mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
91 lines
3.0 KiB
C#
91 lines
3.0 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.Collections.Generic;
|
|
using System.Numerics;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.ViewVariables;
|
|
using PhysicsComponent = Robust.Shared.Physics.Components.PhysicsComponent;
|
|
|
|
namespace Robust.Shared.Physics.Dynamics;
|
|
|
|
[RegisterComponent, NetworkedComponent]
|
|
public sealed partial class PhysicsMapComponent : Component
|
|
{
|
|
public bool AutoClearForces;
|
|
|
|
/// <summary>
|
|
/// When substepping the client needs to know about the first position to use for lerping.
|
|
/// </summary>
|
|
public readonly Dictionary<EntityUid, (EntityUid ParentUid, Vector2 LocalPosition, Angle LocalRotation)>
|
|
LerpData = new();
|
|
|
|
/// <summary>
|
|
/// Keep a buffer of everything that moved in a tick. This will be used to check for physics contacts.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public readonly Dictionary<FixtureProxy, Box2> MoveBuffer = new();
|
|
|
|
/// <summary>
|
|
/// All awake bodies on this map.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public readonly HashSet<PhysicsComponent> AwakeBodies = new();
|
|
|
|
/// <summary>
|
|
/// Store last tick's invDT
|
|
/// </summary>
|
|
internal float _invDt0;
|
|
}
|
|
|
|
[ByRefEvent]
|
|
public readonly struct PhysicsUpdateBeforeMapSolveEvent
|
|
{
|
|
public readonly bool Prediction;
|
|
public readonly PhysicsMapComponent MapComponent;
|
|
public readonly float DeltaTime;
|
|
|
|
public PhysicsUpdateBeforeMapSolveEvent(bool prediction, PhysicsMapComponent mapComponent, float deltaTime)
|
|
{
|
|
Prediction = prediction;
|
|
MapComponent = mapComponent;
|
|
DeltaTime = deltaTime;
|
|
}
|
|
}
|
|
|
|
[ByRefEvent]
|
|
public readonly struct PhysicsUpdateAfterMapSolveEvent
|
|
{
|
|
public readonly bool Prediction;
|
|
public readonly PhysicsMapComponent MapComponent;
|
|
public readonly float DeltaTime;
|
|
|
|
public PhysicsUpdateAfterMapSolveEvent(bool prediction, PhysicsMapComponent mapComponent, float deltaTime)
|
|
{
|
|
Prediction = prediction;
|
|
MapComponent = mapComponent;
|
|
DeltaTime = deltaTime;
|
|
}
|
|
}
|