mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* 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>
245 lines
7.7 KiB
C#
245 lines
7.7 KiB
C#
/*
|
|
* Farseer Physics Engine:
|
|
* Copyright (c) 2012 Ian Qvist
|
|
*
|
|
* Original source Box2D:
|
|
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
|
*
|
|
* This software is provided 'as-is', without any express or implied
|
|
* warranty. In no event will the authors be held liable for any damages
|
|
* arising from the use of this software.
|
|
* Permission is granted to anyone to use this software for any purpose,
|
|
* including commercial applications, and to alter it and redistribute it
|
|
* freely, subject to the following restrictions:
|
|
* 1. The origin of this software must not be misrepresented; you must not
|
|
* claim that you wrote the original software. If you use this software
|
|
* in a product, an acknowledgment in the product documentation would be
|
|
* appreciated but is not required.
|
|
* 2. Altered source versions must be plainly marked as such, and must not be
|
|
* misrepresented as being the original software.
|
|
* 3. This notice may not be removed or altered from any source distribution.
|
|
*/
|
|
|
|
using System;
|
|
using System.Diagnostics;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Robust.Shared.Physics.Dynamics.Joints
|
|
{
|
|
public enum JointType : byte
|
|
{
|
|
Unknown,
|
|
Revolute,
|
|
Prismatic,
|
|
Distance,
|
|
Pulley,
|
|
//Mouse, <- We have fixed mouse
|
|
Gear,
|
|
Wheel,
|
|
Weld,
|
|
Friction,
|
|
Rope,
|
|
Motor,
|
|
|
|
// Sloth note: I Removed FPE's fixed joints
|
|
}
|
|
|
|
public enum LimitState : byte
|
|
{
|
|
Inactive,
|
|
AtLower,
|
|
AtUpper,
|
|
Equal,
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public abstract class Joint : IExposeData, IEquatable<Joint>
|
|
{
|
|
/// <summary>
|
|
/// Indicate if this join is enabled or not. Disabling a joint
|
|
/// means it is still in the simulation, but inactive.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool Enabled
|
|
{
|
|
get => _enabled;
|
|
set
|
|
{
|
|
if (_enabled == value) return;
|
|
|
|
_enabled = value;
|
|
Dirty();
|
|
}
|
|
}
|
|
|
|
private bool _enabled = true;
|
|
|
|
[NonSerialized] internal JointEdge EdgeA = new();
|
|
[NonSerialized] internal JointEdge EdgeB = new();
|
|
|
|
/// <summary>
|
|
/// Has this joint already been added to an island.
|
|
/// </summary>
|
|
[NonSerialized] internal bool IslandFlag;
|
|
|
|
// For some reason in FPE this is settable?
|
|
/// <summary>
|
|
/// Gets the type of the joint.
|
|
/// </summary>
|
|
/// <value>The type of the joint.</value>
|
|
public abstract JointType JointType { get; }
|
|
|
|
/// <summary>
|
|
/// Get the first body attached to this joint.
|
|
/// </summary>
|
|
[field:NonSerialized] public PhysicsComponent BodyA { get; internal set; }
|
|
|
|
public EntityUid BodyAUid { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Get the second body attached to this joint.
|
|
/// </summary>
|
|
[field:NonSerialized] public PhysicsComponent BodyB { get; internal set; }
|
|
|
|
public EntityUid BodyBUid { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// Get the anchor point on bodyA in world coordinates.
|
|
/// On some joints, this value indicate the anchor point within the world.
|
|
/// </summary>
|
|
public abstract Vector2 WorldAnchorA { get; set; }
|
|
|
|
/// <summary>
|
|
/// Get the anchor point on bodyB in world coordinates.
|
|
/// On some joints, this value indicate the anchor point within the world.
|
|
/// </summary>
|
|
public abstract Vector2 WorldAnchorB { get; set; }
|
|
|
|
/// <summary>
|
|
/// Set this flag to true if the attached bodies should collide.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool CollideConnected
|
|
{
|
|
get => _collideConnected;
|
|
set
|
|
{
|
|
if (_collideConnected == value) return;
|
|
_collideConnected = value;
|
|
Dirty();
|
|
}
|
|
}
|
|
|
|
private bool _collideConnected;
|
|
|
|
/// <summary>
|
|
/// The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
|
|
/// The default value is float.MaxValue, which means it never breaks.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public float Breakpoint
|
|
{
|
|
get => _breakpoint;
|
|
set
|
|
{
|
|
if (MathHelper.CloseTo(_breakpoint, value)) return;
|
|
_breakpoint = value;
|
|
_breakpointSquared = _breakpoint * _breakpoint;
|
|
Dirty();
|
|
}
|
|
}
|
|
|
|
private float _breakpoint = float.MaxValue;
|
|
private double _breakpointSquared = Double.MaxValue;
|
|
|
|
public virtual void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
serializer.DataField(this, x => x.Enabled, "enabled", true);
|
|
// TODO: Later nerd
|
|
// serializer.DataField(this, x => x.BodyA, "bodyA", EntityUid.Invalid);
|
|
// serializer.DataField(this, x => x.BodyB, "bodyB", Ent);
|
|
serializer.DataField(this, x => x.CollideConnected, "collideConnected", false);
|
|
}
|
|
|
|
protected void Dirty()
|
|
{
|
|
BodyA.Dirty();
|
|
BodyB.Dirty();
|
|
}
|
|
|
|
protected Joint(PhysicsComponent bodyA, PhysicsComponent bodyB)
|
|
{
|
|
//Can't connect a joint to the same body twice.
|
|
Debug.Assert(bodyA != bodyB);
|
|
|
|
BodyA = bodyA;
|
|
BodyB = bodyB;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the reaction force on body at the joint anchor in Newtons.
|
|
/// </summary>
|
|
/// <param name="invDt">The inverse delta time.</param>
|
|
public abstract Vector2 GetReactionForce(float invDt);
|
|
|
|
/// <summary>
|
|
/// Get the reaction torque on the body at the joint anchor in N*m.
|
|
/// </summary>
|
|
/// <param name="invDt">The inverse delta time.</param>
|
|
public abstract float GetReactionTorque(float invDt);
|
|
|
|
protected void WakeBodies()
|
|
{
|
|
if (BodyA != null)
|
|
BodyA.Awake = true;
|
|
|
|
if (BodyB != null)
|
|
BodyB.Awake = true;
|
|
}
|
|
|
|
internal abstract void InitVelocityConstraints(SolverData data);
|
|
|
|
internal void Validate(float invDt)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
float jointErrorSquared = GetReactionForce(invDt).LengthSquared;
|
|
|
|
if (MathF.Abs(jointErrorSquared) <= _breakpointSquared)
|
|
return;
|
|
|
|
Enabled = false;
|
|
|
|
// BodyA
|
|
/* TODO: Dis, just use comp messages and a system message
|
|
if (Broke != null)
|
|
Broke(this, MathF.Sqrt(jointErrorSquared));
|
|
*/
|
|
}
|
|
|
|
internal abstract void SolveVelocityConstraints(SolverData data);
|
|
|
|
/// <summary>
|
|
/// Solves the position constraints.
|
|
/// </summary>
|
|
/// <returns>returns true if the position errors are within tolerance.</returns>
|
|
internal abstract bool SolvePositionConstraints(SolverData data);
|
|
|
|
public bool Equals(Joint? other)
|
|
{
|
|
if (ReferenceEquals(null, other)) return false;
|
|
if (ReferenceEquals(this, other)) return true;
|
|
return Enabled == other.Enabled &&
|
|
JointType == other.JointType &&
|
|
BodyAUid.Equals(other.BodyAUid) &&
|
|
BodyBUid.Equals(other.BodyBUid) &&
|
|
CollideConnected == other.CollideConnected &&
|
|
MathHelper.CloseTo(_breakpoint, other._breakpoint);
|
|
}
|
|
}
|
|
}
|