Thrown Item Physics (#120)
* Thrown object speed is now based on force. Fixed BoundingBox namespace. * 100% more throwing. CollisionGroup enum. * Update Engine.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
fc7493e149
commit
d186f18c20
@@ -1,6 +1,9 @@
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using System;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Shared.Input;
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using Content.Shared.Physics;
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects.EntitySystems;
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using SS14.Server.Interfaces.Player;
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@@ -8,7 +11,10 @@ using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.EntitySystemMessages;
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using SS14.Shared.GameObjects.Systems;
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using SS14.Shared.Input;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.Interfaces.Timing;
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using SS14.Shared.IoC;
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using SS14.Shared.Map;
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using SS14.Shared.Maths;
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using SS14.Shared.Players;
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@@ -17,7 +23,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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internal class HandsSystem : EntitySystem
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{
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private const float ThrowSpeed = 1.0f;
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private const float ThrowForce = 1.5f; // Throwing force of mobs in Newtons
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/// <inheritdoc />
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public override void Initialize()
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@@ -133,42 +139,66 @@ namespace Content.Server.GameObjects.EntitySystems
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if (!plyEnt.TryGetComponent(out HandsComponent handsComp))
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return;
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if (handsComp.CanDrop(handsComp.ActiveIndex))
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if (!handsComp.CanDrop(handsComp.ActiveIndex))
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return;
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var throwEnt = handsComp.GetHand(handsComp.ActiveIndex).Owner;
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// pop off an item, or throw the single item in hand.
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if (!throwEnt.TryGetComponent(out StackComponent stackComp) || stackComp.Count < 2)
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{
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var throwEnt = handsComp.GetHand(handsComp.ActiveIndex).Owner;
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handsComp.Drop(handsComp.ActiveIndex, null);
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if (!throwEnt.TryGetComponent(out ProjectileComponent projComp))
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{
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projComp = throwEnt.AddComponent<ProjectileComponent>();
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}
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projComp.IgnoreEntity(plyEnt);
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var transform = plyEnt.Transform;
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var dirVec = (coords.ToWorld().Position - transform.WorldPosition).Normalized;
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if (!throwEnt.TryGetComponent(out PhysicsComponent physComp))
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{
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physComp = throwEnt.AddComponent<PhysicsComponent>();
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}
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physComp.LinearVelocity = dirVec * ThrowSpeed;
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var wHomoDir = Vector3.UnitX;
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transform.InvWorldMatrix.Transform(ref wHomoDir, out var lHomoDir);
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lHomoDir.Normalize();
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var angle = new Angle(lHomoDir.Xy);
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transform.LocalRotation = angle;
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}
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else
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{
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return;
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stackComp.Use(1);
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throwEnt = throwEnt.EntityManager.ForceSpawnEntityAt(throwEnt.Prototype.ID, plyEnt.Transform.LocalPosition);
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}
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if (!throwEnt.TryGetComponent(out CollidableComponent colComp))
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{
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colComp = throwEnt.AddComponent<CollidableComponent>();
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if(!colComp.Running)
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colComp.Startup();
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}
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colComp.CollisionEnabled = true;
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colComp.CollisionLayer |= (int)CollisionGroup.Items;
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colComp.CollisionMask |= (int)CollisionGroup.Grid;
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// I can now collide with player, so that i can do damage.
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colComp.CollisionMask |= (int) CollisionGroup.Mob;
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if (!throwEnt.TryGetComponent(out ThrownItemComponent projComp))
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{
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projComp = throwEnt.AddComponent<ThrownItemComponent>();
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}
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projComp.IgnoreEntity(plyEnt);
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var transform = plyEnt.Transform;
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var dirVec = (coords.ToWorld().Position - transform.WorldPosition).Normalized;
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if (!throwEnt.TryGetComponent(out PhysicsComponent physComp))
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{
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physComp = throwEnt.AddComponent<PhysicsComponent>();
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}
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// TODO: Move this into PhysicsSystem, we need an ApplyForce function.
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var a = ThrowForce / (float) Math.Max(0.001, physComp.Mass); // a = f / m
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var timing = IoCManager.Resolve<IGameTiming>();
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var spd = a / (1f / timing.TickRate); // acceleration is applied in 1 tick instead of 1 second, scale appropriately
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physComp.LinearVelocity = dirVec * spd;
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var wHomoDir = Vector3.UnitX;
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transform.InvWorldMatrix.Transform(ref wHomoDir, out var lHomoDir);
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lHomoDir.Normalize();
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transform.LocalRotation = new Angle(lHomoDir.Xy);
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}
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}
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}
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