碰撞

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Revision as of 08:31, 14 November 2021 by Pjx1314 (talk | contribs) (Created page with "== 垂直碰撞(Y) ==")
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Minecraft 的碰撞物理非常簡單:遊戲沒有光線追蹤碰撞,而是簡單地沿每個軸順序移動玩家。

在此提醒,Minecraft的物理更新速度為每秒 20 ticks。玩家的移動和碰撞每Tick更新一次。


碰撞箱

一個碰撞箱由一個或多個邊界箱組成,邊界箱是由最小和最大 X/Y/Z 坐標定義的簡單長方體。

碰撞通常涉及一個實體和一個方塊:方塊和方塊之間通常不會相互碰撞。

  • 玩家只有一個邊界箱,尺寸為 0.6×1.8×0.6 m3。它們的位置(如F3所示)位於底部中心


注意:判定箱'是玩家可以點擊的(例如攻擊實體、按下按鈕、打開門)。它不一定與碰撞框重疊。


碰撞順序

每次更新玩家速度後,遊戲會執行以下步驟來檢查碰撞情況:

  • 沿 Y 軸移動玩家。如果在向下移動時檢測到垂直碰撞,則玩家現在被認定在地面上。
  • 沿 X 軸移動玩家。
  • 沿 Z 軸移動玩家。
  • 如果玩家在地面上撞到一堵牆並且牆的高度小於0.6米,他們可以跨過牆。


垂直碰撞(Y)

在水平移動之前處理垂直移動。由於這個:

  • The player is able to jump one tick after running off a block. In particular, this is why headhitter timing works.
  • To land on a block, the player's bounding box must overlap its surface on the final tick of the jump.


When the player hits a floor or ceiling, their vertical speed is reset to 0.


Horizontal Collisions (X/Z)

Due to the X axis being processed before the Z axis, corner collisions don't behave the same depending on the direction.

This phenomenon is especially noticeable with more speed.

It's important to distinguish "X-facing" jumps from "Z-facing" ones:

  • X-facing refers to jumps that point towards East/West. The corner is difficult to avoid, and the player may have to start jumping further back than expected.
  • Z-facing refers to jumps that point towards North/South. The corner is easier to avoid, and in particular it's possible to do a hh-timing from the front.

The axis of a jump can be checked with F3.


Players tend to find Z-facing neos more intuitive, but X-facing neos can actually be more lenient:

  • Z-facing neos are very similar to linear jumps (assuming optimal movement). To convert a neo, simply add 1.2 to its distance and increase its tier by one. For example, a triple neo is equivalent to a "4.2+0.25" (which cannot be built, but this sort of comparison is useful for analysis)
  • X-facing neos don't have a linear equivalent. Compared to Z-facing neos, they are "shifted" by 1 tick (wall collision begins and ends 1 tick earlier). This shift reduces the momentum, but makes it more efficient as the player typically has more speed at the end of a jump than at the start.

Some jumps are only possible when facing one axis or the other (for example, a 2bm triple neo is only possible X-facing)


1.14+

In 1.14, the collision physics were updated. The collision order now depends on the player's velocity:

  • If the player has more Z speed than X speed (in absolute value), the collision order is Y-X-Z.
  • Otherwise, the collision order is Y-Z-X.

In most cases, all collisions now resemble X-facing. Some jumps which involve cutting corners may be very different compared to pre-1.14.