Esempio n. 1
0
        private void ThrowItem(EntityUid uid, ThrownItemComponent component, ThrownEvent args)
        {
            if (!EntityManager.TryGetComponent(component.Owner, out PhysicsComponent? physicsComponent) ||
                physicsComponent.Fixtures.Count != 1)
            {
                return;
            }

            if (_fixtures.GetFixtureOrNull(physicsComponent, ThrowingFixture) != null)
            {
                Logger.Error($"Found existing throwing fixture on {component.Owner}");
                return;
            }

            var shape = physicsComponent.Fixtures[0].Shape;

            _fixtures.CreateFixture(physicsComponent, new Fixture(physicsComponent, shape)
            {
                CollisionLayer = (int)CollisionGroup.ThrownItem, Hard = false, ID = ThrowingFixture
            });
        }
        private void StopThrow(EntityUid uid, ThrownItemComponent thrownItemComponent)
        {
            if (EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent))
            {
                var fixture = _fixtures.GetFixtureOrNull(physicsComponent, ThrowingFixture);

                if (fixture != null)
                {
                    _fixtures.DestroyFixture(physicsComponent, fixture);
                }
            }

            EntityManager.EventBus.RaiseLocalEvent(uid, new StopThrowEvent {
                User = thrownItemComponent.Thrower
            }, true);
            EntityManager.RemoveComponent <ThrownItemComponent>(uid);
        }
Esempio n. 3
0
        internal void RegenerateCollision(EntityUid gridEuid, MapChunk chunk, List <Box2i> rectangles)
        {
            if (!_enabled)
            {
                return;
            }

            DebugTools.Assert(chunk.FilledTiles > 0);

            if (!EntityManager.TryGetComponent(gridEuid, out PhysicsComponent? physicsComponent))
            {
                Logger.ErrorS("physics", $"Trying to regenerate collision for {gridEuid} that doesn't have {nameof(physicsComponent)}");
                return;
            }

            if (!EntityManager.TryGetComponent(gridEuid, out FixturesComponent? fixturesComponent))
            {
                Logger.ErrorS("physics", $"Trying to regenerate collision for {gridEuid} that doesn't have {nameof(fixturesComponent)}");
                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 = ((Box2)rectangle.Translated(origin)).Enlarged(_fixtureEnlargement);
                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);
                _fixtures.DestroyFixture(fixture, false, fixturesComponent);
            }

            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 = _fixtures.GetFixtureOrNull(physicsComponent, 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);
                _fixtures.CreateFixture(physicsComponent, fixture, false, fixturesComponent);
            }

            if (updated)
            {
                _fixtures.FixtureUpdate(fixturesComponent, physicsComponent);
                EntityManager.EventBus.RaiseLocalEvent(gridEuid, new GridFixtureChangeEvent {
                    NewFixtures = chunk.Fixtures
                });
            }
        }
        private DockingComponent?GetDockable(PhysicsComponent body, TransformComponent dockingXform)
        {
            // Did you know Saltern is the most dockable station?

            // Assume the docking port itself (and its body) is valid

            if (!_mapManager.TryGetGrid(dockingXform.GridUid, out var grid) ||
                !HasComp <ShuttleComponent>(grid.GridEntityId))
            {
                return(null);
            }

            var transform      = body.GetTransform();
            var dockingFixture = _fixtureSystem.GetFixtureOrNull(body, DockingFixture);

            if (dockingFixture == null)
            {
                return(null);
            }

            Box2?aabb = null;

            for (var i = 0; i < dockingFixture.Shape.ChildCount; i++)
            {
                aabb = aabb?.Union(dockingFixture.Shape.ComputeAABB(transform, i)) ?? dockingFixture.Shape.ComputeAABB(transform, i);
            }

            if (aabb == null)
            {
                return(null);
            }

            var enlargedAABB = aabb.Value.Enlarged(DockingRadius * 1.5f);

            // Get any docking ports in range on other grids.
            _mapManager.FindGridsIntersectingEnumerator(dockingXform.MapID, enlargedAABB, out var enumerator);

            while (enumerator.MoveNext(out var otherGrid))
            {
                if (otherGrid.GridEntityId == dockingXform.GridUid)
                {
                    continue;
                }

                foreach (var ent in otherGrid.GetAnchoredEntities(enlargedAABB))
                {
                    if (!TryComp(ent, out DockingComponent? otherDocking) ||
                        !otherDocking.Enabled ||
                        !TryComp(ent, out PhysicsComponent? otherBody))
                    {
                        continue;
                    }

                    var otherTransform      = otherBody.GetTransform();
                    var otherDockingFixture = _fixtureSystem.GetFixtureOrNull(otherBody, DockingFixture);

                    if (otherDockingFixture == null)
                    {
                        DebugTools.Assert(false);
                        _sawmill.Error($"Found null docking fixture on {ent}");
                        continue;
                    }

                    for (var i = 0; i < otherDockingFixture.Shape.ChildCount; i++)
                    {
                        var otherAABB = otherDockingFixture.Shape.ComputeAABB(otherTransform, i);

                        if (!aabb.Value.Intersects(otherAABB))
                        {
                            continue;
                        }

                        // TODO: Need CollisionManager's GJK for accurate bounds
                        // Realistically I want 2 fixtures anyway but I'll deal with that later.
                        return(otherDocking);
                    }
                }
            }

            return(null);
        }