- Ruins are visible in sonar - Fixed ruin generation algorithm occasionally creating too narrow rooms and placing corridors so that they're blocked by corners of a room - Fix for wall textures being misaligned for map cells with no physics body
600 lines
24 KiB
C#
600 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Voronoi2;
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using Microsoft.Xna.Framework.Graphics;
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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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namespace Barotrauma
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{
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static class CaveGenerator
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{
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public static List<VoronoiCell> CarveCave(List<VoronoiCell> cells, Vector2 startPoint, out List<VoronoiCell> newCells)
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{
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Voronoi voronoi = new Voronoi(1.0);
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List<Vector2> sites = new List<Vector2>();
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float siteInterval = 400.0f;
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float siteVariance = siteInterval * 0.4f;
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Vector4 edges = new Vector4(
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cells.Min(x => x.edges.Min(e => e.point1.X)),
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cells.Min(x => x.edges.Min(e => e.point1.Y)),
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cells.Max(x => x.edges.Max(e => e.point1.X)),
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cells.Max(x => x.edges.Max(e => e.point1.Y)));
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edges.X -= siteInterval * 2;
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edges.Y -= siteInterval * 2;
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edges.Z += siteInterval * 2;
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edges.W += siteInterval * 2;
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Rectangle borders = new Rectangle((int)edges.X, (int)edges.Y, (int)(edges.Z - edges.X), (int)(edges.W - edges.Y));
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for (float x = edges.X + siteInterval; x < edges.Z - siteInterval; x += siteInterval)
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{
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for (float y = edges.Y + siteInterval; y < edges.W - siteInterval; y += siteInterval)
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{
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if (Rand.Int(5, false) == 0) continue; //skip some positions to make the cells more irregular
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sites.Add(new Vector2(x, y) + Rand.Vector(siteVariance, false));
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}
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}
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List<GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, edges.X, edges.Y, edges.Z, edges.W);
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List<VoronoiCell>[,] cellGrid;
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newCells = GraphEdgesToCells(graphEdges, borders, 1000, out cellGrid);
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foreach (VoronoiCell cell in newCells)
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{
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//if the cell is at the edge of the graph, remove it
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if (cell.edges.Any(e =>
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e.point1.X == edges.X || e.point1.X == edges.Z ||
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e.point1.Y == edges.Z || e.point1.Y == edges.W))
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{
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cell.CellType = CellType.Removed;
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continue;
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}
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//remove cells that aren't inside any of the original "base cells"
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if (cells.Any(c => c.IsPointInside(cell.Center))) continue;
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foreach (GraphEdge edge in cell.edges)
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{
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//mark all the cells adjacent to the removed cell as edges of the cave
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var adjacent = edge.AdjacentCell(cell);
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if (adjacent != null && adjacent.CellType != CellType.Removed) adjacent.CellType = CellType.Edge;
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}
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cell.CellType = CellType.Removed;
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}
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newCells.RemoveAll(newCell => newCell.CellType == CellType.Removed);
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//start carving from the edge cell closest to the startPoint
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VoronoiCell startCell = null;
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float closestDist = 0.0f;
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foreach (VoronoiCell cell in newCells)
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{
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if (cell.CellType != CellType.Edge) continue;
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float dist = Vector2.Distance(startPoint, cell.Center);
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if (dist < closestDist || startCell == null)
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{
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startCell = cell;
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closestDist = dist;
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}
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}
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startCell.CellType = CellType.Path;
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List<VoronoiCell> path = new List<VoronoiCell>() {startCell};
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VoronoiCell pathCell = startCell;
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for (int i = 0; i < newCells.Count / 2; i++)
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{
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var allowedNextCells = new List<VoronoiCell>();
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foreach (GraphEdge edge in pathCell.edges)
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{
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var adjacent = edge.AdjacentCell(pathCell);
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if (adjacent == null ||
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adjacent.CellType == CellType.Removed ||
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adjacent.CellType == CellType.Edge) continue;
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allowedNextCells.Add(adjacent);
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}
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if (allowedNextCells.Count == 0)
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{
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if (i>5) break;
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foreach (GraphEdge edge in pathCell.edges)
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{
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var adjacent = edge.AdjacentCell(pathCell);
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if (adjacent == null ||
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adjacent.CellType == CellType.Removed) continue;
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allowedNextCells.Add(adjacent);
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}
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if (allowedNextCells.Count == 0) break;
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}
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//randomly pick one of the adjacent cells as the next cell
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pathCell = allowedNextCells[Rand.Int(allowedNextCells.Count, false)];
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//randomly take steps further away from the startpoint to make the cave expand further
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if (Rand.Int(4, false) == 0)
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{
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float furthestDist = 0.0f;
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foreach (VoronoiCell nextCell in allowedNextCells)
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{
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float dist = Vector2.Distance(startCell.Center, nextCell.Center);
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if (dist > furthestDist || furthestDist == 0.0f)
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{
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furthestDist = dist;
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pathCell = nextCell;
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}
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}
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}
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pathCell.CellType = CellType.Path;
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path.Add(pathCell);
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}
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//make sure the tunnel is always wider than minPathWidth
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float minPathWidth = 100.0f;
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for (int i = 0; i < path.Count; i++)
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{
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var cell = path[i];
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foreach (GraphEdge edge in cell.edges)
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{
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if (edge.point1 == edge.point2) continue;
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if (Vector2.Distance(edge.point1, edge.point2) > minPathWidth) continue;
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GraphEdge adjacentEdge = cell.edges.Find(e => e != edge && (e.point1 == edge.point1 || e.point2 == edge.point1));
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var adjacentCell = adjacentEdge.AdjacentCell(cell);
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if (i>0 && (adjacentCell.CellType == CellType.Path || adjacentCell.CellType == CellType.Edge)) continue;
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adjacentCell.CellType = CellType.Path;
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path.Add(adjacentCell);
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}
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}
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return path;
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}
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public static List<VoronoiCell> GraphEdgesToCells(List<GraphEdge> graphEdges, Rectangle borders, float gridCellSize, out List<VoronoiCell>[,] cellGrid)
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{
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List<VoronoiCell> cells = new List<VoronoiCell>();
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cellGrid = new List<VoronoiCell>[(int)Math.Ceiling(borders.Width / gridCellSize), (int)Math.Ceiling(borders.Height / gridCellSize)];
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for (int x = 0; x < borders.Width / gridCellSize; x++)
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{
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for (int y = 0; y < borders.Height / gridCellSize; 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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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-borders.X) / gridCellSize),
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(int)Math.Floor((site.coord.y-borders.Y) / gridCellSize)].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[
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(int)Math.Floor((cell.Center.X-borders.X) / gridCellSize),
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(int)Math.Floor((cell.Center.Y - borders.Y) / gridCellSize)].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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return cells;
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}
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private static Vector2 GetEdgeNormal(GraphEdge edge, VoronoiCell cell = null)
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{
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if (cell == null) cell = edge.AdjacentCell(null);
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if (cell == null) return Vector2.UnitX;
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CompareCCW compare = new CompareCCW(cell.Center);
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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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Vector2 normal = Vector2.Zero;
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normal = Vector2.Normalize(edge.point2 - edge.point1);
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Vector2 diffToCell = Vector2.Normalize(cell.Center - edge.point2);
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normal = new Vector2(-normal.Y, normal.X);
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if (Vector2.Dot(normal, diffToCell) < 0)
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{
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normal = -normal;
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}
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return normal;
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}
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public static List<VoronoiCell> GeneratePath(
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List<Vector2> pathNodes, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid,
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int gridCellSize, Rectangle limits, float wanderAmount = 0.3f, bool mirror = false, Vector2? gridOffset = null)
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{
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var targetCells = new List<VoronoiCell>();
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for (int i = 0; i < pathNodes.Count; i++)
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{
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int cellIndex = FindCellIndex(pathNodes[i], cells, cellGrid, gridCellSize, 2, gridOffset);
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targetCells.Add(cells[cellIndex]);
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}
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return GeneratePath(targetCells, cells, cellGrid, gridCellSize, limits, wanderAmount, mirror);
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}
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public static List<VoronoiCell> GeneratePath(
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List<VoronoiCell> targetCells, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid,
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int gridCellSize, Rectangle limits, float wanderAmount = 0.3f, bool mirror = false)
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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<GraphEdge> allowedEdges = new List<GraphEdge>();
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List<VoronoiCell> pathCells = new List<VoronoiCell>();
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VoronoiCell currentCell = targetCells[0];
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currentCell.CellType = CellType.Path;
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pathCells.Add(currentCell);
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int currentTargetIndex = 1;
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do
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{
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int edgeIndex = 0;
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allowedEdges.Clear();
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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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//steer towards target
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if (Rand.Range(0.0f, 1.0f, false) > wanderAmount || allowedEdges.Count == 0)
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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 (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center,
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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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//if (allowedEdges.Count==0)
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//{
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// edgeIndex = Rand.Int(currentCell.edges.Count, false);
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//}
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//else
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//{
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edgeIndex = Rand.Int(allowedEdges.Count, false);
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if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
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edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]);
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//}
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}
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currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
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currentCell.CellType = CellType.Path;
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pathCells.Add(currentCell);
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if (currentCell == targetCells[currentTargetIndex])
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{
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currentTargetIndex += 1;
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if (currentTargetIndex >= targetCells.Count) break;
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}
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} while (currentCell != targetCells[targetCells.Count - 1]);
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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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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<VertexPositionColor> verticeList, bool setSolid=true)
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{
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verticeList = new List<VertexPositionColor>();
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var 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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for (int n = cells.Count - 1; n >= 0; n-- )
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{
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VoronoiCell cell = cells[n];
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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 (Math.Abs(Vector2.Distance(ge.point1, ge.point2))<0.1f) 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 (adjacentCell!=null && cells.Contains(adjacentCell)) continue;
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if (setSolid) ge.isSolid = (adjacentCell == null || !cells.Contains(adjacentCell));
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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 || bodyPoints.Count < 2)
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{
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cells.RemoveAt(n);
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continue;
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}
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var triangles = MathUtils.TriangulateConvexHull(tempVertices, cell.Center);
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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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verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.Black));
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}
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}
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if (bodyPoints.Count < 2) continue;
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if (bodyPoints.Count < 3)
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{
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foreach (Vector2 vertex in tempVertices)
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{
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if (bodyPoints.Contains(vertex)) continue;
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bodyPoints.Add(vertex);
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break;
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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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if (cell.CellType == CellType.Empty) continue;
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triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
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Body edgeBody = new Body(GameMain.World);
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for (int i = 0; i < triangles.Count; i++)
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{
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if (triangles[i][0].Y == triangles[i][1].Y && triangles[i][0].Y == triangles[i][2].Y) continue;
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if (triangles[i][0].X == triangles[i][1].X && triangles[i][0].X == triangles[i][2].X) continue;
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if (Vector2.DistanceSquared(triangles[i][0], triangles[i][1]) < 0.1f) continue;
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if (Vector2.DistanceSquared(triangles[i][1], triangles[i][2]) < 0.1f) continue;
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Vertices bodyVertices = new Vertices(triangles[i]);
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FixtureFactory.AttachPolygon(bodyVertices, 5.0f, edgeBody);
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}
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edgeBody.UserData = cell;
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edgeBody.SleepingAllowed = false;
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edgeBody.BodyType = BodyType.Kinematic;
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edgeBody.CollisionCategories = Physics.CollisionLevel;
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cell.body = edgeBody;
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bodies.Add(edgeBody);
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}
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return bodies;
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}
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public static VertexPositionTexture[] GenerateWallShapes(List<VoronoiCell> cells)
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{
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float inwardThickness = 500.0f, outWardThickness = 30.0f;
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List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
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foreach (VoronoiCell cell in cells)
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{
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//if (cell.body == null) continue;
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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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CompareCCW compare = new CompareCCW(cell.Center);
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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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}
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}
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foreach (VoronoiCell cell in cells)
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{
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//if (cell.body == null) continue;
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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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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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Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
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if (leftEdge == null)
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{
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leftNormal = GetEdgeNormal(edge, cell);
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}
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else
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{
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leftNormal = (leftEdge.isSolid) ?
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Vector2.Normalize(GetEdgeNormal(leftEdge) + GetEdgeNormal(edge, cell)) :
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Vector2.Normalize(leftEdge.Center - edge.point1);
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}
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if (!MathUtils.IsValid(leftNormal))
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{
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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if (cell.body != null)
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{
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GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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}
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leftNormal = Vector2.UnitX;
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break;
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}
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if (rightEdge == null)
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{
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rightNormal = GetEdgeNormal(edge, cell);
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}
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else
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{
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rightNormal = (rightEdge.isSolid) ?
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Vector2.Normalize(GetEdgeNormal(rightEdge) + GetEdgeNormal(edge, cell)) :
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Vector2.Normalize(rightEdge.Center - edge.point2);
|
|
}
|
|
|
|
if (!MathUtils.IsValid(rightNormal))
|
|
{
|
|
#if DEBUG
|
|
DebugConsole.ThrowError("Invalid right normal");
|
|
#endif
|
|
if (cell.body != null)
|
|
{
|
|
GameMain.World.RemoveBody(cell.body);
|
|
cell.body = null;
|
|
}
|
|
rightNormal = Vector2.UnitX;
|
|
break;
|
|
}
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
Vector2[] verts = new Vector2[3];
|
|
VertexPositionTexture[] vertPos = new VertexPositionTexture[3];
|
|
|
|
|
|
if (i == 0)
|
|
{
|
|
verts[0] = edge.point1 - leftNormal * outWardThickness;
|
|
verts[1] = edge.point2 - rightNormal * outWardThickness;
|
|
verts[2] = edge.point1 + leftNormal * inwardThickness;
|
|
|
|
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), Vector2.Zero);
|
|
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
|
|
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(0, 0.5f));
|
|
}
|
|
else
|
|
{
|
|
verts[0] = edge.point1 + leftNormal * inwardThickness;
|
|
verts[1] = edge.point2 - rightNormal * outWardThickness;
|
|
verts[2] = edge.point2 + rightNormal * inwardThickness;
|
|
|
|
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), new Vector2(0.0f, 0.5f));
|
|
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
|
|
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(1.0f, 0.5f));
|
|
}
|
|
|
|
var comparer = new CompareCCW((verts[0] + verts[1] + verts[2]) / 3.0f);
|
|
Array.Sort(verts, vertPos, comparer);
|
|
|
|
for (int j = 0; j < 3; j++)
|
|
{
|
|
verticeList.Add(vertPos[j]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return verticeList.ToArray();
|
|
}
|
|
|
|
/// <summary>
|
|
/// find the index of the cell which the point is inside
|
|
/// (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)
|
|
/// </summary>
|
|
public static int FindCellIndex(Vector2 position,List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, int searchDepth = 1, Vector2? offset = null)
|
|
{
|
|
float closestDist = 0.0f;
|
|
VoronoiCell closestCell = null;
|
|
|
|
Vector2 gridOffset = offset == null ? Vector2.Zero : (Vector2)offset;
|
|
position -= gridOffset;
|
|
|
|
int gridPosX = (int)Math.Floor(position.X / gridCellSize);
|
|
int gridPosY = (int)Math.Floor(position.Y / gridCellSize);
|
|
|
|
for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
|
|
{
|
|
for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
|
|
{
|
|
for (int i = 0; i < cellGrid[x, y].Count; i++)
|
|
{
|
|
float dist = Vector2.Distance(cellGrid[x, y][i].Center, position);
|
|
if (closestDist != 0.0f && dist > closestDist) continue;
|
|
|
|
closestDist = dist;
|
|
closestCell = cellGrid[x, y][i];
|
|
}
|
|
}
|
|
}
|
|
|
|
return cells.IndexOf(closestCell);
|
|
}
|
|
|
|
|
|
}
|
|
}
|