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PortalShape

Struct PortalShape 

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pub struct PortalShape {
    pub axis: Axis,
    pub bottom_left: BlockPos,
    pub width: u32,
    pub height: u32,
    pub right_dir: Direction,
    pub portal: BlockRef,
    num_portal_blocks: u32,
}
Expand description

A detected portal shape with axis, position, and dimensions.

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§axis: Axis

The axis of the portal (X or Z).

§bottom_left: BlockPos

Bottom-left corner of the portal interior.

§width: u32

Width of the interior (2-21).

§height: u32

Height of the interior (3-21).

§right_dir: Direction

The horizontal direction along which width is measured.

§portal: BlockRef

The block type of the portal.

§num_portal_blocks: u32

Number of portal blocks found in the interior. Used by is_complete to verify the portal is fully filled.

Implementations§

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impl PortalShape

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pub fn find_empty_portal_shape( world: &dyn LevelReader, fire_pos: BlockPos, config: &PortalFrameConfig, ) -> Option<Self>

Finds an empty portal frame starting with X axis preferred. Matches vanilla’s findEmptyPortalShape as called from BaseFireBlock.onPlace.

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pub fn find_empty_portal_shape_with_axis( world: &dyn LevelReader, fire_pos: BlockPos, preferred_axis: Axis, config: &PortalFrameConfig, ) -> Option<Self>

Finds an empty portal frame trying preferred_axis first, then the other. Matches vanilla’s findPortalShape with the empty-portal predicate.

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pub fn find_any_shape( world: &dyn LevelReader, pos: BlockPos, axis: Axis, config: &PortalFrameConfig, ) -> Option<Self>

Finds a portal shape on a specific axis. Used by update_shape to check if the portal is still complete.

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fn try_axis( world: &dyn LevelReader, pos: BlockPos, axis: Axis, config: &PortalFrameConfig, ) -> Option<Self>

Tries to find a valid portal on a single axis, matching vanilla’s detection algorithm.

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fn get_distance_until_edge( world: &dyn LevelReader, pos: BlockPos, direction: Direction, config: &PortalFrameConfig, ) -> u32

Returns the number of valid interior blocks in direction from pos, matching vanilla’s getDistanceUntilEdgeAboveFrame. Each position must be empty and have a frame block below it. Returns 0 if the terminating block is not a frame block.

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fn calculate_bottom_left( world: &dyn LevelReader, pos: BlockPos, right_dir: Direction, config: &PortalFrameConfig, ) -> Option<BlockPos>

Finds the bottom-left corner of the portal interior.

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fn calculate_width( world: &dyn LevelReader, bottom_left: BlockPos, right_dir: Direction, config: &PortalFrameConfig, ) -> u32

Calculates the width of the portal interior from the bottom-left corner.

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fn calculate_height( world: &dyn LevelReader, bottom_left: BlockPos, width: u32, right_dir: Direction, config: &PortalFrameConfig, portal_block_count: &mut u32, ) -> u32

Calculates the height while validating side columns and interior. Also counts portal blocks in the interior via portal_block_count.

Matches vanilla’s getDistanceUntilTop: always uses isEmpty (air/fire/portal) for interior validation regardless of the outer interior check strategy.

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fn has_top_frame( world: &dyn LevelReader, bottom_left: BlockPos, height: u32, width: u32, right_dir: Direction, config: &PortalFrameConfig, ) -> bool

Checks that the top frame row is complete.

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fn is_frame_block( world: &dyn LevelReader, pos: BlockPos, config: &PortalFrameConfig, ) -> bool

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pub const fn is_complete(&self) -> bool

Returns true if the portal interior is entirely filled with portal blocks. Matches vanilla’s PortalShape.isComplete().

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pub fn place_portal_blocks(&self, world: &Arc<World>)

Fills the interior with nether portal blocks. Vanilla uses flag 18 (UPDATE_CLIENTS | UPDATE_KNOWN_SHAPE) to avoid redundant neighbor updates during bulk placement.

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pub fn get_relative_position( largest_rectangle_around: FoundRectangle, axis: Axis, position: DVec3, dimensions: EntityDimensions, ) -> DVec3

Returns vanilla PortalShape.getRelativePosition.

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pub fn find_collision_free_position( bottom_center: DVec3, world: &Arc<World>, entity: &dyn Entity, dimensions: EntityDimensions, ) -> DVec3

Returns vanilla PortalShape.findCollisionFreePosition.

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