999 lines
35 KiB
C#
999 lines
35 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 Lidgren.Network;
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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 static Texture2D shaftTexture;
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//how close the sub has to be to start/endposition to exit
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const float ExitDistance = 6000.0f;
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private string seed;
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private int siteInterval;
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public const int GridCellWidth = 2000;
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private List<VoronoiCell>[,] cellGrid;
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private float shaftHeight;
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//List<Body> bodies;
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private List<VoronoiCell> cells;
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private static BasicEffect basicEffect;
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private VertexPositionTexture[] 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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private Rectangle borders;
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private List<Body> bodies;
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private List<Vector2> positionsOfInterest;
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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 bool AtStartPosition
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{
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get;
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private set;
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}
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public Vector2 EndPosition
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{
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get { return endPosition; }
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}
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public bool AtEndPosition
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{
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get;
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private set;
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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 List<Vector2> PositionsOfInterest
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{
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get { return positionsOfInterest; }
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}
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public string Seed
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{
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get { return seed; }
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}
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public float Difficulty
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{
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get;
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private set;
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}
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public Level(string seed, float difficulty, int width, int height, int siteInterval)
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{
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if (shaftTexture == null) shaftTexture = TextureLoader.FromFile("Content/Map/shaft.png");
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if (basicEffect==null)
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{
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basicEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = false;
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basicEffect.TextureEnabled = true;
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basicEffect.Texture = TextureLoader.FromFile("Content/Map/iceSurface.png");
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}
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this.seed = seed;
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this.siteInterval = siteInterval;
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this.Difficulty = difficulty;
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positionsOfInterest = new List<Vector2>();
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borders = new Rectangle(0, 0, width, height);
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}
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public static Level CreateRandom(LocationConnection locationConnection)
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{
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string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;
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return new Level(seed, locationConnection.Difficulty, 100000, 40000, 2000);
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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(seed, Rand.Range(30.0f,80.0f,false), 100000, 40000, 2000);
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}
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public void Generate(float minWidth, bool mirror=false)
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{
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Stopwatch sw = new Stopwatch();
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sw.Start();
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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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bodies = new List<Body>();
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Random rand = new Random(ToolBox.StringToInt(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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Vector2 site = 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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if (mirror) site.X = borders.Width - site.X;
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sites.Add(site);
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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 * 2, borders.Y + (int)minWidth * 2,
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borders.Right - (int)minWidth * 4, borders.Y + borders.Height - (int)minWidth * 4);
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List<Vector2> pathNodes = new List<Vector2>();
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startPosition = new Vector2((int)minWidth * 2, rand.Next((int)minWidth * 2, borders.Height - (int)minWidth * 2));
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endPosition = new Vector2(borders.Width - (int)minWidth * 2, rand.Next((int)minWidth * 2, borders.Height - (int)minWidth * 2));
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pathNodes.Add(new Vector2(startPosition.X, borders.Height));
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pathNodes.Add(startPosition);
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pathNodes.Add(endPosition);
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pathNodes.Add(new Vector2(endPosition.X, borders.Height));
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if (mirror)
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{
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pathNodes.Reverse();
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}
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List<VoronoiCell> pathCells = GeneratePath(rand,
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pathNodes, cells, pathBorders, minWidth, 0.3f, mirror, true);
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//place some enemy spawnpoints at random points in the path
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for (int i = 0; i <3 ; i++ )
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{
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Vector2 position = pathCells[rand.Next((int)(pathCells.Count * 0.5f), pathCells.Count - 2)].Center;
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WayPoint wayPoint = new WayPoint(new Rectangle((int)position.X, (int)position.Y, 10, 10));
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wayPoint.MoveWithLevel = true;
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wayPoint.SpawnType = SpawnType.Enemy;
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}
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startPosition = pathCells[0].Center;
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endPosition = pathCells[pathCells.Count - 1].Center;
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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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if (mirror) x = borders.Width - x;
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Vector2 end = new Vector2(x, y);
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var newPathCells = GeneratePath(rand, new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
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for (int n = 0; n < newPathCells.Count-5; n += 3)
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{
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positionsOfInterest.Add(newPathCells[n].Center);
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}
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pathCells.AddRange(newPathCells);
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}
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Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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//for (int i = 0; i < 2; i++ )
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//{
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// Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
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// pathCells.AddRange
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// (
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// GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f, mirror)
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// );
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//}
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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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startPosition.Y = borders.Height;
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endPosition.Y = borders.Height;
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//for (int i = 0; i < 2; i++)
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//{
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// Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
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// for (int n = -1; n < 2; n += 2)
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// {
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// int cellIndex = FindCellIndex(new Vector2(tunnelStart.X + minWidth * 0.5f * n, tunnelStart.Y), 3);
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// foreach (GraphEdge ge in cells[cellIndex].edges)
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// {
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// if (ge.point1.Y > cells[cellIndex].Center.Y) ge.point1.Y = borders.Height + shaftHeight;
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// if (ge.point2.Y > cells[cellIndex].Center.Y) ge.point2.Y = borders.Height + shaftHeight;
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// }
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// }
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//}
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//startPosition.Y += shaftHeight;
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//endPosition.Y += shaftHeight;
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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(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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vertexBuffer.SetData(vertices);
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if (mirror)
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{
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Vector2 temp = startPosition;
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startPosition = endPosition;
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endPosition = temp;
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}
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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, List<Vector2> points, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=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<VoronoiCell> pathCells = new List<VoronoiCell>();
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VoronoiCell[] targetCells = new VoronoiCell[points.Count];
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for (int i = 0; i <targetCells.Length; i++)
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{
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targetCells[i]= cells[FindCellIndex(points[i])];
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}
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VoronoiCell currentCell = targetCells[0];
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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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//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 (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center, 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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if (allowedEdges.Count==0)
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{
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edgeIndex = rand.Next() % currentCell.edges.Count;
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}
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else
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{
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edgeIndex = rand.Next() % allowedEdges.Count;
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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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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.Length) break;
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}
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} while (currentCell != targetCells[targetCells.Length-1]);
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if (placeWaypoints)
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{
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WayPoint newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10));
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newWaypoint.MoveWithLevel = true;
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WayPoint prevWaypoint = newWaypoint;
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for (int i = 0; i < pathCells.Count; i++)
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{
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//clean "loops" from the path
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for (int n = 0; n < i; n++)
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{
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if (pathCells[n] != pathCells[i]) continue;
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pathCells.RemoveRange(n+1, i-n);
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break;
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}
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if (i >= pathCells.Count) break;
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10));
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newWaypoint.MoveWithLevel = true;
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if (prevWaypoint != null)
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{
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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}
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prevWaypoint = newWaypoint;
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}
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10));
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newWaypoint.MoveWithLevel = true;
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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}
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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);
|
|
}
|
|
}
|
|
|
|
return newCells;
|
|
}
|
|
|
|
/// <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>
|
|
private int FindCellIndex(Vector2 position, int searchDepth = 1)
|
|
{
|
|
float closestDist = 0.0f;
|
|
VoronoiCell closestCell = null;
|
|
|
|
int gridPosX = (int)Math.Floor(position.X / GridCellWidth);
|
|
int gridPosY = (int)Math.Floor(position.Y / GridCellWidth);
|
|
|
|
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);
|
|
}
|
|
|
|
private void GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells)
|
|
{
|
|
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
|
|
//bodies = new List<Body>();
|
|
|
|
List<Vector2> tempVertices = new List<Vector2>();
|
|
List<Vector2> bodyPoints = new List<Vector2>();
|
|
|
|
for (int n = cells.Count - 1; n >= 0; n-- )
|
|
{
|
|
VoronoiCell cell = cells[n];
|
|
|
|
bodyPoints.Clear();
|
|
tempVertices.Clear();
|
|
foreach (GraphEdge ge in cell.edges)
|
|
{
|
|
if (Math.Abs(Vector2.Distance(ge.point1, ge.point2))<0.1f) continue;
|
|
if (!tempVertices.Contains(ge.point1)) tempVertices.Add(ge.point1);
|
|
if (!tempVertices.Contains(ge.point2)) tempVertices.Add(ge.point2);
|
|
|
|
VoronoiCell adjacentCell = ge.AdjacentCell(cell);
|
|
if (!emptyCells.Contains(adjacentCell)) continue;
|
|
|
|
ge.isSolid = true;
|
|
|
|
if (!bodyPoints.Contains(ge.point1)) bodyPoints.Add(ge.point1);
|
|
if (!bodyPoints.Contains(ge.point2)) bodyPoints.Add(ge.point2);
|
|
}
|
|
|
|
if (tempVertices.Count < 3 || bodyPoints.Count < 2)
|
|
{
|
|
cells.RemoveAt(n);
|
|
continue;
|
|
}
|
|
|
|
var triangles = MathUtils.TriangulateConvexHull(tempVertices, cell.Center);
|
|
for (int i = 0; i < triangles.Count; i++)
|
|
{
|
|
foreach (Vector2 vertex in triangles[i])
|
|
{
|
|
verticeList.Add(new VertexPositionTexture(new Vector3(vertex, 0.0f), vertex/1000.0f));
|
|
}
|
|
}
|
|
|
|
|
|
if (bodyPoints.Count < 2) continue;
|
|
|
|
if (bodyPoints.Count < 3)
|
|
{
|
|
foreach (Vector2 vertex in tempVertices)
|
|
{
|
|
if (bodyPoints.Contains(vertex)) continue;
|
|
bodyPoints.Add(vertex);
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < bodyPoints.Count; i++)
|
|
{
|
|
cell.bodyVertices.Add(bodyPoints[i]);
|
|
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
|
|
}
|
|
|
|
triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
|
|
|
|
Body edgeBody = new Body(GameMain.World);
|
|
|
|
for (int i = 0; i < triangles.Count; i++)
|
|
{
|
|
if (triangles[i][0].Y == triangles[i][1].Y && triangles[i][0].Y == triangles[i][2].Y) continue;
|
|
if (triangles[i][0].X == triangles[i][1].X && triangles[i][0].X == triangles[i][2].X) continue;
|
|
|
|
Vertices bodyVertices = new Vertices(triangles[i]);
|
|
FixtureFactory.AttachPolygon(bodyVertices, 5.0f, edgeBody);
|
|
}
|
|
|
|
edgeBody.UserData = cell;
|
|
edgeBody.SleepingAllowed = false;
|
|
edgeBody.BodyType = BodyType.Kinematic;
|
|
edgeBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
|
|
|
|
cell.body = edgeBody;
|
|
bodies.Add(edgeBody);
|
|
}
|
|
|
|
for (int i = 0; i < 2; i++ )
|
|
{
|
|
Body shaftBody = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
|
|
shaftBody.BodyType = BodyType.Kinematic;
|
|
shaftBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
|
|
shaftBody.SetTransform(ConvertUnits.ToSimUnits((i==0) ? startPosition : endPosition), 0.0f);
|
|
shaftBody.SleepingAllowed = false;
|
|
bodies.Add(shaftBody);
|
|
}
|
|
|
|
vertices = verticeList.ToArray();
|
|
}
|
|
|
|
public void SetPosition(Vector2 pos)
|
|
{
|
|
Vector2 amount = pos - Position;
|
|
Vector2 simAmount = ConvertUnits.ToSimUnits(amount);
|
|
//foreach (VoronoiCell cell in cells)
|
|
//{
|
|
// if (cell.body == null) continue;
|
|
// cell.body.SleepingAllowed = false;
|
|
// cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation);
|
|
//}
|
|
|
|
int i = 0;
|
|
foreach (Body body in bodies)
|
|
{
|
|
i++;
|
|
body.SetTransform(body.Position + simAmount, body.Rotation);
|
|
}
|
|
|
|
foreach (MapEntity mapEntity in MapEntity.mapEntityList)
|
|
{
|
|
Item item = mapEntity as Item;
|
|
if (item == null)
|
|
{
|
|
//if (!mapEntity.MoveWithLevel) continue;
|
|
//mapEntity.Move(amount);
|
|
}
|
|
else if (item.body != null)
|
|
{
|
|
if (item.CurrentHull != null) continue;
|
|
item.SetTransform(item.SimPosition+amount, item.body.Rotation);
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector2 prevVelocity;
|
|
public void Move(Vector2 amount)
|
|
{
|
|
Vector2 velocity = amount;
|
|
Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step);
|
|
|
|
foreach (Body body in bodies)
|
|
{
|
|
body.LinearVelocity = simVelocity;
|
|
}
|
|
|
|
foreach (Character character in Character.CharacterList)
|
|
{
|
|
foreach (Limb limb in character.AnimController.Limbs)
|
|
{
|
|
if (character.AnimController.CurrentHull != null) continue;
|
|
|
|
limb.body.LinearVelocity += simVelocity;
|
|
}
|
|
}
|
|
|
|
foreach (Item item in Item.itemList)
|
|
{
|
|
if (item.body==null || item.CurrentHull != null) continue;
|
|
item.body.LinearVelocity += simVelocity;
|
|
}
|
|
|
|
AtStartPosition = Vector2.Distance(startPosition, -Position) < ExitDistance;
|
|
AtEndPosition = Vector2.Distance(endPosition, -Position) < ExitDistance;
|
|
|
|
prevVelocity = simVelocity;
|
|
}
|
|
|
|
public static void AfterWorldStep()
|
|
{
|
|
if (loaded == null) return;
|
|
|
|
loaded.ResetBodyVelocities();
|
|
}
|
|
|
|
private void ResetBodyVelocities()
|
|
{
|
|
if (prevVelocity == Vector2.Zero) return;
|
|
if (!MathUtils.IsValid(prevVelocity))
|
|
{
|
|
prevVelocity = Vector2.Zero;
|
|
return;
|
|
}
|
|
|
|
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 Draw(SpriteBatch spriteBatch)
|
|
{
|
|
Vector2 pos = endPosition;
|
|
pos.Y = -pos.Y - Position.Y;
|
|
|
|
if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y-512) return;
|
|
|
|
pos.X = GameMain.GameScreen.Cam.WorldView.X-512.0f;
|
|
//pos.X += Position.X % 512;
|
|
|
|
int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width/512.0f + 2.0f)*512.0f);
|
|
|
|
spriteBatch.Draw(shaftTexture,
|
|
new Rectangle((int)(MathUtils.Round(pos.X, 512.0f) + Position.X % 512) , (int)pos.Y, width, 512),
|
|
new Rectangle(0, 0, width, 256),
|
|
Color.White, 0.0f,
|
|
Vector2.Zero,
|
|
SpriteEffects.None, 0.0f);
|
|
|
|
//pos = startPosition;
|
|
//pos.X += Position.X;
|
|
//pos.Y = -pos.Y - Position.Y;
|
|
|
|
//spriteBatch.Draw(shaftTexture,
|
|
// new Rectangle((int)(pos.X - shaftWidth/2), (int)pos.Y, shaftWidth, 512),
|
|
// new Rectangle(0, 0, shaftWidth, 256),
|
|
// Color.White, 0.0f,
|
|
// Vector2.Zero,
|
|
// SpriteEffects.None, 0.0f);
|
|
|
|
//List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
|
|
|
|
//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<VoronoiCell> GetCells(Vector2 pos, int searchDepth = 2)
|
|
{
|
|
int gridPosX = (int)Math.Floor(pos.X / GridCellWidth);
|
|
int gridPosY = (int)Math.Floor(pos.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<VoronoiCell> cells = new List<VoronoiCell>();
|
|
|
|
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++)
|
|
{
|
|
cells.Add(cell);
|
|
//GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Green : Color.Red);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return cells;
|
|
}
|
|
|
|
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(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
|
|
|
basicEffect.CurrentTechnique.Passes[0].Apply();
|
|
|
|
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
|
|
|
|
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(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;
|
|
|
|
bodies.Clear();
|
|
bodies = null;
|
|
|
|
vertexBuffer.Dispose();
|
|
vertexBuffer = null;
|
|
}
|
|
|
|
}
|
|
|
|
}
|