Button&door sounds, sound looping bugfixes, positional sound bugfixes + low pass filter on distant sounds, submarine collision improvements, controller trigger bugfix, humans walk/run more slowly in water

This commit is contained in:
Regalis
2015-10-04 14:49:05 +03:00
parent 46e862216b
commit 0be4ad4f84
66 changed files with 317 additions and 222 deletions
+41 -33
View File
@@ -97,12 +97,14 @@ namespace Subsurface
body.CollisionCategories = Physics.CollisionMisc;
body.CollidesWith = Physics.CollisionLevel;
body.Restitution = 0.0f;
body.FixedRotation = true;
body.Awake = true;
body.SleepingAllowed = false;
body.GravityScale = 0.0f;
body.IgnoreGravity = true;
body.OnCollision += OnCollision;
body.OnSeparation += OnSeparation;
//body.OnSeparation += OnSeparation;
body.UserData = this;
}
@@ -194,28 +196,9 @@ namespace Subsurface
//hullBodies[0].body.LinearVelocity = -hullBodies[0].body.Position;
//hullBody.SetTransform(Vector2.Zero , 0.0f);
body.LinearVelocity = -body.Position / (float)Physics.step;
body.SetTransform(Vector2.Zero, 0.0f);// .LinearVelocity = -body.Position / (float)Physics.step;
body.LinearVelocity = Vector2.Zero;
if (collidingCell == null)
{
collisionRigidness = MathHelper.Lerp(collisionRigidness, 1.0f, 0.1f);
return;
}
foreach (GraphEdge ge in collidingCell.edges)
{
Body wallBody = Submarine.PickBody(
ConvertUnits.ToSimUnits(ge.point1 + GameMain.GameSession.Level.Position),
ConvertUnits.ToSimUnits(ge.point2 + GameMain.GameSession.Level.Position), new List<Body>() { collidingCell.body });
if (wallBody == null || wallBody.UserData == null) continue;
Structure structure = wallBody.UserData as Structure;
if (structure == null) continue;
structure.AddDamage(
structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)), 50.0f);
}
collidingCell = null;
}
private Vector2 CalculateBuoyancy()
@@ -244,7 +227,6 @@ namespace Subsurface
speed += force / mass;
}
VoronoiCell collidingCell;
public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
@@ -255,7 +237,7 @@ namespace Subsurface
}
Vector2 normal = contact.Manifold.LocalNormal;
Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
Vector2 simSpeed = ConvertUnits.ToSimUnits(speed) + body.LinearVelocity;
float impact = Vector2.Dot(simSpeed, normal);
Vector2 u = Vector2.Dot(simSpeed, -normal) * -normal;
@@ -292,27 +274,53 @@ namespace Subsurface
}
System.Diagnostics.Debug.WriteLine("IMPACT: " + impact + " normal: " + normal + " simspeed: " + simSpeed + " u: " + u + " w: " + w);
if (impact < 4.0f)
if (impact < 3.0f)
{
speed = ConvertUnits.ToDisplayUnits(w * 0.9f - u * 0.2f);
speed = ConvertUnits.ToDisplayUnits(w * 0.45f - u * 0.25f);
return true;
}
else
{
speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f);
//FixedArray2<Vector2> worldPoints;
//contact.GetWorldManifold(out normal, out worldPoints);
//if (contact.Manifold.PointCount >= 1)
//{
// Vector2 contactPoint = worldPoints[0];
// Body wallBody = Submarine.PickBody(contactPoint, contactPoint + normal, new List<Body>() { cell.body });
// if (wallBody!=null && wallBody.UserData!=null)
// {
// Structure s = wallBody.UserData as Structure;
// }
//}
foreach (GraphEdge ge in cell.edges)
{
Body wallBody = Submarine.PickBody(
ConvertUnits.ToSimUnits(ge.point1 + GameMain.GameSession.Level.Position + normal),
ConvertUnits.ToSimUnits(ge.point2 + GameMain.GameSession.Level.Position + normal), new List<Body>() { cell.body });
if (wallBody == null || wallBody.UserData == null) continue;
Structure structure = wallBody.UserData as Structure;
if (structure == null) continue;
structure.AddDamage(
structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)), impact*50.0f);
}
}
collisionRigidness = 0.8f;
collidingCell = cell;
return true;
}
public void OnSeparation(Fixture f1, Fixture f2)
{
collidingCell = null;
}
//public void OnSeparation(Fixture f1, Fixture f2)
//{
// collidingCell = null;
//}
}
}