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s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

242 lines
5.6 KiB
C#

using System.Text.Json.Serialization;
namespace Sandbox.Volumes;
/// <summary>
/// A generic way to represent volumes in a scene. If we all end up using this instead of defining our own version
/// in everything, we can improve this and improve everything at the same time.
/// </summary>
[Expose]
public struct SceneVolume
{
public SceneVolume()
{
}
public enum VolumeTypes
{
/// <summary>
/// A sphere. It's like the earth. Or an eyeball.
/// </summary>
Sphere,
/// <summary>
/// A box, like a cube.
/// </summary>
Box,
/// <summary>
/// A capsule, like a pill or a hotdog.
/// </summary>
Capsule,
/// <summary>
/// A global, infinite, boundless volume.
/// </summary>
Infinite = 1000,
}
[JsonInclude]
public VolumeTypes Type = VolumeTypes.Box;
[JsonInclude]
[ShowIf( "Type", VolumeTypes.Sphere )]
public Sphere Sphere = new Sphere( 0, 10 );
[JsonInclude]
[ShowIf( "Type", VolumeTypes.Box )]
public BBox Box = BBox.FromPositionAndSize( 0, 100 );
[JsonInclude]
[ShowIf( "Type", VolumeTypes.Capsule ), InlineEditor]
public Capsule Capsule = Capsule.FromHeightAndRadius( 100, 10 );
/// <summary>
/// Draws an editable sphere/box gizmo, for adjusting the volume
/// </summary>
public void DrawGizmos( bool withControls )
{
if ( Type == VolumeTypes.Sphere )
{
if ( withControls )
{
Gizmo.Control.Sphere( "Volume", Sphere.Radius, out Sphere.Radius, Color.Yellow );
}
Gizmo.Draw.IgnoreDepth = false;
Gizmo.Draw.Color = Gizmo.Colors.Blue.WithAlpha( 0.8f );
Gizmo.Draw.LineSphere( Sphere );
Gizmo.Draw.IgnoreDepth = true;
Gizmo.Draw.Color = Color.White.WithAlpha( 0.05f );
Gizmo.Draw.LineSphere( Sphere );
}
if ( Type == VolumeTypes.Box )
{
Gizmo.Draw.IgnoreDepth = false;
if ( withControls )
{
Gizmo.Control.BoundingBox( "Volume", Box, out Box );
}
Gizmo.Draw.Color = Gizmo.Colors.Blue.WithAlpha( 0.8f );
Gizmo.Draw.LineBBox( Box );
Gizmo.Draw.IgnoreDepth = true;
Gizmo.Draw.Color = Color.White.WithAlpha( 0.05f );
Gizmo.Draw.LineBBox( Box );
}
if ( Type == VolumeTypes.Capsule )
{
if ( withControls )
{
Gizmo.Control.Capsule( "Volume", Capsule, out Capsule, Color.Yellow );
}
Gizmo.Draw.IgnoreDepth = false;
Gizmo.Draw.Color = Gizmo.Colors.Blue.WithAlpha( 0.8f );
Gizmo.Draw.LineCapsule( Capsule );
Gizmo.Draw.IgnoreDepth = true;
Gizmo.Draw.Color = Color.White.WithAlpha( 0.05f );
Gizmo.Draw.LineCapsule( Capsule );
}
}
/// <summary>
/// Is this point within the volume
/// </summary>
public bool Test( in Transform volumeTransform, in Vector3 position )
{
if ( Type == VolumeTypes.Infinite ) return true;
return Test( volumeTransform.PointToLocal( position ) );
}
/// <summary>
/// Is this point within the volume
/// </summary>
internal bool Test( in Transform volumeTransform, in BBox worldSphere )
{
// TODO!
return false;
}
/// <summary>
/// Is this point within the volume
/// </summary>
internal bool Test( in Transform volumeTransform, in Sphere worldSphere )
{
// TODO!
return false;
}
/// <summary>
/// Is this point within the (local space) volume
/// </summary>
public bool Test( in Vector3 position )
{
if ( Type == VolumeTypes.Infinite ) return true;
if ( Type == VolumeTypes.Sphere )
{
return Sphere.Contains( position );
}
if ( Type == VolumeTypes.Box )
{
return Box.Contains( position );
}
if ( Type == VolumeTypes.Capsule )
{
return Capsule.Contains( position );
}
return false;
}
/// <summary>
/// Get the actual amount of volume in this shape. This is useful if you want to make
/// a system where you prioritize by volume size. Don't forget to multiply by scale!
/// </summary>
public float GetVolume()
{
if ( Type == VolumeTypes.Sphere )
{
return Sphere.Volume;
}
if ( Type == VolumeTypes.Box )
{
return Box.Volume;
}
if ( Type == VolumeTypes.Capsule )
{
return Capsule.Volume;
}
return 0.0f;
}
/// <summary>
/// Calculates the distance between the specified world transform and a given world position.
/// </summary>
/// <param name="worldTransform">The transform representing the reference point in world space from which the distance is measured.</param>
/// <param name="worldPosition">The position in world space to which the distance is calculated.</param>
/// <returns>The distance, in world units, between the reference transform and the specified world position.</returns>
public float GetEdgeDistance( in Transform worldTransform, in Vector3 worldPosition )
{
// A huge number to represent "infinity" in this context
if ( Type == VolumeTypes.Infinite ) return float.MaxValue;
if ( Type == VolumeTypes.Sphere )
{
var localPos = worldTransform.PointToLocal( worldPosition );
return Sphere.GetEdgeDistance( localPos );
}
if ( Type == VolumeTypes.Box )
{
var localPos = worldTransform.PointToLocal( worldPosition );
return Box.GetEdgeDistance( localPos );
}
if ( Type == VolumeTypes.Capsule )
{
var localPos = worldTransform.PointToLocal( worldPosition );
return Capsule.GetEdgeDistance( localPos );
}
return 0.0f;
}
/// <summary>
/// Returns the axis-aligned bounding box that encloses the current volume.
/// </summary>
public BBox GetBounds()
{
if ( Type == VolumeTypes.Sphere )
{
return BBox.FromPositionAndSize( Sphere.Center, Vector3.One * Sphere.Radius * 2 );
}
if ( Type == VolumeTypes.Box )
{
return Box;
}
if ( Type == VolumeTypes.Capsule )
{
return Capsule.Bounds;
}
if ( Type == VolumeTypes.Infinite )
{
return new BBox( new Vector3( float.MinValue ), new Vector3( float.MaxValue ) );
}
return BBox.FromPositionAndSize( 0 );
}
}