Collider-controlled swimming, fixes
This commit is contained in:
@@ -8,10 +8,10 @@
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walkanimspeed="4.58"
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movementlerp="0.4"
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legtorque="15.0"
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thightorque="-5.0">
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thightorque="-5.0"
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swimspeed="2.0">
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<collider height="100" radius="15" mass = "70"/>
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<collider height="100" radius="15"/>
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<!-- head -->
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<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2" impacttolerance="5.0">
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@@ -11,8 +11,10 @@
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movementlerp="0.4"
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legtorque="15.0"
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thightorque="-5.0"
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walkspeed="2.0"
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swimspeed="2.0">
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walkspeed="1.2"
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swimspeed="2.5">
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<collider height="100" radius="15"/>
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<!-- head -->
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<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2" impacttolerance="5.0">
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@@ -71,36 +71,21 @@ namespace Barotrauma
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steeringManager.Update(moveSpeed);
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Character.AnimController.IgnorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f &&
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bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f &&
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(-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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var currPath = (steeringManager as IndoorsSteeringManager).CurrentPath;
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if (currPath != null && currPath.CurrentNode != null)
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{
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if (currPath.CurrentNode.WorldPosition.Y < Character.WorldPosition.Y - 200)
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if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
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{
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Character.AnimController.IgnorePlatforms = true;
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ignorePlatforms = true;
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}
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//if (Character.AnimController.Stairs != null)
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//{
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// float yDiff = currPath.CurrentNode.WorldPosition.Y - Character.WorldPosition.Y;
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// if (Math.Abs(yDiff) > 20.0f)
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// {
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// int dir = Math.Sign(yDiff);
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// float movement = Character.AnimController.Stairs.StairDirection == Direction.Right ?
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// dir * Character.AnimController.TargetMovement.Length() : -dir * Character.AnimController.TargetMovement.Length();
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// steeringManager.SteeringManual(deltaTime, new Vector2(movement*2, 0.0f));
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// }
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//}
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}
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Character.AnimController.IgnorePlatforms = ignorePlatforms;
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(Character.AnimController as HumanoidAnimController).Crouching = false;
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if (!Character.AnimController.InWater)
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{
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Character.AnimController.TargetMovement = new Vector2(
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@@ -88,6 +88,13 @@ namespace Barotrauma
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Vector2 diff = DiffToCurrentNode();
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var collider = character.AnimController.Collider;
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//if not in water and the waypoint is between the top and bottom of the collider, no need to move vertically
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if (!character.AnimController.InWater && diff.Y < collider.height / 2 + collider.radius)
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{
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diff.Y = 0.0f;
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}
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if (diff == Vector2.Zero) return -host.Steering;
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return Vector2.Normalize(diff) * speed;
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@@ -95,7 +102,7 @@ namespace Barotrauma
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private Vector2 DiffToCurrentNode()
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{
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if (currentPath == null || currentPath.Finished) return Vector2.Zero;
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if (currentPath == null || currentPath.Finished || currentPath.Unreachable) return Vector2.Zero;
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if (currentPath.Finished)
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{
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@@ -168,7 +168,10 @@ namespace Barotrauma
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//if searching for a path inside the sub, make sure the waypoint is visible
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if (insideSubmarine)
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{
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var body = Submarine.CheckVisibility(start, node.Waypoint.SimPosition);
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var body = Submarine.PickBody(
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start, node.Waypoint.SimPosition, null,
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Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionStairs | Physics.CollisionPlatform);
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if (body != null && body.UserData is Structure) continue;
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}
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@@ -62,6 +62,13 @@ namespace Barotrauma
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public virtual void Update(float speed = 1.0f)
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{
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if (steering == Vector2.Zero || !MathUtils.IsValid(steering))
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{
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steering = Vector2.Zero;
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host.Steering = Vector2.Zero;
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return;
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}
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float steeringSpeed = steering.Length();
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if (steeringSpeed>speed)
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{
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@@ -430,6 +430,7 @@ namespace Barotrauma
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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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public override Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)
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@@ -443,38 +444,14 @@ namespace Barotrauma
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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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Vector2 centerOfMass = GetCenterOfMass();
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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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{
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Vector2 diff = newPos - l.SimPosition;
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l.body.SetTransform(
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l.SimPosition + Submarine.LastPickedFraction * diff * 0.8f, l.body.Rotation);
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}
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else
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{
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l.body.SetTransform(newPos, l.body.Rotation);
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}
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TrySetLimbPosition(l,
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centerOfMass,
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new Vector2(centerOfMass.X - (l.SimPosition.X - centerOfMass.X), l.SimPosition.Y),
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true);
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}
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}
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@@ -215,7 +215,7 @@ namespace Barotrauma
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if (onFloorTimer <= 0.0f)
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{
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onGround = false;
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if (GetLimb(LimbType.Torso).inWater) inWater = true;
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//if (GetLimb(LimbType.Torso).inWater) inWater = true;
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//TODO: joku järkevämpi systeemi
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//if (!inWater && lastTimeOnFloor + 200 < gameTime.TotalGameTime.Milliseconds)
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// stunTimer = Math.Max(stunTimer, (float)gameTime.TotalGameTime.TotalMilliseconds + 100.0f);
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@@ -227,13 +227,34 @@ namespace Barotrauma
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//re-enable collider (unless swimming)
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if (!collider.FarseerBody.Enabled && !swimming)
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if (!collider.FarseerBody.Enabled)
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{
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var lowestLimb = FindLowestLimb();
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collider.SetTransform(lowestLimb.SimPosition + Vector2.UnitY * (collider.radius + collider.height / 2), 0.0f);
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collider.SetTransform(new Vector2(
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collider.SimPosition.X,
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Math.Max(lowestLimb.SimPosition.Y + (collider.radius + collider.height / 2), collider.SimPosition.Y)),
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0.0f);
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collider.FarseerBody.Enabled = true;
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}
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if (swimming)
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{
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collider.FarseerBody.FixedRotation = false;
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}
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else if (!collider.FarseerBody.FixedRotation)
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{
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if (Math.Abs(MathUtils.GetShortestAngle(collider.Rotation, 0.0f)) > 0.001f)
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{
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collider.AngularVelocity = MathUtils.GetShortestAngle(collider.Rotation, 0.0f) * 60.0f;
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collider.FarseerBody.FixedRotation = false;
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}
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else
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{
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collider.FarseerBody.FixedRotation = true;
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}
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}
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if (character.LockHands)
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{
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var leftHand = GetLimb(LimbType.LeftHand);
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@@ -368,7 +389,6 @@ namespace Barotrauma
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}
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Vector2 colliderPos = GetColliderBottom();
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if (Math.Abs(TargetMovement.X) > 1.0f)
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{
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int limbsInWater = 0;
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@@ -630,14 +650,16 @@ namespace Barotrauma
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Limb head = GetLimb(LimbType.Head);
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Limb torso = GetLimb(LimbType.Torso);
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collider.FarseerBody.Enabled = false;
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collider.SetTransform(torso.SimPosition, 0.0f);
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//collider.FarseerBody.Enabled = false;
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//collider.SetTransform(torso.SimPosition, 0.0f);
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if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f) && !head.inWater)
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// float colliderTop = collider.SimPosition.Y + (float)Math.Cos(collider.Rotation) * (collider.radius + collider.height / 2);
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if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f))
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{
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surfaceLimiter = (ConvertUnits.ToDisplayUnits(head.SimPosition.Y) - surfaceY);
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surfaceLimiter = (ConvertUnits.ToDisplayUnits(collider.SimPosition.Y + 0.4f) - surfaceY);
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surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
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if (surfaceLimiter > 20.0f) return;
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if (surfaceLimiter > 50.0f) return;
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}
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Limb leftHand = GetLimb(LimbType.LeftHand);
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@@ -645,9 +667,8 @@ namespace Barotrauma
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Limb leftFoot = GetLimb(LimbType.LeftFoot);
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Limb rightFoot = GetLimb(LimbType.RightFoot);
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float rotation = MathHelper.WrapAngle(torso.Rotation);
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float rotation = MathHelper.WrapAngle(collider.Rotation);
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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@@ -666,7 +687,10 @@ namespace Barotrauma
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{
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if (!aiming)
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{
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torso.body.SmoothRotate(MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2);
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float newRotation = MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2;
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collider.SmoothRotate(newRotation, 5.0f);
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//torso.body.SmoothRotate(newRotation);
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}
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}
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else
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@@ -678,23 +702,34 @@ namespace Barotrauma
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TargetMovement = new Vector2(0.0f, -0.1f);
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torso.body.SmoothRotate(MathUtils.VectorToAngle(diff));
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float newRotation = MathUtils.VectorToAngle(diff);
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collider.SmoothRotate(newRotation, 5.0f);
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}
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}
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torso.body.SmoothRotate(collider.Rotation);
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torso.body.MoveToPos(collider.SimPosition + new Vector2((float)Math.Sin(-collider.Rotation), (float)Math.Cos(-collider.Rotation))*0.4f, 5.0f);
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if (TargetMovement == Vector2.Zero) return;
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movement = MathUtils.SmoothStep(movement, TargetMovement * swimSpeed, 0.3f);
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movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
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//dont try to move upwards if head is already out of water
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if (surfaceLimiter > 1.0f && TargetMovement.Y > 0.0f)
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{
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if (TargetMovement.X == 0.0f)
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{
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head.body.ApplyForce(head.Mass * new Vector2(-Dir * 5.1f, -5.0f));
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torso.body.ApplyForce(torso.Mass * new Vector2(-Dir * 5.1f, -15.0f));
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leftFoot.body.ApplyForce(leftFoot.Mass * new Vector2(0.0f, -80.0f));
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rightFoot.body.ApplyForce(rightFoot.Mass * new Vector2(0.0f, -80.0f));
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//pull head above water
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head.body.SmoothRotate(0.0f, 5.0f);
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walkPos += 0.05f;
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//push feet downwards
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//leftFoot.body.ApplyForce(leftFoot.Mass * new Vector2(0.0f, -50.0f));
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// rightFoot.body.ApplyForce(rightFoot.Mass * new Vector2(0.0f, -50.0f));
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}
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else
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{
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@@ -703,23 +738,17 @@ namespace Barotrauma
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* Math.Sign(TargetMovement.X),
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Math.Max(TargetMovement.Y, TargetMovement.Y * 0.2f));
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head.body.ApplyTorque(Dir * 0.1f);
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//turn head above the water
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head.body.ApplyTorque(Dir);
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}
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movement.Y = movement.Y - (surfaceLimiter - 1.0f) * 0.01f;
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}
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movement.Y -= 0.05f;
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head.body.ApplyForce((new Vector2(movement.X,
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movement.Y / surfaceLimiter + 0.2f) - head.body.LinearVelocity * 0.2f) *
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30.0f * head.body.Mass);
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torso.body.ApplyForce((new Vector2(movement.X,
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movement.Y / surfaceLimiter + 0.2f) - torso.body.LinearVelocity * 0.2f) * 10.0f * torso.body.Mass);
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collider.LinearVelocity = Vector2.Lerp(collider.LinearVelocity, movement * swimSpeed, movementLerp);
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walkPos += movement.Length() * 0.15f;
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footPos = (leftFoot.SimPosition + rightFoot.SimPosition) / 2.0f;
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footPos = collider.SimPosition - new Vector2((float)Math.Sin(-collider.Rotation), (float)Math.Cos(-collider.Rotation)) * 0.4f;
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var rightThigh = GetLimb(LimbType.RightThigh);
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var leftThigh = GetLimb(LimbType.LeftThigh);
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@@ -730,41 +759,32 @@ namespace Barotrauma
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Vector2 transformedFootPos = new Vector2((float)Math.Sin(walkPos) * 0.5f, 0.0f);
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transformedFootPos = Vector2.Transform(
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transformedFootPos,
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Matrix.CreateRotationZ(torso.body.Rotation));
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Matrix.CreateRotationZ(collider.Rotation));
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if (Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, rightThigh.Rotation)) < 0.3f)
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{
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MoveLimb(rightFoot, footPos - transformedFootPos, 1.0f);
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}
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if (Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, leftThigh.Rotation)) < 0.3f)
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{
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MoveLimb(leftFoot, footPos + transformedFootPos, 1.0f);
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}
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MoveLimb(rightFoot, footPos - transformedFootPos, 1.0f);
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MoveLimb(leftFoot, footPos + transformedFootPos, 1.0f);
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handPos = (torso.SimPosition + head.SimPosition) / 2.0f;
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//if (!rightHand.Disabled) rightHand.body.ApplyTorque(leftHand.body.Mass * Dir);
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//if (!leftHand.Disabled) leftHand.body.ApplyTorque(leftHand.body.Mass * Dir);
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//at the surface, not moving sideways -> hands just float around
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if (!headInWater && TargetMovement.X == 0.0f && TargetMovement.Y > 0)
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{
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handPos.X = handPos.X + Dir * 0.6f;
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float wobbleAmount = 0.05f;
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float wobbleAmount = 0.1f;
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if (!rightHand.Disabled)
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{
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MoveLimb(rightHand, new Vector2(
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handPos.X + (float)Math.Sin(walkPos / 1.5f) * wobbleAmount,
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handPos.Y + (float)Math.Sin(walkPos / 3.5f) * wobbleAmount - 0.0f), 1.5f);
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handPos.Y + (float)Math.Sin(walkPos / 3.5f) * wobbleAmount - 0.25f), 1.5f);
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}
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if (!leftHand.Disabled)
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{
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MoveLimb(leftHand, new Vector2(
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handPos.X + (float)Math.Sin(walkPos / 2.0f) * wobbleAmount,
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handPos.Y + (float)Math.Sin(walkPos / 3.0f) * wobbleAmount - 0.0f), 1.5f);
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handPos.Y + (float)Math.Sin(walkPos / 3.0f) * wobbleAmount - 0.25f), 1.5f);
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}
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return;
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@@ -772,8 +792,8 @@ namespace Barotrauma
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handPos += head.LinearVelocity * 0.1f;
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float handCyclePos = walkPos / 2.0f;
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float handPosX = (float)Math.Cos(handCyclePos * Dir) * 0.4f;
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float handCyclePos = walkPos / 3.0f * -Dir;
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float handPosX = (float)Math.Cos(handCyclePos) * 0.4f;
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float handPosY = (float)Math.Sin(handCyclePos) * 1.0f;
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handPosY = MathHelper.Clamp(handPosY, -0.8f, 0.8f);
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@@ -782,21 +802,18 @@ namespace Barotrauma
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if (!rightHand.Disabled)
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{
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Vector2 rightHandPos = new Vector2(-handPosX, -handPosY);
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rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, rightHandPos.X) : Math.Min(-0.2f, rightHandPos.X);
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rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, rightHandPos.X) : Math.Min(-0.3f, rightHandPos.X);
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rightHandPos = Vector2.Transform(rightHandPos, rotationMatrix);
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//MoveLimb(rightHand, handPos + rightHandPos, 1.5f);
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HandIK(rightHand, handPos + rightHandPos, 0.5f);
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}
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if (!leftHand.Disabled)
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{
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Vector2 leftHandPos = new Vector2(handPosX, handPosY);
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leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, leftHandPos.X) : Math.Min(-0.2f, leftHandPos.X);
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leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, leftHandPos.X) : Math.Min(-0.3f, leftHandPos.X);
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leftHandPos = Vector2.Transform(leftHandPos, rotationMatrix);
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//MoveLimb(leftHand, handPos + leftHandPos,1.5f);
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HandIK(leftHand, handPos + leftHandPos, 0.5f);
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}
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}
|
||||
@@ -813,10 +830,6 @@ namespace Barotrauma
|
||||
IgnorePlatforms = true;
|
||||
|
||||
Vector2 tempTargetMovement = TargetMovement;
|
||||
//if (TargetMovement.Y != 0.0f)
|
||||
//{
|
||||
// tempTargetMovement.Y = Math.Max(Math.Abs(TargetMovement.Y), 0.6f) * Math.Sign(TargetMovement.Y);
|
||||
//}
|
||||
movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
|
||||
|
||||
Limb leftFoot = GetLimb(LimbType.LeftFoot);
|
||||
|
||||
@@ -279,10 +279,11 @@ namespace Barotrauma
|
||||
if (collider == null)
|
||||
{
|
||||
DebugConsole.ThrowError("No collider configured for ''"+character.Name+"''!");
|
||||
collider = new PhysicsBody(0.0f, 0.0f, 16.0f, 5.0f);
|
||||
collider = new PhysicsBody(0.0f, 0.0f, 0.1f, 5.0f);
|
||||
}
|
||||
|
||||
collider.CollisionCategories = Physics.CollisionCharacter;
|
||||
collider.FarseerBody.AngularDamping = 5.0f;
|
||||
collider.FarseerBody.FixedRotation = true;
|
||||
collider.FarseerBody.OnCollision += OnLimbCollision;
|
||||
|
||||
@@ -388,71 +389,30 @@ namespace Barotrauma
|
||||
else if (structure.StairDirection != Direction.None)
|
||||
{
|
||||
stairs = null;
|
||||
|
||||
//---------------
|
||||
|
||||
//don't collider with stairs if
|
||||
|
||||
//1. bottom of the collider is at the bottom of the stairs and the character isn't trying to move upwards
|
||||
float stairBottomPos = ConvertUnits.ToSimUnits(structure.Rect.Y - structure.Rect.Height + 10);
|
||||
if (colliderBottom.Y < stairBottomPos && targetMovement.Y < 0.5f) return false;
|
||||
|
||||
//---------------
|
||||
|
||||
//2. bottom of the collider is at the top of the stairs and the character isn't trying to move downwards
|
||||
if (targetMovement.Y >= 0.0f && colliderBottom.Y >= ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y*5)) return false;
|
||||
|
||||
//---------------
|
||||
|
||||
|
||||
//3. collided with the stairs from below
|
||||
if (contact.Manifold.LocalNormal.Y < 0.0f) return false;
|
||||
|
||||
//---------------
|
||||
|
||||
//4. contact points is above the bottom half of the collider
|
||||
Vector2 normal; FarseerPhysics.Common.FixedArray2<Vector2> points;
|
||||
|
||||
contact.GetWorldManifold(out normal, out points);
|
||||
if (points[0].Y > collider.SimPosition.Y) return false;
|
||||
|
||||
//---------------
|
||||
|
||||
//5. in water
|
||||
if (inWater && targetMovement.Y < 0.5f) return false;
|
||||
|
||||
//---------------
|
||||
|
||||
stairs = structure;
|
||||
|
||||
//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 - 10.0f) 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 (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);
|
||||
@@ -478,13 +438,11 @@ namespace Barotrauma
|
||||
|
||||
float impact = Vector2.Dot(velocity, -normal);
|
||||
|
||||
float volume = Math.Min(impact, 1.0f);
|
||||
if (f1.Body.UserData is Limb)
|
||||
{
|
||||
Limb limb = (Limb)f1.Body.UserData;
|
||||
|
||||
float volume = stairs == null ? impact / 5.0f : impact;
|
||||
volume = Math.Min(impact, 1.0f);
|
||||
|
||||
|
||||
if (impact > 0.5f && limb.HitSound != null && limb.soundTimer <= 0.0f)
|
||||
{
|
||||
limb.soundTimer = Limb.SoundInterval;
|
||||
@@ -496,11 +454,11 @@ namespace Barotrauma
|
||||
if (!character.IsNetworkPlayer || GameMain.Server != null)
|
||||
{
|
||||
character.AddDamage(CauseOfDeath.Damage, impact - 8.0f, null);
|
||||
|
||||
if (impact > 8.0f) SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, collider);
|
||||
strongestImpact = Math.Max(strongestImpact, impact - 8.0f);
|
||||
}
|
||||
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, collider);
|
||||
|
||||
|
||||
if (Character.Controlled == character) GameMain.GameScreen.Cam.Shake = strongestImpact;
|
||||
}
|
||||
@@ -532,21 +490,11 @@ namespace Barotrauma
|
||||
if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
|
||||
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);
|
||||
}
|
||||
|
||||
limb.body.DebugDraw(spriteBatch, character.Submarine == null ? Color.Cyan : Color.White);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
collider.DebugDraw(spriteBatch, character.Submarine == null ? Color.Cyan : Color.White);
|
||||
|
||||
foreach (RevoluteJoint joint in limbJoints)
|
||||
@@ -765,8 +713,6 @@ namespace Barotrauma
|
||||
|
||||
Vector2 flowForce = Vector2.Zero;
|
||||
|
||||
//FindLowestLimb();
|
||||
|
||||
FindHull();
|
||||
|
||||
splashSoundTimer -= deltaTime;
|
||||
@@ -784,10 +730,26 @@ namespace Barotrauma
|
||||
inWater = false;
|
||||
headInWater = false;
|
||||
|
||||
var colliderB = GetColliderBottom().Y;
|
||||
float surf = ConvertUnits.ToSimUnits(currentHull.Surface);
|
||||
|
||||
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
|
||||
ConvertUnits.ToSimUnits(currentHull.Surface) - GetColliderBottom().Y > HeadPosition * 0.95f)
|
||||
ConvertUnits.ToSimUnits(currentHull.Surface) - GetFloorY() > HeadPosition * 0.95f)
|
||||
inWater = true;
|
||||
}
|
||||
|
||||
if (flowForce.LengthSquared() > 0.001f)
|
||||
{
|
||||
collider.ApplyForce(flowForce);
|
||||
}
|
||||
|
||||
if (currentHull==null ||
|
||||
currentHull.Volume > currentHull.FullVolume * 0.95f ||
|
||||
ConvertUnits.ToSimUnits(currentHull.Surface) > collider.SimPosition.Y)
|
||||
{
|
||||
collider.ApplyWaterForces();
|
||||
}
|
||||
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
@@ -809,10 +771,9 @@ namespace Barotrauma
|
||||
{
|
||||
limb.inWater = true;
|
||||
|
||||
if (flowForce.Length() > 0.01f)
|
||||
if (flowForce.LengthSquared() > 0.001f)
|
||||
{
|
||||
limb.body.ApplyForce(flowForce);
|
||||
if (flowForce.Length() > 15.0f) surfaceY = limbHull.Surface;
|
||||
}
|
||||
|
||||
surfaceY = limbHull.Surface;
|
||||
@@ -820,7 +781,6 @@ namespace Barotrauma
|
||||
if (limb.type == LimbType.Head)
|
||||
{
|
||||
headInWater = true;
|
||||
surfaceY = limbHull.Surface;
|
||||
}
|
||||
}
|
||||
//the limb has gone through the surface of the water
|
||||
@@ -828,9 +788,9 @@ namespace Barotrauma
|
||||
{
|
||||
|
||||
//create a splash particle
|
||||
GameMain.ParticleManager.CreateParticle("watersplash",
|
||||
var p = GameMain.ParticleManager.CreateParticle("watersplash",
|
||||
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
|
||||
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 10.0f)),
|
||||
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
|
||||
0.0f, limbHull);
|
||||
|
||||
GameMain.ParticleManager.CreateParticle("bubbles",
|
||||
@@ -860,7 +820,65 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
limb.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float GetFloorY()
|
||||
{
|
||||
Vector2 rayStart = collider.SimPosition;
|
||||
Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
|
||||
|
||||
var lowestLimb = FindLowestLimb();
|
||||
|
||||
float closestFraction = 1;
|
||||
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;
|
||||
}
|
||||
|
||||
if (fraction < closestFraction)
|
||||
{
|
||||
closestFraction = fraction;
|
||||
}
|
||||
|
||||
return closestFraction;
|
||||
}
|
||||
, rayStart, rayEnd);
|
||||
|
||||
|
||||
if (closestFraction == 1) //raycast didn't hit anything
|
||||
{
|
||||
return (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
|
||||
}
|
||||
else
|
||||
{
|
||||
return rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 simPosition, bool lerp = false)
|
||||
|
||||
@@ -441,31 +441,7 @@ namespace Barotrauma
|
||||
|
||||
if (inWater)
|
||||
{
|
||||
//buoyancy
|
||||
Vector2 buoyancy = new Vector2(0, Mass * 9.6f);
|
||||
|
||||
//drag
|
||||
Vector2 velDir = Vector2.Normalize(LinearVelocity);
|
||||
|
||||
Vector2 line = new Vector2((float)Math.Cos(body.Rotation), (float)Math.Sin(body.Rotation));
|
||||
line *= ConvertUnits.ToSimUnits(sprite.size.Y);
|
||||
|
||||
Vector2 normal = new Vector2(-line.Y, line.X);
|
||||
normal = Vector2.Normalize(-normal);
|
||||
|
||||
float dragDot = Math.Abs(Vector2.Dot(normal, velDir));
|
||||
Vector2 dragForce = Vector2.Zero;
|
||||
if (dragDot > 0)
|
||||
{
|
||||
float vel = LinearVelocity.Length()*2.0f;
|
||||
float drag = dragDot * vel * vel
|
||||
* ConvertUnits.ToSimUnits(sprite.size.Y);
|
||||
dragForce = Math.Min(drag, Mass*1000.0f) * -velDir;
|
||||
//if (dragForce.Length() > 100.0f) { }
|
||||
}
|
||||
|
||||
body.ApplyForce(dragForce + buoyancy);
|
||||
body.ApplyTorque(body.AngularVelocity * body.Mass * -0.08f);
|
||||
body.ApplyWaterForces();
|
||||
}
|
||||
|
||||
if (character.IsDead) return;
|
||||
|
||||
@@ -71,23 +71,18 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
|
||||
|
||||
if (item.body.Enabled && false)
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
item.body.ApplyForce(propulsion);
|
||||
if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
|
||||
|
||||
limb.body.ApplyForce(propulsion);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
|
||||
|
||||
limb.body.ApplyForce(propulsion);
|
||||
}
|
||||
character.AnimController.Collider.ApplyForce(propulsion);
|
||||
|
||||
if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
|
||||
|
||||
if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
|
||||
}
|
||||
if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
|
||||
if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
|
||||
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(particles))
|
||||
{
|
||||
|
||||
@@ -422,7 +422,6 @@ namespace Barotrauma
|
||||
Structure structure = fixture.Body.UserData as Structure;
|
||||
if (structure != null)
|
||||
{
|
||||
if (!structure.HasBody) return -1;
|
||||
if (structure.IsPlatform && collisionCategory != null && !((Category)collisionCategory).HasFlag(Physics.CollisionPlatform)) return -1;
|
||||
}
|
||||
|
||||
|
||||
@@ -558,6 +558,8 @@ namespace Barotrauma
|
||||
{
|
||||
limb.body.ApplyLinearImpulse(limb.Mass * impulse);
|
||||
}
|
||||
|
||||
c.AnimController.Collider.ApplyLinearImpulse(c.AnimController.Collider.Mass * impulse);
|
||||
}
|
||||
|
||||
foreach (Item item in Item.ItemList)
|
||||
|
||||
@@ -352,6 +352,39 @@ namespace Barotrauma
|
||||
body.ApplyLinearImpulse((deltaPos - vel * 0.5f) * body.Mass, (Vector2)pullPos);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies buoyancy, drag and angular drag caused by water
|
||||
/// </summary>
|
||||
public void ApplyWaterForces()
|
||||
{
|
||||
//buoyancy
|
||||
Vector2 buoyancy = new Vector2(0, Mass * 9.6f);
|
||||
|
||||
//drag
|
||||
Vector2 velDir = Vector2.Normalize(LinearVelocity);
|
||||
|
||||
Vector2 line = new Vector2((float)Math.Cos(body.Rotation), (float)Math.Sin(body.Rotation));
|
||||
line *= Math.Max(height + radius*2, height);
|
||||
|
||||
Vector2 normal = new Vector2(-line.Y, line.X);
|
||||
normal = Vector2.Normalize(-normal);
|
||||
|
||||
float dragDot = Math.Abs(Vector2.Dot(normal, velDir));
|
||||
Vector2 dragForce = Vector2.Zero;
|
||||
if (dragDot > 0)
|
||||
{
|
||||
float vel = LinearVelocity.Length() * 2.0f;
|
||||
float drag = dragDot * vel * vel
|
||||
* Math.Max(height + radius * 2, height);
|
||||
dragForce = Math.Min(drag, Mass * 1000.0f) * -velDir;
|
||||
//if (dragForce.Length() > 100.0f) { }
|
||||
}
|
||||
|
||||
body.ApplyForce(dragForce + buoyancy);
|
||||
body.ApplyTorque(body.AngularVelocity * body.Mass * -0.08f);
|
||||
}
|
||||
|
||||
|
||||
public void UpdateDrawPosition()
|
||||
{
|
||||
drawPosition = Timing.Interpolate(prevPosition, body.Position) - offsetFromTargetPos;
|
||||
|
||||
Reference in New Issue
Block a user