Physics (#3485)
* 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 * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System;
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using System.Linq;
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using System.Threading;
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@@ -26,6 +26,9 @@ using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timing.Timer;
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@@ -34,7 +37,7 @@ namespace Content.Server.GameObjects.Components.Doors
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(SharedDoorComponent))]
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public class ServerDoorComponent : SharedDoorComponent, IActivate, ICollideBehavior, IInteractUsing, IMapInit
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public class ServerDoorComponent : SharedDoorComponent, IActivate, IStartCollide, IInteractUsing, IMapInit
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{
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[ComponentDependency]
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private readonly IDoorCheck? _doorCheck = null;
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@@ -200,7 +203,7 @@ namespace Content.Server.GameObjects.Components.Doors
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}
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}
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void ICollideBehavior.CollideWith(IEntity entity)
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (State != DoorState.Closed)
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{
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@@ -214,9 +217,9 @@ namespace Content.Server.GameObjects.Components.Doors
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// Disabled because it makes it suck hard to walk through double doors.
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if (entity.HasComponent<IBody>())
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if (otherBody.Entity.HasComponent<IBody>())
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{
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if (!entity.TryGetComponent<IMoverComponent>(out var mover)) return;
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if (!otherBody.Entity.TryGetComponent<IMoverComponent>(out var mover)) return;
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/*
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// TODO: temporary hack to fix the physics system raising collision events akwardly.
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@@ -229,7 +232,7 @@ namespace Content.Server.GameObjects.Components.Doors
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TryOpen(entity);
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*/
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TryOpen(entity);
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TryOpen(otherBody.Entity);
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}
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}
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@@ -410,18 +413,14 @@ namespace Content.Server.GameObjects.Components.Doors
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{
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var safety = SafetyCheck();
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if (safety && PhysicsComponent != null)
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if (safety && Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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var physics = IoCManager.Resolve<IPhysicsManager>();
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var broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
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foreach(var e in physics.GetCollidingEntities(Owner.Transform.MapID, PhysicsComponent.WorldAABB))
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// Use this version so we can ignore the CanCollide being false
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foreach(var e in broadPhaseSystem.GetCollidingEntities(physicsComponent.Entity.Transform.MapID, physicsComponent.GetWorldAABB()))
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{
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if (e.CanCollide &&
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((PhysicsComponent.CollisionMask & e.CollisionLayer) != 0x0 ||
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(PhysicsComponent.CollisionLayer & e.CollisionMask) != 0x0))
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{
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return true;
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}
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if ((physicsComponent.CollisionMask & e.CollisionLayer) != 0 && broadPhaseSystem.IntersectionPercent(physicsComponent, e) > 0.01f) return true;
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}
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}
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return false;
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@@ -493,26 +492,25 @@ namespace Content.Server.GameObjects.Components.Doors
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return false;
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}
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var doorAABB = PhysicsComponent.WorldAABB;
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var doorAABB = PhysicsComponent.GetWorldAABB();
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var hitsomebody = false;
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// Crush
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foreach (var e in collidingentities)
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{
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if (!e.TryGetComponent(out StunnableComponent? stun)
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|| !e.TryGetComponent(out IDamageableComponent? damage)
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|| !e.TryGetComponent(out IPhysicsComponent? otherBody))
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if (!e.Entity.TryGetComponent(out StunnableComponent? stun)
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|| !e.Entity.TryGetComponent(out IDamageableComponent? damage))
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{
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continue;
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}
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var percentage = otherBody.WorldAABB.IntersectPercentage(doorAABB);
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var percentage = e.GetWorldAABB().IntersectPercentage(doorAABB);
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if (percentage < 0.1f)
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continue;
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hitsomebody = true;
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CurrentlyCrushing.Add(e.Uid);
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CurrentlyCrushing.Add(e.Entity.Uid);
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damage.ChangeDamage(DamageType.Blunt, DoorCrushDamage, false, Owner);
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stun.Paralyze(DoorStunTime);
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