Fixed hatch issue with shadows

Added per segment visibility/collision
This commit is contained in:
Sebastian Broberg
2016-03-03 20:18:21 +01:00
parent b081891dc6
commit 467a99f79d
8 changed files with 151 additions and 72 deletions
+27 -1
View File
@@ -4,6 +4,7 @@ using System.ComponentModel;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Lidgren.Network;
@@ -375,7 +376,7 @@ namespace Barotrauma
float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
if (maxDelta > Rand.Range(1.0f,10.0f))
{
Vector2 particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
var particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
if (Submarine != null) particlePos += Submarine.Position;
GameMain.ParticleManager.CreateParticle("mist",
@@ -440,6 +441,31 @@ namespace Barotrauma
}
}
public void HandleItems(float deltaTime, Item body)
{
if (!body.InWater || body.body == null || body.Container != null)
return;
float floor = rect.Y - rect.Height;
float waterLevel = (floor + Volume/rect.Width);
var actionPoint = new Vector2(body.Rect.X, body.Rect.Y);
var forceFactor = 1f - ((actionPoint.Y - waterLevel)/Math.Max(body.body.Density - 10, 1));
if (!(forceFactor > 0f)) return;
var uplift = -GameMain.World.Gravity*(forceFactor - body.body.LinearVelocity.Y*5);
body.body.FarseerBody.ApplyForce(uplift*deltaTime);
var gap =
ConnectedGaps.Where(i => i.Open > 0).OrderBy(i => Vector2.Distance(body.Position, i.Position)).FirstOrDefault();
if (gap == null || gap.LerpedFlowForce.Length() < 0)
return;
var pos = gap.Position - body.Position;
pos.Normalize();
body.body.ApplyForce((pos*gap.LerpedFlowForce)*deltaTime);
}
public void Extinquish(float deltaTime, float amount, Vector2 position)
{
for (int i = fireSources.Count - 1; i >= 0; i-- )