From c9b4dccd7eaeed68ce96cf5167916417d0baa6a7 Mon Sep 17 00:00:00 2001 From: mat <27899617+mat-1@users.noreply.github.com> Date: Sun, 2 Oct 2022 12:29:47 -0500 Subject: All block shapes & collisions (#22) * start adding shapes * add more collision stuff * DiscreteCubeMerger * more mergers * start adding BitSetDiscreteVoxelShape::join * i love rust :smiley: :smiley: :smiley: * r * IT COMPILES???? * fix warning * fix error * fix more clippy issues * add box_shape * more shape stuff * make DiscreteVoxelShape an enum * Update shape.rs * also make VoxelShape an enum * implement BitSet::clear * add more missing things * it compiles W * start block shape codegen * optimize shape codegen * make az-block/blocks.rs look better (broken) * almost new block macro * make the codegen not generate 'type' * try to fix * work more on the blocks macro * wait it compiles * fix clippy issues * shapes codegen works * well it's almost working * simplify some shape codegen * enum type names are correct * W it compiles * cargo check no longer warns * fix some clippy issues * start making it so the shape impl is on BlockStates * insane code * new impl compiles * fix wrong find_bits + TESTS PASS! * add a test for slab collision * fix clippy issues * ok rust * fix error that happens when on stairs * add test for top slabs * start adding join_is_not_empty * add more to join_is_not_empty * top slabs still don't work!! * x..=0 doesn't work in rust :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: * remove comment since i added more useful names * remove some printlns * fix walls in some configurations erroring * fix some warnings * change comment to \`\`\`ignore instead of \`\`\`no_run * players are .6 wide not .8 * fix clippy's complaints * i missed one clippy warning --- codegen/lib/code/shapes.py | 110 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 110 insertions(+) create mode 100644 codegen/lib/code/shapes.py (limited to 'codegen/lib/code/shapes.py') diff --git a/codegen/lib/code/shapes.py b/codegen/lib/code/shapes.py new file mode 100644 index 00000000..e65e4028 --- /dev/null +++ b/codegen/lib/code/shapes.py @@ -0,0 +1,110 @@ +from lib.utils import get_dir_location, to_camel_case +from lib.code.utils import clean_property_name +from .blocks import get_property_struct_name +from ..mappings import Mappings + +COLLISION_BLOCKS_RS_DIR = get_dir_location( + '../azalea-physics/src/collision/blocks.rs') + + +def generate_block_shapes(blocks: dict, shapes: dict, block_states_report, block_datas_burger, mappings: Mappings): + code = generate_block_shapes_code(blocks, shapes, block_states_report, block_datas_burger, mappings) + with open(COLLISION_BLOCKS_RS_DIR, 'w') as f: + f.write(code) + + +def generate_block_shapes_code(blocks: dict, shapes: dict, block_states_report, block_datas_burger, mappings: Mappings): + # look at downloads/generator-mod-*/blockCollisionShapes.json for format of blocks and shapes + + generated_shape_code = '' + # we make several lazy_static! blocks so it doesn't complain about + # recursion and hopefully the compiler can paralleize it? + generated_shape_code += 'lazy_static! {' + for i, (shape_id, shape) in enumerate(sorted(shapes.items(), key=lambda shape: int(shape[0]))): + if i > 0 and i % 10 == 0: + generated_shape_code += '}\nlazy_static! {' + generated_shape_code += generate_code_for_shape(shape_id, shape) + generated_shape_code += '}' + + # BlockState::PurpurStairs_NorthTopStraightTrue => &SHAPE24, + generated_match_inner_code = '' + shape_ids_to_variants = {} + 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] + block_data_burger = block_datas_burger[block_id] + + for possible_state, shape_id in zip(block_report_data['states'], shape_ids): + variant_values = [] + for value in tuple(possible_state.get('properties', {}).values()): + variant_values.append(to_camel_case(value)) + + if variant_values == []: + variant_name = to_camel_case(block_id) + else: + variant_name = f'{to_camel_case(block_id)}_{"".join(variant_values)}' + + if shape_id not in shape_ids_to_variants: + shape_ids_to_variants[shape_id] = [] + shape_ids_to_variants[shape_id].append(f'BlockState::{variant_name}') + # shape 1 is the most common so we have a _ => &SHAPE1 at the end + del shape_ids_to_variants[1] + for shape_id, variants in shape_ids_to_variants.items(): + generated_match_inner_code += f'{"|".join(variants)} => &SHAPE{shape_id},\n' + + + return f''' +//! Autogenerated block collisions for every block + +// This file is generated from codegen/lib/code/block_shapes.py. If you want to +// modify it, change that file. + +#![allow(clippy::explicit_auto_deref)] + +use super::VoxelShape; +use crate::collision::{{self, Shapes}}; +use azalea_block::*; +use lazy_static::lazy_static; + +trait BlockWithShape {{ + fn shape(&self) -> &'static VoxelShape; +}} + +{generated_shape_code} + +impl BlockWithShape for BlockState {{ + fn shape(&self) -> &'static VoxelShape {{ + match self {{ + {generated_match_inner_code}_ => &SHAPE1 + }} + }} +}} +''' + + +def generate_code_for_shape(shape_id: str, parts: list[list[float]]): + def make_arguments(part: list[float]): + return ', '.join(map(lambda n: str(n).rstrip('0'), part)) + code = '' + code += f'static ref SHAPE{shape_id}: VoxelShape = ' + steps = [] + if parts == []: + steps.append('collision::empty_shape()') + else: + steps.append(f'collision::box_shape({make_arguments(parts[0])})') + for part in parts[1:]: + steps.append( + f'Shapes::or(s, collision::box_shape({make_arguments(part)}))') + + if len(steps) == 1: + code += steps[0] + else: + code += '{\n' + for step in steps[:-1]: + code += f' let s = {step};\n' + code += f' {steps[-1]}\n' + code += '};\n' + return code + + -- cgit v1.2.3