Files
RobustToolbox/Robust.Client/GameObjects/Components/RenderingTreeComponent.cs
T
metalgearslothandGitHub ba40185179 Make entitylookup grid-relative (#1849)
* Refactor entitylookups to be 30% more based

* Refactor gucci

* Done?

* Fix most tests

* nothing suss

* Vera single-handedly saving shuttles

* fex

* Copy lookup from shuttles

* sys

* comp recursion
2021-07-12 13:39:02 +02:00

58 lines
2.0 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Robust.Client.GameObjects
{
[RegisterComponent]
public sealed class RenderingTreeComponent : Component
{
public override string Name => "RenderingTree";
internal DynamicTree<SpriteComponent> SpriteTree { get; private set; } = new(SpriteAabbFunc);
internal DynamicTree<PointLightComponent> LightTree { get; private set; } = new(LightAabbFunc);
private static Box2 SpriteAabbFunc(in SpriteComponent value)
{
var worldPos = value.Owner.Transform.WorldPosition;
var tree = RenderingTreeSystem.GetRenderTree(value.Owner);
var pos = worldPos - tree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
return new Box2(pos, pos);
}
private static Box2 LightAabbFunc(in PointLightComponent value)
{
var worldPos = value.Owner.Transform.WorldPosition;
var tree = RenderingTreeSystem.GetRenderTree(value.Owner);
var boxSize = value.Radius * 2;
var pos = worldPos - tree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
return Box2.CenteredAround(pos, (boxSize, boxSize));
}
internal static Box2 SpriteAabbFunc(SpriteComponent value, Vector2? worldPos = null)
{
worldPos ??= value.Owner.Transform.WorldPosition;
var tree = RenderingTreeSystem.GetRenderTree(value.Owner);
var pos = worldPos - tree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
return new Box2(pos, pos);
}
internal static Box2 LightAabbFunc(PointLightComponent value, Vector2? worldPos = null)
{
worldPos ??= value.Owner.Transform.WorldPosition;
var tree = RenderingTreeSystem.GetRenderTree(value.Owner);
var boxSize = value.Radius * 2;
var pos = worldPos - tree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
return Box2.CenteredAround(pos, (boxSize, boxSize));
}
}
}