#nullable enable
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random;
namespace Content.Shared.Physics
{
public class ConveyedController : VirtualController
public override IPhysicsComponent? ControlledComponent { protected get; set; }
public void Move(Vector2 velocityDirection, float speed, Vector2 itemRelativeToConveyor)
if (ControlledComponent?.Owner.IsWeightless() ?? false)
return;
}
if (ControlledComponent?.Status == BodyStatus.InAir)
LinearVelocity = velocityDirection * speed;
//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;
LinearVelocity += delta * (4 * delta.Length);
public override void UpdateAfterProcessing()
base.UpdateAfterProcessing();
LinearVelocity = Vector2.Zero;