using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Numerics; using JetBrains.Annotations; using Robust.Shared.Animations; using Robust.Shared.GameStates; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Physics; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Timing; using Robust.Shared.Utility; using Robust.Shared.ViewVariables; namespace Robust.Shared.GameObjects { /// /// Stores the relative and global position and orientation of the entity.
/// This also tracks the overall transform hierarchy, which allows entities to be children of other entities /// and move when their parent moves cheaply. ///
/// [RegisterComponent, NetworkedComponent] public sealed partial class TransformComponent : Component, IComponentDebug { [Dependency] private IEntityManager _entMan = default!; // Currently this field just exists for VV. In future, it might become a real field [ViewVariables, PublicAPI] private NetEntity NetParent => _entMan.GetNetEntity(_parent); [DataField("parent")] internal EntityUid _parent; [DataField("pos")] internal Vector2 _localPosition = Vector2.Zero; // holds offset from parent [DataField("rot")] internal Angle _localRotation; // local rotation [DataField("noRot")] internal bool _noLocalRotation; [DataField("anchored")] internal bool _anchored; /// /// Indicates this entity can traverse grids. /// [DataField] public bool GridTraversal = true; /// /// The broadphase that this entity is currently stored on, if any. /// /// /// Maybe this should be moved to its own component eventually, but at least currently comps are not structs /// and this data is required whenever any entity moves, so this will just save a component lookup. /// [ViewVariables] internal BroadphaseData? Broadphase; internal bool MatricesDirty = true; private Matrix3x2 _localMatrix = Matrix3x2.Identity; private Matrix3x2 _invLocalMatrix = Matrix3x2.Identity; // these should just be system methods, but existing component functions like InvWorldMatrix still rely on // getting these so those have to be fully ECS-ed first. public Matrix3x2 LocalMatrix { get { if (MatricesDirty) RebuildMatrices(); return _localMatrix; } } public Matrix3x2 InvLocalMatrix { get { if (MatricesDirty) RebuildMatrices(); return _invLocalMatrix; } } // used for lerping [ViewVariables] public Vector2? NextPosition { get; internal set; } [ViewVariables] public Angle? NextRotation { get; internal set; } [ViewVariables] public Vector2 PrevPosition { get; internal set; } [ViewVariables] public Angle PrevRotation { get; internal set; } [ViewVariables] public bool ActivelyLerping; [ViewVariables] public GameTick LastLerp = GameTick.Zero; [ViewVariables] internal readonly HashSet _children = new(); /// /// Returns the index of the map which this object is on /// [ViewVariables] public MapId MapID { get; internal set; } internal bool _mapIdInitialized; internal bool _gridInitialized; /// /// The EntityUid of the map which this object is on, if any. /// public EntityUid? MapUid { get; internal set; } /// /// The EntityUid of the grid which this object is on, if any. /// [ViewVariables] public EntityUid? GridUid => _gridUid; [Access(typeof(SharedTransformSystem))] internal EntityUid? _gridUid = null; /// /// Disables or enables to ability to locally rotate the entity. When set it removes any local rotation. /// [ViewVariables(VVAccess.ReadWrite)] public bool NoLocalRotation { get => _noLocalRotation; set { if (value) LocalRotation = Angle.Zero; _noLocalRotation = value; _entMan.Dirty(Owner, this); } } /// /// Current rotation offset of the entity. /// [ViewVariables(VVAccess.ReadWrite)] [Animatable] public Angle LocalRotation { get => _localRotation; [Obsolete("Use SharedTransformSystem.SetLocalRotation")] set { if(_noLocalRotation) return; value = SharedTransformSystem.NormalizeRotation(value); if (_localRotation.EqualsApprox(value)) return; var oldRotation = _localRotation; _localRotation = value; var meta = _entMan.GetComponent(Owner); _entMan.Dirty(Owner, this, meta); MatricesDirty = true; if (!Initialized) return; _entMan.System().RaiseMoveEvent((Owner, this, meta), _parent, _localPosition, oldRotation, MapUid, checkTraversal: false); } } /// /// Current world rotation of the entity. /// [ViewVariables(VVAccess.ReadWrite)] [Obsolete("Use the system method instead")] public Angle WorldRotation { get { var parent = _parent; var xformQuery = _entMan.GetEntityQuery(); var rotation = _localRotation; while (parent.IsValid()) { var parentXform = xformQuery.GetComponent(parent); rotation += parentXform._localRotation; parent = parentXform.ParentUid; } return rotation; } set { if (NoLocalRotation) return; var current = WorldRotation; var diff = value - current; LocalRotation += diff; } } // lazy VV convenience variable. [ViewVariables] private TransformComponent? _parentXform => !_parent.IsValid() ? null : _entMan.GetComponent(_parent); /// /// The UID of the parent entity that this entity is attached to. /// public EntityUid ParentUid => _parent; /// /// Matrix for transforming points from local to world space. /// [Obsolete("Use the system method instead")] public Matrix3x2 WorldMatrix { get { var xformQuery = _entMan.GetEntityQuery(); var parent = _parent; var myMatrix = LocalMatrix; while (parent.IsValid()) { var parentXform = xformQuery.GetComponent(parent); var parentMatrix = parentXform.LocalMatrix; parent = parentXform.ParentUid; var result = Matrix3x2.Multiply(myMatrix, parentMatrix); myMatrix = result; } return myMatrix; } } /// /// Matrix for transforming points from world to local space. /// [Obsolete("Use the system method instead")] public Matrix3x2 InvWorldMatrix { get { var xformQuery = _entMan.GetEntityQuery(); var parent = _parent; var myMatrix = InvLocalMatrix; while (parent.IsValid()) { var parentXform = xformQuery.GetComponent(parent); var parentMatrix = parentXform.InvLocalMatrix; parent = parentXform.ParentUid; var result = Matrix3x2.Multiply(parentMatrix, myMatrix); myMatrix = result; } return myMatrix; } } /// /// Current position offset of the entity relative to the world. /// Can de-parent from its parent if the parent is a grid. /// [Animatable] [ViewVariables(VVAccess.ReadWrite)] [Obsolete("Use the system method instead")] public Vector2 WorldPosition { get { if (_parent.IsValid()) { // parent coords to world coords return Vector2.Transform(_localPosition, _entMan.GetComponent(ParentUid).WorldMatrix); } else { return Vector2.Zero; } } set { if (!_parent.IsValid()) { DebugTools.Assert("Parent is invalid while attempting to set WorldPosition - did you try to move root node?"); return; } // world coords to parent coords var newPos = Vector2.Transform(value, _entMan.GetComponent(ParentUid).InvWorldMatrix); LocalPosition = newPos; } } /// /// Position offset of this entity relative to its parent. /// [ViewVariables(VVAccess.ReadWrite)] public EntityCoordinates Coordinates { get { var valid = _parent.IsValid(); return new EntityCoordinates(valid ? _parent : Owner, valid ? LocalPosition : Vector2.Zero); } [Obsolete("Use the system's setter method instead.")] set => _entMan.EntitySysManager.GetEntitySystem().SetCoordinates(Owner, this, value); } /// /// Current position offset of the entity relative to the world. /// This is effectively a more complete version of /// [ViewVariables(VVAccess.ReadWrite)] [Obsolete("Use TransformSystem.GetMapCoordinates")] public MapCoordinates MapPosition => new(WorldPosition, MapID); /// /// Local offset of this entity relative to its parent /// ( if it's not null, to otherwise). /// [Animatable] [ViewVariables(VVAccess.ReadWrite)] public Vector2 LocalPosition { get => _localPosition; [Obsolete("Use the system method instead")] set { if(Anchored) return; if (_localPosition.EqualsApprox(value)) return; var oldParent = _parent; var oldPos = _localPosition; _localPosition = value; var meta = _entMan.GetComponent(Owner); _entMan.Dirty(Owner, this, meta); MatricesDirty = true; if (!Initialized) return; _entMan.System().RaiseMoveEvent((Owner, this, meta), oldParent, oldPos, _localRotation, MapUid); } } /// /// Is this transform anchored to a grid tile? /// [ViewVariables(VVAccess.ReadWrite)] public bool Anchored { get => _anchored; [Obsolete("Use the SharedTransformSystem.AnchorEntity/Unanchor methods instead.")] set { // This will be set again when the transform initializes, actually anchoring it. if (!Initialized) { _anchored = value; } else if (value && !_anchored && _entMan.EntitySysManager.GetEntitySystem().TryFindGridAt(MapPosition, out _, out var grid)) { _anchored = _entMan.EntitySysManager.GetEntitySystem().AnchorEntity(Owner, this, grid); } else if (!value && _anchored) { // An anchored entity is always parented to the grid. // If Transform.Anchored is true in the prototype but the entity was not spawned with a grid as the parent, // then this will be false. _entMan.EntitySysManager.GetEntitySystem().Unanchor(Owner, this); } } } public TransformChildrenEnumerator ChildEnumerator => new(_children.GetEnumerator()); [ViewVariables] public int ChildCount => _children.Count; [ViewVariables] public EntityUid LerpParent; public bool PredictedLerp; /// /// Detaches this entity from its parent. /// [Obsolete("Use the system's method instead.")] public void AttachToGridOrMap() { _entMan.EntitySysManager.GetEntitySystem().AttachToGridOrMap(Owner, this); } [Obsolete("Use TransformSystem.SetParent() instead")] public void AttachParent(EntityUid parent) { _entMan.EntitySysManager.GetEntitySystem().SetParent(Owner, this, parent, _entMan.GetEntityQuery()); } /// /// Get the WorldPosition and WorldRotation of this entity faster than each individually. /// [Obsolete("Use the system method instead")] public (Vector2 WorldPosition, Angle WorldRotation) GetWorldPositionRotation() { // Worldmatrix needs calculating anyway for worldpos so we'll just drop it. var (worldPos, worldRot, _) = GetWorldPositionRotationMatrix(); return (worldPos, worldRot); } /// /// Get the WorldPosition, WorldRotation, and WorldMatrix of this entity faster than each individually. /// [Obsolete("Use the system method instead")] public (Vector2 WorldPosition, Angle WorldRotation, Matrix3x2 WorldMatrix) GetWorldPositionRotationMatrix(EntityQuery xforms) { var parent = _parent; var worldRot = _localRotation; var worldMatrix = LocalMatrix; // By doing these all at once we can elide multiple IsValid + GetComponent calls while (parent.IsValid()) { var xform = xforms.GetComponent(parent); worldRot += xform.LocalRotation; var parentMatrix = xform.LocalMatrix; var result = Matrix3x2.Multiply(worldMatrix, parentMatrix); worldMatrix = result; parent = xform.ParentUid; } var worldPosition = worldMatrix.Translation; return (worldPosition, worldRot, worldMatrix); } /// /// Get the WorldPosition, WorldRotation, and WorldMatrix of this entity faster than each individually. /// [Obsolete("Use the system method instead")] public (Vector2 WorldPosition, Angle WorldRotation, Matrix3x2 WorldMatrix) GetWorldPositionRotationMatrix() { var xforms = _entMan.GetEntityQuery(); return GetWorldPositionRotationMatrix(xforms); } /// /// Get the WorldPosition, WorldRotation, and InvWorldMatrix of this entity faster than each individually. /// [Obsolete("Use the system method instead")] public (Vector2 WorldPosition, Angle WorldRotation, Matrix3x2 InvWorldMatrix) GetWorldPositionRotationInvMatrix(EntityQuery xformQuery) { var (worldPos, worldRot, _, invWorldMatrix) = GetWorldPositionRotationMatrixWithInv(xformQuery); return (worldPos, worldRot, invWorldMatrix); } /// /// Get the WorldPosition, WorldRotation, WorldMatrix, and InvWorldMatrix of this entity faster than each individually. /// [Obsolete("Use the system method instead")] public (Vector2 WorldPosition, Angle WorldRotation, Matrix3x2 WorldMatrix, Matrix3x2 InvWorldMatrix) GetWorldPositionRotationMatrixWithInv() { var xformQuery = _entMan.GetEntityQuery(); return GetWorldPositionRotationMatrixWithInv(xformQuery); } /// /// Get the WorldPosition, WorldRotation, WorldMatrix, and InvWorldMatrix of this entity faster than each individually. /// [Obsolete("Use the system method instead")] public (Vector2 WorldPosition, Angle WorldRotation, Matrix3x2 WorldMatrix, Matrix3x2 InvWorldMatrix) GetWorldPositionRotationMatrixWithInv(EntityQuery xformQuery) { var parent = _parent; var worldRot = _localRotation; var invMatrix = InvLocalMatrix; var worldMatrix = LocalMatrix; // By doing these all at once we can avoid multiple IsValid + GetComponent calls while (parent.IsValid()) { var xform = xformQuery.GetComponent(parent); worldRot += xform.LocalRotation; var parentMatrix = xform.LocalMatrix; var result = Matrix3x2.Multiply(worldMatrix, parentMatrix); worldMatrix = result; var parentInvMatrix = xform.InvLocalMatrix; var invResult = Matrix3x2.Multiply(parentInvMatrix, invMatrix); invMatrix = invResult; parent = xform.ParentUid; } var worldPosition = worldMatrix.Translation; return (worldPosition, worldRot, worldMatrix, invMatrix); } public void RebuildMatrices() { MatricesDirty = false; if (!_parent.IsValid()) // Root Node { _localMatrix = Matrix3x2.Identity; _invLocalMatrix = Matrix3x2.Identity; } _localMatrix = Matrix3Helpers.CreateTransform(_localPosition, _localRotation); _invLocalMatrix = Matrix3Helpers.CreateInverseTransform(_localPosition, _localRotation); } public string GetDebugString() { return $"pos/rot/wpos/wrot: {Coordinates}/{LocalRotation}/{WorldPosition}/{WorldRotation}"; } } /// /// Raised directed at an entity whenever is position or rotation changes relative to their parent, or if their /// parent changed. Note that this event does not get broadcast. If you need to receive information about ALL /// move events, subscribe to the . /// [ByRefEvent] public readonly struct MoveEvent( Entity entity, EntityCoordinates oldPos, EntityCoordinates newPos, Angle oldRotation, Angle newRotation) { public readonly Entity Entity = entity; public readonly EntityCoordinates OldPosition = oldPos; public readonly EntityCoordinates NewPosition = newPos; public readonly Angle OldRotation = oldRotation; public readonly Angle NewRotation = newRotation; public EntityUid Sender => Entity.Owner; public TransformComponent Component => Entity.Comp1; public bool ParentChanged => NewPosition.EntityId != OldPosition.EntityId; public bool OnlyRotation => OldPosition.Equals(NewPosition); } public struct TransformChildrenEnumerator : IDisposable { private HashSet.Enumerator _children; public TransformChildrenEnumerator(HashSet.Enumerator children) { _children = children; } public bool MoveNext(out EntityUid child) { if (!_children.MoveNext()) { child = default; return false; } child = _children.Current; return true; } public void Dispose() { _children.Dispose(); } } /// /// Raised when the Anchor state of the transform is changed. /// [ByRefEvent] public readonly struct AnchorStateChangedEvent( EntityUid entity, TransformComponent transform, bool detaching = false) { public readonly TransformComponent Transform = transform; public EntityUid Entity { get; } = entity; public bool Anchored => Transform.Anchored; /// /// If true, the entity is being detached to null-space /// public readonly bool Detaching = detaching; } /// /// Raised when an entity is re-anchored to another grid. /// [ByRefEvent] public readonly struct ReAnchorEvent { public readonly EntityUid Entity; public readonly EntityUid OldGrid; public readonly EntityUid Grid; public readonly TransformComponent Xform; /// /// Tile on both the old and new grid being re-anchored. /// public readonly Vector2i TilePos; public ReAnchorEvent(EntityUid uid, EntityUid oldGrid, EntityUid grid, Vector2i tilePos, TransformComponent xform) { Entity = uid; OldGrid = oldGrid; Grid = grid; TilePos = tilePos; Xform = xform; } } /// /// Data used to store information about the broad-phase that any given entity is currently on. /// /// /// A null value means that this entity is simply not on a broadphase (e.g., in null-space or in a container). /// An invalid entity UID indicates that this entity has intentionally been removed from broadphases and should /// not automatically be re-added by movement events. /// internal record struct BroadphaseData(EntityUid Uid, bool CanCollide, bool Static) { public bool IsValid() => Uid.IsValid(); public bool Valid => IsValid(); public static readonly BroadphaseData Invalid = default; // TODO include MapId if ever grids are allowed to enter null-space (leave PVS). } }