Files
RobustToolbox/Robust.Shared/GameObjects/Systems/SharedPhysicsSystem.cs
T
Acruid 4ed044ddb4 Added an interface for PhysicsComponent.
Converted everything to use collision and physics component interfaces.
2020-07-19 00:32:06 -07:00

315 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
namespace Robust.Shared.GameObjects.Systems
{
public abstract class SharedPhysicsSystem : EntitySystem
{
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IComponentManager _componentManager = default!;
private const float Epsilon = 1.0e-6f;
private readonly List<Manifold> _collisionCache = new List<Manifold>();
public SharedPhysicsSystem()
{
EntityQuery = new TypeEntityQuery(typeof(IPhysicsComponent));
}
[MethodImpl(MethodImplOptions.NoInlining)]
protected void SimulateWorld(float frameTime, List<IPhysicsComponent> physicsComponents)
{
foreach (var physics in physicsComponents)
{
physics.Controller?.UpdateBeforeProcessing();
}
// Calculate collisions and store them in the cache
ProcessCollisions();
// Remove all entities that were deleted during collision handling
physicsComponents.RemoveAll(p => p.Deleted);
// Process frictional forces
foreach (var physics in physicsComponents)
{
ProcessFriction(physics);
}
foreach (var physics in physicsComponents)
{
physics.Controller?.UpdateAfterProcessing();
}
// Remove all entities that were deleted due to the controller
physicsComponents.RemoveAll(p => p.Deleted);
const int solveIterationsAt60 = 4;
var multiplier = frameTime / (1f / 60);
var divisions = Math.Clamp(
MathF.Round(solveIterationsAt60 * multiplier, MidpointRounding.AwayFromZero),
1,
20
);
if (_timing.InSimulation) divisions = 1;
for (var i = 0; i < divisions; i++)
{
foreach (var physics in physicsComponents)
{
UpdatePosition(physics, frameTime / divisions);
}
for (var j = 0; j < divisions; ++j)
{
if (FixClipping(_collisionCache, divisions))
{
break;
}
}
}
}
// Runs collision behavior and updates cache
private void ProcessCollisions()
{
var collisionsWith = new Dictionary<ICollideBehavior, int>();
FindCollisions();
var counter = 0;
while(GetNextCollision(_collisionCache, counter, out var collision))
{
counter++;
var impulse = _physicsManager.SolveCollisionImpulse(collision);
if (collision.APhysics != null)
{
collision.APhysics.Momentum -= impulse;
}
if (collision.BPhysics != null)
{
collision.BPhysics.Momentum += impulse;
}
}
foreach (var collision in _collisionCache)
{
// Apply onCollide behavior
var aBehaviors = collision.A.Owner.GetAllComponents<ICollideBehavior>();
foreach (var behavior in aBehaviors)
{
var entity = collision.B.Owner;
if (entity.Deleted) continue;
behavior.CollideWith(entity);
if (collisionsWith.ContainsKey(behavior))
{
collisionsWith[behavior] += 1;
}
else
{
collisionsWith[behavior] = 1;
}
}
var bBehaviors = collision.B.Owner.GetAllComponents<ICollideBehavior>();
foreach (var behavior in bBehaviors)
{
var entity = collision.A.Owner;
if (entity.Deleted) continue;
behavior.CollideWith(entity);
if (collisionsWith.ContainsKey(behavior))
{
collisionsWith[behavior] += 1;
}
else
{
collisionsWith[behavior] = 1;
}
}
}
foreach (var behavior in collisionsWith.Keys)
{
behavior.PostCollide(collisionsWith[behavior]);
}
}
private void FindCollisions()
{
_collisionCache.Clear();
var combinations = new HashSet<(EntityUid, EntityUid)>();
foreach (var physics in _componentManager.GetAllComponents<IPhysicsComponent>())
{
if (physics.LinearVelocity == Vector2.Zero)
{
continue;
}
if (!physics.Owner.TryGetComponent<ICollidableComponent>(out var aCollidable))
{
continue;
}
FindCollisionsFor(aCollidable, physics, combinations);
}
}
private void FindCollisionsFor(ICollidableComponent a, IPhysicsComponent aPhysics,
HashSet<(EntityUid, EntityUid)> combinations)
{
foreach (var b in a.GetCollidingEntities(Vector2.Zero))
{
var aUid = ((IPhysBody)a).Owner.Uid;
var bUid = b.Uid;
if (bUid.CompareTo(aUid) > 0)
{
var tmpUid = bUid;
bUid = aUid;
aUid = tmpUid;
}
if (!combinations.Add((aUid, bUid)))
{
continue;
}
var bCollidable = b.GetComponent<ICollidableComponent>();
if (b.TryGetComponent<IPhysicsComponent>(out var bPhysics))
{
_collisionCache.Add(new Manifold(a, bCollidable, aPhysics, bPhysics, a.Hard && bCollidable.Hard, _physicsManager));
}
else
{
_collisionCache.Add(new Manifold(a, bCollidable, aPhysics, null, a.Hard && bCollidable.Hard, _physicsManager));
}
}
}
private bool GetNextCollision(List<Manifold> collisions, int counter, out Manifold collision)
{
// The *4 is completely arbitrary
if (counter > collisions.Count * 4)
{
collision = default;
return false;
}
var indexes = new List<int>();
for (int i = 0; i < collisions.Count; i++)
{
indexes.Add(i);
}
_random.Shuffle(indexes);
foreach (var index in indexes)
{
if (collisions[index].Unresolved)
{
collision = collisions[index];
return true;
}
}
collision = default;
return false;
}
private void ProcessFriction(IPhysicsComponent physics)
{
if (physics.LinearVelocity == Vector2.Zero) return;
// Calculate frictional force
var friction = GetFriction(physics);
// Clamp friction because friction can't make you accelerate backwards
friction = Math.Min(friction, physics.LinearVelocity.Length);
// No multiplication/division by mass here since that would be redundant.
var frictionVelocityChange = physics.LinearVelocity.Normalized * -friction;
physics.LinearVelocity += frictionVelocityChange;
}
private void UpdatePosition(IPhysicsComponent physics, float frameTime)
{
var ent = physics.Owner;
physics.LinearVelocity = new Vector2(Math.Abs(physics.LinearVelocity.X) < Epsilon ? 0.0f : physics.LinearVelocity.X, Math.Abs(physics.LinearVelocity.Y) < Epsilon ? 0.0f : physics.LinearVelocity.Y);
if (physics.Anchored ||
physics.LinearVelocity == Vector2.Zero && Math.Abs(physics.AngularVelocity) < Epsilon) return;
if (ContainerHelpers.IsInContainer(ent) && physics.LinearVelocity != Vector2.Zero)
{
ent.Transform.Parent!.Owner.SendMessage(ent.Transform, new RelayMovementEntityMessage(ent));
// This prevents redundant messages from being sent if solveIterations > 1 and also simulates the entity "colliding" against the locker door when it opens.
physics.LinearVelocity = Vector2.Zero;
}
physics.Owner.Transform.WorldRotation += physics.AngularVelocity * frameTime;
physics.Owner.Transform.WorldPosition += physics.LinearVelocity * frameTime;
}
// Based off of Randy Gaul's ImpulseEngine code
private bool FixClipping(List<Manifold> collisions, float divisions)
{
const float allowance = 0.05f;
var percent = Math.Clamp(1f / divisions, 0.01f, 1f);
var done = true;
foreach (var collision in collisions)
{
if (!collision.Hard)
{
continue;
}
var penetration = _physicsManager.CalculatePenetration(collision.A, collision.B);
if (penetration > allowance)
{
done = false;
var correction = collision.Normal * Math.Abs(penetration) * percent;
if (collision.APhysics != null && !collision.APhysics.Anchored && !collision.APhysics.Deleted)
collision.APhysics.Owner.Transform.WorldPosition -= correction;
if (collision.BPhysics != null && !collision.BPhysics.Anchored && !collision.BPhysics.Deleted)
collision.BPhysics.Owner.Transform.WorldPosition += correction;
}
}
return done;
}
private float GetFriction(IPhysicsComponent physics)
{
var ent = physics.Owner;
if (ent.HasComponent<ICollidableComponent>() && physics.OnGround)
{
var location = ent.Transform;
var grid = _mapManager.GetGrid(location.GridPosition.GridID);
var tile = grid.GetTileRef(location.GridPosition);
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
return tileDef.Friction;
}
return 0.0f;
}
}
}