Refactor TileEdgeOverlay (#5295)

* Refactor TileEdgeOverlay

* weh

* Updates

* exweh

* Stupid weh noises

* I am le stupid

* Add logging about tile atlas build time

Seems fine, but wanted to check.

* Don't over-allocate edge tile region array

* Add DirectionExtensions.AllDirections

* Clean up iteration in ClydeTileDefinitionManager

* Don't stackalloc large chunk edge buffers, other code cleanup.

* More release notes

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
This commit is contained in:
metalgearsloth
2025-04-03 16:52:28 +11:00
committed by GitHub
parent 0bc0cafe64
commit 9268c8629d
8 changed files with 376 additions and 225 deletions

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@@ -39,7 +39,7 @@ END TEMPLATE-->
### New features
*None yet*
* Added `DirectionExtensions.AllDirections`, which contains a list of all `Direction`s for easy enumeration.
### Bugfixes
@@ -47,7 +47,7 @@ END TEMPLATE-->
### Other
*None yet*
* Significantly optimized tile edge rendering.
### Internal

View File

@@ -9,10 +9,6 @@ namespace Robust.Client.GameObjects;
public sealed class MapSystem : SharedMapSystem
{
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IResourceCache _resource = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
protected override MapId GetNextMapId()
{
// Client-side map entities use negative map Ids to avoid conflict with server-side maps.
@@ -23,16 +19,4 @@ public sealed class MapSystem : SharedMapSystem
}
return id;
}
public override void Initialize()
{
base.Initialize();
_overlayManager.AddOverlay(new TileEdgeOverlay(EntityManager, _resource, _tileDefinitionManager));
}
public override void Shutdown()
{
base.Shutdown();
_overlayManager.RemoveOverlay<TileEdgeOverlay>();
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Graphics;
@@ -22,6 +23,9 @@ namespace Robust.Client.Graphics.Clyde
/// </summary>
private HashSet<Type> _erroredGridOverlays = new();
private Vertex2D[]? _chunkMeshBuilderVertexBuffer;
private ushort[]? _chunkMeshBuilderIndexBuffer;
private int _verticesPerChunk(MapChunk chunk) => chunk.ChunkSize * chunk.ChunkSize * 4;
private int _indicesPerChunk(MapChunk chunk) => chunk.ChunkSize * chunk.ChunkSize * GetQuadBatchIndexCount();
@@ -63,29 +67,78 @@ namespace Robust.Client.Graphics.Clyde
gridProgram.SetUniform(UniIModUV, new Vector4(0, 0, 1, 1));
}
var transform = _entityManager.GetComponent<TransformComponent>(mapGrid);
gridProgram.SetUniform(UniIModelMatrix, _transformSystem.GetWorldMatrix(transform));
gridProgram.SetUniform(UniIModelMatrix, _transformSystem.GetWorldMatrix(mapGrid));
var enumerator = mapSystem.GetMapChunks(mapGrid.Owner, mapGrid.Comp, worldBounds);
// Handle base texture updates.
while (enumerator.MoveNext(out var chunk))
{
DebugTools.Assert(chunk.FilledTiles > 0);
if (!data.TryGetValue(chunk.Indices, out MapChunkData? datum))
data[chunk.Indices] = datum = _initChunkBuffers(mapGrid, chunk);
var datum = EnsureChunkInitialized(data, chunk, mapGrid);
if (datum.Dirty)
_updateChunkMesh(mapGrid, chunk, datum);
DebugTools.Assert(datum.TileCount > 0);
if (datum.TileCount == 0)
if (!datum.Dirty)
continue;
BindVertexArray(datum.VAO);
CheckGlError();
_updateChunkMesh(mapGrid, chunk, datum);
// Dirty edge tiles for next step.
datum.EdgeDirty = true;
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
var neighbor = chunk.Indices + new Vector2i(x, y);
if (!mapGrid.Comp.Chunks.TryGetValue(neighbor, out var neighborChunk))
continue;
var neighborDatum = EnsureChunkInitialized(data, neighborChunk, mapGrid);
neighborDatum.EdgeDirty = true;
}
}
}
enumerator = mapSystem.GetMapChunks(mapGrid.Owner, mapGrid.Comp, worldBounds);
// Handle edge sprites.
while (enumerator.MoveNext(out var chunk))
{
var datum = data[chunk.Indices];
if (!datum.EdgeDirty)
continue;
_updateChunkEdges(mapGrid, chunk, datum);
}
enumerator = mapSystem.GetMapChunks(mapGrid.Owner, mapGrid.Comp, worldBounds);
// Draw chunks
while (enumerator.MoveNext(out var chunk))
{
var datum = data[chunk.Indices];
DebugTools.Assert(datum.TileCount > 0);
if (datum.TileCount > 0)
{
BindVertexArray(datum.VAO);
CheckGlError();
_debugStats.LastGLDrawCalls += 1;
GL.DrawElements(GetQuadGLPrimitiveType(), datum.TileCount * GetQuadBatchIndexCount(), DrawElementsType.UnsignedShort, 0);
CheckGlError();
}
if (datum.EdgeCount > 0)
{
BindVertexArray(datum.EdgeVAO);
CheckGlError();
_debugStats.LastGLDrawCalls += 1;
GL.DrawElements(GetQuadGLPrimitiveType(), datum.EdgeCount * GetQuadBatchIndexCount(), DrawElementsType.UnsignedShort, 0);
CheckGlError();
}
_debugStats.LastGLDrawCalls += 1;
GL.DrawElements(GetQuadGLPrimitiveType(), datum.TileCount * GetQuadBatchIndexCount(), DrawElementsType.UnsignedShort, 0);
CheckGlError();
}
requiresFlush = false;
@@ -117,6 +170,17 @@ namespace Robust.Client.Graphics.Clyde
CullEmptyChunks();
}
private MapChunkData EnsureChunkInitialized(Dictionary<Vector2i, MapChunkData> data, MapChunk chunk, Entity<MapGridComponent> mapGrid)
{
if (!data.TryGetValue(chunk.Indices, out var datum))
{
data[chunk.Indices] = datum = new MapChunkData();
_initChunkBuffers(mapGrid, chunk, datum);
}
return datum;
}
private void CullEmptyChunks()
{
foreach (var (grid, chunks) in _mapChunkData)
@@ -138,66 +202,141 @@ namespace Robust.Client.Graphics.Clyde
private void _updateChunkMesh(Entity<MapGridComponent> grid, MapChunk chunk, MapChunkData datum)
{
Span<ushort> indexBuffer = stackalloc ushort[_indicesPerChunk(chunk)];
Span<Vertex2D> vertexBuffer = stackalloc Vertex2D[_verticesPerChunk(chunk)];
Span<ushort> indexBuffer = EnsureSize(ref _chunkMeshBuilderIndexBuffer, _indicesPerChunk(chunk));
Span<Vertex2D> vertexBuffer = EnsureSize(ref _chunkMeshBuilderVertexBuffer, _verticesPerChunk(chunk));
var i = 0;
var cSz = grid.Comp.ChunkSize;
var cScaled = chunk.Indices * cSz;
for (ushort x = 0; x < cSz; x++)
var chunkSize = grid.Comp.ChunkSize;
var chunkOriginScaled = chunk.Indices * chunkSize;
for (ushort x = 0; x < chunkSize; x++)
{
for (ushort y = 0; y < cSz; y++)
for (ushort y = 0; y < chunkSize; y++)
{
var gridX = x + chunkOriginScaled.X;
var gridY = y + chunkOriginScaled.Y;
var tile = chunk.GetTile(x, y);
if (tile.IsEmpty)
continue;
var regionMaybe = _tileDefinitionManager.TileAtlasRegion(tile);
Box2 region;
if (regionMaybe == null || regionMaybe.Length <= tile.Variant)
// Tile render
if (x != chunkSize && y != chunkSize)
{
region = _tileDefinitionManager.ErrorTileRegion;
}
else
{
region = regionMaybe[tile.Variant];
}
// ReSharper disable once IntVariableOverflowInUncheckedContext
if (tile.IsEmpty)
continue;
var gx = x + cScaled.X;
var gy = y + cScaled.Y;
var regionMaybe = _tileDefinitionManager.TileAtlasRegion(tile);
var vIdx = i * 4;
vertexBuffer[vIdx + 0] = new Vertex2D(gx, gy, region.Left, region.Bottom, Color.White);
vertexBuffer[vIdx + 1] = new Vertex2D(gx + 1, gy, region.Right, region.Bottom, Color.White);
vertexBuffer[vIdx + 2] = new Vertex2D(gx + 1, gy + 1, region.Right, region.Top, Color.White);
vertexBuffer[vIdx + 3] = new Vertex2D(gx, gy + 1, region.Left, region.Top, Color.White);
var nIdx = i * GetQuadBatchIndexCount();
var tIdx = (ushort)(i * 4);
QuadBatchIndexWrite(indexBuffer, ref nIdx, tIdx);
i += 1;
Box2 region;
if (regionMaybe == null || regionMaybe.Length <= tile.Variant)
{
region = _tileDefinitionManager.ErrorTileRegion;
}
else
{
region = regionMaybe[tile.Variant];
}
WriteTileToBuffers(i, gridX, gridY, vertexBuffer, indexBuffer, region);
i += 1;
}
}
}
var indexSlice = indexBuffer[..(i * GetQuadBatchIndexCount())];
var vertSlice = vertexBuffer[..(i * 4)];
GL.BindVertexArray(datum.VAO);
CheckGlError();
datum.EBO.Use();
datum.VBO.Use();
datum.EBO.Reallocate(indexBuffer[..(i * GetQuadBatchIndexCount())]);
datum.VBO.Reallocate(vertexBuffer[..(i * 4)]);
datum.Dirty = false;
datum.EBO.Reallocate(indexSlice);
datum.VBO.Reallocate(vertSlice);
datum.TileCount = i;
datum.Dirty = false;
}
private unsafe MapChunkData _initChunkBuffers(Entity<MapGridComponent> grid, MapChunk chunk)
private void _updateChunkEdges(Entity<MapGridComponent> grid, MapChunk chunk, MapChunkData datum)
{
// Need a buffer that can potentially store all neighbor tiles
Span<ushort> indexBuffer = EnsureSize(ref _chunkMeshBuilderIndexBuffer, _indicesPerChunk(chunk) * 8);
Span<Vertex2D> vertexBuffer = EnsureSize(ref _chunkMeshBuilderVertexBuffer, _verticesPerChunk(chunk) * 8);
var i = 0;
var chunkSize = grid.Comp.ChunkSize;
var chunkOriginScaled = chunk.Indices * chunkSize;
var maps = _entityManager.System<SharedMapSystem>();
for (ushort x = 0; x < chunkSize; x++)
{
for (ushort y = 0; y < chunkSize; y++)
{
var gridX = x + chunkOriginScaled.X;
var gridY = y + chunkOriginScaled.Y;
var tile = chunk.GetTile(x, y);
var tileDef = _tileDefinitionManager[tile.TypeId];
// Edge render
for (var nx = -1; nx <= 1; nx++)
{
for (var ny = -1; ny <= 1; ny++)
{
if (nx == 0 && ny == 0)
continue;
var neighborIndices = new Vector2i(gridX + nx, gridY + ny);
if (!maps.TryGetTile(grid.Comp, neighborIndices, out var neighborTile))
continue;
var neighborDef = _tileDefinitionManager[neighborTile.TypeId];
// If it's the same tile then no edge to be drawn.
if (tile.TypeId == neighborTile.TypeId || neighborDef.EdgeSprites.Count == 0)
continue;
// If neighbor is a lower priority then us then don't draw on our tile.
if (neighborDef.EdgeSpritePriority < tileDef.EdgeSpritePriority)
continue;
var direction = new Vector2i(nx, ny).AsDirection().GetOpposite();
var regionMaybe = _tileDefinitionManager.TileAtlasRegion(neighborTile.TypeId, direction);
if (regionMaybe == null)
continue;
var region = regionMaybe[0];
WriteTileToBuffers(i, gridX, gridY, vertexBuffer, indexBuffer, region);
i += 1;
}
}
}
}
// We don't save the edge buffers back because we might need to re-use it if a neighbor chunk updates.
var indexSlice = indexBuffer[..(i * GetQuadBatchIndexCount())];
var vertSlice = vertexBuffer[..(i * 4)];
GL.BindVertexArray(datum.EdgeVAO);
CheckGlError();
datum.EdgeEBO.Use();
datum.EdgeVBO.Use();
datum.EdgeEBO.Reallocate(indexSlice);
datum.EdgeVBO.Reallocate(vertSlice);
datum.EdgeCount = i;
datum.EdgeDirty = false;
}
private unsafe void _initChunkBuffers(Entity<MapGridComponent> grid, MapChunk chunk, MapChunkData datum)
{
var vboSize = _verticesPerChunk(chunk) * sizeof(Vertex2D);
var eboSize = _indicesPerChunk(chunk) * sizeof(ushort);
// Base VAO
var vao = GenVertexArray();
BindVertexArray(vao);
CheckGlError();
var vboSize = _verticesPerChunk(chunk) * sizeof(Vertex2D);
var eboSize = _indicesPerChunk(chunk) * sizeof(ushort);
var vbo = new GLBuffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
vboSize, $"Grid {grid.Owner} chunk {chunk.Indices} VBO");
var ebo = new GLBuffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw,
@@ -212,12 +351,30 @@ namespace Robust.Client.Graphics.Clyde
vbo.Use();
ebo.Use();
var datum = new MapChunkData(vao, vbo, ebo)
{
Dirty = true
};
datum.EBO = ebo;
datum.VBO = vbo;
datum.VAO = vao;
return datum;
// EdgeVAO
var edgeVao = GenVertexArray();
BindVertexArray(edgeVao);
CheckGlError();
var edgeVbo = new GLBuffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
vboSize * 8, $"Grid {grid.Owner} chunk {chunk.Indices} EdgeVBO");
var edgeEbo = new GLBuffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw,
eboSize * 8, $"Grid {grid.Owner} chunk {chunk.Indices} EdgeEBO");
ObjectLabelMaybe(ObjectLabelIdentifier.VertexArray, vao, $"Grid {grid.Owner} chunk {chunk.Indices} EdgeVAO");
SetupVAOLayout();
CheckGlError();
edgeVbo.Use();
edgeEbo.Use();
datum.EdgeEBO = edgeEbo;
datum.EdgeVBO = edgeVbo;
datum.EdgeVAO = edgeVao;
}
private void DeleteChunk(MapChunkData data)
@@ -254,19 +411,49 @@ namespace Robust.Client.Graphics.Clyde
_mapChunkData.Remove(gridId);
}
private static T[] EnsureSize<T>(ref T[]? field, int size)
{
if (field == null || field.Length < size)
field = new T[size];
return field;
}
private void WriteTileToBuffers(
int i,
int gridX,
int gridY,
Span<Vertex2D> vertexBuffer,
Span<ushort> indexBuffer,
Box2 region)
{
var vIdx = i * 4;
vertexBuffer[vIdx + 0] = new Vertex2D(gridX, gridY, region.Left, region.Bottom, Color.White);
vertexBuffer[vIdx + 1] = new Vertex2D(gridX + 1, gridY, region.Right, region.Bottom, Color.White);
vertexBuffer[vIdx + 2] = new Vertex2D(gridX + 1, gridY + 1, region.Right, region.Top, Color.White);
vertexBuffer[vIdx + 3] = new Vertex2D(gridX, gridY + 1, region.Left, region.Top, Color.White);
var nIdx = i * GetQuadBatchIndexCount();
var tIdx = (ushort)(i * 4);
QuadBatchIndexWrite(indexBuffer, ref nIdx, tIdx);
}
private sealed class MapChunkData
{
public bool Dirty;
public readonly uint VAO;
public readonly GLBuffer VBO;
public readonly GLBuffer EBO;
public bool EdgeDirty = true;
public bool Dirty = true;
public uint VAO;
public GLBuffer VBO = default!;
public GLBuffer EBO = default!;
public int TileCount;
public MapChunkData(uint vao, GLBuffer vbo, GLBuffer ebo)
public uint EdgeVAO;
public GLBuffer EdgeVBO = default!;
public GLBuffer EdgeEBO = default!;
public int EdgeCount;
public MapChunkData()
{
VAO = vao;
VBO = vbo;
EBO = ebo;
}
}
}

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@@ -1,4 +1,5 @@
using System;
using System.Collections.Frozen;
using System.Collections.Generic;
using System.Linq;
using Robust.Client.Graphics;
@@ -10,9 +11,11 @@ using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.ImageSharp.Processing;
namespace Robust.Client.Map
{
@@ -29,7 +32,7 @@ namespace Robust.Client.Map
public Texture TileTextureAtlas => _tileTextureAtlas ?? Texture.Transparent;
private readonly Dictionary<int, Box2[]> _tileRegions = new();
private FrozenDictionary<(int Id, Direction Direction), Box2[]> _tileRegions = FrozenDictionary<(int Id, Direction Direction), Box2[]>.Empty;
public Box2 ErrorTileRegion { get; private set; }
@@ -42,7 +45,14 @@ namespace Robust.Client.Map
/// <inheritdoc />
public Box2[]? TileAtlasRegion(int tileType)
{
if (_tileRegions.TryGetValue(tileType, out var region))
return TileAtlasRegion(tileType, Direction.Invalid);
}
/// <inheritdoc />
public Box2[]? TileAtlasRegion(int tileType, Direction direction)
{
// ReSharper disable once CanSimplifyDictionaryTryGetValueWithGetValueOrDefault
if (_tileRegions.TryGetValue((tileType, direction), out var region))
{
return region;
}
@@ -83,7 +93,8 @@ namespace Robust.Client.Map
internal void _genTextureAtlas()
{
_tileRegions.Clear();
var sw = RStopwatch.StartNew();
var tileRegs = new Dictionary<(int Id, Direction Direction), Box2[]>();
_tileTextureAtlas = null;
var defList = TileDefs.Where(t => t.Sprite != null).ToList();
@@ -94,7 +105,7 @@ namespace Robust.Client.Map
const int tileSize = EyeManager.PixelsPerMeter;
var tileCount = defList.Select(x => (int)x.Variants).Sum() + 1;
var tileCount = defList.Select(x => x.Variants + x.EdgeSprites.Count).Sum() + 1;
var dimensionX = (int) Math.Ceiling(Math.Sqrt(tileCount));
var dimensionY = (int) Math.Ceiling((float) tileCount / dimensionX);
@@ -102,11 +113,11 @@ namespace Robust.Client.Map
var imgWidth = dimensionX * tileSize;
var imgHeight = dimensionY * tileSize;
var sheet = new Image<Rgba32>(imgWidth, imgHeight);
var w = (float) sheet.Width;
var h = (float) sheet.Height;
// Add in the missing tile texture sprite as tile texture 0.
{
var w = (float) sheet.Width;
var h = (float) sheet.Height;
ErrorTileRegion = Box2.FromDimensions(
0, (h - EyeManager.PixelsPerMeter) / h,
tileSize / w, tileSize / h);
@@ -154,25 +165,98 @@ namespace Robust.Client.Map
var box = new UIBox2i(0, 0, tileSize, tileSize).Translated(new Vector2i(j * tileSize, 0));
image.Blit(box, sheet, point);
var w = (float) sheet.Width;
var h = (float) sheet.Height;
regionList[j] = Box2.FromDimensions(
point.X / w, (h - point.Y - EyeManager.PixelsPerMeter) / h,
tileSize / w, tileSize / h);
column++;
if (column >= dimensionX)
{
column = 0;
row++;
}
BumpColumn(ref row, ref column, dimensionX);
}
_tileRegions.Add(def.TileId, regionList);
tileRegs.Add((def.TileId, Direction.Invalid), regionList);
// Edges
if (def.EdgeSprites.Count <= 0)
continue;
foreach (var direction in DirectionExtensions.AllDirections)
{
if (!def.EdgeSprites.TryGetValue(direction, out var edge))
continue;
using (var stream = _manager.ContentFileRead(edge))
{
image = Image.Load<Rgba32>(stream);
}
if (image.Width != tileSize || image.Height != tileSize)
{
throw new NotSupportedException(
$"Unable to load {path}, due to being unable to use tile textures with a dimension other than {tileSize}x{tileSize}.");
}
Angle angle = Angle.Zero;
switch (direction)
{
// Corner sprites
case Direction.SouthEast:
break;
case Direction.NorthEast:
angle = new Angle(MathF.PI / 2f);
break;
case Direction.NorthWest:
angle = new Angle(MathF.PI);
break;
case Direction.SouthWest:
angle = new Angle(MathF.PI * 1.5f);
break;
// Edge sprites
case Direction.South:
break;
case Direction.East:
angle = new Angle(MathF.PI / 2f);
break;
case Direction.North:
angle = new Angle(MathF.PI);
break;
case Direction.West:
angle = new Angle(MathF.PI * 1.5f);
break;
}
if (angle != Angle.Zero)
{
image.Mutate(o => o.Rotate((float)-angle.Degrees));
}
var point = new Vector2i(column * tileSize, row * tileSize);
var box = new UIBox2i(0, 0, tileSize, tileSize);
image.Blit(box, sheet, point);
// If you ever need edge variants then you could just bump this.
var edgeList = new Box2[1];
edgeList[0] = Box2.FromDimensions(
point.X / w, (h - point.Y - EyeManager.PixelsPerMeter) / h,
tileSize / w, tileSize / h);
tileRegs.Add((def.TileId, direction), edgeList);
BumpColumn(ref row, ref column, dimensionX);
}
}
_tileRegions = tileRegs.ToFrozenDictionary();
_tileTextureAtlas = Texture.LoadFromImage(sheet, "Tile Atlas");
_sawmill.Debug($"Tile atlas took {sw.Elapsed} to build");
}
private void BumpColumn(ref int row, ref int column, int dimensionX)
{
column++;
if (column >= dimensionX)
{
column = 0;
row++;
}
}
void IPostInjectInit.PostInject()

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@@ -29,5 +29,12 @@ namespace Robust.Client.Map
/// </summary>
/// <returns>If null, do not draw the tile at all.</returns>
Box2[]? TileAtlasRegion(int tileType);
/// <summary>
/// Gets the region inside the texture atlas to use to draw a tile type.
/// Also handles edge sprites.
/// </summary>
/// <returns>If null, do not draw the tile at all.</returns>
public Box2[]? TileAtlasRegion(int tileType, Direction direction);
}
}

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@@ -1,125 +0,0 @@
using System;
using System.Numerics;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.Map;
/// <summary>
/// Draws border sprites for tiles that support them.
/// </summary>
public sealed class TileEdgeOverlay : GridOverlay
{
private readonly IEntityManager _entManager;
private readonly IResourceCache _resource;
private readonly ITileDefinitionManager _tileDefManager;
public TileEdgeOverlay(IEntityManager entManager, IResourceCache resource, ITileDefinitionManager tileDefManager)
{
_entManager = entManager;
_resource = resource;
_tileDefManager = tileDefManager;
ZIndex = -1;
}
protected internal override void Draw(in OverlayDrawArgs args)
{
if (args.MapId == MapId.Nullspace)
return;
var mapSystem = _entManager.System<SharedMapSystem>();
var xformSystem = _entManager.System<SharedTransformSystem>();
var tileSize = Grid.Comp.TileSize;
var tileDimensions = new Vector2(tileSize, tileSize);
var (_, _, worldMatrix, invMatrix) = xformSystem.GetWorldPositionRotationMatrixWithInv(Grid.Owner);
args.WorldHandle.SetTransform(worldMatrix);
var bounds = args.WorldBounds;
bounds = new Box2Rotated(bounds.Box.Enlarged(1), bounds.Rotation, bounds.Origin);
var localAABB = invMatrix.TransformBox(bounds);
var enumerator = mapSystem.GetLocalTilesEnumerator(Grid.Owner, Grid, localAABB, false);
while (enumerator.MoveNext(out var tileRef))
{
var tileDef = _tileDefManager[tileRef.Tile.TypeId];
if (tileDef.EdgeSprites.Count == 0)
continue;
// Get what tiles border us to determine what sprites we need to draw.
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x == 0 && y == 0)
continue;
var neighborIndices = new Vector2i(tileRef.GridIndices.X + x, tileRef.GridIndices.Y + y);
var neighborTile = mapSystem.GetTileRef(Grid.Owner, Grid, neighborIndices);
var neighborDef = _tileDefManager[neighborTile.Tile.TypeId];
// If it's the same tile then no edge to be drawn.
if (tileRef.Tile.TypeId == neighborTile.Tile.TypeId)
continue;
// Don't draw if the the neighbor tile edges should draw over us (or if we have the same priority)
if (neighborDef.EdgeSprites.Count != 0 && neighborDef.EdgeSpritePriority >= tileDef.EdgeSpritePriority)
continue;
var direction = new Vector2i(x, y).AsDirection();
// No edge tile
if (!tileDef.EdgeSprites.TryGetValue(direction, out var edgePath))
continue;
var texture = _resource.GetResource<TextureResource>(edgePath);
var box = Box2.FromDimensions(neighborIndices, tileDimensions);
var angle = Angle.Zero;
// If we ever need one for both cardinals and corners then update this.
switch (direction)
{
// Corner sprites
case Direction.SouthEast:
break;
case Direction.NorthEast:
angle = new Angle(MathF.PI / 2f);
break;
case Direction.NorthWest:
angle = new Angle(MathF.PI);
break;
case Direction.SouthWest:
angle = new Angle(MathF.PI * 1.5f);
break;
// Edge sprites
case Direction.South:
break;
case Direction.East:
angle = new Angle(MathF.PI / 2f);
break;
case Direction.North:
angle = new Angle(MathF.PI);
break;
case Direction.West:
angle = new Angle(MathF.PI * 1.5f);
break;
}
if (angle == Angle.Zero)
args.WorldHandle.DrawTextureRect(texture.Texture, box);
else
args.WorldHandle.DrawTextureRect(texture.Texture, new Box2Rotated(box, angle, box.Center));
RequiresFlush = true;
}
}
}
args.WorldHandle.SetTransform(Matrix3x2.Identity);
}
}

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@@ -1,4 +1,5 @@
using System;
using System.Collections.Immutable;
using System.Diagnostics.Contracts;
using System.Numerics;
@@ -37,6 +38,21 @@ namespace Robust.Shared.Maths
/// </summary>
public static class DirectionExtensions
{
/// <summary>
/// A list of all cardinal and diagonal <see cref="Direction"/>s.
/// </summary>
public static readonly ImmutableArray<Direction> AllDirections =
[
Direction.South,
Direction.SouthEast,
Direction.East,
Direction.NorthEast,
Direction.North,
Direction.NorthWest,
Direction.West,
Direction.SouthWest
];
private const double Segment = 2 * Math.PI / 8.0; // Cut the circle into 8 pieces
public static Direction AsDir(this DirectionFlag directionFlag)

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@@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Robust.Shared.Map