Commit Graph

591 Commits

Author SHA1 Message Date
Princess Cheeseballs
1bcf04ef76 Revert "Double-buffer contact events (#6295)" (#6314)
This reverts commit cd59027089.

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-11-30 16:24:55 +01:00
metalgearsloth
cd59027089 Double-buffer contact events (#6295)
* Add

* a

* Fix test

* note

* Fix reflection
2025-11-13 21:28:13 +11:00
metalgearsloth
015bf3318b Generic GetMassData (#6291)
* Generic GetMassData

Nothing fancy. Also made the class version use the struct.

* Slim method

* Fix test
2025-11-10 18:30:24 +11:00
Leon Friedrich
3f19d25018 Box Simd (#6193)
* Box Simd

* Add 256 bit version of GetAABB

* Add AABB bechmarks

* No real diff between 128 & 256, so removing 256

| Method     | Mean      | Error     | StdDev    | Ratio |
|----------- |----------:|----------:|----------:|------:|
| GetAABB    | 5.8107 ns | 0.0154 ns | 0.0137 ns |  1.00 |
| GetAABB128 | 0.4927 ns | 0.0003 ns | 0.0002 ns |  0.08 |
| GetAABB256 | 0.4332 ns | 0.0006 ns | 0.0006 ns |  0.07 |

* Add Box2Rotated.Transform Benchmark

* Results

20% faster and much smaller code. Also I don't think it inlined RotateVec

* Add Matrix3x2Helper.TransformBox() benchmark

new:

| Method    | Mean     | Error     | StdDev    | Code Size |
|---------- |---------:|----------:|----------:|----------:|
| Transform | 2.463 ns | 0.0766 ns | 0.0679 ns |     216 B |

old:
| Method    | Mean     | Error     | StdDev    | Median   | Code Size |
|---------- |---------:|----------:|----------:|---------:|----------:|
| Transform | 9.469 ns | 0.2140 ns | 0.5408 ns | 9.206 ns |     621 B |

* Fix polygon constructor

* SlimPolygonBenchmark

* use new SimdHelper for other methods

* Fix bugs

* Use new methods

* Simd SlimPolygon.ComputeAABB

* Move simd transform to physics

* Cleanup

* Remove uneccesary Unsafe.SkipInit

* These tests all work on master

* Add Transform.MulSimd test

* Add SlimPolygon constructor tests

* Add ComputeAABB test

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-11-10 18:30:08 +11:00
metalgearsloth
fe19ff9bd5 Fix physics events not being re-run in prediction (#6261)
* Fix physics events not being re-run in prediction

Someone should probably network contacts someday.

* Documentation
2025-11-09 19:37:12 +11:00
metalgearsloth
4755cb5747 Better broadphase performance (#6272)
* Better broadphase parallelism

Moves more stuff into the parallel loop and avoids allocating the list per fixtureproxy.

* Fixes

* Better docs

* doc
2025-11-08 02:11:31 +11:00
Leon Friedrich
8ae35e12ee Update ComponentTreeSystem (#6211)
* Allow component trees to be disabled

* forgot

* I'm pretty sure this wasn't working as intended

* also outdated

* reduce branches in QueueTreeUpdate

* remove update hashset

* try fix

* Use Entity<T> and add ray overloads

* Move InRangeUnoccluded to engine

* reduce code duplication

* move _initialized check

* release notes
2025-10-09 17:30:00 +13:00
DrSmugleaf
4938a159d4 Change PhysicsSystem.Island.FinalisePositions to TryComp transform component (#6135)
* Change PhysicsSystem.Island.FinalisePositions to TryComp transform component

* Add comment

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-09-18 17:58:54 +02:00
slarticodefast
4d4f353680 Move ScaleVisuals to Content (and improve it) (#6096)
* împrove ScaleVisuals

* toolshedify

* fix

* rerun tests

* remove redundant code

* move to content
2025-08-06 14:33:35 +02:00
Pieter-Jan Briers
cdd3afaa4c Remove redundant custom math types (#6078)
Vector3, Vector4, Matrix4, and Quaternion are now gone. Use System.Numerics instead.

This commit is just replacing usages, cleaning up using declarations, and moving over the (couple) helpers that are actually important.
2025-07-23 01:15:27 +02:00
PJB3005
7c0f1b8031 Fix unused dependency warning outside DEBUG
Supersedes #6069
2025-07-22 18:10:49 +02:00
PJB3005
777f02cadd Fix physics closure allocs and some avoidable struct copies 2025-07-10 12:33:17 +02:00
Tayrtahn
196e59b7e4 Clean up all missing EntitySystem proxy method uses (#6027)
* Clean up all missing EntitySystem proxy method uses

* Restore comment

* Fix bad change that caused closure allocation

* tuple

* Revert "tuple"

This reverts commit 14581a40aa.

* Revert "Fix bad change that caused closure allocation"

This reverts commit 215b2559ed.

* Revert "Restore comment"

This reverts commit 4a47a36557.

* Revert "Clean up all missing EntitySystem proxy method uses"

This reverts commit 3b1fe4ce7f.

* Redo with improved code fixer.
Let's see how it fares this time
2025-06-21 00:05:09 +02:00
PJB3005
9f55400c58 Avoid closure allocation in physics SolveIsland()
There's a parallel call in there that's only used when the island should be processed parallel internally. This isn't done for all islands, so allocating the closure in every case is a massive waste.
2025-06-13 15:00:47 +02:00
slarticodefast
01bb98e400 fix static grid center of mass (#5985) 2025-05-29 23:05:54 +10:00
metalgearsloth
986b0f979d Fix physics forces not autoclearing (#5978)
* Fix physics forces not autoclearing

* Changes
2025-05-29 00:04:55 +10:00
metalgearsloth
5f5fed5d6c Update contact xform usage (#5977)
Forgot this one as well.
2025-05-28 19:30:50 +10:00
metalgearsloth
ee8ea4ec3b Purge PhysicsMapComponent (#5766)
* Replace PhysicsMapComponent

- Dumb idea
- Lots of book-keeping and perf overhead.
- Much saner this way.

* stuff

* More work

* Purge

* Fixes

* Eh?

* Fixes

* Also this

* weh

* Fixes

* ice-cream

* Fix

* Fix stacking / gravity

* Gravity query

* MoveBuffer optimisations

* Fixes for test

* World gravity

* Fix build

* Avoid some transform resolves for contactless ents

* Less getcomps

* Fix contact caching

* Possibly less copies

* reh

* bulldoze

* Test "fix"

* seikrets

* a

* I saw this but now I decideded against it

* true
2025-05-28 19:18:36 +10:00
slarticodefast
181a5ef0b4 fix GetMapLinearVelocity (#5950)
* fix GetMapLinearVelocity

* resolve and adjust other methods
2025-05-27 19:41:43 +10:00
metalgearsloth
a634d6bd04 Add WorldNormal to StartCollideEvent (#5954)
We already have the value just a matter of adding it to the event.
2025-05-21 20:41:57 +10:00
metalgearsloth
44180b3ee0 Fix / remove startcollidevent worldpoint (#5936)
Now it's worldpoints because it may not necessarily be 1 pointr and internally we fix the actual points themselves.
2025-05-18 03:03:12 +10:00
metalgearsloth
73f6555624 Fix static ent collision spawn (#5933)
* Fix static ent collision spawn

* Fix test

* cool
2025-05-15 19:11:20 +10:00
metalgearsloth
89be682e24 Don't raise wake events for terminating contacts (#5757) 2025-05-10 22:02:22 +10:00
B_Kirill
4754661467 Cleanup warnings: CS0649 (#5891)
* Clean up

* Remove "struct UpdateTreesJob"

* Use #pragma

* Use #if DEBUG

* More #if DEBUG
2025-05-10 12:40:15 +10:00
B_Kirill
2a8b776ee9 Cleanup warnings: CS0414 (#5892)
* Clean up

* Use #pragma
2025-05-10 12:39:46 +10:00
DrSmugleaf
2f85408f8f Fix SharedPhysicsSystem.CollideContacts looping contacts that are in nullspace (#5881)
* Fix SharedJointSystem.CreateDistanceJoint taking in an int for minimumDistance instead of a float

* Fix SharedPhysicsSystem.CollideContacts looping contacts that are in nullspace
2025-04-22 22:50:56 +10:00
metalgearsloth
04406311dc Use EntityQuery for map / grid calls (#5869)
Avoids the type lookup etc etc.
2025-04-20 12:59:06 +10:00
Kyle Tyo
ee45a608b9 Replace IsMap and IsGrid calls with HasComp (#5866) 2025-04-20 12:21:19 +10:00
metalgearsloth
2ac17009ee Deep-copy fixtures on client (#5863)
Fixes a LOTTA bugs
2025-04-19 19:31:36 +10:00
Leon Friedrich
2f8f4f2f7a Make MappingDataNode use string keys (#5783)
* string keys

* obsoletions

* Fix ValueTupleSerializer

* Release notes

* fix release note conflict

* cleanup

* Fix yaml validator & tests

* cleanup release notes

* a

* enumerator allocations

* Also sequence enumerator alloc
2025-04-18 19:01:34 +10:00
TemporalOroboros
bd489e9218 A compilation of simple one-line fixes (#5661)
* Fix warnings in SharedJointSystem

* Fix reference to EC TransformComponent method
Replaces call to TransformComponent.GetMapUid with SharedTransformSystem.GetMap

* Fix obsolete calls in SharedPhysicsSystem.Contacts.cs
Fixes a couple calls to obsolete varients of SetAwake and an obsolete call to RegenerateContacts by converting them to their Entity<T> varients

* Fix obsolete call in SharedPhysicsSystem.Components.cs
Adds one set of parenthesis to convert a 'uid, comp, comp, comp' call to an 'Entity<T, T, T> call.

* Removes unused local var
Removes an unused list of broadphases that was being allocated in TryCollideRect

* One-line fixes in SharedPhysicsSystem.Islands.cs
Fixes all of the easy warnings regarding physics island processing, the rest require more complicated changes than a simple argument rearrangement

* Fix obsolete method call in SharedMapSystem

* Fix a few obsolete ToMap calls in EntityLookup.Queries

* Fix calls to obsolete EntityCoordinate methods in SharedMapSystem.Grids

* Fix calls to obsolete EntityCoordinate methods in SharedLookupSystem.ComponentQueries

* Fix a few obsolete method calls in entity spawning

* Fix obsolete method calls in MapLoaderSystem

* Fix obsolete method call in GridFixtureSystem

* Fix obsolete IsMapInitialized call in SaveMap command

* Fix obsolete MapPosition reference in Client.EyeSystem

* Fix obsolete EntitySystem.Get<TSystem> references in DebugLightTreeSystem

* Fix obsolete EntitySystem.Get<TSystem> reference in DebugEntityLookup command

* Fix obsolete method calls in SpriteBoundsOverlay
Slightly more complicated than the rest, but it's really just changing an unused dependency over to use SharedTransformSystem

* Remove unused IClyde references from controls
LineEdit and TextEdit never use their IClyde dependencies and it generates a warning so yeet

* Remove use of EntitySystem.Get from lightbb command

* Fix DebugDrawingSystem
Removes a bunch of unused private IEntityManager vars
Also removes an obsolete use of TransformComponent.GetWorldPositionRotation

* Removes duplicate position set when splitting grids
There's nothing saying why this is this way and the blame looks like it was an oversight when replacing a bit where they set position and then rotation
Please, oh Chesterton's Fence, spare me your wrath

* Fix obsolete method use in PlacementMode

* Fix obsolete method use in Placement Modes

* Removes unused local var in gamestate management

* Fix unreachable code warnings in gamestate management
Use #else sections to make sure they don't complain about being on the wrong side of a throw

* Fix obsolete ToMap use in EyeManager

* Make InputManager use a sawmill to log

* Fix obsolete ContainerManagerComponent method calls in ContainerSystem

* Make ClientPrototypeManager use a sawmill for logging

* poke tests

* Use LocalizedEntityCommands for SpriteBoundsOverlay toggle

* Use LocalizedEntityCommands for system toggles

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-04-17 11:57:03 +10:00
metalgearsloth
cf785c886b Mark GetCollidingEntities as obsolete (#5831)
Bad methods, entitylookup is better (it does everything for area queries) and anyone who wants contacts should be querying those directly.
2025-04-14 18:50:01 +10:00
metalgearsloth
8aefa5c53e Make TestPoint use generics (#5828) 2025-04-14 01:49:07 +10:00
DrSmugleaf
5450ddd0ba Fix SharedJointSystem.CreateDistanceJoint taking in an int for minimumDistance instead of a float (#5824) 2025-04-13 16:22:22 +10:00
Whatstone
919de8ce0e SharedPhysicsSystem.Island: set position after velocity (#5801) 2025-04-09 01:10:17 +10:00
Tobias Berger
4a24539629 Don't implement GetMassData twice (#5816)
The removed body didn't calculate mass for circles
2025-04-09 00:14:45 +10:00
metalgearsloth
ae625ebad8 Inline manifold points (#5794)
* Inline manifold points

Max is 2 so no reason to use an array over a fixedarray.

* this
2025-04-02 00:04:51 +11:00
metalgearsloth
4be95ea375 Add OtherBody API to contacts (#5779)
* Add OtherBody API to contacts

Thought I had a pr for this.

* Update Robust.Shared/Physics/Dynamics/Contacts/Contact.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-03-27 15:06:04 +11:00
metalgearsloth
45dc9ad80e Inline polygon vertices (#5758)
* FastPoly

* Inline polygon vertices

No more pooling, pooling bad. No more arrays in engine, only span.

I made a slim version that's only the 4 verts so no padding on it compared to Polygon. Slightly more clamplicated code but entitylookup + mapmanager are both hotpaths and it's easy to do. Memory usage will likely go up for now but heap allocations should drop significantly due to removing the pooling.

* Unhide these

* Fixes

* More fixes

* More fixes

* Avoid potential bomb
2025-03-20 21:26:05 +11:00
metalgearsloth
54ad808eea Add GetWorldManifold overload (#5756)
* Add GetWorldManifold overload

* revert
2025-03-20 21:10:04 +11:00
metalgearsloth
348ab70a8d Update B2DynamicTree (#5332)
* Update B2DynamicTree

* API updates

* weh

* forcing it

* Fix all of the bugs

* Rebuild

* A crumb of danger

* Fix merge conflicts
2025-03-08 14:15:47 +11:00
TemporalOroboros
543088ea1f Remove unused private members/local vars (#5722) 2025-03-05 15:50:54 +01:00
metalgearsloth
9fe9730d4a Add public API for physicshull (#5719) 2025-03-03 22:07:38 +11:00
DrSmugleaf
af2d01981f Add optional minimumDistance parameter to SharedJointSystem.CreateDistanceJoint (#5682) 2025-02-18 14:18:15 +11:00
Leon Friedrich
fbc706f37b Refactor map loading & saving (#5572)
* Refactor map loading & saving

* test fixes

* ISerializationManager tweaks

* Fix component composition

* Try fix entity deserialization component composition

* comments

* CL

* error preinit

* a

* cleanup

* error if version is too new

* Add AlwaysPushSerializationTest

* Add auto-inclusion test

* Better categorization

* Combine test components

* Save -> TrySave

Also better handling for saving multiple entities individually

* Create new partial class for map loading

* Add OrphanSerializationTest

* Include MapIds in BeforeSerializationEvent

* Addd LifetimeSerializationTest

* Add TestMixedLifetimeSerialization

* Add CategorizationTest

* explicitly serialize list of nullspace entities

* Add backwards compatibility test

* Version comments

also fixes wrong v4 format

* add MapMergeTest

* Add NetEntity support

* Optimize EntityDeserializer

Avoid unnecessary component deserialization

* fix assert & other bugs

* fucking containers strike again

* Fix deletion of pre-init entities

* fix release note merge conflict

* Update Robust.Shared/Map/MapManager.GridCollection.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* VV

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-02-16 21:25:07 +11:00
metalgearsloth
1bf0687671 Fix poly pooling (#5645) 2025-02-01 15:19:34 +11:00
metalgearsloth
15f81751f7 Reduce lookup allocs significantly (#5639) 2025-01-29 23:43:20 +11:00
Leon Friedrich
af6cac14d6 Add CollisionPredictionTest (#5493)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2025-01-27 21:23:23 +11:00
Leon Friedrich
3f37846731 Avoid unnecessary DirtyField() calls (#5620) 2025-01-27 21:21:53 +11:00
metalgearsloth
b9b80192e7 Minor contact QOL (#5560) 2025-01-27 16:20:04 +11:00