806 lines
28 KiB
C#
806 lines
28 KiB
C#
using FarseerPhysics;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Factories;
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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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using System.Diagnostics;
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using Voronoi2;
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namespace Subsurface
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{
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class Level
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{
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public static Level Loaded
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{
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get { return loaded; }
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}
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static Level loaded;
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private string seed;
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private int siteInterval;
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const int gridCellWidth = 2000;
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List<VoronoiCell>[,] cellGrid;
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//List<Body> bodies;
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List<VoronoiCell> cells;
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BasicEffect basicEffect;
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private VertexPositionColor[] vertices;
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private VertexBuffer vertexBuffer;
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private Vector2 startPosition;
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private Vector2 endPosition;
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Rectangle borders;
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public Vector2 StartPosition
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{
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get { return startPosition; }
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}
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public Vector2 Position
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{
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get { return ConvertUnits.ToDisplayUnits(cells[0].body.Position); }
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}
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public Level(string seed, int width, int height, int siteInterval)
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{
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this.seed = seed;
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this.siteInterval = siteInterval;
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borders = new Rectangle(0, 0, width, height);
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}
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public static Level CreateRandom(string seed = "")
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{
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if (seed == "")
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{
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seed = Rand.Range(0, int.MaxValue, false).ToString();
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}
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return new Level((string)seed, 100000, 40000, 2000);
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}
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public void Generate(float minWidth)
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{
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Stopwatch sw = new Stopwatch();
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sw.Start();
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//Game1.random = new Random(ToolBox.SeedToInt(seed));
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if (loaded != null)
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{
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loaded.Unload();
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}
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loaded = this;
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Voronoi voronoi = new Voronoi(1.0);
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List<Vector2> sites = new List<Vector2>();
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Random rand = new Random(ToolBox.SeedToInt(seed));
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float siteVariance = siteInterval * 0.8f;
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for (int x = siteInterval/2; x < borders.Width; x += siteInterval)
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{
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for (int y = siteInterval / 2; y < borders.Height; y += siteInterval)
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{
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sites.Add(new Vector2(
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x + (float)(rand.NextDouble() - 0.5) * siteVariance,
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y + (float)(rand.NextDouble() - 0.5) * siteVariance));
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}
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}
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Stopwatch sw2 = new Stopwatch();
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sw2.Start();
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List<GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, borders.Width, borders.Height);
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Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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cellGrid = new List<VoronoiCell>[borders.Width / gridCellWidth, borders.Height / gridCellWidth];
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for (int x = 0; x < borders.Width / gridCellWidth; x++)
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{
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for (int y = 0; y < borders.Height / gridCellWidth; y++)
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{
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cellGrid[x, y] = new List<VoronoiCell>();
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}
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}
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//construct voronoi cells based on the graph edges
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cells = new List<VoronoiCell>();
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foreach (GraphEdge ge in graphEdges)
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{
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for (int i = 0; i < 2; i++)
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{
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Site site = (i == 0) ? ge.site1 : ge.site2;
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VoronoiCell cell = cellGrid[
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(int)Math.Floor(site.coord.x / gridCellWidth),
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(int)Math.Floor(site.coord.y / gridCellWidth)].Find(c => c.site == site);
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if (cell == null)
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{
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cell = new VoronoiCell(site);
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cellGrid[(int)Math.Floor(cell.Center.X / gridCellWidth), (int)Math.Floor(cell.Center.Y / gridCellWidth)].Add(cell);
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cells.Add(cell);
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}
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if (ge.cell1 == null)
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{
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ge.cell1 = cell;
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}
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else
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{
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ge.cell2 = cell;
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}
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cell.edges.Add(ge);
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}
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}
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Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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//generate a path from the left edge of the map to right edge
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Rectangle pathBorders = new Rectangle(
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borders.X + (int)minWidth, borders.Y + (int)minWidth,
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borders.Right - (int)minWidth, borders.Y + borders.Height - (int)minWidth);
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List<VoronoiCell> pathCells = GeneratePath(rand,
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new Vector2((int)minWidth, rand.Next((int)minWidth, borders.Height - (int)minWidth)),
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new Vector2(borders.Width - (int)minWidth, rand.Next((int)minWidth, borders.Height - (int)minWidth)),
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cells, pathBorders, minWidth);
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//generate a couple of random paths
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for (int i = 0; i < rand.Next() % 3; i++ )
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{
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pathBorders = new Rectangle(
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borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
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borders.Right - siteInterval * 2, borders.Y + borders.Height - siteInterval * 2);
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Vector2 start = pathCells[rand.Next(1,pathCells.Count-2)].Center;
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float x = pathBorders.X + (float)rand.NextDouble() * (pathBorders.Right - pathBorders.X);
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float y = pathBorders.Y + (float)rand.NextDouble() * (pathBorders.Bottom - pathBorders.Y);
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Vector2 end = new Vector2(x,y);
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pathCells.AddRange
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(
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GeneratePath(rand, start,end, cells, pathBorders, 0.0f, 0.8f)
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);
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}
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Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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startPosition = pathCells[0].Center;
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endPosition = pathCells[pathCells.Count - 1].Center;
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cells = CleanCells(pathCells);
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foreach (VoronoiCell cell in pathCells)
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{
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cells.Remove(cell);
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}
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for (int x = 0; x < cellGrid.GetLength(0); x++ )
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{
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for (int y = 0; y < cellGrid.GetLength(1); y++ )
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{
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cellGrid[x, y].Clear();
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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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cellGrid[(int)Math.Floor(cell.Center.X / gridCellWidth), (int)Math.Floor(cell.Center.Y / gridCellWidth)].Add(cell);
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}
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GeneratePolygons(cells, pathCells);
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foreach (VoronoiCell cell in cells)
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{
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foreach (GraphEdge edge in cell.edges)
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{
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edge.cell1 = null;
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edge.cell2 = null;
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edge.site1 = null;
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edge.site2 = null;
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}
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}
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Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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vertexBuffer = new VertexBuffer(Game1.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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vertexBuffer.SetData(vertices);
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basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = true;
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Debug.WriteLine("Generated a map with "+sites.Count+" sites in "+sw.ElapsedMilliseconds+" ms");
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}
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private List<VoronoiCell> GeneratePath(Random rand, Vector2 start, Vector2 end, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f)
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{
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Stopwatch sw2 = new Stopwatch();
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sw2.Start();
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//how heavily the path "steers" towards the endpoint
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//lower values will cause the path to "wander" more, higher will make it head straight to the end
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wanderAmount = MathHelper.Clamp(wanderAmount, 0.0f, 1.0f);
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List<VoronoiCell> pathCells = new List<VoronoiCell>();
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VoronoiCell currentCell = cells[FindCellIndex(start)];
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pathCells.Add(currentCell);
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VoronoiCell endCell = cells[FindCellIndex(end)];
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do
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{
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int edgeIndex = 0;
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//steer towards target
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if (rand.NextDouble()>wanderAmount)
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{
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for (int i = 0; i < currentCell.edges.Count; i++)
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{
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if (!IsIntersecting(currentCell.Center, end, currentCell.edges[i].point1, currentCell.edges[i].point2)) continue;
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edgeIndex = i;
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break;
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}
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}
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//choose random edge (ignoring ones where the adjacent cell is outside limits)
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else
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{
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List<GraphEdge> allowedEdges = new List<GraphEdge>();
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foreach(GraphEdge edge in currentCell.edges)
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{
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if (!limits.Contains(edge.AdjacentCell(currentCell).Center)) continue;
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allowedEdges.Add(edge);
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}
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edgeIndex = (allowedEdges.Count==0) ?
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0 : currentCell.edges.IndexOf(allowedEdges[rand.Next() % allowedEdges.Count]);
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}
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currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
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pathCells.Add(currentCell);
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} while (currentCell!=endCell);
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Debug.WriteLine("genpath: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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List<VoronoiCell> removedCells = GetTooCloseCells(pathCells, minWidth);
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foreach (VoronoiCell removedCell in removedCells)
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{
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if (pathCells.Contains(removedCell)) continue;
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pathCells.Add(removedCell);
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}
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Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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return pathCells;
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}
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private List<VoronoiCell> GetTooCloseCells(List<VoronoiCell> emptyCells, float minDistance)
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{
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List<VoronoiCell> tooCloseCells = new List<VoronoiCell>();
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Vector2 position = emptyCells[0].Center;
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if (minDistance == 0.0f) return tooCloseCells;
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float step = 100.0f;
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int targetCellIndex = 1;
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minDistance *= 0.5f;
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do
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{
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for (int x = -1; x<=1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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if (x == 0 && y == 0) continue;
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Vector2 cornerPos = position + new Vector2(x*minDistance, y*minDistance);
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int cellIndex = FindCellIndex(cornerPos);
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if (cellIndex == -1) continue;
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if (!tooCloseCells.Contains(cells[cellIndex]))
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{
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tooCloseCells.Add(cells[cellIndex]);
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}
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}
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}
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position += Vector2.Normalize(emptyCells[targetCellIndex].Center - position) * step;
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if (Vector2.Distance(emptyCells[targetCellIndex].Center, position) < step * 2.0f) targetCellIndex++;
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} while (Vector2.Distance(position, emptyCells[emptyCells.Count - 1].Center) > step*2.0f);
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return tooCloseCells;
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}
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/// <summary>
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/// remove all cells except those that are adjacent to the empty cells
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/// </summary>
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private List<VoronoiCell> CleanCells(List<VoronoiCell> emptyCells)
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{
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List<VoronoiCell> newCells = new List<VoronoiCell>();
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foreach (VoronoiCell cell in emptyCells)
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{
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foreach (GraphEdge edge in cell.edges)
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{
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VoronoiCell adjacent = edge.AdjacentCell(cell);
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if (!newCells.Contains(adjacent)) newCells.Add(adjacent);
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}
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}
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return newCells;
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}
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/// <summary>
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/// check whether line from a to b is intersecting with line from c to b
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/// </summary>
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bool IsIntersecting(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
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{
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float denominator = ((b.X - a.X) * (d.Y - c.Y)) - ((b.Y - a.Y) * (d.X - c.X));
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float numerator1 = ((a.Y - c.Y) * (d.X - c.X)) - ((a.X - c.X) * (d.Y - c.Y));
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float numerator2 = ((a.Y - c.Y) * (b.X - a.X)) - ((a.X - c.X) * (b.Y - a.Y));
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if (denominator == 0) return numerator1 == 0 && numerator2 == 0;
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float r = numerator1 / denominator;
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float s = numerator2 / denominator;
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return (r >= 0 && r <= 1) && (s >= 0 && s <= 1);
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}
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//public Microsoft.Xna.Framework.Point GridCell(Vector2 position)
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//{
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// Microsoft.Xna.Framework.Point point = new Microsoft.Xna.Framework.Point(
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// (int)Math.Floor(position.X / gridCellWidth),
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// (int)Math.Floor(position.Y / gridCellWidth));
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// point.X = MathHelper.Clamp(point.X, 0, cellGrid.GetLength(0) - 1);
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// point.Y = MathHelper.Clamp(point.X, 0, cellGrid.GetLength(1) - 1);
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// return point;
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//}
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/// <summary>
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/// find the index of the cell which the point is inside
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/// (actually finds the cell whose center is closest, but it's always the correct cell assuming the point is inside the borders of the diagram)
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/// </summary>
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private int FindCellIndex(Vector2 position)
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{
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float closestDist = 0.0f;
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VoronoiCell closestCell = null;
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int gridPosX = (int)Math.Floor(position.X / gridCellWidth);
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int gridPosY = (int)Math.Floor(position.Y / gridCellWidth);
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int searchOffset = 1;
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for (int x = Math.Max(gridPosX-searchOffset,0); x<=Math.Min(gridPosX+searchOffset, cellGrid.GetLength(0)-1); x++)
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{
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for (int y = Math.Max(gridPosY-searchOffset,0); y<=Math.Min(gridPosY+searchOffset, cellGrid.GetLength(1)-1); y++)
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{
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for (int i = 0; i < cellGrid[x,y].Count; i++)
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{
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float dist = Vector2.Distance(cellGrid[x, y][i].Center, position);
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if (closestDist != 0.0f && dist > closestDist) continue;
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closestDist = dist;
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closestCell = cellGrid[x, y][i];
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}
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}
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}
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return cells.IndexOf(closestCell);
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}
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private void GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells)
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{
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List<VertexPositionColor> verticeList = new List<VertexPositionColor>();
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//bodies = new List<Body>();
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List<Vector2> tempVertices = new List<Vector2>();
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List<Vector2> bodyPoints = new List<Vector2>();
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int n = 0;
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foreach (VoronoiCell cell in cells)
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{
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n = (n + 30) % 255;
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bodyPoints.Clear();
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tempVertices.Clear();
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foreach (GraphEdge ge in cell.edges)
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{
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if (ge.point1 == ge.point2) continue;
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if (!tempVertices.Contains(ge.point1)) tempVertices.Add(ge.point1);
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if (!tempVertices.Contains(ge.point2)) tempVertices.Add(ge.point2);
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VoronoiCell adjacentCell = ge.AdjacentCell(cell);
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if (!emptyCells.Contains(adjacentCell)) continue;
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ge.isSolid = true;
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if (!bodyPoints.Contains(ge.point1)) bodyPoints.Add(ge.point1);
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if (!bodyPoints.Contains(ge.point2)) bodyPoints.Add(ge.point2);
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}
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if (tempVertices.Count < 3) continue;
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int triangleCount = tempVertices.Count - 2;
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tempVertices.Sort(new CompareCCW(cell.Center));
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int lastIndex = 1;
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for (int i = 0; i < triangleCount; i++ )
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{
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//simple triangulation
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List<Vector2> triangleVertices = new List<Vector2>();
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triangleVertices.Add(tempVertices[0]);
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for (int j = lastIndex; j<=lastIndex+1; j++)
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{
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triangleVertices.Add(tempVertices[j]);
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}
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lastIndex += 1;
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foreach (Vector2 vertex in triangleVertices)
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{
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verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.LightGray*0.8f));//new Color(n,(n*2)%255,(n*3)%255)*0.5f));
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}
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//bool isSame = false;
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//if (triangleVertices[0].Y == triangleVertices[1].Y && triangleVertices[1].Y == triangleVertices[2].Y) isSame = true;
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//if (triangleVertices[0].X == triangleVertices[1].X && triangleVertices[1].X == triangleVertices[2].X) isSame = true;
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//if (isSame) continue;
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//CreateBody(cell, triangleVertices);
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}
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if (bodyPoints.Count < 2) continue;
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//todo: make sure the first point is the one where the edge should start from
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bodyPoints.Sort(new CompareCCW(cell.Center));
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if (bodyPoints.Count == tempVertices.Count)
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{
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}
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for (int i = 0; i < bodyPoints.Count; i++)
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{
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cell.bodyVertices.Add(bodyPoints[i]);
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bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
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}
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Vertices bodyVertices = new Vertices(bodyPoints);
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Body edgeBody = BodyFactory.CreateLoopShape(Game1.World, bodyVertices);
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//Body edgeBody = (bodyVertices.Count == tempVertices.Count) ?
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// BodyFactory.CreateLoopShape(Game1.world, bodyVertices) :
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// BodyFactory.CreateChainShape(Game1.world, bodyVertices);
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edgeBody.UserData = cell;
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edgeBody.BodyType = BodyType.Kinematic;
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edgeBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
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cell.body = edgeBody;
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}
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vertices = verticeList.ToArray();
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//return bodies;
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}
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public void SetPosition(Vector2 pos)
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{
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Vector2 amount = ConvertUnits.ToSimUnits(pos - Position);
|
|
foreach (VoronoiCell cell in cells)
|
|
{
|
|
if (cell.body == null) continue;
|
|
cell.body.SleepingAllowed = false;
|
|
cell.body.SetTransform(cell.body.Position + amount, cell.body.Rotation);
|
|
}
|
|
}
|
|
|
|
Vector2 prevVelocity;
|
|
public void Move(Vector2 amount)
|
|
{
|
|
//position += amount;
|
|
|
|
Vector2 velocity = amount;
|
|
Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step);
|
|
|
|
//DebugCheckPos();
|
|
|
|
foreach (VoronoiCell cell in cells)
|
|
{
|
|
if (cell.body == null) continue;
|
|
cell.body.LinearVelocity = simVelocity;
|
|
}
|
|
|
|
foreach (Character character in Character.CharacterList)
|
|
{
|
|
foreach (Limb limb in character.AnimController.limbs)
|
|
{
|
|
//limb.body.SetTransform(limb.body.Position + amount * (float)Physics.step, limb.body.Rotation);
|
|
if (character.AnimController.CurrentHull == null)
|
|
{
|
|
limb.body.LinearVelocity += simVelocity;
|
|
}
|
|
else
|
|
{
|
|
if (limb.type == LimbType.LeftFoot || limb.type == LimbType.RightFoot) continue;
|
|
limb.body.ApplyForce((simVelocity - prevVelocity) * 10.0f * limb.Mass);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (Item item in Item.itemList)
|
|
{
|
|
if (item.CurrentHull != null) continue;
|
|
if (item.body == null)
|
|
{
|
|
item.Move(velocity);
|
|
}
|
|
else
|
|
{
|
|
item.body.LinearVelocity += simVelocity;
|
|
}
|
|
}
|
|
|
|
prevVelocity = simVelocity;
|
|
}
|
|
|
|
public static void AfterWorldStep()
|
|
{
|
|
if (loaded == null) return;
|
|
|
|
loaded.ResetBodyVelocities();
|
|
}
|
|
|
|
private void ResetBodyVelocities()
|
|
{
|
|
foreach (Character character in Character.CharacterList)
|
|
{
|
|
if (character.AnimController.CurrentHull != null) continue;
|
|
|
|
foreach (Limb limb in character.AnimController.limbs)
|
|
{
|
|
limb.body.LinearVelocity -= prevVelocity;
|
|
}
|
|
}
|
|
|
|
foreach (Item item in Item.itemList)
|
|
{
|
|
if (item.body == null || item.CurrentHull != null) continue;
|
|
item.body.LinearVelocity -= prevVelocity;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
public void DebugCheckPos()
|
|
{
|
|
|
|
Vector2 avgPos = Vector2.Zero;
|
|
foreach (VoronoiCell cell in cells)
|
|
{
|
|
if (cell.body == null) continue;
|
|
|
|
|
|
System.Diagnostics.Debug.WriteLine(cell.body.Position);
|
|
avgPos += cell.body.Position;
|
|
}
|
|
|
|
System.Diagnostics.Debug.WriteLine("avgpos: "+avgPos / cells.Count);
|
|
|
|
System.Diagnostics.Debug.WriteLine("pos: " + Position);
|
|
}
|
|
|
|
Vector2 observerPosition;
|
|
public void SetObserverPosition(Vector2 position)
|
|
{
|
|
observerPosition = position - this.Position;
|
|
int gridPosX = (int)Math.Floor(observerPosition.X / gridCellWidth);
|
|
int gridPosY = (int)Math.Floor(observerPosition.Y / gridCellWidth);
|
|
int searchOffset = 2;
|
|
|
|
int startX = Math.Max(gridPosX - searchOffset, 0);
|
|
int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
|
|
|
|
int startY = Math.Max(gridPosY - searchOffset, 0);
|
|
int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
|
|
|
|
for (int x = 0; x < cellGrid.GetLength(0); x++)
|
|
{
|
|
for (int y = 0; y < cellGrid.GetLength(1); y++)
|
|
{
|
|
for (int i = 0; i < cellGrid[x, y].Count; i++)
|
|
{
|
|
//foreach (Body b in cellGrid[x, y][i].bodies)
|
|
//{
|
|
if (cellGrid[x, y][i].body == null) continue;
|
|
cellGrid[x, y][i].body.Enabled = true;// (x >= startX && x <= endX && y >= startY && y <= endY);
|
|
//}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
public void RenderLines(SpriteBatch spriteBatch)
|
|
{
|
|
//GUI.DrawRectangle(spriteBatch, new Rectangle(borders.X, borders.Y-borders.Height, borders.Width, borders.Height), Color.Cyan);
|
|
|
|
//for (int x = 0; x < cellGrid.GetLength(0); x++)
|
|
//{
|
|
// for (int y = 0; y < cellGrid.GetLength(1); y++)
|
|
// {
|
|
// GUI.DrawRectangle(spriteBatch,
|
|
// new Rectangle(x * gridCellWidth + (int)position.X, borders.Y - borders.Height + y * gridCellWidth - (int)position.Y, gridCellWidth, gridCellWidth),
|
|
// Color.Cyan);
|
|
// }
|
|
//}
|
|
|
|
//int gridPosX = (int)Math.Floor(-observerPosition.X / gridCellWidth);
|
|
//int gridPosY = (int)Math.Floor(-observerPosition.Y / gridCellWidth);
|
|
//int searchOffset = 2;
|
|
|
|
//int startX = Math.Max(gridPosX - searchOffset, 0);
|
|
//int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
|
|
|
|
//int startY = Math.Max(gridPosY - searchOffset, 0);
|
|
//int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
|
|
|
|
//for (int x = startX; x < endX; x++)
|
|
//{
|
|
// for (int y = startY; y < endY; y++)
|
|
// {
|
|
// GUI.DrawRectangle(spriteBatch,
|
|
// new Rectangle(x * gridCellWidth + (int)position.X, borders.Y - borders.Height + y * gridCellWidth - (int)position.Y, gridCellWidth, gridCellWidth),
|
|
// Color.Cyan);
|
|
// }
|
|
//}
|
|
|
|
List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
|
|
|
|
//for (int i = 0; i < edges.Count; i++)
|
|
//{
|
|
// GUI.DrawLine(spriteBatch, edges[i][0], edges[i][1], Color.Green);
|
|
//}
|
|
|
|
foreach (VoronoiCell cell in cells)
|
|
{
|
|
for (int i = 0; i < cell.bodyVertices.Count-1; i++)
|
|
{
|
|
Vector2 start = cell.bodyVertices[i];
|
|
start.X += Position.X;
|
|
start.Y = -start.Y - Position.Y;
|
|
start.X += Rand.Range(-10.0f, 10.0f);
|
|
|
|
Vector2 end = cell.bodyVertices[i+1];
|
|
end.X += Position.X;
|
|
end.Y = -end.Y - Position.Y;
|
|
end.X += Rand.Range(-10.0f, 10.0f);
|
|
|
|
GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Red : Color.Red);
|
|
}
|
|
}
|
|
}
|
|
|
|
public List<Vector2[]> GetCellEdges(Vector2 refPos, int searchDepth = 2, bool onlySolid = true)
|
|
{
|
|
|
|
int gridPosX = (int)Math.Floor(refPos.X / gridCellWidth);
|
|
int gridPosY = (int)Math.Floor(refPos.Y / gridCellWidth);
|
|
|
|
int startX = Math.Max(gridPosX - searchDepth, 0);
|
|
int endX = Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1);
|
|
|
|
int startY = Math.Max(gridPosY - searchDepth, 0);
|
|
int endY = Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1);
|
|
|
|
|
|
List<Vector2[]> edges = new List<Vector2[]>();
|
|
|
|
for (int x = startX; x < endX; x++)
|
|
{
|
|
for (int y = startY; y < endY; y++)
|
|
{
|
|
foreach (VoronoiCell cell in cellGrid[x,y])
|
|
{
|
|
for (int i = 0; i < cell.edges.Count; i++)
|
|
{
|
|
if (onlySolid && !cell.edges[i].isSolid) continue;
|
|
Vector2 start = cell.edges[i].point1 + Position;
|
|
start.Y = -start.Y;
|
|
|
|
Vector2 end = cell.edges[i].point2 + Position;
|
|
end.Y = -end.Y;
|
|
|
|
edges.Add(new Vector2[] { start, end });
|
|
//GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Green : Color.Red);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return edges;
|
|
}
|
|
|
|
public void Render(GraphicsDevice graphicsDevice, Camera cam)
|
|
{
|
|
if (vertices == null) return;
|
|
if (vertices.Length <= 0) return;
|
|
|
|
basicEffect.World = Matrix.CreateTranslation(new Vector3(Position, 0.0f))*cam.ShaderTransform
|
|
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
|
|
|
|
|
|
basicEffect.CurrentTechnique.Passes[0].Apply();
|
|
|
|
|
|
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
|
|
}
|
|
|
|
private void Unload()
|
|
{
|
|
//position = Vector2.Zero;
|
|
|
|
//foreach (VoronoiCell cell in cells)
|
|
//{
|
|
// //foreach (Body b in cell.bodies)
|
|
// //{
|
|
// Game1.world.RemoveBody(cell.body);
|
|
// //}
|
|
//}
|
|
|
|
|
|
//bodies = null;
|
|
|
|
vertices = null;
|
|
|
|
cells = null;
|
|
|
|
vertexBuffer.Dispose();
|
|
vertexBuffer = null;
|
|
}
|
|
}
|
|
|
|
}
|