Minestom/src/main/java/net/minestom/server/collision/BlockCollision.java

354 lines
17 KiB
Java

package net.minestom.server.collision;
import net.minestom.server.coordinate.Point;
import net.minestom.server.coordinate.Pos;
import net.minestom.server.coordinate.Vec;
import net.minestom.server.instance.block.Block;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
final class BlockCollision {
// Minimum move amount, minimum final velocity
private static final double MIN_DELTA = 0.001;
private static Vec[] calculateFaces(Vec queryVec, BoundingBox boundingBox) {
// Add 1 because we start at point 0
int ceilX = (int) Math.ceil(boundingBox.width()) + 1;
int ceilY = (int) Math.ceil(boundingBox.height()) + 1;
int ceilZ = (int) Math.ceil(boundingBox.depth()) + 1;
int pointCount = 0;
if (queryVec.x() != 0) pointCount += ceilY * ceilZ;
if (queryVec.y() != 0) pointCount += ceilX * ceilZ;
if (queryVec.z() != 0) pointCount += ceilX * ceilY;
// Three edge reduction
if (queryVec.x() != 0 && queryVec.y() != 0 && queryVec.z() != 0) {
pointCount -= ceilX + ceilY + ceilZ;
// inclusion exclusion principle
pointCount++;
} else if (queryVec.x() != 0 && queryVec.y() != 0) { // Two edge reduction
pointCount -= ceilZ;
} else if (queryVec.y() != 0 && queryVec.z() != 0) { // Two edge reduction
pointCount -= ceilX;
} else if (queryVec.x() != 0 && queryVec.z() != 0) { // Two edge reduction
pointCount -= ceilY;
}
Vec[] facePoints = new Vec[pointCount];
int insertIndex = 0;
// X -> Y x Z
if (queryVec.x() != 0) {
int startIOffset = 0, endIOffset = 0, startJOffset = 0, endJOffset = 0;
// Y handles XY edge
if (queryVec.y() < 0) startJOffset = 1;
if (queryVec.y() > 0) endJOffset = 1;
// Z handles XZ edge
if (queryVec.z() < 0) startIOffset = 1;
if (queryVec.z() > 0) endIOffset = 1;
for (int i = startIOffset; i <= Math.ceil(boundingBox.depth()) - endIOffset; ++i)
for (int j = startJOffset; j <= Math.ceil(boundingBox.height()) - endJOffset; ++j) {
double cellI = i;
double cellJ = j;
double cellK = queryVec.x() < 0 ? 0 : boundingBox.width();
if (i >= boundingBox.depth()) cellI = boundingBox.depth();
if (j >= boundingBox.height()) cellJ = boundingBox.height();
cellI += boundingBox.minZ();
cellJ += boundingBox.minY();
cellK += boundingBox.minX();
Vec p = new Vec(cellK, cellJ, cellI);
facePoints[insertIndex++] = p;
}
}
// Y -> X x Z
if (queryVec.y() != 0) {
int startJOffset = 0, endJOffset = 0;
// Z handles YZ edge
if (queryVec.z() < 0) startJOffset = 1;
if (queryVec.z() > 0) endJOffset = 1;
for (int i = startJOffset; i <= Math.ceil(boundingBox.depth()) - endJOffset; ++i)
for (int j = 0; j <= Math.ceil(boundingBox.width()); ++j) {
double cellI = i;
double cellJ = j;
double cellK = queryVec.y() < 0 ? 0 : boundingBox.height();
if (i >= boundingBox.depth()) cellI = boundingBox.depth();
if (j >= boundingBox.width()) cellJ = boundingBox.width();
cellI += boundingBox.minZ();
cellJ += boundingBox.minX();
cellK += boundingBox.minY();
Vec p = new Vec(cellJ, cellK, cellI);
facePoints[insertIndex++] = p;
}
}
// Z -> X x Y
if (queryVec.z() != 0) {
for (int i = 0; i <= Math.ceil(boundingBox.height()); ++i)
for (int j = 0; j <= Math.ceil(boundingBox.width()); ++j) {
double cellI = i;
double cellJ = j;
double cellK = queryVec.z() < 0 ? 0 : boundingBox.depth();
if (i >= boundingBox.height()) cellI = boundingBox.height();
if (j >= boundingBox.width()) cellJ = boundingBox.width();
cellI += boundingBox.minY();
cellJ += boundingBox.minX();
cellK += boundingBox.minZ();
Vec p = new Vec(cellJ, cellI, cellK);
facePoints[insertIndex++] = p;
}
}
return facePoints;
}
/**
* Moves an entity with physics applied (ie checking against blocks)
* <p>
* Works by getting all the full blocks that an entity could interact with.
* All bounding boxes inside the full blocks are checked for collisions with the entity.
*/
static PhysicsResult handlePhysics(@NotNull BoundingBox boundingBox,
@NotNull Vec entityVelocity, @NotNull Pos entityPosition,
@NotNull Block.Getter getter,
@Nullable PhysicsResult lastPhysicsResult) {
Vec remainingMove = entityVelocity;
// Allocate once and update values
final SweepResult finalResult = new SweepResult(1, 0, 0, 0, null);
boolean foundCollisionX = false, foundCollisionY = false, foundCollisionZ = false;
Point collisionYBlock = null;
Block blockYType = Block.AIR;
// Check cache to see if the entity is standing on a block without moving.
// If the entity isn't moving and the block below hasn't changed, return
if (lastPhysicsResult != null) {
if (lastPhysicsResult.collisionY()
&& Math.signum(remainingMove.y()) == Math.signum(lastPhysicsResult.originalDelta().y())
&& lastPhysicsResult.collidedBlockY() != null
&& getter.getBlock(lastPhysicsResult.collidedBlockY(), Block.Getter.Condition.TYPE) == lastPhysicsResult.blockTypeY()
&& remainingMove.x() == 0 && remainingMove.z() == 0
&& entityPosition.samePoint(lastPhysicsResult.newPosition())
&& lastPhysicsResult.blockTypeY() != Block.AIR) {
remainingMove = remainingMove.withY(0);
foundCollisionY = true;
collisionYBlock = lastPhysicsResult.collidedBlockY();
blockYType = lastPhysicsResult.blockTypeY();
}
}
// If we're moving less than the MIN_DELTA value, set the velocity in that axis to 0.
// This prevents tiny moves from wasting cpu time
final double deltaX = Math.abs(remainingMove.x()) < MIN_DELTA ? 0 : remainingMove.x();
final double deltaY = Math.abs(remainingMove.y()) < MIN_DELTA ? 0 : remainingMove.y();
final double deltaZ = Math.abs(remainingMove.z()) < MIN_DELTA ? 0 : remainingMove.z();
remainingMove = new Vec(deltaX, deltaY, deltaZ);
if (remainingMove.isZero())
if (lastPhysicsResult != null)
return new PhysicsResult(entityPosition, Vec.ZERO, lastPhysicsResult.isOnGround(),
lastPhysicsResult.collisionX(), lastPhysicsResult.collisionY(), lastPhysicsResult.collisionZ(),
entityVelocity, lastPhysicsResult.collidedBlockY(), lastPhysicsResult.blockTypeY());
else
return new PhysicsResult(entityPosition, Vec.ZERO, false, false, false, false, entityVelocity, null, Block.AIR);
// Query faces to get the points needed for collision
Vec[] allFaces = calculateFaces(new Vec(Math.signum(remainingMove.x()), Math.signum(remainingMove.y()), Math.signum(remainingMove.z())), boundingBox);
PhysicsResult res = handlePhysics(boundingBox, remainingMove, entityPosition, getter, allFaces, finalResult);
// Loop until no collisions are found.
// When collisions are found, the collision axis is set to 0
// Looping until there are no collisions will allow the entity to move in axis other than the collision axis after a collision.
while (res.collisionX() || res.collisionY() || res.collisionZ()) {
// Reset final result
finalResult.res = 1;
finalResult.normalX = 0;
finalResult.normalY = 0;
finalResult.normalZ = 0;
if (res.collisionX()) foundCollisionX = true;
if (res.collisionZ()) foundCollisionZ = true;
if (res.collisionY()) {
foundCollisionY = true;
// If we are only moving in the y-axis
if (!res.collisionX() && !res.collisionZ() && entityVelocity.x() == 0 && entityVelocity.z() == 0) {
collisionYBlock = res.collidedBlockY();
blockYType = res.blockTypeY();
}
}
// If all axis have had collisions, break
if (foundCollisionX && foundCollisionY && foundCollisionZ) break;
// If the entity isn't moving, break
if (res.newVelocity().isZero()) break;
allFaces = calculateFaces(new Vec(Math.signum(remainingMove.x()), Math.signum(remainingMove.y()), Math.signum(remainingMove.z())), boundingBox);
res = handlePhysics(boundingBox, res.newVelocity(), res.newPosition(), getter, allFaces, finalResult);
}
final double newDeltaX = foundCollisionX ? 0 : entityVelocity.x();
final double newDeltaY = foundCollisionY ? 0 : entityVelocity.y();
final double newDeltaZ = foundCollisionZ ? 0 : entityVelocity.z();
return new PhysicsResult(res.newPosition(), new Vec(newDeltaX, newDeltaY, newDeltaZ),
newDeltaY == 0 && entityVelocity.y() < 0,
foundCollisionX, foundCollisionY, foundCollisionZ, entityVelocity, collisionYBlock, blockYType);
}
private static PhysicsResult handlePhysics(@NotNull BoundingBox boundingBox,
@NotNull Vec deltaPosition, Pos entityPosition,
@NotNull Block.Getter getter,
@NotNull Vec[] allFaces,
@NotNull SweepResult finalResult) {
double remainingX = deltaPosition.x();
double remainingY = deltaPosition.y();
double remainingZ = deltaPosition.z();
// If the movement is small we don't need to run the expensive ray casting.
// Positions of move less than one can have hardcoded blocks to check for every direction
if (deltaPosition.length() < 1) {
for (Vec point : allFaces) {
Vec pointBefore = point.add(entityPosition);
Vec pointAfter = point.add(entityPosition).add(deltaPosition);
// Entity can pass through up to 4 blocks. Starting block, Two intermediate blocks, and a final block.
// This means we must check every combination of block movements when an entity moves over an axis.
// 000, 001, 010, 011, etc.
// There are 8 of these combinations
// Checks can be limited by checking if we moved across an axis line
// Pass through (0, 0, 0)
checkBoundingBox(pointBefore.blockX(), pointBefore.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, getter, finalResult);
if (pointBefore.blockX() != pointAfter.blockX()) {
// Pass through (+1, 0, 0)
checkBoundingBox(pointAfter.blockX(), pointBefore.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, getter, finalResult);
// Checks for moving through 4 blocks
if (pointBefore.blockY() != pointAfter.blockY())
// Pass through (+1, +1, 0)
checkBoundingBox(pointAfter.blockX(), pointAfter.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, getter, finalResult);
if (pointBefore.blockZ() != pointAfter.blockZ())
// Pass through (+1, 0, +1)
checkBoundingBox(pointAfter.blockX(), pointBefore.blockY(), pointAfter.blockZ(), deltaPosition, entityPosition, boundingBox, getter, finalResult);
}
if (pointBefore.blockY() != pointAfter.blockY()) {
// Pass through (0, +1, 0)
checkBoundingBox(pointBefore.blockX(), pointAfter.blockY(), pointBefore.blockZ(), deltaPosition, entityPosition, boundingBox, getter, finalResult);
// Checks for moving through 4 blocks
if (pointBefore.blockZ() != pointAfter.blockZ())
// Pass through (0, +1, +1)
checkBoundingBox(pointBefore.blockX(), pointAfter.blockY(), pointAfter.blockZ(), deltaPosition, entityPosition, boundingBox, getter, finalResult);
}
if (pointBefore.blockZ() != pointAfter.blockZ()) {
// Pass through (0, 0, +1)
checkBoundingBox(pointBefore.blockX(), pointBefore.blockY(), pointAfter.blockZ(), deltaPosition, entityPosition, boundingBox, getter, finalResult);
}
// Pass through (+1, +1, +1)
if (pointBefore.blockX() != pointAfter.blockX()
&& pointBefore.blockY() != pointAfter.blockY()
&& pointBefore.blockZ() != pointAfter.blockZ())
checkBoundingBox(pointAfter.blockX(), pointAfter.blockY(), pointAfter.blockZ(), deltaPosition, entityPosition, boundingBox, getter, finalResult);
}
} else {
// When large moves are done we need to ray-cast to find all blocks that could intersect with the movement
for (Vec point : allFaces) {
RayUtils.RaycastCollision(deltaPosition, point.add(entityPosition), getter, boundingBox, entityPosition, finalResult);
}
}
double finalX = entityPosition.x() + finalResult.res * remainingX;
double finalY = entityPosition.y() + finalResult.res * remainingY;
double finalZ = entityPosition.z() + finalResult.res * remainingZ;
boolean collisionX = false, collisionY = false, collisionZ = false;
// Remaining delta
remainingX -= finalResult.res * remainingX;
remainingY -= finalResult.res * remainingY;
remainingZ -= finalResult.res * remainingZ;
if (finalResult.normalX != 0) {
collisionX = true;
remainingX = 0;
}
if (finalResult.normalY != 0) {
collisionY = true;
remainingY = 0;
}
if (finalResult.normalZ != 0) {
collisionZ = true;
remainingZ = 0;
}
remainingX = Math.abs(remainingX) < MIN_DELTA ? 0 : remainingX;
remainingY = Math.abs(remainingY) < MIN_DELTA ? 0 : remainingY;
remainingZ = Math.abs(remainingZ) < MIN_DELTA ? 0 : remainingZ;
finalX = Math.abs(finalX - entityPosition.x()) < MIN_DELTA ? entityPosition.x() : finalX;
finalY = Math.abs(finalY - entityPosition.y()) < MIN_DELTA ? entityPosition.y() : finalY;
finalZ = Math.abs(finalZ - entityPosition.z()) < MIN_DELTA ? entityPosition.z() : finalZ;
return new PhysicsResult(new Pos(finalX, finalY, finalZ),
new Vec(remainingX, remainingY, remainingZ), collisionY,
collisionX, collisionY, collisionZ,
Vec.ZERO, finalResult.collidedShapePosition, finalResult.blockType);
}
/**
* Check if a moving entity will collide with a block. Updates finalResult
*
* @param blockX block x position
* @param blockY block y position
* @param blockZ block z position
* @param entityVelocity entity movement vector
* @param entityPosition entity position
* @param boundingBox entity bounding box
* @param getter block getter
* @param finalResult place to store final result of collision
* @return true if entity finds collision, other false
*/
static boolean checkBoundingBox(int blockX, int blockY, int blockZ,
Vec entityVelocity, Pos entityPosition, BoundingBox boundingBox,
Block.Getter getter, SweepResult finalResult) {
// Don't step if chunk isn't loaded yet
final Block checkBlock = getter.getBlock(blockX, blockY, blockZ, Block.Getter.Condition.TYPE);
boolean hitBlock = false;
if (checkBlock.isSolid()) {
final Vec blockPos = new Vec(blockX, blockY, blockZ);
hitBlock = checkBlock.registry().collisionShape().intersectBoxSwept(entityPosition, entityVelocity, blockPos, boundingBox, finalResult);
}
return hitBlock;
}
}