Files
tbd-station-14/Content.Server/Physics/Controllers/ConveyorController.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

119 lines
4.2 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Conveyor;
using Content.Server.GameObjects.Components.Recycling;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Controllers;
namespace Content.Server.Physics.Controllers
{
internal sealed class ConveyorController : VirtualController
{
public override List<Type> UpdatesAfter => new() {typeof(MoverController)};
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>())
{
Convey(comp, frameTime);
}
// TODO: Uhh you can probably wrap the recycler's conveying properties into... conveyor
foreach (var comp in ComponentManager.EntityQuery<RecyclerComponent>())
{
ConveyRecycler(comp, frameTime);
}
}
private void Convey(ConveyorComponent comp, float frameTime)
{
// TODO: Use ICollideBehavior and cache intersecting
// Use an event for conveyors to know what needs to run
if (!comp.CanRun())
{
return;
}
var intersecting = EntityManager.GetEntitiesIntersecting(comp.Owner, true);
var direction = comp.GetAngle().ToVec();
Vector2? ownerPos = null;
foreach (var entity in intersecting)
{
if (!comp.CanMove(entity)) continue;
if (!entity.TryGetComponent(out IPhysBody? physics) || physics.BodyStatus == BodyStatus.InAir ||
entity.IsWeightless()) continue;
ownerPos ??= comp.Owner.Transform.WorldPosition;
var itemRelativeToConveyor = entity.Transform.WorldPosition - ownerPos.Value;
physics.LinearVelocity += Convey(direction * comp.Speed, frameTime, itemRelativeToConveyor);
}
}
// TODO Uhhh I did a shit job plz fix smug
private Vector2 Convey(Vector2 velocityDirection, float frameTime, Vector2 itemRelativeToConveyor)
{
//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;
return delta * (400 * delta.Length) * frameTime;
}
private void ConveyRecycler(RecyclerComponent comp, float frameTime)
{
if (!comp.CanRun())
{
comp.Intersecting.Clear();
return;
}
var direction = Vector2.UnitX;
Vector2? ownerPos = null;
for (var i = comp.Intersecting.Count - 1; i >= 0; i--)
{
var entity = comp.Intersecting[i];
if (entity.Deleted || !comp.CanMove(entity) || !EntityManager.IsIntersecting(comp.Owner, entity))
{
comp.Intersecting.RemoveAt(i);
continue;
}
if (!entity.TryGetComponent(out IPhysBody? physics)) continue;
ownerPos ??= comp.Owner.Transform.WorldPosition;
physics.LinearVelocity += Convey(direction, frameTime, entity.Transform.WorldPosition - ownerPos.Value);
}
}
}
}