Files
RobustToolbox/Robust.Shared/GameObjects/Components/Transform/TransformComponent.cs
metalgearsloth 68576ace72 Accurate grid bounds (#2027)
* Fright night

* Shitty bounds working

* No more fixture leak

* Optimise TryFindGridAt

Should be O(1) now instead of the previous O(n) for number of fixtures

* ambush

* Merge stuffies

* Merge to master

* Fixes I guess

* Fix client sync

* Fix grid deserialization

* Jank test

* Fix deferral shitfuckery

* Optimise and remove

* Fixes

* Just werk dam u

* Optimisations

* Bunch of fixes

* FINALLY IT'S DONE

* Fixes

* Fix

* Comment
2021-09-20 21:07:31 +10:00

994 lines
32 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Robust.Shared.Animations;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
[ComponentReference(typeof(ITransformComponent))]
[NetworkedComponent()]
internal class TransformComponent : Component, ITransformComponent, IComponentDebug
{
[DataField("parent")]
private EntityUid _parent;
[DataField("pos")]
private Vector2 _localPosition = Vector2.Zero; // holds offset from grid, or offset from parent
[DataField("rot")]
private Angle _localRotation; // local rotation
[DataField("noRot")]
private bool _noLocalRotation;
[DataField("anchored")]
private bool _anchored;
private Matrix3 _localMatrix = Matrix3.Identity;
private Matrix3 _invLocalMatrix = Matrix3.Identity;
private Vector2? _nextPosition;
private Angle? _nextRotation;
private Vector2 _prevPosition;
private Angle _prevRotation;
// Cache changes so we can distribute them after physics is done (better cache)
private EntityCoordinates? _oldCoords;
private Angle? _oldLocalRotation;
public bool UpdatesDeferred => _oldCoords != null || _oldLocalRotation != null;
[ViewVariables(VVAccess.ReadWrite)]
public bool ActivelyLerping { get; set; }
[ViewVariables] private readonly SortedSet<EntityUid> _children = new();
[Dependency] private readonly IMapManager _mapManager = default!;
/// <inheritdoc />
public override string Name => "Transform";
/// <inheritdoc />
[ViewVariables]
public MapId MapID { get; private set; }
private bool _mapIdInitialized;
public bool DeferUpdates { get; set; }
/// <inheritdoc />
[ViewVariables]
public GridId GridID
{
get => _gridId;
private set
{
if (_gridId.Equals(value)) return;
_gridId = value;
foreach (var transformComponent in Children)
{
var child = (TransformComponent) transformComponent;
child.GridID = value;
}
}
}
private GridId _gridId = GridId.Invalid;
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public bool NoLocalRotation
{
get => _noLocalRotation;
set
{
if (value)
LocalRotation = Angle.Zero;
_noLocalRotation = value;
Dirty();
}
}
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public Angle LocalRotation
{
get => _localRotation;
set
{
if(_noLocalRotation)
return;
if (_localRotation.EqualsApprox(value, 0.00001))
return;
var oldRotation = _localRotation;
// Set _nextRotation to null to break any active lerps if this is a client side prediction.
_nextRotation = null;
_localRotation = value;
Dirty();
if (!DeferUpdates)
{
RebuildMatrices();
var rotateEvent = new RotateEvent(Owner, oldRotation, _localRotation);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, ref rotateEvent);
}
else
{
_oldLocalRotation ??= oldRotation;
}
}
}
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public Angle WorldRotation
{
get
{
if (_parent.IsValid())
{
return Parent!.WorldRotation + _localRotation;
}
return _localRotation;
}
set
{
var current = WorldRotation;
var diff = value - current;
LocalRotation += diff;
}
}
/// <summary>
/// Current parent entity of this entity.
/// </summary>
[ViewVariables]
public ITransformComponent? Parent
{
get => !_parent.IsValid() ? null : Owner.EntityManager.GetEntity(_parent).Transform;
set
{
if (_anchored && value?.Owner.Uid != _parent)
{
Anchored = false;
}
if (value != null)
{
AttachParent(value);
}
else
{
AttachToGridOrMap();
}
}
}
[ViewVariables(VVAccess.ReadWrite)]
public EntityUid ParentUid
{
get => _parent;
set => Parent = Owner.EntityManager.GetEntity(value).Transform;
}
/// <inheritdoc />
public Matrix3 WorldMatrix
{
get
{
if (_parent.IsValid())
{
var parentMatrix = Parent!.WorldMatrix;
var myMatrix = GetLocalMatrix();
Matrix3.Multiply(ref myMatrix, ref parentMatrix, out var result);
return result;
}
return GetLocalMatrix();
}
}
/// <inheritdoc />
public Matrix3 InvWorldMatrix
{
get
{
if (_parent.IsValid())
{
var matP = Parent!.InvWorldMatrix;
var myMatrix = GetLocalMatrixInv();
Matrix3.Multiply(ref matP, ref myMatrix, out var result);
return result;
}
return GetLocalMatrixInv();
}
}
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public Vector2 WorldPosition
{
get
{
if (_parent.IsValid())
{
// parent coords to world coords
return Parent!.WorldMatrix.Transform(_localPosition);
}
else
{
return Vector2.Zero;
}
}
set
{
if (!_parent.IsValid())
{
DebugTools.Assert("Parent is invalid while attempting to set WorldPosition - did you try to move root node?");
return;
}
// world coords to parent coords
var newPos = Parent!.InvWorldMatrix.Transform(value);
// float rounding error guard, if the offset is less than 1mm ignore it
//if ((newPos - GetLocalPosition()).LengthSquared < 1.0E-3)
// return;
LocalPosition = newPos;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates Coordinates
{
get
{
var valid = _parent.IsValid();
return new EntityCoordinates(valid ? _parent : Owner.Uid, valid ? LocalPosition : Vector2.Zero);
}
// NOTE: This setter must be callable from before initialize (inheriting from AttachParent's note)
set
{
// unless the parent is changing, nothing to do here
if(value.EntityId == _parent && _anchored)
return;
var sameParent = value.EntityId == _parent;
if (!sameParent)
{
// Need to set anchored before we update position so that we can clear snapgrid cells correctly.
if(_parent != EntityUid.Invalid) // Allow setting Transform.Parent in Prototypes
Anchored = false; // changing the parent un-anchors the entity
}
var oldPosition = Coordinates;
_localPosition = value.Position;
var changedParent = false;
if (!sameParent)
{
changedParent = true;
var newParentEnt = Owner.EntityManager.GetEntity(value.EntityId);
var newParent = newParentEnt.Transform;
DebugTools.Assert(newParent != this,
$"Can't parent a {nameof(ITransformComponent)} to itself.");
// That's already our parent, don't bother attaching again.
var oldParent = Parent;
var oldConcrete = (TransformComponent?) oldParent;
var uid = Owner.Uid;
oldConcrete?._children.Remove(uid);
var newConcrete = (TransformComponent) newParent;
newConcrete._children.Add(uid);
// offset position from world to parent
_parent = newParentEnt.Uid;
ChangeMapId(newConcrete.MapID);
// Cache new GridID before raising the event.
GridID = GetGridIndex();
var entParentChangedMessage = new EntParentChangedMessage(Owner, oldParent?.Owner);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, ref entParentChangedMessage);
}
// These conditions roughly emulate the effects of the code before I changed things,
// in regards to when to rebuild matrices.
// This may not in fact be the right thing.
if (changedParent || !DeferUpdates)
RebuildMatrices();
Dirty();
if (!DeferUpdates)
{
//TODO: This is a hack, look into WHY we can't call GridPosition before the comp is Running
if (Running)
{
if(!oldPosition.Position.Equals(Coordinates.Position))
{
var moveEvent = new MoveEvent(Owner, oldPosition, Coordinates);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, ref moveEvent);
}
}
}
else
{
_oldCoords ??= oldPosition;
}
}
}
[ViewVariables(VVAccess.ReadWrite)]
public MapCoordinates MapPosition => new(WorldPosition, MapID);
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public Vector2 LocalPosition
{
get => _localPosition;
set
{
if(Anchored)
return;
if (_localPosition.EqualsApprox(value))
return;
// Set _nextPosition to null to break any on-going lerps if this is done in a client side prediction.
_nextPosition = null;
var oldGridPos = Coordinates;
_localPosition = value;
Dirty();
if (!DeferUpdates)
{
RebuildMatrices();
var moveEvent = new MoveEvent(Owner, oldGridPos, Coordinates);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, ref moveEvent);
}
else
{
_oldCoords ??= oldGridPos;
}
}
}
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public bool Anchored
{
get => _anchored;
set
{
// This will be set again when the transform starts, actually anchoring it.
if (LifeStage < ComponentLifeStage.Starting)
{
_anchored = value;
}
else if (LifeStage == ComponentLifeStage.Starting)
{
if (value && _mapManager.TryFindGridAt(MapPosition, out var grid))
{
_anchored = Owner.EntityManager.GetEntity(grid.GridEntityId).GetComponent<IMapGridComponent>().AnchorEntity(this);
}
// If no grid found then unanchor it.
else
{
_anchored = false;
}
}
else if (value && !_anchored && _mapManager.TryFindGridAt(MapPosition, out var grid))
{
_anchored = Owner.EntityManager.GetEntity(grid.GridEntityId).GetComponent<IMapGridComponent>().AnchorEntity(this);
}
else if (!value && _anchored)
{
// An anchored entity is always parented to the grid.
// If Transform.Anchored is true in the prototype but the entity was not spawned with a grid as the parent,
// then this will be false.
if (Owner.EntityManager.ComponentManager.TryGetComponent<IMapGridComponent>(ParentUid, out var gridComp))
gridComp.UnanchorEntity(this);
else
SetAnchored(false);
}
}
}
[ViewVariables]
public IEnumerable<ITransformComponent> Children =>
_children.Select(u => Owner.EntityManager.GetEntity(u).Transform);
[ViewVariables] public IEnumerable<EntityUid> ChildEntityUids => _children;
[ViewVariables] public int ChildCount => _children.Count;
/// <inheritdoc />
[ViewVariables]
public Vector2? LerpDestination
{
get => _nextPosition;
set
{
_nextPosition = value;
ActivelyLerping = true;
}
}
[ViewVariables]
public Angle? LerpAngle
{
get => _nextRotation;
set
{
_nextRotation = value;
ActivelyLerping = true;
}
}
[ViewVariables] public Vector2 LerpSource => _prevPosition;
[ViewVariables] public Angle LerpSourceAngle => _prevRotation;
[ViewVariables] public EntityUid LerpParent { get; private set; }
/// <inheritdoc />
protected override void Initialize()
{
base.Initialize();
// Children MAY be initialized here before their parents are.
// We do this whole dance to handle this recursively,
// setting _mapIdInitialized along the way to avoid going to the IMapComponent every iteration.
static MapId FindMapIdAndSet(TransformComponent p)
{
if (p._mapIdInitialized)
{
return p.MapID;
}
MapId value;
if (p._parent.IsValid())
{
value = FindMapIdAndSet((TransformComponent) p.Parent!);
}
else
{
// second level node, terminates recursion up the branch of the tree
if (p.Owner.TryGetComponent(out IMapComponent? mapComp))
{
value = mapComp.WorldMap;
}
else
{
throw new InvalidOperationException("Transform node does not exist inside scene tree!");
}
}
p.MapID = value;
p._mapIdInitialized = true;
return value;
}
if (!_mapIdInitialized)
{
FindMapIdAndSet(this);
_mapIdInitialized = true;
}
// Has to be done if _parent is set from ExposeData.
if (_parent.IsValid())
{
// Note that _children is a SortedSet<EntityUid>,
// so duplicate additions (which will happen) don't matter.
((TransformComponent) Parent!)._children.Add(Owner.Uid);
}
GridID = GetGridIndex();
}
private GridId GetGridIndex()
{
if (Owner.HasComponent<IMapComponent>())
{
return GridId.Invalid;
}
if (Owner.TryGetComponent(out IMapGridComponent? gridComponent))
{
return gridComponent.GridIndex;
}
if (_parent.IsValid())
{
return Parent!.GridID;
}
return _mapManager.TryFindGridAt(MapID, WorldPosition, out var mapgrid) ? mapgrid.Index : GridId.Invalid;
}
/// <inheritdoc />
protected override void Startup()
{
// Re-Anchor the entity if needed.
if (_anchored)
Anchored = true;
base.Startup();
// Keep the cached matrices in sync with the fields.
RebuildMatrices();
Dirty();
}
public void RunDeferred(Box2 worldAABB)
{
// if we resolved to (close enough) to the OG position then no update.
if ((_oldCoords == null || _oldCoords.Equals(Coordinates)) &&
(_oldLocalRotation == null || _oldLocalRotation.Equals(_localRotation)))
{
return;
}
RebuildMatrices();
if (_oldCoords != null)
{
var moveEvent = new MoveEvent(Owner, _oldCoords.Value, Coordinates, worldAABB);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, ref moveEvent);
_oldCoords = null;
}
if (_oldLocalRotation != null)
{
var rotateEvent = new RotateEvent(Owner, _oldLocalRotation.Value, _localRotation, worldAABB);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, ref rotateEvent);
_oldLocalRotation = null;
}
}
/// <summary>
/// Detaches this entity from its parent.
/// </summary>
public void AttachToGridOrMap()
{
// nothing to do
var oldParent = Parent;
if (oldParent == null)
{
return;
}
var mapPos = MapPosition;
IEntity newMapEntity;
if (_mapManager.TryFindGridAt(mapPos, out var mapGrid))
{
newMapEntity = Owner.EntityManager.GetEntity(mapGrid.GridEntityId);
}
else if (_mapManager.HasMapEntity(mapPos.MapId))
{
newMapEntity = _mapManager.GetMapEntity(mapPos.MapId);
}
else
{
DetachParentToNull();
return;
}
// this would be a no-op
var oldParentEnt = oldParent.Owner;
if (newMapEntity == oldParentEnt)
{
return;
}
AttachParent(newMapEntity);
// Technically we're not moving, just changing parent.
DeferUpdates = true;
WorldPosition = mapPos.Position;
DeferUpdates = false;
Dirty();
}
/// <inheritdoc />
public void DetachParentToNull()
{
var oldParent = Parent;
if (oldParent == null)
{
return;
}
Anchored = false;
var oldConcrete = (TransformComponent) oldParent;
var uid = Owner.Uid;
oldConcrete._children.Remove(uid);
_parent = EntityUid.Invalid;
var entParentChangedMessage = new EntParentChangedMessage(Owner, oldParent?.Owner);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, ref entParentChangedMessage);
var oldMapId = MapID;
MapID = MapId.Nullspace;
// Does it even make sense to call these since this is called purely from OnRemove right now?
RebuildMatrices();
MapIdChanged(oldMapId);
Dirty();
}
/// <summary>
/// Sets another entity as the parent entity, maintaining world position.
/// </summary>
/// <param name="newParent"></param>
public virtual void AttachParent(ITransformComponent newParent)
{
//NOTE: This function must be callable from before initialize
// don't attach to something we're already attached to
if (ParentUid == newParent.Owner.Uid)
return;
DebugTools.Assert(newParent != this,
$"Can't parent a {nameof(ITransformComponent)} to itself.");
// offset position from world to parent, and set
Coordinates = new EntityCoordinates(newParent.Owner.Uid, newParent.InvWorldMatrix.Transform(WorldPosition));
}
internal void ChangeMapId(MapId newMapId)
{
if (newMapId == MapID)
return;
var oldMapId = MapID;
MapID = newMapId;
MapIdChanged(oldMapId);
UpdateChildMapIdsRecursive(MapID, Owner.EntityManager.ComponentManager);
}
private void UpdateChildMapIdsRecursive(MapId newMapId, IComponentManager comp)
{
foreach (var child in _children)
{
var concrete = comp.GetComponent<TransformComponent>(child);
var old = concrete.MapID;
concrete.MapID = newMapId;
concrete.MapIdChanged(old);
if (concrete.ChildCount != 0)
{
concrete.UpdateChildMapIdsRecursive(newMapId, comp);
}
}
}
private void MapIdChanged(MapId oldId)
{
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new EntMapIdChangedMessage(Owner, oldId));
}
public void AttachParent(IEntity parent)
{
var transform = parent.Transform;
AttachParent(transform);
}
/// <summary>
/// Finds the transform of the entity located on the map itself
/// </summary>
public ITransformComponent GetMapTransform()
{
if (Parent != null) //If we are not the final transform, query up the chain of parents
{
return Parent.GetMapTransform();
}
return this;
}
/// <summary>
/// Does this entity contain the entity in the argument
/// </summary>
public bool ContainsEntity(ITransformComponent entityTransform)
{
if (entityTransform.Parent == null) //Is the entity the scene root
{
return false;
}
if (this == entityTransform.Parent) //Is this the direct container of the entity
{
return true;
}
else
{
return
ContainsEntity(entityTransform
.Parent); //Recursively search up the entities containers for this object
}
}
/// <param name="player"></param>
/// <inheritdoc />
public override ComponentState GetComponentState(ICommonSession player)
{
return new TransformComponentState(_localPosition, LocalRotation, _parent, _noLocalRotation, _anchored);
}
/// <inheritdoc />
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState != null)
{
var newState = (TransformComponentState) curState;
var newParentId = newState.ParentID;
var rebuildMatrices = false;
if (Parent?.Owner.Uid != newParentId)
{
if (newParentId != _parent)
{
if (!newParentId.IsValid())
{
DetachParentToNull();
}
else
{
var newParent = Owner.EntityManager.GetEntity(newParentId);
AttachParent(newParent.Transform);
}
}
rebuildMatrices = true;
}
if (LocalRotation != newState.Rotation)
{
_localRotation = newState.Rotation;
rebuildMatrices = true;
}
if (!_localPosition.EqualsApprox(newState.LocalPosition, 0.0001))
{
var oldPos = Coordinates;
_localPosition = newState.LocalPosition;
var ev = new MoveEvent(Owner, oldPos, Coordinates);
EntitySystem.Get<SharedTransformSystem>().DeferMoveEvent(ref ev);
rebuildMatrices = true;
}
_prevPosition = newState.LocalPosition;
_prevRotation = newState.Rotation;
Anchored = newState.Anchored;
// This is not possible, because client entities don't exist on the server, so the parent HAS to be a shared entity.
// If this assert fails, the code above that sets the parent is broken.
DebugTools.Assert(!_parent.IsClientSide(), "Transform received a state, but is still parented to a client entity.");
// Whatever happened on the client, these should still be correct
DebugTools.Assert(ParentUid == newState.ParentID);
DebugTools.Assert(Anchored == newState.Anchored);
if (rebuildMatrices)
{
RebuildMatrices();
}
Dirty();
}
if (nextState is TransformComponentState nextTransform)
{
_nextPosition = nextTransform.LocalPosition;
_nextRotation = nextTransform.Rotation;
LerpParent = nextTransform.ParentID;
ActivateLerp();
}
else
{
// this should cause the lerp to do nothing
_nextPosition = null;
_nextRotation = null;
LerpParent = EntityUid.Invalid;
}
}
public Matrix3 GetLocalMatrix()
{
return _localMatrix;
}
public Matrix3 GetLocalMatrixInv()
{
return _invLocalMatrix;
}
private void RebuildMatrices()
{
var pos = _localPosition;
if (!_parent.IsValid()) // Root Node
pos = Vector2.Zero;
var rot = _localRotation.Theta;
var posMat = Matrix3.CreateTranslation(pos);
var rotMat = Matrix3.CreateRotation((float) rot);
Matrix3.Multiply(ref rotMat, ref posMat, out var transMat);
_localMatrix = transMat;
var posImat = Matrix3.Invert(posMat);
var rotImap = Matrix3.Invert(rotMat);
Matrix3.Multiply(ref posImat, ref rotImap, out var itransMat);
_invLocalMatrix = itransMat;
}
public string GetDebugString()
{
return $"pos/rot/wpos/wrot: {Coordinates}/{LocalRotation}/{WorldPosition}/{WorldRotation}";
}
private void ActivateLerp()
{
if (ActivelyLerping)
{
return;
}
ActivelyLerping = true;
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new TransformStartLerpMessage(this));
}
/// <summary>
/// Serialized state of a TransformComponent.
/// </summary>
[Serializable, NetSerializable]
protected internal class TransformComponentState : ComponentState
{
/// <summary>
/// Current parent entity of this entity.
/// </summary>
public readonly EntityUid ParentID;
/// <summary>
/// Current position offset of the entity.
/// </summary>
public readonly Vector2 LocalPosition;
/// <summary>
/// Current rotation offset of the entity.
/// </summary>
public readonly Angle Rotation;
/// <summary>
/// Is the transform able to be locally rotated?
/// </summary>
public readonly bool NoLocalRotation;
/// <summary>
/// True if the transform is anchored to a tile.
/// </summary>
public readonly bool Anchored;
/// <summary>
/// Constructs a new state snapshot of a TransformComponent.
/// </summary>
/// <param name="localPosition">Current position offset of this entity.</param>
/// <param name="rotation">Current direction offset of this entity.</param>
/// <param name="parentId">Current parent transform of this entity.</param>
/// <param name="noLocalRotation"></param>
public TransformComponentState(Vector2 localPosition, Angle rotation, EntityUid parentId, bool noLocalRotation, bool anchored)
{
LocalPosition = localPosition;
Rotation = rotation;
ParentID = parentId;
NoLocalRotation = noLocalRotation;
Anchored = anchored;
}
}
public void SetAnchored(bool value)
{
_anchored = value;
Dirty();
var anchorStateChangedEvent = new AnchorStateChangedEvent(Owner);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, ref anchorStateChangedEvent);
}
}
/// <summary>
/// Raised whenever an entity moves.
/// There is no guarantee it will be raised if they move in worldspace, only when moved relative to their parent.
/// </summary>
public readonly struct MoveEvent
{
public MoveEvent(IEntity sender, EntityCoordinates oldPos, EntityCoordinates newPos, Box2? worldAABB = null)
{
Sender = sender;
OldPosition = oldPos;
NewPosition = newPos;
WorldAABB = worldAABB;
}
public readonly IEntity Sender;
public readonly EntityCoordinates OldPosition;
public readonly EntityCoordinates NewPosition;
/// <summary>
/// New AABB of the entity.
/// </summary>
public readonly Box2? WorldAABB;
}
/// <summary>
/// Raised whenever this entity rotates in relation to their parent.
/// </summary>
public readonly struct RotateEvent
{
public RotateEvent(IEntity sender, Angle oldRotation, Angle newRotation, Box2? worldAABB = null)
{
Sender = sender;
OldRotation = oldRotation;
NewRotation = newRotation;
WorldAABB = worldAABB;
}
public readonly IEntity Sender;
public readonly Angle OldRotation;
public readonly Angle NewRotation;
/// <summary>
/// New AABB of the entity.
/// </summary>
public readonly Box2? WorldAABB;
}
/// <summary>
/// Raised when the Anchor state of the transform is changed.
/// </summary>
public readonly struct AnchorStateChangedEvent
{
public readonly IEntity Entity;
public AnchorStateChangedEvent(IEntity entity)
{
Entity = entity;
}
}
}