Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Diagnostics;
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using FarseerPhysics.Common;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Collision.Shapes
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{
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/// <summary>
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/// A circle shape.
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/// </summary>
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public class CircleShape : Shape
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{
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internal Vector2 _position;
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/// <summary>
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/// Create a new circle with the desired radius and density.
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/// </summary>
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/// <param name="radius">The radius of the circle.</param>
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/// <param name="density">The density of the circle.</param>
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public CircleShape(float radius, float density)
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: base(density)
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{
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Debug.Assert(radius >= 0);
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Debug.Assert(density >= 0);
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ShapeType = ShapeType.Circle;
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_position = Vector2.Zero;
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Radius = radius; // The Radius property cache 2radius and calls ComputeProperties(). So no need to call ComputeProperties() here.
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}
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internal CircleShape()
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: base(0)
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{
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ShapeType = ShapeType.Circle;
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_radius = 0.0f;
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_position = Vector2.Zero;
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}
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public override int ChildCount
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{
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get { return 1; }
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}
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/// <summary>
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/// Get or set the position of the circle
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/// </summary>
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public Vector2 Position
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{
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get { return _position; }
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set
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{
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_position = value;
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ComputeProperties(); //TODO: Optimize here
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}
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}
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public override bool TestPoint(ref Transform transform, ref Vector2 point)
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{
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Vector2 center = transform.p + MathUtils.Mul(transform.q, Position);
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Vector2 d = point - center;
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return Vector2.Dot(d, d) <= _2radius;
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}
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public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform, int childIndex)
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{
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// Collision Detection in Interactive 3D Environments by Gino van den Bergen
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// From Section 3.1.2
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// x = s + a * r
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// norm(x) = radius
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output = new RayCastOutput();
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Vector2 position = transform.p + MathUtils.Mul(transform.q, Position);
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Vector2 s = input.Point1 - position;
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float b = Vector2.Dot(s, s) - _2radius;
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// Solve quadratic equation.
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Vector2 r = input.Point2 - input.Point1;
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float c = Vector2.Dot(s, r);
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float rr = Vector2.Dot(r, r);
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float sigma = c * c - rr * b;
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// Check for negative discriminant and short segment.
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if (sigma < 0.0f || rr < Settings.Epsilon)
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{
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return false;
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}
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// Find the point of intersection of the line with the circle.
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float a = -(c + (float)Math.Sqrt(sigma));
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// Is the intersection point on the segment?
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if (0.0f <= a && a <= input.MaxFraction * rr)
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{
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a /= rr;
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output.Fraction = a;
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//TODO: Check results here
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output.Normal = s + a * r;
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output.Normal.Normalize();
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return true;
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}
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return false;
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}
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public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
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{
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Vector2 p = transform.p + MathUtils.Mul(transform.q, Position);
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aabb.LowerBound = new Vector2(p.X - Radius, p.Y - Radius);
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aabb.UpperBound = new Vector2(p.X + Radius, p.Y + Radius);
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}
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protected override sealed void ComputeProperties()
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{
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float area = Settings.Pi * _2radius;
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MassData.Area = area;
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MassData.Mass = Density * area;
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MassData.Centroid = Position;
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// inertia about the local origin
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MassData.Inertia = MassData.Mass * (0.5f * _2radius + Vector2.Dot(Position, Position));
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}
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public override float ComputeSubmergedArea(ref Vector2 normal, float offset, ref Transform xf, out Vector2 sc)
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{
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sc = Vector2.Zero;
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Vector2 p = MathUtils.Mul(ref xf, Position);
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float l = -(Vector2.Dot(normal, p) - offset);
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if (l < -Radius + Settings.Epsilon)
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{
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//Completely dry
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return 0;
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}
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if (l > Radius)
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{
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//Completely wet
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sc = p;
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return Settings.Pi * _2radius;
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}
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//Magic
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float l2 = l * l;
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float area = _2radius * (float)((Math.Asin(l / Radius) + Settings.Pi / 2) + l * Math.Sqrt(_2radius - l2));
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float com = -2.0f / 3.0f * (float)Math.Pow(_2radius - l2, 1.5f) / area;
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sc.X = p.X + normal.X * com;
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sc.Y = p.Y + normal.Y * com;
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return area;
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}
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/// <summary>
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/// Compare the circle to another circle
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/// </summary>
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/// <param name="shape">The other circle</param>
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/// <returns>True if the two circles are the same size and have the same position</returns>
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public bool CompareTo(CircleShape shape)
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{
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return (Radius == shape.Radius && Position == shape.Position);
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}
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public override Shape Clone()
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{
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CircleShape clone = new CircleShape();
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clone.ShapeType = ShapeType;
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clone._radius = Radius;
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clone._2radius = _2radius; //FPE note: We also copy the cache
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clone._density = _density;
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clone._position = _position;
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clone.MassData = MassData;
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return clone;
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}
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}
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}
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