599 lines
26 KiB
Java
599 lines
26 KiB
Java
package electroblob.wizardry.client.particle;
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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.EntityUtils;
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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></p>
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* The new system is as follows:
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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></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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* needs to be defined when spawning the particle - but importantly, it can still be overridden if desired.
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*
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* @author Electroblob
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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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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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protected float initialRed;
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protected float initialGreen;
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protected float initialBlue;
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protected float fadeRed = 0;
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protected float fadeGreen = 0;
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protected float fadeBlue = 0;
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protected float angle;
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protected double radius = 0;
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protected double speed = 0;
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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 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. 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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protected float yaw = Float.NaN;
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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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* @param world The world in which to create the particle.
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* @param x The x-coordinate at which to create the particle.
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* @param y The y-coordinate at which to create the particle.
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* @param z The z-coordinate at which to create the particle.
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* @param textures One or more {@code ResourceLocation}s representing the texture(s) used by this particle. These
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* <b>must</b> be registered as {@link TextureAtlasSprite}s using {@link TextureStitchEvent} or the textures will be
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* missing. If more than one {@code ResourceLocation} is specified, the particle will be animated with each texture
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* shown in order for an equal proportion of the particle's lifetime. If this argument is omitted (or a zero-length
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* array is given), the particle will use the vanilla system instead (based on the X/Y texture indices).
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*/
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public ParticleWizardry(World world, double x, double y, double z, ResourceLocation... textures){
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super(world, x, y, z);
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// Sets the relative coordinates in case they are needed
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this.relativeX = x;
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this.relativeY = y;
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this.relativeZ = z;
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// Deals with the textures
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if(textures.length > 0){
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sprites = Arrays.stream(textures).map(t -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(
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t.toString())).collect(Collectors.toList()).toArray(new TextureAtlasSprite[0]);
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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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// ============================================== Parameter Setters ==============================================
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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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public void setShaded(boolean shaded){
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this.shaded = shaded;
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}
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/** Sets this particle's gravity. True to enable gravity, false to disable. Defaults to false.*/
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public void setGravity(boolean gravity){
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this.particleGravity = gravity ? 1 : 0;
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}
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/** Sets this particle's collisions. True to enable block collisions, false to disable. Defaults to false.*/
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public void setCollisions(boolean canCollide){
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this.canCollide = canCollide;
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}
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/**
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* Sets the velocity of the particle.
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* @param vx The x velocity
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* @param vy The y velocity
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* @param vz The z velocity
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*/
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public void setVelocity(double vx, double vy, double vz){
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this.motionX = vx;
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this.motionY = vy;
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this.motionZ = vz;
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}
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/**
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* Sets the spin parameters of the particle.
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* @param radius The spin radius
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* @param speed The spin speed in rotations per tick
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*/
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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
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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.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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this.relativeMotionZ = motionZ;
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}
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/**
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* Links this particle to the given entity. This will cause its position and velocity to be relative to the entity.
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* @param entity The entity to link to.
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*/
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public void setEntity(Entity entity){
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this.entity = entity;
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// Set these to the correct values
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if(entity != null){
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this.setPosition(this.entity.posX + relativeX, this.entity.getEntityBoundingBox().minY
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+ relativeY, this.entity.posZ + relativeZ);
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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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}
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}
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// Overridden to set the initial colour values
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/**
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* Sets the base colour of the particle. <i>Note that this also sets the fade colour so that particles without a
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* fade colour do not change colour at all; as such fade colour must be set <b>after</b> calling this method.</i>
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* @param r The red colour component
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* @param g The green colour component
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* @param b The blue colour component
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*/
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@Override
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public void setRBGColorF(float r, float g, float b){
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super.setRBGColorF(r, g, b);
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initialRed = r;
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initialGreen = g;
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initialBlue = b;
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// If fade colour is not specified, it defaults to the main colour - this method is always called first
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setFadeColour(r, g, b);
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}
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/**
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* Sets the fade colour of the particle.
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* @param r The red colour component
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* @param g The green colour component
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* @param b The blue colour component
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*/
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public void setFadeColour(float r, float g, float b){
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this.fadeRed = r;
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this.fadeGreen = g;
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this.fadeBlue = b;
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}
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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 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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this.yaw = yaw;
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this.pitch = pitch;
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}
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// Setters for parameters that only affect some particles - these are unimplemented in this class because they
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// doesn't make sense for most particles
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/**
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* Sets the target position for this particle. This will cause it to stretch to touch the given position,
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* if supported.
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* @param x The x-coordinate of the target position.
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* @param y The y-coordinate of the target position.
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* @param z The z-coordinate of the target position.
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*/
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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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* @param target The target to link to.
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*/
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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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@Override
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public int getFXLayer(){
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return sprites.length == 0 ? super.getFXLayer() : 1; // This has to be 1 for the TextureAtlasSprites to work
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}
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@Override
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public int getBrightnessForRender(float partialTick){
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return shaded ? super.getBrightnessForRender(partialTick) : 15728880;
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}
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/**
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* Renders the particle. The mapping names given to the parameters in this method are very misleading; see below for
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* details of what they actually do. (They're also in a strange order...)
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* @param buffer The {@code BufferBuilder} object.
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* @param viewer The entity whose viewpoint the particle is being rendered from; this should always be the
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* client-side player.
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* @param partialTicks The partial tick time.
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* @param lookZ Equal to the cosine of {@code viewer.rotationYaw}. Will be -1 when facing north (negative Z), 0 when
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* east/west, and +1 when facing south (positive Z). Independent of pitch.
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* @param lookY Equal to the cosine of {@code viewer.rotationPitch}. Will be 1 when facing directly up or down, and 0
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* when facing directly horizontally.
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* @param lookX Equal to the sine of {@code viewer.rotationYaw}. Will be -1 when facing east (positive X), 0 when
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* facing north/south, and +1 when facing west (negative X). Independent of pitch.
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* @param lookXY Equal to {@code lookX} 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 -lookX}. When facing directly down, will be equal to {@code lookX}.
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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(viewer, 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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drawParticle(buffer, viewer, partialTicks, lookZ, lookY, lookX, lookXY, lookYZ);
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}else{
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// Specific rotation
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// Copied from ActiveRenderInfo; converts yaw and pitch into the weird parameters used by renderParticle.
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// The 1st/3rd person distinction has been removed since this has nothing to do with the view angle.
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float degToRadFactor = 0.017453292f; // Conversion from degrees to radians
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float rotationX = MathHelper.cos(yaw * degToRadFactor);
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float rotationZ = MathHelper.sin(yaw * degToRadFactor);
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float rotationY = MathHelper.cos(pitch * degToRadFactor);
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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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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(Entity viewer, float partialTicks){
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// TODO: Still not working, it seems this bug was a thing back in 4.2.x anyway
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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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}else if(this.getFXLayer() == 3){
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// Not sure why, but when fx layer is 3, the interp pos is wrong when not linked to an entity
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interpPosX = viewer.lastTickPosX + (viewer.posX - viewer.lastTickPosX) * (double)partialTicks;
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interpPosY = viewer.lastTickPosY + (viewer.posY - viewer.lastTickPosY) * (double)partialTicks;
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interpPosZ = viewer.lastTickPosZ + (viewer.posZ - viewer.lastTickPosZ) * (double)partialTicks;
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}
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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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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){
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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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// 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.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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// Colour fading
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float ageFraction = (float)this.particleAge / (float)this.particleMaxAge;
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// No longer uses setRBGColorF because that method now also sets the initial values
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this.particleRed = this.initialRed + (this.fadeRed - this.initialRed) * ageFraction;
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this.particleGreen = this.initialGreen + (this.fadeGreen - this.initialGreen) * ageFraction;
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this.particleBlue = this.initialBlue + (this.fadeBlue - this.initialBlue) * ageFraction;
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// Animation
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if(sprites.length > 1){
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// Math.min included for safety so the index cannot possibly exceed the length - 1 an cause an AIOOBE
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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)]);
|
|
}
|
|
|
|
// Collision spreading
|
|
if(canCollide){
|
|
|
|
if(this.motionX == 0 && this.prevVelX != 0){ // If the particle just collided in x
|
|
// Reduce lateral velocity so the added spread speed actually has an effect
|
|
this.motionY *= IMPACT_FRICTION;
|
|
this.motionZ *= IMPACT_FRICTION;
|
|
// Add random velocity in y and z proportional to the impact velocity
|
|
this.motionY += (rand.nextDouble()*2 - 1) * this.prevVelX * SPREAD_FACTOR;
|
|
this.motionZ += (rand.nextDouble()*2 - 1) * this.prevVelX * SPREAD_FACTOR;
|
|
}
|
|
|
|
if(this.motionY == 0 && this.prevVelY != 0){ // If the particle just collided in y
|
|
// Reduce lateral velocity so the added spread speed actually has an effect
|
|
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 = EntityUtils.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 ===============================================
|
|
|
|
/** Internal overload for {@link ParticleWizardry#generateTextures(String, String, int)} which uses wizardry's mod
|
|
* ID automatically. */
|
|
public static ResourceLocation[] generateTextures(String stem, int n){
|
|
return generateTextures(Wizardry.MODID, stem, n);
|
|
}
|
|
|
|
/** 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 modID, String stem, int n){
|
|
|
|
ResourceLocation[] textures = new ResourceLocation[n];
|
|
|
|
for(int i=0; i<n; i++){
|
|
textures[i] = new ResourceLocation(modID, "particle/" + stem + "_" + i);
|
|
}
|
|
|
|
return textures;
|
|
}
|
|
|
|
/** Internal overload for {@link ParticleWizardry#generateTextures(String, String, int, int)} which uses wizardry's
|
|
* mod ID automatically. */
|
|
static ResourceLocation[][] generateTextures(String stem, int m, int n){
|
|
return generateTextures(Wizardry.MODID, stem, m, n);
|
|
}
|
|
|
|
/** 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 modID, 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(modID, "particle/" + stem + "_" + i + "_" + j);
|
|
}
|
|
}
|
|
|
|
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)
|
|
@FunctionalInterface
|
|
public interface IWizardryParticleFactory {
|
|
ParticleWizardry createParticle(World world, double x, double y, double z);
|
|
}
|
|
}
|