mirror of
https://github.com/space-wizards/RobustToolbox.git
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* Physics worlds * Paul's a good boy * Build working * Ingame and not lagging to hell * Why didn't you commit ahhhhh * Hard collisions working * Solver parity * Decent broadphase work done * BroadPhase outline done * BroadPhase working * waiting for pvs * Fix static PVS AABB * Stop static bodies from awakening * Optimise a bunch of stuff * Even more broadphase stuff * I'm fucking stupid * Optimise fixture updates * Collision solver start * Building * A is for Argumentative * Fix contact caching island flags * Circle shapes actually workeded * Damping * DS2 consumables only * Slightly more stable * Even slightlier more stablier * VV your heart out * Initial joint support * 90% of joints I just wanted to push as I'd scream if I lost progress * JOINT PURGATORY * Joints barely functional lmao * Okay these joints slightly more functional * Remove station FrictionJoint * Also that * Some Box2D ports * Cleanup mass * Edge shape * Active contacts * Fix active contacts * Optimise active contacts even more * Boxes be stacking * I would die for smug oh my fucking god * In which everything is fixed * Distance joints working LETS GO * Remove frequency on distancejoint * Fix some stuff and break joints * Crashing fixed mehbeh * ICollideSpecial and more resilience * auto-clear * showbb vera * Slap that TODO in there * Fix restartround crash * Random fixes * Fix fixture networking * Add intersection method for broadphase * Fix contacts * Licenses done * Optimisations * Fix wall clips * Config caching for island * allocations optimisations * Optimise casts * Optimise events queue for physics * Contact manager optimisations * Optimise controllers * Sloth joint or something idk * Controller graph * Remove content cvar * Random cleanup * Finally remove VirtualController * Manifold structs again * Optimise this absolute retardation * Optimise * fix license * Cleanup physics interface * AHHHHHHHHHHHHH * Fix collisions again * snivybus * Fix potential nasty manifold bug * Tests go snivy Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
173 lines
4.8 KiB
C#
173 lines
4.8 KiB
C#
/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Runtime.InteropServices;
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using Robust.Shared.Maths;
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namespace Robust.Shared.Physics.Collision
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{
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public enum ManifoldType : byte
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{
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Invalid = 0,
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Circles,
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FaceA,
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FaceB,
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}
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internal enum ContactFeatureType : byte
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{
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Vertex = 0,
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Face = 1,
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}
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/// <summary>
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/// The features that intersect to form the contact point
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/// This must be 4 bytes or less.
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/// </summary>
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public struct ContactFeature
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{
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/// <summary>
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/// Feature index on ShapeA
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/// </summary>
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public byte IndexA;
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/// <summary>
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/// Feature index on ShapeB
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/// </summary>
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public byte IndexB;
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/// <summary>
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/// The feature type on ShapeA
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/// </summary>
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public byte TypeA;
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/// <summary>
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/// The feature type on ShapeB
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/// </summary>
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public byte TypeB;
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}
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/// <summary>
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/// Contact ids to facilitate warm starting.
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public struct ContactID
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{
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/// <summary>
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/// The features that intersect to form the contact point
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/// </summary>
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[FieldOffset(0)]
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public ContactFeature Features;
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/// <summary>
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/// Used to quickly compare contact ids.
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/// </summary>
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[FieldOffset(0)]
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public uint Key;
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public static bool operator ==(ContactID id, ContactID other)
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{
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return id.Key == other.Key;
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}
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public static bool operator !=(ContactID id, ContactID other)
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{
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return !(id == other);
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}
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}
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// Made a class because A) It gets mutated bloody everywhere and B) unless you're careful you'll get solver issues (yay!)
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// which I really could not be fucked dealing with
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internal sealed class Manifold
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{
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public Vector2 LocalNormal;
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/// <summary>
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/// Usage depends on manifold type.
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/// </summary>
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public Vector2 LocalPoint;
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public int PointCount;
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/// <summary>
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/// Points of contact, can only be 0 -> 2.
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/// </summary>
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public ManifoldPoint[] Points = new ManifoldPoint[2];
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public ManifoldType Type;
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public Manifold() {}
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public Manifold(Vector2 localNormal, Vector2 localPoint, int pointCount, ManifoldPoint[] points, ManifoldType type)
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{
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LocalNormal = localNormal;
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LocalPoint = localPoint;
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PointCount = pointCount;
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// Do not remove this copy or shit BREAKS
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Array.Copy(points, Points, PointCount);
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Type = type;
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}
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internal Manifold Clone()
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{
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return new(LocalNormal, LocalPoint, PointCount, Points, Type);
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}
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}
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public struct ManifoldPoint
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{
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/// <summary>
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/// Unique identifier for the contact point between 2 shapes.
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/// </summary>
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public ContactID Id;
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/// <summary>
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/// Usage depends on manifold type.
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/// </summary>
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public Vector2 LocalPoint;
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/// <summary>
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/// The non-penetration impulse.
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/// </summary>
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public float NormalImpulse;
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/// <summary>
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/// Friction impulse.
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/// </summary>
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public float TangentImpulse;
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public static bool operator ==(ManifoldPoint point, ManifoldPoint other)
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{
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return point.Id == other.Id &&
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point.LocalPoint.Equals(other.LocalPoint) &&
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point.NormalImpulse.Equals(other.NormalImpulse) &&
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point.TangentImpulse.Equals(other.TangentImpulse);
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}
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public static bool operator !=(ManifoldPoint point, ManifoldPoint other)
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{
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return !(point == other);
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}
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}
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}
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