Voronoi diagram generation
This commit is contained in:
135
Subsurface/Map/Level.cs
Normal file
135
Subsurface/Map/Level.cs
Normal file
@@ -0,0 +1,135 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Subsurface
|
||||
{
|
||||
class Level
|
||||
{
|
||||
private int seed;
|
||||
|
||||
List<Body> bodies;
|
||||
List<VoronoiCell> cells;
|
||||
|
||||
public Level(int seed, int siteCount, int width, int height)
|
||||
{
|
||||
this.seed = seed;
|
||||
|
||||
Voronoi voronoi = new Voronoi(1.0);
|
||||
|
||||
List<PointF> sites = new List<PointF>();
|
||||
Random rand = new Random(seed);
|
||||
|
||||
for (int i = 0; i < siteCount; i++)
|
||||
{
|
||||
sites.Add(new PointF((float)(rand.NextDouble() * width), (float)(rand.NextDouble() * width)));
|
||||
}
|
||||
|
||||
List<GraphEdge> graphEdges = MakeVoronoiGraph(sites, voronoi, width, height);
|
||||
|
||||
cells = new List<VoronoiCell>();
|
||||
foreach (GraphEdge ge in graphEdges)
|
||||
{
|
||||
for (int i = 0; i<2; i++)
|
||||
{
|
||||
int site = (i==0) ? ge.site1 : ge.site2;
|
||||
VoronoiCell cell = cells.Find(c => c.site == site);
|
||||
if (cell == null)
|
||||
{
|
||||
cell = new VoronoiCell(site);
|
||||
cells.Add(cell);
|
||||
}
|
||||
if (!cell.edges.Contains(ge)) cell.edges.Add(ge);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bodies = new List<Body>();
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
//List of vectors defining my custom poly
|
||||
List<Vector2> vlist = new List<Vector2>();
|
||||
foreach (GraphEdge ge in cell.edges)
|
||||
{
|
||||
if (vlist.Contains(ge.point1)) continue;
|
||||
vlist.Add(ge.point1);
|
||||
}
|
||||
|
||||
if (vlist.Count < 2) continue;
|
||||
|
||||
for (int i = 0; i < vlist.Count; i++ )
|
||||
{
|
||||
vlist[i] = ConvertUnits.ToSimUnits(vlist[i]);
|
||||
}
|
||||
|
||||
|
||||
//get farseer 'vertices' from vectors
|
||||
Vertices _shapevertices = new Vertices(vlist);
|
||||
//_shapevertices.Sort(less);
|
||||
|
||||
//feed vertices array to BodyFactory.CreatePolygon to get a new farseer polygonal body
|
||||
Body _newBody = BodyFactory.CreatePolygon(Game1.world, _shapevertices, 15);
|
||||
_newBody.BodyType = BodyType.Static;
|
||||
_newBody.CollisionCategories = Physics.CollisionWall;
|
||||
|
||||
bodies.Add(_newBody);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public int Compare(Vector2 a, Vector2 b, Vector2 center)
|
||||
{
|
||||
if (a.X - center.X >= 0 && b.X - center.X < 0) return 1;
|
||||
if (a.X - center.X < 0 && b.X - center.X >= 0) return -1;
|
||||
if (a.X - center.X == 0 && b.X - center.X == 0)
|
||||
{
|
||||
if (a.Y - center.Y >= 0 || b.Y - center.Y >= 0) return Math.Sign(a.Y - b.Y);
|
||||
return Math.Sign(b.Y-a.Y);
|
||||
}
|
||||
|
||||
// compute the cross product of vectors (center -> a) x (center -> b)
|
||||
float det = (a.X - center.X) * (b.Y - center.Y) - (b.X - center.X) * (a.Y - center.Y);
|
||||
if (det < 0) return 1;
|
||||
if (det > 0) return -1;
|
||||
|
||||
// points a and b are on the same line from the center
|
||||
// check which point is closer to the center
|
||||
float d1 = (a.X - center.X) * (a.X - center.X) + (a.Y - center.Y) * (a.Y - center.Y);
|
||||
float d2 = (b.X - center.X) * (b.X - center.X) + (b.Y - center.Y) * (b.Y - center.Y);
|
||||
return Math.Sign(d1 - d2);
|
||||
}
|
||||
|
||||
List<GraphEdge> MakeVoronoiGraph(List<PointF> sites, Voronoi voronoi, 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 voronoi.generateVoronoi(xVal, yVal, 0, width, 0, height);
|
||||
}
|
||||
|
||||
public void Render(SpriteBatch spriteBatch)
|
||||
{
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
for (int i = 0; i<cell.edges.Count; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, cell.edges[i].point1, cell.edges[i].point2, Microsoft.Xna.Framework.Color.Red);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user