#nullable enable using Content.Shared.GameObjects.Components.Movement; using Robust.Shared.GameObjects.Components; using Robust.Shared.Interfaces.Random; using Robust.Shared.IoC; using Robust.Shared.Maths; using Robust.Shared.Physics; using Robust.Shared.Random; namespace Content.Shared.Physics { public class ConveyedController : VirtualController { public override IPhysicsComponent? ControlledComponent { protected get; set; } public void Move(Vector2 velocityDirection, float speed, Vector2 itemRelativeToConveyor) { if (ControlledComponent?.Owner.IsWeightless() ?? false) { return; } if (ControlledComponent?.Status == BodyStatus.InAir) { return; } LinearVelocity = velocityDirection * speed; //gravitating item towards center //http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/ Vector2 centerPoint; var t = 0f; if (velocityDirection.Length > 0) //if velocitydirection is 0, this calculation will divide by 0 { t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) / Vector2.Dot(velocityDirection, velocityDirection); } if (t < 0) { centerPoint = new Vector2(); } else if(t > 1) { centerPoint = velocityDirection; } else { centerPoint = velocityDirection * t; } var delta = centerPoint - itemRelativeToConveyor; LinearVelocity += delta * (4 * delta.Length); } public override void UpdateAfterProcessing() { base.UpdateAfterProcessing(); LinearVelocity = Vector2.Zero; } } }