Example #1
0
            /// <summary>
            /// Calculate render and physics data.
            /// </summary>
            public void Calculate(GameWorld world)
            {
                var clipper = new Clipper();
                List <List <IntPoint> > output = new List <List <IntPoint> >();

                // Calculate difference
                clipper.AddPolygons(Polygons, PolyType.ptSubject);
                clipper.AddPolygons(Cavities, PolyType.ptClip);
                clipper.AddPolygons(Damage, PolyType.ptClip);
                clipper.Execute(ClipType.ctDifference, output, PolyFillType.pftNonZero, PolyFillType.pftNonZero);

                Hulls.Clear();
                output.ForEach(o =>
                {
                    Vector2[] points = new Vector2[o.Count];
                    int index        = 0;
                    o.ForEach(p => points[index++] = new Vector2(p.X, p.Y));
                    Hulls.Add(new Penumbra.Hull(points));
                });

                // Triangulate background for rendering
                {
                    var triangulation = TerrainHelper.Triangulate(Polygons);
                    TriangulatedBackgroundVertices = new VertexPositionColor[triangulation.Count * 3];
                    int index = 0;
                    for (int i = 0; i < triangulation.Count; ++i)
                    {
                        for (int b = 0; b < 3; ++b)
                        {
                            TriangulatedBackgroundVertices[index++] = new VertexPositionColor(
                                new Vector3(triangulation[i][b].X, triangulation[i][b].Y, 0), world.Planet.BackgroundSoilTint);
                        }
                    }
                }

                // Triangulate foreground for rendering
                {
                    var triangulation = TerrainHelper.Triangulate(output);
                    TriangulatedForegroundVertices = new VertexPositionColor[triangulation.Count * 3];
                    int index = 0;
                    for (int i = 0; i < triangulation.Count; ++i)
                    {
                        for (int b = 0; b < 3; ++b)
                        {
                            TriangulatedForegroundVertices[index++] = new VertexPositionColor(
                                new Vector3(triangulation[i][b].X, triangulation[i][b].Y, 0), world.Planet.SoilTint);
                        }
                    }
                }

                // Convert to Farseer data
                PhysicsOutput.Clear();
                output.ForEach(p =>
                {
                    PhysicsOutput.Add(TerrainHelper.PolygonToVertices(p));
                });
            }