Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/FishAnimController.cs

447 lines
16 KiB
C#

using System;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace Subsurface
{
class FishAnimController : AnimController
{
//amplitude and wave length of the "sine wave" swimming animation
//if amplitude = 0, sine wave animation isn't used
private float waveAmplitude;
private float waveLength;
private bool rotateTowardsMovement;
private bool flip;
private float flipTimer;
private float? footRotation;
public FishAnimController(Character character, XElement element)
: base(character, element)
{
waveAmplitude = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "waveamplitude", 0.0f));
waveLength = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "wavelength", 0.0f));
flip = ToolBox.GetAttributeBool(element, "flip", false);
walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
float footRot = ToolBox.GetAttributeFloat(element,"footrotation", float.NaN);
if (float.IsNaN(footRot))
{
footRotation = null;
}
else
{
footRotation = MathHelper.ToRadians(footRot);
}
rotateTowardsMovement = ToolBox.GetAttributeBool(element, "rotatetowardsmovement", true);
}
public override void UpdateAnim(float deltaTime)
{
if (character.IsDead)
{
UpdateDying(deltaTime);
return;
}
ResetPullJoints();
if (strongestImpact > 0.0f)
{
stunTimer = MathHelper.Clamp(strongestImpact * 0.5f, stunTimer, 5.0f);
strongestImpact = 0.0f;
}
if (stunTimer>0.0f)
{
//UpdateStruggling(deltaTime);
stunTimer -= deltaTime;
return;
}
else if (SimplePhysicsEnabled)
{
UpdateSimpleAnim();
}
else
{
if (inWater)
{
UpdateSineAnim(deltaTime);
}
else
{
UpdateWalkAnim(deltaTime);
}
}
if (flip)
{
//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
if (movement.X > 0.1f && movement.X > Math.Abs(movement.Y)*0.5f)
{
TargetDir = Direction.Right;
}
else if (movement.X < -0.1f && movement.X < -Math.Abs(movement.Y)*0.5f)
{
TargetDir = Direction.Left;
}
}
else
{
Limb head = GetLimb(LimbType.Head);
float rotation = MathUtils.WrapAngleTwoPi(head.Rotation);
rotation = MathHelper.ToDegrees(rotation);
if (rotation < 0.0f) rotation += 360;
if (rotation > 20 && rotation < 160)
{
TargetDir = Direction.Left;
}
else if (rotation > 200 && rotation < 340)
{
TargetDir = Direction.Right;
}
}
//if (stunTimer > gameTime.TotalGameTime.TotalMilliseconds) return;
flipTimer += deltaTime;
if (TargetDir != dir)
{
if (flipTimer>1.0f)
{
Flip();
if (flip) Mirror();
flipTimer = 0.0f;
}
}
}
void UpdateSineAnim(float deltaTime)
{
movement = MathUtils.SmoothStep(movement, TargetMovement*swimSpeed, 1.0f);
if (movement.LengthSquared() < 0.00001f) return;
if (!inWater) movement.Y = Math.Min(0.0f, movement.Y);
float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
Limb tail = GetLimb(LimbType.Tail);
if (tail != null && waveAmplitude > 0.0f)
{
walkPos -= movement.Length();
float waveRotation = (float)Math.Sin(walkPos / waveLength) * waveAmplitude;
float angle = MathUtils.GetShortestAngle(tail.body.Rotation, movementAngle + waveRotation);
tail.body.ApplyTorque(angle * tail.Mass);
//limbs[tailIndex].body.ApplyTorque((Math.Sign(angle) + Math.Max(Math.Min(angle * 10.0f, 10.0f), -10.0f)) * limbs[tailIndex].body.Mass);
//limbs[tailIndex].body.ApplyTorque(-limbs[tailIndex].body.AngularVelocity * 0.5f * limbs[tailIndex].body.Mass);
}
Vector2 steerForce = Vector2.Zero;
Limb head = GetLimb(LimbType.Head);
if (head != null)
{
float angle = (rotateTowardsMovement) ?
head.body.Rotation+ MathUtils.GetShortestAngle(head.body.Rotation, movementAngle) :
HeadAngle*Dir;
head.body.SmoothRotate(angle, 25.0f);
//rotate head towards the angle of movement
//float torque = (Math.Sign(angle)*10.0f + MathHelper.Clamp(angle * 10.0f, -10.0f, 10.0f));
//angular drag
//torque -= head.body.AngularVelocity * 0.5f;
//head.body.ApplyTorque(torque * head.body.Mass);
//the movement vector if going to the direction of the head
//Vector2 headMovement = new Vector2(
// (float)Math.Cos(head.body.Rotation - MathHelper.PiOver2),
// (float)Math.Sin(head.body.Rotation - MathHelper.PiOver2));
//headMovement *= movement.Length();
//the movement angle is between direction of the head and the direction
//where the character is actually trying to go
//current * (float)alpha + previous * (1.0f - (float)alpha);
steerForce = (movement * 50.0f - head.LinearVelocity * 30.0f);
// force += (headMovement - movement) * Math.Min(head.LinearVelocity.Length()/movement.Length(), 1.0f);
if (!inWater) steerForce.Y = 0.0f;
}
for (int i = 0; i < Limbs.Count(); i++)
{
if (steerForce!=Vector2.Zero)
Limbs[i].body.ApplyForce(steerForce * Limbs[i].SteerForce * Limbs[i].Mass);
if (Limbs[i].type != LimbType.Torso) continue;
float dist = (Limbs[0].SimPosition - Limbs[i].SimPosition).Length();
Vector2 limbPos = Limbs[0].SimPosition - Vector2.Normalize(movement) * dist;
Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);
}
if (!inWater)
{
UpdateWalkAnim(deltaTime);
}
else
{
floorY = Limbs[0].SimPosition.Y;
}
}
void UpdateSimpleAnim()
{
movement = MathUtils.SmoothStep(movement, TargetMovement*swimSpeed, 1.0f);
if (movement == Vector2.Zero) return;
float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
RefLimb.body.SmoothRotate(
(rotateTowardsMovement) ?
RefLimb.body.Rotation + MathUtils.GetShortestAngle(RefLimb.body.Rotation, movementAngle) :
HeadAngle*Dir);
RefLimb.pullJoint.Enabled = true;
RefLimb.pullJoint.WorldAnchorB =
RefLimb.SimPosition + movement * 0.1f;
RefLimb.body.SmoothRotate(0.0f);
foreach (Limb l in Limbs)
{
if (l == RefLimb) continue;
l.body.SetTransform(RefLimb.SimPosition, RefLimb.Rotation);
}
}
void UpdateWalkAnim(float deltaTime)
{
movement = MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, 0.2f);
if (movement == Vector2.Zero) return;
IgnorePlatforms = (TargetMovement.Y < -Math.Abs(TargetMovement.X));
Limb colliderLimb;
float colliderHeight;
Limb torso = GetLimb(LimbType.Torso);
Limb head = GetLimb(LimbType.Head);
if (torso != null)
{
colliderLimb = torso;
colliderHeight = TorsoPosition;
colliderLimb.body.SmoothRotate(TorsoAngle * Dir, 10.0f);
}
else
{
colliderLimb = head;
colliderHeight = HeadPosition;
if (onGround) colliderLimb.body.SmoothRotate(HeadAngle * Dir, 100.0f);
}
Vector2 colliderPos = colliderLimb.SimPosition;
Vector2 rayStart = colliderPos;
Vector2 rayEnd = rayStart - new Vector2(0.0f, colliderHeight);
if (stairs != null) rayEnd.Y -= 0.5f;
//do a raytrace straight down from the torso to figure
//out whether the ragdoll is standing on ground
float closestFraction = 1;
//Structure closestStructure = null;
GameMain.World.RayCast((fixture, point, normal, fraction) =>
{
//other limbs and bodies with no collision detection are ignored
if (fixture == null ||
fixture.CollisionCategories == Physics.CollisionCharacter ||
fixture.CollisionCategories == Physics.CollisionNone ||
fixture.CollisionCategories == Physics.CollisionMisc) return -1;
Structure structure = fixture.Body.UserData as Structure;
if (structure != null)
{
if (structure.StairDirection != Direction.None && (stairs == null)) return -1;
if (structure.IsPlatform && (IgnorePlatforms || stairs != null)) return -1;
}
onGround = true;
onFloorTimer = 0.05f;
if (fraction < closestFraction) closestFraction = fraction;
return 1;
}
, rayStart, rayEnd);
//the ragdoll "stays on ground" for 50 millisecs after separation
if (onFloorTimer <= 0.0f)
{
onGround = false;
}
else
{
onFloorTimer -= deltaTime;
}
if (!onGround) return;
if (closestFraction == 1) //raycast didn't hit anything
floorY = (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
else
floorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
if (Math.Abs(colliderPos.Y - floorY) < colliderHeight * 1.2f)
{
colliderLimb.Move(new Vector2(colliderPos.X + movement.X * 0.2f, floorY + colliderHeight), 5.0f);
}
float walkCycleSpeed = head.LinearVelocity.X * 0.05f;
walkPos -= walkCycleSpeed;
Vector2 transformedStepSize = new Vector2(
(float)Math.Cos(walkPos) * stepSize.X * 3.0f,
(float)Math.Sin(walkPos) * stepSize.Y * 2.0f);
foreach (Limb limb in Limbs)
{
switch (limb.type)
{
case LimbType.LeftFoot:
case LimbType.RightFoot:
Vector2 footPos = new Vector2(limb.SimPosition.X, colliderPos.Y - colliderHeight);
if (limb.RefJointIndex>-1)
{
RevoluteJoint refJoint = limbJoints[limb.RefJointIndex];
footPos.X = refJoint.WorldAnchorA.X;
}
footPos.X += limb.StepOffset.X * Dir;
footPos.Y += limb.StepOffset.Y;
if (limb.type == LimbType.LeftFoot)
{
limb.Move(footPos +new Vector2(
transformedStepSize.X + movement.X * 0.1f,
(transformedStepSize.Y > 0.0f) ? transformedStepSize.Y : 0.0f),
8.0f);
}
else if (limb.type == LimbType.RightFoot)
{
limb.Move(footPos +new Vector2(
-transformedStepSize.X + movement.X * 0.1f,
(-transformedStepSize.Y > 0.0f) ? -transformedStepSize.Y : 0.0f),
8.0f);
}
if (footRotation!=null) limb.body.SmoothRotate((float)footRotation*Dir, 50.0f);
break;
case LimbType.LeftLeg:
case LimbType.RightLeg:
if (legTorque!=0.0f) limb.body.ApplyTorque(limb.Mass*legTorque*Dir);
break;
}
}
}
void UpdateDying(float deltaTime)
{
Limb head = GetLimb(LimbType.Head);
Limb tail = GetLimb(LimbType.Tail);
if (head != null) head.body.ApplyTorque(head.Mass * Dir * (float)Math.Sin(walkPos) * 5.0f);
if (tail != null) tail.body.ApplyTorque(tail.Mass * -Dir * (float)Math.Sin(walkPos) * 5.0f);
walkPos += deltaTime * 5.0f;
Vector2 centerOfMass = GetCenterOfMass();
foreach (Limb limb in Limbs)
{
if (limb.type == LimbType.Head || limb.type == LimbType.Tail) continue;
limb.body.ApplyForce((centerOfMass - limb.SimPosition) * (float)Math.Sin(walkPos) * limb.Mass * 10.0f);
}
}
public override void Flip()
{
base.Flip();
foreach (Limb l in Limbs)
{
if (!l.DoesFlip) continue;
l.body.SetTransform(l.SimPosition,
-l.body.Rotation);
}
}
private void Mirror()
{
float leftX = Limbs[0].SimPosition.X, rightX = Limbs[0].SimPosition.X;
for (int i = 1; i < Limbs.Count(); i++ )
{
if (Limbs[i].SimPosition.X < leftX)
{
leftX = Limbs[i].SimPosition.X;
}
else if (Limbs[i].SimPosition.X > rightX)
{
rightX = Limbs[i].SimPosition.X;
}
}
float midX = GetCenterOfMass().X;
foreach (Limb l in Limbs)
{
Vector2 newPos = new Vector2(midX - (l.SimPosition.X - midX), l.SimPosition.Y);
if (Submarine.CheckVisibility(l.SimPosition, newPos)!=null)
{
Vector2 diff = newPos - l.SimPosition;
l.body.SetTransform(
l.SimPosition + Submarine.LastPickedFraction * diff * 0.8f, l.body.Rotation);
}
else
{
l.body.SetTransform(newPos, l.body.Rotation);
}
}
}
}
}