mirror of
https://github.com/space-wizards/RobustToolbox.git
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1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
d02d186a2f |
19
Robust.Client/Console/Commands/LightBBCommand.cs
Normal file
19
Robust.Client/Console/Commands/LightBBCommand.cs
Normal file
@@ -0,0 +1,19 @@
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#if DEBUG
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using Robust.Client.GameObjects;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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namespace Robust.Client.Console.Commands
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{
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internal sealed class LightDebugCommand : IConsoleCommand
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{
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public string Command => "lightbb";
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public string Description => "Toggles whether to show light bounding boxes";
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public string Help => $"{Command}";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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EntitySystem.Get<DebugLightTreeSystem>().Enabled ^= true;
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}
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}
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}
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#endif
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@@ -3,8 +3,10 @@ using System.Collections.Generic;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Animations;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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@@ -168,6 +170,8 @@ namespace Robust.Client.GameObjects
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get => _radius;
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set
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{
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if (MathHelper.CloseTo(value, _radius)) return;
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_radius = MathF.Max(value, 0.01f); // setting radius to 0 causes exceptions, so just use a value close enough to zero that it's unnoticeable.
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PointLightRadiusChangedEvent(this));
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}
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@@ -181,17 +185,8 @@ namespace Robust.Client.GameObjects
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Mask = null;
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}
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/// <summary>
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/// What MapId we are intersecting for RenderingTreeSystem.
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/// </summary>
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[ViewVariables]
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internal MapId IntersectingMapId { get; set; } = MapId.Nullspace;
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/// <summary>
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/// What grids we're on for RenderingTreeSystem.
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/// </summary>
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[ViewVariables]
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internal List<GridId> IntersectingGrids = new();
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internal RenderingTreeComponent? RenderTree { get; set; }
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void ISerializationHooks.AfterDeserialization()
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{
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@@ -131,17 +131,8 @@ namespace Robust.Client.GameObjects
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[DataField("directional")]
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private bool _directional = true;
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/// <summary>
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/// What MapId we are intersecting for RenderingTreeSystem.
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/// </summary>
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[ViewVariables]
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internal MapId IntersectingMapId { get; set; } = MapId.Nullspace;
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/// <summary>
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/// What grids we're on for RenderingTreeSystem.
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/// </summary>
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[ViewVariables]
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internal List<GridId> IntersectingGrids { get; } = new();
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internal RenderingTreeComponent? RenderTree { get; set; } = null;
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[DataField("layerDatums")]
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private List<PrototypeLayerData> LayerDatums
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@@ -0,0 +1,43 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Robust.Client.GameObjects
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{
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[RegisterComponent]
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public sealed class RenderingTreeComponent : Component
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{
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public override string Name => "RenderingTree";
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internal DynamicTree<SpriteComponent> SpriteTree { get; private set; } = new(SpriteAabbFunc);
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internal DynamicTree<PointLightComponent> LightTree { get; private set; } = new(LightAabbFunc);
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private static Box2 SpriteAabbFunc(in SpriteComponent value)
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{
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var worldPos = value.Owner.Transform.WorldPosition;
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return new Box2(worldPos, worldPos);
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}
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private static Box2 LightAabbFunc(in PointLightComponent value)
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{
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var worldPos = value.Owner.Transform.WorldPosition;
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var boxSize = value.Radius * 2;
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return Box2.CenteredAround(worldPos, (boxSize, boxSize));
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}
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internal static Box2 SpriteAabbFunc(SpriteComponent value, Vector2? worldPos = null)
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{
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worldPos ??= value.Owner.Transform.WorldPosition;
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return new Box2(worldPos.Value, worldPos.Value);
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}
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internal static Box2 LightAabbFunc(PointLightComponent value, Vector2? worldPos = null)
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{
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worldPos ??= value.Owner.Transform.WorldPosition;
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var boxSize = value.Radius * 2;
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return Box2.CenteredAround(worldPos.Value, (boxSize, boxSize));
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}
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}
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}
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@@ -0,0 +1,84 @@
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#if DEBUG
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Robust.Client.GameObjects
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{
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internal sealed class DebugLightTreeSystem : EntitySystem
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{
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private DebugLightOverlay? _lightOverlay;
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public bool Enabled
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{
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get => _enabled;
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set
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{
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if (_enabled == value) return;
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_enabled = value;
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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if (_enabled)
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{
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_lightOverlay = new DebugLightOverlay(
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IoCManager.Resolve<IEntityLookup>(),
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IoCManager.Resolve<IEyeManager>(),
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IoCManager.Resolve<IMapManager>(),
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Get<RenderingTreeSystem>());
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overlayManager.AddOverlay(_lightOverlay);
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}
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else
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{
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overlayManager.RemoveOverlay(_lightOverlay!);
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_lightOverlay = null;
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}
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}
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}
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private bool _enabled;
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private sealed class DebugLightOverlay : Overlay
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{
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private IEntityLookup _lookup;
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private IEyeManager _eyeManager;
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private IMapManager _mapManager;
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private RenderingTreeSystem _tree;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public DebugLightOverlay(IEntityLookup lookup, IEyeManager eyeManager, IMapManager mapManager, RenderingTreeSystem tree)
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{
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_lookup = lookup;
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_eyeManager = eyeManager;
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_mapManager = mapManager;
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_tree = tree;
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}
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protected internal override void Draw(in OverlayDrawArgs args)
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{
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var map = _eyeManager.CurrentMap;
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if (map == MapId.Nullspace) return;
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var viewport = _eyeManager.GetWorldViewport();
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foreach (var tree in _tree.GetLightTrees(map, viewport))
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{
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foreach (var light in tree)
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{
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var aabb = _lookup.GetWorldAabbFromEntity(light.Owner);
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if (!aabb.Intersects(viewport)) continue;
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args.WorldHandle.DrawRect(aabb, Color.Green.WithAlpha(0.1f));
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}
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}
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}
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}
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}
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}
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#endif
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@@ -3,8 +3,11 @@ using System.Drawing;
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Client.Physics;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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@@ -18,25 +21,58 @@ namespace Robust.Client.GameObjects
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[UsedImplicitly]
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public sealed class RenderingTreeSystem : EntitySystem
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{
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internal const string LoggerSawmill = "rendertree";
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// Nullspace is not indexed. Keep that in mind.
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[Dependency] private readonly IMapManagerInternal _mapManager = default!;
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private readonly Dictionary<MapId, Dictionary<GridId, MapTrees>> _gridTrees = new();
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly List<SpriteComponent> _spriteQueue = new();
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private readonly List<PointLightComponent> _lightQueue = new();
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private HashSet<EntityUid> _checkedChildren = new();
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internal DynamicTree<SpriteComponent> GetSpriteTreeForMap(MapId map, GridId grid)
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/// <summary>
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/// <see cref="CVars.MaxLightRadius"/>
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/// </summary>
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public float MaxLightRadius { get; private set; }
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internal IEnumerable<RenderingTreeComponent> GetRenderTrees(MapId mapId, Box2 worldAABB)
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{
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return _gridTrees[map][grid].SpriteTree;
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if (mapId == MapId.Nullspace) yield break;
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var enclosed = false;
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foreach (var grid in _mapManager.FindGridsIntersecting(mapId, worldAABB))
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{
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yield return EntityManager.GetEntity(grid.GridEntityId).GetComponent<RenderingTreeComponent>();
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// if we're enclosed then we know no other grids relevant + don't need the map's rendertree
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if (grid.WorldBounds.Encloses(in worldAABB))
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{
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enclosed = true;
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break;
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}
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}
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if (!enclosed)
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yield return _mapManager.GetMapEntity(mapId).GetComponent<RenderingTreeComponent>();
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}
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internal DynamicTree<PointLightComponent> GetLightTreeForMap(MapId map, GridId grid)
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internal IEnumerable<DynamicTree<SpriteComponent>> GetSpriteTrees(MapId mapId, Box2 worldAABB)
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{
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return _gridTrees[map][grid].LightTree;
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foreach (var comp in GetRenderTrees(mapId, worldAABB))
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{
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yield return comp.SpriteTree;
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}
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}
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internal IEnumerable<DynamicTree<PointLightComponent>> GetLightTrees(MapId mapId, Box2 worldAABB)
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{
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foreach (var comp in GetRenderTrees(mapId, worldAABB))
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{
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yield return comp.LightTree;
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}
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}
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public override void Initialize()
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@@ -48,9 +84,7 @@ namespace Robust.Client.GameObjects
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UpdatesAfter.Add(typeof(PhysicsSystem));
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_mapManager.MapCreated += MapManagerOnMapCreated;
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_mapManager.MapDestroyed += MapManagerOnMapDestroyed;
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_mapManager.OnGridCreated += MapManagerOnGridCreated;
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_mapManager.OnGridRemoved += MapManagerOnGridRemoved;
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// Due to how recursion works, this must be done.
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SubscribeLocalEvent<MoveEvent>(AnythingMoved);
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@@ -65,6 +99,11 @@ namespace Robust.Client.GameObjects
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SubscribeLocalEvent<PointLightComponent, PointLightRadiusChangedEvent>(PointLightRadiusChanged);
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SubscribeLocalEvent<PointLightComponent, RenderTreeRemoveLightEvent>(RemoveLight);
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SubscribeLocalEvent<PointLightComponent, PointLightUpdateEvent>(HandleLightUpdate);
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SubscribeLocalEvent<RenderingTreeComponent, ComponentRemove>(HandleTreeRemove);
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.OnValueChanged(CVars.MaxLightRadius, value => MaxLightRadius = value, true);
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}
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private void HandleLightUpdate(EntityUid uid, PointLightComponent component, PointLightUpdateEvent args)
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@@ -88,12 +127,12 @@ namespace Robust.Client.GameObjects
|
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{
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// To avoid doing redundant updates (and we don't need to update a grid's children ever)
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if (!_checkedChildren.Add(sender.Owner.Uid) ||
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sender.Owner.HasComponent<MapGridComponent>() ||
|
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sender.Owner.HasComponent<MapComponent>()) return;
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sender.Owner.HasComponent<RenderingTreeComponent>()) return;
|
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|
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// This recursive search is needed, as MoveEvent is defined to not care about indirect events like children.
|
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// WHATEVER YOU DO, DON'T REPLACE THIS WITH SPAMMING EVENTS UNLESS YOU HAVE A GUARANTEE IT WON'T LAG THE GC.
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// (Struct-based events ok though)
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// Ironically this was lagging the GC lolz
|
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if (sender.Owner.TryGetComponent(out SpriteComponent? sprite))
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QueueSpriteUpdate(sprite);
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|
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@@ -129,16 +168,10 @@ namespace Robust.Client.GameObjects
|
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|
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private void ClearSprite(SpriteComponent component)
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{
|
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if (_gridTrees.TryGetValue(component.IntersectingMapId, out var gridTrees))
|
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{
|
||||
foreach (var gridId in component.IntersectingGrids)
|
||||
{
|
||||
if (!gridTrees.TryGetValue(gridId, out var tree)) continue;
|
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tree.SpriteTree.Remove(component);
|
||||
}
|
||||
}
|
||||
if (component.RenderTree == null) return;
|
||||
|
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component.IntersectingGrids.Clear();
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component.RenderTree.SpriteTree.Remove(component);
|
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component.RenderTree = null;
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}
|
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|
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private void QueueSpriteUpdate(SpriteComponent component)
|
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@@ -173,16 +206,10 @@ namespace Robust.Client.GameObjects
|
||||
|
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private void ClearLight(PointLightComponent component)
|
||||
{
|
||||
if (_gridTrees.TryGetValue(component.IntersectingMapId, out var gridTrees))
|
||||
{
|
||||
foreach (var gridId in component.IntersectingGrids)
|
||||
{
|
||||
if (!gridTrees.TryGetValue(gridId, out var tree)) continue;
|
||||
tree.LightTree.Remove(component);
|
||||
}
|
||||
}
|
||||
if (component.RenderTree == null) return;
|
||||
|
||||
component.IntersectingGrids.Clear();
|
||||
component.RenderTree.LightTree.Remove(component);
|
||||
component.RenderTree = null;
|
||||
}
|
||||
|
||||
private void QueueLightUpdate(PointLightComponent component)
|
||||
@@ -198,31 +225,23 @@ namespace Robust.Client.GameObjects
|
||||
{
|
||||
base.Shutdown();
|
||||
_mapManager.MapCreated -= MapManagerOnMapCreated;
|
||||
_mapManager.MapDestroyed -= MapManagerOnMapDestroyed;
|
||||
_mapManager.OnGridCreated -= MapManagerOnGridCreated;
|
||||
_mapManager.OnGridRemoved -= MapManagerOnGridRemoved;
|
||||
}
|
||||
|
||||
private void MapManagerOnMapDestroyed(object? sender, MapEventArgs e)
|
||||
private void HandleTreeRemove(EntityUid uid, RenderingTreeComponent component, ComponentRemove args)
|
||||
{
|
||||
foreach (var (_, gridTree) in _gridTrees[e.Map])
|
||||
foreach (var sprite in component.SpriteTree)
|
||||
{
|
||||
foreach (var comp in gridTree.LightTree)
|
||||
{
|
||||
comp.IntersectingGrids.Clear();
|
||||
}
|
||||
|
||||
foreach (var comp in gridTree.SpriteTree)
|
||||
{
|
||||
comp.IntersectingGrids.Clear();
|
||||
}
|
||||
|
||||
// Just in case?
|
||||
gridTree.LightTree.Clear();
|
||||
gridTree.SpriteTree.Clear();
|
||||
sprite.RenderTree = null;
|
||||
}
|
||||
|
||||
_gridTrees.Remove(e.Map);
|
||||
foreach (var light in component.LightTree)
|
||||
{
|
||||
light.RenderTree = null;
|
||||
}
|
||||
|
||||
component.SpriteTree.Clear();
|
||||
component.LightTree.Clear();
|
||||
}
|
||||
|
||||
private void MapManagerOnMapCreated(object? sender, MapEventArgs e)
|
||||
@@ -232,35 +251,31 @@ namespace Robust.Client.GameObjects
|
||||
return;
|
||||
}
|
||||
|
||||
_gridTrees.Add(e.Map, new Dictionary<GridId, MapTrees>
|
||||
{
|
||||
{GridId.Invalid, new MapTrees()}
|
||||
});
|
||||
_mapManager.GetMapEntity(e.Map).EnsureComponent<RenderingTreeComponent>();
|
||||
}
|
||||
|
||||
private void MapManagerOnGridCreated(MapId mapId, GridId gridId)
|
||||
{
|
||||
_gridTrees[mapId].Add(gridId, new MapTrees());
|
||||
EntityManager.GetEntity(_mapManager.GetGrid(gridId).GridEntityId).EnsureComponent<RenderingTreeComponent>();
|
||||
}
|
||||
|
||||
private void MapManagerOnGridRemoved(MapId mapId, GridId gridId)
|
||||
private RenderingTreeComponent? GetRenderTree(IEntity entity)
|
||||
{
|
||||
var gridTree = _gridTrees[mapId][gridId];
|
||||
|
||||
foreach (var sprite in gridTree.SpriteTree)
|
||||
if (entity.Transform.MapID == MapId.Nullspace ||
|
||||
entity.HasComponent<RenderingTreeComponent>()) return null;
|
||||
|
||||
var parent = entity.Transform.Parent?.Owner;
|
||||
|
||||
while (true)
|
||||
{
|
||||
sprite.IntersectingGrids.Remove(gridId);
|
||||
if (parent == null) break;
|
||||
|
||||
if (parent.TryGetComponent(out RenderingTreeComponent? comp)) return comp;
|
||||
parent = parent.Transform.Parent?.Owner;
|
||||
}
|
||||
|
||||
foreach (var light in gridTree.LightTree)
|
||||
{
|
||||
light.IntersectingGrids.Remove(gridId);
|
||||
}
|
||||
|
||||
// Clear in case
|
||||
gridTree.LightTree.Clear();
|
||||
gridTree.SpriteTree.Clear();
|
||||
_gridTrees[mapId].Remove(gridId);
|
||||
return null;
|
||||
}
|
||||
|
||||
public override void FrameUpdate(float frameTime)
|
||||
@@ -270,55 +285,43 @@ namespace Robust.Client.GameObjects
|
||||
foreach (var sprite in _spriteQueue)
|
||||
{
|
||||
sprite.TreeUpdateQueued = false;
|
||||
var mapId = sprite.Owner.Transform.MapID;
|
||||
|
||||
if (!sprite.Visible || sprite.ContainerOccluded)
|
||||
{
|
||||
ClearSprite(sprite);
|
||||
continue;
|
||||
}
|
||||
|
||||
// If we're on a new map then clear the old one.
|
||||
if (sprite.IntersectingMapId != mapId)
|
||||
var oldMapTree = sprite.RenderTree;
|
||||
var newMapTree = GetRenderTree(sprite.Owner);
|
||||
// TODO: Temp PVS guard
|
||||
var worldPos = sprite.Owner.Transform.WorldPosition;
|
||||
|
||||
if (float.IsNaN(worldPos.X) || float.IsNaN(worldPos.Y))
|
||||
{
|
||||
ClearSprite(sprite);
|
||||
continue;
|
||||
}
|
||||
|
||||
sprite.IntersectingMapId = mapId;
|
||||
var treePos = newMapTree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
|
||||
var aabb = RenderingTreeComponent.SpriteAabbFunc(sprite, worldPos).Translated(-treePos);
|
||||
|
||||
if (mapId == MapId.Nullspace) continue;
|
||||
|
||||
var mapTree = _gridTrees[mapId];
|
||||
var aabb = MapTrees.SpriteAabbFunc(sprite);
|
||||
var intersectingGrids = _mapManager.FindGridIdsIntersecting(mapId, aabb, true).ToList();
|
||||
|
||||
// Remove from old
|
||||
foreach (var gridId in sprite.IntersectingGrids)
|
||||
// If we're on a new map then clear the old one.
|
||||
if (oldMapTree != newMapTree)
|
||||
{
|
||||
if (intersectingGrids.Contains(gridId)) continue;
|
||||
mapTree[gridId].SpriteTree.Remove(sprite);
|
||||
ClearSprite(sprite);
|
||||
newMapTree?.SpriteTree.Add(sprite, aabb);
|
||||
}
|
||||
|
||||
// Rebuild in the update below
|
||||
sprite.IntersectingGrids.Clear();
|
||||
|
||||
// Update / add to new
|
||||
foreach (var gridId in intersectingGrids)
|
||||
else
|
||||
{
|
||||
var translated = aabb.Translated(gridId == GridId.Invalid
|
||||
? Vector2.Zero
|
||||
: -_mapManager.GetGrid(gridId).WorldPosition);
|
||||
|
||||
mapTree[gridId].SpriteTree.AddOrUpdate(sprite, translated);
|
||||
|
||||
sprite.IntersectingGrids.Add(gridId);
|
||||
newMapTree?.SpriteTree.Update(sprite, aabb);
|
||||
}
|
||||
|
||||
sprite.RenderTree = newMapTree;
|
||||
}
|
||||
|
||||
foreach (var light in _lightQueue)
|
||||
{
|
||||
light.TreeUpdateQueued = false;
|
||||
var mapId = light.Owner.Transform.MapID;
|
||||
|
||||
if (!light.Enabled || light.ContainerOccluded)
|
||||
{
|
||||
@@ -326,72 +329,44 @@ namespace Robust.Client.GameObjects
|
||||
continue;
|
||||
}
|
||||
|
||||
// If we're on a new map then clear the old one.
|
||||
if (light.IntersectingMapId != mapId)
|
||||
var oldMapTree = light.RenderTree;
|
||||
var newMapTree = GetRenderTree(light.Owner);
|
||||
// TODO: Temp PVS guard
|
||||
var worldPos = light.Owner.Transform.WorldPosition;
|
||||
|
||||
if (float.IsNaN(worldPos.X) || float.IsNaN(worldPos.Y))
|
||||
{
|
||||
ClearLight(light);
|
||||
continue;
|
||||
}
|
||||
|
||||
light.IntersectingMapId = mapId;
|
||||
|
||||
if (mapId == MapId.Nullspace) continue;
|
||||
|
||||
var mapTree = _gridTrees[mapId];
|
||||
var aabb = MapTrees.LightAabbFunc(light);
|
||||
var intersectingGrids = _mapManager.FindGridIdsIntersecting(mapId, aabb, true).ToList();
|
||||
|
||||
// Remove from old
|
||||
foreach (var gridId in light.IntersectingGrids)
|
||||
// TODO: Events need a bit of cleanup so we only validate this on initialize and radius changed events
|
||||
// this is fine for now IMO as it's 1 float check for every light that moves
|
||||
if (light.Radius > MaxLightRadius)
|
||||
{
|
||||
if (intersectingGrids.Contains(gridId)) continue;
|
||||
mapTree[gridId].LightTree.Remove(light);
|
||||
Logger.WarningS(LoggerSawmill, $"Light radius for {light.Owner} set above max radius of {MaxLightRadius}. This may lead to pop-in.");
|
||||
}
|
||||
|
||||
// Rebuild in the update below
|
||||
light.IntersectingGrids.Clear();
|
||||
var treePos = newMapTree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
|
||||
var aabb = RenderingTreeComponent.LightAabbFunc(light, worldPos).Translated(-treePos);
|
||||
|
||||
// Update / add to new
|
||||
foreach (var gridId in intersectingGrids)
|
||||
// If we're on a new map then clear the old one.
|
||||
if (oldMapTree != newMapTree)
|
||||
{
|
||||
var translated = aabb.Translated(gridId == GridId.Invalid
|
||||
? Vector2.Zero
|
||||
: -_mapManager.GetGrid(gridId).WorldPosition);
|
||||
|
||||
mapTree[gridId].LightTree.AddOrUpdate(light, translated);
|
||||
light.IntersectingGrids.Add(gridId);
|
||||
ClearLight(light);
|
||||
newMapTree?.LightTree.Add(light, aabb);
|
||||
}
|
||||
else
|
||||
{
|
||||
newMapTree?.LightTree.Update(light, aabb);
|
||||
}
|
||||
|
||||
light.RenderTree = newMapTree;
|
||||
}
|
||||
|
||||
_spriteQueue.Clear();
|
||||
_lightQueue.Clear();
|
||||
}
|
||||
|
||||
private sealed class MapTrees
|
||||
{
|
||||
public readonly DynamicTree<SpriteComponent> SpriteTree;
|
||||
public readonly DynamicTree<PointLightComponent> LightTree;
|
||||
|
||||
public MapTrees()
|
||||
{
|
||||
SpriteTree = new DynamicTree<SpriteComponent>(SpriteAabbFunc);
|
||||
LightTree = new DynamicTree<PointLightComponent>(LightAabbFunc);
|
||||
}
|
||||
|
||||
internal static Box2 SpriteAabbFunc(in SpriteComponent value)
|
||||
{
|
||||
var worldPos = value.Owner.Transform.WorldPosition;
|
||||
|
||||
return new Box2(worldPos, worldPos);
|
||||
}
|
||||
|
||||
internal static Box2 LightAabbFunc(in PointLightComponent value)
|
||||
{
|
||||
var worldPos = value.Owner.Transform.WorldPosition;
|
||||
|
||||
var boxSize = value.Radius * 2;
|
||||
return Box2.CenteredAround(worldPos, (boxSize, boxSize));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class RenderTreeRemoveLightEvent : EntityEventArgs
|
||||
|
||||
@@ -50,13 +50,11 @@ namespace Robust.Client.GameObjects
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var gridId in _mapManager.FindGridIdsIntersecting(currentMap, pvsBounds, true))
|
||||
foreach (var comp in _treeSystem.GetRenderTrees(currentMap, pvsBounds))
|
||||
{
|
||||
var gridBounds = gridId == GridId.Invalid ? pvsBounds : pvsBounds.Translated(-_mapManager.GetGrid(gridId).WorldPosition);
|
||||
var bounds = pvsBounds.Translated(-comp.Owner.Transform.WorldPosition);
|
||||
|
||||
var mapTree = _treeSystem.GetSpriteTreeForMap(currentMap, gridId);
|
||||
|
||||
mapTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
|
||||
comp.SpriteTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
|
||||
{
|
||||
if (value.IsInert)
|
||||
{
|
||||
@@ -65,7 +63,7 @@ namespace Robust.Client.GameObjects
|
||||
|
||||
value.FrameUpdate(state);
|
||||
return true;
|
||||
}, gridBounds, approx: true);
|
||||
}, bounds, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -366,24 +366,11 @@ namespace Robust.Client.Graphics.Clyde
|
||||
private void ProcessSpriteEntities(MapId map, Box2 worldBounds,
|
||||
RefList<(SpriteComponent sprite, Matrix3 matrix, Angle worldRot, float yWorldPos)> list)
|
||||
{
|
||||
var spriteSystem = _entitySystemManager.GetEntitySystem<RenderingTreeSystem>();
|
||||
|
||||
foreach (var gridId in _mapManager.FindGridIdsIntersecting(map, worldBounds, true))
|
||||
foreach (var comp in _entitySystemManager.GetEntitySystem<RenderingTreeSystem>().GetRenderTrees(map, worldBounds))
|
||||
{
|
||||
Box2 gridBounds;
|
||||
var bounds = worldBounds.Translated(-comp.Owner.Transform.WorldPosition);
|
||||
|
||||
if (gridId == GridId.Invalid)
|
||||
{
|
||||
gridBounds = worldBounds;
|
||||
}
|
||||
else
|
||||
{
|
||||
gridBounds = worldBounds.Translated(-_mapManager.GetGrid(gridId).WorldPosition);
|
||||
}
|
||||
|
||||
var tree = spriteSystem.GetSpriteTreeForMap(map, gridId);
|
||||
|
||||
tree.QueryAabb(ref list, ((
|
||||
comp.SpriteTree.QueryAabb(ref list, ((
|
||||
ref RefList<(SpriteComponent sprite, Matrix3 matrix, Angle worldRot, float yWorldPos)> state,
|
||||
in SpriteComponent value) =>
|
||||
{
|
||||
@@ -398,7 +385,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
entry.yWorldPos = worldPos.Y;
|
||||
return true;
|
||||
|
||||
}), gridBounds, approx: true);
|
||||
}), bounds, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -494,24 +494,16 @@ namespace Robust.Client.Graphics.Clyde
|
||||
GetLightsToRender(MapId map, in Box2 worldBounds)
|
||||
{
|
||||
var renderingTreeSystem = _entitySystemManager.GetEntitySystem<RenderingTreeSystem>();
|
||||
var enlargedBounds = worldBounds.Enlarged(renderingTreeSystem.MaxLightRadius);
|
||||
|
||||
// Use worldbounds for this one as we only care if the light intersects our actual bounds
|
||||
var state = (this, worldBounds, count: 0);
|
||||
|
||||
foreach (var gridId in _mapManager.FindGridIdsIntersecting(map, worldBounds, true))
|
||||
foreach (var comp in renderingTreeSystem.GetRenderTrees(map, enlargedBounds))
|
||||
{
|
||||
Box2 gridBounds;
|
||||
var bounds = worldBounds.Translated(-comp.Owner.Transform.WorldPosition);
|
||||
|
||||
if (gridId == GridId.Invalid)
|
||||
{
|
||||
gridBounds = worldBounds;
|
||||
}
|
||||
else
|
||||
{
|
||||
gridBounds = worldBounds.Translated(-_mapManager.GetGrid(gridId).WorldPosition);
|
||||
}
|
||||
|
||||
var lightTree = renderingTreeSystem.GetLightTreeForMap(map, gridId);
|
||||
|
||||
lightTree.QueryAabb(ref state, (ref (Clyde clyde, Box2 worldBounds, int count) state, in PointLightComponent light) =>
|
||||
comp.LightTree.QueryAabb(ref state, (ref (Clyde clyde, Box2 worldBounds, int count) state, in PointLightComponent light) =>
|
||||
{
|
||||
var transform = light.Owner.Transform;
|
||||
|
||||
@@ -535,7 +527,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
state.clyde._lightsToRenderList[state.count++] = (light, lightPos, distanceSquared);
|
||||
|
||||
return true;
|
||||
}, gridBounds);
|
||||
}, bounds);
|
||||
}
|
||||
|
||||
if (state.count > _maxLightsPerScene)
|
||||
|
||||
@@ -211,6 +211,21 @@ namespace Robust.Shared
|
||||
public static readonly CVarDef<bool> LogRuntimeLog =
|
||||
CVarDef.Create("log.runtimelog", true, CVar.ARCHIVE | CVar.SERVERONLY);
|
||||
|
||||
/*
|
||||
* Light
|
||||
*/
|
||||
|
||||
/// <summary>
|
||||
/// This is the maximum the viewport is enlarged to check for any intersecting render-trees for lights.
|
||||
/// This should be set to your maximum light radius.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If this value is too small it just means there may be pop-in where a light is located on a render-tree
|
||||
/// outside of our viewport.
|
||||
/// </remarks>
|
||||
public static readonly CVarDef<float> MaxLightRadius =
|
||||
CVarDef.Create("light.max_radius", 20.0f, CVar.CLIENTONLY);
|
||||
|
||||
/*
|
||||
* LOKI
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user