638 lines
19 KiB
C#
638 lines
19 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 Barotrauma.Networking;
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using System.Collections.Generic;
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using System;
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namespace Barotrauma
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{
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struct PosInfo
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{
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public readonly Vector2 Position;
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public readonly Direction Direction;
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public readonly float Timestamp;
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public readonly UInt32 ID;
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public PosInfo(Vector2 pos, Direction dir, float time)
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{
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Position = pos;
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Direction = dir;
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Timestamp = time;
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ID = 0;
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}
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public PosInfo(Vector2 pos, Direction dir, UInt32 ID)
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{
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Position = pos;
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Direction = dir;
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this.ID = ID;
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Timestamp = 0.0f;
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}
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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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private float lastNetworkUpdateTime;
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public Vector2 LastSentPosition
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{
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get;
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private set;
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}
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private Shape bodyShape;
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public 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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Vector2 offsetFromTargetPos;
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private float netInterpolationState;
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public Shape BodyShape
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{
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get { return bodyShape; }
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}
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public Vector2 TargetPosition
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{
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get { return targetPosition; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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targetPosition.X = MathHelper.Clamp(value.X, -10000.0f, 10000.0f);
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targetPosition.Y = MathHelper.Clamp(value.Y, -10000.0f, 10000.0f);
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}
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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
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{
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if (!MathUtils.IsValid(value)) return;
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targetRotation = value;
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}
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}
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public Vector2 DrawPosition
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{
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get { return Submarine == null ? drawPosition : drawPosition + Submarine.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 Submarine Submarine;
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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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private bool isEnabled = true;
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private bool isPhysEnabled = true;
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public bool Enabled
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{
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get { return isEnabled; }
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set { isEnabled = value; if (isEnabled) body.Enabled = isPhysEnabled; else body.Enabled = false; }
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}
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public bool PhysEnabled
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{
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get { return body.Enabled; }
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set { isPhysEnabled = value; if (Enabled) body.Enabled = value; }
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}
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public Vector2 SimPosition
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{
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get { return body.Position; }
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}
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public Vector2 PrevPosition
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{
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get { return prevPosition; }
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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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private Texture2D bodyShapeTexture;
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public Texture2D BodyShapeTexture
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{
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get { return bodyShapeTexture; }
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}
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public PhysicsBody(XElement element, float scale = 1.0f)
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: this(element, Vector2.Zero, scale)
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{
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}
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public PhysicsBody(float width, float height, float radius, float density)
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{
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CreateBody(width, height, radius, density);
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dir = 1.0f;
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LastSentPosition = body.Position;
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list.Add(this);
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}
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public PhysicsBody(Body farseerBody)
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{
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body = farseerBody;
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if (body.UserData == null) body.UserData = this;
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LastSentPosition = body.Position;
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list.Add(this);
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}
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public PhysicsBody(XElement element, Vector2 position, float scale=1.0f)
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{
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float radius = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "radius", 0.0f)) * scale;
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float height = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "height", 0.0f)) * scale;
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float width = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "width", 0.0f)) * scale;
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density = ToolBox.GetAttributeFloat(element, "density", 10.0f);
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CreateBody(width, height, radius, density);
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dir = 1.0f;
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body.CollisionCategories = Physics.CollisionItem;
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body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
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body.Friction = ToolBox.GetAttributeFloat(element, "friction", 0.3f);
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body.Restitution = 0.05f;
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body.BodyType = BodyType.Dynamic;
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body.UserData = this;
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SetTransform(position, 0.0f);
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LastSentPosition = position;
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list.Add(this);
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}
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private void CreateBody(float width, float height, float radius, float density)
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{
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if (width != 0.0f && height != 0.0f)
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{
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body = BodyFactory.CreateRectangle(GameMain.World, width, height, density);
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bodyShape = Shape.Rectangle;
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}
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else if (radius != 0.0f && width != 0.0f)
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{
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body = BodyFactory.CreateCapsuleHorizontal(GameMain.World, width, radius, density);
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bodyShape = Shape.Capsule;
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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(GameMain.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(GameMain.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 physics body dimensions (width: " + width + ", height: " + height + ", radius: " + radius + ")");
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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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}
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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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System.Diagnostics.Debug.Assert(MathUtils.IsValid(position));
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System.Diagnostics.Debug.Assert(Math.Abs(position.X) < 1000000.0f);
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System.Diagnostics.Debug.Assert(Math.Abs(position.Y) < 1000000.0f);
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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 MoveToTargetPosition(bool lerp = true)
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{
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if (targetPosition == Vector2.Zero)
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{
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offsetFromTargetPos = Vector2.Zero;
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return;
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}
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if (lerp && Vector2.Distance(targetPosition, body.Position)<10.0f)
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{
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offsetFromTargetPos = targetPosition - (body.Position - offsetFromTargetPos);
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prevPosition = targetPosition;
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}
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body.SetTransform(targetPosition, targetRotation == 0.0f ? body.Rotation : targetRotation);
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targetPosition = Vector2.Zero;
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}
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public void MoveToPos(Vector2 pos, float force, Vector2? pullPos = null)
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{
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if (pullPos == null) pullPos = body.Position;
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if (!MathUtils.IsValid(pos))
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{
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#if DEBUG
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DebugConsole.ThrowError("Tried to move a physics body to an invalid position.\n" + Environment.StackTrace);
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#endif
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return;
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}
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Vector2 vel = body.LinearVelocity;
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Vector2 deltaPos = pos - (Vector2)pullPos;
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deltaPos *= force;
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body.ApplyLinearImpulse((deltaPos - vel * 0.5f) * body.Mass, (Vector2)pullPos);
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}
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/// <summary>
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/// Applies buoyancy, drag and angular drag caused by water
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/// </summary>
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public void ApplyWaterForces()
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{
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//buoyancy
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Vector2 buoyancy = new Vector2(0, Mass * 9.6f);
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Vector2 dragForce = Vector2.Zero;
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if (LinearVelocity.LengthSquared() > 0.00001f)
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{
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//drag
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Vector2 velDir = Vector2.Normalize(LinearVelocity);
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float vel = LinearVelocity.Length() * 2.0f;
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float drag = vel * vel * Math.Max(height + radius * 2, height);
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dragForce = Math.Min(drag, Mass * 500.0f) * -velDir;
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}
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body.ApplyForce(dragForce + buoyancy);
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body.ApplyTorque(body.AngularVelocity * body.Mass * -0.08f);
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}
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public void UpdateDrawPosition()
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{
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drawPosition = Timing.Interpolate(prevPosition, body.Position) - offsetFromTargetPos;
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drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
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drawRotation = Timing.Interpolate(prevRotation, body.Rotation);
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if (offsetFromTargetPos == Vector2.Zero) return;
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float diff = offsetFromTargetPos.Length();
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if (diff < 0.05f)
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{
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offsetFromTargetPos = Vector2.Zero;
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}
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else
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{
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offsetFromTargetPos = Vector2.Lerp(offsetFromTargetPos, Vector2.Zero, 0.1f);
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}
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}
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public void Draw(SpriteBatch spriteBatch, Sprite sprite, Color color, float? depth = null, float scale = 1.0f)
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{
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if (!body.Enabled) return;
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UpdateDrawPosition();
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if (sprite == null) return;
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SpriteEffects spriteEffect = (dir == 1.0f) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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if (GameMain.DebugDraw && !body.Awake)
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{
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color = Color.Blue;
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}
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sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color, -drawRotation, scale, spriteEffect, depth);
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}
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public void DebugDraw(SpriteBatch spriteBatch, Color color)
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{
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if (bodyShapeTexture == null)
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{
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switch (BodyShape)
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{
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case PhysicsBody.Shape.Rectangle:
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bodyShapeTexture = GUI.CreateRectangle(
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(int)ConvertUnits.ToDisplayUnits(width),
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(int)ConvertUnits.ToDisplayUnits(height));
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break;
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case PhysicsBody.Shape.Capsule:
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bodyShapeTexture = GUI.CreateCapsule(
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(int)ConvertUnits.ToDisplayUnits(radius),
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(int)ConvertUnits.ToDisplayUnits(Math.Max(height,width)));
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break;
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case PhysicsBody.Shape.Circle:
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bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(radius));
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break;
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}
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}
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float rot = -DrawRotation;
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if (bodyShape == PhysicsBody.Shape.Capsule && width > height)
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{
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rot -= MathHelper.PiOver2;
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}
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spriteBatch.Draw(
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bodyShapeTexture,
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new Vector2(DrawPosition.X, -DrawPosition.Y),
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null,
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color,
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rot,
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new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2),
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1.0f, SpriteEffects.None, 0.0f);
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}
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public void CorrectPosition(List<PosInfo> positionBuffer, float deltaTime, out Vector2 newVelocity)
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{
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Vector2 newPosition = SimPosition;
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CorrectPosition(positionBuffer, deltaTime, out newVelocity, out newPosition);
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SetTransform(newPosition, Rotation);
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}
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public void CorrectPosition(List<PosInfo> positionBuffer, float deltaTime, out Vector2 newVelocity, out Vector2 newPosition)
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{
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newVelocity = Vector2.Zero;
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newPosition = SimPosition;
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if (positionBuffer.Count < 2) return;
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PosInfo prev = positionBuffer[0];
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PosInfo next = positionBuffer[1];
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//interpolate the position of the collider from the first position in the buffer towards the second
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if (prev.Timestamp < next.Timestamp)
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{
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//if there are more than 2 positions in the buffer,
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//increase the interpolation speed to catch up with the server
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float speedMultiplier = (float)Math.Pow(1.0f + (positionBuffer.Count - 2) / 10.0f, 2.0f);
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float dT = next.Timestamp - prev.Timestamp;
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netInterpolationState += (deltaTime * speedMultiplier) / dT;
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newPosition = Vector2.Lerp(prev.Position, next.Position, MathHelper.Clamp(netInterpolationState, 0.0f, 1.0f));
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//override the targetMovement to make the character play the walking/running animation
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newVelocity = (next.Position - prev.Position) / dT;
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}
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else
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{
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newPosition = next.Position;
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netInterpolationState = 1.0f;
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}
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if (!MathUtils.IsValid(newPosition))
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{
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#if DEBUG
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DebugConsole.ThrowError("Invalid physicsbody sync position "+newPosition);
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#endif
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netInterpolationState = 0.0f;
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positionBuffer.RemoveAt(0);
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return;
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}
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if (netInterpolationState >= 1.0f)
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{
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netInterpolationState = 0.0f;
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positionBuffer.RemoveAt(0);
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}
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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)Timing.Step;
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float angle = MathUtils.GetShortestAngle(nextAngle, targetRotation);
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float torque = angle * 60.0f * (force/100.0f);
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if (body.IsKinematic)
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{
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body.AngularVelocity = torque;
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}
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else
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{
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body.ApplyTorque(body.Mass * torque);
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}
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}
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public void FillNetworkData(NetBuffer 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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LastSentPosition = body.Position;
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}
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public void ReadNetworkData(NetIncomingMessage message, float sendingTime)
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{
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if (GameMain.Server != null)
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{
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return;
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}
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if (sendingTime < lastNetworkUpdateTime) return;
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Vector2 newTargetPos = Vector2.Zero;
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Vector2 newTargetVel = Vector2.Zero;
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float newTargetRotation = 0.0f, newTargetAngularVel = 0.0f;
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try
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{
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newTargetPos = new Vector2(message.ReadFloat(), message.ReadFloat());
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newTargetVel = new Vector2(message.ReadFloat(), message.ReadFloat());
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newTargetRotation = message.ReadFloat();
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newTargetAngularVel = message.ReadFloat();
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}
|
|
|
|
catch (Exception e)
|
|
{
|
|
#if DEBUG
|
|
DebugConsole.ThrowError("invalid network message", e);
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
if (!MathUtils.IsValid(newTargetPos) || !MathUtils.IsValid(newTargetVel) ||
|
|
!MathUtils.IsValid(newTargetRotation) || !MathUtils.IsValid(newTargetAngularVel))
|
|
return;
|
|
|
|
targetPosition = newTargetPos;
|
|
LinearVelocity = newTargetVel;
|
|
|
|
targetRotation = newTargetRotation;
|
|
AngularVelocity = newTargetAngularVel;
|
|
|
|
lastNetworkUpdateTime = sendingTime;
|
|
}
|
|
|
|
|
|
public void Remove()
|
|
{
|
|
list.Remove(this);
|
|
GameMain.World.RemoveBody(body);
|
|
|
|
if (bodyShapeTexture != null)
|
|
{
|
|
bodyShapeTexture.Dispose();
|
|
bodyShapeTexture = null;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|