Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions

View File

@@ -9,26 +9,56 @@ namespace Barotrauma
{
static partial class CaveGenerator
{
public static List<VertexPositionTexture> GenerateWallVertices(List<Vector2[]> triangles, LevelGenerationParams generationParams, float zCoord)
public static List<VertexPositionColor> GenerateWallVertices(List<Vector2[]> triangles, Color color, float zCoord)
{
var vertices = new List<VertexPositionTexture>();
var vertices = new List<VertexPositionColor>();
for (int i = 0; i < triangles.Count; i++)
{
foreach (Vector2 vertex in triangles[i])
{
Vector2 uvCoords = vertex / generationParams.WallTextureSize;
vertices.Add(new VertexPositionTexture(new Vector3(vertex, zCoord), uvCoords));
vertices.Add(new VertexPositionColor(new Vector3(vertex, zCoord), color));
}
}
return vertices;
}
public static List<VertexPositionTexture> GenerateWallEdgeVertices(List<VoronoiCell> cells, Level level, float zCoord)
/// <summary>
/// Generates texture coordinates for the vertices based on their positions
/// </summary>
public static VertexPositionColorTexture[] ConvertToTextured(VertexPositionColor[] verts, float textureSize)
{
float outWardThickness = level.GenerationParams.WallEdgeExpandOutwardsAmount;
VertexPositionColorTexture[] texturedVerts = new VertexPositionColorTexture[verts.Length];
for (int i = 0; i < verts.Length; i++)
{
VertexPositionColor vertex = verts[i];
texturedVerts[i] = new VertexPositionColorTexture(vertex.Position, vertex.Color, textureCoordinate: Vector2.Zero);
}
GenerateTextureCoordinates(texturedVerts, textureSize);
return texturedVerts;
}
List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
/// <summary>
/// Generates texture coordinates for the vertices based on their positions
/// </summary>
public static void GenerateTextureCoordinates(VertexPositionColorTexture[] verts, float textureSize)
{
for (int i = 0; i < verts.Length; i++)
{
VertexPositionColorTexture vertex = verts[i];
Vector2 uvCoords = new Vector2(vertex.Position.X, vertex.Position.Y) / textureSize;
verts[i] = new VertexPositionColorTexture(verts[i].Position, verts[i].Color, uvCoords);
}
}
public static List<VertexPositionColorTexture> GenerateWallEdgeVertices(
List<VoronoiCell> cells,
float expandOutwards, float expandInwards,
Color outerColor, Color innerColor,
Level level, float zCoord, bool preventExpandThroughCell = false)
{
float outWardThickness = expandOutwards;
List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
foreach (VoronoiCell cell in cells)
{
Vector2 minVert = cell.Edges[0].Point1;
@@ -49,7 +79,10 @@ namespace Barotrauma
{
if (!edge.IsSolid) { continue; }
GraphEdge leftEdge = cell.Edges.Find(e => e != edge && (edge.Point1.NearlyEquals(e.Point1) || edge.Point1.NearlyEquals(e.Point2)));
//the left-side edge on this same cell
GraphEdge myLeftEdge = cell.Edges.Find(e => e != edge && (edge.Point1.NearlyEquals(e.Point1) || edge.Point1.NearlyEquals(e.Point2)));
//the left-side edge on either this cell, or the adjacent one if this is attached to another cell
GraphEdge leftEdge = myLeftEdge;
var leftAdjacentCell = leftEdge?.AdjacentCell(cell);
if (leftAdjacentCell != null)
{
@@ -57,7 +90,10 @@ namespace Barotrauma
if (adjEdge != null) { leftEdge = adjEdge; }
}
GraphEdge rightEdge = cell.Edges.Find(e => e != edge && (edge.Point2.NearlyEquals(e.Point1) || edge.Point2.NearlyEquals(e.Point2)));
//the right-side edge on this same cell
GraphEdge myRightEdge = cell.Edges.Find(e => e != edge && (edge.Point2.NearlyEquals(e.Point1) || edge.Point2.NearlyEquals(e.Point2)));
//the right-side edge on either this cell, or the adjacent one if this is attached to another cell
GraphEdge rightEdge = myRightEdge;
var rightAdjacentCell = rightEdge?.AdjacentCell(cell);
if (rightAdjacentCell != null)
{
@@ -67,18 +103,25 @@ namespace Barotrauma
Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
float inwardThickness1 = level.GenerationParams.WallEdgeExpandInwardsAmount;
float inwardThickness2 = level.GenerationParams.WallEdgeExpandInwardsAmount;
float inwardThickness1 = Math.Min(expandInwards, edge.Length);
float inwardThickness2 = inwardThickness1;
if (leftEdge != null && !leftEdge.IsSolid)
{
//the left-side edge is non-solid (an edge between two cells, not an actual solid wall edge)
// -> expand in the direction of that edge
leftNormal = edge.Point1.NearlyEquals(leftEdge.Point1) ?
Vector2.Normalize(leftEdge.Point2 - leftEdge.Point1) :
Vector2.Normalize(leftEdge.Point1 - leftEdge.Point2);
//maximum expansion is half of the size of the edge (otherwise the expansions from different sides of the edge could overlap or even extend "through" the cell)
inwardThickness1 = Math.Min(inwardThickness1, leftEdge.Length / 2);
}
else if (leftEdge != null)
{
//use the average of this edge's and the adjacent edge's normals
leftNormal = -Vector2.Normalize(edge.GetNormal(cell) + leftEdge.GetNormal(leftAdjacentCell ?? cell));
if (!MathUtils.IsValid(leftNormal)) { leftNormal = -edge.GetNormal(cell); }
//maximum expansion is the length of the adjacent edge (more expansion causes the textures to distort)
inwardThickness1 = Math.Min(Math.Min(inwardThickness1, leftEdge.Length), myLeftEdge.Length);
}
else
{
@@ -109,11 +152,13 @@ namespace Barotrauma
rightNormal = edge.Point2.NearlyEquals(rightEdge.Point1) ?
Vector2.Normalize(rightEdge.Point2 - rightEdge.Point1) :
Vector2.Normalize(rightEdge.Point1 - rightEdge.Point2);
inwardThickness2 = Math.Min(inwardThickness2, rightEdge.Length / 2);
}
else if (rightEdge != null)
{
rightNormal = -Vector2.Normalize(edge.GetNormal(cell) + rightEdge.GetNormal(rightAdjacentCell ?? cell));
if (!MathUtils.IsValid(rightNormal)) { rightNormal = -edge.GetNormal(cell); }
inwardThickness2 = Math.Min(Math.Min(inwardThickness2, rightEdge.Length), myRightEdge.Length);
}
else
{
@@ -150,10 +195,51 @@ namespace Barotrauma
point1UV = point1UV / MathHelper.TwoPi * textureRepeatCount;
point2UV = point2UV / MathHelper.TwoPi * textureRepeatCount;
//if calculating the UVs based on polar coordinates would result in stretching (using less than 10% of the texture for a wall the size of the texture)
//just calculate the UVs based on the length of the wall
//(this will mean the textures don't align at point2, but it doesn't seem that noticeable)
if ((point2UV - point1UV) * level.GenerationParams.WallEdgeTextureWidth < edge.Length * 0.1f)
{
point2UV = point1UV + edge.Length / 2 / level.GenerationParams.WallEdgeTextureWidth;
}
//"extruding" inwards, need to make sure we don't make the edge poke through the cell from the other side
if (preventExpandThroughCell)
{
foreach (GraphEdge otherEdge in cell.Edges)
{
if (otherEdge == edge || Vector2.Dot(otherEdge.GetNormal(cell), edge.GetNormal(cell)) > 0) { continue; }
if (otherEdge != leftEdge)
{
inwardThickness1 = ClampThickness(otherEdge, edge.Point1, leftNormal, inwardThickness1);
}
if (otherEdge != rightEdge)
{
inwardThickness2 = ClampThickness(otherEdge, edge.Point2, rightNormal, inwardThickness2);
}
}
static float ClampThickness(GraphEdge otherEdge, Vector2 thisPoint, Vector2 thisEdgeNormal, float currThickness)
{
if (MathUtils.GetLineIntersection(
thisPoint, thisPoint + thisEdgeNormal * currThickness,
otherEdge.Point1, otherEdge.Point2, areLinesInfinite: false, out Vector2 intersection1))
{
return Math.Min(currThickness, Vector2.Distance(thisPoint, intersection1));
}
return currThickness;
}
}
//there needs to be some minimum amount of inward thickness,
//if the edge texture doesn't extend inside at all you can see through between the edge texture and the solid part of the cell
inwardThickness1 = Math.Max(inwardThickness1, Math.Min(100.0f, expandInwards));
inwardThickness2 = Math.Max(inwardThickness2, Math.Min(100.0f, expandInwards));
for (int i = 0; i < 2; i++)
{
Vector2[] verts = new Vector2[3];
VertexPositionTexture[] vertPos = new VertexPositionTexture[3];
VertexPositionColorTexture[] vertPos = new VertexPositionColorTexture[3];
if (i == 0)
{
@@ -161,9 +247,9 @@ namespace Barotrauma
verts[1] = edge.Point2 - rightNormal * outWardThickness;
verts[2] = edge.Point1 + leftNormal * inwardThickness1;
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], zCoord), new Vector2(point1UV, 0.0f));
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], zCoord), new Vector2(point2UV, 0.0f));
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], zCoord), new Vector2(point1UV, 1.0f));
vertPos[0] = new VertexPositionColorTexture(new Vector3(verts[0], zCoord), outerColor, new Vector2(point1UV, 0.0f));
vertPos[1] = new VertexPositionColorTexture(new Vector3(verts[1], zCoord), outerColor, new Vector2(point2UV, 0.0f));
vertPos[2] = new VertexPositionColorTexture(new Vector3(verts[2], zCoord), innerColor, new Vector2(point1UV, 1.0f));
}
else
{
@@ -172,9 +258,9 @@ namespace Barotrauma
verts[1] = edge.Point2 - rightNormal * outWardThickness;
verts[2] = edge.Point2 + rightNormal * inwardThickness2;
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], zCoord), new Vector2(point1UV, 1.0f));
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], zCoord), new Vector2(point2UV, 0.0f));
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], zCoord), new Vector2(point2UV, 1.0f));
vertPos[0] = new VertexPositionColorTexture(new Vector3(verts[0], zCoord), innerColor, new Vector2(point1UV, 1.0f));
vertPos[1] = new VertexPositionColorTexture(new Vector3(verts[1], zCoord), outerColor, new Vector2(point2UV, 0.0f));
vertPos[2] = new VertexPositionColorTexture(new Vector3(verts[2], zCoord), innerColor, new Vector2(point2UV, 1.0f));
}
vertices.AddRange(vertPos);
}