using FarseerPhysics; using FarseerPhysics.Collision; using FarseerPhysics.Common; using FarseerPhysics.Common.Decomposition; using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics.Contacts; using FarseerPhysics.Factories; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; using Voronoi2; namespace Barotrauma { class SubmarineBody { public const float DamageDepth = -10000.0f; const float PressureDamageMultiplier = 0.001f; //structure damage = impact * damageMultiplier const float DamageMultiplier = 50.0f; const float Friction = 0.2f, Restitution = 0.0f; public List HullVertices { get; private set; } private float depthDamageTimer; private Submarine sub; private Body body; private Vector2 speed; private Vector2 targetPosition; float mass = 10000.0f; private Vector2? lastContactPoint; private VoronoiCell lastContactCell; public Rectangle Borders { get; private set; } public Vector2 Speed { get { return speed; } set { if (!MathUtils.IsValid(value)) return; speed = value; } } public Vector2 TargetPosition { get { return targetPosition; } set { if (!MathUtils.IsValid(value)) return; targetPosition = value; } } public Vector2 Center { get { return new Vector2(Borders.X + Borders.Width / 2, Borders.Y - Borders.Height / 2); } } public bool AtDamageDepth { get { return sub.Position.Y < DamageDepth; } } public SubmarineBody(Submarine sub) { this.sub = sub; List convexHull = GenerateConvexHull(); HullVertices = convexHull; for (int i = 0; i < convexHull.Count; i++) { convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]); } convexHull.Reverse(); //get farseer 'vertices' from vectors Vertices shapevertices = new Vertices(convexHull); AABB hullAABB = shapevertices.GetAABB(); Borders = new Rectangle( (int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X), (int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y), (int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f), (int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f)); var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit); body = BodyFactory.CreateCompoundPolygon(GameMain.World, triangulatedVertices, 5.0f); body.BodyType = BodyType.Dynamic; body.CollisionCategories = Physics.CollisionMisc; body.CollidesWith = Physics.CollisionLevel; body.Restitution = 0.0f; body.FixedRotation = true; body.Awake = true; body.SleepingAllowed = false; body.IgnoreGravity = true; body.OnCollision += OnCollision; body.OnSeparation += OnSeparation; body.UserData = this; } private List GenerateConvexHull() { List points = new List(); Vector2 leftMost = Vector2.Zero; foreach (Structure wall in Structure.wallList) { for (int x = -1; x <= 1; x += 2) { for (int y = -1; y <= 1; y += 2) { Vector2 corner = new Vector2(wall.Rect.X + wall.Rect.Width / 2.0f, wall.Rect.Y - wall.Rect.Height / 2.0f); corner.X += x * wall.Rect.Width / 2.0f; corner.Y += y * wall.Rect.Height / 2.0f; if (points.Contains(corner)) continue; points.Add(corner); if (leftMost == Vector2.Zero || corner.X < leftMost.X) leftMost = corner; } } } List hullPoints = new List(); Vector2 currPoint = leftMost; Vector2 endPoint; do { hullPoints.Add(currPoint); endPoint = points[0]; for (int i = 1; i < points.Count; i++) { if ((currPoint == endPoint) || (MathUtils.VectorOrientation(currPoint, endPoint, points[i]) == -1)) { endPoint = points[i]; } } currPoint = endPoint; } while (endPoint != hullPoints[0]); return hullPoints; } float collisionRigidness = 1.0f; public void Update(float deltaTime) { if (body.Position!=Vector2.Zero) { UpdateColliding(); } Vector2 translateAmount = speed * deltaTime; translateAmount += ConvertUnits.ToDisplayUnits(body.Position) * collisionRigidness; if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, sub.Position) > 50.0f) { translateAmount += (targetPosition - sub.Position) * 0.01f; } else { targetPosition = Vector2.Zero; } sub.Translate(translateAmount); //------------------------- Vector2 totalForce = CalculateBuoyancy(); if (speed.LengthSquared() > 0.000001f) { float dragCoefficient = 0.00001f; float speedLength = (speed == Vector2.Zero) ? 0.0f : speed.Length(); float drag = speedLength * speedLength * dragCoefficient * mass; totalForce += -Vector2.Normalize(speed) * drag; } ApplyForce(totalForce); UpdateDepthDamage(deltaTime); //hullBodies[0].body.LinearVelocity = -hullBodies[0].body.Position; //hullBody.SetTransform(Vector2.Zero , 0.0f); body.SetTransform(Vector2.Zero, 0.0f);// .LinearVelocity = -body.Position / (float)Physics.step; body.LinearVelocity = Vector2.Zero; } private Vector2 CalculateBuoyancy() { float waterVolume = 0.0f; float volume = 0.0f; foreach (Hull hull in Hull.hullList) { waterVolume += hull.Volume; volume += hull.FullVolume; } float waterPercentage = waterVolume / volume; float neutralPercentage = 0.07f; float buoyancy = Math.Max(neutralPercentage - waterPercentage, -neutralPercentage*2.0f); buoyancy *= mass * 30.0f; return new Vector2(0.0f, buoyancy); } public void ApplyForce(Vector2 force) { Speed += force / mass; } private void UpdateDepthDamage(float deltaTime) { if (sub.Position.Y > DamageDepth) return; float depth = DamageDepth - sub.Position.Y; depth = Math.Min(depth, 40000.0f); // float prevTimer = depthDamageTimer; depthDamageTimer -= deltaTime*Math.Min(depth,20000)*PressureDamageMultiplier; //if (prevTimer>5.0f && depthDamageTimer<=5.0f) //{ // SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f,); //} if (depthDamageTimer > 0.0f) return; Vector2 damagePos = Vector2.Zero; if (Rand.Int(2)==0) { damagePos = new Vector2( (Rand.Int(2) == 0) ? Borders.X : Borders.X+Borders.Width, Rand.Range(Borders.Y - Borders.Height, Borders.Y)); } else { damagePos = new Vector2( Rand.Range(Borders.X, Borders.X + Borders.Width), (Rand.Int(2) == 0) ? Borders.Y : Borders.Y - Borders.Height); } SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f); GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f; Explosion.RangedStructureDamage(damagePos, depth * PressureDamageMultiplier * 50.0f, depth * PressureDamageMultiplier); //SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, Rand.Range(0.0f, 100.0f), damagePos, 5000.0f); depthDamageTimer = 10.0f; } private void UpdateColliding() { if (body.Position.LengthSquared()<0.00001f) return; Vector2 normal = Vector2.Normalize(body.Position); Vector2 simSpeed = ConvertUnits.ToSimUnits(speed); float impact = Vector2.Dot(simSpeed, -normal); if (impact < 0.0f) return; Vector2 u = Vector2.Dot(simSpeed, -normal) * normal; Vector2 w = (simSpeed + u); speed = ConvertUnits.ToDisplayUnits(w * (1.0f - Friction) + u * Restitution); if (lastContactPoint == null || lastContactCell==null || impact < 3.0f) return; SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint)); GameMain.GameScreen.Cam.Shake = impact * 2.0f; Vector2 limbForce = -normal * impact*0.5f; float length = limbForce.Length(); if (length > 10.0f) limbForce = (limbForce / length) * 10.0f; foreach (Character c in Character.CharacterList) { if (c.AnimController.CurrentHull == null) continue; if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f; foreach (Limb limb in c.AnimController.Limbs) { if (c.AnimController.LowestLimb == limb) continue; limb.body.ApplyLinearImpulse(limb.Mass * limbForce); } } Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint), impact*50.0f, impact*DamageMultiplier); //Body wallBody = Submarine.PickBody( // (Vector2)lastContactPoint - body.Position, // (Vector2)lastContactPoint + body.Position * 10.0f, // new List() { lastContactCell.body }); //if (wallBody == null || wallBody.UserData == null) return; //var damageable = wallBody.UserData as IDamageable; //Structure structure = wallBody.UserData as Structure; //if (structure == null) return; //int sectionIndex = structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)); //for (int i = sectionIndex - (int)(impact / 5.0f); i < sectionIndex + (int)(impact / 5.0f); i++) //{ // structure.AddDamage(i, impact * DamageMultiplier); //} } public bool OnCollision(Fixture f1, Fixture f2, Contact contact) { VoronoiCell cell = f2.Body.UserData as VoronoiCell; if (cell == null) { lastContactCell = null; lastContactPoint = null; return true; } lastContactCell = cell; Vector2 normal; FarseerPhysics.Common.FixedArray2 worldPoints; contact.GetWorldManifold(out normal, out worldPoints); lastContactPoint = worldPoints[0]; return true; //Vector2 normal = contact.Manifold.LocalNormal; //Vector2 simSpeed = ConvertUnits.ToSimUnits(speed); //float impact = Vector2.Dot(-simSpeed, normal); ////Vector2 u = Vector2.Dot(simSpeed, -normal) * -normal; ////Vector2 w = simSpeed - u; //Vector2 limbForce = normal * impact; ////float length = limbForce.Length(); ////if (length > 10.0f) limbForce = (limbForce / length) * 10.0f; ////foreach (Character c in Character.CharacterList) ////{ //// if (c.AnimController.CurrentHull == null) continue; //// if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f; //// foreach (Limb limb in c.AnimController.Limbs) //// { //// if (c.AnimController.LowestLimb == limb) continue; //// limb.body.ApplyLinearImpulse(limb.Mass * limbForce); //// } ////} //System.Diagnostics.Debug.WriteLine("IMPACT: " + impact + " normal: " + normal + " simspeed: " + simSpeed); //if (impact > 1.0f) //{ // contact.GetWorldManifold(out normal, out worldPoints); // lastContactPoint = worldPoints[0]; // AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(worldPoints[0])); // GameMain.GameScreen.Cam.Shake = impact * 2.0f; // //speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f); // //FixedArray2 worldPoints; // //contact.GetWorldManifold(out normal, out worldPoints); // //if (contact.Manifold.PointCount >= 1) // //{ // // Vector2 contactPoint = worldPoints[0]; // // Body wallBody = Submarine.PickBody(contactPoint, contactPoint + normal, new List() { cell.body }); // // if (wallBody!=null && wallBody.UserData!=null) // // { // // Structure s = wallBody.UserData as Structure; // // } // //} // //foreach (GraphEdge ge in cell.edges) // //{ // // Body wallBody = Submarine.PickBody( // // ConvertUnits.ToSimUnits(ge.point1 + GameMain.GameSession.Level.Position + normal), // // ConvertUnits.ToSimUnits(ge.point2 + GameMain.GameSession.Level.Position + normal), new List() { cell.body }); // // if (wallBody == null || wallBody.UserData == null) continue; // // Structure structure = wallBody.UserData as Structure; // // if (structure == null) continue; // // structure.AddDamage( // // structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)), impact*50.0f); // //} //} //collisionRigidness = 0.8f; //return true; } public void OnSeparation(Fixture f1, Fixture f2) { lastContactPoint = null; } } }