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https://github.com/XevianLight/Aphelion.git
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Merge branch 'oxygen-system'
# Conflicts: # src/generated/resources/.cache/59eb3dbb5f86130e09b3c62d89b9525ee01cf52d # src/generated/resources/.cache/a8139181fab9cfd94e67697230cbaca839a05e1f # src/main/java/net/xevianlight/aphelion/core/init/ModItems.java
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package net.xevianlight.aphelion.block.custom;
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import net.minecraft.core.BlockPos;
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import net.minecraft.world.level.block.Block;
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import net.minecraft.world.level.block.EntityBlock;
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import net.minecraft.world.level.block.entity.BlockEntity;
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import net.minecraft.world.level.block.state.BlockState;
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import net.xevianlight.aphelion.block.entity.custom.OxygenTestBlockEntity;
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import org.jetbrains.annotations.Nullable;
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public class OxygenTestBlock extends Block implements EntityBlock {
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public OxygenTestBlock(Properties properties) {
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super(properties);
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}
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@Override
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public @Nullable BlockEntity newBlockEntity(BlockPos blockPos, BlockState blockState) {
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return new OxygenTestBlockEntity(blockPos, blockState);
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}
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public static Properties getProperties() {
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return Properties.of();
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}
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}
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package net.xevianlight.aphelion.block.entity.custom;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.Direction;
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import net.minecraft.core.Vec3i;
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import net.minecraft.world.level.block.entity.BlockEntity;
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import net.minecraft.world.level.block.state.BlockState;
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import static net.xevianlight.aphelion.Aphelion.LOGGER;
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import net.xevianlight.aphelion.core.init.ModBlockEntities;
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import java.util.*;
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public class OxygenTestBlockEntity extends BlockEntity {
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public OxygenTestBlockEntity(BlockPos pos, BlockState blockState) {
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super(ModBlockEntities.OXYGEN_TEST_BLOCK_ENTITY.get(), pos, blockState);
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}
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public boolean canSpreadTo(BlockPos pos) {
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return level != null && level.getBlockState(pos).isAir();
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}
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public static final int MAX_RANGE = 8;
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public boolean isInRange(BlockPos pos, int radius) {
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return radius <= MAX_RANGE;
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}
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private List<BlockPos> enclosedCache;
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public List<BlockPos> getEnclosedBlocks() {
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if (level == null) return List.of();
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if (enclosedCache != null) return enclosedCache;
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List<BlockPos> enclosedBlocks = new ArrayList<>();
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Set<BlockPos> seen = new HashSet<>();
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// It's... a reasonable assumption that we won't have to include more blocks at once than the area of a sphere?
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// maybe a bit more, IDK how exactly it scales to blocks.
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Deque<BlockPos> queue = new ArrayDeque<>((int)(4 * Math.PI * MAX_RANGE * MAX_RANGE));
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Deque<Integer> radiusQueue = new ArrayDeque<>((int)(4 * Math.PI * MAX_RANGE * MAX_RANGE));
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queue.add(this.getBlockPos());
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radiusQueue.add(0);
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// Do flood fill out from this block
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// Push on the top of the stack (newest), pop from the bottom of the stack (oldest).
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// Ends up being breadth-first; if you wanted, you could label each position pushed to the queue
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// by how many "layers deep" it is (i.e. how many steps it took to get there),
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// and you'd see that every pos of layer 1 is together, then layer 2, then layer 3...
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long start = System.nanoTime();
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while (!queue.isEmpty()) {
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BlockPos spreadFromPos = queue.removeFirst();
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int radius = radiusQueue.removeFirst();
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for (Direction d : Direction.values()) {
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BlockPos relativePos = spreadFromPos.relative(d);
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if (seen.contains(relativePos)) continue;
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if (canSpreadTo(relativePos) && isInRange(relativePos, radius)) {
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seen.add(relativePos);
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enclosedBlocks.add(relativePos);
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queue.add(relativePos);
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radiusQueue.add(radius + 1);
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}
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}
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}
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long durationNanos = System.nanoTime() - start;
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double durationMicros = durationNanos / 1000.0d;
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LOGGER.info("Flood fill completed in {}µs, {}µs/block", durationMicros, durationMicros / enclosedBlocks.size());
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enclosedCache = enclosedBlocks;
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return enclosedBlocks;
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}
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private void helper() {
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var myVar = new BlockPos(1, 1, 1).hashCode();
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}
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}
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package net.xevianlight.aphelion.block.entity.custom.renderer;
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import com.mojang.blaze3d.vertex.PoseStack;
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import com.mojang.blaze3d.vertex.VertexConsumer;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.MultiBufferSource;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.client.renderer.blockentity.BlockEntityRenderer;
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import net.minecraft.client.renderer.blockentity.BlockEntityRendererProvider;
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import net.minecraft.client.renderer.texture.OverlayTexture;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.Direction;
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import net.minecraft.core.Vec3i;
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import net.minecraft.world.phys.AABB;
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import net.xevianlight.aphelion.block.entity.custom.OxygenTestBlockEntity;
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import org.joml.Matrix4f;
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import org.joml.Vector3f;
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import java.util.*;
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import java.util.stream.Collectors;
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public class OxygenTestRenderer implements BlockEntityRenderer<OxygenTestBlockEntity> {
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public OxygenTestRenderer (BlockEntityRendererProvider.Context context) {}
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private List<BlockPos> toBlockPositions(OxygenTestBlockEntity be) {
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return be.getEnclosedBlocks();
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}
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@Override
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public AABB getRenderBoundingBox(OxygenTestBlockEntity blockEntity) {
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return AABB.ofSize(blockEntity.getBlockPos().getCenter(), OxygenTestBlockEntity.MAX_RANGE*2, OxygenTestBlockEntity.MAX_RANGE*2, OxygenTestBlockEntity.MAX_RANGE*2);
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}
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private Set<BlockPos> relativePositionsCache;
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@Override
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// If in debug mode, renders a model made from the blocks
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// that are currently returned by toBlockPositions(OxygenTestBlockEntity).
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public void render(OxygenTestBlockEntity be, float partialTick, PoseStack poseStack, MultiBufferSource buffer, int packedLight, int packedOverlay) {
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// This bit's debug only, folks!
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if (!Minecraft.getInstance().gui.getDebugOverlay().showDebugScreen()) return;
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// Renderers are relative to our block pos, so transform all points to be relative to block pos as well
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List<BlockPos> positionsToRender = toBlockPositions(be);
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BlockPos originPos = be.getBlockPos();
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Set<BlockPos> relativePositions;
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if (relativePositionsCache != null) relativePositions = relativePositionsCache;
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else relativePositions = positionsToRender.stream().map(bp -> bp.offset(new Vec3i(-originPos.getX(), -originPos.getY(), -originPos.getZ()))).collect(Collectors.toSet());
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poseStack.pushPose();
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Matrix4f mat = poseStack.last().pose();
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VertexConsumer buf = buffer.getBuffer(RenderType.LIGHTNING); // for slightly transparent, lighting-ignoring textures (?), from what I already tested
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for (BlockPos p1 : relativePositions) {
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// Render a face for every side this block cannot find a neighbor in
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boolean upUncovered = !relativePositions.contains(p1.relative(Direction.UP));
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boolean downUncovered = !relativePositions.contains(p1.relative(Direction.DOWN));
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boolean northUncovered = !relativePositions.contains(p1.relative(Direction.NORTH));
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boolean southUncovered = !relativePositions.contains(p1.relative(Direction.SOUTH));
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boolean eastUncovered = !relativePositions.contains(p1.relative(Direction.EAST));
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boolean westUncovered = !relativePositions.contains(p1.relative(Direction.WEST));
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Vector3f centerPos = p1.getCenter().toVector3f();
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final Vector3f c000 = new Vector3f(centerPos).add(-0.500001f,-0.500001f,-0.500001f);
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final Vector3f c001 = new Vector3f(centerPos).add(0.500001f,-0.500001f,-0.500001f);
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final Vector3f c010 = new Vector3f(centerPos).add(-0.500001f,0.500001f,-0.500001f);
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final Vector3f c011 = new Vector3f(centerPos).add(0.500001f,0.500001f,-0.500001f);
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final Vector3f c100 = new Vector3f(centerPos).add(-0.500001f,-0.500001f,0.500001f);
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final Vector3f c101 = new Vector3f(centerPos).add(0.500001f,-0.500001f,0.500001f);
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final Vector3f c110 = new Vector3f(centerPos).add(-0.500001f,0.500001f,0.500001f);
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final Vector3f c111 = new Vector3f(centerPos).add(0.500001f,0.500001f,0.500001f);
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if (upUncovered) {
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addQuad(buf, mat, c110, c111, c011, c010, 0x6666FF);
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}
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if (downUncovered) {
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addQuad(buf, mat, c000, c001, c101, c100, 0x6666FF);
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}
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if (northUncovered) {
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addQuad(buf, mat, c001, c000, c010, c011, 0x6666FF);
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}
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if (eastUncovered) {
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addQuad(buf, mat, c101, c001, c011, c111, 0x6666FF);
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}
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if (southUncovered) {
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addQuad(buf, mat, c101, c111, c110, c100, 0x6666FF);
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}
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if (westUncovered) {
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addQuad(buf, mat, c100, c110, c010, c000, 0x6666FF);
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}
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}
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poseStack.popPose();
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}
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private void addQuad(VertexConsumer buf, Matrix4f matrix, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, int hexColor) {
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addVertex(buf, matrix, p0, hexColor);
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addVertex(buf, matrix, p1, hexColor);
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addVertex(buf, matrix, p2, hexColor);
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addVertex(buf, matrix, p3, hexColor);
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}
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private void addVertex(VertexConsumer buf, Matrix4f matrix, Vector3f vec, int hexColor) {
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float x = vec.x();
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float y = vec.y();
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float z = vec.z();
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int r = (hexColor & 0xFF0000) >> 16;
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int g = (hexColor & 0x00FF00) >> 8;
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int b = hexColor & 0x0000FF;
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buf.addVertex(matrix, x, y, z)
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.setColor(r, g, b, 255)
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.setUv(0, 0) // No texture, so this gets ignored
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.setOverlay(OverlayTexture.NO_OVERLAY)
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.setLight(15728880) //0xF000F0, or fully bright(?)
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.setNormal(0, 1, 0); // Facing upwards
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}
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}
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