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azalea/azalea-core/src/position.rs
2025-06-16 21:31:04 +00:00

1000 lines
28 KiB
Rust

//! Representations of positions of various things in Minecraft.
//!
//! The most common ones are [`Vec3`] and [`BlockPos`], which are usually used
//! for entity positions and block positions, respectively.
use std::{
fmt,
hash::{Hash, Hasher},
io,
io::{Cursor, Write},
ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Rem, Sub},
str::FromStr,
};
use azalea_buf::{AzBuf, AzaleaRead, AzaleaWrite, BufReadError};
use crate::{direction::Direction, math, resource_location::ResourceLocation};
macro_rules! vec3_impl {
($name:ident, $type:ty) => {
impl $name {
#[inline]
pub const fn new(x: $type, y: $type, z: $type) -> Self {
Self { x, y, z }
}
/// Get the distance of this vector to the origin by doing `x^2 + y^2 +
/// z^2`.
#[inline]
pub fn length_squared(&self) -> $type {
self.x * self.x + self.y * self.y + self.z * self.z
}
/// Get the squared distance from this position to another position.
/// Equivalent to `(self - other).length_squared()`.
#[inline]
pub fn distance_squared_to(self, other: Self) -> $type {
(self - other).length_squared()
}
#[inline]
pub fn horizontal_distance_squared(&self) -> $type {
self.x * self.x + self.z * self.z
}
#[inline]
pub fn horizontal_distance_squared_to(self, other: Self) -> $type {
(self - other).horizontal_distance_squared()
}
/// Return a new instance of this position with the y coordinate
/// decreased by the given number.
#[inline]
pub fn down(&self, y: $type) -> Self {
Self {
x: self.x,
y: self.y - y,
z: self.z,
}
}
/// Return a new instance of this position with the y coordinate
/// increased by the given number.
#[inline]
pub fn up(&self, y: $type) -> Self {
Self {
x: self.x,
y: self.y + y,
z: self.z,
}
}
/// Return a new instance of this position with the z coordinate subtracted
/// by the given number.
#[inline]
pub fn north(&self, z: $type) -> Self {
Self {
x: self.x,
y: self.y,
z: self.z - z,
}
}
/// Return a new instance of this position with the x coordinate increased
/// by the given number.
#[inline]
pub fn east(&self, x: $type) -> Self {
Self {
x: self.x + x,
y: self.y,
z: self.z,
}
}
/// Return a new instance of this position with the z coordinate increased
/// by the given number.
#[inline]
pub fn south(&self, z: $type) -> Self {
Self {
x: self.x,
y: self.y,
z: self.z + z,
}
}
/// Return a new instance of this position with the x coordinate subtracted
/// by the given number.
#[inline]
pub fn west(&self, x: $type) -> Self {
Self {
x: self.x - x,
y: self.y,
z: self.z,
}
}
#[inline]
pub fn dot(&self, other: Self) -> $type {
self.x * other.x + self.y * other.y + self.z * other.z
}
/// Make a new position with the lower coordinates for each axis.
pub fn min(&self, other: Self) -> Self {
Self {
x: self.x.min(other.x),
y: self.x.min(other.y),
z: self.x.min(other.z),
}
}
/// Make a new position with the higher coordinates for each axis.
pub fn max(&self, other: Self) -> Self {
Self {
x: self.x.max(other.x),
y: self.x.max(other.y),
z: self.x.max(other.z),
}
}
/// Replace the Y with 0.
#[inline]
pub fn xz(&self) -> Self {
Self {
x: self.x,
y: <$type>::default(),
z: self.z,
}
}
pub fn with_x(&self, x: $type) -> Self {
Self { x, ..*self }
}
pub fn with_y(&self, y: $type) -> Self {
Self { y, ..*self }
}
pub fn with_z(&self, z: $type) -> Self {
Self { z, ..*self }
}
}
impl Add for &$name {
type Output = $name;
#[inline]
fn add(self, rhs: Self) -> Self::Output {
$name {
x: self.x + rhs.x,
y: self.y + rhs.y,
z: self.z + rhs.z,
}
}
}
impl Add for $name {
type Output = $name;
#[inline]
fn add(self, rhs: Self) -> Self::Output {
(&self).add(&rhs)
}
}
impl Add<$type> for $name {
type Output = Self;
#[inline]
fn add(self, rhs: $type) -> Self::Output {
Self {
x: self.x + rhs,
y: self.y + rhs,
z: self.z + rhs,
}
}
}
impl AddAssign for $name {
#[inline]
fn add_assign(&mut self, rhs: Self) {
self.x += rhs.x;
self.y += rhs.y;
self.z += rhs.z;
}
}
impl Rem<$type> for $name {
type Output = Self;
#[inline]
fn rem(self, rhs: $type) -> Self::Output {
Self {
x: self.x % rhs,
y: self.y % rhs,
z: self.z % rhs,
}
}
}
impl Sub for &$name {
type Output = $name;
/// Find the difference between two positions.
#[inline]
fn sub(self, other: Self) -> Self::Output {
Self::Output {
x: self.x - other.x,
y: self.y - other.y,
z: self.z - other.z,
}
}
}
impl Sub for $name {
type Output = Self;
#[inline]
fn sub(self, other: Self) -> Self::Output {
(&self).sub(&other)
}
}
impl Mul<$type> for $name {
type Output = Self;
#[inline]
fn mul(self, multiplier: $type) -> Self::Output {
Self {
x: self.x * multiplier,
y: self.y * multiplier,
z: self.z * multiplier,
}
}
}
impl MulAssign<$type> for $name {
#[inline]
fn mul_assign(&mut self, multiplier: $type) {
self.x *= multiplier;
self.y *= multiplier;
self.z *= multiplier;
}
}
impl Div<$type> for $name {
type Output = Self;
#[inline]
fn div(self, divisor: $type) -> Self::Output {
Self {
x: self.x / divisor,
y: self.y / divisor,
z: self.z / divisor,
}
}
}
impl DivAssign<$type> for $name {
#[inline]
fn div_assign(&mut self, divisor: $type) {
self.x /= divisor;
self.y /= divisor;
self.z /= divisor;
}
}
impl From<($type, $type, $type)> for $name {
#[inline]
fn from(pos: ($type, $type, $type)) -> Self {
Self::new(pos.0, pos.1, pos.2)
}
}
impl From<&($type, $type, $type)> for $name {
#[inline]
fn from(pos: &($type, $type, $type)) -> Self {
Self::new(pos.0, pos.1, pos.2)
}
}
impl From<$name> for ($type, $type, $type) {
#[inline]
fn from(pos: $name) -> Self {
(pos.x, pos.y, pos.z)
}
}
};
}
/// Used to represent an exact position in the world where an entity could be.
///
/// For blocks, [`BlockPos`] is used instead.
#[derive(Clone, Copy, Debug, Default, PartialEq, AzBuf)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Vec3 {
pub x: f64,
pub y: f64,
pub z: f64,
}
vec3_impl!(Vec3, f64);
impl Vec3 {
pub const ZERO: Vec3 = Vec3::new(0.0, 0.0, 0.0);
/// Get the distance of this vector to the origin by doing
/// `sqrt(x^2 + y^2 + z^2)`.
pub fn length(&self) -> f64 {
f64::sqrt(self.x * self.x + self.y * self.y + self.z * self.z)
}
/// Get the distance from this position to another position.
/// Equivalent to `(self - other).length()`.
pub fn distance_to(self, other: Self) -> f64 {
(self - other).length()
}
pub fn x_rot(self, radians: f32) -> Vec3 {
let x_delta = math::cos(radians);
let y_delta = math::sin(radians);
let x = self.x;
let y = self.y * (x_delta as f64) + self.z * (y_delta as f64);
let z = self.z * (x_delta as f64) - self.y * (y_delta as f64);
Vec3 { x, y, z }
}
pub fn y_rot(self, radians: f32) -> Vec3 {
let x_delta = math::cos(radians);
let y_delta = math::sin(radians);
let x = self.x * (x_delta as f64) + self.z * (y_delta as f64);
let y = self.y;
let z = self.z * (x_delta as f64) - self.x * (y_delta as f64);
Vec3 { x, y, z }
}
pub fn to_block_pos_floor(&self) -> BlockPos {
BlockPos {
x: self.x.floor() as i32,
y: self.y.floor() as i32,
z: self.z.floor() as i32,
}
}
pub fn to_block_pos_ceil(&self) -> BlockPos {
BlockPos {
x: self.x.ceil() as i32,
y: self.y.ceil() as i32,
z: self.z.ceil() as i32,
}
}
/// Whether the distance between this point and `other` is less than
/// `range`.
pub fn closer_than(&self, other: Vec3, range: f64) -> bool {
self.distance_squared_to(other) < range.powi(2)
}
}
/// The coordinates of a block in the world.
///
/// For entities (if the coordinates are floating-point), use [`Vec3`] instead.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct BlockPos {
pub x: i32,
pub y: i32,
pub z: i32,
}
vec3_impl!(BlockPos, i32);
impl BlockPos {
/// Get the absolute center of a block position by adding 0.5 to each
/// coordinate.
pub fn center(&self) -> Vec3 {
Vec3 {
x: self.x as f64 + 0.5,
y: self.y as f64 + 0.5,
z: self.z as f64 + 0.5,
}
}
/// Get the center of the bottom of a block position by adding 0.5 to the x
/// and z coordinates.
pub fn center_bottom(&self) -> Vec3 {
Vec3 {
x: self.x as f64 + 0.5,
y: self.y as f64,
z: self.z as f64 + 0.5,
}
}
/// Convert the block position into a Vec3 without centering it.
pub fn to_vec3_floored(&self) -> Vec3 {
Vec3 {
x: self.x as f64,
y: self.y as f64,
z: self.z as f64,
}
}
/// Get the distance of this vector from the origin by doing `x + y + z`.
pub fn length_manhattan(&self) -> u32 {
(self.x.abs() + self.y.abs() + self.z.abs()) as u32
}
pub fn offset_with_direction(self, direction: Direction) -> Self {
self + direction.normal()
}
/// Get the distance (as an f64) of this BlockPos to the origin by
/// doing `sqrt(x^2 + y^2 + z^2)`.
pub fn length(&self) -> f64 {
f64::sqrt((self.x * self.x + self.y * self.y + self.z * self.z) as f64)
}
/// Get the distance (as an f64) from this position to another position.
/// Equivalent to `(self - other).length()`.
///
/// Note that if you're using this in a hot path, it may be more performant
/// to use [`BlockPos::distance_squared_to`] instead (by squaring the other
/// side in the comparison).
pub fn distance_to(self, other: Self) -> f64 {
(self - other).length()
}
}
/// Similar to [`BlockPos`] but it's serialized as 3 varints instead of one
/// 64-bit integer, so it can represent a bigger range of numbers.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash, AzBuf)]
pub struct Vec3i {
#[var]
pub x: i32,
#[var]
pub y: i32,
#[var]
pub z: i32,
}
/// Chunk coordinates are used to represent where a chunk is in the world. You
/// can convert the x and z to block coordinates by multiplying them by 16.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub struct ChunkPos {
pub x: i32,
pub z: i32,
}
impl ChunkPos {
pub fn new(x: i32, z: i32) -> Self {
ChunkPos { x, z }
}
}
impl Add<ChunkPos> for ChunkPos {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self {
x: self.x + rhs.x,
z: self.z + rhs.z,
}
}
}
impl Add<ChunkBlockPos> for ChunkPos {
type Output = BlockPos;
fn add(self, rhs: ChunkBlockPos) -> Self::Output {
BlockPos {
x: self.x * 16 + rhs.x as i32,
y: rhs.y,
z: self.z * 16 + rhs.z as i32,
}
}
}
// reading ChunkPos is done in reverse, so z first and then x
// ........
// mojang why
impl From<ChunkPos> for u64 {
#[inline]
fn from(pos: ChunkPos) -> Self {
(pos.x as u64) | ((pos.z as u64) << 32)
}
}
impl From<u64> for ChunkPos {
#[inline]
fn from(pos: u64) -> Self {
ChunkPos {
x: (pos) as i32,
z: (pos >> 32) as i32,
}
}
}
impl AzaleaRead for ChunkPos {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
let long = u64::azalea_read(buf)?;
Ok(ChunkPos::from(long))
}
}
impl AzaleaWrite for ChunkPos {
fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
u64::from(*self).azalea_write(buf)?;
Ok(())
}
}
impl Hash for ChunkPos {
#[inline]
fn hash<H: Hasher>(&self, state: &mut H) {
// optimized hash that only calls hash once
u64::from(*self).hash(state);
}
}
/// nohash_hasher lets us have IntMap<ChunkPos, _> which is significantly faster
/// than a normal HashMap
impl nohash_hasher::IsEnabled for ChunkPos {}
/// The coordinates of a chunk section in the world.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, PartialOrd, Ord)]
pub struct ChunkSectionPos {
pub x: i32,
pub y: i32,
pub z: i32,
}
vec3_impl!(ChunkSectionPos, i32);
impl ChunkSectionPos {
pub fn block_to_section_coord(block: i32) -> i32 {
block >> 4
}
}
/// The coordinates of a block inside a chunk.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub struct ChunkBlockPos {
pub x: u8,
pub y: i32,
pub z: u8,
}
impl ChunkBlockPos {
pub fn new(x: u8, y: i32, z: u8) -> Self {
ChunkBlockPos { x, y, z }
}
}
impl Hash for ChunkBlockPos {
// optimized hash that only calls hash once
#[inline]
fn hash<H: Hasher>(&self, state: &mut H) {
u64::from(*self).hash(state);
}
}
impl From<ChunkBlockPos> for u64 {
#[inline]
fn from(pos: ChunkBlockPos) -> Self {
// convert to u64
let mut val: u64 = 0;
// first 32 bits are y
val |= pos.y as u64;
// next 8 bits are z
val |= (pos.z as u64) << 32;
// last 8 bits are x
val |= (pos.x as u64) << 40;
val
}
}
impl nohash_hasher::IsEnabled for ChunkBlockPos {}
/// The coordinates of a block inside a chunk section. Each coordinate should be
/// in the range 0..=15.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub struct ChunkSectionBlockPos {
pub x: u8,
pub y: u8,
pub z: u8,
}
vec3_impl!(ChunkSectionBlockPos, u8);
/// The coordinates of a chunk inside a chunk section. Each coordinate should be
/// in the range 0..=3.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub struct ChunkSectionBiomePos {
pub x: u8,
pub y: u8,
pub z: u8,
}
impl From<&ChunkBiomePos> for ChunkSectionBiomePos {
#[inline]
fn from(pos: &ChunkBiomePos) -> Self {
ChunkSectionBiomePos {
x: pos.x,
y: (pos.y & 0b11) as u8,
z: pos.z,
}
}
}
impl From<ChunkBiomePos> for ChunkSectionBiomePos {
#[inline]
fn from(pos: ChunkBiomePos) -> Self {
Self::from(&pos)
}
}
vec3_impl!(ChunkSectionBiomePos, u8);
/// The coordinates of a biome inside a chunk. Biomes are 4x4 blocks.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub struct ChunkBiomePos {
pub x: u8,
pub y: i32,
pub z: u8,
}
impl From<&BlockPos> for ChunkBiomePos {
#[inline]
fn from(pos: &BlockPos) -> Self {
ChunkBiomePos::from(&ChunkBlockPos::from(pos))
}
}
impl From<BlockPos> for ChunkBiomePos {
#[inline]
fn from(pos: BlockPos) -> Self {
ChunkBiomePos::from(&ChunkBlockPos::from(pos))
}
}
impl From<&ChunkBlockPos> for ChunkBiomePos {
#[inline]
fn from(pos: &ChunkBlockPos) -> Self {
ChunkBiomePos {
x: pos.x >> 2,
y: pos.y >> 2,
z: pos.z >> 2,
}
}
}
impl Add<ChunkSectionBlockPos> for ChunkSectionPos {
type Output = BlockPos;
fn add(self, rhs: ChunkSectionBlockPos) -> Self::Output {
BlockPos::new(
self.x * 16 + rhs.x as i32,
self.y * 16 + rhs.y as i32,
self.z * 16 + rhs.z as i32,
)
}
}
impl Hash for ChunkSectionBlockPos {
// optimized hash that only calls hash once
#[inline]
fn hash<H: Hasher>(&self, state: &mut H) {
u16::from(*self).hash(state);
}
}
impl From<ChunkSectionBlockPos> for u16 {
#[inline]
fn from(pos: ChunkSectionBlockPos) -> Self {
// (pos.z as u16) | ((pos.y as u16) << 4) | ((pos.x as u16) << 8)
((((pos.y as u16) << 4) | pos.z as u16) << 4) | pos.x as u16
}
}
impl nohash_hasher::IsEnabled for ChunkSectionBlockPos {}
/// A block pos with an attached world
#[derive(Debug, Clone, PartialEq)]
pub struct GlobalPos {
// this is actually a ResourceKey in Minecraft, but i don't think it matters?
pub world: ResourceLocation,
pub pos: BlockPos,
}
impl From<&BlockPos> for ChunkPos {
#[inline]
fn from(pos: &BlockPos) -> Self {
ChunkPos {
x: pos.x >> 4,
z: pos.z >> 4,
}
}
}
impl From<BlockPos> for ChunkPos {
#[inline]
fn from(pos: BlockPos) -> Self {
ChunkPos {
x: pos.x >> 4,
z: pos.z >> 4,
}
}
}
impl From<BlockPos> for ChunkSectionPos {
#[inline]
fn from(pos: BlockPos) -> Self {
ChunkSectionPos {
x: pos.x >> 4,
y: pos.y >> 4,
z: pos.z >> 4,
}
}
}
impl From<&BlockPos> for ChunkSectionPos {
#[inline]
fn from(pos: &BlockPos) -> Self {
ChunkSectionPos {
x: pos.x >> 4,
y: pos.y >> 4,
z: pos.z >> 4,
}
}
}
impl From<ChunkSectionPos> for ChunkPos {
fn from(pos: ChunkSectionPos) -> Self {
ChunkPos { x: pos.x, z: pos.z }
}
}
impl From<&Vec3> for ChunkSectionPos {
fn from(pos: &Vec3) -> Self {
ChunkSectionPos::from(&BlockPos::from(pos))
}
}
impl From<Vec3> for ChunkSectionPos {
fn from(pos: Vec3) -> Self {
ChunkSectionPos::from(&pos)
}
}
impl From<&BlockPos> for ChunkBlockPos {
#[inline]
fn from(pos: &BlockPos) -> Self {
ChunkBlockPos {
x: (pos.x & 0xF) as u8,
y: pos.y,
z: (pos.z & 0xF) as u8,
}
}
}
impl From<BlockPos> for ChunkBlockPos {
#[inline]
fn from(pos: BlockPos) -> Self {
ChunkBlockPos {
x: (pos.x & 0xF) as u8,
y: pos.y,
z: (pos.z & 0xF) as u8,
}
}
}
impl From<BlockPos> for ChunkSectionBlockPos {
#[inline]
fn from(pos: BlockPos) -> Self {
ChunkSectionBlockPos {
x: (pos.x & 0xF) as u8,
y: (pos.y & 0xF) as u8,
z: (pos.z & 0xF) as u8,
}
}
}
impl From<&ChunkBlockPos> for ChunkSectionBlockPos {
#[inline]
fn from(pos: &ChunkBlockPos) -> Self {
ChunkSectionBlockPos {
x: pos.x,
y: (pos.y & 0xF) as u8,
z: pos.z,
}
}
}
impl From<&Vec3> for BlockPos {
#[inline]
fn from(pos: &Vec3) -> Self {
BlockPos {
x: pos.x.floor() as i32,
y: pos.y.floor() as i32,
z: pos.z.floor() as i32,
}
}
}
impl From<Vec3> for BlockPos {
#[inline]
fn from(pos: Vec3) -> Self {
BlockPos::from(&pos)
}
}
impl From<&Vec3> for ChunkPos {
fn from(pos: &Vec3) -> Self {
ChunkPos::from(&BlockPos::from(pos))
}
}
impl From<Vec3> for ChunkPos {
fn from(pos: Vec3) -> Self {
ChunkPos::from(&pos)
}
}
impl From<&Vec3> for ChunkBlockPos {
fn from(pos: &Vec3) -> Self {
ChunkBlockPos::from(&BlockPos::from(pos))
}
}
impl From<Vec3> for ChunkBlockPos {
fn from(pos: Vec3) -> Self {
ChunkBlockPos::from(&pos)
}
}
impl fmt::Display for BlockPos {
/// Display a block position as `x y z`.
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{} {} {}", self.x, self.y, self.z)
}
}
impl fmt::Display for Vec3 {
/// Display a position as `x y z`.
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{} {} {}", self.x, self.y, self.z)
}
}
const PACKED_X_LENGTH: u64 = 1 + 25; // minecraft does something a bit more complicated to get this 25
const PACKED_Z_LENGTH: u64 = PACKED_X_LENGTH;
const PACKED_Y_LENGTH: u64 = 64 - PACKED_X_LENGTH - PACKED_Z_LENGTH;
const PACKED_X_MASK: u64 = (1 << PACKED_X_LENGTH) - 1;
const PACKED_Y_MASK: u64 = (1 << PACKED_Y_LENGTH) - 1;
const PACKED_Z_MASK: u64 = (1 << PACKED_Z_LENGTH) - 1;
const Z_OFFSET: u64 = PACKED_Y_LENGTH;
const X_OFFSET: u64 = PACKED_Y_LENGTH + PACKED_Z_LENGTH;
impl AzaleaRead for BlockPos {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
let val = i64::azalea_read(buf)?;
let x = (val << (64 - X_OFFSET - PACKED_X_LENGTH) >> (64 - PACKED_X_LENGTH)) as i32;
let y = (val << (64 - PACKED_Y_LENGTH) >> (64 - PACKED_Y_LENGTH)) as i32;
let z = (val << (64 - Z_OFFSET - PACKED_Z_LENGTH) >> (64 - PACKED_Z_LENGTH)) as i32;
Ok(BlockPos { x, y, z })
}
}
impl AzaleaRead for GlobalPos {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
Ok(GlobalPos {
world: ResourceLocation::azalea_read(buf)?,
pos: BlockPos::azalea_read(buf)?,
})
}
}
impl AzaleaRead for ChunkSectionPos {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
let long = i64::azalea_read(buf)?;
Ok(ChunkSectionPos {
x: (long >> 42) as i32,
y: (long << 44 >> 44) as i32,
z: (long << 22 >> 42) as i32,
})
}
}
impl AzaleaWrite for BlockPos {
fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
let mut val: u64 = 0;
val |= ((self.x as u64) & PACKED_X_MASK) << X_OFFSET;
val |= (self.y as u64) & PACKED_Y_MASK;
val |= ((self.z as u64) & PACKED_Z_MASK) << Z_OFFSET;
val.azalea_write(buf)
}
}
impl AzaleaWrite for GlobalPos {
fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
ResourceLocation::azalea_write(&self.world, buf)?;
BlockPos::azalea_write(&self.pos, buf)?;
Ok(())
}
}
impl AzaleaWrite for ChunkSectionPos {
fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
let long = (((self.x & 0x3FFFFF) as i64) << 42)
| (self.y & 0xFFFFF) as i64
| (((self.z & 0x3FFFFF) as i64) << 20);
long.azalea_write(buf)?;
Ok(())
}
}
fn parse_three_values<T>(s: &str) -> Result<[T; 3], &'static str>
where
T: FromStr,
<T as FromStr>::Err: fmt::Debug,
{
let parts = s.split_whitespace().collect::<Vec<_>>();
if parts.len() != 3 {
return Err("Expected three values");
}
let x = parts[0].parse().map_err(|_| "Invalid X value")?;
let y = parts[1].parse().map_err(|_| "Invalid Y value")?;
let z = parts[2].parse().map_err(|_| "Invalid Z value")?;
Ok([x, y, z])
}
/// Parses a string in the format "X Y Z" into a BlockPos.
///
/// The input string should contain three integer values separated by spaces,
/// representing the x, y, and z components of the vector respectively.
/// This can be used to parse user input or from `BlockPos::to_string`.
impl FromStr for BlockPos {
type Err = &'static str;
fn from_str(s: &str) -> Result<Self, Self::Err> {
let [x, y, z] = parse_three_values::<i32>(s)?;
Ok(BlockPos { x, y, z })
}
}
/// Parses a string in the format "X Y Z" into a Vec3.
///
/// The input string should contain three floating-point values separated by
/// spaces, representing the x, y, and z components of the vector respectively.
/// This can be used to parse user input or from `Vec3::to_string`.
impl FromStr for Vec3 {
type Err = &'static str;
fn from_str(s: &str) -> Result<Self, Self::Err> {
let [x, y, z] = parse_three_values::<f64>(s)?;
Ok(Vec3 { x, y, z })
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_from_block_pos_to_chunk_pos() {
let block_pos = BlockPos::new(5, 78, -2);
let chunk_pos = ChunkPos::from(&block_pos);
assert_eq!(chunk_pos, ChunkPos::new(0, -1));
}
#[test]
fn test_from_block_pos_to_chunk_block_pos() {
let block_pos = BlockPos::new(5, 78, -2);
let chunk_block_pos = ChunkBlockPos::from(&block_pos);
assert_eq!(chunk_block_pos, ChunkBlockPos::new(5, 78, 14));
}
#[test]
fn test_from_entity_pos_to_block_pos() {
let entity_pos = Vec3 {
x: 31.5,
y: 80.0,
z: -16.1,
};
let block_pos = BlockPos::from(&entity_pos);
assert_eq!(block_pos, BlockPos::new(31, 80, -17));
}
#[test]
fn test_from_entity_pos_to_chunk_pos() {
let entity_pos = Vec3 {
x: 31.5,
y: 80.0,
z: -16.1,
};
let chunk_pos = ChunkPos::from(&entity_pos);
assert_eq!(chunk_pos, ChunkPos::new(1, -2));
}
#[test]
fn test_read_blockpos_from() {
let mut buf = Vec::new();
13743895338965u64.azalea_write(&mut buf).unwrap();
let mut buf = Cursor::new(&buf[..]);
let block_pos = BlockPos::azalea_read(&mut buf).unwrap();
assert_eq!(block_pos, BlockPos::new(49, -43, -3));
}
#[test]
fn test_into_chunk_section_block_pos() {
let block_pos = BlockPos::new(0, -60, 0);
assert_eq!(
ChunkSectionBlockPos::from(block_pos),
ChunkSectionBlockPos::new(0, 4, 0)
);
}
#[test]
fn test_read_chunk_pos_from() {
let mut buf = Vec::new();
ChunkPos::new(2, -1).azalea_write(&mut buf).unwrap();
let mut buf = Cursor::new(&buf[..]);
let chunk_pos = ChunkPos::from(u64::azalea_read(&mut buf).unwrap());
assert_eq!(chunk_pos, ChunkPos::new(2, -1));
}
}