示例#1
0
        public PhysicsBody(LimbParams limbParams, Vector2 position)
        {
            float radius = ConvertUnits.ToSimUnits(limbParams.Radius) * limbParams.Ragdoll.LimbScale;
            float height = ConvertUnits.ToSimUnits(limbParams.Height) * limbParams.Ragdoll.LimbScale;
            float width  = ConvertUnits.ToSimUnits(limbParams.Width) * limbParams.Ragdoll.LimbScale;

            density = limbParams.Density;
            CreateBody(width, height, radius, density);
            body.BodyType            = BodyType.Dynamic;
            body.CollidesWith        = Physics.CollisionWall | Physics.CollisionLevel;
            body.CollisionCategories = Physics.CollisionItem;
            body.Friction            = limbParams.Friction;
            body.Restitution         = limbParams.Restitution;
            body.UserData            = this;
            SetTransformIgnoreContacts(position, 0.0f);
            LastSentPosition = position;
            list.Add(this);
        }
示例#2
0
        public Limb(Ragdoll ragdoll, Character character, LimbParams limbParams)
        {
            this.ragdoll    = ragdoll;
            this.character  = character;
            this.limbParams = limbParams;
            wearingItems    = new List <WearableSprite>();
            dir             = Direction.Right;
            body            = new PhysicsBody(limbParams);
            type            = limbParams.Type;
            if (limbParams.IgnoreCollisions)
            {
                body.CollisionCategories = Category.None;
                body.CollidesWith        = Category.None;
                ignoreCollisions         = true;
            }
            else
            {
                //limbs don't collide with each other
                body.CollisionCategories = Physics.CollisionCharacter;
                body.CollidesWith        = Physics.CollisionAll & ~Physics.CollisionCharacter & ~Physics.CollisionItem & ~Physics.CollisionItemBlocking;
            }
            body.UserData = this;
            pullJoint     = new FixedMouseJoint(body.FarseerBody, ConvertUnits.ToSimUnits(limbParams.PullPos * Scale))
            {
                Enabled  = false,
                MaxForce = ((type == LimbType.LeftHand || type == LimbType.RightHand) ? 400.0f : 150.0f) * body.Mass
            };

            GameMain.World.AddJoint(pullJoint);

            var element = limbParams.Element;

            if (element.Attribute("mouthpos") != null)
            {
                MouthPos = ConvertUnits.ToSimUnits(element.GetAttributeVector2("mouthpos", Vector2.Zero));
            }

            body.BodyType = BodyType.Dynamic;
            body.FarseerBody.AngularDamping = LimbAngularDamping;

            damageModifiers = new List <DamageModifier>();

            foreach (XElement subElement in element.Elements())
            {
                switch (subElement.Name.ToString().ToLowerInvariant())
                {
                case "attack":
                    attack = new Attack(subElement, (character == null ? "null" : character.Name) + ", limb " + type);
                    if (attack.DamageRange <= 0)
                    {
                        switch (body.BodyShape)
                        {
                        case PhysicsBody.Shape.Circle:
                            attack.DamageRange = body.radius;
                            break;

                        case PhysicsBody.Shape.Capsule:
                            attack.DamageRange = body.height / 2 + body.radius;
                            break;

                        case PhysicsBody.Shape.Rectangle:
                            attack.DamageRange = new Vector2(body.width / 2.0f, body.height / 2.0f).Length();
                            break;
                        }
                        attack.DamageRange = ConvertUnits.ToDisplayUnits(attack.DamageRange);
                    }
                    break;

                case "damagemodifier":
                    damageModifiers.Add(new DamageModifier(subElement, character.Name));
                    break;
                }
            }

            SerializableProperties = SerializableProperty.GetProperties(this);

            InitProjSpecific(element);
        }
示例#3
0
 public PhysicsBody(LimbParams lParams) : this(lParams, Vector2.Zero)
 {
 }