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use azalea_block::{BlockState, FluidState};
use azalea_core::{
block_hit_result::BlockHitResult,
direction::Direction,
math::{self, lerp, EPSILON},
position::{BlockPos, Vec3},
};
use azalea_inventory::ItemStack;
use azalea_world::ChunkStorage;
use bevy_ecs::entity::Entity;
use crate::collision::{BlockWithShape, VoxelShape, EMPTY_SHAPE};
#[derive(Debug, Clone)]
pub struct ClipContext {
pub from: Vec3,
pub to: Vec3,
pub block_shape_type: BlockShapeType,
pub fluid_pick_type: FluidPickType,
// pub collision_context: EntityCollisionContext,
}
impl ClipContext {
// minecraft passes in the world and blockpos here... but it doesn't actually
// seem necessary?
/// Get the shape of given block, using the type of shape set in
/// [`Self::block_shape_type`].
pub fn block_shape(&self, block_state: BlockState) -> &VoxelShape {
match self.block_shape_type {
BlockShapeType::Collider => block_state.collision_shape(),
BlockShapeType::Outline => block_state.outline_shape(),
BlockShapeType::Visual => block_state.collision_shape(),
BlockShapeType::FallDamageResetting => {
if azalea_registry::tags::blocks::FALL_DAMAGE_RESETTING
.contains(&azalea_registry::Block::from(block_state))
{
block_state.collision_shape()
} else {
&EMPTY_SHAPE
}
}
}
}
}
#[derive(Debug, Copy, Clone)]
pub enum BlockShapeType {
/// The shape that's used for collision.
Collider,
/// The block outline that renders when your cursor is over a block.
Outline,
/// Used by entities when considering their line of sight.
///
/// TODO: visual block shape isn't implemented (it'll just return the
/// collider shape), that's correct for most blocks though
Visual,
FallDamageResetting,
}
#[derive(Debug, Copy, Clone)]
pub enum FluidPickType {
None,
SourceOnly,
Any,
Water,
}
#[derive(Debug, Clone)]
pub struct EntityCollisionContext {
pub descending: bool,
pub entity_bottom: f64,
pub held_item: ItemStack,
// pub can_stand_on_fluid: Box<dyn Fn(&FluidState) -> bool>,
pub entity: Entity,
}
pub fn clip(chunk_storage: &ChunkStorage, context: ClipContext) -> BlockHitResult {
traverse_blocks(
context.from,
context.to,
context,
|ctx, block_pos| {
let block_state = chunk_storage.get_block_state(block_pos).unwrap_or_default();
let fluid_state = FluidState::from(block_state);
// TODO: add fluid stuff to this (see getFluidState in vanilla source)
let block_shape = ctx.block_shape(block_state);
clip_with_interaction_override(&ctx.from, &ctx.to, block_pos, block_shape, &block_state)
// let block_distance = if let Some(block_hit_result) =
// block_hit_result { context.from.distance_squared_to(&
// block_hit_result.location) } else {
// f64::INFINITY
// };
},
|context| {
let vec = context.from - context.to;
BlockHitResult::miss(
context.to,
Direction::nearest(vec),
BlockPos::from(context.to),
)
},
)
}
fn clip_with_interaction_override(
from: &Vec3,
to: &Vec3,
block_pos: &BlockPos,
block_shape: &VoxelShape,
block_state: &BlockState,
) -> Option<BlockHitResult> {
let block_hit_result = block_shape.clip(from, to, block_pos);
if let Some(block_hit_result) = block_hit_result {
// TODO: minecraft calls .getInteractionShape here
// getInteractionShape is empty for almost every shape except cauldons,
// compostors, hoppers, and scaffolding.
let interaction_shape = &*EMPTY_SHAPE;
let interaction_hit_result = interaction_shape.clip(from, to, block_pos);
if let Some(interaction_hit_result) = interaction_hit_result {
if interaction_hit_result.location.distance_squared_to(from)
< block_hit_result.location.distance_squared_to(from)
{
return Some(block_hit_result.with_direction(interaction_hit_result.direction));
}
}
Some(block_hit_result)
} else {
block_hit_result
}
}
pub fn traverse_blocks<C, T>(
from: Vec3,
to: Vec3,
context: C,
get_hit_result: impl Fn(&C, &BlockPos) -> Option<T>,
get_miss_result: impl Fn(&C) -> T,
) -> T {
if from == to {
return get_miss_result(&context);
}
let right_after_end = Vec3 {
x: lerp(-EPSILON, to.x, from.x),
y: lerp(-EPSILON, to.y, from.y),
z: lerp(-EPSILON, to.z, from.z),
};
let right_before_start = Vec3 {
x: lerp(-EPSILON, from.x, to.x),
y: lerp(-EPSILON, from.y, to.y),
z: lerp(-EPSILON, from.z, to.z),
};
let mut current_block = BlockPos::from(right_before_start);
if let Some(data) = get_hit_result(&context, ¤t_block) {
return data;
}
let vec = right_after_end - right_before_start;
/// Returns either -1, 0, or 1, depending on whether the number is negative,
/// zero, or positive.
///
/// This function exists because f64::signum doesn't check for 0.
fn get_number_sign(num: f64) -> f64 {
if num == 0. {
0.
} else {
num.signum()
}
}
let vec_sign = Vec3 {
x: get_number_sign(vec.x),
y: get_number_sign(vec.y),
z: get_number_sign(vec.z),
};
#[rustfmt::skip]
let percentage_step = Vec3 {
x: if vec_sign.x == 0. { f64::MAX } else { vec_sign.x / vec.x },
y: if vec_sign.y == 0. { f64::MAX } else { vec_sign.y / vec.y },
z: if vec_sign.z == 0. { f64::MAX } else { vec_sign.z / vec.z },
};
let mut percentage = Vec3 {
x: percentage_step.x
* if vec_sign.x > 0. {
1. - math::fract(right_before_start.x)
} else {
math::fract(right_before_start.x)
},
y: percentage_step.y
* if vec_sign.y > 0. {
1. - math::fract(right_before_start.y)
} else {
math::fract(right_before_start.y)
},
z: percentage_step.z
* if vec_sign.z > 0. {
1. - math::fract(right_before_start.z)
} else {
math::fract(right_before_start.z)
},
};
loop {
if percentage.x > 1. && percentage.y > 1. && percentage.z > 1. {
return get_miss_result(&context);
}
if percentage.x < percentage.y {
if percentage.x < percentage.z {
current_block.x += vec_sign.x as i32;
percentage.x += percentage_step.x;
} else {
current_block.z += vec_sign.z as i32;
percentage.z += percentage_step.z;
}
} else if percentage.y < percentage.z {
current_block.y += vec_sign.y as i32;
percentage.y += percentage_step.y;
} else {
current_block.z += vec_sign.z as i32;
percentage.z += percentage_step.z;
}
if let Some(data) = get_hit_result(&context, ¤t_block) {
return data;
}
}
}
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