Added randomly generated ocean floors. Atm the bottom is too deep to reach in most levels and there's not much to explore down there, but the plan is to have some levels where the bottom or some of the bottom formations are reachable (because we need hydrothermal vents!).

Ice walls also use vertex colors now, could be used to add some cosmetic variety to the levels.
This commit is contained in:
Joonas Rikkonen
2017-08-15 19:19:48 +03:00
parent 6fe9130dd8
commit 9c372137bd
16 changed files with 426 additions and 305 deletions
@@ -0,0 +1,90 @@
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using Voronoi2;
namespace Barotrauma
{
partial class LevelWall : IDisposable
{
private List<VoronoiCell> cells;
public List<VoronoiCell> Cells
{
get { return cells; }
}
private List<Body> bodies;
public LevelWall(List<Vector2> edgePositions, Vector2 extendAmount, Color color)
{
cells = new List<VoronoiCell>();
for (int i = 0; i < edgePositions.Count - 1; i++)
{
Vector2[] vertices = new Vector2[4];
vertices[0] = edgePositions[i];
vertices[1] = edgePositions[i + 1];
vertices[2] = vertices[0] + extendAmount;
vertices[3] = vertices[1] + extendAmount;
VoronoiCell wallCell = new VoronoiCell(vertices);
wallCell.edges[0].cell1 = wallCell;
wallCell.edges[1].cell1 = wallCell;
wallCell.edges[2].cell1 = wallCell;
wallCell.edges[3].cell1 = wallCell;
wallCell.edges[0].isSolid = true;
if (i > 1)
{
wallCell.edges[3].cell2 = cells[i - 1];
cells[i - 1].edges[1].cell2 = wallCell;
}
cells.Add(wallCell);
}
List<Vector2[]> triangles;
bodies = CaveGenerator.GeneratePolygons(cells, out triangles, false);
#if CLIENT
List<VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles);
SetBodyVertices(bodyVertices.ToArray(), color);
SetWallVertices(CaveGenerator.GenerateWallShapes(cells), color);
#endif
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
#if CLIENT
if (wallVertices != null)
{
wallVertices.Dispose();
wallVertices = null;
}
if (bodyVertices != null)
{
BodyVertices.Dispose();
bodyVertices = null;
}
#endif
if (bodies != null)
{
bodies.Clear();
bodies = null;
}
}
}
}