Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Levels/WrappingWall.cs
2016-02-10 19:21:56 +02:00

206 lines
6.4 KiB
C#

using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using Voronoi2;
namespace Barotrauma
{
class WrappingWall : IDisposable
{
public const float WallWidth = 20000.0f;
private VertexBuffer wallVertices, bodyVertices;
private Vector2 midPos;
private int slot;
private Vector2 offset;
private List<VoronoiCell> cells;
public VertexBuffer WallVertices
{
get { return wallVertices; }
}
public VertexBuffer BodyVertices
{
get { return bodyVertices; }
}
public Vector2 Offset
{
get { return offset; }
}
public List<VoronoiCell> Cells
{
get { return cells; }
}
public Vector2 MidPos
{
get { return midPos; }
}
public WrappingWall(List<VoronoiCell> pathCells, List<VoronoiCell> mapCells, float maxY, int dir = -1)
{
cells = new List<VoronoiCell>();
VoronoiCell lowestPathCell = null;
foreach (VoronoiCell pathCell in pathCells)
{
if (lowestPathCell == null || pathCell.Center.Y < lowestPathCell.Center.Y)
{
lowestPathCell = pathCell;
}
}
float bottomY = Math.Max(lowestPathCell.Center.Y, maxY);
VoronoiCell edgeCell = null;
foreach (VoronoiCell cell in mapCells)
{
if (cell.Center.Y > bottomY) continue;
if (edgeCell == null
|| (dir < 0 && cell.Center.X < edgeCell.Center.X)
|| (dir > 0 && cell.Center.X > edgeCell.Center.X))
{
edgeCell = cell;
}
}
Vector2 wallSectionSize = new Vector2(2000.0f, 2000.0f);
Vector2 startPos = (dir < 0) ?
edgeCell.Center + Vector2.UnitX * WallWidth * dir :
edgeCell.Center + WallWidth * Vector2.UnitX * (dir - 1);
midPos = startPos + Vector2.UnitX * WallWidth/2;
List<Vector2> bottomVertices = new List<Vector2>();
for (float x = 0; x <= WallWidth; x += wallSectionSize.X)
{
Vector2 center = new Vector2(startPos.X + x, edgeCell.Center.Y);
float distFromCenter = Math.Abs(x - WallWidth / 2);
float distFromEdge = WallWidth / 2 - distFromCenter;
float normalizedDist = distFromEdge / (WallWidth / 2);
float variance = 1000.0f * normalizedDist;
bottomVertices.Add(center + new Vector2(Rand.Range(-variance, variance, false), Rand.Range(-variance, variance, false)*2.0f));
}
for (int i = 1; i < bottomVertices.Count; i++)
{
Vector2[] vertices = new Vector2[4];
vertices[0] = bottomVertices[i];
vertices[1] = bottomVertices[i - 1];
vertices[2] = vertices[1] + Vector2.UnitY * wallSectionSize.Y;
vertices[3] = vertices[0] + Vector2.UnitY * wallSectionSize.Y;
VoronoiCell wallCell = new VoronoiCell(vertices);
wallCell.edges[0].cell1 = wallCell;
wallCell.edges[1].cell1 = wallCell;
wallCell.edges[2].cell1 = wallCell;
wallCell.edges[3].cell1 = wallCell;
wallCell.edges[0].isSolid = true;
wallCell.edges[2].isSolid = true;
if (i > 1)
{
wallCell.edges[1].cell2 = cells[i - 2];
cells[i - 2].edges[3].cell2 = wallCell;
}
cells.Add(wallCell);
}
}
public void SetWallVertices(VertexPositionTexture[] vertices)
{
wallVertices = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
wallVertices.SetData(vertices);
}
public void SetBodyVertices(VertexPositionColor[] vertices)
{
bodyVertices = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
bodyVertices.SetData(vertices);
}
public static void UpdateWallShift(Vector2 pos, WrappingWall[,] walls)
{
if (pos.X < walls[0, 1].midPos.X && walls[0,0].midPos.X > pos.X)
{
walls[0, 0].Shift(-2);
var temp = walls[0, 0];
walls[0, 0] = walls[0, 1];
walls[0, 1] = temp;
}
else if (pos.X > walls[0, 0].midPos.X && walls[0,1].midPos.X < pos.X && walls[0,1].slot<0)
{
walls[0, 1].Shift(2);
var temp = walls[0, 0];
walls[0, 0] = walls[0, 1];
walls[0, 1] = temp;
}
else if (pos.X > walls[1, 1].midPos.X && walls[1,0].midPos.X < pos.X)
{
walls[1, 0].Shift(2);
var temp = walls[1, 0];
walls[1, 0] = walls[1, 1];
walls[1, 1] = temp;
}
else if (pos.X < walls[1, 0].midPos.X && walls[1, 1].midPos.X > pos.X && walls[1, 1].slot > 0)
{
walls[1, 1].Shift(-2);
var temp = walls[0, 0];
walls[1, 0] = walls[1, 1];
walls[1, 1] = temp;
}
}
public void Shift(int amount)
{
slot += amount;
Vector2 moveAmount = Vector2.UnitX * WallWidth * amount;
Vector2 simMoveAmount = ConvertUnits.ToSimUnits(moveAmount);
foreach (VoronoiCell cell in cells)
{
cell.body.SetTransform(cell.body.Position + simMoveAmount, 0.0f);
cell.Translation += moveAmount;
}
midPos += moveAmount;
offset += moveAmount;
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
wallVertices.Dispose();
bodyVertices.Dispose();
}
}
}