Cherry-picked de2136c (level physicsbody optimization)
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@@ -323,18 +323,9 @@ namespace Barotrauma
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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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//if (allowedEdges.Count==0)
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//{
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// edgeIndex = Rand.Int(currentCell.edges.Count, false);
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//}
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//else
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//{
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edgeIndex = Rand.Int(allowedEdges.Count, Rand.RandSync.Server);
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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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@@ -357,8 +348,8 @@ namespace Barotrauma
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return pathCells;
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}
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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<Vector2[]> renderTriangles, bool setSolid=true)
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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<Vector2[]> renderTriangles, bool setSolid = true)
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{
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renderTriangles = new List<Vector2[]>();
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var bodies = new List<Body>();
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@@ -366,6 +357,14 @@ namespace Barotrauma
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List<Vector2> tempVertices = new List<Vector2>();
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List<Vector2> bodyPoints = new List<Vector2>();
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Body cellBody = new Body(GameMain.World)
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{
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SleepingAllowed = false,
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BodyType = BodyType.Static,
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CollisionCategories = Physics.CollisionLevel
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};
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bodies.Add(cellBody);
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for (int n = cells.Count - 1; n >= 0; n-- )
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{
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VoronoiCell cell = cells[n];
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@@ -412,14 +411,12 @@ namespace Barotrauma
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cell.bodyVertices.Add(bodyPoints[i]);
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bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
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}
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if (cell.CellType == CellType.Empty) continue;
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cellBody.UserData = cell;
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var triangles = MathUtils.TriangulateConvexHull(bodyPoints, ConvertUnits.ToSimUnits(cell.Center));
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Body cellBody = new Body(GameMain.World);
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for (int i = 0; i < triangles.Count; i++)
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{
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//don't create a triangle if any of the vertices are too close to each other
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@@ -429,16 +426,11 @@ namespace Barotrauma
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Vector2.Distance(triangles[i][1], triangles[i][2]) < 0.05f) continue;
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Vertices bodyVertices = new Vertices(triangles[i]);
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FixtureFactory.AttachPolygon(bodyVertices, 5.0f, cellBody);
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var newFixture = FixtureFactory.AttachPolygon(bodyVertices, 5.0f, cellBody);
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newFixture.UserData = cell;
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}
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cellBody.UserData = cell;
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cellBody.SleepingAllowed = false;
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cellBody.BodyType = BodyType.Kinematic;
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cellBody.CollisionCategories = Physics.CollisionLevel;
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cell.body = cellBody;
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bodies.Add(cellBody);
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}
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return bodies;
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@@ -21,7 +21,6 @@ namespace Barotrauma
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public LevelWall(List<Vector2> edgePositions, Vector2 extendAmount, Color color)
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{
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cells = new List<VoronoiCell>();
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for (int i = 0; i < edgePositions.Count - 1; i++)
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{
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Vector2[] vertices = new Vector2[4];
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@@ -47,8 +46,7 @@ namespace Barotrauma
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cells.Add(wallCell);
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}
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List<Vector2[]> triangles;
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bodies = CaveGenerator.GeneratePolygons(cells, out triangles, false);
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bodies = CaveGenerator.GeneratePolygons(cells, out List<Vector2[]> triangles, false);
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#if CLIENT
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List<VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles);
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@@ -370,27 +370,22 @@ namespace Barotrauma
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public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
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{
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Limb limb = f2.Body.UserData as Limb;
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if (limb != null)
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if (f2.Body.UserData is Limb limb)
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{
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bool collision = CheckLimbCollision(contact, limb);
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if (collision) HandleLimbCollision(contact, limb);
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return collision;
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}
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VoronoiCell cell = f2.Body.UserData as VoronoiCell;
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if (cell != null)
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if (f2.UserData is VoronoiCell cell)
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{
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HandleLevelCollision(contact, Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center));
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return true;
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}
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Structure structure = f2.Body.UserData as Structure;
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if (structure != null)
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if (f2.Body.UserData is Structure structure)
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{
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Vector2 normal;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal, out points);
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contact.GetWorldManifold(out Vector2 normal, out FixedArray2<Vector2> points);
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if (contact.FixtureA.Body == f1.Body)
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{
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normal = -normal;
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@@ -400,8 +395,7 @@ namespace Barotrauma
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return true;
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}
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Submarine otherSub = f2.Body.UserData as Submarine;
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if (otherSub != null)
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if (f2.Body.UserData is Submarine otherSub)
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{
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HandleSubCollision(contact, otherSub);
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return true;
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@@ -486,8 +480,8 @@ namespace Barotrauma
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levelContact.GetWorldManifold(out contactNormal, out temp);
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//if the contact normal is pointing from the limb towards the level cell it's touching, flip the normal
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VoronoiCell cell = levelContact.FixtureB.Body.UserData is VoronoiCell ?
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((VoronoiCell)levelContact.FixtureB.Body.UserData) : ((VoronoiCell)levelContact.FixtureA.Body.UserData);
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VoronoiCell cell = levelContact.FixtureB.UserData is VoronoiCell ?
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((VoronoiCell)levelContact.FixtureB.UserData) : ((VoronoiCell)levelContact.FixtureA.UserData);
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var cellDiff = ConvertUnits.ToDisplayUnits(limb.body.SimPosition) - cell.Center;
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if (Vector2.Dot(contactNormal, cellDiff) < 0)
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@@ -603,8 +597,8 @@ namespace Barotrauma
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levelContact.GetWorldManifold(out contactNormal, out temp);
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//if the contact normal is pointing from the sub towards the level cell we collided with, flip the normal
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VoronoiCell cell = levelContact.FixtureB.Body.UserData is VoronoiCell ?
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((VoronoiCell)levelContact.FixtureB.Body.UserData) : ((VoronoiCell)levelContact.FixtureA.Body.UserData);
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VoronoiCell cell = levelContact.FixtureB.UserData is VoronoiCell ?
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((VoronoiCell)levelContact.FixtureB.UserData) : ((VoronoiCell)levelContact.FixtureA.UserData);
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var cellDiff = ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center;
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if (Vector2.Dot(contactNormal, cellDiff) < 0)
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