Expand description
Physics engine for entity movement with vanilla Minecraft parity.
This module implements the core physics simulation for moving entities through the world with proper collision detection, including:
- Step-up mechanics (climbing blocks ≤
max_up_stepheight) - Sneak-edge prevention (staying on block edges while crouching)
- VoxelShape-based collision using AABB lists
The implementation closely follows vanilla’s Entity.move() method to ensure
1:1 movement validation for anti-cheat purposes.
Re-exports§
pub use collision::CollisionWorld;pub use collision::WorldCollisionProvider;pub use collision::has_block_collision;pub use collision::has_collision;pub use collision::is_colliding_with_new_shapes;pub use movement_validation::MOVEMENT_ERROR_THRESHOLD;pub use movement_validation::MovementCollisionValidation;pub use movement_validation::movement_error_delta;pub use shapes::collide;pub use shapes::join_is_not_empty;pub use shapes::merged_face_occludes;pub use shapes::translate_shape;
Modules§
- collision
- World collision queries for physics simulation.
- entity_
move 🔒 - Entity movement physics with vanilla parity.
- movement_
validation - Shared vanilla movement-validation helpers for client-authored movement.
- physics_
state 🔒 - Entity physics state representation.
- shapes
VoxelShapecollision operations.
Structs§
- Move
Result - Result of a movement operation.
Enums§
- Mover
Type - Type of movement being performed.
Constants§
- COLLISION_
EPSILON - Collision epsilon used for AABB deflation (vanilla constant).