예제 #1
0
        public BoundingBox[] GetCollidingBoundingBoxes(EntityBase entity, BoundingBox boundingBox)
        {
            List<BoundingBox > collidingBoundingBoxes = new List<BoundingBox>();

            UniversalCoords minimumBlockXYZ = UniversalCoords.FromAbsWorld(boundingBox.Minimum.X, boundingBox.Minimum.Y, boundingBox.Minimum.Z);
            UniversalCoords maximumBlockXYZ = UniversalCoords.FromAbsWorld(boundingBox.Maximum.X + 1.0D, boundingBox.Maximum.Y + 1.0D, boundingBox.Maximum.Z + 1.0D);

            for (int x = minimumBlockXYZ.WorldX; x < maximumBlockXYZ.WorldX; x++)
            {
                for (int z = minimumBlockXYZ.WorldZ; z < maximumBlockXYZ.WorldZ; z++)
                {
                    Chunk chunk = GetChunkFromWorld(x, z);

                    if (chunk == null)
                        continue;

                    for (int y = minimumBlockXYZ.WorldY - 1; y < maximumBlockXYZ.WorldY; y++)
                    {
                        StructBlock block = chunk.GetBlock(UniversalCoords.FromWorld(x, y, z));

                        BlockBase blockInstance = BlockHelper.Instance(block.Type);

                        if (blockInstance != null && blockInstance.IsCollidable)
                        {
                            BoundingBox blockBox = blockInstance.GetCollisionBoundingBox(block);
                            if (blockBox.IntersectsWith(boundingBox))
                            {
                                collidingBoundingBoxes.Add(blockBox);
                            }
                        }
                    }
                }
            }

            foreach (var e in GetEntitiesWithinBoundingBoxExcludingEntity(entity, boundingBox.Expand(new Vector3(0.25, 0.25, 0.25))))
            {
                collidingBoundingBoxes.Add(e.BoundingBox);

                // TODO: determine if overridable collision boxes between two entities is necessary
                BoundingBox? collisionBox = entity.GetCollisionBox(e);
                if (collisionBox != null && collisionBox.Value != e.BoundingBox && collisionBox.Value.IntersectsWith(boundingBox))
                {
                    collidingBoundingBoxes.Add(collisionBox.Value);
                }
            }

            return collidingBoundingBoxes.ToArray();
        }
예제 #2
0
        public BoundingBox[] GetCollidingBoundingBoxes(EntityBase entity, BoundingBox boundingBox)
        {
            List<BoundingBox > collidingBoundingBoxes = new List<BoundingBox>();

            UniversalCoords minimumBlockXYZ = UniversalCoords.FromWorld((int)Math.Floor(boundingBox.Minimum.X), (int)Math.Floor(boundingBox.Minimum.Y), (int)Math.Floor(boundingBox.Minimum.Z));
            UniversalCoords maximumBlockXYZ = UniversalCoords.FromWorld((int)Math.Floor(boundingBox.Maximum.X + 1.0D), (int)Math.Floor(boundingBox.Maximum.Y + 1.0D), (int)Math.Floor(boundingBox.Maximum.Z + 1.0D));

            for (int x = minimumBlockXYZ.WorldX; x < maximumBlockXYZ.WorldX; x++)
            {
                for (int z = minimumBlockXYZ.WorldZ; z < maximumBlockXYZ.WorldZ; z++)
                {
                    for (int y = minimumBlockXYZ.WorldY - 1; y < maximumBlockXYZ.WorldY; y++)
                    {
                        byte block = this.GetBlockId(x, y, z);
                        // TODO: this needs to move into block logic
                        BoundingBox blockBox = new BoundingBox(
                            new Vector3(x, y, z),
                            new Vector3(x + 1, y + 1, z + 1)
                        );
                        if (blockBox.IntersectsWith(boundingBox))
                        {
                            collidingBoundingBoxes.Add(blockBox);
                        }
                    }
                }
            }

            foreach (var e in GetEntitiesWithinBoundingBoxExcludingEntity(entity, boundingBox.Expand(new Vector3(0.25, 0.25, 0.25))))
            {
                collidingBoundingBoxes.Add(e.BoundingBox);

                // TODO: determine if overridable collision boxes between two entities is necessary
                BoundingBox? collisionBox = entity.GetCollisionBox(e);
                if (collisionBox != null && collisionBox.Value != e.BoundingBox && collisionBox.Value.IntersectsWith(boundingBox))
                {
                    collidingBoundingBoxes.Add(collisionBox.Value);
                }
            }

            return collidingBoundingBoxes.ToArray();
        }