Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Map/Levels/CaveGenerator.cs
2019-03-18 20:39:27 +02:00

437 lines
18 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Common;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Voronoi2;
namespace Barotrauma
{
static partial class CaveGenerator
{
public static List<VoronoiCell> GraphEdgesToCells(List<GraphEdge> graphEdges, Rectangle borders, float gridCellSize, out List<VoronoiCell>[,] cellGrid)
{
List<VoronoiCell> cells = new List<VoronoiCell>();
cellGrid = new List<VoronoiCell>[(int)Math.Ceiling(borders.Width / gridCellSize), (int)Math.Ceiling(borders.Height / gridCellSize)];
for (int x = 0; x < borders.Width / gridCellSize; x++)
{
for (int y = 0; y < borders.Height / gridCellSize; y++)
{
cellGrid[x, y] = new List<VoronoiCell>();
}
}
foreach (GraphEdge ge in graphEdges)
{
if (Vector2.DistanceSquared(ge.Point1, ge.Point2) < 0.001f) continue;
for (int i = 0; i < 2; i++)
{
Site site = (i == 0) ? ge.Site1 : ge.Site2;
int x = (int)(Math.Floor((site.Coord.X-borders.X) / gridCellSize));
int y = (int)(Math.Floor((site.Coord.Y-borders.Y) / gridCellSize));
x = MathHelper.Clamp(x, 0, cellGrid.GetLength(0)-1);
y = MathHelper.Clamp(y, 0, cellGrid.GetLength(1)-1);
VoronoiCell cell = cellGrid[x,y].Find(c => c.Site == site);
if (cell == null)
{
cell = new VoronoiCell(site);
cellGrid[x, y].Add(cell);
cells.Add(cell);
}
if (ge.Cell1 == null)
{
ge.Cell1 = cell;
}
else
{
ge.Cell2 = cell;
}
cell.Edges.Add(ge);
}
}
return cells;
}
private static Vector2 GetEdgeNormal(GraphEdge edge, VoronoiCell cell = null)
{
if (cell == null) cell = edge.AdjacentCell(null);
if (cell == null) return Vector2.UnitX;
CompareCCW compare = new CompareCCW(cell.Center);
if (compare.Compare(edge.Point1, edge.Point2) == -1)
{
var temp = edge.Point1;
edge.Point1 = edge.Point2;
edge.Point2 = temp;
}
Vector2 normal = Vector2.Zero;
normal = Vector2.Normalize(edge.Point2 - edge.Point1);
Vector2 diffToCell = Vector2.Normalize(cell.Center - edge.Point2);
normal = new Vector2(-normal.Y, normal.X);
if (Vector2.Dot(normal, diffToCell) < 0)
{
normal = -normal;
}
return normal;
}
public static List<VoronoiCell> GeneratePath(
List<Point> pathNodes, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid,
int gridCellSize, Rectangle limits, float wanderAmount = 0.3f, bool mirror = false)
{
var targetCells = new List<VoronoiCell>();
for (int i = 0; i < pathNodes.Count; i++)
{
//a search depth of 2 is large enough to find a cell in almost all maps, but in case it fails, we increase the depth
int searchDepth = 2;
while (searchDepth < 5)
{
int cellIndex = FindCellIndex(pathNodes[i], cells, cellGrid, gridCellSize, searchDepth);
if (cellIndex > -1)
{
targetCells.Add(cells[cellIndex]);
break;
}
searchDepth++;
}
}
return GeneratePath(targetCells, cells, cellGrid, gridCellSize, limits, wanderAmount, mirror);
}
public static List<VoronoiCell> GeneratePath(
List<VoronoiCell> targetCells, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid,
int gridCellSize, Rectangle limits, float wanderAmount = 0.3f, bool mirror = false)
{
Stopwatch sw2 = new Stopwatch();
sw2.Start();
//how heavily the path "steers" towards the endpoint
//lower values will cause the path to "wander" more, higher will make it head straight to the end
wanderAmount = MathHelper.Clamp(wanderAmount, 0.0f, 1.0f);
List<GraphEdge> allowedEdges = new List<GraphEdge>();
List<VoronoiCell> pathCells = new List<VoronoiCell>();
VoronoiCell currentCell = targetCells[0];
currentCell.CellType = CellType.Path;
pathCells.Add(currentCell);
int currentTargetIndex = 1;
int iterationsLeft = cells.Count;
do
{
int edgeIndex = 0;
allowedEdges.Clear();
foreach (GraphEdge edge in currentCell.Edges)
{
var adjacentCell = edge.AdjacentCell(currentCell);
if (limits.Contains(adjacentCell.Site.Coord.X, adjacentCell.Site.Coord.Y))
{
allowedEdges.Add(edge);
}
}
//steer towards target
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) > wanderAmount || allowedEdges.Count == 0)
{
double smallestDist = double.PositiveInfinity;
for (int i = 0; i < currentCell.Edges.Count; i++)
{
var adjacentCell = currentCell.Edges[i].AdjacentCell(currentCell);
double dist = MathUtils.Distance(
adjacentCell.Site.Coord.X, adjacentCell.Site.Coord.Y,
targetCells[currentTargetIndex].Site.Coord.X, targetCells[currentTargetIndex].Site.Coord.Y);
if (dist < smallestDist)
{
edgeIndex = i;
smallestDist = dist;
}
}
}
//choose random edge (ignoring ones where the adjacent cell is outside limits)
else
{
edgeIndex = Rand.Int(allowedEdges.Count, Rand.RandSync.Server);
if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
edgeIndex = currentCell.Edges.IndexOf(allowedEdges[edgeIndex]);
}
currentCell = currentCell.Edges[edgeIndex].AdjacentCell(currentCell);
currentCell.CellType = CellType.Path;
pathCells.Add(currentCell);
iterationsLeft--;
if (currentCell == targetCells[currentTargetIndex])
{
currentTargetIndex += 1;
if (currentTargetIndex >= targetCells.Count) break;
}
} while (currentCell != targetCells[targetCells.Count - 1] && iterationsLeft > 0);
Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
return pathCells;
}
/// <summary>
/// Makes the cell rounder by subdividing the edges and offsetting them at the middle
/// </summary>
/// <param name="minEdgeLength">How small the individual subdivided edges can be (smaller values produce rounder shapes, but require more geometry)</param>
public static void RoundCell(VoronoiCell cell, float minEdgeLength = 500.0f, float roundingAmount = 0.5f, float irregularity = 0.1f)
{
List<GraphEdge> tempEdges = new List<GraphEdge>();
foreach (GraphEdge edge in cell.Edges)
{
if (!edge.IsSolid)
{
tempEdges.Add(edge);
continue;
}
List<Vector2> edgePoints = new List<Vector2>();
Vector2 edgeNormal = GetEdgeNormal(edge, cell);
float edgeLength = Vector2.Distance(edge.Point1, edge.Point2);
int pointCount = (int)Math.Max(Math.Ceiling(edgeLength / minEdgeLength), 1);
Vector2 edgeDir = (edge.Point2 - edge.Point1);
for (int i = 0; i <= pointCount; i++)
{
if (i == 0)
{
edgePoints.Add(edge.Point1);
}
else if (i == pointCount)
{
edgePoints.Add(edge.Point2);
}
else
{
float centerF = 0.5f - Math.Abs(0.5f - (i / (float)pointCount));
float randomVariance = Rand.Range(0, irregularity, Rand.RandSync.Server);
edgePoints.Add(
edge.Point1 +
edgeDir * (i / (float)pointCount) -
edgeNormal * edgeLength * (roundingAmount + randomVariance) * centerF);
}
}
for (int i = 0; i < pointCount; i++)
{
tempEdges.Add(new GraphEdge(edgePoints[i], edgePoints[i + 1])
{
Cell1 = edge.Cell1,
Cell2 = edge.Cell2,
IsSolid = edge.IsSolid,
Site1 = edge.Site1,
Site2 = edge.Site2,
OutsideLevel = edge.OutsideLevel
});
}
}
cell.Edges = tempEdges;
}
public static Body GeneratePolygons(List<VoronoiCell> cells, Level level, out List<Vector2[]> renderTriangles)
{
renderTriangles = new List<Vector2[]>();
List<Vector2> tempVertices = new List<Vector2>();
List<Vector2> bodyPoints = new List<Vector2>();
Body cellBody = new Body(GameMain.World)
{
SleepingAllowed = false,
BodyType = BodyType.Static,
CollisionCategories = Physics.CollisionLevel
};
for (int n = cells.Count - 1; n >= 0; n-- )
{
VoronoiCell cell = cells[n];
bodyPoints.Clear();
tempVertices.Clear();
foreach (GraphEdge ge in cell.Edges)
{
if (Vector2.DistanceSquared(ge.Point1, ge.Point2) < 0.01f) continue;
if (!tempVertices.Any(v => Vector2.DistanceSquared(ge.Point1, v) < 1.0f))
{
tempVertices.Add(ge.Point1);
bodyPoints.Add(ge.Point1);
}
if (!tempVertices.Any(v => Vector2.DistanceSquared(ge.Point2, v) < 1.0f))
{
tempVertices.Add(ge.Point2);
bodyPoints.Add(ge.Point2);
}
}
if (tempVertices.Count < 3 || bodyPoints.Count < 2)
{
cells.RemoveAt(n);
continue;
}
renderTriangles.AddRange(MathUtils.TriangulateConvexHull(tempVertices, cell.Center));
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]);
}
if (cell.CellType == CellType.Empty) continue;
cellBody.UserData = cell;
var triangles = MathUtils.TriangulateConvexHull(bodyPoints, ConvertUnits.ToSimUnits(cell.Center));
for (int i = 0; i < triangles.Count; i++)
{
//don't create a triangle if the area of the triangle is too small
//(apparently Farseer doesn't like polygons with a very small area, see Shape.ComputeProperties)
Vector2 a = triangles[i][0];
Vector2 b = triangles[i][1];
Vector2 c = triangles[i][2];
float area = Math.Abs(a.X * (b.Y - c.Y) + b.X * (c.Y - a.Y) + c.X * (a.Y - b.Y)) / 2.0f;
if (area < 1.0f) continue;
Vertices bodyVertices = new Vertices(triangles[i]);
var newFixture = FixtureFactory.AttachPolygon(bodyVertices, 5.0f, cellBody);
newFixture.UserData = cell;
if (newFixture.Shape.MassData.Area < FarseerPhysics.Settings.Epsilon)
{
DebugConsole.ThrowError("Invalid triangle created by CaveGenerator (" + triangles[i][0] + ", " + triangles[i][1] + ", " + triangles[i][2] + ")");
GameAnalyticsManager.AddErrorEventOnce(
"CaveGenerator.GeneratePolygons:InvalidTriangle",
GameAnalyticsSDK.Net.EGAErrorSeverity.Warning,
"Invalid triangle created by CaveGenerator (" + triangles[i][0] + ", " + triangles[i][1] + ", " + triangles[i][2] + "). Seed: " + level.Seed);
}
}
cell.Body = cellBody;
}
return cellBody;
}
public static List<Vector2> CreateRandomChunk(float radius, int vertexCount, float radiusVariance)
{
Debug.Assert(radiusVariance < radius);
Debug.Assert(vertexCount >= 3);
List<Vector2> verts = new List<Vector2>();
float angleStep = MathHelper.TwoPi / vertexCount;
float angle = 0.0f;
for (int i = 0; i < vertexCount; i++)
{
verts.Add(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) *
(radius + Rand.Range(-radiusVariance, radiusVariance, Rand.RandSync.Server)));
angle += angleStep;
}
return verts;
}
/// <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>
public static int FindCellIndex(Vector2 position,List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, int searchDepth = 1, Vector2? offset = null)
{
float closestDist = float.PositiveInfinity;
VoronoiCell closestCell = null;
Vector2 gridOffset = offset == null ? Vector2.Zero : (Vector2)offset;
position -= gridOffset;
int gridPosX = (int)Math.Floor(position.X / gridCellSize);
int gridPosY = (int)Math.Floor(position.Y / gridCellSize);
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.DistanceSquared(cellGrid[x, y][i].Center, position);
if (dist > closestDist) continue;
closestDist = dist;
closestCell = cellGrid[x, y][i];
}
}
}
return cells.IndexOf(closestCell);
}
public static int FindCellIndex(Point position, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, int searchDepth = 1)
{
int closestDist = int.MaxValue;
VoronoiCell closestCell = null;
int gridPosX = position.X / gridCellSize;
int gridPosY = position.Y / gridCellSize;
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++)
{
int dist = MathUtils.DistanceSquared(
(int)cellGrid[x, y][i].Site.Coord.X, (int)cellGrid[x, y][i].Site.Coord.Y,
position.X, position.Y);
if (dist > closestDist) continue;
closestDist = dist;
closestCell = cellGrid[x, y][i];
}
}
}
return cells.IndexOf(closestCell);
}
}
}