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RobustToolbox/Robust.Shared/GameObjects/Systems/SharedPhysicsSystem.Queries.cs
T

377 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
namespace Robust.Shared.GameObjects
{
/*
* Handles all of the public query methods for physics.
*/
public partial class SharedPhysicsSystem
{
/// <summary>
/// Get the percentage that 2 bodies overlap. Ignores whether collision is turned on for either body.
/// </summary>
/// <param name="bodyA"></param>
/// <param name="bodyB"></param>
/// <returns> 0 -> 1.0f based on WorldAABB overlap</returns>
public float IntersectionPercent(PhysicsComponent bodyA, PhysicsComponent bodyB)
{
// TODO: Use actual shapes and not just the AABB?
return bodyA.GetWorldAABB().IntersectPercentage(bodyB.GetWorldAABB());
}
/// <summary>
/// Checks to see if the specified collision rectangle collides with any of the physBodies under management.
/// Also fires the OnCollide event of the first managed physBody to intersect with the collider.
/// </summary>
/// <param name="collider">Collision rectangle to check</param>
/// <param name="mapId">Map to check on</param>
/// <param name="approximate"></param>
/// <returns>true if collides, false if not</returns>
public bool TryCollideRect(Box2 collider, MapId mapId, bool approximate = true)
{
var state = (collider, mapId, found: false);
foreach (var broadphase in _broadphase.GetBroadphases(mapId, collider))
{
var gridCollider = EntityManager.GetComponent<TransformComponent>(broadphase.Owner).InvWorldMatrix.TransformBox(collider);
broadphase.Tree.QueryAabb(ref state, (ref (Box2 collider, MapId map, bool found) state, in FixtureProxy proxy) =>
{
if (proxy.Fixture.CollisionLayer == 0x0)
return true;
if (proxy.AABB.Intersects(gridCollider))
{
state.found = true;
return false;
}
return true;
}, gridCollider, approximate);
}
return state.found;
}
public IEnumerable<PhysicsComponent> GetCollidingEntities(PhysicsComponent body, Vector2 offset, bool approximate = true)
{
var broadphase = body.Broadphase;
if (broadphase == null || !EntityManager.TryGetComponent(body.Owner, out FixturesComponent? manager))
{
return Array.Empty<PhysicsComponent>();
}
var entities = new List<PhysicsComponent>();
var state = (body, entities);
foreach (var (_, fixture) in manager.Fixtures)
{
foreach (var proxy in fixture.Proxies)
{
broadphase.Tree.QueryAabb(ref state,
(ref (PhysicsComponent body, List<PhysicsComponent> entities) state,
in FixtureProxy other) =>
{
if (other.Fixture.Body.Deleted || other.Fixture.Body == body) return true;
if ((proxy.Fixture.CollisionMask & other.Fixture.CollisionLayer) == 0x0) return true;
if (!body.ShouldCollide(other.Fixture.Body)) return true;
state.entities.Add(other.Fixture.Body);
return true;
}, proxy.AABB, approximate);
}
}
return entities;
}
/// <summary>
/// Get all the entities whose fixtures intersect the fixtures of the given entity. Basically a variant of
/// <see cref="GetCollidingEntities(PhysicsComponent, Vector2, bool)"/> that allows the user to specify
/// their own collision mask.
/// </summary>
public HashSet<EntityUid> GetEntitiesIntersectingBody(
EntityUid uid,
int collisionMask,
bool approximate = true,
PhysicsComponent? body = null,
FixturesComponent? fixtureComp = null)
{
var entities = new HashSet<EntityUid>();
if (!Resolve(uid, ref body, ref fixtureComp, false) || body.Broadphase == null)
return entities;
var state = (body, entities);
foreach (var (_, fixture) in fixtureComp.Fixtures)
{
foreach (var proxy in fixture.Proxies)
{
body.Broadphase.Tree.QueryAabb(ref state,
(ref (PhysicsComponent body, HashSet<EntityUid> entities) state,
in FixtureProxy other) =>
{
if (other.Fixture.Body.Deleted || other.Fixture.Body == body) return true;
if ((collisionMask & other.Fixture.CollisionLayer) == 0x0) return true;
state.entities.Add(other.Fixture.Body.Owner);
return true;
}, proxy.AABB, approximate);
}
}
return entities;
}
/// <summary>
/// Get all entities colliding with a certain body.
/// </summary>
public IEnumerable<PhysicsComponent> GetCollidingEntities(MapId mapId, in Box2 worldAABB)
{
if (mapId == MapId.Nullspace) return Array.Empty<PhysicsComponent>();
var bodies = new HashSet<PhysicsComponent>();
foreach (var broadphase in _broadphase.GetBroadphases(mapId, worldAABB))
{
var gridAABB = EntityManager.GetComponent<TransformComponent>(broadphase.Owner).InvWorldMatrix.TransformBox(worldAABB);
foreach (var proxy in broadphase.Tree.QueryAabb(gridAABB, false))
{
bodies.Add(proxy.Fixture.Body);
}
}
return bodies;
}
/// <summary>
/// Get all entities colliding with a certain body.
/// </summary>
public IEnumerable<PhysicsComponent> GetCollidingEntities(MapId mapId, in Box2Rotated worldBounds)
{
if (mapId == MapId.Nullspace) return Array.Empty<PhysicsComponent>();
var bodies = new HashSet<PhysicsComponent>();
foreach (var broadphase in _broadphase.GetBroadphases(mapId, worldBounds.CalcBoundingBox()))
{
var gridAABB = EntityManager.GetComponent<TransformComponent>(broadphase.Owner).InvWorldMatrix.TransformBox(worldBounds);
foreach (var proxy in broadphase.Tree.QueryAabb(gridAABB, false))
{
bodies.Add(proxy.Fixture.Body);
}
}
return bodies;
}
public IEnumerable<PhysicsComponent> GetCollidingEntities(PhysicsComponent body)
{
var node = body.Contacts.First;
while (node != null)
{
var contact = node.Value;
node = node.Next;
var bodyA = contact.FixtureA!.Body;
var bodyB = contact.FixtureB!.Body;
var other = body == bodyA ? bodyB : bodyA;
yield return other;
}
}
// TODO: This will get every body but we don't need to do that
/// <summary>
/// Checks whether a body is colliding
/// </summary>
/// <param name="body"></param>
/// <param name="offset"></param>
/// <returns></returns>
public bool IsColliding(PhysicsComponent body, Vector2 offset, bool approximate)
{
return GetCollidingEntities(body, offset, approximate).Any();
}
#region RayCast
/// <summary>
/// Casts a ray in the world, returning the first entity it hits (or all entities it hits, if so specified)
/// </summary>
/// <param name="mapId"></param>
/// <param name="ray">Ray to cast in the world.</param>
/// <param name="maxLength">Maximum length of the ray in meters.</param>
/// <param name="predicate">A predicate to check whether to ignore an entity or not. If it returns true, it will be ignored.</param>
/// <param name="returnOnFirstHit">If true, will only include the first hit entity in results. Otherwise, returns all of them.</param>
/// <returns>A result object describing the hit, if any.</returns>
// TODO: Make the parameter order here consistent with the other overload.
public IEnumerable<RayCastResults> IntersectRayWithPredicate(MapId mapId, CollisionRay ray,
float maxLength = 50F, Func<EntityUid, bool>? predicate = null, bool returnOnFirstHit = true)
{
// No, rider. This is better than a local function!
// ReSharper disable once ConvertToLocalFunction
var wrapper =
(EntityUid uid, Func<EntityUid, bool>? wrapped)
=> wrapped != null && wrapped(uid);
return IntersectRayWithPredicate(mapId, ray, predicate, wrapper, maxLength, returnOnFirstHit);
}
/// <summary>
/// Casts a ray in the world, returning the first entity it hits (or all entities it hits, if so specified)
/// </summary>
/// <param name="mapId"></param>
/// <param name="ray">Ray to cast in the world.</param>
/// <param name="maxLength">Maximum length of the ray in meters.</param>
/// <param name="state">A custom state to pass to the predicate.</param>
/// <param name="predicate">A predicate to check whether to ignore an entity or not. If it returns true, it will be ignored.</param>
/// <param name="returnOnFirstHit">If true, will only include the first hit entity in results. Otherwise, returns all of them.</param>
/// <remarks>You can avoid variable capture in many cases by using this method and passing a custom state to the predicate.</remarks>
/// <returns>A result object describing the hit, if any.</returns>
public IEnumerable<RayCastResults> IntersectRayWithPredicate<TState>(MapId mapId, CollisionRay ray, TState state,
Func<EntityUid, TState, bool> predicate, float maxLength = 50F, bool returnOnFirstHit = true)
{
List<RayCastResults> results = new();
var endPoint = ray.Position + ray.Direction.Normalized * maxLength;
var rayBox = new Box2(Vector2.ComponentMin(ray.Position, endPoint),
Vector2.ComponentMax(ray.Position, endPoint));
foreach (var broadphase in _broadphase.GetBroadphases(mapId, rayBox))
{
var (_, rot, matrix, invMatrix) = Transform(broadphase.Owner).GetWorldPositionRotationMatrixWithInv();
var position = invMatrix.Transform(ray.Position);
var gridRot = new Angle(-rot.Theta);
var direction = gridRot.RotateVec(ray.Direction);
var gridRay = new CollisionRay(position, direction, ray.CollisionMask);
broadphase.Tree.QueryRay((in FixtureProxy proxy, in Vector2 point, float distFromOrigin) =>
{
if (returnOnFirstHit && results.Count > 0)
return true;
if (distFromOrigin > maxLength)
return true;
if ((proxy.Fixture.CollisionLayer & ray.CollisionMask) == 0x0)
return true;
if (predicate.Invoke(proxy.Fixture.Body.Owner, state) == true)
return true;
// TODO: Shape raycast here
// Need to convert it back to world-space.
var result = new RayCastResults(distFromOrigin, matrix.Transform(point), proxy.Fixture.Body.Owner);
results.Add(result);
#if DEBUG
EntityManager.EventBus.QueueEvent(EventSource.Local,
new DebugDrawRayMessage(
new DebugRayData(ray, maxLength, result)));
#endif
return true;
}, gridRay);
}
#if DEBUG
if (results.Count == 0)
{
EntityManager.EventBus.QueueEvent(EventSource.Local,
new DebugDrawRayMessage(
new DebugRayData(ray, maxLength, null)));
}
#endif
results.Sort((a, b) => a.Distance.CompareTo(b.Distance));
return results;
}
/// <summary>
/// Casts a ray in the world and returns the first entity it hits, or a list of all entities it hits.
/// </summary>
/// <param name="mapId"></param>
/// <param name="ray">Ray to cast in the world.</param>
/// <param name="maxLength">Maximum length of the ray in meters.</param>
/// <param name="ignoredEnt">A single entity that can be ignored by the RayCast. Useful if the ray starts inside the body of an entity.</param>
/// <param name="returnOnFirstHit">If false, will return a list of everything it hits, otherwise will just return a list of the first entity hit</param>
/// <returns>An enumerable of either the first entity hit or everything hit</returns>
public IEnumerable<RayCastResults> IntersectRay(MapId mapId, CollisionRay ray, float maxLength = 50, EntityUid? ignoredEnt = null, bool returnOnFirstHit = true)
{
// ReSharper disable once ConvertToLocalFunction
var wrapper = (EntityUid uid, EntityUid? ignored)
=> uid == ignored;
return IntersectRayWithPredicate(mapId, ray, ignoredEnt, wrapper, maxLength, returnOnFirstHit);
}
/// <summary>
/// Casts a ray in the world and returns the distance the ray traveled while colliding with entities
/// </summary>
/// <param name="mapId"></param>
/// <param name="ray">Ray to cast in the world.</param>
/// <param name="maxLength">Maximum length of the ray in meters.</param>
/// <param name="ignoredEnt">A single entity that can be ignored by the RayCast. Useful if the ray starts inside the body of an entity.</param>
/// <returns>The distance the ray traveled while colliding with entities</returns>
public float IntersectRayPenetration(MapId mapId, CollisionRay ray, float maxLength, EntityUid? ignoredEnt = null)
{
var penetration = 0f;
var endPoint = ray.Position + ray.Direction.Normalized * maxLength;
var rayBox = new Box2(Vector2.ComponentMin(ray.Position, endPoint),
Vector2.ComponentMax(ray.Position, endPoint));
foreach (var broadphase in _broadphase.GetBroadphases(mapId, rayBox))
{
var (_, rot, invMatrix) = Transform(broadphase.Owner).GetWorldPositionRotationInvMatrix();
var position = invMatrix.Transform(ray.Position);
var gridRot = new Angle(-rot.Theta);
var direction = gridRot.RotateVec(ray.Direction);
var gridRay = new CollisionRay(position, direction, ray.CollisionMask);
broadphase.Tree.QueryRay((in FixtureProxy proxy, in Vector2 point, float distFromOrigin) =>
{
if (distFromOrigin > maxLength || proxy.Fixture.Body.Owner == ignoredEnt) return true;
if ((proxy.Fixture.CollisionLayer & ray.CollisionMask) == 0x0)
{
return true;
}
if (new Ray(point + gridRay.Direction * proxy.AABB.Size.Length * 2, -gridRay.Direction).Intersects(
proxy.AABB, out _, out var exitPoint))
{
penetration += (point - exitPoint).Length;
}
return true;
}, gridRay);
}
#if DEBUG
if (penetration > 0f)
{
EntityManager.EventBus.QueueEvent(EventSource.Local,
new DebugDrawRayMessage(
new DebugRayData(ray, maxLength, null)));
}
#endif
return penetration;
}
#endregion
}
}