Files
RobustToolbox/Robust.Shared/Physics/Ray.cs
Paul Ritter 80f9f24243 Serialization v3 aka constant suffering (#1606)
* 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>
2021-03-04 15:59:14 -08:00

173 lines
5.8 KiB
C#

using System;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Robust.Shared.Physics
{
/// <summary>
/// A representation of a 2D ray.
/// </summary>
[Serializable]
public struct Ray : IEquatable<Ray>
{
/// <summary>
/// Specifies the starting point of the ray.
/// </summary>
public Vector2 Position;
/// <summary>
/// Specifies the direction the ray is pointing.
/// </summary>
public Vector2 Direction;
/// <summary>
/// Creates a new instance of a Ray.
/// </summary>
/// <param name="position">Starting position of the ray.</param>
/// <param name="direction">Unit direction vector that the ray is pointing.</param>
public Ray(Vector2 position, Vector2 direction)
{
Position = position;
Direction = direction;
DebugTools.Assert(MathHelper.CloseTo(Direction.LengthSquared, 1));
}
#region Intersect Tests
public readonly bool Intersects(Box2 box, out float distance, out Vector2 hitPos)
{
hitPos = Vector2.Zero;
distance = 0;
var tmin = 0.0f; // set to -FLT_MAX to get first hit on line
var tmax = float.MaxValue; // set to max distance ray can travel (for segment)
const float epsilon = 1.0E-07f;
// X axis slab
{
if (MathF.Abs(Direction.X) < epsilon)
{
// ray is parallel to this slab, it will never hit unless ray is inside box
if (Position.X < MathF.Min(box.Left, box.Right) || Position.X > MathF.Max(box.Left, box.Right))
{
return false;
}
}
// calculate intersection t value of ray with near and far plane of slab
var ood = 1.0f / Direction.X;
var t1 = (MathF.Min(box.Left, box.Right) - Position.X) * ood;
var t2 = (MathF.Max(box.Left, box.Right) - Position.X) * ood;
// Make t1 be the intersection with near plane, t2 with far plane
if (t1 > t2)
MathHelper.Swap(ref t1, ref t2);
// Compute the intersection of slab intersection intervals
tmin = MathF.Max(t1, tmin);
tmax = MathF.Min(t2, tmax); // Is this Min (SE) or Max(Textbook)
// Exit with no collision as soon as slab intersection becomes empty
if (tmin > tmax)
{
return false;
}
}
// Y axis slab
{
if (MathF.Abs(Direction.Y) < epsilon)
{
// ray is parallel to this slab, it will never hit unless ray is inside box
if (Position.Y < MathF.Min(box.Top, box.Bottom) || Position.Y > MathF.Max(box.Top, box.Bottom))
{
return false;
}
}
// calculate intersection t value of ray with near and far plane of slab
var ood = 1.0f / Direction.Y;
var t1 = (MathF.Min(box.Top, box.Bottom) - Position.Y) * ood;
var t2 = (MathF.Max(box.Top, box.Bottom) - Position.Y) * ood;
// Make t1 be the intersection with near plane, t2 with far plane
if (t1 > t2)
MathHelper.Swap(ref t1, ref t2);
// Compute the intersection of slab intersection intervals
tmin = MathF.Max(t1, tmin);
tmax = MathF.Min(t2, tmax); // Is this Min (SE) or Max(Textbook)
// Exit with no collision as soon as slab intersection becomes empty
if (tmin > tmax)
{
return false;
}
}
// Ray intersects all slabs. Return point and intersection t value
hitPos = Position + Direction * tmin;
distance = tmin;
return true;
}
#endregion
#region Equality
/// <summary>
/// Determines if this Ray and another Ray are equivalent.
/// </summary>
/// <param name="other">Ray to compare to.</param>
public readonly bool Equals(Ray other)
{
return Position.Equals(other.Position) && Direction.Equals(other.Direction);
}
/// <summary>
/// Determines if this ray and another object is equivalent.
/// </summary>
/// <param name="obj">Object to compare to.</param>
public override readonly bool Equals(object? obj)
{
if (obj is null) return false;
return obj is Ray ray && Equals(ray);
}
/// <summary>
/// Calculates the hash code of this Ray.
/// </summary>
public override readonly int GetHashCode()
{
unchecked
{
return (Position.GetHashCode() * 397) ^ Direction.GetHashCode();
}
}
/// <summary>
/// Determines if two instances of Ray are equal.
/// </summary>
/// <param name="a">Ray on the left side of the operator.</param>
/// <param name="b">Ray on the right side of the operator.</param>
public static bool operator ==(Ray a, Ray b)
{
return a.Equals(b);
}
/// <summary>
/// Determines if two instances of Ray are not equal.
/// </summary>
/// <param name="a">Ray on the left side of the operator.</param>
/// <param name="b">Ray on the right side of the operator.</param>
public static bool operator !=(Ray a, Ray b)
{
return !(a == b);
}
#endregion
}
}