Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Sprite/DeformAnimations/PositionalDeformation.cs
T
2019-03-18 20:39:27 +02:00

114 lines
4.5 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Xml.Linq;
namespace Barotrauma.SpriteDeformations
{
class PositionalDeformationParams : SpriteDeformationParams
{
/// <summary>
/// 0 = no falloff, the entire sprite is stretched
/// 1 = stretching the center of the sprite has no effect at the edges
/// </summary>
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f,
ToolTip = "0 = no falloff, the entire sprite is stretched, 1 = stretching the center of the sprite has no effect at the edges.")]
public float Falloff { get; set; }
/// <summary>
/// Maximum stretch per vertex (1 = the size of the sprite)
/// </summary>
[Serialize(1.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
ToolTip = "Maximum stretch per vertex (1 = the size of the sprite)")]
public float MaxDeformation { get; set; }
/// <summary>
/// How fast the sprite reacts to being stretched
/// </summary>
[Serialize(1.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
ToolTip = "How fast the sprite reacts to being stretched")]
public float ReactionSpeed { get; set; }
/// <summary>
/// How fast the sprite returns back to normal after stretching ends
/// </summary>
[Serialize(0.1f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
ToolTip = "How fast the sprite returns back to normal after stretching ends")]
public float RecoverSpeed { get; set; }
public PositionalDeformationParams(XElement element) : base(element)
{
}
}
/// <summary>
/// Stretch a position in the deformable sprite to some direction
/// </summary>
class PositionalDeformation : SpriteDeformation
{
public enum ReactionType
{
ReactToTriggerers
}
public ReactionType Type;
private PositionalDeformationParams positionalDeformationParams => DeformationParams as PositionalDeformationParams;
public PositionalDeformation(XElement element) : base(element, new PositionalDeformationParams(element))
{
}
public override void Update(float deltaTime)
{
if (positionalDeformationParams.RecoverSpeed <= 0.0f) return;
for (int x = 0; x < Resolution.X; x++)
{
for (int y = 0; y < Resolution.Y; y++)
{
if (Deformation[x,y].LengthSquared() < 0.0001f)
{
Deformation[x, y] = Vector2.Zero;
continue;
}
Vector2 reduction = Deformation[x, y];
Deformation[x, y] -= reduction.ClampLength(positionalDeformationParams.RecoverSpeed) * deltaTime;
}
}
}
public void Deform(Vector2 worldPosition, Vector2 amount, float deltaTime, Matrix transformMatrix)
{
Vector2 pos = Vector2.Transform(worldPosition, transformMatrix);
Point deformIndex = new Point((int)(pos.X * (Resolution.X - 1)), (int)(pos.Y * (Resolution.Y - 1)));
if (deformIndex.X < 0 || deformIndex.Y < 0) return;
if (deformIndex.X >= Resolution.X || deformIndex.Y >= Resolution.Y) return;
amount = amount.ClampLength(positionalDeformationParams.MaxDeformation);
float invFalloff = 1.0f - positionalDeformationParams.Falloff;
for (int x = 0; x < Resolution.X; x++)
{
float normalizedDiffX = Math.Abs(x - deformIndex.X) / (Resolution.X * 0.5f);
for (int y = 0; y < Resolution.Y; y++)
{
float normalizedDiffY = Math.Abs(y - deformIndex.Y) / (Resolution.Y * 0.5f);
Vector2 targetDeformation = amount * MathHelper.Clamp(1.0f - new Vector2(normalizedDiffX, normalizedDiffY).Length() * positionalDeformationParams.Falloff, 0.0f, 1.0f);
Vector2 diff = targetDeformation - Deformation[x, y];
Deformation[x, y] += diff.ClampLength(positionalDeformationParams.ReactionSpeed) * deltaTime;
}
}
}
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier)
{
deformation = Deformation;
multiplier = 1.0f;
}
}
}