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#pragma once
#include "BlockHandler.h"
#include "BlockID.h"
#include "../BoundingBox.h"
class cBlockFenceHandler :
public cBlockHandler
{
public:
// These are the min and max coordinates (X and Z) for a straight fence.
// 0.4 and 0.6 are really just guesses, but they seem pretty good.
// (0.4 to 0.6 is a fence that's 0.2 wide, down the center of the block)
const double MIN_COORD = 0.4;
const double MAX_COORD = 0.6;
cBlockFenceHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual cBoundingBox GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP) override
{
bool XMSolid = cBlockInfo::IsSolid(a_XM);
bool XPSolid = cBlockInfo::IsSolid(a_XP);
bool ZMSolid = cBlockInfo::IsSolid(a_ZM);
bool ZPSolid = cBlockInfo::IsSolid(a_ZP);
double FENCE_HEIGHT = cBlockInfo::GetBlockHeight(m_BlockType);
// Entities can never be in the center
cBoundingBox PlacementBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD);
// For each solid neighbor, the hitbox extends that way
if (XMSolid)
{
PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD));
}
if (XPSolid)
{
PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD));
}
if (ZMSolid)
{
PlacementBox = PlacementBox.Union(cBoundingBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, 0.0, 0.5));
}
if (ZPSolid)
{
PlacementBox = PlacementBox.Union(cBoundingBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, 0.5, 1.0));
}
// For each corner, fill in the corner
if (XMSolid && ZMSolid)
{
PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, 0, 0.5));
}
if (XPSolid && ZMSolid)
{
PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, 0, 0.5));
}
if (XPSolid && ZPSolid)
{
PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, 0.5, 1.0));
}
if (XMSolid && ZPSolid)
{
PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, 0.5, 1.0));
}
return PlacementBox;
}
};
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