mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 11:40:52 +01:00
361 lines
14 KiB
C#
361 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Prometheus;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.ContentPack;
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using Robust.Shared.IoC;
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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;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Dynamics.Joints;
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using Robust.Shared.Reflection;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
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using Logger = Robust.Shared.Log.Logger;
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namespace Robust.Shared.GameObjects
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{
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public abstract class SharedPhysicsSystem : EntitySystem
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{
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/*
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* TODO:
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* Port acruid's box solver in to reduce allocs for building manifolds (this one is important for perf to remove the disgusting ctors and casts)
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* Raycasts for non-box shapes.
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* SetTransformIgnoreContacts for teleports (and anything else left on the physics body in Farseer)
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* Actual center of mass for shapes (currently just assumes center coordinate)
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* Circle offsets to entity.
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* TOI Solver (continuous collision detection)
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* Poly cutting
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* Chain shape
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* (Content) grenade launcher grenades that explode after time rather than impact.
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* pulling prediction
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* PVS + Collide allocations / performance
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* When someone yeets out of disposals need to have no collision on that object until they stop colliding
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* A bunch of objects have collision on round start
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* Need a way to specify conditional non-hard collisions (i.e. so items collide with players for IThrowCollide but can still be moved through freely but walls can't collide with them)
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*/
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/*
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* Multi-threading notes:
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* Sources:
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* https://github.com/VelcroPhysics/VelcroPhysics/issues/29
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* Aether2D
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* Rapier
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* https://www.slideshare.net/takahiroharada/solver-34909157
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*
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* SO essentially what we should look at doing from what I can discern:
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* Build islands sequentially and then solve them all in parallel (as static bodies are the only thing shared
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* it should be okay given they're never written to)
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* After this, we can then look at doing narrowphase in parallel maybe (at least Aether2D does it) +
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* position constraints in parallel + velocity constraints in parallel
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*
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* The main issue to tackle is graph colouring; Aether2D just seems to use locks for the parallel constraints solver
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* though rapier has a graph colouring implementation (and because of this we should be able to avoid using locks) which we could try using.
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*
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* Given the kind of game SS14 is (our target game I guess) parallelising the islands will probably be the biggest benefit.
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*/
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private static readonly Histogram _tickUsageControllerBeforeSolveHistogram = Metrics.CreateHistogram("robust_entity_physics_controller_before_solve",
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"Amount of time spent running a controller's UpdateBeforeSolve", new HistogramConfiguration
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{
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LabelNames = new[] {"controller"},
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Buckets = Histogram.ExponentialBuckets(0.000_001, 1.5, 25)
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});
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private static readonly Histogram _tickUsageControllerAfterSolveHistogram = Metrics.CreateHistogram("robust_entity_physics_controller_after_solve",
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"Amount of time spent running a controller's UpdateAfterSolve", new HistogramConfiguration
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{
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LabelNames = new[] {"controller"},
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Buckets = Histogram.ExponentialBuckets(0.000_001, 1.5, 25)
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});
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[Dependency] private readonly IMapManager _mapManager = default!;
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public IReadOnlyDictionary<MapId, PhysicsMap> Maps => _maps;
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private Dictionary<MapId, PhysicsMap> _maps = new();
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internal IReadOnlyList<VirtualController> Controllers => _controllers;
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private List<VirtualController> _controllers = new();
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public Action<Fixture, Fixture, float, Vector2>? KinematicControllerCollision;
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public bool MetricsEnabled;
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private readonly Stopwatch _stopwatch = new();
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public override void Initialize()
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{
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base.Initialize();
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// Having a nullspace map just makes a bunch of code easier, we just don't iterate on it.
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var nullMap = new PhysicsMap(MapId.Nullspace);
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_maps[MapId.Nullspace] = nullMap;
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nullMap.Initialize();
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_mapManager.MapCreated += HandleMapCreated;
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_mapManager.MapDestroyed += HandleMapDestroyed;
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SubscribeLocalEvent<GridInitializeEvent>(HandleGridInit);
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SubscribeLocalEvent<PhysicsUpdateMessage>(HandlePhysicsUpdateMessage);
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SubscribeLocalEvent<PhysicsWakeMessage>(HandleWakeMessage);
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SubscribeLocalEvent<PhysicsSleepMessage>(HandleSleepMessage);
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SubscribeLocalEvent<EntMapIdChangedMessage>(HandleMapChange);
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SubscribeLocalEvent<EntInsertedIntoContainerMessage>(HandleContainerInserted);
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SubscribeLocalEvent<EntRemovedFromContainerMessage>(HandleContainerRemoved);
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SubscribeLocalEvent<EntParentChangedMessage>(HandleParentChange);
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BuildControllers();
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Logger.DebugS("physics", $"Found {_controllers.Count} physics controllers.");
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IoCManager.Resolve<IIslandManager>().Initialize();
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}
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private void HandleParentChange(EntParentChangedMessage args)
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{
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var entity = args.Entity;
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if (!entity.Initialized ||
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!entity.TryGetComponent(out PhysicsComponent? body) ||
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entity.IsInContainer()) return;
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var oldParent = args.OldParent;
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var linearVelocityDiff = Vector2.Zero;
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var angularVelocityDiff = 0f;
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if (oldParent != null && oldParent.TryGetComponent(out PhysicsComponent? oldBody))
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{
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var (linear, angular) = oldBody.MapVelocities;
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linearVelocityDiff += linear;
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angularVelocityDiff += angular;
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}
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if (entity.Transform.Parent!.Owner.TryGetComponent(out PhysicsComponent? newBody))
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{
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var (linear, angular) = newBody.MapVelocities;
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linearVelocityDiff -= linear;
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angularVelocityDiff -= angular;
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}
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body.LinearVelocity += linearVelocityDiff;
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body.AngularVelocity += angularVelocityDiff;
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}
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private void HandleGridInit(GridInitializeEvent ev)
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{
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if (!EntityManager.TryGetEntity(ev.EntityUid, out var gridEntity)) return;
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var collideComp = gridEntity.EnsureComponent<PhysicsComponent>();
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collideComp.BodyType = BodyType.Static;
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}
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private void BuildControllers()
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{
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var reflectionManager = IoCManager.Resolve<IReflectionManager>();
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var typeFactory = IoCManager.Resolve<IDynamicTypeFactory>();
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var instantiated = new List<VirtualController>();
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foreach (var type in reflectionManager.GetAllChildren(typeof(VirtualController)))
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{
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if (type.IsAbstract)
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continue;
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instantiated.Add(typeFactory.CreateInstance<VirtualController>(type));
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}
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var nodes = TopologicalSort.FromBeforeAfter(
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instantiated,
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c => c.GetType(),
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c => c,
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c => c.UpdatesBefore,
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c => c.UpdatesAfter);
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_controllers = TopologicalSort.Sort(nodes).ToList();
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foreach (var controller in _controllers)
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{
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controller.BeforeMonitor = _tickUsageControllerBeforeSolveHistogram.WithLabels(controller.GetType().Name);
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controller.AfterMonitor = _tickUsageControllerAfterSolveHistogram.WithLabels(controller.GetType().Name);
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controller.Initialize();
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}
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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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_mapManager.MapCreated -= HandleMapCreated;
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_mapManager.MapDestroyed -= HandleMapDestroyed;
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}
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private void HandleMapCreated(object? sender, MapEventArgs eventArgs)
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{
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// Server just creates nullspace map on its own but sends it to client hence we will just ignore it.
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if (_maps.ContainsKey(eventArgs.Map)) return;
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var map = new PhysicsMap(eventArgs.Map);
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_maps.Add(eventArgs.Map, map);
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map.Initialize();
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map.ContactManager.KinematicControllerCollision += KinematicControllerCollision;
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Logger.DebugS("physics", $"Created physics map for {eventArgs.Map}");
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}
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private void HandleMapDestroyed(object? sender, MapEventArgs eventArgs)
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{
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var map = _maps[eventArgs.Map];
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map.ContactManager.KinematicControllerCollision -= KinematicControllerCollision;
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_maps.Remove(eventArgs.Map);
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Logger.DebugS("physics", $"Destroyed physics map for {eventArgs.Map}");
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}
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private void HandleMapChange(EntMapIdChangedMessage message)
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{
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if (!message.Entity.TryGetComponent(out PhysicsComponent? physicsComponent))
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return;
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physicsComponent.ClearJoints();
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var oldMapId = message.OldMapId;
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if (oldMapId != MapId.Nullspace)
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{
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_maps[oldMapId].RemoveBody(physicsComponent);
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}
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var newMapId = message.Entity.Transform.MapID;
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if (newMapId != MapId.Nullspace)
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{
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_maps[newMapId].AddBody(physicsComponent);
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}
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}
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private void HandlePhysicsUpdateMessage(PhysicsUpdateMessage message)
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{
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var mapId = message.Component.Owner.Transform.MapID;
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if (mapId == MapId.Nullspace)
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return;
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if (message.Component.Deleted || !message.Component.CanCollide)
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{
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_maps[mapId].RemoveBody(message.Component);
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}
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else
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{
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_maps[mapId].AddBody(message.Component);
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}
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}
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private void HandleWakeMessage(PhysicsWakeMessage message)
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{
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var mapId = message.Body.Owner.Transform.MapID;
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if (mapId == MapId.Nullspace)
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return;
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_maps[mapId].AddAwakeBody(message.Body);
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}
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private void HandleSleepMessage(PhysicsSleepMessage message)
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{
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var mapId = message.Body.Owner.Transform.MapID;
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if (mapId == MapId.Nullspace)
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return;
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_maps[mapId].RemoveSleepBody(message.Body);
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}
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private void HandleContainerInserted(EntInsertedIntoContainerMessage message)
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{
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if (!message.Entity.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
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var mapId = message.Container.Owner.Transform.MapID;
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physicsComponent.LinearVelocity = Vector2.Zero;
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physicsComponent.AngularVelocity = 0.0f;
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physicsComponent.ClearJoints();
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_maps[mapId].RemoveBody(physicsComponent);
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}
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private void HandleContainerRemoved(EntRemovedFromContainerMessage message)
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{
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if (!message.Entity.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
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var mapId = message.Container.Owner.Transform.MapID;
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_maps[mapId].AddBody(physicsComponent);
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}
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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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/// <summary>
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/// Simulates the physical world for a given amount of time.
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/// </summary>
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/// <param name="deltaTime">Delta Time in seconds of how long to simulate the world.</param>
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/// <param name="prediction">Should only predicted entities be considered in this simulation step?</param>
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protected void SimulateWorld(float deltaTime, bool prediction)
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{
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foreach (var controller in _controllers)
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{
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if (MetricsEnabled)
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{
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_stopwatch.Restart();
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}
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controller.UpdateBeforeSolve(prediction, deltaTime);
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if (MetricsEnabled)
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{
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controller.BeforeMonitor.Observe(_stopwatch.Elapsed.TotalSeconds);
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}
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}
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foreach (var (mapId, map) in _maps)
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{
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if (mapId == MapId.Nullspace) continue;
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map.Step(deltaTime, prediction);
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}
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foreach (var controller in _controllers)
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{
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if (MetricsEnabled)
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{
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_stopwatch.Restart();
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}
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controller.UpdateAfterSolve(prediction, deltaTime);
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if (MetricsEnabled)
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{
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controller.AfterMonitor.Observe(_stopwatch.Elapsed.TotalSeconds);
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}
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}
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// Go through and run all of the deferred events now
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foreach (var (mapId, map) in _maps)
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{
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if (mapId == MapId.Nullspace) continue;
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map.ProcessQueue();
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}
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}
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}
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}
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