Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/SubmarineBody.cs

406 lines
13 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Collision;
using FarseerPhysics.Common;
using FarseerPhysics.Common.Decomposition;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Voronoi2;
namespace Barotrauma
{
class SubmarineBody
{
public const float DamageDepth = -30000.0f;
const float PressureDamageMultiplier = 0.001f;
//structure damage = impact * damageMultiplier
const float DamageMultiplier = 50.0f;
const float Friction = 0.2f, Restitution = 0.0f;
public List<Vector2> HullVertices
{
get;
private set;
}
private float depthDamageTimer;
private Submarine submarine;
private Body body;
private Vector2 targetPosition;
float mass = 10000.0f;
//private Vector2? lastContactPoint;
//private VoronoiCell lastContactCell;
public Rectangle Borders
{
get;
private set;
}
public Vector2 Velocity
{
get { return body.LinearVelocity; }
set
{
if (!MathUtils.IsValid(value)) return;
body.LinearVelocity = value;
}
}
public Vector2 TargetPosition
{
get { return targetPosition; }
set
{
if (!MathUtils.IsValid(value)) return;
targetPosition = value;
}
}
public Vector2 Position
{
get { return ConvertUnits.ToDisplayUnits(body.Position); }
}
public Vector2 Center
{
get { return new Vector2(Borders.X + Borders.Width / 2, Borders.Y - Borders.Height / 2); }
}
public bool AtDamageDepth
{
get { return Position.Y < DamageDepth; }
}
public SubmarineBody(Submarine sub)
{
this.submarine = sub;
List<Vector2> convexHull = GenerateConvexHull();
HullVertices = convexHull;
for (int i = 0; i < convexHull.Count; i++)
{
convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
}
convexHull.Reverse();
//get farseer 'vertices' from vectors
Vertices shapevertices = new Vertices(convexHull);
AABB hullAABB = shapevertices.GetAABB();
Borders = new Rectangle(
(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
//var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
body = BodyFactory.CreateBody(GameMain.World, this);
foreach (Hull hull in Hull.hullList)
{
Rectangle rect = hull.Rect;
foreach (Structure wall in Structure.WallList)
{
if (!Submarine.RectsOverlap(wall.Rect, hull.Rect)) continue;
Rectangle wallRect = wall.IsHorizontal ?
new Rectangle(hull.Rect.X, wall.Rect.Y, hull.Rect.Width, wall.Rect.Height) :
new Rectangle(wall.Rect.X, hull.Rect.Y, wall.Rect.Width, hull.Rect.Height);
rect = Rectangle.Union(
new Rectangle(wallRect.X, wallRect.Y-wallRect.Height, wallRect.Width, wallRect.Height),
new Rectangle(rect.X, rect.Y - rect.Height, rect.Width, rect.Height));
rect.Y = rect.Y + rect.Height;
}
FixtureFactory.AttachRectangle(
ConvertUnits.ToSimUnits(rect.Width),
ConvertUnits.ToSimUnits(rect.Height),
5.0f,
ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width/2, rect.Y - rect.Height/2)),
body, this);
}
body.BodyType = BodyType.Dynamic;
body.CollisionCategories = Physics.CollisionMisc | Physics.CollisionWall;
body.CollidesWith = Physics.CollisionLevel | Physics.CollisionCharacter;
body.Restitution = Restitution;
body.Friction = Friction;
body.FixedRotation = true;
body.Mass = mass;
body.Awake = true;
body.SleepingAllowed = false;
body.IgnoreGravity = true;
body.OnCollision += OnCollision;
//body.UserData = this;
}
private List<Vector2> GenerateConvexHull()
{
if (!Structure.WallList.Any())
{
return new List<Vector2>() { new Vector2(-1.0f, 1.0f), new Vector2(1.0f, 1.0f), new Vector2(0.0f, -1.0f) };
}
List<Vector2> points = new List<Vector2>();
Vector2 leftMost = Vector2.Zero;
foreach (Structure wall in Structure.WallList)
{
for (int x = -1; x <= 1; x += 2)
{
for (int y = -1; y <= 1; y += 2)
{
Vector2 corner = new Vector2(wall.Rect.X + wall.Rect.Width / 2.0f, wall.Rect.Y - wall.Rect.Height / 2.0f);
corner.X += x * wall.Rect.Width / 2.0f;
corner.Y += y * wall.Rect.Height / 2.0f;
if (points.Contains(corner)) continue;
points.Add(corner);
if (leftMost == Vector2.Zero || corner.X < leftMost.X) leftMost = corner;
}
}
}
List<Vector2> hullPoints = new List<Vector2>();
Vector2 currPoint = leftMost;
Vector2 endPoint;
do
{
hullPoints.Add(currPoint);
endPoint = points[0];
for (int i = 1; i < points.Count; i++)
{
if ((currPoint == endPoint)
|| (MathUtils.VectorOrientation(currPoint, endPoint, points[i]) == -1))
{
endPoint = points[i];
}
}
currPoint = endPoint;
}
while (endPoint != hullPoints[0]);
return hullPoints;
}
public void Update(float deltaTime)
{
if (targetPosition != Vector2.Zero && targetPosition != Position)
{
float dist = Vector2.Distance(targetPosition, Position);
if (dist > 1000.0f)
{
body.SetTransform(ConvertUnits.ToSimUnits(targetPosition), 0.0f);
targetPosition = Vector2.Zero;
}
else if (dist > 50.0f)
{
body.SetTransform((ConvertUnits.ToSimUnits(targetPosition) - body.Position) * 0.01f, 0.0f);
}
}
else
{
targetPosition = Vector2.Zero;
}
//-------------------------
Vector2 totalForce = CalculateBuoyancy();
if (body.LinearVelocity.LengthSquared() > 0.000001f)
{
float dragCoefficient = 0.01f;
float speedLength = (body.LinearVelocity == Vector2.Zero) ? 0.0f : body.LinearVelocity.Length();
float drag = speedLength * speedLength * dragCoefficient * mass;
totalForce += -Vector2.Normalize(body.LinearVelocity) * drag;
}
ApplyForce(totalForce);
UpdateDepthDamage(deltaTime);
}
private Vector2 CalculateBuoyancy()
{
float waterVolume = 0.0f;
float volume = 0.0f;
foreach (Hull hull in Hull.hullList)
{
waterVolume += hull.Volume;
volume += hull.FullVolume;
}
float waterPercentage = waterVolume / volume;
float neutralPercentage = 0.07f;
float buoyancy = Math.Max(neutralPercentage - waterPercentage, -neutralPercentage*2.0f);
buoyancy *= mass;
return new Vector2(0.0f, buoyancy*10.0f);
}
public void ApplyForce(Vector2 force)
{
body.ApplyForce(force);
}
public void SetPosition(Vector2 position)
{
body.SetTransform(ConvertUnits.ToSimUnits(position), 0.0f);
}
private void UpdateDepthDamage(float deltaTime)
{
if (Position.Y > DamageDepth) return;
float depth = DamageDepth - Position.Y;
depth = Math.Min(depth, 40000.0f);
// float prevTimer = depthDamageTimer;
depthDamageTimer -= deltaTime*Math.Min(depth,20000)*PressureDamageMultiplier;
//if (prevTimer>5.0f && depthDamageTimer<=5.0f)
//{
// SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f,);
//}
if (depthDamageTimer > 0.0f) return;
Vector2 damagePos = Vector2.Zero;
if (Rand.Int(2)==0)
{
damagePos = new Vector2(
(Rand.Int(2) == 0) ? Borders.X : Borders.X+Borders.Width,
Rand.Range(Borders.Y - Borders.Height, Borders.Y));
}
else
{
damagePos = new Vector2(
Rand.Range(Borders.X, Borders.X + Borders.Width),
(Rand.Int(2) == 0) ? Borders.Y : Borders.Y - Borders.Height);
}
SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f);
GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f;
damagePos += submarine.Position + Submarine.HiddenSubPosition;
Explosion.RangedStructureDamage(damagePos, depth * PressureDamageMultiplier * 50.0f, depth * PressureDamageMultiplier);
//SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, Rand.Range(0.0f, 100.0f), damagePos, 5000.0f);
depthDamageTimer = 10.0f;
}
public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
if (cell == null)
{
Limb limb = f2.Body.UserData as Limb;
if (limb!=null)
{
if (limb.character.Submarine != null) return false;
Vector2 normal2;
FixedArray2<Vector2> points;
contact.GetWorldManifold(out normal2, out points);
var pickedBody = Submarine.PickBody(
points[0] - limb.LinearVelocity * ((float)Physics.step) - ConvertUnits.ToSimUnits(submarine.Position) - submarine.Velocity * ((float)Physics.step),
points[0] - ConvertUnits.ToSimUnits(submarine.Position), null, Physics.CollisionWall);
if (pickedBody != null)
{
return true;
}
var ragdoll = limb.character.AnimController;
ragdoll.FindHull();
return false;
}
return true;
}
Vector2 normal;
FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
contact.GetWorldManifold(out normal, out worldPoints);
Vector2 lastContactPoint = worldPoints[0];
normal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(body.Position) - cell.Center);
float impact = Vector2.Dot(Velocity, -normal);
//Vector2 u = Vector2.Dot(Velocity, -normal) * normal;
//Vector2 w = (Velocity + u);
//speed = ConvertUnits.ToDisplayUnits(w * (1.0f - Friction) + u * Restitution);
if (impact < 3.0f) return true;
SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(lastContactPoint));
GameMain.GameScreen.Cam.Shake = impact * 2.0f;
Vector2 limbForce = -normal * impact * 0.5f;
float length = limbForce.Length();
if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull == null) continue;
if (impact > 2.0f) c.StartStun((impact - 2.0f) * 0.1f);
foreach (Limb limb in c.AnimController.Limbs)
{
if (c.AnimController.LowestLimb == limb) continue;
limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
}
}
Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
return true;
}
}
}