Files
LuaCsForBarotraumaEP/Subsurface/Physics/PhysicsBody.cs
2015-07-12 18:25:34 +03:00

364 lines
10 KiB
C#

using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Subsurface.Networking;
using System.Collections.Generic;
namespace Subsurface
{
class PhysicsBody
{
public enum Shape
{
Circle, Rectangle, Capsule
};
public static List<PhysicsBody> list = new List<PhysicsBody>();
//the farseer physics body of the item
private Body body;
protected Vector2 prevPosition;
protected float prevRotation;
protected Vector2 targetPosition;
protected Vector2 targetVelocity;
protected float targetRotation;
protected float targetAngularVelocity;
private Vector2 drawPosition;
private float drawRotation;
public readonly Shape bodyShape;
public readonly float height, width, radius;
private float density;
//the direction the item is facing (for example, a gun has to be
//flipped horizontally if the character holding it turns around)
float dir;
public Vector2 TargetPosition
{
get { return targetPosition; }
set
{
targetPosition.X = MathHelper.Clamp(value.X, -10000.0f, 10000.0f);
targetPosition.Y = MathHelper.Clamp(value.Y, -10000.0f, 10000.0f);
}
}
public Vector2 TargetVelocity
{
get { return targetVelocity; }
set
{
targetVelocity.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
targetVelocity.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
}
}
public float TargetRotation
{
get { return targetRotation; }
set
{
if (float.IsNaN(value) || float.IsInfinity(value) || float.IsNegativeInfinity(value)) return;
targetRotation = value;
}
}
public float TargetAngularVelocity
{
get { return targetAngularVelocity; }
set { targetAngularVelocity = value; }
}
public Vector2 DrawPosition
{
get { return drawPosition; }
}
public float DrawRotation
{
get { return drawRotation; }
}
public float Dir
{
get { return dir; }
set { dir = value; }
}
public bool Enabled
{
get { return body.Enabled; }
set { body.Enabled = value; }
}
public Vector2 Position
{
get { return body.Position; }
}
public float Rotation
{
get { return body.Rotation; }
}
public Vector2 LinearVelocity
{
get { return body.LinearVelocity; }
set { body.LinearVelocity = value; }
}
public float AngularVelocity
{
get { return body.AngularVelocity; }
set { body.AngularVelocity = value; }
}
public float Mass
{
get { return body.Mass; }
}
public float Density
{
get { return density; }
}
public Body FarseerBody
{
get { return body; }
}
public object UserData
{
get { return body.UserData; }
set { body.UserData = value; }
}
public float Friction
{
set { body.Friction = value; }
}
public BodyType BodyType
{
set { body.BodyType = value; }
}
public Category CollisionCategories
{
set { body.CollisionCategories = value; }
}
public Category CollidesWith
{
set { body.CollidesWith = value; }
}
public PhysicsBody(XElement element)
: this(element, Vector2.Zero)
{
}
public PhysicsBody(Body body)
{
this.body = body;
density = 10.0f;
dir = 1.0f;
list.Add(this);
}
public PhysicsBody(XElement element, Vector2 position)
{
float radius = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "radius", 0.0f));
float height = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "height", 0.0f));
float width = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "width", 0.0f));
density = ToolBox.GetAttributeFloat(element, "density", 10.0f);
if (width != 0.0f && height != 0.0f)
{
body = BodyFactory.CreateRectangle(Game1.World, width, height, density);
bodyShape = Shape.Rectangle;
}
else if (radius != 0.0f && height != 0.0f)
{
body = BodyFactory.CreateCapsule(Game1.World, height, radius, density);
bodyShape = Shape.Capsule;
}
else if (radius != 0.0f)
{
body = BodyFactory.CreateCircle(Game1.World, radius, density);
bodyShape = Shape.Circle;
}
else
{
DebugConsole.ThrowError("Invalid body dimensions in " + element);
}
this.width = width;
this.height = height;
this.radius = radius;
dir = 1.0f;
//items only collide with the map
body.CollisionCategories = Physics.CollisionMisc;
body.CollidesWith = Physics.CollisionWall;
body.Friction = ToolBox.GetAttributeFloat(element, "friction", 0.3f);
body.BodyType = BodyType.Dynamic;
//body.AngularDamping = Limb.LimbAngularDamping;
body.UserData = this;
SetTransform(position, 0.0f);
//prevPosition = ConvertUnits.ToDisplayUnits(position);
list.Add(this);
}
public void ResetDynamics()
{
body.ResetDynamics();
}
public void ApplyLinearImpulse(Vector2 impulse)
{
body.ApplyLinearImpulse(impulse);
}
public void ApplyLinearImpulse(Vector2 impulse, Vector2 point)
{
body.ApplyLinearImpulse(impulse, point);
}
public void ApplyForce(Vector2 force)
{
body.ApplyForce(force);
}
public void ApplyForce(Vector2 force, Vector2 point)
{
body.ApplyForce(force, point);
}
public void ApplyTorque(float torque)
{
body.ApplyTorque(torque);
}
public void SetTransform(Vector2 position, float rotation)
{
body.SetTransform(position, rotation);
SetPrevTransform(position, rotation);
}
public void SetPrevTransform(Vector2 position, float rotation)
{
prevPosition = position;
prevRotation = rotation;
}
public void SetToTargetPosition()
{
if (targetPosition != Vector2.Zero)
{
body.SetTransform(targetPosition, targetRotation);
body.LinearVelocity = targetVelocity;
body.AngularVelocity = targetAngularVelocity;
targetPosition = Vector2.Zero;
}
}
public void Draw(SpriteBatch spriteBatch, Sprite sprite, Color color)
{
if (!body.Enabled) return;
SpriteEffects spriteEffect = (dir == 1.0f) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
drawPosition = Physics.Interpolate(prevPosition, body.Position);
drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
drawRotation = Physics.Interpolate(prevRotation, body.Rotation);
sprite.Draw(spriteBatch, new Vector2(drawPosition.X, -drawPosition.Y), color, -drawRotation, 1.0f, spriteEffect);
//prevPosition = body.Position;
//prevRotation = body.Rotation;
}
/// <summary>
/// rotate the body towards the target rotation in the "shortest direction"
/// </summary>
public void SmoothRotate(float targetRotation, float force = 10.0f)
{
float nextAngle = body.Rotation + body.AngularVelocity * (float)Physics.step;
float angle = MathUtils.GetShortestAngle(nextAngle, targetRotation);
float torque = body.Mass * angle * 60.0f * (force/100.0f);
body.ApplyTorque(torque);
//float nextAngle = bodyAngle + body->GetAngularVelocity() / 60.0;
//float totalRotation = desiredAngle - nextAngle;
//while (totalRotation < -180 * DEGTORAD) totalRotation += 360 * DEGTORAD;
//while (totalRotation > 180 * DEGTORAD) totalRotation -= 360 * DEGTORAD;
//float desiredAngularVelocity = totalRotation * 60;
//float torque = body->GetInertia() * desiredAngularVelocity / (1 / 60.0);
//body->ApplyTorque(torque);
//body.ApplyTorque((Math.Sign(angle) + Math.Max(Math.Min(angle * force, force / 2.0f), -force / 2.0f)) * body.Mass);
//body.ApplyTorque(-body.AngularVelocity * 0.5f * body.Mass);
}
public void Remove()
{
list.Remove(this);
Game1.World.RemoveBody(body);
}
public void FillNetworkData(NetworkEventType type, NetOutgoingMessage message)
{
message.Write(body.Position.X);
message.Write(body.Position.Y);
message.Write(body.LinearVelocity.X);
message.Write(body.LinearVelocity.Y);
message.Write(body.Rotation);
message.Write(body.AngularVelocity);
}
public void ReadNetworkData(NetworkEventType type, NetIncomingMessage message)
{
targetPosition.X = message.ReadFloat();
targetPosition.Y = message.ReadFloat();
targetVelocity.X = message.ReadFloat();
targetVelocity.Y = message.ReadFloat();
targetRotation = message.ReadFloat();
targetAngularVelocity = message.ReadFloat();
}
}
}