128 lines
4.5 KiB
C#

using System;
using ClassicalSharp.Model;
using OpenTK;
namespace ClassicalSharp {
/// <summary> Contains a model, along with position, velocity, and rotation.
/// May also contain other fields and properties. </summary>
public abstract class Entity {
public Entity( Game game ) {
this.game = game;
info = game.BlockInfo;
}
public IModel Model;
public string ModelName;
public byte ID;
public Vector3 Position;
public Vector3 Velocity;
public float YawDegrees, PitchDegrees;
protected Game game;
protected BlockInfo info;
/// <summary> Rotation of the entity horizontally (i.e. looking north or east) </summary>
public float YawRadians {
get { return YawDegrees * Utils.Deg2Rad; }
set { YawDegrees = value * Utils.Rad2Deg; }
}
/// <summary> Rotation of the entity vertically. (i.e. looking up or down) </summary>
public float PitchRadians {
get { return PitchDegrees * Utils.Deg2Rad; }
set { PitchDegrees = value * Utils.Rad2Deg; }
}
/// <summary> Returns the size of the model that is used for collision detection. </summary>
public virtual Vector3 CollisionSize {
get { return new Vector3( 8/16f, 28.5f/16f, 8/16f );
//Model.CollisionSize; TODO: for non humanoid models
}
}
/// <summary> Bounding box of the model that collision detection
/// is performed with, in world coordinates. </summary>
public virtual BoundingBox CollisionBounds {
get {
Vector3 pos = Position;
Vector3 size = CollisionSize;
return new BoundingBox( pos.X - size.X / 2, pos.Y, pos.Z - size.Z / 2,
pos.X + size.X / 2, pos.Y + size.Y, pos.Z + size.Z / 2 );
}
}
public abstract void Despawn();
/// <summary> Renders the entity's model, interpolating between the previous and next state. </summary>
public abstract void RenderModel( double deltaTime, float t );
/// <summary> Renders the entity's name over the top of its model. </summary>
/// <remarks> Assumes that RenderModel was previously called this frame. </remarks>
public abstract void RenderName();
/// <summary> Determines whether any of the blocks that intersect the
/// bounding box of this entity satisfy the given condition. </summary>
public bool TouchesAny( Predicate<byte> condition ) {
return TouchesAny( CollisionBounds, condition );
}
/// <summary> Determines whether any of the blocks that intersect the
/// given bounding box satisfy the given condition. </summary>
public bool TouchesAny( BoundingBox bounds, Predicate<byte> condition ) {
Vector3I bbMin = Vector3I.Floor( bounds.Min );
Vector3I bbMax = Vector3I.Floor( bounds.Max );
// Order loops so that we minimise cache misses
for( int y = bbMin.Y; y <= bbMax.Y; y++ ) {
for( int z = bbMin.Z; z <= bbMax.Z; z++ ) {
for( int x = bbMin.X; x <= bbMax.X; x++ ) {
if( !game.Map.IsValidPos( x, y, z ) ) continue;
byte block = game.Map.GetBlock( x, y, z );
if( condition( block ) ) {
float blockHeight = info.Height[block];
Vector3 min = new Vector3( x, y, z ) + info.MinBB[block];
Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block];
BoundingBox blockBB = new BoundingBox( min, max );
if( blockBB.Intersects( bounds ) ) return true;
}
}
}
}
return false;
}
/// <summary> Constant offset used to avoid floating point roundoff errors. </summary>
public const float Adjustment = 0.001f;
/// <summary> Determines whether any of the blocks that intersect the
/// bounding box of this entity are lava or still lava. </summary>
protected bool TouchesAnyLava() {
BoundingBox bounds = CollisionBounds;
// Even though we collide with lava 3 blocks above our feet, vanilla client thinks
// that we do not.. so we have to maintain compatibility here.
bounds.Max.Y -= 4/16f;
return TouchesAny( bounds,
b => b == (byte)Block.Lava || b == (byte)Block.StillLava );
}
/// <summary> Determines whether any of the blocks that intersect the
/// bounding box of this entity are rope. </summary>
protected bool TouchesAnyRope() {
return TouchesAny( CollisionBounds,
b => b == (byte)Block.Rope );
}
/// <summary> Determines whether any of the blocks that intersect the
/// bounding box of this entity are water or still water. </summary>
protected bool TouchesAnyWater() {
BoundingBox bounds = CollisionBounds;
bounds.Max.Y -= 4/16f;
return TouchesAny( bounds,
b => b == (byte)Block.Water || b == (byte)Block.StillWater );
}
}
}