Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/Animation/Ragdoll.cs

1315 lines
47 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Networking;
using Lidgren.Network;
namespace Barotrauma
{
class Ragdoll
{
public static List<Ragdoll> list = new List<Ragdoll>();
protected Hull currentHull;
public Limb[] Limbs;
private bool frozen;
public bool Frozen
{
get { return frozen; }
set
{
if (frozen == value) return;
frozen = value;
foreach (Limb l in Limbs)
{
l.body.PhysEnabled = !frozen;
}
Collider.PhysEnabled = !frozen;
}
}
private Dictionary<LimbType, Limb> limbDictionary;
public RevoluteJoint[] limbJoints;
private bool simplePhysicsEnabled;
private Character character;
protected float strongestImpact;
public float headPosition, headAngle;
public float torsoPosition, torsoAngle;
protected double onFloorTimer;
private float splashSoundTimer;
//the movement speed of the ragdoll
public Vector2 movement;
//the target speed towards which movement is interpolated
protected Vector2 targetMovement;
//a movement vector that overrides targetmovement if trying to steer
//a Character to the position sent by server in multiplayer mode
protected Vector2 overrideTargetMovement;
protected float floorY;
protected float surfaceY;
protected bool inWater, headInWater;
public bool onGround;
private bool ignorePlatforms;
protected float colliderHeightFromFloor;
protected Structure stairs;
protected Direction dir;
public Direction TargetDir;
protected List<PhysicsBody> collider;
protected int colliderIndex = 0;
public PhysicsBody Collider
{
get
{
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 * colliderHeightFromFloor;
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[value].Submarine = collider[colliderIndex].Submarine;
collider[colliderIndex].PhysEnabled = false;
colliderIndex = value;
}
}
public float FloorY
{
get { return floorY; }
}
public float Mass
{
get;
private set;
}
public Limb MainLimb
{
get;
private set;
}
public Vector2 WorldPosition
{
get
{
return character.Submarine == null ?
ConvertUnits.ToDisplayUnits(Collider.SimPosition) :
ConvertUnits.ToDisplayUnits(Collider.SimPosition) + character.Submarine.Position;
}
}
public bool SimplePhysicsEnabled
{
get { return simplePhysicsEnabled; }
set
{
if (value == simplePhysicsEnabled) return;
simplePhysicsEnabled = value;
foreach (Limb limb in Limbs)
{
limb.body.Enabled = !simplePhysicsEnabled;
}
foreach (RevoluteJoint joint in limbJoints)
{
joint.Enabled = !simplePhysicsEnabled;
}
if (!simplePhysicsEnabled)
{
foreach (Limb limb in Limbs)
{
limb.body.SetTransform(Collider.SimPosition, Collider.Rotation);
}
}
}
}
public Vector2 TargetMovement
{
get
{
return (overrideTargetMovement == Vector2.Zero) ? targetMovement : overrideTargetMovement;
}
set
{
if (!MathUtils.IsValid(value)) return;
targetMovement.X = MathHelper.Clamp(value.X, -5.0f, 5.0f);
targetMovement.Y = MathHelper.Clamp(value.Y, -5.0f, 5.0f);
}
}
protected virtual float HeadPosition
{
get { return headPosition; }
}
protected virtual float HeadAngle
{
get { return headAngle; }
}
protected virtual float TorsoPosition
{
get { return torsoPosition; }
}
protected virtual float TorsoAngle
{
get { return torsoAngle; }
}
public float Dir
{
get { return ((dir == Direction.Left) ? -1.0f : 1.0f); }
}
public bool InWater
{
get { return inWater; }
}
public bool HeadInWater
{
get { return headInWater; }
}
public readonly bool CanEnterSubmarine;
public Hull CurrentHull
{
get { return currentHull; }
set
{
if (value == currentHull) return;
currentHull = value;
Submarine currSubmarine = currentHull == null ? null : currentHull.Submarine;
foreach (Limb limb in Limbs)
{
limb.body.Submarine = currSubmarine;
}
Collider.Submarine = currSubmarine;
}
}
public bool IgnorePlatforms
{
get { return ignorePlatforms; }
set
{
if (ignorePlatforms == value) return;
ignorePlatforms = value;
UpdateCollisionCategories();
}
}
public float ImpactTolerance
{
get;
private set;
}
public float StrongestImpact
{
get { return strongestImpact; }
set { strongestImpact = Math.Max(value, strongestImpact); }
}
public Structure Stairs
{
get { return stairs; }
}
public Ragdoll(Character character, XElement element)
{
list.Add(this);
this.character = character;
dir = Direction.Right;
float scale = ToolBox.GetAttributeFloat(element, "scale", 1.0f);
Limbs = new Limb[element.Elements("limb").Count()];
limbJoints = new RevoluteJoint[element.Elements("joint").Count()];
limbDictionary = new Dictionary<LimbType, Limb>();
headPosition = ToolBox.GetAttributeFloat(element, "headposition", 50.0f);
headPosition = ConvertUnits.ToSimUnits(headPosition);
headAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "headangle", 0.0f));
torsoPosition = ToolBox.GetAttributeFloat(element, "torsoposition", 50.0f);
torsoPosition = ConvertUnits.ToSimUnits(torsoPosition);
torsoAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "torsoangle", 0.0f));
ImpactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 50.0f);
CanEnterSubmarine = ToolBox.GetAttributeBool(element, "canentersubmarine", true);
colliderHeightFromFloor = ToolBox.GetAttributeFloat(element, "colliderheightfromfloor", 45.0f);
colliderHeightFromFloor = ConvertUnits.ToSimUnits(colliderHeightFromFloor);
collider = new List<PhysicsBody>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())
{
case "limb":
byte ID = Convert.ToByte(subElement.Attribute("id").Value);
Limb limb = new Limb(character, subElement, scale);
limb.body.FarseerBody.OnCollision += OnLimbCollision;
Limbs[ID] = limb;
Mass += limb.Mass;
if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
break;
case "joint":
AddJoint(subElement, scale);
break;
case "collider":
collider.Add(new PhysicsBody(subElement, scale));
collider[collider.Count - 1].FarseerBody.Friction = 0.05f;
collider[collider.Count - 1].FarseerBody.Restitution = 0.05f;
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;
}
}
if (collider[0] == null)
{
DebugConsole.ThrowError("No collider configured for \""+character.Name+"\"!");
collider[0] = new PhysicsBody(0.0f, 0.0f, 0.5f, 5.0f);
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;
}
UpdateCollisionCategories();
foreach (var joint in limbJoints)
{
joint.BodyB.SetTransform(
joint.BodyA.Position + (joint.LocalAnchorA - joint.LocalAnchorB)*0.1f,
(joint.LowerLimit + joint.UpperLimit) / 2.0f);
}
float startDepth = 0.1f;
float increment = 0.001f;
foreach (Character otherCharacter in Character.CharacterList)
{
if (otherCharacter==character) continue;
startDepth+=increment;
}
foreach (Limb limb in Limbs)
{
if (limb.sprite != null)
limb.sprite.Depth = startDepth + limb.sprite.Depth * 0.0001f;
}
Limb torso = GetLimb(LimbType.Torso);
Limb head = GetLimb(LimbType.Head);
MainLimb = torso == null ? head : torso;
}
public void AddJoint(XElement subElement, float scale = 1.0f)
{
byte limb1ID = Convert.ToByte(subElement.Attribute("limb1").Value);
byte limb2ID = Convert.ToByte(subElement.Attribute("limb2").Value);
Vector2 limb1Pos = ToolBox.GetAttributeVector2(subElement, "limb1anchor", Vector2.Zero) * scale;
limb1Pos = ConvertUnits.ToSimUnits(limb1Pos);
Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero) * scale;
limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
RevoluteJoint joint = new RevoluteJoint(Limbs[limb1ID].body.FarseerBody, Limbs[limb2ID].body.FarseerBody, limb1Pos, limb2Pos);
joint.CollideConnected = false;
if (subElement.Attribute("lowerlimit") != null)
{
joint.LimitEnabled = true;
joint.LowerLimit = float.Parse(subElement.Attribute("lowerlimit").Value) * ((float)Math.PI / 180.0f);
joint.UpperLimit = float.Parse(subElement.Attribute("upperlimit").Value) * ((float)Math.PI / 180.0f);
}
joint.MotorEnabled = true;
joint.MaxMotorTorque = 0.25f;
GameMain.World.AddJoint(joint);
for (int i = 0; i < limbJoints.Length; i++)
{
if (limbJoints[i] != null) continue;
limbJoints[i] = joint;
return;
}
Array.Resize(ref limbJoints, limbJoints.Length + 1);
limbJoints[limbJoints.Length - 1] = joint;
}
public void AddLimb(Limb limb)
{
limb.body.FarseerBody.OnCollision += OnLimbCollision;
Array.Resize(ref Limbs, Limbs.Length + 1);
Limbs[Limbs.Length-1] = limb;
Mass += limb.Mass;
if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
}
public bool OnLimbCollision(Fixture f1, Fixture f2, Contact contact)
{
Structure structure = f2.Body.UserData as Structure;
if (f2.Body.UserData is Submarine && character.Submarine == (Submarine)f2.Body.UserData) return false;
//always collides with bodies other than structures
if (structure == null)
{
CalculateImpact(f1, f2, contact);
return true;
}
Vector2 colliderBottom = GetColliderBottom();
if (structure.IsPlatform)
{
if (ignorePlatforms) return false;
//the collision is ignored if the lowest limb is under the platform
//if (lowestLimb==null || lowestLimb.Position.Y < structure.Rect.Y) return false;
if (colliderBottom.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) return false;
if (f1.Body.Position.Y < ConvertUnits.ToSimUnits(structure.Rect.Y - 5)) return false;
}
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;
}
CalculateImpact(f1, f2, contact);
return true;
}
private void CalculateImpact(Fixture f1, Fixture f2, Contact contact)
{
if (character.DisableImpactDamageTimer > 0.0f) return;
Vector2 normal = contact.Manifold.LocalNormal;
//Vector2 avgVelocity = Vector2.Zero;
//foreach (Limb limb in Limbs)
//{
// avgVelocity += limb.LinearVelocity;
//}
Vector2 velocity = f1.Body.LinearVelocity;
if (character.Submarine == null && f2.Body.UserData is Submarine) velocity -= ((Submarine)f2.Body.UserData).Velocity;
float impact = Vector2.Dot(velocity, -normal);
float volume = Math.Min(impact-3.0f, 1.0f);
if (f1.Body.UserData is Limb)
{
Limb limb = (Limb)f1.Body.UserData;
if (impact > 3.0f && limb.HitSound != null && limb.soundTimer <= 0.0f)
{
limb.soundTimer = Limb.SoundInterval;
limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
}
}
else if (f1.Body == Collider.FarseerBody)
{
if (!character.IsRemotePlayer || GameMain.Server != null)
{
if (impact > ImpactTolerance)
{
character.AddDamage(CauseOfDeath.Damage, impact - ImpactTolerance, null);
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, Collider);
strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
}
}
if (Character.Controlled == character) GameMain.GameScreen.Cam.Shake = strongestImpact;
}
}
public virtual void Draw(SpriteBatch spriteBatch)
{
if (simplePhysicsEnabled) return;
Collider.UpdateDrawPosition();
foreach (Limb limb in Limbs)
{
limb.Draw(spriteBatch);
}
}
public void DebugDraw(SpriteBatch spriteBatch)
{
if (!GameMain.DebugDraw || !character.Enabled) return;
if (simplePhysicsEnabled) return;
foreach (Limb limb in Limbs)
{
if (limb.pullJoint != null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
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);
}
limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
}
Collider.DebugDraw(spriteBatch, inWater ? Color.SkyBlue : Color.Gray);
foreach (RevoluteJoint joint in limbJoints)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
}
foreach (Limb limb in Limbs)
{
if (limb.body.TargetPosition != Vector2.Zero)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.body.TargetPosition);
if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
pos.Y = -pos.Y;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
GUI.DrawLine(spriteBatch, pos, new Vector2(limb.WorldPosition.X, -limb.WorldPosition.Y), Color.Cyan);
}
}
if (character.MemPos.Count > 1)
{
Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemPos[0].Position);
if (currentHull != null) prevPos += currentHull.Submarine.DrawPosition;
prevPos.Y = -prevPos.Y;
for (int i = 1; i < character.MemPos.Count; i++ )
{
Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemPos[i].Position);
if (currentHull != null) currPos += currentHull.Submarine.DrawPosition;
currPos.Y = -currPos.Y;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)currPos.X - 3, (int)currPos.Y - 3, 6, 6), Color.Cyan*0.6f, true, 0.01f);
GUI.DrawLine(spriteBatch, prevPos, currPos, Color.Cyan*0.6f, 0, 3);
prevPos = currPos;
}
}
if (ignorePlatforms)
{
GUI.DrawLine(spriteBatch,
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y),
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y + 50),
Color.Orange, 0, 5);
}
}
public virtual void Flip()
{
dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
for (int i = 0; i < limbJoints.Length; i++)
{
float lowerLimit = -limbJoints[i].UpperLimit;
float upperLimit = -limbJoints[i].LowerLimit;
limbJoints[i].LowerLimit = lowerLimit;
limbJoints[i].UpperLimit = upperLimit;
limbJoints[i].LocalAnchorA = new Vector2(-limbJoints[i].LocalAnchorA.X, limbJoints[i].LocalAnchorA.Y);
limbJoints[i].LocalAnchorB = new Vector2(-limbJoints[i].LocalAnchorB.X, limbJoints[i].LocalAnchorB.Y);
}
foreach (Limb limb in Limbs)
{
if (limb == null) continue;
if (limb.sprite != null)
{
Vector2 spriteOrigin = limb.sprite.Origin;
spriteOrigin.X = limb.sprite.SourceRect.Width - spriteOrigin.X;
limb.sprite.Origin = spriteOrigin;
}
limb.Dir = Dir;
if (limb.LightSource != null)
{
limb.LightSource.FlipX();
}
if (limb.pullJoint != null)
{
limb.pullJoint.LocalAnchorA =
new Vector2(
-limb.pullJoint.LocalAnchorA.X,
limb.pullJoint.LocalAnchorA.Y);
}
}
}
public Vector2 GetCenterOfMass()
{
Vector2 centerOfMass = Vector2.Zero;
foreach (Limb limb in Limbs)
{
centerOfMass += limb.Mass * limb.SimPosition;
}
centerOfMass /= Mass;
return centerOfMass;
}
/// <param name="pullFromCenter">if false, force is applied to the position of pullJoint</param>
protected void MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter = false)
{
limb.MoveToPos(pos, amount, pullFromCenter);
}
public void ResetPullJoints()
{
for (int i = 0; i < Limbs.Length; i++)
{
if (Limbs[i] == null || Limbs[i].pullJoint == null) continue;
Limbs[i].pullJoint.Enabled = false;
}
}
public static void UpdateAll(Camera cam, float deltaTime)
{
foreach (Ragdoll r in list)
{
r.Update(cam, deltaTime);
}
}
public void FindHull(Vector2? worldPosition = null, bool setSubmarine = true)
{
if (!CanEnterSubmarine)
{
return;
}
Vector2 findPos = worldPosition==null ? this.WorldPosition : (Vector2)worldPosition;
Hull newHull = Hull.FindHull(findPos, currentHull);
if (newHull == currentHull) return;
if (setSubmarine)
{
//in -> out
if (newHull == null && currentHull.Submarine != null)
{
for (int i = -1; i < 2; i += 2)
{
//don't teleport outside the sub if right next to a hull
if (Hull.FindHull(findPos + new Vector2(Submarine.GridSize.X * 4.0f * i, 0.0f), currentHull) != null) return;
if (Hull.FindHull(findPos + new Vector2(0.0f, Submarine.GridSize.Y * 4.0f * i), currentHull) != null) return;
}
if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) return;
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity);
}
//out -> in
else if (currentHull == null && newHull.Submarine != null)
{
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity);
}
//from one sub to another
else if (newHull != null && currentHull != null && newHull.Submarine != currentHull.Submarine)
{
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position - newHull.Submarine.Position),
Vector2.Zero);
}
}
CurrentHull = newHull;
character.Submarine = currentHull == null ? null : currentHull.Submarine;
UpdateCollisionCategories();
}
public void Teleport(Vector2 moveAmount, Vector2 velocityChange)
{
foreach (Limb limb in Limbs)
{
if (limb.body.FarseerBody.ContactList == null) continue;
ContactEdge ce = limb.body.FarseerBody.ContactList;
while (ce != null && ce.Contact != null)
{
ce.Contact.Enabled = false;
ce = ce.Next;
}
}
foreach (Limb limb in Limbs)
{
limb.body.LinearVelocity += velocityChange;
}
//character.Stun = 0.1f;
character.DisableImpactDamageTimer = 0.25f;
SetPosition(Collider.SimPosition + moveAmount);
character.CursorPosition += moveAmount;
}
private void UpdateCollisionCategories()
{
Category wall = currentHull == null ?
Physics.CollisionLevel | Physics.CollisionWall
: Physics.CollisionWall;
Category collisionCategory = (ignorePlatforms) ?
wall | Physics.CollisionProjectile | Physics.CollisionStairs
: wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs;
Collider.CollidesWith = collisionCategory;
foreach (Limb limb in Limbs)
{
if (limb.ignoreCollisions) continue;
try
{
limb.body.CollidesWith = collisionCategory;
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to update ragdoll limb collisioncategories", e);
}
}
}
protected bool levitatingCollider = true;
public void Update(Camera cam, float deltaTime)
{
if (!character.Enabled || Frozen) return;
UpdateNetPlayerPosition(deltaTime);
CheckDistFromCollider();
Vector2 flowForce = Vector2.Zero;
FindHull();
splashSoundTimer -= deltaTime;
//ragdoll isn't in any room -> it's in the water
if (currentHull == null)
{
inWater = true;
headInWater = true;
}
else
{
flowForce = GetFlowForce();
inWater = false;
headInWater = false;
float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
float floorY = GetFloorY();
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface))
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)
{
//find the room which the limb is in
//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
Hull limbHull = currentHull == null ? null : Hull.FindHull(limb.WorldPosition, currentHull);
bool prevInWater = limb.inWater;
limb.inWater = false;
if (limbHull == null)
{
//limb isn't in any room -> it's in the water
limb.inWater = true;
if (limb.type == LimbType.Head) headInWater = true;
}
else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position))
{
if (limb.Position.Y < limbHull.Surface)
{
limb.inWater = true;
if (flowForce.LengthSquared() > 0.001f)
{
limb.body.ApplyForce(flowForce);
}
surfaceY = limbHull.Surface;
if (limb.type == LimbType.Head)
{
headInWater = true;
}
}
//the limb has gone through the surface of the water
if (Math.Abs(limb.LinearVelocity.Y) > 5.0f && limb.inWater != prevInWater)
{
//create a splash particle
GameMain.ParticleManager.CreateParticle("watersplash",
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
0.0f, limbHull);
GameMain.ParticleManager.CreateParticle("bubbles",
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
limb.LinearVelocity * 0.001f,
0.0f, limbHull);
//if the Character dropped into water, create a wave
if (limb.LinearVelocity.Y < 0.0f)
{
if (splashSoundTimer <= 0.0f)
{
SoundPlayer.PlaySplashSound(limb.WorldPosition, Math.Abs(limb.LinearVelocity.Y) + Rand.Range(-5.0f, 0.0f));
splashSoundTimer = 0.5f;
}
//1.0 when the limb is parallel to the surface of the water
// = big splash and a large impact
float parallel = (float)Math.Abs(Math.Sin(limb.Rotation));
Vector2 impulse = Vector2.Multiply(limb.LinearVelocity, -parallel * limb.Mass);
//limb.body.ApplyLinearImpulse(impulse);
int n = (int)((limb.Position.X - limbHull.Rect.X) / Hull.WaveWidth);
limbHull.WaveVel[n] = Math.Min(impulse.Y * 1.0f, 5.0f);
}
}
}
if (limb.LightSource != null)
{
limb.LightSource.Rotation = limb.Rotation;
}
limb.Update(deltaTime);
}
bool onStairs = stairs != null;
stairs = null;
var contacts = Collider.FarseerBody.ContactList;
while (Collider.FarseerBody.Enabled && contacts != null && contacts.Contact != null)
{
if (contacts.Contact.Enabled && contacts.Contact.IsTouching)
{
Vector2 normal;
FarseerPhysics.Common.FixedArray2<Vector2> points;
contacts.Contact.GetWorldManifold(out normal, out points);
switch (contacts.Contact.FixtureA.CollisionCategories)
{
case Physics.CollisionStairs:
Structure structure = contacts.Contact.FixtureA.Body.UserData as Structure;
if (structure != null && onStairs)
{
stairs = structure;
}
break;
}
// case Physics.CollisionPlatform:
// Structure platform = contacts.Contact.FixtureA.Body.UserData as Structure;
// if (IgnorePlatforms || colliderBottom.Y < ConvertUnits.ToSimUnits(platform.Rect.Y - 15))
// {
// contacts = contacts.Next;
// continue;
// }
// break;
// case Physics.CollisionWall:
// break;
// default:
// contacts = contacts.Next;
// continue;
//}
if (points[0].Y < Collider.SimPosition.Y)
{
floorY = Math.Max(floorY, points[0].Y);
onGround = true;
onFloorTimer = 0.1f;
}
}
contacts = contacts.Next;
}
//the ragdoll "stays on ground" for 50 millisecs after separation
if (onFloorTimer <= 0.0f)
{
onGround = false;
}
else
{
onFloorTimer -= deltaTime;
}
Vector2 rayStart = Collider.SimPosition;
Vector2 rayEnd = rayStart;
rayEnd.Y -= Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor*1.2f;
Vector2 colliderBottomDisplay = ConvertUnits.ToDisplayUnits(GetColliderBottom());
if (!inWater && !character.IsDead && !character.IsUnconscious && levitatingCollider && Collider.LinearVelocity.Y>-ImpactTolerance)
{
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 (colliderBottomDisplay.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 || colliderBottomDisplay.Y < platform.Rect.Y - 16) 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 + colliderHeightFromFloor;
if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate)
{
Vector2 newSpeed = Collider.LinearVelocity;
newSpeed.Y = (targetY - Collider.SimPosition.Y)*5.0f;
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)
{
PhysicsBody refBody = refLimb == null ? Collider : refLimb.body;
Vector2 rayStart = refBody.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;
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)
{
Vector2 moveAmount = simPosition - Collider.SimPosition;
Collider.SetTransform(simPosition, Collider.Rotation);
foreach (Limb limb in Limbs)
{
//check visibility from the new position of the collider to the new position of this limb
Vector2 movePos = limb.SimPosition + moveAmount;
TrySetLimbPosition(limb, simPosition, movePos, lerp);
}
}
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, bool lerp = false)
{
Vector2 movePos = simPosition;
if (original != simPosition)
{
Category collisionCategory = Physics.CollisionWall | Physics.CollisionLevel;
//if (!ignorePlatforms) collisionCategory |= Physics.CollisionPlatform;
Body body = Submarine.PickBody(original, simPosition, null, collisionCategory);
//if there's something in between the limbs
if (body != null)
{
//move the limb close to the position where the raycast hit something
movePos = original + ((simPosition - original) * Submarine.LastPickedFraction * 0.9f);
}
}
if (lerp)
{
limb.body.TargetPosition = movePos;
limb.body.MoveToTargetPosition(Vector2.DistanceSquared(limb.SimPosition, movePos) < 100.0f);
}
else
{
limb.body.SetTransform(movePos, limb.Rotation);
if (limb.pullJoint != null)
{
limb.pullJoint.WorldAnchorB = limb.pullJoint.WorldAnchorA;
limb.pullJoint.Enabled = false;
}
}
}
private bool collisionsDisabled;
protected void CheckDistFromCollider()
{
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
//(in case the ragdoll has gotten stuck somewhere)
if (Vector2.DistanceSquared(Collider.SimPosition, MainLimb.SimPosition) > allowedDist*allowedDist)
{
if (!collisionsDisabled)
{
foreach (Limb limb in Limbs)
{
limb.body.CollidesWith = Physics.CollisionNone;
limb.body.ResetDynamics();
}
}
collisionsDisabled = true;
}
else if (collisionsDisabled)
{
//set the position of the ragdoll to make sure limbs don't get stuck inside walls when re-enabling collisions
SetPosition(Collider.SimPosition, true);
UpdateCollisionCategories();
collisionsDisabled = false;
}
}
private void UpdateNetPlayerPosition(float deltaTime)
{
if (GameMain.NetworkMember == null) return;
if (character == GameMain.NetworkMember.Character)
{
//if (character.MemPos.Count < 2) return;
//PosInfo serverPos = character.MemPos.Last();
//int localPosIndex = character.MemLocalPos.FindIndex(m => m.ID == serverPos.ID);
//if (localPosIndex > -1)
//{
// PosInfo localPos = character.MemLocalPos[localPosIndex];
// if (Vector2.Distance(localPos.Position, serverPos.Position) > 0.1f)
// {
// //collider.SetTransform(collider.SimPosition + (pos.Position - remotePos), collider.Rotation);
// collider.SetTransform(serverPos.Position, collider.Rotation);
// // character.MemLocalPos.RemoveRange(localPosIndex, character.MemLocalPos.Count - localPosIndex);
// }
//}
//if (character.MemLocalPos.Count > 120) character.MemLocalPos.RemoveRange(0, character.MemLocalPos.Count - 120);
//character.MemPos.Clear();
}
else
{
if (character.MemPos.Count > 0)
{
Collider.LinearVelocity = Vector2.Zero;
Collider.CorrectPosition(character.MemPos, deltaTime, out overrideTargetMovement);
}
}
}
private Vector2 GetFlowForce()
{
Vector2 limbPos = ConvertUnits.ToDisplayUnits(Limbs[0].SimPosition);
Vector2 force = Vector2.Zero;
foreach (MapEntity e in MapEntity.mapEntityList)
{
Gap gap = e as Gap;
if (gap == null || gap.FlowTargetHull != currentHull || gap.LerpedFlowForce == Vector2.Zero) continue;
Vector2 gapPos = gap.SimPosition;
float dist = Vector2.Distance(limbPos, gapPos);
force += Vector2.Normalize(gap.LerpedFlowForce) * (Math.Max(gap.LerpedFlowForce.Length() - dist, 0.0f) / 500.0f);
}
if (force.Length() > 20.0f) return force;
return force;
}
public Limb GetLimb(LimbType limbType)
{
Limb limb = null;
limbDictionary.TryGetValue(limbType, out limb);
return limb;
}
public Vector2 GetColliderBottom()
{
float halfHeight = Collider.height * 0.5f + Collider.radius;
Vector2 offset = Vector2.Zero;
offset.Y = -colliderHeightFromFloor;
return Collider.SimPosition + offset +
new Vector2((float)Math.Sin(Collider.Rotation), -(float)Math.Cos(Collider.Rotation)) * halfHeight;
}
public Limb FindLowestLimb()
{
Limb lowestLimb = null;
foreach (Limb limb in Limbs)
{
if (lowestLimb == null)
lowestLimb = limb;
else if (limb.SimPosition.Y < lowestLimb.SimPosition.Y)
lowestLimb = limb;
}
return lowestLimb;
}
public void Remove()
{
foreach (Limb l in Limbs)
{
l.Remove();
}
Limbs = null;
foreach (PhysicsBody b in collider)
{
b.Remove();
}
foreach (RevoluteJoint joint in limbJoints)
{
GameMain.World.RemoveJoint(joint);
}
limbJoints = null;
list.Remove(this);
}
}
}