// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using OpenTK; #if false namespace ClassicalSharp.Entities { /// Entity component that performs collision detection. public sealed class NewCollisionsComponent { Game game; Entity entity; BlockInfo info; static AABB bb; static RayTracer tracerP1Y1 = new RayTracer(); static RayTracer tracerP2Y1 = new RayTracer(); static RayTracer tracerP1Y2 = new RayTracer(); static RayTracer tracerP2Y2 = new RayTracer(); public NewCollisionsComponent(Game game, Entity entity) { this.game = game; this.entity = entity; info = game.BlockInfo; } internal unsafe void MoveAndWallSlide() { if (entity.Velocity == Vector3.Zero) return; int* minY = stackalloc int[4096]; int* maxY = stackalloc int[4096]; int* minX = stackalloc int[4096]; int* maxX = stackalloc int[4096]; for (int i = 0; i < 4096; i++) { minX[i] = int.MaxValue; minY[i] = int.MaxValue; maxX[i] = int.MinValue; maxY[i] = int.MinValue; } bb = entity.Bounds; int count = 0; // First raytrace out from the origin to find approximate blocks CalcRayDirection(); while (true) { UpdateCoords(tracerP1Y1, minX, maxX, minY, maxY); UpdateCoords(tracerP1Y2, minX, maxX, minY, maxY); UpdateCoords(tracerP2Y1, minX, maxX, minY, maxY); UpdateCoords(tracerP2Y2, minX, maxX, minY, maxY); } // Now precisely which blocks we really intersect with // .. then perform collision } void UpdateCoords(RayTracer tracer, int* minX, int* maxX, int* minY, int* maxY, ref int count) { tracer.Step(); minX[tracer.Z] = Math.Min(tracer.X, minX[tracer.Z]); minY[tracer.Z] = Math.Min(tracer.Y, minY[tracer.Z]); maxX[tracer.Z] = Math.Max(tracer.X, maxX[tracer.Z]); maxY[tracer.Z] = Math.Max(tracer.Y, maxY[tracer.Z]); count = Math.Max(count, tracer.Z); } void CalcRayDirection() { Vector3 dir = entity.Velocity; Vector3 P = new Vector3(bb.Min.X, bb.Min.Y, bb.Max.Z); tracerP1Y1.SetVectors(P, dir); P.Y = bb.Max.Y; tracerP1Y1.SetVectors(P, dir); P = new Vector3(bb.Max.X, bb.Min.Y, bb.Min.Z); tracerP2Y1.SetVectors(P, dir); P.Y = bb.Max.Y; tracerP2Y2.SetVectors(P, dir); } } } #endif