Files
RobustToolbox/Robust.Shared/Physics/Dynamics/Shapes/PhysShapeRect.cs
metalgearsloth c17c8d7a11 Physics (#1605)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

* Disable prediction for now

* Spans

* Fix ShapeTypes

* fixes

* ch ch changeesss

* Kinematic idea

* Prevent static bodies from waking

* Pass WorldAABB to MoveEvent

* Fix collisions

* manifold structs fucking WOOORRKKKINNGGG

* Better pushing

* Fix merge ickies

* Optimise MoveEvents

* Use event for collisions performance

* Fix content tests

* Do not research tests

* Fix most conflicts

* Paul's trying to kill me

* Maybe collisions work idk

* Make us whole again

* Smug is also trying to kill me

* nani

* shitty collisions

* Settling

* Do not research collisions

* SHIP IT

* Fix joints

* PVS moment

* Fix other assert

* Fix locker collisions

* serializable sleeptime

* Aether2D contacts

* Physics is no longer crashing (and burning)

* Add to the TODO list

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-08 03:19:01 +11:00

80 lines
2.4 KiB
C#

using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.Physics.Dynamics.Shapes
{
/// <summary>
/// A physics shape that represents an OBB.
/// This box DOES rotate with the entity, and will always be offset from the
/// entity origin in world space.
/// </summary>
[Serializable, NetSerializable]
[DataDefinition]
public class PhysShapeRect : IPhysShape
{
public int ChildCount => 1;
/// <summary>
/// The radius of this AABB
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Radius
{
get => _radius;
set
{
if (MathHelper.CloseTo(_radius, value)) return;
_radius = value;
OnDataChanged?.Invoke();
}
}
private float _radius = IoCManager.Resolve<IConfigurationManager>().GetCVar(CVars.PolygonRadius);
public ShapeType ShapeType => ShapeType.Rectangle;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("bounds")]
private Box2 _rectangle = Box2.UnitCentered;
public Box2 CachedBounds => _cachedBounds;
[ViewVariables]
private Box2 _cachedBounds;
/// <inheritdoc />
public void ApplyState() { }
public void DebugDraw(DebugDrawingHandle handle, in Matrix3 modelMatrix, in Box2 worldViewport,
float sleepPercent)
{
var rotationMatrix = Matrix3.CreateRotation(Math.PI);
handle.SetTransform(rotationMatrix * modelMatrix);
handle.DrawRect(_rectangle, handle.CalcWakeColor(handle.RectFillColor, sleepPercent));
handle.SetTransform(Matrix3.Identity);
}
[field: NonSerialized]
public event Action? OnDataChanged;
public Box2 CalculateLocalBounds(Angle rotation)
{
_cachedBounds = new Box2Rotated(_rectangle, rotation.Opposite(), Vector2.Zero).CalcBoundingBox().Scale(1 + Radius);
return _cachedBounds;
}
public bool Equals(IPhysShape? other)
{
if (other is not PhysShapeRect rect) return false;
return _rectangle.EqualsApprox(rect._rectangle);
}
}
}