Files
RobustToolbox/Robust.Shared/GameObjects/Components/Transform/TransformComponent.cs
Leon Friedrich 4171b3ec4e Make Grid Uid Nullable (#2942)
* Make Grid Uid Nullable

* Fix recursion

* fix detach to null

* change obsolete text
2022-06-20 10:08:23 +10:00

978 lines
34 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Robust.Shared.Animations;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
/// <summary>
/// Stores the position and orientation of the entity.
/// </summary>
[NetworkedComponent]
public sealed class TransformComponent : Component, IComponentDebug
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[DataField("parent")] internal EntityUid _parent;
[DataField("pos")] internal Vector2 _localPosition = Vector2.Zero; // holds offset from grid, or offset from parent
[DataField("rot")] internal Angle _localRotation; // local rotation
[DataField("noRot")] internal bool _noLocalRotation;
[DataField("anchored")]
internal bool _anchored;
private Matrix3 _localMatrix = Matrix3.Identity;
private Matrix3 _invLocalMatrix = Matrix3.Identity;
internal Vector2? _nextPosition;
internal Angle? _nextRotation;
internal Vector2 _prevPosition;
internal Angle _prevRotation;
// Cache changes so we can distribute them after physics is done (better cache)
private EntityCoordinates? _oldCoords;
private Angle? _oldLocalRotation;
/// <summary>
/// While updating did we actually defer anything?
/// </summary>
public bool UpdatesDeferred => _oldCoords != null || _oldLocalRotation != null;
[ViewVariables(VVAccess.ReadWrite)]
internal bool ActivelyLerping { get; set; }
[ViewVariables] internal readonly HashSet<EntityUid> _children = new();
[Dependency] private readonly IMapManager _mapManager = default!;
/// <summary>
/// Returns the index of the map which this object is on
/// </summary>
[ViewVariables]
public MapId MapID { get; internal set; }
internal bool _mapIdInitialized;
// TODO: Cache this.
/// <summary>
/// The EntityUid of the map which this object is on, if any.
/// </summary>
public EntityUid? MapUid => _mapManager.MapExists(MapID) ? _mapManager.GetMapEntityId(MapID) : null;
/// <summary>
/// Defer updates to the EntityTree and MoveEvent calls if toggled.
/// </summary>
public bool DeferUpdates { get; set; }
/// <summary>
/// The EntityUid of the grid which this object is on, if any.
/// </summary>
[ViewVariables]
public EntityUid? GridUid => _gridUid;
[Access(typeof(SharedTransformSystem))]
internal EntityUid? _gridUid = null;
[Obsolete("Use GridUid")]
public GridId GridID
{
get => _entMan.TryGetComponent(GridUid, out MapGridComponent? grid)
? grid.GridIndex
: GridId.Invalid;
}
/// <summary>
/// Disables or enables to ability to locally rotate the entity. When set it removes any local rotation.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool NoLocalRotation
{
get => _noLocalRotation;
set
{
if (value)
LocalRotation = Angle.Zero;
_noLocalRotation = value;
Dirty(_entMan);
}
}
/// <summary>
/// Current rotation offset of the entity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public Angle LocalRotation
{
get => _localRotation;
set
{
if(_noLocalRotation)
return;
if (_localRotation.EqualsApprox(value))
return;
var oldRotation = _localRotation;
// Set _nextRotation to null to break any active lerps if this is a client side prediction.
_nextRotation = null;
_localRotation = value;
Dirty(_entMan);
if (!DeferUpdates)
{
RebuildMatrices();
var rotateEvent = new RotateEvent(Owner, oldRotation, _localRotation, this);
_entMan.EventBus.RaiseLocalEvent(Owner, ref rotateEvent);
}
else
{
_oldLocalRotation ??= oldRotation;
}
}
}
/// <summary>
/// Current world rotation of the entity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Angle WorldRotation
{
get
{
var parent = _parent;
var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
var rotation = _localRotation;
while (parent.IsValid())
{
var parentXform = xformQuery.GetComponent(parent);
rotation += parentXform._localRotation;
parent = parentXform.ParentUid;
}
return rotation;
}
set
{
var current = WorldRotation;
var diff = value - current;
LocalRotation += diff;
}
}
/// <summary>
/// Reference to the transform of the container of this object if it exists, can be nested several times.
/// </summary>
[ViewVariables]
public TransformComponent? Parent
{
get => !_parent.IsValid() ? null : _entMan.GetComponent<TransformComponent>(_parent);
internal set
{
if (value == null)
{
AttachToGridOrMap();
return;
}
if (_anchored && (value).Owner != _parent)
{
Anchored = false;
}
AttachParent(value);
}
}
/// <summary>
/// The UID of the parent entity that this entity is attached to.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public EntityUid ParentUid
{
get => _parent;
set
{
if (value == _parent) return;
Parent = _entMan.GetComponent<TransformComponent>(value);
}
}
/// <summary>
/// Matrix for transforming points from local to world space.
/// </summary>
public Matrix3 WorldMatrix
{
get
{
var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
var parent = _parent;
var myMatrix = _localMatrix;
while (parent.IsValid())
{
var parentXform = xformQuery.GetComponent(parent);
var parentMatrix = parentXform._localMatrix;
parent = parentXform.ParentUid;
Matrix3.Multiply(in myMatrix, in parentMatrix, out var result);
myMatrix = result;
}
return myMatrix;
}
}
/// <summary>
/// Matrix for transforming points from world to local space.
/// </summary>
public Matrix3 InvWorldMatrix
{
get
{
var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
var parent = _parent;
var myMatrix = _invLocalMatrix;
while (parent.IsValid())
{
var parentXform = xformQuery.GetComponent(parent);
var parentMatrix = parentXform._invLocalMatrix;
parent = parentXform.ParentUid;
Matrix3.Multiply(in parentMatrix, in myMatrix, out var result);
myMatrix = result;
}
return myMatrix;
}
}
/// <summary>
/// Current position offset of the entity relative to the world.
/// Can de-parent from its parent if the parent is a grid.
/// </summary>
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 WorldPosition
{
get
{
if (_parent.IsValid())
{
// parent coords to world coords
return Parent!.WorldMatrix.Transform(_localPosition);
}
else
{
return Vector2.Zero;
}
}
set
{
if (!_parent.IsValid())
{
DebugTools.Assert("Parent is invalid while attempting to set WorldPosition - did you try to move root node?");
return;
}
// world coords to parent coords
var newPos = Parent!.InvWorldMatrix.Transform(value);
LocalPosition = newPos;
}
}
/// <summary>
/// Position offset of this entity relative to its parent.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates Coordinates
{
get
{
var valid = _parent.IsValid();
return new EntityCoordinates(valid ? _parent : Owner, valid ? LocalPosition : Vector2.Zero);
}
// NOTE: This setter must be callable from before initialize (inheriting from AttachParent's note)
set
{
// unless the parent is changing, nothing to do here
if(value.EntityId == _parent && _anchored)
return;
var sameParent = value.EntityId == _parent;
if (!sameParent)
{
// Need to set anchored before we update position so that we can clear snapgrid cells correctly.
if(_parent != EntityUid.Invalid) // Allow setting Transform.Parent in Prototypes
Anchored = false; // changing the parent un-anchors the entity
}
var oldPosition = Coordinates;
_localPosition = value.Position;
var changedParent = false;
if (!sameParent)
{
var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
changedParent = true;
var newParent = xformQuery.GetComponent(value.EntityId);
DebugTools.Assert(newParent != this,
$"Can't parent a {nameof(TransformComponent)} to itself.");
// That's already our parent, don't bother attaching again.
var oldParent = _parent.IsValid() ? xformQuery.GetComponent(_parent) : null;
var uid = Owner;
oldParent?._children.Remove(uid);
newParent._children.Add(uid);
// offset position from world to parent
_parent = value.EntityId;
var oldMapId = MapID;
ChangeMapId(newParent.MapID, xformQuery);
// Cache new GridID before raising the event.
_entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().SetGridId(this, FindGridEntityId(xformQuery), xformQuery);
// preserve world rotation
if (LifeStage == ComponentLifeStage.Running)
LocalRotation += (oldParent?.WorldRotation ?? Angle.Zero) - newParent.WorldRotation;
var entParentChangedMessage = new EntParentChangedMessage(Owner, oldParent?.Owner, oldMapId, this);
_entMan.EventBus.RaiseLocalEvent(Owner, ref entParentChangedMessage);
}
// These conditions roughly emulate the effects of the code before I changed things,
// in regards to when to rebuild matrices.
// This may not in fact be the right thing.
if (changedParent || !DeferUpdates)
RebuildMatrices();
Dirty(_entMan);
if (!DeferUpdates)
{
//TODO: This is a hack, look into WHY we can't call GridPosition before the comp is Running
if (Running)
{
if (!oldPosition.Equals(Coordinates))
{
var moveEvent = new MoveEvent(Owner, oldPosition, Coordinates, this, _gameTiming.ApplyingState);
_entMan.EventBus.RaiseLocalEvent(Owner, ref moveEvent);
}
}
}
else
{
_oldCoords ??= oldPosition;
}
}
}
/// <summary>
/// Current position offset of the entity relative to the world.
/// This is effectively a more complete version of <see cref="WorldPosition"/>
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public MapCoordinates MapPosition => new(WorldPosition, MapID);
/// <summary>
/// Local offset of this entity relative to its parent
/// (<see cref="Parent"/> if it's not null, to <see cref="GridID"/> otherwise).
/// </summary>
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 LocalPosition
{
get => _localPosition;
set
{
if(Anchored)
return;
if (_localPosition.EqualsApprox(value))
return;
// Set _nextPosition to null to break any on-going lerps if this is done in a client side prediction.
_nextPosition = null;
var oldGridPos = Coordinates;
_localPosition = value;
Dirty(_entMan);
if (!DeferUpdates)
{
RebuildMatrices();
var moveEvent = new MoveEvent(Owner, oldGridPos, Coordinates, this, _gameTiming.ApplyingState);
_entMan.EventBus.RaiseLocalEvent(Owner, ref moveEvent);
}
else
{
_oldCoords ??= oldGridPos;
}
}
}
/// <summary>
/// Is this transform anchored to a grid tile?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool Anchored
{
get => _anchored;
set
{
// This will be set again when the transform starts, actually anchoring it.
if (LifeStage < ComponentLifeStage.Starting)
{
_anchored = value;
}
else if (value && !_anchored && _mapManager.TryFindGridAt(MapPosition, out var grid))
{
_anchored = _entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().AnchorEntity(this, grid);
}
else if (!value && _anchored)
{
// An anchored entity is always parented to the grid.
// If Transform.Anchored is true in the prototype but the entity was not spawned with a grid as the parent,
// then this will be false.
_entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().Unanchor(this);
}
}
}
[ViewVariables]
public IEnumerable<TransformComponent> Children
{
get
{
if (_children.Count == 0) yield break;
var xforms = _entMan.GetEntityQuery<TransformComponent>();
var children = ChildEnumerator;
while (children.MoveNext(out var child))
{
yield return xforms.GetComponent(child.Value);
}
}
}
[ViewVariables] public IEnumerable<EntityUid> ChildEntities => _children;
public TransformChildrenEnumerator ChildEnumerator => new(_children.GetEnumerator());
[ViewVariables] public int ChildCount => _children.Count;
[ViewVariables]
public Vector2? LerpDestination
{
get => _nextPosition;
internal set
{
_nextPosition = value;
ActivelyLerping = true;
}
}
[ViewVariables]
internal Angle? LerpAngle
{
get => _nextRotation;
set
{
_nextRotation = value;
ActivelyLerping = true;
}
}
[ViewVariables] internal Vector2 LerpSource => _prevPosition;
[ViewVariables] internal Angle LerpSourceAngle => _prevRotation;
[ViewVariables] internal EntityUid LerpParent { get; set; }
internal EntityUid? FindGridEntityId(EntityQuery<TransformComponent> xformQuery)
{
if (_entMan.HasComponent<IMapComponent>(Owner))
{
return null;
}
if (_entMan.TryGetComponent(Owner, out IMapGridComponent? gridComponent))
{
return Owner;
}
if (_parent.IsValid())
{
return xformQuery.GetComponent(_parent).GridUid;
}
return _mapManager.TryFindGridAt(MapID, WorldPosition, out var mapgrid) ? mapgrid.GridEntityId : null;
}
/// <summary>
/// Run MoveEvent, RotateEvent, and UpdateEntityTree updates.
/// </summary>
public void RunDeferred()
{
// if we resolved to (close enough) to the OG position then no update.
if ((_oldCoords == null || _oldCoords.Equals(Coordinates)) &&
(_oldLocalRotation == null || _oldLocalRotation.Equals(_localRotation)))
{
return;
}
RebuildMatrices();
if (_oldCoords != null)
{
var moveEvent = new MoveEvent(Owner, _oldCoords.Value, Coordinates, this, _gameTiming.ApplyingState);
_entMan.EventBus.RaiseLocalEvent(Owner, ref moveEvent);
_oldCoords = null;
}
if (_oldLocalRotation != null)
{
var rotateEvent = new RotateEvent(Owner, _oldLocalRotation.Value, _localRotation, this);
_entMan.EventBus.RaiseLocalEvent(Owner, ref rotateEvent);
_oldLocalRotation = null;
}
}
/// <summary>
/// Detaches this entity from its parent.
/// </summary>
public void AttachToGridOrMap()
{
bool TerminatingOrDeleted(EntityUid uid)
{
return !_entMan.TryGetComponent(uid, out MetaDataComponent? meta)
|| meta.EntityLifeStage >= EntityLifeStage.Terminating;
}
// nothing to do
if (!_parent.IsValid())
return;
var mapPos = MapPosition;
EntityUid newMapEntity;
if (_mapManager.TryFindGridAt(mapPos, out var mapGrid) && !TerminatingOrDeleted(mapGrid.GridEntityId))
{
newMapEntity = mapGrid.GridEntityId;
}
else if (_mapManager.HasMapEntity(mapPos.MapId)
&& _mapManager.GetMapEntityIdOrThrow(mapPos.MapId) is var mapEnt
&& !TerminatingOrDeleted(mapEnt))
{
newMapEntity = _mapManager.GetMapEntityIdOrThrow(mapPos.MapId);
}
else
{
DetachParentToNull();
return;
}
// this would be a no-op
if (newMapEntity == _parent)
{
return;
}
AttachParent(newMapEntity);
// Technically we're not moving, just changing parent.
DeferUpdates = true;
WorldPosition = mapPos.Position;
DeferUpdates = false;
Dirty(_entMan);
}
public void DetachParentToNull()
{
var oldParent = _parent;
// Even though they may already be in nullspace we may want to deparent them anyway
if (!oldParent.IsValid())
{
DebugTools.Assert(!Anchored);
return;
}
// Stop any active lerps
_nextPosition = null;
_nextRotation = null;
LerpParent = EntityUid.Invalid;
// TODO: When ECSing this can just pass it into the anchor setter
if (Anchored && _entMan.TryGetComponent(GridUid, out MetaDataComponent? meta))
{
if (meta.EntityLifeStage <= EntityLifeStage.MapInitialized)
Anchored = false;
}
else
{
DebugTools.Assert(!Anchored);
}
var oldConcrete = _entMan.GetComponent<TransformComponent>(oldParent);
var uid = Owner;
oldConcrete._children.Remove(uid);
_parent = EntityUid.Invalid;
var oldMap = MapID;
MapID = MapId.Nullspace;
if (GridUid != null)
_entMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>().SetGridId(this, null);
var entParentChangedMessage = new EntParentChangedMessage(Owner, oldParent, oldMap, this);
_entMan.EventBus.RaiseLocalEvent(Owner, ref entParentChangedMessage);
// Does it even make sense to call these since this is called purely from OnRemove right now?
// > FWIW, also called pre-entity-delete and when moved outside of PVS range.
RebuildMatrices();
Dirty(_entMan);
}
/// <summary>
/// Sets another entity as the parent entity, maintaining world position.
/// </summary>
/// <param name="newParent"></param>
public void AttachParent(TransformComponent newParent)
{
//NOTE: This function must be callable from before initialize
// don't attach to something we're already attached to
if (ParentUid == newParent.Owner)
return;
DebugTools.Assert(newParent != this,
$"Can't parent a {nameof(TransformComponent)} to itself.");
// offset position from world to parent, and set
Coordinates = new EntityCoordinates(newParent.Owner, newParent.InvWorldMatrix.Transform(WorldPosition));
}
internal void ChangeMapId(MapId newMapId, EntityQuery<TransformComponent> xformQuery)
{
if (newMapId == MapID)
return;
//Set Paused state
var mapPaused = _mapManager.IsMapPaused(newMapId);
var metaEnts = _entMan.GetEntityQuery<MetaDataComponent>();
var metaData = metaEnts.GetComponent(Owner);
var metaSystem = _entMan.EntitySysManager.GetEntitySystem<MetaDataSystem>();
metaSystem.SetEntityPaused(Owner, mapPaused, metaData);
MapID = newMapId;
UpdateChildMapIdsRecursive(MapID, mapPaused, xformQuery, metaEnts, metaSystem);
}
private void UpdateChildMapIdsRecursive(
MapId newMapId,
bool mapPaused,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<MetaDataComponent> metaQuery,
MetaDataSystem system)
{
var childEnumerator = ChildEnumerator;
while (childEnumerator.MoveNext(out var child))
{
//Set Paused state
var metaData = metaQuery.GetComponent(child.Value);
system.SetEntityPaused(child.Value, mapPaused, metaData);
var concrete = xformQuery.GetComponent(child.Value);
concrete.MapID = newMapId;
if (concrete.ChildCount != 0)
{
concrete.UpdateChildMapIdsRecursive(newMapId, mapPaused, xformQuery, metaQuery, system);
}
}
}
public void AttachParent(EntityUid parent)
{
var transform = _entMan.GetComponent<TransformComponent>(parent);
AttachParent(transform);
}
/// <summary>
/// Get the WorldPosition and WorldRotation of this entity faster than each individually.
/// </summary>
public (Vector2 WorldPosition, Angle WorldRotation) GetWorldPositionRotation()
{
// Worldmatrix needs calculating anyway for worldpos so we'll just drop it.
var (worldPos, worldRot, _) = GetWorldPositionRotationMatrix();
return (worldPos, worldRot);
}
/// <see cref="GetWorldPositionRotation()"/>
public (Vector2 WorldPosition, Angle WorldRotation) GetWorldPositionRotation(EntityQuery<TransformComponent> xforms)
{
var (worldPos, worldRot, _) = GetWorldPositionRotationMatrix(xforms);
return (worldPos, worldRot);
}
/// <summary>
/// Get the WorldPosition, WorldRotation, and WorldMatrix of this entity faster than each individually.
/// </summary>
public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 WorldMatrix) GetWorldPositionRotationMatrix(EntityQuery<TransformComponent> xforms)
{
var parent = _parent;
var worldRot = _localRotation;
var worldMatrix = _localMatrix;
// By doing these all at once we can elide multiple IsValid + GetComponent calls
while (parent.IsValid())
{
var xform = xforms.GetComponent(parent);
worldRot += xform.LocalRotation;
var parentMatrix = xform._localMatrix;
Matrix3.Multiply(in worldMatrix, in parentMatrix, out var result);
worldMatrix = result;
parent = xform.ParentUid;
}
var worldPosition = new Vector2(worldMatrix.R0C2, worldMatrix.R1C2);
return (worldPosition, worldRot, worldMatrix);
}
/// <summary>
/// Get the WorldPosition, WorldRotation, and WorldMatrix of this entity faster than each individually.
/// </summary>
public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 WorldMatrix) GetWorldPositionRotationMatrix()
{
var xforms = _entMan.GetEntityQuery<TransformComponent>();
return GetWorldPositionRotationMatrix(xforms);
}
/// <summary>
/// Get the WorldPosition, WorldRotation, and InvWorldMatrix of this entity faster than each individually.
/// </summary>
public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 InvWorldMatrix) GetWorldPositionRotationInvMatrix()
{
var xformQuery = _entMan.GetEntityQuery<TransformComponent>();
return GetWorldPositionRotationInvMatrix(xformQuery);
}
/// <summary>
/// Get the WorldPosition, WorldRotation, and InvWorldMatrix of this entity faster than each individually.
/// </summary>
public (Vector2 WorldPosition, Angle WorldRotation, Matrix3 InvWorldMatrix) GetWorldPositionRotationInvMatrix(EntityQuery<TransformComponent> xformQuery)
{
var (worldPos, worldRot, _, invWorldMatrix) = GetWorldPositionRotationMatrixWithInv(xformQuery);
return (worldPos, worldRot, invWorldMatrix);
}
/// <summary>
/// Get the WorldPosition, WorldRotation, WorldMatrix, and InvWorldMatrix of this entity faster than each individually.
/// </summary>
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>
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 elide 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);
}
internal void RebuildMatrices()
{
var pos = _localPosition;
if (!_parent.IsValid()) // Root Node
pos = Vector2.Zero;
var rot = (float) _localRotation.Theta;
_localMatrix = Matrix3.CreateTransform(pos.X, pos.Y, rot);
_invLocalMatrix = Matrix3.CreateInverseTransform(pos.X, pos.Y, rot);
}
public string GetDebugString()
{
return $"pos/rot/wpos/wrot: {Coordinates}/{LocalRotation}/{WorldPosition}/{WorldRotation}";
}
internal void SetAnchored(bool value, bool issueEvent = true)
{
_anchored = value;
Dirty(_entMan);
if (issueEvent)
{
var anchorStateChangedEvent = new AnchorStateChangedEvent(Owner, value);
_entMan.EventBus.RaiseLocalEvent(Owner, ref anchorStateChangedEvent);
}
}
}
/// <summary>
/// Raised whenever an entity moves.
/// There is no guarantee it will be raised if they move in worldspace, only when moved relative to their parent.
/// </summary>
[ByRefEvent]
public readonly struct MoveEvent
{
public MoveEvent(EntityUid sender, EntityCoordinates oldPos, EntityCoordinates newPos, TransformComponent component, bool stateHandling)
{
Sender = sender;
OldPosition = oldPos;
NewPosition = newPos;
Component = component;
FromStateHandling = stateHandling;
}
public readonly EntityUid Sender;
public readonly EntityCoordinates OldPosition;
public readonly EntityCoordinates NewPosition;
public readonly TransformComponent Component;
/// <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;
}
/// <summary>
/// Raised whenever this entity rotates in relation to their parent.
/// </summary>
[ByRefEvent]
public readonly struct RotateEvent
{
public RotateEvent(EntityUid sender, Angle oldRotation, Angle newRotation, TransformComponent xform)
{
Sender = sender;
OldRotation = oldRotation;
NewRotation = newRotation;
Component = xform;
}
public readonly EntityUid Sender;
public readonly Angle OldRotation;
public readonly Angle NewRotation;
public readonly TransformComponent Component;
}
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 EntityUid Entity;
public readonly bool Anchored;
public AnchorStateChangedEvent(EntityUid entity, bool anchored)
{
Entity = entity;
Anchored = anchored;
}
}
/// <summary>
/// Raised when an entity is re-anchored to another grid.
/// </summary>
[ByRefEvent]
public readonly struct ReAnchorEvent
{
public readonly EntityUid Entity;
public readonly GridId OldGrid;
public readonly GridId GridId;
/// <summary>
/// Tile on both the old and new grid being re-anchored.
/// </summary>
public readonly Vector2i TilePos;
public ReAnchorEvent(EntityUid uid, GridId oldGrid, GridId gridId, Vector2i tilePos)
{
Entity = uid;
OldGrid = oldGrid;
GridId = gridId;
TilePos = tilePos;
}
}
}