Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/RenderingTreeSystem.cs
2021-06-09 01:37:40 +02:00

409 lines
14 KiB
C#

using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using JetBrains.Annotations;
using Robust.Client.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
/// <summary>
/// Keeps track of <see cref="DynamicTree{T}"/>s for various rendering-related components.
/// </summary>
[UsedImplicitly]
public sealed class RenderingTreeSystem : EntitySystem
{
// Nullspace is not indexed. Keep that in mind.
[Dependency] private readonly IMapManagerInternal _mapManager = default!;
private readonly Dictionary<MapId, Dictionary<GridId, MapTrees>> _gridTrees = new();
private readonly List<SpriteComponent> _spriteQueue = new();
private readonly List<PointLightComponent> _lightQueue = new();
private HashSet<EntityUid> _checkedChildren = new();
internal DynamicTree<SpriteComponent> GetSpriteTreeForMap(MapId map, GridId grid)
{
return _gridTrees[map][grid].SpriteTree;
}
internal DynamicTree<PointLightComponent> GetLightTreeForMap(MapId map, GridId grid)
{
return _gridTrees[map][grid].LightTree;
}
public override void Initialize()
{
base.Initialize();
UpdatesBefore.Add(typeof(SpriteSystem));
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
_mapManager.MapCreated += MapManagerOnMapCreated;
_mapManager.MapDestroyed += MapManagerOnMapDestroyed;
_mapManager.OnGridCreated += MapManagerOnGridCreated;
_mapManager.OnGridRemoved += MapManagerOnGridRemoved;
// Due to how recursion works, this must be done.
SubscribeLocalEvent<MoveEvent>(AnythingMoved);
SubscribeLocalEvent<SpriteComponent, EntMapIdChangedMessage>(SpriteMapChanged);
SubscribeLocalEvent<SpriteComponent, EntParentChangedMessage>(SpriteParentChanged);
SubscribeLocalEvent<SpriteComponent, ComponentRemove>(RemoveSprite);
SubscribeLocalEvent<SpriteComponent, SpriteUpdateEvent>(HandleSpriteUpdate);
SubscribeLocalEvent<PointLightComponent, EntMapIdChangedMessage>(LightMapChanged);
SubscribeLocalEvent<PointLightComponent, EntParentChangedMessage>(LightParentChanged);
SubscribeLocalEvent<PointLightComponent, PointLightRadiusChangedEvent>(PointLightRadiusChanged);
SubscribeLocalEvent<PointLightComponent, RenderTreeRemoveLightEvent>(RemoveLight);
SubscribeLocalEvent<PointLightComponent, PointLightUpdateEvent>(HandleLightUpdate);
}
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(MoveEvent args)
{
AnythingMovedSubHandler(args.Sender.Transform);
}
private void AnythingMovedSubHandler(ITransformComponent sender)
{
// To avoid doing redundant updates (and we don't need to update a grid's children ever)
if (!_checkedChildren.Add(sender.Owner.Uid) ||
sender.Owner.HasComponent<MapGridComponent>() ||
sender.Owner.HasComponent<MapComponent>()) 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)
if (sender.Owner.TryGetComponent(out SpriteComponent? sprite))
QueueSpriteUpdate(sprite);
if (sender.Owner.TryGetComponent(out PointLightComponent? light))
QueueLightUpdate(light);
foreach (ITransformComponent child in sender.Children)
{
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, EntParentChangedMessage args)
{
QueueSpriteUpdate(component);
}
private void RemoveSprite(EntityUid uid, SpriteComponent component, ComponentRemove args)
{
ClearSprite(component);
}
private void ClearSprite(SpriteComponent component)
{
if (_gridTrees.TryGetValue(component.IntersectingMapId, out var gridTrees))
{
foreach (var gridId in component.IntersectingGrids)
{
if (!gridTrees.TryGetValue(gridId, out var tree)) continue;
tree.SpriteTree.Remove(component);
}
}
component.IntersectingGrids.Clear();
}
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, 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 (_gridTrees.TryGetValue(component.IntersectingMapId, out var gridTrees))
{
foreach (var gridId in component.IntersectingGrids)
{
if (!gridTrees.TryGetValue(gridId, out var tree)) continue;
tree.LightTree.Remove(component);
}
}
component.IntersectingGrids.Clear();
}
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.MapDestroyed -= MapManagerOnMapDestroyed;
_mapManager.OnGridCreated -= MapManagerOnGridCreated;
_mapManager.OnGridRemoved -= MapManagerOnGridRemoved;
}
private void MapManagerOnMapDestroyed(object? sender, MapEventArgs e)
{
foreach (var (_, gridTree) in _gridTrees[e.Map])
{
foreach (var comp in gridTree.LightTree)
{
comp.IntersectingGrids.Clear();
}
foreach (var comp in gridTree.SpriteTree)
{
comp.IntersectingGrids.Clear();
}
// Just in case?
gridTree.LightTree.Clear();
gridTree.SpriteTree.Clear();
}
_gridTrees.Remove(e.Map);
}
private void MapManagerOnMapCreated(object? sender, MapEventArgs e)
{
if (e.Map == MapId.Nullspace)
{
return;
}
_gridTrees.Add(e.Map, new Dictionary<GridId, MapTrees>
{
{GridId.Invalid, new MapTrees()}
});
}
private void MapManagerOnGridCreated(MapId mapId, GridId gridId)
{
_gridTrees[mapId].Add(gridId, new MapTrees());
}
private void MapManagerOnGridRemoved(MapId mapId, GridId gridId)
{
var gridTree = _gridTrees[mapId][gridId];
foreach (var sprite in gridTree.SpriteTree)
{
sprite.IntersectingGrids.Remove(gridId);
}
foreach (var light in gridTree.LightTree)
{
light.IntersectingGrids.Remove(gridId);
}
// Clear in case
gridTree.LightTree.Clear();
gridTree.SpriteTree.Clear();
_gridTrees[mapId].Remove(gridId);
}
public override void FrameUpdate(float frameTime)
{
_checkedChildren.Clear();
foreach (var sprite in _spriteQueue)
{
sprite.TreeUpdateQueued = false;
var mapId = sprite.Owner.Transform.MapID;
if (!sprite.Visible || sprite.ContainerOccluded)
{
ClearSprite(sprite);
continue;
}
// If we're on a new map then clear the old one.
if (sprite.IntersectingMapId != mapId)
{
ClearSprite(sprite);
}
sprite.IntersectingMapId = mapId;
if (mapId == MapId.Nullspace) continue;
var mapTree = _gridTrees[mapId];
var aabb = MapTrees.SpriteAabbFunc(sprite);
var intersectingGrids = _mapManager.FindGridIdsIntersecting(mapId, aabb, true).ToList();
// Remove from old
foreach (var gridId in sprite.IntersectingGrids)
{
if (intersectingGrids.Contains(gridId)) continue;
mapTree[gridId].SpriteTree.Remove(sprite);
}
// Rebuild in the update below
sprite.IntersectingGrids.Clear();
// Update / add to new
foreach (var gridId in intersectingGrids)
{
var translated = aabb.Translated(gridId == GridId.Invalid
? Vector2.Zero
: -_mapManager.GetGrid(gridId).WorldPosition);
mapTree[gridId].SpriteTree.AddOrUpdate(sprite, translated);
sprite.IntersectingGrids.Add(gridId);
}
}
foreach (var light in _lightQueue)
{
light.TreeUpdateQueued = false;
var mapId = light.Owner.Transform.MapID;
if (!light.Enabled || light.ContainerOccluded)
{
ClearLight(light);
continue;
}
// If we're on a new map then clear the old one.
if (light.IntersectingMapId != mapId)
{
ClearLight(light);
}
light.IntersectingMapId = mapId;
if (mapId == MapId.Nullspace) continue;
var mapTree = _gridTrees[mapId];
var aabb = MapTrees.LightAabbFunc(light);
var intersectingGrids = _mapManager.FindGridIdsIntersecting(mapId, aabb, true).ToList();
// Remove from old
foreach (var gridId in light.IntersectingGrids)
{
if (intersectingGrids.Contains(gridId)) continue;
mapTree[gridId].LightTree.Remove(light);
}
// Rebuild in the update below
light.IntersectingGrids.Clear();
// Update / add to new
foreach (var gridId in intersectingGrids)
{
var translated = aabb.Translated(gridId == GridId.Invalid
? Vector2.Zero
: -_mapManager.GetGrid(gridId).WorldPosition);
mapTree[gridId].LightTree.AddOrUpdate(light, translated);
light.IntersectingGrids.Add(gridId);
}
}
_spriteQueue.Clear();
_lightQueue.Clear();
}
private sealed class MapTrees
{
public readonly DynamicTree<SpriteComponent> SpriteTree;
public readonly DynamicTree<PointLightComponent> LightTree;
public MapTrees()
{
SpriteTree = new DynamicTree<SpriteComponent>(SpriteAabbFunc);
LightTree = new DynamicTree<PointLightComponent>(LightAabbFunc);
}
internal static Box2 SpriteAabbFunc(in SpriteComponent value)
{
var worldPos = value.Owner.Transform.WorldPosition;
return new Box2(worldPos, worldPos);
}
internal static Box2 LightAabbFunc(in PointLightComponent value)
{
var worldPos = value.Owner.Transform.WorldPosition;
var boxSize = value.Radius * 2;
return Box2.CenteredAround(worldPos, (boxSize, boxSize));
}
}
}
internal class RenderTreeRemoveLightEvent : EntityEventArgs
{
public RenderTreeRemoveLightEvent(PointLightComponent light, MapId map)
{
Light = light;
Map = map;
}
public PointLightComponent Light { get; }
public MapId Map { get; }
}
}