from lib.utils import get_dir_location COLLISION_BLOCKS_RS_DIR = get_dir_location("../azalea-physics/src/collision/blocks.rs") def generate_block_shapes(pumpkin_blocks_data: dict, block_states_report, burger_data): blocks, shapes = simplify_shapes( pumpkin_blocks_data, burger_data[0]["blocks"]["block"] ) code = generate_block_shapes_code(blocks, shapes, block_states_report) with open(COLLISION_BLOCKS_RS_DIR, "w") as f: f.write(code) def simplify_shapes(pumpkin_blocks: dict, burger_blocks: dict) -> tuple[dict, dict]: """ Returns new_blocks and new_shapes, where new_blocks is like { grass_block: { collision: [1, 1], outline: [1, 1], offset_type: "XZ" } } and new_shapes is like { 1: [ [0, 0, 0, 1, 1, 1] ] } """ new_blocks = {} new_shapes = {} all_shapes_ids = {} for block_data in pumpkin_blocks["blocks"]: new_block_collision_shapes = [] new_block_outline_shapes = [] block_id = block_data["name"] burger_block_data = burger_blocks.get(block_id, {}) for state in block_data["states"]: collision_shape = [] for box_id in state["collision_shapes"]: box = pumpkin_blocks["shapes"][box_id] collision_shape.append(tuple(box["min"] + box["max"])) outline_shape = [] for box_id in state["outline_shapes"]: box = pumpkin_blocks["shapes"][box_id] outline_shape.append(tuple(box["min"] + box["max"])) collision_shape = tuple(collision_shape) outline_shape = tuple(outline_shape) if collision_shape in all_shapes_ids: collision_shape_id = all_shapes_ids[collision_shape] else: collision_shape_id = len(all_shapes_ids) all_shapes_ids[collision_shape] = collision_shape_id new_shapes[collision_shape_id] = collision_shape if outline_shape in all_shapes_ids: outline_shape_id = all_shapes_ids[outline_shape] else: outline_shape_id = len(all_shapes_ids) all_shapes_ids[outline_shape] = outline_shape_id new_shapes[outline_shape_id] = outline_shape new_block_collision_shapes.append(collision_shape_id) new_block_outline_shapes.append(outline_shape_id) new_data_for_block = { "collision": new_block_collision_shapes, "outline": new_block_outline_shapes, } if "offset_type" in burger_block_data: # don't waste space in `new_data_for_block` if there's no offset_type new_data_for_block["offset_type"] = burger_block_data["offset_type"] new_blocks[block_id] = new_data_for_block return new_blocks, new_shapes def generate_block_shapes_code(blocks: dict, shapes: dict, block_states_report): # look at __cache__/generator-mod-*/blockCollisionShapes.json for format of blocks and shapes generated_shape_code = "" for shape_id, shape in sorted(shapes.items(), key=lambda shape: int(shape[0])): generated_shape_code += generate_code_for_shape(shape_id, shape) # static COLLISION_SHAPES_MAP: [&LazyLock; 26644] = [&SHAPE0, &SHAPE1, &SHAPE1, ...] empty_shapes = [] full_shapes = [] # the index into this list is the block state id collision_shapes_map = [] outline_shapes_map = [] random_shape_offsets_map = [] for block_id, shapes_data in blocks.items(): collision_shapes = shapes_data["collision"] outline_shapes = shapes_data["outline"] # None, XZ, or XYZ offset_type = shapes_data.get("offset_type") if isinstance(collision_shapes, int): collision_shapes = [collision_shapes] if isinstance(outline_shapes, int): outline_shapes = [outline_shapes] # these are ids that we semi-arbitrarily chose. we'll have to check these ids in # shape_offset.rs. btw, the reason we don't use an enum is because that'd generate too # much code -- numbers are shorter. if offset_type is None: offset_type_id = 0 elif offset_type == "XZ": offset_type_id = 1 elif offset_type == "XYZ": offset_type_id = 2 else: raise Exception(f"Invalid offset type from Burger: {offset_type}") block_report_data = block_states_report["minecraft:" + block_id] 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(collision_shapes_map) <= block_state_id: # default to shape 1 for missing shapes (full block) 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) # and default to random offset type 0. this is fine to put in the same loop because # we expect them to end up as the same length and we only ever append to them here. random_shape_offsets_map.append(0) outline_shapes_map[block_state_id] = shape_id # yes, despite offsetTypes being per-blockkind, we make the map based on blockstates. # this is because azalea usually keeps blocks as blockstates, and we'd like to avoid # the conversion cost whenever possible. random_shape_offsets_map[block_state_id] = offset_type_id random_shape_offsets_map = ",".join(map(str, random_shape_offsets_map)) generated_map_code = f"static COLLISION_SHAPES_MAP: [&LazyLock; {len(collision_shapes_map)}] = [" empty_shape_match_code = convert_ints_to_rust_ranges(empty_shapes) simple_collision_shapes_map = [2] * len(collision_shapes_map) for block_state_id, shape_id in enumerate(collision_shapes_map): generated_map_code += f"&SHAPE{shape_id},\n" if shape_id == 0: simple_collision_shapes_map[block_state_id] = 0 elif shape_id == 1: simple_collision_shapes_map[block_state_id] = 1 simple_collision_shapes_map = ",".join(map(str, simple_collision_shapes_map)) generated_map_code += "];\n" generated_map_code += f"static OUTLINE_SHAPES_MAP: [&LazyLock; {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") return f""" //! Autogenerated block collisions for every block // This file is @generated from codegen/lib/code/shapes.py. If you want to // modify it, change that file. #![allow( clippy::explicit_auto_deref, clippy::redundant_closure, clippy::needless_borrow )] use std::{{borrow::Cow, sync::LazyLock}}; use azalea_block::*; use azalea_core::position::BlockPos; use super::VoxelShape; use crate::collision::{{self, Shapes}}; pub trait BlockWithShape {{ /// The hitbox for blocks that's used when simulating physics. fn collision_shape(&self, pos: BlockPos) -> Cow<'static, VoxelShape>; /// The hitbox for blocks that's used for determining whether we're looking /// at it. /// /// This is often but not always the same as the collision shape. For /// example, tall grass has a normal outline shape but an empty collision /// shape. fn outline_shape(&self, pos: BlockPos) -> Cow<'static, VoxelShape>; /// The collision shape of the block, before applying random coordinate /// offsets. /// /// This is almost always the same as [`Self::collision_shape`], except for /// a few blocks like bamboo. fn base_collision_shape(&self) -> &'static VoxelShape; /// The outline shape of the block, before applying random coordinate /// offsets. /// /// This is almost always the same as [`Self::outline_shape`], except for /// a few blocks like bamboo. fn base_outline_shape(&self) -> &'static VoxelShape; /// Tells you whether the block has an empty shape. /// /// This is slightly more efficient than calling [`Self::collision_shape`] /// and comparing against `EMPTY_SHAPE`. fn is_collision_shape_empty(&self) -> bool; /// Returns true if the block's shape is exactly 1×1×1. fn is_collision_shape_full(&self) -> bool; }} {generated_shape_code} impl BlockWithShape for BlockState {{ fn collision_shape(&self, pos: BlockPos) -> Cow<'static, VoxelShape> {{ super::shape_offset::apply_shape_offset(*self, pos, self.base_collision_shape()) }} fn outline_shape(&self, pos: BlockPos) -> Cow<'static, VoxelShape> {{ super::shape_offset::apply_shape_offset(*self, pos, self.base_outline_shape()) }} fn base_collision_shape(&self) -> &'static VoxelShape {{ COLLISION_SHAPES_MAP .get(self.id() as usize) .unwrap_or(&&SHAPE1) }} fn base_outline_shape(&self) -> &'static VoxelShape {{ OUTLINE_SHAPES_MAP .get(self.id() as usize) .unwrap_or(&&SHAPE1) }} fn is_collision_shape_empty(&self) -> bool {{ BASIC_COLLISION_SHAPES_MAP[self.id() as usize] == 0 }} fn is_collision_shape_full(&self) -> bool {{ BASIC_COLLISION_SHAPES_MAP[self.id() as usize] == 1 }} }} static BASIC_COLLISION_SHAPES_MAP: &[u8; {len(collision_shapes_map)}] = &[{simple_collision_shapes_map}]; pub static RANDOM_SHAPE_OFFSETS_MAP: &[u8; {len(collision_shapes_map)}] = &[{random_shape_offsets_map}]; {generated_map_code} """ 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 = "" if parts == (): code += ( f"static SHAPE{shape_id}: &LazyLock = &collision::EMPTY_SHAPE;" ) else: code += f"static SHAPE{shape_id}: LazyLock = LazyLock::new(|| {{" steps = [] 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" code += "});\n" return code def convert_ints_to_rust_ranges(block_state_ids: list[int]) -> str: # convert them into ranges (so like 1|2|3 is 1..=3 instead) block_state_ids_ranges = [] range_start_block_state_id = None last_block_state_id = None for block_state_id in sorted(block_state_ids): if range_start_block_state_id is None: range_start_block_state_id = block_state_id if last_block_state_id is not None: # check if the range is done if block_state_id - 1 != last_block_state_id: block_state_ids_ranges.append( f"{range_start_block_state_id}..={last_block_state_id}" if range_start_block_state_id != last_block_state_id else str(range_start_block_state_id) ) range_start_block_state_id = block_state_id last_block_state_id = block_state_id block_state_ids_ranges.append( f"{range_start_block_state_id}..={last_block_state_id}" if range_start_block_state_id != last_block_state_id else str(range_start_block_state_id) ) return "|".join(block_state_ids_ranges)