From 5402b214b31af60bc96cd4e47e9211715c3e99f5 Mon Sep 17 00:00:00 2001 From: Lane Kolbly Date: Fri, 28 Jul 2017 11:59:21 -0500 Subject: Check for intersection between placed blocks and entities. (#3850) * Check for intersection between placed blocks and entities. + Implemented GetPlacementCollisionBox, to permit custom placement collision boxes for blocks. * Factored block-entity placement checking into another function in cPlayer. - Removed vector min/max functions * Use GetWorld to get the world in DoesPlacingBlocksIntersectEntity. + Added block height checks, allow different cEntity subclasses to decide whether they will prevent block placement. --- src/Blocks/BlockFence.h | 80 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 80 insertions(+) create mode 100644 src/Blocks/BlockFence.h (limited to 'src/Blocks/BlockFence.h') diff --git a/src/Blocks/BlockFence.h b/src/Blocks/BlockFence.h new file mode 100644 index 000000000..92f52cbbe --- /dev/null +++ b/src/Blocks/BlockFence.h @@ -0,0 +1,80 @@ + +#pragma once + +#include "BlockHandler.h" +#include "BlockID.h" +#include "../BoundingBox.h" + + + + +class cBlockFenceHandler : + public cBlockHandler +{ +public: + // These are the min and max coordinates (X and Z) for a straight fence. + // 0.4 and 0.6 are really just guesses, but they seem pretty good. + // (0.4 to 0.6 is a fence that's 0.2 wide, down the center of the block) + const double MIN_COORD = 0.4; + const double MAX_COORD = 0.6; + + cBlockFenceHandler(BLOCKTYPE a_BlockType) + : cBlockHandler(a_BlockType) + { + } + + virtual cBoundingBox GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP) override + { + bool XMSolid = cBlockInfo::IsSolid(a_XM); + bool XPSolid = cBlockInfo::IsSolid(a_XP); + bool ZMSolid = cBlockInfo::IsSolid(a_ZM); + bool ZPSolid = cBlockInfo::IsSolid(a_ZP); + + double FENCE_HEIGHT = cBlockInfo::GetBlockHeight(m_BlockType); + + // Entities can never be in the center + cBoundingBox PlacementBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD); + + // For each solid neighbor, the hitbox extends that way + if (XMSolid) + { + PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD)); + } + if (XPSolid) + { + PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD)); + } + if (ZMSolid) + { + PlacementBox = PlacementBox.Union(cBoundingBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, 0.0, 0.5)); + } + if (ZPSolid) + { + PlacementBox = PlacementBox.Union(cBoundingBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, 0.5, 1.0)); + } + + // For each corner, fill in the corner + if (XMSolid && ZMSolid) + { + PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, 0, 0.5)); + } + if (XPSolid && ZMSolid) + { + PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, 0, 0.5)); + } + if (XPSolid && ZPSolid) + { + PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, 0.5, 1.0)); + } + if (XMSolid && ZPSolid) + { + PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, 0.5, 1.0)); + } + + return PlacementBox; + } +}; + + + + -- cgit v1.2.3