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azalea/azalea-core/src/delta.rs
mat f42d630544
Physics (#11)
* Put physics module in azalea-entity

* port aabb

* add more stuff to PositionXYZ

* azalea-physics

* important collision things

* more physics stuff

* backup because i'm about to delete shapes

* more shape stuff

* CubeVoxelShape

* no compile errors???

insane

* impl VoxelShape for ArrayVoxelShape

* Shapes stuff

* collide_x but it doesn't work yet

* binary_search

* it compiles

* Entity has bounding box

* Update discrete_voxel_shape.rs

* Entity::make_bounding_box

* ok i'm about to merge az-entity and az-world

might be a terrible idea which is why i'm committing first

* ok so i moved entity to world

* on_pos and move_entity compiles

* add send_position

* move collision stuff to collision module in az-physics

* dimension is no longer an Option

* start trying to do collision for the client

* collision works 🎉

* start adding palette resizing

* get_and_set (pain)

* it compiles but probably won't work

* add a test

* remove printlns

* add more tests for palette stuff

* ClientboundMoveVec3Packet -> ClientboundMoveEntityPosPacket

i think i changed this on accident once

* palette resizing works

todo: remove the printlns

* Remove printlns in palette.rs

* fix issues from merge

* fixes + work a bit more on physics

* Better entities (#19)

* well it compiles

* add tests to entity storage

* add suggestions in azalea-brigadier

* this probably causes ub

* fix brigadiersuggestions

* get rid of entityid

* test From<EntityMut> for EntityRef

* don't mention other libraries since there's too many

* fix warnings

* do todos in brigadier suggestions

* work on physics

* more physics stuff

* remove trait feature on az-block

i think rust gets confused and compiles the macro without the feature

* bump ahash

* aes tests in az-crypto

* optimize aes's deps

* fix crashes

* fix section_index for negative numbers and test

* fix BlockPos protocol implementation

* remove some debug prints

* prepare to add ai_step

* make ai step work

* clippy
2022-08-29 20:41:01 -05:00

99 lines
2.1 KiB
Rust

use std::ops::{Add, AddAssign};
use crate::Vec3;
pub use azalea_buf::McBuf;
pub trait PositionDeltaTrait {
fn x(&self) -> f64;
fn y(&self) -> f64;
fn z(&self) -> f64;
}
/// Only works for up to 8 blocks
#[derive(Clone, Debug, McBuf, Default)]
pub struct PositionDelta8 {
pub xa: i16,
pub ya: i16,
pub za: i16,
}
impl PositionDelta8 {
#[deprecated]
pub fn float(&self) -> (f64, f64, f64) {
(
(self.xa as f64) / 4096.0,
(self.ya as f64) / 4096.0,
(self.za as f64) / 4096.0,
)
}
}
impl PositionDeltaTrait for PositionDelta8 {
fn x(&self) -> f64 {
(self.xa as f64) / 4096.0
}
fn y(&self) -> f64 {
(self.ya as f64) / 4096.0
}
fn z(&self) -> f64 {
(self.za as f64) / 4096.0
}
}
impl Vec3 {
pub fn with_delta(&self, delta: &dyn PositionDeltaTrait) -> Vec3 {
Vec3 {
x: self.x + delta.x(),
y: self.y + delta.y(),
z: self.z + delta.z(),
}
}
pub fn length_squared(&self) -> f64 {
self.x * self.x + self.y * self.y + self.z * self.z
}
pub fn normalize(&self) -> Vec3 {
let length = f64::sqrt(self.x * self.x + self.y * self.y + self.z * self.z);
if length < 1e-4 {
return Vec3::default();
}
Vec3 {
x: self.x / length,
y: self.y / length,
z: self.z / length,
}
}
pub fn multiply(&self, x: f64, y: f64, z: f64) -> Vec3 {
Vec3 {
x: self.x * x,
y: self.y * y,
z: self.z * z,
}
}
pub fn scale(&self, amount: f64) -> Vec3 {
self.multiply(amount, amount, amount)
}
}
// impl + and +=
impl Add for Vec3 {
type Output = Vec3;
fn add(self, other: Vec3) -> Vec3 {
Vec3 {
x: self.x + other.x,
y: self.y + other.y,
z: self.z + other.z,
}
}
}
impl AddAssign for Vec3 {
fn add_assign(&mut self, other: Vec3) {
self.x += other.x;
self.y += other.y;
self.z += other.z;
}
}