Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/SubmarineBody.cs
Regalis dc7956274c - camera follows the closest sub
- WIP "respawn shuttle"
- submarine size affects its mass
- electricity fixes
2016-06-18 14:46:40 +03:00

556 lines
19 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.Diagnostics;
using System.Linq;
using Voronoi2;
namespace Barotrauma
{
class SubmarineBody
{
public const float DamageDepth = -30000.0f;
private const float PressureDamageMultiplier = 0.001f;
private const float DamageMultiplier = 50.0f;
private const float Friction = 0.2f, Restitution = 0.0f;
public List<Vector2> HullVertices
{
get;
private set;
}
private float depthDamageTimer;
private readonly Submarine submarine;
public readonly Body Body;
private Vector2? targetPosition;
//private float mass = 10000.0f;
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 bool AtDamageDepth
{
get { return Position.Y < DamageDepth; }
}
public SubmarineBody(Submarine sub)
{
this.submarine = sub;
if (!Hull.hullList.Any())
{
Body = BodyFactory.CreateRectangle(GameMain.World, 1.0f, 1.0f, 1.0f);
DebugConsole.ThrowError("WARNING: no hulls found, generating a physics body for the submarine failed.");
}
else
{
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 (Structure wall in Structure.WallList)
{
Rectangle rect = wall.Rect;
FixtureFactory.AttachRectangle(
ConvertUnits.ToSimUnits(rect.Width),
ConvertUnits.ToSimUnits(rect.Height),
50.0f,
ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
Body, 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.CollisionWall;
Body.CollidesWith =
Physics.CollisionItem |
Physics.CollisionLevel |
Physics.CollisionCharacter |
Physics.CollisionProjectile |
Physics.CollisionWall;
Body.Restitution = Restitution;
Body.Friction = Friction;
Body.FixedRotation = true;
//mass = Body.Mass;
Body.Awake = true;
Body.SleepingAllowed = false;
Body.IgnoreGravity = true;
Body.OnCollision += OnCollision;
Body.UserData = submarine;
}
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)
{
if (wall.Submarine != submarine) continue;
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 != null && targetPosition != Position)
{
float dist = Vector2.Distance((Vector2)targetPosition, Position);
if (dist > 1000.0f) //immediately snap the sub to the target position if more than 1000.0f units away
{
Vector2 moveAmount = (Vector2)targetPosition - ConvertUnits.ToDisplayUnits(Body.Position);
ForceTranslate(moveAmount);
if (submarine == Submarine.MainSub) GameMain.GameScreen.Cam.UpdateTransform(false);
submarine.SetPrevTransform(submarine.Position);
submarine.UpdateTransform();
targetPosition = null;
DisplaceCharacters(moveAmount);
}
else if (dist > 50.0f) //lerp the position if (50 < dist < 1000)
{
Vector2 moveAmount = Vector2.Normalize((Vector2)targetPosition - Position);
moveAmount *= Math.Min(dist, 100.0f);
ForceTranslate(moveAmount * deltaTime);
}
else
{
targetPosition = null;
}
}
else
{
targetPosition = null;
}
//-------------------------
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 * Body.Mass;
totalForce += -Vector2.Normalize(Body.LinearVelocity) * drag;
}
ApplyForce(totalForce);
UpdateDepthDamage(deltaTime);
}
/// <summary>
/// Immediately translates the position of the physics body, gamescreen camera and Character.Controlled.CursorPosition
/// </summary>
/// <param name="amount">Amount to move in display units</param>
private void ForceTranslate(Vector2 amount)
{
Body.SetTransform(Body.Position + ConvertUnits.ToSimUnits(amount), 0.0f);
if (Character.Controlled != null) Character.Controlled.CursorPosition += amount;
if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) ||
Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine)
{
GameMain.GameScreen.Cam.Position += amount;
if (GameMain.GameScreen.Cam.TargetPos != Vector2.Zero) GameMain.GameScreen.Cam.TargetPos += amount;
}
}
/// <summary>
/// Moves away any character that is inside the bounding box of the sub (but not inside it)
/// </summary>
/// <param name="subTranslation">The translation that was applied to the sub before doing the displacement
/// (used for determining where to push the characters)</param>
private void DisplaceCharacters(Vector2 subTranslation)
{
Rectangle worldBorders = Borders;
worldBorders.Location += ConvertUnits.ToDisplayUnits(Body.Position).ToPoint();
Vector2 translateDir = Vector2.Normalize(subTranslation);
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull != null) continue;
foreach (Limb limb in c.AnimController.Limbs)
{
//if the character isn't inside the bounding box, continue
if (!Submarine.RectContains(worldBorders, limb.WorldPosition)) continue;
//cast a line from the position of the character to the same direction as the translation of the sub
//and see where it intersects with the bounding box
Vector2? intersection = MathUtils.GetLineRectangleIntersection(limb.WorldPosition,
limb.WorldPosition + translateDir*100000.0f, worldBorders);
//should never be null when casting a line out from inside the bounding box
Debug.Assert(intersection != null);
//''+ translatedir'' in order to move the character slightly away from the wall
c.AnimController.SetPosition(ConvertUnits.ToSimUnits(c.WorldPosition + ((Vector2)intersection - limb.WorldPosition)) + translateDir);
return;
}
}
}
private Vector2 CalculateBuoyancy()
{
float waterVolume = 0.0f;
float volume = 0.0f;
foreach (Hull hull in Hull.hullList)
{
if (hull.Submarine != submarine) continue;
waterVolume += hull.Volume;
volume += hull.FullVolume;
}
float waterPercentage = volume==0.0f ? 0.0f : waterVolume / volume;
float neutralPercentage = 0.07f;
float buoyancy = Math.Max(neutralPercentage - waterPercentage, -neutralPercentage*2.0f);
buoyancy *= Body.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);
}
damagePos += submarine.Position + submarine.HiddenSubPosition;
SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f);
GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f;
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)
{
Limb limb = f2.Body.UserData as Limb;
if (limb!= null)
{
bool collision = HandleLimbCollision(contact, limb);
if (collision && limb.Mass > 100.0f)
{
Vector2 normal = Vector2.Normalize(Body.Position - limb.SimPosition);
float impact = Math.Min(Vector2.Dot(Velocity - limb.LinearVelocity, -normal), 5.0f);
ApplyImpact(impact * Math.Min(limb.Mass / 200.0f, 1), -normal, contact);
}
return collision;
}
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
if (cell != null)
{
var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.Position) - cell.Center);
float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
ApplyImpact(wallImpact, -collisionNormal, contact);
return true;
}
Submarine sub = f2.Body.UserData as Submarine;
if (sub != null)
{
Debug.Assert(sub != submarine);
Vector2 normal;
FixedArray2<Vector2> points;
contact.GetWorldManifold(out normal, out points);
ApplyImpact(Vector2.Dot(Velocity - sub.Velocity, normal) / 2.0f, normal, contact);
return true;
}
return true;
}
private bool HandleLimbCollision(Contact contact, Limb limb)
{
if (limb.character.Submarine != null) return false;
Vector2 normal2;
FixedArray2<Vector2> points;
contact.GetWorldManifold(out normal2, out points);
Vector2 normalizedVel = limb.character.AnimController.RefLimb.LinearVelocity == Vector2.Zero ?
Vector2.Zero : Vector2.Normalize(limb.character.AnimController.RefLimb.LinearVelocity);
Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - normal2);
Hull newHull = Hull.FindHull(targetPos, null);
if (newHull == null)
{
targetPos = ConvertUnits.ToDisplayUnits(points[0] + normalizedVel);
newHull = Hull.FindHull(targetPos, null);
if (newHull == null) return true;
}
var gaps = newHull.ConnectedGaps;
targetPos = limb.character.WorldPosition;
Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 200.0f);
if (adjacentGap==null) return true;
var ragdoll = limb.character.AnimController;
ragdoll.FindHull(newHull.WorldPosition, true);
return false;
}
private void ApplyImpact(float impact, Vector2 direction, Contact contact)
{
if (impact < 3.0f) return;
Vector2 tempNormal;
FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
contact.GetWorldManifold(out tempNormal, out worldPoints);
Vector2 lastContactPoint = worldPoints[0];
SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(lastContactPoint));
if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
{
GameMain.GameScreen.Cam.Shake = impact * 2.0f;
}
Vector2 impulse = direction * impact * 0.5f;
float length = impulse.Length();
if (length > 5.0f) impulse = (impulse / length) * 5.0f;
foreach (Character c in Character.CharacterList)
{
if (c.Submarine != submarine) 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 * impulse);
}
}
foreach (Item item in Item.ItemList)
{
if (item.Submarine != submarine || item.CurrentHull == null ||
item.body == null || !item.body.Enabled) continue;
item.body.ApplyLinearImpulse(item.body.Mass * impulse);
}
Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
}
}
}