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122 lines
4.5 KiB
C#
122 lines
4.5 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using ClassicalSharp.Model;
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using ClassicalSharp.Physics;
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using OpenTK;
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#if USE16_BIT
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using BlockID = System.UInt16;
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#else
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using BlockID = System.Byte;
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#endif
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namespace ClassicalSharp.Entities {
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/// <summary> Contains a model, along with position, velocity, and rotation.
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/// May also contain other fields and properties. </summary>
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public abstract partial class Entity {
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AABB modelAABB;
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/// <summary> Returns the bounding box that contains the model, without any rotations applied. </summary>
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public AABB PickingBounds { get { return modelAABB.Offset(Position); } }
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/// <summary> Bounding box of the model that collision detection is performed with, in world coordinates. </summary>
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public AABB Bounds { get { return AABB.Make(Position, Size); } }
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/// <summary> Determines whether any of the blocks that intersect the
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/// bounding box of this entity satisfy the given condition. </summary>
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public bool TouchesAny(Predicate<BlockID> condition) {
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return TouchesAny(Bounds, condition);
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}
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/// <summary> Determines whether any of the blocks that intersect the
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/// given bounding box satisfy the given condition. </summary>
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public bool TouchesAny(AABB bounds, Predicate<BlockID> condition) {
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Vector3I bbMin = Vector3I.Floor(bounds.Min);
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Vector3I bbMax = Vector3I.Floor(bounds.Max);
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BlockInfo info = game.BlockInfo;
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AABB blockBB = default(AABB);
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// Order loops so that we minimise cache misses
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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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if (!game.World.IsValidPos(x, y, z)) continue;
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BlockID block = game.World.GetBlock(x, y, z);
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blockBB.Min = new Vector3(x, y, z) + info.MinBB[block];
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blockBB.Max = new Vector3(x, y, z) + info.MaxBB[block];
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if (!blockBB.Intersects(bounds)) continue;
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if (condition(block)) return true;
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}
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return false;
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}
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/// <summary> Determines whether any of the blocks that intersect the
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/// bounding box of this entity are rope. </summary>
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public bool TouchesAnyRope() {
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AABB bounds = Bounds;
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bounds.Max.Y += 0.5f/16f;
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return TouchesAny(bounds, b => b == Block.Rope);
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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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static readonly Vector3 liqExpand = new Vector3(0.25f/16f, 0/16f, 0.25f/16f);
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// If liquid block above, leave height same
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// otherwise reduce water BB height by 0.5 blocks
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bool TouchesAnyLiquid(AABB bounds, BlockID block1, BlockID block2) {
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Vector3I bbMin = Vector3I.Floor(bounds.Min);
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Vector3I bbMax = Vector3I.Floor(bounds.Max);
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int height = game.World.Height;
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BlockInfo info = game.BlockInfo;
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AABB blockBB = default(AABB);
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// Order loops so that we minimise cache misses
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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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if (!game.World.IsValidPos(x, y, z)) continue;
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BlockID block = game.World.GetBlock(x, y, z);
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BlockID below = (y - 1) < 0 ? Block.Air : game.World.GetBlock(x, y - 1, z);
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BlockID above = (y + 1) >= height ? Block.Air : game.World.GetBlock(x, y + 1, z);
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// TODO: use recording to find right constants when I have more time
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blockBB.Min = new Vector3(x, y, z) + info.MinBB[block];
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blockBB.Max = new Vector3(x, y, z) + info.MaxBB[block];
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//if (game.BlockInfo.Collide[below] != CollideType.SwimThrough)
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// min.Y += 4/16f;
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//if (game.BlockInfo.Collide[above] != CollideType.SwimThrough)
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// max.Y -= 4/16f;
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if (!blockBB.Intersects(bounds)) continue;
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if (block == block1 || block == block2) return true;
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}
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return false;
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}
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/// <summary> Determines whether any of the blocks that intersect the
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/// bounding box of this entity are lava or still lava. </summary>
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public bool TouchesAnyLava() {
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// NOTE: Original classic client uses offset (so you can only climb up
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// alternating liquid-solid elevators on two sides)
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AABB bounds = Bounds.Offset(liqExpand);
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return TouchesAnyLiquid(bounds, Block.Lava, Block.StillLava);
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}
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/// <summary> Determines whether any of the blocks that intersect the
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/// bounding box of this entity are water or still water. </summary>
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public bool TouchesAnyWater() {
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AABB bounds = Bounds.Offset(liqExpand);
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return TouchesAnyLiquid(bounds, Block.Water, Block.StillWater);
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}
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}
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} |