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Initial work on new collision engine.
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@ -153,6 +153,7 @@
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<Compile Include="Entities\Components\InputComponent.cs" />
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<Compile Include="Entities\Components\InterpolatedComponent.cs" />
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<Compile Include="Entities\Components\CollisionsComponent.cs" />
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<Compile Include="Entities\Components\NewCollisionsComponent.cs" />
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<Compile Include="Entities\Components\PhysicsComponent.cs" />
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<Compile Include="Entities\Components\ShadowComponent.cs" />
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<Compile Include="Entities\Components\SoundComponent.cs" />
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@ -53,18 +53,14 @@ namespace ClassicalSharp.Entities {
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Vector3 size = entity.CollisionSize;
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BoundingBox entityBB, entityExtentBB;
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int count = 0;
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FindReachableBlocks( ref count, ref size, out entityBB, out entityExtentBB );
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FindReachableBlocks( ref count, out entityBB, out entityExtentBB );
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CollideWithReachableBlocks( count, ref size, ref entityBB, ref entityExtentBB );
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}
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void FindReachableBlocks( ref int count, ref Vector3 size,
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out BoundingBox entityBB, out BoundingBox entityExtentBB ) {
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void FindReachableBlocks( ref int count, out BoundingBox entityBB,
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out BoundingBox entityExtentBB ) {
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Vector3 vel = entity.Velocity;
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Vector3 pos = entity.Position;
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entityBB = new BoundingBox(
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pos.X - size.X / 2, pos.Y, pos.Z - size.Z / 2,
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pos.X + size.X / 2, pos.Y + size.Y, pos.Z + size.Z / 2
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);
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entityBB = entity.CollisionBounds;
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// Exact maximum extent the entity can reach, and the equivalent map coordinates.
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entityExtentBB = new BoundingBox(
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78
ClassicalSharp/Entities/Components/NewCollisionsComponent.cs
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78
ClassicalSharp/Entities/Components/NewCollisionsComponent.cs
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@ -0,0 +1,78 @@
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// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using OpenTK;
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#if false
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namespace ClassicalSharp.Entities {
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/// <summary> Entity component that performs collision detection. </summary>
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public sealed class NewCollisionsComponent {
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Game game;
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Entity entity;
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BlockInfo info;
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static BoundingBox bb;
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static RayTracer tracerP1Y1 = new RayTracer();
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static RayTracer tracerP2Y1 = new RayTracer();
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static RayTracer tracerP1Y2 = new RayTracer();
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static RayTracer tracerP2Y2 = new RayTracer();
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public NewCollisionsComponent( Game game, Entity entity ) {
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this.game = game;
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this.entity = entity;
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info = game.BlockInfo;
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}
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internal unsafe void MoveAndWallSlide() {
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if( entity.Velocity == Vector3.Zero ) return;
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int* minY = stackalloc int[4096];
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int* maxY = stackalloc int[4096];
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int* minX = stackalloc int[4096];
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int* maxX = stackalloc int[4096];
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for( int i = 0; i < 4096; i++ ) {
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minX[i] = int.MaxValue; minY[i] = int.MaxValue;
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maxX[i] = int.MinValue; maxY[i] = int.MinValue;
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}
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bb = entity.CollisionBounds;
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int count = 0;
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// First raytrace out from the origin to find approximate blocks
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CalcRayDirection();
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while( true ) {
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UpdateCoords( tracerP1Y1, minX, maxX, minY, maxY );
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UpdateCoords( tracerP1Y2, minX, maxX, minY, maxY );
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UpdateCoords( tracerP2Y1, minX, maxX, minY, maxY );
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UpdateCoords( tracerP2Y2, minX, maxX, minY, maxY );
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}
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// Now precisely which blocks we really intersect with
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// .. then perform collision
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}
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void UpdateCoords( RayTracer tracer, int* minX, int* maxX,
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int* minY, int* maxY, ref int count ) {
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tracer.Step();
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minX[tracer.Z] = Math.Min( tracer.X, minX[tracer.Z] );
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minY[tracer.Z] = Math.Min( tracer.Y, minY[tracer.Z] );
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maxX[tracer.Z] = Math.Max( tracer.X, maxX[tracer.Z] );
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maxY[tracer.Z] = Math.Max( tracer.Y, maxY[tracer.Z] );
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count = Math.Max( count, tracer.Z );
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}
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void CalcRayDirection() {
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Vector3 dir = entity.Velocity;
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Vector3 P = new Vector3( bb.Min.X, bb.Min.Y, bb.Max.Z );
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tracerP1Y1.SetRayData( P, dir );
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P.Y = bb.Max.Y;
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tracerP1Y1.SetRayData( P, dir );
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P = new Vector3( bb.Max.X, bb.Min.Y, bb.Min.Z );
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tracerP2Y1.SetRayData( P, dir );
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P.Y = bb.Max.Y;
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tracerP2Y2.SetRayData( P, dir );
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}
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}
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}
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#endif
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