(8f9250974) Fix spritesheet orientation offestting the joint widgets in the wrong direction, which made it a bit difficult to use.

This commit is contained in:
Joonas Rikkonen
2019-03-27 20:54:00 +02:00
parent ad1a726e91
commit 4cb3469c4f
40 changed files with 634 additions and 960 deletions
@@ -369,7 +369,16 @@ namespace Barotrauma
float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
float mainLimbAngle = (MainLimb.type == LimbType.Torso ? TorsoAngle.Value : HeadAngle.Value) * Dir;
float mainLimbAngle = 0;
if (MainLimb.type == LimbType.Torso && TorsoAngle.HasValue)
{
mainLimbAngle = TorsoAngle.Value;
}
else if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
{
mainLimbAngle = HeadAngle.Value;
}
mainLimbAngle *= Dir;
while (MainLimb.Rotation - (movementAngle + mainLimbAngle) > MathHelper.Pi)
{
movementAngle += MathHelper.TwoPi;
@@ -408,7 +417,7 @@ namespace Barotrauma
}
}
}
while (MainLimb.Rotation - (movementAngle + mainLimbAngle) < -MathHelper.Pi)
else
{
movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
@@ -683,12 +692,6 @@ namespace Barotrauma
limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength);
}
while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
{
angle -= MathHelper.TwoPi;
}
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}
private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
@@ -99,7 +99,7 @@ namespace Barotrauma
public static string GetDefaultFolder(string speciesName) => $"Content/Characters/{speciesName.CapitaliseFirstInvariant()}/Animations/";
public static string GetDefaultFile(string speciesName, AnimationType animType) => $"{GetFolder(speciesName)}{GetDefaultFileName(speciesName, animType)}.xml";
protected static string GetFolder(string speciesName)
public static string GetFolder(string speciesName)
{
var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("animations")?.GetAttributeString("folder", string.Empty);
if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
@@ -79,7 +79,7 @@ namespace Barotrauma
new XAttribute("sourcerect", $"0, 0, 1, 1")))
};
protected static string GetFolder(string speciesName)
public static string GetFolder(string speciesName)
{
var folder = XMLExtensions.TryLoadXml(Character.GetConfigFile(speciesName))?.Root?.Element("ragdolls")?.GetAttributeString("folder", string.Empty);
if (string.IsNullOrEmpty(folder) || folder.ToLowerInvariant() == "default")
@@ -1035,78 +1035,6 @@ namespace Barotrauma
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
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CheckValidity();
CheckValidity();
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CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
CheckValidity();
UpdateNetPlayerPosition(deltaTime);
CheckDistFromCollider();
UpdateCollisionCategories();
@@ -1367,17 +1295,42 @@ namespace Barotrauma
UpdateProjSpecific(deltaTime);
}
private void CheckValidity()
public bool Invalid { get; private set; }
private int validityResets;
private bool CheckValidity()
{
CheckValidity(Collider);
bool isColliderValid = CheckValidity(Collider);
bool limbsValid = true;
foreach (Limb limb in limbs)
{
if (limb.body == null || !limb.body.Enabled) { continue; }
CheckValidity(limb.body);
if (!CheckValidity(limb.body))
{
limbsValid = false;
break;
}
}
bool isValid = isColliderValid && limbsValid;
if (!isValid)
{
validityResets++;
if (validityResets > 1)
{
Invalid = true;
DebugConsole.ThrowError("Invalid ragdoll physics. Ragdoll freezed to prevent crashes.");
Collider.SetTransform(Vector2.Zero, 0.0f);
foreach (Limb limb in Limbs)
{
limb.body.SetTransform(Collider.SimPosition, 0.0f);
limb.body.ResetDynamics();
}
Frozen = true;
}
}
return isValid;
}
private void CheckValidity(PhysicsBody body)
private bool CheckValidity(PhysicsBody body)
{
string errorMsg = null;
string bodyName = body.UserData is Limb ? "Limb" : "Collider";
@@ -1429,9 +1382,9 @@ namespace Barotrauma
limb.body.ResetDynamics();
}
SetInitialLimbPositions();
return;
return false;
}
UpdateProjSpecific(deltaTime);
return true;
}
partial void UpdateProjSpecific(float deltaTime);