License and Notice
This commit is contained in:
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LICENSE
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LICENSE
@@ -1,21 +1,202 @@
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MIT License
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Copyright (c) 2025-2026 DekinDev (Straice)
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Apache License
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Version 2.0, January 2004
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http://www.apache.org/licenses/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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The above copyright notice and this permission notice shall be included in all
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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Copyright 2025-2026 DekinDev (Straice)
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Licensed under the Apache License, Version 2.0 (the "License");
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4
NOTICE
Normal file
4
NOTICE
Normal file
@@ -0,0 +1,4 @@
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|
Smooth Double Doors
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Copyright 2025-2026 DekinDev (Straice)
|
||||||
|
|
||||||
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This product includes software developed by DekinDev, https://straice.com.
|
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@@ -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.*;
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import net.minecraft.block.enums.BlockHalf;
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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.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.MinecraftClient;
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import net.minecraft.client.render.OverlayTexture;
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import net.minecraft.client.render.OverlayTexture;
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import net.minecraft.client.render.VertexConsumerProvider;
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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.client.util.math.MatrixStack;
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import net.minecraft.util.math.*;
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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.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.BlockRenderView;
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import net.minecraft.world.World;
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public final class SddAnimator {
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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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// 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 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 final Long2ObjectOpenHashMap<Anim> ANIMS = new Long2ObjectOpenHashMap<>();
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private static boolean hooksInit = false;
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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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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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*/
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||||||
public static void initClientHooks() {
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public static void initClientHooks() {
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if (hooksInit) return;
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if (hooksInit) return;
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hooksInit = true;
|
hooksInit = true;
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||||||
|
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||||||
WorldRenderEvents.LAST.register(ctx -> {
|
// Render cada frame
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if (MC.world == null) return;
|
WorldRenderEvents.END.register(ctx -> {
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|
if (MC.world == null || ANIMS.isEmpty()) return;
|
||||||
|
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||||||
Vec3d camPos = ctx.camera().getPos();
|
Vec3d camPos = ctx.camera().getPos();
|
||||||
renderAll(camPos);
|
float tickDelta = MC.getRenderTickCounter().getTickProgress(true);
|
||||||
|
|
||||||
|
renderAll(camPos, tickDelta);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
// === API usada por mixins ===
|
// === API que usan tus mixins ===
|
||||||
|
|
||||||
/** Se usa en BlockRenderManagerMixin para ocultar el bloque vanilla mientras animamos. */
|
/** Se usa en BlockRenderManagerMixin para NO meter el modelo vanilla en el chunk mientras animamos. */
|
||||||
public static boolean shouldHideInChunk(BlockPos pos, BlockState state) {
|
public static boolean shouldHideInChunk(BlockPos pos, BlockState state) {
|
||||||
return ANIMS.containsKey(pos.asLong());
|
return ANIMS.containsKey(pos.asLong());
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Se usa en ClientWorldMixin para arrancar/parar animaciones al cambiar OPEN. */
|
/**
|
||||||
|
* Se llama desde tu WorldMixin (scheduleBlockRerenderIfNeeded).
|
||||||
|
* Arranca/actualiza animaciones.
|
||||||
|
*/
|
||||||
public static void onBlockUpdate(BlockPos pos, BlockState oldState, BlockState newState) {
|
public static void onBlockUpdate(BlockPos pos, BlockState oldState, BlockState newState) {
|
||||||
|
if (MC.world == null) return;
|
||||||
|
|
||||||
Kind kind = kindOf(oldState, newState);
|
Kind kind = kindOf(oldState, newState);
|
||||||
if (kind == null) {
|
if (kind == null) {
|
||||||
ANIMS.remove(pos.asLong());
|
ANIMS.remove(pos.asLong());
|
||||||
@@ -64,64 +76,52 @@ public final class SddAnimator {
|
|||||||
|
|
||||||
SddConfig cfg = SddConfigManager.get();
|
SddConfig cfg = SddConfigManager.get();
|
||||||
if (!isAnimationEnabled(cfg, kind)) {
|
if (!isAnimationEnabled(cfg, kind)) {
|
||||||
ANIMS.remove(pos.asLong());
|
// por seguridad, limpia este pos y (si es puerta) también su otra mitad
|
||||||
|
removeWithPairIfDoor(pos, newState);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
float speed = speedFor(cfg, kind);
|
float speed = speedFor(cfg, kind);
|
||||||
if (speed <= 0.001f) speed = 1.0f;
|
if (speed <= 0.001f) speed = 1.0f;
|
||||||
|
|
||||||
// Renderizamos SIEMPRE el modelo "cerrado" y aplicamos rotación nosotros.
|
long startNs = System.nanoTime();
|
||||||
BlockState base = forceClosedModel(newState, kind);
|
|
||||||
|
|
||||||
Anim anim = new Anim(pos.toImmutable(), base, kind, oldOpen, newOpen, speed);
|
if (kind == Kind.DOOR) {
|
||||||
ANIMS.put(pos.asLong(), anim);
|
// IMPORTANTÍSIMO:
|
||||||
|
// 1) animar SIEMPRE LAS 2 MITADES (upper+lower) para que no quede “puerta vanilla” encima
|
||||||
|
// 2) si cfg.connectDoors está ON, arrancar también la puerta gemela con el MISMO startNs para que vayan a la vez
|
||||||
|
startDoorAnimationWithPairs(cfg, pos, oldOpen, newOpen, speed, startNs);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Trapdoor / Fence gate (1 bloque)
|
||||||
|
BlockState base = forceClosedModel(newState, kind);
|
||||||
|
putOrReplaceAnim(pos, base, kind, oldOpen, newOpen, speed, startNs);
|
||||||
|
ensureRerender(pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
// === Render ===
|
// === Render ===
|
||||||
|
|
||||||
/** Render por frame (se llama desde WorldRenderEvents). */
|
public static void renderAll(Vec3d camPos, float tickDelta) {
|
||||||
public static void renderAll(Vec3d camPos) {
|
if (MC.world == null || ANIMS.isEmpty()) return;
|
||||||
if (ANIMS.isEmpty() || MC.world == null) return;
|
|
||||||
|
|
||||||
tickByTime();
|
|
||||||
|
|
||||||
VertexConsumerProvider.Immediate consumers = MC.getBufferBuilders().getEntityVertexConsumers();
|
VertexConsumerProvider.Immediate consumers = MC.getBufferBuilders().getEntityVertexConsumers();
|
||||||
MatrixStack matrices = new MatrixStack();
|
MatrixStack matrices = new MatrixStack();
|
||||||
|
|
||||||
|
long nowNs = System.nanoTime();
|
||||||
|
|
||||||
for (Anim a : ANIMS.values()) {
|
for (Anim a : ANIMS.values()) {
|
||||||
renderOne(a, camPos, matrices, consumers);
|
float t = a.progress01(nowNs);
|
||||||
|
renderOne(a, t, camPos, matrices, consumers);
|
||||||
}
|
}
|
||||||
|
|
||||||
consumers.draw(); // flush
|
consumers.draw();
|
||||||
cleanupFinished();
|
cleanupFinished(nowNs);
|
||||||
}
|
}
|
||||||
|
|
||||||
// === Interno ===
|
// === Interno ===
|
||||||
|
|
||||||
private static void tickByTime() {
|
private static void renderOne(Anim anim, float t, Vec3d camPos, MatrixStack matrices, VertexConsumerProvider consumers) {
|
||||||
long now = System.nanoTime();
|
|
||||||
if (lastNs == 0L) lastNs = now;
|
|
||||||
float dt = (now - lastNs) / 1_000_000_000.0f;
|
|
||||||
lastNs = now;
|
|
||||||
|
|
||||||
// cap por si hay alt-tab / lag
|
|
||||||
dt = MathHelper.clamp(dt, 0.0f, 0.10f);
|
|
||||||
|
|
||||||
for (Anim a : ANIMS.values()) {
|
|
||||||
float duration = BASE_DURATION_S / a.speed;
|
|
||||||
if (duration < 0.05f) duration = 0.05f;
|
|
||||||
|
|
||||||
float step = dt / duration;
|
|
||||||
a.t = MathHelper.clamp(a.t + step, 0.0f, 1.0f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void cleanupFinished() {
|
|
||||||
ANIMS.long2ObjectEntrySet().removeIf(e -> e.getValue().t >= 1.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void renderOne(Anim anim, Vec3d camPos, MatrixStack matrices, VertexConsumerProvider consumers) {
|
|
||||||
if (MC.world == null) return;
|
if (MC.world == null) return;
|
||||||
|
|
||||||
BlockPos pos = anim.pos;
|
BlockPos pos = anim.pos;
|
||||||
@@ -129,14 +129,14 @@ public final class SddAnimator {
|
|||||||
|
|
||||||
matrices.push();
|
matrices.push();
|
||||||
|
|
||||||
// Fijo al bloque (no “pegado” a la cámara): worldPos - camPos
|
// Fijado al bloque (NO a la cámara): world -> camera-relative
|
||||||
matrices.translate(
|
matrices.translate(
|
||||||
pos.getX() - camPos.x,
|
pos.getX() - camPos.x,
|
||||||
pos.getY() - camPos.y,
|
pos.getY() - camPos.y,
|
||||||
pos.getZ() - camPos.z
|
pos.getZ() - camPos.z
|
||||||
);
|
);
|
||||||
|
|
||||||
float eased = easeInOut(anim.t);
|
float eased = easeInOut(t);
|
||||||
float angleDeg = lerpAngleDeg(anim.fromOpen, anim.toOpen, eased, anim.kind, state);
|
float angleDeg = lerpAngleDeg(anim.fromOpen, anim.toOpen, eased, anim.kind, state);
|
||||||
applyTransform(anim.kind, state, angleDeg, matrices);
|
applyTransform(anim.kind, state, angleDeg, matrices);
|
||||||
|
|
||||||
@@ -146,6 +146,148 @@ public final class SddAnimator {
|
|||||||
matrices.pop();
|
matrices.pop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static void cleanupFinished(long nowNs) {
|
||||||
|
if (ANIMS.isEmpty() || MC.world == null) return;
|
||||||
|
|
||||||
|
// Cuando termina una animación, hay que forzar rerender para que el chunk vuelva a incluir el bloque vanilla final.
|
||||||
|
ANIMS.long2ObjectEntrySet().removeIf(e -> {
|
||||||
|
Anim a = e.getValue();
|
||||||
|
if (!a.isFinished(nowNs)) return false;
|
||||||
|
|
||||||
|
ensureRerender(a.pos);
|
||||||
|
return true;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void putOrReplaceAnim(BlockPos pos, BlockState base, Kind kind,
|
||||||
|
boolean fromOpen, boolean toOpen,
|
||||||
|
float speed, long startNs) {
|
||||||
|
|
||||||
|
Anim anim = new Anim(pos.toImmutable(), base, kind, fromOpen, toOpen, speed, startNs);
|
||||||
|
ANIMS.put(pos.asLong(), anim);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void removeWithPairIfDoor(BlockPos pos, BlockState state) {
|
||||||
|
ANIMS.remove(pos.asLong());
|
||||||
|
|
||||||
|
if (!(state.getBlock() instanceof DoorBlock) || MC.world == null) return;
|
||||||
|
BlockPos other = otherDoorHalfPos(pos, state);
|
||||||
|
if (other != null) ANIMS.remove(other.asLong());
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void startDoorAnimationWithPairs(SddConfig cfg, BlockPos anyHalfPos,
|
||||||
|
boolean fromOpen, boolean toOpen,
|
||||||
|
float speed, long startNs) {
|
||||||
|
if (MC.world == null) return;
|
||||||
|
|
||||||
|
// Normaliza a LOWER para encontrar gemela de doble puerta de forma estable
|
||||||
|
BlockPos lowerPos = anyHalfPos;
|
||||||
|
BlockState anyStateNow = MC.world.getBlockState(anyHalfPos);
|
||||||
|
|
||||||
|
if (!(anyStateNow.getBlock() instanceof DoorBlock)) return;
|
||||||
|
|
||||||
|
if (anyStateNow.get(DoorBlock.HALF) == DoubleBlockHalf.UPPER) {
|
||||||
|
lowerPos = anyHalfPos.down();
|
||||||
|
}
|
||||||
|
|
||||||
|
BlockState lowerState = MC.world.getBlockState(lowerPos);
|
||||||
|
if (!(lowerState.getBlock() instanceof DoorBlock)) {
|
||||||
|
// fallback: al menos animar la mitad recibida
|
||||||
|
putOrReplaceAnim(anyHalfPos, forceClosedModel(anyStateNow, Kind.DOOR), Kind.DOOR, fromOpen, toOpen, speed, startNs);
|
||||||
|
ensureRerender(anyHalfPos);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 1) Esta puerta: lower + upper
|
||||||
|
startDoorBothHalves(lowerPos, lowerState, fromOpen, toOpen, speed, startNs);
|
||||||
|
|
||||||
|
// 2) Doble puerta (gemela), sincronizada
|
||||||
|
if (cfg.connectDoors) {
|
||||||
|
BlockPos otherLower = findDoubleDoorOtherLower(lowerPos, lowerState);
|
||||||
|
if (otherLower != null) {
|
||||||
|
BlockState otherLowerState = MC.world.getBlockState(otherLower);
|
||||||
|
// Solo si sigue siendo puerta
|
||||||
|
if (otherLowerState.getBlock() instanceof DoorBlock) {
|
||||||
|
startDoorBothHalves(otherLower, otherLowerState, fromOpen, toOpen, speed, startNs);
|
||||||
|
|
||||||
|
// Forzamos rerender ya, aunque la gemela cambie un tick después: evita ver la puerta vanilla encima.
|
||||||
|
ensureRerender(otherLower);
|
||||||
|
BlockPos otherUpper = otherLower.up();
|
||||||
|
ensureRerender(otherUpper);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Forzamos rerender de esta puerta ya
|
||||||
|
ensureRerender(lowerPos);
|
||||||
|
ensureRerender(lowerPos.up());
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void startDoorBothHalves(BlockPos lowerPos, BlockState lowerState,
|
||||||
|
boolean fromOpen, boolean toOpen,
|
||||||
|
float speed, long startNs) {
|
||||||
|
if (MC.world == null) return;
|
||||||
|
|
||||||
|
// LOWER
|
||||||
|
BlockState baseLower = forceClosedModel(lowerState, Kind.DOOR);
|
||||||
|
putOrReplaceAnim(lowerPos, baseLower, Kind.DOOR, fromOpen, toOpen, speed, startNs);
|
||||||
|
|
||||||
|
// UPPER (si existe)
|
||||||
|
BlockPos upperPos = lowerPos.up();
|
||||||
|
BlockState upperState = MC.world.getBlockState(upperPos);
|
||||||
|
if (upperState.getBlock() instanceof DoorBlock) {
|
||||||
|
BlockState baseUpper = forceClosedModel(upperState, Kind.DOOR);
|
||||||
|
putOrReplaceAnim(upperPos, baseUpper, Kind.DOOR, fromOpen, toOpen, speed, startNs);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Encuentra la otra puerta (LOWER) de una doble puerta.
|
||||||
|
* Regla:
|
||||||
|
* - misma FACING
|
||||||
|
* - hinge opuesto
|
||||||
|
* - vecina en el lado “no bisagra” (donde se juntan)
|
||||||
|
*/
|
||||||
|
private static BlockPos findDoubleDoorOtherLower(BlockPos lowerPos, BlockState lowerState) {
|
||||||
|
if (MC.world == null) return null;
|
||||||
|
|
||||||
|
if (!(lowerState.getBlock() instanceof DoorBlock)) return null;
|
||||||
|
if (lowerState.get(DoorBlock.HALF) != DoubleBlockHalf.LOWER) return null;
|
||||||
|
|
||||||
|
Direction facing = lowerState.get(DoorBlock.FACING);
|
||||||
|
DoorHinge hinge = lowerState.get(DoorBlock.HINGE);
|
||||||
|
|
||||||
|
// Si mi bisagra está a la IZQ, mi “lado de unión” es a la DCHA (clockwise), y viceversa.
|
||||||
|
Direction joinSide = (hinge == DoorHinge.LEFT) ? facing.rotateYClockwise()
|
||||||
|
: facing.rotateYCounterclockwise();
|
||||||
|
|
||||||
|
BlockPos otherLower = lowerPos.offset(joinSide);
|
||||||
|
BlockState other = MC.world.getBlockState(otherLower);
|
||||||
|
|
||||||
|
if (!(other.getBlock() instanceof DoorBlock)) return null;
|
||||||
|
if (other.get(DoorBlock.HALF) != DoubleBlockHalf.LOWER) return null;
|
||||||
|
if (other.get(DoorBlock.FACING) != facing) return null;
|
||||||
|
|
||||||
|
DoorHinge otherHinge = other.get(DoorBlock.HINGE);
|
||||||
|
if (otherHinge == hinge) return null; // deben ser opuestas
|
||||||
|
|
||||||
|
return otherLower;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static BlockPos otherDoorHalfPos(BlockPos pos, BlockState state) {
|
||||||
|
if (!(state.getBlock() instanceof DoorBlock)) return null;
|
||||||
|
return (state.get(DoorBlock.HALF) == DoubleBlockHalf.UPPER) ? pos.down() : pos.up();
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void ensureRerender(BlockPos pos) {
|
||||||
|
if (MC.world == null) return;
|
||||||
|
|
||||||
|
// Esta existe (la estás mixineando). Esto fuerza al motor a reconstruir el chunk.
|
||||||
|
World w = MC.world;
|
||||||
|
BlockState s = w.getBlockState(pos);
|
||||||
|
w.scheduleBlockRerenderIfNeeded(pos, s, s);
|
||||||
|
}
|
||||||
|
|
||||||
private static float lerpAngleDeg(boolean fromOpen, boolean toOpen, float t, Kind kind, BlockState state) {
|
private static float lerpAngleDeg(boolean fromOpen, boolean toOpen, float t, Kind kind, BlockState state) {
|
||||||
float a = angleFor(kind, state, fromOpen);
|
float a = angleFor(kind, state, fromOpen);
|
||||||
float b = angleFor(kind, state, toOpen);
|
float b = angleFor(kind, state, toOpen);
|
||||||
@@ -157,14 +299,24 @@ public final class SddAnimator {
|
|||||||
|
|
||||||
switch (kind) {
|
switch (kind) {
|
||||||
case DOOR -> {
|
case DOOR -> {
|
||||||
|
Direction facing = state.get(DoorBlock.FACING);
|
||||||
DoorHinge hinge = state.get(DoorBlock.HINGE);
|
DoorHinge hinge = state.get(DoorBlock.HINGE);
|
||||||
return (hinge == DoorHinge.RIGHT) ? -90.0f : 90.0f;
|
|
||||||
|
// Igual que vanilla (en shapes): al abrir, la “dirección efectiva” rota ±90 según hinge.
|
||||||
|
Direction openDir = (hinge == DoorHinge.LEFT) ? facing.rotateYClockwise()
|
||||||
|
: facing.rotateYCounterclockwise();
|
||||||
|
|
||||||
|
float yawClosed = Direction.getHorizontalDegreesOrThrow(facing);
|
||||||
|
float yawOpen = Direction.getHorizontalDegreesOrThrow(openDir);
|
||||||
|
|
||||||
|
return MathHelper.wrapDegrees(yawOpen - yawClosed); // +90 o -90
|
||||||
}
|
}
|
||||||
case TRAPDOOR -> {
|
case TRAPDOOR -> {
|
||||||
BlockHalf half = state.get(TrapdoorBlock.HALF);
|
// (lo afinamos luego) 90º
|
||||||
return (half == BlockHalf.TOP) ? -90.0f : 90.0f;
|
return 90.0f;
|
||||||
}
|
}
|
||||||
case FENCE_GATE -> {
|
case FENCE_GATE -> {
|
||||||
|
// (lo afinamos luego) 90º
|
||||||
return 90.0f;
|
return 90.0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -181,11 +333,14 @@ public final class SddAnimator {
|
|||||||
|
|
||||||
private static void transformDoor(BlockState state, float angleDeg, MatrixStack matrices) {
|
private static void transformDoor(BlockState state, float angleDeg, MatrixStack matrices) {
|
||||||
Direction facing = state.get(DoorBlock.FACING);
|
Direction facing = state.get(DoorBlock.FACING);
|
||||||
DoorHinge hinge = state.get(DoorBlock.HINGE);
|
DoorHinge hinge = state.get(DoorBlock.HINGE);
|
||||||
|
|
||||||
Direction hingeSide = (hinge == DoorHinge.RIGHT) ? facing.rotateYClockwise() : facing.rotateYCounterclockwise();
|
// Bisagra en el borde IZQ/DCHA relativo a facing
|
||||||
float pivotX = hingeSide.getOffsetX() == 1 ? 1.0f : (hingeSide.getOffsetX() == -1 ? 0.0f : 0.5f);
|
Direction hingeSide = (hinge == DoorHinge.LEFT) ? facing.rotateYCounterclockwise()
|
||||||
float pivotZ = hingeSide.getOffsetZ() == 1 ? 1.0f : (hingeSide.getOffsetZ() == -1 ? 0.0f : 0.5f);
|
: facing.rotateYClockwise();
|
||||||
|
|
||||||
|
float pivotX = (hingeSide == Direction.EAST) ? 1.0f : (hingeSide == Direction.WEST ? 0.0f : 0.5f);
|
||||||
|
float pivotZ = (hingeSide == Direction.SOUTH) ? 1.0f : (hingeSide == Direction.NORTH ? 0.0f : 0.5f);
|
||||||
|
|
||||||
matrices.translate(pivotX, 0.0f, pivotZ);
|
matrices.translate(pivotX, 0.0f, pivotZ);
|
||||||
matrices.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(angleDeg));
|
matrices.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(angleDeg));
|
||||||
@@ -195,8 +350,8 @@ public final class SddAnimator {
|
|||||||
private static void transformTrapdoor(BlockState state, float angleDeg, MatrixStack matrices) {
|
private static void transformTrapdoor(BlockState state, float angleDeg, MatrixStack matrices) {
|
||||||
Direction facing = state.get(TrapdoorBlock.FACING);
|
Direction facing = state.get(TrapdoorBlock.FACING);
|
||||||
|
|
||||||
float pivotX = facing.getOffsetX() == 1 ? 1.0f : (facing.getOffsetX() == -1 ? 0.0f : 0.5f);
|
float pivotX = (facing == Direction.EAST) ? 1.0f : (facing == Direction.WEST ? 0.0f : 0.5f);
|
||||||
float pivotZ = facing.getOffsetZ() == 1 ? 1.0f : (facing.getOffsetZ() == -1 ? 0.0f : 0.5f);
|
float pivotZ = (facing == Direction.SOUTH) ? 1.0f : (facing == Direction.NORTH ? 0.0f : 0.5f);
|
||||||
|
|
||||||
matrices.translate(pivotX, 0.5f, pivotZ);
|
matrices.translate(pivotX, 0.5f, pivotZ);
|
||||||
|
|
||||||
@@ -262,7 +417,7 @@ public final class SddAnimator {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private static float easeInOut(float t) {
|
private static float easeInOut(float t) {
|
||||||
return t * t * (3.0f - 2.0f * t);
|
return t * t * (3.0f - 2.0f * t); // smoothstep
|
||||||
}
|
}
|
||||||
|
|
||||||
public enum Kind { DOOR, TRAPDOOR, FENCE_GATE }
|
public enum Kind { DOOR, TRAPDOOR, FENCE_GATE }
|
||||||
@@ -274,17 +429,34 @@ public final class SddAnimator {
|
|||||||
final boolean fromOpen;
|
final boolean fromOpen;
|
||||||
final boolean toOpen;
|
final boolean toOpen;
|
||||||
final float speed;
|
final float speed;
|
||||||
|
final long startNs;
|
||||||
|
final long durationNs;
|
||||||
|
|
||||||
float t; // 0..1
|
Anim(BlockPos pos, BlockState baseState, Kind kind,
|
||||||
|
boolean fromOpen, boolean toOpen, float speed, long startNs) {
|
||||||
|
|
||||||
Anim(BlockPos pos, BlockState baseState, Kind kind, boolean fromOpen, boolean toOpen, float speed) {
|
|
||||||
this.pos = pos;
|
this.pos = pos;
|
||||||
this.baseState = baseState;
|
this.baseState = baseState;
|
||||||
this.kind = kind;
|
this.kind = kind;
|
||||||
this.fromOpen = fromOpen;
|
this.fromOpen = fromOpen;
|
||||||
this.toOpen = toOpen;
|
this.toOpen = toOpen;
|
||||||
this.speed = speed;
|
this.speed = speed;
|
||||||
this.t = 0.0f;
|
this.startNs = startNs;
|
||||||
|
|
||||||
|
float dur = BASE_DURATION_S / Math.max(0.001f, speed);
|
||||||
|
if (dur < MIN_DURATION_S) dur = MIN_DURATION_S;
|
||||||
|
this.durationNs = (long) (dur * 1_000_000_000L);
|
||||||
|
}
|
||||||
|
|
||||||
|
float progress01(long nowNs) {
|
||||||
|
long dt = nowNs - startNs;
|
||||||
|
if (dt <= 0) return 0.0f;
|
||||||
|
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