Files
RobustToolbox/Robust.Shared/Physics/Systems/SharedPhysicsSystem.Fixtures.cs
2023-08-23 18:50:48 +10:00

183 lines
5.4 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Utility;
namespace Robust.Shared.Physics.Systems;
public abstract partial class SharedPhysicsSystem
{
[Dependency] private readonly FixtureSystem _fixtures = default!;
public void SetDensity(EntityUid uid, string fixtureId, Fixture fixture, float value, bool update = true, FixturesComponent? manager = null)
{
DebugTools.Assert(value >= 0f);
if (fixture.Density.Equals(value))
return;
if (!Resolve(uid, ref manager))
return;
fixture.Density = value;
if (update)
_fixtures.FixtureUpdate(uid, manager: manager);
}
public void SetFriction(EntityUid uid, string fixtureId, Fixture fixture, float value, bool update = true, FixturesComponent? manager = null)
{
DebugTools.Assert(value >= 0f);
if (fixture.Friction.Equals(value))
return;
if (!Resolve(uid, ref manager))
return;
fixture.Friction = value;
if (update)
_fixtures.FixtureUpdate(uid, manager: manager);
}
public void SetHard(EntityUid uid, Fixture fixture, bool value, FixturesComponent? manager = null)
{
if (fixture.Hard.Equals(value))
return;
if (!Resolve(uid, ref manager))
return;
fixture.Hard = value;
_fixtures.FixtureUpdate(uid, manager: manager);
WakeBody(uid);
}
public void SetRestitution(EntityUid uid, Fixture fixture, float value, bool update = true, FixturesComponent? manager = null)
{
DebugTools.Assert(value >= 0f);
if (fixture.Restitution.Equals(value))
return;
if (!Resolve(uid, ref manager))
return;
fixture.Restitution = value;
if (update)
_fixtures.FixtureUpdate(uid, manager: manager);
}
#region Collision Masks & Layers
public void AddCollisionMask(EntityUid uid, string fixtureId, Fixture fixture, int mask, FixturesComponent? manager = null, PhysicsComponent? body = null)
{
if ((fixture.CollisionMask & mask) == mask) return;
if (!Resolve(uid, ref manager))
return;
DebugTools.Assert(manager.Fixtures.ContainsKey(fixtureId));
fixture.CollisionMask |= mask;
if (body != null || TryComp(uid, out body))
{
_fixtures.FixtureUpdate(uid, manager: manager, body: body);
}
_broadphase.Refilter(uid, fixture);
}
public void SetCollisionMask(EntityUid uid, string fixtureId, Fixture fixture, int mask, FixturesComponent? manager = null, PhysicsComponent? body = null)
{
if (fixture.CollisionMask == mask) return;
if (!Resolve(uid, ref manager))
return;
DebugTools.Assert(manager.Fixtures.ContainsKey(fixtureId));
fixture.CollisionMask = mask;
if (body != null || TryComp(uid, out body))
{
_fixtures.FixtureUpdate(uid, manager: manager, body: body);
}
_broadphase.Refilter(uid, fixture);
}
public void RemoveCollisionMask(EntityUid uid, string fixtureId, Fixture fixture, int mask, FixturesComponent? manager = null, PhysicsComponent? body = null)
{
if ((fixture.CollisionMask & mask) == 0x0) return;
if (!Resolve(uid, ref manager))
return;
DebugTools.Assert(manager.Fixtures.ContainsKey(fixtureId));
fixture.CollisionMask &= ~mask;
if (body != null || TryComp(uid, out body))
{
_fixtures.FixtureUpdate(uid, manager: manager, body: body);
}
_broadphase.Refilter(uid, fixture);
}
public void AddCollisionLayer(EntityUid uid, string fixtureId, Fixture fixture, int layer, FixturesComponent? manager = null, PhysicsComponent? body = null)
{
if ((fixture.CollisionLayer & layer) == layer) return;
if (!Resolve(uid, ref manager))
return;
DebugTools.Assert(manager.Fixtures.ContainsKey(fixtureId));
fixture.CollisionLayer |= layer;
if (body != null || TryComp(uid, out body))
{
_fixtures.FixtureUpdate(uid, manager: manager, body: body);
}
_broadphase.Refilter(uid, fixture);
}
public void SetCollisionLayer(EntityUid uid, string fixtureId, Fixture fixture, int layer, FixturesComponent? manager = null, PhysicsComponent? body = null)
{
if (fixture.CollisionLayer.Equals(layer))
return;
if (!Resolve(uid, ref manager))
return;
fixture.CollisionLayer = layer;
if (body != null || TryComp(uid, out body))
{
_fixtures.FixtureUpdate(uid, manager: manager, body: body);
}
_broadphase.Refilter(uid, fixture);
}
public void RemoveCollisionLayer(EntityUid uid, string fixtureId, Fixture fixture, int layer, FixturesComponent? manager = null, PhysicsComponent? body = null)
{
if ((fixture.CollisionLayer & layer) == 0x0 || !Resolve(uid, ref manager)) return;
DebugTools.Assert(manager.Fixtures.ContainsKey(fixtureId));
fixture.CollisionLayer &= ~layer;
if (body != null || TryComp(uid, out body))
{
_fixtures.FixtureUpdate(uid, manager: manager, body: body);
}
_broadphase.Refilter(uid, fixture);
}
#endregion
}