mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
411 lines
14 KiB
C#
411 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 Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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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.Serialization;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Physics
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{
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/// <summary>
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/// Manages physics fixtures.
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/// </summary>
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public sealed partial class FixtureSystem : EntitySystem
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{
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[Dependency] private readonly SharedBroadphaseSystem _broadphaseSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FixturesComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<FixturesComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<FixturesComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<FixturesComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<PhysicsInitializedEvent>(OnPhysicsInit);
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SubscribeLocalEvent<PhysicsComponent, ComponentShutdown>(OnPhysicsShutdown);
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}
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private void OnShutdown(EntityUid uid, FixturesComponent component, ComponentShutdown args)
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{
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// TODO: Need a better solution to this because the only reason I don't throw is that allcomponents test
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// Yes it is actively making the game buggier but I would essentially double the size of this PR trying to fix it
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// my best solution rn is move the broadphase property onto FixturesComponent and then refactor
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// SharedBroadphaseSystem a LOT.
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if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? body))
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{
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return;
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}
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// Can't just get physicscomp on shutdown as it may be touched completely independently.
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body.DestroyContacts();
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_broadphaseSystem.RemoveBody(body, component);
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body.CanCollide = false;
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}
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private void OnInit(EntityUid uid, FixturesComponent component, ComponentInit args)
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{
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// Convert the serialized list to the dictionary format as it may not necessarily have an ID in YAML
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// (probably change this someday for perf reasons?)
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foreach (var fixture in component.SerializedFixtures)
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{
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fixture.ID = GetFixtureName(component, fixture);
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if (component.Fixtures.TryAdd(fixture.ID, fixture)) continue;
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Logger.DebugS("physics", $"Tried to deserialize fixture {fixture.ID} on {uid} which already exists.");
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}
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component.SerializedFixtures.Clear();
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if (component.Fixtures.Count <= 0 ||
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!EntityManager.TryGetComponent(uid, out PhysicsComponent? body) ||
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!EntityManager.TryGetComponent(uid, out TransformComponent? xform)) return;
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// Ordering issues man
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var broadphase = _broadphaseSystem.GetBroadphase(body);
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body.Broadphase = broadphase;
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if (broadphase != null)
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{
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var worldPos = xform.WorldPosition;
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var worldRot = xform.WorldRotation;
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// Can't resolve in serialization so here we are.
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// TODO: Support for large body DynamicTrees (i.e. 1 proxy for the entire body)
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foreach (var (_, fixture) in component.Fixtures)
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{
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// It's possible that fixtures were added at some stage prior to this so we'll just check if they're on the broadphase
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if (fixture.ProxyCount > 0) continue;
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fixture.Body = body;
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_broadphaseSystem.CreateProxies(fixture, worldPos, worldRot, false);
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}
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}
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// Make sure all the right stuff is set on the body
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FixtureUpdate(component);
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}
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#region Public
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public void CreateFixture(PhysicsComponent body, Fixture fixture, bool updates = true, FixturesComponent? manager = null, TransformComponent? xform = null)
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{
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if (!Resolve(body.OwnerUid, ref manager, ref xform))
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{
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DebugTools.Assert(false);
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return;
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}
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fixture.ID = GetFixtureName(manager, fixture);
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manager.Fixtures.Add(fixture.ID, fixture);
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fixture.Body = body;
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// TODO: Assert world locked
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// Broadphase should be set in the future TM
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// Should only happen for nullspace / initializing entities
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if (body.Broadphase != null)
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{
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var worldPos = xform.WorldPosition;
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var worldRot = xform.WorldRotation;
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_broadphaseSystem.UpdateBroadphaseCache(body.Broadphase);
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_broadphaseSystem.CreateProxies(fixture, worldPos, worldRot, false);
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}
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// Supposed to be wrapped in density but eh
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if (updates)
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{
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FixtureUpdate(manager, body);
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body.ResetMassData();
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manager.Dirty();
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}
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// TODO: Set newcontacts to true.
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}
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/// <summary>
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/// Creates a <see cref="Fixture"/> from this shape and adds it to the specified <see cref="PhysicsComponent"/>
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/// </summary>
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public Fixture CreateFixture(PhysicsComponent body, IPhysShape shape)
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{
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var fixture = new Fixture(body, shape);
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CreateFixture(body, fixture);
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return fixture;
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}
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/// <summary>
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/// Creates a <see cref="Fixture"/> from this shape and adds it to the specified <see cref="PhysicsComponent"/> with mass.
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/// </summary>
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public void CreateFixture(PhysicsComponent body, IPhysShape shape, float mass)
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{
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// TODO: Make it take in density instead?
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var fixture = new Fixture(body, shape) {Mass = mass};
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CreateFixture(body, fixture);
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}
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/// <summary>
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/// Attempts to get the <see cref="Fixture"/> with the specified ID for this body.
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/// </summary>
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public Fixture? GetFixtureOrNull(PhysicsComponent body, string id, FixturesComponent? manager = null)
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{
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if (!Resolve(body.OwnerUid, ref manager))
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{
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return null;
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}
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return manager.Fixtures.TryGetValue(id, out var fixture) ? fixture : null;
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}
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/// <summary>
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/// Destroys the specified <see cref="Fixture"/> attached to the body.
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/// </summary>
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/// <param name="body">The specified body</param>
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/// <param name="id">The fixture ID</param>
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/// <param name="updates">Whether to update mass etc. Set false if you're doing a bulk operation</param>
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public void DestroyFixture(PhysicsComponent body, string id, bool updates = true)
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{
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var fixture = GetFixtureOrNull(body, id);
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if (fixture == null) return;
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DestroyFixture(body, fixture, updates);
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}
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/// <summary>
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/// Destroys the specified <see cref="Fixture"/>
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/// </summary>
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/// <param name="fixture">The specified fixture</param>
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/// <param name="updates">Whether to update mass etc. Set false if you're doing a bulk operation</param>
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public void DestroyFixture(Fixture fixture, bool updates = true, FixturesComponent? manager = null)
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{
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DestroyFixture(fixture.Body, fixture, updates, manager);
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}
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/// <summary>
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/// Destroys the specified <see cref="Fixture"/>
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/// </summary>
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/// <param name="updates">Whether to update mass etc. Set false if you're doing a bulk operation</param>
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public void DestroyFixture(PhysicsComponent body, Fixture fixture, bool updates = true, FixturesComponent? manager = null)
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{
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if (!Resolve(body.OwnerUid, ref manager))
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{
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return;
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}
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// TODO: Assert world locked
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DebugTools.Assert(fixture.Body == body);
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DebugTools.Assert(manager.FixtureCount > 0);
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if (!manager.Fixtures.Remove(fixture.ID))
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{
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Logger.ErrorS("fixtures", $"Tried to remove fixture from {body.Owner} that was already removed.");
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return;
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}
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var edge = body.ContactEdges;
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while (edge != null)
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{
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var contact = edge.Contact!;
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edge = edge.Next;
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var fixtureA = contact.FixtureA;
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var fixtureB = contact.FixtureB;
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if (fixture == fixtureA || fixture == fixtureB)
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{
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body.PhysicsMap?.ContactManager.Destroy(contact);
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}
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}
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var broadphase = body.Broadphase;
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if (broadphase != null)
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{
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_broadphaseSystem.DestroyProxies(broadphase, fixture);
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}
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if (updates)
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{
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FixtureUpdate(manager, body);
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body.ResetMassData();
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manager.Dirty();
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}
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}
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#endregion
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private void OnPhysicsShutdown(EntityUid uid, PhysicsComponent component, ComponentShutdown args)
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{
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if (EntityManager.GetComponent<MetaDataComponent>(uid).EntityLifeStage > EntityLifeStage.MapInitialized) return;
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EntityManager.RemoveComponent<FixturesComponent>(uid);
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}
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private void OnPhysicsInit(ref PhysicsInitializedEvent ev)
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{
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EntityManager.EnsureComponent<FixturesComponent>(ev.Uid);
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}
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private void OnGetState(EntityUid uid, FixturesComponent component, ref ComponentGetState args)
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{
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args.State = new FixtureManagerComponentState
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{
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Fixtures = component.Fixtures.Values.ToList(),
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};
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}
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private void OnHandleState(EntityUid uid, FixturesComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not FixtureManagerComponentState state) return;
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if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? physics))
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{
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DebugTools.Assert(false);
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Logger.ErrorS("physics", $"Tried to apply fixture state for {uid} which has name {nameof(PhysicsComponent)}");
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return;
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}
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var toAddFixtures = new List<Fixture>();
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var toRemoveFixtures = new List<Fixture>();
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var computeProperties = false;
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// Given a bunch of data isn't serialized need to sort of re-initialise it
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var newFixtures = new List<Fixture>(state.Fixtures.Count);
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foreach (var fixture in state.Fixtures)
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{
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var newFixture = new Fixture();
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fixture.CopyTo(newFixture);
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newFixture.Body = physics;
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newFixtures.Add(newFixture);
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}
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// Add / update new fixtures
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foreach (var fixture in newFixtures)
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{
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var found = false;
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foreach (var (_, existing) in component.Fixtures)
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{
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if (!fixture.ID.Equals(existing.ID)) continue;
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if (!fixture.Equals(existing))
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{
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toAddFixtures.Add(fixture);
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toRemoveFixtures.Add(existing);
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}
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found = true;
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break;
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}
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if (!found)
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{
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toAddFixtures.Add(fixture);
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}
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}
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// Remove old fixtures
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foreach (var (_, existing) in component.Fixtures)
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{
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var found = false;
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foreach (var fixture in newFixtures)
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{
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if (fixture.ID.Equals(existing.ID))
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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toRemoveFixtures.Add(existing);
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}
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}
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foreach (var fixture in toRemoveFixtures)
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{
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computeProperties = true;
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DestroyFixture(physics, fixture);
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}
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// TODO: We also still need event listeners for shapes (Probably need C# events)
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// Or we could just make it so shapes can only be updated via fixturesystem which handles it
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// automagically (friends or something?)
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foreach (var fixture in toAddFixtures)
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{
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computeProperties = true;
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CreateFixture(physics, fixture);
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}
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if (computeProperties)
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{
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physics.ResetMassData();
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}
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}
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private string GetFixtureName(FixturesComponent component, Fixture fixture)
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{
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if (!string.IsNullOrEmpty(fixture.ID)) return fixture.ID;
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var i = 0;
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while (true)
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{
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++i;
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var name = $"fixture_{i}";
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var found = component.Fixtures.ContainsKey(name);
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if (!found)
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{
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return name;
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}
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}
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}
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/// <summary>
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/// Updates all of the cached physics information on the body derived from fixtures.
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/// </summary>
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public void FixtureUpdate(FixturesComponent component, PhysicsComponent? body = null)
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{
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if (!Resolve(component.OwnerUid, ref body))
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{
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return;
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}
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var mask = 0;
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var layer = 0;
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var hard = false;
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foreach (var (_, fixture) in component.Fixtures)
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{
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mask |= fixture.CollisionMask;
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layer |= fixture.CollisionLayer;
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hard |= fixture.Hard;
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}
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body.ResetMassData();
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// Normally this method is called when fixtures need to be dirtied anyway so no point in returning early I think
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body.CollisionMask = mask;
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body.CollisionLayer = layer;
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body.Hard = hard;
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component.Dirty();
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}
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[Serializable, NetSerializable]
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private sealed class FixtureManagerComponentState : ComponentState
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{
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public List<Fixture> Fixtures = default!;
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}
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}
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}
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