Farseer physics body generation from voronoi cells
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@@ -200,7 +200,7 @@ namespace Subsurface
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}
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break;
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case "generatelevel":
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Game1.Level = new Level(Game1.localRandom.Next(), 20, 5000, 5000);
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Game1.Level = new Level(Game1.localRandom.Next(), 20, 500, 500);
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break;
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case "fowenabled":
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case "fow":
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@@ -41,7 +41,7 @@ namespace Subsurface
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{
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for (int i = 0; i<2; i++)
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{
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int site = (i==0) ? ge.site1 : ge.site2;
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Site site = (i==0) ? ge.site1 : ge.site2;
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VoronoiCell cell = cells.Find(c => c.site == site);
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if (cell == null)
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{
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@@ -60,11 +60,11 @@ namespace Subsurface
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List<Vector2> vlist = new List<Vector2>();
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foreach (GraphEdge ge in cell.edges)
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{
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if (vlist.Contains(ge.point1)) continue;
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vlist.Add(ge.point1);
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if (!vlist.Contains(ge.point1)) vlist.Add(ge.point1);
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if (!vlist.Contains(ge.point2)) vlist.Add(ge.point2);
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}
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if (vlist.Count < 2) continue;
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if (vlist.Count < 3) continue;
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for (int i = 0; i < vlist.Count; i++ )
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{
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@@ -74,7 +74,7 @@ namespace Subsurface
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//get farseer 'vertices' from vectors
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Vertices _shapevertices = new Vertices(vlist);
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//_shapevertices.Sort(less);
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_shapevertices.Sort(new CompareCCW(cell.Center));
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//feed vertices array to BodyFactory.CreatePolygon to get a new farseer polygonal body
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Body _newBody = BodyFactory.CreatePolygon(Game1.world, _shapevertices, 15);
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@@ -85,29 +85,6 @@ namespace Subsurface
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}
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}
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public int Compare(Vector2 a, Vector2 b, Vector2 center)
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{
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if (a.X - center.X >= 0 && b.X - center.X < 0) return 1;
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if (a.X - center.X < 0 && b.X - center.X >= 0) return -1;
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if (a.X - center.X == 0 && b.X - center.X == 0)
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{
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if (a.Y - center.Y >= 0 || b.Y - center.Y >= 0) return Math.Sign(a.Y - b.Y);
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return Math.Sign(b.Y-a.Y);
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}
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// compute the cross product of vectors (center -> a) x (center -> b)
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float det = (a.X - center.X) * (b.Y - center.Y) - (b.X - center.X) * (a.Y - center.Y);
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if (det < 0) return 1;
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if (det > 0) return -1;
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// points a and b are on the same line from the center
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// check which point is closer to the center
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float d1 = (a.X - center.X) * (a.X - center.X) + (a.Y - center.Y) * (a.Y - center.Y);
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float d2 = (b.X - center.X) * (b.X - center.X) + (b.Y - center.Y) * (b.Y - center.Y);
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return Math.Sign(d1 - d2);
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}
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List<GraphEdge> MakeVoronoiGraph(List<PointF> sites, Voronoi voronoi, int width, int height)
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{
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double[] xVal = new double[sites.Count];
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@@ -132,4 +109,35 @@ namespace Subsurface
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}
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}
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class CompareCCW : IComparer<Vector2>
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{
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private Vector2 center;
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public CompareCCW(Vector2 center)
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{
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this.center = center;
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}
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public int Compare(Vector2 a, Vector2 b)
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{
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if (a.X - center.X >= 0 && b.X - center.X < 0) return 1;
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if (a.X - center.X < 0 && b.X - center.X >= 0) return -1;
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if (a.X - center.X == 0 && b.X - center.X == 0)
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{
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if (a.Y - center.Y >= 0 || b.Y - center.Y >= 0) return Math.Sign(a.Y - b.Y);
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return Math.Sign(b.Y - a.Y);
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}
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// compute the cross product of vectors (center -> a) x (center -> b)
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float det = (a.X - center.X) * (b.Y - center.Y) - (b.X - center.X) * (a.Y - center.Y);
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if (det < 0) return 1;
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if (det > 0) return -1;
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// points a and b are on the same line from the center
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// check which point is closer to the center
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float d1 = (a.X - center.X) * (a.X - center.X) + (a.Y - center.Y) * (a.Y - center.Y);
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float d2 = (b.X - center.X) * (b.X - center.X) + (b.Y - center.Y) * (b.Y - center.Y);
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return Math.Sign(d1 - d2);
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}
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}
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}
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@@ -543,8 +543,8 @@ namespace Voronoi2
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newEdge.point1 = point1;
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newEdge.point2 = point2;
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newEdge.site1 = leftSite.sitenbr;
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newEdge.site2 = rightSite.sitenbr;
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newEdge.site1 = leftSite;
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newEdge.site2 = rightSite;
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}
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private void clip_line( Edge e )
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@@ -117,9 +117,14 @@ namespace Voronoi2
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public class VoronoiCell
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{
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public List<GraphEdge> edges;
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public int site;
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public Site site;
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public VoronoiCell(int site)
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public Vector2 Center
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{
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get { return new Vector2((float)site.coord.x, (float)site.coord.y); }
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}
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public VoronoiCell(Site site)
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{
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edges = new List<GraphEdge>();
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this.site = site;
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@@ -129,7 +134,7 @@ namespace Voronoi2
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public class GraphEdge
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{
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public Vector2 point1, point2;
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public int site1, site2;
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public Site site1, site2;
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}
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// للترتيب
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