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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@@ -6,6 +6,7 @@ using Robust.Shared.IoC;
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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.Utility
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{
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@@ -17,9 +18,9 @@ namespace Content.Shared.Utility
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EntityCoordinates coordinates,
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CollisionGroup collisionLayer,
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in Box2? box = null,
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IPhysicsManager? physicsManager = null)
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SharedBroadPhaseSystem? physicsManager = null)
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{
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physicsManager ??= IoCManager.Resolve<IPhysicsManager>();
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physicsManager ??= EntitySystem.Get<SharedBroadPhaseSystem>();
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var mapCoordinates = coordinates.ToMap(entityManager);
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return entityManager.SpawnIfUnobstructed(prototypeName, mapCoordinates, collisionLayer, box, physicsManager);
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@@ -31,18 +32,19 @@ namespace Content.Shared.Utility
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MapCoordinates coordinates,
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CollisionGroup collisionLayer,
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in Box2? box = null,
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IPhysicsManager? physicsManager = null)
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SharedBroadPhaseSystem? collision = null)
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{
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var boxOrDefault = box.GetValueOrDefault(Box2.UnitCentered);
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physicsManager ??= IoCManager.Resolve<IPhysicsManager>();
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collision ??= EntitySystem.Get<SharedBroadPhaseSystem>();
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foreach (var body in physicsManager.GetCollidingEntities(coordinates.MapId, in boxOrDefault))
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foreach (var body in collision.GetCollidingEntities(coordinates.MapId, in boxOrDefault))
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{
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if (!body.Hard)
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{
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continue;
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}
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// TODO: wtf fix this
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if (collisionLayer == 0 || (body.CollisionMask & (int) collisionLayer) == 0)
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{
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continue;
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@@ -61,7 +63,7 @@ namespace Content.Shared.Utility
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CollisionGroup collisionLayer,
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[NotNullWhen(true)] out IEntity? entity,
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Box2? box = null,
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IPhysicsManager? physicsManager = null)
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SharedBroadPhaseSystem? physicsManager = null)
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{
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entity = entityManager.SpawnIfUnobstructed(prototypeName, coordinates, collisionLayer, box, physicsManager);
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@@ -75,7 +77,7 @@ namespace Content.Shared.Utility
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CollisionGroup collisionLayer,
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[NotNullWhen(true)] out IEntity? entity,
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in Box2? box = null,
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IPhysicsManager? physicsManager = null)
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SharedBroadPhaseSystem? physicsManager = null)
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{
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entity = entityManager.SpawnIfUnobstructed(prototypeName, coordinates, collisionLayer, box, physicsManager);
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