Files
RobustToolbox/Robust.Shared/GameObjects/Components/Collidable/CollidableComponent.Physics.cs

435 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects.Components
{
public partial interface ICollidableComponent
{
/// <summary>
/// Current mass of the entity in kilograms.
/// </summary>
float Mass { get; set; }
/// <summary>
/// Current linear velocity of the entity in meters per second.
/// </summary>
Vector2 LinearVelocity { get; set; }
/// <summary>
/// Current angular velocity of the entity in radians per sec.
/// </summary>
float AngularVelocity { get; set; }
/// <summary>
/// Current momentum of the entity in kilogram meters per second
/// </summary>
Vector2 Momentum { get; set; }
/// <summary>
/// The current status of the object
/// </summary>
BodyStatus Status { get; set; }
/// <summary>
/// Whether this component is on the ground
/// </summary>
bool OnGround { get; }
/// <summary>
/// Whether or not the entity is anchored in place.
/// </summary>
bool Anchored { get; set; }
event Action? AnchoredChanged;
bool Predict { get; set; }
protected internal Dictionary<Type, VirtualController> Controllers { get; set; }
/// <summary>
/// Adds a controller of type <see cref="T"/> to this component, throwing
/// an error if one already exists.
/// </summary>
/// <typeparam name="T">The controller type to add.</typeparam>
/// <returns>The newly added controller.</returns>
/// <exception cref="InvalidOperationException">
/// Throws <see cref="InvalidOperationException"/> if a controller of type
/// <see cref="T"/> already exists.
/// </exception>
T AddController<T>() where T : VirtualController, new();
/// <summary>
/// Adds a controller of type <see cref="T"/> to this component.
/// </summary>
/// <typeparam name="T">The controller type to add.</typeparam>
/// <returns>The newly added controller.</returns>
T SetController<T>() where T : VirtualController, new();
/// <summary>
/// Gets a controller of type <see cref="T"/> from this component.
/// </summary>
/// <typeparam name="T">The controller type to get.</typeparam>
/// <returns>The existing controller.</returns>
/// <exception cref="KeyNotFoundException">
/// Throws <see cref="KeyNotFoundException"/> if no controller exists with
/// type <see cref="T"/>.
/// </exception>
T GetController<T>() where T : VirtualController;
/// <summary>
/// Gets all the controllers from this component.
/// </summary>
/// <returns>An enumerable of the controllers.</returns>
IEnumerable<VirtualController> GetControllers();
/// <summary>
/// Tries to get a controller of type <see cref="T"/> from this component.
/// </summary>
/// <param name="controller">The controller if found or null otherwise.</param>
/// <typeparam name="T">The type of the controller to find.</typeparam>
/// <returns>True if the controller was found, false otherwise.</returns>
bool TryGetController<T>([NotNullWhen(true)] out T controller) where T : VirtualController;
/// <summary>
/// Checks if this component has a controller of type <see cref="T"/>.
/// </summary>
/// <typeparam name="T">The type of the controller to check.</typeparam>
/// <returns>True if the controller exists, false otherwise.</returns>
bool HasController<T>() where T : VirtualController;
/// <summary>
/// Convenience wrapper to implement "create controller if it does
/// not already exist".
/// Always gives you back a controller, and creates it if it does
/// not exist yet.
/// </summary>
/// <typeparam name="T">The type of the controller to fetch or create.</typeparam>
/// <returns>
/// The existing controller, or the new controller if none existed yet.
/// </returns>
T EnsureController<T>() where T : VirtualController, new();
/// <summary>
/// Convenience wrapper to implement "create controller if it does
/// not already exist".
/// Always gives you back a controller, and creates it if it does
/// not exist yet.
/// </summary>
/// <param name="controller">
/// The existing controller, or the new controller if none existed yet.
/// </param>
/// <typeparam name="T">The type of the controller to fetch or create.</typeparam>
/// <returns>
/// True if the component already existed, false if it had to be created.
/// </returns>
bool EnsureController<T>(out T controller) where T : VirtualController, new();
/// <summary>
/// Removes the controller of type <see cref="T"/> if one exists.
/// </summary>
/// <typeparam name="T">The type of the controller to remove</typeparam>
/// <returns>True if the component was removed, false otherwise.</returns>
bool TryRemoveController<T>() where T : VirtualController;
/// <summary>
/// Removes the controller of type <see cref="T"/> if one exists,
/// and if so returns it.
/// </summary>
/// <param name="controller">
/// The controller if one was removed, null otherwise.
/// </param>
/// <typeparam name="T">The type of the controller to remove</typeparam>
/// <returns>True if the component was removed, false otherwise.</returns>
bool TryRemoveController<T>([NotNullWhen(true)] out T controller) where T : VirtualController;
/// <summary>
/// Removes all controllers from this component.
/// </summary>
void RemoveControllers();
/// <summary>
/// Tries to sets the linear velocity of all controllers controlling
/// this component to zero.
/// This does not short-circuit on the first controller that couldn't
/// be stopped.
/// </summary>
/// <returns>True if all of the controllers were reset, false otherwise.</returns>
bool Stop();
/// <summary>
/// Can this body be moved?
/// </summary>
/// <returns></returns>
bool CanMove();
}
partial class CollidableComponent : ICollidableComponent
{
private float _mass;
private Vector2 _linVelocity;
private float _angVelocity;
private Dictionary<Type, VirtualController> _controllers = new Dictionary<Type, VirtualController>();
private bool _anchored;
/// <summary>
/// Current mass of the entity in kilograms.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Mass
{
get => _mass;
set
{
_mass = value;
Dirty();
}
}
/// <summary>
/// Current linear velocity of the entity in meters per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 LinearVelocity
{
get => _linVelocity;
set
{
if (_linVelocity == value)
return;
_linVelocity = value;
Dirty();
}
}
/// <summary>
/// Current angular velocity of the entity in radians per sec.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float AngularVelocity
{
get => _angVelocity;
set
{
if (_angVelocity.Equals(value))
return;
_angVelocity = value;
Dirty();
}
}
/// <summary>
/// Current momentum of the entity in kilogram meters per second
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Momentum
{
get => LinearVelocity * Mass;
set => LinearVelocity = value / Mass;
}
/// <summary>
/// The current status of the object
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public BodyStatus Status
{
get => _status;
set
{
_status = value;
Dirty();
}
}
/// <summary>
/// Whether this component is on the ground
/// </summary>
public bool OnGround => Status == BodyStatus.OnGround &&
!IoCManager.Resolve<IPhysicsManager>()
.IsWeightless(Owner.Transform.GridPosition);
/// <summary>
/// Whether or not the entity is anchored in place.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool Anchored
{
get => _anchored;
set
{
_anchored = value;
AnchoredChanged?.Invoke();
Dirty();
}
}
public event Action? AnchoredChanged;
[ViewVariables(VVAccess.ReadWrite)]
public bool Predict { get; set; }
Dictionary<Type, VirtualController> ICollidableComponent.Controllers
{
get => _controllers;
set => _controllers = value;
}
[Obsolete("This only exists for legacy reasons.")]
public bool CanMove([NotNullWhen(true)]IPhysicsComponent physics)
{
return Owner.TryGetComponent(out physics) && !Anchored;
}
/// <inheritdoc />
public T AddController<T>() where T : VirtualController, new()
{
if (_controllers.ContainsKey(typeof(T)))
{
throw new InvalidOperationException($"A controller of type {typeof(T)} already exists.");
}
var controller = new T {ControlledComponent = this};
_controllers[typeof(T)] = controller;
Dirty();
return controller;
}
/// <inheritdoc />
public T SetController<T>() where T : VirtualController, new()
{
var controller = new T {ControlledComponent = this};
_controllers[typeof(T)] = controller;
Dirty();
return controller;
}
/// <inheritdoc />
public T GetController<T>() where T : VirtualController
{
return (T) _controllers[typeof(T)];
}
/// <inheritdoc />
public IEnumerable<VirtualController> GetControllers()
{
return _controllers.Values;
}
/// <inheritdoc />
public bool TryGetController<T>([NotNullWhen(true)] out T controller) where T : VirtualController
{
controller = null!;
var found = _controllers.TryGetValue(typeof(T), out var value);
return found && (controller = (value as T)!) != null;
}
/// <inheritdoc />
public bool HasController<T>() where T : VirtualController
{
return _controllers.ContainsKey(typeof(T));
}
/// <inheritdoc />
public T EnsureController<T>() where T : VirtualController, new()
{
if (TryGetController(out T controller))
{
return controller;
}
controller = AddController<T>();
return controller;
}
/// <inheritdoc />
public bool EnsureController<T>(out T controller) where T : VirtualController, new()
{
if (TryGetController(out controller))
{
return true;
}
controller = AddController<T>();
return false;
}
/// <inheritdoc />
public bool TryRemoveController<T>() where T : VirtualController
{
var removed = _controllers.Remove(typeof(T), out var controller);
if (controller != null)
{
controller.ControlledComponent = null;
}
Dirty();
return removed;
}
/// <inheritdoc />
public bool TryRemoveController<T>([NotNullWhen(true)] out T controller) where T : VirtualController
{
controller = null!;
var removed = _controllers.Remove(typeof(T), out var virtualController);
if (virtualController != null)
{
controller = (T) virtualController;
controller.ControlledComponent = null;
}
Dirty();
return removed;
}
/// <inheritdoc />
public void RemoveControllers()
{
foreach (var controller in _controllers.Values)
{
controller.ControlledComponent = null;
}
_controllers.Clear();
Dirty();
}
/// <inheritdoc />
public bool Stop()
{
var successful = true;
foreach (var controller in _controllers.Values)
{
successful &= controller.Stop();
}
return successful;
}
/// <inheritdoc />
public bool CanMove()
{
return !Anchored && !Deleted;
}
}
}