- level generation refactoring: moved most of the generation logic to a static GaveGenerator class + some minor cleanup

- WIP method for splitting the voronoi cells to smaller ones and carving a small cave through them
This commit is contained in:
Regalis
2016-04-02 16:03:41 +03:00
parent 2a2ba80f9c
commit 39c9c78266
7 changed files with 745 additions and 557 deletions

View File

@@ -44,7 +44,7 @@ namespace Barotrauma
private int siteInterval;
public const int GridCellWidth = 2000;
public const int GridCellSize = 2000;
private List<VoronoiCell>[,] cellGrid;
private WrappingWall[,] wrappingWalls;
@@ -245,58 +245,17 @@ namespace Barotrauma
Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
cellGrid = new List<VoronoiCell>[borders.Width / GridCellWidth, borders.Height / GridCellWidth];
for (int x = 0; x < borders.Width / GridCellWidth; x++)
{
for (int y = 0; y < borders.Height / GridCellWidth; y++)
{
cellGrid[x, y] = new List<VoronoiCell>();
}
}
//construct voronoi cells based on the graph edges
cells = new List<VoronoiCell>();
foreach (GraphEdge ge in graphEdges)
{
for (int i = 0; i < 2; i++)
{
Site site = (i == 0) ? ge.site1 : ge.site2;
VoronoiCell cell = cellGrid[
(int)Math.Floor(site.coord.x / GridCellWidth),
(int)Math.Floor(site.coord.y / GridCellWidth)].Find(c => c.site == site);
if (cell == null)
{
cell = new VoronoiCell(site);
cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
cells.Add(cell);
}
if (ge.cell1 == null)
{
ge.cell1 = cell;
}
else
{
ge.cell2 = cell;
}
cell.edges.Add(ge);
}
}
cells = CaveGenerator.GraphEdgesToCells(graphEdges, borders, GridCellSize, out cellGrid);
Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
List<VoronoiCell> pathCells = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize,
new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.3f, mirror);
//if (mirror)
//{
// pathNodes.Reverse();
//}
List<VoronoiCell> pathCells = GeneratePath(pathNodes, cells,
new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), minWidth, 0.3f, mirror, true);
EnlargeMainPath(pathCells, minWidth);
foreach (InterestingPosition positionOfInterest in positionsOfInterest)
{
@@ -305,20 +264,19 @@ namespace Barotrauma
}
startPosition.X = pathCells[0].Center.X;
//endPosition = pathCells[pathCells.Count - 1].Center;
foreach (List<Vector2> tunnel in smallTunnels)
{
if (tunnel.Count<2) continue;
//find the cell which the path starts from
int startCellIndex = FindCellIndex(tunnel[0]);
int startCellIndex = CaveGenerator.FindCellIndex(tunnel[0], cells, cellGrid, GridCellSize, 1);
if (startCellIndex < 0) continue;
//if it wasn't one of the cells in the main path, don't create a tunnel
if (!pathCells.Contains(cells[startCellIndex])) continue;
if (cells[startCellIndex].CellType != CellType.Path) continue;
var newPathCells = GeneratePath(tunnel, cells, pathBorders, 0.0f, 0.0f);
var newPathCells = CaveGenerator.GeneratePath(tunnel, cells, cellGrid, GridCellSize, pathBorders);
positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), false));
@@ -339,9 +297,13 @@ namespace Barotrauma
// GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f, mirror)
// );
//}
cells = CleanCells(pathCells);
pathCells.AddRange(CreateBottomHoles(Rand.Range(0.2f,0.8f, false), new Rectangle(
(int)(borders.Width * 0.2f), 0,
(int)(borders.Width * 0.6f), (int)(borders.Height * 0.3f))));
@@ -351,6 +313,45 @@ namespace Barotrauma
cells.Remove(cell);
}
//for (int i = 0; i < 3; i++)
//{
// Vector2 startPoint = Vector2.Zero;
// VoronoiCell startCell = null;
// while (true)
// {
// startCell = cells[Rand.Int(cells.Count, false)];
// GraphEdge startEdge =
// startCell.edges.Find(e => pathCells.Contains(e.AdjacentCell(startCell)));
// if (startEdge != null)
// {
// startPoint = (startEdge.point1 + startEdge.point2) / 2.0f;
// break;
// }
// }
// var caveCells = GetCells(startCell.Center, 1);
// List<VoronoiCell> caveSolidCells;
// var cavePathCells = CaveGenerator.CarveCave(caveCells, startPoint, out caveSolidCells);
// caveCells.ForEach(c => cells.Remove(c));
// //caveSolidCells = CleanCells(cavePathCells);
// cells.AddRange(caveSolidCells);
// foreach (VoronoiCell cell in cavePathCells)
// {
// cells.Remove(cell);
// }
// pathCells.AddRange(cavePathCells);
//}
for (int x = 0; x < cellGrid.GetLength(0); x++)
{
for (int y = 0; y < cellGrid.GetLength(1); y++)
@@ -361,14 +362,19 @@ namespace Barotrauma
foreach (VoronoiCell cell in cells)
{
cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
cellGrid[(int)Math.Floor(cell.Center.X / GridCellSize), (int)Math.Floor(cell.Center.Y / GridCellSize)].Add(cell);
}
startPosition.Y = borders.Height;
endPosition.Y = borders.Height;
renderer.SetBodyVertices(GeneratePolygons(cells, pathCells));
renderer.SetWallVertices(GenerateWallShapes(cells));
List<VertexPositionColor> bodyVertices;
bodies = CaveGenerator.GeneratePolygons(cells, out bodyVertices);
renderer.SetBodyVertices(bodyVertices.ToArray());
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
wrappingWalls = new WrappingWall[2, 2];
@@ -380,13 +386,11 @@ namespace Barotrauma
wrappingWalls[side, i] = new WrappingWall(pathCells, cells, borders.Height * 0.5f,
(side == 0 ? -1 : 1) * (i == 0 ? 1 : 2));
wrappingWalls[side, i].SetBodyVertices(GeneratePolygons(wrappingWalls[side, i].Cells, new List<VoronoiCell>(), false));
wrappingWalls[side, i].SetWallVertices(GenerateWallShapes(wrappingWalls[side, i].Cells));
//wrappingWalls[side, i].Cells[0].edges[1].isSolid = false;
//wrappingWalls[side, i].Cells[0].edges[3].isSolid = false;
List<VertexPositionColor> wrappingWallVertices;
CaveGenerator.GeneratePolygons(wrappingWalls[side, i].Cells, out wrappingWallVertices, false);
//wrappingWalls[side, i].Cells[wrappingWalls[side, i].Cells.Count-1].edges[1].isSolid = false;
//wrappingWalls[side, i].Cells[wrappingWalls[side, i].Cells.Count - 1].edges[3].isSolid = false;
wrappingWalls[side, i].SetBodyVertices(wrappingWallVertices.ToArray());
wrappingWalls[side, i].SetWallVertices(CaveGenerator.GenerateWallShapes(wrappingWalls[side, i].Cells));
}
}
@@ -446,132 +450,6 @@ namespace Barotrauma
Debug.WriteLine("**********************************************************************************");
}
private List<VoronoiCell> GeneratePath(List<Vector2> points, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=false)
{
Stopwatch sw2 = new Stopwatch();
sw2.Start();
//how heavily the path "steers" towards the endpoint
//lower values will cause the path to "wander" more, higher will make it head straight to the end
wanderAmount = MathHelper.Clamp(wanderAmount, 0.0f, 1.0f);
List<GraphEdge> allowedEdges = new List<GraphEdge>();
List<VoronoiCell> pathCells = new List<VoronoiCell>();
VoronoiCell[] targetCells = new VoronoiCell[points.Count];
for (int i = 0; i <targetCells.Length; i++)
{
targetCells[i]= cells[FindCellIndex(points[i])];
}
VoronoiCell currentCell = targetCells[0];
pathCells.Add(currentCell);
int currentTargetIndex = 1;
do
{
int edgeIndex = 0;
allowedEdges.Clear();
foreach (GraphEdge edge in currentCell.edges)
{
if (!limits.Contains(edge.AdjacentCell(currentCell).Center)) continue;
allowedEdges.Add(edge);
}
//steer towards target
if (Rand.Range(0.0f, 1.0f, false) > wanderAmount || allowedEdges.Count == 0)
{
for (int i = 0; i < currentCell.edges.Count; i++)
{
if (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center,
currentCell.edges[i].point1, currentCell.edges[i].point2)) continue;
edgeIndex = i;
break;
}
}
//choose random edge (ignoring ones where the adjacent cell is outside limits)
else
{
//if (allowedEdges.Count==0)
//{
// edgeIndex = Rand.Int(currentCell.edges.Count, false);
//}
//else
//{
edgeIndex = Rand.Int(allowedEdges.Count, false);
if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]);
//}
}
currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
pathCells.Add(currentCell);
if (currentCell==targetCells[currentTargetIndex])
{
currentTargetIndex += 1;
if (currentTargetIndex>=targetCells.Length) break;
}
} while (currentCell != targetCells[targetCells.Length-1]);
if (placeWaypoints)
{
WayPoint newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
newWaypoint.MoveWithLevel = true;
WayPoint prevWaypoint = newWaypoint;
for (int i = 0; i < pathCells.Count; i++)
{
//clean "loops" from the path
for (int n = 0; n < i; n++)
{
if (pathCells[n] != pathCells[i]) continue;
pathCells.RemoveRange(n+1, i-n);
break;
}
if (i >= pathCells.Count) break;
newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10), null);
newWaypoint.MoveWithLevel = true;
if (prevWaypoint != null)
{
prevWaypoint.linkedTo.Add(newWaypoint);
newWaypoint.linkedTo.Add(prevWaypoint);
}
prevWaypoint = newWaypoint;
}
newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
newWaypoint.MoveWithLevel = true;
prevWaypoint.linkedTo.Add(newWaypoint);
newWaypoint.linkedTo.Add(prevWaypoint);
}
Debug.WriteLine("genpath: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
List<VoronoiCell> removedCells = GetTooCloseCells(pathCells, minWidth);
foreach (VoronoiCell removedCell in removedCells)
{
if (pathCells.Contains(removedCell)) continue;
pathCells.Add(removedCell);
}
Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
return pathCells;
}
private List<VoronoiCell> CreateBottomHoles(float holeProbability, Rectangle limits)
{
@@ -593,6 +471,55 @@ namespace Barotrauma
//}
}
private void EnlargeMainPath(List<VoronoiCell> pathCells, float minWidth)
{
WayPoint newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
newWaypoint.MoveWithLevel = true;
WayPoint prevWaypoint = newWaypoint;
for (int i = 0; i < pathCells.Count; i++)
{
//clean "loops" from the path
for (int n = 0; n < i; n++)
{
if (pathCells[n] != pathCells[i]) continue;
pathCells.RemoveRange(n + 1, i - n);
break;
}
if (i >= pathCells.Count) break;
newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10), null);
newWaypoint.MoveWithLevel = true;
if (prevWaypoint != null)
{
prevWaypoint.linkedTo.Add(newWaypoint);
newWaypoint.linkedTo.Add(prevWaypoint);
}
prevWaypoint = newWaypoint;
}
newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
newWaypoint.MoveWithLevel = true;
prevWaypoint.linkedTo.Add(newWaypoint);
newWaypoint.linkedTo.Add(prevWaypoint);
if (minWidth > 0.0f)
{
List<VoronoiCell> removedCells = GetTooCloseCells(pathCells, minWidth);
foreach (VoronoiCell removedCell in removedCells)
{
if (removedCell.CellType == CellType.Path) continue;
pathCells.Add(removedCell);
removedCell.CellType = CellType.Path;
}
}
}
private List<VoronoiCell> GetTooCloseCells(List<VoronoiCell> emptyCells, float minDistance)
{
List<VoronoiCell> tooCloseCells = new List<VoronoiCell>();
@@ -634,7 +561,7 @@ namespace Barotrauma
{
Vector2 cornerPos = position + new Vector2(x,y);
int cellIndex = FindCellIndex(cornerPos);
int cellIndex = CaveGenerator.FindCellIndex(cornerPos, cells, cellGrid, GridCellSize);
if (cellIndex == -1) continue;
if (!tooCloseCells.Contains(cells[cellIndex]))
{
@@ -672,294 +599,6 @@ namespace Barotrauma
return newCells;
}
/// <summary>
/// find the index of the cell which the point is inside
/// (actually finds the cell whose center is closest, but it's always the correct cell assuming the point is inside the borders of the diagram)
/// </summary>
private int FindCellIndex(Vector2 position, int searchDepth = 1)
{
float closestDist = 0.0f;
VoronoiCell closestCell = null;
int gridPosX = (int)Math.Floor(position.X / GridCellWidth);
int gridPosY = (int)Math.Floor(position.Y / GridCellWidth);
for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
{
for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
{
for (int i = 0; i < cellGrid[x, y].Count; i++)
{
float dist = Vector2.Distance(cellGrid[x, y][i].Center, position);
if (closestDist != 0.0f && dist > closestDist) continue;
closestDist = dist;
closestCell = cellGrid[x, y][i];
}
}
}
return cells.IndexOf(closestCell);
}
private VertexPositionColor[] GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells, bool setSolid=true)
{
List<VertexPositionColor> verticeList = new List<VertexPositionColor>();
//bodies = new List<Body>();
List<Vector2> tempVertices = new List<Vector2>();
List<Vector2> bodyPoints = new List<Vector2>();
for (int n = cells.Count - 1; n >= 0; n-- )
{
VoronoiCell cell = cells[n];
bodyPoints.Clear();
tempVertices.Clear();
foreach (GraphEdge ge in cell.edges)
{
if (Math.Abs(Vector2.Distance(ge.point1, ge.point2))<0.1f) continue;
if (!tempVertices.Contains(ge.point1)) tempVertices.Add(ge.point1);
if (!tempVertices.Contains(ge.point2)) tempVertices.Add(ge.point2);
VoronoiCell adjacentCell = ge.AdjacentCell(cell);
if (adjacentCell!=null && cells.Contains(adjacentCell)) continue;
if (setSolid) ge.isSolid = true;
if (!bodyPoints.Contains(ge.point1)) bodyPoints.Add(ge.point1);
if (!bodyPoints.Contains(ge.point2)) bodyPoints.Add(ge.point2);
}
if (tempVertices.Count < 3 || bodyPoints.Count < 2)
{
cells.RemoveAt(n);
continue;
}
var triangles = MathUtils.TriangulateConvexHull(tempVertices, cell.Center);
for (int i = 0; i < triangles.Count; i++)
{
foreach (Vector2 vertex in triangles[i])
{
verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.Black));
}
}
if (bodyPoints.Count < 2) continue;
if (bodyPoints.Count < 3)
{
foreach (Vector2 vertex in tempVertices)
{
if (bodyPoints.Contains(vertex)) continue;
bodyPoints.Add(vertex);
break;
}
}
for (int i = 0; i < bodyPoints.Count; i++)
{
cell.bodyVertices.Add(bodyPoints[i]);
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
}
triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
Body edgeBody = new Body(GameMain.World);
for (int i = 0; i < triangles.Count; i++)
{
if (triangles[i][0].Y == triangles[i][1].Y && triangles[i][0].Y == triangles[i][2].Y) continue;
if (triangles[i][0].X == triangles[i][1].X && triangles[i][0].X == triangles[i][2].X) continue;
if (Vector2.DistanceSquared(triangles[i][0], triangles[i][1]) < 0.1f) continue;
if (Vector2.DistanceSquared(triangles[i][1], triangles[i][2]) < 0.1f) continue;
Vertices bodyVertices = new Vertices(triangles[i]);
FixtureFactory.AttachPolygon(bodyVertices, 5.0f, edgeBody);
}
edgeBody.UserData = cell;
edgeBody.SleepingAllowed = false;
edgeBody.BodyType = BodyType.Kinematic;
edgeBody.CollisionCategories = Physics.CollisionLevel;
cell.body = edgeBody;
bodies.Add(edgeBody);
}
return verticeList.ToArray();
}
private VertexPositionTexture[] GenerateWallShapes(List<VoronoiCell> cells)
{
float inwardThickness = 500.0f, outWardThickness = 30.0f;
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
foreach (VoronoiCell cell in cells)
{
if (cell.body == null) continue;
foreach (GraphEdge edge in cell.edges)
{
if (edge.cell1 != null && edge.cell1.body == null) edge.cell1 = null;
if (edge.cell2 != null && edge.cell2.body == null) edge.cell2 = null;
CompareCCW compare = new CompareCCW(cell.Center);
if (compare.Compare(edge.point1, edge.point2) == -1)
{
var temp = edge.point1;
edge.point1 = edge.point2;
edge.point2 = temp;
}
}
}
foreach (VoronoiCell cell in cells)
{
if (cell.body == null) continue;
foreach (GraphEdge edge in cell.edges)
{
if (!edge.isSolid) continue;
GraphEdge leftEdge = null, rightEdge = null;
foreach (GraphEdge edge2 in cell.edges)
{
if (edge == edge2) continue;
if (edge.point1 == edge2.point1 ||
edge.point1 == edge2.point2)
{
leftEdge = edge2;
}
else if(edge.point2 == edge2.point2 || edge.point2 == edge2.point1)
{
rightEdge = edge2;
}
}
Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
if (leftEdge == null)
{
leftNormal = GetEdgeNormal(edge, cell);
}
else
{
leftNormal = (leftEdge.isSolid) ?
Vector2.Normalize(GetEdgeNormal(leftEdge) + GetEdgeNormal(edge, cell)) :
Vector2.Normalize(leftEdge.Center - edge.point1);
}
if (!leftNormal.IsValid())
{
#if DEBUG
DebugConsole.ThrowError("Invalid right normal");
#endif
GameMain.World.RemoveBody(cell.body);
cell.body = null;
leftNormal = Vector2.UnitX;
break;
}
if (rightEdge == null)
{
rightNormal = GetEdgeNormal(edge, cell);
}
else
{
rightNormal = (rightEdge.isSolid) ?
Vector2.Normalize(GetEdgeNormal(rightEdge) + GetEdgeNormal(edge, cell)) :
Vector2.Normalize(rightEdge.Center - edge.point2);
}
if (!rightNormal.IsValid())
{
#if DEBUG
DebugConsole.ThrowError("Invalid right normal");
#endif
GameMain.World.RemoveBody(cell.body);
cell.body = null;
rightNormal = Vector2.UnitX;
break;
}
for (int i = 0; i < 2; i++)
{
Vector2[] verts = new Vector2[3];
VertexPositionTexture[] vertPos = new VertexPositionTexture[3];
if (i==0)
{
verts[0] = edge.point1 - leftNormal * outWardThickness;
verts[1] = edge.point2 - rightNormal * outWardThickness;
verts[2] = edge.point1 + leftNormal * inwardThickness;
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), Vector2.Zero);
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(0, 0.5f));
}
else
{
verts[0] = edge.point1 + leftNormal * inwardThickness;
verts[1] = edge.point2 - rightNormal * outWardThickness;
verts[2] = edge.point2 + rightNormal * inwardThickness;
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), new Vector2(0.0f, 0.5f));
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(1.0f, 0.5f));
}
var comparer = new CompareCCW((verts[0] + verts[1] + verts[2]) / 3.0f);
Array.Sort(verts, vertPos, comparer);
for (int j = 0; j<3; j++)
{
verticeList.Add(vertPos[j]);
}
}
}
}
return verticeList.ToArray();
}
private Vector2 GetEdgeNormal(GraphEdge edge, VoronoiCell cell = null)
{
if (cell == null) cell = edge.AdjacentCell(null);
if (cell == null) return Vector2.UnitX;
CompareCCW compare = new CompareCCW(cell.Center);
if (compare.Compare(edge.point1, edge.point2) == -1)
{
var temp = edge.point1;
edge.point1 = edge.point2;
edge.point2 = temp;
}
Vector2 normal = Vector2.Zero;
normal = Vector2.Normalize(edge.point2 - edge.point1);
Vector2 diffToCell = Vector2.Normalize(cell.Center - edge.point2);
normal = new Vector2(-normal.Y, normal.X);
if (Vector2.Dot(normal, diffToCell) < 0)
{
normal = -normal;
}
return normal;
}
public Vector2 GetRandomItemPos(float offsetFromWall = 10.0f)
{
if (!positionsOfInterest.Any()) return Size*0.5f;
@@ -1001,17 +640,13 @@ namespace Barotrauma
if (!positionsOfInterest.Any()) return Size * 0.5f;
if (preferLarge==null)
{
return positionsOfInterest[Rand.Int(positionsOfInterest.Count, !useSyncedRand)].Position;
}
else
{
var positionsWithSpace = positionsOfInterest.FindAll(p => (bool)preferLarge == p.IsLarge);
if (!positionsWithSpace.Any()) return Size * 0.5f;
var positionsWithSpace = positionsOfInterest.FindAll(p => (bool)preferLarge == p.IsLarge);
if (!positionsWithSpace.Any()) return Size * 0.5f;
return positionsWithSpace[Rand.Int(positionsWithSpace.Count, !useSyncedRand)].Position;
}
return positionsWithSpace[Rand.Int(positionsWithSpace.Count, !useSyncedRand)].Position;
}
public void Update (float deltaTime)
@@ -1048,8 +683,8 @@ namespace Barotrauma
public List<VoronoiCell> GetCells(Vector2 pos, int searchDepth = 2)
{
int gridPosX = (int)Math.Floor(pos.X / GridCellWidth);
int gridPosY = (int)Math.Floor(pos.Y / GridCellWidth);
int gridPosX = (int)Math.Floor(pos.X / GridCellSize);
int gridPosY = (int)Math.Floor(pos.Y / GridCellSize);
int startX = Math.Max(gridPosX - searchDepth, 0);
int endX = Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1);
@@ -1090,72 +725,8 @@ namespace Barotrauma
return cells;
}
public List<Vector2[]> GetCellEdges(Vector2 refPos, int searchDepth = 2, bool onlySolid = true)
{
int gridPosX = (int)Math.Floor(refPos.X / GridCellWidth);
int gridPosY = (int)Math.Floor(refPos.Y / GridCellWidth);
int startX = Math.Max(gridPosX - searchDepth, 0);
int endX = Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1);
int startY = Math.Max(gridPosY - searchDepth, 0);
int endY = Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1);
List<Vector2[]> edges = new List<Vector2[]>();
for (int x = startX; x < endX; x++)
{
for (int y = startY; y < endY; y++)
{
foreach (VoronoiCell cell in cellGrid[x, y])
{
for (int i = 0; i < cell.edges.Count; i++)
{
if (onlySolid && !cell.edges[i].isSolid) continue;
Vector2 start = cell.edges[i].point1;
start.Y = -start.Y;
Vector2 end = cell.edges[i].point2;
end.Y = -end.Y;
edges.Add(new Vector2[] { start, end });
//GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Green : Color.Red);
}
}
}
}
for (int side = 0; side < 2; side++ )
{
for (int n = 0 ; n<2; n++)
{
if (Vector2.Distance(wrappingWalls[side, n].MidPos, refPos) > WrappingWall.WallWidth) continue;
foreach (VoronoiCell cell in wrappingWalls[side, n].Cells)
{
Vector2 offset = wrappingWalls[side, n].Offset;
for (int i = 0; i < cell.edges.Count; i++)
{
if (onlySolid && !cell.edges[i].isSolid) continue;
Vector2 start = cell.edges[i].point1 + offset;
start.Y = -start.Y;
Vector2 end = cell.edges[i].point2 + offset;
end.Y = -end.Y;
edges.Add(new Vector2[] { start, end });
}
}
}
}
return edges;
}
private void Unload()
{
renderer.Dispose();
renderer = null;
@@ -1173,11 +744,6 @@ namespace Barotrauma
bodies = null;
loaded = null;
//vertexBuffer.Dispose();
//vertexBuffer = null;
}
}