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[1.16.5] Adding a custom particle to an entity does not work, but vanilla particles do.


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Posted (edited)

Any help or advice would be appreciated. I'm trying to learn how to add particles to a mod, using a tutorial from TheGreyGhost.

Trying to get the particle to appear in the Entity's tick() method. The vanilla FLAME particle appears but not my particle.

@Override
	public void tick() {
		if(entity == null) return;
		try {
			// Adds a particle to every entity while in the overworld!
			//this.level.addParticle(ParticleTypes.FLAME, this.getX(), this.getY() + 1, this.getZ(), 0, 0.04, 0);

			// Try to add a custom particle to every entity in the overworld.
			Color tint = Color.CYAN; // does this do anything if the particle texture is already colored?
			double diameter = this.getEntityScale();
			FlameParticleData flameParticleData = new FlameParticleData(tint, diameter);
			this.level.addParticle(flameParticleData, this.getX(), this.getY() + 2, this.getZ(), 0, 0.05, 0);
        } catch (Exception e) {

The other code I have setting up the Particle Registration, the FlameParticle, the FlameParticleData, the FlameParticleFactory, and the FlameParticleType:
ParticleRegistration.java.
I also have a flame_particle.json that references the flame.png that I want to use.

@Mod.EventBusSubscriber(modid = MyMod.MODID, bus = Bus.MOD, value = Dist.CLIENT)
public class ParticleRegistration {

	public static final DeferredRegister<ParticleType<?>> PARTICLES_TYPES = DeferredRegister.create(
			ForgeRegistries.PARTICLE_TYPES, MyMod.MODID);

	// This sets the FlameParticleType to use the textures specified in flame_particle.json.
	public static final RegistryObject<ParticleType<FlameParticleData>> FLAME_PARTICLE = PARTICLES_TYPES.register(
			"flame_particle",
			FlameParticleType::new);

	// Is this necessary?
	public static ParticleType<FlameParticleData> flameParticleType = new FlameParticleType();

	@SuppressWarnings("resource")
	@SubscribeEvent
	public static void registerParticleFactory(ParticleFactoryRegisterEvent event) {
		Minecraft.getInstance().particleEngine.register(ParticleRegistration.FLAME_PARTICLE.get(), FlameParticleFactory::new);
	}
}

FlameParticle.java

/**
 * Based on TheGreyGhost's MinecraftByExample
 * Custom Particle to illustrate how to add a Particle with your own texture and movement/animation behaviour
 * */
public class FlameParticle extends SpriteTexturedParticle
{
	/**
	 * Construct a new FlameParticle at the given [x,y,z] position, with the given initial velocity, the given color, and the
	 *   given diameter.
	 *   We also supply sprites so that you can change the sprite texture in the tick() method (although not needed for this example)
	 */
	public FlameParticle(ClientWorld world, double x, double y, double z,
						 double velocityX, double velocityY, double velocityZ,
						 Color tint, double diameter,
						 IAnimatedSprite sprites)
	{
		super(world, x, y, z, velocityX, velocityY, velocityZ);
		this.sprites = sprites;

		setColor(tint.getRed()/255.0F, tint.getGreen()/255.0F, tint.getBlue()/255.0F);
		setSize((float)diameter, (float)diameter);    // the size (width, height) of the collision box.

		final float PARTICLE_SCALE_FOR_ONE_METRE = 0.5F; //  if the particleScale is 0.5, the texture will be rendered as 1 metre high

		// sets the rendering size of the particle for a TexturedParticle.
		this.scale(PARTICLE_SCALE_FOR_ONE_METRE * (float)diameter);

		//maxAge = 100;  // lifetime in ticks: 100 ticks = 5 seconds
		this.lifetime = 100;

		final float ALPHA_VALUE = 1.0F;
		this.alpha = ALPHA_VALUE;

		//the vanilla Particle constructor added random variation to our starting velocity.  Undo it!
		this.xd = velocityX;
		this.yd = velocityY;
		this.zd = velocityZ;

		// the move() method will check for collisions with scenery
		this.hasPhysics = true; // I think hasPhysics replaces canCollide
	}

	// Comments from TheGreyGhost
	// ---- methods used by TexturedParticle.renderParticle() method to find out how to render your particle
	//  the base method just renders a quad, rotated to directly face the player

	// can be used to change the skylight+blocklight brightness of the rendered Particle.
	@Override
	public int getLightColor(float partialTick) // previously protected int getBrightnessForRender(float partialTick)
	{
		final int BLOCK_LIGHT = 15;  // maximum brightness
		final int SKY_LIGHT = 15;    // maximum brightness
		final int FULL_BRIGHTNESS_VALUE = LightTexture.pack(BLOCK_LIGHT, SKY_LIGHT); // .pack replaces .packLight
		return FULL_BRIGHTNESS_VALUE;

		// if you want the brightness to be the local illumination (from block light and sky light) you can just use
		//  the Particle.getBrightnessForRender() base method, which contains:
		//    BlockPos blockPos = new BlockPos(this.posX, this.posY, this.posZ);
		//    return this.world.isBlockLoaded(blockPos) ? WorldRenderer.getCombinedLight(this.world, blockPos) : 0;
	}

	// Choose the appropriate render type for your particles:
	// There are several useful predefined types:
	// PARTICLE_SHEET_TRANSLUCENT semi-transparent (translucent) particles
	// PARTICLE_SHEET_OPAQUE    opaque particles
	// TERRAIN_SHEET            particles drawn from block or item textures
	// PARTICLE_SHEET_LIT       appears to be the same as OPAQUE.  Not sure of the difference.  In previous versions of minecraft,
	//                          "lit" particles changed brightness depending on world lighting i.e. block light + sky light
	public IParticleRenderType getRenderType() {
		return IParticleRenderType.PARTICLE_SHEET_TRANSLUCENT;
	}

	/**
	 * call once per tick to update the Particle position, calculate collisions, remove when max lifetime is reached, etc
	 */
	@Override
	public void tick()
	{
		// if you want to change the texture as the particle gets older, you can use
		//setSpriteFromAge(sprites); // not sure whether this should be uncommented yet

		this.xo = x; // previously prevPosX and posX
		this.yo = y; // previously prevPosY and posY
		this.xo = z; // previously prevPosZ and posZ

		move(xd, yd, zd);  // simple linear motion.  You can change speed by changing xd, yd,
		// zd every tick.  For example - you can make the particle accelerate downwards due to gravity by
		// final double GRAVITY_ACCELERATION_PER_TICK = -0.02;
		// yd += GRAVITY_ACCELERATION_PER_TICK;
		// calling move() also calculates collisions with other objects

		// collision with a block makes the ball disappear.  But does not collide with entities
		if (onGround) {  // onGround is only true if the particle collides while it is moving downwards...
			this.remove(); // this.setExpired() is probably this.remove()
		}

		if (yo == y && yd > 0) {  // detect a collision while moving upwards (can't move up at all)
			this.remove();
		}


		if (this.age++ >= this.lifetime) { // this.maxAge becomes this.lifetime
			this.remove();
		}
	}

	private final IAnimatedSprite sprites;  // contains a list of textures; choose one using either
	// newParticle.selectSpriteRandomly(sprites); or newParticle.selectSpriteWithAge(sprites);
}

FlameParticleData.java

/**
 * Based on TheGreyGhost's MinecraftByExample
 * The particle has two pieces of information which are used to customise it:
 *
 * 1) The colour (tint) which is used to change the hue of the particle
 * 2) The diameter of the particle
 *
 * This class is used to
 * 1) store this information, and
 * 2) transmit it between server and client (write and read methods), and
 * 3) parse it from a command string i.e. the /particle params
 */
public class FlameParticleData implements IParticleData {

	public FlameParticleData(Color tint, double diameter) {
		this.tint = tint;
		this.diameter = constrainDiameterToValidRange(diameter);
	}

	public Color getTint() {
		return tint;
	}

	/**
	 * @return get diameter of particle in metres
	 */
	public double getDiameter() {
		return diameter;
	}

	@Nonnull
	@Override
	public ParticleType<FlameParticleData> getType() {
		return ParticleRegistration.flameParticleType;
	}

	// write the particle information to a PacketBuffer, ready for transmission to a client
	@Override
	public void writeToNetwork(PacketBuffer buf) {
		buf.writeInt(tint.getRed());
		buf.writeInt(tint.getGreen());
		buf.writeInt(tint.getBlue());
		buf.writeDouble(diameter);
	}

	// used for debugging I think; prints the data in human-readable format
	@Nonnull
	@Override
	public String writeToString() {
		return String.format(Locale.ROOT, "%s %.2f %i %i %i",
				this.getType().getRegistryName(), diameter, tint.getRed(), tint.getGreen(), tint.getBlue());
	}

	private static double constrainDiameterToValidRange(double diameter) {
		final double MIN_DIAMETER = 0.05;
		final double MAX_DIAMETER = 1.0;
		return MathHelper.clamp(diameter, MIN_DIAMETER, MAX_DIAMETER);
	}

	private Color tint;
	private double diameter;

	// Comments from the TheGreyGhost
	// --------- these remaining methods are used to serialize the Particle Data.
	//  I'm not yet sure what the Codec is used for, given that the DESERIALIZER already deserializes using read.
	//  Perhaps it will be used to replace the manual read methods in the future.

	//  The CODEC is a convenience to make it much easier to serialise and deserialise your objects.
	//  Using the builder below, you construct a serialiser and deserialiser in one go, using lambda functions.
	//  eg for the FlameParticleData CODEC:
	//  a) In order to serialise it, it reads the 'tint' member variable (type: INT) and the 'diameter' member variable (type: DOUBLE)
	//  b) In order to deserialise it, call the matching constructor FlameParticleData(INT, DOUBLE)

	public static final Codec<FlameParticleData> CODEC = RecordCodecBuilder.create(
			instance -> instance.group(
					Codec.INT.fieldOf("tint").forGetter(d -> d.tint.getRGB()),
					Codec.DOUBLE.fieldOf("diameter").forGetter(d -> d.diameter)
			).apply(instance, FlameParticleData::new)
	);

	private FlameParticleData(int tintRGB, double diameter) {
		this.tint = new Color(tintRGB);
		this.diameter = constrainDiameterToValidRange(diameter);
	}

	// The DESERIALIZER is used to construct FlameParticleData from either command line parameters or from a network packet

	public static final IDeserializer<FlameParticleData> DESERIALIZER = new IDeserializer<FlameParticleData>() {

		// parse the parameters for this particle from a /particle command
		@Nonnull
		@Override
		public FlameParticleData fromCommand(@Nonnull ParticleType<FlameParticleData> type, @Nonnull StringReader reader) throws CommandSyntaxException {
			reader.expect(' ');
			double diameter = constrainDiameterToValidRange(reader.readDouble());

			final int MIN_COLOUR = 0;
			final int MAX_COLOUR = 255;
			reader.expect(' ');
			int red = MathHelper.clamp(reader.readInt(), MIN_COLOUR, MAX_COLOUR);
			reader.expect(' ');
			int green = MathHelper.clamp(reader.readInt(), MIN_COLOUR, MAX_COLOUR);
			reader.expect(' ');
			int blue = MathHelper.clamp(reader.readInt(), MIN_COLOUR, MAX_COLOUR);
			Color color = new Color(red, green, blue);

			return new FlameParticleData(color, diameter);
		}

		// read the particle information from a PacketBuffer after the client has received it from the server
		@Override
		public FlameParticleData fromNetwork(@Nonnull ParticleType<FlameParticleData> type, PacketBuffer buf) {
			// warning! never trust the data read in from a packet buffer.

			final int MIN_COLOUR = 0;
			final int MAX_COLOUR = 255;
			int red = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR);
			int green = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR);
			int blue = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR);
			Color color = new Color(red, green, blue);

			double diameter = constrainDiameterToValidRange(buf.readDouble());

			return new FlameParticleData(color, diameter);
		}
	};
}

FlameParticleFactory.java

/**
 * Based on TheGreyGhost's MinecraftByExample
 * On the client side:
 * When the client wants to spawn a Particle, it gives the FlameParticleData to this factory method
 * The factory selects an appropriate Particle class and instantiates it *
 */
public class FlameParticleFactory implements IParticleFactory<FlameParticleData> {  //IParticleFactory

	private final IAnimatedSprite sprites;  // contains a list of textures; choose one using either
	// not sure if i still need this
	// newParticle.selectSpriteRandomly(sprites); or newParticle.selectSpriteWithAge(sprites);

	// this method is needed for proper registration of your Factory:
	// The ParticleManager.register method creates a Sprite and passes it to your factory for subsequent use when rendering, then
	//   populates it with the textures from your textures/particle/xxx.json

	public FlameParticleFactory(IAnimatedSprite sprite) {
		this.sprites = sprite;
	}

	@Nullable
	@Override
	public Particle createParticle(FlameParticleData flameParticleData, ClientWorld world, double xPos, double yPos, double zPos, double xVelocity, double yVelocity, double zVelocity) {
		FlameParticle newParticle = new FlameParticle(world, xPos, yPos, zPos, xVelocity, yVelocity, zVelocity,
				flameParticleData.getTint(), flameParticleData.getDiameter(), sprites);
		newParticle.pickSprite(sprites); // not quite the newParticle.selectSpriteRandomly(sprites) that was used.
		return newParticle;
	}

	// This is private to prevent you accidentally registering the Factory using the default constructor.
	// ParticleManager has two register methods, and if you use the wrong one the game will enter an infinite loop
	private FlameParticleFactory() {
		throw new UnsupportedOperationException("Use the FlameParticleFactory(IAnimatedSprite sprite) constructor");
	}

}

FlameParticleType.java

/**
 * Based on TheGreyGhost's MinecraftByExample
 * Simple class used to describe the Particle
 */
public class FlameParticleType extends ParticleType<FlameParticleData> {

	private static boolean ALWAYS_SHOW_REGARDLESS_OF_DISTANCE_FROM_PLAYER = false;
	public FlameParticleType() {
		super(ALWAYS_SHOW_REGARDLESS_OF_DISTANCE_FROM_PLAYER, FlameParticleData.DESERIALIZER);
	}

	// get the Codec used to
	// a) convert a FlameParticleData to a serialised format
	// b) construct a FlameParticleData object from the serialised format
	public Codec<FlameParticleData> codec() {
		return FlameParticleData.CODEC;
	}
}

The flame_particle.json, which is located in resources/asset.MyMod/particles, that references the flame.png, located in resources/asset.MyMod/particles/textures/particles

{
  "textures": [
    "MyMod:flame"
  ]
}

 

Edited by Toasterkid
  • Toasterkid changed the title to [1.16.5] Adding a custom particle to an entity does not work, but vanilla particles do.
Posted (edited)

I'm assuming its in the wrong class because of this line ? Which would make it Client side ?

@Mod.EventBusSubscriber(modid = MyMod.MODID, bus = Bus.MOD, value = Dist.CLIENT)

Would removing this and setting up the MyMod.java like this be correct? I ask because I see other examples use the public static final RegistryObject<> in the same class that they setup the public static final DeferredRegister<>, and not for just particles.

public MyMod() {
        // Register the setup method for modloading
        IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus();

        ParticleRegistration.PARTICLES_TYPES.register(bus);
}

Or do I need to make further changes to the registration then?
Such as moving the registerParticleFactory() to a ClientStartup/ClientProxy ?

Edited by Toasterkid
clarification of question

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