Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
This commit is contained in:
@@ -0,0 +1,403 @@
|
||||
/*
|
||||
* C# Version Ported by Matt Bettcher and Ian Qvist 2009-2010
|
||||
*
|
||||
* Original C++ Version Copyright (c) 2007 Eric Jordan
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Common.Decomposition
|
||||
{
|
||||
/// <summary>
|
||||
/// Convex decomposition algorithm using ear clipping
|
||||
///
|
||||
/// Properties:
|
||||
/// - Only works on simple polygons.
|
||||
/// - Does not support holes.
|
||||
/// - Running time is O(n^2), n = number of vertices.
|
||||
///
|
||||
/// Source: http://www.ewjordan.com/earClip/
|
||||
/// </summary>
|
||||
internal static class EarclipDecomposer
|
||||
{
|
||||
//box2D rev 32 - for details, see http://www.box2d.org/forum/viewtopic.php?f=4&t=83&start=50
|
||||
|
||||
/// <summary>
|
||||
/// Decompose the polygon into several smaller non-concave polygon.
|
||||
/// Each resulting polygon will have no more than Settings.MaxPolygonVertices vertices.
|
||||
/// </summary>
|
||||
/// <param name="vertices">The vertices.</param>
|
||||
/// <param name="tolerance">The tolerance.</param>
|
||||
public static List<Vertices> ConvexPartition(Vertices vertices, float tolerance = 0.001f)
|
||||
{
|
||||
Debug.Assert(vertices.Count > 3);
|
||||
Debug.Assert(!vertices.IsCounterClockWise());
|
||||
|
||||
return TriangulatePolygon(vertices, tolerance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Triangulates a polygon using simple ear-clipping algorithm. Returns
|
||||
/// size of Triangle array unless the polygon can't be triangulated.
|
||||
/// This should only happen if the polygon self-intersects,
|
||||
/// though it will not _always_ return null for a bad polygon - it is the
|
||||
/// caller's responsibility to check for self-intersection, and if it
|
||||
/// doesn't, it should at least check that the return value is non-null
|
||||
/// before using. You're warned!
|
||||
///
|
||||
/// Triangles may be degenerate, especially if you have identical points
|
||||
/// in the input to the algorithm. Check this before you use them.
|
||||
///
|
||||
/// This is totally unoptimized, so for large polygons it should not be part
|
||||
/// of the simulation loop.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Only works on simple polygons.
|
||||
/// </remarks>
|
||||
private static List<Vertices> TriangulatePolygon(Vertices vertices, float tolerance)
|
||||
{
|
||||
//FPE note: Check is needed as invalid triangles can be returned in recursive calls.
|
||||
if (vertices.Count < 3)
|
||||
return new List<Vertices>();
|
||||
|
||||
List<Vertices> results = new List<Vertices>();
|
||||
|
||||
//Recurse and split on pinch points
|
||||
Vertices pA, pB;
|
||||
Vertices pin = new Vertices(vertices);
|
||||
if (ResolvePinchPoint(pin, out pA, out pB, tolerance))
|
||||
{
|
||||
List<Vertices> mergeA = TriangulatePolygon(pA, tolerance);
|
||||
List<Vertices> mergeB = TriangulatePolygon(pB, tolerance);
|
||||
|
||||
if (mergeA.Count == -1 || mergeB.Count == -1)
|
||||
throw new Exception("Can't triangulate your polygon.");
|
||||
|
||||
for (int i = 0; i < mergeA.Count; ++i)
|
||||
{
|
||||
results.Add(new Vertices(mergeA[i]));
|
||||
}
|
||||
for (int i = 0; i < mergeB.Count; ++i)
|
||||
{
|
||||
results.Add(new Vertices(mergeB[i]));
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
Vertices[] buffer = new Vertices[vertices.Count - 2];
|
||||
int bufferSize = 0;
|
||||
float[] xrem = new float[vertices.Count];
|
||||
float[] yrem = new float[vertices.Count];
|
||||
for (int i = 0; i < vertices.Count; ++i)
|
||||
{
|
||||
xrem[i] = vertices[i].X;
|
||||
yrem[i] = vertices[i].Y;
|
||||
}
|
||||
|
||||
int vNum = vertices.Count;
|
||||
|
||||
while (vNum > 3)
|
||||
{
|
||||
// Find an ear
|
||||
int earIndex = -1;
|
||||
float earMaxMinCross = -10.0f;
|
||||
for (int i = 0; i < vNum; ++i)
|
||||
{
|
||||
if (IsEar(i, xrem, yrem, vNum))
|
||||
{
|
||||
int lower = Remainder(i - 1, vNum);
|
||||
int upper = Remainder(i + 1, vNum);
|
||||
Vector2 d1 = new Vector2(xrem[upper] - xrem[i], yrem[upper] - yrem[i]);
|
||||
Vector2 d2 = new Vector2(xrem[i] - xrem[lower], yrem[i] - yrem[lower]);
|
||||
Vector2 d3 = new Vector2(xrem[lower] - xrem[upper], yrem[lower] - yrem[upper]);
|
||||
|
||||
d1.Normalize();
|
||||
d2.Normalize();
|
||||
d3.Normalize();
|
||||
float cross12;
|
||||
MathUtils.Cross(ref d1, ref d2, out cross12);
|
||||
cross12 = Math.Abs(cross12);
|
||||
|
||||
float cross23;
|
||||
MathUtils.Cross(ref d2, ref d3, out cross23);
|
||||
cross23 = Math.Abs(cross23);
|
||||
|
||||
float cross31;
|
||||
MathUtils.Cross(ref d3, ref d1, out cross31);
|
||||
cross31 = Math.Abs(cross31);
|
||||
|
||||
//Find the maximum minimum angle
|
||||
float minCross = Math.Min(cross12, Math.Min(cross23, cross31));
|
||||
if (minCross > earMaxMinCross)
|
||||
{
|
||||
earIndex = i;
|
||||
earMaxMinCross = minCross;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we still haven't found an ear, we're screwed.
|
||||
// Note: sometimes this is happening because the
|
||||
// remaining points are collinear. Really these
|
||||
// should just be thrown out without halting triangulation.
|
||||
if (earIndex == -1)
|
||||
{
|
||||
for (int i = 0; i < bufferSize; i++)
|
||||
{
|
||||
results.Add(buffer[i]);
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
// Clip off the ear:
|
||||
// - remove the ear tip from the list
|
||||
|
||||
--vNum;
|
||||
float[] newx = new float[vNum];
|
||||
float[] newy = new float[vNum];
|
||||
int currDest = 0;
|
||||
for (int i = 0; i < vNum; ++i)
|
||||
{
|
||||
if (currDest == earIndex) ++currDest;
|
||||
newx[i] = xrem[currDest];
|
||||
newy[i] = yrem[currDest];
|
||||
++currDest;
|
||||
}
|
||||
|
||||
// - add the clipped triangle to the triangle list
|
||||
int under = (earIndex == 0) ? (vNum) : (earIndex - 1);
|
||||
int over = (earIndex == vNum) ? 0 : (earIndex + 1);
|
||||
Triangle toAdd = new Triangle(xrem[earIndex], yrem[earIndex], xrem[over], yrem[over], xrem[under],
|
||||
yrem[under]);
|
||||
buffer[bufferSize] = toAdd;
|
||||
++bufferSize;
|
||||
|
||||
// - replace the old list with the new one
|
||||
xrem = newx;
|
||||
yrem = newy;
|
||||
}
|
||||
|
||||
Triangle tooAdd = new Triangle(xrem[1], yrem[1], xrem[2], yrem[2], xrem[0], yrem[0]);
|
||||
buffer[bufferSize] = tooAdd;
|
||||
++bufferSize;
|
||||
|
||||
for (int i = 0; i < bufferSize; i++)
|
||||
{
|
||||
results.Add(new Vertices(buffer[i]));
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds and fixes "pinch points," points where two polygon
|
||||
/// vertices are at the same point.
|
||||
///
|
||||
/// If a pinch point is found, pin is broken up into poutA and poutB
|
||||
/// and true is returned; otherwise, returns false.
|
||||
///
|
||||
/// Mostly for internal use.
|
||||
///
|
||||
/// O(N^2) time, which sucks...
|
||||
/// </summary>
|
||||
/// <param name="pin">The pin.</param>
|
||||
/// <param name="poutA">The pout A.</param>
|
||||
/// <param name="poutB">The pout B.</param>
|
||||
/// <param name="tolerance"></param>
|
||||
private static bool ResolvePinchPoint(Vertices pin, out Vertices poutA, out Vertices poutB, float tolerance)
|
||||
{
|
||||
poutA = new Vertices();
|
||||
poutB = new Vertices();
|
||||
|
||||
if (pin.Count < 3)
|
||||
return false;
|
||||
|
||||
bool hasPinchPoint = false;
|
||||
int pinchIndexA = -1;
|
||||
int pinchIndexB = -1;
|
||||
for (int i = 0; i < pin.Count; ++i)
|
||||
{
|
||||
for (int j = i + 1; j < pin.Count; ++j)
|
||||
{
|
||||
//Don't worry about pinch points where the points
|
||||
//are actually just dupe neighbors
|
||||
if (Math.Abs(pin[i].X - pin[j].X) < tolerance && Math.Abs(pin[i].Y - pin[j].Y) < tolerance && j != i + 1)
|
||||
{
|
||||
pinchIndexA = i;
|
||||
pinchIndexB = j;
|
||||
hasPinchPoint = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hasPinchPoint) break;
|
||||
}
|
||||
if (hasPinchPoint)
|
||||
{
|
||||
int sizeA = pinchIndexB - pinchIndexA;
|
||||
if (sizeA == pin.Count) return false; //has dupe points at wraparound, not a problem here
|
||||
for (int i = 0; i < sizeA; ++i)
|
||||
{
|
||||
int ind = Remainder(pinchIndexA + i, pin.Count); // is this right
|
||||
poutA.Add(pin[ind]);
|
||||
}
|
||||
|
||||
int sizeB = pin.Count - sizeA;
|
||||
for (int i = 0; i < sizeB; ++i)
|
||||
{
|
||||
int ind = Remainder(pinchIndexB + i, pin.Count); // is this right
|
||||
poutB.Add(pin[ind]);
|
||||
}
|
||||
}
|
||||
return hasPinchPoint;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fix for obnoxious behavior for the % operator for negative numbers...
|
||||
/// </summary>
|
||||
/// <param name="x">The x.</param>
|
||||
/// <param name="modulus">The modulus.</param>
|
||||
/// <returns></returns>
|
||||
private static int Remainder(int x, int modulus)
|
||||
{
|
||||
int rem = x % modulus;
|
||||
while (rem < 0)
|
||||
{
|
||||
rem += modulus;
|
||||
}
|
||||
return rem;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if vertex i is the tip of an ear in polygon defined by xv[] and yv[].
|
||||
/// </summary>
|
||||
/// <param name="i">The i.</param>
|
||||
/// <param name="xv">The xv.</param>
|
||||
/// <param name="yv">The yv.</param>
|
||||
/// <param name="xvLength">Length of the xv.</param>
|
||||
/// <remarks>
|
||||
/// Assumes clockwise orientation of polygon.
|
||||
/// </remarks>
|
||||
/// <returns>
|
||||
/// <c>true</c> if the specified i is ear; otherwise, <c>false</c>.
|
||||
/// </returns>
|
||||
private static bool IsEar(int i, float[] xv, float[] yv, int xvLength)
|
||||
{
|
||||
float dx0, dy0, dx1, dy1;
|
||||
if (i >= xvLength || i < 0 || xvLength < 3)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
int upper = i + 1;
|
||||
int lower = i - 1;
|
||||
if (i == 0)
|
||||
{
|
||||
dx0 = xv[0] - xv[xvLength - 1];
|
||||
dy0 = yv[0] - yv[xvLength - 1];
|
||||
dx1 = xv[1] - xv[0];
|
||||
dy1 = yv[1] - yv[0];
|
||||
lower = xvLength - 1;
|
||||
}
|
||||
else if (i == xvLength - 1)
|
||||
{
|
||||
dx0 = xv[i] - xv[i - 1];
|
||||
dy0 = yv[i] - yv[i - 1];
|
||||
dx1 = xv[0] - xv[i];
|
||||
dy1 = yv[0] - yv[i];
|
||||
upper = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
dx0 = xv[i] - xv[i - 1];
|
||||
dy0 = yv[i] - yv[i - 1];
|
||||
dx1 = xv[i + 1] - xv[i];
|
||||
dy1 = yv[i + 1] - yv[i];
|
||||
}
|
||||
|
||||
float cross = dx0 * dy1 - dx1 * dy0;
|
||||
|
||||
if (cross > 0)
|
||||
return false;
|
||||
|
||||
Triangle myTri = new Triangle(xv[i], yv[i], xv[upper], yv[upper], xv[lower], yv[lower]);
|
||||
|
||||
for (int j = 0; j < xvLength; ++j)
|
||||
{
|
||||
if (j == i || j == lower || j == upper)
|
||||
continue;
|
||||
if (myTri.IsInside(xv[j], yv[j]))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private class Triangle : Vertices
|
||||
{
|
||||
//Constructor automatically fixes orientation to ccw
|
||||
public Triangle(float x1, float y1, float x2, float y2, float x3, float y3)
|
||||
{
|
||||
float cross = (x2 - x1) * (y3 - y1) - (x3 - x1) * (y2 - y1);
|
||||
if (cross > 0)
|
||||
{
|
||||
Add(new Vector2(x1, y1));
|
||||
Add(new Vector2(x2, y2));
|
||||
Add(new Vector2(x3, y3));
|
||||
}
|
||||
else
|
||||
{
|
||||
Add(new Vector2(x1, y1));
|
||||
Add(new Vector2(x3, y3));
|
||||
Add(new Vector2(x2, y2));
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsInside(float x, float y)
|
||||
{
|
||||
Vector2 a = this[0];
|
||||
Vector2 b = this[1];
|
||||
Vector2 c = this[2];
|
||||
|
||||
if (x < a.X && x < b.X && x < c.X) return false;
|
||||
if (x > a.X && x > b.X && x > c.X) return false;
|
||||
if (y < a.Y && y < b.Y && y < c.Y) return false;
|
||||
if (y > a.Y && y > b.Y && y > c.Y) return false;
|
||||
|
||||
float vx2 = x - a.X;
|
||||
float vy2 = y - a.Y;
|
||||
float vx1 = b.X - a.X;
|
||||
float vy1 = b.Y - a.Y;
|
||||
float vx0 = c.X - a.X;
|
||||
float vy0 = c.Y - a.Y;
|
||||
|
||||
float dot00 = vx0 * vx0 + vy0 * vy0;
|
||||
float dot01 = vx0 * vx1 + vy0 * vy1;
|
||||
float dot02 = vx0 * vx2 + vy0 * vy2;
|
||||
float dot11 = vx1 * vx1 + vy1 * vy1;
|
||||
float dot12 = vx1 * vx2 + vy1 * vy2;
|
||||
float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
|
||||
float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
|
||||
float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
|
||||
|
||||
return ((u > 0) && (v > 0) && (u + v < 1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user