mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-02 01:57:07 +02:00
807 lines
26 KiB
C#
807 lines
26 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.Animations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects.Components.Map;
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using Robust.Shared.GameObjects.EntitySystemMessages;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.GameObjects.Components.Transform
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{
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internal class TransformComponent : Component, ITransformComponent, IComponentDebug
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{
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// Max distance per tick how far an entity can move before it is considered teleporting.
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private const float MaxInterpDistance = 2.0f;
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private EntityUid _parent;
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private Vector2 _localPosition; // holds offset from grid, or offset from parent
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private Angle _localRotation; // local rotation
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private Matrix3 _localMatrix = Matrix3.Identity;
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private Matrix3 _invLocalMatrix = Matrix3.Identity;
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private Vector2 _nextPosition;
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private Angle _nextRotation;
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[ViewVariables] private readonly SortedSet<EntityUid> _children = new SortedSet<EntityUid>();
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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/// <inheritdoc />
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public override string Name => "Transform";
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/// <inheritdoc />
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public sealed override uint? NetID => NetIDs.TRANSFORM;
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/// <inheritdoc />
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[ViewVariables]
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public MapId MapID { get; private set; }
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/// <inheritdoc />
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[ViewVariables]
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public GridId GridID
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{
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get
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{
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// root node, grid id is undefined
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if (Owner.HasComponent<IMapComponent>())
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return GridId.Invalid;
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// second level node, terminates recursion up the branch of the tree
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if (Owner.TryGetComponent(out IMapGridComponent gridComp))
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return gridComp.GridIndex;
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// branch or leaf node
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if (_parent.IsValid())
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return Parent!.GridID;
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// Not on a grid
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return GridId.Invalid;
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}
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}
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public Angle LocalRotation
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{
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get => GetLocalRotation();
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set
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{
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if (GetLocalRotation() == value)
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return;
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SetRotation(value);
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RebuildMatrices();
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Dirty();
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UpdateEntityTree();
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UpdatePhysicsTree();
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}
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}
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public Angle WorldRotation
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{
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get
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{
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if (_parent.IsValid())
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{
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return Parent!.WorldRotation + GetLocalRotation();
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}
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return GetLocalRotation();
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}
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set
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{
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var current = WorldRotation;
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var diff = value - current;
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LocalRotation += diff;
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}
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}
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/// <summary>
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/// Current parent entity of this entity.
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/// </summary>
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[ViewVariables]
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public ITransformComponent? Parent
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{
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get => !_parent.IsValid() ? null : Owner.EntityManager.GetEntity(_parent).Transform;
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set
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{
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if (value != null)
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{
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AttachParent(value);
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}
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else
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{
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DetachParent();
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}
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityUid ParentUid
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{
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get => _parent;
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set => Parent = _entityManager.GetEntity(value).Transform;
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}
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/// <inheritdoc />
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public Matrix3 WorldMatrix
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{
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get
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{
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if (_parent.IsValid())
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{
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var parentMatrix = Parent!.WorldMatrix;
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var myMatrix = GetLocalMatrix();
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Matrix3.Multiply(ref myMatrix, ref parentMatrix, out var result);
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return result;
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}
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return GetLocalMatrix();
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}
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}
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/// <inheritdoc />
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public Matrix3 InvWorldMatrix
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{
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get
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{
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if (_parent.IsValid())
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{
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var matP = Parent!.InvWorldMatrix;
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var myMatrix = GetLocalMatrixInv();
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Matrix3.Multiply(ref matP, ref myMatrix, out var result);
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return result;
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}
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return GetLocalMatrixInv();
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}
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}
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public bool IsMapTransform => !ContainerHelpers.IsInContainer(Owner);
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public GridCoordinates GridPosition
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{
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get
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{
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if (_parent.IsValid())
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{
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// transform _position from parent coords to world coords
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var worldPos = Parent!.WorldMatrix.Transform(GetLocalPosition());
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return new GridCoordinates(worldPos, GridID);
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}
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else
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{
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return new GridCoordinates(GetLocalPosition(), GridID);
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}
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}
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set
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{
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if (!_parent.IsValid())
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{
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DebugTools.Assert("Tried to move root node.");
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return;
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}
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// grid coords to world coords
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var worldCoords = value.ToMapPos(_mapManager);
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if (value.GridID != GridID)
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{
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var newGrid = _mapManager.GetGrid(value.GridID);
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AttachParent(_entityManager.GetEntity(newGrid.GridEntityId));
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}
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// world coords to parent coords
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var newPos = Parent!.InvWorldMatrix.Transform(worldCoords);
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// float rounding error guard, if the offset is less than 1mm ignore it
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if ((newPos - GetLocalPosition()).LengthSquared < 10.0E-3)
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return;
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SetPosition(newPos);
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//TODO: This is a hack, look into WHY we can't call GridPosition before the comp is Running
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if (Running)
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{
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RebuildMatrices();
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Owner.EntityManager.EventBus.RaiseEvent(
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EventSource.Local, new MoveEvent(Owner, GridPosition, value));
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}
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Dirty();
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UpdateEntityTree();
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UpdatePhysicsTree();
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}
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}
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 WorldPosition
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{
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get
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{
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if (_parent.IsValid())
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{
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// parent coords to world coords
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return Parent!.WorldMatrix.Transform(GetLocalPosition());
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}
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else
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{
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return Vector2.Zero;
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}
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}
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set
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{
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if (!_parent.IsValid())
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{
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DebugTools.Assert("Tried to move root node.");
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return;
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}
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// world coords to parent coords
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var newPos = Parent!.InvWorldMatrix.Transform(value);
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// float rounding error guard, if the offset is less than 1mm ignore it
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//if ((newPos - GetLocalPosition()).LengthSquared < 1.0E-3)
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// return;
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if (_localPosition == newPos)
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return;
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SetPosition(newPos);
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RebuildMatrices();
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Dirty();
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UpdateEntityTree();
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UpdatePhysicsTree();
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Owner.EntityManager.EventBus.RaiseEvent(
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EventSource.Local, new MoveEvent(Owner, GridPosition, new GridCoordinates(GetLocalPosition(), GridID)));
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public MapCoordinates MapPosition
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{
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get => new MapCoordinates(WorldPosition, MapID);
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}
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public Vector2 LocalPosition
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{
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get => GetLocalPosition();
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set
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{
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var oldPos = GridPosition;
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SetPosition(value);
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RebuildMatrices();
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Dirty();
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UpdateEntityTree();
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UpdatePhysicsTree();
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Owner.EntityManager.EventBus.RaiseEvent(
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EventSource.Local, new MoveEvent(Owner, oldPos, GridPosition));
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}
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}
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[ViewVariables]
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public IEnumerable<ITransformComponent> Children =>
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_children.Select(u => Owner.EntityManager.GetEntity(u).Transform);
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[ViewVariables]
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public IEnumerable<EntityUid> ChildEntityUids => _children;
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[ViewVariables]
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public int ChildCount => _children.Count;
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/// <inheritdoc />
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public Vector2 LerpDestination => _nextPosition;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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// Has to be done if _parent is set from ExposeData.
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if (_parent.IsValid())
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{
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// Note that _children is a SortedSet<EntityUid>,
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// so duplicate additions (which will happen) don't matter.
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((TransformComponent) Parent!)._children.Add(Owner.Uid);
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MapID = Parent.MapID;
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}
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else
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{
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// second level node, terminates recursion up the branch of the tree
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if (Owner.TryGetComponent(out IMapComponent mapComp))
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{
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MapID = mapComp.WorldMap;
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}
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else
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{
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throw new InvalidOperationException("Transform node does not exist inside scene tree!");
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}
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}
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UpdateEntityTree();
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}
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/// <inheritdoc />
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protected override void Startup()
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{
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base.Startup();
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// Keep the cached matrices in sync with the fields.
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RebuildMatrices();
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Dirty();
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UpdateEntityTree();
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}
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/// <inheritdoc />
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public override void OnRemove()
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{
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// DeleteEntity modifies our _children collection, we must cache the collection to iterate properly
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foreach (var childUid in _children.ToArray())
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{
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// Recursion: DeleteEntity calls the Transform.OnRemove function of child entities.
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Owner.EntityManager.DeleteEntity(childUid);
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}
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// map does not have a parent node
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if (Parent != null)
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{
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DetachParentToNull();
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}
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base.OnRemove();
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}
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/// <summary>
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/// Detaches this entity from its parent.
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/// </summary>
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public void DetachParent()
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{
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// nothing to do
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var oldParent = Parent;
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if (oldParent == null)
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{
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return;
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}
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var mapPos = MapPosition;
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IEntity newMapEntity;
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if (_mapManager.TryFindGridAt(mapPos, out var mapGrid))
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newMapEntity = _entityManager.GetEntity(mapGrid.GridEntityId);
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else
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newMapEntity = _mapManager.GetMapEntity(mapPos.MapId);
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// this would be a no-op
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var oldParentEnt = oldParent.Owner;
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if (newMapEntity == oldParentEnt)
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{
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return;
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}
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AttachParent(newMapEntity);
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WorldPosition = mapPos.Position;
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Dirty();
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}
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private void DetachParentToNull()
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{
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var oldParent = Parent;
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if (oldParent == null)
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{
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return;
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}
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var oldConcrete = (TransformComponent) oldParent;
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var uid = Owner.Uid;
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oldConcrete._children.Remove(uid);
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var oldParentOwner = oldParent?.Owner;
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var entMessage = new EntParentChangedMessage(Owner, oldParentOwner);
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var compMessage = new ParentChangedMessage(null, oldParentOwner);
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_parent = EntityUid.Invalid;
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, entMessage);
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Owner.SendMessage(this, compMessage);
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var oldMapId = MapID;
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MapID = MapId.Nullspace;
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// Does it even make sense to call these since this is called purely from OnRemove right now?
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RebuildMatrices();
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MapIdChanged(oldMapId);
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Dirty();
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}
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/// <summary>
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/// Sets another entity as the parent entity.
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/// </summary>
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/// <param name="newParent"></param>
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public virtual void AttachParent(ITransformComponent newParent)
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{
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//NOTE: This function must be callable from before initialize
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// nothing to attach to.
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if (newParent == null)
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return;
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// That's already our parent, don't bother attaching again.
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var newParentEnt = newParent.Owner;
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if (newParentEnt.Uid == _parent)
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{
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return;
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}
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var oldParent = Parent;
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var oldConcrete = (TransformComponent?) oldParent;
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var uid = Owner.Uid;
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oldConcrete?._children.Remove(uid);
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var newConcrete = (TransformComponent) newParent;
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newConcrete._children.Add(uid);
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var oldParentOwner = oldParent?.Owner;
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var entMessage = new EntParentChangedMessage(Owner, oldParentOwner);
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var compMessage = new ParentChangedMessage(newParentEnt, oldParentOwner);
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_parent = newParentEnt.Uid;
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ChangeMapId(newConcrete.MapID);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, entMessage);
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Owner.SendMessage(this, compMessage);
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// offset position from world to parent
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SetPosition(newParent.InvWorldMatrix.Transform(GetLocalPosition()));
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RebuildMatrices();
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Dirty();
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UpdateEntityTree();
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}
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internal void ChangeMapId(MapId newMapId)
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{
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var oldMapId = MapID;
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MapID = newMapId;
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MapIdChanged(oldMapId);
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UpdateChildMapIdsRecursive(MapID, Owner.EntityManager.ComponentManager);
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}
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private void UpdateChildMapIdsRecursive(MapId newMapId, IComponentManager comp)
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{
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foreach (var child in _children)
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{
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var concrete = comp.GetComponent<TransformComponent>(child);
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var old = concrete.MapID;
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concrete.MapID = newMapId;
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concrete.MapIdChanged(old);
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if (concrete.ChildCount != 0)
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{
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concrete.UpdateChildMapIdsRecursive(newMapId, comp);
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}
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}
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}
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private void MapIdChanged(MapId oldId)
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{
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ICollidableComponent collider;
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if (oldId != MapId.Nullspace)
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{
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_entityManager.RemoveFromEntityTree(Owner, oldId);
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if (Initialized && Owner.TryGetComponent(out collider))
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{
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collider.RemovedFromPhysicsTree(oldId);
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}
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}
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if (MapID != MapId.Nullspace && Initialized && Owner.TryGetComponent(out collider))
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{
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collider.AddedToPhysicsTree(MapID);
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}
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}
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public void AttachParent(IEntity parent)
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{
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var transform = parent.Transform;
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AttachParent(transform);
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}
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/// <summary>
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/// Finds the transform of the entity located on the map itself
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/// </summary>
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public ITransformComponent GetMapTransform()
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{
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if (Parent != null) //If we are not the final transform, query up the chain of parents
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{
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return Parent.GetMapTransform();
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}
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return this;
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}
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/// <summary>
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/// Does this entity contain the entity in the argument
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/// </summary>
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public bool ContainsEntity(ITransformComponent entityTransform)
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{
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if (entityTransform.Parent == null) //Is the entity the scene root
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{
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return false;
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}
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if (this == entityTransform.Parent) //Is this the direct container of the entity
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{
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return true;
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}
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else
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{
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return
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ContainsEntity(entityTransform
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.Parent); //Recursively search up the entities containers for this object
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _parent, "parent", new EntityUid());
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serializer.DataField(ref _localPosition, "pos", Vector2.Zero);
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serializer.DataField(ref _localRotation, "rot", new Angle());
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}
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/// <inheritdoc />
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public override ComponentState GetComponentState()
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{
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return new TransformComponentState(_localPosition, LocalRotation, Parent?.Owner?.Uid);
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState != null)
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{
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var newState = (TransformComponentState) curState;
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var newParentId = newState.ParentID;
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var rebuildMatrices = false;
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if (Parent?.Owner?.Uid != newParentId)
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{
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if (newParentId.HasValue && newParentId.Value.IsValid())
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{
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var newParent = Owner.EntityManager.GetEntity(newParentId.Value);
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AttachParent(newParent.Transform);
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}
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rebuildMatrices = true;
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}
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if (LocalRotation != newState.Rotation)
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{
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SetRotation(newState.Rotation);
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rebuildMatrices = true;
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}
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if (_localPosition != newState.LocalPosition)
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{
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var oldPos = GridPosition;
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if (_localPosition != newState.LocalPosition)
|
|
{
|
|
SetPosition(newState.LocalPosition);
|
|
}
|
|
|
|
Owner.EntityManager.EventBus.RaiseEvent(
|
|
EventSource.Local, new MoveEvent(Owner, oldPos, GridPosition));
|
|
rebuildMatrices = true;
|
|
}
|
|
|
|
if (rebuildMatrices)
|
|
{
|
|
RebuildMatrices();
|
|
}
|
|
|
|
Dirty();
|
|
UpdateEntityTree();
|
|
TryUpdatePhysicsTree();
|
|
}
|
|
|
|
if (nextState != null)
|
|
{
|
|
var nextPos = ((TransformComponentState) nextState).LocalPosition;
|
|
|
|
if ((nextPos - _localPosition).LengthSquared < 2.0f)
|
|
_nextPosition = nextPos;
|
|
else
|
|
_nextPosition = _localPosition;
|
|
}
|
|
else
|
|
_nextPosition = _localPosition; // this should cause the lerp to do nothing
|
|
|
|
if (nextState != null)
|
|
_nextRotation = ((TransformComponentState) nextState).Rotation;
|
|
else
|
|
_nextRotation = _localRotation; // this should cause the lerp to do nothing
|
|
}
|
|
|
|
// Hooks for GodotTransformComponent go here.
|
|
protected virtual void SetPosition(Vector2 position)
|
|
{
|
|
_localPosition = position;
|
|
}
|
|
|
|
protected virtual void SetRotation(Angle rotation)
|
|
{
|
|
_localRotation = rotation;
|
|
}
|
|
|
|
protected virtual Vector2 GetLocalPosition()
|
|
{
|
|
if (_gameTiming.InSimulation || _localPosition == _nextPosition || Owner.Uid.IsClientSide())
|
|
return _localPosition;
|
|
|
|
return Vector2.Lerp(_localPosition, _nextPosition,
|
|
(float) (_gameTiming.TickRemainder.TotalSeconds / _gameTiming.TickPeriod.TotalSeconds));
|
|
}
|
|
|
|
protected virtual Angle GetLocalRotation()
|
|
{
|
|
if (_gameTiming.InSimulation || _localRotation == _nextRotation || Owner.Uid.IsClientSide())
|
|
return _localRotation;
|
|
|
|
return Angle.Lerp(_localRotation, _nextRotation,
|
|
(float) (_gameTiming.TickRemainder.TotalSeconds / _gameTiming.TickPeriod.TotalSeconds));
|
|
}
|
|
|
|
public Matrix3 GetLocalMatrix()
|
|
{
|
|
if (_gameTiming.InSimulation || Owner.Uid.IsClientSide())
|
|
return _localMatrix;
|
|
|
|
// there really is no point trying to cache this because it will only be used in one frame
|
|
var pos = GetLocalPosition();
|
|
var rot = GetLocalRotation().Theta;
|
|
|
|
var posMat = Matrix3.CreateTranslation(pos);
|
|
var rotMat = Matrix3.CreateRotation((float) rot);
|
|
|
|
Matrix3.Multiply(ref rotMat, ref posMat, out var transMat);
|
|
|
|
return transMat;
|
|
}
|
|
|
|
public Matrix3 GetLocalMatrixInv()
|
|
{
|
|
if (_gameTiming.InSimulation || Owner.Uid.IsClientSide())
|
|
return _invLocalMatrix;
|
|
|
|
// there really is no point trying to cache this because it will only be used in one frame
|
|
var pos = GetLocalPosition();
|
|
var rot = GetLocalRotation().Theta;
|
|
|
|
var posMat = Matrix3.CreateTranslation(pos);
|
|
var rotMat = Matrix3.CreateRotation((float) rot);
|
|
var posImat = Matrix3.Invert(posMat);
|
|
var rotImap = Matrix3.Invert(rotMat);
|
|
|
|
Matrix3.Multiply(ref posImat, ref rotImap, out var itransMat);
|
|
|
|
return itransMat;
|
|
}
|
|
|
|
private void RebuildMatrices()
|
|
{
|
|
var pos = _localPosition;
|
|
|
|
if (!_parent.IsValid()) // Root Node
|
|
pos = Vector2.Zero;
|
|
|
|
var rot = _localRotation.Theta;
|
|
|
|
var posMat = Matrix3.CreateTranslation(pos);
|
|
var rotMat = Matrix3.CreateRotation((float) rot);
|
|
|
|
Matrix3.Multiply(ref rotMat, ref posMat, out var transMat);
|
|
|
|
_localMatrix = transMat;
|
|
|
|
var posImat = Matrix3.Invert(posMat);
|
|
var rotImap = Matrix3.Invert(rotMat);
|
|
|
|
Matrix3.Multiply(ref posImat, ref rotImap, out var itransMat);
|
|
|
|
_invLocalMatrix = itransMat;
|
|
}
|
|
|
|
private bool TryUpdatePhysicsTree() => Initialized && UpdatePhysicsTree();
|
|
|
|
private bool UpdatePhysicsTree() =>
|
|
Owner.TryGetComponent(out ICollidableComponent collider) && collider.UpdatePhysicsTree();
|
|
|
|
private bool UpdateEntityTree() => _entityManager.UpdateEntityTree(Owner);
|
|
|
|
public string GetDebugString()
|
|
{
|
|
return $"pos/rot/wpos/wrot: {GridPosition}/{LocalRotation}/{WorldPosition}/{WorldRotation}";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serialized state of a TransformComponent.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
protected internal class TransformComponentState : ComponentState
|
|
{
|
|
/// <summary>
|
|
/// Current parent entity of this entity.
|
|
/// </summary>
|
|
public readonly EntityUid? ParentID;
|
|
|
|
/// <summary>
|
|
/// Current position offset of the entity.
|
|
/// </summary>
|
|
public readonly Vector2 LocalPosition;
|
|
|
|
/// <summary>
|
|
/// Current rotation offset of the entity.
|
|
/// </summary>
|
|
public readonly Angle Rotation;
|
|
|
|
public override uint NetID => NetIDs.TRANSFORM;
|
|
|
|
|
|
/// <summary>
|
|
/// Constructs a new state snapshot of a TransformComponent.
|
|
/// </summary>
|
|
/// <param name="localPosition">Current position offset of this entity.</param>
|
|
/// <param name="rotation">Current direction offset of this entity.</param>
|
|
/// <param name="parentId">Current parent transform of this entity.</param>
|
|
public TransformComponentState(Vector2 localPosition, Angle rotation, EntityUid? parentId)
|
|
{
|
|
LocalPosition = localPosition;
|
|
Rotation = rotation;
|
|
ParentID = parentId;
|
|
}
|
|
}
|
|
}
|
|
|
|
public class MoveEvent : EntitySystemMessage
|
|
{
|
|
public MoveEvent(IEntity sender, GridCoordinates oldPos, GridCoordinates newPos)
|
|
{
|
|
Sender = sender;
|
|
OldPosition = oldPos;
|
|
NewPosition = newPos;
|
|
}
|
|
|
|
public IEntity Sender { get; }
|
|
public GridCoordinates OldPosition { get; }
|
|
public GridCoordinates NewPosition { get; }
|
|
}
|
|
}
|