mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* Physics worlds * Paul's a good boy * Build working * Ingame and not lagging to hell * Why didn't you commit ahhhhh * Hard collisions working * Solver parity * Decent broadphase work done * BroadPhase outline done * BroadPhase working * waiting for pvs * Fix static PVS AABB * Stop static bodies from awakening * Optimise a bunch of stuff * Even more broadphase stuff * I'm fucking stupid * Optimise fixture updates * Collision solver start * Building * A is for Argumentative * Fix contact caching island flags * Circle shapes actually workeded * Damping * DS2 consumables only * Slightly more stable * Even slightlier more stablier * VV your heart out * Initial joint support * 90% of joints I just wanted to push as I'd scream if I lost progress * JOINT PURGATORY * Joints barely functional lmao * Okay these joints slightly more functional * Remove station FrictionJoint * Also that * Some Box2D ports * Cleanup mass * Edge shape * Active contacts * Fix active contacts * Optimise active contacts even more * Boxes be stacking * I would die for smug oh my fucking god * In which everything is fixed * Distance joints working LETS GO * Remove frequency on distancejoint * Fix some stuff and break joints * Crashing fixed mehbeh * ICollideSpecial and more resilience * auto-clear * showbb vera * Slap that TODO in there * Fix restartround crash * Random fixes * Fix fixture networking * Add intersection method for broadphase * Fix contacts * Licenses done * Optimisations * Fix wall clips * Config caching for island * allocations optimisations * Optimise casts * Optimise events queue for physics * Contact manager optimisations * Optimise controllers * Sloth joint or something idk * Controller graph * Remove content cvar * Random cleanup * Finally remove VirtualController * Manifold structs again * Optimise this absolute retardation * Optimise * fix license * Cleanup physics interface * AHHHHHHHHHHHHH * Fix collisions again * snivybus * Fix potential nasty manifold bug * Tests go snivy Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
377 lines
13 KiB
C#
377 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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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.Physics;
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namespace Robust.Server.GameObjects
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{
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/// <summary>
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/// Stores what entities intersect a particular tile.
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/// </summary>
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[UsedImplicitly]
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public sealed class GridTileLookupSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly Dictionary<GridId, Dictionary<Vector2i, GridTileLookupChunk>> _graph =
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new();
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/// <summary>
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/// Need to store the nodes for each entity because if the entity is deleted its transform is no longer valid.
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/// </summary>
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private readonly Dictionary<IEntity, HashSet<GridTileLookupNode>> _lastKnownNodes =
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new();
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/// <summary>
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/// Yields all of the entities intersecting a particular entity's tiles.
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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public IEnumerable<IEntity> GetEntitiesIntersecting(IEntity entity)
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{
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foreach (var node in GetOrCreateNodes(entity))
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{
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foreach (var ent in node.Entities)
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{
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yield return ent;
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}
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}
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}
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/// <summary>
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/// Yields all of the entities intersecting a particular Vector2i
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/// </summary>
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/// <param name="gridId"></param>
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/// <param name="gridIndices"></param>
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/// <returns></returns>
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public IEnumerable<IEntity> GetEntitiesIntersecting(GridId gridId, Vector2i gridIndices)
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{
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if (gridId == GridId.Invalid)
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{
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throw new InvalidOperationException("Can't get grid tile intersecting entities for invalid grid");
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}
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if (!_graph.TryGetValue(gridId, out var chunks))
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{
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throw new InvalidOperationException($"Unable to find grid {gridId} for TileLookup");
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}
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var chunkIndices = GetChunkIndices(gridIndices);
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if (!chunks.TryGetValue(chunkIndices, out var chunk))
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{
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yield break;
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}
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foreach (var entity in chunk.GetNode(gridIndices).Entities)
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{
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yield return entity;
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}
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}
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public List<Vector2i> GetIndices(IEntity entity)
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{
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var results = new List<Vector2i>();
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if (!_lastKnownNodes.TryGetValue(entity, out var nodes))
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{
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return results;
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}
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foreach (var node in nodes)
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{
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results.Add(node.Indices);
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}
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return results;
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}
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private GridTileLookupChunk GetOrCreateChunk(GridId gridId, Vector2i indices)
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{
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var chunkIndices = GetChunkIndices(indices);
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if (!_graph.TryGetValue(gridId, out var gridChunks))
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{
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gridChunks = new Dictionary<Vector2i, GridTileLookupChunk>();
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_graph[gridId] = gridChunks;
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}
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if (!gridChunks.TryGetValue(chunkIndices, out var chunk))
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{
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chunk = new GridTileLookupChunk(gridId, chunkIndices);
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gridChunks[chunkIndices] = chunk;
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}
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return chunk;
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}
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private Vector2i GetChunkIndices(Vector2i indices)
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{
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return new(
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(int) (Math.Floor((float) indices.X / GridTileLookupChunk.ChunkSize) * GridTileLookupChunk.ChunkSize),
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(int) (Math.Floor((float) indices.Y / GridTileLookupChunk.ChunkSize) * GridTileLookupChunk.ChunkSize));
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}
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private HashSet<GridTileLookupNode> GetOrCreateNodes(IEntity entity)
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{
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if (entity.Deleted)
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{
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throw new InvalidOperationException($"Can't get nodes for deleted entity {entity.Name}!");
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}
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if (_lastKnownNodes.TryGetValue(entity, out var nodes))
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{
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return nodes;
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}
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var grids = GetEntityIndices(entity);
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var results = new HashSet<GridTileLookupNode>();
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foreach (var (grid, indices) in grids)
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{
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foreach (var index in indices)
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{
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results.Add(GetOrCreateNode(grid, index));
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}
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}
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_lastKnownNodes[entity] = results;
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return results;
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}
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private HashSet<GridTileLookupNode> GetOrCreateNodes(EntityCoordinates coordinates, Box2 box)
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{
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var results = new HashSet<GridTileLookupNode>();
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foreach (var grid in _mapManager.FindGridsIntersecting(coordinates.GetMapId(EntityManager), box))
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{
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foreach (var tile in grid.GetTilesIntersecting(box, false))
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{
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results.Add(GetOrCreateNode(grid.Index, tile.GridIndices));
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}
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}
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return results;
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}
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/// <summary>
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/// Return the corresponding TileLookupNode for these indices
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/// </summary>
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/// <param name="gridId"></param>
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/// <param name="indices"></param>
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/// <returns></returns>
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private GridTileLookupNode GetOrCreateNode(GridId gridId, Vector2i indices)
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{
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var chunk = GetOrCreateChunk(gridId, indices);
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return chunk.GetNode(indices);
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}
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/// <summary>
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/// Get the relevant GridId and Vector2i for this entity for lookup.
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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private Dictionary<GridId, List<Vector2i>> GetEntityIndices(IEntity entity)
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{
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var entityBounds = GetEntityBox(entity);
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var results = new Dictionary<GridId, List<Vector2i>>();
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foreach (var grid in _mapManager.FindGridsIntersecting(entity.Transform.MapID, GetEntityBox(entity)))
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{
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var indices = new List<Vector2i>();
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foreach (var tile in grid.GetTilesIntersecting(entityBounds, false))
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{
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indices.Add(tile.GridIndices);
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}
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results[grid.Index] = indices;
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}
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return results;
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}
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private Box2 GetEntityBox(IEntity entity)
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{
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// Need to clip the aabb as anything with an edge intersecting another tile might be picked up, such as walls.
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if (entity.TryGetComponent(out IPhysBody? physics))
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return new Box2(physics.GetWorldAABB().BottomLeft + 0.01f, physics.GetWorldAABB().TopRight - 0.01f);
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// Don't want to accidentally get neighboring tiles unless we're near an edge
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return Box2.CenteredAround(entity.Transform.Coordinates.ToMapPos(EntityManager), Vector2.One / 2);
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}
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public override void Initialize()
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{
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SubscribeLocalEvent<MoveEvent>(HandleEntityMove);
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SubscribeLocalEvent<EntityInitializedMessage>(HandleEntityInitialized);
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SubscribeLocalEvent<EntityDeletedMessage>(HandleEntityDeleted);
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_mapManager.OnGridCreated += HandleGridCreated;
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_mapManager.OnGridRemoved += HandleGridRemoval;
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_mapManager.TileChanged += HandleTileChanged;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_mapManager.OnGridCreated -= HandleGridCreated;
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_mapManager.OnGridRemoved -= HandleGridRemoval;
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_mapManager.TileChanged -= HandleTileChanged;
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}
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private void HandleEntityInitialized(EntityInitializedMessage message)
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{
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HandleEntityAdd(message.Entity);
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}
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private void HandleEntityDeleted(EntityDeletedMessage message)
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{
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HandleEntityRemove(message.Entity);
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}
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private void HandleTileChanged(object? sender, TileChangedEventArgs eventArgs)
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{
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GetOrCreateNode(eventArgs.NewTile.GridIndex, eventArgs.NewTile.GridIndices);
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}
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private void HandleGridCreated(GridId gridId)
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{
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_graph[gridId] = new Dictionary<Vector2i, GridTileLookupChunk>();
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}
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private void HandleGridRemoval(GridId gridId)
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{
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var toRemove = new List<IEntity>();
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foreach (var (entity, _) in _lastKnownNodes)
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{
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if (entity.Deleted || entity.Transform.GridID == gridId)
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toRemove.Add(entity);
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}
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foreach (var entity in toRemove)
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{
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_lastKnownNodes.Remove(entity);
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}
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_graph.Remove(gridId);
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}
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/// <summary>
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/// Tries to add the entity to the relevant TileLookupNode
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/// </summary>
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/// The node will filter it to the correct category (if possible)
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/// <param name="entity"></param>
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private void HandleEntityAdd(IEntity entity)
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{
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if (entity.Deleted || entity.Transform.GridID == GridId.Invalid)
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{
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return;
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}
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var entityNodes = GetOrCreateNodes(entity);
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var newIndices = new Dictionary<GridId, List<Vector2i>>();
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foreach (var node in entityNodes)
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{
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node.AddEntity(entity);
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if (!newIndices.TryGetValue(node.ParentChunk.GridId, out var existing))
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{
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existing = new List<Vector2i>();
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newIndices[node.ParentChunk.GridId] = existing;
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}
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existing.Add(node.Indices);
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}
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_lastKnownNodes[entity] = entityNodes;
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EntityManager.EventBus.RaiseEvent(EventSource.Local, new TileLookupUpdateMessage(newIndices));
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}
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/// <summary>
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/// Removes this entity from all of the applicable nodes.
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/// </summary>
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/// <param name="entity"></param>
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private void HandleEntityRemove(IEntity entity)
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{
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if (_lastKnownNodes.TryGetValue(entity, out var nodes))
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{
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foreach (var node in nodes)
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{
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node.RemoveEntity(entity);
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}
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}
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_lastKnownNodes.Remove(entity);
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EntityManager.EventBus.RaiseEvent(EventSource.Local, new TileLookupUpdateMessage(null));
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}
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/// <summary>
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/// When an entity moves around we'll remove it from its old node and add it to its new node (if applicable)
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/// </summary>
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/// <param name="moveEvent"></param>
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private void HandleEntityMove(MoveEvent moveEvent)
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{
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if (moveEvent.Sender.Deleted || moveEvent.NewPosition.GetGridId(EntityManager) == GridId.Invalid || !moveEvent.NewPosition.IsValid(EntityManager))
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{
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HandleEntityRemove(moveEvent.Sender);
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return;
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}
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if (!_lastKnownNodes.TryGetValue(moveEvent.Sender, out var oldNodes))
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{
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return;
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}
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// Memory leak protection
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var gridBounds = _mapManager.GetGrid(moveEvent.Sender.Transform.GridID).WorldBounds;
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if (!gridBounds.Contains(moveEvent.Sender.Transform.WorldPosition))
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{
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HandleEntityRemove(moveEvent.Sender);
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return;
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}
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var bounds = GetEntityBox(moveEvent.Sender);
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var newNodes = GetOrCreateNodes(moveEvent.NewPosition, bounds);
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if (oldNodes.Count == newNodes.Count && oldNodes.SetEquals(newNodes))
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{
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return;
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}
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var toRemove = oldNodes.Where(oldNode => !newNodes.Contains(oldNode));
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var toAdd = newNodes.Where(newNode => !oldNodes.Contains(newNode));
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foreach (var node in toRemove)
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{
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node.RemoveEntity(moveEvent.Sender);
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}
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foreach (var node in toAdd)
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{
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node.AddEntity(moveEvent.Sender);
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}
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var newIndices = new Dictionary<GridId, List<Vector2i>>();
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foreach (var node in newNodes)
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{
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if (!newIndices.TryGetValue(node.ParentChunk.GridId, out var existing))
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{
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existing = new List<Vector2i>();
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newIndices[node.ParentChunk.GridId] = existing;
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}
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existing.Add(node.Indices);
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}
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_lastKnownNodes[moveEvent.Sender] = newNodes;
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EntityManager.EventBus.RaiseEvent(EventSource.Local, new TileLookupUpdateMessage(newIndices));
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}
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}
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}
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