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authormat <27899617+mat-1@users.noreply.github.com>2022-10-02 12:29:47 -0500
committerGitHub <noreply@github.com>2022-10-02 12:29:47 -0500
commitc9b4dccd7eaeed68ce96cf5167916417d0baa6a7 (patch)
tree0b381ee72a1486ccb22fe22158b5d7d3edaf3f99 /azalea-physics/src/lib.rs
parentaa78491ee09ec0c6879e6edde349ca67cf809daf (diff)
downloadazalea-drasl-c9b4dccd7eaeed68ce96cf5167916417d0baa6a7.tar.xz
All block shapes & collisions (#22)
* start adding shapes * add more collision stuff * DiscreteCubeMerger * more mergers * start adding BitSetDiscreteVoxelShape::join * i love rust :smiley: :smiley: :smiley: * r * IT COMPILES???? * fix warning * fix error * fix more clippy issues * add box_shape * more shape stuff * make DiscreteVoxelShape an enum * Update shape.rs * also make VoxelShape an enum * implement BitSet::clear * add more missing things * it compiles W * start block shape codegen * optimize shape codegen * make az-block/blocks.rs look better (broken) * almost new block macro * make the codegen not generate 'type' * try to fix * work more on the blocks macro * wait it compiles * fix clippy issues * shapes codegen works * well it's almost working * simplify some shape codegen * enum type names are correct * W it compiles * cargo check no longer warns * fix some clippy issues * start making it so the shape impl is on BlockStates * insane code * new impl compiles * fix wrong find_bits + TESTS PASS! * add a test for slab collision * fix clippy issues * ok rust * fix error that happens when on stairs * add test for top slabs * start adding join_is_not_empty * add more to join_is_not_empty * top slabs still don't work!! * x..=0 doesn't work in rust :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: * remove comment since i added more useful names * remove some printlns * fix walls in some configurations erroring * fix some warnings * change comment to \`\`\`ignore instead of \`\`\`no_run * players are .6 wide not .8 * fix clippy's complaints * i missed one clippy warning
Diffstat (limited to 'azalea-physics/src/lib.rs')
-rw-r--r--azalea-physics/src/lib.rs106
1 files changed, 102 insertions, 4 deletions
diff --git a/azalea-physics/src/lib.rs b/azalea-physics/src/lib.rs
index f80d1bad..56923577 100644
--- a/azalea-physics/src/lib.rs
+++ b/azalea-physics/src/lib.rs
@@ -1,3 +1,6 @@
+#![feature(trait_alias)]
+#![feature(let_chains)]
+
pub mod collision;
use azalea_block::{Block, BlockState};
@@ -191,11 +194,10 @@ mod tests {
},
),
);
- let old_block_state =
- dim.set_block_state(&BlockPos { x: 0, y: 69, z: 0 }, BlockState::Stone);
+ let block_state = dim.set_block_state(&BlockPos { x: 0, y: 69, z: 0 }, BlockState::Stone);
assert!(
- old_block_state.is_some(),
- "Old block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
+ block_state.is_some(),
+ "Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
);
let mut entity = dim.entity_mut(0).unwrap();
entity.ai_step();
@@ -206,4 +208,100 @@ mod tests {
// the second tick applies the delta to the position, but it also does collision
assert_eq!(entity.pos().y, 70.);
}
+
+ #[test]
+ fn test_slab_collision() {
+ let mut dim = Dimension::default();
+ dim.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default()))
+ .unwrap();
+ dim.add_entity(
+ 0,
+ EntityData::new(
+ Uuid::from_u128(0),
+ Vec3 {
+ x: 0.5,
+ y: 71.,
+ z: 0.5,
+ },
+ ),
+ );
+ let block_state = dim.set_block_state(
+ &BlockPos { x: 0, y: 69, z: 0 },
+ BlockState::StoneSlab_BottomFalse,
+ );
+ assert!(
+ block_state.is_some(),
+ "Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
+ );
+ let mut entity = dim.entity_mut(0).unwrap();
+ // do a few steps so we fall on the slab
+ for _ in 0..20 {
+ entity.ai_step();
+ }
+ assert_eq!(entity.pos().y, 69.5);
+ }
+
+ #[test]
+ fn test_top_slab_collision() {
+ let mut dim = Dimension::default();
+ dim.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default()))
+ .unwrap();
+ dim.add_entity(
+ 0,
+ EntityData::new(
+ Uuid::from_u128(0),
+ Vec3 {
+ x: 0.5,
+ y: 71.,
+ z: 0.5,
+ },
+ ),
+ );
+ let block_state = dim.set_block_state(
+ &BlockPos { x: 0, y: 69, z: 0 },
+ BlockState::StoneSlab_TopFalse,
+ );
+ assert!(
+ block_state.is_some(),
+ "Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
+ );
+ let mut entity = dim.entity_mut(0).unwrap();
+ // do a few steps so we fall on the slab
+ for _ in 0..20 {
+ entity.ai_step();
+ }
+ assert_eq!(entity.pos().y, 70.);
+ }
+
+ #[test]
+ fn test_weird_wall_collision() {
+ let mut dim = Dimension::default();
+ dim.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default()))
+ .unwrap();
+ dim.add_entity(
+ 0,
+ EntityData::new(
+ Uuid::from_u128(0),
+ Vec3 {
+ x: 0.5,
+ y: 73.,
+ z: 0.5,
+ },
+ ),
+ );
+ let block_state = dim.set_block_state(
+ &BlockPos { x: 0, y: 69, z: 0 },
+ BlockState::CobblestoneWall_LowLowLowFalseFalseLow,
+ );
+ assert!(
+ block_state.is_some(),
+ "Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
+ );
+ let mut entity = dim.entity_mut(0).unwrap();
+ // do a few steps so we fall on the slab
+ for _ in 0..20 {
+ entity.ai_step();
+ }
+ assert_eq!(entity.pos().y, 70.5);
+ }
}