Files
RobustToolbox/Robust.Shared/GameObjects/Systems/SharedPhysicsSystem.Components.cs
T

140 lines
4.5 KiB
C#

using System;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
namespace Robust.Shared.GameObjects;
public partial class SharedPhysicsSystem
{
private void OnPhysicsInit(EntityUid uid, PhysicsComponent component, ComponentInit args)
{
var xform = Transform(uid);
if (xform.MapID != MapId.Nullspace)
{
var physicsMap = EntityManager.GetComponent<SharedPhysicsMapComponent>(MapManager.GetMapEntityId(xform.MapID));
physicsMap.AddBody(component);
if (component.BodyType != BodyType.Static &&
(physicsMap.Gravity != Vector2.Zero ||
!component.LinearVelocity.Equals(Vector2.Zero) ||
!component.AngularVelocity.Equals(0f)))
{
component._awake = true;
}
else
{
component._awake = false;
}
if (component._awake)
physicsMap.AddAwakeBody(component);
}
else
{
component._awake = false;
}
// Gets added to broadphase via fixturessystem
var startup = new PhysicsInitializedEvent(uid);
EntityManager.EventBus.RaiseLocalEvent(uid, ref startup);
}
private void OnPhysicsGetState(EntityUid uid, PhysicsComponent component, ref ComponentGetState args)
{
args.State = new PhysicsComponentState(
component._canCollide,
component.SleepingAllowed,
component.FixedRotation,
component.BodyStatus,
component.LinearVelocity,
component.AngularVelocity,
component.BodyType);
}
private void OnPhysicsHandleState(EntityUid uid, PhysicsComponent component, ref ComponentHandleState args)
{
if (args.Current is not PhysicsComponentState newState)
return;
component.SleepingAllowed = newState.SleepingAllowed;
component.FixedRotation = newState.FixedRotation;
component.CanCollide = newState.CanCollide;
component.BodyStatus = newState.Status;
// So transform doesn't apply MapId in the HandleComponentState because ??? so MapId can still be 0.
// Fucking kill me, please. You have no idea deep the rabbit hole of shitcode goes to make this work.
Dirty(component);
component.LinearVelocity = newState.LinearVelocity;
component.AngularVelocity = newState.AngularVelocity;
component.BodyType = newState.BodyType;
component.Predict = false;
}
public void SetLinearVelocity(PhysicsComponent body, Vector2 velocity)
{
if (body.BodyType == BodyType.Static ||
!body.CanCollide) return;
if (Vector2.Dot(velocity, velocity) > 0.0f)
body.Awake = true;
if (body._linearVelocity.EqualsApprox(velocity, 0.0001f))
return;
body._linearVelocity = velocity;
Dirty(body);
}
public Box2 GetWorldAABB(PhysicsComponent body, TransformComponent xform, EntityQuery<TransformComponent> xforms, EntityQuery<FixturesComponent> fixtures)
{
var (worldPos, worldRot) = xform.GetWorldPositionRotation(xforms);
var transform = new Transform(worldPos, (float) worldRot.Theta);
var bounds = new Box2(transform.Position, transform.Position);
foreach (var fixture in fixtures.GetComponent(body.Owner).Fixtures.Values)
{
for (var i = 0; i < fixture.Shape.ChildCount; i++)
{
var boundy = fixture.Shape.ComputeAABB(transform, i);
bounds = bounds.Union(boundy);
}
}
return bounds;
}
public Box2 GetHardAABB(PhysicsComponent body, TransformComponent? xform = null, FixturesComponent? fixtures = null)
{
if (!Resolve(body.Owner, ref xform, ref fixtures))
{
throw new InvalidOperationException();
}
var (worldPos, worldRot) = xform.GetWorldPositionRotation();
var transform = new Transform(worldPos, (float) worldRot.Theta);
var bounds = new Box2(transform.Position, transform.Position);
foreach (var fixture in fixtures.Fixtures.Values)
{
if (!fixture.Hard) continue;
for (var i = 0; i < fixture.Shape.ChildCount; i++)
{
var boundy = fixture.Shape.ComputeAABB(transform, i);
bounds = bounds.Union(boundy);
}
}
return bounds;
}
}