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main.py
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main.py
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# -*- coding:utf-8 -*-
import os
import math
from Command_Access.DataPack_IO.Particle_Effect_Function_Generator import *
from Matrix_Access.Controllers.Color_Control.Color_Controller_Const import FULL_RANGE
def color_update():
pass
if __name__ == "__main__":
print(os.getcwd())
# 环境准备
datapack_folder = (
"C:\\Wuhou\\play\\minecraft\\1.18.2\\1.18.2Particle\\.minecraft\\saves\\Particle_Test\\datapacks"
)
datapack_name = "first_test"
datapack_address = os.path.join(datapack_folder, datapack_name)
new_effect_name = "first_test_effect"
new_function_name = "second_test_function"
# 矩阵源准备
matrix_folder = (
"C:\\Wuhou\\study\\python_test\\Mc_Effect\\Mc_Partical_effect_Repo\\Matrix_Files"
)
group = "Square_effect"
matrix_name = "cube.csv"
matrix_file = os.path.join(matrix_folder, matrix_name)
# __________________运行____________________
# 初始化生成器
f_gen = PEFuncGenerator(datapack_address, new_effect_name)
# 载入粒子矩阵
cube_matrix_access = f_gen.open_new_matrix(matrix_file)
# 将粒子矩阵添加到生成器的粒子访问器盒子里面。
f_gen.matrix_access_box.add_matrix_accesser(
cube_matrix_access
)
# 构建控制器
# 体积缩放
f_gen.controller_box.add_controller(
f_gen.controller_box.new_scale_controller(
"scale1", 1, 1, 1,
f_gen.matrix_access_box.get_matrix_accesser(matrix_name).geom_centre
)
)
# 延时添加
f_gen.controller_box.add_controller(
f_gen.controller_box.new_delay_count_shift_controller(
index_name="delay_count1",
delay_type=ABSOLUTE,
tick_add=1,
particle_count_step=16
)
)
# 旋转效果
f_gen.controller_box.add_controller(
f_gen.controller_box.new_rotate_controller(
index_name="rotate1",
x_angle=10,
y_angle=0,
z_angle=-10,
rotate_centre=f_gen.matrix_access_box.get_matrix_accesser(matrix_name).geom_centre
)
)
# 平移效果
f_gen.controller_box.add_controller(
f_gen.controller_box.new_shift_controller(
index_name="shift1",
x_shift=3,
y_shift=0,
z_shift=3
)
)
# 颜色控制
# 首先上一个amp,给全弄成黑的:
f_gen.controller_box.add_controller(
f_gen.controller_box.new_color_filter_amp_controller(
index_name="color_amp1",
red_range=FULL_RANGE,
green_range=FULL_RANGE,
blue_range=FULL_RANGE,
filter_amp_ratio_red=0,
filter_amp_ratio_green=-1,
filter_amp_ratio_blue=-1
)
)
f_gen.controller_box.add_controller(
f_gen.controller_box.new_color_trans_filter_amp_controller(
index_name="color_amp2",
red_range=FULL_RANGE,
green_range=FULL_RANGE,
blue_range=FULL_RANGE,
filter_amp_ratio_red=-1,
filter_amp_ratio_green=-1,
filter_amp_ratio_blue=0
)
)
f_gen.controller_applier.add_controller_to_apply_list(
f_gen.controller_box.get_controller('color_amp1')
).add_controller_to_apply_list(
f_gen.controller_box.get_controller("color_amp2")
)
f_gen.apply_controller_processing_matrix_and_save(
cube_matrix_access,
override=False,
override_original_accesser=True,
)
f_gen.controller_applier.clear_controller_list()
f_gen.controller_box.add_controller(
f_gen.controller_box.new_color_paint_erasure_controller(
index_name="color_paint1",
red_range=FULL_RANGE,
green_range=FULL_RANGE,
blue_range=FULL_RANGE,
red_paint=-0.1,
green_paint=0.1,
blue_paint=0
)
)
f_gen.controller_box.add_controller(
f_gen.controller_box.new_color_trans_paint_erasure_controller(
index_name="color_paint2",
red_range=FULL_RANGE,
green_range=FULL_RANGE,
blue_range=FULL_RANGE,
red_paint=-0.1,
green_paint=0.1,
blue_paint=0
)
)
# 添加控制器到控制器调用进程
f_gen.controller_applier.add_controller_to_apply_list(
f_gen.controller_box.get_controller("scale1")
).add_controller_to_apply_list(
f_gen.controller_box.get_controller("delay_count1")
).add_controller_to_apply_list(
f_gen.controller_box.get_controller("rotate1")
).add_controller_to_apply_list(
f_gen.controller_box.get_controller("shift1")
).add_controller_to_apply_list(
f_gen.controller_box.get_controller("color_paint1")
).add_controller_to_apply_list(
f_gen.controller_box.get_controller("color_paint2")
)
# 对粒子矩阵调用控制器:
new_mat_name = "cube2.csv"
f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=True, # 这里填True会覆盖原本的cube2.csv
override_original_accesser=True # 这里填False是修改不影响cube_matrix_access
)
# f_gen.controller_box.get_controller("delay_count1").clear_record()
# 反复调用:
f_gen.controller_box.get_controller("scale1").set_scale(0.95, 0.95, 0.95)
f_gen.controller_box.get_controller("color_paint1").set_paint(-0.1, 0.1, 0)
f_gen.controller_box.get_controller("color_paint2").set_paint(0.1, 0, -0.1)
for i in range(9):
new_mat_name = f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=False, # 这里填False就不会覆盖原来的cube2.csv
override_original_accesser=True # 这里填True,就可以将每次修改的结果保留到cube_matrix_access,进入下一轮转换。
)
# f_gen.controller_box.get_controller("scale1").set_scale(1.05, 1.05, 1.05)
f_gen.controller_box.get_controller("color_paint1").set_paint(0, -0.1, 0.1)
f_gen.controller_box.get_controller("color_paint2").set_paint(-0.1, 0.1, 0)
for i in range(9):
new_mat_name = f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=False, # 这里填False就不会覆盖原来的cube2.csv
override_original_accesser=True # 这里填True,就可以将每次修改的结果保留到cube_matrix_access,进入下一轮转换。
)
# f_gen.controller_box.get_controller("scale1").set_scale(0.95, 0.95, 0.95)
f_gen.controller_box.get_controller("color_paint1").set_paint(0.1, 0, -0.1)
f_gen.controller_box.get_controller("color_paint2").set_paint(0, -0.1, 0.1)
for i in range(9):
new_mat_name = f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=False, # 这里填False就不会覆盖原来的cube2.csv
override_original_accesser=True # 这里填True,就可以将每次修改的结果保留到cube_matrix_access,进入下一轮转换。
)
# f_gen.controller_box.get_controller("scale1").set_scale(1.05, 1.05, 1.05)
f_gen.controller_box.get_controller("color_paint1").set_paint(-0.1, 0.1, 0)
f_gen.controller_box.get_controller("color_paint2").set_paint(0.1, 0, -0.1)
for i in range(9):
new_mat_name = f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=False, # 这里填False就不会覆盖原来的cube2.csv
override_original_accesser=True # 这里填True,就可以将每次修改的结果保留到cube_matrix_access,进入下一轮转换。
)
# f_gen.controller_box.get_controller("scale1").set_scale(1.05, 1.05, 1.05)
f_gen.controller_box.get_controller("color_paint1").set_paint(0, -0.1, 0.1)
f_gen.controller_box.get_controller("color_paint2").set_paint(-0.1, 0.1, 0)
for i in range(9):
new_mat_name = f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=False, # 这里填False就不会覆盖原来的cube2.csv
override_original_accesser=True # 这里填True,就可以将每次修改的结果保留到cube_matrix_access,进入下一轮转换。
)
# f_gen.controller_box.get_controller("scale1").set_scale(0.95, 0.95, 0.95)
f_gen.controller_box.get_controller("color_paint1").set_paint(0.1, 0, -0.1)
f_gen.controller_box.get_controller("color_paint2").set_paint(0, -0.1, 0.1)
for i in range(9):
new_mat_name = f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=False, # 这里填False就不会覆盖原来的cube2.csv
override_original_accesser=True # 这里填True,就可以将每次修改的结果保留到cube_matrix_access,进入下一轮转换。
)
f_gen.controller_box.get_controller("color_paint1").set_paint(-0.1, 0.1, 0)
f_gen.controller_box.get_controller("color_paint2").set_paint(0.1, 0, -0.1)
for i in range(9):
new_mat_name = f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=False, # 这里填False就不会覆盖原来的cube2.csv
override_original_accesser=True # 这里填True,就可以将每次修改的结果保留到cube_matrix_access,进入下一轮转换。
)
# f_gen.controller_box.get_controller("scale1").set_scale(1.05, 1.05, 1.05)
f_gen.controller_box.get_controller("color_paint1").set_paint(0, -0.1, 0.1)
f_gen.controller_box.get_controller("color_paint2").set_paint(-0.1, 0.1, 0)
for i in range(9):
new_mat_name = f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=False, # 这里填False就不会覆盖原来的cube2.csv
override_original_accesser=True # 这里填True,就可以将每次修改的结果保留到cube_matrix_access,进入下一轮转换。
)
# f_gen.controller_box.get_controller("scale1").set_scale(0.95, 0.95, 0.95)
f_gen.controller_box.get_controller("color_paint1").set_paint(0.1, 0, -0.1)
f_gen.controller_box.get_controller("color_paint2").set_paint(0, -0.1, 0.1)
for i in range(9):
new_mat_name = f_gen.apply_controller_processing_and_save(
matrix_access=cube_matrix_access,
new_mat_file_address=new_mat_name,
override=False, # 这里填False就不会覆盖原来的cube2.csv
override_original_accesser=True # 这里填True,就可以将每次修改的结果保留到cube_matrix_access,进入下一轮转换。
)
# 调用完了后打开新的矩阵访问器
new_mat_file = f_gen.open_new_matrix(new_mat_name)
# 设定强制采用的粒子类型
f_gen.set_force_particle(Particles_x_fabric.light_color_square)
# 启用延时函数
f_gen.use_timer = True
# 最后调用此函数将矩阵转化为mcfunction
f_gen.generator_mod_particle(new_function_name, new_mat_file, function_override=True)