Files
RobustToolbox/Robust.Shared/Physics/Dynamics/FixtureProxy.cs
metalgearsloth ee8ea4ec3b Purge PhysicsMapComponent (#5766)
* 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
2025-05-28 19:18:36 +10:00

70 lines
2.1 KiB
C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Components;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.Physics.Dynamics;
public sealed class FixtureProxy
{
public EntityUid Entity;
public PhysicsComponent Body { get; internal set; }
public TransformComponent Xform { get; internal set; }
/// <summary>
/// Grid-based AABB of this proxy.
/// </summary>
[ViewVariables]
public Box2 AABB;
[ViewVariables]
public int ChildIndex;
public string FixtureId;
/// <summary>
/// Our parent fixture
/// </summary>
public Fixture Fixture;
/// <summary>
/// ID of this proxy in the broadphase dynamictree.
/// </summary>
[ViewVariables]
public DynamicTree.Proxy ProxyId = DynamicTree.Proxy.Free;
internal FixtureProxy(EntityUid uid, PhysicsComponent body, TransformComponent xform, Box2 aabb, string fixtureId, Fixture fixture, int childIndex)
{
Entity = uid;
Body = body;
Xform = xform;
AABB = aabb;
FixtureId = fixtureId;
Fixture = fixture;
ChildIndex = childIndex;
}
}