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author | Alexander Harkness <me@bearbin.net> | 2020-05-03 22:04:33 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-05-03 22:04:33 +0200 |
commit | 994036a3b8b09f8da1b6ec2055cc7a5ceb05a776 (patch) | |
tree | 54de33e0f563209cdabc40067b72328ec3126be8 | |
parent | Update src/Simulator/IncrementalRedstoneSimulator/RedstoneWireHandler.h (diff) | |
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-rw-r--r-- | Server/Plugins/APIDump/APIDesc.lua | 10 | ||||
-rw-r--r-- | src/Chunk.cpp | 5 | ||||
-rw-r--r-- | src/ChunkMap.cpp | 5 | ||||
-rw-r--r-- | src/Entities/Entity.cpp | 2 | ||||
-rw-r--r-- | src/Entities/Entity.h | 3 | ||||
-rw-r--r-- | src/Entities/Floater.cpp | 2 | ||||
-rw-r--r-- | src/Entities/Pawn.cpp | 2 | ||||
-rw-r--r-- | src/Entities/Player.cpp | 2 | ||||
-rw-r--r-- | src/Entities/ProjectileEntity.cpp | 2 |
9 files changed, 22 insertions, 11 deletions
diff --git a/Server/Plugins/APIDump/APIDesc.lua b/Server/Plugins/APIDump/APIDesc.lua index 2513acceb..5df216f49 100644 --- a/Server/Plugins/APIDump/APIDesc.lua +++ b/Server/Plugins/APIDump/APIDesc.lua @@ -3190,6 +3190,16 @@ local Hash = cCryptoHash.sha1HexString("DataToHash") }, Notes = "Returns the number of hitpoints out of RawDamage that the currently equipped armor would cover. See {{TakeDamageInfo}} for more information on attack damage.", }, + GetBoundingBox = + { + Returns = + { + { + Type = "cBoundingBox", + }, + }, + Notes = "Returns the bounding box of the entity, which has width and height corresponding to the entity, and is aligned with the block grid.", + }, GetChunkX = { Returns = diff --git a/src/Chunk.cpp b/src/Chunk.cpp index 66c8cf4c3..7bb496a5c 100644 --- a/src/Chunk.cpp +++ b/src/Chunk.cpp @@ -1625,7 +1625,7 @@ void cChunk::SetAreaBiome(int a_MinRelX, int a_MaxRelX, int a_MinRelZ, int a_Max void cChunk::CollectPickupsByPlayer(cPlayer & a_Player) { - auto BoundingBox = cBoundingBox(a_Player.GetPosition(), a_Player.GetWidth(), a_Player.GetHeight()); + auto BoundingBox = a_Player.GetBoundingBox(); BoundingBox.Expand(1, 0.5, 1); for (auto & Entity : m_Entities) @@ -1876,8 +1876,7 @@ bool cChunk::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Ca { continue; } - cBoundingBox EntBox(Entity->GetPosition(), Entity->GetWidth() / 2, Entity->GetHeight()); - if (!EntBox.DoesIntersect(a_Box)) + if (!Entity->GetBoundingBox().DoesIntersect(a_Box)) { // The entity is not in the specified box continue; diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 1713173f8..0ff4d5ff7 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -1298,9 +1298,8 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ if (!a_Entity.IsTNT() && !a_Entity.IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible { - cBoundingBox bbEntity(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight()); - - if (!bbTNT.IsInside(bbEntity)) // If bbEntity is inside bbTNT, not vice versa! + auto EntityBox = a_Entity.GetBoundingBox(); + if (!bbTNT.IsInside(EntityBox)) // If entity box is inside tnt box, not vice versa! { return false; } diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 0f1266445..431d5f54b 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -2353,7 +2353,7 @@ float cEntity::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_Ex return 0; } - cBoundingBox EntityBox(GetPosition(), m_Width / 2, m_Height); + auto EntityBox = GetBoundingBox(); cBoundingBox ExplosionBox(a_ExplosionPosition, a_ExlosionPower * 2.0); cBoundingBox IntersectionBox(EntityBox); diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h index 2d9781edb..9cb0f970a 100644 --- a/src/Entities/Entity.h +++ b/src/Entities/Entity.h @@ -1,6 +1,7 @@ #pragma once +#include "../BoundingBox.h" #include "../Item.h" #include "../OSSupport/AtomicUniquePtr.h" @@ -239,6 +240,8 @@ public: int GetChunkX(void) const { return FloorC(m_Position.x / cChunkDef::Width); } int GetChunkZ(void) const { return FloorC(m_Position.z / cChunkDef::Width); } + cBoundingBox GetBoundingBox() const { return cBoundingBox(GetPosition(), GetWidth() / 2, GetHeight()); } + void SetHeadYaw (double a_HeadYaw); void SetMass (double a_Mass); void SetPosX (double a_PosX) { SetPosition({a_PosX, m_Position.y, m_Position.z}); } diff --git a/src/Entities/Floater.cpp b/src/Entities/Floater.cpp index bd1e7a637..bb326f70b 100644 --- a/src/Entities/Floater.cpp +++ b/src/Entities/Floater.cpp @@ -31,7 +31,7 @@ public: return false; } - cBoundingBox EntBox(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight()); + auto EntBox = a_Entity.GetBoundingBox(); double LineCoeff; eBlockFace Face; diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp index 6a69cf6e5..b872cdfac 100644 --- a/src/Entities/Pawn.cpp +++ b/src/Entities/Pawn.cpp @@ -84,7 +84,7 @@ void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) // Spectators cannot push entities around if ((!IsPlayer()) || (!static_cast<cPlayer *>(this)->IsGameModeSpectator())) { - m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), GetWidth(), GetHeight()), [=](cEntity & a_Entity) + m_World->ForEachEntityInBox(GetBoundingBox(), [=](cEntity & a_Entity) { if (a_Entity.GetUniqueID() == GetUniqueID()) { diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index 55139f65e..46a1606d0 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -2780,7 +2780,7 @@ bool cPlayer::DoesPlacingBlocksIntersectEntity(const sSetBlockVector & a_Blocks) { return false; } - cBoundingBox EntBox(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight()); + auto EntBox = a_Entity.GetBoundingBox(); for (auto BlockBox : PlacementBoxes) { // Put in a little bit of wiggle room diff --git a/src/Entities/ProjectileEntity.cpp b/src/Entities/ProjectileEntity.cpp index c38fa0180..fa0654ca5 100644 --- a/src/Entities/ProjectileEntity.cpp +++ b/src/Entities/ProjectileEntity.cpp @@ -147,7 +147,7 @@ public: } } - cBoundingBox EntBox(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight()); + auto EntBox = a_Entity.GetBoundingBox(); // Instead of colliding the bounding box with another bounding box in motion, we collide an enlarged bounding box with a hairline. // The results should be good enough for our purposes |