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Wizardry/src/main/java/electroblob/wizardry/util/ParticleBuilder.java
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2020-10-03 00:54:29 +01:00

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38 KiB
Java

package electroblob.wizardry.util;
import electroblob.wizardry.Wizardry;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.World;
import java.util.Random;
/**
* <i>"Don't waste time spawning particles manually - let {@code ParticleBuilder} do the work for you!"</i>
* <p></p>
* Singleton class that builds wizardry particles. This is an alternative (and neater, I think) solution to vanilla's
* varargs-based system. All building methods are chainable, so particles can be created using only one line of code,
* similar to how {@code BufferBuilder} is used for drawing vertices. This class replaces the particle spawning methods
* in wizardry's proxies.
* <p></p>
* {@link ParticleBuilder#instance} retrieves the static instance of the particle builder. Use
* {@link ParticleBuilder#particle(ResourceLocation)} to start building a particle, or alternatively use the static
* convenience version {@link ParticleBuilder#create(ResourceLocation)}. Use {@link ParticleBuilder#spawn(World)}
* 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></p>
* For example, a typical call to the particle builder might look something like this:
* <p></p>
* <code>ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(vx, vy, vz).clr(r, g, b).spawn(world);</code>
* <p></p>
* It also goes without saying that <b>this class should only ever be used client-side</b>. Attempting to spawn particles
* on the server side will not work and will print a warning to the console.
* @author Electroblob
* @since Wizardry 4.2
*/
// 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.
// Strictly speaking, this isn't a builder class in the traditional sense, because rather than returning the built
// object at the end, it sends it to be processed instead and returns nothing. Additionally, unlike most builders
// it's a singleton, because it's likely to be called very frequently and since this only happens from a single (client)
// thread, there's no point making a new instance every time and clogging the heap with objects. It's also lazy, see
// the comment about builder variables below.
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 ResourceLocation 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 double rpt;
private int lifetime;
private boolean gravity;
private boolean shaded;
private boolean collide;
private float scale;
private Entity entity;
private float yaw, pitch;
private double tx, ty, tz;
private double tvx, tvy, tvz;
private Entity target;
private long seed;
private double length;
/**
* {@link ResourceLocation} constants representing the different types of particle added by wizardry. These
* effectively replace the enum {@code WizardryParticleType} from previous versions.
* <p></p>
* Individual constants have comments detailing their corresponding default parameters. A range of values indicates
* randomness.
* <p></p>
* To register your own particle types, use {@link electroblob.wizardry.client.particle.ParticleWizardry#registerParticle(
* ResourceLocation, electroblob.wizardry.client.particle.ParticleWizardry.IWizardryParticleFactory)
* ParticleWizardry.registerParticle(ResourceLocation, IWizardryParticleFactory)}.
*/
// This was originally an enum, but I think having 'Type' explicitly declared is quite nice so I've left it as a
// nested class.
public static class Type {
/** 3D-rendered light-beam particle.<p></p><b>Defaults:</b><br>Lifetime: 1 tick<br> Colour: white */
public static final ResourceLocation BEAM = new ResourceLocation(Wizardry.MODID,"beam");
/** Square block face highlight particle.<p></p><b>Defaults:</b><br>Lifetime: 160 ticks<br>Colour: white */
public static final ResourceLocation BLOCK_HIGHLIGHT = new ResourceLocation(Wizardry.MODID,"block_highlight");
/** Helical animated 'buffing' particle.<p></p><b>Defaults:</b><br>Lifetime: 15 ticks
* <br>Velocity: (0, 0.27, 0)<br>Colour: white */
public static final ResourceLocation BUFF = new ResourceLocation(Wizardry.MODID,"buff");
/** Large, thick cloud.<p></p><b>Defaults:</b><br>Lifetime: 48-60 ticks<br> Colour: dark grey */
public static final ResourceLocation CLOUD = new ResourceLocation(Wizardry.MODID,"cloud");
/** Spiral particle, like potions.<p></p><b>Defaults:</b><br>Lifetime: 8-40 ticks<br>Colour: white */
public static final ResourceLocation DARK_MAGIC = new ResourceLocation(Wizardry.MODID,"dark_magic");
/** Single pixel particle.<p></p><b>Defaults:</b><br>Lifetime: 16-80 ticks<br>Colour: white */
public static final ResourceLocation DUST = new ResourceLocation(Wizardry.MODID,"dust");
/** Rapid flash, like fireworks.<p></p><b>Defaults:</b><br>Lifetime: 6 ticks<br>Colour: white */
public static final ResourceLocation FLASH = new ResourceLocation(Wizardry.MODID,"flash");
/** Small shard of ice.<p></p><b>Defaults:</b><br>Lifetime: 8-40 ticks<br>Gravity: true */
public static final ResourceLocation ICE = new ResourceLocation(Wizardry.MODID,"ice");
/** Single leaf.<p></p><b>Defaults:</b><br>Lifetime: 10-15 ticks<br>Velocity: (0, -0.03, 0)
* <br>Colour: green/brown */
public static final ResourceLocation LEAF = new ResourceLocation(Wizardry.MODID,"leaf");
/** 3D-rendered lightning particle.<p></p><b>Defaults:</b><br>Lifetime: 3 ticks<br> Colour: blue */
public static final ResourceLocation LIGHTNING = new ResourceLocation(Wizardry.MODID,"lightning");
/** 2D lightning effect, normally on the ground.<p></p><b>Defaults:</b><br>Lifetime: 7 ticks
* <br>Facing: up */
public static final ResourceLocation LIGHTNING_PULSE = new ResourceLocation(Wizardry.MODID,"lightning_pulse");
/** Bubble that doesn't burst in air.<p></p><b>Defaults:</b><br>Lifetime: 8-40 ticks */
public static final ResourceLocation MAGIC_BUBBLE = new ResourceLocation(Wizardry.MODID,"magic_bubble");
/** Animated flame.<p></p><b>Defaults:</b><br>Lifetime: 12-16 ticks<br> */
public static final ResourceLocation MAGIC_FIRE = new ResourceLocation(Wizardry.MODID,"magic_fire");
/** Soft-edged round particle.<p></p><b>Defaults:</b><br>Lifetime: 8-40 ticks<br>Colour: white */
public static final ResourceLocation PATH = new ResourceLocation(Wizardry.MODID,"path");
/** Scorch mark.<p></p><b>Defaults:</b><br>Lifetime: 100-140 ticks<br>Colour: black<br>Fade: black */
public static final ResourceLocation SCORCH = new ResourceLocation(Wizardry.MODID,"scorch");
/** Snowflake particle.<p></p><b>Defaults:</b><br>Lifetime: 40-50 ticks<br>Velocity: (0, -0.02, 0) */
public static final ResourceLocation SNOW = new ResourceLocation(Wizardry.MODID,"snow");
/** Animated lightning particle.<p></p><b>Defaults:</b><br>Lifetime: 3 ticks */
public static final ResourceLocation SPARK = new ResourceLocation(Wizardry.MODID,"spark");
/** Animated sparkle particle.<p></p><b>Defaults:</b><<br>Lifetime: 48-60 ticks<br>Colour: white */
public static final ResourceLocation SPARKLE = new ResourceLocation(Wizardry.MODID,"sparkle");
/** 3D-rendered expanding sphere.<p></p><b>Defaults:</b><<br>Lifetime: 6 ticks<br>Colour: white */
public static final ResourceLocation SPHERE = new ResourceLocation(Wizardry.MODID,"sphere");
/** 3D-rendered vine particle.<p></p><b>Defaults:</b><br>Lifetime: 1 tick<br> Colour: green */
public static final ResourceLocation VINE = new ResourceLocation(Wizardry.MODID,"vine");
}
private ParticleBuilder(){
reset();
}
// ============================================= Core builder methods =============================================
/**
* Starts building a particle of the given type. Static convenience version of
* {@link ParticleBuilder#particle(ResourceLocation)}; 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(ResourceLocation type){
return ParticleBuilder.instance.particle(type);
}
/**
* 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(ResourceLocation type){
if(building) throw new IllegalStateException("Already building! Particle being built: " + getCurrentParticleString());
this.type = type;
this.building = true;
return this;
}
/** Gets a readable string representation of the current builder parameters; used in error messages. */
private String getCurrentParticleString(){
return String.format("[ Type: %s, Position: (%s, %s, %s), Velocity: (%s, %s, %s), Colour: (%s, %s, %s), "
+ "Fade Colour: (%s, %s, %s), Radius: %s, Revs/tick: %s, Lifetime: %s, Gravity: %s, Shaded: %s, "
+ "Scale: %s, Entity: %s ]",
type, x, y, z, vx, vy, vz, r, g, b, fr, fg, fb, radius, rpt, lifetime, gravity, shaded, scale, entity);
}
/**
* Sets the position of the particle being built. If unspecified, this defaults to the origin (0, 0, 0). If an entity
* is specified using {@link ParticleBuilder#entity(Entity)}, this will be <i>relative to</i> that entity's position.
* <p></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 position of the particle being built. This is a vector-based alternative to {@link ParticleBuilder#pos(
* double, double, double)}, allowing for even more concise code when a vector is available.
* <p></p>
* <b>Affects:</b> All particle types
* @param pos A vector representing the coordinates of the particle to be built.
* @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(Vec3d pos){
return pos(pos.x, pos.y, pos.z);
}
/**
* Sets the velocity of the particle being built. If unspecified, this defaults to the particle's default velocity,
* specified within its constructor.
* <p></p>
* <b>Affects:</b> All particle types
* @param vx The x velocity to set
* @param vy The y velocity to set
* @param vz The z velocity 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 velocity of the particle being built. This is a vector-based alternative to {@link ParticleBuilder#vel(
* double, double, double)}, allowing for even more concise code when a vector is available.
* <p></p>
* <b>Affects:</b> All particle types
* @param vel A vector representing the velocity of the particle to be built.
* @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(Vec3d vel){
return vel(vel.x, vel.y, vel.z);
}
/**
* Sets the colour of the particle being built. If unspecified, this defaults to the particle's default colour,
* specified within its constructor. <i>If all colour components are 0 or 1, at least one must have the float suffix
* ({@code f} or {@code F}) or the integer overload will be used instead, causing the particle to appear black!</i>
* <p></p>
* <b>Affects:</b> All particle types except {@link Type#ICE ICE}, {@link Type#MAGIC_BUBBLE MAGIC_BUBBLE}
* and {@link Type#MAGIC_FIRE MAGIC_FIRE}
* @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 clr(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 colour of the particle being built. This is an 8-bit (0-255) integer version of
* {@link ParticleBuilder#clr(float, float, float)}.
* <p></p>
* <b>Affects:</b> All particle types except {@link Type#ICE ICE}, {@link Type#MAGIC_BUBBLE MAGIC_BUBBLE}
* and {@link Type#MAGIC_FIRE MAGIC_FIRE}
* @param r The red colour component to set; will be clamped to between 0 and 255
* @param g The green colour component to set; will be clamped to between 0 and 255
* @param b The blue colour component to set; will be clamped to between 0 and 255
* @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 clr(int r, int g, int b){
return this.clr(r/255f, g/255f, b/255f); // Yes, 255 is correct and not 256, or else we can't have pure white
}
/**
* Sets the colour of the particle being built. This is a 6-digit hex colour version of
* {@link ParticleBuilder#clr(float, float, float)}.
* <p></p>
* <b>Affects:</b> All particle types except {@link Type#ICE ICE}, {@link Type#MAGIC_BUBBLE MAGIC_BUBBLE}
* and {@link Type#MAGIC_FIRE MAGIC_FIRE}
* @param hex The colour to be set, as a packed 6-digit hex integer (e.g. 0xff0000).
* @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 clr(int hex){
int r = (hex & 0xFF0000) >> 16;
int g = (hex & 0xFF00) >> 8;
int b = (hex & 0xFF);
return this.clr(r, g, b);
}
/**
* Sets the fade colour of the particle being built. If unspecified, this defaults to the whatever the particle's base
* colour is. <i>If all colour components are 0 or 1, at least one must have the float suffix
* ({@code f} or {@code F}) or the integer overload will be used instead, causing the particle to appear black!</i>
* <p></p>
* <b>Affects:</b> All particle types except {@link Type#ICE ICE}, {@link Type#MAGIC_BUBBLE MAGIC_BUBBLE}
* and {@link Type#MAGIC_FIRE MAGIC_FIRE}
* @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 fade colour of the particle being built. This is an 8-bit (0-255) integer version of
* {@link ParticleBuilder#fade(float, float, float)}.
* <p></p>
* <b>Affects:</b> All particle types except {@link Type#ICE ICE}, {@link Type#MAGIC_BUBBLE MAGIC_BUBBLE}
* and {@link Type#MAGIC_FIRE MAGIC_FIRE}
* @param r The red colour component to set; will be clamped to between 0 and 255
* @param g The green colour component to set; will be clamped to between 0 and 255
* @param b The blue colour component to set; will be clamped to between 0 and 255
* @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(int r, int g, int b){
return this.fade(r/255f, g/255f, b/255f); // Yes, 255 is correct and not 256, or else we can't have pure white
}
/**
* Sets the fade colour of the particle being built. This is a 6-digit hex colour version of
* {@link ParticleBuilder#fade(float, float, float)}.
* <p></p>
* <b>Affects:</b> All particle types except {@link Type#ICE ICE}, {@link Type#MAGIC_BUBBLE MAGIC_BUBBLE}
* and {@link Type#MAGIC_FIRE MAGIC_FIRE}
* @param hex The colour to be set, as a packed 6-digit hex integer (e.g. 0xff0000).
* @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(int hex){
int r = (hex & 0xFF0000) >> 16;
int g = (hex & 0xFF00) >> 8;
int b = (hex & 0xFF);
return this.fade(r, g, b);
}
/**
* Sets the scale of the particle being built. If unspecified, this defaults to 1.
* <p></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></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 time(int lifetime){
if(!building) throw new IllegalStateException("Not building yet!");
this.lifetime = lifetime;
return this;
}
/**
* Sets the seed of the particle being built. If unspecified, this defaults to the particle's default seed,
* specified within its constructor (this is normally chosen at random).
* <p></p>
* <i>Pro tip: to get a particle to stay the same while a continuous spell is in use (but change between casts),
* use {@code .seed(world.getTotalWorldTime() - ticksInUse)}.</i>
* <p></p>
* <b>Affects:</b> All particle types
* @param seed The seed 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 seed(long seed){
if(!building) throw new IllegalStateException("Not building yet!");
this.seed = seed;
return this;
}
/**
* Sets the spin parameters of the particle being built. If unspecified, these both default to 0.
* <p></p>
* <b>Affects:</b> All particle types
* @param radius The rotation radius to set
* @param speed The rotation speed to set, in revolutions per tick
* @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 spin(double radius, double speed){
if(!building) throw new IllegalStateException("Not building yet!");
this.radius = radius;
this.rpt = speed;
return this;
}
// Used to say Affects: {@link Type#ICE ICE}, {@link Type#SPARKLE SPARKLE} - not sure that's true any more
/**
* Sets the gravity of the particle being built. If unspecified, this defaults to false.
* <p></p>
* <b>Affects:</b> All particle types
* @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></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 collisions of the particle being built. If unspecified, this defaults to false.
* <p></p>
* <b>Affects:</b> All particle types
* @param collide True to enable block collisions 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 collide(boolean collide){
if(!building) throw new IllegalStateException("Not building yet!");
this.collide = collide;
return this;
}
/**
* Sets the entity of the particle being built. This will cause the particle to move with the given entity, and will
* make the position specified using {@link ParticleBuilder#pos(double, double, double)} <i>relative to</i> that
* entity's position.
* <p></p>
* <b>Affects:</b> All particle types
* @param entity The entity to set (passing in null will do nothing but will not cause any problems, so for the sake
* of conciseness it is not necessary to perform a null check on the passed-in argument)
* @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;
}
/**
* Sets the rotation of the particle being built. If unspecified, the particle will use the default behaviour and
* rotate to face the viewer.
* <p></p>
* <b>Affects:</b> All particle types
* @param yaw The yaw angle to set in degrees, where 0 is south.
* @param pitch The pitch angle to set in degrees, where 0 is horizontal.
* @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 face(float yaw, float pitch){
if(!building) throw new IllegalStateException("Not building yet!");
this.yaw = yaw;
this.pitch = pitch;
return this;
}
/**
* Sets the rotation of the particle being built. This is an {@code EnumFacing}-based alternative to {@link
* ParticleBuilder#face(float, float)} which sets the yaw and pitch to the appropriate angles for the given facing.
* For example, if the given facing is {@code NORTH}, the particle will render parallel to the north face of blocks.
* If unspecified, the particle will use the default behaviour and rotate to face the viewer.
* <p></p>
* <b>Affects:</b> All particle types
* @param direction The {@code EnumFacing} direction 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 face(EnumFacing direction){
return face(direction.getHorizontalAngle(), direction.getAxis().isVertical() ? direction.getAxisDirection().getOffset() * 90 : 0);
}
// ============================================= Targeted-only methods =============================================
/**
* Sets the target of the particle being built. This will cause the particle to stretch to touch the given position.
* <p></p>
* <b>Affects:</b> Targeted particles, namely {@link Type#BEAM BEAM}, {@link Type#LIGHTNING LIGHTNING} and {@link Type#VINE VINE}
* @param x The target x-coordinate to set
* @param y The target y-coordinate to set
* @param z The target 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 target(double x, double y, double z){
if(!building) throw new IllegalStateException("Not building yet!");
this.tx = x;
this.ty = y;
this.tz = z;
return this;
}
/**
* Sets the target of the particle being built. This is a vector-based alternative to
* {@link ParticleBuilder#target(double, double, double)}, allowing for even more concise code when a vector is
* available.
* <p></p>
* <b>Affects:</b> Targeted particles, namely {@link Type#BEAM BEAM}, {@link Type#LIGHTNING LIGHTNING} and {@link Type#VINE VINE}
* @param pos A vector representing the target position of the particle to be built.
* @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 target(Vec3d pos){
return target(pos.x, pos.y, pos.z);
}
/**
* Sets the target point velocity of the particle being built. This will cause the position it stretches to touch to move
* at the given velocity. Has no effect unless {@link ParticleBuilder#target(double, double, double)} or one of its
* overloads is also set. <p></p>
* <b>Affects:</b> Targeted particles, namely {@link Type#BEAM BEAM}, {@link Type#LIGHTNING LIGHTNING} and {@link Type#VINE VINE}
* @param vx The target point x velocity to set
* @param vy The target point y velocity to set
* @param vz The target point z velocity 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 tvel(double vx, double vy, double vz){
if(!building) throw new IllegalStateException("Not building yet!");
this.tvx = vx;
this.tvy = vy;
this.tvz = vz;
return this;
}
/**
* Sets the target point velocity of the particle being built. This is a vector-based alternative to
* {@link ParticleBuilder#tvel(double, double, double)}, allowing for even more concise code when a vector is
* available.
* <p></p>
* <b>Affects:</b> Targeted particles, namely {@link Type#BEAM BEAM}, {@link Type#LIGHTNING LIGHTNING} and {@link Type#VINE VINE}
* @param vel A vector representing the target point velocity of the particle to be built.
* @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 tvel(Vec3d vel){
return tvel(vel.x, vel.y, vel.z);
}
/**
* Sets the target and target velocity of the particle being built. This method takes an origin entity and a
* position and estimates the position of the target point based on the given entity's rotational velocities and its
* distance from the given position.
* <p></p>
* <b>Affects:</b> Targeted particles, namely {@link Type#BEAM BEAM}, {@link Type#LIGHTNING LIGHTNING} and {@link Type#VINE VINE}
* @param length The length of the particle being built.
* @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 length(double length){
this.length = length;
return this;
}
/**
* Sets the target of the particle being built. This will cause the particle to stretch to touch the given entity.
* <p></p>
* <b>Affects:</b> Targeted particles, namely {@link Type#BEAM BEAM}, {@link Type#LIGHTNING LIGHTNING} and {@link Type#VINE VINE}
* @param target 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 target(Entity target){
if(!building) throw new IllegalStateException("Not building yet!");
this.target = target;
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(x == 0 && y == 0 && z == 0 && entity == null) Wizardry.logger.warn("Spawning particle at (0, 0, 0) - are you"
+ " sure the position/entity has been set correctly?");
if(!world.isRemote){
Wizardry.logger.warn("ParticleBuilder.spawn(...) called on the server side! ParticleBuilder has prevented a "
+ "server crash, but calling it on the server will do nothing. Consider adding a world.isRemote check.");
// Must stop here because the line after this if statement would crash the server!
reset();
return;
}
electroblob.wizardry.client.particle.ParticleWizardry particle = Wizardry.proxy.createParticle(type, world, x, y, z);
if(particle == null){
// No need to display a warning here, we already did it in the client proxy
reset();
return;
}
// Anything with an if statement here allows default values to be set in particle constructors
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.setMaxAge(lifetime);
if(radius > 0) particle.setSpin(radius, rpt);
if(!Float.isNaN(yaw) && !Float.isNaN(pitch)) particle.setFacing(yaw, pitch);
if(seed != 0) particle.setSeed(seed);
if(!Double.isNaN(tvx) && !Double.isNaN(tvy) && !Double.isNaN(tvz)) particle.setTargetVelocity(tvx, tvy, tvz);
if(length > 0) particle.setLength(length);
particle.multipleParticleScaleBy(scale);
particle.setGravity(gravity);
particle.setShaded(shaded);
particle.setCollisions(collide);
particle.setEntity(entity);
particle.setTargetPosition(tx, ty, tz);
particle.setTargetEntity(target);
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;
rpt = 0;
lifetime = -1;
gravity = false;
shaded = false;
collide = false;
scale = 1;
entity = null;
yaw = Float.NaN;
pitch = Float.NaN;
tx = Double.NaN;
ty = Double.NaN;
tz = Double.NaN;
tvx = Double.NaN;
tvy = Double.NaN;
tvz = Double.NaN;
target = null;
seed = 0;
length = -1;
}
// ============================================== Convenience methods ==============================================
// These may seem to go against the whole point of this class, but of course they return the ParticleBuilder instance
// so anything else can still be chained onto them - centralising commonly-used particle spawning patterns without
// losing any of the flexibility of the particle builder. In addition, callers of these methods are still free to
// change any of the parameters that were set within them afterwards.
/**
* 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.
* <p></p>
* <i>N.B. this does <b>not</b> cause the particle to move with the given entity.</i>
* @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(ResourceLocation 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(ResourceLocation type, Random random, double x, double y, double z, double radius, boolean move){
double px = x + (random.nextDouble()*2 - 1) * radius;
double py = y + (random.nextDouble()*2 - 1) * radius;
double pz = z + (random.nextDouble()*2 - 1) * radius;
if(move) return ParticleBuilder.instance.particle(type).pos(px, py, pz).vel(px-x, py-y, pz-z);
return ParticleBuilder.instance.particle(type).pos(px, py, pz);
}
// Methods for spawning specific effects (similar to the FX playing methods with the ids in RenderGlobal)
/** Spawns spark and large smoke particles (8 of each) within a 1x1x1 volume centred on the given position. */
public static void spawnShockParticles(World world, double x, double y, double z) {
double px, py, pz;
for(int i=0; i<8; i++){
px = x + world.rand.nextDouble() - 0.5;
py = y + world.rand.nextDouble() - 0.5;
pz = z + world.rand.nextDouble() - 0.5;
ParticleBuilder.create(Type.SPARK).pos(px, py, pz).spawn(world);
px = x + world.rand.nextDouble() - 0.5;
py = y + world.rand.nextDouble() - 0.5;
pz = z + world.rand.nextDouble() - 0.5;
world.spawnParticle(EnumParticleTypes.SMOKE_LARGE, px, py, pz, 0, 0, 0);
}
}
/** Spawns golden-yellow sparkle particles around the given entity's head and a golden-yellow buff particle around
* its entire body. */
public static void spawnHealParticles(World world, EntityLivingBase entity){
for(int i = 0; i < 10; i++){
double x = entity.posX + world.rand.nextDouble() * 2 - 1;
double y = entity.posY + entity.getEyeHeight() - 0.5 + world.rand.nextDouble();
double z = entity.posZ + world.rand.nextDouble() * 2 - 1;
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.1, 0).clr(1, 1, 0.3f).spawn(world);
}
ParticleBuilder.create(Type.BUFF).entity(entity).clr(1, 1, 0.3f).spawn(world);
}
}