Files
LuaCsForBarotraumaEP/Subsurface/Map/Level.cs

847 lines
30 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 Subsurface
{
class Level
{
public static Level Loaded
{
get { return loaded; }
}
static Level loaded;
private string seed;
private int siteInterval;
const int GridCellWidth = 2000;
private List<VoronoiCell>[,] cellGrid;
//List<Body> bodies;
private List<VoronoiCell> cells;
private BasicEffect basicEffect;
private VertexPositionColor[] vertices;
private VertexBuffer vertexBuffer;
private Vector2 startPosition;
private Vector2 endPosition;
private Rectangle borders;
public Vector2 StartPosition
{
get { return startPosition; }
}
public Vector2 Position
{
get { return ConvertUnits.ToDisplayUnits(cells[0].body.Position); }
}
public string Seed
{
get { return seed; }
}
public Level(string seed, int width, int height, int siteInterval)
{
this.seed = seed;
this.siteInterval = siteInterval;
borders = new Rectangle(0, 0, width, height);
}
public static Level CreateRandom(string seed = "")
{
if (seed == "")
{
seed = Rand.Range(0, int.MaxValue, false).ToString();
}
return new Level(seed, 100000, 40000, 2000);
}
public void Generate(float minWidth)
{
Stopwatch sw = new Stopwatch();
sw.Start();
//Game1.random = new Random(ToolBox.SeedToInt(seed));
if (loaded != null)
{
loaded.Unload();
}
loaded = this;
Voronoi voronoi = new Voronoi(1.0);
List<Vector2> sites = new List<Vector2>();
int aa = seed.GetHashCode();
Random rand = new Random(seed.GetHashCode());
float siteVariance = siteInterval * 0.8f;
for (int x = siteInterval / 2; x < borders.Width; x += siteInterval)
{
for (int y = siteInterval / 2; y < borders.Height; y += siteInterval)
{
sites.Add(new Vector2(
x + (float)(rand.NextDouble() - 0.5) * siteVariance,
y + (float)(rand.NextDouble() - 0.5) * siteVariance));
}
}
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<VoronoiCell> pathCells = GeneratePath(rand,
new Vector2((int)minWidth * 2, rand.Next((int)minWidth * 2, borders.Height - (int)minWidth * 2)),
new Vector2(borders.Width - (int)minWidth * 2, rand.Next((int)minWidth * 2, borders.Height - (int)minWidth * 2)),
cells, pathBorders, minWidth);
for (int i = 0; i <3 ; i++ )
{
Vector2 position = pathCells[rand.Next((int)(pathCells.Count*0.5f), pathCells.Count - 2)].Center;
WayPoint wayPoint = new WayPoint(new Rectangle((int)position.X, (int)position.Y, 10, 10));
wayPoint.MoveWithLevel = true;
wayPoint.SpawnType = SpawnType.Enemy;
}
//generate a couple of random paths
for (int i = 0; i < rand.Next() % 3; 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.Next(1, pathCells.Count - 2)].Center;
float x = pathBorders.X + (float)rand.NextDouble() * (pathBorders.Right - pathBorders.X);
float y = pathBorders.Y + (float)rand.NextDouble() * (pathBorders.Bottom - pathBorders.Y);
Vector2 end = new Vector2(x, y);
pathCells.AddRange
(
GeneratePath(rand, start, end, cells, pathBorders, 0.0f, 0.8f)
);
}
Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
startPosition = pathCells[0].Center;
endPosition = pathCells[pathCells.Count - 1].Center;
cells = CleanCells(pathCells);
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);
}
GeneratePolygons(cells, pathCells);
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(Game1.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
vertexBuffer.SetData(vertices);
basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
basicEffect.VertexColorEnabled = true;
Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
}
private List<VoronoiCell> GeneratePath(Random rand, Vector2 start, Vector2 end, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f)
{
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<VoronoiCell> pathCells = new List<VoronoiCell>();
VoronoiCell currentCell = cells[FindCellIndex(start)];
pathCells.Add(currentCell);
VoronoiCell endCell = cells[FindCellIndex(end)];
do
{
int edgeIndex = 0;
//steer towards target
if (rand.NextDouble() > wanderAmount)
{
for (int i = 0; i < currentCell.edges.Count; i++)
{
if (!IsIntersecting(currentCell.Center, end, 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
{
List<GraphEdge> allowedEdges = new List<GraphEdge>();
foreach (GraphEdge edge in currentCell.edges)
{
if (!limits.Contains(edge.AdjacentCell(currentCell).Center)) continue;
allowedEdges.Add(edge);
}
edgeIndex = (allowedEdges.Count == 0) ?
0 : currentCell.edges.IndexOf(allowedEdges[rand.Next() % allowedEdges.Count]);
}
currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
pathCells.Add(currentCell);
} while (currentCell != endCell);
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> 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>
/// check whether line from a to b is intersecting with line from c to b
/// </summary>
bool IsIntersecting(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
{
float denominator = ((b.X - a.X) * (d.Y - c.Y)) - ((b.Y - a.Y) * (d.X - c.X));
float numerator1 = ((a.Y - c.Y) * (d.X - c.X)) - ((a.X - c.X) * (d.Y - c.Y));
float numerator2 = ((a.Y - c.Y) * (b.X - a.X)) - ((a.X - c.X) * (b.Y - a.Y));
if (denominator == 0) return numerator1 == 0 && numerator2 == 0;
float r = numerator1 / denominator;
float s = numerator2 / denominator;
return (r >= 0 && r <= 1) && (s >= 0 && s <= 1);
}
//public Microsoft.Xna.Framework.Point GridCell(Vector2 position)
//{
// Microsoft.Xna.Framework.Point point = new Microsoft.Xna.Framework.Point(
// (int)Math.Floor(position.X / gridCellWidth),
// (int)Math.Floor(position.Y / gridCellWidth));
// point.X = MathHelper.Clamp(point.X, 0, cellGrid.GetLength(0) - 1);
// point.Y = MathHelper.Clamp(point.X, 0, cellGrid.GetLength(1) - 1);
// return point;
//}
/// <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)
{
float closestDist = 0.0f;
VoronoiCell closestCell = null;
int gridPosX = (int)Math.Floor(position.X / GridCellWidth);
int gridPosY = (int)Math.Floor(position.Y / GridCellWidth);
int searchOffset = 1;
for (int x = Math.Max(gridPosX - searchOffset, 0); x <= Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1); x++)
{
for (int y = Math.Max(gridPosY - searchOffset, 0); y <= Math.Min(gridPosY + searchOffset, 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 void GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells)
{
List<VertexPositionColor> verticeList = new List<VertexPositionColor>();
//bodies = new List<Body>();
List<Vector2> tempVertices = new List<Vector2>();
List<Vector2> bodyPoints = new List<Vector2>();
int n = 0;
foreach (VoronoiCell cell in cells)
{
n = (n + 30) % 255;
bodyPoints.Clear();
tempVertices.Clear();
foreach (GraphEdge ge in cell.edges)
{
if (ge.point1 == ge.point2) 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 (!emptyCells.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) continue;
int triangleCount = tempVertices.Count - 2;
tempVertices.Sort(new CompareCCW(cell.Center));
int lastIndex = 1;
for (int i = 0; i < triangleCount; i++)
{
//simple triangulation
List<Vector2> triangleVertices = new List<Vector2>();
triangleVertices.Add(tempVertices[0]);
for (int j = lastIndex; j <= lastIndex + 1; j++)
{
triangleVertices.Add(tempVertices[j]);
}
lastIndex += 1;
foreach (Vector2 vertex in triangleVertices)
{
verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.LightGray * 0.8f));//new Color(n,(n*2)%255,(n*3)%255)*0.5f));
}
//bool isSame = false;
//if (triangleVertices[0].Y == triangleVertices[1].Y && triangleVertices[1].Y == triangleVertices[2].Y) isSame = true;
//if (triangleVertices[0].X == triangleVertices[1].X && triangleVertices[1].X == triangleVertices[2].X) isSame = true;
//if (isSame) continue;
//CreateBody(cell, triangleVertices);
}
if (bodyPoints.Count < 2) continue;
//todo: make sure the first point is the one where the edge should start from
bodyPoints.Sort(new CompareCCW(cell.Center));
//if (bodyPoints.Count == tempVertices.Count)
//{
//}
for (int i = 0; i < bodyPoints.Count; i++)
{
cell.bodyVertices.Add(bodyPoints[i]);
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
}
for (int i = bodyPoints.Count-1; i >0 ; i--)
{
if (Vector2.Distance(bodyPoints[i], bodyPoints[i - 1]) < 0.1f) bodyPoints.RemoveAt(i);
}
if (bodyPoints.Count < 2) continue;
Vertices bodyVertices = new Vertices(bodyPoints);
Body edgeBody = BodyFactory.CreateLoopShape(Game1.World, bodyVertices);
//Body edgeBody = (bodyVertices.Count == tempVertices.Count) ?
// BodyFactory.CreateLoopShape(Game1.world, bodyVertices) :
// BodyFactory.CreateChainShape(Game1.world, bodyVertices);
edgeBody.UserData = cell;
edgeBody.BodyType = BodyType.Kinematic;
edgeBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
cell.body = edgeBody;
}
vertices = verticeList.ToArray();
//return bodies;
}
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);
}
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);
}
}
}
Vector2 prevVelocity;
public void Move(Vector2 amount)
{
//position += amount;
Vector2 velocity = amount;
Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step);
//DebugCheckPos();
foreach (VoronoiCell cell in cells)
{
if (cell.body == null) continue;
cell.body.LinearVelocity = simVelocity;
}
foreach (Character character in Character.CharacterList)
{
foreach (Limb limb in character.AnimController.limbs)
{
//limb.body.SetTransform(limb.body.Position + amount * (float)Physics.step, limb.body.Rotation);
if (character.AnimController.CurrentHull == null)
{
limb.body.LinearVelocity += simVelocity;
}
else
{
//if (limb.type == LimbType.LeftFoot || limb.type == LimbType.RightFoot) continue;
//limb.body.ApplyForce((simVelocity - prevVelocity) * 10.0f * limb.Mass);
}
}
}
foreach (MapEntity mapEntity in MapEntity.mapEntityList)
{
Item item = mapEntity as Item;
if (item == null)
{
if (!mapEntity.MoveWithLevel) continue;
mapEntity.Move(velocity);
}
else if (item.body!=null)
{
if (item.CurrentHull != null) continue;
item.body.LinearVelocity += simVelocity;
}
}
prevVelocity = simVelocity;
}
public static void AfterWorldStep()
{
if (loaded == null) return;
loaded.ResetBodyVelocities();
}
private void ResetBodyVelocities()
{
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);
}
Vector2 observerPosition;
public void SetObserverPosition(Vector2 position)
{
observerPosition = position - this.Position;
int gridPosX = (int)Math.Floor(observerPosition.X / GridCellWidth);
int gridPosY = (int)Math.Floor(observerPosition.Y / GridCellWidth);
int searchOffset = 2;
int startX = Math.Max(gridPosX - searchOffset, 0);
int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
int startY = Math.Max(gridPosY - searchOffset, 0);
int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
for (int x = 0; x < cellGrid.GetLength(0); x++)
{
for (int y = 0; y < cellGrid.GetLength(1); y++)
{
for (int i = 0; i < cellGrid[x, y].Count; i++)
{
//foreach (Body b in cellGrid[x, y][i].bodies)
//{
if (cellGrid[x, y][i].body == null) continue;
cellGrid[x, y][i].body.Enabled = true;// (x >= startX && x <= endX && y >= startY && y <= endY);
//}
}
}
}
}
public void RenderLines(SpriteBatch spriteBatch)
{
//GUI.DrawRectangle(spriteBatch, new Rectangle(borders.X, borders.Y-borders.Height, borders.Width, borders.Height), Color.Cyan);
//for (int x = 0; x < cellGrid.GetLength(0); x++)
//{
// for (int y = 0; y < cellGrid.GetLength(1); y++)
// {
// GUI.DrawRectangle(spriteBatch,
// new Rectangle(x * gridCellWidth + (int)position.X, borders.Y - borders.Height + y * gridCellWidth - (int)position.Y, gridCellWidth, gridCellWidth),
// Color.Cyan);
// }
//}
//int gridPosX = (int)Math.Floor(-observerPosition.X / gridCellWidth);
//int gridPosY = (int)Math.Floor(-observerPosition.Y / gridCellWidth);
//int searchOffset = 2;
//int startX = Math.Max(gridPosX - searchOffset, 0);
//int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
//int startY = Math.Max(gridPosY - searchOffset, 0);
//int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
//for (int x = startX; x < endX; x++)
//{
// for (int y = startY; y < endY; y++)
// {
// GUI.DrawRectangle(spriteBatch,
// new Rectangle(x * gridCellWidth + (int)position.X, borders.Y - borders.Height + y * gridCellWidth - (int)position.Y, gridCellWidth, gridCellWidth),
// Color.Cyan);
// }
//}
List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
//for (int i = 0; i < edges.Count; i++)
//{
// GUI.DrawLine(spriteBatch, edges[i][0], edges[i][1], Color.Green);
//}
foreach (VoronoiCell cell in cells)
{
for (int i = 0; i < cell.bodyVertices.Count - 1; i++)
{
Vector2 start = cell.bodyVertices[i];
start.X += Position.X;
start.Y = -start.Y - Position.Y;
start.X += Rand.Range(-10.0f, 10.0f);
Vector2 end = cell.bodyVertices[i + 1];
end.X += Position.X;
end.Y = -end.Y - Position.Y;
end.X += Rand.Range(-10.0f, 10.0f);
GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Red : Color.Red);
}
}
}
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);
}
}
}
}
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(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
basicEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(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;
vertexBuffer.Dispose();
vertexBuffer = null;
}
}
}