Пример #1
0
        /// <summary>
        /// Returns the block that the users mouse is hovering over.
        /// The rules are that
        /// </summary>
        /// <param name="collidingBlock">The position of the block that collided with the ChunkTracer.</param>
        /// <param name="behaviour">The behaviour that defines the rules of hit testing.</param>
        /// <returns>If the raytrace returned any blocks.</returns>
        public static bool TryHitTestBlock(CollisionBehaviour behaviour, [NotNull] ChunkTracer tracer, out BlockPosition collidingBlock)
        {
            switch (behaviour)
            {
            case CollisionBehaviour.Player:
                return(TryHitTestPlayer(tracer, out collidingBlock));

            case CollisionBehaviour.Editor:
                return(TryHitTestEditor(tracer, out collidingBlock));

            default:
                throw new ArgumentOutOfRangeException("behaviour");
            }
        }
Пример #2
0
        static bool TryHitTestPlayer([NotNull] ChunkTracer tracer, out BlockPosition position)
        {
            foreach (var data in tracer)
            {
                if (data.Blocks == null || data.Positions == null)
                {
                    continue;
                }

                for (var i = 0; i < data.Blocks.Count; i++)
                {
                    var block = data.Blocks[i];
                    if (block.ID == 0 || block.Info.State == BlockState.FLUID)
                    {
                        continue;
                    }

                    position = new BlockPosition(data.ChunkPosition, data.Positions[i], data.Size);
                    return(true);
                }
            }
            position = default(BlockPosition);
            return(false);
        }
Пример #3
0
        static bool TryHitTestEditor([NotNull] ChunkTracer tracer, out BlockPosition position)
        {
            bool exitedSolid      = false;
            bool exitedAir        = false;
            bool includeLiquids   = false;
            bool firstEnumeration = true;

            foreach (var traceData in tracer)
            {
                // determine if we include liquids by checking if the block we start at is also a liquid
                if (firstEnumeration)
                {
                    if (traceData.Blocks == null)
                    {
                        // trace started in a non-generated chunk, which visually is air. IncludeLiquids = false
                        firstEnumeration = false;
                    }
                    else
                    {
                        var firstBlock = traceData.Blocks.FirstOrDefault();
                        includeLiquids   = firstBlock == null || firstBlock.Info.State != BlockState.FLUID;
                        firstEnumeration = false;
                    }
                }

                if (traceData.Positions == null || traceData.Blocks == null)
                {
                    continue;
                }
                for (var i = 0; i < traceData.Blocks.Count; i++)
                {
                    var block = traceData.Blocks[i];
                    // enumerate until it isn't a solid
                    if (!exitedSolid)
                    {
                        if (block.Info.State != BlockState.SOLID)
                        {
                            exitedSolid = true;
                        }
                        else
                        {
                            continue;
                        }
                    }

                    // enumerate until it isn't air
                    if (!exitedAir)
                    {
                        if (block.ID != 0)
                        {
                            exitedAir = true;
                        }
                        else
                        {
                            continue;
                        }
                    }

                    if (includeLiquids)
                    {
                        // enumerate to any block that isn't air
                        if (block.ID == 0)
                        {
                            continue;
                        }
                        position = new BlockPosition(traceData.ChunkPosition, traceData.Positions[i], traceData.Size);
                        return(true);
                    }

                    // enumerate to the first solid or nonsolid
                    if (block.Info.State == BlockState.FLUID || block.ID == 0)
                    {
                        continue;
                    }

                    position = new BlockPosition(traceData.ChunkPosition, traceData.Positions[i], traceData.Size);
                    return(true);
                }
            }
            position = new BlockPosition();
            return(false);
        }