Add new files for the particle refactoring

This commit is contained in:
Electroblob
2018-05-02 13:17:04 +01:00
parent 8a53cc6150
commit df14912693
7 changed files with 752 additions and 0 deletions
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package electroblob.wizardry.util;
import java.util.Random;
import electroblob.wizardry.Wizardry;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
import net.minecraft.world.World;
/**
* <i>"Don't waste time spawning particles manually - let {@code ParticleBuilder} do the work for you!"</i>
* <p>
* Singleton class that builds wizardry particles. This is an alternative (and neater, I think) solution to using varargs.
* All building methods are chainable, so particles can be created using only one line of code (This is similar to the
* BufferBuilder system). The number of different combinations of parameters now required for the various particle
* types in wizardry made the method overloads in the proxies very cumbersome and inevitably resulted in redundant
* parameters, which made the code messy and hard to read. Those methods have now been removed.
* <p>
* It also goes without saying that <b>this class should only ever be used client-side</b>.
* <p>
* {@link ParticleBuilder#instance} retrieves the static instance of the particle builder. Use
* {@link ParticleBuilder#particle(Type)} to start building a particle, or alternatively use the static
* convenience version {@link ParticleBuilder#create(Type)}. Use {@link ParticleBuilder#spawn()}
* to finish building and spawn the particle. Between these two, a variety of parameters can be set using the various
* setter methods (see individual method descriptions for more details). These, along with {@code ParticleBuilder.particle(...)},
* return the particle builder instance, allowing them to be chained together to spawn particles using a single line of code.
* If any parameters are unspecified these will default to certain values, which may or may not depend on the particle type.
* Not all parameters affect all particles. Again, see individual method descriptions for more details.
* <p>
* For example, a typical call to the particle builder might look something like this:
* <p>
* <code>ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(vx, vy, vz).colour(r, g, b).spawn(world);</code>
* @author Electroblob
* @since Wizardry 4.2.0
*/
public final class ParticleBuilder {
/** The static instance of the particle builder. */
public static final ParticleBuilder instance = new ParticleBuilder();
/** Whether the particle builder is currently building or not. */
private boolean building = false;
// Builder variables
// We can't just store a particle and set its parameters in the builder methods, because the server won't like having
// a field of a client-only type
private Type type;
private double x, y, z;
private double vx, vy, vz;
private float r, g, b;
private float fr, fg, fb;
private double radius;
private int lifetime;
private boolean gravity;
private boolean shaded;
private float scale;
private Entity entity;
/** Enum constants representing the different types of particle added by wizardry. As of 4.2.0, this has been moved
* from its own file {@code Type} to inside {@link ParticleBuilder}. This allowed its name to be
* shortened to simply {@code Type}, making most references more concise. References in classes where another
* {@code Type} is also used can simply refer to the full name, {@code ParticleBuilder.Type}, which is no more verbose
* than before.
* <p>
* Individual constants have comments detailing their corresponding default parameters. A range of values indicates
* randomness. */
public static enum Type {
@Deprecated BLIZZARD,
/** Spiral particle, like potions.<p><b>Defaults:</b><p>Lifetime: 8-40 ticks<br>Colour: white */ DARK_MAGIC,
/** Single pixel particle.<p><b>Defaults:</b><p>Lifetime: 16-80 ticks<br>Colour: white */ DUST,
/** Rapid flash, like fireworks.<p><b>Defaults:</b><p>Lifetime: 4 ticks<br>Colour: white */ FLASH,
/** Small shard of ice.<p><b>Defaults:</b><p>Lifetime: 8-40 ticks<br>Gravity: true */ ICE,
/** Single green/brown leaf.<p><b>Defaults:</b><p>Lifetime: 10-15 ticks<br>Velocity: (0, -0.03, 0) */ LEAF,
/** Bubble that doesn't burst in air.<p><b>Defaults:</b><p>Lifetime: 8-40 ticks */ MAGIC_BUBBLE,
/** Scaleable, moving flame.<p><b>Defaults:</b><p>Lifetime: 8-40 ticks<br> */ MAGIC_FIRE,
/** Soft-edged round particle.<p><b>Defaults:</b><p>Lifetime: 8-40 ticks<br>Colour: white */ PATH,
/** Snowflake particle.<p><b>Defaults:</b><p>Lifetime: 40-50 ticks<br>Velocity: (0, -0.02, 0) */ SNOW,
/** Animated lightning particle.<p><b>Defaults:</b><p>Lifetime: 3 ticks */ SPARK,
/** Animated sparkle particle.<p><b>Defaults:</b><p>Lifetime: 48-60 ticks<br>Colour: white */ SPARKLE,
@Deprecated SPARKLE_ROTATING
}
private ParticleBuilder(){
reset();
}
// Convenience methods
/**
* Starts building a particle of the given type. Static convenience version of
* {@link ParticleBuilder#particle(Type)}; makes code more concise.
* @param type The type of particle to build
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is already building.
*/
public static ParticleBuilder create(Type type){
return ParticleBuilder.instance.particle(type);
}
/**
* Starts building a particle of the given type and positions it randomly within the given entity's bounding box.
* Equivalent to calling {@code ParticleBuilder.create(type).pos(...)}; users should chain any additional builder
* methods onto this one and finish with {@code .spawn(world)} as normal.
* Used extensively with summoned creatures; makes code much neater and more concise.
* @param type The type of particle to build
* @param entity The entity to position the particle at
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is already building.
*/
public static ParticleBuilder create(Type type, Entity entity){
double x = entity.posX + (entity.world.rand.nextDouble() - 0.5D) * (double)entity.width;
double y = entity.posY + entity.world.rand.nextDouble() * (double)entity.height;
double z = entity.posZ + (entity.world.rand.nextDouble() - 0.5D) * (double)entity.width;
return ParticleBuilder.instance.particle(type).pos(x, y, z);
}
/**
* Starts building a particle of the given type and positions it randomly within the given radius of the given position,
* with velocity proportional to distance from the given position if move is true. Good for making explosion-type effects.
* Equivalent to calling {@code ParticleBuilder.create(type).pos(...).vel(...)}; users should chain any additional builder
* methods onto this one and finish with {@code .spawn(world)} as normal.
* @param type The type of particle to build
* @param random An RNG instance
* @param x The x coordinate of the centre of the region in which to position the particle
* @param y The y coordinate of the centre of the region in which to position the particle
* @param z The z coordinate of the centre of the region in which to position the particle
* @param radius The radius of the region in which to position the particle
* @param move Whether the particle should move outwards from the centre (note that if this is false, the particle's
* default velocity will apply)
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is already building.
*/
public static ParticleBuilder create(Type type, Random random, double x, double y, double z, double radius, boolean move){
double px = x + (random.nextDouble() - 0.5D) * radius;
double py = y + (random.nextDouble() - 0.5D) * radius;
double pz = z + (random.nextDouble() - 0.5D) * radius;
if(move) return ParticleBuilder.instance.particle(type).pos(x, y, z).vel(px-x, py-y, pz-z);
return ParticleBuilder.instance.particle(type).pos(x, y, z);
}
// Core builder methods
/**
* Starts building a particle of the given type.
* @param type The type of particle to build
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is already building.
*/
public ParticleBuilder particle(Type type){
if(building) throw new IllegalStateException("Already building!");
this.type = type;
this.building = true;
return this;
}
/**
* Sets the position of the particle being built. If unspecified, this defaults to the origin (0, 0, 0).
* <p>
* <b>Affects:</b> All particle types
* @param x The x coordinate to set
* @param y The y coordinate to set
* @param z The z coordinate to set
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder pos(double x, double y, double z){
if(!building) throw new IllegalStateException("Not building yet!");
this.x = x;
this.y = y;
this.z = z;
return this;
}
/**
* Sets the velocity of the particle being built. If unspecified, this defaults to the particle's default velocity,
* specified within its constructor.
* <p>
* <b>Affects:</b> All particle types except {@link Type#DUST DUST}
* @param x The x coordinate to set
* @param y The y coordinate to set
* @param z The z coordinate to set
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder vel(double vx, double vy, double vz){
if(!building) throw new IllegalStateException("Not building yet!");
this.vx = vx;
this.vy = vy;
this.vz = vz;
return this;
}
/**
* Sets the colour of the particle being built. If unspecified, this defaults to the particle's default colour,
* specified within its constructor.
* <p>
* <b>Affects:</b> {@link Type#DARK_MAGIC DARK_MAGIC}, {@link Type#DUST DUST}, {@link Type#FLASH FLASH},
* {@link Type#PATH PATH}, {@link Type#SPARKLE SPARKLE}
* @param r The red colour component to set; will be clamped to between 0 and 1
* @param g The green colour component to set; will be clamped to between 0 and 1
* @param b The blue colour component to set; will be clamped to between 0 and 1
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder colour(float r, float g, float b){
if(!building) throw new IllegalStateException("Not building yet!");
this.r = MathHelper.clamp(r, 0, 1);
this.g = MathHelper.clamp(g, 0, 1);
this.b = MathHelper.clamp(b, 0, 1);
return this;
}
/**
* Sets the fade colour of the particle being built. If unspecified, this defaults to the whatever the particle's base
* colour is.
* <p>
* <b>Affects:</b> {@link Type#DUST DUST}, {@link Type#PATH PATH}, {@link Type#SPARKLE SPARKLE}
* @param r The red colour component to set; will be clamped to between 0 and 1
* @param g The green colour component to set; will be clamped to between 0 and 1
* @param b The blue colour component to set; will be clamped to between 0 and 1
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder fade(float r, float g, float b){
if(!building) throw new IllegalStateException("Not building yet!");
this.fr = MathHelper.clamp(r, 0, 1);
this.fg = MathHelper.clamp(g, 0, 1);
this.fb = MathHelper.clamp(b, 0, 1);
return this;
}
/**
* Sets the scale of the particle being built. If unspecified, this defaults to 1.
* <p>
* <b>Affects:</b> All particle types
* @param scale The scale to set, as a multiple of the particle's default scale
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder scale(float scale){
if(!building) throw new IllegalStateException("Not building yet!");
this.scale = scale;
return this;
}
/**
* Sets the lifetime of the particle being built. If unspecified, this defaults to the particle's default lifetime,
* specified within its constructor.
* <p>
* <b>Affects:</b> All particle types
* @param lifetime The lifetime to set in ticks
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder lifetime(int lifetime){
if(!building) throw new IllegalStateException("Not building yet!");
this.lifetime = lifetime;
return this;
}
/**
* Sets the rotation radius of the particle being built. If unspecified, this defaults to 0.
* <p>
* <b>Affects:</b> All particle types
* @param radius The rotation radius to set
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder radius(double radius){
if(!building) throw new IllegalStateException("Not building yet!");
this.radius = radius;
return this;
}
/**
* Sets the gravity of the particle being built. If unspecified, this defaults to false.
* <p>
* <b>Affects:</b> {@link Type#ICE ICE}, {@link Type#SPARKLE SPARKLE}
* @param gravity True to enable gravity for the particle, false to disable
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder gravity(boolean gravity){
if(!building) throw new IllegalStateException("Not building yet!");
this.gravity = gravity;
return this;
}
/**
* Sets the shading of the particle being built. If unspecified, this defaults to false.
* <p>
* <b>Affects:</b> All particle types
* @param shaded True to enable shading for the particle, false for full brightness
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder shaded(boolean shaded){
if(!building) throw new IllegalStateException("Not building yet!");
this.shaded = shaded;
return this;
}
/**
* Sets the entity of the particle being built. This <b>must</b> be specified for entity-linked particles.
* @param entity The entity to set
* @return The particle builder instance, allowing other methods to be chained onto this one
* @throws IllegalStateException if the particle builder is not yet building.
*/
public ParticleBuilder entity(Entity entity){
if(!building) throw new IllegalStateException("Not building yet!");
this.entity = entity;
return this;
}
/**
* Spawns the particle that has been built and resets the particle builder.
* @param world The world in which to spawn the particle
* @throws IllegalStateException if the particle builder is not yet building.
*/
public void spawn(World world){
if(!building) throw new IllegalStateException("Not building yet!");
if(y < 0 && entity == null) Wizardry.logger.warn("Spawning particle below y = 0 - are you sure the position/entity"
+ "has been set correctly?");
electroblob.wizardry.client.particle.ParticleWizardry particle = Wizardry.proxy.createParticle(type, world, x, y, z);
if(particle == null){
reset();
return;
}
particle.multipleParticleScaleBy(scale);
if(!Double.isNaN(vx) && !Double.isNaN(vy) && !Double.isNaN(vz)) particle.setVelocity(vx, vy, vz);
if(r >= 0 && g >= 0 && b >= 0) particle.setRBGColorF(r, g, b);
if(fr >= 0 && fg >= 0 && fb >= 0) particle.setFadeColour(fr, fg, fb);
if(lifetime >= 0) particle.setLifetime(lifetime);
particle.setGravity(gravity);
particle.setShaded(shaded);
net.minecraft.client.Minecraft.getMinecraft().effectRenderer.addEffect(particle);
reset();
}
/** Resets the state of the particle builder and resets all the builder variables to their default values. */
private void reset(){
building = false;
type = null;
x = 0;
y = 0;
z = 0;
// NaN indicates the velocity was not set (can't use -1 since it could very reasonably be -1)
// For all other values -1 indicates the value was not set
vx = Double.NaN;
vy = Double.NaN;
vz = Double.NaN;
r = -1;
g = -1;
b = -1;
fr = -1;
fg = -1;
fb = -1;
radius = 0;
lifetime = -1;
gravity = false;
shaded = false;
scale = 1;
entity = null;
}
}