Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/Levels/CaveGenerator.cs
2020-11-06 20:12:15 +02:00

179 lines
9.1 KiB
C#

using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using Voronoi2;
namespace Barotrauma
{
static partial class CaveGenerator
{
public static List<VertexPositionTexture> GenerateWallVertices(List<Vector2[]> triangles, LevelGenerationParams generationParams, float zCoord)
{
var vertices = new List<VertexPositionTexture>();
for (int i = 0; i < triangles.Count; i++)
{
foreach (Vector2 vertex in triangles[i])
{
Vector2 uvCoords = vertex / generationParams.WallTextureSize;
vertices.Add(new VertexPositionTexture(new Vector3(vertex, zCoord), uvCoords));
}
}
return vertices;
}
public static List<VertexPositionTexture> GenerateWallEdgeVertices(List<VoronoiCell> cells, Level level, float zCoord)
{
float outWardThickness = level.GenerationParams.WallEdgeExpandOutwardsAmount;
List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
foreach (VoronoiCell cell in cells)
{
float circumference = 0.0f;
foreach (GraphEdge edge in cell.Edges)
{
circumference += Vector2.Distance(edge.Point1, edge.Point2);
}
foreach (GraphEdge edge in cell.Edges)
{
if (!edge.IsSolid) { continue; }
GraphEdge leftEdge = cell.Edges.Find(e => e != edge && (edge.Point1.NearlyEquals(e.Point1) || edge.Point1.NearlyEquals(e.Point2)));
var leftAdjacentCell = leftEdge?.AdjacentCell(cell);
if (leftAdjacentCell != null)
{
var adjEdge = leftAdjacentCell.Edges.Find(e => e != leftEdge && e.IsSolid && (edge.Point1.NearlyEquals(e.Point1) || edge.Point1.NearlyEquals(e.Point2)));
if (adjEdge != null) { leftEdge = adjEdge; }
}
GraphEdge rightEdge = cell.Edges.Find(e => e != edge && (edge.Point2.NearlyEquals(e.Point1) || edge.Point2.NearlyEquals(e.Point2)));
var rightAdjacentCell = rightEdge?.AdjacentCell(cell);
if (rightAdjacentCell != null)
{
var adjEdge = rightAdjacentCell.Edges.Find(e => e != rightEdge && e.IsSolid && (edge.Point2.NearlyEquals(e.Point1) || edge.Point2.NearlyEquals(e.Point2)));
if (adjEdge != null) { rightEdge = adjEdge; }
}
Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
float inwardThickness1 = level.GenerationParams.WallEdgeExpandInwardsAmount;
float inwardThickness2 = level.GenerationParams.WallEdgeExpandInwardsAmount;
if (leftEdge != null && !leftEdge.IsSolid)
{
leftNormal = edge.Point1.NearlyEquals(leftEdge.Point1) ?
Vector2.Normalize(leftEdge.Point2 - leftEdge.Point1) :
Vector2.Normalize(leftEdge.Point1 - leftEdge.Point2);
}
else if (leftEdge != null)
{
leftNormal = -Vector2.Normalize(edge.GetNormal(cell) + leftEdge.GetNormal(leftAdjacentCell ?? cell));
if (!MathUtils.IsValid(leftNormal)) { leftNormal = -edge.GetNormal(cell); }
}
else
{
leftNormal = Vector2.Normalize(cell.Center - edge.Point1);
}
inwardThickness1 = Math.Min(Vector2.Distance(edge.Point1, cell.Center), inwardThickness1);
if (!MathUtils.IsValid(leftNormal))
{
#if DEBUG
DebugConsole.ThrowError("Invalid left normal");
#endif
GameAnalyticsManager.AddErrorEventOnce("CaveGenerator.GenerateWallShapes:InvalidLeftNormal:" + level.Seed,
GameAnalyticsSDK.Net.EGAErrorSeverity.Warning,
"Invalid left normal (leftedge: " + leftEdge + ", rightedge: " + rightEdge + ", normal: " + leftNormal + ", seed: " + level.Seed + ")");
if (cell.Body != null)
{
if (GameMain.World.BodyList.Contains(cell.Body)) { GameMain.World.Remove(cell.Body); }
cell.Body = null;
}
leftNormal = Vector2.UnitX;
break;
}
if (rightEdge != null && !rightEdge.IsSolid)
{
rightNormal = edge.Point2.NearlyEquals(rightEdge.Point1) ?
Vector2.Normalize(rightEdge.Point2 - rightEdge.Point1) :
Vector2.Normalize(rightEdge.Point1 - rightEdge.Point2);
}
else if (rightEdge != null)
{
rightNormal = -Vector2.Normalize(edge.GetNormal(cell) + rightEdge.GetNormal(rightAdjacentCell ?? cell));
if (!MathUtils.IsValid(rightNormal)) { rightNormal = -edge.GetNormal(cell); }
}
else
{
rightNormal = Vector2.Normalize(cell.Center - edge.Point2);
}
inwardThickness2 = Math.Min(Vector2.Distance(edge.Point2, cell.Center), inwardThickness2);
if (!MathUtils.IsValid(rightNormal))
{
#if DEBUG
DebugConsole.ThrowError("Invalid right normal");
#endif
GameAnalyticsManager.AddErrorEventOnce("CaveGenerator.GenerateWallShapes:InvalidRightNormal:" + level.Seed,
GameAnalyticsSDK.Net.EGAErrorSeverity.Warning,
"Invalid right normal (leftedge: " + leftEdge + ", rightedge: " + rightEdge + ", normal: " + rightNormal + ", seed: " + level.Seed + ")");
if (cell.Body != null)
{
if (GameMain.World.BodyList.Contains(cell.Body)) { GameMain.World.Remove(cell.Body); }
cell.Body = null;
}
rightNormal = Vector2.UnitX;
break;
}
float point1UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point1 - cell.Center));
float point2UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point2 - cell.Center));
//handle wrapping around 0/360
if (point1UV - point2UV > MathHelper.Pi)
{
point1UV -= MathHelper.TwoPi;
}
int textureRepeatCount = (int)Math.Max(circumference / 2 / level.GenerationParams.WallEdgeTextureWidth, 1);
point1UV = point1UV / MathHelper.TwoPi * textureRepeatCount;
point2UV = point2UV / MathHelper.TwoPi * textureRepeatCount;
for (int i = 0; i < 2; i++)
{
Vector2[] verts = new Vector2[3];
VertexPositionTexture[] vertPos = new VertexPositionTexture[3];
if (i == 0)
{
verts[0] = edge.Point1 - leftNormal * outWardThickness;
verts[1] = edge.Point2 - rightNormal * outWardThickness;
verts[2] = edge.Point1 + leftNormal * inwardThickness1;
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], zCoord), new Vector2(point1UV, 0.0f));
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], zCoord), new Vector2(point2UV, 0.0f));
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], zCoord), new Vector2(point1UV, 1.0f));
}
else
{
verts[0] = edge.Point1 + leftNormal * inwardThickness1;
verts[1] = edge.Point2 - rightNormal * outWardThickness;
verts[2] = edge.Point2 + rightNormal * inwardThickness2;
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], zCoord), new Vector2(point1UV, 1.0f));
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], zCoord), new Vector2(point2UV, 0.0f));
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], zCoord), new Vector2(point2UV, 1.0f));
}
vertices.AddRange(vertPos);
}
}
}
return vertices;
}
}
}