Sprite fade review (#36509)

* Sprite fade review

* Skip non-hard fixtures

Probably fine.
This commit is contained in:
metalgearsloth
2025-04-14 08:22:05 +10:00
committed by GitHub
parent c9d71a4e45
commit 16c78aa8ee

View File

@@ -10,6 +10,7 @@ using Robust.Client.UserInterface;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics.Systems; using Robust.Shared.Physics.Systems;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
namespace Content.Client.Sprite; namespace Content.Client.Sprite;
@@ -22,21 +23,20 @@ public sealed class SpriteFadeSystem : EntitySystem
[Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!; [Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IUserInterfaceManager _uiManager = default!; [Dependency] private readonly IUserInterfaceManager _uiManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!; [Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!; [Dependency] private readonly SharedPhysicsSystem _physics = default!;
private List<(MapCoordinates Point, bool ExcludeBoundingBox)> _points = new();
private readonly HashSet<FadingSpriteComponent> _comps = new(); private readonly HashSet<FadingSpriteComponent> _comps = new();
private EntityQuery<SpriteComponent> _spriteQuery; private EntityQuery<SpriteComponent> _spriteQuery;
private EntityQuery<SpriteFadeComponent> _fadeQuery; private EntityQuery<SpriteFadeComponent> _fadeQuery;
private EntityQuery<FadingSpriteComponent> _fadingQuery; private EntityQuery<FadingSpriteComponent> _fadingQuery;
private EntityQuery<FixturesComponent> _fixturesQuery;
/// <summary>
/// Radius of the mouse point for the intersection test
/// </summary>
private static Vector2 MouseRadius = new Vector2(10f * float.Epsilon, 10f * float.Epsilon);
private const float TargetAlpha = 0.4f; private const float TargetAlpha = 0.4f;
private const float ChangeRate = 1f; private const float ChangeRate = 1f;
@@ -48,6 +48,7 @@ public sealed class SpriteFadeSystem : EntitySystem
_spriteQuery = GetEntityQuery<SpriteComponent>(); _spriteQuery = GetEntityQuery<SpriteComponent>();
_fadeQuery = GetEntityQuery<SpriteFadeComponent>(); _fadeQuery = GetEntityQuery<SpriteFadeComponent>();
_fadingQuery = GetEntityQuery<FadingSpriteComponent>(); _fadingQuery = GetEntityQuery<FadingSpriteComponent>();
_fixturesQuery = GetEntityQuery<FixturesComponent>();
SubscribeLocalEvent<FadingSpriteComponent, ComponentShutdown>(OnFadingShutdown); SubscribeLocalEvent<FadingSpriteComponent, ComponentShutdown>(OnFadingShutdown);
} }
@@ -67,22 +68,22 @@ public sealed class SpriteFadeSystem : EntitySystem
{ {
var player = _playerManager.LocalEntity; var player = _playerManager.LocalEntity;
// ExcludeBoundingBox is set if we don't want to fade this sprite within the collision bounding boxes for the given POI // ExcludeBoundingBox is set if we don't want to fade this sprite within the collision bounding boxes for the given POI
var pointsOfInterest = new List<(MapCoordinates Point, bool ExcludeBoundingBox)>(); _points.Clear();
if (_uiManager.CurrentlyHovered is IViewportControl vp if (_uiManager.CurrentlyHovered is IViewportControl vp
&& _inputManager.MouseScreenPosition.IsValid) && _inputManager.MouseScreenPosition.IsValid)
{ {
pointsOfInterest.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true)); _points.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true));
} }
if (TryComp(player, out TransformComponent? playerXform)) if (TryComp(player, out TransformComponent? playerXform))
{ {
pointsOfInterest.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false)); _points.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false));
} }
if (_stateManager.CurrentState is GameplayState state && _spriteQuery.TryGetComponent(player, out var playerSprite)) if (_stateManager.CurrentState is GameplayState state && _spriteQuery.TryGetComponent(player, out var playerSprite))
{ {
foreach (var (mapPos, excludeBB) in pointsOfInterest) foreach (var (mapPos, excludeBB) in _points)
{ {
// Also want to handle large entities even if they may not be clickable. // Also want to handle large entities even if they may not be clickable.
foreach (var ent in state.GetClickableEntities(mapPos, excludeFaded: false)) foreach (var ent in state.GetClickableEntities(mapPos, excludeFaded: false))
@@ -95,21 +96,28 @@ public sealed class SpriteFadeSystem : EntitySystem
continue; continue;
} }
if (excludeBB) // If it intersects a fixture ignore it.
if (excludeBB && _fixturesQuery.TryComp(ent, out var body))
{ {
var test = new Box2Rotated(mapPos.Position - MouseRadius, mapPos.Position + MouseRadius); var transform = _physics.GetPhysicsTransform(ent);
var collided = false; var collided = false;
foreach (var fixture in _physics.GetCollidingEntities(mapPos.MapId, test))
foreach (var fixture in body.Fixtures.Values)
{ {
if (fixture.Owner == ent) if (!fixture.Hard)
continue;
if (_fixtures.TestPoint(fixture.Shape, transform, mapPos.Position))
{ {
collided = true; collided = true;
break; break;
} }
} }
// Check next entity
if (collided) if (collided)
{ {
break; continue;
} }
} }