Files
tbd-station-14/Content.Shared/Utility/EntitySystemExtensions.cs
metalgearsloth 3e64fd56a1 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>
2021-03-01 03:11:29 +11:00

88 lines
3.0 KiB
C#

#nullable enable
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
namespace Content.Shared.Utility
{
public static class EntitySystemExtensions
{
public static IEntity? SpawnIfUnobstructed(
this IEntityManager entityManager,
string? prototypeName,
EntityCoordinates coordinates,
CollisionGroup collisionLayer,
in Box2? box = null,
SharedBroadPhaseSystem? physicsManager = null)
{
physicsManager ??= EntitySystem.Get<SharedBroadPhaseSystem>();
var mapCoordinates = coordinates.ToMap(entityManager);
return entityManager.SpawnIfUnobstructed(prototypeName, mapCoordinates, collisionLayer, box, physicsManager);
}
public static IEntity? SpawnIfUnobstructed(
this IEntityManager entityManager,
string? prototypeName,
MapCoordinates coordinates,
CollisionGroup collisionLayer,
in Box2? box = null,
SharedBroadPhaseSystem? collision = null)
{
var boxOrDefault = box.GetValueOrDefault(Box2.UnitCentered);
collision ??= EntitySystem.Get<SharedBroadPhaseSystem>();
foreach (var body in collision.GetCollidingEntities(coordinates.MapId, in boxOrDefault))
{
if (!body.Hard)
{
continue;
}
// TODO: wtf fix this
if (collisionLayer == 0 || (body.CollisionMask & (int) collisionLayer) == 0)
{
continue;
}
return null;
}
return entityManager.SpawnEntity(prototypeName, coordinates);
}
public static bool TrySpawnIfUnobstructed(
this IEntityManager entityManager,
string? prototypeName,
EntityCoordinates coordinates,
CollisionGroup collisionLayer,
[NotNullWhen(true)] out IEntity? entity,
Box2? box = null,
SharedBroadPhaseSystem? physicsManager = null)
{
entity = entityManager.SpawnIfUnobstructed(prototypeName, coordinates, collisionLayer, box, physicsManager);
return entity != null;
}
public static bool TrySpawnIfUnobstructed(
this IEntityManager entityManager,
string? prototypeName,
MapCoordinates coordinates,
CollisionGroup collisionLayer,
[NotNullWhen(true)] out IEntity? entity,
in Box2? box = null,
SharedBroadPhaseSystem? physicsManager = null)
{
entity = entityManager.SpawnIfUnobstructed(prototypeName, coordinates, collisionLayer, box, physicsManager);
return entity != null;
}
}
}