From c9b4dccd7eaeed68ce96cf5167916417d0baa6a7 Mon Sep 17 00:00:00 2001 From: mat <27899617+mat-1@users.noreply.github.com> Date: Sun, 2 Oct 2022 12:29:47 -0500 Subject: 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 --- azalea-physics/src/lib.rs | 106 ++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 102 insertions(+), 4 deletions(-) (limited to 'azalea-physics/src/lib.rs') 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); + } } -- cgit v1.2.3