mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 11:40:52 +01:00
* All IPhysShapes now expose a property to get the local AABB. * Removed IMapChunk. It's internal, we only have 1 implementation in the engine, no need for abstraction, and removing it helps perf. * Cleaned up issues in MapChunk file. * Encapsulate _tiles access inside MapChunk. * Remove IEnumerable<TileRef> from MapChunk. * Remove CollidesWithChunk * Move CalcWorldAABB and RegenerateCollision from MapChunk to MapGrid. Remove MapChunk.GridId. * Removed MapChunk.GetAllTiles * Removed the terrible mocked unit tests. * Moved the GetTileRef functions from MapChunk to MapGrid. * Add an event raised on MapChunk when a tile is modified. Completely remove the IMapGrid dependency from MapChunk. * Fix bug where you cannot change the tile damage of a tile.
178 lines
6.5 KiB
C#
178 lines
6.5 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.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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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Utility;
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namespace Robust.Shared.GameObjects
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{
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public abstract class SharedGridFixtureSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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private bool _enabled;
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private float _fixtureEnlargement;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesBefore.Add(typeof(SharedBroadphaseSystem));
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.OnValueChanged(CVars.GenerateGridFixtures, SetEnabled, true);
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configManager.OnValueChanged(CVars.GridFixtureEnlargement, SetEnlargement, true);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.UnsubValueChanged(CVars.GenerateGridFixtures, SetEnabled);
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configManager.UnsubValueChanged(CVars.GridFixtureEnlargement, SetEnlargement);
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}
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private void SetEnabled(bool value) => _enabled = value;
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private void SetEnlargement(float value) => _fixtureEnlargement = value;
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internal void ProcessGrid(IMapGridInternal gridInternal)
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{
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// Just in case there's any deleted we'll ToArray
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foreach (var (_, chunk) in gridInternal.GetMapChunks().ToArray())
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{
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gridInternal.RegenerateCollision(chunk);
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}
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}
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internal void RegenerateCollision(EntityUid gridEuid, MapChunk chunk, List<Box2i> rectangles)
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{
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if (!_enabled) return;
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DebugTools.Assert(chunk.FilledTiles > 0);
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if (!EntityManager.TryGetComponent(gridEuid, out PhysicsComponent? physicsComponent))
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{
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Logger.ErrorS("physics", $"Trying to regenerate collision for {gridEuid} that doesn't have {nameof(physicsComponent)}");
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return;
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}
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if (!EntityManager.TryGetComponent(gridEuid, out FixturesComponent? fixturesComponent))
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{
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Logger.ErrorS("physics", $"Trying to regenerate collision for {gridEuid} that doesn't have {nameof(fixturesComponent)}");
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return;
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}
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var origin = chunk.Indices * chunk.ChunkSize;
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// So we store a reference to the fixture on the chunk because it's easier to cross-reference it.
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// This is because when we get multiple fixtures per chunk there's no easy way to tell which the old one
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// corresponds with.
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// We also ideally want to avoid re-creating the fixture every time a tile changes and pushing that data
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// to the client hence we diff it.
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// Additionally, we need to handle map deserialization where content may have stored its own data
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// on the grid (e.g. mass) which we want to preserve.
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var newFixtures = new List<Fixture>();
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Span<Vector2> vertices = stackalloc Vector2[4];
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foreach (var rectangle in rectangles)
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{
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var bounds = ((Box2) rectangle.Translated(origin)).Enlarged(_fixtureEnlargement);
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var poly = new PolygonShape();
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vertices[0] = bounds.BottomLeft;
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vertices[1] = bounds.BottomRight;
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vertices[2] = bounds.TopRight;
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vertices[3] = bounds.TopLeft;
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poly.SetVertices(vertices);
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var newFixture = new Fixture(
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poly,
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MapGridHelpers.CollisionGroup,
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MapGridHelpers.CollisionGroup,
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true) {ID = $"grid_chunk-{bounds.Left}-{bounds.Bottom}",
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Body = physicsComponent};
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newFixtures.Add(newFixture);
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}
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var toRemove = new RemQueue<Fixture>();
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// Check if we even need to issue an eventbus event
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var updated = false;
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foreach (var oldFixture in chunk.Fixtures)
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{
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var existing = false;
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// Handle deleted / updated fixtures
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// (TODO: Check IDs and cross-reference for updates?)
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for (var i = newFixtures.Count - 1; i >= 0; i--)
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{
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var fixture = newFixtures[i];
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if (!oldFixture.Equals(fixture)) continue;
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existing = true;
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newFixtures.RemoveSwap(i);
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break;
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}
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// Doesn't align with any new fixtures so delete
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if (existing) continue;
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toRemove.Add(oldFixture);
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}
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foreach (var fixture in toRemove)
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{
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chunk.Fixtures.Remove(fixture);
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_fixtures.DestroyFixture(fixture, false, fixturesComponent);
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}
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if (newFixtures.Count > 0 || toRemove.List?.Count > 0)
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{
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updated = true;
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}
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// Anything remaining is a new fixture (or at least, may have not serialized onto the chunk yet).
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foreach (var fixture in newFixtures)
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{
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var existingFixture = _fixtures.GetFixtureOrNull(physicsComponent, fixture.ID);
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// Check if it's the same (otherwise remove anyway).
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if (existingFixture?.Shape is PolygonShape poly &&
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poly.EqualsApprox((PolygonShape) fixture.Shape))
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{
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chunk.Fixtures.Add(existingFixture);
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continue;
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}
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chunk.Fixtures.Add(fixture);
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_fixtures.CreateFixture(physicsComponent, fixture, false, fixturesComponent);
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}
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if (updated)
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{
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_fixtures.FixtureUpdate(fixturesComponent, physicsComponent);
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EntityManager.EventBus.RaiseLocalEvent(gridEuid,new GridFixtureChangeEvent {NewFixtures = chunk.Fixtures});
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}
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}
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}
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public sealed class GridFixtureChangeEvent : EntityEventArgs
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{
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public List<Fixture> NewFixtures { get; init; } = default!;
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}
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}
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