mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* 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>
120 lines
3.5 KiB
C#
120 lines
3.5 KiB
C#
using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics.Dynamics;
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namespace Robust.Shared.Physics {
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public interface IBroadPhase
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{
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void UpdatePairs(BroadPhaseDelegate callback);
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bool TestOverlap(DynamicTree.Proxy proxyA, DynamicTree.Proxy proxyB);
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DynamicTree.Proxy AddProxy(ref FixtureProxy proxy);
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void MoveProxy(DynamicTree.Proxy proxyId, in Box2 aabb, Vector2 displacement);
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void RemoveProxy(DynamicTree.Proxy proxy);
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void TouchProxy(DynamicTree.Proxy proxy);
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void QueryAABB(DynamicTree<FixtureProxy>.QueryCallbackDelegate callback,
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Box2 aabb,
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bool approx = false);
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void QueryAabb<TState>(
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ref TState state,
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DynamicTree<FixtureProxy>.QueryCallbackDelegate<TState> callback,
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Box2 aabb,
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bool approx = false);
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IEnumerable<FixtureProxy> QueryAabb(Box2 aabb, bool approx = false);
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void QueryPoint(DynamicTree<FixtureProxy>.QueryCallbackDelegate callback,
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Vector2 point,
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bool approx = false);
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void QueryPoint<TState>(
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ref TState state,
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DynamicTree<FixtureProxy>.QueryCallbackDelegate<TState> callback,
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Vector2 point,
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bool approx = false);
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IEnumerable<FixtureProxy> QueryPoint(Vector2 point, bool approx = false);
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void QueryRay(
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DynamicTree<FixtureProxy>.RayQueryCallbackDelegate callback,
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in Ray ray,
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bool approx = false);
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void QueryRay<TState>(
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ref TState state,
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DynamicTree<FixtureProxy>.RayQueryCallbackDelegate<TState> callback,
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in Ray ray,
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bool approx = false);
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}
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public interface IBroadPhase<T> : ICollection<T> where T : notnull {
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int Capacity { get; }
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int Height {
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get;
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}
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int MaxBalance {
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[MethodImpl(MethodImplOptions.AggressiveOptimization | MethodImplOptions.NoInlining)]
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get;
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}
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float AreaRatio {
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[MethodImpl(MethodImplOptions.AggressiveOptimization | MethodImplOptions.NoInlining)]
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get;
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}
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bool Add(in T item, Box2? newAABB = null);
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bool Remove(in T item);
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bool Update(in T item, Box2? newAABB = null);
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void QueryAabb(
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DynamicTree<T>.QueryCallbackDelegate callback,
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Box2 aabb,
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bool approx = false);
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void QueryAabb<TState>(
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ref TState state,
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DynamicTree<T>.QueryCallbackDelegate<TState> callback,
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Box2 aabb,
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bool approx = false);
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IEnumerable<T> QueryAabb(Box2 aabb, bool approx = false);
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void QueryPoint(DynamicTree<T>.QueryCallbackDelegate callback,
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Vector2 point,
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bool approx = false);
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void QueryPoint<TState>(
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ref TState state,
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DynamicTree<T>.QueryCallbackDelegate<TState> callback,
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Vector2 point,
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bool approx = false);
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IEnumerable<T> QueryPoint(Vector2 point, bool approx = false);
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void QueryRay(
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DynamicTree<T>.RayQueryCallbackDelegate callback,
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in Ray ray,
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bool approx = false);
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void QueryRay<TState>(
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ref TState state,
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DynamicTree<T>.RayQueryCallbackDelegate<TState> callback,
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in Ray ray,
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bool approx = false);
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}
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}
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