i got too carried away. but i added a lot of stuff
This commit is contained in:
@@ -20,7 +20,8 @@ import net.minecraft.world.World
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// TODO: finish the particle ticking
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// TODO: save particle emitters in world file (so they don't linger forever)
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// TODO: save particle emitters in world file, or kill them on server restart (so they don't linger forever)
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// TODO: make custom commands to create particles easier (only temporarily saved)
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var ALL_PARTICLE_EMITTERS: Array<ParticleEmitter> = emptyArray()
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@@ -41,6 +41,11 @@ fun randomFloatBetween(min: Float, max: Float) : Float {
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}
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fun randomIntBetween(min: Int, max: Int) : Int {
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return Random.nextInt(min, max)
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}
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fun randomBetweenVector3f(min: Vector3f, max: Vector3f) : Vector3f {
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return Vector3f(
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randomFloatBetween(min.x, max.x),
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@@ -70,6 +75,7 @@ fun eulerToQuat(euler: Vector3f): Vector4f {
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return Vector4f(x.toFloat(), y.toFloat(), z.toFloat(), w.toFloat())
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}
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fun quatToEuler(quat: Vector4f): Vector3f {
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val x = quat.x
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val y = quat.y
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@@ -104,7 +110,7 @@ fun randomInCircle(r: Float) : Vector2f {
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}
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fun randomInSphere(r: Float) : Vec3d {
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fun randomInSphere(r: Float) : Vector3f {
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val randRadius = r * Random.nextDouble().pow(1.0 / 3.0)
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val phi = Random.nextDouble(0.0, 2 * Math.PI)
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@@ -116,12 +122,21 @@ fun randomInSphere(r: Float) : Vec3d {
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val y = randRadius * sin(theta) * sin(phi)
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val z = randRadius * cos(theta)
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return Vec3d(x, y, z)
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return Vector3f(x.toFloat(), y.toFloat(), z.toFloat())
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}
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fun randomInRect(w: Float, h: Float) : Vector2f {
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return Vector2f(randomFloatBetween(0.0f, w), randomFloatBetween(0.0f, h))
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fun randomInRect(size: Vector2f) : Vector2f {
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return Vector2f(randomFloatBetween(0.0f, size.x), randomFloatBetween(0.0f, size.y))
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}
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fun randomInCube(size: Vector3f) : Vector3f {
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return Vector3f(
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randomFloatBetween(0.0f, size.x),
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randomFloatBetween(0.0f, size.y),
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randomFloatBetween(0.0f, size.z)
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)
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}
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@@ -176,3 +191,39 @@ fun interpolateCurve(curve: Array<Vector3f>, t: Float): Vector3f {
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start.z + (end.z - start.z) * segmentT
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)
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}
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fun sdfSphere(point: Vec3d, radius: Double): Double {
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val x = point.x
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val y = point.y
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val z = point.z
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val distanceFromCenter = sqrt(x * x + y * y + z * z)
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return distanceFromCenter - radius
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}
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fun sdfCube(point: Vec3d, size: Vec3d): Double {
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val px = point.x
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val py = point.y
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val pz = point.z
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val sx = size.x
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val sy = size.y
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val sz = size.z
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val halfSize = Triple(sx / 2, sy / 2, sz / 2)
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val absPoint = Triple(abs(px), abs(py), abs(pz))
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val dx = absPoint.first - halfSize.first
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val dy = absPoint.second - halfSize.second
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val dz = absPoint.third - halfSize.third
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val outside = Triple(max(dx, 0.0), max(dy, 0.0), max(dz, 0.0))
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val outsideDistance = sqrt(outside.first * outside.first + outside.second * outside.second + outside.third * outside.third)
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val insideDistance = min(max(dx, max(dy, dz)), 0.0)
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return outsideDistance + insideDistance
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}
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@@ -6,5 +6,6 @@ data class ForceField (
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val z: Float = 0.0f,
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val minForce: Float = 0.0f,
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val maxForce: Float = 0.0f,
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val radius: Float = -1.0f
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val shape: ForceFieldShape = ForceFieldShape.Sphere()
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)
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@@ -22,6 +22,7 @@ class Particle(private val particleParams: ParticleParams) {
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private var scale = randomBetweenVector3f(particleParams.sizeRandom.first, particleParams.sizeRandom.second)
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private var blockDisplay: DisplayEntity? = null
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private var lifeTime = randomIntBetween(particleParams.lifeTime.first, particleParams.lifeTime.second)
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var isDead = false
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private var timeAlive = 0
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@@ -39,12 +40,41 @@ class Particle(private val particleParams: ParticleParams) {
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scale.z = randomUniform
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}
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val shape = particleParams.shape
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val newSpawnPos: Vector3f
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when (shape) {
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is SpawningShape.Circle -> {
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val posInCircle = randomInCircle(shape.radius)
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newSpawnPos = Vector3f(posInCircle.x, 0.0f, posInCircle.y)
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}
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is SpawningShape.Sphere -> {
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newSpawnPos = randomInSphere(shape.radius)
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}
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is SpawningShape.Rect -> {
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val posInRect = randomInRect(shape.size)
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newSpawnPos = Vector3f(posInRect.x, 0.0f, posInRect.y)
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}
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is SpawningShape.Cube -> {
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newSpawnPos = randomInCube(shape.size)
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}
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null -> {
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newSpawnPos = Vector3f(0.0f, 0.0f, 0.0f)
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}
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}
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offset = newSpawnPos
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val (quatRot, newOffset) = calcTransformOffset(rot, initOffset, scale)
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val properties = DisplayEntityProperties(
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pos = this.pos,
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blockType = particleParams.blockCurve[0],
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translation = newOffset,
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translation = newOffset.add(offset),
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leftRotation = quatRot,
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scale = scale,
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tags = arrayOf("BPS_Particle")
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@@ -69,7 +99,7 @@ class Particle(private val particleParams: ParticleParams) {
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blockDisplay?.updateProperties(newProperties)
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if (timeAlive > particleParams.lifeTime) { isDead = true; blockDisplay?.kill() }
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if (timeAlive > lifeTime) { isDead = true; blockDisplay?.kill() }
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timeAlive += 1
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}
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@@ -88,7 +118,7 @@ class Particle(private val particleParams: ParticleParams) {
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}
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// TODO: forceFields, shape
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// TODO: forceFields
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private fun calcNewProperties() : DisplayEntityProperties {
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fun calcBlockCurve(timeAliveClamped: Float) : String {
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@@ -96,6 +126,14 @@ class Particle(private val particleParams: ParticleParams) {
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return particleParams.blockCurve[newBlockIdx]
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}
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/*fun calcVel() {
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for (forceField in particleParams.forceFields) {
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if (forceField.shape::class == ForceFieldShape.Sphere::class) {
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}
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}
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}*/
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fun calcRot(timeAliveClamped: Float) : Vector3f {
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val newRot = Vector3f(rot)
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val newVel = Vector3f(rotVel)
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@@ -125,7 +163,7 @@ class Particle(private val particleParams: ParticleParams) {
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return scale
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}
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val timeAliveClamped = (timeAlive.toFloat() / particleParams.lifeTime.toFloat()).coerceIn(0.0f, 1.0f)
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val timeAliveClamped = (timeAlive.toFloat() / lifeTime.toFloat()).coerceIn(0.0f, 1.0f)
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val newBlock = calcBlockCurve(timeAliveClamped)
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val (newVel, newOffset) = calcOffset()
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@@ -150,4 +188,9 @@ class Particle(private val particleParams: ParticleParams) {
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return newProperties
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}
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fun kill() {
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blockDisplay?.kill()
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}
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}
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@@ -3,10 +3,7 @@ package com.bytedice.bde_particles.particle
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import net.minecraft.server.world.ServerWorld
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import net.minecraft.util.math.Vec3d
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class ParticleEmitter(emitterPos: Vec3d, emitterWorld: ServerWorld, emitterParams: ParticleEmitterParams) {
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private val world = emitterWorld
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private val pos = emitterPos
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private val params = emitterParams
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class ParticleEmitter(private val emitterPos: Vec3d, private val emitterWorld: ServerWorld, private val emitterParams: ParticleEmitterParams) {
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private var allParticles: Array<Particle> = emptyArray()
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@@ -25,14 +22,7 @@ class ParticleEmitter(emitterPos: Vec3d, emitterWorld: ServerWorld, emitterParam
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if (isCounting) { count() }
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if (!isCounting && allParticles.isEmpty()) { isDead = true }
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if (!loopDelayActive) {
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repeat(this.params.spawnsPerTick) {
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val particle = Particle(ParticleParams())
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particle.init(this.pos)
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particle.spawn(world)
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allParticles += particle
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}
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}
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addParticle()
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for (particle in allParticles) {
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if (particle.isDead) { allParticles = allParticles.toMutableList().apply { remove(particle) }.toTypedArray() }
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@@ -41,20 +31,67 @@ class ParticleEmitter(emitterPos: Vec3d, emitterWorld: ServerWorld, emitterParam
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}
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private fun addParticle() {
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if (loopDelayActive) { return }
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for (i in emitterParams.particleTypes.indices) {
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repeat(this.emitterParams.spawnsPerTick) {
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if (allParticles.size < emitterParams.maxCount) { return }
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val particle = Particle(emitterParams.particleTypes[i])
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particle.init(this.emitterPos)
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particle.spawn(emitterWorld)
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allParticles += particle
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}
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}
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}
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private fun count() {
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if (loopDur >= params.loopDur) {
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// this is the only section I have comments
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// because im so damn good at cooking spaghetti
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// if max duration is 0 or less, skip counting, its infinite
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if (emitterParams.loopDur <= 0) { return }
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// if the duration is greater than max duration, add 1 loopCount
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// if the delay is greater than 0 then enable it
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if (loopDur > emitterParams.loopDur) {
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loopCount += 1
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loopDur = 0
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loopDelayActive = true
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if (!params.loop) { isCounting = false }
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if (emitterParams.loopDelay > 0) { loopDelayActive = true }
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}
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else if (loopDelay >= params.loopDelay) {
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// if the delay is greater than max delay, disable the delay
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else if (loopDelay > emitterParams.loopDelay) {
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loopDelay = 0
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loopDelayActive = false
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}
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// if loopCount is greater than max loopCount then stop immediately
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// only loops once if max loopCount is 0
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// if max loopCount is below 0 then don't do anything, loop infinitely
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if (emitterParams.loopCount in 0..<loopCount) {
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isCounting = false
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return
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}
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// if delay isn't active, add 1 to duration
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// if delay is active, add 1 to delay
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if (!loopDelayActive) { loopDur += 1 }
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else { loopDelay += 1 }
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timeAlive += 1
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}
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fun kill() {
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for (particle in allParticles) {
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particle.kill()
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allParticles = allParticles.toMutableList().apply { remove(particle) }.toTypedArray()
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}
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isCounting = false
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isDead = true
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}
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}
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@@ -1,19 +1,21 @@
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package com.bytedice.bde_particles.particle
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// TODO: order these correctly
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// loop: false means it will shoot as many particles as spawnsPerTick * loopDur, true means it will loop
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// loopDur: 0 or below means no particles will spawn
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// loopDelay: if loop is not true then this won't do anything, negative values are treated as 0
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// loopCount: if loop is not true then this won't do anything, -1 is treated as infinite
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// spawnsPerTick: 0 or below means no particles will spawn
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// maxCount: 0 or below means no particles will spawn
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// particleTypes: empty means no particles will spawn
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/**
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* ParticleEmitterParams defines the parameters for controlling how particles are emitted,
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* including settings for looping, spawn frequency, and maximum particle count.
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*
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* @param maxCount The maximum number of particles that can exist. If set to 0 or below, no particles will spawn.
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* @param spawnsPerTick The number of particles spawned per tick. If set to 0 or below, no particles will spawn.
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* @param particleTypes An array of `ParticleParams` defining the types of particles to spawn. If empty, no particles will spawn.
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* @param loopDur The duration for which the loop runs, in ticks. A value 0 or below means the loop is infinite, and `loopDelay` and `loopCount` will be ignored.
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* @param loopDelay The delay between each loop cycle, in ticks. This only takes effect if `loop` is true. Negative values are treated as 0, meaning no delay.
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* @param loopCount The number of times the loop will repeat. 0 means it will shoot a single burst of particles. A value below 0 means it will repeat indefinitely.
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*/
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data class ParticleEmitterParams (
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val maxCount: Int = 100,
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val spawnsPerTick: Int = 1,
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val particleTypes: Array<Particle> = emptyArray(),
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val loop: Boolean = false,
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val loopDur: Int = 20,
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val maxCount: Int = 25,
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val spawnsPerTick: Int = 25,
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val particleTypes: Array<ParticleParams> = emptyArray(),
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val loopDur: Int = 25,
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val loopDelay: Int = 10,
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val loopCount: Int = 2,
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val loopCount: Int = 3,
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)
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@@ -2,13 +2,26 @@ package com.bytedice.bde_particles.particle
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import org.joml.Vector3f
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// TODO: order these correctly, explain all
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// sizeRandom: if uniformSize is true then sizeRandom will be uniform (cubic) and the values are taken from X
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// lifeTime: any value below 1 will result in a particle not spawning
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// minVel: values 0 or less mean the particle can travel however slow it wants
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// gravity: Y being -0.025 is close to regular gravity
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/**
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* ParticleParams defines the parameters for particle behavior, including shape, size, velocity, and other physics properties.
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*
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* @param shape The shape of the particle's spawning area, `null` is a single point.
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* @param blockCurve An array of block names that gets cycled through during the particle's lifetime.
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* @param rotRandom The random ***initial*** rotation range for the particle's rotation in X, Y, and Z axes.
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* @param rotVelRandom The random velocity for particle rotation in the X, Y, and Z axes.
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* @param rotVelCurve A curve which the rotation velocity gets multiplied by during the particle's lifetime.
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* @param sizeRandom The random ***initial*** size range for the particle. If `uniformSize` is true, this will be uniform (cubic).
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* @param uniformSize If true, particles will have a uniform (cubic) size. Otherwise, their sizes on different axis can vary.
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* @param sizeCurve A curve which the size gets multiplied by during the particle's lifetime.
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* @param velRandom The random ***initial*** velocity range for the particle in the X, Y, and Z axes.
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* @param forceFields An array of force fields applied to the particle.
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* @param gravity A constant force applied to the particle every tick. It's often used as gravity.
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* @param drag A drag force that affects the speed overtime. The formula is (velocity * (1.0 - drag))
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* @param minVel If particles travel slower than this their speed is automatically 0. Values less than or equal to 0 mean the particle can travel at any speed.
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* @param lifeTime A range for the particle's lifetime in ticks. A value below 1 will result in the particle not spawning.
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*/
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data class ParticleParams (
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//val shape: Shape, // add later, start with single point
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val shape: SpawningShape? = SpawningShape.Circle(1.0f),
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val blockCurve: Array<String> = arrayOf("minecraft:shroomlight", "minecraft:orange_concrete", "minecraft:orange_stained_glass", "minecraft:gray_stained_glass", "minecraft:light_gray_stained_glass"),
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val rotRandom: Pair<Vector3f, Vector3f> = Pair(Vector3f(0.0f, 0.0f, 0.0f), Vector3f(360.0f, 360.0f, 360.0f)),
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val rotVelRandom: Pair<Vector3f, Vector3f> = Pair(Vector3f(-0.2f, -0.2f, -0.2f), Vector3f(0.2f, 0.2f, 0.2f)),
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@@ -17,9 +30,9 @@ data class ParticleParams (
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val uniformSize: Boolean = true,
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val sizeCurve: Array<Vector3f> = arrayOf(Vector3f(1.0f, 1.0f, 1.0f), Vector3f(0.5f, 0.5f, 0.5f)),
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val velRandom: Pair<Vector3f, Vector3f> = Pair(Vector3f(-0.1f, 0.4f, -0.1f), Vector3f(0.1f, 0.8f, 0.1f)),
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val forceFields: ForceField = ForceField(),
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val forceFields: Array<ForceField> = arrayOf(ForceField()), // emptyArray(),
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val gravity: Vector3f = Vector3f(0.0f, -0.01f, 0.0f),
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val drag: Float = 0.075f,
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val minVel: Float = 0.0f,
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val lifeTime: Int = 30
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val lifeTime: Pair<Int, Int> = Pair(15, 45)
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)
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@@ -1,5 +0,0 @@
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package com.bytedice.bde_particles.particle
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class Shape {
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}
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@@ -0,0 +1,24 @@
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package com.bytedice.bde_particles.particle
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import org.joml.Vector2f
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import org.joml.Vector3f
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sealed class SpawningShape {
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data class Circle(val radius: Float = 1.0f) : SpawningShape()
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data class Rect (val size: Vector2f = Vector2f(1.0f, 1.0f)) : SpawningShape()
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data class Cube (val size: Vector3f = Vector3f(1.0f, 1.0f, 1.0f)) : SpawningShape()
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data class Sphere(val radius: Float = 1.0f) : SpawningShape()
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}
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sealed class ForceFieldShape {
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data class Sphere(
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val pos: Vector3f = Vector3f(0.0f, 0.0f, 0.0f),
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val radius: Float = 1.0f
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) : ForceFieldShape()
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data class Rect(
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val pos: Vector3f = Vector3f(0.0f, 0.0f, 0.0f),
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val size: Vector3f = Vector3f(1.0f, 1.0f, 1.0f),
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val forceDir: Vector3f = Vector3f(0.0f, 0.0f, 0.0f) // 0.0 on all means from center
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) : ForceFieldShape()
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}
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Reference in New Issue
Block a user