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* Replace PhysicsMapComponent - Dumb idea - Lots of book-keeping and perf overhead. - Much saner this way. * stuff * More work * Purge * Fixes * Eh? * Fixes * Also this * weh * Fixes * ice-cream * Fix * Fix stacking / gravity * Gravity query * MoveBuffer optimisations * Fixes for test * World gravity * Fix build * Avoid some transform resolves for contactless ents * Less getcomps * Fix contact caching * Possibly less copies * reh * bulldoze * Test "fix" * seikrets * a * I saw this but now I decideded against it * true
70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.Physics.Dynamics;
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public sealed class FixtureProxy
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{
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public EntityUid Entity;
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public PhysicsComponent Body { get; internal set; }
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public TransformComponent Xform { get; internal set; }
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/// <summary>
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/// Grid-based AABB of this proxy.
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/// </summary>
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[ViewVariables]
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public Box2 AABB;
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[ViewVariables]
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public int ChildIndex;
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public string FixtureId;
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/// <summary>
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/// Our parent fixture
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/// </summary>
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public Fixture Fixture;
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/// <summary>
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/// ID of this proxy in the broadphase dynamictree.
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/// </summary>
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[ViewVariables]
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public DynamicTree.Proxy ProxyId = DynamicTree.Proxy.Free;
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internal FixtureProxy(EntityUid uid, PhysicsComponent body, TransformComponent xform, Box2 aabb, string fixtureId, Fixture fixture, int childIndex)
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{
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Entity = uid;
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Body = body;
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Xform = xform;
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AABB = aabb;
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FixtureId = fixtureId;
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Fixture = fixture;
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ChildIndex = childIndex;
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}
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}
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