v1.7.7.0 (Winter Update 2024)
This commit is contained in:
@@ -9,26 +9,56 @@ 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> GenerateWallVertices(List<Vector2[]> triangles, LevelGenerationParams generationParams, float zCoord)
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public static List<VertexPositionColor> GenerateWallVertices(List<Vector2[]> triangles, Color color, float zCoord)
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{
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var vertices = new List<VertexPositionTexture>();
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var vertices = new List<VertexPositionColor>();
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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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Vector2 uvCoords = vertex / generationParams.WallTextureSize;
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vertices.Add(new VertexPositionTexture(new Vector3(vertex, zCoord), uvCoords));
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vertices.Add(new VertexPositionColor(new Vector3(vertex, zCoord), color));
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}
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}
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return vertices;
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}
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public static List<VertexPositionTexture> GenerateWallEdgeVertices(List<VoronoiCell> cells, Level level, float zCoord)
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/// <summary>
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/// Generates texture coordinates for the vertices based on their positions
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/// </summary>
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public static VertexPositionColorTexture[] ConvertToTextured(VertexPositionColor[] verts, float textureSize)
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{
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float outWardThickness = level.GenerationParams.WallEdgeExpandOutwardsAmount;
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VertexPositionColorTexture[] texturedVerts = new VertexPositionColorTexture[verts.Length];
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for (int i = 0; i < verts.Length; i++)
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{
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VertexPositionColor vertex = verts[i];
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texturedVerts[i] = new VertexPositionColorTexture(vertex.Position, vertex.Color, textureCoordinate: Vector2.Zero);
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}
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GenerateTextureCoordinates(texturedVerts, textureSize);
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return texturedVerts;
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}
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List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
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/// <summary>
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/// Generates texture coordinates for the vertices based on their positions
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/// </summary>
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public static void GenerateTextureCoordinates(VertexPositionColorTexture[] verts, float textureSize)
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{
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for (int i = 0; i < verts.Length; i++)
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{
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VertexPositionColorTexture vertex = verts[i];
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Vector2 uvCoords = new Vector2(vertex.Position.X, vertex.Position.Y) / textureSize;
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verts[i] = new VertexPositionColorTexture(verts[i].Position, verts[i].Color, uvCoords);
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}
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}
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public static List<VertexPositionColorTexture> GenerateWallEdgeVertices(
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List<VoronoiCell> cells,
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float expandOutwards, float expandInwards,
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Color outerColor, Color innerColor,
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Level level, float zCoord, bool preventExpandThroughCell = false)
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{
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float outWardThickness = expandOutwards;
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List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
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foreach (VoronoiCell cell in cells)
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{
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Vector2 minVert = cell.Edges[0].Point1;
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@@ -49,7 +79,10 @@ namespace Barotrauma
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{
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if (!edge.IsSolid) { continue; }
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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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//the left-side edge on this same cell
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GraphEdge myLeftEdge = cell.Edges.Find(e => e != edge && (edge.Point1.NearlyEquals(e.Point1) || edge.Point1.NearlyEquals(e.Point2)));
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//the left-side edge on either this cell, or the adjacent one if this is attached to another cell
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GraphEdge leftEdge = myLeftEdge;
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var leftAdjacentCell = leftEdge?.AdjacentCell(cell);
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if (leftAdjacentCell != null)
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{
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@@ -57,7 +90,10 @@ namespace Barotrauma
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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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//the right-side edge on this same cell
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GraphEdge myRightEdge = cell.Edges.Find(e => e != edge && (edge.Point2.NearlyEquals(e.Point1) || edge.Point2.NearlyEquals(e.Point2)));
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//the right-side edge on either this cell, or the adjacent one if this is attached to another cell
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GraphEdge rightEdge = myRightEdge;
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var rightAdjacentCell = rightEdge?.AdjacentCell(cell);
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if (rightAdjacentCell != null)
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{
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@@ -67,18 +103,25 @@ namespace Barotrauma
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Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
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float inwardThickness1 = level.GenerationParams.WallEdgeExpandInwardsAmount;
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float inwardThickness2 = level.GenerationParams.WallEdgeExpandInwardsAmount;
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float inwardThickness1 = Math.Min(expandInwards, edge.Length);
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float inwardThickness2 = inwardThickness1;
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if (leftEdge != null && !leftEdge.IsSolid)
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{
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//the left-side edge is non-solid (an edge between two cells, not an actual solid wall edge)
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// -> expand in the direction of that edge
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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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//maximum expansion is half of the size of the edge (otherwise the expansions from different sides of the edge could overlap or even extend "through" the cell)
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inwardThickness1 = Math.Min(inwardThickness1, leftEdge.Length / 2);
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}
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else if (leftEdge != null)
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{
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//use the average of this edge's and the adjacent edge's normals
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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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//maximum expansion is the length of the adjacent edge (more expansion causes the textures to distort)
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inwardThickness1 = Math.Min(Math.Min(inwardThickness1, leftEdge.Length), myLeftEdge.Length);
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}
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else
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{
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@@ -109,11 +152,13 @@ namespace Barotrauma
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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 = Math.Min(inwardThickness2, rightEdge.Length / 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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inwardThickness2 = Math.Min(Math.Min(inwardThickness2, rightEdge.Length), myRightEdge.Length);
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}
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else
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{
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@@ -150,10 +195,51 @@ namespace Barotrauma
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point1UV = point1UV / MathHelper.TwoPi * textureRepeatCount;
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point2UV = point2UV / MathHelper.TwoPi * textureRepeatCount;
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//if calculating the UVs based on polar coordinates would result in stretching (using less than 10% of the texture for a wall the size of the texture)
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//just calculate the UVs based on the length of the wall
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//(this will mean the textures don't align at point2, but it doesn't seem that noticeable)
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if ((point2UV - point1UV) * level.GenerationParams.WallEdgeTextureWidth < edge.Length * 0.1f)
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{
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point2UV = point1UV + edge.Length / 2 / level.GenerationParams.WallEdgeTextureWidth;
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}
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//"extruding" inwards, need to make sure we don't make the edge poke through the cell from the other side
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if (preventExpandThroughCell)
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{
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foreach (GraphEdge otherEdge in cell.Edges)
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{
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if (otherEdge == edge || Vector2.Dot(otherEdge.GetNormal(cell), edge.GetNormal(cell)) > 0) { continue; }
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if (otherEdge != leftEdge)
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{
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inwardThickness1 = ClampThickness(otherEdge, edge.Point1, leftNormal, inwardThickness1);
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}
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if (otherEdge != rightEdge)
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{
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inwardThickness2 = ClampThickness(otherEdge, edge.Point2, rightNormal, inwardThickness2);
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}
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}
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static float ClampThickness(GraphEdge otherEdge, Vector2 thisPoint, Vector2 thisEdgeNormal, float currThickness)
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{
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if (MathUtils.GetLineIntersection(
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thisPoint, thisPoint + thisEdgeNormal * currThickness,
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otherEdge.Point1, otherEdge.Point2, areLinesInfinite: false, out Vector2 intersection1))
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{
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return Math.Min(currThickness, Vector2.Distance(thisPoint, intersection1));
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}
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return currThickness;
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}
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}
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//there needs to be some minimum amount of inward thickness,
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//if the edge texture doesn't extend inside at all you can see through between the edge texture and the solid part of the cell
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inwardThickness1 = Math.Max(inwardThickness1, Math.Min(100.0f, expandInwards));
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inwardThickness2 = Math.Max(inwardThickness2, Math.Min(100.0f, expandInwards));
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for (int i = 0; i < 2; i++)
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{
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Vector2[] verts = new Vector2[3];
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VertexPositionTexture[] vertPos = new VertexPositionTexture[3];
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VertexPositionColorTexture[] vertPos = new VertexPositionColorTexture[3];
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if (i == 0)
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{
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@@ -161,9 +247,9 @@ 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], 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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vertPos[0] = new VertexPositionColorTexture(new Vector3(verts[0], zCoord), outerColor, new Vector2(point1UV, 0.0f));
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vertPos[1] = new VertexPositionColorTexture(new Vector3(verts[1], zCoord), outerColor, new Vector2(point2UV, 0.0f));
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vertPos[2] = new VertexPositionColorTexture(new Vector3(verts[2], zCoord), innerColor, new Vector2(point1UV, 1.0f));
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}
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else
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{
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@@ -172,9 +258,9 @@ 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], 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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vertPos[0] = new VertexPositionColorTexture(new Vector3(verts[0], zCoord), innerColor, new Vector2(point1UV, 1.0f));
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vertPos[1] = new VertexPositionColorTexture(new Vector3(verts[1], zCoord), outerColor, new Vector2(point2UV, 0.0f));
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vertPos[2] = new VertexPositionColorTexture(new Vector3(verts[2], zCoord), innerColor, new Vector2(point2UV, 1.0f));
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}
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vertices.AddRange(vertPos);
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}
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+23
-5
@@ -10,9 +10,11 @@ namespace Barotrauma
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{
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partial class LevelObjectManager
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{
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private readonly List<LevelObject> visibleObjectsBack = new List<LevelObject>();
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private readonly List<LevelObject> visibleObjectsMid = new List<LevelObject>();
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private readonly List<LevelObject> visibleObjectsFront = new List<LevelObject>();
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// Pre-initialized to the max size, so that we don't have to resize the lists at runtime. TODO: Could the capacity (of some collections?) be lower?
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private readonly List<LevelObject> visibleObjectsBack = new List<LevelObject>(MaxVisibleObjects);
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private readonly List<LevelObject> visibleObjectsMid = new List<LevelObject>(MaxVisibleObjects);
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private readonly List<LevelObject> visibleObjectsFront = new List<LevelObject>(MaxVisibleObjects);
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private readonly HashSet<LevelObject> allVisibleObjects = new HashSet<LevelObject>(MaxVisibleObjects);
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private double NextRefreshTime;
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@@ -47,9 +49,25 @@ namespace Barotrauma
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}
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}
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public IEnumerable<LevelObject> GetVisibleObjects()
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/// <summary>
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/// Returns all visible objects, but not in order, because internally uses a HashSet.
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/// </summary>
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public IEnumerable<LevelObject> GetAllVisibleObjects()
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{
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return visibleObjectsBack.Union(visibleObjectsMid).Union(visibleObjectsFront);
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allVisibleObjects.Clear();
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foreach (LevelObject obj in visibleObjectsBack)
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{
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allVisibleObjects.Add(obj);
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}
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foreach (LevelObject obj in visibleObjectsMid)
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{
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allVisibleObjects.Add(obj);
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}
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foreach (LevelObject obj in visibleObjectsFront)
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{
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allVisibleObjects.Add(obj);
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}
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return allVisibleObjects;
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}
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/// <summary>
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@@ -11,10 +11,25 @@ namespace Barotrauma
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{
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class LevelWallVertexBuffer : IDisposable
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{
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public VertexBuffer WallEdgeBuffer, WallBuffer;
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/// <summary>
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/// Buffer for the vertices of the "actual" wall texture.
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/// </summary>
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public VertexBuffer WallBuffer;
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/// <summary>
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/// Buffer for the vertices of the repeating edge texture drawn at the edges of the walls.
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/// </summary>
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public VertexBuffer WallEdgeBuffer;
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/// <summary>
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/// Buffer for the vertices of the inner, non-textured black part of the wall.
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/// </summary>
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public VertexBuffer WallInnerBuffer;
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public readonly Texture2D WallTexture, EdgeTexture;
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private VertexPositionColorTexture[] wallVertices;
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private VertexPositionColorTexture[] wallEdgeVertices;
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private VertexPositionColor[] wallInnerVertices;
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public bool IsDisposed
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{
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@@ -22,7 +37,7 @@ namespace Barotrauma
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private set;
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}
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public LevelWallVertexBuffer(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
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public LevelWallVertexBuffer(VertexPositionColorTexture[] wallVertices, VertexPositionColorTexture[] wallEdgeVertices, VertexPositionColor[] wallInnerVertices, Texture2D wallTexture, Texture2D edgeTexture)
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{
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if (wallVertices.Length == 0)
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{
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@@ -32,32 +47,41 @@ namespace Barotrauma
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{
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throw new ArgumentException("Failed to instantiate a LevelWallVertexBuffer (no wall edge vertices).");
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}
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this.wallVertices = LevelRenderer.GetColoredVertices(wallVertices, color);
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this.wallVertices = wallVertices;
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WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallVertices.Length, BufferUsage.WriteOnly);
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WallBuffer.SetData(this.wallVertices);
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WallTexture = wallTexture;
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this.wallEdgeVertices = LevelRenderer.GetColoredVertices(wallEdgeVertices, color);
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this.wallEdgeVertices = wallEdgeVertices;
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WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallEdgeVertices.Length, BufferUsage.WriteOnly);
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WallEdgeBuffer.SetData(this.wallEdgeVertices);
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EdgeTexture = edgeTexture;
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if (wallInnerVertices != null)
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{
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this.wallInnerVertices = wallInnerVertices;
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WallInnerBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, wallInnerVertices.Length, BufferUsage.WriteOnly);
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WallInnerBuffer.SetData(this.wallInnerVertices);
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}
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}
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public void Append(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Color color)
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public void Append(VertexPositionColorTexture[] newWallVertices, VertexPositionColorTexture[] newWallEdgeVertices, VertexPositionColor[] newWallInnerVertices)
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{
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WallBuffer.Dispose();
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WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallVertices.Length + wallVertices.Length, BufferUsage.WriteOnly);
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int originalWallVertexCount = this.wallVertices.Length;
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Array.Resize(ref this.wallVertices, originalWallVertexCount + wallVertices.Length);
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Array.Copy(LevelRenderer.GetColoredVertices(wallVertices, color), 0, this.wallVertices, originalWallVertexCount, wallVertices.Length);
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WallBuffer.SetData(this.wallVertices);
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WallBuffer = Append(WallBuffer, ref wallVertices, newWallVertices, VertexPositionColorTexture.VertexDeclaration);
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WallEdgeBuffer = Append(WallEdgeBuffer, ref wallEdgeVertices, newWallEdgeVertices, VertexPositionColorTexture.VertexDeclaration);
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WallInnerBuffer = Append(WallInnerBuffer, ref wallInnerVertices, newWallInnerVertices, VertexPositionColor.VertexDeclaration);
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WallEdgeBuffer.Dispose();
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WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallEdgeVertices.Length + wallEdgeVertices.Length, BufferUsage.WriteOnly);
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int originalWallEdgeVertexCount = this.wallEdgeVertices.Length;
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Array.Resize(ref this.wallEdgeVertices, originalWallEdgeVertexCount + wallEdgeVertices.Length);
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Array.Copy(LevelRenderer.GetColoredVertices(wallEdgeVertices, color), 0, this.wallEdgeVertices, originalWallEdgeVertexCount, wallEdgeVertices.Length);
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WallEdgeBuffer.SetData(this.wallEdgeVertices);
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static VertexBuffer Append<T>(VertexBuffer buffer, ref T[] currentVertices, T[] newVertices, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
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{
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buffer?.Dispose();
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int originalVertexCount = currentVertices.Length;
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int newBufferSize = originalVertexCount + newVertices.Length;
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buffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, vertexDeclaration, newBufferSize, BufferUsage.WriteOnly);
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Array.Resize(ref currentVertices, newBufferSize);
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Array.Copy(newVertices, 0, currentVertices, originalVertexCount, newVertices.Length);
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buffer.SetData(currentVertices);
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return buffer;
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}
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}
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public void Dispose()
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@@ -70,7 +94,7 @@ namespace Barotrauma
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class LevelRenderer : IDisposable
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{
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private static BasicEffect wallEdgeEffect, wallCenterEffect;
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private static BasicEffect wallEdgeEffect, wallCenterEffect, wallInnerEffect;
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private Vector2 waterParticleOffset;
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private Vector2 waterParticleVelocity;
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@@ -129,7 +153,16 @@ namespace Barotrauma
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};
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wallCenterEffect.CurrentTechnique = wallCenterEffect.Techniques["BasicEffect_Texture"];
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}
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if (wallInnerEffect == null)
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{
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wallInnerEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
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{
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VertexColorEnabled = true,
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TextureEnabled = false
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};
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wallInnerEffect.CurrentTechnique = wallInnerEffect.Techniques["BasicEffect_Texture"];
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}
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this.level = level;
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}
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@@ -184,7 +217,7 @@ namespace Barotrauma
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//calculate the sum of the forces of nearby level triggers
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//and use it to move the water texture and water distortion effect
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Vector2 currentWaterParticleVel = level.GenerationParams.WaterParticleVelocity;
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foreach (LevelObject levelObject in level.LevelObjectManager.GetVisibleObjects())
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foreach (LevelObject levelObject in level.LevelObjectManager.GetAllVisibleObjects())
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{
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if (levelObject.Triggers == null) { continue; }
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//use the largest water flow velocity of all the triggers
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@@ -225,16 +258,16 @@ namespace Barotrauma
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return verts;
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}
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||||
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||||
public void SetVertices(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
|
||||
public void SetVertices(VertexPositionColorTexture[] wallVertices, VertexPositionColorTexture[] wallEdgeVertices, VertexPositionColor[] wallInnerVertices, Texture2D wallTexture, Texture2D edgeTexture)
|
||||
{
|
||||
var existingBuffer = vertexBuffers.Find(vb => vb.WallTexture == wallTexture && vb.EdgeTexture == edgeTexture);
|
||||
if (existingBuffer != null)
|
||||
{
|
||||
existingBuffer.Append(wallVertices, wallEdgeVertices,color);
|
||||
existingBuffer.Append(wallVertices, wallEdgeVertices, wallInnerVertices);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexBuffers.Add(new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallTexture, edgeTexture, color));
|
||||
vertexBuffers.Add(new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallInnerVertices, wallTexture, edgeTexture));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -497,15 +530,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
wallEdgeEffect.Alpha = 1.0f;
|
||||
wallCenterEffect.Alpha = 1.0f;
|
||||
|
||||
wallCenterEffect.World = transformMatrix;
|
||||
wallEdgeEffect.World = transformMatrix;
|
||||
wallEdgeEffect.Alpha = wallInnerEffect.Alpha = wallCenterEffect.Alpha = 1.0f;
|
||||
wallCenterEffect.World = wallInnerEffect.World = wallEdgeEffect.World = transformMatrix;
|
||||
|
||||
//render static walls
|
||||
foreach (var vertexBuffer in vertexBuffers)
|
||||
{
|
||||
wallInnerEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(vertexBuffer.WallInnerBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(vertexBuffer.WallInnerBuffer.VertexCount / 3.0f));
|
||||
|
||||
wallCenterEffect.Texture = vertexBuffer.WallTexture;
|
||||
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(vertexBuffer.WallBuffer);
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
using Barotrauma.Extensions;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -26,22 +23,29 @@ namespace Barotrauma
|
||||
Matrix.CreateTranslation(new Vector3(ConvertUnits.ToDisplayUnits(Body.Position), 0.0f));
|
||||
}
|
||||
|
||||
public void SetWallVertices(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
|
||||
public void SetWallVertices(
|
||||
VertexPositionColorTexture[] wallVertices, VertexPositionColorTexture[] wallEdgeVertices,
|
||||
Texture2D wallTexture, Texture2D edgeTexture)
|
||||
{
|
||||
if (VertexBuffer != null && !VertexBuffer.IsDisposed) { VertexBuffer.Dispose(); }
|
||||
VertexBuffer = new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallTexture, edgeTexture, color);
|
||||
VertexBuffer = new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallInnerVertices: null, wallTexture, edgeTexture);
|
||||
}
|
||||
|
||||
public void GenerateVertices()
|
||||
{
|
||||
float zCoord = this is DestructibleLevelWall ? Rand.Range(0.9f, 1.0f) : 0.9f;
|
||||
List<VertexPositionTexture> wallVertices = CaveGenerator.GenerateWallVertices(triangles, level.GenerationParams, zCoord);
|
||||
var nonTexturedWallVerts =
|
||||
CaveGenerator.GenerateWallVertices(triangles, color, zCoord: 0.9f).ToArray();
|
||||
var wallVerts = CaveGenerator.ConvertToTextured(nonTexturedWallVerts, level.GenerationParams.WallTextureSize);
|
||||
SetWallVertices(
|
||||
wallVertices.ToArray(),
|
||||
CaveGenerator.GenerateWallEdgeVertices(Cells, level, zCoord).ToArray(),
|
||||
wallVertices: wallVerts,
|
||||
wallEdgeVertices: CaveGenerator.GenerateWallEdgeVertices(Cells,
|
||||
level.GenerationParams.WallEdgeExpandOutwardsAmount, level.GenerationParams.WallEdgeExpandInwardsAmount,
|
||||
outerColor: color, innerColor: color,
|
||||
level, zCoord)
|
||||
.ToArray(),
|
||||
level.GenerationParams.WallSprite.Texture,
|
||||
level.GenerationParams.WallEdgeSprite.Texture,
|
||||
color);
|
||||
level.GenerationParams.WallEdgeSprite.Texture);
|
||||
}
|
||||
|
||||
public bool IsVisible(Rectangle worldView)
|
||||
|
||||
Reference in New Issue
Block a user