Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Sprite/DeformAnimations/JointBendDeformation.cs
T
2020-06-04 16:41:07 +03:00

143 lines
6.0 KiB
C#

using System;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
namespace Barotrauma.SpriteDeformations
{
class JointBendDeformationParams : SpriteDeformationParams
{
public JointBendDeformationParams(XElement element) : base(element)
{
}
}
/// <summary>
/// Does a rotational deformations around pivot points at the edges of the sprite.
/// </summary>
class JointBendDeformation : SpriteDeformation
{
//how much to bend at the right side of the sprite
private float bendRight;
public float BendRight
{
get { return bendRight; }
set { bendRight = MathHelper.Clamp(value, -MaxRotationInRadians, MaxRotationInRadians); }
}
//the pivot point to rotate the right side around
public Vector2 BendRightRefPos = new Vector2(1.0f, 0.5f);
private float bendLeft;
public float BendLeft
{
get { return bendLeft; }
set { bendLeft = MathHelper.Clamp(value, -MaxRotationInRadians, MaxRotationInRadians); }
}
public Vector2 BendLeftRefPos = new Vector2(0.0f, 0.5f);
private float bendUp;
public float BendUp
{
get { return bendUp; }
set { bendUp = MathHelper.Clamp(value, -MaxRotationInRadians, MaxRotationInRadians); }
}
public Vector2 BendUpRefPos = new Vector2(0.5f, 0.0f);
private float bendDown;
public float BendDown
{
get { return bendDown; }
set { bendDown = MathHelper.Clamp(value, -MaxRotationInRadians, MaxRotationInRadians); }
}
public Vector2 BendDownRefPos = new Vector2(0.5f, 1.0f);
public Vector2 Scale = Vector2.Zero;
private float MaxRotationInRadians => MathHelper.ToRadians(Params.MaxRotation);
public JointBendDeformation(XElement element) : base(element, new JointBendDeformationParams(element)) { }
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier, bool inverse)
{
deformation = Deformation;
multiplier = 1.0f;// this.multiplier;
}
public override void Update(float deltaTime)
{
Vector2 normalizedPos = Vector2.Zero;
for (int x = 0; x < Resolution.X; x++)
{
normalizedPos.X = x / (float)(Resolution.X - 1);
for (int y = 0; y < Resolution.Y; y++)
{
normalizedPos.Y = y / (float)(Resolution.Y - 1);
Deformation[x, y] = Vector2.Zero;
if (Math.Abs(BendLeft) > 0.001f)
{
float strength = 1.0f - normalizedPos.X;//(1.0f - Math.Max(normalizedPos.X - BendLeftRefPos.X, 0.0f) / (1.0f - BendLeftRefPos.X));
strength = (strength - 0.5f) * 2.0f;
if (strength > 0.0f)
{
Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendLeftRefPos, BendLeft * strength * Params.Strength);
Vector2 offset = rotatedP - normalizedPos;
offset.X *= Scale.Y / Scale.X;
Deformation[x, y] += offset;
}
}
if (Math.Abs(BendRight) > 0.001f)
{
float strength = normalizedPos.X;//(1.0f - Math.Max(BendRightRefPos.X - normalizedPos.X, 0.0f) / (BendRightRefPos.X));
strength = (strength - 0.5f) * 2.0f;
if (strength > 0.0f)
{
Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendRightRefPos, BendRight * strength * Params.Strength);
Vector2 offset = rotatedP - normalizedPos;
offset.X *= Scale.Y / Scale.X;
Deformation[x, y] += offset;
}
}
if (Math.Abs(BendUp) > 0.001f)
{
float strength = 1.0f - normalizedPos.Y;//(1.0f - Math.Max(normalizedPos.Y - BendUpRefPos.Y, 0.0f) / (1.0f - BendUpRefPos.Y));
strength = (strength - 0.5f) * 2.0f;
if (strength > 0.0f)
{
Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendUpRefPos, BendUp * strength * Params.Strength);
Vector2 offset = rotatedP - normalizedPos;
offset.Y *= Scale.X / Scale.Y;
Deformation[x, y] += offset;
}
}
if (Math.Abs(BendDown) > 0.001f)
{
float strength = normalizedPos.Y;//(1.0f - Math.Max(BendDownRefPos.Y - normalizedPos.Y, 0.0f) / (BendDownRefPos.Y));
strength = (strength - 0.5f) * 2.0f;
if (strength > 0.0f)
{
Vector2 rotatedP = RotatePointAroundTarget(normalizedPos, BendDownRefPos, BendDown * strength * Params.Strength);
Vector2 offset = rotatedP - normalizedPos;
offset.Y *= Scale.X / Scale.Y;
Deformation[x, y] += offset;
}
}
}
}
}
public static Vector2 RotatePointAroundTarget(Vector2 point, Vector2 target, float angle)
{
return RotatePointAroundTarget(point, target, (float)Math.Sin(angle), (float)Math.Cos(angle));
}
public static Vector2 RotatePointAroundTarget(Vector2 point, Vector2 target, float sin, float cos)
{
Vector2 dir = point - target;
var x = (cos * dir.X) - (sin * dir.Y) + target.X;
var y = (sin * dir.X) + (cos * dir.Y) + target.Y;
return new Vector2(x, y);
}
}
}