fix(render): anchor video to clicked block's bottom-left, EAST/WEST flush
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Three fixes for v0.4.1:

1. Video stick item rendered as missing-texture because 26.1.2 requires the
   new client_item descriptor at assets/<mod>/items/<name>.json. Add it; the
   existing models/item/video_stick.json is kept as the underlying model.

2. Quad placement now anchors the local (0,0) corner at the bottom-left of
   the wall face the player clicked, so the clicked block is the BL and the
   video grows up & right. Previously it was centered on the anchor.

3. EAST/WEST face rotations were swapped, which placed the quad on the far
   side of the air block (~1 block away from the wall) instead of flush.
   Derived the correct rotations from first principles:
     EAST = Axis.YP +90°  (local +Z → world +X, +X → -Z = north)
     WEST = Axis.YP -90°  (local +Z → world -X, +X → +Z = south)
   NORTH/SOUTH/UP/DOWN math re-verified — those were already correct.
This commit is contained in:
tkrmagid
2026-05-15 20:21:19 +09:00
parent 2b50f56980
commit 459b3249a4
3 changed files with 25 additions and 11 deletions

View File

@@ -5,7 +5,7 @@ org.gradle.configuration-cache=false
# Mod
mod_id=video_player
mod_version=0.4.0
mod_version=0.4.1
maven_group=com.ejclaw.videoplayer
archives_base_name=video_player

View File

@@ -67,9 +67,11 @@ public class VideoAnchorRenderer implements BlockEntityRenderer<VideoAnchorBlock
pose.translate(0.5F, 0.5F, 0.5F);
// 2) Rotate local +Z to align with the wall's outward normal.
applyFaceRotation(pose, f);
// 3) Center the quad on origin (local XY) and push it back 0.5 - ε so it lands on the
// wall surface (the boundary face between the anchor's air block and the wall block).
pose.translate(-w / 2.0F, -h / 2.0F, -0.5F + SURFACE_EPSILON);
// 3) Place the quad's local origin (0,0) at the bottom-left corner of the anchor block's
// wall face, so the clicked block becomes the lower-left and the video grows up & right.
// Push it onto the wall surface (-0.5 along local +Z, the outward normal) plus a tiny
// epsilon outward so the quad doesn't z-fight with the wall.
pose.translate(-0.5F, -0.5F, -0.5F + SURFACE_EPSILON);
final Matrix4f mat = new Matrix4f(pose.last().pose());
RenderType rt = RenderTypes.entityCutout(tex);
@@ -89,15 +91,21 @@ public class VideoAnchorRenderer implements BlockEntityRenderer<VideoAnchorBlock
pose.popPose();
}
/** Rotate so local +Z (the quad's outward normal in its base orientation) becomes world {@code f}. */
/**
* Rotate so local +Z (the quad's outward normal in its base orientation) becomes world {@code f},
* with local +X mapped to the natural "right" direction the player sees when looking at the face.
* Derivation: for each face {@code f}, pick the rotation that maps local +Z → f, +Y → world up
* (or a sensible substitute for top/bottom), so the quad lies flush against the wall, oriented
* the way the player intuits.
*/
private static void applyFaceRotation(PoseStack pose, Direction f) {
switch (f) {
case SOUTH -> { /* identity: local +Z already faces world +Z (south) */ }
case NORTH -> pose.mulPose(Axis.YP.rotationDegrees(180F));
case EAST -> pose.mulPose(Axis.YP.rotationDegrees(-90F));
case WEST -> pose.mulPose(Axis.YP.rotationDegrees(90F));
case UP -> pose.mulPose(Axis.XP.rotationDegrees(-90F));
case DOWN -> pose.mulPose(Axis.XP.rotationDegrees(90F));
case SOUTH -> { /* identity: local +Z = world +Z (south). +X = east, +Y = up. */ }
case NORTH -> pose.mulPose(Axis.YP.rotationDegrees(180F)); // +Z → -Z, +X → -X (west)
case EAST -> pose.mulPose(Axis.YP.rotationDegrees(90F)); // +Z → +X, +X → -Z (north)
case WEST -> pose.mulPose(Axis.YP.rotationDegrees(-90F)); // +Z → -X, +X → +Z (south)
case UP -> pose.mulPose(Axis.XP.rotationDegrees(-90F)); // +Z → +Y, +Y → -Z (north)
case DOWN -> pose.mulPose(Axis.XP.rotationDegrees(90F)); // +Z → -Y, +Y → +Z (south)
}
}

View File

@@ -0,0 +1,6 @@
{
"model": {
"type": "minecraft:model",
"model": "video_player:item/video_stick"
}
}