water ambience sounds change according to speed, oxygengenerator fills oxygen tanks even if their condition is 0, submarine refactoring & bugfixes, wire node editing bugfixes
This commit is contained in:
@@ -0,0 +1,318 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Collision;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Common.Decomposition;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Subsurface
|
||||
{
|
||||
class SubmarineBody
|
||||
{
|
||||
|
||||
public List<Vector2> HullVertices
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private Submarine sub;
|
||||
|
||||
private Body body;
|
||||
|
||||
private Vector2 speed;
|
||||
|
||||
private Vector2 targetPosition;
|
||||
|
||||
public Rectangle Borders
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Vector2 Speed
|
||||
{
|
||||
get { return speed; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
speed = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 TargetPosition
|
||||
{
|
||||
get { return targetPosition; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
targetPosition = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public Vector2 Center
|
||||
{
|
||||
get { return new Vector2(Borders.X + Borders.Width / 2, Borders.Y - Borders.Height / 2); }
|
||||
}
|
||||
|
||||
public SubmarineBody(Submarine sub)
|
||||
{
|
||||
this.sub = sub;
|
||||
|
||||
|
||||
List<Vector2> convexHull = GenerateConvexHull();
|
||||
HullVertices = convexHull;
|
||||
|
||||
for (int i = 0; i < convexHull.Count; i++)
|
||||
{
|
||||
convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
|
||||
}
|
||||
|
||||
convexHull.Reverse();
|
||||
|
||||
//get farseer 'vertices' from vectors
|
||||
Vertices shapevertices = new Vertices(convexHull);
|
||||
|
||||
AABB hullAABB = shapevertices.GetAABB();
|
||||
|
||||
Borders = new Rectangle(
|
||||
(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
|
||||
(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
|
||||
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
|
||||
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
|
||||
|
||||
|
||||
var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
|
||||
|
||||
body = BodyFactory.CreateCompoundPolygon(GameMain.World, triangulatedVertices, 5.0f);
|
||||
body.BodyType = BodyType.Dynamic;
|
||||
|
||||
body.CollisionCategories = Physics.CollisionMisc;
|
||||
body.CollidesWith = Physics.CollisionLevel;
|
||||
body.FixedRotation = true;
|
||||
body.Awake = true;
|
||||
body.SleepingAllowed = false;
|
||||
body.GravityScale = 0.0f;
|
||||
body.OnCollision += OnCollision;
|
||||
body.OnSeparation += OnSeparation;
|
||||
}
|
||||
|
||||
|
||||
private List<Vector2> GenerateConvexHull()
|
||||
{
|
||||
List<Vector2> points = new List<Vector2>();
|
||||
|
||||
Vector2 leftMost = Vector2.Zero;
|
||||
|
||||
foreach (Structure wall in Structure.wallList)
|
||||
{
|
||||
for (int x = -1; x <= 1; x += 2)
|
||||
{
|
||||
for (int y = -1; y <= 1; y += 2)
|
||||
{
|
||||
Vector2 corner = new Vector2(wall.Rect.X + wall.Rect.Width / 2.0f, wall.Rect.Y - wall.Rect.Height / 2.0f);
|
||||
corner.X += x * wall.Rect.Width / 2.0f;
|
||||
corner.Y += y * wall.Rect.Height / 2.0f;
|
||||
|
||||
if (points.Contains(corner)) continue;
|
||||
|
||||
points.Add(corner);
|
||||
if (leftMost == Vector2.Zero || corner.X < leftMost.X) leftMost = corner;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<Vector2> hullPoints = new List<Vector2>();
|
||||
|
||||
Vector2 currPoint = leftMost;
|
||||
Vector2 endPoint;
|
||||
do
|
||||
{
|
||||
hullPoints.Add(currPoint);
|
||||
endPoint = points[0];
|
||||
|
||||
for (int i = 1; i < points.Count; i++)
|
||||
{
|
||||
if ((currPoint == endPoint)
|
||||
|| (MathUtils.VectorOrientation(currPoint, endPoint, points[i]) == -1))
|
||||
{
|
||||
endPoint = points[i];
|
||||
}
|
||||
}
|
||||
|
||||
currPoint = endPoint;
|
||||
|
||||
}
|
||||
while (endPoint != hullPoints[0]);
|
||||
|
||||
return hullPoints;
|
||||
}
|
||||
|
||||
|
||||
float collisionRigidness = 1.0f;
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
Vector2 translateAmount = speed * deltaTime;
|
||||
translateAmount += ConvertUnits.ToDisplayUnits(body.Position) * collisionRigidness;
|
||||
|
||||
if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, sub.Position) > 50.0f)
|
||||
{
|
||||
translateAmount += (targetPosition - sub.Position) * 0.01f;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPosition = Vector2.Zero;
|
||||
}
|
||||
|
||||
sub.Translate(translateAmount);
|
||||
|
||||
//-------------------------
|
||||
|
||||
Vector2 totalForce = CalculateBuoyancy();
|
||||
|
||||
float dragCoefficient = 0.00001f;
|
||||
|
||||
float speedLength = (speed == Vector2.Zero) ? 0.0f : speed.Length();
|
||||
float drag = speedLength * speedLength * dragCoefficient * mass;
|
||||
|
||||
if (speed != Vector2.Zero)
|
||||
{
|
||||
totalForce += -Vector2.Normalize(speed) * drag;
|
||||
}
|
||||
|
||||
ApplyForce(totalForce);
|
||||
|
||||
//hullBodies[0].body.LinearVelocity = -hullBodies[0].body.Position;
|
||||
|
||||
//hullBody.SetTransform(Vector2.Zero , 0.0f);
|
||||
body.LinearVelocity = -body.Position / (float)Physics.step;
|
||||
|
||||
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()
|
||||
{
|
||||
float waterVolume = 0.0f;
|
||||
float volume = 0.0f;
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
waterVolume += hull.Volume;
|
||||
volume += hull.FullVolume;
|
||||
}
|
||||
|
||||
float waterPercentage = waterVolume / volume;
|
||||
|
||||
float neutralPercentage = 0.07f;
|
||||
|
||||
float buoyancy = neutralPercentage - waterPercentage;
|
||||
buoyancy *= mass * 30.0f;
|
||||
|
||||
return new Vector2(0.0f, buoyancy);
|
||||
}
|
||||
|
||||
float mass = 10000.0f;
|
||||
public void ApplyForce(Vector2 force)
|
||||
{
|
||||
speed += force / mass;
|
||||
}
|
||||
|
||||
VoronoiCell collidingCell;
|
||||
public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
|
||||
{
|
||||
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
|
||||
if (cell == null)
|
||||
{
|
||||
speed = new Vector2(speed.X * 0.9f, speed.Y * 0.2f);
|
||||
return true;
|
||||
}
|
||||
|
||||
Vector2 normal = contact.Manifold.LocalNormal;
|
||||
Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
|
||||
float impact = Vector2.Dot(simSpeed, normal);
|
||||
|
||||
Vector2 u = Vector2.Dot(simSpeed, -normal) * -normal;
|
||||
Vector2 w = simSpeed - u;
|
||||
|
||||
Vector2 limbForce = normal * impact;
|
||||
|
||||
float length = limbForce.Length();
|
||||
if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
|
||||
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (c.AnimController.CurrentHull == null) continue;
|
||||
|
||||
if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f;
|
||||
|
||||
foreach (Limb limb in c.AnimController.Limbs)
|
||||
{
|
||||
if (c.AnimController.LowestLimb == limb) continue;
|
||||
limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
|
||||
}
|
||||
}
|
||||
|
||||
if (impact >= 1.0f)
|
||||
{
|
||||
AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, cell.body);
|
||||
|
||||
FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
|
||||
contact.GetWorldManifold(out normal, out worldPoints);
|
||||
|
||||
AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(worldPoints[0]));
|
||||
|
||||
GameMain.GameScreen.Cam.Shake = impact * 2.0f;
|
||||
}
|
||||
|
||||
System.Diagnostics.Debug.WriteLine("IMPACT: " + impact + " normal: " + normal + " simspeed: " + simSpeed + " u: " + u + " w: " + w);
|
||||
if (impact < 4.0f)
|
||||
{
|
||||
speed = ConvertUnits.ToDisplayUnits(w * 0.9f - u * 0.2f);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f);
|
||||
}
|
||||
|
||||
|
||||
collisionRigidness = 0.8f;
|
||||
|
||||
collidingCell = cell;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnSeparation(Fixture f1, Fixture f2)
|
||||
{
|
||||
collidingCell = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user