v0.11.0.9
This commit is contained in:
@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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@@ -8,72 +9,82 @@ namespace Barotrauma
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{
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static partial class CaveGenerator
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{
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public static List<VertexPositionTexture> GenerateRenderVerticeList(List<Vector2[]> triangles)
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public static List<VertexPositionTexture> GenerateWallVertices(List<Vector2[]> triangles, LevelGenerationParams generationParams, float zCoord)
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{
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var verticeList = new List<VertexPositionTexture>();
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var vertices = new List<VertexPositionTexture>();
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for (int i = 0; i < triangles.Count; i++)
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{
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foreach (Vector2 vertex in triangles[i])
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{
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//shift the coordinates around a bit to make the texture repetition less obvious
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Vector2 uvCoords = new Vector2(
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vertex.X / 2000.0f + (float)Math.Sin(vertex.X / 500.0f) * 0.15f,
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vertex.Y / 2000.0f + (float)Math.Sin(vertex.Y / 700.0f) * 0.15f);
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verticeList.Add(new VertexPositionTexture(new Vector3(vertex, 1.0f), uvCoords));
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Vector2 uvCoords = vertex / generationParams.WallTextureSize;
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vertices.Add(new VertexPositionTexture(new Vector3(vertex, zCoord), uvCoords));
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}
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}
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return verticeList;
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return vertices;
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}
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public static VertexPositionTexture[] GenerateWallShapes(List<VoronoiCell> cells, Level level)
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public static List<VertexPositionTexture> GenerateWallEdgeVertices(List<VoronoiCell> cells, Level level, float zCoord)
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{
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float outWardThickness = 30.0f;
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float outWardThickness = level.GenerationParams.WallEdgeExpandOutwardsAmount;
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List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
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List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
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foreach (VoronoiCell cell in cells)
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{
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CompareCCW compare = new CompareCCW(cell.Center);
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Vector2 minVert = cell.Edges[0].Point1;
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Vector2 maxVert = cell.Edges[0].Point1;
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float circumference = 0.0f;
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foreach (GraphEdge edge in cell.Edges)
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{
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if (edge.Cell1 != null && edge.Cell1.Body == null && edge.Cell1.CellType != CellType.Empty) edge.Cell1 = null;
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if (edge.Cell2 != null && edge.Cell2.Body == null && edge.Cell2.CellType != CellType.Empty) edge.Cell2 = null;
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if (compare.Compare(edge.Point1, edge.Point2) == -1)
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{
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var temp = edge.Point1;
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edge.Point1 = edge.Point2;
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edge.Point2 = temp;
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}
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circumference += Vector2.Distance(edge.Point1, edge.Point2);
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minVert = new Vector2(
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Math.Min(minVert.X, edge.Point1.X),
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Math.Min(minVert.Y, edge.Point1.Y));
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maxVert = new Vector2(
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Math.Max(maxVert.X, edge.Point1.X),
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Math.Max(maxVert.Y, edge.Point1.Y));
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}
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}
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foreach (VoronoiCell cell in cells)
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{
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Vector2 center = (minVert + maxVert) / 2;
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foreach (GraphEdge edge in cell.Edges)
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{
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if (!edge.IsSolid) continue;
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if (!edge.IsSolid) { continue; }
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GraphEdge leftEdge = cell.Edges.Find(e => e != edge && (edge.Point1 == e.Point1 || edge.Point1 == e.Point2));
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GraphEdge rightEdge = cell.Edges.Find(e => e != edge && (edge.Point2 == e.Point1 || edge.Point2 == e.Point2));
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GraphEdge leftEdge = cell.Edges.Find(e => e != edge && (edge.Point1.NearlyEquals(e.Point1) || edge.Point1.NearlyEquals(e.Point2)));
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var leftAdjacentCell = leftEdge?.AdjacentCell(cell);
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if (leftAdjacentCell != null)
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{
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var adjEdge = leftAdjacentCell.Edges.Find(e => e != leftEdge && e.IsSolid && (edge.Point1.NearlyEquals(e.Point1) || edge.Point1.NearlyEquals(e.Point2)));
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if (adjEdge != null) { leftEdge = adjEdge; }
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}
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GraphEdge rightEdge = cell.Edges.Find(e => e != edge && (edge.Point2.NearlyEquals(e.Point1) || edge.Point2.NearlyEquals(e.Point2)));
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var rightAdjacentCell = rightEdge?.AdjacentCell(cell);
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if (rightAdjacentCell != null)
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{
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var adjEdge = rightAdjacentCell.Edges.Find(e => e != rightEdge && e.IsSolid && (edge.Point2.NearlyEquals(e.Point1) || edge.Point2.NearlyEquals(e.Point2)));
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if (adjEdge != null) { rightEdge = adjEdge; }
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}
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Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
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float inwardThickness1 = 100;
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float inwardThickness2 = 100;
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float inwardThickness1 = level.GenerationParams.WallEdgeExpandInwardsAmount;
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float inwardThickness2 = level.GenerationParams.WallEdgeExpandInwardsAmount;
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if (leftEdge != null && !leftEdge.IsSolid)
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{
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leftNormal = edge.Point1 == leftEdge.Point1 ?
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leftNormal = edge.Point1.NearlyEquals(leftEdge.Point1) ?
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Vector2.Normalize(leftEdge.Point2 - leftEdge.Point1) :
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Vector2.Normalize(leftEdge.Point1 - leftEdge.Point2);
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inwardThickness1 = Vector2.Distance(leftEdge.Point1, leftEdge.Point2) / 2;
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}
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else if (leftEdge != null)
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{
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leftNormal = -Vector2.Normalize(edge.GetNormal(cell) + leftEdge.GetNormal(leftAdjacentCell ?? cell));
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if (!MathUtils.IsValid(leftNormal)) { leftNormal = -edge.GetNormal(cell); }
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}
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else
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{
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leftNormal = Vector2.Normalize(cell.Center - edge.Point1);
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inwardThickness1 = Vector2.Distance(edge.Point1, cell.Center) / 2;
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}
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inwardThickness1 = Math.Min(Vector2.Distance(edge.Point1, cell.Center), inwardThickness1);
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if (!MathUtils.IsValid(leftNormal))
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{
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@@ -86,7 +97,7 @@ namespace Barotrauma
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if (cell.Body != null)
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{
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GameMain.World.Remove(cell.Body);
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if (GameMain.World.BodyList.Contains(cell.Body)) { GameMain.World.Remove(cell.Body); }
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cell.Body = null;
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}
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leftNormal = Vector2.UnitX;
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@@ -95,16 +106,20 @@ namespace Barotrauma
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if (rightEdge != null && !rightEdge.IsSolid)
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{
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rightNormal = edge.Point2 == rightEdge.Point1 ?
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rightNormal = edge.Point2.NearlyEquals(rightEdge.Point1) ?
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Vector2.Normalize(rightEdge.Point2 - rightEdge.Point1) :
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Vector2.Normalize(rightEdge.Point1 - rightEdge.Point2);
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inwardThickness2 = Vector2.Distance(rightEdge.Point1, rightEdge.Point2) / 2;
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}
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else if (rightEdge != null)
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{
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rightNormal = -Vector2.Normalize(edge.GetNormal(cell) + rightEdge.GetNormal(rightAdjacentCell ?? cell));
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if (!MathUtils.IsValid(rightNormal)) { rightNormal = -edge.GetNormal(cell); }
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}
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else
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{
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rightNormal = Vector2.Normalize(cell.Center - edge.Point2);
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inwardThickness2 = Vector2.Distance(edge.Point2, cell.Center) / 2;
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}
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inwardThickness2 = Math.Min(Vector2.Distance(edge.Point2, cell.Center), inwardThickness2);
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if (!MathUtils.IsValid(rightNormal))
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{
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@@ -117,24 +132,23 @@ namespace Barotrauma
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if (cell.Body != null)
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{
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GameMain.World.Remove(cell.Body);
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if (GameMain.World.BodyList.Contains(cell.Body)) { GameMain.World.Remove(cell.Body); }
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cell.Body = null;
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}
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rightNormal = Vector2.UnitX;
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break;
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}
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float point1UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point1 - cell.Center));
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float point2UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point2 - cell.Center));
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float point1UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point1 - center));
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float point2UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point2 - center));
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//handle wrapping around 0/360
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if (point1UV - point2UV > MathHelper.Pi)
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{
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point2UV += MathHelper.TwoPi;
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if (point1UV - point2UV > MathHelper.Pi)
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{
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point1UV -= MathHelper.TwoPi;
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}
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//the texture wraps around the cell 4 times
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//TODO: define the uv scale in level generation parameters?
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point1UV = point1UV / MathHelper.TwoPi * 4;
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point2UV = point2UV / MathHelper.TwoPi * 4;
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int textureRepeatCount = (int)Math.Max(circumference / 2 / level.GenerationParams.WallEdgeTextureWidth, 1);
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point1UV = point1UV / MathHelper.TwoPi * textureRepeatCount;
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point2UV = point2UV / MathHelper.TwoPi * textureRepeatCount;
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for (int i = 0; i < 2; i++)
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{
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@@ -147,9 +161,9 @@ namespace Barotrauma
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verts[1] = edge.Point2 - rightNormal * outWardThickness;
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verts[2] = edge.Point1 + leftNormal * inwardThickness1;
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vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), new Vector2(point1UV, 0.0f));
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vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), new Vector2(point2UV, 0.0f));
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vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(point1UV, 0.5f));
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vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], zCoord), new Vector2(point1UV, 0.0f));
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vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], zCoord), new Vector2(point2UV, 0.0f));
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vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], zCoord), new Vector2(point1UV, 1.0f));
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}
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else
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{
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@@ -158,16 +172,16 @@ namespace Barotrauma
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verts[1] = edge.Point2 - rightNormal * outWardThickness;
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verts[2] = edge.Point2 + rightNormal * inwardThickness2;
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vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), new Vector2(point1UV, 0.5f));
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vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), new Vector2(point2UV, 0.0f));
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vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(point2UV, 0.5f));
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vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], zCoord), new Vector2(point1UV, 1.0f));
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vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], zCoord), new Vector2(point2UV, 0.0f));
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vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], zCoord), new Vector2(point2UV, 1.0f));
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}
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verticeList.AddRange(vertPos);
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vertices.AddRange(vertPos);
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}
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}
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}
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return verticeList.ToArray();
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return vertices;
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}
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}
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}
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