Files
LuaCsForBarotraumaEP/Subsurface/Map/Level.cs
2015-06-21 22:31:56 +03:00

136 lines
4.5 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Common;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using Voronoi2;
namespace Subsurface
{
class Level
{
private int seed;
List<Body> bodies;
List<VoronoiCell> cells;
public Level(int seed, int siteCount, int width, int height)
{
this.seed = seed;
Voronoi voronoi = new Voronoi(1.0);
List<PointF> sites = new List<PointF>();
Random rand = new Random(seed);
for (int i = 0; i < siteCount; i++)
{
sites.Add(new PointF((float)(rand.NextDouble() * width), (float)(rand.NextDouble() * width)));
}
List<GraphEdge> graphEdges = MakeVoronoiGraph(sites, voronoi, width, height);
cells = new List<VoronoiCell>();
foreach (GraphEdge ge in graphEdges)
{
for (int i = 0; i<2; i++)
{
int site = (i==0) ? ge.site1 : ge.site2;
VoronoiCell cell = cells.Find(c => c.site == site);
if (cell == null)
{
cell = new VoronoiCell(site);
cells.Add(cell);
}
if (!cell.edges.Contains(ge)) cell.edges.Add(ge);
}
}
bodies = new List<Body>();
foreach (VoronoiCell cell in cells)
{
//List of vectors defining my custom poly
List<Vector2> vlist = new List<Vector2>();
foreach (GraphEdge ge in cell.edges)
{
if (vlist.Contains(ge.point1)) continue;
vlist.Add(ge.point1);
}
if (vlist.Count < 2) continue;
for (int i = 0; i < vlist.Count; i++ )
{
vlist[i] = ConvertUnits.ToSimUnits(vlist[i]);
}
//get farseer 'vertices' from vectors
Vertices _shapevertices = new Vertices(vlist);
//_shapevertices.Sort(less);
//feed vertices array to BodyFactory.CreatePolygon to get a new farseer polygonal body
Body _newBody = BodyFactory.CreatePolygon(Game1.world, _shapevertices, 15);
_newBody.BodyType = BodyType.Static;
_newBody.CollisionCategories = Physics.CollisionWall;
bodies.Add(_newBody);
}
}
public int Compare(Vector2 a, Vector2 b, Vector2 center)
{
if (a.X - center.X >= 0 && b.X - center.X < 0) return 1;
if (a.X - center.X < 0 && b.X - center.X >= 0) return -1;
if (a.X - center.X == 0 && b.X - center.X == 0)
{
if (a.Y - center.Y >= 0 || b.Y - center.Y >= 0) return Math.Sign(a.Y - b.Y);
return Math.Sign(b.Y-a.Y);
}
// compute the cross product of vectors (center -> a) x (center -> b)
float det = (a.X - center.X) * (b.Y - center.Y) - (b.X - center.X) * (a.Y - center.Y);
if (det < 0) return 1;
if (det > 0) return -1;
// points a and b are on the same line from the center
// check which point is closer to the center
float d1 = (a.X - center.X) * (a.X - center.X) + (a.Y - center.Y) * (a.Y - center.Y);
float d2 = (b.X - center.X) * (b.X - center.X) + (b.Y - center.Y) * (b.Y - center.Y);
return Math.Sign(d1 - d2);
}
List<GraphEdge> MakeVoronoiGraph(List<PointF> sites, Voronoi voronoi, int width, int height)
{
double[] xVal = new double[sites.Count];
double[] yVal = new double[sites.Count];
for (int i = 0; i < sites.Count; i++)
{
xVal[i] = sites[i].X;
yVal[i] = sites[i].Y;
}
return voronoi.generateVoronoi(xVal, yVal, 0, width, 0, height);
}
public void Render(SpriteBatch spriteBatch)
{
foreach (VoronoiCell cell in cells)
{
for (int i = 0; i<cell.edges.Count; i++)
{
GUI.DrawLine(spriteBatch, cell.edges[i].point1, cell.edges[i].point2, Microsoft.Xna.Framework.Color.Red);
}
}
}
}
}