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https://github.com/ClassiCube/ClassiCube.git
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226 lines
9.2 KiB
C#
226 lines
9.2 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using ClassicalSharp.Physics;
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using OpenTK;
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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 CollisionsComponent {
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Game game;
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Entity entity;
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BlockInfo info;
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public CollisionsComponent( 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 bool hitXMin, hitYMin, hitZMin;
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internal bool hitXMax, hitYMax, hitZMax;
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internal bool HorCollision {
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get { return hitXMin || hitXMax || hitZMin || hitZMax; }
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}
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/// <summary> Constant offset used to avoid floating point roundoff errors. </summary>
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public const float Adjustment = 0.001f;
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public byte GetPhysicsBlockId( int x, int y, int z ) {
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if( x < 0 || x >= game.World.Width || z < 0 ||
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z >= game.World.Length || y < 0 ) return Block.Bedrock;
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if( y >= game.World.Height ) return Block.Air;
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return game.World.GetBlock( x, y, z );
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}
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// TODO: test for corner cases, and refactor this.
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internal void MoveAndWallSlide() {
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if( entity.Velocity == Vector3.Zero ) return;
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Vector3 size = entity.Size;
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AABB entityBB, entityExtentBB;
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int count = Searcher.FindReachableBlocks( game, entity,
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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 CollideWithReachableBlocks( int count, ref Vector3 size,
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ref AABB entityBB, ref AABB entityExtentBB ) {
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bool wasOn = entity.onGround;
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entity.onGround = false;
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hitXMin = false; hitYMin = false; hitZMin = false;
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hitXMax = false; hitYMax = false; hitZMax = false;
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AABB blockBB = default(AABB);
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for( int i = 0; i < count; i++ ) {
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State state = Searcher.stateCache[i];
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Vector3 blockPos = new Vector3( state.X >> 3, state.Y >> 3, state.Z >> 3 );
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int block = (state.X & 0x7) | (state.Y & 0x7) << 3 | (state.Z & 0x7) << 6;
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blockBB.Min = blockPos + info.MinBB[block];
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blockBB.Max = blockPos + info.MaxBB[block];
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if( !entityExtentBB.Intersects( blockBB ) ) continue;
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float tx = 0, ty = 0, tz = 0;
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Searcher.CalcTime( ref entity.Velocity, ref entityBB, ref blockBB, out tx, out ty, out tz );
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if( tx > 1 || ty > 1 || tz > 1 )
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Utils.LogDebug( "t > 1 in physics calculation.. this shouldn't have happened." );
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Vector3 v = entity.Velocity;
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v.X *= tx; v.Y *= ty; v.Z *= tz;
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AABB finalBB = entityBB.Offset( v );
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// if we have hit the bottom of a block, we need to change the axis we test first.
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if( !hitYMin ) {
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if( finalBB.Min.Y + Adjustment >= blockBB.Max.Y ) {
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ClipYMax( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
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} else if( finalBB.Max.Y - Adjustment <= blockBB.Min.Y ) {
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ClipYMin( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
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} else if( finalBB.Min.X + Adjustment >= blockBB.Max.X ) {
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ClipXMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
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} else if( finalBB.Max.X - Adjustment <= blockBB.Min.X ) {
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ClipXMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
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} else if( finalBB.Min.Z + Adjustment >= blockBB.Max.Z ) {
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ClipZMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
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} else if( finalBB.Max.Z - Adjustment <= blockBB.Min.Z ) {
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ClipZMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
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}
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continue;
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}
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// if flying or falling, test the horizontal axes first.
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if( finalBB.Min.X + Adjustment >= blockBB.Max.X ) {
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ClipXMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
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} else if( finalBB.Max.X - Adjustment <= blockBB.Min.X ) {
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ClipXMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
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} else if( finalBB.Min.Z + Adjustment >= blockBB.Max.Z ) {
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ClipZMax( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
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} else if( finalBB.Max.Z - Adjustment <= blockBB.Min.Z ) {
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ClipZMin( ref blockBB, ref entityBB, wasOn, finalBB, ref entityExtentBB, ref size );
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} else if( finalBB.Min.Y + Adjustment >= blockBB.Max.Y ) {
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ClipYMax( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
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} else if( finalBB.Max.Y - Adjustment <= blockBB.Min.Y ) {
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ClipYMin( ref blockBB, ref entityBB, ref entityExtentBB, ref size );
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}
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}
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}
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void ClipXMin( ref AABB blockBB, ref AABB entityBB, bool wasOn,
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AABB finalBB, ref AABB entityExtentBB, ref Vector3 size ) {
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if( !wasOn || !DidSlide( blockBB, ref size, finalBB, ref entityBB, ref entityExtentBB ) ) {
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entity.Position.X = blockBB.Min.X - size.X / 2 - Adjustment;
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ClipX( ref size, ref entityBB, ref entityExtentBB );
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hitXMin = true;
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}
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}
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void ClipXMax( ref AABB blockBB, ref AABB entityBB, bool wasOn,
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AABB finalBB, ref AABB entityExtentBB, ref Vector3 size ) {
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if( !wasOn || !DidSlide( blockBB, ref size, finalBB, ref entityBB, ref entityExtentBB ) ) {
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entity.Position.X = blockBB.Max.X + size.X / 2 + Adjustment;
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ClipX( ref size, ref entityBB, ref entityExtentBB );
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hitXMax = true;
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}
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}
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void ClipZMax( ref AABB blockBB, ref AABB entityBB, bool wasOn,
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AABB finalBB, ref AABB entityExtentBB, ref Vector3 size ) {
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if( !wasOn || !DidSlide( blockBB, ref size, finalBB, ref entityBB, ref entityExtentBB ) ) {
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entity.Position.Z = blockBB.Max.Z + size.Z / 2 + Adjustment;
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ClipZ( ref size, ref entityBB, ref entityExtentBB );
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hitZMax = true;
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}
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}
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void ClipZMin( ref AABB blockBB, ref AABB entityBB, bool wasOn,
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AABB finalBB, ref AABB extentBB, ref Vector3 size ) {
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if( !wasOn || !DidSlide( blockBB, ref size, finalBB, ref entityBB, ref extentBB ) ) {
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entity.Position.Z = blockBB.Min.Z - size.Z / 2 - Adjustment;
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ClipZ( ref size, ref entityBB, ref extentBB );
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hitZMin = true;
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}
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}
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void ClipYMin( ref AABB blockBB, ref AABB entityBB,
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ref AABB extentBB, ref Vector3 size ) {
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entity.Position.Y = blockBB.Min.Y - size.Y - Adjustment;
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ClipY( ref size, ref entityBB, ref extentBB );
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hitYMin = true;
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}
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void ClipYMax( ref AABB blockBB, ref AABB entityBB,
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ref AABB extentBB, ref Vector3 size ) {
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entity.Position.Y = blockBB.Max.Y + Adjustment;
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entity.onGround = true;
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ClipY( ref size, ref entityBB, ref extentBB );
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hitYMax = true;
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}
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bool DidSlide( AABB blockBB, ref Vector3 size, AABB finalBB,
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ref AABB entityBB, ref AABB entityExtentBB ) {
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float yDist = blockBB.Max.Y - entityBB.Min.Y;
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if( yDist > 0 && yDist <= entity.StepSize + 0.01f ) {
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float blockXMin = blockBB.Min.X, blockZMin = blockBB.Min.Z;
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blockBB.Min.X = Math.Max( blockBB.Min.X, blockBB.Max.X - size.X / 2 );
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blockBB.Max.X = Math.Min( blockBB.Max.X, blockXMin + size.X / 2 );
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blockBB.Min.Z = Math.Max( blockBB.Min.Z, blockBB.Max.Z - size.Z / 2 );
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blockBB.Max.Z = Math.Min( blockBB.Max.Z, blockZMin + size.Z / 2 );
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AABB adjBB = finalBB;
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adjBB.Min.X = Math.Min( finalBB.Min.X, blockBB.Min.X + Adjustment );
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adjBB.Max.X = Math.Max( finalBB.Max.X, blockBB.Max.X - Adjustment );
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adjBB.Min.Y = blockBB.Max.Y + Adjustment;
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adjBB.Max.Y = adjBB.Min.Y + size.Y;
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adjBB.Min.Z = Math.Min( finalBB.Min.Z, blockBB.Min.Z + Adjustment );
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adjBB.Max.Z = Math.Max( finalBB.Max.Z, blockBB.Max.Z - Adjustment );
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if( !CanSlideThrough( ref adjBB ) )
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return false;
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entity.Position.Y = blockBB.Max.Y + Adjustment;
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entity.onGround = true;
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ClipY( ref size, ref entityBB, ref entityExtentBB );
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return true;
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}
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return false;
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}
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bool CanSlideThrough( ref AABB adjFinalBB ) {
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Vector3I bbMin = Vector3I.Floor( adjFinalBB.Min );
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Vector3I bbMax = Vector3I.Floor( adjFinalBB.Max );
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for( int y = bbMin.Y; y <= bbMax.Y; y++ )
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for( int z = bbMin.Z; z <= bbMax.Z; z++ )
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for( int x = bbMin.X; x <= bbMax.X; x++ )
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{
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byte block = GetPhysicsBlockId( x, y, z );
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Vector3 min = new Vector3( x, y, z ) + info.MinBB[block];
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Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block];
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AABB blockBB = new AABB( min, max );
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if( !blockBB.Intersects( adjFinalBB ) )
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continue;
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if( info.Collide[GetPhysicsBlockId( x, y, z )] == CollideType.Solid )
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return false;
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}
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return true;
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}
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void ClipX( ref Vector3 size, ref AABB entityBB, ref AABB entityExtentBB ) {
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entity.Velocity.X = 0;
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entityBB.Min.X = entityExtentBB.Min.X = entity.Position.X - size.X / 2;
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entityBB.Max.X = entityExtentBB.Max.X = entity.Position.X + size.X / 2;
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}
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void ClipY( ref Vector3 size, ref AABB entityBB, ref AABB entityExtentBB ) {
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entity.Velocity.Y = 0;
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entityBB.Min.Y = entityExtentBB.Min.Y = entity.Position.Y;
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entityBB.Max.Y = entityExtentBB.Max.Y = entity.Position.Y + size.Y;
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}
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void ClipZ( ref Vector3 size, ref AABB entityBB, ref AABB entityExtentBB ) {
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entity.Velocity.Z = 0;
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entityBB.Min.Z = entityExtentBB.Min.Z = entity.Position.Z - size.Z / 2;
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entityBB.Max.Z = entityExtentBB.Max.Z = entity.Position.Z + size.Z / 2;
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}
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}
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} |