mirror of
https://github.com/space-wizards/RobustToolbox.git
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Simulation input and Update() does not happen when prediction is disabled. Both of these can be re-opted in on a per-handler/system basis with a bool flag. Stuff like physics opts out of this now.
385 lines
12 KiB
C#
385 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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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.Dynamics.Joints;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Physics
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{
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// These exist as a means to defer joint additions / removals so we can use HandleComponentState gracefully without
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// exploding for modifying components.
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// Actual subscriptions should use the other joint events.
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internal sealed class AddJointEvent : JointEvent
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{
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public PhysicsComponent BodyA { get; }
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public PhysicsComponent BodyB { get; }
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public AddJointEvent(PhysicsComponent bodyA, PhysicsComponent bodyB, Joint joint) : base(joint)
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{
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BodyA = bodyA;
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BodyB = bodyB;
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}
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}
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internal sealed class RemoveJointEvent : JointEvent
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{
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public RemoveJointEvent(Joint joint) : base(joint) {}
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}
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internal abstract class JointEvent
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{
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public Joint Joint { get; }
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public JointEvent(Joint joint)
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{
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Joint = joint;
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}
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}
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public abstract class SharedJointSystem : EntitySystem
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{
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// To avoid issues with component states we'll queue up all dirty joints and check it every tick to see if
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// we can delete the component.
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private HashSet<JointComponent> _dirtyJoints = new();
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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UpdatesBefore.Add(typeof(SharedPhysicsSystem));
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SubscribeLocalEvent<JointComponent, ComponentShutdown>(HandleShutdown);
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}
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private IEnumerable<Joint> GetAllJoints()
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{
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foreach (var jointComp in EntityManager.EntityQuery<JointComponent>(true))
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{
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foreach (var (_, joint) in jointComp.Joints)
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{
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yield return joint;
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}
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}
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}
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private void HandleShutdown(EntityUid uid, JointComponent component, ComponentShutdown args)
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{
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foreach (var joint in component.Joints.Values)
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{
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RemoveJoint(joint);
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var joint in _dirtyJoints)
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{
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if (joint.Deleted || joint.JointCount != 0) continue;
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EntityManager.RemoveComponent<JointComponent>(joint.Owner);
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}
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_dirtyJoints.Clear();
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}
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private static string GetJointId(Joint joint)
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{
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var id = joint.ID;
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return !string.IsNullOrEmpty(id) ? id : joint.GetHashCode().ToString();
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}
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#region Helpers
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/// <summary>
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/// Create a DistanceJoint between 2 bodies. This should be called content-side whenever you need one.
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/// BodyA and BodyB on the joint are sorted so may not necessarily match what you pass in.
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/// </summary>
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public DistanceJoint CreateDistanceJoint(EntityUid bodyA, EntityUid bodyB, Vector2? anchorA = null, Vector2? anchorB = null, string? id = null)
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{
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anchorA ??= Vector2.Zero;
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anchorB ??= Vector2.Zero;
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var joint = new DistanceJoint(bodyA, bodyB, anchorA.Value, anchorB.Value);
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id ??= GetJointId(joint);
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joint.ID = id;
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AddJoint(joint);
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return joint;
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}
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public PrismaticJoint CreatePrismaticJoint(EntityUid bodyA, EntityUid bodyB, string? id = null)
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{
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var joint = new PrismaticJoint(bodyA, bodyB);
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id ??= GetJointId(joint);
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joint.ID = id;
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AddJoint(joint);
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return joint;
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}
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public PrismaticJoint CreatePrismaticJoint(EntityUid bodyA, EntityUid bodyB, Vector2 worldAnchor, Vector2 worldAxis, string? id = null)
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{
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var joint = new PrismaticJoint(bodyA, bodyB, worldAnchor, worldAxis, EntityManager);
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id ??= GetJointId(joint);
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joint.ID = id;
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AddJoint(joint);
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return joint;
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}
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public RevoluteJoint CreateRevoluteJoint(EntityUid bodyA, EntityUid bodyB, string? id = null)
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{
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var joint = new RevoluteJoint(bodyA, bodyB);
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id ??= GetJointId(joint);
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joint.ID = id;
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AddJoint(joint);
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return joint;
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}
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public WeldJoint CreateWeldJoint(EntityUid bodyA, EntityUid bodyB, string? id = null)
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{
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var joint = new WeldJoint(bodyA, bodyB);
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id ??= GetJointId(joint);
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joint.ID = id;
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AddJoint(joint);
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return joint;
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}
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#endregion
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public static void LinearStiffness(
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float frequencyHertz,
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float dampingRatio,
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float massA,
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float massB,
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out float stiffness, out float damping)
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{
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float mass;
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if (massA > 0.0f && massB > 0.0f)
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{
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mass = massA * massB / (massA + massB);
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}
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else if (massA > 0.0f)
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{
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mass = massA;
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}
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else
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{
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mass = massB;
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}
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var omega = 2.0f * MathF.PI * frequencyHertz;
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stiffness = mass * omega * omega;
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damping = 2.0f * mass * dampingRatio * omega;
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}
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public static void AngularStiffness(
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float frequencyHertz,
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float dampingRatio,
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PhysicsComponent bodyA,
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PhysicsComponent bodyB,
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out float stiffness, out float damping)
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{
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var IA = bodyA.Inertia;
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var IB = bodyB.Inertia;
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float I;
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if (IA > 0.0f && IB > 0.0f)
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{
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I = IA * IB / (IA + IB);
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}
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else if (IA > 0.0f)
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{
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I = IA;
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}
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else
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{
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I = IB;
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}
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float omega = 2.0f * MathF.PI * frequencyHertz;
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stiffness = I * omega * omega;
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damping = 2.0f * I * dampingRatio * omega;
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}
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#region Joints
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protected void AddJoint(Joint joint)
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{
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var bodyA = joint.BodyA;
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var bodyB = joint.BodyB;
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// Maybe make this method AddOrUpdate so we can have an Add one that explicitly throws if present?
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var mapidA = EntityManager.GetComponent<TransformComponent>(bodyA.Owner).MapID;
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if (mapidA == MapId.Nullspace ||
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mapidA != EntityManager.GetComponent<TransformComponent>(bodyB.Owner).MapID)
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{
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Logger.ErrorS("physics", $"Tried to add joint to ineligible bodies");
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return;
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}
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if (string.IsNullOrEmpty(joint.ID))
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{
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Logger.ErrorS("physics", $"Can't add a joint with no ID");
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DebugTools.Assert($"Can't add a joint with no ID");
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return;
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}
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var jointComponentA = EntityManager.EnsureComponent<JointComponent>(bodyA.Owner);
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var jointComponentB = EntityManager.EnsureComponent<JointComponent>(bodyB.Owner);
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var jointsA = jointComponentA.Joints;
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var jointsB = jointComponentB.Joints;
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if (jointsA.ContainsKey(joint.ID))
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{
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// If they both already have it we should be gucci
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// This can occur because of client states coming in blah blah
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// The reason for this is we defer everything until Update
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// (and the reason we defer is to avoid modifying components during iteration when we do the EnsureComponent)
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if (jointsB.ContainsKey(joint.ID)) return;
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Logger.ErrorS("physics", $"Existing joint {joint.ID} on {bodyA.Owner}");
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return;
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}
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if (jointsB.ContainsKey(joint.ID))
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{
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Logger.ErrorS("physics", $"Existing joint {joint.ID} on {bodyB.Owner}");
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return;
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}
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Logger.DebugS("physics", $"Added joint {joint.ID}");
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jointsA.Add(joint.ID, joint);
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jointsB.Add(joint.ID, joint);
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// If the joint prevents collisions, then flag any contacts for filtering.
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if (!joint.CollideConnected)
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{
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FilterContactsForJoint(joint);
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}
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bodyA.WakeBody();
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bodyB.WakeBody();
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bodyA.Dirty();
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bodyB.Dirty();
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jointComponentA.Dirty();
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jointComponentB.Dirty();
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// Note: creating a joint doesn't wake the bodies.
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// Raise broadcast last so we can do both sides of directed first.
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var vera = new JointAddedEvent(joint, bodyA, bodyB);
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EntityManager.EventBus.RaiseLocalEvent(bodyA.Owner, vera, false);
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var smug = new JointAddedEvent(joint, bodyB, bodyA);
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EntityManager.EventBus.RaiseLocalEvent(bodyB.Owner, smug, false);
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EntityManager.EventBus.RaiseEvent(EventSource.Local, vera);
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}
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public void ClearJoints(PhysicsComponent body)
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{
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if (!EntityManager.HasComponent<JointComponent>(body.Owner)) return;
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EntityManager.RemoveComponent<JointComponent>(body.Owner);
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}
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public void RemoveJoint(Joint joint)
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{
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var bodyAUid = joint.BodyAUid;
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var bodyBUid = joint.BodyBUid;
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// Originally I logged these but because of prediction the client can just nuke them multiple times in a row
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// because each body has its own JointComponent, bleh.
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if (!EntityManager.TryGetComponent<JointComponent>(bodyAUid, out var jointComponentA))
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{
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return;
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}
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if (!EntityManager.TryGetComponent<JointComponent>(bodyBUid, out var jointComponentB))
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{
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return;
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}
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if (!jointComponentA.Joints.Remove(joint.ID))
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{
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return;
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}
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if (!jointComponentB.Joints.Remove(joint.ID))
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{
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return;
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}
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Logger.DebugS("physics", $"Removed joint {joint.ID}");
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// Wake up connected bodies.
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if (EntityManager.TryGetComponent<PhysicsComponent>(bodyAUid, out var bodyA))
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{
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bodyA.Awake = true;
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}
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if (EntityManager.TryGetComponent<PhysicsComponent>(bodyBUid, out var bodyB))
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{
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bodyB.Awake = true;
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}
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if (!jointComponentA.Deleted)
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{
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jointComponentA.Dirty();
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}
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if (!jointComponentB.Deleted)
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{
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jointComponentB.Dirty();
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}
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if (jointComponentA.Deleted && jointComponentB.Deleted)
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return;
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// If the joint prevents collisions, then flag any contacts for filtering.
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if (!joint.CollideConnected)
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{
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FilterContactsForJoint(joint);
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}
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var vera = new JointRemovedEvent(joint, bodyA, bodyB);
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EntityManager.EventBus.RaiseLocalEvent(bodyA.Owner, vera, false);
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var smug = new JointRemovedEvent(joint, bodyB, bodyA);
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EntityManager.EventBus.RaiseLocalEvent(bodyB.Owner, smug, false);
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EntityManager.EventBus.RaiseEvent(EventSource.Local, vera);
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// We can't just check up front due to how prediction works.
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_dirtyJoints.Add(jointComponentA);
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_dirtyJoints.Add(jointComponentB);
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}
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#endregion
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internal void FilterContactsForJoint(Joint joint)
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{
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var bodyA = joint.BodyA;
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var bodyB = joint.BodyB;
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var edge = bodyB.ContactEdges;
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while (edge != null)
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{
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if (edge.Other == bodyA)
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{
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// Flag the contact for filtering at the next time step (where either
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// body is awake).
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edge.Contact!.FilterFlag = true;
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}
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edge = edge.Next;
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}
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}
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}
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}
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