* 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

@@ -9,6 +9,7 @@ using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
namespace Content.Shared.GameObjects.EntitySystems
{
@@ -18,8 +19,6 @@ namespace Content.Shared.GameObjects.EntitySystems
[UsedImplicitly]
public class SharedInteractionSystem : EntitySystem
{
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
public const float InteractionRange = 2;
public const float InteractionRangeSquared = InteractionRange * InteractionRange;
@@ -49,7 +48,7 @@ namespace Content.Shared.GameObjects.EntitySystems
predicate ??= _ => false;
var ray = new CollisionRay(origin.Position, dir.Normalized, collisionMask);
var rayResults = _physicsManager.IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
var rayResults = Get<SharedBroadPhaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
if (rayResults.Count == 0) return dir.Length;
return (rayResults[0].HitPos - origin.Position).Length;
@@ -125,7 +124,7 @@ namespace Content.Shared.GameObjects.EntitySystems
predicate ??= _ => false;
var ray = new CollisionRay(origin.Position, dir.Normalized, (int) collisionMask);
var rayResults = _physicsManager.IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
var rayResults = Get<SharedBroadPhaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
if (rayResults.Count == 0) return true;
@@ -133,12 +132,12 @@ namespace Content.Shared.GameObjects.EntitySystems
foreach (var result in rayResults)
{
if (!result.HitEntity.TryGetComponent(out IPhysicsComponent p))
if (!result.HitEntity.TryGetComponent(out IPhysBody p))
{
continue;
}
var bBox = p.WorldAABB;
var bBox = p.GetWorldAABB();
if (bBox.Contains(origin.Position) || bBox.Contains(other.Position))
{