Collider-controlled swimming, fixes

This commit is contained in:
Regalis
2016-10-16 20:07:34 +03:00
parent db8c2b9f8e
commit f3e74a6a41
14 changed files with 243 additions and 226 deletions
@@ -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)