// block models, in the shape of minecraft's block model json: boxes ("elements") with a texture per face. // a block picks one with "model" and fills in its texture variables with "textures". baking turns a model // into quads in block space (0 to 1) that the chunk mesher and the item renderers draw import type { BlockRegistry, BlockTextures } from "./everything_registry.ts"; export type ModelFace = "top" | "bottom" | "north" | "south" | "west" | "east"; export const MODEL_FACES: ModelFace[] = ["top", "bottom", "north", "south", "west", "east"]; export interface ModelFaceJson { // a texture variable like "#side", or a texture id texture: string; // the part of the texture, [u1, v1, u2, v2] in pixels (0-16). defaults to the part the face covers uv?: [number, number, number, number]; // hidden when the neighbor on this side hides faces (a solid block) cullface?: ModelFace; } export interface ModelElementJson { // corners of the box in pixels, 0-16 is the block from: [number, number, number]; to: [number, number, number]; rotation?: { origin: [number, number, number]; axis: "x" | "y" | "z"; // -45, -22.5, 0, 22.5 or 45 angle: number; // stretch the rotated faces back to the block's size, like the cross model does rescale?: boolean; }; // directional shading, off for plants so they look the same from every side shade?: boolean; faces: Partial>; } export interface ModelJson { id: string; // defaults for texture variables, can point at other variables ("top": "#side") textures?: Record; elements: ModelElementJson[]; } // a model a block uses, and the textures it fills in export interface BlockVariant { model?: string; textures?: BlockTextures; // turns the model around the vertical axis, clockwise seen from above: 0, 90, 180 or 270 y?: number; } export const DEFAULT_MODEL = "engine:cube"; const cube_face = (texture: string, cullface: ModelFace): ModelFaceJson => ({ texture, cullface }); // the engine's own models export const BUILTIN_MODELS: Record = { // a full block. "textures" can be one texture, { top, bottom, side } or { front, side } "engine:cube": { id: "engine:cube", textures: { top: "#side", bottom: "#side", front: "#side" }, elements: [{ from: [0, 0, 0], to: [16, 16, 16], faces: { top: cube_face("#top", "top"), bottom: cube_face("#bottom", "bottom"), north: cube_face("#side", "north"), south: cube_face("#front", "south"), west: cube_face("#side", "west"), east: cube_face("#side", "east"), }, }], }, // two crossed planes, like flowers and saplings. uses the "cross" texture "engine:cross": { id: "engine:cross", elements: [ cross_plane(45), cross_plane(-45), ], }, // four planes in a # shape, like wheat. uses the "crop" texture "engine:crop": { id: "engine:crop", elements: [ { from: [4, 0, 0], to: [4, 16, 16], shade: false, faces: both_ways("west", "east", "#crop") }, { from: [12, 0, 0], to: [12, 16, 16], shade: false, faces: both_ways("west", "east", "#crop") }, { from: [0, 0, 4], to: [16, 16, 4], shade: false, faces: both_ways("north", "south", "#crop") }, { from: [0, 0, 12], to: [16, 16, 12], shade: false, faces: both_ways("north", "south", "#crop") }, ], }, }; function cross_plane(angle: number): ModelElementJson { return { from: [0.8, 0, 8], to: [15.2, 16, 8], rotation: { origin: [8, 8, 8], axis: "y", angle, rescale: true }, shade: false, faces: both_ways("north", "south", "#cross"), }; } // a flat element seen from both sides, since faces are only drawn from the front function both_ways(a: ModelFace, b: ModelFace, texture: string) { return { [a]: { texture, uv: [0, 0, 16, 16] }, [b]: { texture, uv: [0, 0, 16, 16] } } as Partial< Record >; } export function find_model(id: string, models: Record): ModelJson | undefined { return BUILTIN_MODELS[id] ?? models[id]; } // what a texture reference means for a block: "#name" looks up the block's textures, then the model's // defaults, and anything else is already a texture id export function resolve_texture(reference: string, textures: BlockTextures | undefined, model?: ModelJson): string { for (let depth = 0; depth < 8 && reference.startsWith("#"); depth++) { const name = reference.slice(1); if (typeof textures === "string") return textures; const next = (textures as Record | undefined)?.[name] ?? model?.textures?.[name]; if (next === undefined) return "engine:missing"; reference = next; } return reference.startsWith("#") ? "engine:missing" : reference; } // the block's model and textures for a value with state bits, from the first variant whose conditions match export function block_variant(block: BlockRegistry, states?: Record): Required { const variant: Required = { model: block.model ?? DEFAULT_MODEL, textures: block.textures, y: 0, }; if (!block.variants || !states) return variant; for (const [condition, override] of Object.entries(block.variants)) { if (variant_matches(condition, states)) { return { model: override.model ?? variant.model, textures: override.textures ?? variant.textures, y: override.y ?? 0, }; } } return variant; } // "age=7" or "age=7,facing=2", "" matches everything export function variant_matches(condition: string, states: Record) { if (condition === "") return true; return condition.split(",").every((part) => { const [name, value] = part.split("="); return states[name.trim()] === Number(value); }); } // for inventories and dropped items: blocks with a full cube draw as a cube, anything else as a flat sprite // of its first texture, like minecraft's items for plants export function block_item_texture(block: BlockRegistry): string | undefined { if ((block.model ?? DEFAULT_MODEL) === DEFAULT_MODEL) return undefined; const textures = block.textures; if (typeof textures === "string") return textures; return Object.values(textures)[0] ?? "engine:missing"; } export function cube_face_texture(block: BlockRegistry, face: "top" | "bottom" | "front" | "side") { return resolve_texture(`#${face}`, block.textures, BUILTIN_MODELS[DEFAULT_MODEL]); } // baking export interface BakedQuad { // 4 corners counter clockwise seen from the front, x y z in block space positions: number[]; // u v per corner, in pixels of the texture (0-16) uvs: number[]; texture: string; // the side it faces most, as the mesher's face index (see FACE_INDEX) face: number; // the side whose neighbor can hide it, or -1 cull: number; // on the block's edge facing straight out, so it's lit like a full block's face flush: boolean; shade: boolean; } // the mesher's face order: top, bottom, front (+z), back (-z), left (-x), right (+x) export const FACE_INDEX: Record = { top: 0, bottom: 1, south: 2, north: 3, west: 4, east: 5 }; const FACE_NORMALS = [[0, 1, 0], [0, -1, 0], [0, 0, 1], [0, 0, -1], [-1, 0, 0], [1, 0, 0]]; // each face's corners in drawing order as which end of the box they're at, same as the mesher export const FACE_CORNERS = [ [[0, 1, 1], [1, 1, 1], [1, 1, 0], [0, 1, 0]], [[0, 0, 0], [1, 0, 0], [1, 0, 1], [0, 0, 1]], [[0, 0, 1], [1, 0, 1], [1, 1, 1], [0, 1, 1]], [[1, 0, 0], [0, 0, 0], [0, 1, 0], [1, 1, 0]], [[0, 0, 0], [0, 0, 1], [0, 1, 1], [0, 1, 0]], [[1, 0, 1], [1, 0, 0], [1, 1, 0], [1, 1, 1]], ] as const; // which end of the uv rectangle each corner gets, u then v export const CORNER_UVS = [[0, 1], [1, 1], [1, 0], [0, 0]] as const; // the face a face becomes after turning the model 90 degrees clockwise seen from above const TURN_Y = [0, 1, 4, 5, 3, 2]; // minecraft's default uvs: the part of the texture the face would cover if the texture was wrapped around the block function default_uv(face: ModelFace, from: number[], to: number[]): [number, number, number, number] { switch (face) { case "top": return [from[0], from[2], to[0], to[2]]; case "bottom": return [from[0], 16 - to[2], to[0], 16 - from[2]]; case "north": return [16 - to[0], 16 - to[1], 16 - from[0], 16 - from[1]]; case "south": return [from[0], 16 - to[1], to[0], 16 - from[1]]; case "west": return [from[2], 16 - to[1], to[2], 16 - from[1]]; case "east": return [16 - to[2], 16 - to[1], 16 - from[2], 16 - from[1]]; } } const EPSILON = 1e-4; export function bake_model(model: ModelJson, textures: BlockTextures | undefined, y_rotation = 0): BakedQuad[] { const quads: BakedQuad[] = []; const turns = ((Math.round(y_rotation / 90) % 4) + 4) % 4; for (const element of model.elements) { const rotate = element_rotation(element); for (const face of MODEL_FACES) { const face_json = element.faces[face]; if (!face_json) continue; const index = FACE_INDEX[face]; const uv = face_json.uv ?? default_uv(face, element.from, element.to); const positions: number[] = []; const uvs: number[] = []; FACE_CORNERS[index].forEach((corner, k) => { let point = corner.map((end, axis) => (end ? element.to[axis] : element.from[axis]) / 16); point = rotate(point); for (let t = 0; t < turns; t++) point = [1 - point[2], point[1], point[0]]; positions.push(...point); const [cu, cv] = CORNER_UVS[k]; uvs.push(cu ? uv[2] : uv[0], cv ? uv[3] : uv[1]); }); let cull = face_json.cullface ? FACE_INDEX[face_json.cullface] : -1; for (let t = 0; t < turns && cull >= 0; t++) cull = TURN_Y[cull]; const { face: facing, flush } = classify(positions); quads.push({ positions, uvs, texture: resolve_texture(face_json.texture, textures, model), face: facing, cull, flush, shade: element.shade ?? true, }); } } return quads; } // turns a point (in block space) by the element's rotation function element_rotation(element: ModelElementJson): (point: number[]) => number[] { const rotation = element.rotation; if (!rotation || rotation.angle === 0) return (point) => point; const axis = { x: 0, y: 1, z: 2 }[rotation.axis]; // the two axes that move, in the order that makes a positive angle counter clockwise looking down the axis const [a, b] = axis === 0 ? [1, 2] : axis === 1 ? [2, 0] : [0, 1]; const radians = rotation.angle * Math.PI / 180; const cos = Math.cos(radians); const sin = Math.sin(radians); // minecraft's rescale keeps a 45 degree face as wide as the block const scale = rotation.rescale ? 1 / Math.max(Math.abs(cos), Math.abs(sin)) : 1; const origin = rotation.origin.map((v) => v / 16); return (point) => { const out = [...point]; const da = point[a] - origin[a]; const db = point[b] - origin[b]; out[a] = origin[a] + (da * cos - db * sin) * scale; out[b] = origin[b] + (da * sin + db * cos) * scale; return out; }; } // which way a quad faces most, and whether it's flat against the block's edge function classify(p: number[]): { face: number; flush: boolean } { const e1 = [p[3] - p[0], p[4] - p[1], p[5] - p[2]]; const e2 = [p[9] - p[0], p[10] - p[1], p[11] - p[2]]; const normal = [e1[1] * e2[2] - e1[2] * e2[1], e1[2] * e2[0] - e1[0] * e2[2], e1[0] * e2[1] - e1[1] * e2[0]]; let face = 0; let best = -Infinity; FACE_NORMALS.forEach((n, i) => { const dot = n[0] * normal[0] + n[1] * normal[1] + n[2] * normal[2]; if (dot > best) { best = dot; face = i; } }); const axis = FACE_NORMALS[face].findIndex((v) => v !== 0); const edge = FACE_NORMALS[face][axis] > 0 ? 1 : 0; const flush = [0, 1, 2, 3].every((k) => Math.abs(p[k * 3 + axis] - edge) < EPSILON); return { face, flush }; }