using FarseerPhysics; using FarseerPhysics.Dynamics; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using Voronoi2; namespace Barotrauma { partial class LevelWall : IDisposable { private List cells; public List Cells { get { return cells; } } private Body body; public Body Body { get { return body; } } private float moveState; private float moveLength; private Vector2 moveAmount; public Vector2 MoveAmount { get { return moveAmount; } set { moveAmount = value; moveLength = moveAmount.Length(); } } public float MoveSpeed; private Vector2? originalPos; public float MoveState { get { return moveState; } set { moveState = MathHelper.Clamp(value, 0.0f, MathHelper.TwoPi); } } public LevelWall(List vertices, Color color, Level level, bool giftWrap = false) { if (giftWrap) { vertices = MathUtils.GiftWrap(vertices); } VoronoiCell wallCell = new VoronoiCell(vertices.ToArray()); for (int i = 0; i < wallCell.Edges.Count; i++) { wallCell.Edges[i].Cell1 = wallCell; wallCell.Edges[i].IsSolid = true; } cells = new List() { wallCell }; body = CaveGenerator.GeneratePolygons(cells, level, out List triangles); #if CLIENT List bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles); SetBodyVertices(bodyVertices.ToArray(), color); SetWallVertices(CaveGenerator.GenerateWallShapes(cells, level), color); #endif } public LevelWall(List edgePositions, Vector2 extendAmount, Color color, Level level) { cells = new List(); for (int i = 0; i < edgePositions.Count - 1; i++) { Vector2[] vertices = new Vector2[4]; vertices[0] = edgePositions[i]; vertices[1] = edgePositions[i + 1]; vertices[2] = vertices[0] + extendAmount; vertices[3] = vertices[1] + extendAmount; VoronoiCell wallCell = new VoronoiCell(vertices); wallCell.CellType = CellType.Edge; wallCell.Edges[0].Cell1 = wallCell; wallCell.Edges[1].Cell1 = wallCell; wallCell.Edges[2].Cell1 = wallCell; wallCell.Edges[3].Cell1 = wallCell; wallCell.Edges[0].IsSolid = true; if (i > 1) { wallCell.Edges[3].Cell2 = cells[i - 1]; cells[i - 1].Edges[1].Cell2 = wallCell; } cells.Add(wallCell); } body = CaveGenerator.GeneratePolygons(cells, level, out List triangles); body.CollisionCategories = Physics.CollisionLevel; #if CLIENT List bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles); SetBodyVertices(bodyVertices.ToArray(), color); SetWallVertices(CaveGenerator.GenerateWallShapes(cells, level), color); #endif } public void Update(float deltaTime) { if (body.BodyType == BodyType.Static) return; Vector2 bodyPos = ConvertUnits.ToDisplayUnits(body.Position); Cells.ForEach(c => c.Translation = bodyPos); if (!originalPos.HasValue) originalPos = bodyPos; if (moveLength > 0.0f && MoveSpeed > 0.0f) { moveState += MoveSpeed / moveLength * deltaTime; moveState %= MathHelper.TwoPi; Vector2 targetPos = ConvertUnits.ToSimUnits(originalPos.Value + moveAmount * (float)Math.Sin(moveState)); body.ApplyForce((targetPos - body.Position).ClampLength(1.0f) * body.Mass); } } public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } protected virtual void Dispose(bool disposing) { #if CLIENT if (wallVertices != null) { wallVertices.Dispose(); wallVertices = null; } if (bodyVertices != null) { BodyVertices.Dispose(); bodyVertices = null; } #endif } } }