1.21.8
This commit is contained in:
58
assets/minecraft/blockstates/oak_trapdoor.json
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58
assets/minecraft/blockstates/oak_trapdoor.json
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@@ -0,0 +1,58 @@
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{
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"variants": {
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"facing=east,half=bottom,open=false": {
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"model": "minecraft:block/oak_trapdoor_bottom"
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},
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"facing=east,half=bottom,open=true": {
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"model": "minecraft:block/oak_trapdoor_open",
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"y": 90
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},
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"facing=east,half=top,open=false": {
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"model": "minecraft:block/oak_trapdoor_top"
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},
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"facing=east,half=top,open=true": {
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"model": "minecraft:block/oak_trapdoor_open",
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"y": 90
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},
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"facing=north,half=bottom,open=false": {
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"model": "minecraft:block/oak_trapdoor_bottom"
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},
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"facing=north,half=bottom,open=true": {
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"model": "minecraft:block/oak_trapdoor_open"
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},
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"facing=north,half=top,open=false": {
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"model": "minecraft:block/oak_trapdoor_top"
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},
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"facing=north,half=top,open=true": {
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"model": "minecraft:block/oak_trapdoor_open"
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},
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"facing=south,half=bottom,open=false": {
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"model": "minecraft:block/oak_trapdoor_bottom"
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},
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"facing=south,half=bottom,open=true": {
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"model": "minecraft:block/oak_trapdoor_open",
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"y": 180
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},
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"facing=south,half=top,open=false": {
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"model": "minecraft:block/oak_trapdoor_top"
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},
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"facing=south,half=top,open=true": {
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"model": "minecraft:block/oak_trapdoor_open",
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"y": 180
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},
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"facing=west,half=bottom,open=false": {
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"model": "minecraft:block/oak_trapdoor_bottom"
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},
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"facing=west,half=bottom,open=true": {
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"model": "minecraft:block/oak_trapdoor_open",
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"y": 270
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},
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"facing=west,half=top,open=false": {
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"model": "minecraft:block/oak_trapdoor_top"
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},
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"facing=west,half=top,open=true": {
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"model": "minecraft:block/oak_trapdoor_open",
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"y": 270
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}
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}
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}
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6
assets/minecraft/models/block/oak_trapdoor_open.json
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6
assets/minecraft/models/block/oak_trapdoor_open.json
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@@ -0,0 +1,6 @@
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{
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"parent": "minecraft:block/template_trapdoor_open",
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"textures": {
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"texture": "minecraft:block/oak_trapdoor"
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}
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}
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18
assets/minecraft/models/block/template_trapdoor_bottom.json
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18
assets/minecraft/models/block/template_trapdoor_bottom.json
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@@ -0,0 +1,18 @@
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{ "parent": "block/thin_block",
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"textures": {
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"particle": "#texture"
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},
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"elements": [
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{ "from": [ 0, 0, 0 ],
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"to": [ 16, 3, 16 ],
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"faces": {
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"down": { "uv": [ 0, 0, 16, 16 ], "texture": "#texture", "cullface": "down" },
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"up": { "uv": [ 0, 0, 16, 16 ], "texture": "#texture" },
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"north": { "uv": [ 0, 16, 16, 13 ], "texture": "#texture", "cullface": "north" },
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"south": { "uv": [ 0, 16, 16, 13 ], "texture": "#texture", "cullface": "south" },
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"west": { "uv": [ 0, 16, 16, 13 ], "texture": "#texture", "cullface": "west" },
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"east": { "uv": [ 0, 16, 16, 13 ], "texture": "#texture", "cullface": "east" }
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}
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}
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]
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}
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18
assets/minecraft/models/block/template_trapdoor_open.json
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18
assets/minecraft/models/block/template_trapdoor_open.json
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@@ -0,0 +1,18 @@
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{
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"textures": {
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"particle": "#texture"
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},
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"elements": [
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{ "from": [ 0, 0, 13 ],
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"to": [ 16, 16, 16 ],
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"faces": {
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"down": { "uv": [ 0, 13, 16, 16 ], "texture": "#texture", "cullface": "down" },
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"up": { "uv": [ 0, 16, 16, 13 ], "texture": "#texture", "cullface": "up" },
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"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#texture" },
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"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#texture", "cullface": "south" },
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"west": { "uv": [ 16, 0, 13, 16 ], "texture": "#texture", "cullface": "west" },
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"east": { "uv": [ 13, 0, 16, 16 ], "texture": "#texture", "cullface": "east" }
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}
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}
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]
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}
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@@ -14,112 +14,143 @@ import net.minecraft.client.render.VertexConsumerProvider;
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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.world.BlockRenderView;
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import net.minecraft.world.World;
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import net.minecraft.util.shape.VoxelShape;
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import java.lang.reflect.Field;
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public final class SddAnimator {
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private static final MinecraftClient MC = MinecraftClient.getInstance();
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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 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 SddAnimator() {}
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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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/** Llamar desde SmoothDoubleDoorsClient#onInitializeClient(). */
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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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// Render cada frame
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WorldRenderEvents.END.register(ctx -> {
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WorldRenderEvents.AFTER_ENTITIES.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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float tickDelta = MC.getRenderTickCounter().getTickProgress(true);
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renderAll(camPos, tickDelta);
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renderAll(tickDelta);
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});
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}
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// === API que usan tus mixins ===
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// === API usada por mixins ===
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/** Se usa en BlockRenderManagerMixin para NO meter el modelo vanilla en el chunk mientras animamos. */
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/** Oculta el bloque vanilla mientras animamos (evita “doble puertaâ€ÂÂ). */
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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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synchronized (ANIMS) {
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if (ANIMS.containsKey(pos.asLong())) return true;
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if (state.getBlock() instanceof DoorBlock && state.contains(DoorBlock.HALF)) {
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DoubleBlockHalf half = state.get(DoorBlock.HALF);
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BlockPos other = (half == DoubleBlockHalf.LOWER) ? pos.up() : pos.down();
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return ANIMS.containsKey(other.asLong());
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}
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return false;
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}
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}
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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 boolean isAnimatingAt(BlockPos pos) {
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synchronized (ANIMS) {
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return ANIMS.containsKey(pos.asLong());
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}
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}
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/** Se llama cuando cambia el bloque (abrir/cerrar). */
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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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synchronized (ANIMS) {
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ANIMS.remove(pos.asLong());
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}
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return;
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}
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if (!isKindBlock(kind, newState)) {
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removeKindAt(pos, kind);
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return;
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}
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// DOOR: arrancamos solo desde la mitad LOWER para no duplicar.
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if (kind == Kind.DOOR && newState.contains(DoorBlock.HALF)) {
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if (newState.get(DoorBlock.HALF) == DoubleBlockHalf.UPPER) return;
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}
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boolean oldOpen = isOpen(oldState);
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boolean newOpen = isOpen(newState);
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if (oldOpen == newOpen) return;
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SddConfig cfg = SddConfigManager.get();
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if (!isAnimationEnabled(cfg, kind)) {
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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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removeKindAt(pos, kind);
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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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long startNs = System.nanoTime();
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long startTick = MC.world.getTime();
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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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startDoorAnimBothHalves(pos, newState, oldOpen, newOpen, speed, startTick);
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} else {
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BlockState base = forceClosedModel(newState, kind);
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synchronized (ANIMS) {
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ANIMS.put(pos.asLong(), new Anim(pos.toImmutable(), base, kind, oldOpen, newOpen, speed, startTick));
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}
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requestRerender(pos);
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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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public static void renderAll(Vec3d camPos, float tickDelta) {
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private static void renderAll(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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Vec3d camPos = MC.gameRenderer.getCamera().getPos();
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MatrixStack matrices = new MatrixStack();
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VertexConsumerProvider.Immediate consumers = MC.getBufferBuilders().getEntityVertexConsumers();
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long nowNs = System.nanoTime();
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long worldTick = MC.world.getTime();
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double nowTick = worldTick + (double) MathHelper.clamp(tickDelta, 0.0f, 1.0f);
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for (Anim a : ANIMS.values()) {
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float t = a.progress01(nowNs);
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Anim[] snapshot;
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synchronized (ANIMS) {
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snapshot = ANIMS.values().toArray(new Anim[0]);
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}
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for (Anim a : snapshot) {
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float t = a.progress01(nowTick);
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renderOne(a, t, camPos, matrices, consumers);
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}
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consumers.draw();
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cleanupFinished(nowNs);
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cleanupFinished(nowTick);
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}
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// === Interno ===
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private static void cleanupFinished(double nowTick) {
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synchronized (ANIMS) {
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var it = ANIMS.long2ObjectEntrySet().iterator();
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while (it.hasNext()) {
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var entry = it.next();
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if (entry.getValue().isFinished(nowTick)) {
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BlockPos pos = entry.getValue().pos;
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it.remove();
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requestRerender(pos);
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}
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}
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}
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}
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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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@@ -129,7 +160,7 @@ public final class SddAnimator {
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matrices.push();
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// Fijado al bloque (NO a la cámara): world -> camera-relative
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// Fijo en mundo: bloque - cámara
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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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@@ -138,155 +169,45 @@ public final class SddAnimator {
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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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int light = WorldRenderer.getLightmapCoordinates((BlockRenderView) MC.world, pos);
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int light = WorldRenderer.getLightmapCoordinates((net.minecraft.world.BlockRenderView) MC.world, pos);
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MC.getBlockRenderManager().renderBlockAsEntity(state, matrices, consumers, light, OverlayTexture.DEFAULT_UV);
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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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// === DOOR (dos mitades) ===
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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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private static void startDoorAnimBothHalves(BlockPos lowerPos, BlockState lowerNewState, boolean oldOpen, boolean newOpen, float speed, long startTick) {
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BlockState baseLower = forceClosedModel(lowerNewState, Kind.DOOR);
|
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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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BlockPos upperPos = lowerPos.up();
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BlockState baseUpper = baseLower.with(DoorBlock.HALF, DoubleBlockHalf.UPPER);
|
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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 aLower = new Anim(lowerPos.toImmutable(), baseLower, Kind.DOOR, oldOpen, newOpen, speed, startTick);
|
||||
Anim aUpper = new Anim(upperPos.toImmutable(), baseUpper, Kind.DOOR, oldOpen, newOpen, speed, startTick);
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||||
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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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||||
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
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||||
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();
|
||||
synchronized (ANIMS) {
|
||||
ANIMS.put(lowerPos.asLong(), aLower);
|
||||
ANIMS.put(upperPos.asLong(), aUpper);
|
||||
}
|
||||
requestRerender(lowerPos);
|
||||
requestRerender(upperPos);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
private static void removeKindAt(BlockPos pos, Kind kind) {
|
||||
synchronized (ANIMS) {
|
||||
ANIMS.remove(pos.asLong());
|
||||
if (kind == Kind.DOOR) {
|
||||
ANIMS.remove(pos.up().asLong());
|
||||
ANIMS.remove(pos.down().asLong());
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
// === ÃÂÂngulos y transforms ===
|
||||
|
||||
private static float lerpAngleDeg(boolean fromOpen, boolean toOpen, float t, Kind kind, BlockState state) {
|
||||
float a = angleFor(kind, state, fromOpen);
|
||||
@@ -297,30 +218,14 @@ public final class SddAnimator {
|
||||
private static float angleFor(Kind kind, BlockState state, boolean open) {
|
||||
if (!open) return 0.0f;
|
||||
|
||||
switch (kind) {
|
||||
return switch (kind) {
|
||||
case DOOR -> {
|
||||
Direction facing = state.get(DoorBlock.FACING);
|
||||
DoorHinge hinge = state.get(DoorBlock.HINGE);
|
||||
|
||||
// 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
|
||||
yield (hinge == DoorHinge.RIGHT) ? -90.0f : 90.0f;
|
||||
}
|
||||
case TRAPDOOR -> {
|
||||
// (lo afinamos luego) 90º
|
||||
return 90.0f;
|
||||
}
|
||||
case FENCE_GATE -> {
|
||||
// (lo afinamos luego) 90º
|
||||
return 90.0f;
|
||||
}
|
||||
}
|
||||
return 0.0f;
|
||||
case TRAPDOOR -> 90.0f;
|
||||
case FENCE_GATE -> 90.0f;
|
||||
};
|
||||
}
|
||||
|
||||
private static void applyTransform(Kind kind, BlockState state, float angleDeg, MatrixStack matrices) {
|
||||
@@ -331,37 +236,130 @@ public final class SddAnimator {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* FIX del pivote:
|
||||
* Estabas rotando alrededor de una “punta†(esquina). Una puerta real rota alrededor de la lÃÂÂnea de bisagra:
|
||||
* - Coordenada del eje de bisagra (hingeSide): en el BORDE del modelo (min/max del bounding box)
|
||||
* - Coordenada perpendicular: en el CENTRO del modelo (centro del bounding box)
|
||||
*
|
||||
* Esto quita el efecto de que la animación “empiece por encima/encima†y que parezca que se desplaza.
|
||||
*/
|
||||
private static void transformDoor(BlockState state, float angleDeg, MatrixStack matrices) {
|
||||
if (MC.world == null) return;
|
||||
|
||||
Direction facing = state.get(DoorBlock.FACING);
|
||||
DoorHinge hinge = state.get(DoorBlock.HINGE);
|
||||
DoorHinge hinge = state.get(DoorBlock.HINGE);
|
||||
|
||||
// Bisagra en el borde IZQ/DCHA relativo a facing
|
||||
Direction hingeSide = (hinge == DoorHinge.LEFT) ? facing.rotateYCounterclockwise()
|
||||
: facing.rotateYClockwise();
|
||||
Direction hingeSide = (hinge == DoorHinge.RIGHT)
|
||||
? facing.rotateYClockwise()
|
||||
: facing.rotateYCounterclockwise();
|
||||
|
||||
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);
|
||||
Box bb = state.getOutlineShape(MC.world, BlockPos.ORIGIN, ShapeContext.absent()).getBoundingBox();
|
||||
|
||||
float cx = (float) ((bb.minX + bb.maxX) * 0.5);
|
||||
float cz = (float) ((bb.minZ + bb.maxZ) * 0.5);
|
||||
|
||||
float pivotX = cx;
|
||||
float pivotZ = cz;
|
||||
|
||||
switch (hingeSide) {
|
||||
case EAST -> pivotX = (float) bb.maxX;
|
||||
case WEST -> pivotX = (float) bb.minX;
|
||||
case SOUTH -> pivotZ = (float) bb.maxZ;
|
||||
case NORTH -> pivotZ = (float) bb.minZ;
|
||||
default -> {
|
||||
pivotX = cx;
|
||||
pivotZ = cz;
|
||||
}
|
||||
}
|
||||
|
||||
float thickness = (facing == Direction.NORTH || facing == Direction.SOUTH)
|
||||
? (float) (bb.maxZ - bb.minZ)
|
||||
: (float) (bb.maxX - bb.minX);
|
||||
float halfT = thickness * 0.5f;
|
||||
|
||||
float dX = 0.0f;
|
||||
float dZ = 0.0f;
|
||||
switch (facing) {
|
||||
case NORTH -> dZ = halfT;
|
||||
case SOUTH -> dZ = -halfT;
|
||||
case WEST -> dX = halfT;
|
||||
case EAST -> dX = -halfT;
|
||||
default -> {
|
||||
dX = 0.0f;
|
||||
dZ = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
double rad = Math.toRadians(angleDeg);
|
||||
float cos = (float) Math.cos(rad);
|
||||
float sin = (float) Math.sin(rad);
|
||||
float rotDX = dX * cos - dZ * sin;
|
||||
float rotDZ = dX * sin + dZ * cos;
|
||||
float shiftX = dX - rotDX;
|
||||
float shiftZ = dZ - rotDZ;
|
||||
|
||||
matrices.translate(shiftX, 0.0f, shiftZ);
|
||||
matrices.translate(pivotX, 0.0f, pivotZ);
|
||||
matrices.multiply(RotationAxis.POSITIVE_Y.rotationDegrees(angleDeg));
|
||||
matrices.translate(-pivotX, 0.0f, -pivotZ);
|
||||
}
|
||||
|
||||
private static void transformTrapdoor(BlockState state, float angleDeg, MatrixStack matrices) {
|
||||
// (trapdoors/gates luego los ajustamos)
|
||||
private static void transformTrapdoor(BlockState state, float baseAngleDeg, MatrixStack matrices) {
|
||||
if (MC.world == null) return;
|
||||
|
||||
Direction facing = state.get(TrapdoorBlock.FACING);
|
||||
BlockHalf half = state.get(TrapdoorBlock.HALF);
|
||||
|
||||
float pivotX = (facing == Direction.EAST) ? 1.0f : (facing == Direction.WEST ? 0.0f : 0.5f);
|
||||
float pivotZ = (facing == Direction.SOUTH) ? 1.0f : (facing == Direction.NORTH ? 0.0f : 0.5f);
|
||||
VoxelShape collShape = state.getCollisionShape(MC.world, BlockPos.ORIGIN, ShapeContext.absent());
|
||||
Box bb = collShape.isEmpty()
|
||||
? state.getOutlineShape(MC.world, BlockPos.ORIGIN, ShapeContext.absent()).getBoundingBox()
|
||||
: collShape.getBoundingBox();
|
||||
|
||||
matrices.translate(pivotX, 0.5f, pivotZ);
|
||||
float angle;
|
||||
switch (facing) {
|
||||
case NORTH -> angle = baseAngleDeg;
|
||||
case SOUTH -> angle = -baseAngleDeg;
|
||||
case EAST -> angle = baseAngleDeg;
|
||||
case WEST -> angle = -baseAngleDeg;
|
||||
default -> angle = baseAngleDeg;
|
||||
}
|
||||
if (half == BlockHalf.TOP) angle = -angle;
|
||||
|
||||
float pivotX = (float) ((bb.minX + bb.maxX) * 0.5);
|
||||
float pivotZ = (float) ((bb.minZ + bb.maxZ) * 0.5);
|
||||
Direction hingeSide = facing.getOpposite();
|
||||
switch (hingeSide) {
|
||||
case NORTH -> pivotZ = (float) bb.minZ;
|
||||
case SOUTH -> pivotZ = (float) bb.maxZ;
|
||||
case WEST -> pivotX = (float) bb.minX;
|
||||
case EAST -> pivotX = (float) bb.maxX;
|
||||
default -> {
|
||||
pivotX = (float) ((bb.minX + bb.maxX) * 0.5);
|
||||
pivotZ = (float) ((bb.minZ + bb.maxZ) * 0.5);
|
||||
}
|
||||
}
|
||||
float thickness = (float) (bb.maxY - bb.minY);
|
||||
float halfT = thickness > 0.0f ? thickness * 0.5f : (3.0f / 32.0f);
|
||||
|
||||
float pivotYClosed = (half == BlockHalf.TOP) ? (float) bb.maxY - halfT : (float) bb.minY + halfT;
|
||||
float pivotYOpen = (half == BlockHalf.TOP) ? (float) bb.maxY : (float) bb.minY;
|
||||
|
||||
float progress = MathHelper.clamp(Math.abs(angle) / 90.0f, 0.0f, 1.0f);
|
||||
float pivotY = MathHelper.lerp(progress, pivotYClosed, pivotYOpen);
|
||||
float pivotXInterp = pivotX;
|
||||
float pivotZInterp = pivotZ;
|
||||
|
||||
matrices.translate(pivotXInterp, pivotY, pivotZInterp);
|
||||
|
||||
if (facing == Direction.NORTH || facing == Direction.SOUTH) {
|
||||
matrices.multiply(RotationAxis.POSITIVE_X.rotationDegrees(angleDeg));
|
||||
matrices.multiply(RotationAxis.POSITIVE_X.rotationDegrees(angle));
|
||||
} else {
|
||||
matrices.multiply(RotationAxis.POSITIVE_Z.rotationDegrees(-angleDeg));
|
||||
matrices.multiply(RotationAxis.POSITIVE_Z.rotationDegrees(angle));
|
||||
}
|
||||
|
||||
matrices.translate(-pivotX, -0.5f, -pivotZ);
|
||||
matrices.translate(-pivotXInterp, -pivotY, -pivotZInterp);
|
||||
}
|
||||
|
||||
private static void transformFenceGate(BlockState state, float angleDeg, MatrixStack matrices) {
|
||||
@@ -370,6 +368,8 @@ public final class SddAnimator {
|
||||
matrices.translate(-0.5f, 0.0f, -0.5f);
|
||||
}
|
||||
|
||||
// === Utilidades ===
|
||||
|
||||
private static BlockState forceClosedModel(BlockState s, Kind kind) {
|
||||
return switch (kind) {
|
||||
case DOOR -> s.with(DoorBlock.OPEN, false);
|
||||
@@ -378,6 +378,30 @@ public final class SddAnimator {
|
||||
};
|
||||
}
|
||||
|
||||
private static boolean isKindBlock(Kind kind, BlockState state) {
|
||||
Block b = state.getBlock();
|
||||
return switch (kind) {
|
||||
case DOOR -> b instanceof DoorBlock;
|
||||
case TRAPDOOR -> b instanceof TrapdoorBlock;
|
||||
case FENCE_GATE -> b instanceof FenceGateBlock;
|
||||
};
|
||||
}
|
||||
|
||||
private static void requestRerender(BlockPos pos) {
|
||||
if (MC.worldRenderer == null || MC.world == null) return;
|
||||
BlockState st = MC.world.getBlockState(pos);
|
||||
MC.worldRenderer.updateBlock(MC.world, pos, st, st, 0);
|
||||
MC.worldRenderer.scheduleBlockRenders(
|
||||
pos.getX(), pos.getY(), pos.getZ(),
|
||||
pos.getX(), pos.getY(), pos.getZ()
|
||||
);
|
||||
MC.worldRenderer.scheduleChunkRender(
|
||||
pos.getX() >> 4,
|
||||
pos.getY() >> 4,
|
||||
pos.getZ() >> 4
|
||||
);
|
||||
}
|
||||
|
||||
private static boolean isOpen(BlockState s) {
|
||||
Block b = s.getBlock();
|
||||
if (b instanceof DoorBlock) return s.get(DoorBlock.OPEN);
|
||||
@@ -404,7 +428,7 @@ public final class SddAnimator {
|
||||
return switch (kind) {
|
||||
case DOOR -> cfg.animateDoors;
|
||||
case TRAPDOOR -> cfg.animateTrapdoors;
|
||||
case FENCE_GATE -> cfg.animateFenceGates;
|
||||
case FENCE_GATE -> getBool(cfg, "animateFenceGates", false);
|
||||
};
|
||||
}
|
||||
|
||||
@@ -412,14 +436,43 @@ public final class SddAnimator {
|
||||
return switch (kind) {
|
||||
case DOOR -> cfg.doorSpeed;
|
||||
case TRAPDOOR -> cfg.trapdoorSpeed;
|
||||
case FENCE_GATE -> cfg.fenceGateSpeed;
|
||||
case FENCE_GATE -> getFloat(cfg, "fenceGateSpeed", 1.0f);
|
||||
};
|
||||
}
|
||||
|
||||
private static float easeInOut(float t) {
|
||||
return t * t * (3.0f - 2.0f * t); // smoothstep
|
||||
return t * t * (3.0f - 2.0f * t);
|
||||
}
|
||||
|
||||
// === Reflect helpers (por si el campo no existe) ===
|
||||
|
||||
private static boolean getBool(Object obj, String field, boolean def) {
|
||||
try {
|
||||
Field f = obj.getClass().getDeclaredField(field);
|
||||
f.setAccessible(true);
|
||||
Object v = f.get(obj);
|
||||
return (v instanceof Boolean) ? (Boolean) v : def;
|
||||
} catch (Throwable ignored) {
|
||||
return def;
|
||||
}
|
||||
}
|
||||
|
||||
private static float getFloat(Object obj, String field, float def) {
|
||||
try {
|
||||
Field f = obj.getClass().getDeclaredField(field);
|
||||
f.setAccessible(true);
|
||||
Object v = f.get(obj);
|
||||
if (v instanceof Float) return (Float) v;
|
||||
if (v instanceof Double) return ((Double) v).floatValue();
|
||||
if (v instanceof Number) return ((Number) v).floatValue();
|
||||
return def;
|
||||
} catch (Throwable ignored) {
|
||||
return def;
|
||||
}
|
||||
}
|
||||
|
||||
// === Tipos ===
|
||||
|
||||
public enum Kind { DOOR, TRAPDOOR, FENCE_GATE }
|
||||
|
||||
private static final class Anim {
|
||||
@@ -428,35 +481,34 @@ public final class SddAnimator {
|
||||
final Kind kind;
|
||||
final boolean fromOpen;
|
||||
final boolean toOpen;
|
||||
final float speed;
|
||||
final long startNs;
|
||||
final long durationNs;
|
||||
|
||||
Anim(BlockPos pos, BlockState baseState, Kind kind,
|
||||
boolean fromOpen, boolean toOpen, float speed, long startNs) {
|
||||
final double startTick;
|
||||
final double durationTicks;
|
||||
|
||||
Anim(BlockPos pos, BlockState baseState, Kind kind, boolean fromOpen, boolean toOpen, float speed, long startTick) {
|
||||
this.pos = pos;
|
||||
this.baseState = baseState;
|
||||
this.kind = kind;
|
||||
this.fromOpen = fromOpen;
|
||||
this.toOpen = toOpen;
|
||||
this.speed = speed;
|
||||
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);
|
||||
double durS = BASE_DURATION_S / speed;
|
||||
if (durS < 0.05) durS = 0.05;
|
||||
|
||||
this.startTick = (double) startTick;
|
||||
this.durationTicks = Math.max(1.0, durS * 20.0);
|
||||
}
|
||||
|
||||
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;
|
||||
float progress01(double nowTick) {
|
||||
double t = (nowTick - startTick) / durationTicks;
|
||||
if (t <= 0.0) return 0.0f;
|
||||
if (t >= 1.0) return 1.0f;
|
||||
return (float) t;
|
||||
}
|
||||
|
||||
boolean isFinished(long nowNs) {
|
||||
return nowNs - startNs >= durationNs;
|
||||
boolean isFinished(double nowTick) {
|
||||
return (nowTick - startTick) >= durationTicks;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
package com.straice.smoothdoors.mixin.client;
|
||||
|
||||
import com.straice.smoothdoors.client.anim.SddAnimator;
|
||||
import net.minecraft.block.BlockState;
|
||||
import net.minecraft.client.render.VertexConsumer;
|
||||
import net.minecraft.client.render.block.BlockModelRenderer;
|
||||
import net.minecraft.client.render.model.BlockModelPart;
|
||||
import net.minecraft.client.util.math.MatrixStack;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.world.BlockRenderView;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
@Mixin(BlockModelRenderer.class)
|
||||
public class BlockModelRendererMixin {
|
||||
|
||||
@Inject(
|
||||
method = "render(Lnet/minecraft/world/BlockRenderView;Ljava/util/List;Lnet/minecraft/block/BlockState;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/client/util/math/MatrixStack;Lnet/minecraft/client/render/VertexConsumer;ZI)V",
|
||||
at = @At("HEAD"),
|
||||
cancellable = true,
|
||||
require = 0
|
||||
)
|
||||
private void sdd$render(BlockRenderView world, List<BlockModelPart> parts, BlockState state, BlockPos pos,
|
||||
MatrixStack matrices, VertexConsumer vertices, boolean cull, int overlay,
|
||||
CallbackInfo ci) {
|
||||
if (SddAnimator.shouldHideInChunk(pos, state)) {
|
||||
ci.cancel();
|
||||
}
|
||||
}
|
||||
|
||||
@Inject(
|
||||
method = "renderSmooth(Lnet/minecraft/world/BlockRenderView;Ljava/util/List;Lnet/minecraft/block/BlockState;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/client/util/math/MatrixStack;Lnet/minecraft/client/render/VertexConsumer;ZI)V",
|
||||
at = @At("HEAD"),
|
||||
cancellable = true,
|
||||
require = 0
|
||||
)
|
||||
private void sdd$renderSmooth(BlockRenderView world, List<BlockModelPart> parts, BlockState state, BlockPos pos,
|
||||
MatrixStack matrices, VertexConsumer vertices, boolean cull, int overlay,
|
||||
CallbackInfo ci) {
|
||||
if (SddAnimator.shouldHideInChunk(pos, state)) {
|
||||
ci.cancel();
|
||||
}
|
||||
}
|
||||
|
||||
@Inject(
|
||||
method = "renderFlat(Lnet/minecraft/world/BlockRenderView;Ljava/util/List;Lnet/minecraft/block/BlockState;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/client/util/math/MatrixStack;Lnet/minecraft/client/render/VertexConsumer;ZI)V",
|
||||
at = @At("HEAD"),
|
||||
cancellable = true,
|
||||
require = 0
|
||||
)
|
||||
private void sdd$renderFlat(BlockRenderView world, List<BlockModelPart> parts, BlockState state, BlockPos pos,
|
||||
MatrixStack matrices, VertexConsumer vertices, boolean cull, int overlay,
|
||||
CallbackInfo ci) {
|
||||
if (SddAnimator.shouldHideInChunk(pos, state)) {
|
||||
ci.cancel();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -11,6 +11,7 @@ import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
@@ -20,7 +21,8 @@ public class BlockRenderManagerMixin {
|
||||
@Inject(
|
||||
method = "renderBlock(Lnet/minecraft/block/BlockState;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/world/BlockRenderView;Lnet/minecraft/client/util/math/MatrixStack;Lnet/minecraft/client/render/VertexConsumer;ZLjava/util/List;)V",
|
||||
at = @At("HEAD"),
|
||||
cancellable = true
|
||||
cancellable = true,
|
||||
require = 0
|
||||
)
|
||||
private void sdd$renderBlock(BlockState state, BlockPos pos, BlockRenderView world,
|
||||
MatrixStack matrices, VertexConsumer vertexConsumer,
|
||||
@@ -30,4 +32,19 @@ public class BlockRenderManagerMixin {
|
||||
ci.cancel();
|
||||
}
|
||||
}
|
||||
|
||||
@Inject(
|
||||
method = "renderBlock(Lnet/minecraft/block/BlockState;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/world/BlockRenderView;Lnet/minecraft/client/util/math/MatrixStack;Lnet/minecraft/client/render/VertexConsumer;Z)Z",
|
||||
at = @At("HEAD"),
|
||||
cancellable = true,
|
||||
require = 0
|
||||
)
|
||||
private void sdd$renderBlock(BlockState state, BlockPos pos, BlockRenderView world,
|
||||
MatrixStack matrices, VertexConsumer vertexConsumer,
|
||||
boolean cull, CallbackInfoReturnable<Boolean> cir) {
|
||||
if (SddAnimator.shouldHideInChunk(pos, state)) {
|
||||
cir.setReturnValue(false);
|
||||
cir.cancel();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
package com.straice.smoothdoors.mixin.client;
|
||||
|
||||
import com.straice.smoothdoors.client.anim.SddAnimator;
|
||||
import net.minecraft.block.BlockState;
|
||||
import net.minecraft.block.Blocks;
|
||||
import net.minecraft.client.render.chunk.ChunkRendererRegion;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
|
||||
|
||||
@Mixin(ChunkRendererRegion.class)
|
||||
public class ChunkRendererRegionMixin {
|
||||
|
||||
@Inject(method = "getBlockState", at = @At("HEAD"), cancellable = true)
|
||||
private void sdd$getBlockState(BlockPos pos, CallbackInfoReturnable<BlockState> cir) {
|
||||
if (SddAnimator.isAnimatingAt(pos)) {
|
||||
cir.setReturnValue(Blocks.AIR.getDefaultState());
|
||||
cir.cancel();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,9 +4,11 @@
|
||||
"compatibilityLevel": "JAVA_21",
|
||||
"client": [
|
||||
"client.ClientWorldMixin",
|
||||
"client.BlockRenderManagerMixin"
|
||||
"client.BlockRenderManagerMixin",
|
||||
"client.BlockModelRendererMixin",
|
||||
"client.ChunkRendererRegionMixin"
|
||||
],
|
||||
"injectors": {
|
||||
"defaultRequire": 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user