Files
RobustToolbox/Robust.Shared/GameObjects/Systems/SharedGridFixtureSystem.cs
2021-12-01 13:54:32 +11:00

160 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.Configuration;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Utility;
namespace Robust.Shared.GameObjects
{
public abstract class SharedGridFixtureSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
private bool _enabled;
public override void Initialize()
{
base.Initialize();
UpdatesBefore.Add(typeof(SharedBroadphaseSystem));
IoCManager.Resolve<IConfigurationManager>().OnValueChanged(CVars.GenerateGridFixtures, SetEnabled, true);
}
public override void Shutdown()
{
base.Shutdown();
IoCManager.Resolve<IConfigurationManager>().UnsubValueChanged(CVars.GenerateGridFixtures, SetEnabled);
}
private void SetEnabled(bool value) => _enabled = value;
internal void ProcessGrid(IMapGridInternal gridInternal)
{
// Just in case there's any deleted we'll ToArray
foreach (var (_, chunk) in gridInternal.GetMapChunks().ToArray())
{
chunk.RegenerateCollision();
}
}
internal void RegenerateCollision(MapChunk chunk, List<Box2i> rectangles)
{
if (!_enabled) return;
if (!_mapManager.TryGetGrid(chunk.GridId, out var grid) ||
!EntityManager.TryGetEntity(grid.GridEntityId, out var gridEnt)) return;
DebugTools.Assert(chunk.ValidTiles > 0);
if (!gridEnt.TryGetComponent(out PhysicsComponent? physicsComponent))
{
Logger.ErrorS("physics", $"Trying to regenerate collision for {gridEnt} that doesn't have {nameof(physicsComponent)}");
return;
}
var origin = chunk.Indices * chunk.ChunkSize;
// So we store a reference to the fixture on the chunk because it's easier to cross-reference it.
// This is because when we get multiple fixtures per chunk there's no easy way to tell which the old one
// corresponds with.
// We also ideally want to avoid re-creating the fixture every time a tile changes and pushing that data
// to the client hence we diff it.
// Additionally, we need to handle map deserialization where content may have stored its own data
// on the grid (e.g. mass) which we want to preserve.
var newFixtures = new List<Fixture>();
Span<Vector2> vertices = stackalloc Vector2[4];
foreach (var rectangle in rectangles)
{
var bounds = rectangle.Translated(origin);
var poly = new PolygonShape();
vertices[0] = bounds.BottomLeft;
vertices[1] = bounds.BottomRight;
vertices[2] = bounds.TopRight;
vertices[3] = bounds.TopLeft;
poly.SetVertices(vertices);
var newFixture = new Fixture(
poly,
MapGridHelpers.CollisionGroup,
MapGridHelpers.CollisionGroup,
true) {ID = $"grid_chunk-{bounds.Left}-{bounds.Bottom}",
Body = physicsComponent};
newFixtures.Add(newFixture);
}
var toRemove = new RemQueue<Fixture>();
// Check if we even need to issue an eventbus event
var updated = false;
foreach (var oldFixture in chunk.Fixtures)
{
var existing = false;
// Handle deleted / updated fixtures
// (TODO: Check IDs and cross-reference for updates?)
for (var i = newFixtures.Count - 1; i >= 0; i--)
{
var fixture = newFixtures[i];
if (!oldFixture.Equals(fixture)) continue;
existing = true;
newFixtures.RemoveSwap(i);
break;
}
// Doesn't align with any new fixtures so delete
if (existing) continue;
toRemove.Add(oldFixture);
}
foreach (var fixture in toRemove)
{
chunk.Fixtures.Remove(fixture);
_broadphase.DestroyFixture(fixture);
}
if (newFixtures.Count > 0 || toRemove.List?.Count > 0)
{
updated = true;
}
// Anything remaining is a new fixture (or at least, may have not serialized onto the chunk yet).
foreach (var fixture in newFixtures)
{
var existingFixture = physicsComponent.GetFixture(fixture.ID);
// Check if it's the same (otherwise remove anyway).
if (existingFixture?.Shape is PolygonShape poly &&
poly.EqualsApprox((PolygonShape) fixture.Shape))
{
chunk.Fixtures.Add(existingFixture);
continue;
}
chunk.Fixtures.Add(fixture);
_broadphase.CreateFixture(physicsComponent, fixture);
}
if (updated)
EntityManager.EventBus.RaiseLocalEvent(gridEnt.Uid,new GridFixtureChangeEvent {NewFixtures = chunk.Fixtures});
}
}
public sealed class GridFixtureChangeEvent : EntityEventArgs
{
public List<Fixture> NewFixtures { get; init; } = default!;
}
}