That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
This commit is contained in:
@@ -1,35 +1,41 @@
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package electroblob.wizardry.client.particle;
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import java.util.Arrays;
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import java.util.stream.Collectors;
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import javax.annotation.Nullable;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.client.ClientProxy;
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import electroblob.wizardry.entity.ICustomHitbox;
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import electroblob.wizardry.util.WizardryUtilities;
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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;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
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import net.minecraftforge.client.event.TextureStitchEvent;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import javax.annotation.Nullable;
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import java.util.Arrays;
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import java.util.List;
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import java.util.Random;
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import java.util.stream.Collectors;
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/**
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* Abstract superclass for all of wizardry's particles. This replaces {@code ParticleCustomTexture} (the functionality of
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* which is no longer necessary since wizardry now uses {@code TextureAtlasSprite}s to do the rendering), and fits into
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* {@code ParticleBuilder} by exposing all the necessary variables through getters, allowing them to be set on the fly
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* rather than needing to be passed into the constructor.
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* <p>
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* <p></p>
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* The new system is as follows:
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* <p>
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* <p></p>
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* - All particle classes have a single constructor which takes a world and a position only.<br>
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* - Each particle class defines any relevant default values in its constructor, including velocity.<br>
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* - The particle builder then overwrites any other values that were set during building.
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* <p>
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* <p></p>
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* This beauty of this system is that there are never any redundant parameters when spawning particles, since you can set
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* as many or as few parameters as necessary - and in addition, common defaults don't need setting at all. For example,
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* snow particles nearly always fall at the same speed, which can now be defined in the particle class and no longer
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@@ -39,12 +45,24 @@ import net.minecraftforge.fml.relauncher.SideOnly;
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* @since Wizardry 4.2.0
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* @see electroblob.wizardry.util.ParticleBuilder ParticleBuilder
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*/
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@SideOnly(Side.CLIENT)
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//@SideOnly(Side.CLIENT)
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public abstract class ParticleWizardry extends Particle {
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/** Implementation of animated particles using the TextureAtlasSprite system. Why vanilla doesn't support this I
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* don't know, considering it too has animated particles. */
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protected final TextureAtlasSprite[] sprites;
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/** A long value used by the renderer as a random number seed, ensuring anything that is randomised remains the
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* same across multiple frames. For example, lightning particles use this to keep their shape across ticks.
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* This value can also be set during particle creation, allowing users to keep randomised properties the same
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* even across multiple particles. If unspecified, the seed is chosen at random. */
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protected long seed;
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/** This particle's random number generator. All particles should use this in preference to any other random
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* instance (like random), even if it isn't actually necessary to keep properties across frames. Note that
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* if you <b>do</b> need to generate the same sequence of random numbers each frame, you must call
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* {@code random.setSeed(seed)} from the {@link ParticleWizardry#renderParticle(BufferBuilder, Entity, float, float, float, float, float, float)}
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* method - this is not done automatically. */
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protected Random random = new Random(); // If we're not using a seed, this defaults to any old seed
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/** True if the particle is shaded, false if the particle always renders at full brightness. Defaults to false. */
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protected boolean shaded = false;
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@@ -64,12 +82,12 @@ public abstract class ParticleWizardry extends Particle {
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/** The entity this particle is linked to. The particle will move with this entity. */
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@Nullable
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protected Entity entity = null;
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/** Coordinates of this particle relative to the linked entity. If the linked entity is null, these are not used. */
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/** Coordinates of this particle relative to the linked entity. If the linked entity is null, these are used as
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* the absolute coordinates of the centre of rotation for particles with spin. If the particle has neither a
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* linked entity nor spin, these are not used. */
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protected double relativeX, relativeY, relativeZ;
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/** Velocity of this particle relative to the linked entity. The relative x and z velocities are also used when
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* the particle has spin to move the centre of rotation. If the linked entity is null and the particle is not
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* spinning, these are not used and will be {@code NaN}. */
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protected double relativeMotionX = Double.NaN, relativeMotionY = Double.NaN, relativeMotionZ = Double.NaN;
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/** Velocity of this particle relative to the linked entity. If the linked entity is null, these are not used. */
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protected double relativeMotionX, relativeMotionY, relativeMotionZ;
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// Note that roll (equivalent to rotating the texture) is effectively handled by particleAngle - although that is
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// actually the rotation speed and not the angle itself.
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/** The yaw angle this particle is facing, or {@code NaN} if this particle always faces the viewer (default behaviour). */
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@@ -77,6 +95,14 @@ public abstract class ParticleWizardry extends Particle {
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/** The pitch angle this particle is facing, or {@code NaN} if this particle always faces the viewer (default behaviour). */
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protected float pitch = Float.NaN;
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/** The fraction of the impact velocity that should be the maximum spread speed added on impact. */
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private static final double SPREAD_FACTOR = 0.2;
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/** Lateral velocity is reduced by this factor on impact, before adding random spread velocity. */
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private static final double IMPACT_FRICTION = 0.2;
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/** Previous-tick velocity, used in collision detection. */
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private double prevVelX, prevVelY, prevVelZ;
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/**
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* Creates a new particle in the given world at the given position. All other parameters are set via the various
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* setter methods ({@link electroblob.wizardry.util.ParticleBuilder ParticleBuilder} deals with all of that anyway).
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@@ -108,7 +134,6 @@ public abstract class ParticleWizardry extends Particle {
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this.setParticleTexture(sprites[0]);
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}else{
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sprites = new TextureAtlasSprite[0];
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}
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}
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@@ -117,6 +142,15 @@ public abstract class ParticleWizardry extends Particle {
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// Setters for parameters that affect all particles - these are implemented in this class (although they may be
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// reimplemented in subclasses)
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/** Sets the seed for this particle's randomly generated values and resets {@link ParticleWizardry#random} to use
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* that seed. Implementations will differ between particle types; for example, ParticleLightning has an update
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* period which changes the seed every few ticks, whereas ParticleVine simply retains the same seed for its entire
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* lifetime. */
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public void setSeed(long seed){
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this.seed = seed;
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this.random = new Random(seed);
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}
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/** Sets whether the particle should render at full brightness or not. True if the particle is shaded, false if
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* the particle always renders at full brightness. Defaults to false.*/
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@@ -154,13 +188,10 @@ public abstract class ParticleWizardry extends Particle {
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public void setSpin(double radius, double speed){
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this.radius = radius;
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this.speed = speed * 2 * Math.PI; // Converts rotations per tick into radians per tick for the trig functions
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this.angle = this.rand.nextFloat() * (float)Math.PI * 2; // Random start angle TODO: Perhaps this should be specified?
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this.angle = this.rand.nextFloat() * (float)Math.PI * 2; // Random start angle
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// Need to set the start position or the circle won't be centred on the correct position
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this.relativeX = radius * -MathHelper.cos(angle);
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this.relativeZ = radius * MathHelper.sin(angle);
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this.setPosition(posX + relativeX, posY, posZ + relativeZ);
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this.prevPosX = posX;
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this.prevPosZ = posZ;
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this.posX = relativeX - radius * MathHelper.cos(angle);
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this.posZ = relativeZ + radius * MathHelper.sin(angle);
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// Set these to the correct values
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this.relativeMotionX = motionX;
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this.relativeMotionY = motionY;
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@@ -180,6 +211,7 @@ public abstract class ParticleWizardry extends Particle {
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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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// Set these to the correct values
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this.relativeMotionX = motionX;
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this.relativeMotionY = motionY;
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this.relativeMotionZ = motionZ;
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@@ -218,7 +250,7 @@ public abstract class ParticleWizardry extends Particle {
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/**
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* Sets the direction this particle faces. This will cause the particle to render facing the given direction.
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* @param yaw The yaw angle of this particle in degrees, where 0 is [TODO south?].
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* @param yaw The yaw angle of this particle in degrees, where 0 is south.
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* @param pitch The pitch angle of this particle in degrees, where 0 is horizontal.
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*/
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public void setFacing(float yaw, float pitch){
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@@ -239,6 +271,18 @@ public abstract class ParticleWizardry extends Particle {
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public void setTargetPosition(double x, double y, double z){
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// Does nothing for normal particles since normal particles always render at a single point
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}
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/**
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* Sets the target point velocity for this particle. This will cause the position it stretches to touch to move
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* at the given velocity. Has no effect unless {@link ParticleWizardry#setTargetVelocity(double, double, double)}
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* is also used.
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* @param vx The x velocity of the target point.
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* @param vy The y velocity of the target point.
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* @param vz The z velocity of the target point.
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*/
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public void setTargetVelocity(double vx, double vy, double vz){
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// Does nothing for normal particles since normal particles always render at a single point
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}
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/**
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* Links this particle to the given target. This will cause it to stretch to touch the target, if supported.
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@@ -247,6 +291,15 @@ public abstract class ParticleWizardry extends Particle {
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public void setTargetEntity(Entity target){
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// Does nothing for normal particles since normal particles always render at a single point
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}
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/**
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* Sets the length of this particle. This will cause it to stretch to touch a point this distance along its
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* linked entity's line of sight.
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* @param length The length to set.
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*/
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public void setLength(double length){
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// Does nothing for normal particles since normal particles always render at a single point
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}
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// ============================================== Method Overrides ==============================================
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@@ -278,15 +331,16 @@ public abstract class ParticleWizardry extends Particle {
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* @param lookYZ Equal to {@code -lookZ} times the sine of {@code viewer.rotationPitch}. Will be 0 when facing directly horizontal.
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* When facing directly up, will be equal to {@code -lookZ}. When facing directly down, will be equal to {@code lookZ}.
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*/
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// Fun fact: unlike entities, particles don't seem to bother checking the camera frustum...
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@Override
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public void renderParticle(BufferBuilder buffer, Entity viewer, float partialTicks, float lookZ, float lookY,
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float lookX, float lookXY, float lookYZ){
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updateEntityLinking(partialTicks);
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if(Float.isNaN(this.yaw) || Float.isNaN(this.pitch)){
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// Normal behaviour (rotates to face the viewer)
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super.renderParticle(buffer, viewer, partialTicks, lookZ, lookY, lookX, lookXY, lookYZ);
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drawParticle(buffer, viewer, partialTicks, lookZ, lookY, lookX, lookXY, lookYZ);
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}else{
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// Specific rotation
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@@ -302,7 +356,25 @@ public abstract class ParticleWizardry extends Particle {
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float rotationYZ = -rotationZ * MathHelper.sin(pitch * degToRadFactor);
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float rotationXY = rotationX * MathHelper.sin(pitch * degToRadFactor);
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super.renderParticle(buffer, viewer, partialTicks, rotationX, rotationY, rotationZ, rotationYZ, rotationXY);
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drawParticle(buffer, viewer, partialTicks, rotationX, rotationY, rotationZ, rotationYZ, rotationXY);
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}
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}
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/**
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* Delegate function for {@link ParticleWizardry#renderParticle(BufferBuilder, Entity, float, float, float, float, float, float)};
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* does the actual rendering. Subclasses should override this method instead of renderParticle. By default, this
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* method simply calls super.renderParticle.
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*/
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protected void drawParticle(BufferBuilder buffer, Entity viewer, float partialTicks, float rotationX, float rotationY, float rotationZ, float rotationYZ, float rotationXY){
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super.renderParticle(buffer, viewer, partialTicks, rotationX, rotationY, rotationZ, rotationYZ, rotationXY);
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}
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protected void updateEntityLinking(float partialTicks){
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if(this.entity != null){
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// This is kind of cheating but we know it's always a constant velocity so it works fine
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prevPosX = posX + entity.prevPosX - entity.posX - relativeMotionX * (1-partialTicks);
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prevPosY = posY + entity.prevPosY - entity.posY - relativeMotionY * (1-partialTicks);
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prevPosZ = posZ + entity.prevPosZ - entity.posZ - relativeMotionZ * (1-partialTicks);
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}
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}
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@@ -310,38 +382,43 @@ public abstract class ParticleWizardry extends Particle {
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public void onUpdate(){
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super.onUpdate();
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// If any of these values is NaN, the particle has neither an entity nor a spin
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if(!Double.isNaN(relativeMotionX) && !Double.isNaN(relativeMotionY) && !Double.isNaN(relativeMotionZ)){
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// This allows velocity changes from entity linking and spin to stack
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double vx = relativeMotionX;
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double vy = relativeMotionY;
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double vz = relativeMotionZ;
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if(this.canCollide && this.onGround){
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// I reject your friction and substitute my own!
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this.motionX /= 0.699999988079071D;
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this.motionZ /= 0.699999988079071D;
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}
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if(entity != null || radius > 0){
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double x = relativeX;
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double y = relativeY;
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double z = relativeZ;
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// Entity linking
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if(this.entity != null){
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if(this.entity.isDead) this.setExpired();
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this.setPosition(this.entity.posX + relativeX, this.entity.getEntityBoundingBox().minY + relativeY,
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this.entity.posZ + relativeZ);
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// Velocity is set so that the renderer will interpolate correctly between ticks
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vx += this.entity.motionX;
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vy += this.entity.motionY;
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vz += this.entity.motionZ;
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if(this.entity.isDead){
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this.setExpired();
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}else{
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x += this.entity.posX;
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y += this.entity.posY;
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z += this.entity.posZ;
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}
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}
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// Spin
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if(radius > 0){
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angle += speed;
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vx += radius * speed * MathHelper.sin(angle);
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vz += radius * speed * MathHelper.cos(angle);
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// If the particle has spin, x/z relative position is used as centre and coords are changed each tick
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x += radius * -MathHelper.cos(angle);
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z += radius * MathHelper.sin(angle);
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}
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this.relativeX += vx;
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this.relativeY += vy;
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this.relativeZ += vz;
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this.setPosition(x, y, z);
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this.relativeX += relativeMotionX;
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this.relativeY += relativeMotionY;
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this.relativeZ += relativeMotionZ;
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}
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|
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// Colour fading
|
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@@ -357,8 +434,96 @@ public abstract class ParticleWizardry extends Particle {
|
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// (which would probably otherwise happen if particleAge == particleMaxAge)
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this.setParticleTexture(sprites[Math.min((int)(ageFraction * sprites.length), sprites.length - 1)]);
|
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}
|
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|
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// Collision spreading
|
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if(canCollide){
|
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if(this.motionX == 0 && this.prevVelX != 0){ // If the particle just collided in x
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// Reduce lateral velocity so the added spread speed actually has an effect
|
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this.motionY *= IMPACT_FRICTION;
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this.motionZ *= IMPACT_FRICTION;
|
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// Add random velocity in y and z proportional to the impact velocity
|
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this.motionY += (rand.nextDouble()*2 - 1) * this.prevVelX * SPREAD_FACTOR;
|
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this.motionZ += (rand.nextDouble()*2 - 1) * this.prevVelX * SPREAD_FACTOR;
|
||||
}
|
||||
|
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if(this.motionY == 0 && this.prevVelY != 0){ // If the particle just collided in y
|
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// Reduce lateral velocity so the added spread speed actually has an effect
|
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this.motionX *= IMPACT_FRICTION;
|
||||
this.motionZ *= IMPACT_FRICTION;
|
||||
// Add random velocity in x and z proportional to the impact velocity
|
||||
this.motionX += (rand.nextDouble()*2 - 1) * this.prevVelY * SPREAD_FACTOR;
|
||||
this.motionZ += (rand.nextDouble()*2 - 1) * this.prevVelY * SPREAD_FACTOR;
|
||||
}
|
||||
|
||||
if(this.motionZ == 0 && this.prevVelZ != 0){ // If the particle just collided in z
|
||||
// Reduce lateral velocity so the added spread speed actually has an effect
|
||||
this.motionX *= IMPACT_FRICTION;
|
||||
this.motionY *= IMPACT_FRICTION;
|
||||
// Add random velocity in x and y proportional to the impact velocity
|
||||
this.motionX += (rand.nextDouble()*2 - 1) * this.prevVelZ * SPREAD_FACTOR;
|
||||
this.motionY += (rand.nextDouble()*2 - 1) * this.prevVelZ * SPREAD_FACTOR;
|
||||
}
|
||||
|
||||
double searchRadius = 20;
|
||||
|
||||
List<Entity> nearbyEntities = WizardryUtilities.getEntitiesWithinRadius(searchRadius, this.posX,
|
||||
this.posY, this.posZ, world, Entity.class);
|
||||
|
||||
nearbyEntities.removeIf(e -> !(e instanceof ICustomHitbox && ((ICustomHitbox)e).contains(new Vec3d(this.posX, this.posY, this.posZ))));
|
||||
|
||||
if(nearbyEntities.size() > 0) this.setExpired();
|
||||
|
||||
}
|
||||
|
||||
this.prevVelX = motionX;
|
||||
this.prevVelY = motionY;
|
||||
this.prevVelZ = motionZ;
|
||||
}
|
||||
|
||||
|
||||
// Overridden and copied to fix the collision behaviour
|
||||
@Override
|
||||
public void move(double x, double y, double z){
|
||||
|
||||
double origY = y;
|
||||
double origX = x;
|
||||
double origZ = z;
|
||||
|
||||
if(this.canCollide){
|
||||
|
||||
List<AxisAlignedBB> list = this.world.getCollisionBoxes(null, this.getBoundingBox().expand(x, y, z));
|
||||
|
||||
for(AxisAlignedBB axisalignedbb : list){
|
||||
y = axisalignedbb.calculateYOffset(this.getBoundingBox(), y);
|
||||
}
|
||||
|
||||
this.setBoundingBox(this.getBoundingBox().offset(0.0D, y, 0.0D));
|
||||
|
||||
for(AxisAlignedBB axisalignedbb1 : list){
|
||||
x = axisalignedbb1.calculateXOffset(this.getBoundingBox(), x);
|
||||
}
|
||||
|
||||
this.setBoundingBox(this.getBoundingBox().offset(x, 0.0D, 0.0D));
|
||||
|
||||
for(AxisAlignedBB axisalignedbb2 : list){
|
||||
z = axisalignedbb2.calculateZOffset(this.getBoundingBox(), z);
|
||||
}
|
||||
|
||||
this.setBoundingBox(this.getBoundingBox().offset(0.0D, 0.0D, z));
|
||||
|
||||
}else{
|
||||
this.setBoundingBox(this.getBoundingBox().offset(x, y, z));
|
||||
}
|
||||
|
||||
this.resetPositionToBB();
|
||||
this.onGround = origY != y && origY < 0.0D;
|
||||
|
||||
if(origX != x) this.motionX = 0.0D;
|
||||
if(origY != y) this.motionY = 0.0D; // Why doesn't Particle do this for y?
|
||||
if(origZ != z) this.motionZ = 0.0D;
|
||||
}
|
||||
|
||||
|
||||
// =============================================== Helper Methods ===============================================
|
||||
|
||||
/** Static helper method that generates an array of n ResourceLocations using the particle file naming convention,
|
||||
@@ -390,6 +555,21 @@ public abstract class ParticleWizardry extends Particle {
|
||||
return textures;
|
||||
}
|
||||
|
||||
/**
|
||||
* Associates the given {@link ResourceLocation} with the given {@link IWizardryParticleFactory}, allowing it to
|
||||
* be used in the {@link electroblob.wizardry.util.ParticleBuilder ParticleBuilder}. This is a similar concept to
|
||||
* registering entity renderers, in that it associates the client-only bit with its common-code counterpart - but
|
||||
* of course, particles are client-side only so a simple identifier is all that is necessary. As with entity
|
||||
* renderers, <b>this method may only be called from the client side</b>, probably a client proxy.
|
||||
* @param name The {@link ResourceLocation} to use for the particle. This effectively replaces the particle type
|
||||
* enum from previous versions. Keep a reference to this somewhere in <b>common</b> code for use later.
|
||||
* @param factory A {@link IWizardryParticleFactory} that produces your particle. A constructor reference is usually
|
||||
* sufficient.
|
||||
*/
|
||||
public static void registerParticle(ResourceLocation name, IWizardryParticleFactory factory){
|
||||
ClientProxy.addParticleFactory(name, factory);
|
||||
}
|
||||
|
||||
/** 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)
|
||||
|
||||
Reference in New Issue
Block a user