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implement BlockState::outline_shape

This commit is contained in:
mat 2024-12-27 10:33:31 +00:00
parent 6ccd44e28d
commit 04036b6e4a
6 changed files with 9549 additions and 3048 deletions

View file

@ -1,4 +1,4 @@
use azalea_block::BlockState;
use azalea_block::{BlockState, FluidState};
use azalea_core::{
block_hit_result::BlockHitResult,
direction::Direction,
@ -9,7 +9,7 @@ use azalea_inventory::ItemStack;
use azalea_world::ChunkStorage;
use bevy_ecs::entity::Entity;
use crate::collision::{BlockWithShape, VoxelShape};
use crate::collision::{BlockWithShape, VoxelShape, EMPTY_SHAPE};
#[derive(Debug, Clone)]
pub struct ClipContext {
@ -22,22 +22,37 @@ pub struct ClipContext {
impl ClipContext {
// minecraft passes in the world and blockpos here... but it doesn't actually
// seem necessary?
/// Get the shape of given block, using the type of shape set in
/// [`Self::block_shape_type`].
pub fn block_shape(&self, block_state: BlockState) -> &VoxelShape {
// TODO: implement the other shape getters
// (see the ClipContext.Block class in the vanilla source)
match self.block_shape_type {
BlockShapeType::Collider => block_state.shape(),
BlockShapeType::Outline => block_state.shape(),
BlockShapeType::Visual => block_state.shape(),
BlockShapeType::FallDamageResetting => block_state.shape(),
BlockShapeType::Collider => block_state.collision_shape(),
BlockShapeType::Outline => block_state.outline_shape(),
BlockShapeType::Visual => block_state.collision_shape(),
BlockShapeType::FallDamageResetting => {
if azalea_registry::tags::blocks::FALL_DAMAGE_RESETTING
.contains(&azalea_registry::Block::from(block_state))
{
block_state.collision_shape()
} else {
&EMPTY_SHAPE
}
}
}
}
}
#[derive(Debug, Copy, Clone)]
pub enum BlockShapeType {
/// The shape that's used for collision.
Collider,
/// The block outline that renders when your cursor is over a block.
Outline,
/// Used by entities when considering their line of sight.
///
/// TODO: visual block shape isn't implemented (it'll just return the
/// collider shape), that's correct for most blocks though
Visual,
FallDamageResetting,
}
@ -64,8 +79,11 @@ pub fn clip(chunk_storage: &ChunkStorage, context: ClipContext) -> BlockHitResul
context,
|ctx, block_pos| {
let block_state = chunk_storage.get_block_state(block_pos).unwrap_or_default();
let fluid_state = FluidState::from(block_state);
// TODO: add fluid stuff to this (see getFluidState in vanilla source)
let block_shape = ctx.block_shape(block_state);
clip_with_interaction_override(&ctx.from, &ctx.to, block_pos, block_shape, &block_state)
// let block_distance = if let Some(block_hit_result) =
// block_hit_result { context.from.distance_squared_to(&
@ -94,10 +112,9 @@ fn clip_with_interaction_override(
let block_hit_result = block_shape.clip(from, to, block_pos);
if let Some(block_hit_result) = block_hit_result {
// TODO: minecraft calls .getInteractionShape here
// some blocks (like tall grass) have a physics shape that's different from the
// interaction shape, so we need to implement BlockState::interaction_shape. lol
// have fun
let interaction_shape = block_state.shape();
// getInteractionShape is empty for almost every shape except cauldons,
// compostors, hoppers, and scaffolding.
let interaction_shape = &*EMPTY_SHAPE;
let interaction_hit_result = interaction_shape.clip(from, to, block_pos);
if let Some(interaction_hit_result) = interaction_hit_result {
if interaction_hit_result.location.distance_squared_to(from)

File diff suppressed because it is too large Load diff

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@ -47,7 +47,7 @@ pub fn get_block_collisions(world: &Instance, aabb: AABB) -> Vec<VoxelShape> {
// suffocating
// if it's a full block do a faster collision check
if block_state.is_shape_full() {
if block_state.is_collision_shape_full() {
if !state.aabb.intersects_aabb(&AABB {
min_x: item.pos.x as f64,
min_y: item.pos.y as f64,
@ -186,7 +186,7 @@ impl<'a> BlockCollisionsState<'a> {
}
}
let shape = block_state.shape();
let shape = block_state.collision_shape();
self.cached_block_shapes.push((block_state, shape));
shape

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@ -7,7 +7,7 @@ use std::{
sync::{Arc, Weak},
};
use azalea_block::{BlockState, BlockStateIntegerRepr};
use azalea_block::{BlockState, BlockStateIntegerRepr, FluidState};
use azalea_buf::{AzaleaRead, AzaleaWrite, BufReadError};
use azalea_core::position::{BlockPos, ChunkBlockPos, ChunkPos, ChunkSectionBlockPos};
use nohash_hasher::IntMap;
@ -302,6 +302,11 @@ impl ChunkStorage {
chunk.get(&ChunkBlockPos::from(pos), self.min_y)
}
pub fn get_fluid_state(&self, pos: &BlockPos) -> Option<FluidState> {
let block_state = self.get_block_state(pos)?;
Some(FluidState::from(block_state))
}
pub fn set_block_state(&self, pos: &BlockPos, state: BlockState) -> Option<BlockState> {
if pos.y < self.min_y || pos.y >= (self.min_y + self.height as i32) {
return None;

View file

@ -485,7 +485,7 @@ pub fn is_block_state_passable(block: BlockState) -> bool {
// fast path
return true;
}
if !block.is_shape_empty() {
if !block.is_collision_shape_empty() {
return false;
}
let registry_block = azalea_registry::Block::from(block);
@ -523,7 +523,7 @@ pub fn is_block_state_solid(block: BlockState) -> bool {
// fast path
return false;
}
block.is_shape_full()
block.is_collision_shape_full()
}
#[cfg(test)]

View file

@ -8,8 +8,7 @@ COLLISION_BLOCKS_RS_DIR = get_dir_location(
def generate_block_shapes(blocks_pixlyzer: dict, shapes: dict, aabbs: dict, block_states_report):
blocks, shapes = simplify_shapes(blocks_pixlyzer, shapes, aabbs)
code = generate_block_shapes_code(
blocks, shapes, block_states_report)
code = generate_block_shapes_code(blocks, shapes, block_states_report)
with open(COLLISION_BLOCKS_RS_DIR, 'w') as f:
f.write(code)
@ -27,8 +26,8 @@ def simplify_shapes(blocks: dict, shapes: dict, aabbs: dict):
used_shape_ids = set()
# determine the used shape ids
for _block_id, block_data in blocks.items():
block_shapes = [state.get('collision_shape')
for state in block_data['states'].values()]
block_shapes = {state.get('collision_shape') for state in block_data['states'].values()}
block_shapes.update({state.get('outline_shape') for state in block_data['states'].values()})
for s in block_shapes:
used_shape_ids.add(s)
@ -55,10 +54,14 @@ def simplify_shapes(blocks: dict, shapes: dict, aabbs: dict):
new_blocks = {}
for block_id, block_data in blocks.items():
block_id = block_id.split(':')[-1]
block_shapes = [state.get('collision_shape')
for state in block_data['states'].values()]
new_blocks[block_id] = [old_id_to_new_id[shape_id]
for shape_id in block_shapes]
block_collision_shapes = [state.get('collision_shape') for state in block_data['states'].values()]
block_outline_shapes = [state.get('outline_shape') for state in block_data['states'].values()]
new_blocks[block_id] = {
'collision': [old_id_to_new_id[shape_id] for shape_id in block_collision_shapes],
'outline': [old_id_to_new_id[shape_id] for shape_id in block_outline_shapes]
}
return new_blocks, new_shapes
@ -71,41 +74,49 @@ def generate_block_shapes_code(blocks: dict, shapes: dict, block_states_report):
generated_shape_code += generate_code_for_shape(shape_id, shape)
# static SHAPES_MAP: [&LazyLock<VoxelShape>; 26644] = [&SHAPE0, &SHAPE1, &SHAPE1, ...]
# static COLLISION_SHAPES_MAP: [&LazyLock<VoxelShape>; 26644] = [&SHAPE0, &SHAPE1, &SHAPE1, ...]
empty_shapes = []
full_shapes = []
# the index into this list is the block state id
shapes_map = []
collision_shapes_map = []
outline_shapes_map = []
for block_id, shape_datas in blocks.items():
collision_shapes = shape_datas['collision']
outline_shapes = shape_datas['outline']
if isinstance(collision_shapes, int): collision_shapes = [collision_shapes]
if isinstance(outline_shapes, int): outline_shapes = [outline_shapes]
for block_id, shape_ids in blocks.items():
if isinstance(shape_ids, int):
shape_ids = [shape_ids]
block_report_data = block_states_report['minecraft:' + block_id]
for possible_state, shape_id in zip(block_report_data['states'], shape_ids):
for possible_state, shape_id in zip(block_report_data['states'], collision_shapes):
block_state_id = possible_state['id']
if shape_id == 0 :
empty_shapes.append(block_state_id)
elif shape_id == 1 :
full_shapes.append(block_state_id)
while len(shapes_map) <= block_state_id:
if shape_id == 0: empty_shapes.append(block_state_id)
elif shape_id == 1: full_shapes.append(block_state_id)
while len(collision_shapes_map) <= block_state_id:
# default to shape 1 for missing shapes (full block)
shapes_map.append(1)
shapes_map[block_state_id] = shape_id
generated_map_code = f'static SHAPES_MAP: [&LazyLock<VoxelShape>; {len(shapes_map)}] = ['
collision_shapes_map.append(1)
collision_shapes_map[block_state_id] = shape_id
for possible_state, shape_id in zip(block_report_data['states'], outline_shapes):
block_state_id = possible_state['id']
while len(outline_shapes_map) <= block_state_id:
# default to shape 1 for missing shapes (full block)
outline_shapes_map.append(1)
outline_shapes_map[block_state_id] = shape_id
generated_map_code = f'static COLLISION_SHAPES_MAP: [&LazyLock<VoxelShape>; {len(collision_shapes_map)}] = ['
empty_shape_match_code = convert_ints_to_rust_ranges(empty_shapes)
block_shape_match_code = convert_ints_to_rust_ranges(full_shapes)
for block_state_id, shape_id in enumerate(shapes_map):
for block_state_id, shape_id in enumerate(collision_shapes_map):
generated_map_code += f'&SHAPE{shape_id},\n'
generated_map_code += '];'
generated_map_code += '];\n'
generated_map_code += f'static OUTLINE_SHAPES_MAP: [&LazyLock<VoxelShape>; {len(outline_shapes_map)}] = ['
for block_state_id, shape_id in enumerate(outline_shapes_map):
generated_map_code += f'&SHAPE{shape_id},\n'
generated_map_code += '];\n'
if empty_shape_match_code == '':
print('Error: shape 0 was not found')
@ -126,27 +137,31 @@ use crate::collision::{{self, Shapes}};
use azalea_block::*;
pub trait BlockWithShape {{
fn shape(&self) -> &'static VoxelShape;
fn collision_shape(&self) -> &'static VoxelShape;
fn outline_shape(&self) -> &'static VoxelShape;
/// Tells you whether the block has an empty shape.
///
/// This is slightly more efficient than calling `shape()` and comparing against `EMPTY_SHAPE`.
fn is_shape_empty(&self) -> bool;
fn is_shape_full(&self) -> bool;
fn is_collision_shape_empty(&self) -> bool;
fn is_collision_shape_full(&self) -> bool;
}}
{generated_shape_code}
impl BlockWithShape for BlockState {{
fn shape(&self) -> &'static VoxelShape {{
SHAPES_MAP.get(self.id as usize).unwrap_or(&&SHAPE1)
fn collision_shape(&self) -> &'static VoxelShape {{
COLLISION_SHAPES_MAP.get(self.id as usize).unwrap_or(&&SHAPE1)
}}
fn outline_shape(&self) -> &'static VoxelShape {{
OUTLINE_SHAPES_MAP.get(self.id as usize).unwrap_or(&&SHAPE1)
}}
fn is_shape_empty(&self) -> bool {{
fn is_collision_shape_empty(&self) -> bool {{
matches!(self.id, {empty_shape_match_code})
}}
fn is_shape_full(&self) -> bool {{
fn is_collision_shape_full(&self) -> bool {{
matches!(self.id, {block_shape_match_code})
}}
}}