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Physics Test + revert (#742)
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@ -144,24 +144,55 @@ final class BlockCollision {
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double remainingZ = deltaPosition.z();
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double remainingZ = deltaPosition.z();
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// If the movement is small we don't need to run the expensive ray casting.
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// If the movement is small we don't need to run the expensive ray casting.
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// Positions of move less than one can have hardcoded blocks to check for every direction
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if (deltaPosition.length() < 1) {
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if (deltaPosition.length() < 1) {
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// Go through all points to check. See if the point after the move will be in a new block
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// If the point after is in a new block that new block needs to be checked, otherwise only check the current block
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for (Vec point : allFaces) {
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for (Vec point : allFaces) {
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final Vec pointBefore = point.add(entityPosition);
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Vec pointBefore = point.add(entityPosition);
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final Vec pointAfter = pointBefore.add(deltaPosition);
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Vec pointAfter = point.add(entityPosition).add(deltaPosition);
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if (!pointAfter.sameBlock(pointBefore)) {
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// Entity can pass through up to 4 blocks. Starting block, Two intermediate blocks, and a final block.
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// This means we must check every combination of block movements when an entity moves over an axis.
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// 000, 001, 010, 011, etc.
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// There are 8 of these combinations
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// Checks can be limited by checking if we moved across an axis line
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// Pass through (0, 0, 0)
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checkBoundingBox(pointBefore.blockX(), pointBefore.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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if (pointBefore.blockX() != pointAfter.blockX()) {
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if (pointBefore.blockX() != pointAfter.blockX()) {
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// Pass through (+1, 0, 0)
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checkBoundingBox(pointAfter.blockX(), pointBefore.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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checkBoundingBox(pointAfter.blockX(), pointBefore.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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// Checks for moving through 4 blocks
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if (pointBefore.blockY() != pointAfter.blockY())
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// Pass through (+1, +1, 0)
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checkBoundingBox(pointAfter.blockX(), pointAfter.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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if (pointBefore.blockZ() != pointAfter.blockZ())
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// Pass through (+1, 0, +1)
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checkBoundingBox(pointAfter.blockX(), pointBefore.blockY(), pointAfter.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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}
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}
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if (pointBefore.blockY() != pointAfter.blockY()) {
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if (pointBefore.blockY() != pointAfter.blockY()) {
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// Pass through (0, +1, 0)
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checkBoundingBox(pointBefore.blockX(), pointAfter.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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checkBoundingBox(pointBefore.blockX(), pointAfter.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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// Checks for moving through 4 blocks
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if (pointBefore.blockZ() != pointAfter.blockZ())
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// Pass through (0, +1, +1)
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checkBoundingBox(pointBefore.blockX(), pointAfter.blockY(), pointAfter.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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}
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}
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if (pointBefore.blockZ() != pointAfter.blockZ()) {
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if (pointBefore.blockZ() != pointAfter.blockZ()) {
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// Pass through (0, 0, +1)
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checkBoundingBox(pointBefore.blockX(), pointBefore.blockY(), pointAfter.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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checkBoundingBox(pointBefore.blockX(), pointBefore.blockY(), pointAfter.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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}
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}
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}
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checkBoundingBox(pointBefore.blockX(), pointBefore.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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// Pass through (+1, +1, +1)
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if (pointBefore.blockX() != pointAfter.blockX()
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&& pointBefore.blockY() != pointAfter.blockY()
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&& pointBefore.blockZ() != pointAfter.blockZ())
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checkBoundingBox(pointAfter.blockX(), pointAfter.blockY(), pointAfter.blockZ(), deltaPosition, entityPosition, boundingBox, instance, originChunk, finalResult);
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}
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}
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} else {
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} else {
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// When large moves are done we need to ray-cast to find all blocks that could intersect with the movement
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// When large moves are done we need to ray-cast to find all blocks that could intersect with the movement
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@ -210,6 +210,25 @@ public class EntityBlockPhysicsIntegrationTest {
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assertEqualsPoint(new Pos(0.7, 42, 0.7), res.newPosition());
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assertEqualsPoint(new Pos(0.7, 42, 0.7), res.newPosition());
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}
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}
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@Test
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public void entityPhysicsCheckEdgeClipSmall(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(1, 42, 1, Block.STONE);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setInstance(instance, new Pos(0.6999, 42, 0.6999)).join();
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(0.702, 0, 0.702));
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boolean isFirst = checkPoints(new Pos(1.402, 42, 0.7), res.newPosition());
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boolean isSecond = checkPoints(new Pos(0.7, 42, 1.402), res.newPosition());
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// First and second are both valid, it depends on the implementation
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// If x collision is checked first then isFirst will be true
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// If z collision is checked first then isSecond will be true
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assertTrue(isFirst || isSecond);
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}
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@Test
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@Test
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public void entityPhysicsCheckDoorSubBlockNorth(Env env) {
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public void entityPhysicsCheckDoorSubBlockNorth(Env env) {
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var instance = env.createFlatInstance();
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var instance = env.createFlatInstance();
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@ -430,6 +449,178 @@ public class EntityBlockPhysicsIntegrationTest {
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assertEqualsPoint(new Pos(0.7, 42, 0), res.newPosition());
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assertEqualsPoint(new Pos(0.7, 42, 0), res.newPosition());
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}
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}
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// Checks C include all checks for crossing one intermediate block (3 block checks)
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@Test
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public void entityPhysicsSmallMoveC0(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(1, 42, 0, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(0.7, 42, 0.5)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(0.6, 0, 0.6));
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assertEqualsPoint(new Pos(1, 42, 1.1), res.newPosition());
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}
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@Test
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public void entityPhysicsSmallMoveC1(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(0, 42, 1, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(0.5, 42, 0.7)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(0.6, 0, 0.6));
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assertEqualsPoint(new Pos(1.1, 42, 1), res.newPosition());
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}
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@Test
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public void entityPhysicsSmallMoveC2(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(1, 42, 1, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(0.8, 42, 1.3)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(0.6, 0, -0.6));
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assertEqualsPoint(new Pos(1, 42, 0.7), res.newPosition());
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}
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@Test
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public void entityPhysicsSmallMoveC3(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(0, 42, 0, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(0.7, 42, 1.1)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(0.6, 0, -0.6));
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assertEqualsPoint(new Pos(1.3, 42, 1), res.newPosition());
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}
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@Test
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public void entityPhysicsSmallMoveC4(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(0, 42, 1, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(1.1, 42, 1.3)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(-0.6, 0, -0.6));
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assertEqualsPoint(new Pos(1, 42, 0.7), res.newPosition());
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}
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@Test
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public void entityPhysicsSmallMoveC5(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(1, 42, 0, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(1.3, 42, 1.1)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(-0.6, 0, -0.6));
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assertEqualsPoint(new Pos(0.7, 42, 1), res.newPosition());
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}
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@Test
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public void entityPhysicsSmallMoveC6(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(0, 42, 0, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(1.1, 42, 0.7)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(-0.6, 0, 0.6));
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assertEqualsPoint(new Pos(1, 42, 1.3), res.newPosition());
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}
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@Test
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public void entityPhysicsSmallMoveC7(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(1, 42, 1, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(1.3, 42, 0.8)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(-0.6, 0, 0.6));
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assertEqualsPoint(new Pos(0.7, 42, 1), res.newPosition());
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}
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// Checks CE include checks for crossing two intermediate block (4 block checks)
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@Test
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public void entityPhysicsSmallMoveC0E(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(1, 43, 0, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(0.51, 42.51, 0.5)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(0.57, 0.57, 0.57));
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assertEqualsPoint(new Pos(1.08, 43, 1.07), res.newPosition());
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}
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@Test
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public void entityPhysicsSmallMoveC1E(Env env) {
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var instance = env.createFlatInstance();
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instance.setBlock(0, 43, 1, Block.STONE);
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BoundingBox bb = new BoundingBox(0, 0, 0);
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var entity = new Entity(EntityType.ZOMBIE);
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entity.setBoundingBox(bb);
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entity.setInstance(instance, new Pos(0.50, 42.51, 0.51)).join();
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assertEquals(instance, entity.getInstance());
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PhysicsResult res = CollisionUtils.handlePhysics(entity, new Vec(0.57, 0.57, 0.57));
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assertEqualsPoint(new Pos(1.07, 43, 1.08), res.newPosition());
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}
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@Test
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@Test
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public void entityPhysicsCheckNoCollision(Env env) {
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public void entityPhysicsCheckNoCollision(Env env) {
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var instance = env.createFlatInstance();
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var instance = env.createFlatInstance();
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