Changes to collider behavior

The collider now levitates above the ground, which makes small obstacles a non-issue. The raytest also helps the collider stick to staircases, so players don't jump off anymore.
Crouching now changes the collider to a smaller version, so now there is actual functionality to crouching.
I also removed the anchor from corpses of network players. I'm not entirely sure why this was done, but removing it doesn't seem to break anything.
This commit is contained in:
juanjp600
2016-11-16 21:30:49 -03:00
parent 5922fc972d
commit fac0c850a5
10 changed files with 287 additions and 147 deletions
@@ -13,7 +13,8 @@
swimspeed="2.0" swimspeed="2.0"
impacttolerance="7.5"> impacttolerance="7.5">
<collider height="100" radius="15"/> <collider height="80" radius="15"/>
<collider height="40" radius="15"/>
<!-- head --> <!-- head -->
<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2"> <limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2">
@@ -13,7 +13,8 @@
swimspeed="2.5" swimspeed="2.5"
impacttolerance="7.5"> impacttolerance="7.5">
<collider height="100" radius="15"/> <collider height="80" radius="15"/>
<collider height="40" radius="15"/>
<!-- head --> <!-- head -->
<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2"> <limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2">
+2 -1
View File
@@ -14,7 +14,8 @@
walkspeed="1.2" walkspeed="1.2"
swimspeed="2.5"> swimspeed="2.5">
<collider height="100" radius="15"/> <collider height="80" radius="15"/>
<collider height="40" radius="15"/>
<!-- head --> <!-- head -->
<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2"> <limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2">
@@ -51,17 +51,17 @@ namespace Barotrauma
if (character.IsDead || character.IsUnconscious || stunTimer > 0.0f) if (character.IsDead || character.IsUnconscious || stunTimer > 0.0f)
{ {
collider.FarseerBody.FixedRotation = false; Collider.FarseerBody.FixedRotation = false;
if (character.IsRemotePlayer) if (character.IsRemotePlayer)
{ {
MainLimb.pullJoint.WorldAnchorB = collider.SimPosition; MainLimb.pullJoint.WorldAnchorB = Collider.SimPosition;
MainLimb.pullJoint.Enabled = true; MainLimb.pullJoint.Enabled = true;
} }
else else
{ {
collider.LinearVelocity = (MainLimb.SimPosition - collider.SimPosition) * 60.0f; Collider.LinearVelocity = (MainLimb.SimPosition - Collider.SimPosition) * 60.0f;
collider.SmoothRotate(MainLimb.Rotation); Collider.SmoothRotate(MainLimb.Rotation);
} }
if (stunTimer > 0) if (stunTimer > 0)
@@ -73,16 +73,16 @@ namespace Barotrauma
} }
//re-enable collider //re-enable collider
if (!collider.FarseerBody.Enabled) if (!Collider.FarseerBody.Enabled)
{ {
var lowestLimb = FindLowestLimb(); var lowestLimb = FindLowestLimb();
collider.SetTransform(new Vector2( Collider.SetTransform(new Vector2(
collider.SimPosition.X, Collider.SimPosition.X,
Math.Max(lowestLimb.SimPosition.Y + (collider.radius + collider.height / 2), collider.SimPosition.Y)), Math.Max(lowestLimb.SimPosition.Y + (Collider.radius + Collider.height / 2), Collider.SimPosition.Y)),
0.0f); 0.0f);
collider.FarseerBody.Enabled = true; Collider.FarseerBody.Enabled = true;
} }
ResetPullJoints(); ResetPullJoints();
@@ -96,20 +96,20 @@ namespace Barotrauma
if (inWater) if (inWater)
{ {
collider.FarseerBody.FixedRotation = false; Collider.FarseerBody.FixedRotation = false;
UpdateSineAnim(deltaTime); UpdateSineAnim(deltaTime);
} }
else if (currentHull != null && CanEnterSubmarine) else if (currentHull != null && CanEnterSubmarine)
{ {
if (Math.Abs(MathUtils.GetShortestAngle(collider.Rotation, 0.0f)) > 0.001f) if (Math.Abs(MathUtils.GetShortestAngle(Collider.Rotation, 0.0f)) > 0.001f)
{ {
//rotate collider back upright //rotate collider back upright
collider.AngularVelocity = MathUtils.GetShortestAngle(collider.Rotation, 0.0f) * 60.0f; Collider.AngularVelocity = MathUtils.GetShortestAngle(Collider.Rotation, 0.0f) * 60.0f;
collider.FarseerBody.FixedRotation = false; Collider.FarseerBody.FixedRotation = false;
} }
else else
{ {
collider.FarseerBody.FixedRotation = true; Collider.FarseerBody.FixedRotation = true;
} }
UpdateWalkAnim(deltaTime); UpdateWalkAnim(deltaTime);
@@ -172,7 +172,7 @@ namespace Barotrauma
movement = TargetMovement*swimSpeed; movement = TargetMovement*swimSpeed;
MainLimb.pullJoint.Enabled = true; MainLimb.pullJoint.Enabled = true;
MainLimb.pullJoint.WorldAnchorB = collider.SimPosition; MainLimb.pullJoint.WorldAnchorB = Collider.SimPosition;
if (movement.LengthSquared() < 0.00001f) return; if (movement.LengthSquared() < 0.00001f) return;
@@ -180,12 +180,12 @@ namespace Barotrauma
if (rotateTowardsMovement) if (rotateTowardsMovement)
{ {
collider.SmoothRotate(movementAngle, 25.0f); Collider.SmoothRotate(movementAngle, 25.0f);
MainLimb.body.SmoothRotate(movementAngle, 25.0f); MainLimb.body.SmoothRotate(movementAngle, 25.0f);
} }
else else
{ {
collider.SmoothRotate(HeadAngle * Dir, 25.0f); Collider.SmoothRotate(HeadAngle * Dir, 25.0f);
MainLimb.body.SmoothRotate(HeadAngle * Dir, 25.0f); MainLimb.body.SmoothRotate(HeadAngle * Dir, 25.0f);
} }
@@ -216,7 +216,7 @@ namespace Barotrauma
Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass); Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);
} }
collider.LinearVelocity = Vector2.Lerp(collider.LinearVelocity, movement, 0.5f); Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, 0.5f);
floorY = Limbs[0].SimPosition.Y; floorY = Limbs[0].SimPosition.Y;
} }
@@ -242,9 +242,9 @@ namespace Barotrauma
MainLimb.body.SmoothRotate(mainLimbAngle * Dir, 50.0f); MainLimb.body.SmoothRotate(mainLimbAngle * Dir, 50.0f);
collider.LinearVelocity = new Vector2( Collider.LinearVelocity = new Vector2(
movement.X, movement.X,
collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y); Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
MainLimb.MoveToPos(GetColliderBottom() + Vector2.UnitY * mainLimbHeight, 10.0f); MainLimb.MoveToPos(GetColliderBottom() + Vector2.UnitY * mainLimbHeight, 10.0f);
@@ -55,20 +55,24 @@ namespace Barotrauma
{ {
if (Frozen) return; if (Frozen) return;
levitatingCollider = true;
ColliderIndex = Crouching ? 1 : 0;
if (!Crouching && ColliderIndex == 1) Crouching = true;
if (character.IsDead || character.IsUnconscious || stunTimer > 0.0f) if (character.IsDead || character.IsUnconscious || stunTimer > 0.0f)
{ {
collider.FarseerBody.FixedRotation = false; Collider.FarseerBody.FixedRotation = false;
if (character.IsRemotePlayer) /*if (character.IsRemotePlayer)
{ {
MainLimb.pullJoint.WorldAnchorB = collider.SimPosition; MainLimb.pullJoint.WorldAnchorB = Collider.SimPosition;
MainLimb.pullJoint.Enabled = true; MainLimb.pullJoint.Enabled = true;
} }
else else
{ {*/
collider.LinearVelocity = (GetLimb(LimbType.Waist).SimPosition - collider.SimPosition) * 20.0f; Collider.LinearVelocity = (GetLimb(LimbType.Waist).SimPosition - Collider.SimPosition) * 20.0f;
collider.SmoothRotate(GetLimb(LimbType.Torso).Rotation); Collider.SmoothRotate(GetLimb(LimbType.Torso).Rotation);
} //}
if (stunTimer > 0) if (stunTimer > 0)
{ {
@@ -90,39 +94,39 @@ namespace Barotrauma
if (!character.IsRemotePlayer || true) if (!character.IsRemotePlayer || true)
{ {
//re-enable collider //re-enable collider
if (!collider.FarseerBody.Enabled) if (!Collider.FarseerBody.Enabled)
{ {
var lowestLimb = FindLowestLimb(); var lowestLimb = FindLowestLimb();
collider.SetTransform(new Vector2( Collider.SetTransform(new Vector2(
collider.SimPosition.X, Collider.SimPosition.X,
Math.Max(lowestLimb.SimPosition.Y + (collider.radius + collider.height / 2), collider.SimPosition.Y)), Math.Max(lowestLimb.SimPosition.Y + (Collider.radius + Collider.height / 2), Collider.SimPosition.Y)),
collider.Rotation); Collider.Rotation);
collider.FarseerBody.Enabled = true; Collider.FarseerBody.Enabled = true;
} }
if (swimming) if (swimming)
{ {
collider.FarseerBody.FixedRotation = false; Collider.FarseerBody.FixedRotation = false;
} }
else if (!collider.FarseerBody.FixedRotation) else if (!Collider.FarseerBody.FixedRotation)
{ {
if (Math.Abs(MathUtils.GetShortestAngle(collider.Rotation, 0.0f)) > 0.001f) if (Math.Abs(MathUtils.GetShortestAngle(Collider.Rotation, 0.0f)) > 0.001f)
{ {
//rotate collider back upright //rotate collider back upright
collider.AngularVelocity = MathUtils.GetShortestAngle(collider.Rotation, 0.0f) * 10.0f; Collider.AngularVelocity = MathUtils.GetShortestAngle(Collider.Rotation, 0.0f) * 10.0f;
collider.FarseerBody.FixedRotation = false; Collider.FarseerBody.FixedRotation = false;
} }
else else
{ {
collider.FarseerBody.FixedRotation = true; Collider.FarseerBody.FixedRotation = true;
} }
} }
} }
else else
{ {
collider.FarseerBody.Enabled = false; Collider.FarseerBody.Enabled = false;
} }
if (character.LockHands) if (character.LockHands)
@@ -165,6 +169,7 @@ namespace Barotrauma
switch (Anim) switch (Anim)
{ {
case Animation.Climbing: case Animation.Climbing:
levitatingCollider = false;
UpdateClimbing(); UpdateClimbing();
break; break;
case Animation.UsingConstruction: case Animation.UsingConstruction:
@@ -210,7 +215,7 @@ namespace Barotrauma
} }
aiming = false; aiming = false;
if (character.IsRemotePlayer && GameMain.Server == null) collider.LinearVelocity = Vector2.Zero; if (character.IsRemotePlayer && GameMain.Server == null) Collider.LinearVelocity = Vector2.Zero;
} }
@@ -240,12 +245,12 @@ namespace Barotrauma
{ {
TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.5f, 1.5f), TargetMovement.Y); TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.5f, 1.5f), TargetMovement.Y);
if ((TargetMovement.X > 0.0f && stairs.StairDirection == Direction.Right) || /*if ((TargetMovement.X > 0.0f && stairs.StairDirection == Direction.Right) ||
TargetMovement.X < 0.0f && stairs.StairDirection == Direction.Left) TargetMovement.X < 0.0f && stairs.StairDirection == Direction.Left)
{ {
TargetMovement *= 1.7f; TargetMovement *= 1.7f;
//walkCycleSpeed *= 1.0f; //walkCycleSpeed *= 1.0f;
} }*/
} }
Vector2 colliderPos = GetColliderBottom(); Vector2 colliderPos = GetColliderBottom();
@@ -308,14 +313,14 @@ namespace Barotrauma
if (onGround && (!character.IsRemotePlayer || GameMain.Server != null)) if (onGround && (!character.IsRemotePlayer || GameMain.Server != null))
{ {
//move slower if collider isn't upright //move slower if collider isn't upright
float rotationFactor = (float)Math.Abs(Math.Cos(collider.Rotation)); float rotationFactor = (float)Math.Abs(Math.Cos(Collider.Rotation));
collider.LinearVelocity = new Vector2( Collider.LinearVelocity = new Vector2(
movement.X * rotationFactor, movement.X * rotationFactor,
collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y); Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
} }
ClimbOverObstacles(); //ClimbOverObstacles();
getUpSpeed = getUpSpeed * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.5f); getUpSpeed = getUpSpeed * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.5f);
@@ -323,8 +328,8 @@ namespace Barotrauma
head.pullJoint.Enabled = true; head.pullJoint.Enabled = true;
waist.pullJoint.Enabled = true; waist.pullJoint.Enabled = true;
collider.FarseerBody.Friction = 0.05f; Collider.FarseerBody.Friction = 0.05f;
collider.FarseerBody.Restitution = 0.05f; Collider.FarseerBody.Restitution = 0.05f;
if (stairs != null) if (stairs != null)
{ {
@@ -486,11 +491,11 @@ namespace Barotrauma
private void ClimbOverObstacles() private void ClimbOverObstacles()
{ {
if (collider.FarseerBody.ContactList == null || Math.Abs(movement.X) < 0.01f) return; if (Collider.FarseerBody.ContactList == null || Math.Abs(movement.X) < 0.01f) return;
//check if the collider is touching a suitable obstacle to climb over //check if the collider is touching a suitable obstacle to climb over
Vector2? handle = null; Vector2? handle = null;
FarseerPhysics.Dynamics.Contacts.ContactEdge ce = collider.FarseerBody.ContactList; FarseerPhysics.Dynamics.Contacts.ContactEdge ce = Collider.FarseerBody.ContactList;
while (ce != null && ce.Contact != null) while (ce != null && ce.Contact != null)
{ {
if (ce.Contact.Enabled && ce.Contact.IsTouching && ce.Contact.FixtureA.CollisionCategories.HasFlag(Physics.CollisionWall)) if (ce.Contact.Enabled && ce.Contact.IsTouching && ce.Contact.FixtureA.CollisionCategories.HasFlag(Physics.CollisionWall))
@@ -500,7 +505,7 @@ namespace Barotrauma
ce.Contact.GetWorldManifold(out contactNormal, out contactPos); ce.Contact.GetWorldManifold(out contactNormal, out contactPos);
//only climb if moving towards the obstacle //only climb if moving towards the obstacle
if (Math.Sign(contactPos[0].X - collider.SimPosition.X) == Math.Sign(movement.X) && if (Math.Sign(contactPos[0].X - Collider.SimPosition.X) == Math.Sign(movement.X) &&
(handle == null || contactPos[0].Y > ((Vector2)handle).Y)) (handle == null || contactPos[0].Y > ((Vector2)handle).Y))
{ {
handle = contactPos[0]; handle = contactPos[0];
@@ -516,7 +521,7 @@ namespace Barotrauma
//the contact point should be higher than the bottom of the collider //the contact point should be higher than the bottom of the collider
if (((Vector2)handle).Y < colliderBottomY + 0.01f || if (((Vector2)handle).Y < colliderBottomY + 0.01f ||
((Vector2)handle).Y > collider.SimPosition.Y) return; ((Vector2)handle).Y > Collider.SimPosition.Y) return;
//find the height of the floor below the torso //find the height of the floor below the torso
//(if moving towards towards an obstacle that's low enough to climb over, the torso should be above it) //(if moving towards towards an obstacle that's low enough to climb over, the torso should be above it)
@@ -525,7 +530,7 @@ namespace Barotrauma
if (obstacleY > colliderBottomY) if (obstacleY > colliderBottomY)
{ {
//higher vertical velocity for taller obstacles //higher vertical velocity for taller obstacles
collider.LinearVelocity += Vector2.UnitY * (((Vector2)handle).Y - colliderBottomY + 0.01f) * 50; Collider.LinearVelocity += Vector2.UnitY * (((Vector2)handle).Y - colliderBottomY + 0.01f) * 50;
onGround = true; onGround = true;
} }
} }
@@ -543,7 +548,7 @@ namespace Barotrauma
if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f)) if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f))
{ {
surfaceLimiter = (ConvertUnits.ToDisplayUnits(collider.SimPosition.Y + 0.4f) - surfaceY); surfaceLimiter = (ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 0.4f) - surfaceY);
surfaceLimiter = Math.Max(1.0f, surfaceLimiter); surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
if (surfaceLimiter > 50.0f) return; if (surfaceLimiter > 50.0f) return;
} }
@@ -554,7 +559,7 @@ namespace Barotrauma
Limb leftFoot = GetLimb(LimbType.LeftFoot); Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot); Limb rightFoot = GetLimb(LimbType.RightFoot);
float rotation = MathHelper.WrapAngle(collider.Rotation); float rotation = MathHelper.WrapAngle(Collider.Rotation);
rotation = MathHelper.ToDegrees(rotation); rotation = MathHelper.ToDegrees(rotation);
if (rotation < 0.0f) rotation += 360; if (rotation < 0.0f) rotation += 360;
@@ -574,7 +579,7 @@ namespace Barotrauma
if (!aiming) if (!aiming)
{ {
float newRotation = MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2; float newRotation = MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2;
collider.SmoothRotate(newRotation, 5.0f); Collider.SmoothRotate(newRotation, 5.0f);
//torso.body.SmoothRotate(newRotation); //torso.body.SmoothRotate(newRotation);
} }
@@ -589,12 +594,12 @@ namespace Barotrauma
TargetMovement = new Vector2(0.0f, -0.1f); TargetMovement = new Vector2(0.0f, -0.1f);
float newRotation = MathUtils.VectorToAngle(diff); float newRotation = MathUtils.VectorToAngle(diff);
collider.SmoothRotate(newRotation, 5.0f); Collider.SmoothRotate(newRotation, 5.0f);
} }
} }
torso.body.SmoothRotate(collider.Rotation); torso.body.SmoothRotate(Collider.Rotation);
torso.body.MoveToPos(collider.SimPosition + new Vector2((float)Math.Sin(-collider.Rotation), (float)Math.Cos(-collider.Rotation))*0.4f, 5.0f); torso.body.MoveToPos(Collider.SimPosition + new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation))*0.4f, 5.0f);
if (TargetMovement == Vector2.Zero) return; if (TargetMovement == Vector2.Zero) return;
@@ -626,11 +631,11 @@ namespace Barotrauma
if (!character.IsRemotePlayer || GameMain.Server != null) if (!character.IsRemotePlayer || GameMain.Server != null)
{ {
collider.LinearVelocity = Vector2.Lerp(collider.LinearVelocity, movement * swimSpeed, movementLerp); Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement * swimSpeed, movementLerp);
} }
walkPos += movement.Length() * 0.15f; walkPos += movement.Length() * 0.15f;
footPos = collider.SimPosition - new Vector2((float)Math.Sin(-collider.Rotation), (float)Math.Cos(-collider.Rotation)) * 0.4f; footPos = Collider.SimPosition - new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation)) * 0.4f;
var rightThigh = GetLimb(LimbType.RightThigh); var rightThigh = GetLimb(LimbType.RightThigh);
var leftThigh = GetLimb(LimbType.LeftThigh); var leftThigh = GetLimb(LimbType.LeftThigh);
@@ -641,7 +646,7 @@ namespace Barotrauma
Vector2 transformedFootPos = new Vector2((float)Math.Sin(walkPos) * 0.5f, 0.0f); Vector2 transformedFootPos = new Vector2((float)Math.Sin(walkPos) * 0.5f, 0.0f);
transformedFootPos = Vector2.Transform( transformedFootPos = Vector2.Transform(
transformedFootPos, transformedFootPos,
Matrix.CreateRotationZ(collider.Rotation)); Matrix.CreateRotationZ(Collider.Rotation));
MoveLimb(rightFoot, footPos - transformedFootPos, 1.0f); MoveLimb(rightFoot, footPos - transformedFootPos, 1.0f);
MoveLimb(leftFoot, footPos + transformedFootPos, 1.0f); MoveLimb(leftFoot, footPos + transformedFootPos, 1.0f);
@@ -742,20 +747,20 @@ namespace Barotrauma
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition; ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
} }
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y + 0.7f), 10.5f); MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y + 0.7f), 10.5f);
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, collider.SimPosition.Y+0.5f), 10.5f); MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, Collider.SimPosition.Y+0.5f), 10.5f);
MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, collider.SimPosition.Y+0.4f), 10.5f); MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, Collider.SimPosition.Y+0.4f), 10.5f);
if (!character.IsRemotePlayer) if (!character.IsRemotePlayer)
{ {
collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, collider.SimPosition.Y), 10.5f); Collider.MoveToPos(new Vector2(ladderSimPos.X - 0.2f * Dir, Collider.SimPosition.Y), 10.5f);
} }
bool slide = targetMovement.Y < -1.1f; bool slide = targetMovement.Y < -1.1f;
Vector2 handPos = new Vector2( Vector2 handPos = new Vector2(
ladderSimPos.X, ladderSimPos.X,
collider.SimPosition.Y + 0.6f + movement.Y * 0.1f - ladderSimPos.Y); Collider.SimPosition.Y + 0.6f + movement.Y * 0.1f - ladderSimPos.Y);
handPos.Y = Math.Min(-0.5f, handPos.Y); handPos.Y = Math.Min(-0.5f, handPos.Y);
@@ -774,7 +779,7 @@ namespace Barotrauma
Vector2 footPos = new Vector2( Vector2 footPos = new Vector2(
handPos.X - Dir * 0.05f, handPos.X - Dir * 0.05f,
collider.SimPosition.Y + 0.7f - stepHeight * 2.7f - ladderSimPos.Y - 0.7f); Collider.SimPosition.Y + 0.7f - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
//if (movement.Y < 0) footPos.Y += 0.05f; //if (movement.Y < 0) footPos.Y += 0.05f;
@@ -805,7 +810,7 @@ namespace Barotrauma
//if (climbForce.Y > 0.5f) climbForce.Y = Math.Max(climbForce.Y, 1.3f); //if (climbForce.Y > 0.5f) climbForce.Y = Math.Max(climbForce.Y, 1.3f);
//apply forces to the collider to move the Character up/down //apply forces to the collider to move the Character up/down
collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * collider.Mass); Collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * Collider.Mass);
head.body.SmoothRotate(0.0f); head.body.SmoothRotate(0.0f);
if (!character.SelectedConstruction.Prefab.Triggers.Any()) if (!character.SelectedConstruction.Prefab.Triggers.Any())
@@ -907,10 +912,10 @@ namespace Barotrauma
} }
} }
float dist = Vector2.Distance(target.SimPosition, collider.SimPosition); float dist = Vector2.Distance(target.SimPosition, Collider.SimPosition);
//limit movement if moving away from the target //limit movement if moving away from the target
if (Vector2.Dot(target.SimPosition - collider.SimPosition, targetMovement)<0) if (Vector2.Dot(target.SimPosition - Collider.SimPosition, targetMovement)<0)
{ {
targetMovement *= MathHelper.Clamp(2.0f - dist, 0.0f, 1.0f); targetMovement *= MathHelper.Clamp(2.0f - dist, 0.0f, 1.0f);
} }
@@ -1149,7 +1154,7 @@ namespace Barotrauma
float angle = flipAngle ? -limb.body.Rotation : limb.body.Rotation; float angle = flipAngle ? -limb.body.Rotation : limb.body.Rotation;
if (wrapAngle) angle = MathUtils.WrapAnglePi(angle); if (wrapAngle) angle = MathUtils.WrapAnglePi(angle);
TrySetLimbPosition(limb, collider.SimPosition, position); TrySetLimbPosition(limb, Collider.SimPosition, position);
limb.body.SetTransform(limb.body.SimPosition, angle); limb.body.SetTransform(limb.body.SimPosition, angle);
} }
+168 -51
View File
@@ -35,7 +35,7 @@ namespace Barotrauma
{ {
l.body.PhysEnabled = !frozen; l.body.PhysEnabled = !frozen;
} }
collider.PhysEnabled = !frozen; Collider.PhysEnabled = !frozen;
} }
} }
@@ -77,13 +77,45 @@ namespace Barotrauma
public Direction TargetDir; public Direction TargetDir;
protected PhysicsBody collider; protected List<PhysicsBody> collider;
protected int colliderIndex = 0;
public PhysicsBody Collider public PhysicsBody Collider
{ {
get get
{ {
return collider; return collider[colliderIndex];
}
}
public int ColliderIndex
{
get
{
return colliderIndex;
}
set
{
if (value == colliderIndex) return;
if (value >= collider.Count) return;
if (collider[colliderIndex].height<collider[value].height)
{
Vector2 pos1 = collider[colliderIndex].SimPosition;
pos1.Y -= collider[colliderIndex].height * 0.45f;
Vector2 pos2 = pos1;
pos2.Y += collider[value].height * 1.1f;
if (GameMain.World.RayCast(pos1, pos2).Any(f => f.CollisionCategories.HasFlag(Physics.CollisionWall))) return;
}
collider[value].LinearVelocity = collider[colliderIndex].LinearVelocity;
collider[value].AngularVelocity = collider[colliderIndex].AngularVelocity;
Vector2 pos = collider[colliderIndex].SimPosition;
pos.Y -= collider[colliderIndex].height * 0.5f;
pos.Y += collider[value].height * 0.5f;
collider[value].SetTransform(pos, collider[colliderIndex].Rotation);
collider[value].PhysEnabled = !frozen;
collider[value].Enabled = !simplePhysicsEnabled;
collider[colliderIndex].PhysEnabled = false;
colliderIndex = value;
} }
} }
@@ -109,8 +141,8 @@ namespace Barotrauma
get get
{ {
return character.Submarine == null ? return character.Submarine == null ?
ConvertUnits.ToDisplayUnits(collider.SimPosition) : ConvertUnits.ToDisplayUnits(Collider.SimPosition) :
ConvertUnits.ToDisplayUnits(collider.SimPosition) + character.Submarine.Position; ConvertUnits.ToDisplayUnits(Collider.SimPosition) + character.Submarine.Position;
} }
} }
@@ -137,7 +169,7 @@ namespace Barotrauma
{ {
foreach (Limb limb in Limbs) foreach (Limb limb in Limbs)
{ {
limb.body.SetTransform(collider.SimPosition, collider.Rotation); limb.body.SetTransform(Collider.SimPosition, Collider.Rotation);
} }
} }
} }
@@ -207,7 +239,7 @@ namespace Barotrauma
{ {
limb.body.Submarine = currSubmarine; limb.body.Submarine = currSubmarine;
} }
collider.Submarine = currSubmarine; Collider.Submarine = currSubmarine;
} }
} }
@@ -267,6 +299,8 @@ namespace Barotrauma
CanEnterSubmarine = ToolBox.GetAttributeBool(element, "canentersubmarine", true); CanEnterSubmarine = ToolBox.GetAttributeBool(element, "canentersubmarine", true);
collider = new List<PhysicsBody>();
foreach (XElement subElement in element.Elements()) foreach (XElement subElement in element.Elements())
{ {
switch (subElement.Name.ToString()) switch (subElement.Name.ToString())
@@ -287,24 +321,28 @@ namespace Barotrauma
break; break;
case "collider": case "collider":
collider = new PhysicsBody(subElement, scale); collider.Add(new PhysicsBody(subElement, scale));
collider.FarseerBody.FixedRotation = true; collider[collider.Count - 1].FarseerBody.FixedRotation = true;
collider[collider.Count - 1].CollisionCategories = Physics.CollisionCharacter;
collider[collider.Count - 1].FarseerBody.AngularDamping = 5.0f;
collider[collider.Count - 1].FarseerBody.FixedRotation = true;
collider[collider.Count - 1].FarseerBody.OnCollision += OnLimbCollision;
if (collider.Count > 1) collider[collider.Count - 1].PhysEnabled = false;
break; break;
} }
} }
if (collider == null) if (collider[0] == null)
{ {
DebugConsole.ThrowError("No collider configured for ''"+character.Name+"''!"); DebugConsole.ThrowError("No collider configured for ''"+character.Name+"''!");
collider = new PhysicsBody(0.0f, 0.0f, 0.5f, 5.0f); collider[0] = new PhysicsBody(0.0f, 0.0f, 0.5f, 5.0f);
collider.BodyType = BodyType.Dynamic; collider[0].BodyType = BodyType.Dynamic;
collider[0].CollisionCategories = Physics.CollisionCharacter;
collider[0].FarseerBody.AngularDamping = 5.0f;
collider[0].FarseerBody.FixedRotation = true;
collider[0].FarseerBody.OnCollision += OnLimbCollision;
} }
collider.CollisionCategories = Physics.CollisionCharacter;
collider.FarseerBody.AngularDamping = 5.0f;
collider.FarseerBody.FixedRotation = true;
collider.FarseerBody.OnCollision += OnLimbCollision;
UpdateCollisionCategories(); UpdateCollisionCategories();
foreach (var joint in limbJoints) foreach (var joint in limbJoints)
@@ -431,7 +469,7 @@ namespace Barotrauma
//4. contact points is above the bottom half of the collider //4. contact points is above the bottom half of the collider
Vector2 normal; FarseerPhysics.Common.FixedArray2<Vector2> points; Vector2 normal; FarseerPhysics.Common.FixedArray2<Vector2> points;
contact.GetWorldManifold(out normal, out points); contact.GetWorldManifold(out normal, out points);
if (points[0].Y > collider.SimPosition.Y) return false; if (points[0].Y > Collider.SimPosition.Y) return false;
//5. in water //5. in water
if (inWater && targetMovement.Y < 0.5f) return false; if (inWater && targetMovement.Y < 0.5f) return false;
@@ -475,14 +513,14 @@ namespace Barotrauma
limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition); limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
} }
} }
else if (f1.Body == collider.FarseerBody) else if (f1.Body == Collider.FarseerBody)
{ {
if (!character.IsRemotePlayer || GameMain.Server != null) if (!character.IsRemotePlayer || GameMain.Server != null)
{ {
if (impact > ImpactTolerance) if (impact > ImpactTolerance)
{ {
character.AddDamage(CauseOfDeath.Damage, impact - ImpactTolerance, null); character.AddDamage(CauseOfDeath.Damage, impact - ImpactTolerance, null);
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, collider); SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, Collider);
strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance); strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
} }
} }
@@ -495,7 +533,7 @@ namespace Barotrauma
{ {
if (simplePhysicsEnabled) return; if (simplePhysicsEnabled) return;
collider.UpdateDrawPosition(); Collider.UpdateDrawPosition();
foreach (Limb limb in Limbs) foreach (Limb limb in Limbs)
{ {
@@ -522,7 +560,7 @@ namespace Barotrauma
limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White); limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
} }
collider.DebugDraw(spriteBatch, inWater ? Color.SkyBlue : Color.Gray); Collider.DebugDraw(spriteBatch, inWater ? Color.SkyBlue : Color.Gray);
foreach (RevoluteJoint joint in limbJoints) foreach (RevoluteJoint joint in limbJoints)
{ {
@@ -568,8 +606,8 @@ namespace Barotrauma
if (ignorePlatforms) if (ignorePlatforms)
{ {
GUI.DrawLine(spriteBatch, GUI.DrawLine(spriteBatch,
new Vector2(collider.DrawPosition.X, -collider.DrawPosition.Y), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y),
new Vector2(collider.DrawPosition.X, -collider.DrawPosition.Y + 50), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y + 50),
Color.Orange, 0, 5); Color.Orange, 0, 5);
} }
} }
@@ -718,7 +756,7 @@ namespace Barotrauma
//character.Stun = 0.1f; //character.Stun = 0.1f;
character.DisableImpactDamageTimer = 0.25f; character.DisableImpactDamageTimer = 0.25f;
SetPosition(collider.SimPosition + moveAmount); SetPosition(Collider.SimPosition + moveAmount);
character.CursorPosition += moveAmount; character.CursorPosition += moveAmount;
} }
@@ -732,7 +770,7 @@ namespace Barotrauma
wall | Physics.CollisionProjectile | Physics.CollisionStairs wall | Physics.CollisionProjectile | Physics.CollisionStairs
: wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs; : wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs;
collider.CollidesWith = collisionCategory; Collider.CollidesWith = collisionCategory;
foreach (Limb limb in Limbs) foreach (Limb limb in Limbs)
{ {
@@ -749,6 +787,8 @@ namespace Barotrauma
} }
} }
protected bool levitatingCollider = true;
public void Update(Camera cam, float deltaTime) public void Update(Camera cam, float deltaTime)
{ {
if (!character.Enabled || Frozen) return; if (!character.Enabled || Frozen) return;
@@ -780,20 +820,20 @@ namespace Barotrauma
float floorY = GetFloorY(); float floorY = GetFloorY();
if (currentHull.Volume > currentHull.FullVolume * 0.95f || if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
(waterSurface - floorY > HeadPosition * 0.95f && collider.SimPosition.Y < waterSurface)) (waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface))
inWater = true; inWater = true;
} }
if (flowForce.LengthSquared() > 0.001f) if (flowForce.LengthSquared() > 0.001f)
{ {
collider.ApplyForce(flowForce); Collider.ApplyForce(flowForce);
} }
if (currentHull==null || if (currentHull == null ||
currentHull.Volume > currentHull.FullVolume * 0.95f || currentHull.Volume > currentHull.FullVolume * 0.95f ||
ConvertUnits.ToSimUnits(currentHull.Surface) > collider.SimPosition.Y) ConvertUnits.ToSimUnits(currentHull.Surface) > Collider.SimPosition.Y)
{ {
collider.ApplyWaterForces(); Collider.ApplyWaterForces();
} }
@@ -829,7 +869,7 @@ namespace Barotrauma
headInWater = true; headInWater = true;
} }
} }
//the limb has gone through the surface of the water //the limb has gone through the surface of the water
if (Math.Abs(limb.LinearVelocity.Y) > 5.0f && limb.inWater != prevInWater) if (Math.Abs(limb.LinearVelocity.Y) > 5.0f && limb.inWater != prevInWater)
{ {
@@ -841,11 +881,11 @@ namespace Barotrauma
GameMain.ParticleManager.CreateParticle("bubbles", GameMain.ParticleManager.CreateParticle("bubbles",
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position, new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
limb.LinearVelocity*0.001f, limb.LinearVelocity * 0.001f,
0.0f, limbHull); 0.0f, limbHull);
//if the Character dropped into water, create a wave //if the Character dropped into water, create a wave
if (limb.LinearVelocity.Y<0.0f) if (limb.LinearVelocity.Y < 0.0f)
{ {
if (splashSoundTimer <= 0.0f) if (splashSoundTimer <= 0.0f)
{ {
@@ -867,12 +907,11 @@ namespace Barotrauma
limb.Update(deltaTime); limb.Update(deltaTime);
} }
bool onStairs = stairs != null; bool onStairs = stairs != null;
stairs = null; stairs = null;
var contacts = collider.FarseerBody.ContactList; var contacts = Collider.FarseerBody.ContactList;
while (collider.FarseerBody.Enabled && contacts != null && contacts.Contact != null) while (Collider.FarseerBody.Enabled && contacts != null && contacts.Contact != null)
{ {
if (contacts.Contact.Enabled && contacts.Contact.IsTouching) if (contacts.Contact.Enabled && contacts.Contact.IsTouching)
{ {
@@ -907,7 +946,7 @@ namespace Barotrauma
//} //}
if (points[0].Y < collider.SimPosition.Y) if (points[0].Y < Collider.SimPosition.Y)
{ {
floorY = Math.Max(floorY, points[0].Y); floorY = Math.Max(floorY, points[0].Y);
@@ -931,12 +970,86 @@ namespace Barotrauma
onFloorTimer -= deltaTime; onFloorTimer -= deltaTime;
} }
Vector2 rayStart = Collider.SimPosition;
Vector2 rayEnd = rayStart;
rayEnd.Y -= Collider.height * 0.5f + Collider.radius + ConvertUnits.ToSimUnits(55.0f);
var lowestLimb = FindLowestLimb();
//TODO: use something like this instead of lowest limb, whenever we get to that
//float footY = Collider.SimPosition.Y + Collider.height * 0.5f + Collider.radius + ConvertUnits.ToSimUnits(45.0f);
if (!inWater && levitatingCollider)
{
float closestFraction = 1.0f;
Fixture closestFixture = null;
GameMain.World.RayCast((fixture, point, normal, fraction) =>
{
switch (fixture.CollisionCategories)
{
case Physics.CollisionStairs:
Structure structure = fixture.Body.UserData as Structure;
if (lowestLimb.Position.Y<structure.Rect.Y-structure.Rect.Height+30 && TargetMovement.Y < 0.5f) return -1;
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;
closestFixture = fixture;
}
return closestFraction;
}
, rayStart, rayEnd);
if (closestFraction < 1.0f && closestFixture!=null)
{
bool forceImmediate = false;
onGround = true;
switch (closestFixture.CollisionCategories)
{
case Physics.CollisionStairs:
stairs = closestFixture.Body.UserData as Structure;
onStairs = true;
forceImmediate = true;
break;
}
float tfloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
float targetY = tfloorY + Collider.height * 0.5f + Collider.radius + ConvertUnits.ToSimUnits(45.0f);
if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate)
{
Vector2 newSpeed = Collider.LinearVelocity;
newSpeed.Y = (targetY - Collider.SimPosition.Y)*2.0f;
Collider.LinearVelocity = newSpeed;
}
else
{
Vector2 newSpeed = Collider.LinearVelocity;
newSpeed.Y = 0.0f;
Collider.LinearVelocity = newSpeed;
Vector2 newPos = Collider.SimPosition;
newPos.Y = targetY;
Collider.SetTransform(newPos, Collider.Rotation);
}
}
}
} }
protected float GetFloorY(Limb refLimb = null) protected float GetFloorY(Limb refLimb = null)
{ {
PhysicsBody refBody = refLimb == null ? collider : refLimb.body; PhysicsBody refBody = refLimb == null ? Collider : refLimb.body;
Vector2 rayStart = refBody.SimPosition; Vector2 rayStart = refBody.SimPosition;
Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition); Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
@@ -984,9 +1097,9 @@ namespace Barotrauma
public void SetPosition(Vector2 simPosition, bool lerp = false) public void SetPosition(Vector2 simPosition, bool lerp = false)
{ {
Vector2 moveAmount = simPosition - collider.SimPosition; Vector2 moveAmount = simPosition - Collider.SimPosition;
collider.SetTransform(simPosition, collider.Rotation); Collider.SetTransform(simPosition, Collider.Rotation);
foreach (Limb limb in Limbs) foreach (Limb limb in Limbs)
{ {
@@ -1037,11 +1150,11 @@ namespace Barotrauma
protected void CheckDistFromCollider() protected void CheckDistFromCollider()
{ {
float allowedDist = Math.Max(Math.Max(collider.radius, collider.width), collider.height) * 2.0f; float allowedDist = Math.Max(Math.Max(Collider.radius, Collider.width), Collider.height) * 2.0f;
//if the ragdoll is too far from the collider, disable collisions until it's close enough //if the ragdoll is too far from the collider, disable collisions until it's close enough
//(in case the ragdoll has gotten stuck somewhere) //(in case the ragdoll has gotten stuck somewhere)
if (Vector2.DistanceSquared(collider.SimPosition, MainLimb.SimPosition) > allowedDist*allowedDist) if (Vector2.DistanceSquared(Collider.SimPosition, MainLimb.SimPosition) > allowedDist*allowedDist)
{ {
if (!collisionsDisabled) if (!collisionsDisabled)
{ {
@@ -1057,7 +1170,7 @@ namespace Barotrauma
else if (collisionsDisabled) else if (collisionsDisabled)
{ {
//set the position of the ragdoll to make sure limbs don't get stuck inside walls when re-enabling collisions //set the position of the ragdoll to make sure limbs don't get stuck inside walls when re-enabling collisions
SetPosition(collider.SimPosition, true); SetPosition(Collider.SimPosition, true);
UpdateCollisionCategories(); UpdateCollisionCategories();
collisionsDisabled = false; collisionsDisabled = false;
@@ -1096,8 +1209,8 @@ namespace Barotrauma
{ {
if (character.MemPos.Count > 0) if (character.MemPos.Count > 0)
{ {
collider.LinearVelocity = Vector2.Zero; Collider.LinearVelocity = Vector2.Zero;
collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement); Collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
} }
} }
} }
@@ -1133,10 +1246,12 @@ namespace Barotrauma
public Vector2 GetColliderBottom() public Vector2 GetColliderBottom()
{ {
float halfHeight = collider.height / 2 + collider.radius; float halfHeight = Collider.height * 0.5f + Collider.radius;
return collider.SimPosition + Vector2 offset = Vector2.Zero;
new Vector2((float)Math.Sin(collider.Rotation), -(float)Math.Cos(collider.Rotation)) * halfHeight; offset.Y = ConvertUnits.ToSimUnits(-45.0f);
return Collider.SimPosition + offset +
new Vector2((float)Math.Sin(Collider.Rotation), -(float)Math.Cos(Collider.Rotation)) * halfHeight;
} }
public Limb FindLowestLimb() public Limb FindLowestLimb()
@@ -1161,8 +1276,10 @@ namespace Barotrauma
} }
Limbs = null; Limbs = null;
collider.Remove(); foreach (PhysicsBody b in collider)
collider = null; {
b.Remove();
}
foreach (RevoluteJoint joint in limbJoints) foreach (RevoluteJoint joint in limbJoints)
{ {
+2
View File
@@ -200,6 +200,8 @@ namespace Barotrauma
GameMain.NetworkMember = null; GameMain.NetworkMember = null;
} }
CoroutineManager.StopCoroutines("EndCinematic");
GameMain.GameSession = null; GameMain.GameSession = null;
GameMain.MainMenuScreen.Select(); GameMain.MainMenuScreen.Select();
@@ -215,6 +215,17 @@ namespace Barotrauma
endShiftButton.Draw(spriteBatch); endShiftButton.Draw(spriteBatch);
} }
public override void AddToGUIUpdateList()
{
if (!isRunning) return;
base.AddToGUIUpdateList();
CrewManager.AddToGUIUpdateList();
endShiftButton.AddToGUIUpdateList();
}
public override void Update(float deltaTime) public override void Update(float deltaTime)
{ {
if (!isRunning) return; if (!isRunning) return;
@@ -357,7 +368,7 @@ namespace Barotrauma
SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endshift" : "crewdead"; SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endshift" : "crewdead";
CoroutineManager.StartCoroutine(EndCinematic(cinematic)); CoroutineManager.StartCoroutine(EndCinematic(cinematic),"EndCinematic");
return true; return true;
} }
+3 -1
View File
@@ -364,7 +364,9 @@ namespace Barotrauma
{ {
if (gameMode != null) gameMode.AddToGUIUpdateList(); if (gameMode != null) gameMode.AddToGUIUpdateList();
if (infoFrame != null) infoButton.AddToGUIUpdateList(); infoButton.AddToGUIUpdateList();
if (infoFrame != null) infoFrame.AddToGUIUpdateList();
} }
public void Update(float deltaTime) public void Update(float deltaTime)
+1 -1
View File
@@ -1165,7 +1165,7 @@ namespace Barotrauma.Networking
} }
} }
CoroutineManager.StartCoroutine(EndCinematic()); CoroutineManager.StartCoroutine(EndCinematic(),"EndCinematic");
} }
public IEnumerable<object> EndCinematic() public IEnumerable<object> EndCinematic()