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