v0.1
This commit is contained in:
959
Subsurface/Source/Map/Levels/Level.cs
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959
Subsurface/Source/Map/Levels/Level.cs
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@@ -0,0 +1,959 @@
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using FarseerPhysics;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Factories;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Voronoi2;
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namespace Subsurface
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{
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class Level
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{
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public static Level Loaded
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{
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get { return loaded; }
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}
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static Level loaded;
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private static Texture2D shaftTexture;
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//how close the sub has to be to start/endposition to exit
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const float ExitDistance = 3000.0f;
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private string seed;
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private int siteInterval;
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public const int GridCellWidth = 2000;
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private List<VoronoiCell>[,] cellGrid;
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private float shaftHeight;
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//List<Body> bodies;
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private List<VoronoiCell> cells;
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private static BasicEffect basicEffect;
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private VertexPositionTexture[] vertices;
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private VertexBuffer vertexBuffer;
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private Vector2 startPosition;
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private Vector2 endPosition;
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private Rectangle borders;
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private List<Body> bodies;
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private List<Vector2> positionsOfInterest;
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public Vector2 StartPosition
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{
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get { return startPosition; }
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}
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public bool AtStartPosition
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{
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get;
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private set;
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}
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public Vector2 EndPosition
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{
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get { return endPosition; }
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}
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public bool AtEndPosition
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{
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get;
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private set;
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}
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public Vector2 Position
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{
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get { return ConvertUnits.ToDisplayUnits(cells[0].body.Position); }
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}
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public List<Vector2> PositionsOfInterest
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{
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get { return positionsOfInterest; }
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}
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public string Seed
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{
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get { return seed; }
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}
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public float Difficulty
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{
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get;
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private set;
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}
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public Level(string seed, float difficulty, int width, int height, int siteInterval)
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{
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if (shaftTexture == null) shaftTexture = Game1.TextureLoader.FromFile("Content/Map/shaft.png");
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if (basicEffect==null)
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{
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basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = false;
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basicEffect.TextureEnabled = true;
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basicEffect.Texture = Game1.TextureLoader.FromFile("Content/Map/iceSurface.png");
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}
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this.seed = seed;
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this.siteInterval = siteInterval;
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this.Difficulty = difficulty;
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positionsOfInterest = new List<Vector2>();
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borders = new Rectangle(0, 0, width, height);
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}
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public static Level CreateRandom(LocationConnection locationConnection)
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{
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int seed = locationConnection.Locations[0].GetHashCode() | locationConnection.Locations[1].GetHashCode();
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return new Level(seed.ToString(), locationConnection.Difficulty, 100000, 40000, 2000);
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}
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public static Level CreateRandom(string seed = "")
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{
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if (seed == "")
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{
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seed = Rand.Range(0, int.MaxValue, false).ToString();
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}
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return new Level(seed, Rand.Range(30.0f,80.0f,false), 100000, 40000, 2000);
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}
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public void Generate(float minWidth, bool mirror=false)
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{
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Stopwatch sw = new Stopwatch();
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sw.Start();
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if (loaded != null)
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{
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loaded.Unload();
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}
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loaded = this;
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Voronoi voronoi = new Voronoi(1.0);
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List<Vector2> sites = new List<Vector2>();
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bodies = new List<Body>();
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Random rand = new Random(seed.GetHashCode());
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float siteVariance = siteInterval * 0.8f;
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for (int x = siteInterval / 2; x < borders.Width; x += siteInterval)
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{
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for (int y = siteInterval / 2; y < borders.Height; y += siteInterval)
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{
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Vector2 site = new Vector2(
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x + (float)(rand.NextDouble() - 0.5) * siteVariance,
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y + (float)(rand.NextDouble() - 0.5) * siteVariance);
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if (mirror) site.X = borders.Width - site.X;
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sites.Add(site);
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}
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}
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Stopwatch sw2 = new Stopwatch();
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sw2.Start();
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List<GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, borders.Width, borders.Height);
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Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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cellGrid = new List<VoronoiCell>[borders.Width / GridCellWidth, borders.Height / GridCellWidth];
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for (int x = 0; x < borders.Width / GridCellWidth; x++)
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{
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for (int y = 0; y < borders.Height / GridCellWidth; y++)
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{
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cellGrid[x, y] = new List<VoronoiCell>();
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}
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}
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//construct voronoi cells based on the graph edges
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cells = new List<VoronoiCell>();
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foreach (GraphEdge ge in graphEdges)
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{
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for (int i = 0; i < 2; i++)
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{
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Site site = (i == 0) ? ge.site1 : ge.site2;
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VoronoiCell cell = cellGrid[
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(int)Math.Floor(site.coord.x / GridCellWidth),
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(int)Math.Floor(site.coord.y / GridCellWidth)].Find(c => c.site == site);
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if (cell == null)
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{
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cell = new VoronoiCell(site);
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cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
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cells.Add(cell);
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}
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if (ge.cell1 == null)
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{
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ge.cell1 = cell;
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}
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else
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{
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ge.cell2 = cell;
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}
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cell.edges.Add(ge);
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}
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}
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Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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//generate a path from the left edge of the map to right edge
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Rectangle pathBorders = new Rectangle(
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borders.X + (int)minWidth * 2, borders.Y + (int)minWidth * 2,
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borders.Right - (int)minWidth * 4, borders.Y + borders.Height - (int)minWidth * 4);
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List<Vector2> pathNodes = new List<Vector2>();
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startPosition = new Vector2((int)minWidth * 2, rand.Next((int)minWidth * 2, borders.Height - (int)minWidth * 2));
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endPosition = new Vector2(borders.Width - (int)minWidth * 2, rand.Next((int)minWidth * 2, borders.Height - (int)minWidth * 2));
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pathNodes.Add(new Vector2(startPosition.X, borders.Height));
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pathNodes.Add(startPosition);
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pathNodes.Add(endPosition);
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pathNodes.Add(new Vector2(endPosition.X, borders.Height));
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if (mirror)
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{
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pathNodes.Reverse();
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}
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List<VoronoiCell> pathCells = GeneratePath(rand,
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pathNodes, cells, pathBorders, minWidth, 0.3f, mirror, true);
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//place some enemy spawnpoints at random points in the path
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for (int i = 0; i <3 ; i++ )
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{
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Vector2 position = pathCells[rand.Next((int)(pathCells.Count * 0.5f), pathCells.Count - 2)].Center;
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WayPoint wayPoint = new WayPoint(new Rectangle((int)position.X, (int)position.Y, 10, 10));
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wayPoint.MoveWithLevel = true;
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wayPoint.SpawnType = SpawnType.Enemy;
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}
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startPosition = pathCells[0].Center;
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endPosition = pathCells[pathCells.Count - 1].Center;
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//generate a couple of random paths
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for (int i = 0; i <= rand.Next() % 3; i++)
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{
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//pathBorders = new Rectangle(
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//borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
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//borders.Right - siteInterval * 2, borders.Y + borders.Height - siteInterval * 2);
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Vector2 start = pathCells[rand.Next(1, pathCells.Count - 2)].Center;
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float x = pathBorders.X + (float)rand.NextDouble() * (pathBorders.Right - pathBorders.X);
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float y = pathBorders.Y + (float)rand.NextDouble() * (pathBorders.Bottom - pathBorders.Y);
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if (mirror) x = borders.Width - x;
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Vector2 end = new Vector2(x, y);
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var newPathCells = GeneratePath(rand, new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
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for (int n = 0; n < newPathCells.Count-5; n += 3)
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{
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positionsOfInterest.Add(newPathCells[n].Center);
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}
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pathCells.AddRange(newPathCells);
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}
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Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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//for (int i = 0; i < 2; i++ )
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//{
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// Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
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// pathCells.AddRange
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// (
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// GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f, mirror)
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// );
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//}
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cells = CleanCells(pathCells);
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foreach (VoronoiCell cell in pathCells)
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{
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cells.Remove(cell);
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}
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for (int x = 0; x < cellGrid.GetLength(0); x++)
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{
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for (int y = 0; y < cellGrid.GetLength(1); y++)
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{
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cellGrid[x, y].Clear();
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}
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}
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foreach (VoronoiCell cell in cells)
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{
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cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
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}
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startPosition.Y = borders.Height;
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endPosition.Y = borders.Height;
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//for (int i = 0; i < 2; i++)
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//{
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// Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
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// for (int n = -1; n < 2; n += 2)
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// {
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// int cellIndex = FindCellIndex(new Vector2(tunnelStart.X + minWidth * 0.5f * n, tunnelStart.Y), 3);
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// foreach (GraphEdge ge in cells[cellIndex].edges)
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// {
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// if (ge.point1.Y > cells[cellIndex].Center.Y) ge.point1.Y = borders.Height + shaftHeight;
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// if (ge.point2.Y > cells[cellIndex].Center.Y) ge.point2.Y = borders.Height + shaftHeight;
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// }
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// }
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//}
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//startPosition.Y += shaftHeight;
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//endPosition.Y += shaftHeight;
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GeneratePolygons(cells, pathCells);
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foreach (VoronoiCell cell in cells)
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{
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foreach (GraphEdge edge in cell.edges)
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{
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edge.cell1 = null;
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edge.cell2 = null;
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edge.site1 = null;
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edge.site2 = null;
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}
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}
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Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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vertexBuffer = new VertexBuffer(Game1.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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vertexBuffer.SetData(vertices);
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if (mirror)
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{
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Vector2 temp = startPosition;
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startPosition = endPosition;
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endPosition = temp;
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}
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Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
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}
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private List<VoronoiCell> GeneratePath(Random rand, List<Vector2> points, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=false)
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{
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Stopwatch sw2 = new Stopwatch();
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sw2.Start();
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//how heavily the path "steers" towards the endpoint
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//lower values will cause the path to "wander" more, higher will make it head straight to the end
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wanderAmount = MathHelper.Clamp(wanderAmount, 0.0f, 1.0f);
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List<VoronoiCell> pathCells = new List<VoronoiCell>();
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VoronoiCell[] targetCells = new VoronoiCell[points.Count];
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for (int i = 0; i <targetCells.Length; i++)
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{
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targetCells[i]= cells[FindCellIndex(points[i])];
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}
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VoronoiCell currentCell = targetCells[0];
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pathCells.Add(currentCell);
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int currentTargetIndex = 1;
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do
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{
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int edgeIndex = 0;
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//steer towards target
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if (rand.NextDouble() > wanderAmount)
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{
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for (int i = 0; i < currentCell.edges.Count; i++)
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{
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if (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center, currentCell.edges[i].point1, currentCell.edges[i].point2)) continue;
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edgeIndex = i;
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break;
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}
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}
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//choose random edge (ignoring ones where the adjacent cell is outside limits)
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else
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{
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List<GraphEdge> allowedEdges = new List<GraphEdge>();
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foreach (GraphEdge edge in currentCell.edges)
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{
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if (!limits.Contains(edge.AdjacentCell(currentCell).Center)) continue;
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allowedEdges.Add(edge);
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}
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if (allowedEdges.Count==0)
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{
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edgeIndex = 0;
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}
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else
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{
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edgeIndex = rand.Next() % allowedEdges.Count;
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if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
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edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]);
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}
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}
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currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
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pathCells.Add(currentCell);
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if (currentCell==targetCells[currentTargetIndex])
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{
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currentTargetIndex += 1;
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if (currentTargetIndex>=targetCells.Length) break;
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}
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} while (currentCell != targetCells[targetCells.Length-1]);
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if (placeWaypoints)
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{
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WayPoint newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10));
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newWaypoint.MoveWithLevel = true;
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WayPoint prevWaypoint = newWaypoint;
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for (int i = 0; i < pathCells.Count; i++)
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{
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10));
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newWaypoint.MoveWithLevel = true;
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if (prevWaypoint != null)
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{
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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}
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prevWaypoint = newWaypoint;
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}
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10));
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newWaypoint.MoveWithLevel = true;
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if (prevWaypoint != null)
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{
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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}
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}
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Debug.WriteLine("genpath: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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List<VoronoiCell> removedCells = GetTooCloseCells(pathCells, minWidth);
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foreach (VoronoiCell removedCell in removedCells)
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{
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if (pathCells.Contains(removedCell)) continue;
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pathCells.Add(removedCell);
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}
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Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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return pathCells;
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}
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||||
|
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private List<VoronoiCell> GetTooCloseCells(List<VoronoiCell> emptyCells, float minDistance)
|
||||
{
|
||||
List<VoronoiCell> tooCloseCells = new List<VoronoiCell>();
|
||||
|
||||
Vector2 position = emptyCells[0].Center;
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||||
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if (minDistance == 0.0f) return tooCloseCells;
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||||
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float step = 100.0f;
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||||
|
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int targetCellIndex = 1;
|
||||
|
||||
minDistance *= 0.5f;
|
||||
do
|
||||
{
|
||||
for (int x = -1; x <= 1; x++)
|
||||
{
|
||||
for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
if (x == 0 && y == 0) continue;
|
||||
Vector2 cornerPos = position + new Vector2(x * minDistance, y * minDistance);
|
||||
|
||||
int cellIndex = FindCellIndex(cornerPos);
|
||||
if (cellIndex == -1) continue;
|
||||
if (!tooCloseCells.Contains(cells[cellIndex]))
|
||||
{
|
||||
tooCloseCells.Add(cells[cellIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
position += Vector2.Normalize(emptyCells[targetCellIndex].Center - position) * step;
|
||||
|
||||
if (Vector2.Distance(emptyCells[targetCellIndex].Center, position) < step * 2.0f) targetCellIndex++;
|
||||
|
||||
} while (Vector2.Distance(position, emptyCells[emptyCells.Count - 1].Center) > step * 2.0f);
|
||||
|
||||
return tooCloseCells;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// remove all cells except those that are adjacent to the empty cells
|
||||
/// </summary>
|
||||
private List<VoronoiCell> CleanCells(List<VoronoiCell> emptyCells)
|
||||
{
|
||||
List<VoronoiCell> newCells = new List<VoronoiCell>();
|
||||
|
||||
foreach (VoronoiCell cell in emptyCells)
|
||||
{
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
VoronoiCell adjacent = edge.AdjacentCell(cell);
|
||||
if (!newCells.Contains(adjacent)) newCells.Add(adjacent);
|
||||
}
|
||||
}
|
||||
|
||||
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 void GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells)
|
||||
{
|
||||
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
|
||||
//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 (ge.point1 == ge.point2) 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 (!emptyCells.Contains(adjacentCell)) continue;
|
||||
|
||||
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 VertexPositionTexture(new Vector3(vertex, 0.0f), vertex/1000.0f));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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(Game1.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;
|
||||
|
||||
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.CollisionWall | Physics.CollisionLevel;
|
||||
|
||||
cell.body = edgeBody;
|
||||
bodies.Add(edgeBody);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++ )
|
||||
{
|
||||
Body shaftBody = BodyFactory.CreateRectangle(Game1.World, 100.0f, 10.0f, 5.0f);
|
||||
shaftBody.BodyType = BodyType.Kinematic;
|
||||
shaftBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
|
||||
shaftBody.SetTransform(ConvertUnits.ToSimUnits((i==0) ? startPosition : endPosition), 0.0f);
|
||||
shaftBody.SleepingAllowed = false;
|
||||
bodies.Add(shaftBody);
|
||||
}
|
||||
|
||||
vertices = verticeList.ToArray();
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 pos)
|
||||
{
|
||||
Vector2 amount = pos - Position;
|
||||
Vector2 simAmount = ConvertUnits.ToSimUnits(amount);
|
||||
//foreach (VoronoiCell cell in cells)
|
||||
//{
|
||||
// if (cell.body == null) continue;
|
||||
// cell.body.SleepingAllowed = false;
|
||||
// cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation);
|
||||
//}
|
||||
|
||||
int i = 0;
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
System.Diagnostics.Debug.WriteLine(i);
|
||||
i++;
|
||||
body.SetTransform(body.Position + simAmount, body.Rotation);
|
||||
}
|
||||
|
||||
foreach (MapEntity mapEntity in MapEntity.mapEntityList)
|
||||
{
|
||||
Item item = mapEntity as Item;
|
||||
if (item == null)
|
||||
{
|
||||
//if (!mapEntity.MoveWithLevel) continue;
|
||||
//mapEntity.Move(amount);
|
||||
}
|
||||
else if (item.body != null)
|
||||
{
|
||||
if (item.CurrentHull != null) continue;
|
||||
item.SetTransform(item.SimPosition+amount, item.body.Rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 prevVelocity;
|
||||
public void Move(Vector2 amount)
|
||||
{
|
||||
Vector2 velocity = amount;
|
||||
Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step);
|
||||
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
body.LinearVelocity = simVelocity;
|
||||
}
|
||||
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
foreach (Limb limb in character.AnimController.limbs)
|
||||
{
|
||||
if (character.AnimController.CurrentHull != null) continue;
|
||||
|
||||
limb.body.LinearVelocity += simVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity mapEntity in MapEntity.mapEntityList)
|
||||
{
|
||||
Item item = mapEntity as Item;
|
||||
if (item == null)
|
||||
{
|
||||
//if (!mapEntity.MoveWithLevel) continue;
|
||||
//mapEntity.Move(velocity);
|
||||
}
|
||||
else if (item.body!=null)
|
||||
{
|
||||
if (item.CurrentHull != null) continue;
|
||||
item.body.LinearVelocity += simVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
AtStartPosition = Vector2.Distance(startPosition, -Position) < ExitDistance;
|
||||
AtEndPosition = Vector2.Distance(endPosition, -Position) < ExitDistance;
|
||||
|
||||
prevVelocity = simVelocity;
|
||||
}
|
||||
|
||||
public static void AfterWorldStep()
|
||||
{
|
||||
if (loaded == null) return;
|
||||
|
||||
loaded.ResetBodyVelocities();
|
||||
}
|
||||
|
||||
private void ResetBodyVelocities()
|
||||
{
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.AnimController.CurrentHull != null) continue;
|
||||
|
||||
foreach (Limb limb in character.AnimController.limbs)
|
||||
{
|
||||
limb.body.LinearVelocity -= prevVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Item item in Item.itemList)
|
||||
{
|
||||
if (item.body == null || item.CurrentHull != null) continue;
|
||||
item.body.LinearVelocity -= prevVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void DebugCheckPos()
|
||||
{
|
||||
|
||||
Vector2 avgPos = Vector2.Zero;
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
if (cell.body == null) continue;
|
||||
|
||||
|
||||
System.Diagnostics.Debug.WriteLine(cell.body.Position);
|
||||
avgPos += cell.body.Position;
|
||||
}
|
||||
|
||||
System.Diagnostics.Debug.WriteLine("avgpos: " + avgPos / cells.Count);
|
||||
|
||||
System.Diagnostics.Debug.WriteLine("pos: " + Position);
|
||||
}
|
||||
|
||||
Vector2 observerPosition;
|
||||
public void SetObserverPosition(Vector2 position)
|
||||
{
|
||||
//observerPosition = position - this.Position;
|
||||
//int gridPosX = (int)Math.Floor(observerPosition.X / GridCellWidth);
|
||||
//int gridPosY = (int)Math.Floor(observerPosition.Y / GridCellWidth);
|
||||
//int searchOffset = 2;
|
||||
|
||||
//int startX = Math.Max(gridPosX - searchOffset, 0);
|
||||
//int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
|
||||
|
||||
//int startY = Math.Max(gridPosY - searchOffset, 0);
|
||||
//int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
|
||||
|
||||
//for (int x = 0; x < cellGrid.GetLength(0); x++)
|
||||
//{
|
||||
// for (int y = 0; y < cellGrid.GetLength(1); y++)
|
||||
// {
|
||||
// for (int i = 0; i < cellGrid[x, y].Count; i++)
|
||||
// {
|
||||
// //foreach (Body b in cellGrid[x, y][i].bodies)
|
||||
// //{
|
||||
// if (cellGrid[x, y][i].body == null) continue;
|
||||
// cellGrid[x, y][i].body.Enabled = true;// (x >= startX && x <= endX && y >= startY && y <= endY);
|
||||
// //}
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
Vector2 pos = endPosition;
|
||||
pos.X += Position.X;
|
||||
pos.Y = -pos.Y - Position.Y;
|
||||
|
||||
int shaftWidth = 10000;
|
||||
|
||||
spriteBatch.Draw(shaftTexture,
|
||||
new Rectangle((int)(pos.X - shaftWidth / 2), (int)pos.Y, shaftWidth, 512),
|
||||
new Rectangle(0, 0, shaftWidth, 256),
|
||||
Color.White, 0.0f,
|
||||
Vector2.Zero,
|
||||
SpriteEffects.None, 0.0f);
|
||||
|
||||
pos = startPosition;
|
||||
pos.X += Position.X;
|
||||
pos.Y = -pos.Y - Position.Y;
|
||||
|
||||
spriteBatch.Draw(shaftTexture,
|
||||
new Rectangle((int)(pos.X - shaftWidth/2), (int)pos.Y, shaftWidth, 512),
|
||||
new Rectangle(0, 0, shaftWidth, 256),
|
||||
Color.White, 0.0f,
|
||||
Vector2.Zero,
|
||||
SpriteEffects.None, 0.0f);
|
||||
|
||||
//List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
|
||||
|
||||
//foreach (VoronoiCell cell in cells)
|
||||
//{
|
||||
// for (int i = 0; i < cell.bodyVertices.Count - 1; i++)
|
||||
// {
|
||||
// Vector2 start = cell.bodyVertices[i];
|
||||
// start.X += Position.X;
|
||||
// start.Y = -start.Y - Position.Y;
|
||||
// start.X += Rand.Range(-10.0f, 10.0f);
|
||||
|
||||
// Vector2 end = cell.bodyVertices[i + 1];
|
||||
// end.X += Position.X;
|
||||
// end.Y = -end.Y - Position.Y;
|
||||
// end.X += Rand.Range(-10.0f, 10.0f);
|
||||
|
||||
// GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Red : Color.Red);
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
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 + Position;
|
||||
start.Y = -start.Y;
|
||||
|
||||
Vector2 end = cell.edges[i].point2 + Position;
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return edges;
|
||||
}
|
||||
|
||||
public void Render(GraphicsDevice graphicsDevice, Camera cam)
|
||||
{
|
||||
if (vertices == null) return;
|
||||
if (vertices.Length <= 0) return;
|
||||
|
||||
basicEffect.World = Matrix.CreateTranslation(new Vector3(Position, 0.0f)) * cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
|
||||
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
|
||||
}
|
||||
|
||||
private void Unload()
|
||||
{
|
||||
//position = Vector2.Zero;
|
||||
|
||||
//foreach (VoronoiCell cell in cells)
|
||||
//{
|
||||
// //foreach (Body b in cell.bodies)
|
||||
// //{
|
||||
// Game1.world.RemoveBody(cell.body);
|
||||
// //}
|
||||
//}
|
||||
|
||||
|
||||
//bodies = null;
|
||||
|
||||
vertices = null;
|
||||
|
||||
cells = null;
|
||||
|
||||
bodies.Clear();
|
||||
bodies = null;
|
||||
|
||||
vertexBuffer.Dispose();
|
||||
vertexBuffer = null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
988
Subsurface/Source/Map/Levels/Voronoi.cs
Normal file
988
Subsurface/Source/Map/Levels/Voronoi.cs
Normal file
@@ -0,0 +1,988 @@
|
||||
/*
|
||||
* Created by SharpDevelop.
|
||||
* User: Burhan
|
||||
* Date: 17/06/2014
|
||||
* Time: 11:30 م
|
||||
*
|
||||
* To change this template use Tools | Options | Coding | Edit Standard Headers.
|
||||
*/
|
||||
|
||||
/*
|
||||
* The author of this software is Steven Fortune. Copyright (c) 1994 by AT&T
|
||||
* Bell Laboratories.
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/*
|
||||
* This code was originally written by Stephan Fortune in C code. I, Shane O'Sullivan,
|
||||
* have since modified it, encapsulating it in a C++ class and, fixing memory leaks and
|
||||
* adding accessors to the Voronoi Edges.
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/*
|
||||
* Java Version by Zhenyu Pan
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/*
|
||||
* C# Version by Burhan Joukhadar
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Voronoi2
|
||||
{
|
||||
/// <summary>
|
||||
/// Description of Voronoi.
|
||||
/// </summary>
|
||||
public class Voronoi
|
||||
{
|
||||
// ************* Private members ******************
|
||||
double borderMinX, borderMaxX, borderMinY, borderMaxY;
|
||||
int siteidx;
|
||||
double xmin, xmax, ymin, ymax, deltax, deltay;
|
||||
int nvertices;
|
||||
int nedges;
|
||||
int nsites;
|
||||
Site[] sites;
|
||||
Site bottomsite;
|
||||
int sqrt_nsites;
|
||||
double minDistanceBetweenSites;
|
||||
int PQcount;
|
||||
int PQmin;
|
||||
int PQhashsize;
|
||||
Halfedge[] PQhash;
|
||||
|
||||
const int LE = 0;
|
||||
const int RE = 1;
|
||||
|
||||
int ELhashsize;
|
||||
Halfedge[] ELhash;
|
||||
Halfedge ELleftend, ELrightend;
|
||||
List<GraphEdge> allEdges;
|
||||
|
||||
|
||||
// ************* Public methods ******************
|
||||
// ******************************************
|
||||
|
||||
// constructor
|
||||
public Voronoi ( double minDistanceBetweenSites )
|
||||
{
|
||||
siteidx = 0;
|
||||
sites = null;
|
||||
|
||||
allEdges = null;
|
||||
this.minDistanceBetweenSites = minDistanceBetweenSites;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param xValuesIn Array of X values for each site.
|
||||
* @param yValuesIn Array of Y values for each site. Must be identical length to yValuesIn
|
||||
* @param minX The minimum X of the bounding box around the voronoi
|
||||
* @param maxX The maximum X of the bounding box around the voronoi
|
||||
* @param minY The minimum Y of the bounding box around the voronoi
|
||||
* @param maxY The maximum Y of the bounding box around the voronoi
|
||||
* @return
|
||||
*/
|
||||
// تستدعى هذه العملية لإنشاء مخطط فورونوي
|
||||
public List<GraphEdge> generateVoronoi ( double[] xValuesIn, double[] yValuesIn, double minX, double maxX, double minY, double maxY )
|
||||
{
|
||||
sort(xValuesIn, yValuesIn, xValuesIn.Length);
|
||||
|
||||
// Check bounding box inputs - if mins are bigger than maxes, swap them
|
||||
double temp = 0;
|
||||
if ( minX > maxX )
|
||||
{
|
||||
temp = minX;
|
||||
minX = maxX;
|
||||
maxX = temp;
|
||||
}
|
||||
if ( minY > maxY )
|
||||
{
|
||||
temp = minY;
|
||||
minY = maxY;
|
||||
maxY = temp;
|
||||
}
|
||||
|
||||
borderMinX = minX;
|
||||
borderMinY = minY;
|
||||
borderMaxX = maxX;
|
||||
borderMaxY = maxY;
|
||||
|
||||
siteidx = 0;
|
||||
voronoi_bd ();
|
||||
return allEdges;
|
||||
}
|
||||
|
||||
|
||||
/*********************************************************
|
||||
* Private methods - implementation details
|
||||
********************************************************/
|
||||
|
||||
private void sort ( double[] xValuesIn, double[] yValuesIn, int count )
|
||||
{
|
||||
sites = null;
|
||||
allEdges = new List<GraphEdge>();
|
||||
|
||||
nsites = count;
|
||||
nvertices = 0;
|
||||
nedges = 0;
|
||||
|
||||
double sn = (double)nsites + 4;
|
||||
sqrt_nsites = (int) Math.Sqrt ( sn );
|
||||
|
||||
// Copy the inputs so we don't modify the originals
|
||||
double[] xValues = new double[count];
|
||||
double[] yValues = new double[count];
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
xValues[i] = xValuesIn[i];
|
||||
yValues[i] = yValuesIn[i];
|
||||
}
|
||||
sortNode ( xValues, yValues, count );
|
||||
}
|
||||
|
||||
private void qsort ( Site[] sites )
|
||||
{
|
||||
List<Site> listSites = new List<Site>( sites.Length );
|
||||
for ( int i = 0; i < sites.Length; i++ )
|
||||
{
|
||||
listSites.Add ( sites[i] );
|
||||
}
|
||||
|
||||
listSites.Sort ( new SiteSorterYX () );
|
||||
|
||||
// Copy back into the array
|
||||
for (int i=0; i < sites.Length; i++)
|
||||
{
|
||||
sites[i] = listSites[i];
|
||||
}
|
||||
}
|
||||
|
||||
private void sortNode ( double[] xValues, double[] yValues, int numPoints )
|
||||
{
|
||||
nsites = numPoints;
|
||||
sites = new Site[nsites];
|
||||
xmin = xValues[0];
|
||||
ymin = yValues[0];
|
||||
xmax = xValues[0];
|
||||
ymax = yValues[0];
|
||||
|
||||
for ( int i = 0; i < nsites; i++ )
|
||||
{
|
||||
sites[i] = new Site();
|
||||
sites[i].coord.setPoint ( xValues[i], yValues[i] );
|
||||
sites[i].sitenbr = i;
|
||||
|
||||
if ( xValues[i] < xmin )
|
||||
xmin = xValues[i];
|
||||
else if ( xValues[i] > xmax )
|
||||
xmax = xValues[i];
|
||||
|
||||
if ( yValues[i] < ymin )
|
||||
ymin = yValues[i];
|
||||
else if ( yValues[i] > ymax )
|
||||
ymax = yValues[i];
|
||||
}
|
||||
|
||||
qsort ( sites );
|
||||
deltax = xmax - xmin;
|
||||
deltay = ymax - ymin;
|
||||
}
|
||||
|
||||
private Site nextone ()
|
||||
{
|
||||
Site s;
|
||||
if ( siteidx < nsites )
|
||||
{
|
||||
s = sites[siteidx];
|
||||
siteidx++;
|
||||
return s;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private Edge bisect ( Site s1, Site s2 )
|
||||
{
|
||||
double dx, dy, adx, ady;
|
||||
Edge newedge;
|
||||
|
||||
newedge = new Edge();
|
||||
|
||||
newedge.reg[0] = s1;
|
||||
newedge.reg[1] = s2;
|
||||
|
||||
newedge.ep [0] = null;
|
||||
newedge.ep[1] = null;
|
||||
|
||||
dx = s2.coord.x - s1.coord.x;
|
||||
dy = s2.coord.y - s1.coord.y;
|
||||
|
||||
adx = dx > 0 ? dx : -dx;
|
||||
ady = dy > 0 ? dy : -dy;
|
||||
newedge.c = (double)(s1.coord.x * dx + s1.coord.y * dy + (dx * dx + dy* dy) * 0.5);
|
||||
|
||||
if ( adx > ady )
|
||||
{
|
||||
newedge.a = 1.0;
|
||||
newedge.b = dy / dx;
|
||||
newedge.c /= dx;
|
||||
}
|
||||
else
|
||||
{
|
||||
newedge.a = dx / dy;
|
||||
newedge.b = 1.0;
|
||||
newedge.c /= dy;
|
||||
}
|
||||
|
||||
newedge.edgenbr = nedges;
|
||||
nedges++;
|
||||
|
||||
return newedge;
|
||||
}
|
||||
|
||||
private void makevertex ( Site v )
|
||||
{
|
||||
v.sitenbr = nvertices;
|
||||
nvertices++;
|
||||
}
|
||||
|
||||
private bool PQinitialize ()
|
||||
{
|
||||
PQcount = 0;
|
||||
PQmin = 0;
|
||||
PQhashsize = 4 * sqrt_nsites;
|
||||
PQhash = new Halfedge[ PQhashsize ];
|
||||
|
||||
for ( int i = 0; i < PQhashsize; i++ )
|
||||
{
|
||||
PQhash [i] = new Halfedge();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private int PQbucket ( Halfedge he )
|
||||
{
|
||||
int bucket;
|
||||
|
||||
bucket = (int) ((he.ystar - ymin) / deltay * PQhashsize);
|
||||
if ( bucket < 0 )
|
||||
bucket = 0;
|
||||
if ( bucket >= PQhashsize )
|
||||
bucket = PQhashsize - 1;
|
||||
if ( bucket < PQmin )
|
||||
PQmin = bucket;
|
||||
|
||||
return bucket;
|
||||
}
|
||||
|
||||
// push the HalfEdge into the ordered linked list of vertices
|
||||
private void PQinsert ( Halfedge he, Site v, double offset )
|
||||
{
|
||||
Halfedge last, next;
|
||||
|
||||
he.vertex = v;
|
||||
he.ystar = (double)(v.coord.y + offset);
|
||||
last = PQhash [ PQbucket (he) ];
|
||||
|
||||
while
|
||||
(
|
||||
(next = last.PQnext) != null
|
||||
&&
|
||||
(he.ystar > next.ystar || (he.ystar == next.ystar && v.coord.x > next.vertex.coord.x))
|
||||
)
|
||||
{
|
||||
last = next;
|
||||
}
|
||||
|
||||
he.PQnext = last.PQnext;
|
||||
last.PQnext = he;
|
||||
PQcount++;
|
||||
}
|
||||
|
||||
// remove the HalfEdge from the list of vertices
|
||||
private void PQdelete ( Halfedge he )
|
||||
{
|
||||
Halfedge last;
|
||||
|
||||
if (he.vertex != null)
|
||||
{
|
||||
last = PQhash [ PQbucket (he) ];
|
||||
while ( last.PQnext != he )
|
||||
{
|
||||
last = last.PQnext;
|
||||
}
|
||||
|
||||
last.PQnext = he.PQnext;
|
||||
PQcount--;
|
||||
he.vertex = null;
|
||||
}
|
||||
}
|
||||
|
||||
private bool PQempty ()
|
||||
{
|
||||
return ( PQcount == 0 );
|
||||
}
|
||||
|
||||
private Point PQ_min ()
|
||||
{
|
||||
Point answer = new Point ();
|
||||
|
||||
while ( PQhash[PQmin].PQnext == null )
|
||||
{
|
||||
PQmin++;
|
||||
}
|
||||
|
||||
answer.x = PQhash[PQmin].PQnext.vertex.coord.x;
|
||||
answer.y = PQhash[PQmin].PQnext.ystar;
|
||||
return answer;
|
||||
}
|
||||
|
||||
private Halfedge PQextractmin ()
|
||||
{
|
||||
Halfedge curr;
|
||||
|
||||
curr = PQhash[PQmin].PQnext;
|
||||
PQhash[PQmin].PQnext = curr.PQnext;
|
||||
PQcount--;
|
||||
|
||||
return curr;
|
||||
}
|
||||
|
||||
private Halfedge HEcreate(Edge e, int pm)
|
||||
{
|
||||
Halfedge answer = new Halfedge();
|
||||
answer.ELedge = e;
|
||||
answer.ELpm = pm;
|
||||
answer.PQnext = null;
|
||||
answer.vertex = null;
|
||||
|
||||
return answer;
|
||||
}
|
||||
|
||||
private bool ELinitialize()
|
||||
{
|
||||
ELhashsize = 2 * sqrt_nsites;
|
||||
ELhash = new Halfedge[ELhashsize];
|
||||
|
||||
for (int i = 0; i < ELhashsize; i++)
|
||||
{
|
||||
ELhash[i] = null;
|
||||
}
|
||||
|
||||
ELleftend = HEcreate ( null, 0 );
|
||||
ELrightend = HEcreate ( null, 0 );
|
||||
ELleftend.ELleft = null;
|
||||
ELleftend.ELright = ELrightend;
|
||||
ELrightend.ELleft = ELleftend;
|
||||
ELrightend.ELright = null;
|
||||
ELhash[0] = ELleftend;
|
||||
ELhash[ELhashsize - 1] = ELrightend;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private Halfedge ELright( Halfedge he )
|
||||
{
|
||||
return he.ELright;
|
||||
}
|
||||
|
||||
private Halfedge ELleft( Halfedge he )
|
||||
{
|
||||
return he.ELleft;
|
||||
}
|
||||
|
||||
private Site leftreg( Halfedge he )
|
||||
{
|
||||
if (he.ELedge == null)
|
||||
{
|
||||
return bottomsite;
|
||||
}
|
||||
return (he.ELpm == LE ? he.ELedge.reg[LE] : he.ELedge.reg[RE]);
|
||||
}
|
||||
|
||||
private void ELinsert( Halfedge lb, Halfedge newHe )
|
||||
{
|
||||
newHe.ELleft = lb;
|
||||
newHe.ELright = lb.ELright;
|
||||
(lb.ELright).ELleft = newHe;
|
||||
lb.ELright = newHe;
|
||||
}
|
||||
|
||||
/*
|
||||
* This delete routine can't reclaim node, since pointers from hash table
|
||||
* may be present.
|
||||
*/
|
||||
private void ELdelete( Halfedge he )
|
||||
{
|
||||
(he.ELleft).ELright = he.ELright;
|
||||
(he.ELright).ELleft = he.ELleft;
|
||||
he.deleted = true;
|
||||
}
|
||||
|
||||
/* Get entry from hash table, pruning any deleted nodes */
|
||||
private Halfedge ELgethash( int b )
|
||||
{
|
||||
Halfedge he;
|
||||
if (b < 0 || b >= ELhashsize)
|
||||
return null;
|
||||
|
||||
he = ELhash[b];
|
||||
if (he == null || !he.deleted )
|
||||
return he;
|
||||
|
||||
/* Hash table points to deleted half edge. Patch as necessary. */
|
||||
ELhash[b] = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
private Halfedge ELleftbnd( Point p )
|
||||
{
|
||||
int bucket;
|
||||
Halfedge he;
|
||||
|
||||
/* Use hash table to get close to desired halfedge */
|
||||
// use the hash function to find the place in the hash map that this
|
||||
// HalfEdge should be
|
||||
bucket = (int) ((p.x - xmin) / deltax * ELhashsize);
|
||||
|
||||
// make sure that the bucket position is within the range of the hash
|
||||
// array
|
||||
if ( bucket < 0 ) bucket = 0;
|
||||
if ( bucket >= ELhashsize ) bucket = ELhashsize - 1;
|
||||
|
||||
he = ELgethash ( bucket );
|
||||
|
||||
// if the HE isn't found, search backwards and forwards in the hash map
|
||||
// for the first non-null entry
|
||||
if ( he == null )
|
||||
{
|
||||
for ( int i = 1; i < ELhashsize; i++ )
|
||||
{
|
||||
if ( (he = ELgethash ( bucket - i ) ) != null )
|
||||
break;
|
||||
if ( (he = ELgethash ( bucket + i ) ) != null )
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* Now search linear list of halfedges for the correct one */
|
||||
if ( he == ELleftend || ( he != ELrightend && right_of (he, p) ) )
|
||||
{
|
||||
// keep going right on the list until either the end is reached, or
|
||||
// you find the 1st edge which the point isn't to the right of
|
||||
do
|
||||
{
|
||||
he = he.ELright;
|
||||
}
|
||||
while ( he != ELrightend && right_of(he, p) );
|
||||
he = he.ELleft;
|
||||
}
|
||||
else
|
||||
// if the point is to the left of the HalfEdge, then search left for
|
||||
// the HE just to the left of the point
|
||||
{
|
||||
do
|
||||
{
|
||||
he = he.ELleft;
|
||||
}
|
||||
while ( he != ELleftend && !right_of(he, p) );
|
||||
}
|
||||
|
||||
/* Update hash table and reference counts */
|
||||
if ( bucket > 0 && bucket < ELhashsize - 1)
|
||||
{
|
||||
ELhash[bucket] = he;
|
||||
}
|
||||
|
||||
return he;
|
||||
}
|
||||
|
||||
private void pushGraphEdge( Site leftSite, Site rightSite, Vector2 point1, Vector2 point2 )
|
||||
{
|
||||
GraphEdge newEdge = new GraphEdge ();
|
||||
allEdges.Add ( newEdge );
|
||||
newEdge.point1 = point1;
|
||||
newEdge.point2 = point2;
|
||||
|
||||
newEdge.site1 = leftSite;
|
||||
newEdge.site2 = rightSite;
|
||||
}
|
||||
|
||||
private void clip_line( Edge e )
|
||||
{
|
||||
double pxmin, pxmax, pymin, pymax;
|
||||
Site s1, s2;
|
||||
|
||||
double x1 = e.reg[0].coord.x;
|
||||
double y1 = e.reg[0].coord.y;
|
||||
double x2 = e.reg[1].coord.x;
|
||||
double y2 = e.reg[1].coord.y;
|
||||
double x = x2- x1;
|
||||
double y = y2 - y1;
|
||||
|
||||
// if the distance between the two points this line was created from is
|
||||
// less than the square root of 2 عن جد؟, then ignore it
|
||||
if ( Math.Sqrt ( (x*x) + (y*y) ) < minDistanceBetweenSites )
|
||||
{
|
||||
return;
|
||||
}
|
||||
pxmin = borderMinX;
|
||||
pymin = borderMinY;
|
||||
pxmax = borderMaxX;
|
||||
pymax = borderMaxY;
|
||||
|
||||
if ( e.a == 1.0 && e.b >= 0.0 )
|
||||
{
|
||||
s1 = e.ep[1];
|
||||
s2 = e.ep[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
s1 = e.ep[0];
|
||||
s2 = e.ep[1];
|
||||
}
|
||||
|
||||
if ( e.a == 1.0 )
|
||||
{
|
||||
y1 = pymin;
|
||||
|
||||
if ( s1 != null && s1.coord.y > pymin )
|
||||
y1 = s1.coord.y;
|
||||
if ( y1 > pymax )
|
||||
y1 = pymax;
|
||||
x1 = e.c - e.b * y1;
|
||||
y2 = pymax;
|
||||
|
||||
if ( s2 != null && s2.coord.y < pymax )
|
||||
y2 = s2.coord.y;
|
||||
if ( y2 < pymin )
|
||||
y2 = pymin;
|
||||
x2 = e.c - e.b * y2;
|
||||
if ( ( (x1 > pxmax) & (x2 > pxmax) ) | ( (x1 < pxmin) & (x2 < pxmin) ) )
|
||||
return;
|
||||
|
||||
if ( x1 > pxmax )
|
||||
{
|
||||
x1 = pxmax;
|
||||
y1 = ( e.c - x1 ) / e.b;
|
||||
}
|
||||
if ( x1 < pxmin )
|
||||
{
|
||||
x1 = pxmin;
|
||||
y1 = ( e.c - x1 ) / e.b;
|
||||
}
|
||||
if ( x2 > pxmax )
|
||||
{
|
||||
x2 = pxmax;
|
||||
y2 = ( e.c - x2 ) / e.b;
|
||||
}
|
||||
if ( x2 < pxmin )
|
||||
{
|
||||
x2 = pxmin;
|
||||
y2 = ( e.c - x2 ) / e.b;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
x1 = pxmin;
|
||||
if ( s1 != null && s1.coord.x > pxmin )
|
||||
x1 = s1.coord.x;
|
||||
if ( x1 > pxmax )
|
||||
x1 = pxmax;
|
||||
y1 = e.c - e.a * x1;
|
||||
|
||||
x2 = pxmax;
|
||||
if ( s2 != null && s2.coord.x < pxmax )
|
||||
x2 = s2.coord.x;
|
||||
if ( x2 < pxmin )
|
||||
x2 = pxmin;
|
||||
y2 = e.c - e.a * x2;
|
||||
|
||||
if (((y1 > pymax) & (y2 > pymax)) | ((y1 < pymin) & (y2 < pymin)))
|
||||
return;
|
||||
|
||||
if ( y1 > pymax )
|
||||
{
|
||||
y1 = pymax;
|
||||
x1 = ( e.c - y1 ) / e.a;
|
||||
}
|
||||
if ( y1 < pymin )
|
||||
{
|
||||
y1 = pymin;
|
||||
x1 = ( e.c - y1 ) / e.a;
|
||||
}
|
||||
if ( y2 > pymax )
|
||||
{
|
||||
y2 = pymax;
|
||||
x2 = ( e.c - y2 ) / e.a;
|
||||
}
|
||||
if ( y2 < pymin )
|
||||
{
|
||||
y2 = pymin;
|
||||
x2 = ( e.c - y2 ) / e.a;
|
||||
}
|
||||
}
|
||||
|
||||
pushGraphEdge(e.reg[0], e.reg[1], new Vector2((float)x1, (float)y1), new Vector2((float)x2, (float)y2));
|
||||
}
|
||||
|
||||
private void endpoint( Edge e, int lr, Site s )
|
||||
{
|
||||
e.ep[lr] = s;
|
||||
if ( e.ep[RE - lr] == null )
|
||||
return;
|
||||
clip_line ( e );
|
||||
}
|
||||
|
||||
/* returns true if p is to right of halfedge e */
|
||||
private bool right_of(Halfedge el, Point p)
|
||||
{
|
||||
Edge e;
|
||||
Site topsite;
|
||||
bool right_of_site;
|
||||
bool above, fast;
|
||||
double dxp, dyp, dxs, t1, t2, t3, yl;
|
||||
|
||||
e = el.ELedge;
|
||||
topsite = e.reg[1];
|
||||
|
||||
if ( p.x > topsite.coord.x )
|
||||
right_of_site = true;
|
||||
else
|
||||
right_of_site = false;
|
||||
|
||||
if ( right_of_site && el.ELpm == LE )
|
||||
return true;
|
||||
if (!right_of_site && el.ELpm == RE )
|
||||
return false;
|
||||
|
||||
if ( e.a == 1.0 )
|
||||
{
|
||||
dxp = p.x - topsite.coord.x;
|
||||
dyp = p.y - topsite.coord.y;
|
||||
fast = false;
|
||||
|
||||
if ( (!right_of_site & (e.b < 0.0)) | (right_of_site & (e.b >= 0.0)) )
|
||||
{
|
||||
above = dyp >= e.b * dxp;
|
||||
fast = above;
|
||||
}
|
||||
else
|
||||
{
|
||||
above = p.x + p.y * e.b > e.c;
|
||||
if ( e.b < 0.0 )
|
||||
above = !above;
|
||||
if ( !above )
|
||||
fast = true;
|
||||
}
|
||||
if ( !fast )
|
||||
{
|
||||
dxs = topsite.coord.x - ( e.reg[0] ).coord.x;
|
||||
above = e.b * (dxp * dxp - dyp * dyp)
|
||||
< dxs * dyp * (1.0 + 2.0 * dxp / dxs + e.b * e.b);
|
||||
|
||||
if ( e.b < 0 )
|
||||
above = !above;
|
||||
}
|
||||
}
|
||||
else // e.b == 1.0
|
||||
{
|
||||
yl = e.c - e.a * p.x;
|
||||
t1 = p.y - yl;
|
||||
t2 = p.x - topsite.coord.x;
|
||||
t3 = yl - topsite.coord.y;
|
||||
above = t1 * t1 > t2 * t2 + t3 * t3;
|
||||
}
|
||||
return ( el.ELpm == LE ? above : !above );
|
||||
}
|
||||
|
||||
private Site rightreg(Halfedge he)
|
||||
{
|
||||
if (he.ELedge == (Edge) null)
|
||||
// if this halfedge has no edge, return the bottom site (whatever
|
||||
// that is)
|
||||
{
|
||||
return (bottomsite);
|
||||
}
|
||||
|
||||
// if the ELpm field is zero, return the site 0 that this edge bisects,
|
||||
// otherwise return site number 1
|
||||
return (he.ELpm == LE ? he.ELedge.reg[RE] : he.ELedge.reg[LE]);
|
||||
}
|
||||
|
||||
private double dist( Site s, Site t )
|
||||
{
|
||||
double dx, dy;
|
||||
dx = s.coord.x - t.coord.x;
|
||||
dy = s.coord.y - t.coord.y;
|
||||
return Math.Sqrt ( dx * dx + dy * dy );
|
||||
}
|
||||
|
||||
// create a new site where the HalfEdges el1 and el2 intersect - note that
|
||||
// the Point in the argument list is not used, don't know why it's there
|
||||
private Site intersect( Halfedge el1, Halfedge el2 )
|
||||
{
|
||||
Edge e1, e2, e;
|
||||
Halfedge el;
|
||||
double d, xint, yint;
|
||||
bool right_of_site;
|
||||
Site v; // vertex
|
||||
|
||||
e1 = el1.ELedge;
|
||||
e2 = el2.ELedge;
|
||||
|
||||
if ( e1 == null || e2 == null )
|
||||
return null;
|
||||
|
||||
// if the two edges bisect the same parent, return null
|
||||
if ( e1.reg[1] == e2.reg[1] )
|
||||
return null;
|
||||
|
||||
d = e1.a * e2.b - e1.b * e2.a;
|
||||
if ( -1.0e-10 < d && d < 1.0e-10 )
|
||||
return null;
|
||||
|
||||
xint = ( e1.c * e2.b - e2.c * e1.b ) / d;
|
||||
yint = ( e2.c * e1.a - e1.c * e2.a ) / d;
|
||||
|
||||
if ( (e1.reg[1].coord.y < e2.reg[1].coord.y)
|
||||
|| (e1.reg[1].coord.y == e2.reg[1].coord.y && e1.reg[1].coord.x < e2.reg[1].coord.x) )
|
||||
{
|
||||
el = el1;
|
||||
e = e1;
|
||||
}
|
||||
else
|
||||
{
|
||||
el = el2;
|
||||
e = e2;
|
||||
}
|
||||
|
||||
right_of_site = xint >= e.reg[1].coord.x;
|
||||
if ((right_of_site && el.ELpm == LE)
|
||||
|| (!right_of_site && el.ELpm == RE))
|
||||
return null;
|
||||
|
||||
// create a new site at the point of intersection - this is a new vector
|
||||
// event waiting to happen
|
||||
v = new Site();
|
||||
v.coord.x = xint;
|
||||
v.coord.y = yint;
|
||||
return v;
|
||||
}
|
||||
|
||||
/*
|
||||
* implicit parameters: nsites, sqrt_nsites, xmin, xmax, ymin, ymax, deltax,
|
||||
* deltay (can all be estimates). Performance suffers if they are wrong;
|
||||
* better to make nsites, deltax, and deltay too big than too small. (?)
|
||||
*/
|
||||
private bool voronoi_bd()
|
||||
{
|
||||
Site newsite, bot, top, temp, p;
|
||||
Site v;
|
||||
Point newintstar = null;
|
||||
int pm;
|
||||
Halfedge lbnd, rbnd, llbnd, rrbnd, bisector;
|
||||
Edge e;
|
||||
|
||||
PQinitialize();
|
||||
ELinitialize();
|
||||
|
||||
bottomsite = nextone();
|
||||
newsite = nextone();
|
||||
while (true)
|
||||
{
|
||||
if (!PQempty())
|
||||
{
|
||||
newintstar = PQ_min();
|
||||
}
|
||||
// if the lowest site has a smaller y value than the lowest vector
|
||||
// intersection,
|
||||
// process the site otherwise process the vector intersection
|
||||
|
||||
if (newsite != null && (PQempty()
|
||||
|| newsite.coord.y < newintstar.y
|
||||
|| (newsite.coord.y == newintstar.y
|
||||
&& newsite.coord.x < newintstar.x)))
|
||||
{
|
||||
/* new site is smallest -this is a site event */
|
||||
// get the first HalfEdge to the LEFT of the new site
|
||||
lbnd = ELleftbnd((newsite.coord));
|
||||
// get the first HalfEdge to the RIGHT of the new site
|
||||
rbnd = ELright(lbnd);
|
||||
// if this halfedge has no edge,bot =bottom site (whatever that
|
||||
// is)
|
||||
bot = rightreg(lbnd);
|
||||
// create a new edge that bisects
|
||||
e = bisect(bot, newsite);
|
||||
|
||||
// create a new HalfEdge, setting its ELpm field to 0
|
||||
bisector = HEcreate(e, LE);
|
||||
// insert this new bisector edge between the left and right
|
||||
// vectors in a linked list
|
||||
ELinsert(lbnd, bisector);
|
||||
|
||||
// if the new bisector intersects with the left edge,
|
||||
// remove the left edge's vertex, and put in the new one
|
||||
if ((p = intersect(lbnd, bisector)) != null)
|
||||
{
|
||||
PQdelete(lbnd);
|
||||
PQinsert(lbnd, p, dist(p, newsite));
|
||||
}
|
||||
lbnd = bisector;
|
||||
// create a new HalfEdge, setting its ELpm field to 1
|
||||
bisector = HEcreate(e, RE);
|
||||
// insert the new HE to the right of the original bisector
|
||||
// earlier in the IF stmt
|
||||
ELinsert(lbnd, bisector);
|
||||
|
||||
// if this new bisector intersects with the new HalfEdge
|
||||
if ((p = intersect(bisector, rbnd)) != null)
|
||||
{
|
||||
// push the HE into the ordered linked list of vertices
|
||||
PQinsert(bisector, p, dist(p, newsite));
|
||||
}
|
||||
newsite = nextone();
|
||||
} else if (!PQempty())
|
||||
/* intersection is smallest - this is a vector event */
|
||||
{
|
||||
// pop the HalfEdge with the lowest vector off the ordered list
|
||||
// of vectors
|
||||
lbnd = PQextractmin();
|
||||
// get the HalfEdge to the left of the above HE
|
||||
llbnd = ELleft(lbnd);
|
||||
// get the HalfEdge to the right of the above HE
|
||||
rbnd = ELright(lbnd);
|
||||
// get the HalfEdge to the right of the HE to the right of the
|
||||
// lowest HE
|
||||
rrbnd = ELright(rbnd);
|
||||
// get the Site to the left of the left HE which it bisects
|
||||
bot = leftreg(lbnd);
|
||||
// get the Site to the right of the right HE which it bisects
|
||||
top = rightreg(rbnd);
|
||||
|
||||
v = lbnd.vertex; // get the vertex that caused this event
|
||||
makevertex(v); // set the vertex number - couldn't do this
|
||||
// earlier since we didn't know when it would be processed
|
||||
endpoint(lbnd.ELedge, lbnd.ELpm, v);
|
||||
// set the endpoint of
|
||||
// the left HalfEdge to be this vector
|
||||
endpoint(rbnd.ELedge, rbnd.ELpm, v);
|
||||
// set the endpoint of the right HalfEdge to
|
||||
// be this vector
|
||||
ELdelete(lbnd); // mark the lowest HE for
|
||||
// deletion - can't delete yet because there might be pointers
|
||||
// to it in Hash Map
|
||||
PQdelete(rbnd);
|
||||
// remove all vertex events to do with the right HE
|
||||
ELdelete(rbnd); // mark the right HE for
|
||||
// deletion - can't delete yet because there might be pointers
|
||||
// to it in Hash Map
|
||||
pm = LE; // set the pm variable to zero
|
||||
|
||||
if (bot.coord.y > top.coord.y)
|
||||
// if the site to the left of the event is higher than the
|
||||
// Site
|
||||
{ // to the right of it, then swap them and set the 'pm'
|
||||
// variable to 1
|
||||
temp = bot;
|
||||
bot = top;
|
||||
top = temp;
|
||||
pm = RE;
|
||||
}
|
||||
e = bisect(bot, top); // create an Edge (or line)
|
||||
// that is between the two Sites. This creates the formula of
|
||||
// the line, and assigns a line number to it
|
||||
bisector = HEcreate(e, pm); // create a HE from the Edge 'e',
|
||||
// and make it point to that edge
|
||||
// with its ELedge field
|
||||
ELinsert(llbnd, bisector); // insert the new bisector to the
|
||||
// right of the left HE
|
||||
endpoint(e, RE - pm, v); // set one endpoint to the new edge
|
||||
// to be the vector point 'v'.
|
||||
// If the site to the left of this bisector is higher than the
|
||||
// right Site, then this endpoint
|
||||
// is put in position 0; otherwise in pos 1
|
||||
|
||||
// if left HE and the new bisector intersect, then delete
|
||||
// the left HE, and reinsert it
|
||||
if ((p = intersect(llbnd, bisector)) != null)
|
||||
{
|
||||
PQdelete(llbnd);
|
||||
PQinsert(llbnd, p, dist(p, bot));
|
||||
}
|
||||
|
||||
// if right HE and the new bisector intersect, then
|
||||
// reinsert it
|
||||
if ((p = intersect(bisector, rrbnd)) != null)
|
||||
{
|
||||
PQinsert(bisector, p, dist(p, bot));
|
||||
}
|
||||
} else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (lbnd = ELright(ELleftend); lbnd != ELrightend; lbnd = ELright(lbnd))
|
||||
{
|
||||
e = lbnd.ELedge;
|
||||
clip_line(e);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public List<GraphEdge> MakeVoronoiGraph(List<Vector2> sites, int width, int height)
|
||||
{
|
||||
double[] xVal = new double[sites.Count];
|
||||
double[] yVal = new double[sites.Count];
|
||||
for (int i = 0; i < sites.Count; i++)
|
||||
{
|
||||
xVal[i] = sites[i].X;
|
||||
yVal[i] = sites[i].Y;
|
||||
}
|
||||
return generateVoronoi(xVal, yVal, 0, width, 0, height);
|
||||
}
|
||||
|
||||
} // Voronoi Class End
|
||||
} // namespace Voronoi2 End
|
||||
181
Subsurface/Source/Map/Levels/VoronoiElements.cs
Normal file
181
Subsurface/Source/Map/Levels/VoronoiElements.cs
Normal file
@@ -0,0 +1,181 @@
|
||||
/*
|
||||
* Created by SharpDevelop.
|
||||
* User: Burhan
|
||||
* Date: 17/06/2014
|
||||
* Time: 09:29 م
|
||||
*
|
||||
* To change this template use Tools | Options | Coding | Edit Standard Headers.
|
||||
*/
|
||||
|
||||
/*
|
||||
Copyright 2011 James Humphreys. All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, are
|
||||
permitted provided that the following conditions are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright notice, this list of
|
||||
conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions in binary form must reproduce the above copyright notice, this list
|
||||
of conditions and the following disclaimer in the documentation and/or other materials
|
||||
provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY James Humphreys ``AS IS'' AND ANY EXPRESS OR IMPLIED
|
||||
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
||||
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
The views and conclusions contained in the software and documentation are those of the
|
||||
authors and should not be interpreted as representing official policies, either expressed
|
||||
or implied, of James Humphreys.
|
||||
*/
|
||||
|
||||
/*
|
||||
* C# Version by Burhan Joukhadar
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Subsurface;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Voronoi2
|
||||
{
|
||||
public class Point
|
||||
{
|
||||
public double x, y;
|
||||
|
||||
public Point ()
|
||||
{
|
||||
}
|
||||
|
||||
public void setPoint ( double x, double y )
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
// use for sites and vertecies
|
||||
public class Site
|
||||
{
|
||||
public Point coord;
|
||||
public int sitenbr;
|
||||
|
||||
public Site ()
|
||||
{
|
||||
coord = new Point();
|
||||
}
|
||||
}
|
||||
|
||||
public class Edge
|
||||
{
|
||||
public double a = 0, b = 0, c = 0;
|
||||
public Site[] ep;
|
||||
public Site[] reg;
|
||||
public int edgenbr;
|
||||
|
||||
public Edge ()
|
||||
{
|
||||
ep = new Site[2];
|
||||
reg = new Site[2];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class Halfedge
|
||||
{
|
||||
public Halfedge ELleft, ELright;
|
||||
public Edge ELedge;
|
||||
public bool deleted;
|
||||
public int ELpm;
|
||||
public Site vertex;
|
||||
public double ystar;
|
||||
public Halfedge PQnext;
|
||||
|
||||
public Halfedge ()
|
||||
{
|
||||
PQnext = null;
|
||||
}
|
||||
}
|
||||
|
||||
public class VoronoiCell
|
||||
{
|
||||
public List<GraphEdge> edges;
|
||||
public Site site;
|
||||
|
||||
public List<Vector2> bodyVertices;
|
||||
|
||||
public Body body;
|
||||
|
||||
public Vector2 Center
|
||||
{
|
||||
get { return new Vector2((float)site.coord.x, (float)site.coord.y); }
|
||||
}
|
||||
|
||||
public VoronoiCell(Site site)
|
||||
{
|
||||
edges = new List<GraphEdge>();
|
||||
bodyVertices = new List<Vector2>();
|
||||
//bodies = new List<Body>();
|
||||
this.site = site;
|
||||
}
|
||||
}
|
||||
|
||||
public class GraphEdge
|
||||
{
|
||||
public Vector2 point1, point2;
|
||||
public Site site1, site2;
|
||||
public VoronoiCell cell1, cell2;
|
||||
|
||||
public bool isSolid;
|
||||
|
||||
public VoronoiCell AdjacentCell(VoronoiCell cell)
|
||||
{
|
||||
if (cell1==cell)
|
||||
{
|
||||
return cell2;
|
||||
}
|
||||
else if (cell2==cell)
|
||||
{
|
||||
return cell1;
|
||||
}
|
||||
else
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// للترتيب
|
||||
public class SiteSorterYX : IComparer<Site>
|
||||
{
|
||||
public int Compare ( Site p1, Site p2 )
|
||||
{
|
||||
Point s1 = p1.coord;
|
||||
Point s2 = p2.coord;
|
||||
if ( s1.y < s2.y ) return -1;
|
||||
if ( s1.y > s2.y ) return 1;
|
||||
if ( s1.x < s2.x ) return -1;
|
||||
if ( s1.x > s2.x ) return 1;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user