Files
RobustToolbox/Robust.Shared/GameObjects/Components/Collidable/CollidableComponent.cs
T
2020-06-08 13:29:16 +02:00

226 lines
6.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects.Components
{
public class CollidableComponent : Component, ICollidableComponent
{
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
private bool _canCollide;
private BodyStatus _status;
private BodyType _bodyType;
private List<IPhysShape> _physShapes = new List<IPhysShape>();
/// <inheritdoc />
public override string Name => "Collidable";
/// <inheritdoc />
public override uint? NetID => NetIDs.COLLIDABLE;
/// <inheritdoc />
public MapId MapID => Owner.Transform.MapID;
/// <inheritdoc />
public int ProxyId { get; set; }
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _canCollide, "on", true);
serializer.DataField(ref _status, "Status", BodyStatus.OnGround);
serializer.DataField(ref _bodyType, "bodyType", BodyType.None);
serializer.DataField(ref _physShapes, "shapes", new List<IPhysShape>{new PhysShapeAabb()});
}
/// <inheritdoc />
public override ComponentState GetComponentState()
{
return new CollidableComponentState(_canCollide, _status, _physShapes);
}
/// <inheritdoc />
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState == null)
return;
var newState = (CollidableComponentState)curState;
_canCollide = newState.CanCollide;
_status = newState.Status;
//TODO: Is this always true?
if (newState.PhysShapes != null)
{
_physShapes = newState.PhysShapes;
foreach (var shape in _physShapes)
{
shape.ApplyState();
}
Dirty();
UpdateEntityTree();
}
}
/// <inheritdoc />
[ViewVariables]
Box2 IPhysBody.WorldAABB
{
get
{
var pos = Owner.Transform.WorldPosition;
return ((IPhysBody)this).AABB.Translated(pos);
}
}
/// <inheritdoc />
[ViewVariables]
Box2 IPhysBody.AABB
{
get
{
var angle = Owner.Transform.WorldRotation;
var bounds = new Box2();
foreach (var shape in _physShapes)
{
var shapeBounds = shape.CalculateLocalBounds(angle);
bounds = bounds.IsEmpty() ? shapeBounds : bounds.Union(shapeBounds);
}
return bounds;
}
}
/// <inheritdoc />
[ViewVariables]
public List<IPhysShape> PhysicsShapes => _physShapes;
/// <summary>
/// Enables or disabled collision processing of this component.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool CanCollide
{
get => _canCollide;
set
{
_canCollide = value;
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new CollisionChangeEvent(Owner.Uid, _canCollide));
}
}
/// <summary>
/// Bitmask of the collision layers this component is a part of.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public int CollisionLayer
{
get
{
var layers = 0x0;
foreach (var shape in _physShapes)
layers = layers | shape.CollisionLayer;
return layers;
}
}
/// <summary>
/// Bitmask of the layers this component collides with.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public int CollisionMask
{
get
{
var mask = 0x0;
foreach (var shape in _physShapes)
mask = mask | shape.CollisionMask;
return mask;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public BodyStatus Status
{
get => _status;
set => _status = value;
}
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
// normally ExposeData would create this
if (_physShapes == null)
_physShapes = new List<IPhysShape> { new PhysShapeAabb() };
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new CollisionChangeEvent(Owner.Uid, _canCollide));
}
/// <inheritdoc />
protected override void Startup()
{
base.Startup();
_physicsManager.AddBody(this);
}
/// <inheritdoc />
protected override void Shutdown()
{
_physicsManager.RemoveBody(this);
base.Shutdown();
}
public bool IsColliding(Vector2 offset)
{
return _physicsManager.IsColliding(this, offset);
}
public IEnumerable<IEntity> GetCollidingEntities(Vector2 offset)
{
return _physicsManager.GetCollidingEntities(this, offset);
}
public bool UpdatePhysicsTree()
=> _physicsManager.Update(this);
public void RemovedFromPhysicsTree(MapId mapId)
{
_physicsManager.RemovedFromMap(this, mapId);
}
public void AddedToPhysicsTree(MapId mapId)
{
_physicsManager.AddedToMap(this, mapId);
}
private bool UpdateEntityTree() => Owner.EntityManager.UpdateEntityTree(Owner);
public bool IsOnGround()
{
return Status == BodyStatus.OnGround;
}
public bool IsInAir()
{
return Status == BodyStatus.InAir;
}
}
}