mirror of
https://github.com/mat-1/azalea.git
synced 2024-09-20 07:02:31 +00:00
167 lines
6.3 KiB
Python
Executable file
167 lines
6.3 KiB
Python
Executable file
from lib.utils import get_dir_location, to_camel_case
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from lib.code.utils import clean_property_name
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from .blocks import get_property_struct_name
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from ..mappings import Mappings
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COLLISION_BLOCKS_RS_DIR = get_dir_location(
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'../azalea-physics/src/collision/blocks.rs')
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def generate_block_shapes(blocks_pixlyzer: dict, shapes: dict, aabbs: dict, block_states_report, block_datas_burger, mappings: Mappings):
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blocks, shapes = simplify_shapes(blocks_pixlyzer, shapes, aabbs)
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code = generate_block_shapes_code(
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blocks, shapes, block_states_report, block_datas_burger, mappings)
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with open(COLLISION_BLOCKS_RS_DIR, 'w') as f:
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f.write(code)
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def simplify_shapes(blocks: dict, shapes: dict, aabbs: dict):
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new_id_increment = 0
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new_shapes = {}
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old_id_to_new_id = {}
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old_id_to_new_id[None] = 0
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new_shapes[0] = ()
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new_id_increment += 1
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used_shape_ids = set()
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# determine the used shape ids
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for _block_id, block_data in blocks.items():
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block_shapes = [state.get('collision_shape')
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for state in block_data['states'].values()]
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for s in block_shapes:
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used_shape_ids.add(s)
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for shape_id, shape in enumerate(shapes):
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if shape_id not in used_shape_ids: continue
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# pixlyzer gives us shapes as an index or list of indexes into the
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# aabbs list
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# and aabbs look like { "from": number or [x, y, z], "to": (number or vec3) }
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# convert them to [x1, y1, z1, x2, y2, z2]
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shape = [shape] if isinstance(shape, int) else shape
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shape = [aabbs[shape_aabb] for shape_aabb in shape]
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shape = tuple([(
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(tuple(part['from']) if isinstance(
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part['from'], list) else ((part['from'],)*3))
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+ (tuple(part['to']) if isinstance(part['to'], list)
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else ((part['to'],)*3))
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) for part in shape])
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old_id_to_new_id[shape_id] = new_id_increment
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new_shapes[new_id_increment] = shape
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new_id_increment += 1
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# now map the blocks to the new shape ids
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new_blocks = {}
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for block_id, block_data in blocks.items():
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block_id = block_id.split(':')[-1]
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block_shapes = [state.get('collision_shape')
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for state in block_data['states'].values()]
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new_blocks[block_id] = [old_id_to_new_id[shape_id]
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for shape_id in block_shapes]
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return new_blocks, new_shapes
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def generate_block_shapes_code(blocks: dict, shapes: dict, block_states_report, block_datas_burger, mappings: Mappings):
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# look at downloads/generator-mod-*/blockCollisionShapes.json for format of blocks and shapes
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generated_shape_code = ''
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for (shape_id, shape) in sorted(shapes.items(), key=lambda shape: int(shape[0])):
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generated_shape_code += generate_code_for_shape(shape_id, shape)
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# 1..100 | 200..300 => &SHAPE1,
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generated_match_inner_code = ''
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shape_ids_to_block_state_ids = {}
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for block_id, shape_ids in blocks.items():
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if isinstance(shape_ids, int):
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shape_ids = [shape_ids]
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block_report_data = block_states_report['minecraft:' + block_id]
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block_data_burger = block_datas_burger[block_id]
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for possible_state, shape_id in zip(block_report_data['states'], shape_ids):
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block_state_id = possible_state['id']
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if shape_id not in shape_ids_to_block_state_ids:
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shape_ids_to_block_state_ids[shape_id] = []
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shape_ids_to_block_state_ids[shape_id].append(block_state_id)
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# shape 1 is the most common so we have a _ => &SHAPE1 at the end
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del shape_ids_to_block_state_ids[1]
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for shape_id, block_state_ids in shape_ids_to_block_state_ids.items():
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# convert them into ranges (so like 1|2|3 is 1..=3 instead)
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block_state_ids_ranges = []
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range_start_block_state_id = None
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last_block_state_id = None
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for block_state_id in sorted(block_state_ids):
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if range_start_block_state_id is None:
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range_start_block_state_id = block_state_id
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if last_block_state_id is not None:
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# check if the range is done
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if block_state_id - 1 != last_block_state_id:
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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))
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range_start_block_state_id = block_state_id
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last_block_state_id = block_state_id
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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))
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generated_match_inner_code += f'{"|".join(block_state_ids_ranges)} => &SHAPE{shape_id},\n'
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generated_match_inner_code += '_ => &SHAPE1'
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return f'''
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//! Autogenerated block collisions for every block
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// This file is generated from codegen/lib/code/block_shapes.py. If you want to
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// modify it, change that file.
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#![allow(clippy::explicit_auto_deref)]
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#![allow(clippy::redundant_closure)]
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use super::VoxelShape;
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use crate::collision::{{self, Shapes}};
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use azalea_block::*;
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use once_cell::sync::Lazy;
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pub trait BlockWithShape {{
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fn shape(&self) -> &'static VoxelShape;
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}}
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{generated_shape_code}
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impl BlockWithShape for BlockState {{
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fn shape(&self) -> &'static VoxelShape {{
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match self.id {{
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{generated_match_inner_code}
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}}
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}}
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}}
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'''
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def generate_code_for_shape(shape_id: str, parts: list[list[float]]):
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def make_arguments(part: list[float]):
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return ', '.join(map(lambda n: str(n).rstrip('0'), part))
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code = ''
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code += f'static SHAPE{shape_id}: Lazy<VoxelShape> = Lazy::new(|| {{'
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steps = []
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if parts == ():
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steps.append('collision::empty_shape()')
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else:
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steps.append(f'collision::box_shape({make_arguments(parts[0])})')
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for part in parts[1:]:
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steps.append(
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f'Shapes::or(s, collision::box_shape({make_arguments(part)}))')
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if len(steps) == 1:
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code += steps[0]
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else:
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code += '{\n'
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for step in steps[:-1]:
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code += f' let s = {step};\n'
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code += f' {steps[-1]}\n'
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code += '}\n'
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code += '});\n'
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return code
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