Level wall generation bugfixes, moved level background drawing to LevelRenderer, more coordinate system bugfixes, better looking progress bars,

This commit is contained in:
Regalis
2015-12-14 18:59:59 +02:00
parent c74caadc42
commit 859be53d28
28 changed files with 318 additions and 232 deletions

View File

@@ -41,7 +41,6 @@ namespace Barotrauma
//List<Body> bodies;
private List<VoronoiCell> cells;
private VertexPositionTexture[] vertices;
//private VertexBuffer vertexBuffer;
private Vector2 startPosition, endPosition;
@@ -314,7 +313,9 @@ namespace Barotrauma
startPosition.Y = borders.Height;
endPosition.Y = borders.Height;
vertices = GeneratePolygons(cells, pathCells);
renderer.BodyVertices = GeneratePolygons(cells, pathCells);
renderer.WallVertices = GenerateWallShapes(cells);
wrappingWalls = new WrappingWall[2, 2];
@@ -325,7 +326,8 @@ namespace Barotrauma
wrappingWalls[side, i] = new WrappingWall(pathCells, cells, borders.Height * 0.5f,
(side == 0 ? -1 : 1) * (i == 0 ? 1 : 2));
wrappingWalls[side, i].Vertices = GeneratePolygons(wrappingWalls[side, i].Cells, new List<VoronoiCell>(), false);
wrappingWalls[side, i].BodyVertices = GeneratePolygons(wrappingWalls[side, i].Cells, new List<VoronoiCell>(), false);
wrappingWalls[side, i].WallVertices = GenerateWallShapes(wrappingWalls[side, i].Cells);
//wrappingWalls[side, i].Cells[0].edges[1].isSolid = false;
//wrappingWalls[side, i].Cells[0].edges[3].isSolid = false;
@@ -622,9 +624,9 @@ namespace Barotrauma
}
private VertexPositionTexture[] GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells, bool setSolid=true)
private VertexPositionColor[] GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells, bool setSolid=true)
{
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
List<VertexPositionColor> verticeList = new List<VertexPositionColor>();
//bodies = new List<Body>();
List<Vector2> tempVertices = new List<Vector2>();
@@ -657,14 +659,14 @@ namespace Barotrauma
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 VertexPositionTexture(new Vector3(vertex, 0.0f), vertex/1000.0f));
// }
//}
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;
@@ -684,7 +686,7 @@ namespace Barotrauma
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
}
var triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
Body edgeBody = new Body(GameMain.World);
@@ -706,15 +708,12 @@ namespace Barotrauma
bodies.Add(edgeBody);
}
verticeList = GenerateWallShapes(cells);
return verticeList.ToArray();
}
private List<VertexPositionTexture> GenerateWallShapes(List<VoronoiCell> cells)
private VertexPositionTexture[] GenerateWallShapes(List<VoronoiCell> cells)
{
float wallThickness = 500.0f;
float inwardThickness = 500.0f, outWardThickness = 30.0f;
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
@@ -726,13 +725,13 @@ namespace Barotrauma
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;
//}
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;
}
}
}
@@ -758,7 +757,7 @@ namespace Barotrauma
rightEdge = edge2;
}
}
Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
if (leftEdge == null)
@@ -783,6 +782,10 @@ namespace Barotrauma
Vector2.Normalize(GetEdgeNormal(rightEdge) + GetEdgeNormal(edge, cell)) :
Vector2.Normalize(rightEdge.Center - edge.point2);
}
for (int i = 0; i < 2; i++)
{
Vector2[] verts = new Vector2[3];
@@ -791,9 +794,9 @@ namespace Barotrauma
if (i==0)
{
verts[0] = edge.point1;
verts[1] = edge.point2;
verts[2] = edge.point1 + leftNormal * wallThickness;
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);
@@ -801,9 +804,9 @@ namespace Barotrauma
}
else
{
verts[0] = edge.point1 + leftNormal * wallThickness;
verts[1] = edge.point2;
verts[2] = edge.point2 + rightNormal * wallThickness;
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);
@@ -821,7 +824,7 @@ namespace Barotrauma
}
}
return verticeList;
return verticeList.ToArray();
}
private Vector2 GetEdgeNormal(GraphEdge edge, VoronoiCell cell = null)
@@ -953,16 +956,21 @@ namespace Barotrauma
// }
//}
public void Draw(SpriteBatch spriteBatch)
public void Update (float deltaTime)
{
renderer.Update(deltaTime);
}
public void DrawFront(SpriteBatch spriteBatch)
{
if (renderer == null) return;
renderer.Draw(spriteBatch);
}
public void Render(GraphicsDevice graphicsDevice, Camera cam)
public void DrawBack(SpriteBatch spriteBatch, Camera cam, BackgroundSpriteManager backgroundSpriteManager = null)
{
if (renderer == null) return;
renderer.Render(graphicsDevice, cam, vertices);
renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
}
@@ -1094,9 +1102,7 @@ namespace Barotrauma
private void Unload()
{
renderer = null;
vertices = null;
cells = null;
bodies.Clear();