1204 lines
44 KiB
C#
1204 lines
44 KiB
C#
using System;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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class HumanoidAnimController : AnimController
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{
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public bool Crouching;
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private bool aiming;
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private float walkAnimSpeed;
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private float movementLerp;
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private float thighTorque;
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private float cprAnimState;
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protected override float HeadPosition
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{
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get
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{
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return Crouching ? base.HeadPosition : base.HeadPosition;
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}
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}
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protected override float TorsoPosition
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{
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get
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{
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return Crouching ? base.TorsoPosition - base.HeadPosition * 0.3f : base.TorsoPosition;
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}
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}
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protected override float TorsoAngle
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{
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get
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{
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return Crouching ? base.TorsoAngle+0.5f : base.TorsoAngle;
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}
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}
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public HumanoidAnimController(Character character, XElement element)
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: base(character, element)
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{
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walkAnimSpeed = ToolBox.GetAttributeFloat(element, "walkanimspeed", 4.0f);
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walkAnimSpeed = MathHelper.ToRadians(walkAnimSpeed);
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movementLerp = ToolBox.GetAttributeFloat(element, "movementlerp", 0.4f);
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thighTorque = ToolBox.GetAttributeFloat(element, "thightorque", -5.0f);
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}
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public override void UpdateAnim(float deltaTime)
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{
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if (character.IsDead) return;
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Vector2 colliderPos = GetLimb(LimbType.Torso).SimPosition;
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//if (inWater) stairs = null;
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if (onFloorTimer <= 0.0f && !SimplePhysicsEnabled)
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{
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Vector2 rayStart = colliderPos; // at the bottom of the player sprite
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Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
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if (stairs != null) rayEnd.Y -= 0.5f;
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//do a raytrace straight down from the torso to figure
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//out whether the ragdoll is standing on ground
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float closestFraction = 1;
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Structure closestStructure = null;
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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switch (fixture.CollisionCategories)
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{
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case Physics.CollisionStairs:
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if (inWater && TargetMovement.Y < 0.5f) return -1;
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Structure structure = fixture.Body.UserData as Structure;
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if (stairs == null && structure != null)
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{
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if (LowestLimb.SimPosition.Y < structure.SimPosition.Y)
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{
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return -1;
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}
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else
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{
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stairs = structure;
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}
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}
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break;
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case Physics.CollisionPlatform:
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Structure platform = fixture.Body.UserData as Structure;
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if (IgnorePlatforms || LowestLimb.Position.Y < platform.Rect.Y) return -1;
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break;
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case Physics.CollisionWall:
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break;
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default:
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return -1;
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}
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onGround = true;
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if (fraction < closestFraction)
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{
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closestFraction = fraction;
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Structure structure = fixture.Body.UserData as Structure;
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if (structure != null) closestStructure = structure;
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}
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onFloorTimer = 0.05f;
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return closestFraction;
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}
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, rayStart, rayEnd);
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if (closestStructure != null && closestStructure.StairDirection != Direction.None)
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{
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stairs = closestStructure;
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}
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else
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{
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stairs = null;
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}
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if (closestFraction == 1) //raycast didn't hit anything
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{
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floorY = (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
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}
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else
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{
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floorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
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}
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}
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//the ragdoll "stays on ground" for 50 millisecs after separation
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if (onFloorTimer <= 0.0f)
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{
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onGround = false;
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if (GetLimb(LimbType.Torso).inWater) inWater = true;
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//TODO: joku järkevämpi systeemi
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//if (!inWater && lastTimeOnFloor + 200 < gameTime.TotalGameTime.Milliseconds)
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// stunTimer = Math.Max(stunTimer, (float)gameTime.TotalGameTime.TotalMilliseconds + 100.0f);
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}
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else
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{
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onFloorTimer -= deltaTime;
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}
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//stun (= disable the animations) if the ragdoll receives a large enough impact
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if (strongestImpact > 0.0f)
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{
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character.StartStun(MathHelper.Min(strongestImpact * 0.5f, 5.0f));
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}
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strongestImpact = 0.0f;
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if (stunTimer > 0)
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{
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stunTimer -= deltaTime;
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return;
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}
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if (character.LockHands)
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{
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var leftHand = GetLimb(LimbType.LeftHand);
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var rightHand = GetLimb(LimbType.RightHand);
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var waist = GetLimb(LimbType.Waist);
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rightHand.Disabled = true;
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leftHand.Disabled = true;
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Vector2 midPos = waist.SimPosition;
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Matrix torsoTransform = Matrix.CreateRotationZ(waist.Rotation);
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midPos += Vector2.Transform(new Vector2(-0.3f*Dir,-0.2f), torsoTransform);
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if (rightHand.pullJoint.Enabled) midPos = (midPos + rightHand.pullJoint.WorldAnchorB) / 2.0f;
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HandIK(rightHand, midPos);
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HandIK(leftHand, midPos);
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//rightHand.pullJoint.Enabled = true;
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//rightHand.pullJoint.WorldAnchorB = midPos;
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//rightHand.pullJoint.Enabled = true;
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//rightHand.pullJoint.WorldAnchorB = midPos;
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}
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else
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{
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if (Anim != Animation.UsingConstruction) ResetPullJoints();
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}
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if (SimplePhysicsEnabled)
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{
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UpdateStandingSimple();
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return;
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}
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switch (Anim)
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{
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case Animation.Climbing:
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UpdateClimbing();
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break;
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case Animation.UsingConstruction:
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UpdateStanding();
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break;
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case Animation.CPR:
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UpdateCPR(deltaTime);
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break;
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default:
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if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
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if (inWater)
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UpdateSwimming();
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else
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UpdateStanding();
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break;
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}
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if (TargetDir != dir) Flip();
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foreach (Limb limb in Limbs)
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{
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limb.Disabled = false;
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}
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aiming = false;
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}
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void UpdateStanding()
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{
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Vector2 handPos;
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//if you're allergic to magic numbers, stop reading now
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Limb leftFoot = GetLimb(LimbType.LeftFoot);
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Limb rightFoot = GetLimb(LimbType.RightFoot);
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Limb head = GetLimb(LimbType.Head);
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Limb torso = GetLimb(LimbType.Torso);
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Limb waist = GetLimb(LimbType.Waist);
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb rightHand = GetLimb(LimbType.RightHand);
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Limb leftLeg = GetLimb(LimbType.LeftLeg);
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Limb rightLeg = GetLimb(LimbType.RightLeg);
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float getUpSpeed = 0.3f;
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float walkCycleSpeed = head.LinearVelocity.X * walkAnimSpeed;
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if (stairs != null)
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{
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TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.5f, 1.5f), TargetMovement.Y);
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if ((TargetMovement.X > 0.0f && stairs.StairDirection == Direction.Right) ||
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TargetMovement.X < 0.0f && stairs.StairDirection == Direction.Left)
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{
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TargetMovement *= 1.7f;
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walkCycleSpeed *= 1.7f;
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}
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else
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{
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TargetMovement /= 1.0f;
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walkCycleSpeed *= 1.5f;
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}
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}
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Vector2 colliderPos = new Vector2(torso.SimPosition.X, floorY);
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if (Math.Abs(TargetMovement.X) > 1.0f)
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{
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int limbsInWater = 0;
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foreach (Limb limb in Limbs)
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{
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if (limb.inWater) limbsInWater++;
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}
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float slowdownFactor = (float)limbsInWater / (float)Limbs.Count();
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float maxSpeed = Math.Max(TargetMovement.Length() - slowdownFactor, 1.0f);
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// if (character.SelectedCharacter!=null) maxSpeed = Math.Min(maxSpeed, 1.0f);
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TargetMovement = Vector2.Normalize(TargetMovement) * maxSpeed;
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}
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float walkPosX = (float)Math.Cos(walkPos);
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float walkPosY = (float)Math.Sin(walkPos);
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float runningModifier = (float)Math.Max(Math.Min(Math.Abs(TargetMovement.X),3.0f) / 1.5f, 1.0);
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Vector2 stepSize = new Vector2(
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this.stepSize.X * walkPosX * runningModifier,
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this.stepSize.Y * walkPosY * runningModifier * runningModifier);
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if (Crouching) stepSize *= 0.5f;
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float footMid = waist.SimPosition.X;// (leftFoot.SimPosition.X + rightFoot.SimPosition.X) / 2.0f;
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movement = MathUtils.SmoothStep(movement, TargetMovement*walkSpeed, movementLerp);
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movement.Y = 0.0f;
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for (int i = 0; i < 2; i++)
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{
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Limb leg = GetLimb((i == 0) ? LimbType.LeftThigh : LimbType.RightThigh);// : leftLeg;
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float shortestAngle = leg.Rotation - torso.Rotation;
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if (Math.Abs(shortestAngle) < 2.5f) continue;
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if (Math.Abs(shortestAngle) > 5.0f)
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{
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TargetDir = TargetDir == Direction.Right ? Direction.Left : Direction.Right;
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}
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else
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{
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leg.body.ApplyTorque(shortestAngle * 10.0f);
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leg = GetLimb((i == 0) ? LimbType.LeftLeg : LimbType.RightLeg);
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leg.body.ApplyTorque(-shortestAngle * 10.0f);
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}
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}
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if (LowestLimb == null) return;
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if (!onGround || (LowestLimb.SimPosition.Y - floorY > 0.5f && stairs == null)) return;
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float? ceilingY = null;
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if (Submarine.PickBody(head.SimPosition, head.SimPosition + Vector2.UnitY, null, Physics.CollisionWall)!=null)
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{
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ceilingY = Submarine.LastPickedPosition.Y;
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if (ceilingY - floorY < HeadPosition) Crouching = true;
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}
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getUpSpeed = getUpSpeed * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.5f);
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torso.pullJoint.Enabled = true;
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head.pullJoint.Enabled = true;
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waist.pullJoint.Enabled = true;
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if (stairs != null)
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{
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if (LowestLimb.SimPosition.Y < stairs.SimPosition.Y) IgnorePlatforms = true;
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torso.pullJoint.WorldAnchorB = new Vector2(
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MathHelper.SmoothStep(torso.SimPosition.X, footMid + movement.X * 0.35f, getUpSpeed * 0.8f),
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MathHelper.SmoothStep(torso.SimPosition.Y, colliderPos.Y + TorsoPosition - Math.Abs(walkPosX * 0.05f), getUpSpeed * 2.0f));
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head.pullJoint.WorldAnchorB = new Vector2(
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MathHelper.SmoothStep(head.SimPosition.X, footMid + movement.X * (Crouching ? 1.0f : 0.4f), getUpSpeed * 0.8f),
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MathHelper.SmoothStep(head.SimPosition.Y, colliderPos.Y + HeadPosition - Math.Abs(walkPosX * 0.05f), getUpSpeed * 2.0f));
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waist.pullJoint.WorldAnchorB = waist.SimPosition;// +movement * 0.3f;
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}
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else
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{
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torso.pullJoint.WorldAnchorB =
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MathUtils.SmoothStep(torso.SimPosition,
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new Vector2(footMid + movement.X * 0.3f, colliderPos.Y + TorsoPosition), getUpSpeed);
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head.pullJoint.WorldAnchorB =
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MathUtils.SmoothStep(head.SimPosition,
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new Vector2(footMid + movement.X * (Crouching && Math.Sign(movement.X)==Math.Sign(Dir) ? 1.0f : 0.3f), colliderPos.Y + HeadPosition), getUpSpeed*1.2f);
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waist.pullJoint.WorldAnchorB = waist.SimPosition + movement * 0.1f;
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}
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//moving horizontally
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if (TargetMovement.X != 0.0f)
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{
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//progress the walking animation
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walkPos -= (walkCycleSpeed / runningModifier) * 0.8f;
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MoveLimb(leftFoot,
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colliderPos + new Vector2(
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stepSize.X,
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(stepSize.Y > 0.0f) ? stepSize.Y : -0.15f),
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15.0f, true);
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MoveLimb(rightFoot,
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colliderPos + new Vector2(
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-stepSize.X,
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(-stepSize.Y > 0.0f) ? -stepSize.Y : -0.15f),
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15.0f, true);
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leftFoot.body.SmoothRotate(leftLeg.body.Rotation + MathHelper.PiOver2 * Dir * 1.6f, 20.0f * runningModifier);
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rightFoot.body.SmoothRotate(rightLeg.body.Rotation + MathHelper.PiOver2 * Dir * 1.6f, 20.0f * runningModifier);
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if (runningModifier > 1.0f)
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{
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if (walkPosY > 0.0f)
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{
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GetLimb(LimbType.LeftThigh).body.ApplyTorque(-walkPosY * Dir * Math.Abs(movement.X) * thighTorque);
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}
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else
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{
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GetLimb(LimbType.RightThigh).body.ApplyTorque(walkPosY * Dir * Math.Abs(movement.X) * thighTorque);
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}
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}
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if (legTorque > 0.0f)
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{
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if (Math.Sign(walkPosX) != Math.Sign(movement.X))
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{
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GetLimb(LimbType.LeftLeg).body.ApplyTorque(-walkPosY * Dir * Math.Abs(movement.X) * legTorque / runningModifier);
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}
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else
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{
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GetLimb(LimbType.RightLeg).body.ApplyTorque(walkPosY * Dir * Math.Abs(movement.X) * legTorque / runningModifier);
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}
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}
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//calculate the positions of hands
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handPos = torso.SimPosition;
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handPos.X = -walkPosX * 0.4f;
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float lowerY = -1.0f + (runningModifier - 1.0f) * 0.8f;
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handPos.Y = lowerY + (float)(Math.Abs(Math.Sin(walkPos - Math.PI * 1.5f) * 0.15 * runningModifier));
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Vector2 posAddition = new Vector2(-movement.X * 0.015f * runningModifier, 0.0f);
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if (!rightHand.Disabled)
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{
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HandIK(rightHand, torso.SimPosition + posAddition +
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new Vector2(
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-handPos.X,
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(Math.Sign(walkPosX) == Math.Sign(Dir)) ? handPos.Y : lowerY), 0.7f*runningModifier);
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}
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if (!leftHand.Disabled)
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{
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HandIK(leftHand, torso.SimPosition + posAddition +
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new Vector2(
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handPos.X,
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(Math.Sign(walkPosX) == Math.Sign(-Dir)) ? handPos.Y : lowerY), 0.7f * runningModifier);
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}
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}
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else
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{
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float movementFactor = (movement.X / 4.0f) * movement.X * Math.Sign(movement.X);
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//MoveLimb(leftFoot, footPos, 2.5f);
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for (int i = -1; i < 2; i+=2 )
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{
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Vector2 footPos = new Vector2(
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Crouching ? waist.SimPosition.X + Math.Sign(stepSize.X*i)*Dir*0.3f : waist.SimPosition.X,
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colliderPos.Y - 0.2f);
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var foot = i == -1 ? rightFoot : leftFoot;
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MoveLimb(foot, footPos, Math.Abs(foot.SimPosition.X - footPos.X)*50.0f);
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}
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leftFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 5.0f);
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rightFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 5.0f);
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if (!rightHand.Disabled)
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{
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rightHand.body.SmoothRotate(0.0f, 5.0f);
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var rightArm = GetLimb(LimbType.RightArm);
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rightArm.body.SmoothRotate(0.0f, 20.0f);
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}
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if (!leftHand.Disabled)
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{
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leftHand.body.SmoothRotate(0.0f, 5.0f);
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var leftArm = GetLimb(LimbType.LeftArm);
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leftArm.body.SmoothRotate(0.0f, 20.0f);
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}
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}
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}
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void UpdateStandingSimple()
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
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if (inWater && movement.LengthSquared() > 0.00001f)
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{
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movement = Vector2.Normalize(movement);
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}
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RefLimb.pullJoint.Enabled = true;
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RefLimb.pullJoint.WorldAnchorB =
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RefLimb.SimPosition + movement * 0.15f;
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RefLimb.body.SmoothRotate(0.0f);
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foreach (Limb l in Limbs)
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{
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if (l == RefLimb) continue;
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l.body.SetTransform(RefLimb.SimPosition, RefLimb.Rotation);
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}
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//new Vector2(movement.X, floorY + HeadPosition), 0.5f);
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}
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void UpdateSwimming()
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{
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IgnorePlatforms = true;
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Vector2 footPos, handPos;
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float surfaceLimiter = 1.0f;
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Limb head = GetLimb(LimbType.Head);
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|
|
if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f) && !head.inWater)
|
|
{
|
|
surfaceLimiter = (ConvertUnits.ToDisplayUnits(head.SimPosition.Y) - surfaceY);
|
|
surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
|
|
if (surfaceLimiter > 20.0f) return;
|
|
}
|
|
|
|
Limb torso = GetLimb(LimbType.Torso);
|
|
Limb leftHand = GetLimb(LimbType.LeftHand);
|
|
Limb rightHand = GetLimb(LimbType.RightHand);
|
|
|
|
Limb leftFoot = GetLimb(LimbType.LeftFoot);
|
|
Limb rightFoot = GetLimb(LimbType.RightFoot);
|
|
|
|
float rotation = MathHelper.WrapAngle(torso.Rotation);
|
|
rotation = MathHelper.ToDegrees(rotation);
|
|
if (rotation < 0.0f) rotation += 360;
|
|
|
|
if (!character.IsNetworkPlayer && !aiming)
|
|
{
|
|
if (rotation > 20 && rotation < 170)
|
|
TargetDir = Direction.Left;
|
|
else if (rotation > 190 && rotation < 340)
|
|
TargetDir = Direction.Right;
|
|
}
|
|
|
|
float targetSpeed = TargetMovement.Length();
|
|
if (targetSpeed > 0.0f) TargetMovement /= targetSpeed;
|
|
|
|
if (targetSpeed > 0.1f)
|
|
{
|
|
if (!aiming)
|
|
{
|
|
torso.body.SmoothRotate(MathUtils.VectorToAngle(TargetMovement) - MathHelper.PiOver2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (aiming)
|
|
{
|
|
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
|
|
Vector2 diff = (mousePos - torso.SimPosition) * Dir;
|
|
|
|
TargetMovement = new Vector2(0.0f, -0.1f);
|
|
|
|
torso.body.SmoothRotate(MathUtils.VectorToAngle(diff));
|
|
}
|
|
}
|
|
|
|
if (TargetMovement == Vector2.Zero) return;
|
|
|
|
movement = MathUtils.SmoothStep(movement, TargetMovement*swimSpeed, 0.3f);
|
|
|
|
//dont try to move upwards if head is already out of water
|
|
if (surfaceLimiter > 1.0f && TargetMovement.Y > 0.0f)
|
|
{
|
|
if (TargetMovement.X == 0.0f)
|
|
{
|
|
head.body.ApplyForce(head.Mass * new Vector2(-Dir * 5.1f, -5.0f));
|
|
torso.body.ApplyForce(torso.Mass * new Vector2(-Dir * 5.1f, -15.0f));
|
|
leftFoot.body.ApplyForce(leftFoot.Mass * new Vector2(0.0f, -80.0f));
|
|
rightFoot.body.ApplyForce(rightFoot.Mass * new Vector2(0.0f, -80.0f));
|
|
}
|
|
else
|
|
{
|
|
TargetMovement = new Vector2(
|
|
(float)Math.Sqrt(targetSpeed * targetSpeed - TargetMovement.Y * TargetMovement.Y)
|
|
* Math.Sign(TargetMovement.X),
|
|
Math.Max(TargetMovement.Y, TargetMovement.Y * 0.2f));
|
|
|
|
head.body.ApplyTorque(Dir * 0.1f);
|
|
}
|
|
|
|
movement.Y = movement.Y - (surfaceLimiter - 1.0f) * 0.01f;
|
|
}
|
|
|
|
movement.Y -= 0.05f;
|
|
|
|
head.body.ApplyForce((new Vector2(movement.X,
|
|
movement.Y / surfaceLimiter + 0.2f) - head.body.LinearVelocity * 0.2f) *
|
|
30.0f * head.body.Mass);
|
|
|
|
torso.body.ApplyForce((new Vector2(movement.X,
|
|
movement.Y / surfaceLimiter + 0.2f) - torso.body.LinearVelocity * 0.2f) * 10.0f * torso.body.Mass);
|
|
|
|
walkPos += movement.Length() * 0.15f;
|
|
footPos = (leftFoot.SimPosition + rightFoot.SimPosition) / 2.0f;
|
|
|
|
var rightThigh = GetLimb(LimbType.RightThigh);
|
|
var leftThigh = GetLimb(LimbType.LeftThigh);
|
|
|
|
rightThigh.body.SmoothRotate(torso.Rotation + (float)Math.Sin(walkPos) * 0.3f, 2.0f);
|
|
leftThigh.body.SmoothRotate(torso.Rotation - (float)Math.Sin(walkPos) * 0.3f, 2.0f);
|
|
|
|
Vector2 transformedFootPos = new Vector2((float)Math.Sin(walkPos) * 0.5f, 0.0f);
|
|
transformedFootPos = Vector2.Transform(
|
|
transformedFootPos,
|
|
Matrix.CreateRotationZ(torso.body.Rotation));
|
|
|
|
if (Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, rightThigh.Rotation)) < 0.3f)
|
|
{
|
|
MoveLimb(rightFoot, footPos - transformedFootPos, 1.0f);
|
|
}
|
|
if (Math.Abs(MathUtils.GetShortestAngle(torso.Rotation, leftThigh.Rotation)) < 0.3f)
|
|
{
|
|
MoveLimb(leftFoot, footPos + transformedFootPos, 1.0f);
|
|
}
|
|
|
|
handPos = (torso.SimPosition + head.SimPosition) / 2.0f;
|
|
|
|
//if (!rightHand.Disabled) rightHand.body.ApplyTorque(leftHand.body.Mass * Dir);
|
|
//if (!leftHand.Disabled) leftHand.body.ApplyTorque(leftHand.body.Mass * Dir);
|
|
|
|
//at the surface, not moving sideways -> hands just float around
|
|
if (!headInWater && TargetMovement.X == 0.0f && TargetMovement.Y > 0)
|
|
{
|
|
handPos.X = handPos.X + Dir * 0.6f;
|
|
|
|
float wobbleAmount = 0.05f;
|
|
|
|
if (!rightHand.Disabled)
|
|
{
|
|
MoveLimb(rightHand, new Vector2(
|
|
handPos.X + (float)Math.Sin(walkPos / 1.5f) * wobbleAmount,
|
|
handPos.Y + (float)Math.Sin(walkPos / 3.5f) * wobbleAmount - 0.0f), 1.5f);
|
|
}
|
|
|
|
if (!leftHand.Disabled)
|
|
{
|
|
MoveLimb(leftHand, new Vector2(
|
|
handPos.X + (float)Math.Sin(walkPos / 2.0f) * wobbleAmount,
|
|
handPos.Y + (float)Math.Sin(walkPos / 3.0f) * wobbleAmount - 0.0f), 1.5f);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
handPos += head.LinearVelocity * 0.1f;
|
|
|
|
float handCyclePos = walkPos / 2.0f;
|
|
float handPosX = (float)Math.Cos(handCyclePos * Dir) * 0.4f;
|
|
float handPosY = (float)Math.Sin(handCyclePos) * 1.0f;
|
|
handPosY = MathHelper.Clamp(handPosY, -0.8f, 0.8f);
|
|
|
|
Matrix rotationMatrix = Matrix.CreateRotationZ(torso.Rotation);
|
|
|
|
if (!rightHand.Disabled)
|
|
{
|
|
Vector2 rightHandPos = new Vector2(-handPosX, -handPosY);
|
|
rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, rightHandPos.X) : Math.Min(-0.2f, rightHandPos.X);
|
|
rightHandPos = Vector2.Transform(rightHandPos, rotationMatrix);
|
|
|
|
//MoveLimb(rightHand, handPos + rightHandPos, 1.5f);
|
|
|
|
HandIK(rightHand, handPos + rightHandPos, 0.5f);
|
|
}
|
|
|
|
if (!leftHand.Disabled)
|
|
{
|
|
Vector2 leftHandPos = new Vector2(handPosX, handPosY);
|
|
leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, leftHandPos.X) : Math.Min(-0.2f, leftHandPos.X);
|
|
leftHandPos = Vector2.Transform(leftHandPos, rotationMatrix);
|
|
|
|
//MoveLimb(leftHand, handPos + leftHandPos,1.5f);
|
|
HandIK(leftHand, handPos + leftHandPos, 0.5f);
|
|
}
|
|
}
|
|
|
|
void UpdateClimbing()
|
|
{
|
|
if (character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Ladder>() == null)
|
|
{
|
|
Anim = Animation.None;
|
|
return;
|
|
}
|
|
|
|
onGround = false;
|
|
IgnorePlatforms = true;
|
|
|
|
Vector2 tempTargetMovement = TargetMovement;
|
|
//if (TargetMovement.Y != 0.0f)
|
|
//{
|
|
// tempTargetMovement.Y = Math.Max(Math.Abs(TargetMovement.Y), 0.6f) * Math.Sign(TargetMovement.Y);
|
|
//}
|
|
movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
|
|
|
|
Limb leftFoot = GetLimb(LimbType.LeftFoot);
|
|
Limb rightFoot = GetLimb(LimbType.RightFoot);
|
|
Limb head = GetLimb(LimbType.Head);
|
|
Limb torso = GetLimb(LimbType.Torso);
|
|
|
|
Limb waist = GetLimb(LimbType.Waist);
|
|
|
|
Limb leftHand = GetLimb(LimbType.LeftHand);
|
|
Limb rightHand = GetLimb(LimbType.RightHand);
|
|
|
|
Vector2 ladderSimPos = ConvertUnits.ToSimUnits(
|
|
character.SelectedConstruction.Rect.X + character.SelectedConstruction.Rect.Width / 2.0f,
|
|
character.SelectedConstruction.Rect.Y);
|
|
|
|
float stepHeight = ConvertUnits.ToSimUnits(30.0f);
|
|
|
|
if (currentHull==null && character.SelectedConstruction.Submarine!=null)
|
|
{
|
|
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition;
|
|
}
|
|
|
|
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, head.SimPosition.Y + 0.05f), 10.5f);
|
|
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, torso.SimPosition.Y), 10.5f);
|
|
MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, waist.SimPosition.Y), 10.5f);
|
|
|
|
|
|
Vector2 handPos = new Vector2(
|
|
ladderSimPos.X,
|
|
head.SimPosition.Y + 0.0f + movement.Y * 0.1f - ladderSimPos.Y);
|
|
|
|
MoveLimb(leftHand,
|
|
new Vector2(handPos.X,
|
|
MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight + ladderSimPos.Y),
|
|
5.2f);
|
|
|
|
MoveLimb(rightHand,
|
|
new Vector2(handPos.X,
|
|
MathUtils.Round(handPos.Y, stepHeight * 2.0f) + ladderSimPos.Y),
|
|
5.2f);
|
|
|
|
leftHand.body.ApplyTorque(Dir * 2.0f);
|
|
rightHand.body.ApplyTorque(Dir * 2.0f);
|
|
|
|
Vector2 footPos = new Vector2(
|
|
handPos.X - Dir * 0.05f,
|
|
head.SimPosition.Y - stepHeight * 2.7f - ladderSimPos.Y - 0.7f);
|
|
|
|
//if (movement.Y < 0) footPos.Y += 0.05f;
|
|
|
|
MoveLimb(leftFoot,
|
|
new Vector2(footPos.X,
|
|
MathUtils.Round(footPos.Y + stepHeight, stepHeight * 2.0f) - stepHeight + ladderSimPos.Y),
|
|
15.5f, true);
|
|
|
|
MoveLimb(rightFoot,
|
|
new Vector2(footPos.X,
|
|
MathUtils.Round(footPos.Y, stepHeight * 2.0f) + ladderSimPos.Y),
|
|
15.5f, true);
|
|
|
|
//apply torque to the legs to make the knees bend
|
|
Limb leftLeg = GetLimb(LimbType.LeftLeg);
|
|
Limb rightLeg = GetLimb(LimbType.RightLeg);
|
|
|
|
leftLeg.body.ApplyTorque(Dir * -8.0f);
|
|
rightLeg.body.ApplyTorque(Dir * -8.0f);
|
|
|
|
//apply forces to the head and the torso to move the Character up/down
|
|
float movementFactor = (handPos.Y / stepHeight) * (float)Math.PI;
|
|
movementFactor = 0.8f + (float)Math.Abs(Math.Sin(movementFactor));
|
|
|
|
Vector2 subSpeed = currentHull != null || character.SelectedConstruction.Submarine == null
|
|
? Vector2.Zero : character.SelectedConstruction.Submarine.Velocity;
|
|
|
|
Vector2 climbForce = new Vector2(0.0f, movement.Y + (inWater ? -0.05f : 0.6f)) * movementFactor;
|
|
if (climbForce.Y > 0.5f) climbForce.Y = Math.Max(climbForce.Y, 1.3f);
|
|
torso.body.ApplyForce((climbForce * 40.0f + subSpeed*50.0f) * torso.Mass);
|
|
head.body.SmoothRotate(0.0f);
|
|
|
|
if (!character.SelectedConstruction.Prefab.Triggers.Any())
|
|
{
|
|
character.SelectedConstruction = null;
|
|
return;
|
|
}
|
|
|
|
Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
|
|
trigger = character.SelectedConstruction.TransformTrigger(trigger);
|
|
|
|
bool notClimbing = false;
|
|
if (character.IsNetworkPlayer)
|
|
{
|
|
notClimbing = character.IsKeyDown(InputType.Left) || character.IsKeyDown(InputType.Right);
|
|
}
|
|
else
|
|
{
|
|
notClimbing = targetMovement.X != 0.0f;
|
|
}
|
|
|
|
//stop climbing if:
|
|
// - moving sideways
|
|
// - reached the top or bottom of the ladder
|
|
if (notClimbing ||
|
|
(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition) ||
|
|
(TargetMovement.Y > 0.0f && handPos.Y > 0.1f))
|
|
{
|
|
Anim = Animation.None;
|
|
character.SelectedConstruction = null;
|
|
IgnorePlatforms = false;
|
|
}
|
|
|
|
}
|
|
|
|
private void UpdateCPR(float deltaTime)
|
|
{
|
|
if (character.SelectedCharacter == null)
|
|
{
|
|
Anim = Animation.None;
|
|
return;
|
|
}
|
|
|
|
Crouching = true;
|
|
|
|
Vector2 diff = character.SelectedCharacter.SimPosition - character.SimPosition;
|
|
var targetHead = character.SelectedCharacter.AnimController.GetLimb(LimbType.Head);
|
|
|
|
Vector2 headDiff = targetHead == null ? diff : targetHead.SimPosition - character.SimPosition;
|
|
|
|
targetMovement = new Vector2(diff.X, 0.0f);
|
|
TargetDir = headDiff.X > 0.0f ? Direction.Right : Direction.Left;
|
|
|
|
UpdateStanding();
|
|
|
|
Vector2 handPos = character.SelectedCharacter.AnimController.GetLimb(LimbType.Torso).SimPosition + Vector2.UnitY*0.2f;
|
|
|
|
Grab(handPos, handPos);
|
|
|
|
float yPos = (float)Math.Sin(cprAnimState) * 0.1f;
|
|
cprAnimState += deltaTime*8.0f;
|
|
|
|
var head = GetLimb(LimbType.Head);
|
|
head.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X, targetHead.SimPosition.Y + 0.6f + yPos);
|
|
head.pullJoint.Enabled = true;
|
|
|
|
|
|
//RefLimb.pullJoint.WorldAnchorB = new Vector2(targetHead.SimPosition.X - Math.Sign(headDiff.X) * 0.5f, targetHead.SimPosition.Y + 0.4f + yPos);
|
|
//head.pullJoint.Enabled = true;
|
|
|
|
|
|
|
|
//DragCharacter(character.SelectedCharacter, LimbType.Torso, LimbType.Head);
|
|
}
|
|
|
|
//float punchTimer;
|
|
//bool punching;
|
|
|
|
//public void Punch()
|
|
//{
|
|
// if (punchTimer < 0.01f) punching = true;
|
|
|
|
// Limb rightHand = GetLimb(LimbType.RightHand);
|
|
// Limb head = GetLimb(LimbType.Head);
|
|
|
|
// Vector2 diff = Vector2.Normalize(Character.CursorPosition - RefLimb.Position);
|
|
|
|
// rightHand.body.ApplyLinearImpulse(diff * 20.0f);
|
|
// head.body.ApplyLinearImpulse(diff * 5.0f);
|
|
// head.body.ApplyTorque(Dir*100.0f);
|
|
//}
|
|
|
|
//public void Block(float deltaTime)
|
|
//{
|
|
// Limb head = GetLimb(LimbType.Head);
|
|
// Limb torso = GetLimb(LimbType.Torso);
|
|
// Limb leftHand = GetLimb(LimbType.LeftHand);
|
|
// Limb leftFoot = GetLimb(LimbType.LeftFoot);
|
|
// Limb rightHand = GetLimb(LimbType.RightHand);
|
|
|
|
// Vector2 pos = head.SimPosition;
|
|
|
|
// rightHand.Disabled = true;
|
|
// leftHand.Disabled = true;
|
|
|
|
// HandIK(leftHand, pos + new Vector2(0.25f*Dir, 0.0f));
|
|
|
|
// if (punching)
|
|
// {
|
|
// punchTimer += deltaTime*10.0f;
|
|
// if (punchTimer>2.0f)
|
|
// {
|
|
// punching = false;
|
|
// }
|
|
// }
|
|
// else
|
|
// {
|
|
// punchTimer = MathHelper.Lerp(punchTimer, 0.0f, 0.3f);
|
|
// HandIK(rightHand, pos + new Vector2((0.3f + punchTimer) * Dir, 0.1f));
|
|
// }
|
|
//}
|
|
|
|
public override void DragCharacter(Character target, LimbType rightHandTarget = LimbType.RightHand, LimbType leftHandTarget = LimbType.LeftHand)
|
|
{
|
|
if (target == null) return;
|
|
|
|
Limb leftHand = GetLimb(LimbType.LeftHand);
|
|
Limb rightHand = GetLimb(LimbType.RightHand);
|
|
|
|
//only grab with one hand when swimming
|
|
leftHand.Disabled = true;
|
|
if (!inWater) rightHand.Disabled = true;
|
|
|
|
for (int i = 0; i < 2; i++ )
|
|
{
|
|
LimbType type = i == 0 ? leftHandTarget: rightHandTarget;
|
|
Limb targetLimb = target.AnimController.GetLimb(type);
|
|
|
|
Limb pullLimb = GetLimb(i == 0 ?LimbType.LeftHand: LimbType.RightHand);
|
|
|
|
if (i==1 && inWater)
|
|
{
|
|
targetLimb.pullJoint.Enabled = false;
|
|
}
|
|
else
|
|
{
|
|
pullLimb.pullJoint.Enabled = true;
|
|
pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
|
|
pullLimb.pullJoint.MaxForce = 10000.0f;
|
|
|
|
targetLimb.pullJoint.Enabled = true;
|
|
targetLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition;
|
|
targetLimb.pullJoint.MaxForce = 10000.0f;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
target.AnimController.IgnorePlatforms = IgnorePlatforms;
|
|
|
|
if (target.Stun > 0.0f || target.IsDead)
|
|
{
|
|
target.AnimController.TargetMovement = TargetMovement;
|
|
}
|
|
else if (target is AICharacter)
|
|
{
|
|
target.AnimController.TargetMovement = Vector2.Lerp(target.AnimController.TargetMovement, (character.SimPosition + Vector2.UnitX*Dir) - target.SimPosition, 0.5f);
|
|
}
|
|
}
|
|
|
|
public void Grab(Vector2 rightHandPos, Vector2 leftHandPos)
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
Limb pullLimb = (i == 0) ? GetLimb(LimbType.LeftHand) : GetLimb(LimbType.RightHand);
|
|
|
|
pullLimb.Disabled = true;
|
|
|
|
pullLimb.pullJoint.Enabled = true;
|
|
pullLimb.pullJoint.WorldAnchorB = (i==0) ? rightHandPos : leftHandPos;
|
|
pullLimb.pullJoint.MaxForce = 500.0f;
|
|
}
|
|
|
|
}
|
|
|
|
public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle)
|
|
{
|
|
Holdable holdable = item.GetComponent<Holdable>();
|
|
|
|
if (character.IsUnconscious || character.Stun > 0.0f) aim = false;
|
|
|
|
//calculate the handle positions
|
|
Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
|
|
Vector2[] transformedHandlePos = new Vector2[2];
|
|
transformedHandlePos[0] = Vector2.Transform(handlePos[0], itemTransfrom);
|
|
transformedHandlePos[1] = Vector2.Transform(handlePos[1], itemTransfrom);
|
|
|
|
Limb head = GetLimb(LimbType.Head);
|
|
Limb torso = GetLimb(LimbType.Torso);
|
|
Limb leftHand = GetLimb(LimbType.LeftHand);
|
|
Limb rightHand = GetLimb(LimbType.RightHand);
|
|
|
|
Vector2 itemPos = aim ? aimPos : holdPos;
|
|
|
|
bool usingController = character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null;
|
|
|
|
|
|
float itemAngle;
|
|
if (Anim != Animation.Climbing && !usingController && stunTimer <= 0.0f && aim && itemPos != Vector2.Zero)
|
|
{
|
|
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
|
|
|
|
Vector2 diff = (mousePos - torso.SimPosition) * Dir;
|
|
|
|
holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torso.body.Rotation * Dir;
|
|
|
|
itemAngle = (torso.body.Rotation + holdAngle * Dir);
|
|
|
|
if (holdable.ControlPose)
|
|
{
|
|
head.body.SmoothRotate(itemAngle);
|
|
|
|
if (TargetMovement == Vector2.Zero && inWater)
|
|
{
|
|
torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
|
|
torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
|
|
}
|
|
|
|
aiming = true;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
itemAngle = (torso.body.Rotation + holdAngle * Dir);
|
|
}
|
|
|
|
Vector2 shoulderPos = limbJoints[2].WorldAnchorA;
|
|
Vector2 transformedHoldPos = shoulderPos;
|
|
|
|
if (itemPos == Vector2.Zero || Anim == Animation.Climbing || usingController)
|
|
{
|
|
if (character.SelectedItems[1] == item)
|
|
{
|
|
transformedHoldPos = leftHand.pullJoint.WorldAnchorA - transformedHandlePos[1];
|
|
itemAngle = (leftHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
|
|
}
|
|
if (character.SelectedItems[0] == item)
|
|
{
|
|
transformedHoldPos = rightHand.pullJoint.WorldAnchorA - transformedHandlePos[0];
|
|
itemAngle = (rightHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (character.SelectedItems[0] == item)
|
|
{
|
|
rightHand.Disabled = true;
|
|
}
|
|
if (character.SelectedItems[1] == item)
|
|
{
|
|
leftHand.Disabled = true;
|
|
}
|
|
|
|
|
|
itemPos.X = itemPos.X * Dir;
|
|
|
|
Matrix torsoTransform = Matrix.CreateRotationZ(itemAngle);
|
|
|
|
transformedHoldPos += Vector2.Transform(itemPos, torsoTransform);
|
|
}
|
|
|
|
item.body.ResetDynamics();
|
|
|
|
Vector2 currItemPos = (character.SelectedItems[0]==item) ?
|
|
rightHand.pullJoint.WorldAnchorA - transformedHandlePos[0] :
|
|
leftHand.pullJoint.WorldAnchorA - transformedHandlePos[1];
|
|
item.SetTransform(currItemPos, itemAngle);
|
|
|
|
//item.SetTransform(MathUtils.SmoothStep(item.body.SimPosition, transformedHoldPos + bodyVelocity, 0.5f), itemAngle);
|
|
|
|
if (Anim == Animation.Climbing) return;
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (character.SelectedItems[i] != item) continue;
|
|
if (itemPos == Vector2.Zero) continue;
|
|
|
|
Limb hand = (i == 0) ? rightHand : leftHand;
|
|
|
|
HandIK(hand, transformedHoldPos + transformedHandlePos[i]);
|
|
}
|
|
}
|
|
|
|
private void HandIK(Limb hand, Vector2 pos, float force = 1.0f)
|
|
{
|
|
Vector2 shoulderPos = limbJoints[2].WorldAnchorA;
|
|
|
|
Limb arm = (hand.type == LimbType.LeftHand) ? GetLimb(LimbType.LeftArm) : GetLimb(LimbType.RightArm);
|
|
|
|
//hand length
|
|
float a = 37.0f;
|
|
|
|
//arm length
|
|
float b = 28.0f;
|
|
|
|
//distance from shoulder to holdpos
|
|
float c = ConvertUnits.ToDisplayUnits(Vector2.Distance(pos, shoulderPos));
|
|
c = MathHelper.Clamp(a + b - 1, b - a, c);
|
|
|
|
float ang2 = MathUtils.VectorToAngle(pos - shoulderPos) + MathHelper.PiOver2;
|
|
|
|
float armAngle = MathUtils.SolveTriangleSSS(a, b, c);
|
|
float handAngle = MathUtils.SolveTriangleSSS(b, a, c);
|
|
|
|
arm.body.SmoothRotate((ang2 - armAngle * Dir), 20.0f * force);
|
|
hand.body.SmoothRotate((ang2 + handAngle * Dir), 100.0f * force);
|
|
}
|
|
|
|
public override Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)
|
|
{
|
|
timePassed = MathHelper.Clamp(timePassed, 0.0f, 1.0f);
|
|
|
|
Vector2 targetMovement = character.GetTargetMovement();
|
|
|
|
Vector2 currPosition = prevPosition + targetMovement * timePassed/500.0f;
|
|
|
|
return currPosition;
|
|
}
|
|
|
|
public override void Flip()
|
|
{
|
|
base.Flip();
|
|
|
|
walkPos = -walkPos;
|
|
|
|
Limb torso = GetLimb(LimbType.Torso);
|
|
|
|
Vector2 difference;
|
|
|
|
Matrix torsoTransform = Matrix.CreateRotationZ(torso.Rotation);
|
|
|
|
for (int i = 0; i < character.SelectedItems.Length; i++)
|
|
{
|
|
if (character.SelectedItems[i] != null)
|
|
{
|
|
difference = character.SelectedItems[i].body.SimPosition - torso.SimPosition;
|
|
difference = Vector2.Transform(difference, torsoTransform);
|
|
difference.Y = -difference.Y;
|
|
|
|
character.SelectedItems[i].body.SetTransform(
|
|
torso.SimPosition + Vector2.Transform(difference, -torsoTransform),
|
|
MathUtils.WrapAngleTwoPi(-character.SelectedItems[i].body.Rotation));
|
|
}
|
|
}
|
|
|
|
foreach (Limb limb in Limbs)
|
|
{
|
|
bool mirror = false;
|
|
bool flipAngle = false;
|
|
bool wrapAngle = false;
|
|
|
|
switch (limb.type)
|
|
{
|
|
case LimbType.LeftHand:
|
|
case LimbType.LeftArm:
|
|
case LimbType.RightHand:
|
|
case LimbType.RightArm:
|
|
mirror = true;
|
|
flipAngle = true;
|
|
break;
|
|
case LimbType.LeftThigh:
|
|
case LimbType.LeftLeg:
|
|
case LimbType.LeftFoot:
|
|
case LimbType.RightThigh:
|
|
case LimbType.RightLeg:
|
|
case LimbType.RightFoot:
|
|
mirror = Crouching && !inWater;
|
|
flipAngle = (limb.DoesFlip || Crouching) && !inWater;
|
|
wrapAngle = !inWater;
|
|
break;
|
|
default:
|
|
flipAngle = limb.DoesFlip && !inWater;
|
|
wrapAngle = !inWater;
|
|
break;
|
|
}
|
|
|
|
Vector2 position = limb.SimPosition;
|
|
|
|
if (!limb.pullJoint.Enabled && mirror)
|
|
{
|
|
difference = limb.body.SimPosition - torso.SimPosition;
|
|
difference = Vector2.Transform(difference, torsoTransform);
|
|
difference.Y = -difference.Y;
|
|
|
|
position = torso.SimPosition + Vector2.Transform(difference, -torsoTransform);
|
|
|
|
//TrySetLimbPosition(limb, limb.SimPosition, );
|
|
}
|
|
|
|
float angle = flipAngle ? -limb.body.Rotation : limb.body.Rotation;
|
|
if (wrapAngle) angle = MathUtils.WrapAnglePi(angle);
|
|
|
|
TrySetLimbPosition(limb, RefLimb.SimPosition, position);
|
|
|
|
limb.body.SetTransform(limb.body.SimPosition, angle);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|