Files
RobustToolbox/Robust.Shared/Physics/FixtureSystem.cs
2022-08-21 03:40:18 +10:00

459 lines
17 KiB
C#

using System;
using System.Linq;
using Robust.Shared.Collections;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Robust.Shared.Physics
{
/// <summary>
/// Manages physics fixtures.
/// </summary>
public sealed partial class FixtureSystem : EntitySystem
{
[Dependency] private readonly SharedContainerSystem _containers = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphaseSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FixturesComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<FixturesComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<FixturesComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<PhysicsComponent, ComponentShutdown>(OnPhysicsShutdown);
}
private void OnShutdown(EntityUid uid, FixturesComponent component, ComponentShutdown args)
{
var xform = Transform(uid);
if (xform.MapID == Map.MapId.Nullspace)
return;
// TODO: Need a better solution to this because the only reason I don't throw is that allcomponents test
// Yes it is actively making the game buggier but I would essentially double the size of this PR trying to fix it
// my best solution rn is move the broadphase property onto FixturesComponent and then refactor
// SharedBroadphaseSystem a LOT.
if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? body))
{
return;
}
// Can't just get physicscomp on shutdown as it may be touched completely independently.
_physics.DestroyContacts(body, xform.MapID, xform);
_broadphaseSystem.RemoveBody(body, component);
// TODO im 99% sure _broadphaseSystem.RemoveBody(body, component) gets triggered by this as well, so is this even needed?
body.CanCollide = false;
}
#region Public
/// <summary>
/// Attempts to add a new fixture. Will do nothing if a fixture with the requested ID already exists.
/// </summary>
public bool TryCreateFixture(PhysicsComponent body, Fixture fixture, bool updates = true, FixturesComponent? manager = null, TransformComponent? xform = null)
{
if (!Resolve(body.Owner, ref manager, ref xform, false))
return false;
if (!string.IsNullOrEmpty(fixture.ID) && manager.Fixtures.ContainsKey(fixture.ID))
return false;
CreateFixture(body, fixture, updates, manager, xform);
return true;
}
public void CreateFixture(PhysicsComponent body, Fixture fixture, bool updates = true, FixturesComponent? manager = null, TransformComponent? xform = null)
{
DebugTools.Assert(MetaData(body.Owner).EntityLifeStage < EntityLifeStage.Terminating);
if (!Resolve(body.Owner, ref manager, ref xform))
{
DebugTools.Assert(false);
return;
}
EnsureFixtureId(manager, fixture);
manager.Fixtures.Add(fixture.ID, fixture);
fixture.Body = body;
// TODO: Assert world locked
// Broadphase should be set in the future TM
// Should only happen for nullspace / initializing entities
if (body.Broadphase != null)
{
var (worldPos, worldRot) = xform.GetWorldPositionRotation();
_broadphaseSystem.CreateProxies(fixture, worldPos, worldRot);
}
// Supposed to be wrapped in density but eh
if (updates)
{
FixtureUpdate(manager, body);
body.ResetMassData(manager);
Dirty(manager);
}
// TODO: Set newcontacts to true.
}
/// <summary>
/// Creates a <see cref="Fixture"/> from this shape and adds it to the specified <see cref="PhysicsComponent"/>
/// </summary>
public Fixture CreateFixture(PhysicsComponent body, IPhysShape shape)
{
var fixture = new Fixture(body, shape);
CreateFixture(body, fixture);
return fixture;
}
/// <summary>
/// Creates a <see cref="Fixture"/> from this shape and adds it to the specified <see cref="PhysicsComponent"/> with mass.
/// </summary>
public void CreateFixture(PhysicsComponent body, IPhysShape shape, float mass)
{
// TODO: Make it take in density instead?
var fixture = new Fixture(body, shape) {Mass = mass};
CreateFixture(body, fixture);
}
/// <summary>
/// Creates a <see cref="Fixture"/> from this shape and adds it to the specified <see cref="PhysicsComponent"/> with mass.
/// </summary>
public void CreateFixture(PhysicsComponent body, IPhysShape shape, float mass, int collisionLayer, int collisionMask)
{
// TODO: Make it take in density instead?
var fixture = new Fixture(body, shape) {
Mass = mass,
CollisionLayer = collisionLayer,
CollisionMask = collisionMask
};
CreateFixture(body, fixture);
}
/// <summary>
/// Attempts to get the <see cref="Fixture"/> with the specified ID for this body.
/// </summary>
public Fixture? GetFixtureOrNull(PhysicsComponent body, string id, FixturesComponent? manager = null)
{
if (!Resolve(body.Owner, ref manager))
{
return null;
}
return manager.Fixtures.TryGetValue(id, out var fixture) ? fixture : null;
}
/// <summary>
/// Destroys the specified <see cref="Fixture"/> attached to the body.
/// </summary>
/// <param name="body">The specified body</param>
/// <param name="id">The fixture ID</param>
/// <param name="updates">Whether to update mass etc. Set false if you're doing a bulk operation</param>
public void DestroyFixture(PhysicsComponent body, string id, bool updates = true)
{
var fixture = GetFixtureOrNull(body, id);
if (fixture == null) return;
DestroyFixture(body, fixture, updates);
}
/// <summary>
/// Destroys the specified <see cref="Fixture"/>
/// </summary>
/// <param name="fixture">The specified fixture</param>
/// <param name="updates">Whether to update mass etc. Set false if you're doing a bulk operation</param>
public void DestroyFixture(Fixture fixture, bool updates = true, FixturesComponent? manager = null)
{
DestroyFixture(fixture.Body, fixture, updates, manager);
}
/// <summary>
/// Destroys the specified <see cref="Fixture"/>
/// </summary>
/// <param name="updates">Whether to update mass etc. Set false if you're doing a bulk operation</param>
public void DestroyFixture(PhysicsComponent body, Fixture fixture, bool updates = true, FixturesComponent? manager = null)
{
if (!Resolve(body.Owner, ref manager))
{
return;
}
// TODO: Assert world locked
DebugTools.Assert(fixture.Body == body);
DebugTools.Assert(manager.FixtureCount > 0);
if (!manager.Fixtures.Remove(fixture.ID))
{
Logger.ErrorS("fixtures", $"Tried to remove fixture from {body.Owner} that was already removed.");
return;
}
var xform = Transform(body.Owner);
var map = xform.MapUid;
if (TryComp<SharedPhysicsMapComponent>(map, out var physicsMap))
{
foreach (var (_, contact) in fixture.Contacts.ToArray())
{
physicsMap.ContactManager.Destroy(contact);
}
}
if (body.Broadphase != null)
{
_broadphaseSystem.DestroyProxies(body.Broadphase, fixture, xform.MapID);
}
if (updates)
{
FixtureUpdate(manager, body);
body.ResetMassData(manager);
Dirty(manager);
}
}
#endregion
private void OnPhysicsShutdown(EntityUid uid, PhysicsComponent component, ComponentShutdown args)
{
if (MetaData(uid).EntityLifeStage > EntityLifeStage.MapInitialized) return;
EntityManager.RemoveComponent<FixturesComponent>(uid);
}
internal void OnPhysicsInit(EntityUid uid)
{
var component = EntityManager.EnsureComponent<FixturesComponent>(uid);
// Convert the serialized list to the dictionary format as it may not necessarily have an ID in YAML
// (probably change this someday for perf reasons?)
foreach (var fixture in component.SerializedFixtures)
{
EnsureFixtureId(component, fixture);
if (component.Fixtures.TryAdd(fixture.ID, fixture)) continue;
// This can happen on stuff like grids that save their fixtures to the map file.
// Logger.DebugS("physics", $"Tried to deserialize fixture {fixture.ID} on {uid} which already exists.");
}
component.SerializedFixtures.Clear();
// Can't ACTUALLY add it to the broadphase here because transform is still in a transient dimension on the 5th plane
// hence we'll just make sure its body is set and SharedBroadphaseSystem will deal with it later.
if (EntityManager.TryGetComponent(uid, out PhysicsComponent? body))
{
foreach (var (_, fixture) in component.Fixtures)
{
fixture.Body = body;
}
// Make sure all the right stuff is set on the body
FixtureUpdate(component, body, false);
if (body.CanCollide)
{
DebugTools.Assert(!_containers.IsEntityInContainer(uid));
_broadphaseSystem.AddBody(body, component);
}
}
/* TODO: Literally only AllComponentsOneToOneDeleteTest fails on this so fuck it this is what we get.
else
{
Logger.ErrorS("physics", $"Didn't find a {nameof(PhysicsComponuid)}"
}
*/
}
private void OnGetState(EntityUid uid, FixturesComponent component, ref ComponentGetState args)
{
args.State = new FixtureManagerComponentState
{
Fixtures = component.Fixtures.Values.ToArray(),
};
}
private void OnHandleState(EntityUid uid, FixturesComponent component, ref ComponentHandleState args)
{
if (args.Current is not FixtureManagerComponentState state) return;
if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? physics))
{
Logger.ErrorS("physics", $"Tried to apply fixture state for an entity without physics: {ToPrettyString(uid)}");
return;
}
component.SerializedFixtures.Clear();
var toAddFixtures = new ValueList<Fixture>();
var toRemoveFixtures = new ValueList<Fixture>();
var computeProperties = false;
// Given a bunch of data isn't serialized need to sort of re-initialise it
var newFixtures = new Fixture[state.Fixtures.Length];
for (var i = 0; i < state.Fixtures.Length; i++)
{
var fixture = state.Fixtures[i];
var newFixture = new Fixture();
fixture.CopyTo(newFixture);
newFixture.Body = physics;
newFixtures[i] = newFixture;
}
// Add / update new fixtures
foreach (var fixture in newFixtures)
{
var found = false;
foreach (var (_, existing) in component.Fixtures)
{
if (!fixture.ID.Equals(existing.ID)) continue;
if (!fixture.Equals(existing))
{
toAddFixtures.Add(fixture);
toRemoveFixtures.Add(existing);
}
found = true;
break;
}
if (!found)
{
toAddFixtures.Add(fixture);
}
}
// Remove old fixtures
foreach (var (_, existing) in component.Fixtures)
{
var found = false;
foreach (var fixture in newFixtures)
{
if (fixture.ID.Equals(existing.ID))
{
found = true;
break;
}
}
if (!found)
{
toRemoveFixtures.Add(existing);
}
}
foreach (var fixture in toRemoveFixtures)
{
computeProperties = true;
DestroyFixture(physics, fixture);
}
// TODO: We also still need event listeners for shapes (Probably need C# events)
// Or we could just make it so shapes can only be updated via fixturesystem which handles it
// automagically (friends or something?)
foreach (var fixture in toAddFixtures)
{
computeProperties = true;
CreateFixture(physics, fixture);
}
if (computeProperties)
{
physics.ResetMassData(component);
}
}
/// <summary>
/// Return the fixture's id if it has one. Otherwise, this automatically generates a fixture id and stores it.
/// </summary>
private string EnsureFixtureId(FixturesComponent component, Fixture fixture)
{
if (!string.IsNullOrEmpty(fixture.ID)) return fixture.ID;
var i = 0;
while (true)
{
++i;
var name = $"fixture_{i}";
var found = component.Fixtures.ContainsKey(name);
if (!found)
{
fixture.AutoGeneratedId = name;
return name;
}
}
}
#region Mass
public void SetMass(Fixture fixture, float value, FixturesComponent? manager = null, bool update = true)
{
fixture._mass = value;
if (update && Resolve(fixture.Body.Owner, ref manager))
FixtureUpdate(manager);
}
#endregion
#region Restitution
public void SetRestitution(Fixture fixture, float value, FixturesComponent? manager = null, bool update = true)
{
fixture._restitution = value;
if (update && Resolve(fixture.Body.Owner, ref manager))
FixtureUpdate(manager);
}
#endregion
/// <summary>
/// Updates all of the cached physics information on the body derived from fixtures.
/// </summary>
public void FixtureUpdate(FixturesComponent component, PhysicsComponent? body = null, bool dirty = true)
{
if (!Resolve(component.Owner, ref body))
return;
var mask = 0;
var layer = 0;
var hard = false;
foreach (var (_, fixture) in component.Fixtures)
{
mask |= fixture.CollisionMask;
layer |= fixture.CollisionLayer;
hard |= fixture.Hard;
}
body.ResetMassData(component);
// Normally this method is called when fixtures need to be dirtied anyway so no point in returning early I think
body.CollisionMask = mask;
body.CollisionLayer = layer;
body.Hard = hard;
if (dirty)
Dirty(component);
}
[Serializable, NetSerializable]
private sealed class FixtureManagerComponentState : ComponentState
{
public Fixture[] Fixtures = default!;
}
}
}