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azalea/azalea-protocol/src/common/movements.rs

71 lines
2 KiB
Rust

use std::io::{self, Cursor, Write};
use azalea_buf::{AzBuf, AzaleaRead, AzaleaWrite, BufReadError};
use azalea_core::{bitset::FixedBitSet, position::Vec3};
use azalea_entity::LookDirection;
/// The updated position, velocity, and rotations for an entity.
///
/// Often, this field comes alongside a [`RelativeMovements`] field, which
/// specifies which parts of this struct should be treated as relative.
#[derive(AzBuf, Clone, Debug)]
pub struct PositionMoveRotation {
pub pos: Vec3,
/// The updated delta movement (velocity).
pub delta: Vec3,
pub look_direction: LookDirection,
}
#[derive(Debug, Clone, Default)]
pub struct RelativeMovements {
pub x: bool,
pub y: bool,
pub z: bool,
pub y_rot: bool,
pub x_rot: bool,
pub delta_x: bool,
pub delta_y: bool,
pub delta_z: bool,
pub rotate_delta: bool,
}
impl AzaleaRead for RelativeMovements {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
// yes minecraft seriously wastes that many bits, smh
let set = FixedBitSet::<32>::azalea_read(buf)?;
Ok(RelativeMovements {
x: set.index(0),
y: set.index(1),
z: set.index(2),
y_rot: set.index(3),
x_rot: set.index(4),
delta_x: set.index(5),
delta_y: set.index(6),
delta_z: set.index(7),
rotate_delta: set.index(8),
})
}
}
impl AzaleaWrite for RelativeMovements {
fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
let mut set = FixedBitSet::<32>::new();
let mut set_bit = |index: usize, value: bool| {
if value {
set.set(index);
}
};
set_bit(0, self.x);
set_bit(1, self.y);
set_bit(2, self.z);
set_bit(3, self.y_rot);
set_bit(4, self.x_rot);
set_bit(5, self.delta_x);
set_bit(6, self.delta_y);
set_bit(7, self.delta_z);
set_bit(8, self.rotate_delta);
set.azalea_write(buf)
}
}