352 lines
9.7 KiB
C#
352 lines
9.7 KiB
C#
using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Factories;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Subsurface.Networking;
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using System.Collections.Generic;
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namespace Subsurface
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{
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class PhysicsBody
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{
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public enum Shape
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{
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Circle, Rectangle, Capsule
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};
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public static List<PhysicsBody> list = new List<PhysicsBody>();
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//the farseer physics body of the item
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private Body body;
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protected Vector2 prevPosition;
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protected float prevRotation;
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protected Vector2 targetPosition;
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protected Vector2 targetVelocity;
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protected float targetRotation;
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protected float targetAngularVelocity;
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private Vector2 drawPosition;
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private float drawRotation;
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public readonly Shape bodyShape;
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public readonly float height, width, radius;
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private float density;
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//the direction the item is facing (for example, a gun has to be
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//flipped horizontally if the character holding it turns around)
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float dir;
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public Vector2 TargetPosition
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{
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get { return targetPosition; }
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set { targetPosition = value; }
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}
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public Vector2 TargetVelocity
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{
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get { return targetVelocity; }
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set { targetVelocity = value; }
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}
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public float TargetRotation
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{
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get { return targetRotation; }
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set { targetRotation = value; }
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}
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public float TargetAngularVelocity
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{
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get { return targetAngularVelocity; }
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set { targetAngularVelocity = value; }
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}
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public Vector2 DrawPosition
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{
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get { return drawPosition; }
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}
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public float DrawRotation
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{
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get { return drawRotation; }
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}
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public float Dir
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{
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get { return dir; }
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set { dir = value; }
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}
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public bool Enabled
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{
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get { return body.Enabled; }
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set { body.Enabled = value; }
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}
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public Vector2 Position
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{
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get { return body.Position; }
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}
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public float Rotation
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{
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get { return body.Rotation; }
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}
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public Vector2 LinearVelocity
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{
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get { return body.LinearVelocity; }
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set { body.LinearVelocity = value; }
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}
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public float AngularVelocity
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{
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get { return body.AngularVelocity; }
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set { body.AngularVelocity = value; }
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}
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public float Mass
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{
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get { return body.Mass; }
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}
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public float Density
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{
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get { return density; }
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}
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public Body FarseerBody
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{
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get { return body; }
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}
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public object UserData
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{
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get { return body.UserData; }
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set { body.UserData = value; }
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}
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public float Friction
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{
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set { body.Friction = value; }
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}
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public BodyType BodyType
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{
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set { body.BodyType = value; }
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}
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public Category CollisionCategories
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{
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set { body.CollisionCategories = value; }
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}
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public Category CollidesWith
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{
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set { body.CollidesWith = value; }
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}
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public PhysicsBody(XElement element)
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: this(element, Vector2.Zero)
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{
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}
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public PhysicsBody(Body body)
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{
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this.body = body;
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density = 10.0f;
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dir = 1.0f;
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list.Add(this);
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}
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public PhysicsBody(XElement element, Vector2 position)
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{
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float radius = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "radius", 0.0f));
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float height = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "height", 0.0f));
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float width = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "width", 0.0f));
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density = ToolBox.GetAttributeFloat(element, "density", 10.0f);
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if (width != 0.0f && height != 0.0f)
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{
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body = BodyFactory.CreateRectangle(Game1.world, width, height, density);
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bodyShape = Shape.Rectangle;
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}
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else if (radius != 0.0f && height != 0.0f)
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{
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body = BodyFactory.CreateCapsule(Game1.world, height, radius, density);
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bodyShape = Shape.Capsule;
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}
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else if (radius != 0.0f)
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{
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body = BodyFactory.CreateCircle(Game1.world, radius, density);
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bodyShape = Shape.Circle;
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}
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else
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{
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DebugConsole.ThrowError("Invalid body dimensions in " + element);
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}
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this.width = width;
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this.height = height;
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this.radius = radius;
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dir = 1.0f;
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//items only collide with the map
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body.CollisionCategories = Physics.CollisionMisc;
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body.CollidesWith = Physics.CollisionWall;
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body.Friction = ToolBox.GetAttributeFloat(element, "friction", 0.3f);
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body.BodyType = BodyType.Dynamic;
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//body.AngularDamping = Limb.LimbAngularDamping;
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body.UserData = this;
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SetTransform(position, 0.0f);
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//prevPosition = ConvertUnits.ToDisplayUnits(position);
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list.Add(this);
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}
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public void ResetDynamics()
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{
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body.ResetDynamics();
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}
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public void ApplyLinearImpulse(Vector2 impulse)
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{
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body.ApplyLinearImpulse(impulse);
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}
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public void ApplyLinearImpulse(Vector2 impulse, Vector2 point)
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{
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body.ApplyLinearImpulse(impulse, point);
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}
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public void ApplyForce(Vector2 force)
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{
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body.ApplyForce(force);
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}
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public void ApplyForce(Vector2 force, Vector2 point)
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{
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body.ApplyForce(force, point);
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}
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public void ApplyTorque(float torque)
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{
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body.ApplyTorque(torque);
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}
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public void SetTransform(Vector2 position, float rotation)
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{
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body.SetTransform(position, rotation);
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SetPrevTransform(position, rotation);
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}
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public void SetPrevTransform(Vector2 position, float rotation)
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{
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prevPosition = position;
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prevRotation = rotation;
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}
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public void SetToTargetPosition()
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{
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if (targetPosition != Vector2.Zero)
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{
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body.SetTransform(targetPosition, targetRotation);
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body.LinearVelocity = targetVelocity;
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body.AngularVelocity = targetAngularVelocity;
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targetPosition = Vector2.Zero;
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}
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}
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public void Draw(SpriteBatch spriteBatch, Sprite sprite, Color color)
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{
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if (!body.Enabled) return;
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SpriteEffects spriteEffect = (dir == 1.0f) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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drawPosition = Physics.Interpolate(prevPosition, body.Position);
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drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
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drawRotation = Physics.Interpolate(prevRotation, body.Rotation);
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sprite.Draw(spriteBatch, new Vector2(drawPosition.X, -drawPosition.Y), color, -drawRotation, 1.0f, spriteEffect);
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//prevPosition = body.Position;
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//prevRotation = body.Rotation;
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}
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/// <summary>
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/// rotate the body towards the target rotation in the "shortest direction"
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/// </summary>
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public void SmoothRotate(float targetRotation, float force = 10.0f)
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{
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float nextAngle = body.Rotation + body.AngularVelocity * (float)Physics.step;
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float angle = ToolBox.GetShortestAngle(nextAngle, targetRotation);
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float torque = body.Mass * angle * 60.0f * (force/100.0f);
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body.ApplyTorque(torque);
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//float nextAngle = bodyAngle + body->GetAngularVelocity() / 60.0;
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//float totalRotation = desiredAngle - nextAngle;
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//while (totalRotation < -180 * DEGTORAD) totalRotation += 360 * DEGTORAD;
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//while (totalRotation > 180 * DEGTORAD) totalRotation -= 360 * DEGTORAD;
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//float desiredAngularVelocity = totalRotation * 60;
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//float torque = body->GetInertia() * desiredAngularVelocity / (1 / 60.0);
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//body->ApplyTorque(torque);
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//body.ApplyTorque((Math.Sign(angle) + Math.Max(Math.Min(angle * force, force / 2.0f), -force / 2.0f)) * body.Mass);
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//body.ApplyTorque(-body.AngularVelocity * 0.5f * body.Mass);
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}
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public void Remove()
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{
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list.Remove(this);
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Game1.world.RemoveBody(body);
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}
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public void FillNetworkData(NetworkEventType type, NetOutgoingMessage message)
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{
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message.Write(body.Position.X);
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message.Write(body.Position.Y);
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message.Write(body.LinearVelocity.X);
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message.Write(body.LinearVelocity.Y);
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message.Write(body.Rotation);
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message.Write(body.AngularVelocity);
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}
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public void ReadNetworkData(NetworkEventType type, NetIncomingMessage message)
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{
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targetPosition.X = message.ReadFloat();
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targetPosition.Y = message.ReadFloat();
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targetVelocity.X = message.ReadFloat();
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targetVelocity.Y = message.ReadFloat();
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targetRotation = message.ReadFloat();
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targetAngularVelocity = message.ReadFloat();
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}
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}
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}
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