* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-03-01 03:11:29 +11:00
committed by GitHub
parent 9deee05279
commit 3e64fd56a1
211 changed files with 2602 additions and 2562 deletions

View File

@@ -20,9 +20,10 @@ namespace Content.IntegrationTests.Tests.Doors
components:
- type: Physics
anchored: false
shapes:
- !type:PhysShapeAabb
bounds: ""-0.49,-0.49,0.49,0.49""
fixtures:
- shape:
!type:PhysShapeAabb
bounds: ""-0.49,-0.49,0.49,0.49""
layer:
- Impassable
@@ -33,9 +34,10 @@ namespace Content.IntegrationTests.Tests.Doors
- type: Door
- type: Airlock
- type: Physics
shapes:
- !type:PhysShapeAabb
bounds: ""-0.49,-0.49,0.49,0.49""
fixtures:
- shape:
!type:PhysShapeAabb
bounds: ""-0.49,-0.49,0.49,0.49""
mask:
- Impassable
";
@@ -111,9 +113,9 @@ namespace Content.IntegrationTests.Tests.Doors
var mapManager = server.ResolveDependency<IMapManager>();
var entityManager = server.ResolveDependency<IEntityManager>();
IPhysBody physBody = null;
IEntity physicsDummy = null;
IEntity airlock = null;
TestController controller = null;
ServerDoorComponent doorComponent = null;
var physicsDummyStartingX = -1;
@@ -128,9 +130,7 @@ namespace Content.IntegrationTests.Tests.Doors
airlock = entityManager.SpawnEntity("AirlockDummy", new MapCoordinates((0, 0), mapId));
Assert.True(physicsDummy.TryGetComponent(out IPhysicsComponent physics));
controller = physics.EnsureController<TestController>();
Assert.True(physicsDummy.TryGetComponent(out physBody));
Assert.True(airlock.TryGetComponent(out doorComponent));
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
@@ -139,12 +139,13 @@ namespace Content.IntegrationTests.Tests.Doors
await server.WaitIdleAsync();
// Push the human towards the airlock
controller.LinearVelocity = (0.5f, 0);
Assert.That(physBody != null);
physBody.LinearVelocity = (0.5f, 0);
for (var i = 0; i < 240; i += 10)
{
// Keep the airlock awake so they collide
airlock.GetComponent<IPhysicsComponent>().WakeBody();
airlock.GetComponent<IPhysBody>().WakeBody();
// Ensure that it is still closed
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
@@ -159,7 +160,5 @@ namespace Content.IntegrationTests.Tests.Doors
// Blocked by the airlock
Assert.That(physicsDummy.Transform.MapPosition.X, Is.Negative.Or.Zero);
}
private class TestController : VirtualController { }
}
}