implement hitbox
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@@ -341,7 +341,7 @@ window.World = class {
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let block = Block.getById(blockId);
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if (block != null && block.canInteract()) {
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let hit = block.collisionRayTrace(x, y, z, from, to);
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let hit = block.collisionRayTrace(this, x, y, z, from, to);
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if (hit != null) {
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return hit;
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}
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@@ -435,7 +435,7 @@ window.World = class {
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let block = Block.getById(blockId);
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if (block != null && block.canInteract()) {
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let hit = block.collisionRayTrace(x, y, z, from, to);
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let hit = block.collisionRayTrace(this, x, y, z, from, to);
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if (hit != null) {
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return hit;
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}
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@@ -72,7 +72,7 @@ window.Block = class {
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}
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collisionRayTrace(x, y, z, start, end) {
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collisionRayTrace(world, x, y, z, start, end) {
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start = start.addVector(-x, -y, -z);
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end = end.addVector(-x, -y, -z);
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@@ -5,6 +5,7 @@ window.BlockTorch = class extends Block {
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this.boundingBox = new BoundingBox(0.4, 0.0, 0.4, 0.6, 0.6, 0.6);
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// Create data faces
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this.dataFaces = [
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EnumBlockFace.WEST,
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EnumBlockFace.EAST,
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@@ -31,24 +32,52 @@ window.BlockTorch = class extends Block {
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let dataFace = this.dataFaces[i];
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if (world.isSolidBlockAt(x + dataFace.x, y + dataFace.y, z + dataFace.z)) {
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world.setBlockDataAt(x, y, z, i + 1);
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let data = i + 1;
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// Update block data in world
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world.setBlockDataAt(x, y, z, data);
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break;
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}
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}
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}
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onBlockPlaced(world, x, y, z, face) {
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let meta = world.getBlockDataAt(x, y, z);
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let data = world.getBlockDataAt(x, y, z);
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for (let i in this.dataFaces) {
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let dataFace = this.dataFaces[i];
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if (face === dataFace.opposite() && world.isSolidBlockAt(x + dataFace.x, y + dataFace.y, z + dataFace.z)) {
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meta = parseInt(i) + 1;
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data = parseInt(i) + 1;
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break;
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}
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}
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world.getChunkSectionAt(x >> 4, y >> 4, z >> 4).setBlockDataAt(x & 15, y & 15, z & 15, meta);
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// Update block data in chunk section directly to avoid notify
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world.getChunkSectionAt(x >> 4, y >> 4, z >> 4).setBlockDataAt(x & 15, y & 15, z & 15, data);
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}
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collisionRayTrace(world, x, y, z, start, end) {
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let data = world.getBlockDataAt(x, y, z) & 7;
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switch (data) {
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case 1:
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this.boundingBox = new BoundingBox(0.0, 0.2, 0.35, 0.3, 0.8, 0.65);
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break;
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case 2:
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this.boundingBox = new BoundingBox(0.7, 0.2, 0.35, 1.0, 0.8, 0.65);
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break;
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case 3:
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this.boundingBox = new BoundingBox(0.35, 0.2, 0.0, 0.65, 0.8, 0.3);
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break;
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case 4:
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this.boundingBox = new BoundingBox(0.35, 0.2, 0.7, 0.65, 0.8, 1.0);
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break;
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default:
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this.boundingBox = new BoundingBox(0.4, 0.0, 0.4, 0.6, 0.6, 0.6);
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break;
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}
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return super.collisionRayTrace(world, x, y, z, start, end);
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}
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}
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