Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/Levels/LevelWall.cs
2025-03-12 12:56:27 +00:00

70 lines
3.0 KiB
C#

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