mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-07-09 15:27:45 +07:00
a performance disaster, part 1
This commit is contained in:
@ -14,6 +14,15 @@ public class GroundAI extends AIController{
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@Override
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public void update(){
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//TODO test
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if(true){
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unit.controlWeapons(true, true);
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unit.aimLook(unit.x(), unit.y() + 10);
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return;
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}
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if(Units.invalidateTarget(target, unit.team(), unit.x(), unit.y(), Float.MAX_VALUE)){
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target = null;
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@ -8,7 +8,7 @@ import java.util.concurrent.*;
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public class AsyncLogic{
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//all processes to be executed each frame
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private Array<AsyncProcess> processes = Array.with(new PhysicsProcess());
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private Array<AsyncProcess> processes = Array.with(new PhysicsProcess(), new CollisionProcess());
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//futures to be awaited
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private Array<Future<?>> futures = new Array<>();
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200
core/src/mindustry/async/CollisionProcess.java
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200
core/src/mindustry/async/CollisionProcess.java
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@ -0,0 +1,200 @@
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package mindustry.async;
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import arc.*;
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import arc.box2d.*;
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import arc.box2d.BodyDef.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import arc.util.pooling.*;
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import arc.util.pooling.Pool.*;
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import mindustry.entities.*;
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import mindustry.gen.*;
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/**
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* Processes collisions.
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*
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* Each entity is assigned a final filter layer, then given a body and inserted into a physics world.
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*
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* Async:
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* The body's position is set to its entity position, and the body velocity is set to the entity delta.
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* Collisions are resolved and stored in a list, then processed synchronously.
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*
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*/
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public class CollisionProcess implements AsyncProcess, ContactListener, ContactFilter{
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private Pool<CollisionRef> pool = Pools.get(CollisionRef.class, CollisionRef::new);
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private Physics physics;
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private Array<CollisionRef> refs = new Array<>(false);
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private BodyDef def;
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private FixtureDef fdef;
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private EntityGroup<? extends Collisionc> group = Groups.collision;
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private Array<Collisionc> collisions = new Array<>(Collisionc.class);
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public CollisionProcess(){
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def = new BodyDef();
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def.type = BodyType.DynamicBody;
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fdef = new FixtureDef();
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fdef.density = 1;
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fdef.isSensor = true;
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}
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@Override
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public void begin(){
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if(physics == null) return;
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//remove stale entities
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refs.removeAll(ref -> {
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if(!ref.entity.isAdded()){
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physics.destroyBody(ref.body);
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pool.free(ref);
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return true;
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}
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return false;
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});
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collisions.clear();
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//find entities without bodies and assign them
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for(Collisionc entity : group){
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if(entity.colref() == null){
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//add bodies to entities that have none
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fdef.shape = new CircleShape(entity.hitSize() / 2f);
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def.position.set(entity);
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Body body = physics.createBody(def);
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body.createFixture(fdef);
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CollisionRef ref = pool.obtain().set(entity, body);
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refs.add(ref);
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body.setUserData(ref);
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entity.colref(ref);
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}
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//save last position
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CollisionRef ref = entity.colref();
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ref.position.set(entity);
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}
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}
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@Override
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public void process(){
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if(physics == null) return;
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collisions.clear();
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Time.mark();
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//get last position vectors before step
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for(CollisionRef ref : refs){
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//force set target position
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ref.body.setPosition(ref.position.x, ref.position.y);
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//write velocity
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ref.body.setLinearVelocity(ref.velocity);
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}
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physics.step(Core.graphics.getDeltaTime(), 2, 2);
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}
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@Override
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public void end(){
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if(physics == null) return;
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//processes anything that happened
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for(int i = 0; i < collisions.size; i += 2){
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Collisionc a = collisions.items[i];
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Collisionc b = collisions.items[i + 1];
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//TODO incorrect
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float cx = (a.x() + b.x())/2f, cy = (a.y() + b.y())/2f;
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a.collision(b, cx, cy);
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b.collision(a, cx, cy);
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}
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//update velocity state based on frame movement
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for(CollisionRef ref : refs){
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ref.velocity.set(ref.entity).sub(ref.position);
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}
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}
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@Override
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public void reset(){
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if(physics != null){
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pool.freeAll(refs);
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refs.clear();
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physics.dispose();
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physics = null;
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}
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}
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@Override
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public void init(){
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reset();
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physics = new Physics(new Vec2(), true);
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physics.setContactListener(this);
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physics.setContactFilter(this);
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}
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@Override
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public void beginContact(Contact contact){
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CollisionRef a = contact.getFixtureA().getBody().getUserData();
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CollisionRef b = contact.getFixtureB().getBody().getUserData();
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//save collision
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collisions.add(a.entity, b.entity);
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}
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@Override
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public void endContact(Contact contact){
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}
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@Override
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public void preSolve(Contact contact, Manifold oldManifold){
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}
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@Override
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public void postSolve(Contact contact, ContactImpulse impulse){
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}
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@Override
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public boolean shouldCollide(Fixture fixtureA, Fixture fixtureB){
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CollisionRef a = fixtureA.getBody().getUserData();
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CollisionRef b = fixtureB.getBody().getUserData();
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//note that this method is called in a different thread, but for simple collision checks state doesn't matter too much
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return a != b && a.entity.collides(b.entity) && b.entity.collides(a.entity);
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}
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public static class CollisionRef implements Poolable{
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Collisionc entity;
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Body body;
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Vec2 velocity = new Vec2(), position = new Vec2();
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public CollisionRef set(Collisionc entity, Body body){
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this.entity = entity;
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this.body = body;
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position.set(entity);
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return this;
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}
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@Override
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public void reset(){
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entity = null;
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body = null;
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velocity.setZero();
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position.setZero();
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}
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}
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}
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@ -13,7 +13,7 @@ public class PhysicsProcess implements AsyncProcess{
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private Array<PhysicRef> refs = new Array<>(false);
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private BodyDef def;
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private EntityGroup<Unitc> group;
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private EntityGroup<? extends Physicsc> group;
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private Filter flying = new Filter(){{
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maskBits = categoryBits = 2;
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}}, ground = new Filter(){{
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@ -22,8 +22,6 @@ public class PhysicsProcess implements AsyncProcess{
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public PhysicsProcess(){
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def = new BodyDef();
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def.allowSleep = true;
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def.bullet = false;
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def.type = BodyType.DynamicBody;
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//currently only enabled for units
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@ -44,17 +42,15 @@ public class PhysicsProcess implements AsyncProcess{
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});
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//find entities without bodies and assign them
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for(Unitc entity : group){
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for(Physicsc entity : group){
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boolean grounded = entity.isGrounded();
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if(entity.body() == null){
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if(entity.physref() == null){
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//add bodies to entities that have none
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CircleShape shape = new CircleShape();
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shape.setRadius(entity.hitSize() / 2f);
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FixtureDef fd = new FixtureDef();
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fd.shape = shape;
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fd.density = 5.0f * entity.mass();
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fd.shape = new CircleShape(entity.hitSize() / 2f);
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//TODO does this scale well?
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fd.density = 5f; //5.0f * entity.mass();
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fd.restitution = 0.05f;
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fd.filter.maskBits = fd.filter.categoryBits = (grounded ? ground : flying).maskBits;
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@ -62,16 +58,15 @@ public class PhysicsProcess implements AsyncProcess{
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Body body = physics.createBody(def);
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body.createFixture(fd);
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body.setUserData(entity);
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PhysicRef ref = new PhysicRef(entity, body);
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refs.add(ref);
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entity.body(ref);
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entity.physref(ref);
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}
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//save last position
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PhysicRef ref = entity.body();
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PhysicRef ref = entity.physref();
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if(ref.wasGround != grounded){
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//set correct filter
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@ -115,15 +110,9 @@ public class PhysicsProcess implements AsyncProcess{
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//move entities
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for(PhysicRef ref : refs){
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Hitboxc entity = ref.entity;
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Physicsc entity = ref.entity;
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if(entity instanceof Velc){
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//move using velocity component move method TODO hack
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((Velc)entity).move(ref.delta.x, ref.delta.y);
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}else{
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//move directly
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entity.trns(ref.delta.x, ref.delta.y);
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}
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entity.move(ref.delta.x, ref.delta.y);
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//save last position
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ref.position.set(entity);
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@ -147,12 +136,12 @@ public class PhysicsProcess implements AsyncProcess{
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}
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public static class PhysicRef{
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Hitboxc entity;
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Physicsc entity;
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Body body;
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boolean wasGround = true;
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Vec2 lastPosition = new Vec2(), delta = new Vec2(), velocity = new Vec2(), position = new Vec2();
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public PhysicRef(Hitboxc entity, Body body){
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public PhysicRef(Physicsc entity, Body body){
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this.entity = entity;
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this.body = body;
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}
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@ -15,11 +15,16 @@ class AllDefs{
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}
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@GroupDef(value = Bulletc.class, spatial = true, collide = {gunit.class})
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@GroupDef(value = Bulletc.class, spatial = true)
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class gbullet{
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}
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@GroupDef(value = Collisionc.class)
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class gcollision{
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}
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@GroupDef(value = Unitc.class, spatial = true, mapping = true)
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class gunit{
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@ -114,7 +114,7 @@ public class EntityCollisions{
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group.each(s -> {
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s.updateLastPosition();
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tree.insert(s);
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//tree.insert(s);
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});
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}
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@ -12,7 +12,7 @@ import static mindustry.Vars.*;
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@EntityDef(value = {Bulletc.class}, pooled = true)
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@Component
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abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Drawc, Shielderc, Ownerc, Velc, Bulletc, Timerc{
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abstract class BulletComp implements Timedc, Damagec, Collisionc, Teamc, Posc, Drawc, Shielderc, Ownerc, Velc, Bulletc, Timerc{
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Object data;
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BulletType type;
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float damage;
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12
core/src/mindustry/entities/def/CollisionComp.java
Normal file
12
core/src/mindustry/entities/def/CollisionComp.java
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@ -0,0 +1,12 @@
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package mindustry.entities.def;
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import mindustry.annotations.Annotations.*;
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import mindustry.async.CollisionProcess.*;
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import mindustry.gen.*;
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/** Can be collided with. Collision elibility depends on team.
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* TODO merge with hitboxcomp?*/
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@Component
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abstract class CollisionComp implements Hitboxc{
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transient CollisionRef colref;
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}
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@ -3,7 +3,6 @@ package mindustry.entities.def;
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import arc.math.geom.QuadTree.*;
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import arc.math.geom.*;
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import mindustry.annotations.Annotations.*;
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import mindustry.async.PhysicsProcess.*;
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import mindustry.gen.*;
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@Component
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@ -11,7 +10,6 @@ abstract class HitboxComp implements Posc, QuadTreeObject{
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@Import float x, y;
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transient float lastX, lastY, hitSize;
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transient PhysicRef body;
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@Override
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public void update(){
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@ -1,13 +0,0 @@
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package mindustry.entities.def;
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import mindustry.annotations.Annotations.*;
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import mindustry.gen.*;
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@Component
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abstract class MassComp implements Velc{
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transient float mass = 1f;
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public void impulse(float x, float y){
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vel().add(x / mass, y / mass);
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}
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}
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18
core/src/mindustry/entities/def/PhysicsComp.java
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18
core/src/mindustry/entities/def/PhysicsComp.java
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@ -0,0 +1,18 @@
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package mindustry.entities.def;
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import mindustry.annotations.Annotations.*;
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import mindustry.async.PhysicsProcess.*;
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import mindustry.gen.*;
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/** Affected by physics.
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* Will bounce off of other objects that are at similar elevations.
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* Has mass.*/
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@Component
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abstract class PhysicsComp implements Velc, Hitboxc, Flyingc{
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transient PhysicRef physref;
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transient float mass = 1f;
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public void impulse(float x, float y){
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vel().add(x / mass, y / mass);
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}
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}
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@ -18,7 +18,7 @@ import mindustry.world.blocks.environment.*;
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import static mindustry.Vars.*;
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@Component
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abstract class UnitComp implements Healthc, Velc, Statusc, Teamc, Itemsc, Hitboxc, Rotc, Massc, Unitc, Weaponsc, Drawc, Boundedc, Syncc, Shieldc{
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abstract class UnitComp implements Healthc, Physicsc, Collisionc, Statusc, Teamc, Itemsc, Rotc, Unitc, Weaponsc, Drawc, Boundedc, Syncc, Shieldc{
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@Import float x, y, rotation, elevation, maxHealth;
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private UnitController controller;
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@ -1,3 +1,3 @@
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org.gradle.daemon=true
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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archash=ae2bb7c28ac26b26e549cdc42b0fb5ecfaa0f916
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archash=00ccb60840294db20d561feda12fa739edaaf601
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Reference in New Issue
Block a user