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from lib.utils import get_dir_location, to_camel_case
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):
blocks, shapes = simplify_shapes(blocks_pixlyzer, shapes, aabbs)
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(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()}
block_shapes.update({state.get('outline_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_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
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<VoxelShape>; 26644] = [&SHAPE0, &SHAPE1, &SHAPE1, ...]
empty_shapes = []
full_shapes = []
# the index into this list is the block state id
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]
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)
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(collision_shapes_map):
generated_map_code += f'&SHAPE{shape_id},\n'
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')
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)]
#![allow(clippy::redundant_closure)]
use std::sync::LazyLock;
use super::VoxelShape;
use crate::collision::{{self, Shapes}};
use azalea_block::*;
pub trait BlockWithShape {{
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_collision_shape_empty(&self) -> bool;
fn is_collision_shape_full(&self) -> bool;
}}
{generated_shape_code}
impl BlockWithShape for BlockState {{
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_collision_shape_empty(&self) -> bool {{
matches!(self.id, {empty_shape_match_code})
}}
fn is_collision_shape_full(&self) -> bool {{
matches!(self.id, {block_shape_match_code})
}}
}}
{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 = ''
code += f'static SHAPE{shape_id}: LazyLock<VoxelShape> = LazyLock::new(|| {{'
steps = []
if parts == ():
steps.append('collision::EMPTY_SHAPE.clone()')
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
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)
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