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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<VoxelShape>,
) -> Vec3 {
let mut collision_boxes: Vec<VoxelShape> = 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::<Vec<_>>();
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<VoxelShape>,
) -> 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,
}
}
|