]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Sprite fade review (#36509)
authormetalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Sun, 13 Apr 2025 22:22:05 +0000 (08:22 +1000)
committerGitHub <noreply@github.com>
Sun, 13 Apr 2025 22:22:05 +0000 (01:22 +0300)
* Sprite fade review

* Skip non-hard fixtures

Probably fine.

Content.Client/Sprite/SpriteFadeSystem.cs

index 949012d04ac9de4982b5853a679bc250173ef902..0a028f596ecd26946bb5df56ef196dacabc47e3a 100644 (file)
@@ -10,6 +10,7 @@ using Robust.Client.UserInterface;
 using Robust.Shared.Map;
 using Robust.Shared.Physics.Systems;
 using Robust.Shared.Physics;
+using Robust.Shared.Physics.Components;
 
 namespace Content.Client.Sprite;
 
@@ -22,21 +23,20 @@ public sealed class SpriteFadeSystem : EntitySystem
 
     [Dependency] private readonly IPlayerManager _playerManager = default!;
     [Dependency] private readonly IStateManager _stateManager = default!;
+    [Dependency] private readonly FixtureSystem _fixtures = default!;
     [Dependency] private readonly SharedTransformSystem _transform = default!;
     [Dependency] private readonly IUserInterfaceManager _uiManager = default!;
     [Dependency] private readonly IInputManager _inputManager = default!;
     [Dependency] private readonly SharedPhysicsSystem _physics = default!;
 
+    private List<(MapCoordinates Point, bool ExcludeBoundingBox)> _points = new();
+
     private readonly HashSet<FadingSpriteComponent> _comps = new();
 
     private EntityQuery<SpriteComponent> _spriteQuery;
     private EntityQuery<SpriteFadeComponent> _fadeQuery;
     private EntityQuery<FadingSpriteComponent> _fadingQuery;
-
-    /// <summary>
-    ///     Radius of the mouse point for the intersection test
-    /// </summary>
-    private static Vector2 MouseRadius = new Vector2(10f * float.Epsilon, 10f * float.Epsilon);
+    private EntityQuery<FixturesComponent> _fixturesQuery;
 
     private const float TargetAlpha = 0.4f;
     private const float ChangeRate = 1f;
@@ -48,6 +48,7 @@ public sealed class SpriteFadeSystem : EntitySystem
         _spriteQuery = GetEntityQuery<SpriteComponent>();
         _fadeQuery = GetEntityQuery<SpriteFadeComponent>();
         _fadingQuery = GetEntityQuery<FadingSpriteComponent>();
+        _fixturesQuery = GetEntityQuery<FixturesComponent>();
 
         SubscribeLocalEvent<FadingSpriteComponent, ComponentShutdown>(OnFadingShutdown);
     }
@@ -67,22 +68,22 @@ public sealed class SpriteFadeSystem : EntitySystem
     {
         var player = _playerManager.LocalEntity;
         // ExcludeBoundingBox is set if we don't want to fade this sprite within the collision bounding boxes for the given POI
-        var pointsOfInterest = new List<(MapCoordinates Point, bool ExcludeBoundingBox)>();
+        _points.Clear();
 
         if (_uiManager.CurrentlyHovered is IViewportControl vp
             && _inputManager.MouseScreenPosition.IsValid)
         {
-            pointsOfInterest.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true));
+            _points.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true));
         }
 
         if (TryComp(player, out TransformComponent? playerXform))
         {
-            pointsOfInterest.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false));
+            _points.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false));
         }
 
         if (_stateManager.CurrentState is GameplayState state && _spriteQuery.TryGetComponent(player, out var playerSprite))
         {
-            foreach (var (mapPos, excludeBB) in pointsOfInterest)
+            foreach (var (mapPos, excludeBB) in _points)
             {
                 // Also want to handle large entities even if they may not be clickable.
                 foreach (var ent in state.GetClickableEntities(mapPos, excludeFaded: false))
@@ -95,21 +96,28 @@ public sealed class SpriteFadeSystem : EntitySystem
                         continue;
                     }
 
-                    if (excludeBB)
+                    // If it intersects a fixture ignore it.
+                    if (excludeBB && _fixturesQuery.TryComp(ent, out var body))
                     {
-                        var test = new Box2Rotated(mapPos.Position - MouseRadius, mapPos.Position + MouseRadius);
+                        var transform = _physics.GetPhysicsTransform(ent);
                         var collided = false;
-                        foreach (var fixture in _physics.GetCollidingEntities(mapPos.MapId, test))
+
+                        foreach (var fixture in body.Fixtures.Values)
                         {
-                            if (fixture.Owner == ent)
+                            if (!fixture.Hard)
+                                continue;
+
+                            if (_fixtures.TestPoint(fixture.Shape, transform, mapPos.Position))
                             {
                                 collided = true;
                                 break;
                             }
                         }
+
+                        // Check next entity
                         if (collided)
                         {
-                            break;
+                            continue;
                         }
                     }