Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*/
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using System.Collections.Generic;
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using System.Diagnostics;
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using FarseerPhysics.Common.Decomposition.CDT;
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using FarseerPhysics.Common.Decomposition.CDT.Delaunay;
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using FarseerPhysics.Common.Decomposition.CDT.Delaunay.Sweep;
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using FarseerPhysics.Common.Decomposition.CDT.Polygon;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Common.Decomposition
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{
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/// <summary>
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/// 2D constrained Delaunay triangulation algorithm.
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/// Based on the paper "Sweep-line algorithm for constrained Delaunay triangulation" by V. Domiter and and B. Zalik
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///
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/// Properties:
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/// - Creates triangles with a large interior angle.
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/// - Supports holes
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/// - Generate a lot of garbage due to incapsulation of the Poly2Tri library.
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/// - Running time is O(n^2), n = number of vertices.
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/// - Does not care about winding order.
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///
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/// Source: http://code.google.com/p/poly2tri/
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/// </summary>
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internal static class CDTDecomposer
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{
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/// <summary>
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/// Decompose the polygon into several smaller non-concave polygon.
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/// </summary>
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public static List<Vertices> ConvexPartition(Vertices vertices)
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{
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Debug.Assert(vertices.Count > 3);
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Polygon poly = new Polygon();
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foreach (Vector2 vertex in vertices)
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poly.Points.Add(new TriangulationPoint(vertex.X, vertex.Y));
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if (vertices.Holes != null)
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{
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foreach (Vertices holeVertices in vertices.Holes)
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{
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Polygon hole = new Polygon();
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foreach (Vector2 vertex in holeVertices)
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hole.Points.Add(new TriangulationPoint(vertex.X, vertex.Y));
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poly.AddHole(hole);
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}
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}
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DTSweepContext tcx = new DTSweepContext();
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tcx.PrepareTriangulation(poly);
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DTSweep.Triangulate(tcx);
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List<Vertices> results = new List<Vertices>();
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foreach (DelaunayTriangle triangle in poly.Triangles)
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{
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Vertices v = new Vertices();
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foreach (TriangulationPoint p in triangle.Points)
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{
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v.Add(new Vector2((float)p.X, (float)p.Y));
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}
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results.Add(v);
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}
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return results;
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}
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}
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}
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