mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2026-08-15 13:04:36 +00:00
feat: implement physics engine for player movement and collision detection
- Introduced a comprehensive physics engine that replicates Minecraft's movement mechanics, including player input handling, gravity, and collision detection. - Added classes for player physics, movement input, and collision detection, ensuring accurate simulation of player interactions with the game world. - Integrated AABB (Axis-Aligned Bounding Box) structures for precise collision detection against blocks. - Enhanced movement capabilities with support for jumping, sneaking, and sprinting, along with step-up mechanics for navigating terrain. These changes significantly improve the realism and responsiveness of player movement within the game environment.
This commit is contained in:
parent
cca4134e8b
commit
a3c918e946
14 changed files with 1866 additions and 65 deletions
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@ -13,6 +13,7 @@ using MinecraftClient.Commands;
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using MinecraftClient.Inventory;
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using MinecraftClient.Logger;
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using MinecraftClient.Mapping;
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using MinecraftClient.Physics;
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using MinecraftClient.Protocol;
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using MinecraftClient.Protocol.Handlers;
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using MinecraftClient.Protocol.Handlers.Forge;
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@ -68,6 +69,10 @@ namespace MinecraftClient
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private float playerYaw;
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private float playerPitch;
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private double motionY;
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private readonly PlayerPhysics playerPhysics = new();
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private readonly MovementInput physicsInput = new();
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private bool physicsInitialized = false;
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private Location? pathTarget; // Current waypoint for physics-driven pathfinding
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public enum MovementType { Sneak, Walk, Sprint }
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private int sequenceId; // User for player block synchronization (Aka. digging, placing blocks, etc..)
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private bool CanSendMessage = false;
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@ -495,33 +500,47 @@ namespace MinecraftClient
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{
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lock (locationLock)
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{
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for (int i = 0; i < Config.Main.Advanced.MovementSpeed; i++) //Needs to run at 20 tps; MCC runs at 10 tps
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if (!physicsInitialized)
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{
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if (_yaw == null || _pitch == null)
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{
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if (steps != null && steps.Count > 0)
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{
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location = steps.Dequeue();
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}
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else if (path != null && path.Count > 0)
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{
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Location next = path.Dequeue();
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steps = Movement.Move2Steps(location, next, ref motionY);
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if (Config.Main.Advanced.MoveHeadWhileWalking) // Disable head movements to avoid anti-cheat triggers
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UpdateLocation(location, next + new Location(0, 1, 0)); // Update yaw and pitch to look at next step
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}
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else
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{
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location = Movement.HandleGravity(world, location, ref motionY);
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}
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}
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playerYaw = _yaw == null ? playerYaw : _yaw.Value;
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playerPitch = _pitch == null ? playerPitch : _pitch.Value;
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handler.SendLocationUpdate(location, Movement.IsOnGround(world, location), _yaw, _pitch);
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BlockShapes.Initialize();
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playerPhysics.SetPosition(location.X, location.Y, location.Z);
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playerPhysics.Yaw = playerYaw;
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playerPhysics.Pitch = playerPitch;
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physicsInitialized = true;
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}
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// First 2 updates must be player position AND look, and player must not move (to conform with vanilla)
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// Once yaw and pitch have been sent, switch back to location-only updates (without yaw and pitch)
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// Run 2 physics ticks per OnUpdate call (10 Hz * 2 = 20 TPS)
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for (int tick = 0; tick < 2; tick++)
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{
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// Navigate pathfinding: set input based on current path
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UpdatePathfindingInput();
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// Sync yaw/pitch if explicitly set (by commands/bots)
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if (_yaw != null) playerPhysics.Yaw = _yaw.Value;
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if (_pitch != null) playerPhysics.Pitch = _pitch.Value;
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// Update environment flags (water, lava, climbable)
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playerPhysics.UpdateEnvironment(world);
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// Apply movement input
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playerPhysics.ApplyInput(physicsInput);
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// Run one physics tick
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playerPhysics.Tick(world);
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// Sync back to MCC location
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location = new Location(
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playerPhysics.Position.X,
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playerPhysics.Position.Y,
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playerPhysics.Position.Z);
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playerYaw = _yaw ?? playerYaw;
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playerPitch = _pitch ?? playerPitch;
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// Send position packet
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handler.SendLocationUpdate(location, playerPhysics.OnGround, _yaw, _pitch);
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}
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_yaw = null;
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_pitch = null;
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}
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@ -1335,7 +1354,7 @@ namespace MinecraftClient
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}
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else
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{
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// Calculate path through pathfinding. Path contains a list of 1-block movement that will be divided into steps
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pathTarget = null;
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path = Movement.CalculatePath(world, location, goal, allowUnsafe, maxOffset, minOffset, timeout ?? TimeSpan.FromSeconds(5));
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return path != null;
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}
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@ -2684,6 +2703,87 @@ namespace MinecraftClient
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DispatchBotEvent(bot => bot.OnRespawn());
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}
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/// <summary>
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/// Drive the physics engine input based on the current A* path.
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/// Converts discrete waypoint pathfinding into continuous movement input.
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/// </summary>
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private void UpdatePathfindingInput()
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{
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physicsInput.Reset();
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// Still heading toward a target (even if path queue is empty)
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if (pathTarget != null && ReachedWaypoint(pathTarget.Value))
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{
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// Arrived at current waypoint — advance to next, or finish
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if (path != null && path.Count > 0)
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{
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pathTarget = path.Dequeue();
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if (Config.Main.Advanced.MoveHeadWhileWalking)
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UpdateLocation(location, pathTarget.Value + new Location(0, 1, 0));
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}
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else
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{
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pathTarget = null;
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path = null;
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}
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}
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// Need a first target from a fresh path
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if (pathTarget == null && path != null && path.Count > 0)
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{
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pathTarget = path.Dequeue();
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if (Config.Main.Advanced.MoveHeadWhileWalking)
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UpdateLocation(location, pathTarget.Value + new Location(0, 1, 0));
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}
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if (pathTarget != null)
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{
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SetInputToward(pathTarget.Value);
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}
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}
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/// <summary>
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/// Check if the player has approximately reached a waypoint.
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/// </summary>
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private bool ReachedWaypoint(Location target)
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{
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double dx = target.X - location.X;
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double dz = target.Z - location.Z;
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return dx * dx + dz * dz < 0.25; // within ~0.5 blocks horizontally
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}
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/// <summary>
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/// Set movement input to walk toward a target location.
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/// Calculates the yaw needed and sets Forward + Sprint.
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/// </summary>
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private void SetInputToward(Location target)
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{
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double dx = target.X - location.X;
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double dz = target.Z - location.Z;
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double dy = target.Y - location.Y;
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double distSqr = dx * dx + dz * dz;
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if (distSqr < 0.01) return; // Close enough horizontally
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// Calculate yaw to face target
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float targetYaw = (float)(-Math.Atan2(dx, dz) / Math.PI * 180.0);
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if (targetYaw < 0) targetYaw += 360;
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playerPhysics.Yaw = targetYaw;
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playerYaw = targetYaw;
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physicsInput.Forward = true;
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// Jump if target is above and we're on ground
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if (dy > 0.5 && playerPhysics.OnGround)
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physicsInput.Jump = true;
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// Map MovementSpeed setting: 1=sneak, 2-4=walk, 5=sprint
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if (Config.Main.Advanced.MovementSpeed >= 5)
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physicsInput.Sprint = true;
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else if (Config.Main.Advanced.MovementSpeed <= 1)
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physicsInput.Sneak = true;
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}
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/// <summary>
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/// Check if the client is currently processing a Movement.
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/// </summary>
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@ -2752,6 +2852,12 @@ namespace MinecraftClient
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}
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else this.location = location;
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locationReceived = true;
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// Sync physics engine position
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if (physicsInitialized)
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{
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playerPhysics.Teleport(this.location.X, this.location.Y, this.location.Z);
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}
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}
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}
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@ -18,6 +18,9 @@
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<PropertyGroup>
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<StartupObject>MinecraftClient.Program</StartupObject>
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</PropertyGroup>
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<ItemGroup>
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<EmbeddedResource Include="Physics\BlockShapeData.json" LogicalName="BlockShapeData.json" />
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</ItemGroup>
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<ItemGroup>
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<Compile Remove="Protocol\Handlers\Compression\**" />
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<EmbeddedResource Remove="Protocol\Handlers\Compression\**" />
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195
MinecraftClient/Physics/Aabb.cs
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195
MinecraftClient/Physics/Aabb.cs
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@ -0,0 +1,195 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace MinecraftClient.Physics
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{
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/// <summary>
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/// Axis-aligned bounding box, mirrors net.minecraft.world.phys.AABB.
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/// Immutable — mutating methods return new instances.
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/// </summary>
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public readonly struct Aabb : IEquatable<Aabb>
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{
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public static readonly Aabb Empty = new(0, 0, 0, 0, 0, 0);
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public readonly double MinX, MinY, MinZ;
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public readonly double MaxX, MaxY, MaxZ;
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public Aabb(double x1, double y1, double z1, double x2, double y2, double z2)
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{
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MinX = Math.Min(x1, x2);
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MinY = Math.Min(y1, y2);
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MinZ = Math.Min(z1, z2);
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MaxX = Math.Max(x1, x2);
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MaxY = Math.Max(y1, y2);
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MaxZ = Math.Max(z1, z2);
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}
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/// <summary>
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/// Create a player-style AABB centered on feetX/Z with given width and height
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/// </summary>
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public static Aabb OfSize(double centerX, double feetY, double centerZ, double width, double height)
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{
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double hw = width / 2.0;
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return new Aabb(centerX - hw, feetY, centerZ - hw, centerX + hw, feetY + height, centerZ + hw);
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}
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/// <summary>
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/// Full block AABB at given integer position
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/// </summary>
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public static Aabb BlockAt(int x, int y, int z) =>
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new(x, y, z, x + 1.0, y + 1.0, z + 1.0);
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public double XSize => MaxX - MinX;
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public double YSize => MaxY - MinY;
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public double ZSize => MaxZ - MinZ;
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public double Min(int axis) => axis switch { 0 => MinX, 1 => MinY, _ => MinZ };
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public double Max(int axis) => axis switch { 0 => MaxX, 1 => MaxY, _ => MaxZ };
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/// <summary>
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/// Expand toward a movement direction (vanilla expandTowards)
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Aabb ExpandTowards(double dx, double dy, double dz)
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{
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double minX = MinX, minY = MinY, minZ = MinZ;
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double maxX = MaxX, maxY = MaxY, maxZ = MaxZ;
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if (dx < 0) minX += dx; else if (dx > 0) maxX += dx;
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if (dy < 0) minY += dy; else if (dy > 0) maxY += dy;
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if (dz < 0) minZ += dz; else if (dz > 0) maxZ += dz;
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return new Aabb(minX, minY, minZ, maxX, maxY, maxZ);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Aabb ExpandTowards(Vec3d v) => ExpandTowards(v.X, v.Y, v.Z);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Aabb Inflate(double x, double y, double z) =>
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new(MinX - x, MinY - y, MinZ - z, MaxX + x, MaxY + y, MaxZ + z);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Aabb Inflate(double v) => Inflate(v, v, v);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Aabb Deflate(double x, double y, double z) => Inflate(-x, -y, -z);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Aabb Move(double dx, double dy, double dz) =>
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new(MinX + dx, MinY + dy, MinZ + dz, MaxX + dx, MaxY + dy, MaxZ + dz);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Aabb Move(Vec3d v) => Move(v.X, v.Y, v.Z);
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/// <summary>
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/// Strict overlap test (vanilla uses < and >, not <=)
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Intersects(Aabb other) =>
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MinX < other.MaxX && MaxX > other.MinX &&
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MinY < other.MaxY && MaxY > other.MinY &&
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MinZ < other.MaxZ && MaxZ > other.MinZ;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Intersects(double x1, double y1, double z1, double x2, double y2, double z2) =>
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MinX < x2 && MaxX > x1 && MinY < y2 && MaxY > y1 && MinZ < z2 && MaxZ > z1;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Contains(double x, double y, double z) =>
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x >= MinX && x < MaxX && y >= MinY && y < MaxY && z >= MinZ && z < MaxZ;
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/// <summary>
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/// Collide this AABB along a single axis against another AABB.
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/// Returns the clamped movement distance.
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/// </summary>
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/// <summary>
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/// Clip entity movement along X against a block shape (other).
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/// Vanilla semantics: VoxelShape.collide(Axis.X, entityBox, movement).
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/// </summary>
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public double CollideX(Aabb other, double movement)
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{
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if (other.MaxY <= MinY || other.MinY >= MaxY || other.MaxZ <= MinZ || other.MinZ >= MaxZ)
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return movement;
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if (movement > 0.0 && other.MinX >= MaxX)
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{
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double d = other.MinX - MaxX;
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if (d < movement) movement = d;
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}
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else if (movement < 0.0 && other.MaxX <= MinX)
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{
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double d = other.MaxX - MinX;
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if (d > movement) movement = d;
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}
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return movement;
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}
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public double CollideY(Aabb other, double movement)
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{
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if (other.MaxX <= MinX || other.MinX >= MaxX || other.MaxZ <= MinZ || other.MinZ >= MaxZ)
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return movement;
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if (movement > 0.0 && other.MinY >= MaxY)
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{
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double d = other.MinY - MaxY;
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if (d < movement) movement = d;
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}
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else if (movement < 0.0 && other.MaxY <= MinY)
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{
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double d = other.MaxY - MinY;
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if (d > movement) movement = d;
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}
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return movement;
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}
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public double CollideZ(Aabb other, double movement)
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{
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if (other.MaxX <= MinX || other.MinX >= MaxX || other.MaxY <= MinY || other.MinY >= MaxY)
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return movement;
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if (movement > 0.0 && other.MinZ >= MaxZ)
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{
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double d = other.MinZ - MaxZ;
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if (d < movement) movement = d;
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}
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else if (movement < 0.0 && other.MaxZ <= MinZ)
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{
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double d = other.MaxZ - MinZ;
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if (d > movement) movement = d;
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}
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return movement;
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}
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/// <summary>
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/// Collide along an axis (0=X, 1=Y, 2=Z) against another AABB
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/// </summary>
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public double Collide(int axis, Aabb other, double movement)
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{
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return axis switch
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{
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0 => CollideX(other, movement),
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1 => CollideY(other, movement),
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2 => CollideZ(other, movement),
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_ => movement
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};
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}
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public Vec3d GetCenter() => new(
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(MinX + MaxX) * 0.5,
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(MinY + MaxY) * 0.5,
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(MinZ + MaxZ) * 0.5);
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public Vec3d GetBottomCenter() => new(
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(MinX + MaxX) * 0.5,
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MinY,
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(MinZ + MaxZ) * 0.5);
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public bool Equals(Aabb other) =>
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MinX == other.MinX && MinY == other.MinY && MinZ == other.MinZ &&
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MaxX == other.MaxX && MaxY == other.MaxY && MaxZ == other.MaxZ;
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public override bool Equals(object? obj) => obj is Aabb a && Equals(a);
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public override int GetHashCode() => HashCode.Combine(MinX, MinY, MinZ, MaxX, MaxY, MaxZ);
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public override string ToString() => $"AABB[{MinX:F3},{MinY:F3},{MinZ:F3} -> {MaxX:F3},{MaxY:F3},{MaxZ:F3}]";
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public static bool operator ==(Aabb a, Aabb b) => a.Equals(b);
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public static bool operator !=(Aabb a, Aabb b) => !a.Equals(b);
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}
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}
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1
MinecraftClient/Physics/BlockShapeData.json
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1
MinecraftClient/Physics/BlockShapeData.json
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File diff suppressed because one or more lines are too long
233
MinecraftClient/Physics/BlockShapes.cs
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233
MinecraftClient/Physics/BlockShapes.cs
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@ -0,0 +1,233 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text.Json;
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using MinecraftClient.Mapping;
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using MinecraftClient.Mapping.BlockPalettes;
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namespace MinecraftClient.Physics
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{
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/// <summary>
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/// Registry of block collision shapes. Maps block state IDs to collision AABBs.
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/// Data sourced from PrismarineJS/minecraft-data blockCollisionShapes.json.
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/// </summary>
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public static class BlockShapes
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{
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private static readonly Aabb FullBlock = new(0, 0, 0, 1, 1, 1);
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private static readonly Aabb[] FullBlockArray = { FullBlock };
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private static readonly Aabb[] EmptyArray = Array.Empty<Aabb>();
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|
||||
private static Dictionary<int, Aabb[]>? stateToShape;
|
||||
private static Dictionary<string, object>? prismarineBlocks;
|
||||
private static Dictionary<int, Aabb[]>? prismarineShapes;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the shape registry from embedded data + current palette.
|
||||
/// Call once after the block palette is set.
|
||||
/// </summary>
|
||||
public static void Initialize()
|
||||
{
|
||||
LoadPrismarineData();
|
||||
BuildStateMap();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get collision shapes for a block state ID.
|
||||
/// Returns empty array for air/passable blocks, single full-block for solid cubes, etc.
|
||||
/// </summary>
|
||||
public static Aabb[] GetShapes(int blockStateId)
|
||||
{
|
||||
if (stateToShape != null && stateToShape.TryGetValue(blockStateId, out var shapes))
|
||||
return shapes;
|
||||
return FallbackShape(blockStateId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get collision shapes for a Block at a specific position (state-aware)
|
||||
/// </summary>
|
||||
public static Aabb[] GetShapes(Block block) => GetShapes(block.BlockId);
|
||||
|
||||
/// <summary>
|
||||
/// Check if a block state is effectively empty (no collision)
|
||||
/// </summary>
|
||||
public static bool IsEmpty(int blockStateId)
|
||||
{
|
||||
var shapes = GetShapes(blockStateId);
|
||||
return shapes.Length == 0;
|
||||
}
|
||||
|
||||
private static Aabb[] FallbackShape(int blockStateId)
|
||||
{
|
||||
Material mat = Block.Palette.FromId(blockStateId);
|
||||
if (mat == Material.Air) return EmptyArray;
|
||||
if (mat.IsLiquid()) return EmptyArray;
|
||||
if (mat.IsSolid()) return FullBlockArray;
|
||||
return EmptyArray;
|
||||
}
|
||||
|
||||
private static void LoadPrismarineData()
|
||||
{
|
||||
prismarineBlocks = new Dictionary<string, object>();
|
||||
prismarineShapes = new Dictionary<int, Aabb[]>();
|
||||
|
||||
try
|
||||
{
|
||||
var assembly = Assembly.GetExecutingAssembly();
|
||||
using var stream = assembly.GetManifestResourceStream("BlockShapeData.json");
|
||||
if (stream == null)
|
||||
{
|
||||
ConsoleInteractive.ConsoleWriter.WriteLineFormatted("§e[Physics] BlockShapeData.json not found as embedded resource");
|
||||
return;
|
||||
}
|
||||
using var doc = JsonDocument.Parse(stream);
|
||||
var root = doc.RootElement;
|
||||
|
||||
// Parse shapes: shapeId -> list of AABB boxes
|
||||
if (root.TryGetProperty("shapes", out var shapesEl))
|
||||
{
|
||||
foreach (var prop in shapesEl.EnumerateObject())
|
||||
{
|
||||
if (int.TryParse(prop.Name, out int shapeId))
|
||||
{
|
||||
var boxes = new List<Aabb>();
|
||||
foreach (var boxEl in prop.Value.EnumerateArray())
|
||||
{
|
||||
var coords = new double[6];
|
||||
int idx = 0;
|
||||
foreach (var c in boxEl.EnumerateArray())
|
||||
{
|
||||
if (idx < 6) coords[idx++] = c.GetDouble();
|
||||
}
|
||||
if (idx == 6)
|
||||
boxes.Add(new Aabb(coords[0], coords[1], coords[2], coords[3], coords[4], coords[5]));
|
||||
}
|
||||
prismarineShapes[shapeId] = boxes.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Parse blocks: blockName -> shapeId (int) or list of shapeIds
|
||||
if (root.TryGetProperty("blocks", out var blocksEl))
|
||||
{
|
||||
foreach (var prop in blocksEl.EnumerateObject())
|
||||
{
|
||||
string blockName = prop.Name;
|
||||
if (prop.Value.ValueKind == JsonValueKind.Number)
|
||||
{
|
||||
prismarineBlocks[blockName] = prop.Value.GetInt32();
|
||||
}
|
||||
else if (prop.Value.ValueKind == JsonValueKind.Array)
|
||||
{
|
||||
var ids = new List<int>();
|
||||
foreach (var el in prop.Value.EnumerateArray())
|
||||
ids.Add(el.GetInt32());
|
||||
prismarineBlocks[blockName] = ids;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ConsoleInteractive.ConsoleWriter.WriteLineFormatted($"§e[Physics] Failed to load BlockShapeData.json: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private static void BuildStateMap()
|
||||
{
|
||||
stateToShape = new Dictionary<int, Aabb[]>();
|
||||
|
||||
if (prismarineBlocks == null || prismarineShapes == null)
|
||||
return;
|
||||
|
||||
var palette = Block.Palette;
|
||||
var dict = GetPaletteDict(palette);
|
||||
if (dict == null) return;
|
||||
|
||||
// Group consecutive state IDs by Material to find state ranges per block
|
||||
var materialRanges = new Dictionary<Material, List<(int start, int end)>>();
|
||||
int? rangeStart = null;
|
||||
Material? currentMat = null;
|
||||
|
||||
foreach (var kvp in dict.OrderBy(k => k.Key))
|
||||
{
|
||||
if (currentMat == kvp.Value && rangeStart.HasValue && kvp.Key == (materialRanges[currentMat.Value].Last().end + 1))
|
||||
{
|
||||
var ranges = materialRanges[currentMat.Value];
|
||||
ranges[ranges.Count - 1] = (ranges.Last().start, kvp.Key);
|
||||
}
|
||||
else
|
||||
{
|
||||
currentMat = kvp.Value;
|
||||
if (!materialRanges.ContainsKey(currentMat.Value))
|
||||
materialRanges[currentMat.Value] = new List<(int, int)>();
|
||||
materialRanges[currentMat.Value].Add((kvp.Key, kvp.Key));
|
||||
}
|
||||
}
|
||||
|
||||
// Map each Material to PrismarineJS block name
|
||||
foreach (var kvp in materialRanges)
|
||||
{
|
||||
string snakeName = MaterialToSnakeCase(kvp.Key);
|
||||
if (!prismarineBlocks.TryGetValue(snakeName, out var blockShapeData))
|
||||
continue;
|
||||
|
||||
foreach (var (start, end) in kvp.Value)
|
||||
{
|
||||
int stateCount = end - start + 1;
|
||||
|
||||
if (blockShapeData is int singleShapeId)
|
||||
{
|
||||
var shapes = prismarineShapes.GetValueOrDefault(singleShapeId, EmptyArray);
|
||||
for (int sid = start; sid <= end; sid++)
|
||||
stateToShape[sid] = shapes;
|
||||
}
|
||||
else if (blockShapeData is List<int> shapeIdList)
|
||||
{
|
||||
for (int i = 0; i < stateCount && i < shapeIdList.Count; i++)
|
||||
{
|
||||
int shapeId = shapeIdList[i];
|
||||
stateToShape[start + i] = prismarineShapes.GetValueOrDefault(shapeId, EmptyArray);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert Material enum name (PascalCase) to snake_case block name
|
||||
/// </summary>
|
||||
private static string MaterialToSnakeCase(Material mat)
|
||||
{
|
||||
string name = mat.ToString();
|
||||
var sb = new System.Text.StringBuilder(name.Length + 5);
|
||||
for (int i = 0; i < name.Length; i++)
|
||||
{
|
||||
char c = name[i];
|
||||
if (char.IsUpper(c) && i > 0)
|
||||
sb.Append('_');
|
||||
sb.Append(char.ToLowerInvariant(c));
|
||||
}
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Access the internal dictionary of a palette via reflection (all palettes store it the same way)
|
||||
/// </summary>
|
||||
private static Dictionary<int, Material>? GetPaletteDict(BlockPalette palette)
|
||||
{
|
||||
try
|
||||
{
|
||||
var method = palette.GetType().GetMethod("GetDict",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
|
||||
return method?.Invoke(palette, null) as Dictionary<int, Material>;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
204
MinecraftClient/Physics/CollisionDetector.cs
Normal file
204
MinecraftClient/Physics/CollisionDetector.cs
Normal file
|
|
@ -0,0 +1,204 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using MinecraftClient.Mapping;
|
||||
|
||||
namespace MinecraftClient.Physics
|
||||
{
|
||||
/// <summary>
|
||||
/// Performs AABB collision detection against the block world.
|
||||
/// Mirrors Entity.collide(), collideBoundingBox(), collideWithShapes() from vanilla MC.
|
||||
/// </summary>
|
||||
public static class CollisionDetector
|
||||
{
|
||||
/// <summary>
|
||||
/// Resolve movement with full collision detection including step-up.
|
||||
/// This is the main entry point, equivalent to Entity.collide(Vec3).
|
||||
/// </summary>
|
||||
public static Vec3d Collide(World world, Aabb entityBox, Vec3d movement, bool onGround, float maxUpStep)
|
||||
{
|
||||
if (movement.LengthSqr() == 0.0)
|
||||
return movement;
|
||||
|
||||
// Collect block collision shapes in the movement path
|
||||
var colliders = CollectBlockColliders(world, entityBox.ExpandTowards(movement));
|
||||
Vec3d resolved = CollideWithShapes(movement, entityBox, colliders);
|
||||
|
||||
bool blockedX = movement.X != resolved.X;
|
||||
bool blockedZ = movement.Z != resolved.Z;
|
||||
bool blockedY = movement.Y != resolved.Y;
|
||||
bool hitGroundDuringMove = blockedY && movement.Y < 0.0;
|
||||
|
||||
// Step-up logic: if blocked horizontally and on ground or just landed
|
||||
if (maxUpStep > 0.0f && (hitGroundDuringMove || onGround) && (blockedX || blockedZ))
|
||||
{
|
||||
// Try stepping up
|
||||
Aabb stepBase = hitGroundDuringMove ? entityBox.Move(0, resolved.Y, 0) : entityBox;
|
||||
Aabb expanded = stepBase.ExpandTowards(movement.X, maxUpStep, movement.Z)
|
||||
.ExpandTowards(0, hitGroundDuringMove ? 0 : -1.0E-5, 0);
|
||||
|
||||
var stepColliders = CollectBlockColliders(world, expanded);
|
||||
|
||||
// Try various step heights
|
||||
float[] candidateHeights = CollectCandidateStepHeights(stepBase, stepColliders, maxUpStep, (float)resolved.Y);
|
||||
|
||||
foreach (float stepY in candidateHeights)
|
||||
{
|
||||
Vec3d stepMovement = new Vec3d(movement.X, stepY, movement.Z);
|
||||
Vec3d stepResolved = CollideWithShapes(stepMovement, stepBase, stepColliders);
|
||||
|
||||
if (stepResolved.HorizontalDistanceSqr() > resolved.HorizontalDistanceSqr())
|
||||
{
|
||||
double yOffset = entityBox.MinY - stepBase.MinY;
|
||||
return stepResolved.Subtract(0, yOffset, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return resolved;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collide movement against a list of shapes using axis-separated resolution.
|
||||
/// Matches Entity.collideWithShapes() — processes axes in order of smallest movement first.
|
||||
/// </summary>
|
||||
private static Vec3d CollideWithShapes(Vec3d movement, Aabb entityBox, List<Aabb> colliders)
|
||||
{
|
||||
if (colliders.Count == 0)
|
||||
return movement;
|
||||
|
||||
Vec3d accumulated = Vec3d.Zero;
|
||||
int[] axisOrder = GetAxisStepOrder(movement);
|
||||
|
||||
foreach (int axis in axisOrder)
|
||||
{
|
||||
double dist = movement.Get(axis);
|
||||
if (dist == 0.0) continue;
|
||||
|
||||
double resolved = CollideAxis(axis, entityBox.Move(accumulated), colliders, dist);
|
||||
accumulated = accumulated.With(axis, resolved);
|
||||
}
|
||||
|
||||
return accumulated;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get axis processing order: Y first if moving down, otherwise smallest absolute movement first.
|
||||
/// Vanilla uses Direction.axisStepOrder(Vec3) which returns axes sorted by absolute movement.
|
||||
/// </summary>
|
||||
private static int[] GetAxisStepOrder(Vec3d movement)
|
||||
{
|
||||
double absX = Math.Abs(movement.X);
|
||||
double absY = Math.Abs(movement.Y);
|
||||
double absZ = Math.Abs(movement.Z);
|
||||
|
||||
if (absX > absZ)
|
||||
{
|
||||
if (absZ > absY)
|
||||
return new[] { 1, 2, 0 }; // Y Z X
|
||||
if (absX > absY)
|
||||
return new[] { 1, 0, 2 }; // Y X Z
|
||||
return new[] { 0, 1, 2 }; // X Y Z
|
||||
}
|
||||
else
|
||||
{
|
||||
if (absX > absY)
|
||||
return new[] { 1, 0, 2 }; // Y X Z
|
||||
if (absZ > absY)
|
||||
return new[] { 1, 2, 0 }; // Y Z X
|
||||
return new[] { 2, 1, 0 }; // Z Y X
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collide along a single axis against all block shapes.
|
||||
/// Equivalent to Shapes.collide(axis, box, shapes, distance).
|
||||
/// </summary>
|
||||
private static double CollideAxis(int axis, Aabb entityBox, List<Aabb> colliders, double movement)
|
||||
{
|
||||
foreach (var collider in colliders)
|
||||
{
|
||||
if (Math.Abs(movement) < PhysicsConsts.CollisionEpsilon)
|
||||
return 0.0;
|
||||
movement = entityBox.Collide(axis, collider, movement);
|
||||
}
|
||||
return movement;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collect all block collision AABBs that overlap the given search area.
|
||||
/// Equivalent to BlockCollisions iterator in vanilla.
|
||||
/// </summary>
|
||||
public static List<Aabb> CollectBlockColliders(World world, Aabb searchBox)
|
||||
{
|
||||
var result = new List<Aabb>();
|
||||
|
||||
int minBX = (int)Math.Floor(searchBox.MinX - PhysicsConsts.CollisionEpsilon) - 1;
|
||||
int maxBX = (int)Math.Floor(searchBox.MaxX + PhysicsConsts.CollisionEpsilon) + 1;
|
||||
int minBY = (int)Math.Floor(searchBox.MinY - PhysicsConsts.CollisionEpsilon) - 1;
|
||||
int maxBY = (int)Math.Floor(searchBox.MaxY + PhysicsConsts.CollisionEpsilon) + 1;
|
||||
int minBZ = (int)Math.Floor(searchBox.MinZ - PhysicsConsts.CollisionEpsilon) - 1;
|
||||
int maxBZ = (int)Math.Floor(searchBox.MaxZ + PhysicsConsts.CollisionEpsilon) + 1;
|
||||
|
||||
for (int bx = minBX; bx <= maxBX; bx++)
|
||||
{
|
||||
for (int bz = minBZ; bz <= maxBZ; bz++)
|
||||
{
|
||||
for (int by = minBY; by <= maxBY; by++)
|
||||
{
|
||||
Block block = world.GetBlock(new Location(bx, by, bz));
|
||||
Aabb[] shapes = BlockShapes.GetShapes(block);
|
||||
|
||||
foreach (var shape in shapes)
|
||||
{
|
||||
Aabb worldShape = shape.Move(bx, by, bz);
|
||||
if (worldShape.Intersects(searchBox))
|
||||
result.Add(worldShape);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collect candidate step-up heights, matching Entity.collectCandidateStepUpHeights().
|
||||
/// Returns sorted distinct step heights between current resolved Y and maxUpStep.
|
||||
/// </summary>
|
||||
private static float[] CollectCandidateStepHeights(Aabb stepBase, List<Aabb> colliders, float maxUpStep, float currentY)
|
||||
{
|
||||
var heights = new SortedSet<float>();
|
||||
|
||||
foreach (var collider in colliders)
|
||||
{
|
||||
float h = (float)(collider.MaxY - stepBase.MinY);
|
||||
if (h > currentY && h <= maxUpStep)
|
||||
heights.Add(h);
|
||||
}
|
||||
|
||||
if (heights.Count == 0)
|
||||
return new[] { maxUpStep };
|
||||
|
||||
var result = new float[heights.Count];
|
||||
heights.CopyTo(result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if a position is on ground by testing for vertical collision below.
|
||||
/// </summary>
|
||||
public static bool IsOnGround(World world, Aabb entityBox)
|
||||
{
|
||||
Aabb testBox = entityBox.ExpandTowards(0, -0.06, 0);
|
||||
return CollectBlockColliders(world, testBox).Count > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if a given position has no collision (for checking if player fits somewhere).
|
||||
/// </summary>
|
||||
public static bool NoCollision(World world, Aabb entityBox)
|
||||
{
|
||||
return CollectBlockColliders(world, entityBox).Count == 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
55
MinecraftClient/Physics/MovementInput.cs
Normal file
55
MinecraftClient/Physics/MovementInput.cs
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
using System;
|
||||
|
||||
namespace MinecraftClient.Physics
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents movement input state, equivalent to vanilla ClientInput / KeyboardInput.
|
||||
/// </summary>
|
||||
public class MovementInput
|
||||
{
|
||||
public bool Forward;
|
||||
public bool Back;
|
||||
public bool Left;
|
||||
public bool Right;
|
||||
public bool Jump;
|
||||
public bool Sneak;
|
||||
public bool Sprint;
|
||||
|
||||
/// <summary>
|
||||
/// Get the raw input vector (xxa, zza) before rotation.
|
||||
/// Forward = +zza, Back = -zza, Left = +xxa, Right = -xxa.
|
||||
/// Then normalized if magnitude > 1.
|
||||
/// </summary>
|
||||
public (float xxa, float zza) GetMoveVector()
|
||||
{
|
||||
float xxa = 0;
|
||||
float zza = 0;
|
||||
|
||||
if (Forward) zza += 1.0f;
|
||||
if (Back) zza -= 1.0f;
|
||||
if (Left) xxa += 1.0f;
|
||||
if (Right) xxa -= 1.0f;
|
||||
|
||||
float lenSqr = xxa * xxa + zza * zza;
|
||||
if (lenSqr > 1.0f)
|
||||
{
|
||||
float len = MathF.Sqrt(lenSqr);
|
||||
xxa /= len;
|
||||
zza /= len;
|
||||
}
|
||||
|
||||
return (xxa, zza);
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
Forward = false;
|
||||
Back = false;
|
||||
Left = false;
|
||||
Right = false;
|
||||
Jump = false;
|
||||
Sneak = false;
|
||||
Sprint = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
87
MinecraftClient/Physics/PhysicsConsts.cs
Normal file
87
MinecraftClient/Physics/PhysicsConsts.cs
Normal file
|
|
@ -0,0 +1,87 @@
|
|||
namespace MinecraftClient.Physics
|
||||
{
|
||||
/// <summary>
|
||||
/// All physics constants matching vanilla Minecraft 1.21.11.
|
||||
/// Values sourced from Entity.java, LivingEntity.java, Player.java, LocalPlayer.java.
|
||||
/// </summary>
|
||||
public static class PhysicsConsts
|
||||
{
|
||||
// --- Player dimensions ---
|
||||
public const double PlayerWidth = 0.6;
|
||||
public const double PlayerHeight = 1.8;
|
||||
public const double PlayerSneakHeight = 1.5;
|
||||
public const double PlayerSwimHeight = 0.6;
|
||||
public const double PlayerEyeHeight = 1.62;
|
||||
|
||||
// --- Gravity ---
|
||||
public const double DefaultGravity = 0.08;
|
||||
public const double SlowFallingCap = 0.01;
|
||||
|
||||
// --- Step height ---
|
||||
public const float StepHeight = 0.6f;
|
||||
|
||||
// --- Friction / drag ---
|
||||
public const float FrictionMultiplier = 0.91f;
|
||||
public const float DragY = 0.98f;
|
||||
public const float InputFriction = 0.98f;
|
||||
public const float GroundAccelerationFactor = 0.21600002f; // 0.216 / (f^3)
|
||||
public const float AirAcceleration = 0.02f;
|
||||
|
||||
// --- Default block friction ---
|
||||
public const float DefaultBlockFriction = 0.6f;
|
||||
public const float IceFriction = 0.98f;
|
||||
public const float PackedIceFriction = 0.98f;
|
||||
public const float BlueIceFriction = 0.989f;
|
||||
public const float SlimeBlockFriction = 0.8f;
|
||||
|
||||
// --- Speed factors ---
|
||||
public const float DefaultSpeedFactor = 1.0f;
|
||||
public const float SoulSandSpeedFactor = 0.4f;
|
||||
public const float HoneySpeedFactor = 0.4f;
|
||||
|
||||
// --- Water ---
|
||||
public const float WaterSlowDown = 0.8f;
|
||||
public const float WaterSprintSlowDown = 0.9f;
|
||||
public const float DolphinsGraceSlowDown = 0.96f;
|
||||
public const float WaterBaseSpeed = 0.02f;
|
||||
public const float WaterYDamping = 0.8f;
|
||||
public const float WaterFloatImpulse = 0.04f;
|
||||
|
||||
// --- Lava ---
|
||||
public const float LavaSpeed = 0.02f;
|
||||
public const double LavaHorizontalDamping = 0.5;
|
||||
public const double LavaVerticalDamping = 0.8;
|
||||
|
||||
// --- Jump ---
|
||||
public const float BaseJumpPower = 0.42f;
|
||||
public const double SprintJumpHorizontalBoost = 0.2;
|
||||
|
||||
// --- Climb ---
|
||||
public const float ClimbMaxSpeed = 0.15f;
|
||||
public const double ClimbWallBump = 0.2;
|
||||
|
||||
// --- Velocity zeroing thresholds (from LivingEntity.aiStep) ---
|
||||
public const double PlayerHorizontalVelocityThresholdSqr = 9.0E-6; // < 0.003 length
|
||||
public const double NonPlayerVelocityThreshold = 0.003;
|
||||
public const double VerticalVelocityThreshold = 0.003;
|
||||
|
||||
// --- Collision epsilon ---
|
||||
public const double CollisionEpsilon = 1.0E-7;
|
||||
|
||||
// --- Position packet sending (from LocalPlayer.sendPosition) ---
|
||||
public const double PositionSendThresholdSqr = 4.0E-8; // (2e-4)^2
|
||||
public const int PositionReminderInterval = 20;
|
||||
|
||||
// --- Flying detection ---
|
||||
public const double FloatingYThreshold = -0.03125;
|
||||
|
||||
// --- Elytra ---
|
||||
public const double ElytraXZDrag = 0.99;
|
||||
public const double ElytraYDrag = 0.98;
|
||||
|
||||
// --- Creative/spectator fly ---
|
||||
public const float DefaultFlySpeed = 0.05f;
|
||||
public const double FlyVerticalDamping = 0.6;
|
||||
public const double FlyVerticalBoostScale = 3.0;
|
||||
}
|
||||
}
|
||||
579
MinecraftClient/Physics/PlayerPhysics.cs
Normal file
579
MinecraftClient/Physics/PlayerPhysics.cs
Normal file
|
|
@ -0,0 +1,579 @@
|
|||
using System;
|
||||
using MinecraftClient.Mapping;
|
||||
|
||||
namespace MinecraftClient.Physics
|
||||
{
|
||||
/// <summary>
|
||||
/// Core physics tick engine for the player, faithfully replicating vanilla 1.21.11 physics.
|
||||
/// Mirrors the combined logic of Entity.move(), LivingEntity.aiStep()/travel()/travelInAir(),
|
||||
/// Player.travel(), and LocalPlayer.aiStep().
|
||||
/// </summary>
|
||||
public class PlayerPhysics
|
||||
{
|
||||
// --- State ---
|
||||
public Vec3d Position;
|
||||
public Vec3d DeltaMovement;
|
||||
public float Yaw;
|
||||
public float Pitch;
|
||||
public bool OnGround;
|
||||
public bool HorizontalCollision;
|
||||
public bool VerticalCollision;
|
||||
public bool VerticalCollisionBelow;
|
||||
public double FallDistance;
|
||||
public Vec3d StuckSpeedMultiplier = Vec3d.Zero;
|
||||
|
||||
// Movement input
|
||||
public float Xxa; // strafe
|
||||
public float Zza; // forward
|
||||
public float Yya; // vertical (creative fly)
|
||||
public bool Jumping;
|
||||
|
||||
// Movement mode flags
|
||||
public bool Sprinting;
|
||||
public bool Sneaking;
|
||||
public bool CreativeFlying;
|
||||
public bool InWater;
|
||||
public bool InLava;
|
||||
public bool OnClimbable;
|
||||
public bool HasSlowFalling;
|
||||
public bool HasLevitation;
|
||||
public int LevitationAmplifier;
|
||||
|
||||
// Player dimensions
|
||||
public double PlayerWidth = PhysicsConsts.PlayerWidth;
|
||||
public double PlayerHeight = PhysicsConsts.PlayerHeight;
|
||||
|
||||
// Anti-jump-spam
|
||||
private int noJumpDelay;
|
||||
|
||||
// Tick counter for position packet timing
|
||||
public int TickCount;
|
||||
|
||||
// Movement speed attribute (base = 0.1 for players)
|
||||
public float MovementSpeed = 0.1f;
|
||||
|
||||
/// <summary>
|
||||
/// Get the player's bounding box at current position
|
||||
/// </summary>
|
||||
public Aabb GetBoundingBox()
|
||||
{
|
||||
return Aabb.OfSize(Position.X, Position.Y, Position.Z, PlayerWidth, PlayerHeight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Run one physics tick. Call at 20 TPS.
|
||||
/// </summary>
|
||||
public void Tick(World world)
|
||||
{
|
||||
TickCount++;
|
||||
|
||||
// Velocity threshold zeroing (LivingEntity.aiStep)
|
||||
ZeroTinyVelocity();
|
||||
|
||||
// Jump handling
|
||||
HandleJumping(world);
|
||||
|
||||
// Build travel input
|
||||
Vec3d travelInput = new(Xxa, Yya, Zza);
|
||||
|
||||
// Travel (dispatches to air/water/lava/fly)
|
||||
Travel(world, travelInput);
|
||||
|
||||
if (noJumpDelay > 0)
|
||||
noJumpDelay--;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply the movement input from MovementInput to xxa/zza.
|
||||
/// Call before Tick() each frame.
|
||||
/// </summary>
|
||||
public void ApplyInput(MovementInput input)
|
||||
{
|
||||
var (rawXxa, rawZza) = input.GetMoveVector();
|
||||
|
||||
// Scale by INPUT_FRICTION (0.98) — this matches LocalPlayer.modifyInput
|
||||
rawXxa *= PhysicsConsts.InputFriction;
|
||||
rawZza *= PhysicsConsts.InputFriction;
|
||||
|
||||
// Sneak slowdown
|
||||
if (input.Sneak)
|
||||
{
|
||||
rawXxa *= 0.3f;
|
||||
rawZza *= 0.3f;
|
||||
}
|
||||
|
||||
Xxa = rawXxa;
|
||||
Zza = rawZza;
|
||||
Yya = 0;
|
||||
Jumping = input.Jump;
|
||||
Sneaking = input.Sneak;
|
||||
Sprinting = input.Sprint;
|
||||
|
||||
// Creative/spectator fly vertical
|
||||
if (CreativeFlying)
|
||||
{
|
||||
if (input.Jump)
|
||||
Yya += (float)(PhysicsConsts.DefaultFlySpeed * PhysicsConsts.FlyVerticalBoostScale);
|
||||
if (input.Sneak)
|
||||
Yya -= (float)(PhysicsConsts.DefaultFlySpeed * PhysicsConsts.FlyVerticalBoostScale);
|
||||
}
|
||||
}
|
||||
|
||||
private void ZeroTinyVelocity()
|
||||
{
|
||||
double dx = DeltaMovement.X;
|
||||
double dy = DeltaMovement.Y;
|
||||
double dz = DeltaMovement.Z;
|
||||
|
||||
// Player-specific: zero horizontal if combined length < 0.003
|
||||
if (dx * dx + dz * dz < PhysicsConsts.PlayerHorizontalVelocityThresholdSqr)
|
||||
{
|
||||
dx = 0;
|
||||
dz = 0;
|
||||
}
|
||||
if (Math.Abs(dy) < PhysicsConsts.VerticalVelocityThreshold)
|
||||
dy = 0;
|
||||
|
||||
DeltaMovement = new Vec3d(dx, dy, dz);
|
||||
}
|
||||
|
||||
private void HandleJumping(World world)
|
||||
{
|
||||
if (!Jumping) { noJumpDelay = 0; return; }
|
||||
|
||||
if (InWater || InLava)
|
||||
{
|
||||
// Jump in fluid: add upward impulse
|
||||
DeltaMovement = DeltaMovement.Add(0, PhysicsConsts.WaterFloatImpulse, 0);
|
||||
}
|
||||
else if (OnGround && noJumpDelay == 0)
|
||||
{
|
||||
JumpFromGround();
|
||||
noJumpDelay = 10;
|
||||
}
|
||||
}
|
||||
|
||||
private void JumpFromGround()
|
||||
{
|
||||
float jumpPower = PhysicsConsts.BaseJumpPower;
|
||||
if (jumpPower <= 1.0E-5f) return;
|
||||
|
||||
DeltaMovement = new Vec3d(
|
||||
DeltaMovement.X,
|
||||
Math.Max(jumpPower, DeltaMovement.Y),
|
||||
DeltaMovement.Z);
|
||||
|
||||
if (Sprinting)
|
||||
{
|
||||
float yawRad = Yaw * (MathF.PI / 180.0f);
|
||||
DeltaMovement = DeltaMovement.Add(
|
||||
-MathF.Sin(yawRad) * PhysicsConsts.SprintJumpHorizontalBoost,
|
||||
0,
|
||||
MathF.Cos(yawRad) * PhysicsConsts.SprintJumpHorizontalBoost);
|
||||
}
|
||||
}
|
||||
|
||||
private void Travel(World world, Vec3d input)
|
||||
{
|
||||
if (InWater && !CreativeFlying)
|
||||
{
|
||||
TravelInWater(world, input);
|
||||
}
|
||||
else if (InLava && !CreativeFlying)
|
||||
{
|
||||
TravelInLava(world, input);
|
||||
}
|
||||
else
|
||||
{
|
||||
TravelInAir(world, input);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ground/air travel — LivingEntity.travelInAir(Vec3)
|
||||
/// </summary>
|
||||
private void TravelInAir(World world, Vec3d input)
|
||||
{
|
||||
// Get block friction at feet
|
||||
float blockFriction = OnGround ? GetBlockFriction(world) : 1.0f;
|
||||
float f = blockFriction * PhysicsConsts.FrictionMultiplier;
|
||||
|
||||
// Apply input → velocity (handleRelativeFrictionAndCalculateMovement)
|
||||
float speed = GetFrictionInfluencedSpeed(blockFriction);
|
||||
MoveRelative(speed, input);
|
||||
|
||||
// Handle climbable
|
||||
HandleOnClimbable();
|
||||
|
||||
// Execute collision
|
||||
Move(world, DeltaMovement);
|
||||
|
||||
Vec3d postMoveVel = DeltaMovement;
|
||||
double vy = postMoveVel.Y;
|
||||
|
||||
// Climbing wall bump
|
||||
if ((HorizontalCollision || Jumping) && OnClimbable)
|
||||
{
|
||||
vy = PhysicsConsts.ClimbWallBump;
|
||||
}
|
||||
|
||||
// Apply gravity
|
||||
if (HasLevitation)
|
||||
{
|
||||
vy += (0.05 * (LevitationAmplifier + 1) - vy) * 0.2;
|
||||
}
|
||||
else
|
||||
{
|
||||
vy -= GetEffectiveGravity();
|
||||
}
|
||||
|
||||
// Apply drag/friction
|
||||
if (CreativeFlying)
|
||||
{
|
||||
// Player.travel override: creative fly preserves horizontal from parent, damps Y
|
||||
DeltaMovement = new Vec3d(postMoveVel.X * f, vy * PhysicsConsts.FlyVerticalDamping, postMoveVel.Z * f);
|
||||
}
|
||||
else
|
||||
{
|
||||
DeltaMovement = new Vec3d(postMoveVel.X * f, vy * PhysicsConsts.DragY, postMoveVel.Z * f);
|
||||
}
|
||||
|
||||
// Block speed factor (soul sand, honey, etc.)
|
||||
ApplyBlockSpeedFactor(world);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Water travel — LivingEntity.travelInWater(Vec3, ...)
|
||||
/// </summary>
|
||||
private void TravelInWater(World world, Vec3d input)
|
||||
{
|
||||
float slowDown = Sprinting ? PhysicsConsts.WaterSprintSlowDown : PhysicsConsts.WaterSlowDown;
|
||||
float speed = PhysicsConsts.WaterBaseSpeed;
|
||||
|
||||
MoveRelative(speed, input);
|
||||
Move(world, DeltaMovement);
|
||||
|
||||
Vec3d vel = DeltaMovement;
|
||||
|
||||
// Climbing bump in water
|
||||
if (HorizontalCollision && OnClimbable)
|
||||
vel = new Vec3d(vel.X, PhysicsConsts.ClimbWallBump, vel.Z);
|
||||
|
||||
vel = vel.Multiply(slowDown, PhysicsConsts.WaterYDamping, slowDown);
|
||||
|
||||
// Gravity adjustment in water
|
||||
double gravity = GetEffectiveGravity();
|
||||
if (gravity != 0.0)
|
||||
{
|
||||
double adjustedY = vel.Y;
|
||||
bool falling = vel.Y <= 0.0;
|
||||
if (falling && Math.Abs(vel.Y - 0.005) >= PhysicsConsts.VerticalVelocityThreshold)
|
||||
{
|
||||
adjustedY -= gravity / 16.0;
|
||||
}
|
||||
|
||||
if (!OnGround)
|
||||
adjustedY -= gravity / 16.0;
|
||||
|
||||
vel = new Vec3d(vel.X, adjustedY, vel.Z);
|
||||
}
|
||||
|
||||
DeltaMovement = vel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lava travel — LivingEntity.travelInLava(Vec3, ...)
|
||||
/// </summary>
|
||||
private void TravelInLava(World world, Vec3d input)
|
||||
{
|
||||
MoveRelative(PhysicsConsts.LavaSpeed, input);
|
||||
Move(world, DeltaMovement);
|
||||
|
||||
double gravity = GetEffectiveGravity();
|
||||
Vec3d vel = DeltaMovement;
|
||||
vel = vel.Multiply(PhysicsConsts.LavaHorizontalDamping, PhysicsConsts.LavaVerticalDamping, PhysicsConsts.LavaHorizontalDamping);
|
||||
|
||||
if (gravity != 0.0)
|
||||
{
|
||||
vel = vel.Add(0, -gravity / 4.0, 0);
|
||||
}
|
||||
|
||||
DeltaMovement = vel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add input vector rotated by yaw to deltaMovement.
|
||||
/// Equivalent to Entity.moveRelative(float, Vec3) + getInputVector().
|
||||
/// </summary>
|
||||
private void MoveRelative(float speed, Vec3d input)
|
||||
{
|
||||
Vec3d rotated = GetInputVector(input, speed, Yaw);
|
||||
DeltaMovement = DeltaMovement.Add(rotated);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotate input by yaw and scale by speed. Equivalent to Entity.getInputVector().
|
||||
/// </summary>
|
||||
private static Vec3d GetInputVector(Vec3d input, float speed, float yaw)
|
||||
{
|
||||
double lenSqr = input.LengthSqr();
|
||||
if (lenSqr < 1.0E-7)
|
||||
return Vec3d.Zero;
|
||||
|
||||
Vec3d scaled = (lenSqr > 1.0 ? input.Normalize() : input).Scale(speed);
|
||||
float sinYaw = MathF.Sin(yaw * (MathF.PI / 180.0f));
|
||||
float cosYaw = MathF.Cos(yaw * (MathF.PI / 180.0f));
|
||||
|
||||
return new Vec3d(
|
||||
scaled.X * cosYaw - scaled.Z * sinYaw,
|
||||
scaled.Y,
|
||||
scaled.Z * cosYaw + scaled.X * sinYaw);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Execute movement with collision detection.
|
||||
/// Equivalent to Entity.move(MoverType.SELF, delta).
|
||||
/// </summary>
|
||||
private void Move(World world, Vec3d movement)
|
||||
{
|
||||
if (StuckSpeedMultiplier.LengthSqr() > 1.0E-7)
|
||||
{
|
||||
movement = movement.Multiply(StuckSpeedMultiplier);
|
||||
StuckSpeedMultiplier = Vec3d.Zero;
|
||||
DeltaMovement = Vec3d.Zero;
|
||||
}
|
||||
|
||||
// Sneak edge back-off
|
||||
if (Sneaking && OnGround)
|
||||
movement = MaybeBackOffFromEdge(world, movement);
|
||||
|
||||
Aabb box = GetBoundingBox();
|
||||
Vec3d resolved = CollisionDetector.Collide(world, box, movement, OnGround, PhysicsConsts.StepHeight);
|
||||
|
||||
double resolvedLenSqr = resolved.LengthSqr();
|
||||
if (resolvedLenSqr > 1.0E-7 || movement.LengthSqr() - resolvedLenSqr < 1.0E-7)
|
||||
{
|
||||
// Fall distance reset via trace (simplified: reset on hitting ground)
|
||||
if (FallDistance != 0.0 && resolvedLenSqr >= 1.0)
|
||||
{
|
||||
// Simplified: just check vertical collision
|
||||
}
|
||||
|
||||
Position = Position.Add(resolved);
|
||||
}
|
||||
|
||||
// Collision flags
|
||||
bool blockedX = !MthEqual(movement.X, resolved.X);
|
||||
bool blockedZ = !MthEqual(movement.Z, resolved.Z);
|
||||
HorizontalCollision = blockedX || blockedZ;
|
||||
VerticalCollision = movement.Y != resolved.Y;
|
||||
VerticalCollisionBelow = VerticalCollision && movement.Y < 0.0;
|
||||
OnGround = VerticalCollisionBelow;
|
||||
|
||||
// Fall distance tracking
|
||||
if (OnGround)
|
||||
FallDistance = 0;
|
||||
else if (resolved.Y < 0)
|
||||
FallDistance -= resolved.Y;
|
||||
|
||||
// Zero velocity on blocked axes
|
||||
if (HorizontalCollision)
|
||||
{
|
||||
DeltaMovement = new Vec3d(
|
||||
blockedX ? 0 : DeltaMovement.X,
|
||||
DeltaMovement.Y,
|
||||
blockedZ ? 0 : DeltaMovement.Z);
|
||||
}
|
||||
|
||||
if (VerticalCollision)
|
||||
{
|
||||
// Slime block bounce would go here; for now just zero Y
|
||||
DeltaMovement = new Vec3d(DeltaMovement.X, 0, DeltaMovement.Z);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sneak edge detection: prevent walking off edges while sneaking.
|
||||
/// Equivalent to Player.maybeBackOffFromEdge(Vec3, MoverType).
|
||||
/// </summary>
|
||||
private Vec3d MaybeBackOffFromEdge(World world, Vec3d movement)
|
||||
{
|
||||
if (movement.Y > 0) return movement;
|
||||
|
||||
double step = 0.05;
|
||||
double dx = movement.X;
|
||||
double dz = movement.Z;
|
||||
Aabb box = GetBoundingBox();
|
||||
|
||||
while (dx != 0.0 && CollisionDetector.CollectBlockColliders(world,
|
||||
box.Move(dx, -1.0, 0)).Count == 0)
|
||||
{
|
||||
dx = dx < step && dx >= -step ? 0.0 : (dx > 0.0 ? dx - step : dx + step);
|
||||
}
|
||||
|
||||
while (dz != 0.0 && CollisionDetector.CollectBlockColliders(world,
|
||||
box.Move(0, -1.0, dz)).Count == 0)
|
||||
{
|
||||
dz = dz < step && dz >= -step ? 0.0 : (dz > 0.0 ? dz - step : dz + step);
|
||||
}
|
||||
|
||||
while (dx != 0.0 && dz != 0.0 && CollisionDetector.CollectBlockColliders(world,
|
||||
box.Move(dx, -1.0, dz)).Count == 0)
|
||||
{
|
||||
dx = dx < step && dx >= -step ? 0.0 : (dx > 0.0 ? dx - step : dx + step);
|
||||
dz = dz < step && dz >= -step ? 0.0 : (dz > 0.0 ? dz - step : dz + step);
|
||||
}
|
||||
|
||||
return new Vec3d(dx, movement.Y, dz);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clamp velocity for climbable blocks.
|
||||
/// Equivalent to LivingEntity.handleOnClimbable(Vec3).
|
||||
/// </summary>
|
||||
private void HandleOnClimbable()
|
||||
{
|
||||
if (!OnClimbable) return;
|
||||
|
||||
FallDistance = 0;
|
||||
double vx = Math.Clamp(DeltaMovement.X, -PhysicsConsts.ClimbMaxSpeed, PhysicsConsts.ClimbMaxSpeed);
|
||||
double vz = Math.Clamp(DeltaMovement.Z, -PhysicsConsts.ClimbMaxSpeed, PhysicsConsts.ClimbMaxSpeed);
|
||||
double vy = Math.Max(DeltaMovement.Y, -PhysicsConsts.ClimbMaxSpeed);
|
||||
|
||||
// Sneaking on ladder prevents sliding down
|
||||
if (vy < 0.0 && Sneaking)
|
||||
vy = 0.0;
|
||||
|
||||
DeltaMovement = new Vec3d(vx, vy, vz);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get effective gravity considering slow falling effect.
|
||||
/// </summary>
|
||||
private double GetEffectiveGravity()
|
||||
{
|
||||
double gravity = PhysicsConsts.DefaultGravity;
|
||||
if (HasSlowFalling && DeltaMovement.Y <= 0.0)
|
||||
return Math.Min(gravity, PhysicsConsts.SlowFallingCap);
|
||||
return gravity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get speed based on friction: ground uses attribute speed * 0.216/(f^3), air uses 0.02.
|
||||
/// Equivalent to LivingEntity.getFrictionInfluencedSpeed(float).
|
||||
/// </summary>
|
||||
private float GetFrictionInfluencedSpeed(float friction)
|
||||
{
|
||||
if (OnGround)
|
||||
{
|
||||
return MovementSpeed * (PhysicsConsts.GroundAccelerationFactor / (friction * friction * friction));
|
||||
}
|
||||
else
|
||||
{
|
||||
return CreativeFlying ? MovementSpeed * 0.1f : PhysicsConsts.AirAcceleration;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the friction of the block below the player's feet.
|
||||
/// </summary>
|
||||
private float GetBlockFriction(World world)
|
||||
{
|
||||
Location belowFeet = new(Position.X, Position.Y - 0.5000010, Position.Z);
|
||||
Material mat = world.GetBlock(belowFeet).Type;
|
||||
return GetMaterialFriction(mat);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply block speed factor (soul sand, honey, etc.)
|
||||
/// Equivalent to Entity.getBlockSpeedFactor().
|
||||
/// </summary>
|
||||
private void ApplyBlockSpeedFactor(World world)
|
||||
{
|
||||
Location atFeet = new(Position.X, Position.Y, Position.Z);
|
||||
Material mat = world.GetBlock(atFeet).Type;
|
||||
float factor = GetMaterialSpeedFactor(mat);
|
||||
|
||||
if (factor == 1.0f)
|
||||
{
|
||||
Location belowFeet = new(Position.X, Position.Y - 0.5000010, Position.Z);
|
||||
mat = world.GetBlock(belowFeet).Type;
|
||||
factor = GetMaterialSpeedFactor(mat);
|
||||
}
|
||||
|
||||
if (factor != 1.0f)
|
||||
{
|
||||
DeltaMovement = DeltaMovement.Multiply(factor, 1.0, factor);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get friction value for a material. Default 0.6, special blocks differ.
|
||||
/// </summary>
|
||||
public static float GetMaterialFriction(Material mat)
|
||||
{
|
||||
return mat switch
|
||||
{
|
||||
Material.Ice or Material.PackedIce => PhysicsConsts.IceFriction,
|
||||
Material.BlueIce => PhysicsConsts.BlueIceFriction,
|
||||
Material.SlimeBlock => PhysicsConsts.SlimeBlockFriction,
|
||||
Material.FrostedIce => PhysicsConsts.IceFriction,
|
||||
_ => PhysicsConsts.DefaultBlockFriction
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get speed factor for a material.
|
||||
/// </summary>
|
||||
public static float GetMaterialSpeedFactor(Material mat)
|
||||
{
|
||||
return mat switch
|
||||
{
|
||||
Material.SoulSand or Material.SoulSoil => PhysicsConsts.SoulSandSpeedFactor,
|
||||
Material.HoneyBlock => PhysicsConsts.HoneySpeedFactor,
|
||||
_ => PhysicsConsts.DefaultSpeedFactor
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update environmental state flags (in water, in lava, on climbable, etc.)
|
||||
/// Call before each Tick().
|
||||
/// </summary>
|
||||
public void UpdateEnvironment(World world)
|
||||
{
|
||||
Location feetLoc = new(Position.X, Position.Y, Position.Z);
|
||||
Location headLoc = new(Position.X, Position.Y + PlayerHeight * 0.5, Position.Z);
|
||||
|
||||
Material feetBlock = world.GetBlock(feetLoc).Type;
|
||||
Material headBlock = world.GetBlock(headLoc).Type;
|
||||
|
||||
InWater = feetBlock == Material.Water || headBlock == Material.Water
|
||||
|| feetBlock == Material.BubbleColumn;
|
||||
InLava = feetBlock == Material.Lava || headBlock == Material.Lava;
|
||||
OnClimbable = feetBlock.CanBeClimbedOn();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set position from server teleport / initial spawn.
|
||||
/// </summary>
|
||||
public void SetPosition(double x, double y, double z)
|
||||
{
|
||||
Position = new Vec3d(x, y, z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set position and reset velocity (for teleports).
|
||||
/// </summary>
|
||||
public void Teleport(double x, double y, double z)
|
||||
{
|
||||
Position = new Vec3d(x, y, z);
|
||||
DeltaMovement = Vec3d.Zero;
|
||||
FallDistance = 0;
|
||||
}
|
||||
|
||||
private static bool MthEqual(double a, double b)
|
||||
{
|
||||
return Math.Abs(a - b) < 1.0E-5;
|
||||
}
|
||||
}
|
||||
}
|
||||
102
MinecraftClient/Physics/Vec3d.cs
Normal file
102
MinecraftClient/Physics/Vec3d.cs
Normal file
|
|
@ -0,0 +1,102 @@
|
|||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
namespace MinecraftClient.Physics
|
||||
{
|
||||
/// <summary>
|
||||
/// Immutable 3D double vector, mirrors net.minecraft.world.phys.Vec3
|
||||
/// </summary>
|
||||
public readonly struct Vec3d : IEquatable<Vec3d>
|
||||
{
|
||||
public static readonly Vec3d Zero = new(0, 0, 0);
|
||||
|
||||
public readonly double X;
|
||||
public readonly double Y;
|
||||
public readonly double Z;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vec3d(double x, double y, double z)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Z = z;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vec3d Add(double x, double y, double z) => new(X + x, Y + y, Z + z);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vec3d Add(Vec3d other) => new(X + other.X, Y + other.Y, Z + other.Z);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vec3d Subtract(Vec3d other) => new(X - other.X, Y - other.Y, Z - other.Z);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vec3d Subtract(double x, double y, double z) => new(X - x, Y - y, Z - z);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vec3d Scale(double factor) => new(X * factor, Y * factor, Z * factor);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vec3d Multiply(double x, double y, double z) => new(X * x, Y * y, Z * z);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vec3d Multiply(Vec3d other) => new(X * other.X, Y * other.Y, Z * other.Z);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public double LengthSqr() => X * X + Y * Y + Z * Z;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public double Length() => Math.Sqrt(LengthSqr());
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public double HorizontalDistanceSqr() => X * X + Z * Z;
|
||||
|
||||
public Vec3d Normalize()
|
||||
{
|
||||
double len = Length();
|
||||
return len < 1.0E-7 ? Zero : new Vec3d(X / len, Y / len, Z / len);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get component by axis index: 0=X, 1=Y, 2=Z
|
||||
/// </summary>
|
||||
public double Get(int axis) => axis switch
|
||||
{
|
||||
0 => X,
|
||||
1 => Y,
|
||||
2 => Z,
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(axis))
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Return a new Vec3d with one axis replaced
|
||||
/// </summary>
|
||||
public Vec3d With(int axis, double value) => axis switch
|
||||
{
|
||||
0 => new Vec3d(value, Y, Z),
|
||||
1 => new Vec3d(X, value, Z),
|
||||
2 => new Vec3d(X, Y, value),
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(axis))
|
||||
};
|
||||
|
||||
public bool Equals(Vec3d other) =>
|
||||
X == other.X && Y == other.Y && Z == other.Z;
|
||||
|
||||
public override bool Equals(object? obj) =>
|
||||
obj is Vec3d other && Equals(other);
|
||||
|
||||
public override int GetHashCode() =>
|
||||
HashCode.Combine(X, Y, Z);
|
||||
|
||||
public override string ToString() =>
|
||||
$"({X:F4}, {Y:F4}, {Z:F4})";
|
||||
|
||||
public static bool operator ==(Vec3d a, Vec3d b) => a.Equals(b);
|
||||
public static bool operator !=(Vec3d a, Vec3d b) => !a.Equals(b);
|
||||
public static Vec3d operator +(Vec3d a, Vec3d b) => a.Add(b);
|
||||
public static Vec3d operator -(Vec3d a, Vec3d b) => a.Subtract(b);
|
||||
public static Vec3d operator *(Vec3d a, double s) => a.Scale(s);
|
||||
public static Vec3d operator -(Vec3d a) => new(-a.X, -a.Y, -a.Z);
|
||||
}
|
||||
}
|
||||
|
|
@ -90,6 +90,10 @@ namespace MinecraftClient.Protocol.Handlers
|
|||
private bool isOnlineMode = false;
|
||||
private readonly BlockingCollection<Tuple<int, Queue<byte>>> packetQueue = new();
|
||||
private float LastYaw, LastPitch;
|
||||
private double lastSentX, lastSentY, lastSentZ;
|
||||
private float lastSentYaw, lastSentPitch;
|
||||
private bool lastSentOnGround;
|
||||
private int positionReminder;
|
||||
private long chunkBatchStartTime;
|
||||
private double aggregatedNanosPerChunk = 2000000.0;
|
||||
private int oldSamplesWeight = 1;
|
||||
|
|
@ -4061,47 +4065,92 @@ namespace MinecraftClient.Protocol.Handlers
|
|||
{
|
||||
if (handler.GetTerrainEnabled())
|
||||
{
|
||||
var yawPitch = Array.Empty<byte>();
|
||||
var packetType = PacketTypesOut.PlayerPosition;
|
||||
// Vanilla-like packet selection (LocalPlayer.sendPosition):
|
||||
// Send position if delta > (2e-4)^2 or every 20 ticks
|
||||
// Send rotation if yaw/pitch changed
|
||||
// Send StatusOnly if only onGround changed
|
||||
|
||||
if (Config.Main.Advanced.TemporaryFixBadpacket)
|
||||
{
|
||||
if (yaw.HasValue && pitch.HasValue &&
|
||||
(forceUpdate || yaw.Value != LastYaw || pitch.Value != LastPitch))
|
||||
{
|
||||
yawPitch = dataTypes.ConcatBytes(dataTypes.GetFloat(yaw.Value),
|
||||
dataTypes.GetFloat(pitch.Value));
|
||||
packetType = PacketTypesOut.PlayerPositionAndRotation;
|
||||
double dx = location.X - lastSentX;
|
||||
double dy = location.Y - lastSentY;
|
||||
double dz = location.Z - lastSentZ;
|
||||
double distSqr = dx * dx + dy * dy + dz * dz;
|
||||
|
||||
LastYaw = yaw.Value;
|
||||
LastPitch = pitch.Value;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (yaw.HasValue && pitch.HasValue)
|
||||
{
|
||||
yawPitch = dataTypes.ConcatBytes(dataTypes.GetFloat(yaw.Value),
|
||||
dataTypes.GetFloat(pitch.Value));
|
||||
packetType = PacketTypesOut.PlayerPositionAndRotation;
|
||||
bool positionChanged = distSqr > 4.0E-8 || positionReminder >= 20;
|
||||
bool rotationChanged = false;
|
||||
if (yaw.HasValue && pitch.HasValue)
|
||||
rotationChanged = forceUpdate || yaw.Value != lastSentYaw || pitch.Value != lastSentPitch;
|
||||
bool groundChanged = onGround != lastSentOnGround;
|
||||
|
||||
LastYaw = yaw.Value;
|
||||
LastPitch = pitch.Value;
|
||||
}
|
||||
}
|
||||
positionReminder++;
|
||||
|
||||
if (!positionChanged && !rotationChanged && !groundChanged)
|
||||
return true; // Nothing to send
|
||||
|
||||
try
|
||||
{
|
||||
SendPacket(packetType, dataTypes.ConcatBytes(
|
||||
dataTypes.GetDouble(location.X),
|
||||
dataTypes.GetDouble(location.Y),
|
||||
protocolVersion < MC_1_8_Version
|
||||
? dataTypes.GetDouble(location.Y + 1.62)
|
||||
: Array.Empty<byte>(),
|
||||
dataTypes.GetDouble(location.Z),
|
||||
yawPitch,
|
||||
new byte[] { onGround ? (byte)1 : (byte)0 })
|
||||
);
|
||||
PacketTypesOut packetType;
|
||||
byte[] payload;
|
||||
byte flags = (byte)(onGround ? 1 : 0);
|
||||
|
||||
if (positionChanged && rotationChanged && yaw.HasValue && pitch.HasValue)
|
||||
{
|
||||
packetType = PacketTypesOut.PlayerPositionAndRotation;
|
||||
payload = dataTypes.ConcatBytes(
|
||||
dataTypes.GetDouble(location.X),
|
||||
dataTypes.GetDouble(location.Y),
|
||||
protocolVersion < MC_1_8_Version
|
||||
? dataTypes.GetDouble(location.Y + 1.62)
|
||||
: Array.Empty<byte>(),
|
||||
dataTypes.GetDouble(location.Z),
|
||||
dataTypes.GetFloat(yaw.Value),
|
||||
dataTypes.GetFloat(pitch.Value),
|
||||
new[] { flags });
|
||||
lastSentYaw = yaw.Value;
|
||||
lastSentPitch = pitch.Value;
|
||||
LastYaw = yaw.Value;
|
||||
LastPitch = pitch.Value;
|
||||
}
|
||||
else if (positionChanged)
|
||||
{
|
||||
packetType = PacketTypesOut.PlayerPosition;
|
||||
payload = dataTypes.ConcatBytes(
|
||||
dataTypes.GetDouble(location.X),
|
||||
dataTypes.GetDouble(location.Y),
|
||||
protocolVersion < MC_1_8_Version
|
||||
? dataTypes.GetDouble(location.Y + 1.62)
|
||||
: Array.Empty<byte>(),
|
||||
dataTypes.GetDouble(location.Z),
|
||||
new[] { flags });
|
||||
}
|
||||
else if (rotationChanged && yaw.HasValue && pitch.HasValue)
|
||||
{
|
||||
packetType = PacketTypesOut.PlayerRotation;
|
||||
payload = dataTypes.ConcatBytes(
|
||||
dataTypes.GetFloat(yaw.Value),
|
||||
dataTypes.GetFloat(pitch.Value),
|
||||
new[] { flags });
|
||||
lastSentYaw = yaw.Value;
|
||||
lastSentPitch = pitch.Value;
|
||||
LastYaw = yaw.Value;
|
||||
LastPitch = pitch.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Only onGround changed — send StatusOnly (PlayerMovement)
|
||||
packetType = PacketTypesOut.PlayerMovement;
|
||||
payload = new[] { flags };
|
||||
}
|
||||
|
||||
if (positionChanged)
|
||||
{
|
||||
lastSentX = location.X;
|
||||
lastSentY = location.Y;
|
||||
lastSentZ = location.Z;
|
||||
positionReminder = 0;
|
||||
}
|
||||
lastSentOnGround = onGround;
|
||||
|
||||
SendPacket(packetType, payload);
|
||||
return true;
|
||||
}
|
||||
catch (SocketException)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue