Phase 0 compile progress (70% reduction). Core data model compile :
Refs yesman.epicfight strippées (hors 4 javadocs) :
- AnimationProperty : combat properties EXTRA_DAMAGE, STUN_TYPE, PARTICLE
- ClientAnimator : playAnimationAt(..., AnimatorControlPacket.Layer, Priority)
- ClothSimulator : OBBCollider -> fork geometry-only dans rig/collider/
- InstantiateInvoker : Collider, ColliderPreset, Armatures, DatapackEditScreen
- MoveCoordFunctions : GrapplingAttackAnimation
- SimulationTypes : InverseKinematicsSimulator (path rewrite)
Stubs patch/ :
- EntityPatch<T> abstract — getOriginal, isLogicalClient, getMatrix, getAngleTo
- LivingEntityPatch<T> abstract — getAnimator, getArmature, getTarget, getYRot*
- MobPatch<T extends Mob> — instanceof check only
- item/CapabilityItem — type marker
Forks utilitaires :
- rig/collider/OBBCollider — geometry only (strip Entity collision, drawInternal)
- anim/types/StateSpectrum — identique EF, imports rewrités
- util/PacketBufferCodec — StreamCodec backport
- util/TimePairList — identique EF
- util/HitEntityList — shell pour Priority enum uniquement
- util/ExtendableEnum + ExtendableEnumManager — register/assign enum
Fix package declarations :
- armature/Joint.java + JointTransform.java : package rig.anim -> rig.armature
- Imports JointTransform ajoutés dans anim/{Pose,Keyframe,TransformSheet}
Residu 135 errors = cluster rendering (Phase 2) :
- render/TiedUpRenderTypes (17) : CompositeState package-private MC
- event/PatchedRenderersEvent (11) : missing PatchedEntityRenderer
- mesh/SkinnedMesh (13) : VanillaMeshPartDefinition, compute shader fields
- asset/JsonAssetLoader (6), anim/LivingMotion (5)
38 lines
1.1 KiB
Java
38 lines
1.1 KiB
Java
/*
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* Derived from Epic Fight (https://github.com/Epic-Fight/epicfight)
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* by the Epic Fight Team, licensed under GPLv3.
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* Modifications © 2026 TiedUp! Remake Contributors, distributed under GPLv3.
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*/
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package com.tiedup.remake.rig.cloth;
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import javax.annotation.Nullable;
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import net.minecraft.world.phys.Vec3;
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import com.tiedup.remake.rig.anim.Animator;
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import com.tiedup.remake.rig.armature.Armature;
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import com.tiedup.remake.rig.physics.SimulatableObject;
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public interface ClothSimulatable extends SimulatableObject {
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@Nullable
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Armature getArmature();
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@Nullable
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Animator getSimulatableAnimator();
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boolean invalid();
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public Vec3 getObjectVelocity();
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public float getYRot();
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public float getYRotO();
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// Cloth object requires providing location info for 2 steps before for accurate continuous collide detection.
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public Vec3 getAccurateCloakLocation(float partialFrame);
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public Vec3 getAccuratePartialLocation(float partialFrame);
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public float getAccurateYRot(float partialFrame);
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public float getYRotDelta(float partialFrame);
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public float getScale();
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public float getGravity();
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ClothSimulator getClothSimulator();
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}
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