Physics (#3452)
* 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>
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@@ -9,6 +9,7 @@ using Robust.Shared.Localization;
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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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using Robust.Shared.Physics.Broadphase;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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@@ -18,8 +19,6 @@ namespace Content.Shared.GameObjects.EntitySystems
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[UsedImplicitly]
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public class SharedInteractionSystem : EntitySystem
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{
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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public const float InteractionRange = 2;
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public const float InteractionRangeSquared = InteractionRange * InteractionRange;
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@@ -49,7 +48,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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predicate ??= _ => false;
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var ray = new CollisionRay(origin.Position, dir.Normalized, collisionMask);
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var rayResults = _physicsManager.IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
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var rayResults = Get<SharedBroadPhaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
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if (rayResults.Count == 0) return dir.Length;
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return (rayResults[0].HitPos - origin.Position).Length;
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@@ -125,7 +124,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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predicate ??= _ => false;
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var ray = new CollisionRay(origin.Position, dir.Normalized, (int) collisionMask);
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var rayResults = _physicsManager.IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
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var rayResults = Get<SharedBroadPhaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
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if (rayResults.Count == 0) return true;
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@@ -133,12 +132,12 @@ namespace Content.Shared.GameObjects.EntitySystems
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foreach (var result in rayResults)
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{
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if (!result.HitEntity.TryGetComponent(out IPhysicsComponent p))
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if (!result.HitEntity.TryGetComponent(out IPhysBody p))
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{
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continue;
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}
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var bBox = p.WorldAABB;
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var bBox = p.GetWorldAABB();
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if (bBox.Contains(origin.Position) || bBox.Contains(other.Position))
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{
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