66 lines
2.7 KiB
C#
66 lines
2.7 KiB
C#
using Barotrauma.Extensions;
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using FarseerPhysics;
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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.Linq;
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namespace Barotrauma
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{
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partial class LevelWall : IDisposable
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{
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public LevelWallVertexBuffer VertexBuffer { get; private set; }
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public VertexBuffer WallBuffer { get { return VertexBuffer.WallBuffer; } }
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public VertexBuffer WallEdgeBuffer { get { return VertexBuffer.WallEdgeBuffer; } }
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public virtual float Alpha => 1.0f;
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public Matrix GetTransform()
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{
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return Body.FixedRotation ?
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Matrix.CreateTranslation(new Vector3(ConvertUnits.ToDisplayUnits(Body.Position), 0.0f)) :
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Matrix.CreateRotationZ(Body.Rotation) *
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Matrix.CreateTranslation(new Vector3(ConvertUnits.ToDisplayUnits(Body.Position), 0.0f));
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}
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public void SetWallVertices(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
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{
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if (VertexBuffer != null && !VertexBuffer.IsDisposed) { VertexBuffer.Dispose(); }
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VertexBuffer = new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallTexture, edgeTexture, color);
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}
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public void GenerateVertices()
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{
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float zCoord = this is DestructibleLevelWall ? Rand.Range(0.9f, 1.0f) : 0.9f;
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List<VertexPositionTexture> wallVertices = CaveGenerator.GenerateWallVertices(triangles, level.GenerationParams, zCoord);
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SetWallVertices(
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wallVertices.ToArray(),
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CaveGenerator.GenerateWallEdgeVertices(Cells, level, zCoord).ToArray(),
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level.GenerationParams.WallSprite.Texture,
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level.GenerationParams.WallEdgeSprite.Texture,
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color);
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}
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public bool IsVisible(Rectangle worldView)
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{
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RectangleF worldViewInSimUnits = new RectangleF(
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ConvertUnits.ToSimUnits(worldView.Location.ToVector2()),
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ConvertUnits.ToSimUnits(worldView.Size.ToVector2()));
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foreach (var fixture in Body.FixtureList)
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{
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fixture.GetAABB(out var aabb, 0);
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Vector2 lowerBound = aabb.LowerBound + Body.Position;
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if (lowerBound.X > worldViewInSimUnits.Right || lowerBound.Y > worldViewInSimUnits.Y) { continue; }
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Vector2 upperBound = aabb.UpperBound + Body.Position;
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if (upperBound.X < worldViewInSimUnits.X || upperBound.Y < worldViewInSimUnits.Y - worldViewInSimUnits.Height) { continue; }
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return true;
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}
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return false;
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}
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}
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}
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