(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
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@@ -10,7 +10,6 @@ using System.Collections.Generic;
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using System.ComponentModel;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Xml.Linq;
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using Voronoi2;
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@@ -494,7 +493,7 @@ namespace Barotrauma
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}
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}
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public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null, float subDockingPortOffset = 0.0f)
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public Vector2 FindSpawnPos(Vector2 spawnPos, Point? submarineSize = null)
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{
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Rectangle dockedBorders = GetDockedBorders();
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Vector2 diffFromDockedBorders =
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@@ -542,17 +541,17 @@ namespace Barotrauma
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else if (minX < 0)
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{
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//no wall found at the left side, spawn to the left from the right-side wall
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spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset;
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spawnPos.X = maxX - minWidth - 100.0f;
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}
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else if (maxX > Level.Loaded.Size.X)
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{
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//no wall found at right side, spawn to the right from the left-side wall
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spawnPos.X = minX + minWidth + 100.0f + subDockingPortOffset;
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spawnPos.X = minX + minWidth + 100.0f;
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}
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else
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{
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//walls found at both sides, use their midpoint
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spawnPos.X = (minX + maxX) / 2 + subDockingPortOffset;
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spawnPos.X = (minX + maxX) / 2;
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}
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spawnPos.Y = Math.Min(spawnPos.Y, Level.Loaded.Size.Y - dockedBorders.Height / 2 - 10);
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@@ -666,7 +665,7 @@ namespace Barotrauma
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}
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}
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public static Body PickBody(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
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public static Body PickBody(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null)
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{
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if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
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{
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@@ -678,20 +677,21 @@ namespace Barotrauma
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Body closestBody = null;
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if (allowInsideFixture)
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{
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var aabb = new FarseerPhysics.Collision.AABB(rayStart - Vector2.One * 0.001f, rayStart + Vector2.One * 0.001f);
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GameMain.World.QueryAABB((fixture) =>
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{
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if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return true; }
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if (fixture == null ||
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(ignoreSensors && fixture.IsSensor) ||
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fixture.CollisionCategories == Category.None ||
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fixture.CollisionCategories == Physics.CollisionItem) return -1;
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if (customPredicate != null && !customPredicate(fixture)) return -1;
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if (collisionCategory != null &&
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!fixture.CollisionCategories.HasFlag((Category)collisionCategory) &&
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!((Category)collisionCategory).HasFlag(fixture.CollisionCategories)) return -1;
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fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform);
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if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
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closestFraction = 0.0f;
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closestNormal = Vector2.Normalize(rayEnd - rayStart);
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if (fixture.Body != null) closestBody = fixture.Body;
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return false;
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}, ref aabb);
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if (closestFraction <= 0.0f)
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if (fixture.Body.UserData is Structure structure)
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{
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lastPickedPosition = rayStart;
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lastPickedFraction = closestFraction;
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@@ -721,7 +721,7 @@ namespace Barotrauma
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return closestBody;
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}
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public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null, bool allowInsideFixture = false)
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public static List<Body> PickBodies(Vector2 rayStart, Vector2 rayEnd, List<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null)
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{
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if (Vector2.DistanceSquared(rayStart, rayEnd) < 0.00001f)
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{
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@@ -732,9 +732,25 @@ namespace Barotrauma
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List<Body> bodies = new List<Body>();
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return -1; }
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if (fixture == null ||
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(ignoreSensors && fixture.IsSensor) ||
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fixture.CollisionCategories == Category.None ||
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fixture.CollisionCategories == Physics.CollisionItem) return -1;
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if (fixture.Body != null) { bodies.Add(fixture.Body); }
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if (customPredicate != null && !customPredicate(fixture)) return -1;
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if (collisionCategory != null &&
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!fixture.CollisionCategories.HasFlag((Category)collisionCategory) &&
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!((Category)collisionCategory).HasFlag(fixture.CollisionCategories)) return -1;
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if (ignoredBodies != null && ignoredBodies.Contains(fixture.Body)) return -1;
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if (fixture.Body.UserData is Structure structure)
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{
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if (structure.IsPlatform && collisionCategory != null && !((Category)collisionCategory).HasFlag(Physics.CollisionPlatform)) return -1;
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}
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bodies.Add(fixture.Body);
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if (fraction < closestFraction)
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{
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lastPickedPosition = rayStart + (rayEnd - rayStart) * fraction;
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@@ -744,68 +760,10 @@ namespace Barotrauma
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return fraction;
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}, rayStart, rayEnd);
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if (allowInsideFixture)
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{
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var aabb = new FarseerPhysics.Collision.AABB(rayStart - Vector2.One * 0.001f, rayStart + Vector2.One * 0.001f);
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GameMain.World.QueryAABB((fixture) =>
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{
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if (bodies.Contains(fixture.Body) || fixture.Body == null) { return true; }
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if (!CheckFixtureCollision(fixture, ignoredBodies, collisionCategory, ignoreSensors, customPredicate)) { return true; }
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fixture.Body.GetTransform(out FarseerPhysics.Common.Transform transform);
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if (!fixture.Shape.TestPoint(ref transform, ref rayStart)) { return true; }
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closestFraction = 0.0f;
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lastPickedPosition = rayStart;
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lastPickedFraction = 0.0f;
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lastPickedNormal = Vector2.Normalize(rayEnd - rayStart);
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bodies.Add(fixture.Body);
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return false;
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}, ref aabb);
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}
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return bodies;
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}
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private static bool CheckFixtureCollision(Fixture fixture, IEnumerable<Body> ignoredBodies = null, Category? collisionCategory = null, bool ignoreSensors = true, Predicate<Fixture> customPredicate = null)
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{
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if (fixture == null ||
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(ignoreSensors && fixture.IsSensor) ||
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fixture.CollisionCategories == Category.None ||
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fixture.CollisionCategories == Physics.CollisionItem)
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{
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return false;
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}
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if (customPredicate != null && !customPredicate(fixture))
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{
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return false;
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}
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if (collisionCategory != null &&
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!fixture.CollisionCategories.HasFlag((Category)collisionCategory) &&
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!((Category)collisionCategory).HasFlag(fixture.CollisionCategories))
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{
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return false;
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}
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if (ignoredBodies != null && ignoredBodies.Contains(fixture.Body))
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{
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return false;
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}
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if (fixture.Body.UserData is Structure structure)
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{
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if (structure.IsPlatform && collisionCategory != null && !((Category)collisionCategory).HasFlag(Physics.CollisionPlatform))
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// check visibility between two points (in sim units)
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/// </summary>
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