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* Partial sprite component ECS * release notes * tests * Why * SetSnapCardinals * NoRotation * DirectionOverride * This is why I love distinct overrides that take in object * LayerSetData * ISerializationHooks continue to haunt me * Relocate SetShader * LayerSetSprite * LayerSetTexture * yipeeeee * LayerSetRsi * Remove GetFallbackState * LayerSet Scale,Rotation,Color,Visible * Fix LayerSetRsi * LayerSetOffset * LayerSetDirOffset * Add overrides that take in a Layer * LayerSetAnimationTime * LayerSetRenderingStrategy * Reduce Resolves, Add Layer.Index * Access * Try fix NREs * Asserts * LayerGetState * Cleanup * Merge helper partial classes * partial rendering * GetLayerDirectionCount * Cache local bounds * RenderLayer * RefreshCachedState * RoundToCardinalAngle * Fix the pr * Fix debug assert --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
30 lines
1.0 KiB
C#
30 lines
1.0 KiB
C#
using System.Numerics;
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using Robust.Client.GameObjects;
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using Robust.Shared.ComponentTrees;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Robust.Client.ComponentTrees;
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public sealed class SpriteTreeSystem : ComponentTreeSystem<SpriteTreeComponent, SpriteComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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#region Component Tree Overrides
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protected override bool DoFrameUpdate => true;
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protected override bool DoTickUpdate => false;
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protected override bool Recursive => true;
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protected override int InitialCapacity => 1024;
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protected override Box2 ExtractAabb(in ComponentTreeEntry<SpriteComponent> entry, Vector2 pos, Angle rot)
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{
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// TODO SPRITE optimize this
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// Because the just take the BB of the rotated BB, I'mt pretty sure we do a lot of unnecessary maths.
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return _sprite.CalculateBounds((entry.Uid, entry.Component), pos, rot, default).CalcBoundingBox();
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}
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#endregion
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}
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