ClassiCube/ClassicalSharp/Particles/CollidableParticle.cs
2015-12-23 15:30:34 +11:00

87 lines
2.9 KiB
C#

using System;
using OpenTK;
namespace ClassicalSharp.Particles {
public abstract class CollidableParticle : Particle {
protected bool hitTerrain = false;
public CollidableParticle( Game game ) : base( game) { }
public void ResetState( Vector3 pos, Vector3 velocity, double lifetime ) {
Position = lastPos = nextPos = pos;
Velocity = velocity;
Lifetime = (float)lifetime;
hitTerrain = false;
}
protected bool Tick( float gravity, double delta ) {
hitTerrain = false;
lastPos = Position = nextPos;
byte curBlock = game.Map.SafeGetBlock( (int)Position.X, (int)Position.Y, (int)Position.Z );
float minY = Utils.Floor( Position.Y ) + game.BlockInfo.MinBB[curBlock].Y;
float maxY = Utils.Floor( Position.Y ) + game.BlockInfo.MaxBB[curBlock].Y;
if( !CanPassThrough( curBlock ) && Position.Y >= minY &&
Position.Y < maxY && CollideHor( curBlock ) )
return true;
Velocity.Y -= gravity * (float)delta;
int startY = (int)Math.Floor( Position.Y );
Position += Velocity * (float)delta * 3;
int endY = (int)Math.Floor( Position.Y );
Utils.Clamp( ref Position.X, 0, game.Map.Width - 0.01f );
Utils.Clamp( ref Position.Z, 0, game.Map.Length - 0.01f );
if( Velocity.Y > 0 ) {
// don't test block we are already in
for( int y = startY + 1; y <= endY && TestY( y, false ); y++ );
} else {
for( int y = startY; y >= endY && TestY( y, true ); y-- );
}
nextPos = Position;
Position = lastPos;
return base.Tick( delta );
}
bool TestY( int y, bool topFace ) {
if( y < 0 ) {
Position.Y = nextPos.Y = lastPos.Y = 0 + Entity.Adjustment;
Velocity = Vector3.Zero;
hitTerrain = true;
return false;
}
byte block = game.Map.SafeGetBlock( (int)Position.X, y, (int)Position.Z );
if( CanPassThrough( block ) ) return true;
Vector3 minBB = game.BlockInfo.MinBB[block];
Vector3 maxBB = game.BlockInfo.MaxBB[block];
float collideY = y + (topFace ? maxBB.Y : minBB.Y);
bool collideVer = topFace ? (Position.Y < collideY) : (Position.Y > collideY);
if( collideVer && CollideHor( block ) ) {
float adjust = topFace ? Entity.Adjustment : -Entity.Adjustment;
Position.Y = nextPos.Y = lastPos.Y = collideY + adjust;
Velocity = Vector3.Zero;
hitTerrain = true;
return false;
}
return true;
}
bool CanPassThrough( byte block ) {
return block == 0 || game.BlockInfo.IsSprite[block] || game.BlockInfo.IsLiquid[block];
}
bool CollideHor( byte block ) {
Vector3 min = game.BlockInfo.MinBB[block] + Floor( Position );
Vector3 max = game.BlockInfo.MaxBB[block] + Floor( Position );
return Position.X >= min.X && Position.Z >= min.Z &&
Position.X < max.X && Position.Z < max.Z;
}
static Vector3 Floor( Vector3 v ) {
return new Vector3( Utils.Floor( v.X ), 0, Utils.Floor( v.Z ) );
}
}
}