Add cEntity::GetBoundingBox, and use where appropriate. (#4711)
* Add cEntity::GetBoundingBox, and use where appropriate.
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@ -3190,6 +3190,16 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
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},
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Notes = "Returns the number of hitpoints out of RawDamage that the currently equipped armor would cover. See {{TakeDamageInfo}} for more information on attack damage.",
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},
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GetBoundingBox =
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{
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Returns =
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{
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{
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Type = "cBoundingBox",
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},
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},
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Notes = "Returns the bounding box of the entity, which has width and height corresponding to the entity, and is aligned with the block grid.",
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},
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GetChunkX =
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{
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Returns =
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@ -1625,7 +1625,7 @@ void cChunk::SetAreaBiome(int a_MinRelX, int a_MaxRelX, int a_MinRelZ, int a_Max
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void cChunk::CollectPickupsByPlayer(cPlayer & a_Player)
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{
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auto BoundingBox = cBoundingBox(a_Player.GetPosition(), a_Player.GetWidth(), a_Player.GetHeight());
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auto BoundingBox = a_Player.GetBoundingBox();
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BoundingBox.Expand(1, 0.5, 1);
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for (auto & Entity : m_Entities)
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@ -1876,8 +1876,7 @@ bool cChunk::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Ca
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{
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continue;
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}
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cBoundingBox EntBox(Entity->GetPosition(), Entity->GetWidth() / 2, Entity->GetHeight());
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if (!EntBox.DoesIntersect(a_Box))
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if (!Entity->GetBoundingBox().DoesIntersect(a_Box))
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{
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// The entity is not in the specified box
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continue;
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@ -1298,9 +1298,8 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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if (!a_Entity.IsTNT() && !a_Entity.IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
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{
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cBoundingBox bbEntity(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight());
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if (!bbTNT.IsInside(bbEntity)) // If bbEntity is inside bbTNT, not vice versa!
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auto EntityBox = a_Entity.GetBoundingBox();
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if (!bbTNT.IsInside(EntityBox)) // If entity box is inside tnt box, not vice versa!
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{
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return false;
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}
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@ -2353,7 +2353,7 @@ float cEntity::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_Ex
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return 0;
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}
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cBoundingBox EntityBox(GetPosition(), m_Width / 2, m_Height);
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auto EntityBox = GetBoundingBox();
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cBoundingBox ExplosionBox(a_ExplosionPosition, a_ExlosionPower * 2.0);
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cBoundingBox IntersectionBox(EntityBox);
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@ -1,6 +1,7 @@
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#pragma once
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#include "../BoundingBox.h"
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#include "../Item.h"
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#include "../OSSupport/AtomicUniquePtr.h"
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@ -239,6 +240,8 @@ public:
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int GetChunkX(void) const { return FloorC(m_Position.x / cChunkDef::Width); }
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int GetChunkZ(void) const { return FloorC(m_Position.z / cChunkDef::Width); }
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cBoundingBox GetBoundingBox() const { return cBoundingBox(GetPosition(), GetWidth() / 2, GetHeight()); }
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void SetHeadYaw (double a_HeadYaw);
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void SetMass (double a_Mass);
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void SetPosX (double a_PosX) { SetPosition({a_PosX, m_Position.y, m_Position.z}); }
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@ -31,7 +31,7 @@ public:
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return false;
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}
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cBoundingBox EntBox(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight());
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auto EntBox = a_Entity.GetBoundingBox();
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double LineCoeff;
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eBlockFace Face;
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@ -84,7 +84,7 @@ void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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// Spectators cannot push entities around
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if ((!IsPlayer()) || (!static_cast<cPlayer *>(this)->IsGameModeSpectator()))
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{
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m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), GetWidth(), GetHeight()), [=](cEntity & a_Entity)
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m_World->ForEachEntityInBox(GetBoundingBox(), [=](cEntity & a_Entity)
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{
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if (a_Entity.GetUniqueID() == GetUniqueID())
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{
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@ -2780,7 +2780,7 @@ bool cPlayer::DoesPlacingBlocksIntersectEntity(const sSetBlockVector & a_Blocks)
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{
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return false;
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}
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cBoundingBox EntBox(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight());
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auto EntBox = a_Entity.GetBoundingBox();
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for (auto BlockBox : PlacementBoxes)
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{
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// Put in a little bit of wiggle room
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@ -147,7 +147,7 @@ public:
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}
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}
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cBoundingBox EntBox(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight());
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auto EntBox = a_Entity.GetBoundingBox();
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// Instead of colliding the bounding box with another bounding box in motion, we collide an enlarged bounding box with a hairline.
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// The results should be good enough for our purposes
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