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authorTiger Wang <ziwei.tiger@outlook.com>2020-10-01 13:55:39 +0200
committerTiger Wang <ziwei.tiger@outlook.com>2020-10-01 14:16:17 +0200
commit9cace9b87eb11b88d0726c60b5f277e7205b490b (patch)
treef22709c69062d65a822a16c2da4c210db042ed7d /src
parentCleanup of entity riding code (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/Entities/Entity.cpp134
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;
}
}