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Fast exit in CollisionUtils
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@ -1,14 +1,13 @@
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package net.minestom.server.collision;
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import net.minestom.server.coordinate.Pos;
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import net.minestom.server.coordinate.Vec;
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import net.minestom.server.entity.Entity;
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import net.minestom.server.instance.Chunk;
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import net.minestom.server.instance.Instance;
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import net.minestom.server.instance.WorldBorder;
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import net.minestom.server.instance.block.Block;
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import net.minestom.server.utils.chunk.ChunkUtils;
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import net.minestom.server.coordinate.Point;
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import net.minestom.server.coordinate.Pos;
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import net.minestom.server.coordinate.Vec;
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import org.jetbrains.annotations.NotNull;
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public class CollisionUtils {
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@ -20,7 +19,7 @@ public class CollisionUtils {
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/**
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* Moves an entity with physics applied (ie checking against blocks)
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*
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* @param entity the entity to move
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* @param entity the entity to move
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* @return the result of physics simulation
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*/
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public static PhysicsResult handlePhysics(@NotNull Entity entity, @NotNull Vec deltaPosition) {
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@ -30,21 +29,35 @@ public class CollisionUtils {
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final Pos currentPosition = entity.getPosition();
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final BoundingBox boundingBox = entity.getBoundingBox();
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final StepResult yCollision = stepAxis(instance, originChunk, currentPosition.asVec(), Y_AXIS, deltaPosition.y(),
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deltaPosition.y() > 0 ? boundingBox.getTopFace() : boundingBox.getBottomFace());
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Vec stepVec = currentPosition.asVec();
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boolean xCheck = false, yCheck = false, zCheck = false;
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final StepResult xCollision = stepAxis(instance, originChunk, yCollision.newPosition, X_AXIS, deltaPosition.x(),
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deltaPosition.x() < 0 ? boundingBox.getLeftFace() : boundingBox.getRightFace());
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if (deltaPosition.y() != 0) {
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final StepResult yCollision = stepAxis(instance, originChunk, stepVec, Y_AXIS, deltaPosition.y(),
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deltaPosition.y() > 0 ? boundingBox.getTopFace() : boundingBox.getBottomFace());
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yCheck = yCollision.foundCollision;
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stepVec = yCollision.newPosition;
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}
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final StepResult zCollision = stepAxis(instance, originChunk, xCollision.newPosition, Z_AXIS, deltaPosition.z(),
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deltaPosition.z() > 0 ? boundingBox.getBackFace() : boundingBox.getFrontFace());
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if (deltaPosition.x() != 0) {
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final StepResult xCollision = stepAxis(instance, originChunk, stepVec, X_AXIS, deltaPosition.x(),
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deltaPosition.x() < 0 ? boundingBox.getLeftFace() : boundingBox.getRightFace());
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xCheck = xCollision.foundCollision;
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stepVec = xCollision.newPosition;
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}
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return new PhysicsResult(currentPosition.withCoord(zCollision.newPosition),
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deltaPosition.apply(((x, y, z) -> new Vec(
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xCollision.foundCollision ? 0 : x,
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yCollision.foundCollision ? 0 : y,
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zCollision.foundCollision ? 0 : z
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))), yCollision.foundCollision && deltaPosition.y() < 0);
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if (deltaPosition.z() != 0) {
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final StepResult zCollision = stepAxis(instance, originChunk, stepVec, Z_AXIS, deltaPosition.z(),
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deltaPosition.z() > 0 ? boundingBox.getBackFace() : boundingBox.getFrontFace());
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zCheck = zCollision.foundCollision;
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stepVec = zCollision.newPosition;
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}
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return new PhysicsResult(currentPosition.samePoint(stepVec) ? currentPosition : currentPosition.withCoord(stepVec),
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new Vec(xCheck ? 0 : deltaPosition.x(),
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yCheck ? 0 : deltaPosition.y(),
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zCheck ? 0 : deltaPosition.z()),
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yCheck && deltaPosition.y() < 0);
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}
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/**
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@ -69,7 +82,8 @@ public class CollisionUtils {
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// used to determine if 'remainingLength' should be used
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boolean collisionFound = false;
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for (int i = 0; i < Math.abs(blockLength); i++) {
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if (collisionFound = stepOnce(instance, originChunk, axis, sign, corners)) break;
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collisionFound = stepOnce(instance, originChunk, axis, sign, corners);
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if (collisionFound) break;
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}
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// add remainingLength
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@ -92,9 +106,9 @@ public class CollisionUtils {
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/**
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* Steps once (by a length of 1 block) on the given axis.
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*
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* @param instance instance to get blocks from
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* @param axis the axis to move along
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* @param corners the corners of the bounding box to consider
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* @param instance instance to get blocks from
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* @param axis the axis to move along
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* @param corners the corners of the bounding box to consider
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* @return true if found collision
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*/
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private static boolean stepOnce(Instance instance, Chunk originChunk, Vec axis, double amount, Vec[] corners) {
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@ -102,27 +116,22 @@ public class CollisionUtils {
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for (int cornerIndex = 0; cornerIndex < corners.length; cornerIndex++) {
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final Vec originalCorner = corners[cornerIndex];
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final Vec newCorner = originalCorner.add(axis.mul(amount));
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Chunk chunk = ChunkUtils.retrieve(instance, originChunk, newCorner);
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final Chunk chunk = ChunkUtils.retrieve(instance, originChunk, newCorner);
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if (!ChunkUtils.isLoaded(chunk)) {
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// Collision at chunk border
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return true;
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}
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final Block block = chunk.getBlock(newCorner);
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// TODO: block collision boxes
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// TODO: for the moment, always consider a full block
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if (block.isSolid()) {
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corners[cornerIndex] = originalCorner.apply(((x, y, z) -> new Vec(
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Math.abs(axis.x()) > 10e-16 ? newCorner.blockX() - axis.x() * sign : x,
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Math.abs(axis.y()) > 10e-16 ? newCorner.blockY() - axis.y() * sign : y,
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Math.abs(axis.z()) > 10e-16 ? newCorner.blockZ() - axis.z() * sign : z
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)));
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corners[cornerIndex] = new Vec(
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Math.abs(axis.x()) > 10e-16 ? newCorner.blockX() - axis.x() * sign : originalCorner.x(),
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Math.abs(axis.y()) > 10e-16 ? newCorner.blockY() - axis.y() * sign : originalCorner.y(),
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Math.abs(axis.z()) > 10e-16 ? newCorner.blockZ() - axis.z() * sign : originalCorner.z());
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return true;
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}
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corners[cornerIndex] = newCorner;
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}
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return false;
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@ -137,7 +146,7 @@ public class CollisionUtils {
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* @return the position with the world border collision applied (can be {@code newPosition} if not changed)
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*/
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public static @NotNull Pos applyWorldBorder(@NotNull Instance instance,
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@NotNull Pos currentPosition, @NotNull Pos newPosition) {
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@NotNull Pos currentPosition, @NotNull Pos newPosition) {
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final WorldBorder worldBorder = instance.getWorldBorder();
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final WorldBorder.CollisionAxis collisionAxis = worldBorder.getCollisionAxis(newPosition);
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switch (collisionAxis) {
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