174 lines
8.2 KiB
C#
174 lines
8.2 KiB
C#
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 Voronoi2;
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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> GenerateRenderVerticeList(List<Vector2[]> triangles)
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{
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var verticeList = new List<VertexPositionTexture>();
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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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//shift the coordinates around a bit to make the texture repetition less obvious
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Vector2 uvCoords = new Vector2(
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vertex.X / 2000.0f + (float)Math.Sin(vertex.X / 500.0f) * 0.15f,
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vertex.Y / 2000.0f + (float)Math.Sin(vertex.Y / 700.0f) * 0.15f);
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verticeList.Add(new VertexPositionTexture(new Vector3(vertex, 1.0f), uvCoords));
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}
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}
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return verticeList;
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}
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public static VertexPositionTexture[] GenerateWallShapes(List<VoronoiCell> cells, Level level)
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{
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float 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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CompareCCW compare = new CompareCCW(cell.Center);
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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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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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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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float inwardThickness1 = 100;
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float inwardThickness2 = 100;
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if (leftEdge != null && !leftEdge.IsSolid)
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{
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leftNormal = edge.Point1 == 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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inwardThickness1 = Vector2.Distance(leftEdge.Point1, leftEdge.Point2) / 2;
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}
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else
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{
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leftNormal = Vector2.Normalize(cell.Center - edge.Point1);
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inwardThickness1 = Vector2.Distance(edge.Point1, cell.Center) / 2;
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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 left normal");
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#endif
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GameAnalyticsManager.AddErrorEventOnce("CaveGenerator.GenerateWallShapes:InvalidLeftNormal:" + level.Seed,
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GameAnalyticsSDK.Net.EGAErrorSeverity.Warning,
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"Invalid left normal (leftedge: " + leftEdge + ", rightedge: " + rightEdge + ", normal: " + leftNormal + ", seed: " + level.Seed + ")");
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if (cell.Body != null)
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{
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GameMain.World.Remove(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 && !rightEdge.IsSolid)
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{
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rightNormal = edge.Point2 == 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 = Vector2.Distance(rightEdge.Point1, rightEdge.Point2) / 2;
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}
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else
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{
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rightNormal = Vector2.Normalize(cell.Center - edge.Point2);
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inwardThickness2 = Vector2.Distance(edge.Point2, cell.Center) / 2;
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}
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if (!MathUtils.IsValid(rightNormal))
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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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GameAnalyticsManager.AddErrorEventOnce("CaveGenerator.GenerateWallShapes:InvalidRightNormal:" + level.Seed,
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GameAnalyticsSDK.Net.EGAErrorSeverity.Warning,
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"Invalid right normal (leftedge: " + leftEdge + ", rightedge: " + rightEdge + ", normal: " + rightNormal + ", seed: " + level.Seed + ")");
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if (cell.Body != null)
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{
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GameMain.World.Remove(cell.Body);
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cell.Body = null;
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}
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rightNormal = Vector2.UnitX;
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break;
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}
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float point1UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point1 - cell.Center));
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float point2UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point2 - cell.Center));
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//handle wrapping around 0/360
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if (point1UV - point2UV > MathHelper.Pi)
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{
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point2UV += MathHelper.TwoPi;
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}
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//the texture wraps around the cell 4 times
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//TODO: define the uv scale in level generation parameters?
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point1UV = point1UV / MathHelper.TwoPi * 4;
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point2UV = point2UV / MathHelper.TwoPi * 4;
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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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if (i == 0)
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{
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verts[0] = edge.Point1 - leftNormal * outWardThickness;
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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], 0.0f), new Vector2(point1UV, 0.0f));
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vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), new Vector2(point2UV, 0.0f));
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vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(point1UV, 0.5f));
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}
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else
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{
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verts[0] = edge.Point1 + leftNormal * inwardThickness1;
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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], 0.0f), new Vector2(point1UV, 0.5f));
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vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), new Vector2(point2UV, 0.0f));
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vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(point2UV, 0.5f));
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}
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verticeList.AddRange(vertPos);
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}
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}
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}
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return verticeList.ToArray();
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}
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}
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}
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