mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-02 18:17:09 +02:00
207 lines
5.5 KiB
C#
207 lines
5.5 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Interfaces.GameObjects.Components;
|
|
using Robust.Shared.Interfaces.Physics;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Robust.Client.GameObjects
|
|
{
|
|
public class CollidableComponent : Component, ICollidableComponent
|
|
{
|
|
#pragma warning disable 649
|
|
[Dependency] private readonly IPhysicsManager _physicsManager;
|
|
#pragma warning restore 649
|
|
|
|
private bool _collisionIsActuallyEnabled;
|
|
private bool _collisionEnabled;
|
|
private List<IPhysShape> _physShapes;
|
|
|
|
/// <inheritdoc />
|
|
public override string Name => "Collidable";
|
|
|
|
/// <inheritdoc />
|
|
public override uint? NetID => NetIDs.COLLIDABLE;
|
|
|
|
/// <inheritdoc />
|
|
public override Type StateType => typeof(CollidableComponentState);
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables]
|
|
Box2 IPhysBody.WorldAABB
|
|
{
|
|
get
|
|
{
|
|
var pos = Owner.Transform.WorldPosition;
|
|
return ((IPhysBody) this).AABB.Translated(pos);
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables]
|
|
Box2 IPhysBody.AABB
|
|
{
|
|
get
|
|
{
|
|
var angle = Owner.Transform.WorldRotation;
|
|
var bounds = new Box2();
|
|
|
|
foreach (var shape in _physShapes)
|
|
{
|
|
var shapeBounds = shape.CalculateLocalBounds(angle);
|
|
bounds = bounds.IsEmpty() ? shapeBounds : bounds.Union(shapeBounds);
|
|
}
|
|
|
|
return bounds;
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables]
|
|
public List<IPhysShape> PhysicsShapes
|
|
{
|
|
get => _physShapes;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables]
|
|
public MapId MapID => Owner.Transform.MapID;
|
|
|
|
/// <inheritdoc />
|
|
void IPhysBody.Bumped(IEntity bumpedby)
|
|
{
|
|
SendMessage(new BumpedEntMsg(bumpedby));
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
void IPhysBody.Bump(List<IEntity> bumpedinto)
|
|
{
|
|
var collidecomponents = Owner.GetAllComponents<ICollideBehavior>().ToList();
|
|
|
|
for (var i = 0; i < collidecomponents.Count; i++)
|
|
{
|
|
collidecomponents[i].CollideWith(bumpedinto);
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables]
|
|
public bool CollisionEnabled
|
|
{
|
|
get => _collisionEnabled;
|
|
set
|
|
{
|
|
if (value == _collisionEnabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_collisionEnabled = value;
|
|
if (value)
|
|
{
|
|
EnableCollision();
|
|
}
|
|
else
|
|
{
|
|
DisableCollision();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables]
|
|
public bool IsHardCollidable { get; set; }
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables]
|
|
public int CollisionLayer { get; set; }
|
|
|
|
/// <inheritdoc />
|
|
[ViewVariables]
|
|
public int CollisionMask { get; set; }
|
|
|
|
/// <summary>
|
|
/// gets the AABB from the sprite component and sends it to the CollisionManager.
|
|
/// </summary>
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
// normally ExposeData would create this
|
|
if(_physShapes == null)
|
|
_physShapes = new List<IPhysShape>{new PhysShapeAabb()};
|
|
|
|
if (_collisionEnabled && !_collisionIsActuallyEnabled)
|
|
{
|
|
_physicsManager.AddBody(this);
|
|
_collisionIsActuallyEnabled = true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// removes the AABB from the CollisionManager.
|
|
/// </summary>
|
|
protected override void Shutdown()
|
|
{
|
|
if (_collisionEnabled)
|
|
{
|
|
_physicsManager.RemoveBody(this);
|
|
}
|
|
|
|
base.Shutdown();
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
|
|
{
|
|
if (curState == null)
|
|
return;
|
|
|
|
var newState = (CollidableComponentState) curState;
|
|
|
|
// edge triggered
|
|
if (newState.CollisionEnabled == _collisionEnabled)
|
|
return;
|
|
|
|
if (newState.CollisionEnabled)
|
|
EnableCollision();
|
|
else
|
|
DisableCollision();
|
|
|
|
_physShapes = newState.PhysShapes;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public bool TryCollision(Vector2 offset, bool bump = false)
|
|
{
|
|
return _physicsManager.TryCollide(Owner, offset, bump);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enables PhysicsBody
|
|
/// </summary>
|
|
private void EnableCollision()
|
|
{
|
|
_collisionEnabled = true;
|
|
_collisionIsActuallyEnabled = true;
|
|
_physicsManager.AddBody(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disables PhysicsBody
|
|
/// </summary>
|
|
private void DisableCollision()
|
|
{
|
|
_collisionEnabled = false;
|
|
_collisionIsActuallyEnabled = false;
|
|
_physicsManager.RemoveBody(this);
|
|
}
|
|
}
|
|
}
|