mod blocks; mod discrete_voxel_shape; mod mergers; mod shape; mod world_collisions; use azalea_core::{Axis, Vec3, AABB, EPSILON}; use azalea_world::{entity, Instance, MoveEntityError}; pub use blocks::BlockWithShape; pub use discrete_voxel_shape::*; pub use shape::*; use self::world_collisions::get_block_collisions; pub enum MoverType { Own, Player, Piston, ShulkerBox, Shulker, } // private Vec3 collide(Vec3 var1) { // AABB var2 = this.getBoundingBox(); // List var3 = this.level.getEntityCollisions(this, // var2.expandTowards(var1)); Vec3 var4 = var1.lengthSqr() == 0.0D ? // var1 : collideBoundingBox(this, var1, var2, this.level, var3); // boolean var5 = var1.x != var4.x; // boolean var6 = var1.y != var4.y; // boolean var7 = var1.z != var4.z; // boolean var8 = this.onGround || var6 && var1.y < 0.0D; // if (this.maxUpStep > 0.0F && var8 && (var5 || var7)) { // Vec3 var9 = collideBoundingBox(this, new Vec3(var1.x, // (double)this.maxUpStep, var1.z), var2, this.level, var3); Vec3 // var10 = collideBoundingBox(this, new Vec3(0.0D, (double)this.maxUpStep, // 0.0D), var2.expandTowards(var1.x, 0.0D, var1.z), this.level, var3); // if (var10.y < (double)this.maxUpStep) { // Vec3 var11 = collideBoundingBox(this, new Vec3(var1.x, 0.0D, // var1.z), var2.move(var10), this.level, var3).add(var10); if // (var11.horizontalDistanceSqr() > var9.horizontalDistanceSqr()) { // var9 = var11; // } // } // if (var9.horizontalDistanceSqr() > var4.horizontalDistanceSqr()) { // return var9.add(collideBoundingBox(this, new Vec3(0.0D, -var9.y + // var1.y, 0.0D), var2.move(var9), this.level, var3)); } // } // return var4; // } fn collide(movement: &Vec3, world: &Instance, physics: &entity::Physics) -> Vec3 { let entity_bounding_box = physics.bounding_box; // TODO: get_entity_collisions // let entity_collisions = world.get_entity_collisions(self, // entity_bounding_box.expand_towards(movement)); let entity_collisions = Vec::new(); if movement.length_sqr() == 0.0 { *movement } else { collide_bounding_box(movement, &entity_bounding_box, world, entity_collisions) } // TODO: stepping (for stairs and stuff) // collided_movement } /// Move an entity by a given delta, checking for collisions. pub fn move_colliding( _mover_type: &MoverType, movement: &Vec3, world: &Instance, position: &mut entity::Position, physics: &mut entity::Physics, ) -> Result<(), MoveEntityError> { // TODO: do all these // if self.no_physics { // return; // }; // if (var1 == MoverType.PISTON) { // var2 = this.limitPistonMovement(var2); // if (var2.equals(Vec3.ZERO)) { // return; // } // } // if (this.stuckSpeedMultiplier.lengthSqr() > 1.0E-7D) { // var2 = var2.multiply(this.stuckSpeedMultiplier); // this.stuckSpeedMultiplier = Vec3.ZERO; // this.setDeltaMovement(Vec3.ZERO); // } // movement = this.maybeBackOffFromEdge(movement, moverType); let collide_result = collide(movement, world, physics); let move_distance = collide_result.length_sqr(); if move_distance > EPSILON { // TODO: fall damage let new_pos = { Vec3 { x: position.x + collide_result.x, y: position.y + collide_result.y, z: position.z + collide_result.z, } }; **position = new_pos; } let x_collision = movement.x != collide_result.x; let z_collision = movement.z != collide_result.z; let horizontal_collision = x_collision || z_collision; let vertical_collision = movement.y != collide_result.y; let on_ground = vertical_collision && movement.y < 0.; physics.on_ground = on_ground; // TODO: minecraft checks for a "minor" horizontal collision here let _block_pos_below = entity::on_pos_legacy(&world.chunks, position); // let _block_state_below = self // .world // .get_block_state(&block_pos_below) // .expect("Couldn't get block state below"); // self.check_fall_damage(collide_result.y, on_ground, block_state_below, // block_pos_below); // if self.isRemoved() { return; } if horizontal_collision { let delta_movement = &physics.delta; physics.delta = Vec3 { x: if x_collision { 0. } else { delta_movement.x }, y: delta_movement.y, z: if z_collision { 0. } else { delta_movement.z }, } } if vertical_collision { // blockBelow.updateEntityAfterFallOn(this.level, this); // the default implementation of updateEntityAfterFallOn sets the y movement to // 0 physics.delta.y = 0.; } if on_ground { // blockBelow.stepOn(this.level, blockPosBelow, blockStateBelow, // this); } // sounds // this.tryCheckInsideBlocks(); // float var25 = this.getBlockSpeedFactor(); // this.setDeltaMovement(this.getDeltaMovement().multiply((double)var25, 1.0D, // (double)var25)); if (this.level.getBlockStatesIfLoaded(this. // getBoundingBox().deflate(1.0E-6D)).noneMatch((var0) -> { // return var0.is(BlockTags.FIRE) || var0.is(Blocks.LAVA); // })) { // if (this.remainingFireTicks <= 0) { // this.setRemainingFireTicks(-this.getFireImmuneTicks()); // } // if (this.wasOnFire && (this.isInPowderSnow || // this.isInWaterRainOrBubble())) { this. // playEntityOnFireExtinguishedSound(); } // } // if (this.isOnFire() && (this.isInPowderSnow || this.isInWaterRainOrBubble())) // { this.setRemainingFireTicks(-this.getFireImmuneTicks()); // } Ok(()) } fn collide_bounding_box( movement: &Vec3, entity_bounding_box: &AABB, world: &Instance, entity_collisions: Vec, ) -> Vec3 { let mut collision_boxes: Vec = Vec::with_capacity(entity_collisions.len() + 1); if !entity_collisions.is_empty() { collision_boxes.extend(entity_collisions); } // TODO: world border let block_collisions = get_block_collisions(world, entity_bounding_box.expand_towards(movement)); let block_collisions = block_collisions.collect::>(); collision_boxes.extend(block_collisions); collide_with_shapes(movement, *entity_bounding_box, &collision_boxes) } fn collide_with_shapes( movement: &Vec3, mut entity_box: AABB, collision_boxes: &Vec, ) -> Vec3 { if collision_boxes.is_empty() { return *movement; } let mut x_movement = movement.x; let mut y_movement = movement.y; let mut z_movement = movement.z; if y_movement != 0. { y_movement = Shapes::collide(&Axis::Y, &entity_box, collision_boxes, y_movement); if y_movement != 0. { entity_box = entity_box.move_relative(&Vec3 { x: 0., y: y_movement, z: 0., }); } } // whether the player is moving more in the z axis than x // this is done to fix a movement bug, minecraft does this too let more_z_movement = x_movement.abs() < z_movement.abs(); if more_z_movement && z_movement != 0. { z_movement = Shapes::collide(&Axis::Z, &entity_box, collision_boxes, z_movement); if z_movement != 0. { entity_box = entity_box.move_relative(&Vec3 { x: 0., y: 0., z: z_movement, }); } } if x_movement != 0. { x_movement = Shapes::collide(&Axis::X, &entity_box, collision_boxes, x_movement); if x_movement != 0. { entity_box = entity_box.move_relative(&Vec3 { x: x_movement, y: 0., z: 0., }); } } if !more_z_movement && z_movement != 0. { z_movement = Shapes::collide(&Axis::Z, &entity_box, collision_boxes, z_movement); } Vec3 { x: x_movement, y: y_movement, z: z_movement, } }