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Collision cleanup (#1085)
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bfa2dbd3f7
commit
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@ -14,54 +14,54 @@ import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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final class BlockCollision {
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// Minimum move amount, minimum final velocity
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private static final double MIN_DELTA = 0.001;
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private static Vec[] calculateFaces(Vec queryVec, BoundingBox boundingBox) {
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// Add 1 because we start at point 0
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int ceilX = (int) Math.ceil(boundingBox.width()) + 1;
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int ceilY = (int) Math.ceil(boundingBox.height()) + 1;
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int ceilZ = (int) Math.ceil(boundingBox.depth()) + 1;
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final int queryX = (int) Math.signum(queryVec.x());
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final int queryY = (int) Math.signum(queryVec.y());
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final int queryZ = (int) Math.signum(queryVec.z());
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int pointCount = 0;
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if (queryVec.x() != 0) pointCount += ceilY * ceilZ;
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if (queryVec.y() != 0) pointCount += ceilX * ceilZ;
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if (queryVec.z() != 0) pointCount += ceilX * ceilY;
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// Three edge reduction
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if (queryVec.x() != 0 && queryVec.y() != 0 && queryVec.z() != 0) {
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pointCount -= ceilX + ceilY + ceilZ;
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// inclusion exclusion principle
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pointCount++;
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} else if (queryVec.x() != 0 && queryVec.y() != 0) { // Two edge reduction
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pointCount -= ceilZ;
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} else if (queryVec.y() != 0 && queryVec.z() != 0) { // Two edge reduction
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pointCount -= ceilX;
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} else if (queryVec.x() != 0 && queryVec.z() != 0) { // Two edge reduction
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pointCount -= ceilY;
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final int ceilWidth = (int) Math.ceil(boundingBox.width());
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final int ceilHeight = (int) Math.ceil(boundingBox.height());
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final int ceilDepth = (int) Math.ceil(boundingBox.depth());
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Vec[] facePoints;
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// Compute array length
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{
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final int ceilX = ceilWidth + 1;
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final int ceilY = ceilHeight + 1;
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final int ceilZ = ceilDepth + 1;
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int pointCount = 0;
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if (queryX != 0) pointCount += ceilY * ceilZ;
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if (queryY != 0) pointCount += ceilX * ceilZ;
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if (queryZ != 0) pointCount += ceilX * ceilY;
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// Three edge reduction
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if (queryX != 0 && queryY != 0 && queryZ != 0) {
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pointCount -= ceilX + ceilY + ceilZ;
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// inclusion exclusion principle
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pointCount++;
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} else if (queryX != 0 && queryY != 0) { // Two edge reduction
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pointCount -= ceilZ;
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} else if (queryY != 0 && queryZ != 0) { // Two edge reduction
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pointCount -= ceilX;
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} else if (queryX != 0 && queryZ != 0) { // Two edge reduction
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pointCount -= ceilY;
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}
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facePoints = new Vec[pointCount];
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}
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Vec[] facePoints = new Vec[pointCount];
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int insertIndex = 0;
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// X -> Y x Z
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if (queryVec.x() != 0) {
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if (queryX != 0) {
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int startIOffset = 0, endIOffset = 0, startJOffset = 0, endJOffset = 0;
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// Y handles XY edge
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if (queryVec.y() < 0) startJOffset = 1;
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if (queryVec.y() > 0) endJOffset = 1;
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if (queryY < 0) startJOffset = 1;
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if (queryY > 0) endJOffset = 1;
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// Z handles XZ edge
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if (queryVec.z() < 0) startIOffset = 1;
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if (queryVec.z() > 0) endIOffset = 1;
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if (queryZ < 0) startIOffset = 1;
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if (queryZ > 0) endIOffset = 1;
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for (int i = startIOffset; i <= Math.ceil(boundingBox.depth()) - endIOffset; ++i)
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for (int j = startJOffset; j <= Math.ceil(boundingBox.height()) - endJOffset; ++j) {
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for (int i = startIOffset; i <= ceilDepth - endIOffset; ++i) {
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for (int j = startJOffset; j <= ceilHeight - endJOffset; ++j) {
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double cellI = i;
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double cellJ = j;
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double cellK = queryVec.x() < 0 ? 0 : boundingBox.width();
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double cellK = queryX < 0 ? 0 : boundingBox.width();
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if (i >= boundingBox.depth()) cellI = boundingBox.depth();
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if (j >= boundingBox.height()) cellJ = boundingBox.height();
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@ -70,24 +70,22 @@ final class BlockCollision {
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cellJ += boundingBox.minY();
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cellK += boundingBox.minX();
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Vec p = new Vec(cellK, cellJ, cellI);
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facePoints[insertIndex++] = p;
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facePoints[insertIndex++] = new Vec(cellK, cellJ, cellI);
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}
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}
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}
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// Y -> X x Z
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if (queryVec.y() != 0) {
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if (queryY != 0) {
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int startJOffset = 0, endJOffset = 0;
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// Z handles YZ edge
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if (queryVec.z() < 0) startJOffset = 1;
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if (queryVec.z() > 0) endJOffset = 1;
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if (queryZ < 0) startJOffset = 1;
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if (queryZ > 0) endJOffset = 1;
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for (int i = startJOffset; i <= Math.ceil(boundingBox.depth()) - endJOffset; ++i)
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for (int j = 0; j <= Math.ceil(boundingBox.width()); ++j) {
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for (int i = startJOffset; i <= ceilDepth - endJOffset; ++i) {
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for (int j = 0; j <= ceilWidth; ++j) {
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double cellI = i;
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double cellJ = j;
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double cellK = queryVec.y() < 0 ? 0 : boundingBox.height();
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double cellK = queryY < 0 ? 0 : boundingBox.height();
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if (i >= boundingBox.depth()) cellI = boundingBox.depth();
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if (j >= boundingBox.width()) cellJ = boundingBox.width();
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@ -96,18 +94,17 @@ final class BlockCollision {
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cellJ += boundingBox.minX();
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cellK += boundingBox.minY();
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Vec p = new Vec(cellJ, cellK, cellI);
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facePoints[insertIndex++] = p;
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facePoints[insertIndex++] = new Vec(cellJ, cellK, cellI);
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}
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}
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}
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// Z -> X x Y
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if (queryVec.z() != 0) {
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for (int i = 0; i <= Math.ceil(boundingBox.height()); ++i)
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for (int j = 0; j <= Math.ceil(boundingBox.width()); ++j) {
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if (queryZ != 0) {
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for (int i = 0; i <= ceilHeight; ++i) {
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for (int j = 0; j <= ceilWidth; ++j) {
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double cellI = i;
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double cellJ = j;
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double cellK = queryVec.z() < 0 ? 0 : boundingBox.depth();
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double cellK = queryZ < 0 ? 0 : boundingBox.depth();
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if (i >= boundingBox.height()) cellI = boundingBox.height();
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if (j >= boundingBox.width()) cellJ = boundingBox.width();
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@ -116,9 +113,9 @@ final class BlockCollision {
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cellJ += boundingBox.minX();
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cellK += boundingBox.minZ();
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Vec p = new Vec(cellJ, cellI, cellK);
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facePoints[insertIndex++] = p;
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facePoints[insertIndex++] = new Vec(cellJ, cellI, cellK);
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}
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}
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}
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return facePoints;
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@ -131,16 +128,13 @@ final class BlockCollision {
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* All bounding boxes inside the full blocks are checked for collisions with the entity.
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*/
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static PhysicsResult handlePhysics(@NotNull BoundingBox boundingBox,
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@NotNull Vec entityVelocity, @NotNull Pos entityPosition,
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@NotNull Vec velocity, @NotNull Pos entityPosition,
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@NotNull Block.Getter getter,
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@Nullable PhysicsResult lastPhysicsResult) {
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Vec remainingMove = entityVelocity;
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// Allocate once and update values
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final SweepResult finalResult = new SweepResult(1, 0, 0, 0, null);
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SweepResult finalResult = new SweepResult(1, 0, 0, 0, null);
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boolean foundCollisionX = false, foundCollisionY = false, foundCollisionZ = false;
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Point collisionYBlock = null;
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Block blockYType = Block.AIR;
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@ -148,40 +142,30 @@ final class BlockCollision {
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// If the entity isn't moving and the block below hasn't changed, return
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if (lastPhysicsResult != null) {
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if (lastPhysicsResult.collisionY()
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&& Math.signum(remainingMove.y()) == Math.signum(lastPhysicsResult.originalDelta().y())
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&& Math.signum(velocity.y()) == Math.signum(lastPhysicsResult.originalDelta().y())
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&& lastPhysicsResult.collidedBlockY() != null
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&& getter.getBlock(lastPhysicsResult.collidedBlockY(), Block.Getter.Condition.TYPE) == lastPhysicsResult.blockTypeY()
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&& remainingMove.x() == 0 && remainingMove.z() == 0
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&& velocity.x() == 0 && velocity.z() == 0
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&& entityPosition.samePoint(lastPhysicsResult.newPosition())
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&& lastPhysicsResult.blockTypeY() != Block.AIR) {
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remainingMove = remainingMove.withY(0);
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velocity = velocity.withY(0);
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foundCollisionY = true;
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collisionYBlock = lastPhysicsResult.collidedBlockY();
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blockYType = lastPhysicsResult.blockTypeY();
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}
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}
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// If we're moving less than the MIN_DELTA value, set the velocity in that axis to 0.
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// This prevents tiny moves from wasting cpu time
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final double deltaX = Math.abs(remainingMove.x()) < MIN_DELTA ? 0 : remainingMove.x();
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final double deltaY = Math.abs(remainingMove.y()) < MIN_DELTA ? 0 : remainingMove.y();
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final double deltaZ = Math.abs(remainingMove.z()) < MIN_DELTA ? 0 : remainingMove.z();
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remainingMove = new Vec(deltaX, deltaY, deltaZ);
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if (remainingMove.isZero())
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if (lastPhysicsResult != null)
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if (velocity.isZero()) {
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if (lastPhysicsResult != null) {
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return new PhysicsResult(entityPosition, Vec.ZERO, lastPhysicsResult.isOnGround(),
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lastPhysicsResult.collisionX(), lastPhysicsResult.collisionY(), lastPhysicsResult.collisionZ(),
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entityVelocity, lastPhysicsResult.collidedBlockY(), lastPhysicsResult.blockTypeY());
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else
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return new PhysicsResult(entityPosition, Vec.ZERO, false, false, false, false, entityVelocity, null, Block.AIR);
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velocity, lastPhysicsResult.collidedBlockY(), lastPhysicsResult.blockTypeY());
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} else {
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return new PhysicsResult(entityPosition, Vec.ZERO, false, false, false, false, velocity, null, Block.AIR);
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}
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}
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// Query faces to get the points needed for collision
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Vec[] allFaces = calculateFaces(new Vec(Math.signum(remainingMove.x()), Math.signum(remainingMove.y()), Math.signum(remainingMove.z())), boundingBox);
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PhysicsResult res = handlePhysics(boundingBox, remainingMove, entityPosition, getter, allFaces, finalResult);
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final Vec[] allFaces = calculateFaces(velocity, boundingBox);
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PhysicsResult res = handlePhysics(boundingBox, velocity, entityPosition, getter, allFaces, finalResult);
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// Loop until no collisions are found.
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// When collisions are found, the collision axis is set to 0
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// Looping until there are no collisions will allow the entity to move in axis other than the collision axis after a collision.
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@ -194,35 +178,29 @@ final class BlockCollision {
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if (res.collisionX()) foundCollisionX = true;
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if (res.collisionZ()) foundCollisionZ = true;
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if (res.collisionY()) {
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foundCollisionY = true;
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// If we are only moving in the y-axis
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if (!res.collisionX() && !res.collisionZ() && entityVelocity.x() == 0 && entityVelocity.z() == 0) {
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if (!res.collisionX() && !res.collisionZ() && velocity.x() == 0 && velocity.z() == 0) {
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collisionYBlock = res.collidedBlockY();
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blockYType = res.blockTypeY();
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}
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}
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// If all axis have had collisions, break
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if (foundCollisionX && foundCollisionY && foundCollisionZ) break;
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// If the entity isn't moving, break
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if (res.newVelocity().isZero()) break;
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allFaces = calculateFaces(new Vec(Math.signum(remainingMove.x()), Math.signum(remainingMove.y()), Math.signum(remainingMove.z())), boundingBox);
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res = handlePhysics(boundingBox, res.newVelocity(), res.newPosition(), getter, allFaces, finalResult);
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}
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final double newDeltaX = foundCollisionX ? 0 : entityVelocity.x();
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final double newDeltaY = foundCollisionY ? 0 : entityVelocity.y();
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final double newDeltaZ = foundCollisionZ ? 0 : entityVelocity.z();
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final double newDeltaX = foundCollisionX ? 0 : velocity.x();
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final double newDeltaY = foundCollisionY ? 0 : velocity.y();
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final double newDeltaZ = foundCollisionZ ? 0 : velocity.z();
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return new PhysicsResult(res.newPosition(), new Vec(newDeltaX, newDeltaY, newDeltaZ),
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newDeltaY == 0 && entityVelocity.y() < 0,
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foundCollisionX, foundCollisionY, foundCollisionZ, entityVelocity, collisionYBlock, blockYType);
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newDeltaY == 0 && velocity.y() < 0,
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foundCollisionX, foundCollisionY, foundCollisionZ, velocity, collisionYBlock, blockYType);
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}
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private static PhysicsResult handlePhysics(@NotNull BoundingBox boundingBox,
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@ -234,14 +212,12 @@ final class BlockCollision {
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double remainingX = deltaPosition.x();
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double remainingY = deltaPosition.y();
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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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// 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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for (Vec point : allFaces) {
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Vec pointBefore = point.add(entityPosition);
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Vec pointAfter = point.add(entityPosition).add(deltaPosition);
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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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@ -293,37 +269,15 @@ final class BlockCollision {
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}
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}
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double finalX = entityPosition.x() + finalResult.res * remainingX;
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double finalY = entityPosition.y() + finalResult.res * remainingY;
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double finalZ = entityPosition.z() + finalResult.res * remainingZ;
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boolean collisionX = false, collisionY = false, collisionZ = false;
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final double finalX = entityPosition.x() + finalResult.res * remainingX;
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final double finalY = entityPosition.y() + finalResult.res * remainingY;
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final double finalZ = entityPosition.z() + finalResult.res * remainingZ;
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final boolean collisionX = finalResult.normalX != 0, collisionY = finalResult.normalY != 0, collisionZ = finalResult.normalZ != 0;
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// Remaining delta
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remainingX -= finalResult.res * remainingX;
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remainingY -= finalResult.res * remainingY;
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remainingZ -= finalResult.res * remainingZ;
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if (finalResult.normalX != 0) {
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collisionX = true;
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remainingX = 0;
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}
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if (finalResult.normalY != 0) {
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collisionY = true;
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remainingY = 0;
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}
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if (finalResult.normalZ != 0) {
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collisionZ = true;
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remainingZ = 0;
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}
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remainingX = Math.abs(remainingX) < MIN_DELTA ? 0 : remainingX;
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remainingY = Math.abs(remainingY) < MIN_DELTA ? 0 : remainingY;
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remainingZ = Math.abs(remainingZ) < MIN_DELTA ? 0 : remainingZ;
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finalX = Math.abs(finalX - entityPosition.x()) < MIN_DELTA ? entityPosition.x() : finalX;
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finalY = Math.abs(finalY - entityPosition.y()) < MIN_DELTA ? entityPosition.y() : finalY;
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finalZ = Math.abs(finalZ - entityPosition.z()) < MIN_DELTA ? entityPosition.z() : finalZ;
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remainingX = collisionX ? 0 : remainingX - finalResult.res * remainingX;
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remainingY = collisionY ? 0 : remainingY - finalResult.res * remainingY;
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remainingZ = collisionZ ? 0 : remainingZ - finalResult.res * remainingZ;
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return new PhysicsResult(new Pos(finalX, finalY, finalZ),
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new Vec(remainingX, remainingY, remainingZ), collisionY,
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@ -343,7 +297,7 @@ final class BlockCollision {
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final boolean intersects;
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if (type == EntityType.PLAYER) {
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// Ignore spectators
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if (((Player)entity).getGameMode() == GameMode.SPECTATOR)
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if (((Player) entity).getGameMode() == GameMode.SPECTATOR)
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continue;
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// Need to move player slightly away from block we're placing.
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// If player is at block 40 we cannot place a block at block 39 with side length 1 because the block will be in [39, 40]
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@ -382,69 +336,54 @@ final class BlockCollision {
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final boolean currentShort = currentShape.relativeEnd().y() < 0.5;
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// only consider the block below if our current shape is sufficiently short
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if(currentShort && shouldCheckLower(entityVelocity, entityPosition, blockX, blockY, blockZ)) {
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if (currentShort && shouldCheckLower(entityVelocity, entityPosition, blockX, blockY, blockZ)) {
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// we need to check below for a tall block (fence, wall, ...)
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final Vec belowPos = new Vec(blockX, blockY - 1, blockZ);
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final Block belowBlock = getter.getBlock(belowPos, Block.Getter.Condition.TYPE);
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final Shape belowShape = belowBlock.registry().collisionShape();
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final Vec currentPos = new Vec(blockX, blockY, blockZ);
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// don't fall out of if statement, we could end up redundantly grabbing a block, and we only need to
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// collision check against the current shape since the below shape isn't tall
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if(belowShape.relativeEnd().y() > 1)
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if (belowShape.relativeEnd().y() > 1) {
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// we should always check both shapes, so no short-circuit here, to handle cases where the bounding box
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// hits the current solid but misses the tall solid
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return belowShape.intersectBoxSwept(entityPosition, entityVelocity, belowPos, boundingBox, finalResult)
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| (currentCollidable && currentShape.intersectBoxSwept(entityPosition, entityVelocity,
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currentPos, boundingBox, finalResult));
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else return currentCollidable && currentShape.intersectBoxSwept(entityPosition, entityVelocity, currentPos,
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boundingBox, finalResult);
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return belowShape.intersectBoxSwept(entityPosition, entityVelocity, belowPos, boundingBox, finalResult) |
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(currentCollidable && currentShape.intersectBoxSwept(entityPosition, entityVelocity, currentPos, boundingBox, finalResult));
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} else {
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return currentCollidable && currentShape.intersectBoxSwept(entityPosition, entityVelocity, currentPos, boundingBox, finalResult);
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}
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}
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if(currentCollidable && currentShape.intersectBoxSwept(entityPosition, entityVelocity,
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if (currentCollidable && currentShape.intersectBoxSwept(entityPosition, entityVelocity,
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new Vec(blockX, blockY, blockZ), boundingBox, finalResult)) {
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// if the current collision is sufficiently short, we might need to collide against the block below too
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if(currentShort) {
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if (currentShort) {
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final Vec belowPos = new Vec(blockX, blockY - 1, blockZ);
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final Block belowBlock = getter.getBlock(belowPos, Block.Getter.Condition.TYPE);
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final Shape belowShape = belowBlock.registry().collisionShape();
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// only do sweep if the below block is big enough to possibly hit
|
||||
if(belowShape.relativeEnd().y() > 1)
|
||||
if (belowShape.relativeEnd().y() > 1)
|
||||
belowShape.intersectBoxSwept(entityPosition, entityVelocity, belowPos, boundingBox, finalResult);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static boolean shouldCheckLower(Vec entityVelocity, Pos entityPosition, int blockX, int blockY, int blockZ) {
|
||||
final double yVelocity = entityVelocity.y();
|
||||
|
||||
// if moving horizontally, just check if the floor of the entity's position is the same as the blockY
|
||||
if(yVelocity == 0)
|
||||
return Math.floor(entityPosition.y()) == blockY;
|
||||
|
||||
if (yVelocity == 0) return Math.floor(entityPosition.y()) == blockY;
|
||||
final double xVelocity = entityVelocity.x();
|
||||
final double zVelocity = entityVelocity.z();
|
||||
|
||||
// if moving straight up, don't bother checking for tall solids beneath anything
|
||||
// if moving straight down, only check for a tall solid underneath the last block
|
||||
if(xVelocity == 0 && zVelocity == 0)
|
||||
if (xVelocity == 0 && zVelocity == 0)
|
||||
return yVelocity < 0 && blockY == Math.floor(entityPosition.y() + yVelocity);
|
||||
|
||||
// default to true: if no x velocity, only consider YZ line, and vice-versa
|
||||
boolean underYX = true;
|
||||
boolean underYZ = true;
|
||||
if(xVelocity != 0)
|
||||
underYX = computeHeight(yVelocity, xVelocity, entityPosition.y(), entityPosition.x(), blockX) >= blockY;
|
||||
|
||||
if(zVelocity != 0)
|
||||
underYZ = computeHeight(yVelocity, zVelocity, entityPosition.y(), entityPosition.z(), blockZ) >= blockY;
|
||||
|
||||
final boolean underYX = xVelocity != 0 && computeHeight(yVelocity, xVelocity, entityPosition.y(), entityPosition.x(), blockX) >= blockY;
|
||||
final boolean underYZ = zVelocity != 0 && computeHeight(yVelocity, zVelocity, entityPosition.y(), entityPosition.z(), blockZ) >= blockY;
|
||||
// true if the block is at or below the same height as a line drawn from the entity's position to its final
|
||||
// destination
|
||||
return underYX && underYZ;
|
||||
@ -457,7 +396,6 @@ final class BlockCollision {
|
||||
*/
|
||||
private static double computeHeight(double yVelocity, double velocity, double entityY, double pos, int blockPos) {
|
||||
final double m = yVelocity / velocity;
|
||||
|
||||
/*
|
||||
offsetting by 1 is necessary with a positive slope, because we can clip the bottom-right corner of blocks
|
||||
without clipping the "bottom-left" (the smallest corner of the block on the YZ or YX plane). without the offset
|
||||
|
@ -162,9 +162,7 @@ public final class BoundingBox implements Shape {
|
||||
public boolean equals(Object o) {
|
||||
if (this == o) return true;
|
||||
if (o == null || getClass() != o.getClass()) return false;
|
||||
|
||||
BoundingBox that = (BoundingBox) o;
|
||||
|
||||
if (Double.compare(that.width, width) != 0) return false;
|
||||
if (Double.compare(that.height, height) != 0) return false;
|
||||
if (Double.compare(that.depth, depth) != 0) return false;
|
||||
|
@ -29,8 +29,9 @@ public final class CollisionUtils {
|
||||
*/
|
||||
public static PhysicsResult handlePhysics(@NotNull Entity entity, @NotNull Vec entityVelocity,
|
||||
@Nullable PhysicsResult lastPhysicsResult) {
|
||||
assert entity.getInstance() != null;
|
||||
return handlePhysics(entity.getInstance(), entity.getChunk(),
|
||||
final Instance instance = entity.getInstance();
|
||||
assert instance != null;
|
||||
return handlePhysics(instance, entity.getChunk(),
|
||||
entity.getBoundingBox(),
|
||||
entity.getPosition(), entityVelocity,
|
||||
lastPhysicsResult);
|
||||
|
Loading…
Reference in New Issue
Block a user