License and Notice
This commit is contained in:
@@ -7,6 +7,7 @@ import net.fabricmc.fabric.api.client.rendering.v1.WorldRenderEvents;
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import net.minecraft.block.*;
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import net.minecraft.block.enums.BlockHalf;
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import net.minecraft.block.enums.DoorHinge;
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import net.minecraft.block.enums.DoubleBlockHalf;
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import net.minecraft.client.MinecraftClient;
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import net.minecraft.client.render.OverlayTexture;
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import net.minecraft.client.render.VertexConsumerProvider;
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@@ -14,8 +15,8 @@ import net.minecraft.client.render.WorldRenderer;
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import net.minecraft.client.util.math.MatrixStack;
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import net.minecraft.util.math.*;
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import net.minecraft.util.math.RotationAxis;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.BlockRenderView;
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import net.minecraft.world.World;
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public final class SddAnimator {
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@@ -23,35 +24,46 @@ public final class SddAnimator {
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// Duración base (segundos) a speed=1.0x
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private static final float BASE_DURATION_S = 0.35f;
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private static final float MIN_DURATION_S = 0.05f;
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private static final Long2ObjectOpenHashMap<Anim> ANIMS = new Long2ObjectOpenHashMap<>();
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private static boolean hooksInit = false;
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private static long lastNs = 0L;
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private SddAnimator() {}
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// === Hook de render (NO mixin a WorldRenderer) ===
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/**
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* Llamar desde SmoothDoubleDoorsClient.onInitializeClient()
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* (evita mixins a WorldRenderer y firmas rotas).
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*/
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public static void initClientHooks() {
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if (hooksInit) return;
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hooksInit = true;
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WorldRenderEvents.LAST.register(ctx -> {
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if (MC.world == null) return;
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// Render cada frame
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WorldRenderEvents.END.register(ctx -> {
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if (MC.world == null || ANIMS.isEmpty()) return;
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Vec3d camPos = ctx.camera().getPos();
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renderAll(camPos);
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float tickDelta = MC.getRenderTickCounter().getTickProgress(true);
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renderAll(camPos, tickDelta);
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});
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}
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// === API usada por mixins ===
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// === API que usan tus mixins ===
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/** Se usa en BlockRenderManagerMixin para ocultar el bloque vanilla mientras animamos. */
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/** Se usa en BlockRenderManagerMixin para NO meter el modelo vanilla en el chunk mientras animamos. */
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public static boolean shouldHideInChunk(BlockPos pos, BlockState state) {
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return ANIMS.containsKey(pos.asLong());
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}
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/** Se usa en ClientWorldMixin para arrancar/parar animaciones al cambiar OPEN. */
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/**
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* Se llama desde tu WorldMixin (scheduleBlockRerenderIfNeeded).
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* Arranca/actualiza animaciones.
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*/
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public static void onBlockUpdate(BlockPos pos, BlockState oldState, BlockState newState) {
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if (MC.world == null) return;
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Kind kind = kindOf(oldState, newState);
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if (kind == null) {
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ANIMS.remove(pos.asLong());
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@@ -64,64 +76,52 @@ public final class SddAnimator {
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SddConfig cfg = SddConfigManager.get();
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if (!isAnimationEnabled(cfg, kind)) {
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ANIMS.remove(pos.asLong());
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// por seguridad, limpia este pos y (si es puerta) también su otra mitad
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removeWithPairIfDoor(pos, newState);
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return;
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}
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float speed = speedFor(cfg, kind);
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if (speed <= 0.001f) speed = 1.0f;
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// Renderizamos SIEMPRE el modelo "cerrado" y aplicamos rotación nosotros.
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BlockState base = forceClosedModel(newState, kind);
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long startNs = System.nanoTime();
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Anim anim = new Anim(pos.toImmutable(), base, kind, oldOpen, newOpen, speed);
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ANIMS.put(pos.asLong(), anim);
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if (kind == Kind.DOOR) {
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// IMPORTANTÍSIMO:
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// 1) animar SIEMPRE LAS 2 MITADES (upper+lower) para que no quede “puerta vanilla” encima
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// 2) si cfg.connectDoors está ON, arrancar también la puerta gemela con el MISMO startNs para que vayan a la vez
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startDoorAnimationWithPairs(cfg, pos, oldOpen, newOpen, speed, startNs);
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return;
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}
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// Trapdoor / Fence gate (1 bloque)
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BlockState base = forceClosedModel(newState, kind);
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putOrReplaceAnim(pos, base, kind, oldOpen, newOpen, speed, startNs);
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ensureRerender(pos);
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}
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// === Render ===
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/** Render por frame (se llama desde WorldRenderEvents). */
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public static void renderAll(Vec3d camPos) {
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if (ANIMS.isEmpty() || MC.world == null) return;
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tickByTime();
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public static void renderAll(Vec3d camPos, float tickDelta) {
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if (MC.world == null || ANIMS.isEmpty()) return;
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VertexConsumerProvider.Immediate consumers = MC.getBufferBuilders().getEntityVertexConsumers();
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MatrixStack matrices = new MatrixStack();
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long nowNs = System.nanoTime();
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for (Anim a : ANIMS.values()) {
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renderOne(a, camPos, matrices, consumers);
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float t = a.progress01(nowNs);
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renderOne(a, t, camPos, matrices, consumers);
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}
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consumers.draw(); // flush
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cleanupFinished();
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consumers.draw();
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cleanupFinished(nowNs);
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}
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// === Interno ===
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private static void tickByTime() {
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long now = System.nanoTime();
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if (lastNs == 0L) lastNs = now;
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float dt = (now - lastNs) / 1_000_000_000.0f;
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lastNs = now;
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// cap por si hay alt-tab / lag
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dt = MathHelper.clamp(dt, 0.0f, 0.10f);
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for (Anim a : ANIMS.values()) {
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float duration = BASE_DURATION_S / a.speed;
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if (duration < 0.05f) duration = 0.05f;
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float step = dt / duration;
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a.t = MathHelper.clamp(a.t + step, 0.0f, 1.0f);
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}
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}
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private static void cleanupFinished() {
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ANIMS.long2ObjectEntrySet().removeIf(e -> e.getValue().t >= 1.0f);
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}
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private static void renderOne(Anim anim, Vec3d camPos, MatrixStack matrices, VertexConsumerProvider consumers) {
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private static void renderOne(Anim anim, float t, Vec3d camPos, MatrixStack matrices, VertexConsumerProvider consumers) {
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if (MC.world == null) return;
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BlockPos pos = anim.pos;
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@@ -129,14 +129,14 @@ public final class SddAnimator {
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matrices.push();
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// Fijo al bloque (no “pegado” a la cámara): worldPos - camPos
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// Fijado al bloque (NO a la cámara): world -> camera-relative
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matrices.translate(
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pos.getX() - camPos.x,
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pos.getY() - camPos.y,
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pos.getZ() - camPos.z
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);
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float eased = easeInOut(anim.t);
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float eased = easeInOut(t);
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float angleDeg = lerpAngleDeg(anim.fromOpen, anim.toOpen, eased, anim.kind, state);
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applyTransform(anim.kind, state, angleDeg, matrices);
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@@ -146,6 +146,148 @@ public final class SddAnimator {
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matrices.pop();
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}
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private static void cleanupFinished(long nowNs) {
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if (ANIMS.isEmpty() || MC.world == null) return;
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// Cuando termina una animación, hay que forzar rerender para que el chunk vuelva a incluir el bloque vanilla final.
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ANIMS.long2ObjectEntrySet().removeIf(e -> {
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Anim a = e.getValue();
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if (!a.isFinished(nowNs)) return false;
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ensureRerender(a.pos);
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return true;
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});
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}
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private static void putOrReplaceAnim(BlockPos pos, BlockState base, Kind kind,
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boolean fromOpen, boolean toOpen,
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float speed, long startNs) {
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Anim anim = new Anim(pos.toImmutable(), base, kind, fromOpen, toOpen, speed, startNs);
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ANIMS.put(pos.asLong(), anim);
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}
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private static void removeWithPairIfDoor(BlockPos pos, BlockState state) {
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ANIMS.remove(pos.asLong());
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if (!(state.getBlock() instanceof DoorBlock) || MC.world == null) return;
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BlockPos other = otherDoorHalfPos(pos, state);
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if (other != null) ANIMS.remove(other.asLong());
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}
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private static void startDoorAnimationWithPairs(SddConfig cfg, BlockPos anyHalfPos,
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boolean fromOpen, boolean toOpen,
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float speed, long startNs) {
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if (MC.world == null) return;
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// Normaliza a LOWER para encontrar gemela de doble puerta de forma estable
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BlockPos lowerPos = anyHalfPos;
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BlockState anyStateNow = MC.world.getBlockState(anyHalfPos);
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if (!(anyStateNow.getBlock() instanceof DoorBlock)) return;
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if (anyStateNow.get(DoorBlock.HALF) == DoubleBlockHalf.UPPER) {
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lowerPos = anyHalfPos.down();
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}
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BlockState lowerState = MC.world.getBlockState(lowerPos);
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if (!(lowerState.getBlock() instanceof DoorBlock)) {
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// fallback: al menos animar la mitad recibida
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putOrReplaceAnim(anyHalfPos, forceClosedModel(anyStateNow, Kind.DOOR), Kind.DOOR, fromOpen, toOpen, speed, startNs);
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ensureRerender(anyHalfPos);
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return;
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}
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// 1) Esta puerta: lower + upper
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startDoorBothHalves(lowerPos, lowerState, fromOpen, toOpen, speed, startNs);
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// 2) Doble puerta (gemela), sincronizada
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if (cfg.connectDoors) {
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BlockPos otherLower = findDoubleDoorOtherLower(lowerPos, lowerState);
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if (otherLower != null) {
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BlockState otherLowerState = MC.world.getBlockState(otherLower);
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// Solo si sigue siendo puerta
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if (otherLowerState.getBlock() instanceof DoorBlock) {
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startDoorBothHalves(otherLower, otherLowerState, fromOpen, toOpen, speed, startNs);
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// Forzamos rerender ya, aunque la gemela cambie un tick después: evita ver la puerta vanilla encima.
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ensureRerender(otherLower);
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BlockPos otherUpper = otherLower.up();
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ensureRerender(otherUpper);
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}
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}
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}
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// Forzamos rerender de esta puerta ya
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ensureRerender(lowerPos);
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ensureRerender(lowerPos.up());
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}
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private static void startDoorBothHalves(BlockPos lowerPos, BlockState lowerState,
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boolean fromOpen, boolean toOpen,
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float speed, long startNs) {
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if (MC.world == null) return;
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// LOWER
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BlockState baseLower = forceClosedModel(lowerState, Kind.DOOR);
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putOrReplaceAnim(lowerPos, baseLower, Kind.DOOR, fromOpen, toOpen, speed, startNs);
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// UPPER (si existe)
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BlockPos upperPos = lowerPos.up();
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BlockState upperState = MC.world.getBlockState(upperPos);
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if (upperState.getBlock() instanceof DoorBlock) {
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BlockState baseUpper = forceClosedModel(upperState, Kind.DOOR);
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putOrReplaceAnim(upperPos, baseUpper, Kind.DOOR, fromOpen, toOpen, speed, startNs);
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}
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}
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/**
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* Encuentra la otra puerta (LOWER) de una doble puerta.
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* Regla:
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* - misma FACING
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* - hinge opuesto
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* - vecina en el lado “no bisagra” (donde se juntan)
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*/
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private static BlockPos findDoubleDoorOtherLower(BlockPos lowerPos, BlockState lowerState) {
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if (MC.world == null) return null;
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if (!(lowerState.getBlock() instanceof DoorBlock)) return null;
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if (lowerState.get(DoorBlock.HALF) != DoubleBlockHalf.LOWER) return null;
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Direction facing = lowerState.get(DoorBlock.FACING);
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DoorHinge hinge = lowerState.get(DoorBlock.HINGE);
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// Si mi bisagra está a la IZQ, mi “lado de unión” es a la DCHA (clockwise), y viceversa.
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Direction joinSide = (hinge == DoorHinge.LEFT) ? facing.rotateYClockwise()
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: facing.rotateYCounterclockwise();
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BlockPos otherLower = lowerPos.offset(joinSide);
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BlockState other = MC.world.getBlockState(otherLower);
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if (!(other.getBlock() instanceof DoorBlock)) return null;
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if (other.get(DoorBlock.HALF) != DoubleBlockHalf.LOWER) return null;
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if (other.get(DoorBlock.FACING) != facing) return null;
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DoorHinge otherHinge = other.get(DoorBlock.HINGE);
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if (otherHinge == hinge) return null; // deben ser opuestas
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return otherLower;
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}
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private static BlockPos otherDoorHalfPos(BlockPos pos, BlockState state) {
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if (!(state.getBlock() instanceof DoorBlock)) return null;
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return (state.get(DoorBlock.HALF) == DoubleBlockHalf.UPPER) ? pos.down() : pos.up();
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}
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private static void ensureRerender(BlockPos pos) {
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if (MC.world == null) return;
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// Esta existe (la estás mixineando). Esto fuerza al motor a reconstruir el chunk.
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World w = MC.world;
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BlockState s = w.getBlockState(pos);
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w.scheduleBlockRerenderIfNeeded(pos, s, s);
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}
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private static float lerpAngleDeg(boolean fromOpen, boolean toOpen, float t, Kind kind, BlockState state) {
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float a = angleFor(kind, state, fromOpen);
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float b = angleFor(kind, state, toOpen);
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@@ -157,14 +299,24 @@ public final class SddAnimator {
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switch (kind) {
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case DOOR -> {
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Direction facing = state.get(DoorBlock.FACING);
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DoorHinge hinge = state.get(DoorBlock.HINGE);
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return (hinge == DoorHinge.RIGHT) ? -90.0f : 90.0f;
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// Igual que vanilla (en shapes): al abrir, la “dirección efectiva” rota ±90 según hinge.
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Direction openDir = (hinge == DoorHinge.LEFT) ? facing.rotateYClockwise()
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: facing.rotateYCounterclockwise();
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float yawClosed = Direction.getHorizontalDegreesOrThrow(facing);
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float yawOpen = Direction.getHorizontalDegreesOrThrow(openDir);
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return MathHelper.wrapDegrees(yawOpen - yawClosed); // +90 o -90
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}
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case TRAPDOOR -> {
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BlockHalf half = state.get(TrapdoorBlock.HALF);
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return (half == BlockHalf.TOP) ? -90.0f : 90.0f;
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// (lo afinamos luego) 90º
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return 90.0f;
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}
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case FENCE_GATE -> {
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// (lo afinamos luego) 90º
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return 90.0f;
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}
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}
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@@ -181,11 +333,14 @@ public final class SddAnimator {
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private static void transformDoor(BlockState state, float angleDeg, MatrixStack matrices) {
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Direction facing = state.get(DoorBlock.FACING);
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DoorHinge hinge = state.get(DoorBlock.HINGE);
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DoorHinge hinge = state.get(DoorBlock.HINGE);
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Direction hingeSide = (hinge == DoorHinge.RIGHT) ? facing.rotateYClockwise() : facing.rotateYCounterclockwise();
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float pivotX = hingeSide.getOffsetX() == 1 ? 1.0f : (hingeSide.getOffsetX() == -1 ? 0.0f : 0.5f);
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float pivotZ = hingeSide.getOffsetZ() == 1 ? 1.0f : (hingeSide.getOffsetZ() == -1 ? 0.0f : 0.5f);
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// Bisagra en el borde IZQ/DCHA relativo a facing
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Direction hingeSide = (hinge == DoorHinge.LEFT) ? facing.rotateYCounterclockwise()
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: facing.rotateYClockwise();
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float pivotX = (hingeSide == Direction.EAST) ? 1.0f : (hingeSide == Direction.WEST ? 0.0f : 0.5f);
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float pivotZ = (hingeSide == Direction.SOUTH) ? 1.0f : (hingeSide == Direction.NORTH ? 0.0f : 0.5f);
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matrices.translate(pivotX, 0.0f, pivotZ);
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matrices.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(angleDeg));
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@@ -195,8 +350,8 @@ public final class SddAnimator {
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private static void transformTrapdoor(BlockState state, float angleDeg, MatrixStack matrices) {
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Direction facing = state.get(TrapdoorBlock.FACING);
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float pivotX = facing.getOffsetX() == 1 ? 1.0f : (facing.getOffsetX() == -1 ? 0.0f : 0.5f);
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float pivotZ = facing.getOffsetZ() == 1 ? 1.0f : (facing.getOffsetZ() == -1 ? 0.0f : 0.5f);
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float pivotX = (facing == Direction.EAST) ? 1.0f : (facing == Direction.WEST ? 0.0f : 0.5f);
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float pivotZ = (facing == Direction.SOUTH) ? 1.0f : (facing == Direction.NORTH ? 0.0f : 0.5f);
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matrices.translate(pivotX, 0.5f, pivotZ);
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@@ -262,7 +417,7 @@ public final class SddAnimator {
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}
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private static float easeInOut(float t) {
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return t * t * (3.0f - 2.0f * t);
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return t * t * (3.0f - 2.0f * t); // smoothstep
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}
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public enum Kind { DOOR, TRAPDOOR, FENCE_GATE }
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@@ -274,17 +429,34 @@ public final class SddAnimator {
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final boolean fromOpen;
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final boolean toOpen;
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final float speed;
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final long startNs;
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final long durationNs;
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float t; // 0..1
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Anim(BlockPos pos, BlockState baseState, Kind kind,
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boolean fromOpen, boolean toOpen, float speed, long startNs) {
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Anim(BlockPos pos, BlockState baseState, Kind kind, boolean fromOpen, boolean toOpen, float speed) {
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this.pos = pos;
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this.baseState = baseState;
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this.kind = kind;
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this.fromOpen = fromOpen;
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this.toOpen = toOpen;
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this.speed = speed;
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this.t = 0.0f;
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this.startNs = startNs;
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float dur = BASE_DURATION_S / Math.max(0.001f, speed);
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if (dur < MIN_DURATION_S) dur = MIN_DURATION_S;
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this.durationNs = (long) (dur * 1_000_000_000L);
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}
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float progress01(long nowNs) {
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long dt = nowNs - startNs;
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if (dt <= 0) return 0.0f;
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||||
if (dt >= durationNs) return 1.0f;
|
||||
return (float) dt / (float) durationNs;
|
||||
}
|
||||
|
||||
boolean isFinished(long nowNs) {
|
||||
return nowNs - startNs >= durationNs;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user