mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* oops
* fixes serialization il
* copytest
* typo & misc fixes
* 139 moment
* boxing
* mesa dum
* stuff
* goodbye bad friend
* last commit before the big (4) rewrite
* adds datanodes
* kills yamlobjserializer in favor of the new system
* adds more serializers, actually implements them & removes most of the last of the old system
* changed yamlfieldattribute namespace
* adds back iselfserialize
* refactors consts&flags
* renames everything to data(field/definition)
* adds afterserialization
* help
* dataclassgen
* fuggen help me mannen
* Fix most errors on content
* Fix engine errors except map loader
* maploader & misc fix
* misc fixes
* thing
* help
* refactors datanodes
* help me mannen
* Separate ITypeSerializer into reader and writer
* Convert all type serializers
* priority
* adds alot
* il fixes
* adds robustgen
* argh
* adds array & enum serialization
* fixes dataclasses
* adds vec2i / misc fixes
* fixes inheritance
* a very notcursed todo
* fixes some custom dataclasses
* push dis
* Remove data classes
* boutta box
* yes
* Add angle and regex serializer tests
* Make TypeSerializerTest abstract
* sets up ioc etc
* remove pushinheritance
* fixes
* Merge fixes, fix yaml hot reloading
* General fixes2
* Make enum serialization ignore case
* Fix the tag not being copied in data nodes
* Fix not properly serializing flag enums
* Fix component serialization on startup
* Implement ValueDataNode ToString
* Serialization IL fixes, fix return and string equality
* Remove async from prototype manager
* Make serializing unsupported node as enum exception more descriptive
* Fix serv3 tryread casting to serializer instead of reader
* Add constructor for invalid node type exception
* Temporary fix for SERV3: Turn populate delegate into regular code
* Fix not copying the data of non primitive types
* Fix not using the data definition found in copying
* Make ISerializationHooks require explicit implementations
* Add test for serialization inheritance
* Improve IsOverridenIn method
* Fix error message when a data definition is null
* Add method to cast a read value in Serv3Manager
* Rename IServ3Manager to ISerializationManager
* Rename usages of serv3manager, add generic copy method
* Fix IL copy method lookup
* Rename old usages of serv3manager
* Add ITypeCopier
* resistance is futile
* we will conquer this codebase
* Add copy method to all serializers
* Make primitive mismatch error message more descriptive
* bing bong im going to freacking heck
* oopsie moment
* hello are you interested in my wares
* does generic serializers under new architecture
* Convert every non generic serializer to the new format, general fixes
* Update usgaes of generic serializers, cleanup
* does some pushinheritance logic
* finishes pushinheritance FRAMEWORK
* shed
* Add box2, color and component registry serializer tests
* Create more deserialized types and store prototypes with their deserialized results
* Fixes and serializer updates
* Add serialization manager extensions
* adds pushinheritance
* Update all prototypes to have a parent and have consistent id/parent properties
* Fix grammar component serialization
* Add generic serializer tests
* thonk
* Add array serializer test
* Replace logger warning calls with exceptions
* fixes
* Move redundant methods to serialization manager extensions, cleanup
* Add array serialization
* fixes context
* more fixes
* argh
* inheritance
* this should do it
* fixes
* adds copiers & fixes some stuff
* copiers use context v1
* finishing copy context
* more context fixes
* Test fixes
* funky maps
* Fix server user interface component serialization
* Fix value tuple serialization
* Add copying for value types and arrays. Fix copy internal for primitives, enums and strings
* fixes
* fixes more stuff
* yes
* Make abstract/interface skips debugs instead of warnings
* Fix typo
* Make some dictionaries readonly
* Add checks for the serialization manager initializing and already being initialized
* Add base type required and usage for MeansDataDefinition and ImplicitDataDefinitionForInheritorsAttribute
* copy by ref
* Fix exception wording
* Update data field required summary with the new forbidden docs
* Use extension in map loader
* wanna erp
* Change serializing to not use il temporarily
* Make writing work with nullable types
* pushing
* check
* cuddling slaps HARD
* Add serialization priority test
* important fix
* a serialization thing
* serializer moment
* Add validation for some type serializers
* adds context
* moar context
* fixes
* Do the thing for appearance
* yoo lmao
* push haha pp
* Temporarily make copy delegate regular c# code
* Create deserialized component registry to handle not inheriting conflicting references
* YAML LINTER BABY
* ayes
* Fix sprite component norot not being default true like in latest master
* Remove redundant todos
* Add summary doc to every ISerializationManager method
* icon fixes
* Add skip hook argument to readers and copiers
* Merge fixes
* Fix ordering of arguments in read and copy reflection call
* Fix user interface components deserialization
* pew pew
* i am going to HECK
* Add MustUseReturnValue to copy-over methods
* Make serialization log calls use the same sawmill
* gamin
* Fix doc errors in ISerializationManager.cs
* goodbye brave soldier
* fixes
* WIP merge fixes and entity serialization
* aaaaaaaaaaaaaaa
* aaaaaaaaaaaaaaa
* adds inheritancebehaviour
* test/datafield fixes
* forgot that one
* adds more verbose validation
* This fixes the YAML hot reloading
* Replace yield break with Enumerable.Empty
* adds copiers
* aaaaaaaaaaaaa
* array fix
priority fix
misc fixes
* fix(?)
* fix.
* funny map serialization (wip)
* funny map serialization (wip)
* Add TODO
* adds proper info the validation
* Make yaml linter 5 times faster (~80% less execution time)
* Improves the error message for missing fields in the linter
* Include component name in unknown component type error node
* adds alwaysrelevant usa
* fixes mapsaving
* moved surpressor to analyzers proj
* warning cleanup & moves surpressor
* removes old msbuild targets
* Revert "Make yaml linter 5 times faster (~80% less execution time)"
This reverts commit 2ee4cc2c26.
* Add serialization to RobustServerSimulation and mock reflection methods
Fixes container tests
* Fix nullability warnings
* Improve yaml linter message feedback
* oops moment
* Add IEquatable, IComparable, ToString and operators to DataPosition
Rename it to NodeMark
Make it a readonly struct
* Remove try catch from enum parsing
* Make dependency management in serialization less bad
* Make dependencies an argument instead of a property on the serialization manager
* Clean up type serializers
* Improve validation messages and resourc epath checking
* Fix sprite error message
* reached perfection
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
919 lines
28 KiB
C#
919 lines
28 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using Robust.Shared.Animations;
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using Robust.Shared.Containers;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.GameObjects
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{
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internal class TransformComponent : Component, ITransformComponent, IComponentDebug
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{
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[DataField("parent")]
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private EntityUid _parent;
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[DataField("pos")]
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private Vector2 _localPosition = Vector2.Zero; // holds offset from grid, or offset from parent
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[DataField("rot")]
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private Angle _localRotation; // local rotation
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[DataField("noRot")]
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private bool _noLocalRotation;
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private Matrix3 _localMatrix = Matrix3.Identity;
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private Matrix3 _invLocalMatrix = Matrix3.Identity;
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private Vector2? _nextPosition;
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private Angle? _nextRotation;
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private Vector2 _prevPosition;
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private Angle _prevRotation;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ActivelyLerping { get; set; }
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[ViewVariables] private readonly SortedSet<EntityUid> _children = new();
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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/// <inheritdoc />
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public override string Name => "Transform";
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/// <inheritdoc />
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public sealed override uint? NetID => NetIDs.TRANSFORM;
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/// <inheritdoc />
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[ViewVariables]
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public MapId MapID { get; private set; }
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private bool _mapIdInitialized;
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/// <inheritdoc />
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[ViewVariables]
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public GridId GridID
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{
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get
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{
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// root node, grid id is undefined
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if (Owner.HasComponent<IMapComponent>())
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return GridId.Invalid;
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// second level node, terminates recursion up the branch of the tree
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if (Owner.TryGetComponent(out IMapGridComponent? gridComp))
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return gridComp.GridIndex;
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// branch or leaf node
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if (_parent.IsValid())
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return Parent!.GridID;
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// Not on a grid
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return GridId.Invalid;
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}
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}
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/// <inheritdoc />
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public bool DeferUpdates { get; set; }
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// Deferred fields
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private Angle? _oldLocalRotation;
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private EntityCoordinates? _oldCoords;
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public bool NoLocalRotation
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{
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get => _noLocalRotation;
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set
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{
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if (value)
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LocalRotation = Angle.Zero;
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_noLocalRotation = value;
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Dirty();
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}
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}
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public Angle LocalRotation
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{
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get => _localRotation;
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set
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{
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if(_noLocalRotation)
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return;
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if (_localRotation.EqualsApprox(value, 0.00001))
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return;
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var oldRotation = _localRotation;
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// Set _nextRotation to null to break any active lerps if this is a client side prediction.
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_nextRotation = null;
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SetRotation(value);
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Dirty();
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if (!DeferUpdates)
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{
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RebuildMatrices();
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UpdateEntityTree();
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UpdatePhysicsTree();
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Owner.EntityManager.EventBus.RaiseEvent(
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EventSource.Local, new RotateEvent(Owner, oldRotation, _localRotation));
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}
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else
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{
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_oldLocalRotation ??= oldRotation;
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}
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}
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}
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public Angle WorldRotation
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{
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get
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{
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if (_parent.IsValid())
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{
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return Parent!.WorldRotation + _localRotation;
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}
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return _localRotation;
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}
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set
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{
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var current = WorldRotation;
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var diff = value - current;
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LocalRotation += diff;
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}
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}
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/// <summary>
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/// Current parent entity of this entity.
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/// </summary>
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[ViewVariables]
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public ITransformComponent? Parent
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{
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get => !_parent.IsValid() ? null : Owner.EntityManager.GetEntity(_parent).Transform;
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set
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{
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if (value != null)
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{
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AttachParent(value);
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}
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else
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{
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AttachToGridOrMap();
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}
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityUid ParentUid
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{
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get => _parent;
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set => Parent = _entityManager.GetEntity(value).Transform;
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}
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/// <inheritdoc />
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public Matrix3 WorldMatrix
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{
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get
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{
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if (_parent.IsValid())
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{
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var parentMatrix = Parent!.WorldMatrix;
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var myMatrix = GetLocalMatrix();
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Matrix3.Multiply(ref myMatrix, ref parentMatrix, out var result);
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return result;
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}
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return GetLocalMatrix();
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}
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}
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/// <inheritdoc />
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public Matrix3 InvWorldMatrix
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{
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get
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{
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if (_parent.IsValid())
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{
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var matP = Parent!.InvWorldMatrix;
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var myMatrix = GetLocalMatrixInv();
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Matrix3.Multiply(ref matP, ref myMatrix, out var result);
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return result;
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}
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return GetLocalMatrixInv();
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}
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}
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public bool IsMapTransform => !Owner.IsInContainer();
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public Vector2 WorldPosition
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{
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get
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{
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if (_parent.IsValid())
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{
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// parent coords to world coords
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return Parent!.WorldMatrix.Transform(_localPosition);
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}
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else
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{
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return Vector2.Zero;
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}
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}
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set
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{
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if (!_parent.IsValid())
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{
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DebugTools.Assert("Tried to move root node.");
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return;
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}
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// world coords to parent coords
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var newPos = Parent!.InvWorldMatrix.Transform(value);
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// float rounding error guard, if the offset is less than 1mm ignore it
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//if ((newPos - GetLocalPosition()).LengthSquared < 1.0E-3)
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// return;
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LocalPosition = newPos;
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityCoordinates Coordinates
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{
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get
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{
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var valid = _parent.IsValid();
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return new EntityCoordinates(valid ? _parent : Owner.Uid, valid ? LocalPosition : Vector2.Zero);
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}
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set
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{
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var oldPosition = Coordinates;
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if (value.EntityId != _parent)
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{
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var newEntity = _entityManager.GetEntity(value.EntityId);
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AttachParent(newEntity);
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}
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_localPosition = value.Position;
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Dirty();
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if (!DeferUpdates)
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{
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//TODO: This is a hack, look into WHY we can't call GridPosition before the comp is Running
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if (Running)
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{
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RebuildMatrices();
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Owner.EntityManager.EventBus.RaiseEvent(
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EventSource.Local, new MoveEvent(Owner, oldPosition, Coordinates));
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}
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UpdateEntityTree();
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UpdatePhysicsTree();
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}
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else
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{
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_oldCoords ??= oldPosition;
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}
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public MapCoordinates MapPosition => new(WorldPosition, MapID);
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public Vector2 LocalPosition
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{
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get => _localPosition;
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set
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{
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if (_localPosition.EqualsApprox(value, 0.00001))
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return;
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// Set _nextPosition to null to break any on-going lerps if this is done in a client side prediction.
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_nextPosition = null;
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var oldGridPos = Coordinates;
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SetPosition(value);
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Dirty();
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if (!DeferUpdates)
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{
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RebuildMatrices();
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UpdateEntityTree();
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UpdatePhysicsTree();
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Owner.EntityManager.EventBus.RaiseEvent(
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EventSource.Local, new MoveEvent(Owner, oldGridPos, Coordinates));
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}
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else
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{
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_oldCoords ??= oldGridPos;
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}
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}
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}
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/// <inheritdoc />
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public void RunPhysicsDeferred()
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{
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// if we resolved to (close enough) to the OG position then no update.
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if ((_oldCoords == null || _oldCoords.Equals(Coordinates)) &&
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(_oldLocalRotation == null || _oldLocalRotation.Equals(_localRotation)))
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{
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return;
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}
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RebuildMatrices();
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UpdateEntityTree();
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UpdatePhysicsTree();
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if (_oldCoords != null)
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{
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Owner.EntityManager.EventBus.RaiseEvent(
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EventSource.Local, new MoveEvent(Owner, _oldCoords.Value, Coordinates));
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_oldCoords = null;
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}
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if (_oldLocalRotation != null)
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{
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Owner.EntityManager.EventBus.RaiseEvent(
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EventSource.Local, new RotateEvent(Owner, _oldLocalRotation.Value, _localRotation));
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_oldLocalRotation = null;
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}
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}
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[ViewVariables]
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public IEnumerable<ITransformComponent> Children =>
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_children.Select(u => Owner.EntityManager.GetEntity(u).Transform);
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[ViewVariables] public IEnumerable<EntityUid> ChildEntityUids => _children;
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[ViewVariables] public int ChildCount => _children.Count;
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/// <inheritdoc />
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[ViewVariables]
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public Vector2? LerpDestination
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{
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get => _nextPosition;
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set
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{
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_nextPosition = value;
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ActivelyLerping = true;
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}
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}
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[ViewVariables]
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public Angle? LerpAngle
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{
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get => _nextRotation;
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set
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{
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_nextRotation = value;
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ActivelyLerping = true;
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}
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}
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[ViewVariables] public Vector2 LerpSource => _prevPosition;
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[ViewVariables] public Angle LerpSourceAngle => _prevRotation;
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[ViewVariables] public EntityUid LerpParent { get; private set; }
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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// Children MAY be initialized here before their parents are.
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// We do this whole dance to handle this recursively,
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// setting _mapIdInitialized along the way to avoid going to the IMapComponent every iteration.
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static MapId FindMapIdAndSet(TransformComponent p)
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{
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if (p._mapIdInitialized)
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{
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return p.MapID;
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}
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MapId value;
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if (p._parent.IsValid())
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{
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value = FindMapIdAndSet((TransformComponent) p.Parent!);
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}
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else
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{
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// second level node, terminates recursion up the branch of the tree
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if (p.Owner.TryGetComponent(out IMapComponent? mapComp))
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{
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value = mapComp.WorldMap;
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}
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else
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{
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throw new InvalidOperationException("Transform node does not exist inside scene tree!");
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}
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}
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p.MapID = value;
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p._mapIdInitialized = true;
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return value;
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}
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if (!_mapIdInitialized)
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{
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FindMapIdAndSet(this);
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_mapIdInitialized = true;
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}
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// Has to be done if _parent is set from ExposeData.
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if (_parent.IsValid())
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{
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// Note that _children is a SortedSet<EntityUid>,
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// so duplicate additions (which will happen) don't matter.
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((TransformComponent) Parent!)._children.Add(Owner.Uid);
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}
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UpdateEntityTree();
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}
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/// <inheritdoc />
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protected override void Startup()
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{
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base.Startup();
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// Keep the cached matrices in sync with the fields.
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RebuildMatrices();
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Dirty();
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UpdateEntityTree();
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}
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/// <inheritdoc />
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public override void OnRemove()
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{
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// DeleteEntity modifies our _children collection, we must cache the collection to iterate properly
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foreach (var childUid in _children.ToArray())
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{
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// Recursion: DeleteEntity calls the Transform.OnRemove function of child entities.
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Owner.EntityManager.DeleteEntity(childUid);
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}
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|
|
|
// map does not have a parent node
|
|
if (Parent != null)
|
|
{
|
|
DetachParentToNull();
|
|
}
|
|
|
|
base.OnRemove();
|
|
}
|
|
|
|
/// <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 = _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);
|
|
|
|
WorldPosition = mapPos.Position;
|
|
|
|
Dirty();
|
|
}
|
|
|
|
private void DetachParentToNull()
|
|
{
|
|
var oldParent = Parent;
|
|
if (oldParent == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var oldConcrete = (TransformComponent) oldParent;
|
|
var uid = Owner.Uid;
|
|
oldConcrete._children.Remove(uid);
|
|
|
|
var oldParentOwner = oldParent?.Owner;
|
|
|
|
var entMessage = new EntParentChangedMessage(Owner, oldParentOwner);
|
|
var compMessage = new ParentChangedMessage(null, oldParentOwner);
|
|
_parent = EntityUid.Invalid;
|
|
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, entMessage);
|
|
Owner.SendMessage(this, compMessage);
|
|
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.
|
|
/// </summary>
|
|
/// <param name="newParent"></param>
|
|
public virtual void AttachParent(ITransformComponent newParent)
|
|
{
|
|
//NOTE: This function must be callable from before initialize
|
|
|
|
// nothing to attach to.
|
|
if (ParentUid == newParent.Owner.Uid)
|
|
return;
|
|
|
|
DebugTools.Assert(newParent != this,
|
|
$"Can't parent a {nameof(ITransformComponent)} to itself.");
|
|
|
|
// That's already our parent, don't bother attaching again.
|
|
var newParentEnt = newParent.Owner;
|
|
if (newParentEnt.Uid == _parent)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var oldParent = Parent;
|
|
var oldConcrete = (TransformComponent?) oldParent;
|
|
var uid = Owner.Uid;
|
|
oldConcrete?._children.Remove(uid);
|
|
var newConcrete = (TransformComponent) newParent;
|
|
newConcrete._children.Add(uid);
|
|
|
|
var oldParentOwner = oldParent?.Owner;
|
|
var entMessage = new EntParentChangedMessage(Owner, oldParentOwner);
|
|
var compMessage = new ParentChangedMessage(newParentEnt, oldParentOwner);
|
|
|
|
_parent = newParentEnt.Uid;
|
|
|
|
ChangeMapId(newConcrete.MapID);
|
|
|
|
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, entMessage);
|
|
Owner.SendMessage(this, compMessage);
|
|
|
|
// offset position from world to parent
|
|
SetPosition(newParent.InvWorldMatrix.Transform(_localPosition));
|
|
RebuildMatrices();
|
|
Dirty();
|
|
UpdateEntityTree();
|
|
}
|
|
|
|
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)
|
|
{
|
|
IPhysicsComponent? collider;
|
|
|
|
if (oldId != MapId.Nullspace)
|
|
{
|
|
_entityManager.RemoveFromEntityTree(Owner, oldId);
|
|
|
|
if (Initialized && Owner.TryGetComponent(out collider))
|
|
{
|
|
collider.RemovedFromPhysicsTree(oldId);
|
|
}
|
|
}
|
|
|
|
if (MapID != MapId.Nullspace && Initialized && Owner.TryGetComponent(out collider))
|
|
{
|
|
collider.AddedToPhysicsTree(MapID);
|
|
}
|
|
|
|
_entityManager.EventBus.RaiseEvent(EventSource.Local, 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);
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
SetRotation(newState.Rotation);
|
|
rebuildMatrices = true;
|
|
}
|
|
|
|
if (!_localPosition.EqualsApprox(newState.LocalPosition, 0.0001))
|
|
{
|
|
var oldPos = Coordinates;
|
|
SetPosition(newState.LocalPosition);
|
|
|
|
var ev = new MoveEvent(Owner, oldPos, Coordinates);
|
|
EntitySystem.Get<SharedTransformSystem>().DeferMoveEvent(ev);
|
|
|
|
rebuildMatrices = true;
|
|
}
|
|
|
|
_prevPosition = newState.LocalPosition;
|
|
_prevRotation = newState.Rotation;
|
|
|
|
if (rebuildMatrices)
|
|
{
|
|
RebuildMatrices();
|
|
}
|
|
|
|
Dirty();
|
|
UpdateEntityTree();
|
|
TryUpdatePhysicsTree();
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Hooks for GodotTransformComponent go here.
|
|
protected virtual void SetPosition(Vector2 position)
|
|
{
|
|
_localPosition = position;
|
|
}
|
|
|
|
protected virtual void SetRotation(Angle rotation)
|
|
{
|
|
_localRotation = rotation;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
private bool TryUpdatePhysicsTree() => Initialized && UpdatePhysicsTree();
|
|
|
|
private bool UpdatePhysicsTree() =>
|
|
Owner.TryGetComponent(out IPhysicsComponent? collider) && collider.UpdatePhysicsTree();
|
|
|
|
private bool UpdateEntityTree() => _entityManager.UpdateEntityTree(Owner);
|
|
|
|
public string GetDebugString()
|
|
{
|
|
return $"pos/rot/wpos/wrot: {Coordinates}/{LocalRotation}/{WorldPosition}/{WorldRotation}";
|
|
}
|
|
|
|
private void ActivateLerp()
|
|
{
|
|
if (ActivelyLerping)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ActivelyLerping = true;
|
|
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, 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>
|
|
/// 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>
|
|
public TransformComponentState(Vector2 localPosition, Angle rotation, EntityUid parentId, bool noLocalRotation)
|
|
: base(NetIDs.TRANSFORM)
|
|
{
|
|
LocalPosition = localPosition;
|
|
Rotation = rotation;
|
|
ParentID = parentId;
|
|
NoLocalRotation = noLocalRotation;
|
|
}
|
|
}
|
|
}
|
|
|
|
public class MoveEvent : EntitySystemMessage
|
|
{
|
|
public MoveEvent(IEntity sender, EntityCoordinates oldPos, EntityCoordinates newPos)
|
|
{
|
|
Sender = sender;
|
|
OldPosition = oldPos;
|
|
NewPosition = newPos;
|
|
}
|
|
|
|
public IEntity Sender { get; }
|
|
public EntityCoordinates OldPosition { get; }
|
|
public EntityCoordinates NewPosition { get; }
|
|
public bool Handled { get; set; }
|
|
}
|
|
|
|
public class RotateEvent : EntitySystemMessage
|
|
{
|
|
public RotateEvent(IEntity sender, Angle oldRotation, Angle newRotation)
|
|
{
|
|
Sender = sender;
|
|
OldRotation = oldRotation;
|
|
NewRotation = newRotation;
|
|
}
|
|
|
|
public IEntity Sender { get; }
|
|
public Angle OldRotation { get; }
|
|
public Angle NewRotation { get; }
|
|
}
|
|
}
|