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RobustToolbox/Robust.Shared/GameObjects/Components/Collidable/PhysicsComponent.Physics.cs
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/*
* 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.
*
* PhysicsComponent is heavily modified from Box2D.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Dynamics.Contacts;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
[ComponentReference(typeof(ILookupWorldBox2Component))]
[ComponentReference(typeof(IPhysBody))]
[NetworkedComponent(), ComponentProtoName("Physics")]
public sealed class PhysicsComponent : Component, IPhysBody, ISerializationHooks, ILookupWorldBox2Component
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
[DataField("status", readOnly: true)]
private BodyStatus _bodyStatus = BodyStatus.OnGround;
/// <summary>
/// Has this body been added to an island previously in this tick.
/// </summary>
public bool Island { get; set; }
internal BroadphaseComponent? Broadphase { get; set; }
/// <summary>
/// Store the body's index within the island so we can lookup its data.
/// Key is Island's ID and value is our index.
/// </summary>
public Dictionary<int, int> IslandIndex { get; set; } = new();
// TODO: Actually implement after the initial pr dummy
/// <summary>
/// Gets or sets where this body should be included in the CCD solver.
/// </summary>
public bool IsBullet { get; set; }
public bool IgnoreCCD { get; set; }
// TODO: Placeholder; look it's disgusting but my main concern is stopping fixtures being serialized every tick
// on physics bodies for massive shuttle perf savings.
[Obsolete("Use FixturesComponent instead.")]
public IReadOnlyList<Fixture> Fixtures => _entMan.GetComponent<FixturesComponent>(Owner).Fixtures.Values.ToList();
public int FixtureCount => _entMan.GetComponent<FixturesComponent>(Owner).Fixtures.Count;
[ViewVariables] public int ContactCount => Contacts.Count;
/// <summary>
/// Linked-list of all of our contacts.
/// </summary>
internal LinkedList<Contact> Contacts = new();
[DataField("ignorePaused"), ViewVariables(VVAccess.ReadWrite)]
public bool IgnorePaused { get; set; }
internal SharedPhysicsMapComponent? PhysicsMap { get; set; }
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public BodyType BodyType
{
get => _bodyType;
set
{
if (_bodyType == value)
return;
var oldType = _bodyType;
_bodyType = value;
ResetMassData();
if (_bodyType == BodyType.Static)
{
SetAwake(false);
_linearVelocity = Vector2.Zero;
_angularVelocity = 0.0f;
// SynchronizeFixtures(); TODO: When CCD
}
else
{
SetAwake(true);
}
Force = Vector2.Zero;
Torque = 0.0f;
_sysMan.GetEntitySystem<SharedBroadphaseSystem>().RegenerateContacts(this);
_entMan.EventBus.RaiseLocalEvent(Owner, new PhysicsBodyTypeChangedEvent(_bodyType, oldType), false);
}
}
[DataField("bodyType")]
private BodyType _bodyType = BodyType.Static;
/// <summary>
/// Set awake without the sleeptimer being reset.
/// </summary>
internal void ForceAwake()
{
if (_awake || _bodyType == BodyType.Static) return;
_awake = true;
_entMan.EventBus.RaiseEvent(EventSource.Local, new PhysicsWakeMessage(this));
}
// We'll also block Static bodies from ever being awake given they don't need to move.
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public bool Awake
{
get => _awake;
set
{
if (_bodyType == BodyType.Static) return;
SetAwake(value);
}
}
internal bool _awake = true;
private void SetAwake(bool value)
{
if (_awake == value) return;
_awake = value;
if (value)
{
_sleepTime = 0.0f;
_entMan.EventBus.RaiseLocalEvent(Owner, new PhysicsWakeMessage(this));
}
else
{
_entMan.EventBus.RaiseLocalEvent(Owner, new PhysicsSleepMessage(this));
ResetDynamics();
_sleepTime = 0.0f;
}
Dirty(_entMan);
}
/// <summary>
/// You can disable sleeping on this body. If you disable sleeping, the
/// body will be woken.
/// </summary>
/// <value><c>true</c> if sleeping is allowed; otherwise, <c>false</c>.</value>
[ViewVariables(VVAccess.ReadWrite)]
public bool SleepingAllowed
{
get => _sleepingAllowed;
set
{
if (_sleepingAllowed == value)
return;
if (!value)
Awake = true;
_sleepingAllowed = value;
Dirty(_entMan);
}
}
[DataField("sleepingAllowed")]
private bool _sleepingAllowed = true;
[ViewVariables]
public float SleepTime
{
get => _sleepTime;
set
{
DebugTools.Assert(!float.IsNaN(value));
if (MathHelper.CloseToPercent(value, _sleepTime))
return;
_sleepTime = value;
}
}
[DataField("sleepTime")]
private float _sleepTime;
/// <inheritdoc />
public void WakeBody()
{
Awake = true;
}
/// <inheritdoc />
public override ComponentState GetComponentState()
{
return new PhysicsComponentState(_canCollide, _sleepingAllowed, _fixedRotation, _bodyStatus, _linearVelocity, _angularVelocity, _bodyType);
}
/// <inheritdoc />
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is not PhysicsComponentState newState)
return;
SleepingAllowed = newState.SleepingAllowed;
FixedRotation = newState.FixedRotation;
CanCollide = newState.CanCollide;
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(_entMan);
LinearVelocity = newState.LinearVelocity;
// Logger.Debug($"{IGameTiming.TickStampStatic}: [{Owner}] {LinearVelocity}");
AngularVelocity = newState.AngularVelocity;
BodyType = newState.BodyType;
Predict = false;
}
/// <summary>
/// Resets the dynamics of this body.
/// Sets torque, force and linear/angular velocity to 0
/// </summary>
public void ResetDynamics()
{
Torque = 0;
_angularVelocity = 0;
Force = Vector2.Zero;
_linearVelocity = Vector2.Zero;
Dirty(_entMan);
}
public Box2 GetAABB(Transform transform)
{
var bounds = new Box2(transform.Position, transform.Position);
foreach (var fixture in _entMan.GetComponent<FixturesComponent>(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;
}
[Obsolete("Use the GetWorldAABB on EntityLookupSystem")]
public Box2 GetWorldAABB(Vector2? worldPos = null, Angle? worldRot = null)
{
if (worldPos == null && worldRot == null)
{
(worldPos, worldRot) = _entMan.GetComponent<TransformComponent>(Owner).GetWorldPositionRotation();
}
else
{
worldPos ??= _entMan.GetComponent<TransformComponent>(Owner).WorldPosition;
worldRot ??= _entMan.GetComponent<TransformComponent>(Owner).WorldRotation;
}
var transform = new Transform(worldPos.Value, (float) worldRot.Value.Theta);
var bounds = new Box2(transform.Position, transform.Position);
foreach (var fixture in _entMan.GetComponent<FixturesComponent>(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;
}
/// <summary>
/// Enables or disabled collision processing of this component.
/// </summary>
/// <remarks>
/// Also known as Enabled in Box2D
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
public bool CanCollide
{
get => _canCollide;
set
{
if (_canCollide == value ||
value && Owner.IsInContainer(_entMan))
return;
_canCollide = value;
_entMan.EventBus.RaiseEvent(EventSource.Local, new CollisionChangeMessage(this, Owner, _canCollide));
Dirty(_entMan);
}
}
[DataField("canCollide")] internal bool _canCollide = true;
/// <summary>
/// Non-hard physics bodies will not cause action collision (e.g. blocking of movement)
/// while still raising collision events. Recommended you use the fixture hard values directly
/// </summary>
/// <remarks>
/// This is useful for triggers or such to detect collision without actually causing a blockage.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
public bool Hard { get; internal set; }
/// <summary>
/// Bitmask of the collision layers this component is a part of.
/// </summary>
[ViewVariables]
public int CollisionLayer { get; internal set; }
/// <summary>
/// Bitmask of the layers this component collides with.
/// </summary>
[ViewVariables]
public int CollisionMask { get; internal set; }
// I made Mass read-only just because overwriting it doesn't touch inertia.
/// <summary>
/// Current mass of the entity in kilograms.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Mass => (BodyType & (BodyType.Dynamic | BodyType.KinematicController)) != 0 ? _mass : 0.0f;
private float _mass;
/// <summary>
/// Inverse mass of the entity in kilograms (1 / Mass).
/// </summary>
[ViewVariables]
public float InvMass => (BodyType & (BodyType.Dynamic | BodyType.KinematicController)) != 0 ? _invMass : 0.0f;
private float _invMass;
/// <summary>
/// Moment of inertia, or angular mass, in kg * m^2.
/// </summary>
/// <remarks>
/// https://en.wikipedia.org/wiki/Moment_of_inertia
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
public float Inertia
{
get => _inertia + _mass * Vector2.Dot(_localCenter, _localCenter);
set
{
DebugTools.Assert(!float.IsNaN(value));
if (_bodyType != BodyType.Dynamic) return;
if (MathHelper.CloseToPercent(_inertia, value)) return;
if (value > 0.0f && !_fixedRotation)
{
_inertia = value - Mass * Vector2.Dot(_localCenter, _localCenter);
DebugTools.Assert(_inertia > 0.0f);
InvI = 1.0f / _inertia;
Dirty(_entMan);
}
}
}
private float _inertia;
/// <summary>
/// Indicates whether this body ignores gravity
/// </summary>
public bool IgnoreGravity { get; set; }
/// <summary>
/// Inverse moment of inertia (1 / I).
/// </summary>
[ViewVariables]
public float InvI { get; set; }
/// <summary>
/// Is the body allowed to have angular velocity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool FixedRotation
{
get => _fixedRotation;
set
{
if (_fixedRotation == value)
return;
_fixedRotation = value;
_angularVelocity = 0.0f;
ResetMassData();
Dirty(_entMan);
}
}
// TODO: Should default to false someday IMO
[DataField("fixedRotation")]
private bool _fixedRotation = true;
/// <summary>
/// Get this body's center of mass offset to world position.
/// </summary>
/// <remarks>
/// AKA Sweep.LocalCenter in Box2D.
/// Not currently in use as this is set after mass data gets set (when fixtures update).
/// </remarks>
[ViewVariables]
public Vector2 LocalCenter
{
get => _localCenter;
set
{
if (_bodyType != BodyType.Dynamic) return;
if (value.EqualsApprox(_localCenter)) return;
_localCenter = value;
}
}
private Vector2 _localCenter = Vector2.Zero;
/// <summary>
/// Current Force being applied to this entity in Newtons.
/// </summary>
/// <remarks>
/// The force is applied to the center of mass.
/// https://en.wikipedia.org/wiki/Force
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Force { get; set; }
/// <summary>
/// Current torque being applied to this entity in N*m.
/// </summary>
/// <remarks>
/// The torque rotates around the Z axis on the object.
/// https://en.wikipedia.org/wiki/Torque
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
public float Torque { get; set; }
/// <summary>
/// Contact friction between 2 bodies.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Friction
{
get => _friction;
set
{
if (MathHelper.CloseToPercent(value, _friction))
return;
_friction = value;
// TODO
// Dirty(_entMan);
}
}
private float _friction;
/// <summary>
/// This is a set amount that the body's linear velocity is reduced by every tick.
/// Combined with the tile friction.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float LinearDamping
{
get => _linearDamping;
set
{
DebugTools.Assert(!float.IsNaN(value));
if (MathHelper.CloseToPercent(value, _linearDamping))
return;
_linearDamping = value;
// Dirty(_entMan);
}
}
[DataField("linearDamping")]
private float _linearDamping = 0.2f;
/// <summary>
/// This is a set amount that the body's angular velocity is reduced every tick.
/// Combined with the tile friction.
/// </summary>
/// <returns></returns>
[ViewVariables(VVAccess.ReadWrite)]
public float AngularDamping
{
get => _angularDamping;
set
{
DebugTools.Assert(!float.IsNaN(value));
if (MathHelper.CloseToPercent(value, _angularDamping))
return;
_angularDamping = value;
// Dirty(_entMan);
}
}
[DataField("angularDamping")]
private float _angularDamping = 0.2f;
/// <summary>
/// Current linear velocity of the entity in meters per second.
/// </summary>
/// <remarks>
/// This is the velocity relative to the parent, but is defined in terms of map coordinates. I.e., if the
/// entity's parents are all stationary, this is the rate of change of this entity's world position (not
/// local position).
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 LinearVelocity
{
get => _linearVelocity;
set
{
// Curse you Q
// DebugTools.Assert(!float.IsNaN(value.X) && !float.IsNaN(value.Y));
if (BodyType == BodyType.Static)
return;
if (Vector2.Dot(value, value) > 0.0f)
Awake = true;
if (_linearVelocity.EqualsApprox(value, 0.0001f))
return;
_linearVelocity = value;
Dirty(_entMan);
}
}
internal Vector2 _linearVelocity;
/// <summary>
/// Current angular velocity of the entity in radians per sec.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float AngularVelocity
{
get => _angularVelocity;
set
{
// TODO: This and linearvelocity asserts
// DebugTools.Assert(!float.IsNaN(value));
if (BodyType == BodyType.Static)
return;
if (value * value > 0.0f)
Awake = true;
// CloseToPercent tolerance needs to be small enough such that an angular velocity just above
// sleep-tolerance can damp down to sleeping.
if (MathHelper.CloseToPercent(_angularVelocity, value, 0.00001f))
return;
_angularVelocity = value;
Dirty(_entMan);
}
}
private float _angularVelocity;
/// <summary>
/// Current momentum of the entity in kilogram meters per second
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Momentum
{
get => LinearVelocity * Mass;
set => LinearVelocity = value / Mass;
}
/// <summary>
/// The current status of the object
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public BodyStatus BodyStatus
{
get => _bodyStatus;
set
{
if (_bodyStatus == value)
return;
_bodyStatus = value;
Dirty(_entMan);
}
}
[ViewVariables(VVAccess.ReadWrite)]
public bool Predict
{
get => _predict;
set => _predict = value;
}
private bool _predict;
public IEnumerable<PhysicsComponent> GetBodiesIntersecting()
{
foreach (var entity in _sysMan.GetEntitySystem<SharedPhysicsSystem>().GetCollidingEntities(_entMan.GetComponent<TransformComponent>(Owner).MapID, GetWorldAABB()))
{
yield return entity;
}
}
/// <summary>
/// Gets a local point relative to the body's origin given a world point.
/// Note that the vector only takes the rotation into account, not the position.
/// </summary>
/// <param name="worldPoint">A point in world coordinates.</param>
/// <returns>The corresponding local point relative to the body's origin.</returns>
public Vector2 GetLocalPoint(in Vector2 worldPoint)
{
return Transform.MulT(GetTransform(), worldPoint);
}
/// <summary>
/// Get the world coordinates of a point given the local coordinates.
/// </summary>
/// <param name="localPoint">A point on the body measured relative the the body's origin.</param>
/// <returns>The same point expressed in world coordinates.</returns>
public Vector2 GetWorldPoint(in Vector2 localPoint)
{
return Transform.Mul(GetTransform(), localPoint);
}
public Vector2 GetLocalVector2(Vector2 worldVector)
{
return Transform.MulT(new Quaternion2D((float) _entMan.GetComponent<TransformComponent>(Owner).WorldRotation.Theta), worldVector);
}
public Transform GetTransform()
{
var (worldPos, worldRot) = _entMan.GetComponent<TransformComponent>(Owner).GetWorldPositionRotation();
var xf = new Transform(worldPos, (float) worldRot.Theta);
// xf.Position -= Transform.Mul(xf.Quaternion2D, LocalCenter);
return xf;
}
/// <summary>
/// Applies an impulse to the centre of mass.
/// </summary>
public void ApplyLinearImpulse(in Vector2 impulse)
{
if ((_bodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0) return;
Awake = true;
LinearVelocity += impulse * _invMass;
}
/// <summary>
/// Applies an impulse from the specified point.
/// </summary>
public void ApplyLinearImpulse(in Vector2 impulse, in Vector2 point)
{
if ((_bodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0) return;
Awake = true;
LinearVelocity += impulse * _invMass;
// TODO: Sweep here
AngularVelocity += InvI * Vector2.Cross(point, impulse);
}
public void ApplyAngularImpulse(float impulse)
{
if ((_bodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0) return;
Awake = true;
AngularVelocity += impulse * InvI;
}
public void ApplyForce(in Vector2 force)
{
if (_bodyType != BodyType.Dynamic) return;
Awake = true;
Force += force;
}
// TOOD: Need SetTransformIgnoreContacts so we can teleport body and /ignore contacts/
public void DestroyContacts()
{
var node = Contacts.First;
while (node != null)
{
var contact = node.Value;
node = node.Next;
PhysicsMap?.ContactManager.Destroy(contact);
}
DebugTools.Assert(Contacts.Count == 0);
}
IEnumerable<IPhysBody> IPhysBody.GetCollidingEntities(Vector2 offset, bool approx)
{
return _sysMan.GetEntitySystem<SharedPhysicsSystem>().GetCollidingEntities(this, offset, approx);
}
public void ResetMassData(FixturesComponent? fixtures = null)
{
_mass = 0.0f;
_invMass = 0.0f;
_inertia = 0.0f;
InvI = 0.0f;
_localCenter = Vector2.Zero;
if (((int) _bodyType & (int) BodyType.Kinematic) != 0)
{
return;
}
// Temporary until ECS don't @ me.
fixtures ??= IoCManager.Resolve<IEntityManager>().GetComponent<FixturesComponent>(Owner);
var localCenter = Vector2.Zero;
var shapeManager = _sysMan.GetEntitySystem<FixtureSystem>();
foreach (var (_, fixture) in fixtures.Fixtures)
{
if (fixture.Mass <= 0.0f) continue;
var data = new MassData {Mass = fixture.Mass};
shapeManager.GetMassData(fixture.Shape, ref data);
_mass += data.Mass;
localCenter += data.Center * data.Mass;
_inertia += data.I;
}
if (BodyType == BodyType.Static)
{
return;
}
if (_mass > 0.0f)
{
_invMass = 1.0f / _mass;
localCenter *= _invMass;
}
else
{
// Always need positive mass.
_mass = 1.0f;
_invMass = 1.0f;
}
if (_inertia > 0.0f && !_fixedRotation)
{
// Center inertia about center of mass.
_inertia -= _mass * Vector2.Dot(localCenter, localCenter);
DebugTools.Assert(_inertia > 0.0f);
InvI = 1.0f / _inertia;
}
else
{
_inertia = 0.0f;
InvI = 0.0f;
}
_localCenter = localCenter;
// TODO: Calculate Sweep
/*
var oldCenter = Sweep.Center;
Sweep.LocalCenter = localCenter;
Sweep.Center0 = Sweep.Center = Transform.Mul(GetTransform(), Sweep.LocalCenter);
*/
// Update center of mass velocity.
// _linVelocity += Vector2.Cross(_angVelocity, Worl - oldCenter);
}
/// <summary>
/// Used to prevent bodies from colliding; may lie depending on joints.
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
internal bool ShouldCollide(PhysicsComponent other)
{
if ((_bodyType & (BodyType.Kinematic | BodyType.Static)) != 0 &&
(other._bodyType & (BodyType.Kinematic | BodyType.Static)) != 0)
{
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 (_entMan.TryGetComponent(Owner, out JointComponent? jointComponentA) &&
_entMan.TryGetComponent(other.Owner, out JointComponent? jointComponentB))
{
var aUid = jointComponentA.Owner;
var bUid = jointComponentB.Owner;
foreach (var (_, joint) in jointComponentA.Joints)
{
// 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 &&
(aUid == joint.BodyAUid &&
bUid == joint.BodyBUid) ||
(bUid == joint.BodyAUid ||
aUid == joint.BodyBUid)) return false;
}
}
var preventCollideMessage = new PreventCollideEvent(this, other);
_entMan.EventBus.RaiseLocalEvent(Owner, preventCollideMessage);
if (preventCollideMessage.Cancelled) return false;
preventCollideMessage = new PreventCollideEvent(other, this);
_entMan.EventBus.RaiseLocalEvent(other.Owner, preventCollideMessage);
if (preventCollideMessage.Cancelled) return false;
return true;
}
// View variables conveniences properties.
[ViewVariables]
private Vector2 _mapLinearVelocity => _sysMan.GetEntitySystem<SharedPhysicsSystem>().GetMapLinearVelocity(Owner, this);
[ViewVariables]
private float _mapAngularVelocity => _sysMan.GetEntitySystem<SharedPhysicsSystem>().GetMapAngularVelocity(Owner, this);
}
/// <summary>
/// Directed event raised when an entity's physics BodyType changes.
/// </summary>
public sealed class PhysicsBodyTypeChangedEvent : EntityEventArgs
{
/// <summary>
/// New BodyType of the entity.
/// </summary>
public BodyType New { get; }
/// <summary>
/// Old BodyType of the entity.
/// </summary>
public BodyType Old { get; }
public PhysicsBodyTypeChangedEvent(BodyType newType, BodyType oldType)
{
New = newType;
Old = oldType;
}
}
}