mirror of
https://github.com/space-wizards/RobustToolbox.git
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42 lines
1.4 KiB
C#
42 lines
1.4 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.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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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpriteComponent, QueueSpriteTreeUpdateEvent>(OnQueueUpdate);
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}
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private void OnQueueUpdate(EntityUid uid, SpriteComponent component, ref QueueSpriteTreeUpdateEvent args)
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=> QueueTreeUpdate(uid, component, args.Xform);
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// TODO remove this when finally ECSing sprite components
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[ByRefEvent]
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internal readonly struct QueueSpriteTreeUpdateEvent
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{
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public readonly TransformComponent Xform;
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public QueueSpriteTreeUpdateEvent(TransformComponent xform)
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{
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Xform = xform;
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}
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}
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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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=> entry.Component.CalculateRotatedBoundingBox(pos, rot, default).CalcBoundingBox();
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#endregion
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}
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