Files
RobustToolbox/Robust.Shared/Physics/Systems/SharedPhysicsSystem.Contacts.cs
metalgearsloth 44180b3ee0 Fix / remove startcollidevent worldpoint (#5936)
Now it's worldpoints because it may not necessarily be 1 pointr and internally we fix the actual points themselves.
2025-05-18 03:03:12 +10:00

890 lines
32 KiB
C#

// Copyright (c) 2017 Kastellanos Nikolaos
/* Original source Farseer Physics Engine:
* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
* Microsoft Permissive License (Ms-PL) v1.1
*/
/*
* 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.Buffers;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using JetBrains.Annotations;
using Microsoft.Extensions.ObjectPool;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Dynamics.Contacts;
using Robust.Shared.Physics.Events;
using Robust.Shared.Threading;
using Robust.Shared.Utility;
namespace Robust.Shared.Physics.Systems;
public abstract partial class SharedPhysicsSystem
{
// TODO: Jesus we should really have a test for this
/// <summary>
/// Ordering is under <see cref="ShapeType"/>
/// uses enum to work out which collision evaluation to use.
/// </summary>
private static Contact.ContactType[,] _registers =
{
{
// Circle register
Contact.ContactType.Circle,
Contact.ContactType.EdgeAndCircle,
Contact.ContactType.PolygonAndCircle,
Contact.ContactType.ChainAndCircle,
},
{
// Edge register
Contact.ContactType.EdgeAndCircle,
Contact.ContactType.NotSupported, // Edge
Contact.ContactType.EdgeAndPolygon,
Contact.ContactType.NotSupported, // Chain
},
{
// Polygon register
Contact.ContactType.PolygonAndCircle,
Contact.ContactType.EdgeAndPolygon,
Contact.ContactType.Polygon,
Contact.ContactType.ChainAndPolygon,
},
{
// Chain register
Contact.ContactType.ChainAndCircle,
Contact.ContactType.NotSupported, // Edge
Contact.ContactType.ChainAndPolygon,
Contact.ContactType.NotSupported, // Chain
}
};
private int ContactCount => _activeContacts.Count;
private const int ContactPoolInitialSize = 128;
private const int ContactsPerThread = 32;
private ObjectPool<Contact> _contactPool = default!;
private readonly LinkedList<Contact> _activeContacts = new();
private sealed class ContactPoolPolicy : IPooledObjectPolicy<Contact>
{
private readonly SharedDebugPhysicsSystem _debugPhysicsSystem;
private readonly IManifoldManager _manifoldManager;
public ContactPoolPolicy(SharedDebugPhysicsSystem debugPhysicsSystem, IManifoldManager manifoldManager)
{
_debugPhysicsSystem = debugPhysicsSystem;
_manifoldManager = manifoldManager;
}
public Contact Create()
{
var contact = new Contact(_manifoldManager);
#if DEBUG
contact._debugPhysics = _debugPhysicsSystem;
#endif
contact.Manifold = new Manifold();
return contact;
}
public bool Return(Contact obj)
{
DebugTools.Assert(obj.Flags is ContactFlags.None or ContactFlags.Deleted);
SetContact(obj,
false,
EntityUid.Invalid, EntityUid.Invalid,
string.Empty, string.Empty,
null, 0,
null, 0,
null, null);
return true;
}
}
private static void SetContact(Contact contact,
bool enabled,
EntityUid uidA, EntityUid uidB,
string fixtureAId, string fixtureBId,
Fixture? fixtureA, int indexA,
Fixture? fixtureB, int indexB,
PhysicsComponent? bodyA,
PhysicsComponent? bodyB)
{
contact.Enabled = enabled;
contact.IsTouching = false;
DebugTools.Assert(contact.Flags is ContactFlags.None or ContactFlags.PreInit or ContactFlags.Deleted);
// TOIFlag = false;
contact.EntityA = uidA;
contact.EntityB = uidB;
contact.FixtureAId = fixtureAId;
contact.FixtureBId = fixtureBId;
contact.FixtureA = fixtureA;
contact.FixtureB = fixtureB;
contact.BodyA = bodyA;
contact.BodyB = bodyB;
contact.ChildIndexA = indexA;
contact.ChildIndexB = indexB;
contact.Manifold.PointCount = 0;
//FPE: We only set the friction and restitution if we are not destroying the contact
if (fixtureA != null && fixtureB != null)
{
contact.Friction = MathF.Sqrt(fixtureA.Friction * fixtureB.Friction);
contact.Restitution = MathF.Max(fixtureA.Restitution, fixtureB.Restitution);
}
contact.TangentSpeed = 0;
}
private void InitializeContacts()
{
_contactPool = new DefaultObjectPool<Contact>(
new ContactPoolPolicy(_debugPhysics, _manifoldManager),
4096);
InitializePool();
EntityManager.EntityQueueDeleted += OnContactEntityQueueDel;
}
private void ShutdownContacts()
{
EntityManager.EntityQueueDeleted -= OnContactEntityQueueDel;
}
private void OnContactEntityQueueDel(EntityUid obj)
{
// If an entity is queuedeleted then we want to purge its contacts before SimulateWorld runs in the same tick.
if (!TryComp<PhysicsComponent>(obj, out var physicsComp))
return;
DestroyContacts(physicsComp);
}
private void InitializePool()
{
var dummy = new Contact[ContactPoolInitialSize];
for (var i = 0; i < ContactPoolInitialSize; i++)
{
dummy[i] = _contactPool.Get();
}
for (var i = 0; i < ContactPoolInitialSize; i++)
{
_contactPool.Return(dummy[i]);
}
}
private Contact CreateContact(
EntityUid uidA, EntityUid uidB,
string fixtureAId, string fixtureBId,
Fixture fixtureA, int indexA,
Fixture fixtureB, int indexB,
PhysicsComponent bodyA, PhysicsComponent bodyB)
{
var type1 = fixtureA.Shape.ShapeType;
var type2 = fixtureB.Shape.ShapeType;
DebugTools.Assert(ShapeType.Unknown < type1 && type1 < ShapeType.TypeCount);
DebugTools.Assert(ShapeType.Unknown < type2 && type2 < ShapeType.TypeCount);
// Pull out a spare contact object
var contact = _contactPool.Get();
DebugTools.Assert(contact.Flags is ContactFlags.None or ContactFlags.Deleted);
contact.Flags = ContactFlags.PreInit;
// Edge+Polygon is non-symmetrical due to the way Erin handles collision type registration.
if ((type1 >= type2 || (type1 == ShapeType.Edge && type2 == ShapeType.Polygon)) && !(type2 == ShapeType.Edge && type1 == ShapeType.Polygon))
{
SetContact(contact, true, uidA, uidB, fixtureAId, fixtureBId, fixtureA, indexA, fixtureB, indexB, bodyA, bodyB);
}
else
{
SetContact(contact, true, uidB, uidA, fixtureBId, fixtureAId, fixtureB, indexB, fixtureA, indexA, bodyB, bodyA);
}
contact.Type = _registers[(int)type1, (int)type2];
return contact;
}
/// <summary>
/// Try to create a contact between these 2 fixtures.
/// </summary>
internal void AddPair(
EntityUid uidA, EntityUid uidB,
string fixtureAId, string fixtureBId,
Fixture fixtureA, int indexA,
Fixture fixtureB, int indexB,
PhysicsComponent bodyA, PhysicsComponent bodyB,
ContactFlags flags = ContactFlags.None)
{
// Broadphase has already done the faster check for collision mask / layers
// so no point duplicating
// Does a contact already exist?
if (fixtureA.Contacts.ContainsKey(fixtureB))
return;
DebugTools.Assert(!fixtureB.Contacts.ContainsKey(fixtureA));
var xformA = _xformQuery.GetComponent(uidA);
var xformB = _xformQuery.GetComponent(uidB);
// Does a joint override collision? Is at least one body dynamic?
if (!ShouldCollide(uidA, uidB, bodyA, bodyB, fixtureA, fixtureB, xformA, xformB))
return;
// Call the factory.
var contact = CreateContact(uidA, uidB, fixtureAId, fixtureBId, fixtureA, indexA, fixtureB, indexB, bodyA, bodyB);
contact.Flags = flags;
// Contact creation may swap fixtures.
var fixA = contact.FixtureA!;
var fixB = contact.FixtureB!;
var bodA = contact.BodyA!;
var bodB = contact.BodyB!;
// Insert into world
_activeContacts.AddLast(contact.MapNode);
// Connect to body A
DebugTools.Assert(!fixA.Contacts.ContainsKey(fixB));
fixA.Contacts.Add(fixB, contact);
bodA.Contacts.AddLast(contact.BodyANode);
// Connect to body B
DebugTools.Assert(!fixB.Contacts.ContainsKey(fixA));
fixB.Contacts.Add(fixA, contact);
bodB.Contacts.AddLast(contact.BodyBNode);
// If it's a spawned static ent then need to wake any contacting entities.
// The issue is that static ents can never be awake and if it spawns on an asleep entity never gets a contact.
// Checking only bodyA should be okay because if bodyA is the other ent (i.e. dynamic / kinematic) then it should already be awake.
if (bodyA.BodyType == BodyType.Static && !bodyB.Awake)
{
WakeBody(uidB, body: bodyB);
}
}
/// <summary>
/// Go through the cached broadphase movement and update contacts.
/// </summary>
internal void AddPair(string fixtureAId, string fixtureBId, in FixtureProxy proxyA, in FixtureProxy proxyB)
{
AddPair(proxyA.Entity, proxyB.Entity,
fixtureAId, fixtureBId,
proxyA.Fixture, proxyA.ChildIndex,
proxyB.Fixture, proxyB.ChildIndex,
proxyA.Body, proxyB.Body);
}
internal static bool ShouldCollide(Fixture fixtureA, Fixture fixtureB)
{
return !((fixtureA.CollisionMask & fixtureB.CollisionLayer) == 0x0 &&
(fixtureB.CollisionMask & fixtureA.CollisionLayer) == 0x0);
}
public void DestroyContact(Contact contact)
{
DestroyContact(contact, null, out _);
}
internal void DestroyContact(Contact contact, LinkedListNode<Contact>? node, out LinkedListNode<Contact>? next)
{
// EndCollideEvent may cause knock on effects that cause contacts to be destroyed.
// This check prevents us from trying to destroy a contact that is already being, or already has been, destroyed.
if ((contact.Flags & (ContactFlags.Deleting | ContactFlags.Deleted)) != 0x0)
{
next = node?.Next;
return;
}
DebugTools.Assert((contact.Flags & ContactFlags.PreInit) == 0);
// Contact flag might be None here as CollideContacts() might destroy the contact after having removed the PreInit flag
var fixtureA = contact.FixtureA!;
var fixtureB = contact.FixtureB!;
var bodyA = contact.BodyA!;
var bodyB = contact.BodyB!;
var aUid = contact.EntityA;
var bUid = contact.EntityB;
contact.Flags |= ContactFlags.Deleting;
if (contact.IsTouching)
{
var ev1 = new EndCollideEvent(aUid, bUid, contact.FixtureAId, contact.FixtureBId, fixtureA, fixtureB, bodyA, bodyB);
var ev2 = new EndCollideEvent(bUid, aUid, contact.FixtureBId, contact.FixtureAId, fixtureB, fixtureA, bodyB, bodyA);
RaiseLocalEvent(aUid, ref ev1);
RaiseLocalEvent(bUid, ref ev2);
}
if (contact.Manifold.PointCount > 0 && contact.FixtureA?.Hard == true && contact.FixtureB?.Hard == true)
{
if (bodyA.CanCollide && !TerminatingOrDeleted(aUid))
SetAwake((aUid, bodyA), true);
if (bodyB.CanCollide && !TerminatingOrDeleted(bUid))
SetAwake((bUid, bodyB), true);
}
// Fetch next node AFTER all event raising has finished.
// This ensures that we actually get the next node in case the linked list was modified by the events that were
// raised
next = node?.Next;
// Remove from the world
_activeContacts.Remove(contact.MapNode);
// Remove from body 1
DebugTools.Assert(fixtureA.Contacts.ContainsKey(fixtureB));
fixtureA.Contacts.Remove(fixtureB);
DebugTools.Assert(bodyA.Contacts.Contains(contact.BodyANode.Value));
bodyA.Contacts.Remove(contact.BodyANode);
// Remove from body 2
DebugTools.Assert(fixtureB.Contacts.ContainsKey(fixtureA));
fixtureB.Contacts.Remove(fixtureA);
DebugTools.Assert(bodyB.Contacts.Contains(contact.BodyBNode.Value));
bodyB.Contacts.Remove(contact.BodyBNode);
contact.Flags = ContactFlags.Deleted;
_contactPool.Return(contact);
}
internal void CollideContacts()
{
// Due to the fact some contacts may be removed (and we need to update this array as we iterate).
// the length may not match the actual contact count, hence we track the index.
var contacts = ArrayPool<Contact>.Shared.Rent(ContactCount);
var index = 0;
// Can be changed while enumerating
// TODO: check for null instead?
// Work out which contacts are still valid before we decide to update manifolds.
var node = _activeContacts.First;
while (node != null)
{
var contact = node.Value;
node = node.Next;
// It's possible the contact was destroyed by content in which case we just skip it.
if (!contact.Enabled)
continue;
// No longer pre-init and can be used in the solver.
contact.Flags &= ~ContactFlags.PreInit;
Fixture fixtureA = contact.FixtureA!;
Fixture fixtureB = contact.FixtureB!;
int indexA = contact.ChildIndexA;
int indexB = contact.ChildIndexB;
var bodyA = contact.BodyA!;
var bodyB = contact.BodyB!;
var uidA = contact.EntityA;
var uidB = contact.EntityB;
// Do not try to collide disabled bodies
if (!bodyA.CanCollide || !bodyB.CanCollide)
{
DestroyContact(contact);
continue;
}
var xformA = _xformQuery.GetComponent(uidA);
var xformB = _xformQuery.GetComponent(uidB);
if (xformA.MapID == MapId.Nullspace || xformB.MapID == MapId.Nullspace)
{
DestroyContact(contact);
continue;
}
// Is this contact flagged for filtering?
if ((contact.Flags & ContactFlags.Filter) != 0x0)
{
// Check default filtering
if (!ShouldCollide(fixtureA, fixtureB) ||
!ShouldCollide(uidA, uidB, bodyA, bodyB, fixtureA, fixtureB, xformA, xformB))
{
DestroyContact(contact);
continue;
}
// Clear the filtering flag.
contact.Flags &= ~ContactFlags.Filter;
}
bool activeA = bodyA.Awake && bodyA.BodyType != BodyType.Static;
bool activeB = bodyB.Awake && bodyB.BodyType != BodyType.Static;
// At least one body must be awake and it must be dynamic or kinematic.
if (activeA == false && activeB == false)
{
continue;
}
if (xformA.MapUid == null || xformA.MapUid != xformB.MapUid)
{
DestroyContact(contact);
continue;
}
// Special-case grid contacts.
if ((contact.Flags & ContactFlags.Grid) != 0x0)
{
var gridABounds = fixtureA.Shape.ComputeAABB(GetPhysicsTransform(uidA, xformA), 0);
var gridBBounds = fixtureB.Shape.ComputeAABB(GetPhysicsTransform(uidB, xformB), 0);
if (!gridABounds.Intersects(gridBBounds))
{
DestroyContact(contact);
}
else
{
// Grid contact is still alive.
contact.Flags &= ~ContactFlags.Island;
if (index >= contacts.Length)
{
Log.Error($"Insufficient contact length at 388! Index {index} and length is {contacts.Length}. Tell Sloth");
}
contacts[index++] = contact;
}
continue;
}
if (indexA >= fixtureA.Proxies.Length)
{
Log.Error($"Found invalid contact index of {indexA} on {contact.FixtureAId} / {ToPrettyString(uidA)}, expected {fixtureA.Proxies.Length}");
DestroyContact(contact);
continue;
}
if (indexB >= fixtureB.Proxies.Length)
{
Log.Error($"Found invalid contact index of {indexB} on {contact.FixtureBId} / {ToPrettyString(uidB)}, expected {fixtureB.Proxies.Length}");
DestroyContact(contact);
continue;
}
var proxyA = fixtureA.Proxies[indexA];
var proxyB = fixtureB.Proxies[indexB];
var broadphaseA = xformA.Broadphase?.Uid;
var broadphaseB = xformB.Broadphase?.Uid;
var overlap = false;
// We can have cross-broadphase proxies hence need to change them to worldspace
if (broadphaseA != null && broadphaseB != null)
{
if (broadphaseA == broadphaseB)
{
overlap = proxyA.AABB.Intersects(proxyB.AABB);
}
else
{
// TODO maybe change this? Needs benchmarking.
// Instead of transforming both boxes (which enlarges both aabbs), maybe just transform one box.
// I.e. use (matrixA * invMatrixB).TransformBox(). Or (invMatrixB * matrixA), whichever is correct.
// Alternatively, maybe just directly construct the relative transform matrix?
var proxyAWorldAABB = _transform.GetWorldMatrix(_xformQuery.GetComponent(broadphaseA.Value), _xformQuery).TransformBox(proxyA.AABB);
var proxyBWorldAABB = _transform.GetWorldMatrix(_xformQuery.GetComponent(broadphaseB.Value), _xformQuery).TransformBox(proxyB.AABB);
overlap = proxyAWorldAABB.Intersects(proxyBWorldAABB);
}
}
// Here we destroy contacts that cease to overlap in the broad-phase.
if (!overlap)
{
DestroyContact(contact);
continue;
}
// Contact is actually going to live for manifold generation and solving.
// This can also short-circuit above for grid contacts.
contact.Flags &= ~ContactFlags.Island;
if (index >= contacts.Length)
{
Log.Error($"Insufficient contact length at 429! Index {index} and length is {contacts.Length}. Tell Sloth");
}
contacts[index++] = contact;
}
var status = ArrayPool<ContactStatus>.Shared.Rent(index);
var worldPoints = ArrayPool<FixedArray2<Vector2>>.Shared.Rent(index);
// Update contacts all at once.
BuildManifolds(contacts, index, status, worldPoints);
// Single-threaded so content doesn't need to worry about race conditions.
for (var i = 0; i < index; i++)
{
if (i >= contacts.Length)
{
Log.Error($"Invalid contact length for contact events!");
continue;
}
var contact = contacts[i];
// It's possible the contact was disabled above if DestroyContact lead to even more being destroyed.
if (!contact.Enabled)
{
continue;
}
switch (status[i])
{
case ContactStatus.StartTouching:
{
if (!contact.IsTouching) continue;
var fixtureA = contact.FixtureA!;
var fixtureB = contact.FixtureB!;
var bodyA = contact.BodyA!;
var bodyB = contact.BodyB!;
var uidA = contact.EntityA;
var uidB = contact.EntityB;
var worldPoint = worldPoints[i];
var ev1 = new StartCollideEvent(uidA, uidB, contact.FixtureAId, contact.FixtureBId, fixtureA, fixtureB, bodyA, bodyB, worldPoint, contact.Manifold.PointCount);
var ev2 = new StartCollideEvent(uidB, uidA, contact.FixtureBId, contact.FixtureAId, fixtureB, fixtureA, bodyB, bodyA, worldPoint, contact.Manifold.PointCount);
RaiseLocalEvent(uidA, ref ev1, true);
RaiseLocalEvent(uidB, ref ev2, true);
break;
}
case ContactStatus.Touching:
break;
case ContactStatus.EndTouching:
{
var fixtureA = contact.FixtureA;
var fixtureB = contact.FixtureB;
// If something under StartCollideEvent potentially nukes other contacts (e.g. if the entity is deleted)
// then we'll just skip the EndCollide.
if (fixtureA == null || fixtureB == null) continue;
var bodyA = contact.BodyA!;
var bodyB = contact.BodyB!;
var uidA = contact.EntityA;
var uidB = contact.EntityB;
var ev1 = new EndCollideEvent(uidA, uidB, contact.FixtureAId, contact.FixtureBId, fixtureA, fixtureB, bodyA, bodyB);
var ev2 = new EndCollideEvent(uidB, uidA, contact.FixtureBId, contact.FixtureAId, fixtureB, fixtureA, bodyB, bodyA);
RaiseLocalEvent(uidA, ref ev1);
RaiseLocalEvent(uidB, ref ev2);
break;
}
case ContactStatus.NoContact:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
ArrayPool<Contact>.Shared.Return(contacts);
ArrayPool<ContactStatus>.Shared.Return(status);
ArrayPool<FixedArray2<Vector2>>.Shared.Return(worldPoints);
}
private void BuildManifolds(Contact[] contacts, int count, ContactStatus[] status, FixedArray2<Vector2>[] worldPoints)
{
if (count == 0)
return;
var wake = ArrayPool<bool>.Shared.Rent(count);
_parallel.ProcessNow(new ManifoldsJob()
{
Physics = this,
Status = status,
WorldPoints = worldPoints,
Contacts = contacts,
Wake = wake,
}, count);
// Can't do this during UpdateContacts due to IoC threading issues.
for (var i = 0; i < count; i++)
{
var shouldWake = wake[i];
if (!shouldWake) continue;
var contact = contacts[i];
var bodyA = contact.BodyA!;
var bodyB = contact.BodyB!;
var aUid = contact.EntityA;
var bUid = contact.EntityB;
SetAwake((aUid, bodyA), true);
SetAwake((bUid, bodyB), true);
}
ArrayPool<bool>.Shared.Return(wake);
}
private record struct ManifoldsJob : IParallelRobustJob
{
public int BatchSize => ContactsPerThread;
public SharedPhysicsSystem Physics;
public Contact[] Contacts;
public ContactStatus[] Status;
public FixedArray2<Vector2>[] WorldPoints;
public bool[] Wake;
public void Execute(int index)
{
Physics.UpdateContact(Contacts, index, Status, Wake, WorldPoints);
}
}
private void UpdateContact(Contact[] contacts, int index, ContactStatus[] status, bool[] wake, FixedArray2<Vector2>[] worldPoints)
{
var contact = contacts[index];
// TODO: Temporary measure. When Box2D 3.0 comes out expect a major refactor
// of everything
// It's okay past sloth it can't hurt you anymore.
// This can happen if DestroyContact is called and content deletes contacts that were already processed.
if (!contact.Enabled)
{
status[index] = ContactStatus.NoContact;
wake[index] = false;
return;
}
var uidA = contact.EntityA;
var uidB = contact.EntityB;
var bodyATransform = GetPhysicsTransform(uidA);
var bodyBTransform = GetPhysicsTransform(uidB);
var contactStatus = contact.Update(bodyATransform, bodyBTransform, out wake[index]);
status[index] = contactStatus;
if (contactStatus == ContactStatus.StartTouching)
{
var points = new FixedArray2<Vector2>();
contact.GetWorldManifold(bodyATransform, bodyBTransform, out _, points.AsSpan);
worldPoints[index] = points;
}
}
/// <summary>
/// Used to prevent bodies from colliding; may lie depending on joints.
/// </summary>
protected bool ShouldCollide(
EntityUid uid,
EntityUid other,
PhysicsComponent body,
PhysicsComponent otherBody,
Fixture fixture,
Fixture otherFixture,
TransformComponent xform,
TransformComponent otherXform)
{
if (((body.BodyType & (BodyType.Kinematic | BodyType.Static)) != 0 &&
(otherBody.BodyType & (BodyType.Kinematic | BodyType.Static)) != 0) ||
// Kinematic controllers can't collide.
(fixture.Hard && body.BodyType == BodyType.KinematicController &&
otherFixture.Hard && otherBody.BodyType == BodyType.KinematicController))
{
return false;
}
if (fixture.Hard && otherFixture.Hard)
{
// Prevent self-propelling entities. I.e., prevent a fixture on a static child entity from propelling the
// parent forwards.
// TODO Add recursive parent checks, without somehow killing performance.
if (uid == other)
return false;
if (other == xform.ParentUid && body.BodyType == BodyType.Static)
return false;
if (uid == otherXform.ParentUid && otherBody.BodyType == BodyType.Static)
return false;
}
// Does a joint prevent collision?
// if one of them doesn't have jointcomp then they can't share a common joint.
// otherwise, only need to iterate over the joints of one component as they both store the same joint.
if (TryComp(uid, out JointComponent? jointComponentA) && HasComp<JointComponent>(other))
{
foreach (var joint in jointComponentA.Joints.Values)
{
// Check if either: the joint even allows collisions OR the other body on the joint is actually the other body we're checking.
if (!joint.CollideConnected && (other == joint.BodyAUid || other == joint.BodyBUid))
return false;
}
}
var preventCollideMessage = new PreventCollideEvent(uid, other, body, otherBody, fixture, otherFixture);
RaiseLocalEvent(uid, ref preventCollideMessage);
if (preventCollideMessage.Cancelled)
return false;
preventCollideMessage = new PreventCollideEvent(other, uid, otherBody, body, otherFixture, fixture);
RaiseLocalEvent(other, ref preventCollideMessage);
if (preventCollideMessage.Cancelled)
return false;
return true;
}
/// <summary>
/// Will destroy all contacts and queue for rebuild.
/// Useful if you have one that may no longer be relevant and don't want to destroy it directly.
/// </summary>
public void RegenerateContacts(Entity<PhysicsComponent?> entity)
{
if (!PhysicsQuery.Resolve(entity.Owner, ref entity.Comp))
return;
_broadphase.RegenerateContacts(entity);
}
/// <summary>
/// Returns the number of touching contacts this entity has.
/// </summary>
/// <param name="ignoredFixtureId">Fixture we should ignore if applicable</param>
[Pure]
public int GetTouchingContacts(Entity<FixturesComponent?> entity, string? ignoredFixtureId = null)
{
if (!_fixturesQuery.Resolve(entity.Owner, ref entity.Comp))
return 0;
var count = 0;
foreach (var (id, fixture) in entity.Comp.Fixtures)
{
if (ignoredFixtureId == id)
continue;
foreach (var contact in fixture.Contacts.Values)
{
if (!contact.IsTouching)
continue;
count++;
}
}
return count;
}
/// <summary>
/// Returns all of this entity's contacts.
/// </summary>
[Pure]
public ContactEnumerator GetContacts(Entity<FixturesComponent?> entity, bool includeDeleting = false)
{
_fixturesQuery.Resolve(entity.Owner, ref entity.Comp);
return new ContactEnumerator(entity.Comp, includeDeleting);
}
}
public record struct ContactEnumerator
{
public static readonly ContactEnumerator Empty = new(null);
private Dictionary<string, Fixture>.ValueCollection.Enumerator _fixtureEnumerator;
private Dictionary<Fixture, Contact>.ValueCollection.Enumerator _contactEnumerator;
/// <summary>
/// Also include deleting contacts.
/// This typically includes the current contact if you're invoking this in the eventbus for an EndCollideEvent.
/// </summary>
public bool IncludeDeleting;
public ContactEnumerator(FixturesComponent? fixtures, bool includeDeleting = false)
{
IncludeDeleting = includeDeleting;
if (fixtures == null || fixtures.Fixtures.Count == 0)
{
this = Empty;
return;
}
_fixtureEnumerator = fixtures.Fixtures.Values.GetEnumerator();
_fixtureEnumerator.MoveNext();
_contactEnumerator = _fixtureEnumerator.Current.Contacts.Values.GetEnumerator();
}
public bool MoveNext([NotNullWhen(true)] out Contact? contact)
{
if (!_contactEnumerator.MoveNext())
{
if (!_fixtureEnumerator.MoveNext())
{
contact = null;
return false;
}
_contactEnumerator = _fixtureEnumerator.Current.Contacts.Values.GetEnumerator();
return MoveNext(out contact);
}
contact = _contactEnumerator.Current;
if (!IncludeDeleting && contact.Deleting)
return MoveNext(out contact);
return true;
}
}
internal enum ContactStatus : byte
{
NoContact = 0,
StartTouching = 1,
Touching = 2,
EndTouching = 3,
}