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_pixlyzer: dict, shapes: dict, aabbs: dict, block_states_report, block_datas_burger, mappings: Mappings): blocks, shapes = simplify_shapes(blocks_pixlyzer, shapes, aabbs) 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 simplify_shapes(blocks: dict, shapes: dict, aabbs: dict): new_id_increment = 0 new_shapes = {} old_id_to_new_id = {} old_id_to_new_id[None] = 0 new_shapes[0] = () new_id_increment += 1 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()] for s in block_shapes: used_shape_ids.add(s) for shape_id, shape in enumerate(shapes): if shape_id not in used_shape_ids: continue # pixlyzer gives us shapes as an index or list of indexes into the # aabbs list # and aabbs look like { "from": number or [x, y, z], "to": (number or vec3) } # convert them to [x1, y1, z1, x2, y2, z2] shape = [shape] if isinstance(shape, int) else shape shape = [aabbs[shape_aabb] for shape_aabb in shape] shape = tuple([( (tuple(part['from']) if isinstance( part['from'], list) else ((part['from'],)*3)) + (tuple(part['to']) if isinstance(part['to'], list) else ((part['to'],)*3)) ) for part in shape]) old_id_to_new_id[shape_id] = new_id_increment new_shapes[new_id_increment] = shape new_id_increment += 1 # now map the blocks to the new shape ids 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] return new_blocks, new_shapes 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 = '' for (shape_id, shape) in sorted(shapes.items(), key=lambda shape: int(shape[0])): generated_shape_code += generate_code_for_shape(shape_id, shape) # 1..100 | 200..300 => &SHAPE1, generated_match_inner_code = '' shape_ids_to_block_state_ids = {} 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): block_state_id = possible_state['id'] if shape_id not in shape_ids_to_block_state_ids: shape_ids_to_block_state_ids[shape_id] = [] shape_ids_to_block_state_ids[shape_id].append(block_state_id) # shape 1 is the most common so we have a _ => &SHAPE1 at the end del shape_ids_to_block_state_ids[1] for shape_id, block_state_ids in shape_ids_to_block_state_ids.items(): # 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)) generated_match_inner_code += f'{"|".join(block_state_ids_ranges)} => &SHAPE{shape_id},\n' generated_match_inner_code += '_ => &SHAPE1' 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)] #![allow(clippy::redundant_closure)] use super::VoxelShape; use crate::collision::{{self, Shapes}}; use azalea_block::*; use once_cell::sync::Lazy; pub trait BlockWithShape {{ fn shape(&self) -> &'static VoxelShape; }} {generated_shape_code} impl BlockWithShape for BlockState {{ fn shape(&self) -> &'static VoxelShape {{ match self.id {{ {generated_match_inner_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 = '' code += f'static SHAPE{shape_id}: Lazy = Lazy::new(|| {{' 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' code += '});\n' return code