electrodynamics/archive/java/resonantinduction/electrical/render/FXElectricBolt.java
2014-01-11 17:44:07 +08:00

458 lines
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14 KiB
Java

package resonantinduction.electrical.render;
import static org.lwjgl.opengl.GL11.GL_BLEND;
import static org.lwjgl.opengl.GL11.GL_ONE_MINUS_SRC_ALPHA;
import static org.lwjgl.opengl.GL11.GL_SMOOTH;
import static org.lwjgl.opengl.GL11.GL_SRC_ALPHA;
import static org.lwjgl.opengl.GL11.glBlendFunc;
import static org.lwjgl.opengl.GL11.glEnable;
import static org.lwjgl.opengl.GL11.glShadeModel;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.Random;
import net.minecraft.client.Minecraft;
import net.minecraft.client.particle.EntityFX;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;
import resonantinduction.core.Reference;
import universalelectricity.api.vector.Vector3;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
/**
* Electric shock Fxs.
*
* @author Calclavia
*
*/
@SideOnly(Side.CLIENT)
public class FXElectricBolt extends EntityFX
{
public static final ResourceLocation TEXTURE = new ResourceLocation(Reference.DOMAIN, Reference.MODEL_TEXTURE_DIRECTORY + "fadedSphere.png");
public static final ResourceLocation PARTICLE_RESOURCE = new ResourceLocation("textures/particle/particles.png");
/** The width of the electrical bolt. */
private float boltWidth;
/** The maximum length of the bolt */
public double boltLength;
/** Electric Bolt's start and end positions; */
private BoltPoint start;
private BoltPoint end;
/** An array of the segments of the bolt. */
private List<BoltSegment> segments = new ArrayList<BoltSegment>();
private final Map<Integer, Integer> parentIDMap = new HashMap<Integer, Integer>();
/** Determines how complex the bolt is. */
public float complexity;
public int segmentCount;
private int maxSplitID;
private Random rand;
public FXElectricBolt(World world, Vector3 startVec, Vector3 targetVec, boolean doSplits)
{
super(world, startVec.x, startVec.y, startVec.z);
this.rand = new Random();
this.start = new BoltPoint(startVec);
this.end = new BoltPoint(targetVec);
if (this.end.y == Double.POSITIVE_INFINITY)
{
this.end.y = Minecraft.getMinecraft().thePlayer.posY + 30;
}
/** By default, we do an electrical color */
this.segmentCount = 1;
this.particleMaxAge = (3 + this.rand.nextInt(3) - 1);
this.complexity = 2f;
this.boltWidth = 0.05f;
this.boltLength = this.start.distance(this.end);
this.setUp(doSplits);
}
public FXElectricBolt(World world, Vector3 startVec, Vector3 targetVec)
{
this(world, startVec, targetVec, true);
}
/**
* Calculate all required segments of the entire bolt.
*/
private void setUp(boolean doSplits)
{
this.segments.add(new BoltSegment(this.start, this.end));
this.recalculate();
if (doSplits)
{
double offsetRatio = this.boltLength * this.complexity;
this.split(2, offsetRatio / 10, 0.7f, 0.1f, 20 / 2);
this.split(2, offsetRatio / 15, 0.5f, 0.1f, 25 / 2);
this.split(2, offsetRatio / 25, 0.5f, 0.1f, 28 / 2);
this.split(2, offsetRatio / 38, 0.5f, 0.1f, 30 / 2);
this.split(2, offsetRatio / 55, 0, 0, 0);
this.split(2, offsetRatio / 70, 0, 0, 0);
this.recalculate();
Collections.sort(this.segments, new Comparator()
{
public int compare(BoltSegment bolt1, BoltSegment bolt2)
{
return Float.compare(bolt2.alpha, bolt1.alpha);
}
@Override
public int compare(Object obj1, Object obj2)
{
return compare((BoltSegment) obj1, (BoltSegment) obj2);
}
});
}
}
public FXElectricBolt setColor(float r, float g, float b)
{
this.particleRed = r + (this.rand.nextFloat() * 0.1f) - 0.1f;
this.particleGreen = g + (this.rand.nextFloat() * 0.1f) - 0.1f;
this.particleBlue = b + (this.rand.nextFloat() * 0.1f) - 0.1f;
return this;
}
/**
* Slits a large segment into multiple smaller ones.
*
* @param splitAmount - The amount of splits
* @param offset - The multiplier scale for the offset.
* @param splitChance - The chance of creating a split.
* @param splitLength - The length of each split.
* @param splitAngle - The angle of the split.
*/
public void split(int splitAmount, double offset, float splitChance, float splitLength, float splitAngle)
{
/** Temporarily store old segments in a new array */
List<BoltSegment> oldSegments = this.segments;
this.segments = new ArrayList();
/** Previous segment */
BoltSegment prev = null;
for (BoltSegment segment : oldSegments)
{
prev = segment.prev;
/** Length of each subsegment */
Vector3 subSegment = segment.difference.clone().scale(1.0F / splitAmount);
/**
* Creates an array of new bolt points. The first and last points of the bolts are the
* respected start and end points of the current segment.
*/
BoltPoint[] newPoints = new BoltPoint[splitAmount + 1];
Vector3 startPoint = segment.start;
newPoints[0] = segment.start;
newPoints[splitAmount] = segment.end;
/**
* Create bolt points.
*/
for (int i = 1; i < splitAmount; i++)
{
Vector3 newOffset = segment.difference.getPerpendicular().rotate(this.rand.nextFloat() * 360, segment.difference).scale((this.rand.nextFloat() - 0.5F) * offset);
Vector3 basePoint = startPoint.clone().translate(subSegment.clone().scale(i));
newPoints[i] = new BoltPoint(basePoint, newOffset);
}
for (int i = 0; i < splitAmount; i++)
{
BoltSegment next = new BoltSegment(newPoints[i], newPoints[(i + 1)], segment.alpha, segment.id * splitAmount + i, segment.splitID);
next.prev = prev;
if (prev != null)
{
prev.next = next;
}
if ((i != 0) && (this.rand.nextFloat() < splitChance))
{
Vector3 splitrot = next.difference.xCrossProduct().rotate(this.rand.nextFloat() * 360, next.difference);
Vector3 diff = next.difference.clone().rotate((this.rand.nextFloat() * 0.66F + 0.33F) * splitAngle, splitrot).scale(splitLength);
this.maxSplitID += 1;
this.parentIDMap.put(this.maxSplitID, next.splitID);
BoltSegment split = new BoltSegment(newPoints[i], new BoltPoint(newPoints[(i + 1)].base, newPoints[(i + 1)].offset.clone().translate(diff)), segment.alpha / 2f, next.id, this.maxSplitID);
split.prev = prev;
this.segments.add(split);
}
prev = next;
this.segments.add(next);
}
if (segment.next != null)
{
segment.next.prev = prev;
}
}
this.segmentCount *= splitAmount;
}
private void recalculate()
{
HashMap<Integer, Integer> lastActiveSegment = new HashMap<Integer, Integer>();
Collections.sort(this.segments, new Comparator()
{
public int compare(BoltSegment o1, BoltSegment o2)
{
int comp = Integer.valueOf(o1.splitID).compareTo(Integer.valueOf(o2.splitID));
if (comp == 0)
{
return Integer.valueOf(o1.id).compareTo(Integer.valueOf(o2.id));
}
return comp;
}
@Override
public int compare(Object obj, Object obj1)
{
return compare((BoltSegment) obj, (BoltSegment) obj1);
}
});
int lastSplitCalc = 0;
int lastActiveSeg = 0;
for (BoltSegment segment : this.segments)
{
if (segment.splitID > lastSplitCalc)
{
lastActiveSegment.put(lastSplitCalc, lastActiveSeg);
lastSplitCalc = segment.splitID;
lastActiveSeg = lastActiveSegment.get(this.parentIDMap.get(segment.splitID)).intValue();
}
lastActiveSeg = segment.id;
}
lastActiveSegment.put(lastSplitCalc, lastActiveSeg);
lastSplitCalc = 0;
lastActiveSeg = lastActiveSegment.get(0).intValue();
BoltSegment segment;
for (Iterator<BoltSegment> iterator = this.segments.iterator(); iterator.hasNext(); segment.recalculate())
{
segment = iterator.next();
if (lastSplitCalc != segment.splitID)
{
lastSplitCalc = segment.splitID;
lastActiveSeg = lastActiveSegment.get(segment.splitID);
}
if (segment.id > lastActiveSeg)
{
iterator.remove();
}
}
}
@Override
public void onUpdate()
{
this.prevPosX = this.posX;
this.prevPosY = this.posY;
this.prevPosZ = this.posZ;
if (this.particleAge++ >= this.particleMaxAge)
{
this.setDead();
}
}
@Override
public void renderParticle(Tessellator tessellator, float partialframe, float cosYaw, float cosPitch, float sinYaw, float sinSinPitch, float cosSinPitch)
{
EntityPlayer player = Minecraft.getMinecraft().thePlayer;
tessellator.draw();
GL11.glPushMatrix();
GL11.glDepthMask(false);
GL11.glEnable(3042);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
FMLClientHandler.instance().getClient().renderEngine.bindTexture(TEXTURE);
/**
* Render the actual bolts.
*/
tessellator.startDrawingQuads();
tessellator.setBrightness(15728880);
Vector3 playerVector = new Vector3(sinYaw * -cosPitch, -cosSinPitch / cosYaw, cosYaw * cosPitch);
int renderlength = (int) ((this.particleAge + partialframe + (int) (this.boltLength * 3.0F)) / (int) (this.boltLength * 3.0F) * this.segmentCount);
for (BoltSegment segment : this.segments)
{
if (segment != null && segment.id <= renderlength)
{
double renderWidth = this.boltWidth * ((new Vector3(player).distance(segment.start) / 5f + 1f) * (1 + segment.alpha) * 0.5f);
renderWidth = Math.min(this.boltWidth, Math.max(renderWidth, 0));
if (segment.difference.getMagnitude() > 0 && segment.difference.getMagnitude() != Double.NaN && segment.difference.getMagnitude() != Double.POSITIVE_INFINITY && renderWidth > 0 && renderWidth != Double.NaN && renderWidth != Double.POSITIVE_INFINITY)
{
Vector3 diffPrev = playerVector.crossProduct(segment.prevDiff).scale(renderWidth / segment.sinPrev);
Vector3 diffNext = playerVector.crossProduct(segment.nextDiff).scale(renderWidth / segment.sinNext);
Vector3 startVec = segment.start;
Vector3 endVec = segment.end;
float rx1 = (float) (startVec.x - interpPosX);
float ry1 = (float) (startVec.y - interpPosY);
float rz1 = (float) (startVec.z - interpPosZ);
float rx2 = (float) (endVec.x - interpPosX);
float ry2 = (float) (endVec.y - interpPosY);
float rz2 = (float) (endVec.z - interpPosZ);
tessellator.setColorRGBA_F(this.particleRed, this.particleGreen, this.particleBlue, (1.0F - (this.particleAge >= 0 ? ((float) this.particleAge / (float) this.particleMaxAge) : 0.0F) * 0.6f) * segment.alpha);
tessellator.addVertexWithUV(rx2 - diffNext.x, ry2 - diffNext.y, rz2 - diffNext.z, 0.5D, 0.0D);
tessellator.addVertexWithUV(rx1 - diffPrev.x, ry1 - diffPrev.y, rz1 - diffPrev.z, 0.5D, 0.0D);
tessellator.addVertexWithUV(rx1 + diffPrev.x, ry1 + diffPrev.y, rz1 + diffPrev.z, 0.5D, 1.0D);
tessellator.addVertexWithUV(rx2 + diffNext.x, ry2 + diffNext.y, rz2 + diffNext.z, 0.5D, 1.0D);
/**
* Render the bolts balls.
*/
if (segment.next == null)
{
Vector3 roundEnd = segment.end.clone().translate(segment.difference.clone().normalize().scale(renderWidth));
float rx3 = (float) (roundEnd.x - interpPosX);
float ry3 = (float) (roundEnd.y - interpPosY);
float rz3 = (float) (roundEnd.z - interpPosZ);
tessellator.addVertexWithUV(rx3 - diffNext.x, ry3 - diffNext.y, rz3 - diffNext.z, 0.0D, 0.0D);
tessellator.addVertexWithUV(rx2 - diffNext.x, ry2 - diffNext.y, rz2 - diffNext.z, 0.5D, 0.0D);
tessellator.addVertexWithUV(rx2 + diffNext.x, ry2 + diffNext.y, rz2 + diffNext.z, 0.5D, 1.0D);
tessellator.addVertexWithUV(rx3 + diffNext.x, ry3 + diffNext.y, rz3 + diffNext.z, 0.0D, 1.0D);
}
if (segment.prev == null)
{
Vector3 roundEnd = segment.start.clone().difference(segment.difference.clone().normalize().scale(renderWidth));
float rx3 = (float) (roundEnd.x - interpPosX);
float ry3 = (float) (roundEnd.y - interpPosY);
float rz3 = (float) (roundEnd.z - interpPosZ);
tessellator.addVertexWithUV(rx1 - diffPrev.x, ry1 - diffPrev.y, rz1 - diffPrev.z, 0.5D, 0.0D);
tessellator.addVertexWithUV(rx3 - diffPrev.x, ry3 - diffPrev.y, rz3 - diffPrev.z, 0.0D, 0.0D);
tessellator.addVertexWithUV(rx3 + diffPrev.x, ry3 + diffPrev.y, rz3 + diffPrev.z, 0.0D, 1.0D);
tessellator.addVertexWithUV(rx1 + diffPrev.x, ry1 + diffPrev.y, rz1 + diffPrev.z, 0.5D, 1.0D);
}
}
}
}
tessellator.draw();
GL11.glDisable(3042);
GL11.glDepthMask(true);
GL11.glPopMatrix();
FMLClientHandler.instance().getClient().renderEngine.bindTexture(PARTICLE_RESOURCE);
tessellator.startDrawingQuads();
}
private class BoltPoint extends Vector3
{
public Vector3 base;
public Vector3 offset;
public BoltPoint(Vector3 base, Vector3 offset)
{
super(base.clone().translate(offset));
this.base = base;
this.offset = offset;
}
public BoltPoint(Vector3 base)
{
this(base, new Vector3());
}
}
private class BoltSegment
{
public BoltPoint start;
public BoltPoint end;
public BoltSegment prev;
public BoltSegment next;
public float alpha;
public int id;
public int splitID;
/**
* All differences are cached.
*/
public Vector3 difference;
public Vector3 prevDiff;
public Vector3 nextDiff;
public double sinPrev;
public double sinNext;
public BoltSegment(BoltPoint start, BoltPoint end)
{
this(start, end, 1, 0, 0);
}
public BoltSegment(BoltPoint start, BoltPoint end, float alpha, int id, int splitID)
{
this.start = start;
this.end = end;
this.alpha = alpha;
this.id = id;
this.splitID = splitID;
this.difference = this.end.clone().difference(this.start);
}
public void recalculate()
{
if (this.prev != null)
{
Vector3 prevDiffNorm = this.prev.difference.clone().normalize();
Vector3 diffNorm = this.difference.clone().normalize();
this.prevDiff = diffNorm.clone().translate(prevDiffNorm).normalize();
this.sinPrev = Math.sin(diffNorm.anglePreNorm(prevDiffNorm.clone().scale(-1)) / 2);
}
else
{
this.prevDiff = this.difference.clone().normalize();
this.sinPrev = 1;
}
if (this.next != null)
{
Vector3 nextDiffNorm = this.next.difference.clone().normalize();
Vector3 diffNorm = this.difference.clone().normalize();
this.nextDiff = diffNorm.clone().translate(nextDiffNorm).normalize();
this.sinNext = Math.sin(diffNorm.anglePreNorm(nextDiffNorm.clone().scale(-1)) / 2);
}
else
{
this.nextDiff = this.difference.clone().normalize();
this.sinNext = 1;
}
}
}
}