Esempio n. 1
0
        public List <AxisAlignedBB> getBlockCollisionBoxes(AxisAlignedBB box)
        {
            List <AxisAlignedBB> blocks = new List <AxisAlignedBB>();

            var bb = box.union(box);

            for (int x = (int)bb.min.X, maxX = (int)bb.max.X; x < maxX; x++)
            {
                for (int y = (int)bb.min.Y, maxY = (int)bb.max.Y; y < maxY; y++)
                {
                    for (int z = (int)bb.min.Z, maxZ = (int)bb.max.Z; z < maxZ; z++)
                    {
                        var pos   = new BlockPos(x, y, z);
                        var block = Game.INSTANCE.world.getBlock(pos);
                        if (block == EnumBlock.AIR)
                        {
                            continue;
                        }

                        blocks.Add(
                            ModelManager.getModelForBlock(block, getMetadata(pos)).boundingBox.offset(pos.vector));
                    }
                }
            }

            return(blocks);
        }
Esempio n. 2
0
        public virtual void Move()
        {
            var bb_o = boundingBox.union(boundingBox.offset(motion));

            List <AxisAlignedBB> list = Game.INSTANCE.world.getBlockCollisionBoxes(bb_o);

            var m_orig = motion;

            for (int i = 0; i < list.Count; i++)
            {
                var blockBB = list[i];
                motion.Y = blockBB.calculateYOffset(boundingBox, motion.Y);
            }
            boundingBox = boundingBox.offset(motion * Vector3.UnitY);

            for (int i = 0; i < list.Count; i++)
            {
                var blockBB = list[i];
                motion.X = blockBB.calculateXOffset(boundingBox, motion.X);
            }
            boundingBox = boundingBox.offset(motion * Vector3.UnitX);

            for (int i = 0; i < list.Count; i++)
            {
                var blockBB = list[i];
                motion.Z = blockBB.calculateZOffset(boundingBox, motion.Z);
            }
            boundingBox = boundingBox.offset(motion * Vector3.UnitZ);

            setPositionToBB();

            onGround = Math.Abs(m_orig.Y - motion.Y) > 0.00001f && m_orig.Y < 0.0D;

            if (Math.Abs(m_orig.X - motion.X) > 0.00001f)
            {
                motion.X = 0;
            }

            if (Math.Abs(m_orig.Z - motion.Z) > 0.00001f)
            {
                motion.Z = 0;
            }

            if (onGround && motion.Y < 0)
            {
                motion.Y = 0;
            }
        }