Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Particles/Particle.cs
2019-07-27 21:06:07 +03:00

476 lines
17 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace Barotrauma.Particles
{
class Particle
{
private ParticlePrefab prefab;
public delegate void OnChangeHullHandler(Vector2 position, Hull currentHull);
public OnChangeHullHandler OnChangeHull;
private Vector2 position;
private Vector2 prevPosition;
private Vector2 velocity;
private float rotation;
private float prevRotation;
private float angularVelocity;
private Vector2 dragVec = Vector2.Zero;
private int dragWait = 0;
private Vector2 size;
private Vector2 sizeChange;
private Color color;
private bool changeColor;
private int spriteIndex;
private float totalLifeTime;
private float lifeTime;
private float startDelay;
private Vector2 velocityChange;
private Vector2 velocityChangeWater;
private Vector2 drawPosition;
private float drawRotation;
private Hull currentHull;
private List<Gap> hullGaps;
private bool hasSubEmitters;
private List<ParticleEmitter> subEmitters = new List<ParticleEmitter>();
private float animState;
private int animFrame;
private float collisionUpdateTimer;
public bool HighQualityCollisionDetection;
public ParticlePrefab.DrawTargetType DrawTarget
{
get { return prefab.DrawTarget; }
}
public ParticleBlendState BlendState
{
get { return prefab.BlendState; }
}
public float StartDelay
{
get { return startDelay; }
set { startDelay = MathHelper.Clamp(value, Prefab.StartDelayMin, prefab.StartDelayMax); }
}
public Vector2 Size
{
get { return size; }
set { size = value; }
}
public Hull CurrentHull
{
get { return currentHull; }
}
public ParticlePrefab Prefab
{
get { return prefab; }
}
public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation, Hull hullGuess = null)
{
this.prefab = prefab;
spriteIndex = Rand.Int(prefab.Sprites.Count);
animState = 0;
animFrame = 0;
dragWait = 0;
dragVec = Vector2.Zero;
currentHull = Hull.FindHull(position, hullGuess);
this.position = position;
prevPosition = position;
drawPosition = position;
velocity = MathUtils.IsValid(speed) ? speed : Vector2.Zero;
if (currentHull?.Submarine != null)
{
velocity += ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
}
this.rotation = rotation + Rand.Range(prefab.StartRotationMinRad, prefab.StartRotationMaxRad);
prevRotation = rotation;
angularVelocity = Rand.Range(prefab.AngularVelocityMinRad, prefab.AngularVelocityMaxRad);
totalLifeTime = prefab.LifeTime;
lifeTime = prefab.LifeTime;
startDelay = Rand.Range(prefab.StartDelayMin, prefab.StartDelayMax);
size = prefab.StartSizeMin + (prefab.StartSizeMax - prefab.StartSizeMin) * Rand.Range(0.0f, 1.0f);
sizeChange = prefab.SizeChangeMin + (prefab.SizeChangeMax - prefab.SizeChangeMin) * Rand.Range(0.0f, 1.0f);
color = prefab.StartColor;
changeColor = prefab.StartColor != prefab.EndColor;
velocityChange = prefab.VelocityChangeDisplay;
velocityChangeWater = prefab.VelocityChangeWaterDisplay;
HighQualityCollisionDetection = false;
OnChangeHull = null;
subEmitters.Clear();
hasSubEmitters = false;
foreach (ParticleEmitterPrefab emitterPrefab in prefab.SubEmitters)
{
subEmitters.Add(new ParticleEmitter(emitterPrefab));
hasSubEmitters = true;
}
if (prefab.UseCollision)
{
hullGaps = currentHull == null ? new List<Gap>() : currentHull.ConnectedGaps;
}
if (prefab.RotateToDirection)
{
this.rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
prevRotation = rotation;
}
}
public bool Update(float deltaTime)
{
if (startDelay > 0.0f)
{
startDelay -= deltaTime;
return true;
}
prevPosition = position;
prevRotation = rotation;
//over 3 times faster than position += velocity * deltatime
position.X += velocity.X * deltaTime;
position.Y += velocity.Y * deltaTime;
if (prefab.RotateToDirection)
{
if (velocityChange != Vector2.Zero || angularVelocity != 0.0f)
{
Vector2 relativeVel = velocity;
if (currentHull?.Submarine != null)
{
relativeVel -= ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
}
rotation = MathUtils.VectorToAngle(new Vector2(relativeVel.X, -relativeVel.Y));
}
}
else
{
rotation += angularVelocity * deltaTime;
}
bool inWater = (currentHull == null || (currentHull.Submarine != null && position.Y - currentHull.Submarine.DrawPosition.Y < currentHull.Surface));
if (inWater)
{
velocity.X += velocityChangeWater.X * deltaTime;
velocity.Y += velocityChangeWater.Y * deltaTime;
if (prefab.WaterDrag > 0.0f)
{
ApplyDrag(prefab.WaterDrag, deltaTime);
}
}
else
{
velocity.X += velocityChange.X * deltaTime;
velocity.Y += velocityChange.Y * deltaTime;
if (prefab.Drag > 0.0f)
{
ApplyDrag(prefab.Drag, deltaTime);
}
}
size.X += sizeChange.X * deltaTime;
size.Y += sizeChange.Y * deltaTime;
if (changeColor)
{
color = Color.Lerp(prefab.EndColor, prefab.StartColor, lifeTime / prefab.LifeTime);
}
if (prefab.Sprites[spriteIndex] is SpriteSheet)
{
animState += deltaTime;
int frameCount = ((SpriteSheet)prefab.Sprites[spriteIndex]).FrameCount;
animFrame = (int)Math.Min(Math.Floor(animState / prefab.AnimDuration * frameCount), frameCount - 1);
}
lifeTime -= deltaTime;
if (lifeTime <= 0.0f || color.A <= 0 || size.X <= 0.0f || size.Y <= 0.0f) { return false; }
if (hasSubEmitters)
{
foreach (ParticleEmitter emitter in subEmitters)
{
emitter.Emit(deltaTime, position, currentHull);
}
}
if (!prefab.UseCollision) { return true; }
if (HighQualityCollisionDetection)
{
return CollisionUpdate();
}
else
{
collisionUpdateTimer -= deltaTime;
if (collisionUpdateTimer <= 0.0f)
{
//more frequent collision updates if the particle is moving fast
collisionUpdateTimer = 0.5f - Math.Min((Math.Abs(velocity.X) + Math.Abs(velocity.Y)) * 0.01f, 0.45f);
return CollisionUpdate();
}
}
return true;
}
private bool CollisionUpdate()
{
if (currentHull == null)
{
Hull collidedHull = Hull.FindHull(position);
if (collidedHull != null)
{
if (prefab.DeleteOnCollision) return false;
OnWallCollisionOutside(collidedHull);
}
}
else
{
Rectangle hullRect = currentHull.WorldRect;
Vector2 collisionNormal = Vector2.Zero;
if (velocity.Y < 0.0f && position.Y - prefab.CollisionRadius * size.Y < hullRect.Y - hullRect.Height)
{
if (prefab.DeleteOnCollision) return false;
collisionNormal = new Vector2(0.0f, 1.0f);
}
else if (velocity.Y > 0.0f && position.Y + prefab.CollisionRadius * size.Y > hullRect.Y)
{
if (prefab.DeleteOnCollision) return false;
collisionNormal = new Vector2(0.0f, -1.0f);
}
else if (velocity.X < 0.0f && position.X - prefab.CollisionRadius * size.X < hullRect.X)
{
if (prefab.DeleteOnCollision) return false;
collisionNormal = new Vector2(1.0f, 0.0f);
}
else if (velocity.X > 0.0f && position.X + prefab.CollisionRadius * size.X > hullRect.Right)
{
if (prefab.DeleteOnCollision) return false;
collisionNormal = new Vector2(-1.0f, 0.0f);
}
if (collisionNormal != Vector2.Zero)
{
bool gapFound = false;
foreach (Gap gap in hullGaps)
{
if (gap.Open <= 0.9f || gap.IsHorizontal != (collisionNormal.X != 0.0f)) continue;
if (gap.IsHorizontal)
{
if (gap.WorldRect.Y < position.Y || gap.WorldRect.Y - gap.WorldRect.Height > position.Y) continue;
int gapDir = Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X);
if (Math.Sign(velocity.X) != gapDir || Math.Sign(position.X - currentHull.WorldRect.Center.X) != gapDir) continue;
}
else
{
if (gap.WorldRect.X > position.X || gap.WorldRect.Right < position.X) continue;
float hullCenterY = currentHull.WorldRect.Y - currentHull.WorldRect.Height / 2;
int gapDir = Math.Sign(gap.WorldRect.Y - hullCenterY);
if (Math.Sign(velocity.Y) != gapDir || Math.Sign(position.Y - hullCenterY) != gapDir) continue;
}
gapFound = true;
break;
}
if (!gapFound)
{
OnWallCollisionInside(currentHull, collisionNormal);
}
else
{
Hull newHull = Hull.FindHull(position, currentHull);
if (newHull != currentHull)
{
currentHull = newHull;
hullGaps = currentHull == null ? new List<Gap>() : currentHull.ConnectedGaps;
OnChangeHull?.Invoke(position, currentHull);
}
}
}
}
return true;
}
private void ApplyDrag(float dragCoefficient, float deltaTime)
{
if (velocity.LengthSquared() < dragVec.LengthSquared())
{
velocity = Vector2.Zero;
return;
}
if (Math.Abs(velocity.X) < 0.0001f && Math.Abs(velocity.Y) < 0.0001f) return;
//TODO: some better way to handle particle drag
//this doesn't work that well because the drag vector is only updated every 0.5 seconds, allowing the particle to accelerate way more than it should
//(e.g. a falling particle can freely accelerate for 0.5 seconds before the drag takes effect)
dragWait--;
if (dragWait <= 0)
{
dragWait = 30;
float speed = velocity.Length();
dragVec = (velocity / speed) * Math.Min(speed * speed * dragCoefficient * deltaTime, 1.0f);
}
velocity -= dragVec;
}
private void OnWallCollisionInside(Hull prevHull, Vector2 collisionNormal)
{
Rectangle prevHullRect = prevHull.WorldRect;
Vector2 subVel = prevHull?.Submarine != null ? ConvertUnits.ToDisplayUnits(prevHull.Submarine.Velocity) : Vector2.Zero;
velocity -= subVel;
if (Math.Abs(collisionNormal.X) > Math.Abs(collisionNormal.Y))
{
if (collisionNormal.X > 0.0f)
{
position.X = Math.Max(position.X, prevHullRect.X + prefab.CollisionRadius * size.X);
}
else
{
position.X = Math.Min(position.X, prevHullRect.Right - prefab.CollisionRadius * size.X);
}
velocity.X = Math.Sign(collisionNormal.X) * Math.Abs(velocity.X) * prefab.Restitution;
velocity.Y *= (1.0f - prefab.Friction);
}
else
{
if (collisionNormal.Y > 0.0f)
{
position.Y = Math.Max(position.Y, prevHullRect.Y - prevHullRect.Height + prefab.CollisionRadius * size.Y);
}
else
{
position.Y = Math.Min(position.Y, prevHullRect.Y - prefab.CollisionRadius * size.Y);
}
velocity.X *= (1.0f - prefab.Friction);
velocity.Y = Math.Sign(collisionNormal.Y) * Math.Abs(velocity.Y) * prefab.Restitution;
}
velocity += subVel;
}
private void OnWallCollisionOutside(Hull collisionHull)
{
Rectangle hullRect = collisionHull.WorldRect;
Vector2 center = new Vector2(hullRect.X + hullRect.Width /2, hullRect.Y - hullRect.Height / 2);
if (position.Y < center.Y)
{
position.Y = hullRect.Y - hullRect.Height - prefab.CollisionRadius;
velocity.X *= (1.0f - prefab.Friction);
velocity.Y = -velocity.Y * prefab.Restitution;
}
else if (position.Y > center.Y)
{
position.Y = hullRect.Y + prefab.CollisionRadius;
velocity.X *= (1.0f - prefab.Friction);
velocity.Y = -velocity.Y * prefab.Restitution;
}
if (position.X < center.X)
{
position.X = hullRect.X - prefab.CollisionRadius;
velocity.X = -velocity.X * prefab.Restitution;
velocity.Y *= (1.0f - prefab.Friction);
}
else if (position.X > center.X)
{
position.X = hullRect.X + hullRect.Width + prefab.CollisionRadius;
velocity.X = -velocity.X * prefab.Restitution;
velocity.Y *= (1.0f - prefab.Friction);
}
velocity *= prefab.Restitution;
}
public void UpdateDrawPos()
{
drawPosition = Timing.Interpolate(prevPosition, position);
drawRotation = Timing.Interpolate(prevRotation, rotation);
}
public void Draw(SpriteBatch spriteBatch)
{
Vector2 drawSize = size;
if (prefab.GrowTime > 0.0f && totalLifeTime - lifeTime < prefab.GrowTime)
{
drawSize *= ((totalLifeTime - lifeTime) / prefab.GrowTime);
}
if (prefab.Sprites[spriteIndex] is SpriteSheet)
{
((SpriteSheet)prefab.Sprites[spriteIndex]).Draw(
spriteBatch, animFrame,
new Vector2(drawPosition.X, -drawPosition.Y),
color * (color.A / 255.0f),
prefab.Sprites[spriteIndex].Origin, drawRotation,
drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
}
else
{
prefab.Sprites[spriteIndex].Draw(spriteBatch,
new Vector2(drawPosition.X, -drawPosition.Y),
color * (color.A / 255.0f),
prefab.Sprites[spriteIndex].Origin, drawRotation,
drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
}
}
}
}