Rather than having the methods on the shapes themselves (whenever we eventually get them as structs) I just put them on a shapemanager instead as it seemed cleaner?
* Fix client-side physics bodies getting stuck awake
Wasn't a huge perf hit but it could leak a bit. Also there's a bunch of E/C stuff in here and I'll deal with it later.
* Fix broadphase leak
* Fix robust server sim
* MapManager now uses accurate bounds for grids
Instead of using the old WorldBounds (which was dirty for multiple reasons) it goes through physics instead using the actual fixtures attached to the grid.
* Fix nuke
* Test time
* AABB tests
* feex
* how is this failing aaa
* feex tests
* slightly better
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Physics worlds
* Paul's a good boy
* Build working
* Ingame and not lagging to hell
* Why didn't you commit ahhhhh
* Hard collisions working
* Solver parity
* Decent broadphase work done
* BroadPhase outline done
* BroadPhase working
* waiting for pvs
* Fix static PVS AABB
* Stop static bodies from awakening
* Optimise a bunch of stuff
* Even more broadphase stuff
* I'm fucking stupid
* Optimise fixture updates
* Collision solver start
* Building
* A is for Argumentative
* Fix contact caching island flags
* Circle shapes actually workeded
* Damping
* DS2 consumables only
* Slightly more stable
* Even slightlier more stablier
* VV your heart out
* Initial joint support
* 90% of joints I just wanted to push as I'd scream if I lost progress
* JOINT PURGATORY
* Joints barely functional lmao
* Okay these joints slightly more functional
* Remove station FrictionJoint
* Also that
* Some Box2D ports
* Cleanup mass
* Edge shape
* Active contacts
* Fix active contacts
* Optimise active contacts even more
* Boxes be stacking
* I would die for smug oh my fucking god
* In which everything is fixed
* Distance joints working LETS GO
* Remove frequency on distancejoint
* Fix some stuff and break joints
* Crashing fixed mehbeh
* ICollideSpecial and more resilience
* auto-clear
* showbb vera
* Slap that TODO in there
* Fix restartround crash
* Random fixes
* Fix fixture networking
* Add intersection method for broadphase
* Fix contacts
* Licenses done
* Optimisations
* Fix wall clips
* Config caching for island
* allocations optimisations
* Optimise casts
* Optimise events queue for physics
* Contact manager optimisations
* Optimise controllers
* Sloth joint or something idk
* Controller graph
* Remove content cvar
* Random cleanup
* Finally remove VirtualController
* Manifold structs again
* Optimise this absolute retardation
* Optimise
* fix license
* Cleanup physics interface
* AHHHHHHHHHHHHH
* Fix collisions again
* snivybus
* Fix potential nasty manifold bug
* Tests go snivy
* Disable prediction for now
* Spans
* Fix ShapeTypes
* fixes
* ch ch changeesss
* Kinematic idea
* Prevent static bodies from waking
* Pass WorldAABB to MoveEvent
* Fix collisions
* manifold structs fucking WOOORRKKKINNGGG
* Better pushing
* Fix merge ickies
* Optimise MoveEvents
* Use event for collisions performance
* Fix content tests
* Do not research tests
* Fix most conflicts
* Paul's trying to kill me
* Maybe collisions work idk
* Make us whole again
* Smug is also trying to kill me
* nani
* shitty collisions
* Settling
* Do not research collisions
* SHIP IT
* Fix joints
* PVS moment
* Fix other assert
* Fix locker collisions
* serializable sleeptime
* Aether2D contacts
* Physics is no longer crashing (and burning)
* Add to the TODO list
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Physics worlds
* Paul's a good boy
* Build working
* Ingame and not lagging to hell
* Why didn't you commit ahhhhh
* Hard collisions working
* Solver parity
* Decent broadphase work done
* BroadPhase outline done
* BroadPhase working
* waiting for pvs
* Fix static PVS AABB
* Stop static bodies from awakening
* Optimise a bunch of stuff
* Even more broadphase stuff
* I'm fucking stupid
* Optimise fixture updates
* Collision solver start
* Building
* A is for Argumentative
* Fix contact caching island flags
* Circle shapes actually workeded
* Damping
* DS2 consumables only
* Slightly more stable
* Even slightlier more stablier
* VV your heart out
* Initial joint support
* 90% of joints I just wanted to push as I'd scream if I lost progress
* JOINT PURGATORY
* Joints barely functional lmao
* Okay these joints slightly more functional
* Remove station FrictionJoint
* Also that
* Some Box2D ports
* Cleanup mass
* Edge shape
* Active contacts
* Fix active contacts
* Optimise active contacts even more
* Boxes be stacking
* I would die for smug oh my fucking god
* In which everything is fixed
* Distance joints working LETS GO
* Remove frequency on distancejoint
* Fix some stuff and break joints
* Crashing fixed mehbeh
* ICollideSpecial and more resilience
* auto-clear
* showbb vera
* Slap that TODO in there
* Fix restartround crash
* Random fixes
* Fix fixture networking
* Add intersection method for broadphase
* Fix contacts
* Licenses done
* Optimisations
* Fix wall clips
* Config caching for island
* allocations optimisations
* Optimise casts
* Optimise events queue for physics
* Contact manager optimisations
* Optimise controllers
* Sloth joint or something idk
* Controller graph
* Remove content cvar
* Random cleanup
* Finally remove VirtualController
* Manifold structs again
* Optimise this absolute retardation
* Optimise
* fix license
* Cleanup physics interface
* AHHHHHHHHHHHHH
* Fix collisions again
* snivybus
* Fix potential nasty manifold bug
* Tests go snivy
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
* Changed how collision checks work
* Undid asym collision
* Push to switch machines
* Added UnitTest to clarify the logic in CollidesOnMask
* moved test into testcase
* separates Rays from CollisionRays, removing collision masking from Ray
* Entity, ClientEntityManager and EntityManager classes occasionally need to UpdateEntityTree
Entity intersection queries now use a DynamicTree
DynamicTree now correctly reports Count and separately NodeCount
DynamicTree now has optionally precise queries
DynamicTree no longer incorrectly Adds on AddOrUpdate if Update is not necessary
Entity startup now starts Transform, then Collidable, then remaining components
EntityManger's Entity dictionary is now a ConcurrentDictionary to support iteration under modification
DynamicTree freeing root leaf no longer results in invalid tree
SnapGridComponent has been extended to support additional area and directional queries
* added lots of calls to UpdateEntityTree, will need to scale back during review
fixed moved/changed AABB updates to DynamicTree, missed a ref
converted other methods in EntityManager to use the tree for spatial queries
* add unit tests for DynamicTree
make Capacity and EnsureCapacity public, setting Capacity will call EnsureCapacity
* fix brace style
* Box2 Grow -> Enlarged, Combine -> Union
* Adds a new IPhysicsShape object where you can define what collisions shape a PhysBody has.
AABB is now accessed through the PhysicsShape, so the BoundingBoxComponent is not required.
* Default PhysShape now copies the AABB of the BoundingBoxComponent.
* Fixed issue with serialization of PhysShapeAabbComp.
* Spatial queries now use ICollidableComponent instead of BoundingBoxComponent.
showbb now draws entities using the obsolete BoundingBoxComponent in Aqua.
* Renamed PhysShapeAabbComp to PhysShapeAabb.
Removed BoundingBoxComponent.
* Default CollidableComponent does not collide with anything now.
* Renamed ICollidable to IPhysBody.
Moved ICollidable to the Robust.Shared/Physics namespace.
* PhysShapes are now a collection of primitive shapes that contribute to the whole PhysBody.
ObjectSerializer.DataField can now deal with abstract types using YAML tags.
* Added LocalBounds property to ClickableComponent.
Added state to ClickableComponent.
* Added a Rectangle physics shape.
* ClickableComponent now actually checks that a click is inside its bounds.
* Reverted the addition of a try/catch around map loading. Any errors can propagate to the code trying to load the map again.