Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/GridChunkBoundsDebugSystem.cs

116 lines
3.9 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
public sealed partial class GridChunkBoundsDebugSystem : EntitySystem
{
[Dependency] private IOverlayManager _overlayManager = default!;
[Dependency] private TransformSystem _transform = default!;
[Dependency] private SharedMapSystem _map = default!;
private GridChunkBoundsOverlay? _overlay;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
if (_enabled)
{
DebugTools.Assert(_overlay == null);
_overlay = new GridChunkBoundsOverlay(
EntityManager,
_transform,
_map);
_overlayManager.AddOverlay(_overlay);
}
else
{
_overlayManager.RemoveOverlay(_overlay!);
_overlay = null;
}
}
}
private bool _enabled;
}
internal sealed class GridChunkBoundsOverlay : Overlay
{
private readonly IEntityManager _entityManager;
private readonly SharedTransformSystem _transformSystem;
private readonly SharedMapSystem _mapSystem;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private List<Entity<MapGridComponent>> _grids = new();
public GridChunkBoundsOverlay(IEntityManager entManager, SharedTransformSystem transformSystem, SharedMapSystem mapSystem)
{
_entityManager = entManager;
_transformSystem = transformSystem;
_mapSystem = mapSystem;
}
protected internal override void Draw(in OverlayDrawArgs args)
{
var currentMap = args.MapId;
var viewport = args.WorldBounds;
var worldHandle = args.WorldHandle;
var fixturesQuery = _entityManager.GetEntityQuery<FixturesComponent>();
_grids.Clear();
_mapSystem.FindGridsIntersecting(currentMap, viewport, ref _grids);
foreach (var grid in _grids)
{
var worldMatrix = _transformSystem.GetWorldMatrix(grid);
worldHandle.SetTransform(worldMatrix);
var transform = new Transform(Vector2.Zero, Angle.Zero);
var fixtures = fixturesQuery.Comp(grid.Owner);
var chunkEnumerator = _mapSystem.GetMapChunks(grid.Owner, grid.Comp, viewport);
while (chunkEnumerator.MoveNext(out var chunk))
{
foreach (var id in chunk.Fixtures)
{
var fixture = fixtures.Fixtures[id];
var poly = (PolygonShape) fixture.Shape;
var verts = new Vector2[poly.VertexCount];
for (var i = 0; i < poly.VertexCount; i++)
{
verts[i] = Transform.Mul(transform, poly.Vertices[i]);
}
worldHandle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, verts, Color.Green.WithAlpha(0.2f));
for (var i = 0; i < fixture.Shape.ChildCount; i++)
{
var aabb = fixture.Shape.ComputeAABB(transform, i);
args.WorldHandle.DrawRect(aabb, Color.Red.WithAlpha(0.5f), false);
}
}
}
}
}
}
}