Crew commands
This commit is contained in:
@@ -0,0 +1,60 @@
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using System.Xml.Linq;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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class AnimController : Ragdoll
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{
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public enum Animation { None, Climbing, UsingConstruction, Struggle };
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public Animation Anim;
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public Direction TargetDir;
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protected Character character;
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protected float walkSpeed, swimSpeed;
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//how large impacts the Character can take before being stunned
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//protected float impactTolerance;
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protected float stunTimer;
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protected float walkPos;
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protected readonly Vector2 stepSize;
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protected readonly float legTorque;
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public float StunTimer
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{
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get { return stunTimer; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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stunTimer = value;
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}
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}
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public AnimController(Character character, XElement element)
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: base(character, element)
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{
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this.character = character;
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stepSize = ToolBox.GetAttributeVector2(element, "stepsize", Vector2.One);
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stepSize = ConvertUnits.ToSimUnits(stepSize);
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//stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.One);
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//stepOffset = ConvertUnits.ToSimUnits(stepOffset);
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//impactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 10.0f);
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legTorque = ToolBox.GetAttributeFloat(element, "legtorque", 0.0f);
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}
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public virtual void UpdateAnim(float deltaTime) { }
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public virtual void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle) { }
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public virtual void DragCharacter(Character target) { }
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}
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}
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@@ -0,0 +1,444 @@
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using System;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace Barotrauma
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{
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class FishAnimController : AnimController
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{
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//amplitude and wave length of the "sine wave" swimming animation
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//if amplitude = 0, sine wave animation isn't used
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private float waveAmplitude;
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private float waveLength;
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private bool rotateTowardsMovement;
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private bool flip;
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private float flipTimer;
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private float? footRotation;
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public FishAnimController(Character character, XElement element)
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: base(character, element)
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{
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waveAmplitude = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "waveamplitude", 0.0f));
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waveLength = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "wavelength", 0.0f));
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flip = ToolBox.GetAttributeBool(element, "flip", false);
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walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
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swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
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float footRot = ToolBox.GetAttributeFloat(element,"footrotation", float.NaN);
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if (float.IsNaN(footRot))
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{
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footRotation = null;
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}
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else
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{
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footRotation = MathHelper.ToRadians(footRot);
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}
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rotateTowardsMovement = ToolBox.GetAttributeBool(element, "rotatetowardsmovement", true);
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}
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public override void UpdateAnim(float deltaTime)
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{
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if (character.IsDead)
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{
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UpdateDying(deltaTime);
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return;
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}
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ResetPullJoints();
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if (strongestImpact > 0.0f)
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{
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stunTimer = MathHelper.Clamp(strongestImpact * 0.5f, stunTimer, 5.0f);
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strongestImpact = 0.0f;
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}
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if (stunTimer>0.0f)
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{
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//UpdateStruggling(deltaTime);
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stunTimer -= deltaTime;
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return;
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}
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else if (SimplePhysicsEnabled)
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{
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UpdateSimpleAnim();
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}
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else
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{
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if (inWater)
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{
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UpdateSineAnim(deltaTime);
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}
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else
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{
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UpdateWalkAnim(deltaTime);
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}
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}
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if (flip)
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{
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//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
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if (movement.X > 0.1f && movement.X > Math.Abs(movement.Y)*0.5f)
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{
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TargetDir = Direction.Right;
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}
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else if (movement.X < -0.1f && movement.X < -Math.Abs(movement.Y)*0.5f)
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{
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TargetDir = Direction.Left;
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}
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}
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else
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{
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Limb head = GetLimb(LimbType.Head);
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float rotation = MathUtils.WrapAngleTwoPi(head.Rotation);
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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if (rotation > 20 && rotation < 160)
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{
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TargetDir = Direction.Left;
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}
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else if (rotation > 200 && rotation < 340)
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{
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TargetDir = Direction.Right;
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}
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}
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//if (stunTimer > gameTime.TotalGameTime.TotalMilliseconds) return;
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flipTimer += deltaTime;
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if (TargetDir != dir)
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{
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if (flipTimer>1.0f)
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{
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Flip();
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if (flip) Mirror();
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flipTimer = 0.0f;
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}
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}
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}
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void UpdateSineAnim(float deltaTime)
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{
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movement = TargetMovement*swimSpeed;
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if (movement.LengthSquared() < 0.00001f) return;
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if (!inWater) movement.Y = Math.Min(0.0f, movement.Y);
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float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
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Limb tail = GetLimb(LimbType.Tail);
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if (tail != null && waveAmplitude > 0.0f)
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{
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walkPos -= movement.Length();
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float waveRotation = (float)Math.Sin(walkPos / waveLength) * waveAmplitude;
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float angle = MathUtils.GetShortestAngle(tail.body.Rotation, movementAngle + waveRotation);
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tail.body.ApplyTorque(angle * tail.Mass);
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//limbs[tailIndex].body.ApplyTorque((Math.Sign(angle) + Math.Max(Math.Min(angle * 10.0f, 10.0f), -10.0f)) * limbs[tailIndex].body.Mass);
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//limbs[tailIndex].body.ApplyTorque(-limbs[tailIndex].body.AngularVelocity * 0.5f * limbs[tailIndex].body.Mass);
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}
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Vector2 steerForce = Vector2.Zero;
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Limb head = GetLimb(LimbType.Head);
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if (head != null)
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{
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float angle = (rotateTowardsMovement) ?
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head.body.Rotation+ MathUtils.GetShortestAngle(head.body.Rotation, movementAngle) :
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HeadAngle*Dir;
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head.body.SmoothRotate(angle, 25.0f);
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//rotate head towards the angle of movement
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//float torque = (Math.Sign(angle)*10.0f + MathHelper.Clamp(angle * 10.0f, -10.0f, 10.0f));
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//angular drag
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//torque -= head.body.AngularVelocity * 0.5f;
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//head.body.ApplyTorque(torque * head.body.Mass);
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//the movement vector if going to the direction of the head
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//Vector2 headMovement = new Vector2(
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// (float)Math.Cos(head.body.Rotation - MathHelper.PiOver2),
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// (float)Math.Sin(head.body.Rotation - MathHelper.PiOver2));
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//headMovement *= movement.Length();
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//the movement angle is between direction of the head and the direction
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//where the Character is actually trying to go
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//current * (float)alpha + previous * (1.0f - (float)alpha);
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steerForce = (movement+correctionMovement) * 50.0f - head.LinearVelocity * 30.0f;
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// force += (headMovement - movement) * Math.Min(head.LinearVelocity.Length()/movement.Length(), 1.0f);
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if (!inWater) steerForce.Y = 0.0f;
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}
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for (int i = 0; i < Limbs.Count(); i++)
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{
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if (steerForce!=Vector2.Zero)
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Limbs[i].body.ApplyForce(steerForce * Limbs[i].SteerForce * Limbs[i].Mass);
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if (Limbs[i].type != LimbType.Torso) continue;
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float dist = (Limbs[0].SimPosition - Limbs[i].SimPosition).Length();
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Vector2 limbPos = Limbs[0].SimPosition - Vector2.Normalize(movement) * dist;
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Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);
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}
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if (!inWater)
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{
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UpdateWalkAnim(deltaTime);
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}
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else
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{
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floorY = Limbs[0].SimPosition.Y;
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}
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}
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void UpdateSimpleAnim()
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement*swimSpeed, 1.0f);
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if (movement == Vector2.Zero) return;
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float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
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RefLimb.body.SmoothRotate(
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(rotateTowardsMovement) ?
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RefLimb.body.Rotation + MathUtils.GetShortestAngle(RefLimb.body.Rotation, movementAngle) :
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HeadAngle*Dir);
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RefLimb.body.LinearVelocity = movement;
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//RefLimb.body.SmoothRotate(0.0f);
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foreach (Limb l in Limbs)
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{
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if (l == RefLimb) continue;
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l.body.SetTransform(RefLimb.SimPosition, RefLimb.Rotation);
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}
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}
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void UpdateWalkAnim(float deltaTime)
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, 0.2f);
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if (movement == Vector2.Zero) return;
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IgnorePlatforms = (TargetMovement.Y < -Math.Abs(TargetMovement.X));
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Limb colliderLimb;
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float colliderHeight;
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Limb torso = GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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if (torso != null)
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{
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colliderLimb = torso;
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colliderHeight = TorsoPosition;
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colliderLimb.body.SmoothRotate(TorsoAngle * Dir, 10.0f);
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}
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else
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{
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colliderLimb = head;
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colliderHeight = HeadPosition;
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if (onGround) colliderLimb.body.SmoothRotate(HeadAngle * Dir, 100.0f);
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}
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Vector2 colliderPos = colliderLimb.SimPosition;
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Vector2 rayStart = colliderPos;
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Vector2 rayEnd = rayStart - new Vector2(0.0f, colliderHeight);
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if (stairs != null) rayEnd.Y -= 0.5f;
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//do a raytrace straight down from the torso to figure
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//out whether the ragdoll is standing on ground
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float closestFraction = 1;
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//Structure closestStructure = null;
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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//other limbs and bodies with no collision detection are ignored
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if (fixture == null ||
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fixture.CollisionCategories == Physics.CollisionCharacter ||
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fixture.CollisionCategories == Physics.CollisionNone ||
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fixture.CollisionCategories == Physics.CollisionMisc) return -1;
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Structure structure = fixture.Body.UserData as Structure;
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if (structure != null)
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{
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if (structure.StairDirection != Direction.None && (stairs == null)) return -1;
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if (structure.IsPlatform && (IgnorePlatforms || stairs != null)) return -1;
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}
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onGround = true;
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onFloorTimer = 0.05f;
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if (fraction < closestFraction) closestFraction = fraction;
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return 1;
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}
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, rayStart, rayEnd);
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//the ragdoll "stays on ground" for 50 millisecs after separation
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if (onFloorTimer <= 0.0f)
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{
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onGround = false;
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}
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else
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{
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onFloorTimer -= deltaTime;
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}
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if (!onGround) return;
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if (closestFraction == 1) //raycast didn't hit anything
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floorY = (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
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else
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floorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
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if (Math.Abs(colliderPos.Y - floorY) < colliderHeight * 1.2f)
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{
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colliderLimb.Move(new Vector2(colliderPos.X + movement.X * 0.2f, floorY + colliderHeight), 5.0f);
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}
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float walkCycleSpeed = head.LinearVelocity.X * 0.05f;
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walkPos -= walkCycleSpeed;
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Vector2 transformedStepSize = new Vector2(
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(float)Math.Cos(walkPos) * stepSize.X * 3.0f,
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(float)Math.Sin(walkPos) * stepSize.Y * 2.0f);
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foreach (Limb limb in Limbs)
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{
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switch (limb.type)
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{
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case LimbType.LeftFoot:
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case LimbType.RightFoot:
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Vector2 footPos = new Vector2(limb.SimPosition.X, colliderPos.Y - colliderHeight);
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if (limb.RefJointIndex>-1)
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{
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RevoluteJoint refJoint = limbJoints[limb.RefJointIndex];
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footPos.X = refJoint.WorldAnchorA.X;
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}
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footPos.X += limb.StepOffset.X * Dir;
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footPos.Y += limb.StepOffset.Y;
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if (limb.type == LimbType.LeftFoot)
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{
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limb.Move(footPos +new Vector2(
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transformedStepSize.X + movement.X * 0.1f,
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(transformedStepSize.Y > 0.0f) ? transformedStepSize.Y : 0.0f),
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8.0f);
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}
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else if (limb.type == LimbType.RightFoot)
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{
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limb.Move(footPos +new Vector2(
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-transformedStepSize.X + movement.X * 0.1f,
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(-transformedStepSize.Y > 0.0f) ? -transformedStepSize.Y : 0.0f),
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8.0f);
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}
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if (footRotation!=null) limb.body.SmoothRotate((float)footRotation*Dir, 50.0f);
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break;
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case LimbType.LeftLeg:
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case LimbType.RightLeg:
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if (legTorque!=0.0f) limb.body.ApplyTorque(limb.Mass*legTorque*Dir);
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break;
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}
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}
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}
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void UpdateDying(float deltaTime)
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{
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Limb head = GetLimb(LimbType.Head);
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Limb tail = GetLimb(LimbType.Tail);
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if (head != null) head.body.ApplyTorque(head.Mass * Dir * (float)Math.Sin(walkPos) * 5.0f);
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if (tail != null) tail.body.ApplyTorque(tail.Mass * -Dir * (float)Math.Sin(walkPos) * 5.0f);
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walkPos += deltaTime * 5.0f;
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Vector2 centerOfMass = GetCenterOfMass();
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foreach (Limb limb in Limbs)
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{
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if (limb.type == LimbType.Head || limb.type == LimbType.Tail) continue;
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limb.body.ApplyForce((centerOfMass - limb.SimPosition) * (float)Math.Sin(walkPos) * limb.Mass * 10.0f);
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}
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}
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public override void Flip()
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{
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base.Flip();
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foreach (Limb l in Limbs)
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{
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if (!l.DoesFlip) continue;
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l.body.SetTransform(l.SimPosition,
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-l.body.Rotation);
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}
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}
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private void Mirror()
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{
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float leftX = Limbs[0].SimPosition.X, rightX = Limbs[0].SimPosition.X;
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for (int i = 1; i < Limbs.Count(); i++ )
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{
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if (Limbs[i].SimPosition.X < leftX)
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{
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leftX = Limbs[i].SimPosition.X;
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}
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else if (Limbs[i].SimPosition.X > rightX)
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{
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rightX = Limbs[i].SimPosition.X;
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}
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}
|
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float midX = GetCenterOfMass().X;
|
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foreach (Limb l in Limbs)
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{
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Vector2 newPos = new Vector2(midX - (l.SimPosition.X - midX), l.SimPosition.Y);
|
||||
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if (Submarine.CheckVisibility(l.SimPosition, newPos)!=null)
|
||||
{
|
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Vector2 diff = newPos - l.SimPosition;
|
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l.body.SetTransform(
|
||||
l.SimPosition + Submarine.LastPickedFraction * diff * 0.8f, l.body.Rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
l.body.SetTransform(newPos, l.body.Rotation);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,974 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class HumanoidAnimController : AnimController
|
||||
{
|
||||
private bool aiming;
|
||||
|
||||
private float walkAnimSpeed;
|
||||
|
||||
private float movementLerp;
|
||||
|
||||
private float thighTorque;
|
||||
|
||||
public HumanoidAnimController(Character character, XElement element)
|
||||
: base(character, element)
|
||||
{
|
||||
walkAnimSpeed = ToolBox.GetAttributeFloat(element, "walkanimspeed", 4.0f);
|
||||
walkAnimSpeed = MathHelper.ToRadians(walkAnimSpeed);
|
||||
|
||||
movementLerp = ToolBox.GetAttributeFloat(element, "movementlerp", 0.4f);
|
||||
|
||||
thighTorque = ToolBox.GetAttributeFloat(element, "thightorque", -5.0f);
|
||||
}
|
||||
|
||||
public override void UpdateAnim(float deltaTime)
|
||||
{
|
||||
if (character.IsDead) return;
|
||||
|
||||
Vector2 colliderPos = GetLimb(LimbType.Torso).SimPosition;
|
||||
|
||||
//if (inWater) stairs = null;
|
||||
|
||||
if (onFloorTimer <= 0.0f && !SimplePhysicsEnabled)
|
||||
{
|
||||
Vector2 rayStart = colliderPos; // at the bottom of the player sprite
|
||||
Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
|
||||
if (stairs != null) rayEnd.Y -= 0.5f;
|
||||
//do a raytrace straight down from the torso to figure
|
||||
//out whether the ragdoll is standing on ground
|
||||
float closestFraction = 1;
|
||||
Structure closestStructure = null;
|
||||
GameMain.World.RayCast((fixture, point, normal, fraction) =>
|
||||
{
|
||||
switch (fixture.CollisionCategories)
|
||||
{
|
||||
case Physics.CollisionStairs:
|
||||
if (inWater && TargetMovement.Y < 0.5f) return -1;
|
||||
Structure structure = fixture.Body.UserData as Structure;
|
||||
if (stairs == null && structure != null)
|
||||
{
|
||||
if (LowestLimb.SimPosition.Y < structure.SimPosition.Y)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
stairs = structure;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Physics.CollisionPlatform:
|
||||
Structure platform = fixture.Body.UserData as Structure;
|
||||
if (IgnorePlatforms || LowestLimb.Position.Y < platform.Rect.Y) return -1;
|
||||
break;
|
||||
case Physics.CollisionWall:
|
||||
break;
|
||||
default:
|
||||
return -1;
|
||||
}
|
||||
|
||||
onGround = true;
|
||||
if (fraction < closestFraction)
|
||||
{
|
||||
closestFraction = fraction;
|
||||
|
||||
Structure structure = fixture.Body.UserData as Structure;
|
||||
if (structure != null) closestStructure = structure;
|
||||
}
|
||||
onFloorTimer = 0.05f;
|
||||
return closestFraction;
|
||||
}
|
||||
, rayStart, rayEnd);
|
||||
|
||||
if (closestStructure != null && closestStructure.StairDirection != Direction.None)
|
||||
{
|
||||
stairs = closestStructure;
|
||||
}
|
||||
else
|
||||
{
|
||||
stairs = null;
|
||||
}
|
||||
|
||||
if (closestFraction == 1) //raycast didn't hit anything
|
||||
{
|
||||
floorY = (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
|
||||
}
|
||||
else
|
||||
{
|
||||
floorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//the ragdoll "stays on ground" for 50 millisecs after separation
|
||||
if (onFloorTimer <= 0.0f)
|
||||
{
|
||||
onGround = false;
|
||||
if (GetLimb(LimbType.Torso).inWater) inWater = true;
|
||||
//TODO: joku järkevämpi systeemi
|
||||
//if (!inWater && lastTimeOnFloor + 200 < gameTime.TotalGameTime.Milliseconds)
|
||||
// stunTimer = Math.Max(stunTimer, (float)gameTime.TotalGameTime.TotalMilliseconds + 100.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
onFloorTimer -= deltaTime;
|
||||
}
|
||||
|
||||
//stun (= disable the animations) if the ragdoll receives a large enough impact
|
||||
if (strongestImpact > 0.0f)
|
||||
{
|
||||
character.StartStun(MathHelper.Min(strongestImpact * 0.5f, 5.0f));
|
||||
}
|
||||
strongestImpact = 0.0f;
|
||||
|
||||
if (stunTimer > 0)
|
||||
{
|
||||
stunTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
|
||||
if (Anim != Animation.UsingConstruction) ResetPullJoints();
|
||||
|
||||
if (TargetDir != dir) Flip();
|
||||
|
||||
if (SimplePhysicsEnabled)
|
||||
{
|
||||
UpdateStandingSimple();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
switch (Anim)
|
||||
{
|
||||
case Animation.Climbing:
|
||||
UpdateClimbing();
|
||||
break;
|
||||
case Animation.UsingConstruction:
|
||||
break;
|
||||
default:
|
||||
if (inWater)
|
||||
UpdateSwimming();
|
||||
else
|
||||
UpdateStanding();
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.Disabled = false;
|
||||
}
|
||||
|
||||
aiming = false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void UpdateStanding()
|
||||
{
|
||||
Vector2 handPos;
|
||||
|
||||
//if you're allergic to magic numbers, stop reading now
|
||||
|
||||
Limb leftFoot = GetLimb(LimbType.LeftFoot);
|
||||
Limb rightFoot = GetLimb(LimbType.RightFoot);
|
||||
Limb head = GetLimb(LimbType.Head);
|
||||
Limb torso = GetLimb(LimbType.Torso);
|
||||
|
||||
Limb waist = GetLimb(LimbType.Waist);
|
||||
|
||||
Limb leftHand = GetLimb(LimbType.LeftHand);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
|
||||
Limb leftLeg = GetLimb(LimbType.LeftLeg);
|
||||
Limb rightLeg = GetLimb(LimbType.RightLeg);
|
||||
|
||||
if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
|
||||
|
||||
float getUpSpeed = 0.3f;
|
||||
float walkCycleSpeed = head.LinearVelocity.X * walkAnimSpeed;
|
||||
if (stairs != null)
|
||||
{
|
||||
TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.5f, 1.5f), TargetMovement.Y);
|
||||
|
||||
if ((TargetMovement.X > 0.0f && stairs.StairDirection == Direction.Right) ||
|
||||
TargetMovement.X < 0.0f && stairs.StairDirection == Direction.Left)
|
||||
{
|
||||
TargetMovement *= 1.7f;
|
||||
walkCycleSpeed *= 1.7f;
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetMovement /= 1.0f;
|
||||
walkCycleSpeed *= 1.5f;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 colliderPos = new Vector2(torso.SimPosition.X, floorY);
|
||||
|
||||
float walkPosX = (float)Math.Cos(walkPos);
|
||||
float walkPosY = (float)Math.Sin(walkPos);
|
||||
float runningModifier = (float)Math.Max(Math.Min(Math.Abs(TargetMovement.X),3.0f) / 1.5f, 1.0);
|
||||
|
||||
Vector2 stepSize = new Vector2(
|
||||
this.stepSize.X * walkPosX * runningModifier,
|
||||
this.stepSize.Y * walkPosY * runningModifier * runningModifier);
|
||||
|
||||
float footMid = waist.SimPosition.X;// (leftFoot.SimPosition.X + rightFoot.SimPosition.X) / 2.0f;
|
||||
|
||||
if (Math.Abs(TargetMovement.X)>1.0f)
|
||||
{
|
||||
int limbsInWater = 0;
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.inWater) limbsInWater++;
|
||||
}
|
||||
|
||||
float slowdownFactor = (float)limbsInWater / (float)Limbs.Count();
|
||||
|
||||
TargetMovement = Vector2.Normalize(TargetMovement) * Math.Max(TargetMovement.Length() - slowdownFactor, 1.0f);
|
||||
}
|
||||
|
||||
movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
|
||||
movement.Y = 0.0f;
|
||||
|
||||
bool legsUp = false;
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Limb leg = GetLimb((i == 0) ? LimbType.LeftThigh : LimbType.RightThigh);// : leftLeg;
|
||||
|
||||
if (leg.SimPosition.Y < torso.SimPosition.Y) continue;
|
||||
|
||||
leg.body.ApplyTorque(Dir * leg.Mass * 10.0f);
|
||||
legsUp = true;
|
||||
}
|
||||
|
||||
if (legsUp || LowestLimb == null) return;
|
||||
|
||||
if (!onGround || (LowestLimb.SimPosition.Y - floorY > 0.5f && stairs == null)) return;
|
||||
|
||||
getUpSpeed = getUpSpeed * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.1f);
|
||||
|
||||
if (stairs != null)
|
||||
{
|
||||
if (LowestLimb.SimPosition.Y < stairs.SimPosition.Y) IgnorePlatforms = true;
|
||||
|
||||
torso.pullJoint.Enabled = true;
|
||||
torso.pullJoint.WorldAnchorB = new Vector2(
|
||||
MathHelper.SmoothStep(torso.SimPosition.X, footMid + movement.X * 0.35f, getUpSpeed * 0.8f),
|
||||
MathHelper.SmoothStep(torso.SimPosition.Y, colliderPos.Y + TorsoPosition - Math.Abs(walkPosX * 0.05f), getUpSpeed * 2.0f));
|
||||
|
||||
|
||||
head.pullJoint.Enabled = true;
|
||||
head.pullJoint.WorldAnchorB = new Vector2(
|
||||
MathHelper.SmoothStep(head.SimPosition.X, footMid + movement.X * 0.4f, getUpSpeed * 0.8f),
|
||||
MathHelper.SmoothStep(head.SimPosition.Y, colliderPos.Y + HeadPosition - Math.Abs(walkPosX * 0.05f), getUpSpeed * 2.0f));
|
||||
|
||||
waist.pullJoint.Enabled = true;
|
||||
waist.pullJoint.WorldAnchorB = waist.SimPosition;// +movement * 0.3f;
|
||||
}
|
||||
else
|
||||
{
|
||||
torso.pullJoint.Enabled = true;
|
||||
torso.pullJoint.WorldAnchorB =
|
||||
MathUtils.SmoothStep(torso.SimPosition,
|
||||
new Vector2(footMid + movement.X * 0.3f, colliderPos.Y + TorsoPosition), getUpSpeed);
|
||||
|
||||
|
||||
head.pullJoint.Enabled = true;
|
||||
head.pullJoint.WorldAnchorB =
|
||||
MathUtils.SmoothStep(head.SimPosition,
|
||||
new Vector2(footMid + movement.X * 0.3f, colliderPos.Y + HeadPosition), getUpSpeed*1.2f);
|
||||
|
||||
waist.pullJoint.Enabled = true;
|
||||
waist.pullJoint.WorldAnchorB = waist.SimPosition + movement * 0.1f;
|
||||
//MathUtils.SmoothStep(waist.SimPosition,
|
||||
//new Vector2(footMid + movement.X * 0.4f, colliderPos.Y + HeadPosition), getUpSpeed);
|
||||
}
|
||||
|
||||
|
||||
//moving horizontally
|
||||
if (TargetMovement.X != 0.0f)
|
||||
{
|
||||
//progress the walking animation
|
||||
walkPos -= (walkCycleSpeed / runningModifier) * 0.8f;
|
||||
|
||||
MoveLimb(leftFoot,
|
||||
colliderPos + new Vector2(
|
||||
stepSize.X,
|
||||
(stepSize.Y > 0.0f) ? stepSize.Y : -0.15f),
|
||||
15.0f, true);
|
||||
|
||||
MoveLimb(rightFoot,
|
||||
colliderPos + new Vector2(
|
||||
-stepSize.X,
|
||||
(-stepSize.Y > 0.0f) ? -stepSize.Y : -0.15f),
|
||||
15.0f, true);
|
||||
|
||||
leftFoot.body.SmoothRotate(leftLeg.body.Rotation + MathHelper.PiOver2 * Dir * 1.6f, 20.0f * runningModifier);
|
||||
rightFoot.body.SmoothRotate(rightLeg.body.Rotation + MathHelper.PiOver2 * Dir * 1.6f, 20.0f * runningModifier);
|
||||
|
||||
if (runningModifier > 1.0f)
|
||||
{
|
||||
if (walkPosY > 0.0f)
|
||||
{
|
||||
GetLimb(LimbType.LeftThigh).body.ApplyTorque(-walkPosY * Dir * Math.Abs(movement.X) * thighTorque);
|
||||
}
|
||||
else
|
||||
{
|
||||
GetLimb(LimbType.RightThigh).body.ApplyTorque(walkPosY * Dir * Math.Abs(movement.X) * thighTorque);
|
||||
}
|
||||
}
|
||||
|
||||
if (legTorque > 0.0f)
|
||||
{
|
||||
if (Math.Sign(walkPosX) != Math.Sign(movement.X))
|
||||
{
|
||||
GetLimb(LimbType.LeftLeg).body.ApplyTorque(-walkPosY * Dir * Math.Abs(movement.X) * legTorque / runningModifier);
|
||||
}
|
||||
else
|
||||
{
|
||||
GetLimb(LimbType.RightLeg).body.ApplyTorque(walkPosY * Dir * Math.Abs(movement.X) * legTorque / runningModifier);
|
||||
}
|
||||
}
|
||||
|
||||
//calculate the positions of hands
|
||||
handPos = torso.SimPosition;
|
||||
handPos.X = -walkPosX * 0.4f;
|
||||
|
||||
float lowerY = -1.0f + (runningModifier - 1.0f) * 0.8f;
|
||||
|
||||
handPos.Y = lowerY + (float)(Math.Abs(Math.Sin(walkPos - Math.PI * 1.5f) * 0.15 * runningModifier));
|
||||
|
||||
Vector2 posAddition = new Vector2(-movement.X * 0.015f * runningModifier, 0.0f);
|
||||
|
||||
if (!rightHand.Disabled)
|
||||
{
|
||||
HandIK(rightHand, torso.SimPosition + posAddition +
|
||||
new Vector2(
|
||||
-handPos.X,
|
||||
(Math.Sign(walkPosX) == Math.Sign(Dir)) ? handPos.Y : lowerY), 0.7f*runningModifier);
|
||||
}
|
||||
|
||||
if (!leftHand.Disabled)
|
||||
{
|
||||
HandIK(leftHand, torso.SimPosition + posAddition +
|
||||
new Vector2(
|
||||
handPos.X,
|
||||
(Math.Sign(walkPosX) == Math.Sign(-Dir)) ? handPos.Y : lowerY), 0.7f * runningModifier);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
float movementFactor = (movement.X / 4.0f) * movement.X * Math.Sign(movement.X);
|
||||
|
||||
Vector2 footPos = new Vector2(
|
||||
colliderPos.X,
|
||||
colliderPos.Y - 0.2f);
|
||||
|
||||
MoveLimb(leftFoot, footPos, 2.5f);
|
||||
MoveLimb(rightFoot, footPos, 2.5f);
|
||||
|
||||
leftFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 5.0f);
|
||||
rightFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 5.0f);
|
||||
|
||||
if (!rightHand.Disabled)
|
||||
{
|
||||
rightHand.body.SmoothRotate(0.0f, 5.0f);
|
||||
|
||||
var rightArm = GetLimb(LimbType.RightArm);
|
||||
rightArm.body.SmoothRotate(0.0f, 20.0f);
|
||||
}
|
||||
|
||||
if (!leftHand.Disabled)
|
||||
{
|
||||
leftHand.body.SmoothRotate(0.0f, 5.0f);
|
||||
|
||||
var leftArm = GetLimb(LimbType.LeftArm);
|
||||
leftArm.body.SmoothRotate(0.0f, 20.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void UpdateStandingSimple()
|
||||
{
|
||||
movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
|
||||
|
||||
if (inWater && movement.LengthSquared() > 0.00001f)
|
||||
{
|
||||
movement = Vector2.Normalize(movement);
|
||||
}
|
||||
|
||||
RefLimb.pullJoint.Enabled = true;
|
||||
RefLimb.pullJoint.WorldAnchorB =
|
||||
RefLimb.SimPosition + movement * 0.15f;
|
||||
|
||||
RefLimb.body.SmoothRotate(0.0f);
|
||||
|
||||
foreach (Limb l in Limbs)
|
||||
{
|
||||
if (l == RefLimb) continue;
|
||||
l.body.SetTransform(RefLimb.SimPosition, RefLimb.Rotation);
|
||||
}
|
||||
//new Vector2(movement.X, floorY + HeadPosition), 0.5f);
|
||||
}
|
||||
|
||||
void UpdateSwimming()
|
||||
{
|
||||
IgnorePlatforms = true;
|
||||
|
||||
Vector2 footPos, handPos;
|
||||
|
||||
float surfaceLimiter = 1.0f;
|
||||
|
||||
Limb head = GetLimb(LimbType.Head);
|
||||
|
||||
if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f) && !head.inWater)
|
||||
{
|
||||
surfaceLimiter = (ConvertUnits.ToDisplayUnits(head.SimPosition.Y) - surfaceY);
|
||||
surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
|
||||
if (surfaceLimiter > 20.0f) return;
|
||||
}
|
||||
|
||||
Limb torso = GetLimb(LimbType.Torso);
|
||||
Limb leftHand = GetLimb(LimbType.LeftHand);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
|
||||
Limb leftFoot = GetLimb(LimbType.LeftFoot);
|
||||
Limb rightFoot = GetLimb(LimbType.RightFoot);
|
||||
Limb leftLeg = GetLimb(LimbType.LeftLeg);
|
||||
Limb rightLeg = GetLimb(LimbType.RightLeg);
|
||||
|
||||
float rotation = MathHelper.WrapAngle(torso.Rotation);
|
||||
rotation = MathHelper.ToDegrees(rotation);
|
||||
if (rotation < 0.0f) rotation += 360;
|
||||
|
||||
if (!character.IsNetworkPlayer && !aiming)
|
||||
{
|
||||
if (rotation > 20 && rotation < 170)
|
||||
TargetDir = Direction.Left;
|
||||
else if (rotation > 190 && rotation < 340)
|
||||
TargetDir = Direction.Right;
|
||||
}
|
||||
|
||||
float targetSpeed = TargetMovement.Length();
|
||||
if (targetSpeed > 0.0f) TargetMovement /= targetSpeed;
|
||||
|
||||
if (targetSpeed > 0.1f)
|
||||
{
|
||||
if (!aiming)
|
||||
{
|
||||
torso.body.SmoothRotate(MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (aiming)
|
||||
{
|
||||
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
|
||||
Vector2 diff = (mousePos - torso.SimPosition) * Dir;
|
||||
|
||||
TargetMovement = new Vector2(0.0f, -0.1f);
|
||||
|
||||
torso.body.SmoothRotate(MathUtils.VectorToAngle(diff));
|
||||
}
|
||||
}
|
||||
|
||||
if (TargetMovement == Vector2.Zero) return;
|
||||
|
||||
movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
|
||||
|
||||
//dont try to move upwards if head is already out of water
|
||||
if (surfaceLimiter > 1.0f && TargetMovement.Y > 0.0f)
|
||||
{
|
||||
if (TargetMovement.X == 0.0f)
|
||||
{
|
||||
head.body.ApplyForce(head.Mass * new Vector2(-Dir * 5.1f, -5.0f));
|
||||
torso.body.ApplyForce(torso.Mass * new Vector2(-Dir * 5.1f, -15.0f));
|
||||
leftFoot.body.ApplyForce(leftFoot.Mass * new Vector2(0.0f, -80.0f));
|
||||
rightFoot.body.ApplyForce(rightFoot.Mass * new Vector2(0.0f, -80.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetMovement = new Vector2(
|
||||
(float)Math.Sqrt(targetSpeed * targetSpeed - TargetMovement.Y * TargetMovement.Y)
|
||||
* Math.Sign(TargetMovement.X),
|
||||
Math.Max(TargetMovement.Y, TargetMovement.Y * 0.2f));
|
||||
|
||||
head.body.ApplyTorque(Dir * 0.1f);
|
||||
}
|
||||
|
||||
movement.Y = movement.Y - (surfaceLimiter - 1.0f) * 0.01f;
|
||||
}
|
||||
|
||||
movement.Y -= 0.05f;
|
||||
|
||||
head.body.ApplyForce((new Vector2(movement.X,
|
||||
movement.Y / surfaceLimiter + 0.2f) - head.body.LinearVelocity * 0.2f) *
|
||||
30.0f * head.body.Mass);
|
||||
|
||||
torso.body.ApplyForce((new Vector2(movement.X,
|
||||
movement.Y / surfaceLimiter + 0.2f) - torso.body.LinearVelocity * 0.2f) * 10.0f * torso.body.Mass);
|
||||
|
||||
walkPos += movement.Length() * 0.15f;
|
||||
footPos = (leftFoot.SimPosition + rightFoot.SimPosition) / 2.0f;
|
||||
|
||||
var rightThigh = GetLimb(LimbType.RightThigh);
|
||||
var leftThigh = GetLimb(LimbType.LeftThigh);
|
||||
|
||||
rightThigh.body.SmoothRotate(torso.Rotation + (float)Math.Sin(walkPos) * 0.3f, 2.0f);
|
||||
leftThigh.body.SmoothRotate(torso.Rotation - (float)Math.Sin(walkPos) * 0.3f, 2.0f);
|
||||
|
||||
Vector2 transformedFootPos = new Vector2((float)Math.Sin(walkPos) * 0.5f, 0.0f);
|
||||
transformedFootPos = Vector2.Transform(
|
||||
transformedFootPos,
|
||||
Matrix.CreateRotationZ(torso.body.Rotation));
|
||||
|
||||
if (Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, rightThigh.Rotation)) < 0.3f)
|
||||
{
|
||||
MoveLimb(rightFoot, footPos - transformedFootPos, 1.0f);
|
||||
}
|
||||
if (Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, leftThigh.Rotation)) < 0.3f)
|
||||
{
|
||||
MoveLimb(leftFoot, footPos + transformedFootPos, 1.0f);
|
||||
}
|
||||
|
||||
handPos = (torso.SimPosition + head.SimPosition) / 2.0f;
|
||||
|
||||
//if (!rightHand.Disabled) rightHand.body.ApplyTorque(leftHand.body.Mass * Dir);
|
||||
//if (!leftHand.Disabled) leftHand.body.ApplyTorque(leftHand.body.Mass * Dir);
|
||||
|
||||
//at the surface, not moving sideways -> hands just float around
|
||||
if (!headInWater && TargetMovement.X == 0.0f && TargetMovement.Y > 0)
|
||||
{
|
||||
handPos.X = handPos.X + Dir * 0.6f;
|
||||
|
||||
float wobbleAmount = 0.05f;
|
||||
|
||||
if (!rightHand.Disabled)
|
||||
{
|
||||
MoveLimb(rightHand, new Vector2(
|
||||
handPos.X + (float)Math.Sin(walkPos / 1.5f) * wobbleAmount,
|
||||
handPos.Y + (float)Math.Sin(walkPos / 3.5f) * wobbleAmount - 0.0f), 1.5f);
|
||||
}
|
||||
|
||||
if (!leftHand.Disabled)
|
||||
{
|
||||
MoveLimb(leftHand, new Vector2(
|
||||
handPos.X + (float)Math.Sin(walkPos / 2.0f) * wobbleAmount,
|
||||
handPos.Y + (float)Math.Sin(walkPos / 3.0f) * wobbleAmount - 0.0f), 1.5f);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
handPos += head.LinearVelocity * 0.1f;
|
||||
|
||||
float handCyclePos = walkPos / 2.0f;
|
||||
float handPosX = (float)Math.Cos(handCyclePos * Dir) * 0.4f;
|
||||
float handPosY = (float)Math.Sin(handCyclePos) * 1.0f;
|
||||
handPosY = MathHelper.Clamp(handPosY, -0.8f, 0.8f);
|
||||
|
||||
Matrix rotationMatrix = Matrix.CreateRotationZ(torso.Rotation);
|
||||
|
||||
if (!rightHand.Disabled)
|
||||
{
|
||||
Vector2 rightHandPos = new Vector2(-handPosX, -handPosY);
|
||||
rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, rightHandPos.X) : Math.Min(-0.2f, rightHandPos.X);
|
||||
rightHandPos = Vector2.Transform(rightHandPos, rotationMatrix);
|
||||
|
||||
//MoveLimb(rightHand, handPos + rightHandPos, 1.5f);
|
||||
|
||||
HandIK(rightHand, handPos + rightHandPos, 0.5f);
|
||||
}
|
||||
|
||||
if (!leftHand.Disabled)
|
||||
{
|
||||
Vector2 leftHandPos = new Vector2(handPosX, handPosY);
|
||||
leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, leftHandPos.X) : Math.Min(-0.2f, leftHandPos.X);
|
||||
leftHandPos = Vector2.Transform(leftHandPos, rotationMatrix);
|
||||
|
||||
//MoveLimb(leftHand, handPos + leftHandPos,1.5f);
|
||||
HandIK(leftHand, handPos + leftHandPos, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateClimbing()
|
||||
{
|
||||
if (character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Ladder>() == null)
|
||||
{
|
||||
Anim = Animation.None;
|
||||
return;
|
||||
}
|
||||
|
||||
onGround = false;
|
||||
IgnorePlatforms = true;
|
||||
|
||||
movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
|
||||
|
||||
Vector2 footPos, handPos;
|
||||
|
||||
Limb leftFoot = GetLimb(LimbType.LeftFoot);
|
||||
Limb rightFoot = GetLimb(LimbType.RightFoot);
|
||||
Limb head = GetLimb(LimbType.Head);
|
||||
Limb torso = GetLimb(LimbType.Torso);
|
||||
|
||||
Limb waist = GetLimb(LimbType.Waist);
|
||||
|
||||
Limb leftHand = GetLimb(LimbType.LeftHand);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
|
||||
Vector2 ladderSimPos = ConvertUnits.ToSimUnits(
|
||||
character.SelectedConstruction.Rect.X + character.SelectedConstruction.Rect.Width / 2.0f,
|
||||
character.SelectedConstruction.Rect.Y);
|
||||
|
||||
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, head.SimPosition.Y + 0.05f), 10.5f);
|
||||
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, torso.SimPosition.Y), 10.5f);
|
||||
MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, waist.SimPosition.Y), 10.5f);
|
||||
|
||||
float stepHeight = ConvertUnits.ToSimUnits(30.0f);
|
||||
|
||||
handPos = new Vector2(
|
||||
ladderSimPos.X,
|
||||
head.SimPosition.Y + 0.0f + movement.Y * 0.1f - ladderSimPos.Y);
|
||||
|
||||
MoveLimb(leftHand,
|
||||
new Vector2(handPos.X,
|
||||
MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight + ladderSimPos.Y),
|
||||
5.2f);
|
||||
|
||||
MoveLimb(rightHand,
|
||||
new Vector2(handPos.X,
|
||||
MathUtils.Round(handPos.Y, stepHeight * 2.0f) + ladderSimPos.Y),
|
||||
5.2f);
|
||||
|
||||
leftHand.body.ApplyTorque(Dir * 2.0f);
|
||||
rightHand.body.ApplyTorque(Dir * 2.0f);
|
||||
|
||||
footPos = new Vector2(
|
||||
handPos.X - Dir * 0.05f,
|
||||
head.SimPosition.Y - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
|
||||
|
||||
//if (movement.Y < 0) footPos.Y += 0.05f;
|
||||
|
||||
MoveLimb(leftFoot,
|
||||
new Vector2(footPos.X,
|
||||
MathUtils.Round(footPos.Y + stepHeight, stepHeight * 2.0f) - stepHeight + ladderSimPos.Y),
|
||||
15.5f, true);
|
||||
|
||||
MoveLimb(rightFoot,
|
||||
new Vector2(footPos.X,
|
||||
MathUtils.Round(footPos.Y, stepHeight * 2.0f) + ladderSimPos.Y),
|
||||
15.5f, true);
|
||||
|
||||
//apply torque to the legs to make the knees bend
|
||||
Limb leftLeg = GetLimb(LimbType.LeftLeg);
|
||||
Limb rightLeg = GetLimb(LimbType.RightLeg);
|
||||
|
||||
leftLeg.body.ApplyTorque(Dir * -8.0f);
|
||||
rightLeg.body.ApplyTorque(Dir * -8.0f);
|
||||
|
||||
//apply forces to the head and the torso to move the Character up/down
|
||||
float movementFactor = (handPos.Y / stepHeight) * (float)Math.PI;
|
||||
movementFactor = 0.8f + (float)Math.Abs(Math.Sin(movementFactor));
|
||||
|
||||
Vector2 climbForce = new Vector2(0.0f, movement.Y + 0.4f) * movementFactor;
|
||||
torso.body.ApplyForce(climbForce * 40.0f * torso.Mass);
|
||||
head.body.SmoothRotate(0.0f);
|
||||
|
||||
Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
|
||||
if (trigger == null)
|
||||
{
|
||||
character.SelectedConstruction = null;
|
||||
return;
|
||||
}
|
||||
trigger = character.SelectedConstruction.TransformTrigger(trigger);
|
||||
|
||||
//stop climbing if:
|
||||
// - going too fast (can't grab a ladder while falling)
|
||||
// - moving sideways
|
||||
// - reached the top or bottom of the ladder
|
||||
if (Math.Abs(torso.LinearVelocity.Y) > 5.0f ||
|
||||
TargetMovement.X != 0.0f ||
|
||||
(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition * 1.5f) ||
|
||||
(TargetMovement.Y > 0.0f && handPos.Y > 0.3f))
|
||||
{
|
||||
Anim = Animation.None;
|
||||
character.SelectedConstruction = null;
|
||||
IgnorePlatforms = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//float punchTimer;
|
||||
//bool punching;
|
||||
|
||||
//public void Punch()
|
||||
//{
|
||||
// if (punchTimer < 0.01f) punching = true;
|
||||
|
||||
// Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
// Limb head = GetLimb(LimbType.Head);
|
||||
|
||||
// Vector2 diff = Vector2.Normalize(Character.CursorPosition - RefLimb.Position);
|
||||
|
||||
// rightHand.body.ApplyLinearImpulse(diff * 20.0f);
|
||||
// head.body.ApplyLinearImpulse(diff * 5.0f);
|
||||
// head.body.ApplyTorque(Dir*100.0f);
|
||||
//}
|
||||
|
||||
//public void Block(float deltaTime)
|
||||
//{
|
||||
// Limb head = GetLimb(LimbType.Head);
|
||||
// Limb torso = GetLimb(LimbType.Torso);
|
||||
// Limb leftHand = GetLimb(LimbType.LeftHand);
|
||||
// Limb leftFoot = GetLimb(LimbType.LeftFoot);
|
||||
// Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
|
||||
// Vector2 pos = head.SimPosition;
|
||||
|
||||
// rightHand.Disabled = true;
|
||||
// leftHand.Disabled = true;
|
||||
|
||||
// HandIK(leftHand, pos + new Vector2(0.25f*Dir, 0.0f));
|
||||
|
||||
// if (punching)
|
||||
// {
|
||||
// punchTimer += deltaTime*10.0f;
|
||||
// if (punchTimer>2.0f)
|
||||
// {
|
||||
// punching = false;
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// punchTimer = MathHelper.Lerp(punchTimer, 0.0f, 0.3f);
|
||||
// HandIK(rightHand, pos + new Vector2((0.3f + punchTimer) * Dir, 0.1f));
|
||||
// }
|
||||
//}
|
||||
|
||||
public override void DragCharacter(Character target)
|
||||
{
|
||||
Limb leftHand = GetLimb(LimbType.LeftHand);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
|
||||
leftHand.Disabled = true;
|
||||
rightHand.Disabled = true;
|
||||
|
||||
Limb targetLimb = target.AnimController.GetLimb(LimbType.LeftHand);
|
||||
|
||||
leftHand.pullJoint.Enabled = true;
|
||||
leftHand.pullJoint.WorldAnchorB = targetLimb.SimPosition;
|
||||
rightHand.pullJoint.Enabled = true;
|
||||
rightHand.pullJoint.WorldAnchorB = targetLimb.SimPosition;
|
||||
|
||||
targetLimb.pullJoint.Enabled = true;
|
||||
targetLimb.pullJoint.WorldAnchorB = leftHand.SimPosition;
|
||||
|
||||
target.AnimController.IgnorePlatforms = IgnorePlatforms;
|
||||
}
|
||||
|
||||
public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle)
|
||||
{
|
||||
Holdable holdable = item.GetComponent<Holdable>();
|
||||
|
||||
//calculate the handle positions
|
||||
Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
Vector2[] transformedHandlePos = new Vector2[2];
|
||||
transformedHandlePos[0] = Vector2.Transform(handlePos[0], itemTransfrom);
|
||||
transformedHandlePos[1] = Vector2.Transform(handlePos[1], itemTransfrom);
|
||||
|
||||
Limb head = GetLimb(LimbType.Head);
|
||||
Limb torso = GetLimb(LimbType.Torso);
|
||||
Limb leftHand = GetLimb(LimbType.LeftHand);
|
||||
Limb rightHand = GetLimb(LimbType.RightHand);
|
||||
|
||||
Vector2 itemPos = aim ? aimPos : holdPos;
|
||||
|
||||
float itemAngle;
|
||||
if (stunTimer <= 0.0f && aim && itemPos != Vector2.Zero)
|
||||
{
|
||||
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
|
||||
|
||||
Vector2 diff = (mousePos - torso.SimPosition) * Dir;
|
||||
|
||||
holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torso.body.Rotation * Dir;
|
||||
//holdAngle = MathHelper.Clamp(MathUtils.WrapAnglePi(holdAngle), -1.3f, 1.0f);
|
||||
|
||||
itemAngle = (torso.body.Rotation + holdAngle * Dir);
|
||||
|
||||
if (holdable.ControlPose)
|
||||
{
|
||||
head.body.SmoothRotate(itemAngle);
|
||||
|
||||
if (TargetMovement == Vector2.Zero && inWater)
|
||||
{
|
||||
torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
|
||||
torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
|
||||
}
|
||||
|
||||
aiming = true;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
itemAngle = (torso.body.Rotation + holdAngle * Dir);
|
||||
}
|
||||
|
||||
Vector2 shoulderPos = limbJoints[2].WorldAnchorA;
|
||||
Vector2 transformedHoldPos = shoulderPos;
|
||||
|
||||
if (itemPos == Vector2.Zero)
|
||||
{
|
||||
|
||||
if (character.SelectedItems[1] == item)
|
||||
{
|
||||
transformedHoldPos = leftHand.pullJoint.WorldAnchorA - transformedHandlePos[1];
|
||||
itemAngle = (leftHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
|
||||
}
|
||||
if (character.SelectedItems[0] == item)
|
||||
{
|
||||
transformedHoldPos = rightHand.pullJoint.WorldAnchorA - transformedHandlePos[0];
|
||||
itemAngle = (rightHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (character.SelectedItems[0] == item)
|
||||
{
|
||||
rightHand.Disabled = true;
|
||||
}
|
||||
if (character.SelectedItems[1] == item)
|
||||
{
|
||||
leftHand.Disabled = true;
|
||||
}
|
||||
|
||||
|
||||
itemPos.X = itemPos.X * Dir;
|
||||
|
||||
Matrix torsoTransform = Matrix.CreateRotationZ(itemAngle);
|
||||
|
||||
transformedHoldPos += Vector2.Transform(itemPos, torsoTransform);
|
||||
}
|
||||
|
||||
item.body.ResetDynamics();
|
||||
|
||||
Vector2 currItemPos = (character.SelectedItems[0]==item) ?
|
||||
rightHand.pullJoint.WorldAnchorA - transformedHandlePos[0] :
|
||||
leftHand.pullJoint.WorldAnchorA - transformedHandlePos[1];
|
||||
item.SetTransform(currItemPos, itemAngle);
|
||||
|
||||
//item.SetTransform(MathUtils.SmoothStep(item.body.SimPosition, transformedHoldPos + bodyVelocity, 0.5f), itemAngle);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (character.SelectedItems[i] != item) continue;
|
||||
if (itemPos == Vector2.Zero) continue;
|
||||
|
||||
Limb hand = (i == 0) ? rightHand : leftHand;
|
||||
|
||||
HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandIK(Limb hand, Vector2 pos, float force = 1.0f)
|
||||
{
|
||||
Vector2 shoulderPos = limbJoints[2].WorldAnchorA;
|
||||
|
||||
Limb arm = (hand.type == LimbType.LeftHand) ? GetLimb(LimbType.LeftArm) : GetLimb(LimbType.RightArm);
|
||||
|
||||
//hand length
|
||||
float a = 37.0f;
|
||||
|
||||
//arm length
|
||||
float b = 28.0f;
|
||||
|
||||
//distance from shoulder to holdpos
|
||||
float c = ConvertUnits.ToDisplayUnits(Vector2.Distance(pos, shoulderPos));
|
||||
c = MathHelper.Clamp(a + b - 1, b - a, c);
|
||||
|
||||
float ang2 = MathUtils.VectorToAngle(pos - shoulderPos) + MathHelper.PiOver2;
|
||||
|
||||
float armAngle = MathUtils.SolveTriangleSSS(a, b, c);
|
||||
float handAngle = MathUtils.SolveTriangleSSS(b, a, c);
|
||||
|
||||
arm.body.SmoothRotate((ang2 - armAngle * Dir), 20.0f * force);
|
||||
hand.body.SmoothRotate((ang2 + handAngle * Dir), 100.0f * force);
|
||||
}
|
||||
|
||||
public override Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)
|
||||
{
|
||||
timePassed = MathHelper.Clamp(timePassed, 0.0f, 1.0f);
|
||||
|
||||
Vector2 targetMovement = character.GetTargetMovement();
|
||||
|
||||
Vector2 currPosition = prevPosition + targetMovement * timePassed/1000.0f;
|
||||
|
||||
return currPosition;
|
||||
}
|
||||
|
||||
public override void Flip()
|
||||
{
|
||||
base.Flip();
|
||||
|
||||
walkPos = -walkPos;
|
||||
|
||||
Limb torso = GetLimb(LimbType.Torso);
|
||||
|
||||
Vector2 difference;
|
||||
|
||||
Matrix torsoTransform = Matrix.CreateRotationZ(torso.Rotation);
|
||||
|
||||
for (int i = 0; i < character.SelectedItems.Length; i++)
|
||||
{
|
||||
if (character.SelectedItems[i] != null)
|
||||
{
|
||||
difference = character.SelectedItems[i].body.SimPosition - torso.SimPosition;
|
||||
difference = Vector2.Transform(difference, torsoTransform);
|
||||
difference.Y = -difference.Y;
|
||||
|
||||
character.SelectedItems[i].body.SetTransform(
|
||||
torso.SimPosition + Vector2.Transform(difference, -torsoTransform),
|
||||
MathUtils.WrapAngleTwoPi(-character.SelectedItems[i].body.Rotation));
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
switch (limb.type)
|
||||
{
|
||||
case LimbType.LeftHand:
|
||||
case LimbType.LeftArm:
|
||||
case LimbType.RightHand:
|
||||
case LimbType.RightArm:
|
||||
difference = limb.body.SimPosition - torso.SimPosition;
|
||||
difference = Vector2.Transform(difference, torsoTransform);
|
||||
difference.Y = -difference.Y;
|
||||
|
||||
TrySetLimbPosition(limb, limb.SimPosition, torso.SimPosition + Vector2.Transform(difference, -torsoTransform));
|
||||
|
||||
limb.body.SetTransform(limb.body.SimPosition, -limb.body.Rotation);
|
||||
break;
|
||||
default:
|
||||
if (!inWater) limb.body.SetTransform(limb.body.SimPosition,
|
||||
MathUtils.WrapAnglePi(limb.body.Rotation * (limb.DoesFlip ? -1.0f : 1.0f)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,851 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class Ragdoll
|
||||
{
|
||||
public static List<Ragdoll> list = new List<Ragdoll>();
|
||||
|
||||
protected Hull currentHull;
|
||||
|
||||
public Limb[] Limbs;
|
||||
private Dictionary<LimbType, Limb> limbDictionary;
|
||||
public RevoluteJoint[] limbJoints;
|
||||
|
||||
private bool simplePhysicsEnabled;
|
||||
|
||||
private Character character;
|
||||
|
||||
private Limb lowestLimb;
|
||||
|
||||
protected float strongestImpact;
|
||||
|
||||
float headPosition, headAngle;
|
||||
float torsoPosition, torsoAngle;
|
||||
|
||||
protected double onFloorTimer;
|
||||
|
||||
//the movement speed of the ragdoll
|
||||
public Vector2 movement;
|
||||
//the target speed towards which movement is interpolated
|
||||
private Vector2 targetMovement;
|
||||
|
||||
//a movement vector that overrides targetmovement if trying to steer
|
||||
//a Character to the position sent by server in multiplayer mode
|
||||
protected Vector2 correctionMovement;
|
||||
|
||||
protected float floorY;
|
||||
protected float surfaceY;
|
||||
|
||||
protected bool inWater, headInWater;
|
||||
public bool onGround;
|
||||
private bool ignorePlatforms;
|
||||
|
||||
private Limb refLimb;
|
||||
|
||||
protected Structure stairs;
|
||||
|
||||
protected Direction dir;
|
||||
|
||||
//private byte ID;
|
||||
|
||||
public Limb LowestLimb
|
||||
{
|
||||
get { return lowestLimb; }
|
||||
}
|
||||
|
||||
public Limb RefLimb
|
||||
{
|
||||
get
|
||||
{
|
||||
return refLimb;
|
||||
}
|
||||
}
|
||||
|
||||
public float Mass
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool SimplePhysicsEnabled
|
||||
{
|
||||
get { return simplePhysicsEnabled; }
|
||||
set
|
||||
{
|
||||
if (value == simplePhysicsEnabled) return;
|
||||
|
||||
simplePhysicsEnabled = value;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.body.Enabled = !simplePhysicsEnabled;
|
||||
}
|
||||
|
||||
foreach (RevoluteJoint joint in limbJoints)
|
||||
{
|
||||
joint.Enabled = !simplePhysicsEnabled;
|
||||
}
|
||||
|
||||
refLimb.body.Enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 TargetMovement
|
||||
{
|
||||
get
|
||||
{
|
||||
return (correctionMovement == Vector2.Zero) ? targetMovement : correctionMovement;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
targetMovement.X = MathHelper.Clamp(value.X, -3.0f, 3.0f);
|
||||
targetMovement.Y = MathHelper.Clamp(value.Y, -3.0f, 3.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public float HeadPosition
|
||||
{
|
||||
get { return headPosition; }
|
||||
}
|
||||
|
||||
public float HeadAngle
|
||||
{
|
||||
get { return headAngle; }
|
||||
}
|
||||
|
||||
public float TorsoPosition
|
||||
{
|
||||
get { return torsoPosition; }
|
||||
}
|
||||
|
||||
public float TorsoAngle
|
||||
{
|
||||
get { return torsoAngle; }
|
||||
}
|
||||
|
||||
public float Dir
|
||||
{
|
||||
get { return ((dir == Direction.Left) ? -1.0f : 1.0f); }
|
||||
}
|
||||
|
||||
public bool InWater
|
||||
{
|
||||
get { return inWater; }
|
||||
}
|
||||
|
||||
public bool HeadInWater
|
||||
{
|
||||
get { return headInWater; }
|
||||
}
|
||||
|
||||
public Hull CurrentHull
|
||||
{
|
||||
get { return currentHull;}
|
||||
}
|
||||
|
||||
public bool IgnorePlatforms
|
||||
{
|
||||
get { return ignorePlatforms; }
|
||||
set
|
||||
{
|
||||
if (ignorePlatforms == value) return;
|
||||
ignorePlatforms = value;
|
||||
|
||||
UpdateCollisionCategories();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public float StrongestImpact
|
||||
{
|
||||
get { return strongestImpact; }
|
||||
set { strongestImpact = Math.Max(value, strongestImpact); }
|
||||
}
|
||||
|
||||
public Structure Stairs
|
||||
{
|
||||
get { return stairs; }
|
||||
}
|
||||
|
||||
public Ragdoll(Character character, XElement element)
|
||||
{
|
||||
list.Add(this);
|
||||
|
||||
this.character = character;
|
||||
|
||||
dir = Direction.Right;
|
||||
|
||||
//int limbAmount = ;
|
||||
Limbs = new Limb[element.Elements("limb").Count()];
|
||||
limbJoints = new RevoluteJoint[element.Elements("joint").Count()];
|
||||
limbDictionary = new Dictionary<LimbType, Limb>();
|
||||
|
||||
headPosition = ToolBox.GetAttributeFloat(element, "headposition", 50.0f);
|
||||
headPosition = ConvertUnits.ToSimUnits(headPosition);
|
||||
headAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "headangle", 0.0f));
|
||||
|
||||
torsoPosition = ToolBox.GetAttributeFloat(element, "torsoposition", 50.0f);
|
||||
torsoPosition = ConvertUnits.ToSimUnits(torsoPosition);
|
||||
torsoAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "torsoangle", 0.0f));
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString())
|
||||
{
|
||||
case "limb":
|
||||
byte ID = Convert.ToByte(subElement.Attribute("id").Value);
|
||||
|
||||
Limb limb = new Limb(character, subElement);
|
||||
|
||||
limb.body.FarseerBody.OnCollision += OnLimbCollision;
|
||||
|
||||
Limbs[ID] = limb;
|
||||
Mass += limb.Mass;
|
||||
if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
|
||||
break;
|
||||
case "joint":
|
||||
Byte limb1ID = Convert.ToByte(subElement.Attribute("limb1").Value);
|
||||
Byte limb2ID = Convert.ToByte(subElement.Attribute("limb2").Value);
|
||||
|
||||
Vector2 limb1Pos = ToolBox.GetAttributeVector2(subElement, "limb1anchor", Vector2.Zero);
|
||||
limb1Pos = ConvertUnits.ToSimUnits(limb1Pos);
|
||||
|
||||
Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero);
|
||||
limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
|
||||
|
||||
RevoluteJoint joint = new RevoluteJoint(Limbs[limb1ID].body.FarseerBody, Limbs[limb2ID].body.FarseerBody, limb1Pos, limb2Pos);
|
||||
|
||||
joint.CollideConnected = false;
|
||||
|
||||
if (subElement.Attribute("lowerlimit")!=null)
|
||||
{
|
||||
joint.LimitEnabled = true;
|
||||
joint.LowerLimit = float.Parse(subElement.Attribute("lowerlimit").Value) * ((float)Math.PI / 180.0f);
|
||||
joint.UpperLimit = float.Parse(subElement.Attribute("upperlimit").Value) * ((float)Math.PI / 180.0f);
|
||||
}
|
||||
|
||||
joint.MotorEnabled = true;
|
||||
joint.MaxMotorTorque = 0.25f;
|
||||
|
||||
GameMain.World.AddJoint(joint);
|
||||
|
||||
for (int i = 0; i < limbJoints.Length; i++ )
|
||||
{
|
||||
if (limbJoints[i] != null) continue;
|
||||
|
||||
limbJoints[i] = joint;
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
refLimb = GetLimb(LimbType.Torso);
|
||||
if (refLimb == null) refLimb = GetLimb(LimbType.Head);
|
||||
if (refLimb == null) DebugConsole.ThrowError("Character ''" + character + "'' doesn't have a head or torso!");
|
||||
|
||||
foreach (var joint in limbJoints)
|
||||
{
|
||||
|
||||
joint.BodyB.SetTransform(
|
||||
joint.BodyA.Position+joint.LocalAnchorA-joint.LocalAnchorB,
|
||||
(joint.LowerLimit+joint.UpperLimit)/2.0f);
|
||||
}
|
||||
|
||||
float startDepth = 0.1f;
|
||||
float increment = 0.001f;
|
||||
|
||||
foreach (Character otherCharacter in Character.CharacterList)
|
||||
{
|
||||
if (otherCharacter==character) continue;
|
||||
startDepth+=increment;
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.sprite.Depth = startDepth + limb.sprite.Depth * 0.0001f;
|
||||
}
|
||||
|
||||
FindLowestLimb();
|
||||
}
|
||||
|
||||
public bool OnLimbCollision(Fixture f1, Fixture f2, Contact contact)
|
||||
{
|
||||
Structure structure = f2.Body.UserData as Structure;
|
||||
|
||||
//always collides with bodies other than structures
|
||||
if (structure == null)
|
||||
{
|
||||
CalculateImpact(f1, f2, contact);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (structure.IsPlatform)
|
||||
{
|
||||
if (ignorePlatforms) return false;
|
||||
|
||||
//the collision is ignored if the lowest limb is under the platform
|
||||
if (lowestLimb==null || lowestLimb.Position.Y < structure.Rect.Y) return false;
|
||||
}
|
||||
else if (structure.StairDirection!=Direction.None && lowestLimb != null)
|
||||
{
|
||||
float stairPosY = structure.StairDirection == Direction.Right ?
|
||||
lowestLimb.Position.X - structure.Rect.X : structure.Rect.Width - (lowestLimb.Position.X - structure.Rect.X);
|
||||
|
||||
if (lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + stairPosY) return false;
|
||||
|
||||
if (targetMovement.Y < 0.5f)
|
||||
{
|
||||
if (inWater || lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + 50.0f)
|
||||
{
|
||||
stairs = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (targetMovement.Y >= 0.0f && lowestLimb.SimPosition.Y > ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y * 8.0f))
|
||||
{
|
||||
//stairs = null;
|
||||
//return false;
|
||||
}
|
||||
|
||||
Limb limb = f1.Body.UserData as Limb;
|
||||
if (limb != null)// && (limb.type == LimbType.LeftFoot || limb.type == LimbType.RightFoot))
|
||||
{
|
||||
if (contact.Manifold.LocalNormal.Y >= 0.0f)
|
||||
{
|
||||
if (limb.SimPosition.Y < lowestLimb.SimPosition.Y+0.2f)
|
||||
{
|
||||
stairs = structure;
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
stairs = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
CalculateImpact(f1, f2, contact);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CalculateImpact(Fixture f1, Fixture f2, Contact contact)
|
||||
{
|
||||
Vector2 normal = contact.Manifold.LocalNormal;
|
||||
|
||||
Vector2 avgVelocity = Vector2.Zero;
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
avgVelocity += limb.LinearVelocity;
|
||||
}
|
||||
|
||||
avgVelocity = avgVelocity / Limbs.Count();
|
||||
|
||||
float impact = Vector2.Dot((f1.Body.LinearVelocity + avgVelocity) / 2.0f, -normal);
|
||||
|
||||
if (GameMain.Server != null) impact = impact / 2.0f;
|
||||
|
||||
Limb l = (Limb)f1.Body.UserData;
|
||||
|
||||
float volume = stairs == null ? impact/5.0f : impact;
|
||||
volume= Math.Min(impact, 1.0f);
|
||||
|
||||
if (impact > 0.8f && l.HitSound != null && l.soundTimer <= 0.0f) l.HitSound.Play(volume, impact * 100.0f, l.body.FarseerBody);
|
||||
|
||||
if (impact > l.impactTolerance)
|
||||
{
|
||||
character.Health -= (impact - l.impactTolerance * 0.1f);
|
||||
strongestImpact = Math.Max(strongestImpact, impact - l.impactTolerance);
|
||||
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, l.body.FarseerBody);
|
||||
|
||||
if (Character.Controlled == character) GameMain.GameScreen.Cam.Shake = strongestImpact;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (simplePhysicsEnabled) return;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
||||
public void DebugDraw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!GameMain.DebugDraw || !character.Enabled) return;
|
||||
if (simplePhysicsEnabled) return;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
|
||||
if (limb.pullJoint != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
|
||||
pos.Y = -pos.Y;
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
|
||||
|
||||
if (limb.AnimTargetPos == Vector2.Zero) continue;
|
||||
|
||||
Vector2 pos2 = ConvertUnits.ToDisplayUnits(limb.AnimTargetPos);
|
||||
pos2.Y = -pos2.Y;
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos2.X, (int)pos2.Y, 5, 5), Color.Blue, true, 0.01f);
|
||||
|
||||
GUI.DrawLine(spriteBatch, pos, pos2, Color.Green);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (RevoluteJoint joint in limbJoints)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
|
||||
|
||||
pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.body.TargetPosition != Vector2.Zero)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.body.TargetPosition);
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
|
||||
GUI.DrawLine(spriteBatch, pos, new Vector2(limb.Position.X, -limb.Position.Y), limb==RefLimb ? Color.Orange : Color.Cyan);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public virtual void Flip()
|
||||
{
|
||||
dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
|
||||
|
||||
for (int i = 0; i < limbJoints.Count(); i++)
|
||||
{
|
||||
float lowerLimit = -limbJoints[i].UpperLimit;
|
||||
float upperLimit = -limbJoints[i].LowerLimit;
|
||||
|
||||
limbJoints[i].LowerLimit = lowerLimit;
|
||||
limbJoints[i].UpperLimit = upperLimit;
|
||||
|
||||
limbJoints[i].LocalAnchorA = new Vector2(-limbJoints[i].LocalAnchorA.X, limbJoints[i].LocalAnchorA.Y);
|
||||
limbJoints[i].LocalAnchorB = new Vector2(-limbJoints[i].LocalAnchorB.X, limbJoints[i].LocalAnchorB.Y);
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < Limbs.Count(); i++)
|
||||
{
|
||||
if (Limbs[i] == null) continue;
|
||||
|
||||
Vector2 spriteOrigin = Limbs[i].sprite.Origin;
|
||||
spriteOrigin.X = Limbs[i].sprite.SourceRect.Width - spriteOrigin.X;
|
||||
Limbs[i].sprite.Origin = spriteOrigin;
|
||||
|
||||
Limbs[i].Dir = Dir;
|
||||
|
||||
if (Limbs[i].pullJoint == null) continue;
|
||||
|
||||
Limbs[i].pullJoint.LocalAnchorA =
|
||||
new Vector2(
|
||||
-Limbs[i].pullJoint.LocalAnchorA.X,
|
||||
Limbs[i].pullJoint.LocalAnchorA.Y);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 GetCenterOfMass()
|
||||
{
|
||||
Vector2 centerOfMass = Vector2.Zero;
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
centerOfMass += limb.Mass * limb.SimPosition;
|
||||
}
|
||||
|
||||
centerOfMass /= Mass;
|
||||
|
||||
return centerOfMass;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="pullFromCenter">if false, force is applied to the position of pullJoint</param>
|
||||
protected void MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter = false)
|
||||
{
|
||||
limb.Move(pos, amount, pullFromCenter);
|
||||
}
|
||||
|
||||
public void ResetPullJoints()
|
||||
{
|
||||
for (int i = 0; i < Limbs.Count(); i++)
|
||||
{
|
||||
if (Limbs[i] == null || Limbs[i].pullJoint == null) continue;
|
||||
Limbs[i].pullJoint.Enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateAll(Camera cam, float deltaTime)
|
||||
{
|
||||
foreach (Ragdoll r in list)
|
||||
{
|
||||
r.Update(cam, deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void FindHull()
|
||||
{
|
||||
Hull newHull = Hull.FindHull(
|
||||
ConvertUnits.ToDisplayUnits(refLimb.SimPosition),
|
||||
currentHull);
|
||||
|
||||
if (newHull == currentHull) return;
|
||||
|
||||
currentHull = newHull;
|
||||
|
||||
UpdateCollisionCategories();
|
||||
}
|
||||
|
||||
private void UpdateCollisionCategories()
|
||||
{
|
||||
Category wall = currentHull == null ?
|
||||
Physics.CollisionLevel | Physics.CollisionWall
|
||||
: Physics.CollisionWall;
|
||||
|
||||
Category collisionCategory = (ignorePlatforms) ?
|
||||
wall | Physics.CollisionProjectile | Physics.CollisionStairs
|
||||
: wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.ignoreCollisions) continue;
|
||||
|
||||
try
|
||||
{
|
||||
limb.body.CollidesWith = collisionCategory;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to update ragdoll limb collisioncategories", e);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(Camera cam, float deltaTime)
|
||||
{
|
||||
if (!character.Enabled) return;
|
||||
|
||||
UpdateNetPlayerPosition();
|
||||
|
||||
Vector2 flowForce = Vector2.Zero;
|
||||
|
||||
FindLowestLimb();
|
||||
|
||||
FindHull();
|
||||
|
||||
//ragdoll isn't in any room -> it's in the water
|
||||
if (currentHull == null)
|
||||
{
|
||||
inWater = true;
|
||||
headInWater = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
flowForce = GetFlowForce();
|
||||
|
||||
inWater = false;
|
||||
headInWater = false;
|
||||
|
||||
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
|
||||
ConvertUnits.ToSimUnits(currentHull.Surface) - floorY > HeadPosition * 0.95f)
|
||||
inWater = true;
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
Vector2 limbPosition = ConvertUnits.ToDisplayUnits(limb.SimPosition);
|
||||
|
||||
//find the room which the limb is in
|
||||
//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
|
||||
Hull limbHull = Hull.FindHull(limbPosition, currentHull);
|
||||
|
||||
bool prevInWater = limb.inWater;
|
||||
limb.inWater = false;
|
||||
|
||||
if (limbHull == null)
|
||||
{
|
||||
//limb isn't in any room -> it's in the water
|
||||
limb.inWater = true;
|
||||
}
|
||||
else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limbPosition))
|
||||
{
|
||||
if (limbPosition.Y < limbHull.Surface)
|
||||
{
|
||||
limb.inWater = true;
|
||||
|
||||
if (flowForce.Length() > 0.01f)
|
||||
{
|
||||
limb.body.ApplyForce(flowForce);
|
||||
if (flowForce.Length() > 15.0f) surfaceY = limbHull.Surface;
|
||||
}
|
||||
|
||||
surfaceY = limbHull.Surface;
|
||||
|
||||
if (limb.type == LimbType.Head)
|
||||
{
|
||||
headInWater = true;
|
||||
surfaceY = limbHull.Surface;
|
||||
}
|
||||
}
|
||||
//the limb has gone through the surface of the water
|
||||
if (Math.Abs(limb.LinearVelocity.Y) > 5.0f && inWater != prevInWater)
|
||||
{
|
||||
|
||||
//create a splash particle
|
||||
GameMain.ParticleManager.CreateParticle("watersplash",
|
||||
new Vector2(limb.Position.X, limbHull.Surface),
|
||||
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 10.0f)),
|
||||
0.0f, limbHull);
|
||||
|
||||
GameMain.ParticleManager.CreateParticle("bubbles",
|
||||
new Vector2(limb.Position.X, limbHull.Surface),
|
||||
limb.LinearVelocity*0.001f,
|
||||
0.0f, limbHull);
|
||||
|
||||
|
||||
|
||||
//if the Character dropped into water, create a wave
|
||||
if (limb.LinearVelocity.Y<0.0f)
|
||||
{
|
||||
//1.0 when the limb is parallel to the surface of the water
|
||||
// = big splash and a large impact
|
||||
float parallel = (float)Math.Abs(Math.Sin(limb.Rotation));
|
||||
Vector2 impulse = Vector2.Multiply(limb.LinearVelocity, -parallel * limb.Mass);
|
||||
//limb.body.ApplyLinearImpulse(impulse);
|
||||
int n = (int)((limbPosition.X - limbHull.Rect.X) / Hull.WaveWidth);
|
||||
limbHull.WaveVel[n] = Math.Min(impulse.Y * 1.0f, 5.0f);
|
||||
StrongestImpact = ((impulse.Length() * 0.5f) - limb.impactTolerance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
limb.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 simPosition)
|
||||
{
|
||||
Vector2 moveAmount = simPosition - refLimb.SimPosition;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb==refLimb)
|
||||
{
|
||||
limb.body.SetTransform(simPosition, limb.Rotation);
|
||||
continue;
|
||||
}
|
||||
|
||||
//check visibility from the new position of RefLimb to the new position of this limb
|
||||
Vector2 movePos = limb.SimPosition + moveAmount;
|
||||
|
||||
TrySetLimbPosition(limb, simPosition, movePos);
|
||||
}
|
||||
}
|
||||
|
||||
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition)
|
||||
{
|
||||
if (original == simPosition) return;
|
||||
|
||||
Body body = Submarine.CheckVisibility(original, simPosition);
|
||||
Vector2 movePos = simPosition;
|
||||
|
||||
//if there's something in between the limbs
|
||||
if (body != null)
|
||||
{
|
||||
//move the limb close to the position where the raycast hit something
|
||||
movePos = original + ((simPosition - original) * Submarine.LastPickedFraction * 0.9f);
|
||||
}
|
||||
|
||||
limb.body.SetTransform(movePos, limb.Rotation);
|
||||
}
|
||||
|
||||
public void SetRotation(float rotation)
|
||||
{
|
||||
float rotateAmount = rotation - refLimb.Rotation;
|
||||
|
||||
Matrix rotationMatrix = Matrix.CreateRotationZ(rotateAmount);
|
||||
|
||||
refLimb.body.SetTransform(refLimb.SimPosition, rotation);
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb == refLimb) continue;
|
||||
|
||||
Vector2 newPos = limb.SimPosition - refLimb.SimPosition;
|
||||
newPos = Vector2.Transform(newPos, rotationMatrix);
|
||||
|
||||
TrySetLimbPosition(limb, refLimb.SimPosition, refLimb.SimPosition + newPos);
|
||||
limb.body.SetTransform(limb.SimPosition, limb.Rotation + rotateAmount);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateNetPlayerPosition()
|
||||
{
|
||||
if (refLimb.body.TargetPosition == Vector2.Zero)
|
||||
{
|
||||
correctionMovement = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
//if the limb is closer than alloweddistance, just ignore the difference
|
||||
float allowedDistance = NetConfig.AllowedRagdollDistance * ((inWater) ? 2.0f : 1.0f);
|
||||
|
||||
float dist = Vector2.Distance(refLimb.body.SimPosition, refLimb.body.TargetPosition);
|
||||
|
||||
//if the limb is further away than resetdistance, all limbs are immediately snapped to their targetpositions
|
||||
bool resetAll = dist > NetConfig.ResetRagdollDistance;
|
||||
|
||||
Vector2 diff = (refLimb.body.TargetPosition - refLimb.body.SimPosition);
|
||||
|
||||
if (diff == Vector2.Zero || diff.Length() < allowedDistance)
|
||||
{
|
||||
refLimb.body.TargetPosition = Vector2.Zero;
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.body.TargetPosition = Vector2.Zero;
|
||||
}
|
||||
|
||||
correctionMovement = Vector2.Zero;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (inWater)
|
||||
{
|
||||
//foreach (Limb limb in Limbs)
|
||||
//{
|
||||
// //if (limb.body.TargetPosition == Vector2.Zero) continue;
|
||||
|
||||
// limb.body.SetTransform(limb.SimPosition + Vector2.Normalize(diff) * 0.1f, limb.Rotation);
|
||||
//}
|
||||
|
||||
correctionMovement =
|
||||
Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 8.0f, 0.1f, 8.0f), 0.2f);
|
||||
}
|
||||
else
|
||||
{
|
||||
correctionMovement =
|
||||
Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 5.0f, 0.1f, 5.0f), 0.2f);
|
||||
|
||||
if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (resetAll)
|
||||
{
|
||||
System.Diagnostics.Debug.WriteLine("reset ragdoll limb positions");
|
||||
|
||||
SetPosition(refLimb.body.TargetPosition);
|
||||
|
||||
if (character is AICharacter) SetRotation(refLimb.body.TargetRotation);
|
||||
|
||||
//foreach (Limb limb in Limbs)
|
||||
//{
|
||||
// if (limb.body.TargetPosition == Vector2.Zero)
|
||||
// {
|
||||
// limb.body.SetTransform(limb.body.SimPosition + diff, limb.body.Rotation);
|
||||
// continue;
|
||||
// }
|
||||
|
||||
// limb.body.LinearVelocity = limb.body.TargetVelocity;
|
||||
// limb.body.AngularVelocity = limb.body.TargetAngularVelocity;
|
||||
|
||||
// limb.body.SetTransform(limb.body.TargetPosition, limb.body.TargetRotation);
|
||||
// limb.body.TargetPosition = Vector2.Zero;
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)
|
||||
{
|
||||
return prevPosition;
|
||||
}
|
||||
|
||||
|
||||
private Vector2 GetFlowForce()
|
||||
{
|
||||
Vector2 limbPos = ConvertUnits.ToDisplayUnits(Limbs[0].SimPosition);
|
||||
|
||||
Vector2 force = Vector2.Zero;
|
||||
foreach (MapEntity e in MapEntity.mapEntityList)
|
||||
{
|
||||
Gap gap = e as Gap;
|
||||
if (gap == null || gap.FlowTargetHull != currentHull || gap.LerpedFlowForce == Vector2.Zero) continue;
|
||||
|
||||
Vector2 gapPos = gap.SimPosition;
|
||||
|
||||
float dist = Vector2.Distance(limbPos, gapPos);
|
||||
|
||||
force += Vector2.Normalize(gap.LerpedFlowForce) * (Math.Max(gap.LerpedFlowForce.Length() - dist, 0.0f) / 500.0f);
|
||||
}
|
||||
|
||||
if (force.Length() > 20.0f) return force;
|
||||
return force;
|
||||
}
|
||||
|
||||
public Limb GetLimb(LimbType limbType)
|
||||
{
|
||||
Limb limb = null;
|
||||
limbDictionary.TryGetValue(limbType, out limb);
|
||||
return limb;
|
||||
}
|
||||
|
||||
public void FindLowestLimb()
|
||||
{
|
||||
//find the lowest limb
|
||||
lowestLimb = null;
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (lowestLimb == null)
|
||||
lowestLimb = limb;
|
||||
else if (limb.SimPosition.Y < lowestLimb.SimPosition.Y)
|
||||
lowestLimb = limb;
|
||||
}
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
foreach (Limb l in Limbs) l.Remove();
|
||||
foreach (RevoluteJoint joint in limbJoints)
|
||||
{
|
||||
GameMain.World.RemoveJoint(joint);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user