Improved particle collision logic:

- checking if any of the extents of the particle collide with the edges of the hull, instead of just checking if a position in the direction the particle is heading is outside the hull
- separate fields for friction and restitution
This commit is contained in:
Regalis
2017-05-18 20:03:58 +03:00
parent 2aa0f3ac15
commit 89bd2b1a98
5 changed files with 97 additions and 60 deletions
+80 -50
View File
@@ -182,7 +182,7 @@ namespace Barotrauma.Particles
if (prefab.DeleteOnCollision || prefab.CollidesWithWalls)
{
Vector2 edgePos = position + prefab.CollisionRadius * Vector2.Normalize(velocity) * size.X;
//Vector2 edgePos = position + prefab.CollisionRadius * Vector2.Normalize(velocity) * size.X;
if (currentHull == null)
{
@@ -194,38 +194,68 @@ namespace Barotrauma.Particles
}
}
else if (!Submarine.RectContains(currentHull.WorldRect, edgePos))
else
{
if (prefab.DeleteOnCollision) return false;
bool gapFound = false;
foreach (Gap gap in hullGaps)
Vector2 collisionNormal = Vector2.Zero;
if (velocity.Y < 0.0f && position.Y - prefab.CollisionRadius * size.Y < currentHull.WorldRect.Y - currentHull.WorldRect.Height)
{
if (!gap.isHorizontal)
if (prefab.DeleteOnCollision) return false;
collisionNormal = new Vector2(0.0f, 1.0f);
}
else if (velocity.Y > 0.0f && position.Y + prefab.CollisionRadius * size.Y > currentHull.WorldRect.Y)
{
if (prefab.DeleteOnCollision) return false;
collisionNormal = new Vector2(0.0f, -1.0f);
}
else if (velocity.X < 0.0f && position.X - prefab.CollisionRadius * size.X < currentHull.WorldRect.X)
{
if (prefab.DeleteOnCollision) return false;
collisionNormal = new Vector2(1.0f, 0.0f);
}
else if (velocity.X > 0.0f && position.X + prefab.CollisionRadius * size.X > currentHull.WorldRect.Right)
{
if (prefab.DeleteOnCollision) return false;
collisionNormal = new Vector2(-1.0f, 0.0f);
}
if (collisionNormal != Vector2.Zero)
{
bool gapFound = false;
foreach (Gap gap in hullGaps)
{
if (gap.WorldRect.X > position.X || gap.WorldRect.Right < position.X) continue;
if (Math.Sign(velocity.Y) != Math.Sign(gap.WorldRect.Y - (currentHull.WorldRect.Y - currentHull.WorldRect.Height))) continue;
if (gap.isHorizontal != (collisionNormal.X != 0.0f)) continue;
if (gap.isHorizontal)
{
if (gap.WorldRect.Y < position.Y || gap.WorldRect.Y - gap.WorldRect.Height > position.Y) continue;
int gapDir = Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X);
if (Math.Sign(velocity.X) != gapDir || Math.Sign(position.X - currentHull.WorldRect.Center.X) != gapDir) continue;
}
else
{
if (gap.WorldRect.X > position.X || gap.WorldRect.Right < position.X) continue;
float hullCenterY = currentHull.WorldRect.Y - currentHull.WorldRect.Height / 2;
int gapDir = Math.Sign(gap.WorldRect.Y - hullCenterY);
if (Math.Sign(velocity.Y) != gapDir || Math.Sign(position.Y - hullCenterY) != gapDir) continue;
}
gapFound = true;
break;
}
if (!gapFound)
{
OnWallCollisionInside(currentHull, collisionNormal);
}
else
{
if (gap.WorldRect.Y < position.Y || gap.WorldRect.Y - gap.WorldRect.Height > position.Y) continue;
if (Math.Sign(velocity.X) != Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X)) continue;
Hull newHull = Hull.FindHull(position);
if (newHull != currentHull)
{
hullGaps = currentHull == null ? new List<Gap>() : currentHull.ConnectedGaps;
OnChangeHull?.Invoke(position, currentHull);
}
}
gapFound = true;
break;
}
if (!gapFound)
{
OnWallCollisionInside(currentHull, edgePos);
}
else
{
currentHull = Hull.FindHull(position);
hullGaps = currentHull == null ? new List<Gap>() : currentHull.ConnectedGaps;
if (OnChangeHull != null) OnChangeHull(edgePos, currentHull);
}
}
}
@@ -242,41 +272,43 @@ namespace Barotrauma.Particles
if (Math.Abs(velocity.X) < 0.0001f && Math.Abs(velocity.Y) < 0.0001f) return;
float speed = velocity.Length();
velocity -= (velocity / speed) * Math.Min(speed * speed * prefab.WaterDrag * deltaTime, 1.0f);
velocity -= (velocity / speed) * Math.Min(speed * speed * dragCoefficient * deltaTime, 1.0f);
}
private void OnWallCollisionInside(Hull prevHull, Vector2 edgePos)
private void OnWallCollisionInside(Hull prevHull, Vector2 collisionNormal)
{
Rectangle prevHullRect = prevHull.WorldRect;
Vector2 subVel = ConvertUnits.ToDisplayUnits(prevHull.Submarine.Velocity);
velocity -= subVel;
if (edgePos.Y < prevHullRect.Y - prevHullRect.Height)
if (Math.Abs(collisionNormal.X) > Math.Abs(collisionNormal.Y))
{
position.Y = prevHullRect.Y - prevHullRect.Height + prefab.CollisionRadius;
velocity.Y = -velocity.Y;
if (collisionNormal.X > 0.0f)
{
position.X = Math.Max(position.X, prevHullRect.X + prefab.CollisionRadius * size.X);
}
else
{
position.X = Math.Min(position.X, prevHullRect.Right - prefab.CollisionRadius * size.X);
}
velocity.X = Math.Sign(collisionNormal.X) * Math.Abs(velocity.X) * prefab.Restitution;
velocity.Y *= (1.0f - prefab.Friction);
}
else if (edgePos.Y > prevHullRect.Y)
else
{
position.Y = prevHullRect.Y - prefab.CollisionRadius;
velocity.X = Math.Abs(velocity.Y) * Math.Sign(velocity.X);
velocity.Y = -velocity.Y * 0.1f;
}
if (collisionNormal.Y > 0.0f)
{
position.Y = Math.Max(position.Y, prevHullRect.Y - prevHullRect.Height + prefab.CollisionRadius * size.Y);
}
else
{
position.Y = Math.Min(position.Y, prevHullRect.Y - prefab.CollisionRadius * size.Y);
if (edgePos.X < prevHullRect.X)
{
position.X = prevHullRect.X + prefab.CollisionRadius;
velocity.X = -velocity.X;
}
velocity.X *= (1.0f - prefab.Friction);
velocity.Y = Math.Sign(collisionNormal.Y) * Math.Abs(velocity.Y) * prefab.Restitution;
}
else if (edgePos.X > prevHullRect.X + prevHullRect.Width)
{
position.X = prevHullRect.X + prevHullRect.Width - prefab.CollisionRadius;
velocity.X = -velocity.X;
}
velocity *= prefab.Restitution;
velocity += subVel;
}
@@ -347,8 +379,6 @@ namespace Barotrauma.Particles
prefab.Sprites[spriteIndex].Origin, drawRotation,
drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
}
}
}
}