Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Levels/Level.cs
2015-10-31 15:16:49 +02:00

1018 lines
35 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Common;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Voronoi2;
namespace Barotrauma
{
class Level
{
public static Level Loaded
{
get { return loaded; }
}
static Level loaded;
private static Texture2D shaftTexture;
//how close the sub has to be to start/endposition to exit
const float ExitDistance = 6000.0f;
private string seed;
private int siteInterval;
public const int GridCellWidth = 2000;
private List<VoronoiCell>[,] cellGrid;
private WrappingWall[,] wrappingWalls;
private float shaftHeight;
//List<Body> bodies;
private List<VoronoiCell> cells;
private static BasicEffect basicEffect;
private VertexPositionTexture[] vertices;
//private VertexBuffer vertexBuffer;
private Vector2 startPosition;
private Vector2 endPosition;
private Rectangle borders;
private List<Body> bodies;
private List<Vector2> positionsOfInterest;
public Vector2 StartPosition
{
get { return startPosition; }
}
public bool AtStartPosition
{
get;
private set;
}
public Vector2 Size
{
get { return new Vector2(borders.Width, borders.Height); }
}
public Vector2 EndPosition
{
get { return endPosition; }
}
public bool AtEndPosition
{
get;
private set;
}
public Vector2 Position
{
get
{
return cells==null ? Vector2.Zero : ConvertUnits.ToDisplayUnits(cells[0].body.Position);
}
}
public List<Vector2> PositionsOfInterest
{
get { return positionsOfInterest; }
}
public string Seed
{
get { return seed; }
}
public float Difficulty
{
get;
private set;
}
public Level(string seed, float difficulty, int width, int height, int siteInterval)
{
if (shaftTexture == null) shaftTexture = TextureLoader.FromFile("Content/Map/shaft.png");
if (basicEffect==null)
{
basicEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
basicEffect.VertexColorEnabled = false;
basicEffect.TextureEnabled = true;
basicEffect.Texture = TextureLoader.FromFile("Content/Map/iceSurface.png");
}
this.seed = seed;
this.siteInterval = siteInterval;
this.Difficulty = difficulty;
positionsOfInterest = new List<Vector2>();
borders = new Rectangle(0, 0, width, height);
}
public static Level CreateRandom(LocationConnection locationConnection)
{
string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;
return new Level(seed, locationConnection.Difficulty, 100000, 40000, 2000);
}
public static Level CreateRandom(string seed = "")
{
if (seed == "")
{
seed = Rand.Range(0, int.MaxValue, false).ToString();
}
return new Level(seed, Rand.Range(30.0f,80.0f,false), 100000, 40000, 2000);
}
public void Generate(float minWidth, bool mirror=false)
{
Stopwatch sw = new Stopwatch();
sw.Start();
if (loaded != null)
{
loaded.Unload();
}
loaded = this;
Voronoi voronoi = new Voronoi(1.0);
List<Vector2> sites = new List<Vector2>();
bodies = new List<Body>();
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
float siteVariance = siteInterval * 0.4f;
for (int x = siteInterval / 2; x < borders.Width; x += siteInterval)
{
for (int y = siteInterval / 2; y < borders.Height; y += siteInterval)
{
Vector2 site = new Vector2(x, y) + Rand.Vector(siteVariance, false);
if (mirror) site.X = borders.Width - site.X;
sites.Add(site);
}
}
Stopwatch sw2 = new Stopwatch();
sw2.Start();
List<GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, borders.Width, borders.Height);
Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
cellGrid = new List<VoronoiCell>[borders.Width / GridCellWidth, borders.Height / GridCellWidth];
for (int x = 0; x < borders.Width / GridCellWidth; x++)
{
for (int y = 0; y < borders.Height / GridCellWidth; y++)
{
cellGrid[x, y] = new List<VoronoiCell>();
}
}
//construct voronoi cells based on the graph edges
cells = new List<VoronoiCell>();
foreach (GraphEdge ge in graphEdges)
{
for (int i = 0; i < 2; i++)
{
Site site = (i == 0) ? ge.site1 : ge.site2;
VoronoiCell cell = cellGrid[
(int)Math.Floor(site.coord.x / GridCellWidth),
(int)Math.Floor(site.coord.y / GridCellWidth)].Find(c => c.site == site);
if (cell == null)
{
cell = new VoronoiCell(site);
cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
cells.Add(cell);
}
if (ge.cell1 == null)
{
ge.cell1 = cell;
}
else
{
ge.cell2 = cell;
}
cell.edges.Add(ge);
}
}
Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
//generate a path from the left edge of the map to right edge
Rectangle pathBorders = new Rectangle(
borders.X + (int)minWidth * 2, borders.Y + (int)minWidth * 2,
borders.Right - (int)minWidth * 4, borders.Y + borders.Height - (int)minWidth * 4);
List<Vector2> pathNodes = new List<Vector2>();
startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
pathNodes.Add(new Vector2(startPosition.X, borders.Height));
pathNodes.Add(startPosition);
pathNodes.Add(endPosition);
pathNodes.Add(new Vector2(endPosition.X, borders.Height));
if (mirror)
{
pathNodes.Reverse();
}
List<VoronoiCell> pathCells = GeneratePath(pathNodes, cells, pathBorders, minWidth, 0.3f, mirror, true);
//place some enemy spawnpoints at random points in the path
for (int i = 0; i <3 ; i++ )
{
Vector2 position = pathCells[Rand.Range((int)(pathCells.Count * 0.5f), pathCells.Count - 2, false)].Center;
WayPoint wayPoint = new WayPoint(new Rectangle((int)position.X, (int)position.Y, 10, 10));
wayPoint.MoveWithLevel = true;
wayPoint.SpawnType = SpawnType.Enemy;
}
startPosition = pathCells[0].Center;
endPosition = pathCells[pathCells.Count - 1].Center;
//generate a couple of random paths
for (int i = 0; i <= Rand.Range(1,4,false); i++)
{
//pathBorders = new Rectangle(
//borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
//borders.Right - siteInterval * 2, borders.Y + borders.Height - siteInterval * 2);
Vector2 start = pathCells[Rand.Range(1, pathCells.Count - 2,false)].Center;
float x = pathBorders.X + Rand.Range(0, pathBorders.Right - pathBorders.X, false);
float y = pathBorders.Y + Rand.Range(0,pathBorders.Bottom - pathBorders.Y, false);
if (mirror) x = borders.Width - x;
Vector2 end = new Vector2(x, y);
var newPathCells = GeneratePath(new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
for (int n = 0; n < newPathCells.Count; n += 5)
{
positionsOfInterest.Add(newPathCells[n].Center);
}
pathCells.AddRange(newPathCells);
}
Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
//for (int i = 0; i < 2; i++ )
//{
// Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
// pathCells.AddRange
// (
// GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f, mirror)
// );
//}
cells = CleanCells(pathCells);
pathCells.AddRange(CreateBottomHoles(0.8f, new Rectangle(
(int)(borders.Width * 0.2f), 0,
(int)(borders.Width * 0.6f), (int)(borders.Height * 0.5f))));
foreach (VoronoiCell cell in pathCells)
{
cells.Remove(cell);
}
for (int x = 0; x < cellGrid.GetLength(0); x++)
{
for (int y = 0; y < cellGrid.GetLength(1); y++)
{
cellGrid[x, y].Clear();
}
}
foreach (VoronoiCell cell in cells)
{
cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
}
startPosition.Y = borders.Height;
endPosition.Y = borders.Height;
vertices = GeneratePolygons(cells, pathCells);
wrappingWalls = new WrappingWall[2, 2];
for (int side = 0; side < 2; side++)
{
for (int i = 0; i < 2; i++)
{
wrappingWalls[side, i] = new WrappingWall(pathCells, cells, borders.Height * 0.5f,
(side == 0 ? -1 : 1) * (i == 0 ? 1 : 2));
wrappingWalls[side, i].Vertices = GeneratePolygons(wrappingWalls[side, i].Cells, new List<VoronoiCell>());
}
}
for (int side = 0; side < 2; side++)
{
for (int i = 0; i < 2; i++)
{
cells.AddRange(wrappingWalls[side, i].Cells);
}
}
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.CollisionLevel;
shaftBody.SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
shaftBody.SleepingAllowed = false;
bodies.Add(shaftBody);
}
foreach (VoronoiCell cell in cells)
{
foreach (GraphEdge edge in cell.edges)
{
edge.cell1 = null;
edge.cell2 = null;
edge.site1 = null;
edge.site2 = null;
}
}
Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
//vertexBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
//vertexBuffer.SetData(vertices);
if (mirror)
{
Vector2 temp = startPosition;
startPosition = endPosition;
endPosition = temp;
}
Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
}
private List<VoronoiCell> GeneratePath(List<Vector2> points, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=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[] targetCells = new VoronoiCell[points.Count];
for (int i = 0; i <targetCells.Length; i++)
{
targetCells[i]= cells[FindCellIndex(points[i])];
}
VoronoiCell currentCell = targetCells[0];
pathCells.Add(currentCell);
int currentTargetIndex = 1;
do
{
int edgeIndex = 0;
allowedEdges.Clear();
foreach (GraphEdge edge in currentCell.edges)
{
if (!limits.Contains(edge.AdjacentCell(currentCell).Center)) continue;
allowedEdges.Add(edge);
}
//steer towards target
if (Rand.Range(0.0f, 1.0f, false) > wanderAmount || allowedEdges.Count == 0)
{
for (int i = 0; i < currentCell.edges.Count; i++)
{
if (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center,
currentCell.edges[i].point1, currentCell.edges[i].point2)) continue;
edgeIndex = i;
break;
}
}
//choose random edge (ignoring ones where the adjacent cell is outside limits)
else
{
//if (allowedEdges.Count==0)
//{
// edgeIndex = Rand.Int(currentCell.edges.Count, false);
//}
//else
//{
edgeIndex = Rand.Int(allowedEdges.Count, false);
if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]);
//}
}
currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
pathCells.Add(currentCell);
if (currentCell==targetCells[currentTargetIndex])
{
currentTargetIndex += 1;
if (currentTargetIndex>=targetCells.Length) break;
}
} while (currentCell != targetCells[targetCells.Length-1]);
if (placeWaypoints)
{
WayPoint newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10));
newWaypoint.MoveWithLevel = true;
WayPoint prevWaypoint = newWaypoint;
for (int i = 0; i < pathCells.Count; i++)
{
//clean "loops" from the path
for (int n = 0; n < i; n++)
{
if (pathCells[n] != pathCells[i]) continue;
pathCells.RemoveRange(n+1, i-n);
break;
}
if (i >= pathCells.Count) break;
newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10));
newWaypoint.MoveWithLevel = true;
if (prevWaypoint != null)
{
prevWaypoint.linkedTo.Add(newWaypoint);
newWaypoint.linkedTo.Add(prevWaypoint);
}
prevWaypoint = newWaypoint;
}
newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10));
newWaypoint.MoveWithLevel = true;
prevWaypoint.linkedTo.Add(newWaypoint);
newWaypoint.linkedTo.Add(prevWaypoint);
}
Debug.WriteLine("genpath: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
List<VoronoiCell> removedCells = GetTooCloseCells(pathCells, minWidth);
foreach (VoronoiCell removedCell in removedCells)
{
if (pathCells.Contains(removedCell)) continue;
pathCells.Add(removedCell);
}
Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
return pathCells;
}
private List<VoronoiCell> CreateBottomHoles(float holeProbability, Rectangle limits)
{
List<VoronoiCell> toBeRemoved = new List<VoronoiCell>();
foreach (VoronoiCell cell in cells)
{
if (Rand.Range(0.0f, 1.0f, false) > holeProbability) continue;
if (!limits.Contains(cell.Center)) continue;
toBeRemoved.Add(cell);
}
return toBeRemoved;
//foreach (VoronoiCell cell in toBeRemoved)
//{
// cells.Remove(cell);
//}
}
private List<VoronoiCell> GetTooCloseCells(List<VoronoiCell> emptyCells, float minDistance)
{
List<VoronoiCell> tooCloseCells = new List<VoronoiCell>();
Vector2 position = emptyCells[0].Center;
if (minDistance == 0.0f) return tooCloseCells;
float step = 100.0f;
int targetCellIndex = 1;
minDistance *= 0.5f;
do
{
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
if (x == 0 && y == 0) continue;
Vector2 cornerPos = position + new Vector2(x * minDistance, y * minDistance);
int cellIndex = FindCellIndex(cornerPos);
if (cellIndex == -1) continue;
if (!tooCloseCells.Contains(cells[cellIndex]))
{
tooCloseCells.Add(cells[cellIndex]);
}
}
}
position += Vector2.Normalize(emptyCells[targetCellIndex].Center - position) * step;
if (Vector2.Distance(emptyCells[targetCellIndex].Center, position) < step * 2.0f) targetCellIndex++;
} while (Vector2.Distance(position, emptyCells[emptyCells.Count - 1].Center) > step * 2.0f);
return tooCloseCells;
}
/// <summary>
/// remove all cells except those that are adjacent to the empty cells
/// </summary>
private List<VoronoiCell> CleanCells(List<VoronoiCell> emptyCells)
{
List<VoronoiCell> newCells = new List<VoronoiCell>();
foreach (VoronoiCell cell in emptyCells)
{
foreach (GraphEdge edge in cell.edges)
{
VoronoiCell adjacent = edge.AdjacentCell(cell);
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 VertexPositionTexture[] 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 (adjacentCell!=null && cells.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.CollisionLevel;
cell.body = edgeBody;
bodies.Add(edgeBody);
}
return 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);
}
}
//WrappingWall.UpdateWallShift(Position, wrappingWalls);
}
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;
WrappingWall.UpdateWallShift(-Position, wrappingWalls);
}
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);
}
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);
}
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);
}
}
}
}
for (int side = 0; side < 2; side++ )
{
for (int n = 0 ; n<2; n++)
{
if (Vector2.Distance(wrappingWalls[side, n].MidPos, refPos) > WrappingWall.WallWidth) continue;
foreach (VoronoiCell cell in wrappingWalls[side, n].Cells)
{
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 });
}
}
}
}
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));
for (int side = 0; side < 2; side++)
{
for (int i = 0; i < 2; i++)
{
basicEffect.World = Matrix.CreateTranslation(new Vector3(Position + wrappingWalls[side, i].Offset, 0.0f)) * cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
basicEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList,
wrappingWalls[side, i].Vertices, 0, (int)Math.Floor(wrappingWalls[side, i].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;
}
}
}