class ParticleFlash extends ParticleWizardry {
|
||||
super(world, x, y, z);
|
||||
this.setRBGColorF(1, 1, 1);
|
||||
this.particleScale = 0.6f; // 7.1f is the value used in fireworks
|
||||
this.particleMaxAge = 4;
|
||||
this.particleMaxAge = 6;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void renderParticle(BufferBuilder buffer, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ){
|
||||
float f4 = particleScale * MathHelper.sin(((float)this.particleAge + partialTicks - 1.0F) * 0.25F * (float)Math.PI);
|
||||
this.setAlphaF(0.6F - ((float)this.particleAge + partialTicks - 1.0F) * 0.25F * 0.5F);
|
||||
float f4 = particleScale * MathHelper.sin(((float)this.particleAge + partialTicks - 1.0F)/particleMaxAge * (float)Math.PI);
|
||||
this.setAlphaF(0.6F - ((float)this.particleAge + partialTicks - 1.0F)/particleMaxAge * 0.5F);
|
||||
float f5 = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX);
|
||||
float f6 = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY);
|
||||
float f7 = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ);
|
||||
|
||||
@@ -1,40 +1,36 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.client.event.TextureStitchEvent;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
public class ParticleIce extends ParticleCustomTexture {
|
||||
|
||||
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID, "textures/particle/ice_particles.png");
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public class ParticleIce extends ParticleWizardry {
|
||||
|
||||
private static final ResourceLocation[] TEXTURES = generateTextures("ice", 8);
|
||||
|
||||
public ParticleIce(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
|
||||
this.setParticleTextureIndex(rand.nextInt(8));
|
||||
super(world, x, y, z, TEXTURES[world.rand.nextInt(TEXTURES.length)]);
|
||||
|
||||
this.canCollide = true;
|
||||
|
||||
// Defaults
|
||||
this.setRBGColorF(1, 1, 1);
|
||||
this.particleScale *= 0.75f;
|
||||
this.setGravity(true);
|
||||
this.shaded = false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getTexture(){
|
||||
return TEXTURE;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getXFrames(){
|
||||
return 4;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getYFrames(){
|
||||
return 4;
|
||||
@SubscribeEvent
|
||||
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
|
||||
for(ResourceLocation texture : TEXTURES){
|
||||
event.getMap().registerSprite(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,41 +1,47 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.client.event.TextureStitchEvent;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
public class ParticleLeaf extends ParticleCustomTexture {
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public class ParticleLeaf extends ParticleWizardry {
|
||||
|
||||
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID,
|
||||
"textures/particle/leaf_particles.png");
|
||||
private static final ResourceLocation[] TEXTURES = generateTextures("leaf", 16);
|
||||
|
||||
public ParticleLeaf(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
|
||||
super(world, x, y, z, TEXTURES[world.rand.nextInt(TEXTURES.length)]);
|
||||
|
||||
this.setVelocity(0, -0.03, 0);
|
||||
this.setLifetime(10 + rand.nextInt(5));
|
||||
this.setParticleTextureIndex(rand.nextInt(16));
|
||||
this.setMaxAge(10 + rand.nextInt(5));
|
||||
this.particleScale *= 1.4f;
|
||||
this.particleGravity = 0;
|
||||
this.canCollide = true;
|
||||
// Produces a variety of browns and greens
|
||||
this.setRBGColorF(0.1f + 0.3f * world.rand.nextFloat(), 0.5f + 0.3f * world.rand.nextFloat(), 0.1f);
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
public ResourceLocation getTexture(){
|
||||
return TEXTURE;
|
||||
public void onUpdate(){
|
||||
|
||||
super.onUpdate();
|
||||
|
||||
// Fading
|
||||
if(this.particleAge > this.particleMaxAge / 2){
|
||||
this.setAlphaF(1 - ((float)this.particleAge - (float)(this.particleMaxAge / 2)) / (float)this.particleMaxAge);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getXFrames(){
|
||||
return 4;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getYFrames(){
|
||||
return 4;
|
||||
|
||||
@SubscribeEvent
|
||||
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
|
||||
for(ResourceLocation texture : TEXTURES){
|
||||
event.getMap().registerSprite(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,167 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
import org.lwjgl.opengl.GL11;
|
||||
|
||||
import net.minecraft.client.renderer.BufferBuilder;
|
||||
import net.minecraft.client.renderer.GlStateManager;
|
||||
import net.minecraft.client.renderer.OpenGlHelper;
|
||||
import net.minecraft.client.renderer.Tessellator;
|
||||
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
|
||||
import net.minecraft.world.World;
|
||||
|
||||
public class ParticleLightning extends ParticleTargeted {
|
||||
|
||||
/** Half the width of the outermost layer. */
|
||||
private static final float THICKNESS = 0.04f;
|
||||
/** Maximum length of a segment. */
|
||||
private static final double MAX_SEGMENT_LENGTH = 0.6;
|
||||
/** Minimum length of a segment. */
|
||||
private static final double MIN_SEGMENT_LENGTH = 0.2;
|
||||
/** Maximum deviation (in x or y, as drawn before transformations) from the centreline. */
|
||||
private static final double VERTEX_JITTER = 0.15;
|
||||
/** Maximum number of segments a fork can have before ending. */
|
||||
private static final int MAX_FORK_SEGMENTS = 3;
|
||||
/** Probability (as a fraction) that a vertex will have a fork. */
|
||||
private static final float FORK_CHANCE = 0.3f;
|
||||
/** Number of ticks to wait before the arc changes shape again. */
|
||||
private static final int UPDATE_PERIOD = 1;
|
||||
|
||||
/** A random long value used by the renderer as a seed to generate its vertices from, ensuring they remain the same
|
||||
* across multiple frames. Not synced. */
|
||||
public final long seed;
|
||||
|
||||
public ParticleLightning(World world, double x, double y, double z){
|
||||
super(world, x, y, z); // Does not have a texture!
|
||||
seed = this.rand.nextLong();
|
||||
this.setRBGColorF(0.2f, 0.6f, 1); // Default blue colour
|
||||
this.setMaxAge(3);
|
||||
this.particleScale = 1;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getFXLayer(){
|
||||
return 3;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void draw(Tessellator tessellator, double length, float partialTicks){
|
||||
|
||||
GlStateManager.disableLighting();
|
||||
GlStateManager.enableBlend();
|
||||
GlStateManager.disableTexture2D();
|
||||
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
|
||||
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
|
||||
|
||||
// The direction of the arc drawn by the tessellator is always along the z axis and is rotated to the
|
||||
// correct orientation, that way there isn't a ton of trigonometry and the code is way neater.
|
||||
|
||||
boolean freeEnd = this.target == null;
|
||||
|
||||
int numberOfSegments = (int)Math.round(length/MAX_SEGMENT_LENGTH); // Number of segments
|
||||
|
||||
for(int layer=0; layer<3; layer++){
|
||||
|
||||
double px=0, py=0, pz=0;
|
||||
// Creates a random from the arc's seed field + the number of ticks it has existed/the update period.
|
||||
// By using a seed, we can ensure the vertex positions and forks are identical a) for each layer, even
|
||||
// though they are rendered sequentially, and b) across many frames (and ticks, if updateTime > 1).
|
||||
Random random = new Random(this.seed + this.particleAge/UPDATE_PERIOD);
|
||||
|
||||
// numberOfSegments-1 because the last segment is handled separately.
|
||||
for(int i=0; i<numberOfSegments-1; i++){
|
||||
|
||||
double px2 = (random.nextDouble()*2-1)*VERTEX_JITTER*particleScale;
|
||||
double py2 = (random.nextDouble()*2-1)*VERTEX_JITTER*particleScale;
|
||||
double pz2 = pz + length/(double)numberOfSegments; // For now they are all the same length
|
||||
|
||||
drawSegment(tessellator, layer, px, py, pz, px2, py2, pz2, THICKNESS*particleScale);
|
||||
|
||||
// Forks
|
||||
if(random.nextFloat() < FORK_CHANCE){
|
||||
|
||||
double px3=px, py3=py, pz3=pz;
|
||||
|
||||
for(int j=0; j<random.nextInt(MAX_FORK_SEGMENTS-1)+1; j++){
|
||||
// Forks set their centreline to the x/y coordinates of the vertex they originate from
|
||||
double px4 = px3 + (random.nextDouble()*2-1)*VERTEX_JITTER*particleScale;
|
||||
double py4 = py3 + (random.nextDouble()*2-1)*VERTEX_JITTER*particleScale;
|
||||
double pz4 = pz3 + MIN_SEGMENT_LENGTH + random.nextDouble()*(MAX_SEGMENT_LENGTH - MIN_SEGMENT_LENGTH);
|
||||
|
||||
drawSegment(tessellator, layer, px3, py3, pz3, px4, py4, pz4, THICKNESS*0.8f*particleScale);
|
||||
|
||||
// Forks of forks
|
||||
if(random.nextFloat() < FORK_CHANCE){
|
||||
|
||||
double px5 = px3 + (random.nextDouble()*2-1)*VERTEX_JITTER*particleScale;
|
||||
double py5 = py3 + (random.nextDouble()*2-1)*VERTEX_JITTER*particleScale;
|
||||
double pz5 = pz3 + MIN_SEGMENT_LENGTH + random.nextDouble()*(MAX_SEGMENT_LENGTH - MIN_SEGMENT_LENGTH);
|
||||
|
||||
drawSegment(tessellator, layer, px3, py3, pz3, px5, py5, pz5, THICKNESS*0.6f*particleScale);
|
||||
}
|
||||
|
||||
px3 = px4;
|
||||
py3 = py4;
|
||||
pz3 = pz4;
|
||||
}
|
||||
}
|
||||
|
||||
px = px2;
|
||||
py = py2;
|
||||
pz = pz2;
|
||||
}
|
||||
|
||||
// Last segment has a specific end position and cannot fork.
|
||||
double px2 = freeEnd ? (random.nextDouble()*2-1)*VERTEX_JITTER*particleScale : 0;
|
||||
double py2 = freeEnd ? (random.nextDouble()*2-1)*VERTEX_JITTER*particleScale : 0;
|
||||
drawSegment(tessellator, layer, px, py, pz, px2, py2, length, THICKNESS*particleScale);
|
||||
|
||||
}
|
||||
|
||||
GlStateManager.enableTexture2D();
|
||||
GlStateManager.enableLighting();
|
||||
GlStateManager.disableBlend();
|
||||
}
|
||||
|
||||
/** Draws the given layer of a segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with the given thickness. */
|
||||
private void drawSegment(Tessellator tessellator, int layer, double x1, double y1, double z1, double x2, double y2, double z2, float thickness){
|
||||
|
||||
BufferBuilder buffer = tessellator.getBuffer();
|
||||
buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_COLOR);
|
||||
|
||||
switch(layer){
|
||||
|
||||
case 0:
|
||||
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.25f*thickness, 1, 1, 1, 1);
|
||||
break;
|
||||
|
||||
case 1:
|
||||
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.6f*thickness, (particleRed + 1)/2, (particleGreen + 1)/2,
|
||||
(particleBlue + 1)/2, 0.65f);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, thickness, particleRed, particleGreen, particleBlue, 0.3f);
|
||||
break;
|
||||
}
|
||||
|
||||
tessellator.draw();
|
||||
}
|
||||
|
||||
/** Draws a single box for one segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with given width and colour. */
|
||||
private void drawShearedBox(BufferBuilder buffer, double x1, double y1, double z1, double x2, double y2, double z2, float width, float r, float g, float b, float a){
|
||||
|
||||
buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x1-width, y1+width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2-width, y2+width, z2).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x1+width, y1+width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2+width, y2+width, z2).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x1+width, y1-width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2+width, y2-width, z2).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.client.event.TextureStitchEvent;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public class ParticleLightningPulse extends ParticleWizardry {
|
||||
|
||||
private static final ResourceLocation[] TEXTURES = generateTextures("lightning_pulse", 8);
|
||||
|
||||
public ParticleLightningPulse(World world, double x, double y, double z){
|
||||
|
||||
super(world, x, y, z, TEXTURES);
|
||||
|
||||
this.particleScale = 32f;
|
||||
this.setRBGColorF(1, 1, 1);
|
||||
this.shaded = false;
|
||||
this.canCollide = false;
|
||||
this.setMaxAge(7); // Lifetime defaults to 7 (and is very unlikely to be changed)
|
||||
// Faces up by default
|
||||
this.pitch = 90;
|
||||
this.yaw = 0;
|
||||
}
|
||||
|
||||
@SubscribeEvent
|
||||
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
|
||||
for(ResourceLocation texture : TEXTURES){
|
||||
event.getMap().registerSprite(texture);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -9,9 +9,7 @@ public class ParticleMagicBubble extends ParticleWizardry {
|
||||
|
||||
public ParticleMagicBubble(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
this.particleRed = 1.0F;
|
||||
this.particleGreen = 1.0F;
|
||||
this.particleBlue = 1.0F;
|
||||
this.setRBGColorF(1, 1, 1);
|
||||
this.setParticleTextureIndex(32);
|
||||
this.setSize(0.02F, 0.02F);
|
||||
this.particleScale *= this.rand.nextFloat() * 0.6F + 0.2F;
|
||||
|
||||
@@ -15,14 +15,11 @@ public class ParticleMagicFlame extends ParticleWizardry {
|
||||
|
||||
public ParticleMagicFlame(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
// Not sure what these did but they sure as heck won't do anything now...
|
||||
// TESTME: If it looks the same as before, delete these.
|
||||
// this.motionX = this.motionX * 0.009999999776482582D + par8;
|
||||
// this.motionY = this.motionY * 0.009999999776482582D + par10;
|
||||
// this.motionZ = this.motionZ * 0.009999999776482582D + par12;
|
||||
this.flameScale = 1 + world.rand.nextFloat();
|
||||
this.setRBGColorF(1, 1, 1);
|
||||
this.particleAlpha = 1;
|
||||
this.particleMaxAge = (int)(2.0D / (Math.random() * 0.8D + 0.2D));
|
||||
this.shaded = false;
|
||||
// IDEA: Make the particles for ray spells collide properly and not spawn on the other side of stuff.
|
||||
this.canCollide = false;
|
||||
this.setParticleTextureIndex(48);
|
||||
|
||||
@@ -1,32 +1,31 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import org.lwjgl.opengl.GL11;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.spell.Clairvoyance;
|
||||
import net.minecraft.client.renderer.GlStateManager;
|
||||
import net.minecraft.client.renderer.OpenGlHelper;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.client.event.TextureStitchEvent;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
public class ParticlePath extends ParticleCustomTexture {
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public class ParticlePath extends ParticleWizardry {
|
||||
|
||||
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID,
|
||||
"textures/particle/path_particles.png");
|
||||
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID, "particle/path");
|
||||
|
||||
private final double originX, originY, originZ;
|
||||
|
||||
public ParticlePath(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
|
||||
super(world, x, y, z, TEXTURE); // This particle only has 1 texture
|
||||
|
||||
this.originX = x;
|
||||
this.originY = y;
|
||||
this.originZ = z;
|
||||
|
||||
this.setParticleTextureIndex(0);
|
||||
// Set to a constant to remove the randomness from Particle.
|
||||
this.particleScale = 1.25f;
|
||||
this.particleGravity = 0;
|
||||
@@ -35,23 +34,10 @@ public class ParticlePath extends ParticleCustomTexture {
|
||||
this.setRBGColorF(1, 1, 1);
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getTexture(){
|
||||
return TEXTURE;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getXFrames(){
|
||||
return 1;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getYFrames(){
|
||||
return 1;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onUpdate(){
|
||||
|
||||
super.onUpdate();
|
||||
|
||||
this.prevPosX = this.posX;
|
||||
this.prevPosY = this.posY;
|
||||
@@ -77,19 +63,10 @@ public class ParticlePath extends ParticleCustomTexture {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void applyGLStateChanges(){
|
||||
GlStateManager.enableBlend();
|
||||
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||||
// TESTME: Are these two actually necessary?
|
||||
GlStateManager.disableLighting();
|
||||
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void undoGLStateChanges(){
|
||||
GlStateManager.disableBlend();
|
||||
GlStateManager.enableLighting();
|
||||
|
||||
@SubscribeEvent
|
||||
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
|
||||
event.getMap().registerSprite(TEXTURE);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,60 +0,0 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
public class ParticleRotatingSparkle extends ParticleSparkle {
|
||||
|
||||
private double angle;
|
||||
private double radius;
|
||||
private double speed;
|
||||
|
||||
public ParticleRotatingSparkle(World world, double ox, double y, double oz){
|
||||
super(world, ox, y, oz);
|
||||
this.angle = this.rand.nextDouble() * Math.PI * 2;
|
||||
double x = ox - Math.cos(angle) * radius;
|
||||
double z = oz + radius * Math.sin(angle);
|
||||
this.radius = 1; // TODO: Find a suitable default value
|
||||
this.setPosition(x, y, z);
|
||||
this.prevPosX = x;
|
||||
this.prevPosY = y;
|
||||
this.prevPosZ = z;
|
||||
if(rand.nextBoolean()){
|
||||
speed = rand.nextDouble() * 2 + 1;
|
||||
}else{
|
||||
speed = rand.nextDouble() * -2 - 1;
|
||||
}
|
||||
this.multipleParticleScaleBy(1.5f);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onUpdate(){
|
||||
|
||||
this.prevPosX = this.posX;
|
||||
this.prevPosY = this.posY;
|
||||
this.prevPosZ = this.posZ;
|
||||
|
||||
if(this.particleAge++ >= this.particleMaxAge){
|
||||
this.setExpired();
|
||||
}
|
||||
|
||||
// This is in radians per tick...
|
||||
double omega = Math.signum(speed) * ((Math.PI * 2) / 20 - speed / (20 * radius));
|
||||
|
||||
// v = r times omega; therefore the normalised velocity vector needs to be r times the angle increment / 2 pi.
|
||||
this.angle += omega;
|
||||
|
||||
this.motionY -= 0.04D * (double)this.particleGravity;
|
||||
this.motionZ = radius * omega * Math.cos(angle);
|
||||
this.motionX = radius * omega * Math.sin(angle);
|
||||
this.move(motionX, motionY, motionZ);
|
||||
|
||||
if(this.particleAge > this.particleMaxAge / 2){
|
||||
this.setAlphaF(
|
||||
1.0F - ((float)this.particleAge - (float)(this.particleMaxAge / 2)) / (float)this.particleMaxAge);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import net.minecraft.util.EnumFacing;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.client.event.TextureStitchEvent;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public class ParticleScorch extends ParticleWizardry {
|
||||
|
||||
private static final ResourceLocation[] TEXTURES = generateTextures("scorch", 8);
|
||||
|
||||
public ParticleScorch(World world, double x, double y, double z){
|
||||
|
||||
super(world, x, y, z, TEXTURES[world.rand.nextInt(TEXTURES.length)]);
|
||||
|
||||
this.particleGravity = 0;
|
||||
this.setMaxAge(100 + rand.nextInt(40));
|
||||
this.particleScale *= 2;
|
||||
// Defaults to black (which looks like a 'normal' scorch mark)
|
||||
this.setRBGColorF(0, 0, 0);
|
||||
this.shaded = false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setRBGColorF(float r, float g, float b){
|
||||
super.setRBGColorF(r, g, b);
|
||||
this.setFadeColour(0, 0, 0); // Scorch particles fade to black by default
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onUpdate(){
|
||||
|
||||
super.onUpdate();
|
||||
|
||||
// Colour fading (scorch particles do this slightly differently)
|
||||
float ageFraction = Math.min((float)this.particleAge / ((float)this.particleMaxAge * 0.5f), 1);
|
||||
// No longer uses setRBGColorF because that method now also sets the initial values
|
||||
this.particleRed = this.initialRed + (this.fadeRed - this.initialRed) * ageFraction;
|
||||
this.particleGreen = this.initialGreen + (this.fadeGreen - this.initialGreen) * ageFraction;
|
||||
this.particleBlue = this.initialBlue + (this.fadeBlue - this.initialBlue) * ageFraction;
|
||||
|
||||
// Fading
|
||||
if(this.particleAge > this.particleMaxAge/2){
|
||||
this.setAlphaF(1 - ((float)this.particleAge - (float)(this.particleMaxAge/2)) / (float)this.particleMaxAge);
|
||||
}
|
||||
|
||||
EnumFacing facing = EnumFacing.fromAngle(yaw);
|
||||
if(pitch == 90) facing = EnumFacing.UP;
|
||||
if(pitch == -90) facing = EnumFacing.DOWN;
|
||||
|
||||
// Disappears if there is no block behind it (this is the same check used to spawn it)
|
||||
if(!world.getBlockState(new BlockPos(posX, posY, posZ).offset(facing.getOpposite())).getMaterial().isSolid()){
|
||||
this.setExpired();
|
||||
}
|
||||
}
|
||||
|
||||
@SubscribeEvent
|
||||
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
|
||||
for(ResourceLocation texture : TEXTURES){
|
||||
event.getMap().registerSprite(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,39 +1,36 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.client.event.TextureStitchEvent;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
public class ParticleSnow extends ParticleCustomTexture {
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public class ParticleSnow extends ParticleWizardry {
|
||||
|
||||
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID,
|
||||
"textures/particle/snow_particles.png");
|
||||
private static final ResourceLocation[] TEXTURES = generateTextures("snow", 4);
|
||||
|
||||
public ParticleSnow(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
this.setParticleTextureIndex(rand.nextInt(8));
|
||||
|
||||
super(world, x, y, z, TEXTURES[world.rand.nextInt(TEXTURES.length)]);
|
||||
|
||||
this.setVelocity(0, -0.02, 0);
|
||||
this.particleScale *= 0.6f;
|
||||
this.particleGravity = 0;
|
||||
this.canCollide = true;
|
||||
this.setLifetime(40 + rand.nextInt(10));
|
||||
this.setMaxAge(40 + rand.nextInt(10));
|
||||
// Produces a variety of light blues and whites
|
||||
this.setRBGColorF(0.9f + 0.1f * world.rand.nextFloat(), 0.95f + 0.05f * world.rand.nextFloat(), 1);
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getTexture(){
|
||||
return TEXTURE;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getXFrames(){
|
||||
return 4;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getYFrames(){
|
||||
return 4;
|
||||
@SubscribeEvent
|
||||
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
|
||||
for(ResourceLocation texture : TEXTURES){
|
||||
event.getMap().registerSprite(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,66 +1,55 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import org.lwjgl.opengl.GL11;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import net.minecraft.client.renderer.GlStateManager;
|
||||
import net.minecraft.client.renderer.OpenGlHelper;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.client.event.TextureStitchEvent;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
public class ParticleSpark extends ParticleCustomTexture {
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public class ParticleSpark extends ParticleWizardry {
|
||||
|
||||
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID,
|
||||
"textures/particle/lightning_particles.png");
|
||||
// 8 different animation strips, 4 in each strip
|
||||
private static final ResourceLocation[][] TEXTURES = generateTextures("lightning", 8, 4);
|
||||
|
||||
public ParticleSpark(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
// Multiplied by 4 because the index works slightly differently for spark particles.
|
||||
this.setParticleTextureIndex(rand.nextInt(8) * 4);
|
||||
|
||||
super(world, x, y, z, TEXTURES[world.rand.nextInt(TEXTURES.length)]);
|
||||
|
||||
this.particleScale *= 1.4f;
|
||||
this.setRBGColorF(1, 1, 1);
|
||||
this.shaded = false;
|
||||
this.canCollide = false;
|
||||
this.setLifetime(3); // Lifetime defaults to 3 (and is very unlikely to be changed)
|
||||
this.setMaxAge(3); // Lifetime defaults to 3 (and is very unlikely to be changed)
|
||||
}
|
||||
|
||||
// May no longer be necessary, ParticleManager seems to enable blending now
|
||||
|
||||
@Override
|
||||
public void onUpdate(){
|
||||
super.onUpdate();
|
||||
// Well this is handy! Looks like vanilla uses the texture index like this too.
|
||||
this.nextTextureIndexX();
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getTexture(){
|
||||
return TEXTURE;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getXFrames(){
|
||||
return 4;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getYFrames(){
|
||||
return 8;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void applyGLStateChanges(){
|
||||
GlStateManager.enableBlend();
|
||||
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||||
// TESTME: Are these two actually necessary?
|
||||
GlStateManager.disableLighting();
|
||||
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void undoGLStateChanges(){
|
||||
GlStateManager.disableBlend();
|
||||
GlStateManager.enableLighting();
|
||||
// @Override
|
||||
// public void applyGLStateChanges(){
|
||||
// GlStateManager.enableBlend();
|
||||
// GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||||
// // TESTME: Are these two actually necessary?
|
||||
// GlStateManager.disableLighting();
|
||||
// OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
|
||||
// }
|
||||
//
|
||||
// @Override
|
||||
// public void undoGLStateChanges(){
|
||||
// GlStateManager.disableBlend();
|
||||
// GlStateManager.enableLighting();
|
||||
// }
|
||||
|
||||
@SubscribeEvent
|
||||
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
|
||||
for(ResourceLocation[] array : TEXTURES){
|
||||
for(ResourceLocation texture : array){
|
||||
event.getMap().registerSprite(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,24 +1,23 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.client.event.TextureStitchEvent;
|
||||
import net.minecraftforge.fml.common.Mod;
|
||||
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@SideOnly(Side.CLIENT)
|
||||
public class ParticleSparkle extends ParticleCustomTexture {
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public class ParticleSparkle extends ParticleWizardry {
|
||||
|
||||
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID,
|
||||
"textures/particle/sparkle_particles.png");
|
||||
|
||||
// Implementation of colour fading (perhaps these belong in ParticleWizardry?)
|
||||
private float initialRed;
|
||||
private float initialGreen;
|
||||
private float initialBlue;
|
||||
private static final ResourceLocation[] TEXTURES = generateTextures("sparkle", 11);
|
||||
|
||||
public ParticleSparkle(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
|
||||
super(world, x, y, z, TEXTURES); // This time the textures are all one long animation
|
||||
|
||||
this.setRBGColorF(1, 1, 1);
|
||||
this.particleMaxAge = 48 + this.rand.nextInt(12);
|
||||
this.particleScale *= 0.75f;
|
||||
@@ -27,30 +26,6 @@ public class ParticleSparkle extends ParticleCustomTexture {
|
||||
this.shaded = false;
|
||||
}
|
||||
|
||||
// Overridden to set the initial colour values
|
||||
@Override
|
||||
public void setRBGColorF(float r, float g, float b){
|
||||
super.setRBGColorF(r, g, b);
|
||||
initialRed = r;
|
||||
initialGreen = g;
|
||||
initialBlue = b;
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getTexture(){
|
||||
return TEXTURE;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getXFrames(){
|
||||
return 4;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getYFrames(){
|
||||
return 4;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onUpdate(){
|
||||
|
||||
@@ -58,24 +33,14 @@ public class ParticleSparkle extends ParticleCustomTexture {
|
||||
|
||||
// Fading
|
||||
if(this.particleAge > this.particleMaxAge / 2){
|
||||
this.setAlphaF(
|
||||
1.0F - ((float)this.particleAge - (float)(this.particleMaxAge / 2)) / (float)this.particleMaxAge);
|
||||
this.setAlphaF(1 - ((float)this.particleAge - (float)(this.particleMaxAge / 2)) / (float)this.particleMaxAge);
|
||||
}
|
||||
}
|
||||
|
||||
@SubscribeEvent
|
||||
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
|
||||
for(ResourceLocation texture : TEXTURES){
|
||||
event.getMap().registerSprite(texture);
|
||||
}
|
||||
|
||||
// Colour fading
|
||||
float ageFraction = (float)this.particleAge / (float)this.particleMaxAge;
|
||||
// No longer uses setRBGColorF because that method now also sets the initial values
|
||||
this.particleRed = this.initialRed + (this.fadeRed - this.initialRed)*ageFraction;
|
||||
this.particleGreen = this.initialGreen + (this.fadeGreen - this.initialGreen)*ageFraction;
|
||||
this.particleBlue = this.initialBlue + (this.fadeBlue - this.initialBlue)*ageFraction;
|
||||
|
||||
this.setParticleTextureIndex((this.particleAge * 11)/this.particleMaxAge);
|
||||
}
|
||||
|
||||
/* As a side note, I see a lot of magic mods with fancy-looking particle effects that really seem to 'glow'. It's
|
||||
* actually not that hard - you simply create a reasonably high-res texture with translucency and then set the
|
||||
* OpenGL blend function to something like SRC_ALPHA, SRC_ALPHA or ONE, ONE. The thing is... they're not very
|
||||
* Minecraft-y. I still maintain that part of wizardry's appeal is that it stays true to the game's pixelated charm,
|
||||
* rather than trying to make it something it's not. Still, the newer textures are much better than the defaults I
|
||||
* used to use. */
|
||||
}
|
||||
|
||||
@@ -0,0 +1,105 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import javax.annotation.Nullable;
|
||||
|
||||
import org.lwjgl.opengl.GL11;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import net.minecraft.client.renderer.BufferBuilder;
|
||||
import net.minecraft.client.renderer.GlStateManager;
|
||||
import net.minecraft.client.renderer.Tessellator;
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.world.World;
|
||||
|
||||
/** Superclass for particles with a second target entity or target position. */
|
||||
public abstract class ParticleTargeted extends ParticleWizardry {
|
||||
|
||||
protected double targetX;
|
||||
protected double targetY;
|
||||
protected double targetZ;
|
||||
|
||||
/** The target this particle is linked to. The particle will stretch to touch this entity. */
|
||||
@Nullable
|
||||
protected Entity target = null;
|
||||
|
||||
public ParticleTargeted(World world, double x, double y, double z, ResourceLocation... textures){
|
||||
super(world, x, y, z, textures);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setTargetPosition(double x, double y, double z){
|
||||
this.targetX = x;
|
||||
this.targetY = y;
|
||||
this.targetZ = z;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setTargetEntity(Entity target){
|
||||
this.target = target;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void renderParticle(BufferBuilder buffer, Entity viewer, float partialTicks, float rotationX, float rotationZ, float rotationYZ,
|
||||
float rotationXY, float rotationXZ){
|
||||
|
||||
if(this.target != null){
|
||||
this.targetX = this.target.posX;
|
||||
this.targetY = this.target.getEntityBoundingBox().minY + target.height/2;
|
||||
this.targetZ = this.target.posZ;
|
||||
}
|
||||
|
||||
if(Double.isNaN(targetX) || Double.isNaN(targetY) || Double.isNaN(targetZ)){
|
||||
Wizardry.logger.warn("Attempted to render a targeted particle, but neither its target entity nor target"
|
||||
+ "position was set!");
|
||||
return;
|
||||
}
|
||||
|
||||
// I'm pretty sure these were always static.
|
||||
interpPosX = viewer.lastTickPosX + (viewer.posX - viewer.lastTickPosX) * (double)partialTicks;
|
||||
interpPosY = viewer.lastTickPosY + (viewer.posY - viewer.lastTickPosY) * (double)partialTicks;
|
||||
interpPosZ = viewer.lastTickPosZ + (viewer.posZ - viewer.lastTickPosZ) * (double)partialTicks;
|
||||
|
||||
float x = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX);
|
||||
float y = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY);
|
||||
float z = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ);
|
||||
|
||||
GlStateManager.pushMatrix();
|
||||
GlStateManager.translate(x, y, z);
|
||||
|
||||
double dx = this.targetX - this.posX;
|
||||
double dy = this.targetY - this.posY;
|
||||
double dz = this.targetZ - this.posZ;
|
||||
|
||||
// The distance from origin to endpoint
|
||||
double length = Math.sqrt(dx*dx+dy*dy+dz*dz);
|
||||
|
||||
// Math.atan2 computes within -180 to +180, rather than -90 to +90.
|
||||
float yaw = (float)(180d/Math.PI * Math.atan2(dx, dz));
|
||||
float pitch = (float)(180f/(float)Math.PI * Math.atan(-dy/Math.sqrt(dz*dz+dx*dx)));
|
||||
|
||||
GL11.glRotatef(yaw, 0, 1, 0);
|
||||
GL11.glRotatef(pitch, 1, 0, 0);
|
||||
|
||||
Tessellator tessellator = Tessellator.getInstance();
|
||||
|
||||
this.draw(tessellator, length, partialTicks);
|
||||
|
||||
GlStateManager.popMatrix();
|
||||
}
|
||||
|
||||
/** Called from {@link ParticleTargeted#renderParticle(BufferBuilder, Entity, float, float, float, float, float, float)},
|
||||
* once the appropriate calculations and transformations have been applied, to actually render the particle. Subclasses
|
||||
* override this <i>instead</i> of overriding {@code renderParticle} directly, and inside render the particle <b>along
|
||||
* the z-axis, starting at (0, 0, 0)</b> - it will be translated and rotated automatically.
|
||||
* <p>
|
||||
* <i>N.B. Other than transformations, no GL state changes are applied; these should be done within this method.</i>
|
||||
*
|
||||
* @param tessellator A reference to the tessellator, for convenience.
|
||||
* @param length The distance from the origin to the endpoint for the particle being rendered; the particle should
|
||||
* therefore be rendered between (0, 0, 0) and (0, 0, length) within this method.
|
||||
* @param partialTicks The partial tick time.
|
||||
*/
|
||||
protected abstract void draw(Tessellator tessellator, double length, float partialTicks);
|
||||
|
||||
}
|
||||
@@ -1,7 +1,20 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import java.util.Arrays;
|
||||
import java.util.stream.Collectors;
|
||||
|
||||
import javax.annotation.Nullable;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.particle.Particle;
|
||||
import net.minecraft.client.renderer.BufferBuilder;
|
||||
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
import net.minecraft.util.math.MathHelper;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.client.event.TextureStitchEvent;
|
||||
import net.minecraftforge.fml.relauncher.Side;
|
||||
import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
|
||||
@@ -9,7 +22,7 @@ import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
* Abstract superclass for all of wizardry's particles. This replaces {@code ParticleCustomTexture} (the functionality of
|
||||
* which is no longer necessary since wizardry now uses {@code TextureAtlasSprite}s to do the rendering), and fits into
|
||||
* {@code ParticleBuilder} by exposing all the necessary variables through getters, allowing them to be set on the fly
|
||||
* rather than needing to be passed into the constructor.
|
||||
* rather than needing to be passed into the constructor.
|
||||
* <p>
|
||||
* The new system is as follows:
|
||||
* <p>
|
||||
@@ -17,28 +30,94 @@ import net.minecraftforge.fml.relauncher.SideOnly;
|
||||
* - Each particle class defines any relevant default values in its constructor, including velocity.<br>
|
||||
* - The particle builder then overwrites any other values that were set during building.
|
||||
* <p>
|
||||
* This beauty of this system is that there are never any redundant parameters when spawning particles. For example,
|
||||
* This beauty of this system is that there are never any redundant parameters when spawning particles, since you can set
|
||||
* as many or as few parameters as necessary - and in addition, common defaults don't need setting at all. For example,
|
||||
* snow particles nearly always fall at the same speed, which can now be defined in the particle class and no longer
|
||||
* needs to be defined when spawning the particle - but importantly, it can still be overridden if desired.
|
||||
*
|
||||
* @author Electroblob
|
||||
* @since Wizardry 4.2.0
|
||||
* @since Wizardry 4.2.0
|
||||
* @see electroblob.wizardry.util.ParticleBuilder ParticleBuilder
|
||||
*/
|
||||
@SideOnly(Side.CLIENT)
|
||||
public abstract class ParticleWizardry extends Particle {
|
||||
|
||||
/** Implementation of animated particles using the TextureAtlasSprite system. Why vanilla doesn't support this I
|
||||
* don't know, considering it too has animated particles. */
|
||||
protected final TextureAtlasSprite[] sprites;
|
||||
|
||||
/** True if the particle is shaded, false if the particle always renders at full brightness. Defaults to false. */
|
||||
protected boolean shaded = false;
|
||||
|
||||
protected float fadeRed = 1;
|
||||
protected float fadeGreen = 1;
|
||||
protected float fadeBlue = 0;
|
||||
|
||||
public ParticleWizardry(World world, double x, double y, double z){
|
||||
protected float initialRed;
|
||||
protected float initialGreen;
|
||||
protected float initialBlue;
|
||||
|
||||
protected float fadeRed = 0;
|
||||
protected float fadeGreen = 0;
|
||||
protected float fadeBlue = 0;
|
||||
|
||||
protected float angle;
|
||||
protected double radius = 0;
|
||||
protected double speed = 0;
|
||||
|
||||
/** The entity this particle is linked to. The particle will move with this entity. */
|
||||
@Nullable
|
||||
protected Entity entity = null;
|
||||
/** Coordinates of this particle relative to the linked entity. If the linked entity is null, these are not used. */
|
||||
protected double relativeX, relativeY, relativeZ;
|
||||
/** Velocity of this particle relative to the linked entity. The relative x and z velocities are also used when
|
||||
* the particle has spin to move the centre of rotation. If the linked entity is null and the particle is not
|
||||
* spinning, these are not used and will be {@code NaN}. */
|
||||
protected double relativeMotionX = Double.NaN, relativeMotionY = Double.NaN, relativeMotionZ = Double.NaN;
|
||||
// Note that roll (equivalent to rotating the texture) is effectively handled by particleAngle - although that is
|
||||
// actually the rotation speed and not the angle itself.
|
||||
/** The yaw angle this particle is facing, or {@code NaN} if this particle always faces the viewer (default behaviour). */
|
||||
protected float yaw = Float.NaN;
|
||||
/** The pitch angle this particle is facing, or {@code NaN} if this particle always faces the viewer (default behaviour). */
|
||||
protected float pitch = Float.NaN;
|
||||
|
||||
/**
|
||||
* Creates a new particle in the given world at the given position. All other parameters are set via the various
|
||||
* setter methods ({@link electroblob.wizardry.util.ParticleBuilder ParticleBuilder} deals with all of that anyway).
|
||||
* @param world The world in which to create the particle.
|
||||
* @param x The x-coordinate at which to create the particle.
|
||||
* @param y The y-coordinate at which to create the particle.
|
||||
* @param z The z-coordinate at which to create the particle.
|
||||
* @param textures One or more {@code ResourceLocation}s representing the texture(s) used by this particle. These
|
||||
* <b>must</b> be registered as {@link TextureAtlasSprite}s using {@link TextureStitchEvent} or the textures will be
|
||||
* missing. If more than one {@code ResourceLocation} is specified, the particle will be animated with each texture
|
||||
* shown in order for an equal proportion of the particle's lifetime. If this argument is omitted (or a zero-length
|
||||
* array is given), the particle will use the vanilla system instead (based on the X/Y texture indices).
|
||||
*/
|
||||
public ParticleWizardry(World world, double x, double y, double z, ResourceLocation... textures){
|
||||
|
||||
super(world, x, y, z);
|
||||
|
||||
// Sets the relative coordinates in case they are needed
|
||||
this.relativeX = x;
|
||||
this.relativeY = y;
|
||||
this.relativeZ = z;
|
||||
|
||||
// Deals with the textures
|
||||
if(textures.length > 0){
|
||||
|
||||
sprites = Arrays.stream(textures).map(t -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(
|
||||
t.toString())).collect(Collectors.toList()).toArray(new TextureAtlasSprite[0]);
|
||||
|
||||
this.setParticleTexture(sprites[0]);
|
||||
|
||||
}else{
|
||||
|
||||
sprites = new TextureAtlasSprite[0];
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================== Parameter Setters ==============================================
|
||||
|
||||
// Setters for parameters that affect all particles - these are implemented in this class (although they may be
|
||||
// reimplemented in subclasses)
|
||||
|
||||
/** Sets whether the particle should render at full brightness or not. True if the particle is shaded, false if
|
||||
* the particle always renders at full brightness. Defaults to false.*/
|
||||
public void setShaded(boolean shaded){
|
||||
@@ -50,9 +129,9 @@ public abstract class ParticleWizardry extends Particle {
|
||||
this.particleGravity = gravity ? 1 : 0;
|
||||
}
|
||||
|
||||
/** Sets this particle's lifetime in ticks.*/
|
||||
public void setLifetime(int lifetime){
|
||||
this.particleMaxAge = lifetime;
|
||||
/** Sets this particle's collisions. True to enable block collisions, false to disable. Defaults to false.*/
|
||||
public void setCollisions(boolean canCollide){
|
||||
this.canCollide = canCollide;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -67,25 +146,252 @@ public abstract class ParticleWizardry extends Particle {
|
||||
this.motionZ = vz;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the spin parameters of the particle.
|
||||
* @param radius The spin radius
|
||||
* @param speed The spin speed in rotations per tick
|
||||
*/
|
||||
public void setSpin(double radius, double speed){
|
||||
this.radius = radius;
|
||||
this.speed = speed * 2 * Math.PI; // Converts rotations per tick into radians per tick for the trig functions
|
||||
this.angle = this.rand.nextFloat() * (float)Math.PI * 2; // Random start angle TODO: Perhaps this should be specified?
|
||||
// Need to set the start position or the circle won't be centred on the correct position
|
||||
this.relativeX = radius * -MathHelper.cos(angle);
|
||||
this.relativeZ = radius * MathHelper.sin(angle);
|
||||
this.setPosition(posX + relativeX, posY, posZ + relativeZ);
|
||||
this.prevPosX = posX;
|
||||
this.prevPosZ = posZ;
|
||||
// Set these to the correct values
|
||||
this.relativeMotionX = motionX;
|
||||
this.relativeMotionY = motionY;
|
||||
this.relativeMotionZ = motionZ;
|
||||
}
|
||||
|
||||
/**
|
||||
* Links this particle to the given entity. This will cause its position and velocity to be relative to the entity.
|
||||
* @param entity The entity to link to.
|
||||
*/
|
||||
public void setEntity(Entity entity){
|
||||
this.entity = entity;
|
||||
// Set these to the correct values
|
||||
if(entity != null){
|
||||
this.setPosition(this.entity.posX + relativeX, this.entity.getEntityBoundingBox().minY
|
||||
+ relativeY, this.entity.posZ + relativeZ);
|
||||
this.prevPosX = this.posX;
|
||||
this.prevPosY = this.posY;
|
||||
this.prevPosZ = this.posZ;
|
||||
this.relativeMotionX = motionX;
|
||||
this.relativeMotionY = motionY;
|
||||
this.relativeMotionZ = motionZ;
|
||||
}
|
||||
}
|
||||
|
||||
// Overridden to set the initial colour values
|
||||
/**
|
||||
* Sets the base colour of the particle. <i>Note that this also sets the fade colour so that particles without a
|
||||
* fade colour do not change colour at all; as such fade colour must be set <b>after</b> calling this method.</i>
|
||||
* @param r The red colour component
|
||||
* @param g The green colour component
|
||||
* @param b The blue colour component
|
||||
*/
|
||||
@Override
|
||||
public void setRBGColorF(float r, float g, float b){
|
||||
super.setRBGColorF(r, g, b);
|
||||
initialRed = r;
|
||||
initialGreen = g;
|
||||
initialBlue = b;
|
||||
// If fade colour is not specified, it defaults to the main colour - this method is always called first
|
||||
setFadeColour(r, g, b);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the fade colour of the particle.
|
||||
* @param r The red colour component
|
||||
* @param g The green colour component
|
||||
* @param g The blue colour component
|
||||
* @param b The blue colour component
|
||||
*/
|
||||
public void setFadeColour(float r, float g, float b){
|
||||
this.fadeRed = r;
|
||||
this.fadeGreen = g;
|
||||
this.fadeBlue = b;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the direction this particle faces. This will cause the particle to render facing the given direction.
|
||||
* @param yaw The yaw angle of this particle in degrees, where 0 is [TODO south?].
|
||||
* @param pitch The pitch angle of this particle in degrees, where 0 is horizontal.
|
||||
*/
|
||||
public void setFacing(float yaw, float pitch){
|
||||
this.yaw = yaw;
|
||||
this.pitch = pitch;
|
||||
}
|
||||
|
||||
// Setters for parameters that only affect some particles - these are unimplemented in this class because they
|
||||
// doesn't make sense for most particles
|
||||
|
||||
/**
|
||||
* Sets the target position for this particle. This will cause it to stretch to touch the given position,
|
||||
* if supported.
|
||||
* @param x The x-coordinate of the target position.
|
||||
* @param y The y-coordinate of the target position.
|
||||
* @param z The z-coordinate of the target position.
|
||||
*/
|
||||
public void setTargetPosition(double x, double y, double z){
|
||||
// Does nothing for normal particles since normal particles always render at a single point
|
||||
}
|
||||
|
||||
/**
|
||||
* Links this particle to the given target. This will cause it to stretch to touch the target, if supported.
|
||||
* @param target The target to link to.
|
||||
*/
|
||||
public void setTargetEntity(Entity target){
|
||||
// Does nothing for normal particles since normal particles always render at a single point
|
||||
}
|
||||
|
||||
// ============================================== Method Overrides ==============================================
|
||||
|
||||
@Override
|
||||
public int getFXLayer(){
|
||||
return sprites.length == 0 ? super.getFXLayer() : 1; // This has to be 1 for the TextureAtlasSprites to work
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getBrightnessForRender(float partialTick){
|
||||
return shaded ? super.getBrightnessForRender(partialTick) : 15728880;
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the particle. The mapping names given to the parameters in this method are very misleading; see below for
|
||||
* details of what they actually do. (They're also in a strange order...)
|
||||
* @param buffer The {@code BufferBuilder} object.
|
||||
* @param viewer The entity whose viewpoint the particle is being rendered from; this should always be the
|
||||
* client-side player.
|
||||
* @param partialTicks The partial tick time.
|
||||
* @param lookZ Equal to the cosine of {@code viewer.rotationYaw}. Will be -1 when facing north (negative Z), 0 when
|
||||
* east/west, and +1 when facing south (positive Z). Independent of pitch.
|
||||
* @param lookY Equal to the cosine of {@code viewer.rotationPitch}. Will be 1 when facing directly up or down, and 0
|
||||
* when facing directly horizontally.
|
||||
* @param lookX Equal to the sine of {@code viewer.rotationYaw}. Will be -1 when facing east (positive X), 0 when
|
||||
* facing north/south, and +1 when facing west (negative X). Independent of pitch.
|
||||
* @param lookXY Equal to {@code lookX} times the sine of {@code viewer.rotationPitch}. Will be 0 when facing directly horizontal.
|
||||
* When facing directly up, will be equal to {@code -lookX}. When facing directly down, will be equal to {@code lookX}.
|
||||
* @param lookYZ Equal to {@code -lookZ} times the sine of {@code viewer.rotationPitch}. Will be 0 when facing directly horizontal.
|
||||
* When facing directly up, will be equal to {@code -lookZ}. When facing directly down, will be equal to {@code lookZ}.
|
||||
*/
|
||||
@Override
|
||||
public void renderParticle(BufferBuilder buffer, Entity viewer, float partialTicks, float lookZ, float lookY,
|
||||
float lookX, float lookXY, float lookYZ){
|
||||
|
||||
if(Float.isNaN(this.yaw) || Float.isNaN(this.pitch)){
|
||||
|
||||
// Normal behaviour (rotates to face the viewer)
|
||||
super.renderParticle(buffer, viewer, partialTicks, lookZ, lookY, lookX, lookXY, lookYZ);
|
||||
|
||||
}else{
|
||||
|
||||
// Specific rotation
|
||||
|
||||
// Copied from ActiveRenderInfo; converts yaw and pitch into the weird parameters used by renderParticle.
|
||||
// The 1st/3rd person distinction has been removed since this has nothing to do with the view angle.
|
||||
|
||||
float degToRadFactor = 0.017453292f; // Conversion from degrees to radians
|
||||
|
||||
float rotationX = MathHelper.cos(yaw * degToRadFactor);
|
||||
float rotationZ = MathHelper.sin(yaw * degToRadFactor);
|
||||
float rotationY = MathHelper.cos(pitch * degToRadFactor);
|
||||
float rotationYZ = -rotationZ * MathHelper.sin(pitch * degToRadFactor);
|
||||
float rotationXY = rotationX * MathHelper.sin(pitch * degToRadFactor);
|
||||
|
||||
super.renderParticle(buffer, viewer, partialTicks, rotationX, rotationY, rotationZ, rotationYZ, rotationXY);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onUpdate(){
|
||||
|
||||
/** Simple particle factory interface which takes a world and a position and returns a particle. Used (via lambda
|
||||
* expressions) in the client proxy to link particle enum types to actual particle classes. */
|
||||
super.onUpdate();
|
||||
|
||||
// If any of these values is NaN, the particle has neither an entity nor a spin
|
||||
if(!Double.isNaN(relativeMotionX) && !Double.isNaN(relativeMotionY) && !Double.isNaN(relativeMotionZ)){
|
||||
|
||||
// This allows velocity changes from entity linking and spin to stack
|
||||
double vx = relativeMotionX;
|
||||
double vy = relativeMotionY;
|
||||
double vz = relativeMotionZ;
|
||||
|
||||
// Entity linking
|
||||
if(this.entity != null){
|
||||
|
||||
if(this.entity.isDead) this.setExpired();
|
||||
|
||||
this.setPosition(this.entity.posX + relativeX, this.entity.getEntityBoundingBox().minY + relativeY,
|
||||
this.entity.posZ + relativeZ);
|
||||
// Velocity is set so that the renderer will interpolate correctly between ticks
|
||||
vx += this.entity.motionX;
|
||||
vy += this.entity.motionY;
|
||||
vz += this.entity.motionZ;
|
||||
}
|
||||
|
||||
// Spin
|
||||
if(radius > 0){
|
||||
angle += speed;
|
||||
vx += radius * speed * MathHelper.sin(angle);
|
||||
vz += radius * speed * MathHelper.cos(angle);
|
||||
}
|
||||
|
||||
this.relativeX += vx;
|
||||
this.relativeY += vy;
|
||||
this.relativeZ += vz;
|
||||
}
|
||||
|
||||
// Colour fading
|
||||
float ageFraction = (float)this.particleAge / (float)this.particleMaxAge;
|
||||
// No longer uses setRBGColorF because that method now also sets the initial values
|
||||
this.particleRed = this.initialRed + (this.fadeRed - this.initialRed) * ageFraction;
|
||||
this.particleGreen = this.initialGreen + (this.fadeGreen - this.initialGreen) * ageFraction;
|
||||
this.particleBlue = this.initialBlue + (this.fadeBlue - this.initialBlue) * ageFraction;
|
||||
|
||||
// Animation
|
||||
if(sprites.length > 1){
|
||||
// Math.min included for safety so the index cannot possibly exceed the length - 1 an cause an AIOOBE
|
||||
// (which would probably otherwise happen if particleAge == particleMaxAge)
|
||||
this.setParticleTexture(sprites[Math.min((int)(ageFraction * sprites.length), sprites.length - 1)]);
|
||||
}
|
||||
}
|
||||
|
||||
// =============================================== Helper Methods ===============================================
|
||||
|
||||
/** Static helper method that generates an array of n ResourceLocations using the particle file naming convention,
|
||||
* which is the given stem plus an underscore plus the integer index. */
|
||||
public static ResourceLocation[] generateTextures(String stem, int n){
|
||||
|
||||
ResourceLocation[] textures = new ResourceLocation[n];
|
||||
|
||||
for(int i=0; i<n; i++){
|
||||
textures[i] = new ResourceLocation(Wizardry.MODID, "particle/" + stem + "_" + i);
|
||||
}
|
||||
|
||||
return textures;
|
||||
}
|
||||
|
||||
/** Static helper method that generates a 2D m x n array of ResourceLocations using the particle file naming
|
||||
* convention, which is the given stem plus an underscore plus the first index, plus an underscore plus the second
|
||||
* index. Useful for animated particles that also pick a random animation strip. */
|
||||
public static ResourceLocation[][] generateTextures(String stem, int m, int n){
|
||||
|
||||
ResourceLocation[][] textures = new ResourceLocation[m][n];
|
||||
|
||||
for(int i=0; i<m; i++){
|
||||
for(int j=0; j<n; j++){
|
||||
textures[i][j] = new ResourceLocation(Wizardry.MODID, "particle/" + stem + "_" + i + "_" + j);
|
||||
}
|
||||
}
|
||||
|
||||
return textures;
|
||||
}
|
||||
|
||||
/** Simple particle factory interface which takes a world and a position and returns a particle. Used (via method
|
||||
* references) in the client proxy to link particle enum types to actual particle classes. */
|
||||
@SideOnly(Side.CLIENT)
|
||||
@FunctionalInterface
|
||||
public interface IWizardryParticleFactory {
|
||||
|
||||
@@ -1,187 +0,0 @@
|
||||
package electroblob.wizardry.client.renderer;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
import org.lwjgl.opengl.GL11;
|
||||
|
||||
import electroblob.wizardry.entity.EntityArc;
|
||||
import net.minecraft.client.renderer.BufferBuilder;
|
||||
import net.minecraft.client.renderer.GlStateManager;
|
||||
import net.minecraft.client.renderer.OpenGlHelper;
|
||||
import net.minecraft.client.renderer.Tessellator;
|
||||
import net.minecraft.client.renderer.entity.Render;
|
||||
import net.minecraft.client.renderer.entity.RenderManager;
|
||||
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
|
||||
public class RenderArc extends Render<EntityArc> {
|
||||
|
||||
public RenderArc(RenderManager renderManager){
|
||||
super(renderManager);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void doRender(EntityArc arc, double x, double y, double z, float viewPitch, float viewYaw) {
|
||||
|
||||
GlStateManager.pushMatrix();
|
||||
GlStateManager.translate(x, y, z);
|
||||
GlStateManager.disableLighting();
|
||||
GlStateManager.enableBlend();
|
||||
GlStateManager.disableTexture2D();
|
||||
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
|
||||
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
|
||||
|
||||
Tessellator tessellator = Tessellator.getInstance();
|
||||
|
||||
/* Note: A lot of the maths here works on similar triangles and the ratios between them, avoiding too much
|
||||
* pythagoras and eliminating the need for any trig. Ratios are used for the positioning of the arc endpoints.
|
||||
* Ratios are usually used swapping x and z because the triangles are rotated through 90 degrees. */
|
||||
|
||||
double dx = -x;
|
||||
double dy = -y;
|
||||
double dz = -z;
|
||||
|
||||
if(arc.x1 != 0){
|
||||
|
||||
dx = arc.x1 - arc.posX;
|
||||
dy = arc.y1 - arc.posY;
|
||||
dz = arc.z1 - arc.posZ;
|
||||
|
||||
// The distance from origin to endpoint
|
||||
double arcLength = Math.sqrt(dx*dx+dy*dy+dz*dz);
|
||||
|
||||
GL11.glTranslated(dx, dy, dz);
|
||||
|
||||
// Math.atan2 computes within -180 to +180, rather than -90 to +90.
|
||||
float yaw = (float)(180d/Math.PI * Math.atan2(-dx, -dz));
|
||||
float pitch = (float)(180f/(float)Math.PI * Math.atan(dy/Math.sqrt(dz*dz+dx*dx)));
|
||||
|
||||
GL11.glRotatef(yaw, 0, 1, 0);
|
||||
GL11.glRotatef(pitch, 1, 0, 0);
|
||||
|
||||
// The direction of the arc drawn by the tessellator is always along the z axis and is rotated to the
|
||||
// correct orientation, that way there isn't a ton of trigonometry and the code is way neater.
|
||||
|
||||
boolean freeEnd = arc.freeEnd;
|
||||
|
||||
// == To be extracted as constants later ==
|
||||
float thickness = 0.04f; // Half the width of the outermost layer
|
||||
double maxSegmentLength = 0.6; // Max length of a segment, obviously
|
||||
double minSegmentLength = 0.2; // Min length of a segment
|
||||
double vertexDither = 0.15; // Max deviation in x or y axis from the centreline
|
||||
int maxForkSegments = 3; // Max number of segments a fork can have
|
||||
float forkChance = 0.3f; // Chance (as a fraction) that a vertex will have a fork
|
||||
int updateTime = 1; // Number of ticks to wait before the arc changes shape again
|
||||
|
||||
int numberOfSegments = (int)Math.round(arcLength/maxSegmentLength); // Number of segments
|
||||
|
||||
for(int layer=0; layer<3; layer++){
|
||||
|
||||
double px=0, py=0, pz=0;
|
||||
// Creates a random from the arc's seed field + the number of ticks it has existed/the update period.
|
||||
// By using a seed, we can ensure the vertex positions and forks are identical a) for each layer, even
|
||||
// though they are rendered sequentially, and b) across many frames (and ticks, if updateTime > 1).
|
||||
Random random = new Random(arc.seed + arc.ticksExisted/updateTime);
|
||||
|
||||
// numberOfSegments-1 because the last segment is handled separately.
|
||||
for(int i=0; i<numberOfSegments-1; i++){
|
||||
|
||||
double px2 = (random.nextDouble()*2-1)*vertexDither; // Maybe use Gaussians?
|
||||
double py2 = (random.nextDouble()*2-1)*vertexDither;
|
||||
double pz2 = pz + arcLength/(double)numberOfSegments; // For now they are all the same length
|
||||
|
||||
drawSegment(tessellator, layer, px, py, pz, px2, py2, pz2, thickness);
|
||||
|
||||
// Forks
|
||||
if(random.nextFloat() < forkChance){
|
||||
|
||||
double px3=px, py3=py, pz3=pz;
|
||||
|
||||
for(int j=0; j<random.nextInt(maxForkSegments-1)+1; j++){
|
||||
// Forks set their centreline to the x/y coordinates of the vertex they originate from
|
||||
double px4 = px3 + (random.nextDouble()*2-1)*vertexDither;
|
||||
double py4 = py3 + (random.nextDouble()*2-1)*vertexDither;
|
||||
double pz4 = pz3 + minSegmentLength + random.nextDouble()*(maxSegmentLength - minSegmentLength);
|
||||
|
||||
drawSegment(tessellator, layer, px3, py3, pz3, px4, py4, pz4, thickness*0.8f);
|
||||
|
||||
// Forks of forks
|
||||
if(random.nextFloat() < forkChance){
|
||||
|
||||
double px5 = px3 + (random.nextDouble()*2-1)*vertexDither;
|
||||
double py5 = py3 + (random.nextDouble()*2-1)*vertexDither;
|
||||
double pz5 = pz3 + minSegmentLength + random.nextDouble()*(maxSegmentLength - minSegmentLength);
|
||||
|
||||
drawSegment(tessellator, layer, px3, py3, pz3, px5, py5, pz5, thickness*0.6f);
|
||||
}
|
||||
|
||||
px3 = px4;
|
||||
py3 = py4;
|
||||
pz3 = pz4;
|
||||
}
|
||||
}
|
||||
|
||||
px = px2;
|
||||
py = py2;
|
||||
pz = pz2;
|
||||
}
|
||||
|
||||
// Last segment has a specific end position and cannot fork.
|
||||
double px2 = freeEnd ? (random.nextDouble()*2-1)*vertexDither : 0;
|
||||
double py2 = freeEnd ? (random.nextDouble()*2-1)*vertexDither : 0;
|
||||
drawSegment(tessellator, layer, px, py, pz, px2, py2, arcLength, thickness);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
GlStateManager.enableTexture2D();
|
||||
GlStateManager.enableLighting();
|
||||
GlStateManager.disableBlend();
|
||||
GlStateManager.popMatrix();
|
||||
}
|
||||
|
||||
/** Draws the given layer of a segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with the given thickness. */
|
||||
private void drawSegment(Tessellator tessellator, int layer, double x1, double y1, double z1, double x2, double y2, double z2, float thickness){
|
||||
|
||||
BufferBuilder buffer = tessellator.getBuffer();
|
||||
buffer.begin(GL11.GL_TRIANGLE_STRIP, DefaultVertexFormats.POSITION_COLOR);
|
||||
|
||||
switch(layer){
|
||||
case 0:
|
||||
// TODO: Extract these colours as constants
|
||||
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.25f*thickness, 255, 255, 255, 255);
|
||||
break;
|
||||
|
||||
case 1:
|
||||
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, 0.6f*thickness, 200, 255, 255, 165);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
drawShearedBox(buffer, x1, y1, z1, x2, y2, z2, thickness, 50, 150, 255, 75);
|
||||
break;
|
||||
}
|
||||
|
||||
tessellator.draw();
|
||||
}
|
||||
|
||||
/** Draws a single box for one segment of the arc, from the point (x1, y1, z1) to the point (x2, y2, z2), with given width and colour. */
|
||||
private void drawShearedBox(BufferBuilder buffer, double x1, double y1, double z1, double x2, double y2, double z2, float width, int r, int g, int b, int a){
|
||||
|
||||
buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x1-width, y1+width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2-width, y2+width, z2).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x1+width, y1+width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2+width, y2+width, z2).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x1+width, y1-width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2+width, y2-width, z2).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x1-width, y1-width, z1).color(r, g, b, a).endVertex();
|
||||
buffer.pos(x2-width, y2-width, z2).color(r, g, b, a).endVertex();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected ResourceLocation getEntityTexture(EntityArc entity){
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,72 +0,0 @@
|
||||
package electroblob.wizardry.client.renderer;
|
||||
|
||||
import org.lwjgl.opengl.GL11;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.entity.construct.EntityLightningPulse;
|
||||
import net.minecraft.client.renderer.BufferBuilder;
|
||||
import net.minecraft.client.renderer.GlStateManager;
|
||||
import net.minecraft.client.renderer.OpenGlHelper;
|
||||
import net.minecraft.client.renderer.Tessellator;
|
||||
import net.minecraft.client.renderer.entity.Render;
|
||||
import net.minecraft.client.renderer.entity.RenderManager;
|
||||
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
|
||||
import net.minecraft.util.ResourceLocation;
|
||||
|
||||
public class RenderLightningPulse extends Render<EntityLightningPulse> {
|
||||
|
||||
private final ResourceLocation[] textures = new ResourceLocation[8];
|
||||
private float scale = 1.0f;
|
||||
|
||||
public RenderLightningPulse(RenderManager renderManager, float scale){
|
||||
super(renderManager);
|
||||
for(int i = 0; i < textures.length; i++){
|
||||
textures[i] = new ResourceLocation(Wizardry.MODID, "textures/entity/lightning_pulse_" + i + ".png");
|
||||
}
|
||||
this.scale = scale;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void doRender(EntityLightningPulse entity, double par2, double par4, double par6, float par8, float par9){
|
||||
|
||||
GlStateManager.pushMatrix();
|
||||
GlStateManager.enableBlend();
|
||||
GlStateManager.disableLighting();
|
||||
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
|
||||
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
float yOffset = 0;
|
||||
|
||||
GlStateManager.translate((float)par2, (float)par4 + yOffset, (float)par6);
|
||||
|
||||
this.bindTexture(textures[entity.ticksExisted]);
|
||||
float f6 = 1.0F;
|
||||
float f7 = 0.5F;
|
||||
float f8 = 0.5F;
|
||||
|
||||
GlStateManager.rotate(-90, 1, 0, 0);
|
||||
|
||||
GlStateManager.scale(scale, scale, scale);
|
||||
|
||||
Tessellator tessellator = Tessellator.getInstance();
|
||||
BufferBuilder buffer = tessellator.getBuffer();
|
||||
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
|
||||
buffer.pos((double)(0.0F - f7), (double)(0.0F - f8), 0.01).tex(0, 1).endVertex();
|
||||
buffer.pos((double)(f6 - f7), (double)(0.0F - f8), 0.01).tex(1, 1).endVertex();
|
||||
buffer.pos((double)(f6 - f7), (double)(1.0F - f8), 0.01).tex(1, 0).endVertex();
|
||||
buffer.pos((double)(0.0F - f7), (double)(1.0F - f8), 0.01).tex(0, 0).endVertex();
|
||||
|
||||
tessellator.draw();
|
||||
|
||||
GlStateManager.disableBlend();
|
||||
GlStateManager.enableLighting();
|
||||
GlStateManager.disableRescaleNormal();
|
||||
GlStateManager.popMatrix();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected ResourceLocation getEntityTexture(EntityLightningPulse entity){
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user