use of org.valkyrienskies.mod.common.collision.Polygon in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class MixinWorld method preGetCollisionBoxes.
/**
* Used for two purposes. The first, is to prevent the game from freezing by limiting the size of aabb. The second
* is to fix player sneaking on ships.
*/
@Inject(method = "getCollisionBoxes(Lnet/minecraft/entity/Entity;Lnet/minecraft/util/math/AxisAlignedBB;ZLjava/util/List;)Z", at = @At("HEAD"), cancellable = true)
private void preGetCollisionBoxes(@Nullable Entity entityIn, AxisAlignedBB aabb, boolean p_191504_3_, @Nullable List<AxisAlignedBB> outList, CallbackInfoReturnable<Boolean> callbackInfo) {
double deltaX = Math.abs(aabb.maxX - aabb.minX);
double deltaY = Math.abs(aabb.maxY - aabb.minY);
double deltaZ = Math.abs(aabb.maxZ - aabb.minZ);
if (Math.max(deltaX, Math.max(deltaY, deltaZ)) > 99999D) {
System.err.println(entityIn + "\ntried going extremely fast during the collision step");
new Exception().printStackTrace();
callbackInfo.setReturnValue(Boolean.FALSE);
callbackInfo.cancel();
}
// direction, and uses that to determine if can you sneak.
if (entityIn instanceof EntityPlayer && entityIn.isSneaking()) {
// Add at most once ship block AABB that is colliding with the player. This is ONLY to properly allow
// players to sneak while on ships.
List<PhysicsObject> ships = getManager().getPhysObjectsInAABB(aabb);
for (PhysicsObject wrapper : ships) {
Polygon playerInLocal = new Polygon(aabb, wrapper.getShipTransformationManager().getCurrentTickTransform(), TransformType.GLOBAL_TO_SUBSPACE);
AxisAlignedBB bb = playerInLocal.getEnclosedAABB();
if ((bb.maxX - bb.minX) * (bb.maxZ - bb.minZ) > 9898989) {
// This is too big, something went wrong here
System.err.println("Why did transforming a players bounding box result in a giant bounding box?");
System.err.println(bb + "\n" + wrapper.getShipData() + "\n" + entityIn.toString());
new Exception().printStackTrace();
return;
}
List<AxisAlignedBB> collidingBBs = getCollisionBoxes(null, bb);
Polygon entityPoly = new Polygon(aabb.grow(-.2, 0, -.2));
for (AxisAlignedBB inLocal : collidingBBs) {
ShipPolygon poly = new ShipPolygon(inLocal, wrapper.getShipTransformationManager().getCurrentTickTransform(), TransformType.SUBSPACE_TO_GLOBAL, wrapper.getShipTransformationManager().normals, wrapper);
EntityPolygonCollider collider = new EntityPolygonCollider(entityPoly, poly, poly.normals, new Vector3d());
collider.processData();
if (!collider.arePolygonsSeparated()) {
outList.add(inLocal);
// vanilla sneak code will work correctly.
return;
}
}
}
}
}
use of org.valkyrienskies.mod.common.collision.Polygon in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class MixinWorld method getEntitiesInAABBexcluding.
/**
* aa
*
* @author xd
*/
@Overwrite
public List<Entity> getEntitiesInAABBexcluding(@Nullable Entity entityIn, AxisAlignedBB boundingBox, @Nullable Predicate<? super Entity> predicate) {
if (isBoundingBoxTooLarge(boundingBox)) {
new Exception("Tried getting entities from giant bounding box of " + boundingBox).printStackTrace();
return new ArrayList<>();
}
List<Entity> toReturn = this.getEntitiesInAABBexcludingOriginal(entityIn, boundingBox, predicate);
BlockPos pos = new BlockPos((boundingBox.minX + boundingBox.maxX) / 2D, (boundingBox.minY + boundingBox.maxY) / 2D, (boundingBox.minZ + boundingBox.maxZ) / 2D);
Optional<PhysicsObject> physicsObject = ValkyrienUtils.getPhysoManagingBlock(World.class.cast(this), pos);
if (physicsObject.isPresent()) {
Polygon poly = new Polygon(boundingBox, physicsObject.get().getShipTransformationManager().getCurrentTickTransform(), TransformType.SUBSPACE_TO_GLOBAL);
boundingBox = poly.getEnclosedAABB().shrink(.3D);
if (isBoundingBoxTooLarge(boundingBox)) {
new Exception("Tried getting entities from giant bounding box of " + boundingBox).printStackTrace();
return new ArrayList<>();
}
toReturn.addAll(this.getEntitiesInAABBexcludingOriginal(entityIn, boundingBox, predicate));
}
return toReturn;
}
use of org.valkyrienskies.mod.common.collision.Polygon in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class PhysRenderChunk method renderBlockLayer.
public void renderBlockLayer(BlockRenderLayer layerToRender, double partialTicks, int pass, ICamera iCamera) {
for (int i = 0; i < 16; i++) {
IVSRenderChunk renderChunk = renderChunks[i];
if (renderChunk != null) {
AxisAlignedBB renderChunkBB = new AxisAlignedBB(chunk.x << 4, renderChunk.minY(), chunk.z << 4, (chunk.x << 4) + 16, renderChunk.minY() + 16, (chunk.z << 4) + 16);
Polygon polygon = new Polygon(renderChunkBB, toRender.getShipTransformationManager().getRenderTransform(), TransformType.SUBSPACE_TO_GLOBAL);
AxisAlignedBB inWorldBB = polygon.getEnclosedAABB();
// Only render chunks that can be shown by the camera.
if (iCamera.isBoundingBoxInFrustum(inWorldBB)) {
renderChunk.renderBlockLayer(layerToRender, partialTicks, pass);
}
}
}
}
use of org.valkyrienskies.mod.common.collision.Polygon in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class EntityCollisionInjector method alterEntityMovement.
// Returns false if game should use default collision
@Nullable
public static IntermediateMovementVariableStorage alterEntityMovement(Entity entity, MoverType type, double dx, double dy, double dz) {
final double origDx = dx;
final double origDy = dy;
final double origDz = dz;
final double origPosX = entity.posX;
final double origPosY = entity.posY;
final double origPosZ = entity.posZ;
boolean isLiving = entity instanceof EntityLivingBase;
Vec3d velocity = new Vec3d(dx, dy, dz);
Polygon playerBeforeMove = new Polygon(entity.getEntityBoundingBox());
List<Polygon> colPolys = getCollidingPolygonsAndDoBlockCols(entity, velocity);
PhysicsObject worldBelow = null;
IDraggable draggable = EntityDraggable.getDraggableFromEntity(entity);
final EntityShipMovementData lastTickEntityShipMovementData = draggable.getEntityShipMovementData();
Vector3d total = new Vector3d();
// Used to reset the player position after collision processing, effectively
// using the player to integrate their velocity
double posOffestX = 0;
double posOffestY = 0;
double posOffestZ = 0;
// True IFF the player is on a ladder
boolean isPlayerOnLadder = false;
// region Ladder movement
if (entity instanceof EntityLivingBase) {
final EntityLivingBase base = (EntityLivingBase) entity;
final List<PhysicsObject> collidingShips = ((IHasShipManager) entity.getEntityWorld()).getManager().getPhysObjectsInAABB(base.getEntityBoundingBox());
final Iterable<Triple<PhysicsObject, BlockPos, IBlockState>> ladderCollisions = getLadderCollisions(base, collidingShips);
// For now, just ignore the y component. I may or may not use it later.
final float forward = ((EntityLivingBase) entity).moveForward;
final float strafe = ((EntityLivingBase) entity).moveStrafing;
final double f1 = Math.sin(Math.toRadians(entity.rotationYaw));
final double f2 = Math.cos(Math.toRadians(entity.rotationYaw));
final double intendedXVel = strafe * f2 - forward * f1;
final double intendedYVel = 0;
final double intendedZVel = forward * f2 + strafe * f1;
final Vector3dc originalVelocityDirection = new Vector3d(intendedXVel, intendedYVel, intendedZVel).normalize();
final World world = entity.world;
final Polygon playerPolygon = new Polygon(base.getEntityBoundingBox());
for (final Triple<PhysicsObject, BlockPos, IBlockState> ladderCollision : ladderCollisions) {
final IBlockState ladderState = ladderCollision.getRight();
EnumFacing ladderFacing = null;
// For now, we only support a few blocks
if (ladderState.getPropertyKeys().contains(BlockHorizontal.FACING)) {
ladderFacing = ladderState.getValue(BlockHorizontal.FACING);
}
// We need the EnumFacing of the ladder for the code to work. If we couldn't find it then just give up :/
if (ladderFacing != null) {
final Vector3d ladderNormal = JOML.convertDouble(ladderFacing.getDirectionVec());
final ShipTransform shipTransform = ladderCollision.getLeft().getShipTransform();
// Grow the ladder BB by a small margin (makes the ladder experience better imo)
final AxisAlignedBB ladderBB = ladderCollision.getRight().getBoundingBox(world, ladderCollision.getMiddle()).offset(ladderCollision.getMiddle()).grow(.4);
final Polygon ladderPoly = new Polygon(ladderBB, shipTransform.getSubspaceToGlobal());
// Determine if the player is actually colliding with the ladder
final PhysPolygonCollider collider = new PhysPolygonCollider(playerPolygon, ladderPoly, ladderCollision.getLeft().getShipTransformationManager().normals);
collider.processData();
shipTransform.transformDirection(ladderNormal, TransformType.SUBSPACE_TO_GLOBAL);
// Don't use "floor ladders"
final boolean isLadderFacingDown = ladderNormal.y > .8;
if (isLadderFacingDown) {
continue;
}
// If the ladder is facing up, then let the player use them like monkey bars
final boolean isLadderFacingUp = ladderNormal.y < -.8;
// Whether or not the player is actually colliding with a ladder, since it is close to one we give the player ladder movement.
dx = MathHelper.clamp(dx, -.15, .15);
dz = MathHelper.clamp(dz, -.15, .15);
base.fallDistance = 0;
if (!isLadderFacingUp) {
// Use ladders like normal
if (dy < -.15) {
dy = -.15;
}
final boolean isPlayerGoingTowardsLadder = originalVelocityDirection.dot(ladderNormal) < -.1;
final boolean isPlayerSneakingOnLadder = base.isSneaking() && base instanceof EntityPlayer;
if (isPlayerSneakingOnLadder && dy < 0) {
dy = 0;
}
if (!collider.seperated && isPlayerGoingTowardsLadder) {
dy = .2;
}
} else {
// Use ladders like monkey bars
dy = .2;
}
worldBelow = ladderCollision.getLeft();
isPlayerOnLadder = true;
break;
}
}
}
// endregion
final Vector3dc velVec = new Vector3d(dx, dy, dz);
for (Polygon poly : colPolys) {
if (poly instanceof ShipPolygon) {
ShipPolygon shipPoly = (ShipPolygon) poly;
try {
EntityPolygonCollider fast = new EntityPolygonCollider(playerBeforeMove, shipPoly, shipPoly.normals, velVec.add(total, new Vector3d()));
if (!fast.arePolygonsSeparated()) {
// fastCollisions.add(fast);
worldBelow = shipPoly.shipFrom;
Vector3d response = fast.getCollisions()[fast.getMinDistanceIndex()].getResponse();
// TODO: Add more potential yResponses
double stepSquared = entity.stepHeight * entity.stepHeight;
// Do not do stair stepping if the player is on a ladder.
boolean isStep = isLiving && entity.onGround && !isPlayerOnLadder;
if (response.y >= 0 && VSMath.canStandOnNormal(fast.getCollisionAxes()[fast.getMinDistanceIndex()])) {
Vector3d slowButStopped = new Vector3d(0, -fast.getCollisions()[fast.getMinDistanceIndex()].getCollisionPenetrationDistance() / fast.getCollisionAxes()[fast.getMinDistanceIndex()].y(), 0);
response = slowButStopped;
}
if (isStep) {
EntityLivingBase living = (EntityLivingBase) entity;
if (Math.abs(living.moveForward) > .01 || Math.abs(living.moveStrafing) > .01) {
for (int i = 3; i < 6; i++) {
Vector3d tempResponse = fast.getCollisions()[i].getResponse();
if (tempResponse.y > 0 && VSMath.canStandOnNormal(fast.getCollisions()[i].getCollisionNormal()) && tempResponse.lengthSquared() < stepSquared) {
if (tempResponse.lengthSquared() < .1) {
// Too small to be a real step, let it through
response = tempResponse;
} else {
// System.out.println("Try Stepping!");
AxisAlignedBB axisalignedbb = entity.getEntityBoundingBox().offset(tempResponse.x, tempResponse.y, tempResponse.z);
// Don't allow the player to step if the step will put them in another polygon.
boolean collidesWithAnything = false;
{
final AxisAlignedBB newEntityBBShrunk = axisalignedbb.shrink(.15);
final Polygon newEntityBBShrunkPolygon = new Polygon(newEntityBBShrunk);
for (Polygon potentialStepCollision : colPolys) {
if (potentialStepCollision == poly) {
// Don't run this on ourself
continue;
}
if (potentialStepCollision.getEnclosedAABB().intersects(newEntityBBShrunk)) {
// Finer check
ShipPolygon potentialStepCollisionShipPoly = (ShipPolygon) potentialStepCollision;
final EntityPolygonCollider checkIfStepCollidesWithBlock = new EntityPolygonCollider(newEntityBBShrunkPolygon, potentialStepCollisionShipPoly, potentialStepCollisionShipPoly.normals, new Vector3d());
checkIfStepCollidesWithBlock.processData();
if (!checkIfStepCollidesWithBlock.arePolygonsSeparated()) {
collidesWithAnything = true;
break;
}
}
}
}
if (!collidesWithAnything) {
entity.setEntityBoundingBox(axisalignedbb);
// I think this correct, but it may create more problems than it solves
response.zero();
entity.resetPositionToBB();
}
}
}
}
}
}
// total.add(response);
if (Math.abs(response.x) > .01D) {
total.x += response.x;
}
if (Math.abs(response.y) > .01D) {
total.y += response.y;
}
if (Math.abs(response.z) > .01D) {
total.z += response.z;
}
entity.posX += response.x;
entity.posY += response.y;
entity.posZ += response.z;
posOffestX += response.x;
posOffestY += response.y;
posOffestZ += response.z;
AxisAlignedBB axisalignedbb = entity.getEntityBoundingBox().offset(response.x, response.y, response.z);
entity.setEntityBoundingBox(axisalignedbb);
entity.resetPositionToBB();
}
} catch (Exception e) {
// Do nothing
}
}
}
AxisAlignedBB axisalignedbb = entity.getEntityBoundingBox().offset(-posOffestX, -posOffestY, -posOffestZ);
entity.setEntityBoundingBox(axisalignedbb);
entity.resetPositionToBB();
// We are on the ship that we are riding
if (entity.ridingEntity instanceof EntityMountable) {
final EntityMountable entityMountable = (EntityMountable) entity.ridingEntity;
if (entityMountable.getReferencePosOptional().isPresent()) {
final Optional<PhysicsObject> physicsObjectOptional = ValkyrienUtils.getPhysoManagingBlock(entity.world, entityMountable.getReferencePosOptional().get());
if (physicsObjectOptional.isPresent()) {
worldBelow = physicsObjectOptional.get();
}
}
}
if (worldBelow == null) {
return null;
}
dx += total.x;
dy += total.y;
dz += total.z;
boolean alreadyOnGround = entity.onGround && (dy == origDy) && origDy < 0;
Vector3d original = new Vector3d(origDx, origDy, origDz);
Vector3d newMov = new Vector3d(dx - origDx, dy - origDy, dz - origDz);
entity.collidedHorizontally = original.dot(newMov) < 0;
entity.collidedVertically = isDifSignificant(dy, origDy);
entity.onGround = entity.collidedVertically && origDy < 0 || alreadyOnGround;
entity.collided = entity.collidedHorizontally || entity.collidedVertically;
// entity.resetPositionToBB();
double motionYBefore = entity.motionY;
float oldFallDistance = entity.fallDistance;
Vector3d dxyz = new Vector3d(dx, dy, dz);
;
Vector3d origDxyz = new Vector3d(origDx, origDy, origDz);
Vector3d origPosXyz = new Vector3d(origPosX, origPosY, origPosZ);
return new IntermediateMovementVariableStorage(dxyz, origDxyz, origPosXyz, alreadyOnGround, motionYBefore, oldFallDistance, worldBelow.getShipData());
}
use of org.valkyrienskies.mod.common.collision.Polygon in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class EntityCollisionInjector method getCollidingPolygonsAndDoBlockCols.
/*
* This method generates an arrayList of Polygons that the player is colliding
* with
*/
public static ArrayList<Polygon> getCollidingPolygonsAndDoBlockCols(Entity entity, Vec3d velocity) {
ArrayList<Polygon> collisions = new ArrayList<Polygon>();
AxisAlignedBB entityBB = entity.getEntityBoundingBox().offset(velocity.x, velocity.y, velocity.z).expand(1, 1, 1);
List<PhysicsObject> ships = ((IHasShipManager) entity.getEntityWorld()).getManager().getPhysObjectsInAABB(entityBB);
// and the Player
for (PhysicsObject wrapper : ships) {
try {
Polygon playerInLocal = new Polygon(entityBB, wrapper.getShipTransformationManager().getCurrentTickTransform(), TransformType.GLOBAL_TO_SUBSPACE);
AxisAlignedBB bb = playerInLocal.getEnclosedAABB();
if ((bb.maxX - bb.minX) * (bb.maxZ - bb.minZ) > 9898989) {
// This is too big, something went wrong here
break;
}
List<AxisAlignedBB> collidingBBs = entity.world.getCollisionBoxes(entity, bb);
// TODO: Fix the performance of this!
if (entity.world.isRemote || entity instanceof EntityPlayer) {
VSMath.mergeAABBList(collidingBBs);
}
for (AxisAlignedBB inLocal : collidingBBs) {
ShipPolygon poly = new ShipPolygon(inLocal, wrapper.getShipTransformationManager().getCurrentTickTransform(), TransformType.SUBSPACE_TO_GLOBAL, wrapper.getShipTransformationManager().normals, wrapper);
collisions.add(poly);
}
} catch (Exception e) {
e.printStackTrace();
}
}
for (PhysicsObject wrapper : ships) {
double posX = entity.posX;
double posY = entity.posY;
double posZ = entity.posZ;
Vector3d entityPos = new Vector3d(posX, posY, posZ);
wrapper.getShipTransformationManager().getCurrentTickTransform().transformPosition(entityPos, TransformType.GLOBAL_TO_SUBSPACE);
setEntityPositionAndUpdateBB(entity, entityPos.x, entityPos.y, entityPos.z);
int entityChunkX = MathHelper.floor(entity.posX / 16.0D);
int entityChunkZ = MathHelper.floor(entity.posZ / 16.0D);
if (wrapper.getChunkClaim().containsChunk(entityChunkX, entityChunkZ)) {
Chunk chunkIn = wrapper.getChunkAt(entityChunkX, entityChunkZ);
int chunkYIndex = MathHelper.floor(entity.posY / 16.0D);
if (chunkYIndex < 0) {
chunkYIndex = 0;
}
if (chunkYIndex >= chunkIn.entityLists.length) {
chunkYIndex = chunkIn.entityLists.length - 1;
}
chunkIn.entityLists[chunkYIndex].add(entity);
entity.doBlockCollisions();
chunkIn.entityLists[chunkYIndex].remove(entity);
}
setEntityPositionAndUpdateBB(entity, posX, posY, posZ);
}
return collisions;
}
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