1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
|
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):
blocks, shapes = simplify_shapes(pumpkin_blocks_data)
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) -> tuple[dict, dict]:
"""
Returns new_blocks and new_shapes,
where new_blocks is like { grass_block: { collision: [1, 1], outline: [1, 1] } }
and new_shapes is like { 1: [ [0, 0, 0, 1, 1, 1] ] }
"""
new_blocks = {}
new_shapes = {}
all_shapes_ids = {}
for block_data in blocks["blocks"]:
new_block_collision_shapes = []
new_block_outline_shapes = []
for state in block_data["states"]:
collision_shape = []
for box_id in state["collision_shapes"]:
box = blocks["shapes"][box_id]
collision_shape.append(tuple(box["min"] + box["max"]))
outline_shape = []
for box_id in state["outline_shapes"]:
box = 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
block_id = block_data["name"]
new_block_collision_shapes.append(collision_shape_id)
new_block_outline_shapes.append(outline_shape_id)
new_blocks[block_id] = {
"collision": new_block_collision_shapes,
"outline": new_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, shapes_data in blocks.items():
collision_shapes = shapes_data["collision"]
outline_shapes = shapes_data["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)
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<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 {{
/// The hitbox for blocks that's used when simulating physics.
fn collision_shape(&self) -> &'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) -> &'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 {{
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}];
{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)
|