119 lines
4.5 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using ClassicalSharp.Model;
using ClassicalSharp.Physics;
using OpenTK;
namespace ClassicalSharp.Entities {
/// <summary> Contains a model, along with position, velocity, and rotation.
/// May also contain other fields and properties. </summary>
public abstract partial class Entity {
/// <summary> Returns the bounding box that contains the model, assuming it is not rotated. </summary>
public AABB PickingBounds {
get { UpdateModel(); AABB bb = Model.PickingBounds;
return bb.Scale( ModelScale ).Offset( Position );
}
}
/// <summary> Bounding box of the model that collision detection
/// is performed with, in world coordinates. </summary>
public virtual AABB Bounds {
get { return AABB.Make( Position, Size ); }
}
/// <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( Bounds, condition );
}
/// <summary> Determines whether any of the blocks that intersect the
/// given bounding box satisfy the given condition. </summary>
public bool TouchesAny( AABB bounds, Predicate<byte> condition ) {
Vector3I bbMin = Vector3I.Floor( bounds.Min );
Vector3I bbMax = Vector3I.Floor( bounds.Max );
BlockInfo info = game.BlockInfo;
// 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.World.IsValidPos( x, y, z ) ) continue;
byte block = game.World.GetBlock( x, y, z );
Vector3 min = new Vector3( x, y, z ) + info.MinBB[block];
Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block];
AABB blockBB = new AABB( min, max );
if( !blockBB.Intersects( bounds ) ) continue;
if( condition( block ) ) return true;
}
return false;
}
/// <summary> Determines whether any of the blocks that intersect the
/// bounding box of this entity are rope. </summary>
public bool TouchesAnyRope() {
AABB bounds = Bounds;
bounds.Max.Y += 0.5f/16f;
return TouchesAny( bounds, b => b == Block.Rope );
}
/// <summary> Constant offset used to avoid floating point roundoff errors. </summary>
public const float Adjustment = 0.001f;
static readonly Vector3 liqExpand = new Vector3( 0.25f/16f, 0/16f, 0.25f/16f );
// If liquid block above, leave height same
// otherwise reduce water BB height by 0.5 blocks
bool TouchesAnyLiquid( AABB bounds, byte block1, byte block2 ) {
Vector3I bbMin = Vector3I.Floor( bounds.Min );
Vector3I bbMax = Vector3I.Floor( bounds.Max );
int height = game.World.Height;
BlockInfo info = game.BlockInfo;
// 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.World.IsValidPos( x, y, z ) ) continue;
byte block = game.World.GetBlock( x, y, z );
byte below = (y - 1) < 0 ? Block.Air : game.World.GetBlock( x, y - 1, z );
byte above = (y + 1) >= height ? Block.Air : game.World.GetBlock( x, y + 1, z );
// TODO: use recording to find right constants when I have more time
Vector3 min = new Vector3( x, y, z ) + info.MinBB[block];
Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block];
//if( game.BlockInfo.Collide[below] != CollideType.SwimThrough )
// min.Y += 4/16f;
//if( game.BlockInfo.Collide[above] != CollideType.SwimThrough )
// max.Y -= 4/16f;
AABB blockBB = new AABB( min, max );
if( !blockBB.Intersects( bounds ) ) continue;
if( block == block1 || block == block2 ) return true;
}
return false;
}
/// <summary> Determines whether any of the blocks that intersect the
/// bounding box of this entity are lava or still lava. </summary>
public bool TouchesAnyLava() {
// NOTE: Original classic client uses offset (so you can only climb up
// alternating liquid-solid elevators on two sides)
AABB bounds = Bounds.Offset( liqExpand );
return TouchesAnyLiquid( bounds, Block.Lava, Block.StillLava );
}
/// <summary> Determines whether any of the blocks that intersect the
/// bounding box of this entity are water or still water. </summary>
public bool TouchesAnyWater() {
AABB bounds = Bounds.Offset( liqExpand );
return TouchesAnyLiquid( bounds, Block.Water, Block.StillWater );
}
}
}