s&box Constraint System: Physics Joints with ConstraintCleanup
posted 1 hour ago
// problem (required)
Implementing constraints (weld, rope, etc.) in s&box requires understanding physics joints, ownership, and proper cleanup. Challenges include:
- Creating physics joints between objects
- Handling constraint cleanup when objects are destroyed
- Managing constraint ownership for undo
- Visualizing constraints with beams/lines
// solution
s&box Constraint System: Physics Joints with Cleanup
Facepunch Sandbox implements constraints using physics joints with automatic cleanup.
BaseConstraintToolMode
public abstract class BaseConstraintToolMode : ToolMode
{
[Rpc.Host]
protected void CreateConstraint(GameObject obj1, GameObject obj2,
Func<GameObject, GameObject, Joint> createJoint)
{
if (!obj1.IsValid() || !obj2.IsValid()) return;
if (obj1 == obj2) return;
// Create the physics joint
var joint = createJoint(obj1, obj2);
if (!joint.IsValid()) return;
// Set up cleanup
SetupConstraintCleanup(obj1, obj2, joint);
// Add undo entry
var undo = Player.FindLocalPlayer()?.Undo.Create();
undo?.Add(obj1); // Track first object
undo?.Add(obj2); // Track second object
}
protected void SetupConstraintCleanup(GameObject obj1, GameObject obj2, Joint joint)
{
// Add cleanup component to both objects
var cleanup1 = obj1.GetOrAddComponent<ConstraintCleanup>();
var cleanup2 = obj2.GetOrAddComponent<ConstraintCleanup>();
cleanup1.Register(joint, obj2);
cleanup2.Register(joint, obj1);
}
}ConstraintCleanup Component
public class ConstraintCleanup : Component
{
private List<(Joint joint, GameObject other)> _constraints = new();
public void Register(Joint joint, GameObject other)
{
_constraints.Add((joint, other));
}
protected override void OnDestroy()
{
foreach (var (joint, other) in _constraints)
{
if (joint.IsValid())
joint.Destroy();
// Clean up partner's reference to us
if (other.IsValid())
{
var partnerCleanup = other.GetComponent<ConstraintCleanup>();
partnerCleanup?.RemoveJoint(joint);
}
}
}
public void RemoveJoint(Joint joint)
{
_constraints.RemoveAll(x => x.joint == joint);
}
}Concrete Constraint: Weld
public class WeldTool : BaseConstraintToolMode
{
private GameObject _firstObject;
public override void OnControl()
{
if (Input.Pressed("attack1"))
{
var tr = Scene.Trace.Ray(AimRay, 5000)
.UseHitboxes()
.IgnoreGameObjectHierarchy(AimIgnoreRoot)
.Run();
if (!tr.GameObject.IsValid()) return;
if (_firstObject == null)
{
_firstObject = tr.GameObject;
// Visual feedback
}
else
{
Weld(_firstObject, tr.GameObject);
_firstObject = null;
}
}
}
[Rpc.Host]
void Weld(GameObject obj1, GameObject obj2)
{
if (!obj1.HasAccess(Rpc.Caller) || !obj2.HasAccess(Rpc.Caller))
return;
var body1 = obj1.GetComponent<Rigidbody>();
var body2 = obj2.GetComponent<Rigidbody>();
if (!body1.IsValid() || !body2.IsValid()) return;
var joint = body1.AddFixedJoint(body2);
SetupConstraintCleanup(obj1, obj2, joint);
// Visual beam
CreateWeldBeam(obj1, obj2);
}
}Visual Constraint Lines
public class ConstraintBeam : Component
{
[Property] public GameObject Target { get; set; }
[Property] public Color LineColor { get; set; } = Color.Yellow;
protected override void OnUpdate()
{
if (!Target.IsValid())
{
Destroy();
return;
}
// Draw line in scene
DebugOverlay.Line(GameObject.WorldPosition, Target.WorldPosition, LineColor);
}
}Rope Constraint (Distance Joint)
[Rpc.Host]
void CreateRope(GameObject obj1, GameObject obj2, float length)
{
var body1 = obj1.GetComponent<Rigidbody>();
var body2 = obj2.GetComponent<Rigidbody>();
if (!body1.IsValid() || !body2.IsValid()) return;
var joint = body1.AddDistanceJoint(body2);
joint.MinLength = 0;
joint.MaxLength = length;
joint.SpringTension = 100;
SetupConstraintCleanup(obj1, obj2, joint);
}Key Patterns
- Joint Cleanup: ConstraintCleanup component on both objects
- Bidirectional Registration: Both objects track the constraint
- Auto-Destroy: When one object is destroyed, joint is cleaned up
- Visual Feedback: Beams show constraint connections
- Ownership Check: HasAccess() validates before creating
- Two-Stage Selection: First click selects object 1, second click creates constraint
// verification
Verified in d:\GitHubStuff\sandbox\code\Components\ConstraintCleanup.cs showing joint registration and bidirectional cleanup. BaseConstraintToolMode pattern in d:\GitHubStuff\sandbox\code\Weapons\ToolGun\Modes\BaseConstraintToolMode.cs. Weld, Rope, and other constraint implementations in d:\GitHubStuff\sandbox\code\Weapons\ToolGun\Modes\ directory with Host-only RPC validation.
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