Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
This commit is contained in:
@@ -0,0 +1,253 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Joints
|
||||
{
|
||||
public enum JointType
|
||||
{
|
||||
Unknown,
|
||||
Revolute,
|
||||
Prismatic,
|
||||
Distance,
|
||||
Pulley,
|
||||
//Mouse, <- We have fixed mouse
|
||||
Gear,
|
||||
Wheel,
|
||||
Weld,
|
||||
Friction,
|
||||
Rope,
|
||||
Motor,
|
||||
|
||||
//FPE note: From here on and down, it is only FPE joints
|
||||
Angle,
|
||||
FixedMouse,
|
||||
FixedRevolute,
|
||||
FixedDistance,
|
||||
FixedLine,
|
||||
FixedPrismatic,
|
||||
FixedAngle,
|
||||
FixedFriction,
|
||||
}
|
||||
|
||||
public enum LimitState
|
||||
{
|
||||
Inactive,
|
||||
AtLower,
|
||||
AtUpper,
|
||||
Equal,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A joint edge is used to connect bodies and joints together
|
||||
/// in a joint graph where each body is a node and each joint
|
||||
/// is an edge. A joint edge belongs to a doubly linked list
|
||||
/// maintained in each attached body. Each joint has two joint
|
||||
/// nodes, one for each attached body.
|
||||
/// </summary>
|
||||
public sealed class JointEdge
|
||||
{
|
||||
/// <summary>
|
||||
/// The joint.
|
||||
/// </summary>
|
||||
public Joint Joint;
|
||||
|
||||
/// <summary>
|
||||
/// The next joint edge in the body's joint list.
|
||||
/// </summary>
|
||||
public JointEdge Next;
|
||||
|
||||
/// <summary>
|
||||
/// Provides quick access to the other body attached.
|
||||
/// </summary>
|
||||
public Body Other;
|
||||
|
||||
/// <summary>
|
||||
/// The previous joint edge in the body's joint list.
|
||||
/// </summary>
|
||||
public JointEdge Prev;
|
||||
}
|
||||
|
||||
public abstract class Joint
|
||||
{
|
||||
private float _breakpoint;
|
||||
private double _breakpointSquared;
|
||||
|
||||
/// <summary>
|
||||
/// Indicate if this join is enabled or not. Disabling a joint
|
||||
/// means it is still in the simulation, but inactive.
|
||||
/// </summary>
|
||||
public bool Enabled = true;
|
||||
|
||||
internal JointEdge EdgeA = new JointEdge();
|
||||
internal JointEdge EdgeB = new JointEdge();
|
||||
internal bool IslandFlag;
|
||||
|
||||
protected Joint()
|
||||
{
|
||||
Breakpoint = float.MaxValue;
|
||||
|
||||
//Connected bodies should not collide by default
|
||||
CollideConnected = false;
|
||||
}
|
||||
|
||||
protected Joint(Body bodyA, Body bodyB) : this()
|
||||
{
|
||||
//Can't connect a joint to the same body twice.
|
||||
Debug.Assert(bodyA != bodyB);
|
||||
|
||||
BodyA = bodyA;
|
||||
BodyB = bodyB;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for fixed joint
|
||||
/// </summary>
|
||||
protected Joint(Body body) : this()
|
||||
{
|
||||
BodyA = body;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the type of the joint.
|
||||
/// </summary>
|
||||
/// <value>The type of the joint.</value>
|
||||
public JointType JointType { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the first body attached to this joint.
|
||||
/// </summary>
|
||||
public Body BodyA { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the second body attached to this joint.
|
||||
/// </summary>
|
||||
public Body BodyB { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the anchor point on bodyA in world coordinates.
|
||||
/// On some joints, this value indicate the anchor point within the world.
|
||||
/// </summary>
|
||||
public abstract Vector2 WorldAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Get the anchor point on bodyB in world coordinates.
|
||||
/// On some joints, this value indicate the anchor point within the world.
|
||||
/// </summary>
|
||||
public abstract Vector2 WorldAnchorB { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Set the user data pointer.
|
||||
/// </summary>
|
||||
/// <value>The data.</value>
|
||||
public object UserData { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Set this flag to true if the attached bodies should collide.
|
||||
/// </summary>
|
||||
public bool CollideConnected { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
|
||||
/// The default value is float.MaxValue, which means it never breaks.
|
||||
/// </summary>
|
||||
public float Breakpoint
|
||||
{
|
||||
get { return _breakpoint; }
|
||||
set
|
||||
{
|
||||
_breakpoint = value;
|
||||
_breakpointSquared = _breakpoint * _breakpoint;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fires when the joint is broken.
|
||||
/// </summary>
|
||||
public event Action<Joint, float> Broke;
|
||||
|
||||
/// <summary>
|
||||
/// Get the reaction force on body at the joint anchor in Newtons.
|
||||
/// </summary>
|
||||
/// <param name="invDt">The inverse delta time.</param>
|
||||
public abstract Vector2 GetReactionForce(float invDt);
|
||||
|
||||
/// <summary>
|
||||
/// Get the reaction torque on the body at the joint anchor in N*m.
|
||||
/// </summary>
|
||||
/// <param name="invDt">The inverse delta time.</param>
|
||||
public abstract float GetReactionTorque(float invDt);
|
||||
|
||||
protected void WakeBodies()
|
||||
{
|
||||
if (BodyA != null)
|
||||
BodyA.Awake = true;
|
||||
|
||||
if (BodyB != null)
|
||||
BodyB.Awake = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return true if the joint is a fixed type.
|
||||
/// </summary>
|
||||
public bool IsFixedType()
|
||||
{
|
||||
return JointType == JointType.FixedRevolute ||
|
||||
JointType == JointType.FixedDistance ||
|
||||
JointType == JointType.FixedPrismatic ||
|
||||
JointType == JointType.FixedLine ||
|
||||
JointType == JointType.FixedMouse ||
|
||||
JointType == JointType.FixedAngle ||
|
||||
JointType == JointType.FixedFriction;
|
||||
}
|
||||
|
||||
internal abstract void InitVelocityConstraints(ref SolverData data);
|
||||
|
||||
internal void Validate(float invDt)
|
||||
{
|
||||
if (!Enabled)
|
||||
return;
|
||||
|
||||
float jointErrorSquared = GetReactionForce(invDt).LengthSquared();
|
||||
|
||||
if (Math.Abs(jointErrorSquared) <= _breakpointSquared)
|
||||
return;
|
||||
|
||||
Enabled = false;
|
||||
|
||||
if (Broke != null)
|
||||
Broke(this, (float)Math.Sqrt(jointErrorSquared));
|
||||
}
|
||||
|
||||
internal abstract void SolveVelocityConstraints(ref SolverData data);
|
||||
|
||||
/// <summary>
|
||||
/// Solves the position constraints.
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
/// <returns>returns true if the position errors are within tolerance.</returns>
|
||||
internal abstract bool SolvePositionConstraints(ref SolverData data);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user