using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Client.Physics;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Robust.Client.GameObjects
{
///
/// Keeps track of s for various rendering-related components.
///
[UsedImplicitly]
public sealed class RenderingTreeSystem : EntitySystem
{
internal const string LoggerSawmill = "rendertree";
// Nullspace is not indexed. Keep that in mind.
[Dependency] private readonly IMapManager _mapManager = default!;
private readonly List _spriteQueue = new();
private readonly List _lightQueue = new();
private readonly HashSet _checkedChildren = new();
///
///
///
public float MaxLightRadius { get; private set; }
internal IEnumerable GetRenderTrees(MapId mapId, Box2Rotated worldBounds)
{
if (mapId == MapId.Nullspace) yield break;
foreach (var grid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
{
var tempQualifier = grid.GridEntityId;
yield return EntityManager.GetComponent(tempQualifier);
}
var tempQualifier1 = _mapManager.GetMapEntityId(mapId);
yield return EntityManager.GetComponent(tempQualifier1);
}
internal IEnumerable GetRenderTrees(MapId mapId, Box2 worldAABB)
{
if (mapId == MapId.Nullspace) yield break;
foreach (var grid in _mapManager.FindGridsIntersecting(mapId, worldAABB))
{
var tempQualifier = grid.GridEntityId;
yield return EntityManager.GetComponent(tempQualifier);
}
var tempQualifier1 = _mapManager.GetMapEntityId(mapId);
yield return EntityManager.GetComponent(tempQualifier1);
}
public override void Initialize()
{
base.Initialize();
UpdatesBefore.Add(typeof(SpriteSystem));
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
_mapManager.MapCreated += MapManagerOnMapCreated;
_mapManager.OnGridCreated += MapManagerOnGridCreated;
// Due to how recursion works, this must be done.
SubscribeLocalEvent(AnythingMoved);
SubscribeLocalEvent(SpriteMapChanged);
SubscribeLocalEvent(SpriteParentChanged);
SubscribeLocalEvent(RemoveSprite);
SubscribeLocalEvent(HandleSpriteUpdate);
SubscribeLocalEvent(LightMapChanged);
SubscribeLocalEvent(LightParentChanged);
SubscribeLocalEvent(PointLightRadiusChanged);
SubscribeLocalEvent(RemoveLight);
SubscribeLocalEvent(HandleLightUpdate);
SubscribeLocalEvent(OnTreeInit);
SubscribeLocalEvent(OnTreeRemove);
var configManager = IoCManager.Resolve();
configManager.OnValueChanged(CVars.MaxLightRadius, value => MaxLightRadius = value, true);
}
private void OnTreeInit(EntityUid uid, RenderingTreeComponent component, ComponentInit args)
{
component.LightTree = new DynamicTree(LightAabbFunc);
component.SpriteTree = new DynamicTree(SpriteAabbFunc);
}
private void HandleLightUpdate(EntityUid uid, PointLightComponent component, PointLightUpdateEvent args)
{
if (component.TreeUpdateQueued) return;
QueueLightUpdate(component);
}
private void HandleSpriteUpdate(EntityUid uid, SpriteComponent component, SpriteUpdateEvent args)
{
if (component.TreeUpdateQueued) return;
QueueSpriteUpdate(component);
}
private void AnythingMoved(ref MoveEvent args)
{
AnythingMovedSubHandler(args.Sender);
}
private void AnythingMovedSubHandler(EntityUid uid, TransformComponent? xform = null)
{
// To avoid doing redundant updates (and we don't need to update a grid's children ever)
if (!_checkedChildren.Add(uid) || EntityManager.HasComponent(uid)) return;
// This recursive search is needed, as MoveEvent is defined to not care about indirect events like children.
// WHATEVER YOU DO, DON'T REPLACE THIS WITH SPAMMING EVENTS UNLESS YOU HAVE A GUARANTEE IT WON'T LAG THE GC.
// (Struct-based events ok though)
// Ironically this was lagging the GC lolz
if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
QueueSpriteUpdate(sprite);
if (EntityManager.TryGetComponent(uid, out PointLightComponent? light))
QueueLightUpdate(light);
if (!Resolve(uid, ref xform)) return;
foreach (var child in xform.ChildEntities)
{
AnythingMovedSubHandler(child);
}
}
// For the RemoveX methods
// If the Transform is removed BEFORE the Sprite/Light,
// then the MapIdChanged code will handle and remove it (because MapId gets set to nullspace).
// Otherwise these will still have their past MapId and that's all we need..
#region SpriteHandlers
private void SpriteMapChanged(EntityUid uid, SpriteComponent component, EntMapIdChangedMessage args)
{
QueueSpriteUpdate(component);
}
private void SpriteParentChanged(EntityUid uid, SpriteComponent component, ref EntParentChangedMessage args)
{
QueueSpriteUpdate(component);
}
private void RemoveSprite(EntityUid uid, SpriteComponent component, ComponentRemove args)
{
ClearSprite(component);
}
private void ClearSprite(SpriteComponent component)
{
if (component.RenderTree == null) return;
component.RenderTree.SpriteTree.Remove(component);
component.RenderTree = null;
}
private void QueueSpriteUpdate(SpriteComponent component)
{
if (component.TreeUpdateQueued) return;
component.TreeUpdateQueued = true;
_spriteQueue.Add(component);
}
#endregion
#region LightHandlers
private void LightMapChanged(EntityUid uid, PointLightComponent component, EntMapIdChangedMessage args)
{
QueueLightUpdate(component);
}
private void LightParentChanged(EntityUid uid, PointLightComponent component, ref EntParentChangedMessage args)
{
QueueLightUpdate(component);
}
private void PointLightRadiusChanged(EntityUid uid, PointLightComponent component, PointLightRadiusChangedEvent args)
{
QueueLightUpdate(component);
}
private void RemoveLight(EntityUid uid, PointLightComponent component, RenderTreeRemoveLightEvent args)
{
ClearLight(component);
}
private void ClearLight(PointLightComponent component)
{
if (component.RenderTree == null) return;
component.RenderTree.LightTree.Remove(component);
component.RenderTree = null;
}
private void QueueLightUpdate(PointLightComponent component)
{
if (component.TreeUpdateQueued) return;
component.TreeUpdateQueued = true;
_lightQueue.Add(component);
}
#endregion
public override void Shutdown()
{
base.Shutdown();
_mapManager.MapCreated -= MapManagerOnMapCreated;
_mapManager.OnGridCreated -= MapManagerOnGridCreated;
}
private void OnTreeRemove(EntityUid uid, RenderingTreeComponent component, ComponentRemove args)
{
foreach (var sprite in component.SpriteTree)
{
sprite.RenderTree = null;
}
foreach (var light in component.LightTree)
{
light.RenderTree = null;
}
component.SpriteTree.Clear();
component.LightTree.Clear();
}
private void MapManagerOnMapCreated(object? sender, MapEventArgs e)
{
if (e.Map == MapId.Nullspace)
{
return;
}
EntityManager.EnsureComponent(_mapManager.GetMapEntityId(e.Map));
}
private void MapManagerOnGridCreated(MapId mapId, GridId gridId)
{
EntityManager.EnsureComponent(_mapManager.GetGrid(gridId).GridEntityId);
}
// TODO: Pass in TransformComponent directly: mainly interested in getting this shit working atm.
private RenderingTreeComponent? GetRenderTree(EntityUid entity)
{
if (!EntityManager.EntityExists(entity) ||
!EntityManager.TryGetComponent(entity, out TransformComponent? xform) ||
xform.MapID == MapId.Nullspace ||
EntityManager.HasComponent(entity)) return null;
var parent = xform.ParentUid;
while (true)
{
if (!parent.IsValid())
break;
if (EntityManager.TryGetComponent(parent, out RenderingTreeComponent? comp)) return comp;
parent = EntityManager.GetComponent(parent).ParentUid;
}
return null;
}
private bool IsVisible(SpriteComponent component)
{
return component.Visible && !component.ContainerOccluded && !component.Deleted;
}
public override void FrameUpdate(float frameTime)
{
_checkedChildren.Clear();
foreach (var sprite in _spriteQueue)
{
sprite.TreeUpdateQueued = false;
if (!IsVisible(sprite))
{
ClearSprite(sprite);
continue;
}
var oldMapTree = sprite.RenderTree;
var newMapTree = GetRenderTree(sprite.Owner);
// TODO: Temp PVS guard
var xform = EntityManager.GetComponent(sprite.Owner);
var (worldPos, worldRot) = xform.GetWorldPositionRotation();
if (float.IsNaN(worldPos.X) || float.IsNaN(worldPos.Y))
{
ClearSprite(sprite);
continue;
}
var aabb = SpriteAabbFunc(sprite, worldPos, worldRot);
// If we're on a new map then clear the old one.
if (oldMapTree != newMapTree)
{
ClearSprite(sprite);
newMapTree?.SpriteTree.Add(sprite, aabb);
}
else
{
newMapTree?.SpriteTree.Update(sprite, aabb);
}
sprite.RenderTree = newMapTree;
}
foreach (var light in _lightQueue)
{
light.TreeUpdateQueued = false;
if (light.Deleted || !light.Enabled || light.ContainerOccluded)
{
ClearLight(light);
continue;
}
var oldMapTree = light.RenderTree;
var newMapTree = GetRenderTree(light.Owner);
// TODO: Temp PVS guard
var worldPos = EntityManager.GetComponent(light.Owner).WorldPosition;
if (float.IsNaN(worldPos.X) || float.IsNaN(worldPos.Y))
{
ClearLight(light);
continue;
}
// 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)
{
Logger.WarningS(LoggerSawmill, $"Light radius for {light.Owner} set above max radius of {MaxLightRadius}. This may lead to pop-in.");
}
var aabb = LightAabbFunc(light, worldPos);
// If we're on a new map then clear the old one.
if (oldMapTree != newMapTree)
{
ClearLight(light);
newMapTree?.LightTree.Add(light, aabb);
}
else
{
newMapTree?.LightTree.Update(light, aabb);
}
light.RenderTree = newMapTree;
}
_spriteQueue.Clear();
_lightQueue.Clear();
}
private Box2 SpriteAabbFunc(in SpriteComponent value)
{
var xform = EntityManager.GetComponent(value.Owner);
var (worldPos, worldRot) = xform.GetWorldPositionRotation();
var bounds = new Box2Rotated(value.CalculateBoundingBox(worldPos), worldRot, worldPos);
var tree = GetRenderTree(value.Owner);
if (tree == null)
{
return bounds.CalcBoundingBox();
}
else
{
return EntityManager.GetComponent(tree.Owner).InvWorldMatrix.TransformBox(bounds);
}
}
private Box2 LightAabbFunc(in PointLightComponent value)
{
var worldPos = EntityManager.GetComponent(value.Owner).WorldPosition;
var tree = GetRenderTree(value.Owner);
var boxSize = value.Radius * 2;
Vector2 localPos;
if (tree == null)
{
localPos = worldPos;
}
else
{
// TODO: Need a way to just cache this InvWorldMatrix
localPos = EntityManager.GetComponent(tree.Owner).InvWorldMatrix.Transform(worldPos);
}
return Box2.CenteredAround(localPos, (boxSize, boxSize));
}
private Box2 SpriteAabbFunc(SpriteComponent value, Vector2 worldPos, Angle worldRot)
{
var bounds = new Box2Rotated(value.CalculateBoundingBox(worldPos), worldRot, worldPos);
var tree = GetRenderTree(value.Owner);
if (tree == null)
{
return bounds.CalcBoundingBox();
}
else
{
return EntityManager.GetComponent(tree.Owner).InvWorldMatrix.TransformBox(bounds);
}
}
private Box2 LightAabbFunc(PointLightComponent value, Vector2 worldPos)
{
// Lights are circles so don't need entity's rotation
var tree = GetRenderTree(value.Owner);
var boxSize = value.Radius * 2;
Vector2 localPos;
if (tree == null)
{
localPos = worldPos;
} else
{
localPos = EntityManager.GetComponent(tree.Owner).InvWorldMatrix.Transform(worldPos);
}
return Box2.CenteredAround(localPos, (boxSize, boxSize));
}
}
internal class RenderTreeRemoveLightEvent : EntityEventArgs
{
public RenderTreeRemoveLightEvent(PointLightComponent light, MapId map)
{
Light = light;
Map = map;
}
public PointLightComponent Light { get; }
public MapId Map { get; }
}
}