예제 #1
0
        private void PlaceVoxel(VoxelHandle Vox, VoxelType Type, WorldManager World)
        {
            Vox.IsPlayerBuilt = true;
            Vox.Type          = Type;
            Vox.QuickSetLiquid(LiquidType.None, 0);

            for (int i = 0; i < 4; i++)
            {
                World.ParticleManager.Trigger("puff", MathFunctions.RandVector3Box(Vox.GetBoundingBox().Expand(0.25f)), Color.White, 5);
            }

            // Todo: Should this be handled by the chunk manager while processing voxel update events?
            foreach (var phys in World.EnumerateIntersectingObjects(Vox.GetBoundingBox(), CollisionType.Dynamic).OfType <Physics>())
            {
                phys.ApplyForce((phys.GlobalTransform.Translation - (Vox.WorldPosition + new Vector3(0.5f, 0.5f, 0.5f))) * 100, 0.01f);
                BoundingBox     box     = Vox.GetBoundingBox();
                Physics.Contact contact = new Physics.Contact();
                Physics.TestStaticAABBAABB(box, phys.GetBoundingBox(), ref contact);

                if (!contact.IsIntersecting)
                {
                    continue;
                }

                Vector3 diff = contact.NEnter * contact.Penetration;
                Matrix  m    = phys.LocalTransform;
                m.Translation      += diff;
                phys.LocalTransform = m;
            }
        }
예제 #2
0
        private void PlaceVoxel(VoxelHandle Vox, VoxelType Type, WorldManager World)
        {
            Vox.Type      = Type;
            Vox.WaterCell = new WaterCell();
            Vox.Health    = Type.StartingHealth;

            for (int i = 0; i < 4; i++)
            {
                World.ParticleManager.Trigger("puff", MathFunctions.RandVector3Box(Vox.GetBoundingBox().Expand(0.25f)), Color.White, 5);
            }

            foreach (Physics phys in World.CollisionManager.EnumerateIntersectingObjects(Vox.GetBoundingBox(), CollisionManager.CollisionType.Dynamic).OfType <Physics>())
            {
                phys.ApplyForce((phys.GlobalTransform.Translation - (Vox.WorldPosition + new Vector3(0.5f, 0.5f, 0.5f))) * 100, 0.01f);
                BoundingBox     box     = Vox.GetBoundingBox();
                Physics.Contact contact = new Physics.Contact();
                Physics.TestStaticAABBAABB(box, phys.GetBoundingBox(), ref contact);

                if (!contact.IsIntersecting)
                {
                    continue;
                }

                Vector3 diff = contact.NEnter * contact.Penetration;
                Matrix  m    = phys.LocalTransform;
                m.Translation      += diff;
                phys.LocalTransform = m;
            }
        }
예제 #3
0
        public bool Collide(BoundingBox myBox, BoundingBox box)
        {
            if (!myBox.Intersects(box))
            {
                return(false);
            }

            Physics.Contact contact = new Physics.Contact();

            if (!Physics.TestStaticAABBAABB(box, box, ref contact))
            {
                return(false);
            }

            Vector3 p = Target;

            p += contact.NEnter * contact.Penetration;

            Vector3 newVelocity = (contact.NEnter * Vector3.Dot(Velocity, contact.NEnter));

            Velocity = (Velocity - newVelocity);

            Target = p;

            return(true);
        }
예제 #4
0
        public bool Collide(VoxelHandle voxel, BoundingBox myBox, BoundingBox box)
        {
            if (!myBox.Intersects(box))
            {
                return(false);
            }

            Physics.Contact contact = new Physics.Contact();

            bool testX = !IsNeighborOccupied(voxel, -1, 0, 0) || !IsNeighborOccupied(voxel, 1, 0, 0);
            bool testY = !IsNeighborOccupied(voxel, 0, -1, 0) || !IsNeighborOccupied(voxel, 0, 1, 0);
            bool testZ = !IsNeighborOccupied(voxel, 0, 0, -1) || !IsNeighborOccupied(voxel, 0, 0, 1);

            if (!Physics.TestStaticAABBAABB(myBox, box, ref contact, testX, testY, testZ))
            {
                return(false);
            }

            Vector3 p = Target;

            p       += contact.NEnter * contact.Penetration;
            Velocity = Velocity - Vector3.Dot(Velocity, contact.NEnter) * contact.NEnter;
            Target   = p;
            Position = Position + contact.NEnter * contact.Penetration;

            return(true);
        }
예제 #5
0
        public void Put(ChunkManager manager)
        {
            VoxelChunk chunk = manager.ChunkData.ChunkMap[Vox.ChunkID];

            Voxel v = chunk.MakeVoxel((int)Vox.GridPosition.X, (int)Vox.GridPosition.Y, (int)Vox.GridPosition.Z);

            v.Type   = Type;
            v.Water  = new WaterCell();
            v.Health = Type.StartingHealth;
            chunk.NotifyTotalRebuild(!v.IsInterior);

            PlayState.ParticleManager.Trigger("puff", v.Position, Color.White, 20);

            List <Body> components = new List <Body>();

            manager.Components.GetBodiesIntersecting(Vox.GetBoundingBox(), components, CollisionManager.CollisionType.Dynamic);

            foreach (Physics phys in components.OfType <Physics>())
            {
                phys.ApplyForce((phys.GlobalTransform.Translation - (Vox.Position + new Vector3(0.5f, 0.5f, 0.5f))) * 100, 0.01f);
                BoundingBox     box     = v.GetBoundingBox();
                Physics.Contact contact = new Physics.Contact();
                Physics.TestStaticAABBAABB(box, phys.GetBoundingBox(), ref contact);

                if (!contact.IsIntersecting)
                {
                    continue;
                }

                Vector3 diff = contact.NEnter * contact.Penetration;
                Matrix  m    = phys.LocalTransform;
                m.Translation      += diff;
                phys.LocalTransform = m;
            }
        }
예제 #6
0
        public void Update(ParticleManager manager, DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            ParticleEmitter._camera = camera;

            List <Particle> toRemove = new List <Particle>();

            TriggerTimer.Update(gameTime);
            if (TriggerTimer.HasTriggered && Data.ParticlesPerFrame > 0)
            {
                Trigger(Data.ParticlesPerFrame, Vector3.Zero, new Color(255, 255, 0));
            }


            bool particlePhysics = GameSettings.Default.ParticlePhysics;

            foreach (Particle p in Particles)
            {
                float vel = p.Velocity.LengthSquared();
                if (Data.EmitsLight && p.Scale > 0.1f)
                {
                    DynamicLight.TempLights.Add(new DynamicLight(10.0f, 255.0f, false)
                    {
                        Position = p.Position
                    });
                }
                p.Position += p.Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;

                if (Data.RotatesWithVelocity)
                {
                    Vector3 cameraVel   = camera.Project(p.Velocity + camera.Position);
                    float   projectionX = cameraVel.X;
                    float   projectionY = cameraVel.Y;

                    p.Angle = (float)Math.Atan2(projectionY, projectionX);
                }
                else
                {
                    p.Angle += (float)(p.AngularVelocity * gameTime.ElapsedGameTime.TotalSeconds);
                }
                if (!Data.Sleeps || vel > 0.01f)
                {
                    p.Velocity += Data.ConstantAccel * (float)gameTime.ElapsedGameTime.TotalSeconds;
                }
                p.Velocity        *= Data.LinearDamping;
                p.AngularVelocity *= Data.AngularDamping;


                if (!Data.UseManualControl)
                {
                    p.LifeRemaining -= Data.ParticleDecay * (float)gameTime.ElapsedGameTime.TotalSeconds;
                }
                else if (p.TimeAlive > 60)
                {
                    p.LifeRemaining = 0;
                }

                p.Scale += Data.GrowthSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;

                p.Scale = Math.Max(p.Scale, 0.0f);

                var v = new VoxelHandle(chunks.ChunkData,
                                        GlobalVoxelCoordinate.FromVector3(p.Position));

                if (Data.HasLighting)
                {
                    if (v.IsValid)
                    {
                        p.LightRamp = new Color(v.Sunlight ? 255 : 0, 255, 0);
                    }
                }
                else
                {
                    p.LightRamp = new Color(255, 255, 0);
                }

                if (Data.CollidesWorld && particlePhysics && vel > 0.2f)
                {
                    if (v.IsValid && !v.IsEmpty)
                    {
                        BoundingBox     b       = new BoundingBox(p.Position - Vector3.One * p.Scale * 0.5f, p.Position + Vector3.One * p.Scale * 0.5f);
                        BoundingBox     vBox    = v.GetBoundingBox();
                        Physics.Contact contact = new Physics.Contact();
                        if (Physics.TestStaticAABBAABB(b, vBox, ref contact))
                        {
                            p.Position += contact.NEnter * contact.Penetration;
                            Vector3 newVelocity = Vector3.Reflect(p.Velocity, -contact.NEnter);
                            p.Velocity         = newVelocity * Data.Damping;
                            p.AngularVelocity *= 0.5f;
                            if (Data.Sleeps)
                            {
                                p.Velocity        = Vector3.Zero;
                                p.AngularVelocity = 0.0f;
                                vel = 0.0f;
                            }
                            if (!String.IsNullOrEmpty(Data.SpatterType))
                            {
                                var above = VoxelHelpers.GetVoxelAbove(v);
                                if (!above.IsValid || above.IsEmpty)
                                {
                                    float x = MathFunctions.Clamp(p.Position.X, vBox.Min.X + 0.1f, vBox.Max.X - 0.1f);
                                    float z = MathFunctions.Clamp(p.Position.Z, vBox.Min.Z + 0.1f, vBox.Max.Z - 0.1f);
                                    manager.Create(Data.SpatterType,
                                                   VertexNoise.Warp(new Vector3(x, v.RampType == RampType.None ? v.WorldPosition.Y + 1.02f : v.WorldPosition.Y + 0.6f, z)), Vector3.Zero, Color.White, Vector3.Up);
                                }
                                else
                                {
                                    manager.Create(Data.SpatterType, p.Position - contact.NEnter * contact.Penetration * 0.95f, Vector3.Zero, Color.White, contact.NEnter);
                                }
                                p.LifeRemaining = -1.0f;
                            }
                        }
                    }
                }

                if (p.LifeRemaining < 0)
                {
                    if (p.InstanceData != null)
                    {
                        p.InstanceData.ShouldDraw = false;
                        p.InstanceData.Transform  = Matrix.CreateTranslation(camera.Position + new Vector3(-1000, -1000, -1000));
                        Sprites[p.Frame].Remove(p.InstanceData);
                    }

                    toRemove.Add(p);
                }

                else if (p.InstanceData != null)
                {
                    p.TimeAlive += (float)gameTime.ElapsedGameTime.TotalSeconds + MathFunctions.Rand() * 0.01f;
                    int prevFrame = p.Frame;
                    int newFrame  = AnimPlayer.GetFrame(p.TimeAlive);
                    if (vel < 0.2f)
                    {
                        newFrame = prevFrame;
                    }
                    if (newFrame != prevFrame)
                    {
                        p.Frame = newFrame;
                        if (Sprites.Count > 0)
                        {
                            Sprites[prevFrame].Remove(p.InstanceData);
                            Sprites[newFrame].Add(p.InstanceData);
                        }
                        if (/*!Data.Animation.Loops && */ p.Frame == Data.Animation.Frames.Count - 1)
                        {
                            p.LifeRemaining *= 0.1f;
                        }
                    }
                    p.InstanceData.ShouldDraw = true;
                    p.InstanceData.Transform  = MatrixFromParticle(Data, p);
                    p.InstanceData.LightRamp  = p.LightRamp;
                }
            }

            foreach (Particle p in toRemove)
            {
                Particles.Remove(p);
            }


            foreach (var sprites in Sprites)
            {
                sprites.Update(gameTime, camera, GameState.Game.GraphicsDevice, chunks.World.Master.MaxViewingLevel);
            }
        }
예제 #7
0
        public override void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            ParticleEmitter._camera = camera;

            List <Particle> toRemove = new List <Particle>();

            TriggerTimer.Update(gameTime);
            if (TriggerTimer.HasTriggered && Data.ParticlesPerFrame > 0)
            {
                Trigger(Data.ParticlesPerFrame, Vector3.Zero, Tint);
            }


            bool particlePhysics = GameSettings.Default.ParticlePhysics;

            foreach (Particle p in Particles)
            {
                float vel = p.Velocity.LengthSquared();
                if (!Data.Sleeps || vel > 0.2f)
                {
                    if (Data.EmitsLight && p.Scale > 0.1f)
                    {
                        DynamicLight.TempLights.Add(new DynamicLight(10.0f, 255.0f, false)
                        {
                            Position = p.Position
                        });
                    }
                    p.Position += p.Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;

                    if (Data.RotatesWithVelocity)
                    {
                        Vector3 cameraVel   = camera.Project(p.Velocity + camera.Position);
                        float   projectionX = cameraVel.X;
                        float   projectionY = cameraVel.Y;

                        p.Angle = (float)Math.Atan2(projectionY, projectionX);
                    }
                    else
                    {
                        p.Angle += (float)(p.AngularVelocity * gameTime.ElapsedGameTime.TotalSeconds);
                    }
                    p.Velocity        += Data.ConstantAccel * (float)gameTime.ElapsedGameTime.TotalSeconds;
                    p.Velocity        *= Data.LinearDamping;
                    p.AngularVelocity *= Data.AngularDamping;
                }
                else if (Data.Sleeps && vel < 0.2f)
                {
                    p.Velocity = Vector3.Zero;
                }


                if (!Data.UseManualControl)
                {
                    p.LifeRemaining -= Data.ParticleDecay * (float)gameTime.ElapsedGameTime.TotalSeconds;
                }

                p.Scale += Data.GrowthSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;

                p.Scale = Math.Max(p.Scale, 0.0f);

                var v = new VoxelHandle(chunks.ChunkData,
                                        GlobalVoxelCoordinate.FromVector3(p.Position));

                if (Data.HasLighting)
                {
                    if (v.IsValid && v.IsEmpty)
                    {
                        p.Tint = new Color(v.SunColor, 255, 0);
                    }
                }

                if (Data.CollidesWorld && particlePhysics && vel > 0.2f)
                {
                    BoundingBox b = new BoundingBox(p.Position - Vector3.One * p.Scale * 0.5f, p.Position + Vector3.One * p.Scale * 0.5f);
                    if (v.IsValid && !v.IsEmpty)
                    {
                        Physics.Contact contact = new Physics.Contact();
                        if (Physics.TestStaticAABBAABB(b, v.GetBoundingBox(), ref contact))
                        {
                            p.Position += contact.NEnter * contact.Penetration;
                            Vector3 newVelocity = Vector3.Reflect(p.Velocity, -contact.NEnter);
                            p.Velocity         = newVelocity * Data.Damping;
                            p.AngularVelocity *= 0.5f;
                        }
                    }
                }

                if (p.LifeRemaining < 0)
                {
                    if (p.InstanceData != null)
                    {
                        p.InstanceData.ShouldDraw = false;
                        p.InstanceData.Transform  = Matrix.CreateTranslation(camera.Position + new Vector3(-1000, -1000, -1000));
                        Sprites[p.Frame].Remove(p.InstanceData);
                    }

                    toRemove.Add(p);
                }

                else if (p.InstanceData != null)
                {
                    p.TimeAlive += (float)gameTime.ElapsedGameTime.TotalSeconds + MathFunctions.Rand() * 0.01f;
                    int prevFrame = p.Frame;
                    int newFrame  = AnimPlayer.GetFrame(p.TimeAlive);
                    if (newFrame != prevFrame)
                    {
                        p.Frame = newFrame;
                        if (Sprites.Count > 0)
                        {
                            Sprites[prevFrame].Remove(p.InstanceData);
                            Sprites[newFrame].Add(p.InstanceData);
                        }
                        if (/*!Data.Animation.Loops && */ p.Frame == Data.Animation.Frames.Count - 1)
                        {
                            p.LifeRemaining *= 0.1f;
                        }
                    }
                    p.InstanceData.ShouldDraw = true;
                    p.InstanceData.Transform  = MatrixFromParticle(p);
                    p.InstanceData.Color      = p.Tint;
                }
            }

            foreach (Particle p in toRemove)
            {
                Particles.Remove(p);
            }


            foreach (var sprites in Sprites)
            {
                sprites.Update(gameTime, camera, chunks.Graphics, chunks.ChunkData.MaxViewingLevel);
            }
            if (Particles.Count > 0)
            {
                base.Update(gameTime, chunks, camera);
            }
        }