Пример #1
0
 private bool MissileToStatic(IMissile missile, IGameObject obj, CollisionParameters parameters)
 {
     //RemoveObject((IGameObject)missile);
     if (!(missile is Grenade))
     {
         (missile as IGameObject).PhysicalData.Velocity = new MyVector(0, 0, 0);
         SoundSystem.SoundEngine.PlaySound(SoundSystem.Enums.SoundTypes.arrowOff1, (Vector3)parameters.CollisionPoint);
     }
     else
     {
         GrenadeExplosion(missile as Grenade, parameters);
     }
     return false;
 }
Пример #2
0
 //private int ComputeDamage(CollisionParameters parameters)
 //{
 //    return parameters.RelativeVelocity.Length*(parameters.A.Ma
 //}
 private bool OnCollision(CollisionParameters parameters)
 {
     IPhysicalObject o1 = parameters.A;
     IPhysicalObject o2 = parameters.B;
     if (o1 is IMissile && o2 is DestroyableObj)
         return MissileToDestroyable(o1 as IMissile, o2 as DestroyableObj, parameters);
     else if (o2 is IMissile && o1 is DestroyableObj)
         return MissileToDestroyable(o2 as IMissile, o1 as DestroyableObj, parameters);
     else if (o1 is DestroyableObj && o2 is DestroyableObj)
         return DestroyableToDestroyable(o1 as DestroyableObj, o2 as DestroyableObj, parameters);
     else if (o1 is IGameObject && o2 is DestroyableObj)
         return DestroyableToStatic(o2 as DestroyableObj, o1 as IGameObject, parameters);
     else if (o2 is IGameObject && o1 is DestroyableObj)
         return DestroyableToStatic(o1 as DestroyableObj, o2 as IGameObject, parameters);
     else if (o1 is IMissile && o2 is IGameObject)
         return MissileToStatic(o1 as IMissile, o2 as IGameObject, parameters);
     else if (o2 is IMissile && o1 is IGameObject)
         return MissileToStatic(o2 as IMissile, o1 as IGameObject, parameters);
     return true;
 }
Пример #3
0
        private void GrenadeExplosion(Grenade grenade, CollisionParameters parameters)
        {
            float maxDistance = grenade.ImpactDamage/4;
            float impactDamage = grenade.ImpactDamage;
            if (OnGrenadeHit != null)
                OnGrenadeHit(grenade, parameters.CollisionPoint);
            RemoveObject((IGameObject)grenade);

            for (int i = 0; i < players.Count; i++)
            {
                if (players[i].IsAlive)
                {
                    MyVector pos = players[i].CurrentCharacter.Position;

                    if ((pos - parameters.CollisionPoint).Length < maxDistance)
                    {
                        int damage = (int)(impactDamage * ((pos - parameters.CollisionPoint).Length / maxDistance));

                        players[i].OnMissileHit(grenade, parameters);
                        if (remote)
                            damage = 0;
                        if (players[i].CurrentCharacter.TakeDamage(damage))
                        {

                            ((Character)grenade.Owner).Player.OnEnemyDestroyed(players[i]);

                            World.Instance.PlayerKilled(players[i]);

                        }
                    }
                }
            }
        }
Пример #4
0
        private bool MissileToDestroyable(IMissile missile, DestroyableObj obj, CollisionParameters parameters)
        {
            if (obj is Character && missile.Owner == obj)
                return false;
            if (missile is Grenade)
            {
                if(missile.Owner!=obj)
                    GrenadeExplosion(missile as Grenade, parameters);
            }
            else
            {
                int damage = missile.ImpactDamage;
                if (obj is Character)
                {
                    (obj as Character).Player.OnMissileHit(missile, parameters);
                }
                if (remote)
                    damage = 0;
                if (obj.TakeDamage(damage))
                {
                    if (obj is Character)
                    {
                        ((Character)missile.Owner).Player.OnEnemyDestroyed((obj as Character).Player);
                        RemoveObject((IGameObject)missile);
                        World.Instance.PlayerKilled((obj as Character).Player);
                    }
                    else
                    {
                        RemoveObject((IGameObject)missile);
                    }
                }
            }

            return false;
        }
Пример #5
0
        private bool DestroyableToDestroyable(DestroyableObj obj1, DestroyableObj obj2, CollisionParameters parameters)
        {
            //int damage = (int)Math.Abs(parameters.RelativeVelocity.Dot(parameters.CollisionNormal));
            //obj1.TakeDamage(damage);
            //obj2.TakeDamage(damage);

            //if (obj1 is Ship)
            //{
            //    (obj1 as Ship).Pilot.OnShipCollision(obj2 as Ship, parameters);
            //}
            //if (obj2 is Ship)
            //{
            //    (obj2 as Ship).Pilot.OnShipCollision(obj1 as Ship, parameters);
            //}
            return false;
        }
Пример #6
0
        private bool DestroyableToStatic(DestroyableObj obj1, IGameObject obj2, CollisionParameters parameters)
        {
            if (obj1 is Character && obj2 is WeaponPickup)
            {
                if ((obj2 as WeaponPickup).Ready && ((obj1 as Character).CharacterClass.GameTeam ==
                    (obj2 as WeaponPickup).WeaponClass.GameTeam || (obj2 as WeaponPickup).WeaponClass.GameTeam == GameTeam.Both))
                {
                    //zbieranie broni
                    (obj1 as Character).Weapons.AddWeapon((obj2 as WeaponPickup).WeaponClass);
                    (obj1 as Character).Player.OnWeaponPickup((obj2 as WeaponPickup));
                    (obj2 as WeaponPickup).Use();
                }
                return false;
            }
            else
            {
                if (obj1 is Character)
                {
                    (obj1 as Character).Player.OnStaticCollision(obj2, parameters);
                    if (parameters.RelativeVelocity.Length > 100)
                    {
                        int damage = (int)parameters.RelativeVelocity.Length - 100;
                        if (obj1.TakeDamage(damage))
                        {
                            PlayerKilled((obj1 as Character).Player);
                        }

                    }

                }
                return true;
            }
            return false;
        }
        private void ResolveStaticToRigidBody(CollisionParameters parameters)
        {
            IPhysicalObject A = parameters.A;
            RigidBody B = (RigidBody)parameters.B;
            float cr = A.CoefficientOfRestitution * B.CoefficientOfRestitution;
            float cf = A.FrictionCoefficient * B.FrictionCoefficient;

            MyVector r2;
            float j, Vrt;

            r2 = parameters.CollisionPoint - B.Position;

            RigidBodyData b2 = B.RigidBodyData;

            cr *= (0.1f + 0.9f * Math.Abs(r2 * parameters.CollisionNormal) / (r2.Length));
            cf *= (0.1f + 0.9f * Math.Abs(r2 * parameters.CollisionNormal) / (r2.Length));

            j = (-(1f + cr) * (parameters.RelativeVelocity * parameters.CollisionNormal)) /
            ((1 / b2.Mass) +
            (parameters.CollisionNormal * (((r2 ^ parameters.CollisionNormal) * b2.InertiaInverseGlobal) ^ r2)));

            Vrt = parameters.RelativeVelocity * parameters.CollisionTangent;
            if (Vrt != 0)
            {
                cf *= Vrt / parameters.RelativeVelocity.Length;
                b2.Velocity -= ((j * parameters.CollisionNormal) + ((cf * j) * parameters.CollisionTangent)) / b2.Mass;
                b2.AngularVelocity -= ((r2 ^ ((j * parameters.CollisionNormal) +
                    ((cf * j) * parameters.CollisionTangent))) * b2.InertiaInverseGlobal).Rotate(~b2.Orientation);
            }
            else
            {
                b2.Velocity -= (j * parameters.CollisionNormal) / b2.Mass;
                b2.AngularVelocity -= ((r2 ^ ((j * parameters.CollisionNormal))) *
                    b2.InertiaInverseGlobal).Rotate(~b2.Orientation);
            }
            B.RigidBodyData = b2;
        }
        private void ResolveStaticToPointMass(CollisionParameters parameters)
        {
            IPhysicalObject A = parameters.A;
            PointMass B = (PointMass)parameters.B;
            float cr = A.CoefficientOfRestitution * B.CoefficientOfRestitution;
            float cf = A.FrictionCoefficient * B.FrictionCoefficient;

            float j, Vrt;

            PointMassData b2 = B.PointMassData;
            bool tempMass = false;
            if (b2.Mass == 0)
            {
                b2.Mass = 1;
                tempMass = true;
            }

            j = (-(1f + cr) * (parameters.RelativeVelocity * parameters.CollisionNormal)) /
            (1 / b2.Mass);

            Vrt = parameters.RelativeVelocity * parameters.CollisionTangent;
            if (Vrt != 0)
            {
                cf *= Vrt / parameters.RelativeVelocity.Length;
                b2.Velocity -= ((j * parameters.CollisionNormal) + ((cf * j) * parameters.CollisionTangent)) / b2.Mass;

            }
            else
            {
                b2.Velocity -= (j * parameters.CollisionNormal) / b2.Mass;
            }
            if (tempMass)
            {
                b2.Mass = 0;
            }
            B.PointMassData = b2;
        }
        private void ResolveRigidBodyToRigidBody(CollisionParameters parameters)
        {
            RigidBody A = (RigidBody)parameters.A;
            RigidBody B = (RigidBody)parameters.B;
            float cr = A.CoefficientOfRestitution * B.CoefficientOfRestitution;
            float cf = A.FrictionCoefficient * B.FrictionCoefficient;

            MyVector r1, r2;
            float j, Vrt;

            r1 = parameters.CollisionPoint - A.Position;
            r2 = parameters.CollisionPoint - B.Position;
            RigidBodyData b1 = A.RigidBodyData;
            RigidBodyData b2 = B.RigidBodyData;

            j = (-(1f + cr) * (parameters.RelativeVelocity * parameters.CollisionNormal)) /
            ((1 / b1.Mass + 1 / b2.Mass) +
            (parameters.CollisionNormal * (((r1 ^ parameters.CollisionNormal) * b1.InertiaInverseGlobal) ^ r1)) +
            (parameters.CollisionNormal * (((r2 ^ parameters.CollisionNormal) * b2.InertiaInverseGlobal) ^ r2)));

            Vrt = parameters.RelativeVelocity * parameters.CollisionTangent;

            if (Vrt != 0)
            {
                //MyVector frictionImpulse;
                cf *= Vrt / parameters.RelativeVelocity.Length;
                b1.Velocity += ((j * parameters.CollisionNormal) + ((cf * j) * parameters.CollisionTangent)) / b1.Mass;
                b1.AngularVelocity += ((r1 ^ ((j * parameters.CollisionNormal) +
                    ((cf * j) * parameters.CollisionTangent))) * b1.InertiaInverseGlobal).Rotate(~b1.Orientation);

                b2.Velocity -= ((j * parameters.CollisionNormal) + ((cf * j) * parameters.CollisionTangent)) / b2.Mass;
                b2.AngularVelocity -= ((r2 ^ ((j * parameters.CollisionNormal) +
                    ((cf * j) * parameters.CollisionTangent))) * b2.InertiaInverseGlobal).Rotate(~b2.Orientation);

            }
            else
            {
                b1.Velocity += (j * parameters.CollisionNormal) / b1.Mass;
                b1.AngularVelocity += ((r1 ^ (j * parameters.CollisionNormal)) *
                    b1.InertiaInverseGlobal).Rotate(~b1.Orientation);

                b2.Velocity -= ((j * parameters.CollisionNormal)) / b2.Mass;
                b2.AngularVelocity -= ((r2 ^ (j * parameters.CollisionNormal)) *
                    b2.InertiaInverseGlobal).Rotate(~b2.Orientation);
            }
            A.RigidBodyData = b1;
            B.RigidBodyData = b2;
        }
Пример #10
0
        private void ResolvePointMassToPointMass(CollisionParameters parameters)
        {
            PointMass A = (PointMass)parameters.A;
            PointMass B = (PointMass)parameters.B;
            float cr = A.CoefficientOfRestitution * B.CoefficientOfRestitution;
            float cf = A.FrictionCoefficient * B.FrictionCoefficient;

            MyVector r1, r2;
            float j, Vrt;

            r1 = parameters.CollisionPoint - A.Position;
            r2 = parameters.CollisionPoint - B.Position;
            PointMassData b1 = A.PointMassData;
            PointMassData b2 = B.PointMassData;

            j = (-(1f + cr) * (parameters.RelativeVelocity * parameters.CollisionNormal)) /
            (1 / b1.Mass + 1 / b2.Mass);

            Vrt = parameters.RelativeVelocity * parameters.CollisionTangent;

            if (Vrt != 0)
            {
                //MyVector frictionImpulse;
                cf *= Vrt / parameters.RelativeVelocity.Length;
                b1.Velocity += ((j * parameters.CollisionNormal) + ((cf * j) * parameters.CollisionTangent)) / b1.Mass;

                b2.Velocity -= ((j * parameters.CollisionNormal) + ((cf * j) * parameters.CollisionTangent)) / b2.Mass;
            }
            else
            {
                b1.Velocity += (j * parameters.CollisionNormal) / b1.Mass;

                b2.Velocity -= ((j * parameters.CollisionNormal)) / b2.Mass;
            }
            A.PointMassData = b1;
            B.PointMassData = b2;
        }
Пример #11
0
        public void ResolveCollision(CollisionParameters parameters)
        {
            IPhysicalObject A = parameters.A;
            IPhysicalObject B = parameters.B;
            //if (parameters.CollisionNormal * parameters.RelativeVelocity < 0)
            //    return;

            if (A.Type == ObjectType.Static && B.Type == ObjectType.Static)
                return;
            if (A.Type == ObjectType.Static && B.Type == ObjectType.PointMass)
            {
                ResolveStaticToPointMass(parameters);
                return;
            }
            if (B.Type == ObjectType.Static && A.Type == ObjectType.PointMass)
            {

                parameters.A = B;
                parameters.B = A;

                parameters.CollisionNormal = -parameters.CollisionNormal;
                parameters.RelativeAcceleration = -parameters.RelativeAcceleration;
                parameters.RelativeVelocity = -parameters.RelativeVelocity;

                ResolveStaticToPointMass(parameters);
                return;
            }
            if (A.Type == ObjectType.Static && B.Type == ObjectType.RigidBody)
            {
                ResolveStaticToRigidBody(parameters);
                return;
            }
            if (B.Type == ObjectType.Static && A.Type == ObjectType.RigidBody)
            {
                parameters.A = B;
                parameters.B = A;

                parameters.CollisionNormal = -parameters.CollisionNormal;
                parameters.RelativeAcceleration = -parameters.RelativeAcceleration;
                parameters.RelativeVelocity = -parameters.RelativeVelocity;

                ResolveStaticToRigidBody(parameters);
                return;
            }
            if (A.Type == ObjectType.PointMass && B.Type == ObjectType.RigidBody)
            {
                ResolvePointMassToRigidBody(parameters);
                return;
            }
            if (B.Type == ObjectType.PointMass && A.Type == ObjectType.RigidBody)
            {
                parameters.A = B;
                parameters.B = A;

                parameters.CollisionNormal = -parameters.CollisionNormal;
                parameters.RelativeAcceleration = -parameters.RelativeAcceleration;
                parameters.RelativeVelocity = -parameters.RelativeVelocity;

                ResolvePointMassToRigidBody(parameters);
                return;
            }
            if (A.Type == ObjectType.PointMass && B.Type == ObjectType.PointMass)
            {
                ResolvePointMassToPointMass(parameters);
                return;
            }
            if (A.Type == ObjectType.RigidBody && B.Type == ObjectType.RigidBody)
            {
                ResolveRigidBodyToRigidBody(parameters);
                return;
            }

            //float cr = A.CoefficientOfRestitution * B.CoefficientOfRestitution;

            //float cf = A.FrictionCoefficient * B.FrictionCoefficient;

            ////in case of still-moving collision we assume that B is still
            //if (A.Type == ObjectType.Static)
            //{
            //    CollisionParameters p=parameters;
            //    p.A = parameters.B;
            //    p.B = parameters.A;
            //    p.CollisionNormal = -p.CollisionNormal;
            //    p.RelativeAcceleration = -p.RelativeAcceleration;
            //    p.RelativeVelocity = -p.RelativeVelocity;
            //    //ResolveCollision(p);
            //    //return;
            //}
            //MyVector r1,r2;
            //float j,Vrt;
            //if (B.Type == ObjectType.RigidBody)
            //{
            //    //moving-moving collision

            //    r1 = parameters.CollisionPoint - A.Position;
            //    r2 = parameters.CollisionPoint - B.Position;
            //    RigidBodyData b1 = A.RigidBodyData;
            //    RigidBodyData b2 = B.RigidBodyData;

            //    j = (-(1f + cr) * (parameters.RelativeVelocity * parameters.CollisionNormal)) /
            //    ((1 / b1.Mass + 1 / b2.Mass) +
            //    (parameters.CollisionNormal * (((r1 ^ parameters.CollisionNormal) * b1.InertiaInverseGlobal) ^ r1)) +
            //    (parameters.CollisionNormal * (((r2 ^ parameters.CollisionNormal) * b2.InertiaInverseGlobal) ^ r2)));

            //    Vrt = parameters.RelativeVelocity * parameters.CollisionTangent;

            //    if (Vrt != 0)
            //    {
            //        MyVector frictionImpulse;
            //        cf *= Vrt / parameters.RelativeVelocity.Length;
            //        b1.Velocity += ((j * parameters.CollisionNormal) + ((cf * j) * parameters.CollisionTangent)) / b1.Mass;
            //        b1.AngularVelocity += ((r1 ^ ((j * parameters.CollisionNormal) +
            //            ((cf * j) * parameters.CollisionTangent))) * b1.InertiaInverseGlobal).Rotate(~b1.Orientation);

            //        b2.Velocity -= ((j * parameters.CollisionNormal) + ((cf * j) * parameters.CollisionTangent)) / b2.Mass;
            //        b2.AngularVelocity -= ((r2 ^ ((j * parameters.CollisionNormal) +
            //            ((cf * j) * parameters.CollisionTangent))) * b2.InertiaInverseGlobal).Rotate(~b2.Orientation);

            //    }
            //    else
            //    {
            //        b1.Velocity += (j * parameters.CollisionNormal) / b1.Mass;
            //        b1.AngularVelocity += ((r1 ^ (j * parameters.CollisionNormal))*
            //            b1.InertiaInverseGlobal).Rotate(~b1.Orientation);

            //        b2.Velocity -= ((j * parameters.CollisionNormal)) / b2.Mass;
            //        b2.AngularVelocity -= ((r2 ^ (j * parameters.CollisionNormal)) *
            //            b2.InertiaInverseGlobal).Rotate(~b2.Orientation);
            //    }
            //    A.RigidBodyData = b1;
            //    B.RigidBodyData = b2;
            //}
            //else
            //{
            //    //moving-still collision
            //    r1 = parameters.CollisionPoint - A.Position;

            //    RigidBodyData b1 = A.RigidBodyData;

            //    j = (-(1f + cr) * (parameters.RelativeVelocity * parameters.CollisionNormal)) /
            //    ((1 / b1.Mass) +
            //    (parameters.CollisionNormal * (((r1 ^ parameters.CollisionNormal) * b1.InertiaInverseGlobal) ^ r1)));

            //    Vrt = parameters.RelativeVelocity * parameters.CollisionTangent;
            //    if (Vrt != 0)
            //    {
            //        cf *= Vrt / parameters.RelativeVelocity.Length;
            //        b1.Velocity += ((j * parameters.CollisionNormal) + ((cf * j) * parameters.CollisionTangent)) / b1.Mass;
            //        b1.AngularVelocity += ((r1 ^ ((j * parameters.CollisionNormal) +
            //            ((cf * j) * parameters.CollisionTangent))) * b1.InertiaInverseGlobal).Rotate(~b1.Orientation);
            //    }
            //    else
            //    {
            //        b1.Velocity += (j * parameters.CollisionNormal) / b1.Mass;
            //        b1.AngularVelocity += ((r1 ^ ((j * parameters.CollisionNormal))) *
            //            b1.InertiaInverseGlobal).Rotate(~b1.Orientation);
            //    }
            //    A.RigidBodyData = b1;
            //}
        }