mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
741 lines
27 KiB
C#
741 lines
27 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Robust.Shared.Animations;
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using Robust.Shared.GameStates;
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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.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.GameObjects
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{
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/// <summary>
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/// Stores the position and orientation of the entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class TransformComponent : Component, IComponentDebug
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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// Currently this field just exists for VV. In future, it might become a real field
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[ViewVariables]
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private NetEntity NetParent => _entMan.GetNetEntity(_parent);
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[DataField("parent")] internal EntityUid _parent;
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[DataField("pos")] internal Vector2 _localPosition = Vector2.Zero; // holds offset from grid, or offset from parent
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[DataField("rot")] internal Angle _localRotation; // local rotation
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[DataField("noRot")] internal bool _noLocalRotation;
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[DataField("anchored")]
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internal bool _anchored;
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/// <summary>
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/// The broadphase that this entity is currently stored on, if any.
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/// </summary>
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/// <remarks>
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/// Maybe this should be moved to its own component eventually, but at least currently comps are not structs
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/// and this data is required whenever any entity moves, so this will just save a component lookup.
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/// </remarks>
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[ViewVariables]
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internal BroadphaseData? Broadphase;
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internal bool MatricesDirty = true;
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private Matrix3 _localMatrix = Matrix3.Identity;
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private Matrix3 _invLocalMatrix = Matrix3.Identity;
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// these should just be system methods, but existing component functions like InvWorldMatrix still rely on
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// getting these so those have to be fully ECS-ed first.
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public Matrix3 LocalMatrix
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{
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get
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{
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if (MatricesDirty)
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RebuildMatrices();
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return _localMatrix;
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}
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}
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public Matrix3 InvLocalMatrix
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{
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get
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{
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if (MatricesDirty)
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RebuildMatrices();
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return _invLocalMatrix;
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}
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}
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// used for lerping
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[ViewVariables]
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public Vector2? NextPosition { get; internal set; }
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[ViewVariables]
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public Angle? NextRotation { get; internal set; }
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[ViewVariables]
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public Vector2 PrevPosition { get; internal set; }
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[ViewVariables]
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public Angle PrevRotation { get; internal set; }
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[ViewVariables] public bool ActivelyLerping;
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[ViewVariables] public GameTick LastLerp = GameTick.Zero;
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[ViewVariables] internal readonly HashSet<EntityUid> _children = new();
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[Dependency] private readonly IMapManager _mapManager = default!;
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/// <summary>
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/// Returns the index of the map which this object is on
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/// </summary>
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[ViewVariables]
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public MapId MapID { get; internal set; }
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internal bool _mapIdInitialized;
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internal bool _gridInitialized;
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// TODO: Cache this.
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/// <summary>
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/// The EntityUid of the map which this object is on, if any.
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/// </summary>
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public EntityUid? MapUid { get; internal set; }
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/// <summary>
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/// The EntityUid of the grid which this object is on, if any.
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/// </summary>
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[ViewVariables]
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public EntityUid? GridUid => _gridUid;
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[Access(typeof(SharedTransformSystem))]
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internal EntityUid? _gridUid = null;
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/// <summary>
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/// Disables or enables to ability to locally rotate the entity. When set it removes any local rotation.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool NoLocalRotation
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{
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get => _noLocalRotation;
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set
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{
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if (value)
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LocalRotation = Angle.Zero;
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_noLocalRotation = value;
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_entMan.Dirty(Owner, this);
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}
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}
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/// <summary>
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/// Current rotation offset of the entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public Angle LocalRotation
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{
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get => _localRotation;
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set
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{
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if(_noLocalRotation)
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return;
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if (_localRotation.EqualsApprox(value))
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return;
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var oldRotation = _localRotation;
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_localRotation = value;
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_entMan.Dirty(Owner, this);
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MatricesDirty = true;
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if (!Initialized)
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return;
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var moveEvent = new MoveEvent(Owner, Coordinates, Coordinates, oldRotation, _localRotation, this, _gameTiming.ApplyingState);
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_entMan.EventBus.RaiseLocalEvent(Owner, ref moveEvent, true);
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}
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}
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/// <summary>
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/// Current world rotation of the entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[Obsolete("Use the system method instead")]
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public Angle WorldRotation
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{
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get
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{
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var parent = _parent;
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var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
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var rotation = _localRotation;
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while (parent.IsValid())
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{
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var parentXform = xformQuery.GetComponent(parent);
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rotation += parentXform._localRotation;
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parent = parentXform.ParentUid;
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}
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return rotation;
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}
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set
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{
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if (NoLocalRotation)
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return;
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var current = WorldRotation;
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var diff = value - current;
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LocalRotation += diff;
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}
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}
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// lazy VV convenience variable.
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[ViewVariables]
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private TransformComponent? _parentXform => !_parent.IsValid() ? null : _entMan.GetComponent<TransformComponent>(_parent);
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/// <summary>
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/// The UID of the parent entity that this entity is attached to.
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/// </summary>
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public EntityUid ParentUid => _parent;
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/// <summary>
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/// Matrix for transforming points from local to world space.
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/// </summary>
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[Obsolete("Use the system method instead")]
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public Matrix3 WorldMatrix
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{
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get
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{
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var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
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var parent = _parent;
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var myMatrix = LocalMatrix;
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while (parent.IsValid())
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{
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var parentXform = xformQuery.GetComponent(parent);
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var parentMatrix = parentXform.LocalMatrix;
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parent = parentXform.ParentUid;
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Matrix3.Multiply(in myMatrix, in parentMatrix, out var result);
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myMatrix = result;
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}
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return myMatrix;
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}
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}
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/// <summary>
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/// Matrix for transforming points from world to local space.
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/// </summary>
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[Obsolete("Use the system method instead")]
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public Matrix3 InvWorldMatrix
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{
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get
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{
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var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
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var parent = _parent;
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var myMatrix = InvLocalMatrix;
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while (parent.IsValid())
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{
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var parentXform = xformQuery.GetComponent(parent);
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var parentMatrix = parentXform.InvLocalMatrix;
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parent = parentXform.ParentUid;
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Matrix3.Multiply(in parentMatrix, in myMatrix, out var result);
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myMatrix = result;
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}
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return myMatrix;
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}
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}
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/// <summary>
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/// Current position offset of the entity relative to the world.
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/// Can de-parent from its parent if the parent is a grid.
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/// </summary>
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[Animatable]
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[ViewVariables(VVAccess.ReadWrite)]
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[Obsolete("Use the system method instead")]
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public Vector2 WorldPosition
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{
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get
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{
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if (_parent.IsValid())
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{
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// parent coords to world coords
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return _entMan.GetComponent<TransformComponent>(ParentUid).WorldMatrix.Transform(_localPosition);
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}
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else
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{
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return Vector2.Zero;
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}
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}
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set
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{
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if (!_parent.IsValid())
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{
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DebugTools.Assert("Parent is invalid while attempting to set WorldPosition - did you try to move root node?");
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return;
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}
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// world coords to parent coords
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var newPos = _entMan.GetComponent<TransformComponent>(ParentUid).InvWorldMatrix.Transform(value);
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LocalPosition = newPos;
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}
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}
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/// <summary>
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/// Position offset of this entity relative to its parent.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityCoordinates Coordinates
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{
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get
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{
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var valid = _parent.IsValid();
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return new EntityCoordinates(valid ? _parent : Owner, valid ? LocalPosition : Vector2.Zero);
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}
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[Obsolete("Use the system's setter method instead.")]
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set => _entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().SetCoordinates(Owner, this, value);
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}
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/// <summary>
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/// Current position offset of the entity relative to the world.
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/// This is effectively a more complete version of <see cref="WorldPosition"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[Obsolete("Use TransformSystem.GetMapCoordinates")]
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public MapCoordinates MapPosition => new(WorldPosition, MapID);
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/// <summary>
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/// Local offset of this entity relative to its parent
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/// (<see cref="Parent"/> if it's not null, to <see cref="GridUid"/> otherwise).
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/// </summary>
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[Animatable]
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 LocalPosition
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{
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get => _localPosition;
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[Obsolete("Use the system method instead")]
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set
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{
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if(Anchored)
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return;
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if (_localPosition.EqualsApprox(value))
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return;
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var oldGridPos = Coordinates;
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_localPosition = value;
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_entMan.Dirty(Owner, this);
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MatricesDirty = true;
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if (!Initialized)
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return;
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var moveEvent = new MoveEvent(Owner, oldGridPos, Coordinates, _localRotation, _localRotation, this, _gameTiming.ApplyingState);
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_entMan.EventBus.RaiseLocalEvent(Owner, ref moveEvent, true);
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}
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}
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/// <summary>
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/// Is this transform anchored to a grid tile?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Anchored
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{
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get => _anchored;
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[Obsolete("Use the SharedTransformSystem.AnchorEntity/Unanchor methods instead.")]
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set
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{
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// This will be set again when the transform initializes, actually anchoring it.
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if (!Initialized)
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{
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_anchored = value;
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}
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else if (value && !_anchored && _mapManager.TryFindGridAt(MapPosition, out _, out var grid))
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{
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_anchored = _entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().AnchorEntity(Owner, this, grid);
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}
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else if (!value && _anchored)
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{
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// An anchored entity is always parented to the grid.
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// If Transform.Anchored is true in the prototype but the entity was not spawned with a grid as the parent,
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// then this will be false.
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_entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().Unanchor(Owner, this);
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}
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}
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}
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[ViewVariables]
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public IEnumerable<TransformComponent> Children
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{
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get
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{
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if (_children.Count == 0) yield break;
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var xforms = _entMan.GetEntityQuery<TransformComponent>();
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var children = ChildEnumerator;
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while (children.MoveNext(out var child))
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{
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yield return xforms.GetComponent(child.Value);
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}
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}
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}
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[ViewVariables] public IEnumerable<EntityUid> ChildEntities => _children;
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public TransformChildrenEnumerator ChildEnumerator => new(_children.GetEnumerator());
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[ViewVariables] public int ChildCount => _children.Count;
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[ViewVariables] public EntityUid LerpParent;
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public bool PredictedLerp;
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/// <summary>
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/// Detaches this entity from its parent.
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/// </summary>
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[Obsolete("Use the system's method instead.")]
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public void AttachToGridOrMap()
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{
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_entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().AttachToGridOrMap(Owner, this);
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}
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/// <summary>
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/// Sets another entity as the parent entity, maintaining world position.
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/// </summary>
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/// <param name="newParent"></param>
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[Obsolete("Use TransformSystem.SetParent() instead")]
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public void AttachParent(TransformComponent newParent)
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{
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_entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().SetParent(Owner, this, newParent.Owner, newParent);
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}
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internal void ChangeMapId(MapId newMapId, EntityQuery<TransformComponent> xformQuery)
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{
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if (newMapId == MapID)
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return;
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EntityUid? newUid = newMapId == MapId.Nullspace ? null : _mapManager.GetMapEntityId(newMapId);
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//Set Paused state
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var mapPaused = _mapManager.IsMapPaused(newMapId);
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var metaEnts = _entMan.GetEntityQuery<MetaDataComponent>();
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var metaData = metaEnts.GetComponent(Owner);
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var metaSystem = _entMan.EntitySysManager.GetEntitySystem<MetaDataSystem>();
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metaSystem.SetEntityPaused(Owner, mapPaused, metaData);
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MapUid = newUid;
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MapID = newMapId;
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UpdateChildMapIdsRecursive(MapID, newUid, mapPaused, xformQuery, metaEnts, metaSystem);
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}
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internal void UpdateChildMapIdsRecursive(
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MapId newMapId,
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EntityUid? newUid,
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bool mapPaused,
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EntityQuery<TransformComponent> xformQuery,
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EntityQuery<MetaDataComponent> metaQuery,
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MetaDataSystem system)
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{
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var childEnumerator = ChildEnumerator;
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while (childEnumerator.MoveNext(out var child))
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{
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//Set Paused state
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var metaData = metaQuery.GetComponent(child.Value);
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system.SetEntityPaused(child.Value, mapPaused, metaData);
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var concrete = xformQuery.GetComponent(child.Value);
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concrete.MapUid = newUid;
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concrete.MapID = newMapId;
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if (concrete.ChildCount != 0)
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{
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concrete.UpdateChildMapIdsRecursive(newMapId, newUid, mapPaused, xformQuery, metaQuery, system);
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}
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}
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}
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[Obsolete("Use TransformSystem.SetParent() instead")]
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public void AttachParent(EntityUid parent)
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{
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_entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().SetParent(Owner, this, parent, _entMan.GetEntityQuery<TransformComponent>());
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}
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/// <summary>
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/// Get the WorldPosition and WorldRotation of this entity faster than each individually.
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/// </summary>
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[Obsolete("Use the system method instead")]
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public (Vector2 WorldPosition, Angle WorldRotation) GetWorldPositionRotation()
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{
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// Worldmatrix needs calculating anyway for worldpos so we'll just drop it.
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var (worldPos, worldRot, _) = GetWorldPositionRotationMatrix();
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return (worldPos, worldRot);
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}
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/// <see cref="GetWorldPositionRotation()"/>
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[Obsolete("Use the system method instead")]
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public (Vector2 WorldPosition, Angle WorldRotation) GetWorldPositionRotation(EntityQuery<TransformComponent> xforms)
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{
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var (worldPos, worldRot, _) = GetWorldPositionRotationMatrix(xforms);
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return (worldPos, worldRot);
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}
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/// <summary>
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/// Get the WorldPosition, WorldRotation, and WorldMatrix of this entity faster than each individually.
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/// </summary>
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[Obsolete("Use the system method instead")]
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public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 WorldMatrix) GetWorldPositionRotationMatrix(EntityQuery<TransformComponent> xforms)
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{
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var parent = _parent;
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var worldRot = _localRotation;
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var worldMatrix = LocalMatrix;
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// By doing these all at once we can elide multiple IsValid + GetComponent calls
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while (parent.IsValid())
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{
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var xform = xforms.GetComponent(parent);
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worldRot += xform.LocalRotation;
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var parentMatrix = xform.LocalMatrix;
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Matrix3.Multiply(in worldMatrix, in parentMatrix, out var result);
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worldMatrix = result;
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parent = xform.ParentUid;
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}
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var worldPosition = new Vector2(worldMatrix.R0C2, worldMatrix.R1C2);
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return (worldPosition, worldRot, worldMatrix);
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}
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/// <summary>
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/// Get the WorldPosition, WorldRotation, and WorldMatrix of this entity faster than each individually.
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/// </summary>
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[Obsolete("Use the system method instead")]
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public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 WorldMatrix) GetWorldPositionRotationMatrix()
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{
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var xforms = _entMan.GetEntityQuery<TransformComponent>();
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return GetWorldPositionRotationMatrix(xforms);
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}
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/// <summary>
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/// Get the WorldPosition, WorldRotation, and InvWorldMatrix of this entity faster than each individually.
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/// </summary>
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[Obsolete("Use the system method instead")]
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public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 InvWorldMatrix) GetWorldPositionRotationInvMatrix()
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{
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var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
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return GetWorldPositionRotationInvMatrix(xformQuery);
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}
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/// <summary>
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/// Get the WorldPosition, WorldRotation, and InvWorldMatrix of this entity faster than each individually.
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/// </summary>
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[Obsolete("Use the system method instead")]
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public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 InvWorldMatrix) GetWorldPositionRotationInvMatrix(EntityQuery<TransformComponent> xformQuery)
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{
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var (worldPos, worldRot, _, invWorldMatrix) = GetWorldPositionRotationMatrixWithInv(xformQuery);
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return (worldPos, worldRot, invWorldMatrix);
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}
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/// <summary>
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/// Get the WorldPosition, WorldRotation, WorldMatrix, and InvWorldMatrix of this entity faster than each individually.
|
|
/// </summary>
|
|
[Obsolete("Use the system method instead")]
|
|
public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 WorldMatrix, Matrix3 InvWorldMatrix) GetWorldPositionRotationMatrixWithInv()
|
|
{
|
|
var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
|
|
return GetWorldPositionRotationMatrixWithInv(xformQuery);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the WorldPosition, WorldRotation, WorldMatrix, and InvWorldMatrix of this entity faster than each individually.
|
|
/// </summary>
|
|
[Obsolete("Use the system method instead")]
|
|
public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 WorldMatrix, Matrix3 InvWorldMatrix) GetWorldPositionRotationMatrixWithInv(EntityQuery<TransformComponent> xformQuery)
|
|
{
|
|
var parent = _parent;
|
|
var worldRot = _localRotation;
|
|
var invMatrix = InvLocalMatrix;
|
|
var worldMatrix = LocalMatrix;
|
|
|
|
// By doing these all at once we can avoid multiple IsValid + GetComponent calls
|
|
while (parent.IsValid())
|
|
{
|
|
var xform = xformQuery.GetComponent(parent);
|
|
worldRot += xform.LocalRotation;
|
|
|
|
var parentMatrix = xform.LocalMatrix;
|
|
Matrix3.Multiply(in worldMatrix, in parentMatrix, out var result);
|
|
worldMatrix = result;
|
|
|
|
var parentInvMatrix = xform.InvLocalMatrix;
|
|
Matrix3.Multiply(in parentInvMatrix, in invMatrix, out var invResult);
|
|
invMatrix = invResult;
|
|
|
|
parent = xform.ParentUid;
|
|
}
|
|
|
|
var worldPosition = new Vector2(worldMatrix.R0C2, worldMatrix.R1C2);
|
|
|
|
return (worldPosition, worldRot, worldMatrix, invMatrix);
|
|
}
|
|
|
|
public void RebuildMatrices()
|
|
{
|
|
MatricesDirty = false;
|
|
|
|
if (!_parent.IsValid()) // Root Node
|
|
{
|
|
_localMatrix = Matrix3.Identity;
|
|
_invLocalMatrix = Matrix3.Identity;
|
|
}
|
|
|
|
_localMatrix = Matrix3.CreateTransform(_localPosition, _localRotation);
|
|
_invLocalMatrix = Matrix3.CreateInverseTransform(_localPosition, _localRotation);
|
|
}
|
|
|
|
public string GetDebugString()
|
|
{
|
|
return $"pos/rot/wpos/wrot: {Coordinates}/{LocalRotation}/{WorldPosition}/{WorldRotation}";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised whenever an entity translates or rotates relative to their parent.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This will also get raised if the entity's parent changes, even if the local position and rotation remains
|
|
/// unchanged.
|
|
/// </remarks>
|
|
[ByRefEvent]
|
|
public readonly struct MoveEvent
|
|
{
|
|
public MoveEvent(EntityUid sender, EntityCoordinates oldPos, EntityCoordinates newPos, Angle oldRotation, Angle newRotation, TransformComponent component, bool stateHandling)
|
|
{
|
|
Sender = sender;
|
|
OldPosition = oldPos;
|
|
NewPosition = newPos;
|
|
OldRotation = oldRotation;
|
|
NewRotation = newRotation;
|
|
Component = component;
|
|
FromStateHandling = stateHandling;
|
|
}
|
|
|
|
public readonly EntityUid Sender;
|
|
public readonly EntityCoordinates OldPosition;
|
|
public readonly EntityCoordinates NewPosition;
|
|
public readonly Angle OldRotation;
|
|
public readonly Angle NewRotation;
|
|
public readonly TransformComponent Component;
|
|
|
|
public bool ParentChanged => NewPosition.EntityId != OldPosition.EntityId;
|
|
|
|
/// <summary>
|
|
/// If true, this event was generated during component state handling. This means it can be ignored in some instances.
|
|
/// </summary>
|
|
public readonly bool FromStateHandling;
|
|
}
|
|
|
|
public struct TransformChildrenEnumerator : IDisposable
|
|
{
|
|
private HashSet<EntityUid>.Enumerator _children;
|
|
|
|
public TransformChildrenEnumerator(HashSet<EntityUid>.Enumerator children)
|
|
{
|
|
_children = children;
|
|
}
|
|
|
|
public bool MoveNext([NotNullWhen(true)] out EntityUid? child)
|
|
{
|
|
if (!_children.MoveNext())
|
|
{
|
|
child = null;
|
|
return false;
|
|
}
|
|
|
|
child = _children.Current;
|
|
return true;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
_children.Dispose();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when the Anchor state of the transform is changed.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly struct AnchorStateChangedEvent
|
|
{
|
|
public readonly TransformComponent Transform;
|
|
public EntityUid Entity => Transform.Owner;
|
|
public bool Anchored => Transform.Anchored;
|
|
|
|
/// <summary>
|
|
/// If true, the entity is being detached to null-space
|
|
/// </summary>
|
|
public readonly bool Detaching;
|
|
|
|
public AnchorStateChangedEvent(TransformComponent transform, bool detaching = false)
|
|
{
|
|
Detaching = detaching;
|
|
Transform = transform;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when an entity is re-anchored to another grid.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly struct ReAnchorEvent
|
|
{
|
|
public readonly EntityUid Entity;
|
|
public readonly EntityUid OldGrid;
|
|
public readonly EntityUid Grid;
|
|
public readonly TransformComponent Xform;
|
|
|
|
/// <summary>
|
|
/// Tile on both the old and new grid being re-anchored.
|
|
/// </summary>
|
|
public readonly Vector2i TilePos;
|
|
|
|
public ReAnchorEvent(EntityUid uid, EntityUid oldGrid, EntityUid grid, Vector2i tilePos, TransformComponent xform)
|
|
{
|
|
Entity = uid;
|
|
OldGrid = oldGrid;
|
|
Grid = grid;
|
|
TilePos = tilePos;
|
|
Xform = xform;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Data used to store information about the broad-phase that any given entity is currently on.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// A null value means that this entity is simply not on a broadphase (e.g., in null-space or in a container).
|
|
/// An invalid entity UID indicates that this entity has intentionally been removed from broadphases and should
|
|
/// not automatically be re-added by movement events.
|
|
/// </remarks>
|
|
internal record struct BroadphaseData(EntityUid Uid, EntityUid PhysicsMap, bool CanCollide, bool Static)
|
|
{
|
|
public bool IsValid() => Uid.IsValid();
|
|
public bool Valid => IsValid();
|
|
public static readonly BroadphaseData Invalid = default;
|
|
|
|
// TODO include MapId if ever grids are allowed to enter null-space (leave PVS).
|
|
}
|
|
}
|