Implemented exact block hit position.
Arrows now stick out of blocks at the exact position where they hit.
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@ -41,9 +41,23 @@ protected:
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if (g_BlockIsSolid[a_BlockType])
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{
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// The projectile hit a solid block
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m_Projectile->OnHitSolidBlock(a_BlockX, a_BlockY, a_BlockZ, a_EntryFace);
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// Calculate the exact hit coords:
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cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1);
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Vector3d Line1 = m_Projectile->GetPosition();
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Vector3d Line2 = Line1 + m_Projectile->GetSpeed();
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double LineCoeff = 0;
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char Face;
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if (bb.CalcLineIntersection(Line1, Line2, LineCoeff, Face))
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{
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Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff;
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m_Projectile->OnHitSolidBlock(Intersection, Face);
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return true;
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}
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else
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{
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LOGD("WEIRD! block tracer reports a hit, but BBox tracer doesn't. Ignoring the hit.");
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}
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}
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// Convey some special effects from special blocks:
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switch (a_BlockType)
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@ -206,26 +220,17 @@ cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator,
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void cProjectileEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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void cProjectileEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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// TODO: Set proper position based on what face was hit
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switch (a_BlockFace)
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{
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case BLOCK_FACE_TOP: SetPosition(0.5 + a_BlockX, 1.0 + a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_BOTTOM: SetPosition(0.5 + a_BlockX, a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_EAST: SetPosition( a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_WEST: SetPosition(1.0 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_NORTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 1.0 + a_BlockZ); break;
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case BLOCK_FACE_SOUTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, a_BlockZ); break;
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case BLOCK_FACE_NONE: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
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}
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// Set the position based on what face was hit:
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SetPosition(a_HitPos);
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SetSpeed(0, 0, 0);
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// DEBUG:
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LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, hit solid block at face %d",
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m_UniqueID,
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GetPosX(), GetPosY(), GetPosZ(),
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a_BlockFace
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a_HitPos.x, a_HitPos.y, a_HitPos.z,
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a_HitFace
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);
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m_IsInGround = true;
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@ -287,7 +292,7 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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// Something has been hit, abort all other processing
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return;
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}
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// The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later
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// The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff
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// Test for entity collisions:
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cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos);
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@ -430,7 +435,7 @@ cThrownEggEntity::cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y,
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void cThrownEggEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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void cThrownEggEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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// TODO: Random-spawn a chicken or four
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@ -454,13 +459,13 @@ cThrownEnderPearlEntity::cThrownEnderPearlEntity(cEntity * a_Creator, double a_X
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void cThrownEnderPearlEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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void cThrownEnderPearlEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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// Teleport the creator here, make them take 5 damage:
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if (m_Creator != NULL)
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{
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// TODO: The coords might need some tweaking based on the block face
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m_Creator->TeleportToCoords(a_BlockX + 0.5, a_BlockY + 1.7, a_BlockZ + 0.5);
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m_Creator->TeleportToCoords(a_HitPos.x + 0.5, a_HitPos.y + 1.7, a_HitPos.z + 0.5);
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m_Creator->TakeDamage(dtEnderPearl, this, 5, 0);
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}
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@ -484,7 +489,7 @@ cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, do
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void cThrownSnowballEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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// TODO: Apply damage to certain mobs (blaze etc.) and anger all mobs
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@ -47,8 +47,8 @@ public:
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static cProjectileEntity * Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed = NULL);
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/// Called by the physics blocktracer when the entity hits a solid block, the block's coords and the face hit is given
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virtual void OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace);
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/// Called by the physics blocktracer when the entity hits a solid block, the hit position and the face hit (BLOCK_FACE_) is given
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace);
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/// Called by the physics blocktracer when the entity hits another entity
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virtual void OnHitEntity(cEntity & a_EntityHit) {}
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@ -179,7 +179,7 @@ protected:
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// tolua_end
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override;
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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// tolua_begin
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@ -207,7 +207,7 @@ protected:
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// tolua_end
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override;
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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// tolua_begin
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@ -235,7 +235,7 @@ protected:
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// tolua_end
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace) override;
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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// tolua_begin
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