Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/Animation/Ragdoll.cs

898 lines
31 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Networking;
namespace Barotrauma
{
class Ragdoll
{
public static List<Ragdoll> list = new List<Ragdoll>();
protected Hull currentHull;
public Limb[] Limbs;
private Dictionary<LimbType, Limb> limbDictionary;
public RevoluteJoint[] limbJoints;
private bool simplePhysicsEnabled;
private Character character;
private Limb lowestLimb;
protected float strongestImpact;
float headPosition, headAngle;
float torsoPosition, torsoAngle;
protected double onFloorTimer;
//the movement speed of the ragdoll
public Vector2 movement;
//the target speed towards which movement is interpolated
protected Vector2 targetMovement;
//a movement vector that overrides targetmovement if trying to steer
//a Character to the position sent by server in multiplayer mode
protected Vector2 correctionMovement;
protected float floorY;
protected float surfaceY;
protected bool inWater, headInWater;
public bool onGround;
private bool ignorePlatforms;
private Limb refLimb;
protected Structure stairs;
protected Direction dir;
//private byte ID;
public Limb LowestLimb
{
get { return lowestLimb; }
}
public Limb RefLimb
{
get
{
return refLimb;
}
}
public float Mass
{
get;
private set;
}
public bool SimplePhysicsEnabled
{
get { return simplePhysicsEnabled; }
set
{
if (value == simplePhysicsEnabled) return;
simplePhysicsEnabled = value;
foreach (Limb limb in Limbs)
{
limb.body.Enabled = !simplePhysicsEnabled;
}
foreach (RevoluteJoint joint in limbJoints)
{
joint.Enabled = !simplePhysicsEnabled;
}
refLimb.body.Enabled = true;
}
}
public Vector2 TargetMovement
{
get
{
return (correctionMovement == Vector2.Zero) ? targetMovement : correctionMovement;
}
set
{
if (!MathUtils.IsValid(value)) return;
targetMovement.X = MathHelper.Clamp(value.X, -3.0f, 3.0f);
targetMovement.Y = MathHelper.Clamp(value.Y, -3.0f, 3.0f);
}
}
public float HeadPosition
{
get { return headPosition; }
}
public float HeadAngle
{
get { return headAngle; }
}
public float TorsoPosition
{
get { return torsoPosition; }
}
public float TorsoAngle
{
get { return torsoAngle; }
}
public float Dir
{
get { return ((dir == Direction.Left) ? -1.0f : 1.0f); }
}
public bool InWater
{
get { return inWater; }
}
public bool HeadInWater
{
get { return headInWater; }
}
public Hull CurrentHull
{
get { return currentHull; }
set
{
if (value == currentHull) return;
currentHull = value;
foreach (Limb limb in Limbs)
{
limb.body.Submarine = currentHull == null ? null : Submarine.Loaded;
}
}
}
public bool IgnorePlatforms
{
get { return ignorePlatforms; }
set
{
if (ignorePlatforms == value) return;
ignorePlatforms = value;
UpdateCollisionCategories();
}
}
public float StrongestImpact
{
get { return strongestImpact; }
set { strongestImpact = Math.Max(value, strongestImpact); }
}
public Structure Stairs
{
get { return stairs; }
}
public Ragdoll(Character character, XElement element)
{
list.Add(this);
this.character = character;
dir = Direction.Right;
float scale = ToolBox.GetAttributeFloat(element, "scale", 1.0f);
//int limbAmount = ;
Limbs = new Limb[element.Elements("limb").Count()];
limbJoints = new RevoluteJoint[element.Elements("joint").Count()];
limbDictionary = new Dictionary<LimbType, Limb>();
headPosition = ToolBox.GetAttributeFloat(element, "headposition", 50.0f);
headPosition = ConvertUnits.ToSimUnits(headPosition);
headAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "headangle", 0.0f));
torsoPosition = ToolBox.GetAttributeFloat(element, "torsoposition", 50.0f);
torsoPosition = ConvertUnits.ToSimUnits(torsoPosition);
torsoAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "torsoangle", 0.0f));
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())
{
case "limb":
byte ID = Convert.ToByte(subElement.Attribute("id").Value);
Limb limb = new Limb(character, subElement, scale);
limb.body.FarseerBody.OnCollision += OnLimbCollision;
Limbs[ID] = limb;
Mass += limb.Mass;
if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
break;
case "joint":
Byte limb1ID = Convert.ToByte(subElement.Attribute("limb1").Value);
Byte limb2ID = Convert.ToByte(subElement.Attribute("limb2").Value);
Vector2 limb1Pos = ToolBox.GetAttributeVector2(subElement, "limb1anchor", Vector2.Zero) * scale;
limb1Pos = ConvertUnits.ToSimUnits(limb1Pos);
Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero) * scale;
limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
RevoluteJoint joint = new RevoluteJoint(Limbs[limb1ID].body.FarseerBody, Limbs[limb2ID].body.FarseerBody, limb1Pos, limb2Pos);
joint.CollideConnected = false;
if (subElement.Attribute("lowerlimit")!=null)
{
joint.LimitEnabled = true;
joint.LowerLimit = float.Parse(subElement.Attribute("lowerlimit").Value) * ((float)Math.PI / 180.0f);
joint.UpperLimit = float.Parse(subElement.Attribute("upperlimit").Value) * ((float)Math.PI / 180.0f);
}
joint.MotorEnabled = true;
joint.MaxMotorTorque = 0.25f;
GameMain.World.AddJoint(joint);
for (int i = 0; i < limbJoints.Length; i++ )
{
if (limbJoints[i] != null) continue;
limbJoints[i] = joint;
break;
}
break;
}
}
refLimb = GetLimb(LimbType.Torso);
if (refLimb == null) refLimb = GetLimb(LimbType.Head);
if (refLimb == null) DebugConsole.ThrowError("Character ''" + character + "'' doesn't have a head or torso!");
foreach (var joint in limbJoints)
{
joint.BodyB.SetTransform(
joint.BodyA.Position + (joint.LocalAnchorA - joint.LocalAnchorB)*0.1f,
(joint.LowerLimit + joint.UpperLimit) / 2.0f);
}
float startDepth = 0.1f;
float increment = 0.001f;
foreach (Character otherCharacter in Character.CharacterList)
{
if (otherCharacter==character) continue;
startDepth+=increment;
}
foreach (Limb limb in Limbs)
{
limb.sprite.Depth = startDepth + limb.sprite.Depth * 0.0001f;
}
FindLowestLimb();
}
public bool OnLimbCollision(Fixture f1, Fixture f2, Contact contact)
{
Structure structure = f2.Body.UserData as Structure;
if (f2.Body.UserData as SubmarineBody != null) return true;
//always collides with bodies other than structures
if (structure == null)
{
CalculateImpact(f1, f2, contact);
return true;
}
if (structure.IsPlatform)
{
if (ignorePlatforms) return false;
//the collision is ignored if the lowest limb is under the platform
if (lowestLimb==null || lowestLimb.Position.Y < structure.Rect.Y) return false;
}
else if (structure.StairDirection!=Direction.None && lowestLimb != null)
{
float stairPosY = structure.StairDirection == Direction.Right ?
lowestLimb.Position.X - structure.Rect.X : structure.Rect.Width - (lowestLimb.Position.X - structure.Rect.X);
if (character.IsDead)
{
if (lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + stairPosY - 10.0f) return false;
}
else
{
if (lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + stairPosY) return false;
}
if (targetMovement.Y < 0.5f)
{
if (inWater || lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + 50.0f)
{
stairs = null;
return false;
}
}
//if (targetMovement.Y >= 0.0f && lowestLimb.SimPosition.Y > ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y * 8.0f))
//{
// //stairs = null;
// //return false;
//}
Limb limb = f1.Body.UserData as Limb;
if (limb != null)// && (limb.type == LimbType.LeftFoot || limb.type == LimbType.RightFoot))
{
if (contact.Manifold.LocalNormal.Y >= 0.0f)
{
if (limb.SimPosition.Y < lowestLimb.SimPosition.Y+0.2f)
{
stairs = structure;
return true;
}
}
else
{
stairs = null;
return false;
}
}
}
CalculateImpact(f1, f2, contact);
return true;
}
private void CalculateImpact(Fixture f1, Fixture f2, Contact contact)
{
Vector2 normal = contact.Manifold.LocalNormal;
Vector2 avgVelocity = Vector2.Zero;
foreach (Limb limb in Limbs)
{
avgVelocity += limb.LinearVelocity;
}
avgVelocity = avgVelocity / Limbs.Count();
float impact = Vector2.Dot(avgVelocity, -normal);
if (GameMain.Server != null) impact = impact / 2.0f;
Limb l = (Limb)f1.Body.UserData;
float volume = stairs == null ? impact/5.0f : impact;
volume= Math.Min(impact, 1.0f);
if (impact > 0.8f && l.HitSound != null && l.soundTimer <= 0.0f) l.HitSound.Play(volume, impact * 100.0f, l.WorldPosition);
if (impact > l.impactTolerance)
{
character.Health -= (impact - l.impactTolerance * 0.1f);
strongestImpact = Math.Max(strongestImpact, impact - l.impactTolerance);
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, l.body);
if (Character.Controlled == character) GameMain.GameScreen.Cam.Shake = strongestImpact;
}
}
public virtual void Draw(SpriteBatch spriteBatch)
{
if (simplePhysicsEnabled) return;
foreach (Limb limb in Limbs)
{
limb.Draw(spriteBatch);
}
}
public void DebugDraw(SpriteBatch spriteBatch)
{
if (!GameMain.DebugDraw || !character.Enabled) return;
if (simplePhysicsEnabled) return;
foreach (Limb limb in Limbs)
{
if (limb.pullJoint != null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
pos.Y = -pos.Y;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
//if (limb.AnimTargetPos == Vector2.Zero) continue;
//Vector2 pos2 = ConvertUnits.ToDisplayUnits(limb.AnimTargetPos);
//pos2.Y = -pos2.Y;
//GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos2.X, (int)pos2.Y, 5, 5), Color.Blue, true, 0.01f);
//GUI.DrawLine(spriteBatch, pos, pos2, Color.Green);
}
}
foreach (RevoluteJoint joint in limbJoints)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
}
foreach (Limb limb in Limbs)
{
if (limb.body.TargetPosition != Vector2.Zero)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.body.TargetPosition);
pos.Y = -pos.Y;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
GUI.DrawLine(spriteBatch, pos, new Vector2(limb.Position.X, -limb.Position.Y), limb == RefLimb ? Color.Orange : Color.Cyan);
}
}
}
public virtual void Flip()
{
dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
for (int i = 0; i < limbJoints.Count(); i++)
{
float lowerLimit = -limbJoints[i].UpperLimit;
float upperLimit = -limbJoints[i].LowerLimit;
limbJoints[i].LowerLimit = lowerLimit;
limbJoints[i].UpperLimit = upperLimit;
limbJoints[i].LocalAnchorA = new Vector2(-limbJoints[i].LocalAnchorA.X, limbJoints[i].LocalAnchorA.Y);
limbJoints[i].LocalAnchorB = new Vector2(-limbJoints[i].LocalAnchorB.X, limbJoints[i].LocalAnchorB.Y);
}
for (int i = 0; i < Limbs.Count(); i++)
{
if (Limbs[i] == null) continue;
Vector2 spriteOrigin = Limbs[i].sprite.Origin;
spriteOrigin.X = Limbs[i].sprite.SourceRect.Width - spriteOrigin.X;
Limbs[i].sprite.Origin = spriteOrigin;
Limbs[i].Dir = Dir;
if (Limbs[i].pullJoint == null) continue;
Limbs[i].pullJoint.LocalAnchorA =
new Vector2(
-Limbs[i].pullJoint.LocalAnchorA.X,
Limbs[i].pullJoint.LocalAnchorA.Y);
}
}
public Vector2 GetCenterOfMass()
{
Vector2 centerOfMass = Vector2.Zero;
foreach (Limb limb in Limbs)
{
centerOfMass += limb.Mass * limb.SimPosition;
}
centerOfMass /= Mass;
return centerOfMass;
}
/// <summary>
///
/// </summary>
/// <param name="pullFromCenter">if false, force is applied to the position of pullJoint</param>
protected void MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter = false)
{
limb.Move(pos, amount, pullFromCenter);
}
public void ResetPullJoints()
{
for (int i = 0; i < Limbs.Count(); i++)
{
if (Limbs[i] == null || Limbs[i].pullJoint == null) continue;
Limbs[i].pullJoint.Enabled = false;
}
}
public static void UpdateAll(Camera cam, float deltaTime)
{
foreach (Ragdoll r in list)
{
r.Update(cam, deltaTime);
}
}
public void FindHull(Vector2? worldPosition = null, bool setSubmarine = true)
{
Vector2 findPos = worldPosition==null ? refLimb.WorldPosition : (Vector2)worldPosition;
Hull newHull = Hull.FindHull(findPos, currentHull);
if (newHull == currentHull) return;
if (setSubmarine)
{
if (newHull == null && currentHull.Submarine != null)
{
SetPosition(refLimb.SimPosition + ConvertUnits.ToSimUnits(currentHull.Submarine.Position));
}
else if (currentHull == null && newHull != null && newHull.Submarine != null)
{
SetPosition(refLimb.SimPosition - ConvertUnits.ToSimUnits(newHull.Submarine.Position));
}
}
CurrentHull = newHull;
character.Submarine = CurrentHull == null ? null : Submarine.Loaded;
UpdateCollisionCategories();
}
private void UpdateCollisionCategories()
{
Category wall = currentHull == null ?
Physics.CollisionLevel | Physics.CollisionWall
: Physics.CollisionWall;
Category collisionCategory = (ignorePlatforms) ?
wall | Physics.CollisionProjectile | Physics.CollisionStairs
: wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs;
foreach (Limb limb in Limbs)
{
if (limb.ignoreCollisions) continue;
try
{
limb.body.CollidesWith = collisionCategory;
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to update ragdoll limb collisioncategories", e);
}
}
}
public void Update(Camera cam, float deltaTime)
{
if (!character.Enabled) return;
UpdateNetPlayerPosition();
Vector2 flowForce = Vector2.Zero;
FindLowestLimb();
FindHull();
//ragdoll isn't in any room -> it's in the water
if (currentHull == null)
{
inWater = true;
headInWater = true;
}
else
{
flowForce = GetFlowForce();
inWater = false;
headInWater = false;
if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
ConvertUnits.ToSimUnits(currentHull.Surface) - floorY > HeadPosition * 0.95f)
inWater = true;
}
foreach (Limb limb in Limbs)
{
//find the room which the limb is in
//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
Hull limbHull = Hull.FindHull(limb.WorldPosition, currentHull);
bool prevInWater = limb.inWater;
limb.inWater = false;
if (limbHull == null)
{
//limb isn't in any room -> it's in the water
limb.inWater = true;
}
else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position))
{
if (limb.Position.Y < limbHull.Surface)
{
limb.inWater = true;
if (flowForce.Length() > 0.01f)
{
limb.body.ApplyForce(flowForce);
if (flowForce.Length() > 15.0f) surfaceY = limbHull.Surface;
}
surfaceY = limbHull.Surface;
if (limb.type == LimbType.Head)
{
headInWater = true;
surfaceY = limbHull.Surface;
}
}
//the limb has gone through the surface of the water
if (Math.Abs(limb.LinearVelocity.Y) > 5.0f && inWater != prevInWater)
{
//create a splash particle
GameMain.ParticleManager.CreateParticle("watersplash",
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 10.0f)),
0.0f, limbHull);
GameMain.ParticleManager.CreateParticle("bubbles",
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
limb.LinearVelocity*0.001f,
0.0f, limbHull);
//if the Character dropped into water, create a wave
if (limb.LinearVelocity.Y<0.0f)
{
//1.0 when the limb is parallel to the surface of the water
// = big splash and a large impact
float parallel = (float)Math.Abs(Math.Sin(limb.Rotation));
Vector2 impulse = Vector2.Multiply(limb.LinearVelocity, -parallel * limb.Mass);
//limb.body.ApplyLinearImpulse(impulse);
int n = (int)((limb.Position.X - limbHull.Rect.X) / Hull.WaveWidth);
limbHull.WaveVel[n] = Math.Min(impulse.Y * 1.0f, 5.0f);
StrongestImpact = ((impulse.Length() * 0.5f) - limb.impactTolerance);
}
}
}
limb.Update(deltaTime);
}
}
public void SetPosition(Vector2 simPosition)
{
Vector2 moveAmount = simPosition - refLimb.SimPosition;
foreach (Limb limb in Limbs)
{
if (limb==refLimb)
{
limb.body.SetTransform(simPosition, limb.Rotation);
continue;
}
//check visibility from the new position of RefLimb to the new position of this limb
Vector2 movePos = limb.SimPosition + moveAmount;
TrySetLimbPosition(limb, simPosition, movePos);
}
}
protected void TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition)
{
if (original == simPosition) return;
Body body = Submarine.CheckVisibility(original, simPosition);
Vector2 movePos = simPosition;
//if there's something in between the limbs
if (body != null)
{
//move the limb close to the position where the raycast hit something
movePos = original + ((simPosition - original) * Submarine.LastPickedFraction * 0.9f);
}
limb.body.SetTransform(movePos, limb.Rotation);
}
public void SetRotation(float rotation)
{
float rotateAmount = rotation - refLimb.Rotation;
Matrix rotationMatrix = Matrix.CreateRotationZ(rotateAmount);
refLimb.body.SetTransform(refLimb.SimPosition, rotation);
foreach (Limb limb in Limbs)
{
if (limb == refLimb) continue;
Vector2 newPos = limb.SimPosition - refLimb.SimPosition;
newPos = Vector2.Transform(newPos, rotationMatrix);
TrySetLimbPosition(limb, refLimb.SimPosition, refLimb.SimPosition + newPos);
limb.body.SetTransform(limb.SimPosition, limb.Rotation + rotateAmount);
}
}
private void UpdateNetPlayerPosition()
{
if (refLimb.body.TargetPosition == Vector2.Zero)
{
correctionMovement = Vector2.Zero;
return;
}
//if the limb is closer than alloweddistance, just ignore the difference
float allowedDistance = NetConfig.AllowedRagdollDistance * ((inWater) ? 2.0f : 1.0f);
float dist = Vector2.Distance(refLimb.body.SimPosition, refLimb.body.TargetPosition);
//if the limb is further away than resetdistance, all limbs are immediately snapped to their targetpositions
bool resetAll = dist > NetConfig.ResetRagdollDistance;
Vector2 diff = (refLimb.body.TargetPosition - refLimb.body.SimPosition);
if (diff == Vector2.Zero || diff.Length() < allowedDistance)
{
refLimb.body.TargetPosition = Vector2.Zero;
foreach (Limb limb in Limbs)
{
limb.body.TargetPosition = Vector2.Zero;
}
correctionMovement = Vector2.Zero;
return;
}
else
{
if (inWater)
{
if (character is AICharacter)
{
correctionMovement =
Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 8.0f, 0.1f, 8.0f), 0.5f);
}
else
{
foreach (Limb limb in Limbs)
{
//if (limb.body.TargetPosition == Vector2.Zero) continue;
limb.body.SetTransform(limb.SimPosition + Vector2.Normalize(diff) * 0.1f, limb.Rotation);
}
}
}
else
{
Vector2 newCorrectionMovement = Vector2.Normalize(diff) * MathHelper.Clamp(dist * 5.0f, 0.5f, 5.0f);
newCorrectionMovement.X = Math.Max(newCorrectionMovement.X, 0.5f) * Math.Sign(newCorrectionMovement.X);
correctionMovement = Vector2.Lerp(targetMovement, newCorrectionMovement, 0.2f);
if (Math.Abs(correctionMovement.Y) < 0.1f) correctionMovement.Y = 0.0f;
}
}
if (resetAll)
{
System.Diagnostics.Debug.WriteLine("reset ragdoll limb positions");
SetPosition(refLimb.body.TargetPosition);
//if (character is AICharacter) SetRotation(refLimb.body.TargetRotation);
//foreach (Limb limb in Limbs)
//{
// if (limb.body.TargetPosition == Vector2.Zero)
// {
// limb.body.SetTransform(limb.body.SimPosition + diff, limb.body.Rotation);
// continue;
// }
// limb.body.LinearVelocity = limb.body.TargetVelocity;
// limb.body.AngularVelocity = limb.body.TargetAngularVelocity;
// limb.body.SetTransform(limb.body.TargetPosition, limb.body.TargetRotation);
// limb.body.TargetPosition = Vector2.Zero;
//}
}
}
public virtual Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)
{
return prevPosition;
}
private Vector2 GetFlowForce()
{
Vector2 limbPos = ConvertUnits.ToDisplayUnits(Limbs[0].SimPosition);
Vector2 force = Vector2.Zero;
foreach (MapEntity e in MapEntity.mapEntityList)
{
Gap gap = e as Gap;
if (gap == null || gap.FlowTargetHull != currentHull || gap.LerpedFlowForce == Vector2.Zero) continue;
Vector2 gapPos = gap.SimPosition;
float dist = Vector2.Distance(limbPos, gapPos);
force += Vector2.Normalize(gap.LerpedFlowForce) * (Math.Max(gap.LerpedFlowForce.Length() - dist, 0.0f) / 500.0f);
}
if (force.Length() > 20.0f) return force;
return force;
}
public Limb GetLimb(LimbType limbType)
{
Limb limb = null;
limbDictionary.TryGetValue(limbType, out limb);
return limb;
}
public void FindLowestLimb()
{
//find the lowest limb
lowestLimb = null;
foreach (Limb limb in Limbs)
{
if (lowestLimb == null)
lowestLimb = limb;
else if (limb.SimPosition.Y < lowestLimb.SimPosition.Y)
lowestLimb = limb;
}
}
public void Remove()
{
foreach (Limb l in Limbs) l.Remove();
foreach (RevoluteJoint joint in limbJoints)
{
GameMain.World.RemoveJoint(joint);
}
}
}
}