mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* Don't generate physics contacts for non-predicted bodies These are all just handled on the server anyway so it's a significant waste of performance on the client for busy scenes. * Significantly optimise broadphase updates Cache all of the broadphase data properly now and also save the cache for physics step to boot. * Fix cross-map broadphases * Remove unnecessary clear * fix * Fixes * Numerous ray fixes
133 lines
4.1 KiB
C#
133 lines
4.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Network.Messages;
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using Robust.Shared.Physics;
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using Robust.Shared.Timing;
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namespace Robust.Client.Debugging
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{
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internal sealed class DebugRayDrawingSystem : EntitySystem
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{
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IGameTiming _gameTimer = default!;
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private readonly List<RayWithLifetime> _raysWithLifeTime = new();
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private bool _debugDrawRays;
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private struct RayWithLifetime
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{
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public Vector2 RayOrigin;
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public Vector2 RayHit;
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public TimeSpan LifeTime;
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public bool DidActuallyHit;
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}
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public bool DebugDrawRays
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{
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get => _debugDrawRays;
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set
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{
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if (value == DebugDrawRays)
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{
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return;
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}
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_debugDrawRays = value;
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if (value && !_overlayManager.HasOverlay<DebugDrawRayOverlay>())
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{
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_overlayManager.AddOverlay(new DebugDrawRayOverlay(this));
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}
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else
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{
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_overlayManager.RemoveOverlay<DebugDrawRayOverlay>();
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}
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}
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}
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public TimeSpan DebugRayLifetime { get; set; } = TimeSpan.FromSeconds(5);
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<MsgRay>(HandleDrawRay);
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// To catch anything that's client-only and not sent by the server.
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SubscribeLocalEvent<DebugDrawRayMessage>(OnDebugDrawRay);
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}
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private void OnDebugDrawRay(DebugDrawRayMessage ev)
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{
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if (!_debugDrawRays)
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{
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return;
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}
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var newRayWithLifetime = new RayWithLifetime
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{
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DidActuallyHit = ev.Data.Results != null,
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RayOrigin = ev.Data.Ray.Position,
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RayHit = ev.Data.Results?.HitPos ?? ev.Data.Ray.Direction * ev.Data.MaxLength + ev.Data.Ray.Position,
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LifeTime = _gameTimer.RealTime + DebugRayLifetime
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};
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_raysWithLifeTime.Add(newRayWithLifetime);
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}
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private void HandleDrawRay(MsgRay msg)
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{
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// Rays are disposed with DebugDrawRayOverlay.FrameUpdate.
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// We don't accept incoming rays when that's off because else they'd pile up constantly.
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if (!_debugDrawRays)
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{
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return;
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}
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var newRayWithLifetime = new RayWithLifetime
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{
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DidActuallyHit = msg.DidHit,
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RayOrigin = msg.RayOrigin,
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RayHit = msg.RayHit,
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LifeTime = _gameTimer.RealTime + DebugRayLifetime
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};
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_raysWithLifeTime.Add(newRayWithLifetime);
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}
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private sealed class DebugDrawRayOverlay : Overlay
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{
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private readonly DebugRayDrawingSystem _owner;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public DebugDrawRayOverlay(DebugRayDrawingSystem owner)
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{
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_owner = owner;
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}
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protected internal override void Draw(in OverlayDrawArgs args)
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{
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var handle = args.WorldHandle;
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foreach (var ray in _owner._raysWithLifeTime)
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{
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handle.DrawLine(
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ray.RayOrigin,
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ray.RayHit,
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ray.DidActuallyHit ? Color.Yellow : Color.Magenta);
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}
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}
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protected internal override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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_owner._raysWithLifeTime.RemoveAll(r => r.LifeTime < _owner._gameTimer.RealTime);
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}
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}
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}
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}
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