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author | Tiger Wang <ziwei.tiger@outlook.com> | 2020-10-01 13:55:39 +0200 |
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committer | Tiger Wang <ziwei.tiger@outlook.com> | 2020-10-01 14:16:17 +0200 |
commit | 9cace9b87eb11b88d0726c60b5f277e7205b490b (patch) | |
tree | f22709c69062d65a822a16c2da4c210db042ed7d | |
parent | Cleanup of entity riding code (diff) | |
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-rw-r--r-- | src/Entities/Entity.cpp | 134 |
1 files changed, 72 insertions, 62 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 23d981c3d..4f92fdd5a 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -917,26 +917,24 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) -class cSolidHitCallbacks : +class cSolidHitCallbacks final : public cLineBlockTracer::cCallbacks { public: - cSolidHitCallbacks(cEntity & a_Entity, const Vector3d & a_CBStart, const Vector3d & a_CBEnd, Vector3d & a_CBHitCoords, eBlockFace & a_CBHitBlockFace) : - m_HitBlockFace(a_CBHitBlockFace), + cSolidHitCallbacks(cEntity & a_Entity, const Vector3d & a_CBStart, const Vector3d & a_CBEnd, eBlockFace & a_CBHitBlockFace, Vector3d & a_CBHitCoords) : m_Entity(a_Entity), m_Start(a_CBStart), m_End(a_CBEnd), + m_HitBlockFace(a_CBHitBlockFace), m_HitCoords(a_CBHitCoords) { } - eBlockFace & m_HitBlockFace; - private: template <typename EachLambdaType> - static void ForEachBlockToTest(const cBoundingBox & a_Around, Vector3d a_Direction, EachLambdaType Each) + static void ForEachBlockToTest(const cBoundingBox & a_Around, EachLambdaType Each) { const auto BoxStart = a_Around.GetMin().Floor(); const auto BoxEnd = a_Around.GetMax().Ceil(); @@ -980,33 +978,41 @@ private: auto Direction = m_End - m_Start; auto Backoff = std::make_pair(0.0, BLOCK_FACE_NONE); - ForEachBlockToTest(Entity, Direction, [this, &Backoff, &Direction, &Entity](const Vector3i Test) + ForEachBlockToTest(Entity, [this, &Backoff, &Direction, &Entity](const Vector3i Test) { cChunk * Chunk; Vector3i Relative; if ( !m_Entity.GetParentChunk()->GetChunkAndRelByAbsolute(Test, &Chunk, Relative) || !cBlockInfo::IsSolid(Chunk->GetBlock(Relative)) - ) + ) { return; } cBoundingBox Intersection{ Vector3d(), Vector3d() }; cBoundingBox Block(Test, Test + Vector3i(1, 1, 1)); - if (Block.Intersect(Entity, Intersection)) + + if (!Block.Intersect(Entity, Intersection)) { - const auto Centre = (Intersection.GetMax() - Intersection.GetMin()) / 2 + Intersection.GetMin(); - double IgnoredCoefficient; - eBlockFace EntryFace; + // No collision with this block: + return; + } - VERIFY(Block.CalcLineIntersection(Centre - Direction, Centre + Direction, IgnoredCoefficient, EntryFace)); + const auto Centre = (Intersection.GetMax() - Intersection.GetMin()) / 2 + Intersection.GetMin(); + double IgnoredCoefficient; + eBlockFace EntryFace; - Backoff = std::max( - Backoff, - std::make_pair(CalculateRetardation(EntryFace, Intersection, Block, Direction), EntryFace) - ); + if (!Block.CalcLineIntersection(Centre - Direction, Centre + Direction, IgnoredCoefficient, EntryFace)) + { + // It's still possible to fail if Direction is _really_ massive (i.e. if a tick was super delayed): + return; } + + Backoff = std::max( + Backoff, + std::make_pair(CalculateRetardation(EntryFace, Intersection, Block, Direction), EntryFace) + ); }); m_HitCoords = a_TraceIntersection - Direction * Backoff.first; @@ -1047,6 +1053,7 @@ private: cEntity & m_Entity; const Vector3d & m_Start; const Vector3d & m_End; + eBlockFace & m_HitBlockFace; Vector3d & m_HitCoords; }; @@ -1064,8 +1071,9 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, BlockX, BlockZ); // TODO Add collision detection with entities. + + auto NextSpeed = GetSpeed(); auto DtSec = std::chrono::duration_cast<std::chrono::duration<double>>(a_Dt).count(); - Vector3d NextSpeed = Vector3d(GetSpeedX(), GetSpeedY(), GetSpeedZ()); if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) { @@ -1117,7 +1125,8 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { m_Position.y += 0.5; - // TODO: tracer tries to handle this case too + // TODO: add function to tracer to test for "inside solid block", and if so, push out + // make push out not always add 1 each time, but instead the minimum needed to get the bb outside } /* @@ -1185,57 +1194,58 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) eBlockFace HitBlockFace; const auto NextPos = m_Position + NextSpeed * DtSec; - cSolidHitCallbacks Callbacks(*this, m_Position, NextPos, HitCoords, HitBlockFace); + cSolidHitCallbacks Callbacks(*this, m_Position, NextPos, HitBlockFace, HitCoords); cLineBlockTracer::Trace(*GetWorld(), Callbacks, m_Position, NextPos); // Calculate the proportion of time remaining to simulate // after a (potential) collision midway through movement: DtSec *= (HitCoords - NextPos).Length() / (m_Position - NextPos).Length(); - if (Callbacks.m_HitBlockFace != BLOCK_FACE_NONE) + // Avoid movement in the direction of the blockface that has been hit: + switch (HitBlockFace) { - // Avoid movement in the direction of the blockface that has been hit: - switch (HitBlockFace) + case BLOCK_FACE_NONE: { - case BLOCK_FACE_NONE: ASSERT(!"Unexpected collision face"); - case BLOCK_FACE_XM: - { - NextSpeed.x = 0; - m_bOnGround = false; - break; - } - case BLOCK_FACE_XP: - { - NextSpeed.x = 0; - m_bOnGround = false; - break; - } - case BLOCK_FACE_YM: - { - NextSpeed.y = 0; - m_bOnGround = false; - break; - } - case BLOCK_FACE_YP: - { - // We hit the ground, set the flag and apply friction: - NextSpeed.y = 0; - m_bOnGround = true; - ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec)); - break; - } - case BLOCK_FACE_ZM: - { - NextSpeed.z = 0; - m_bOnGround = false; - break; - } - case BLOCK_FACE_ZP: - { - NextSpeed.z = 0; - m_bOnGround = false; - break; - } + // No collision, move unimpeded: + break; + } + case BLOCK_FACE_XM: + { + NextSpeed.x = 0; + m_bOnGround = false; + break; + } + case BLOCK_FACE_XP: + { + NextSpeed.x = 0; + m_bOnGround = false; + break; + } + case BLOCK_FACE_YM: + { + NextSpeed.y = 0; + m_bOnGround = false; + break; + } + case BLOCK_FACE_YP: + { + // We hit the ground, set the flag and apply friction: + NextSpeed.y = 0; + m_bOnGround = true; + ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec)); + break; + } + case BLOCK_FACE_ZM: + { + NextSpeed.z = 0; + m_bOnGround = false; + break; + } + case BLOCK_FACE_ZP: + { + NextSpeed.z = 0; + m_bOnGround = false; + break; } } |