mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
Optimise showbb (#1519)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -12,6 +12,7 @@ using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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@@ -26,6 +27,7 @@ namespace Robust.Client.Debugging
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[Dependency] private readonly IComponentManager _componentManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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@@ -48,7 +50,7 @@ namespace Robust.Client.Debugging
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if (value)
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{
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_overlayManager.AddOverlay(new PhysicsOverlay(_componentManager, _eyeManager,
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_prototypeManager, _inputManager));
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_prototypeManager, _inputManager, _physicsManager));
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}
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else
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{
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@@ -86,6 +88,7 @@ namespace Robust.Client.Debugging
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private readonly IComponentManager _componentManager;
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private readonly IEyeManager _eyeManager;
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private readonly IInputManager _inputManager;
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private readonly IPhysicsManager _physicsManager;
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public override OverlaySpace Space => OverlaySpace.WorldSpace | OverlaySpace.ScreenSpace;
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private readonly ShaderInstance _shader;
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@@ -94,12 +97,13 @@ namespace Robust.Client.Debugging
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private Vector2 _hoverStartScreen = Vector2.Zero;
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private List<IPhysBody> _hoverBodies = new();
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public PhysicsOverlay(IComponentManager compMan, IEyeManager eyeMan, IPrototypeManager protoMan, IInputManager inputManager)
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public PhysicsOverlay(IComponentManager compMan, IEyeManager eyeMan, IPrototypeManager protoMan, IInputManager inputManager, IPhysicsManager physicsManager)
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: base(nameof(PhysicsOverlay))
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{
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_componentManager = compMan;
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_eyeManager = eyeMan;
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_inputManager = inputManager;
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_physicsManager = physicsManager;
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_shader = protoMan.Index<ShaderPrototype>("unshaded").Instance();
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var cache = IoCManager.Resolve<IResourceCache>();
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@@ -158,23 +162,20 @@ namespace Robust.Client.Debugging
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_hoverStartScreen = mouseScreenPos;
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var viewport = _eyeManager.GetWorldViewport();
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foreach (var boundingBox in _componentManager.EntityQuery<IPhysicsComponent>())
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{
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var physBody = (IPhysBody) boundingBox;
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if (viewport.IsEmpty()) return;
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var mapId = _eyeManager.CurrentMap;
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foreach (var physBody in _physicsManager.GetCollidingEntities(mapId, viewport))
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{
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// all entities have a TransformComponent
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var transform = physBody.Entity.Transform;
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// if not on the same map, continue
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if (transform.MapID != _eyeManager.CurrentMap || !transform.IsMapTransform)
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continue;
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var worldBox = physBody.WorldAABB;
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var colorEdge = Color.Red.WithAlpha(0.33f);
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if (worldBox.IsEmpty()) continue;
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// if not on screen, or too small, continue
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if (!worldBox.Intersects(in viewport) || worldBox.IsEmpty())
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continue;
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var colorEdge = Color.Red.WithAlpha(0.33f);
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foreach (var shape in physBody.PhysicsShapes)
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{
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