Files
RobustToolbox/Robust.Shared/Physics/Dynamics/Joints/Joint.cs

343 lines
10 KiB
C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
using System;
using System.Diagnostics;
using System.Numerics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.Physics.Dynamics.Joints;
public enum JointType : byte
{
Unknown,
Revolute,
Prismatic,
Distance,
Pulley,
Mouse,
Gear,
Wheel,
Weld,
Friction,
Rope,
Motor,
// Sloth note: I Removed FPE's fixed joints
}
public enum LimitState : byte
{
Inactive,
AtLower,
AtUpper,
Equal,
}
[Serializable, NetSerializable]
public abstract class JointState
{
public string ID { get; internal set; } = default!;
public bool Enabled { get; internal set; }
public bool CollideConnected { get; internal set; }
public EntityUid UidA { get; internal set; }
public EntityUid UidB { get; internal set; }
public Vector2 LocalAnchorA { get; internal set; }
public Vector2 LocalAnchorB { get; internal set; }
public float Breakpoint { get; internal set; }
public abstract Joint GetJoint();
}
[ImplicitDataDefinitionForInheritors]
public abstract partial class Joint : IEquatable<Joint>
{
/// <summary>
/// Network identifier of this joint.
/// </summary>
[DataField("id")]
public string ID { get; set; } = string.Empty;
/// <summary>
/// Indicate if this joint is enabled or not. Disabling a joint
/// means it is still in the simulation, but inactive.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("enabled")]
public bool Enabled { get; internal set; } = true;
/// <summary>
/// Has this joint already been added to an island.
/// </summary>
internal bool IslandFlag;
// For some reason in FPE this is settable?
/// <summary>
/// Gets the type of the joint.
/// </summary>
/// <value>The type of the joint.</value>
public abstract JointType JointType { get; }
[DataField("bodyA")]
public EntityUid BodyAUid { get; private set; }
[DataField("bodyB")]
public EntityUid BodyBUid { get; private set; }
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 LocalAnchorA
{
get => _localAnchorA;
set
{
if (_localAnchorA.EqualsApprox(value)) return;
_localAnchorA = value;
Dirty();
}
}
[DataField("localAnchorA")]
private Vector2 _localAnchorA;
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 LocalAnchorB
{
get => _localAnchorB;
set
{
if (_localAnchorB.EqualsApprox(value)) return;
_localAnchorB = value;
Dirty();
}
}
[DataField("localAnchorB")]
private Vector2 _localAnchorB;
/// <summary>
/// Set this flag to true if the attached bodies should collide.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool CollideConnected
{
get => _collideConnected;
set
{
if (_collideConnected == value) return;
_collideConnected = value;
if (!_collideConnected)
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedJointSystem>().FilterContactsForJoint(this);
Dirty();
}
}
[DataField("collideConnected")] protected bool _collideConnected = true;
/// <summary>
/// The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
/// The default value is float.MaxValue, which means it never breaks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Breakpoint
{
get => _breakpoint;
set
{
if (MathHelper.CloseToPercent(_breakpoint, value)) return;
_breakpoint = value;
_breakpointSquared = _breakpoint * _breakpoint;
Dirty();
}
}
[DataField("breakpoint")]
private float _breakpoint = float.MaxValue;
private double _breakpointSquared = double.MaxValue;
// TODO: Later nerd
// serializer.DataField(this, x => x.BodyA, "bodyA", EntityUid.Invalid);
// serializer.DataField(this, x => x.BodyB, "bodyB", Ent);
protected internal void Dirty(IEntityManager? entMan = null)
{
// TODO: move dirty & setter functions to a system.
IoCManager.Resolve(ref entMan);
if (entMan.TryGetComponent(BodyAUid, out PhysicsComponent? physics))
entMan.Dirty(BodyAUid, physics);
if (entMan.TryGetComponent(BodyBUid, out physics))
entMan.Dirty(BodyBUid, physics);
}
protected Joint() {}
protected Joint(EntityUid bodyAUid, EntityUid bodyBUid)
{
BodyAUid = bodyAUid;
BodyBUid = bodyBUid;
//Can't connect a joint to the same body twice.
Debug.Assert(BodyAUid != BodyBUid);
}
protected Joint(JointState state)
{
ID = state.ID;
BodyAUid = state.UidA;
BodyBUid = state.UidB;
Enabled = state.Enabled;
_collideConnected = state.CollideConnected;
_localAnchorA = state.LocalAnchorA;
_localAnchorB = state.LocalAnchorB;
_breakpoint = state.Breakpoint;
}
/// <summary>
/// Applies our properties to the provided state
/// </summary>
/// <param name="state"></param>
protected void GetState(JointState state)
{
state.ID = ID;
state.CollideConnected = _collideConnected;
state.Enabled = Enabled;
state.UidA = BodyAUid;
state.UidB = BodyBUid;
state.Breakpoint = _breakpoint;
}
public abstract JointState GetState();
internal virtual void ApplyState(JointState state)
{
ID = state.ID;
CollideConnected = state.CollideConnected;
Enabled = state.Enabled;
Breakpoint = state.Breakpoint;
_breakpointSquared = Breakpoint * Breakpoint;
_localAnchorA = state.LocalAnchorA;
_localAnchorB = state.LocalAnchorB;
}
/// <summary>
/// Get the reaction force on body at the joint anchor in Newtons.
/// </summary>
/// <param name="invDt">The inverse delta time.</param>
public abstract Vector2 GetReactionForce(float invDt);
/// <summary>
/// Get the reaction torque on the body at the joint anchor in N*m.
/// </summary>
/// <param name="invDt">The inverse delta time.</param>
public abstract float GetReactionTorque(float invDt);
internal abstract void InitVelocityConstraints(
in SolverData data,
in SharedPhysicsSystem.IslandData island,
PhysicsComponent bodyA,
PhysicsComponent bodyB,
Vector2[] positions,
float[] angles,
Vector2[] linearVelocities,
float[] angularVelocities);
internal float Validate(float invDt)
{
if (!Enabled)
return 0.0f;
var jointErrorSquared = GetReactionForce(invDt).LengthSquared();
if (MathF.Abs(jointErrorSquared) <= _breakpointSquared)
return 0.0f;
Enabled = false;
return jointErrorSquared;
}
internal abstract void SolveVelocityConstraints(
in SolverData data,
in SharedPhysicsSystem.IslandData island,
Vector2[] linearVelocities,
float[] angularVelocities);
/// <summary>
/// Solves the position constraints.
/// </summary>
/// <returns>returns true if the position errors are within tolerance.</returns>
internal abstract bool SolvePositionConstraints(
in SolverData data,
Vector2[] positions,
float[] angles);
public bool Equals(Joint? other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return Enabled == other.Enabled &&
JointType == other.JointType &&
BodyAUid.Equals(other.BodyAUid) &&
BodyBUid.Equals(other.BodyBUid) &&
CollideConnected == other.CollideConnected &&
MathHelper.CloseTo(_breakpoint, other._breakpoint) &&
_localAnchorA.EqualsApprox(other._localAnchorA) &&
_localAnchorB.EqualsApprox(other._localAnchorB);
}
// TODO: Need to check localanchor or something as well.
public override int GetHashCode()
{
var hashcode = BodyAUid.GetHashCode();
hashcode = hashcode * 397 ^ BodyBUid.GetHashCode();
hashcode = hashcode * 397 ^ JointType.GetHashCode();
return hashcode;
}
public abstract Joint Clone(EntityUid uidA, EntityUid uidB);
/// <summary>
/// Copies the networked data for a joint. Does not copy warmstarting.
/// </summary>
/// <returns></returns>
public Joint Clone()
{
return Clone(BodyAUid, BodyBUid);
}
/// <summary>
/// Copies all joint data including warm starting.
/// </summary>
public abstract void CopyTo(Joint original);
}
[ByRefEvent]
public readonly record struct JointBreakEvent(Joint Joint, float JointError) {}