485 lines
16 KiB
C#
485 lines
16 KiB
C#
using FarseerPhysics;
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using FarseerPhysics.Collision;
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using FarseerPhysics.Common;
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using FarseerPhysics.Common.Decomposition;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Voronoi2;
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namespace Barotrauma
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{
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class SubmarineBody
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{
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public const float DamageDepth = -10000.0f;
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const float PressureDamageMultiplier = 0.001f;
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//structure damage = impact * damageMultiplier
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const float DamageMultiplier = 50.0f;
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const float Friction = 0.2f, Restitution = 0.0f;
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public List<Vector2> HullVertices
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{
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get;
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private set;
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}
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private float depthDamageTimer;
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private Submarine sub;
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private Body body;
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private Vector2 speed;
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private Vector2 targetPosition;
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float mass = 10000.0f;
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private Vector2? lastContactPoint;
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private VoronoiCell lastContactCell;
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public Rectangle Borders
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{
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get;
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private set;
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}
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public Vector2 Speed
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{
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get { return speed; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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speed = value;
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}
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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 = value;
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}
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}
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public Vector2 Position
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{
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get { return ConvertUnits.ToDisplayUnits(body.Position); }
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}
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public Vector2 Center
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{
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get { return new Vector2(Borders.X + Borders.Width / 2, Borders.Y - Borders.Height / 2); }
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}
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public bool AtDamageDepth
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{
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get { return Position.Y < DamageDepth; }
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}
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public SubmarineBody(Submarine sub)
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{
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this.sub = sub;
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List<Vector2> convexHull = GenerateConvexHull();
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HullVertices = convexHull;
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for (int i = 0; i < convexHull.Count; i++)
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{
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convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
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}
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convexHull.Reverse();
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//get farseer 'vertices' from vectors
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Vertices shapevertices = new Vertices(convexHull);
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AABB hullAABB = shapevertices.GetAABB();
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Borders = new Rectangle(
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(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
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(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
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(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
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(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
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var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
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body = BodyFactory.CreateCompoundPolygon(GameMain.World, triangulatedVertices, 5.0f);
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body.BodyType = BodyType.Dynamic;
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body.CollisionCategories = Physics.CollisionMisc;
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body.CollidesWith = Physics.CollisionLevel;
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body.Restitution = 0.0f;
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body.FixedRotation = true;
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body.Awake = true;
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body.SleepingAllowed = false;
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body.IgnoreGravity = true;
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body.OnCollision += OnCollision;
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body.OnSeparation += OnSeparation;
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body.UserData = this;
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}
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private List<Vector2> GenerateConvexHull()
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{
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if (!Structure.wallList.Any())
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{
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return new List<Vector2>() { new Vector2(-1.0f, 1.0f), new Vector2(1.0f, 1.0f), new Vector2(0.0f, -1.0f) };
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}
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List<Vector2> points = new List<Vector2>();
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Vector2 leftMost = Vector2.Zero;
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foreach (Structure wall in Structure.wallList)
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{
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for (int x = -1; x <= 1; x += 2)
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{
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for (int y = -1; y <= 1; y += 2)
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{
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Vector2 corner = new Vector2(wall.Rect.X + wall.Rect.Width / 2.0f, wall.Rect.Y - wall.Rect.Height / 2.0f);
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corner.X += x * wall.Rect.Width / 2.0f;
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corner.Y += y * wall.Rect.Height / 2.0f;
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if (points.Contains(corner)) continue;
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points.Add(corner);
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if (leftMost == Vector2.Zero || corner.X < leftMost.X) leftMost = corner;
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}
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}
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}
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List<Vector2> hullPoints = new List<Vector2>();
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Vector2 currPoint = leftMost;
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Vector2 endPoint;
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do
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{
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hullPoints.Add(currPoint);
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endPoint = points[0];
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for (int i = 1; i < points.Count; i++)
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{
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if ((currPoint == endPoint)
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|| (MathUtils.VectorOrientation(currPoint, endPoint, points[i]) == -1))
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{
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endPoint = points[i];
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}
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}
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currPoint = endPoint;
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}
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while (endPoint != hullPoints[0]);
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return hullPoints;
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}
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float collisionRigidness = 1.0f;
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public void Update(float deltaTime)
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{
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if (Position!=Vector2.Zero)
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{
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//!!!!!!!!!!!!!!!!
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//UpdateColliding();
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}
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//Vector2 translateAmount = speed * deltaTime;
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//translateAmount += ConvertUnits.ToDisplayUnits(Position) * collisionRigidness;
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//if (targetPosition != Vector2.Zero && targetPosition != Position)
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//{
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// float dist = Vector2.Distance(targetPosition, Position);
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// if (dist>1000.0f)
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// {
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// sub.SetPosition(targetPosition);
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// targetPosition = Vector2.Zero;
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// }
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// else if (dist>50.0f)
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// {
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// translateAmount += (targetPosition - Position) * 0.01f;
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// }
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//}
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//else
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//{
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// targetPosition = Vector2.Zero;
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//}
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//sub.Translate(translateAmount);
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//-------------------------
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Vector2 totalForce = CalculateBuoyancy();
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if (speed.LengthSquared() > 0.000001f)
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{
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float dragCoefficient = 0.00001f;
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float speedLength = (speed == Vector2.Zero) ? 0.0f : speed.Length();
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float drag = speedLength * speedLength * dragCoefficient * mass;
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totalForce += -Vector2.Normalize(speed) * drag;
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}
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ApplyForce(totalForce);
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//UpdateDepthDamage(deltaTime);
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//hullBodies[0].body.LinearVelocity = -hullBodies[0].body.Position;
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//hullBody.SetTransform(Vector2.Zero , 0.0f);
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//body.SetTransform(Vector2.Zero, 0.0f);// .LinearVelocity = -body.Position / (float)Physics.step;
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//body.LinearVelocity = Vector2.Zero;
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}
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private Vector2 CalculateBuoyancy()
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{
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float waterVolume = 0.0f;
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float volume = 0.0f;
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foreach (Hull hull in Hull.hullList)
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{
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waterVolume += hull.Volume;
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volume += hull.FullVolume;
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}
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float waterPercentage = waterVolume / volume;
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float neutralPercentage = 0.07f;
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float buoyancy = Math.Max(neutralPercentage - waterPercentage, -neutralPercentage*2.0f);
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buoyancy *= mass * 30.0f;
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return new Vector2(0.0f, buoyancy);
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}
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public void ApplyForce(Vector2 force)
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{
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body.ApplyForce(force/100.0f);
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}
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public void SetPosition(Vector2 position)
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{
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body.SetTransform(ConvertUnits.ToSimUnits(position), 0.0f);
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}
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private void UpdateDepthDamage(float deltaTime)
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{
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if (Position.Y > DamageDepth) return;
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float depth = DamageDepth - Position.Y;
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depth = Math.Min(depth, 40000.0f);
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// float prevTimer = depthDamageTimer;
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depthDamageTimer -= deltaTime*Math.Min(depth,20000)*PressureDamageMultiplier;
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//if (prevTimer>5.0f && depthDamageTimer<=5.0f)
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//{
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// SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f,);
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//}
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if (depthDamageTimer > 0.0f) return;
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Vector2 damagePos = Vector2.Zero;
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if (Rand.Int(2)==0)
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{
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damagePos = new Vector2(
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(Rand.Int(2) == 0) ? Borders.X : Borders.X+Borders.Width,
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Rand.Range(Borders.Y - Borders.Height, Borders.Y));
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}
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else
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{
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damagePos = new Vector2(
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Rand.Range(Borders.X, Borders.X + Borders.Width),
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(Rand.Int(2) == 0) ? Borders.Y : Borders.Y - Borders.Height);
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}
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SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f);
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GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f;
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Explosion.RangedStructureDamage(damagePos, depth * PressureDamageMultiplier * 50.0f, depth * PressureDamageMultiplier);
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//SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, Rand.Range(0.0f, 100.0f), damagePos, 5000.0f);
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depthDamageTimer = 10.0f;
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}
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private void UpdateColliding()
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{
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return;
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if (body.Position.LengthSquared()<0.00001f) return;
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Vector2 normal = Vector2.Normalize(body.Position);
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Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
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float impact = Vector2.Dot(simSpeed, -normal);
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if (impact < 0.0f) return;
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Vector2 u = Vector2.Dot(simSpeed, -normal) * normal;
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Vector2 w = (simSpeed + u);
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speed = ConvertUnits.ToDisplayUnits(w * (1.0f - Friction) + u * Restitution);
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if (lastContactPoint == null || lastContactCell==null || impact < 3.0f) return;
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SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint));
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GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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Vector2 limbForce = -normal * impact*0.5f;
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float length = limbForce.Length();
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if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
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foreach (Character c in Character.CharacterList)
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{
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if (c.AnimController.CurrentHull == null) continue;
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if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (c.AnimController.LowestLimb == limb) continue;
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limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
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}
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}
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Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint), impact*50.0f, impact*DamageMultiplier);
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//Body wallBody = Submarine.PickBody(
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// (Vector2)lastContactPoint - body.Position,
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// (Vector2)lastContactPoint + body.Position * 10.0f,
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// new List<Body>() { lastContactCell.body });
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//if (wallBody == null || wallBody.UserData == null) return;
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//var damageable = wallBody.UserData as IDamageable;
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//Structure structure = wallBody.UserData as Structure;
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//if (structure == null) return;
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//int sectionIndex = structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
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//for (int i = sectionIndex - (int)(impact / 5.0f); i < sectionIndex + (int)(impact / 5.0f); i++)
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//{
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// structure.AddDamage(i, impact * DamageMultiplier);
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//}
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}
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public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
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{
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VoronoiCell cell = f2.Body.UserData as VoronoiCell;
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if (cell == null)
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{
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lastContactCell = null;
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lastContactPoint = null;
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return true;
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}
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lastContactCell = cell;
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Vector2 normal;
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FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
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contact.GetWorldManifold(out normal, out worldPoints);
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lastContactPoint = worldPoints[0];
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return true;
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//Vector2 normal = contact.Manifold.LocalNormal;
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//Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
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//float impact = Vector2.Dot(-simSpeed, normal);
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////Vector2 u = Vector2.Dot(simSpeed, -normal) * -normal;
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////Vector2 w = simSpeed - u;
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//Vector2 limbForce = normal * impact;
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////float length = limbForce.Length();
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////if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
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////foreach (Character c in Character.CharacterList)
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////{
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//// if (c.AnimController.CurrentHull == null) continue;
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//// if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f;
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//// foreach (Limb limb in c.AnimController.Limbs)
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//// {
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//// if (c.AnimController.LowestLimb == limb) continue;
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//// limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
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//// }
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////}
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//System.Diagnostics.Debug.WriteLine("IMPACT: " + impact + " normal: " + normal + " simspeed: " + simSpeed);
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//if (impact > 1.0f)
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//{
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// contact.GetWorldManifold(out normal, out worldPoints);
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// lastContactPoint = worldPoints[0];
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// AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(worldPoints[0]));
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// GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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// //speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f);
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// //FixedArray2<Vector2> worldPoints;
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// //contact.GetWorldManifold(out normal, out worldPoints);
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// //if (contact.Manifold.PointCount >= 1)
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// //{
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// // Vector2 contactPoint = worldPoints[0];
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// // Body wallBody = Submarine.PickBody(contactPoint, contactPoint + normal, new List<Body>() { cell.body });
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// // if (wallBody!=null && wallBody.UserData!=null)
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// // {
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// // Structure s = wallBody.UserData as Structure;
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// // }
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// //}
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// //foreach (GraphEdge ge in cell.edges)
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// //{
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// // Body wallBody = Submarine.PickBody(
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// // ConvertUnits.ToSimUnits(ge.point1 + GameMain.GameSession.Level.Position + normal),
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// // ConvertUnits.ToSimUnits(ge.point2 + GameMain.GameSession.Level.Position + normal), new List<Body>() { cell.body });
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// // if (wallBody == null || wallBody.UserData == null) continue;
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// // Structure structure = wallBody.UserData as Structure;
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// // if (structure == null) continue;
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// // structure.AddDamage(
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// // structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)), impact*50.0f);
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// //}
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//}
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//collisionRigidness = 0.8f;
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//return true;
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}
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public void OnSeparation(Fixture f1, Fixture f2)
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{
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lastContactPoint = null;
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}
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}
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}
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