Files
RobustToolbox/Robust.Shared/GameObjects/Systems/EntityLookupSystem.ComponentQueries.cs
2022-10-27 23:36:01 +11:00

197 lines
6.7 KiB
C#

using System.Collections.Generic;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Utility;
namespace Robust.Shared.GameObjects;
public sealed partial class EntityLookupSystem
{
#region Private
private void AddComponentsIntersecting<T>(
EntityUid lookupUid,
HashSet<T> intersecting,
Box2 worldAABB,
LookupFlags flags,
EntityQuery<BroadphaseComponent> lookupQuery,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<T> query) where T : Component
{
var lookup = lookupQuery.GetComponent(lookupUid);
var invMatrix = _transform.GetInvWorldMatrix(lookupUid, xformQuery);
var localAABB = invMatrix.TransformBox(worldAABB);
var state = (intersecting, query);
if ((flags & LookupFlags.Dynamic) != 0x0)
{
lookup.DynamicTree.QueryAabb(ref state, static (ref (HashSet<T> intersecting, EntityQuery<T> query) tuple, in FixtureProxy value) =>
{
if (!tuple.query.TryGetComponent(value.Fixture.Body.Owner, out var comp))
return true;
tuple.intersecting.Add(comp);
return true;
}, localAABB, (flags & LookupFlags.Approximate) != 0x0);
}
if ((flags & (LookupFlags.Static | LookupFlags.Anchored)) != 0x0)
{
lookup.StaticTree.QueryAabb(ref state, static (ref (HashSet<T> intersecting, EntityQuery<T> query) tuple, in FixtureProxy value) =>
{
if (!tuple.query.TryGetComponent(value.Fixture.Body.Owner, out var comp))
return true;
tuple.intersecting.Add(comp);
return true;
}, localAABB, (flags & LookupFlags.Approximate) != 0x0);
}
if ((flags & LookupFlags.Sundries) != 0x0)
{
lookup.SundriesTree.QueryAabb(ref state, static (ref (HashSet<T> intersecting, EntityQuery<T> query) tuple, in EntityUid value) =>
{
if (!tuple.query.TryGetComponent(value, out var comp))
return true;
tuple.intersecting.Add(comp);
return true;
}, localAABB, (flags & LookupFlags.Approximate) != 0x0);
}
}
private void RecursiveAdd<T>(EntityUid uid, List<T> toAdd, EntityQuery<TransformComponent> xformQuery, EntityQuery<T> query) where T : Component
{
var childEnumerator = xformQuery.GetComponent(uid).ChildEnumerator;
while (childEnumerator.MoveNext(out var child))
{
if (query.TryGetComponent(child.Value, out var compies))
{
toAdd.Add(compies);
}
RecursiveAdd(child.Value, toAdd, xformQuery, query);
}
}
private void AddContained<T>(HashSet<T> intersecting, LookupFlags flags, EntityQuery<TransformComponent> xformQuery, EntityQuery<T> query) where T : Component
{
if ((flags & LookupFlags.Contained) == 0x0) return;
var conQuery = GetEntityQuery<ContainerManagerComponent>();
var toAdd = new List<T>();
foreach (var comp in intersecting)
{
if (!conQuery.TryGetComponent(comp.Owner, out var conManager)) continue;
foreach (var con in conManager.GetAllContainers())
{
foreach (var contained in con.ContainedEntities)
{
if (query.TryGetComponent(contained, out var compies))
{
toAdd.Add(compies);
}
RecursiveAdd(contained, toAdd, xformQuery, query);
}
}
}
foreach (var uid in toAdd)
{
intersecting.Add(uid);
}
}
/// <summary>
/// Should we just iterate every component and check position or do bounds checks.
/// </summary>
private bool UseBoundsQuery<T>(float area) where T : Component
{
// If the component has a low count we'll just do an estimate if it's faster to iterate every comp directly
// Might be useful to have some way to expose this to content?
// For now we'll assume 1 entity per metre.
return Count<T>() > area;
}
#endregion
// Like .Queries but works with components
#region Box2
public HashSet<T> GetComponentsIntersecting<T>(MapId mapId, Box2 worldAABB, LookupFlags flags = DefaultFlags) where T : Component
{
if (mapId == MapId.Nullspace) return new HashSet<T>();
var xformQuery = GetEntityQuery<TransformComponent>();
var intersecting = new HashSet<T>();
if (!UseBoundsQuery<T>(worldAABB.Height * worldAABB.Width))
{
foreach (var (comp, xform) in EntityQuery<T, TransformComponent>(true))
{
if (xform.MapID != mapId || !worldAABB.Contains(_transform.GetWorldPosition(comp.Owner, xformQuery))) continue;
intersecting.Add(comp);
}
}
else
{
var query = GetEntityQuery<T>();
var lookupQuery = GetEntityQuery<BroadphaseComponent>();
// Get grid entities
foreach (var grid in _mapManager.FindGridsIntersecting(mapId, worldAABB))
{
AddComponentsIntersecting(grid.GridEntityId, intersecting, worldAABB, flags, lookupQuery, xformQuery, query);
}
// Get map entities
var mapUid = _mapManager.GetMapEntityId(mapId);
AddComponentsIntersecting(mapUid, intersecting, worldAABB, flags, lookupQuery, xformQuery, query);
AddContained(intersecting, flags, xformQuery, query);
}
return intersecting;
}
#endregion
#region EntityCoordinates
public HashSet<T> GetComponentsInRange<T>(EntityCoordinates coordinates, float range) where T : Component
{
var mapPos = coordinates.ToMap(EntityManager);
return GetComponentsInRange<T>(mapPos, range);
}
#endregion
#region MapCoordinates
public HashSet<T> GetComponentsInRange<T>(MapCoordinates coordinates, float range) where T : Component
{
return GetComponentsInRange<T>(coordinates.MapId, coordinates.Position, range);
}
#endregion
#region MapId
public HashSet<T> GetComponentsInRange<T>(MapId mapId, Vector2 worldPos, float range) where T : Component
{
DebugTools.Assert(range > 0, "Range must be a positive float");
if (mapId == MapId.Nullspace) return new HashSet<T>();
// TODO: Actual circles
var worldAABB = new Box2(worldPos - range, worldPos + range);
return GetComponentsIntersecting<T>(mapId, worldAABB);
}
#endregion
}