using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; namespace SemiColinGames { public sealed class TreeScene : IScene { const int MAX_SEGMENTS = 1000; const int MAX_VERTICES = MAX_SEGMENTS * 6; // 2 triangles per segment private readonly Color backgroundColor = Color.SkyBlue; private readonly GraphicsDevice graphics; private readonly BasicEffect basicEffect; private VertexPositionColor[] vertices; private VertexBuffer vertexBuffer; public TreeScene(GraphicsDevice graphics) { this.graphics = graphics; basicEffect = new BasicEffect(graphics) { World = Matrix.CreateTranslation(0, 0, 0), View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up), VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(-1920 / 2, 1920 / 2, -1080 / 4, 1080 * 3 / 4, -1, 1) }; vertices = new VertexPositionColor[MAX_VERTICES]; vertexBuffer = new VertexBuffer( graphics, typeof(VertexPositionColor), MAX_VERTICES, BufferUsage.WriteOnly); } ~TreeScene() { Dispose(); } public void Dispose() { vertexBuffer.Dispose(); GC.SuppressFinalize(this); } public struct Trapezoid { public Vector2 p1, p2, p3, p4; } public class TreeNode { public float Orientation; // relative to parent public float Length; public float InWidth; public float OutWidth; public readonly List Children; public Vector2 Position; public TreeNode(float orientation, float length, float inWidth, float outWidth) : this(orientation, length, inWidth, outWidth, new List()) {} public TreeNode(float orientation, float length, float inWidth, float outWidth, List children) { Orientation = orientation; Length = length; InWidth = inWidth; OutWidth = outWidth; Children = children; Position = Vector2.Zero; } } public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) { var tree = new TreeNode(0.0f, 100, 10, 6, new List() { new TreeNode(-0.1f, 100, 10, 6, new List() { new TreeNode(-0.1f, 100, 10, 6, new List() { new TreeNode(-0.3f, 100, 6, 4, new List() { new TreeNode(-0.1f, 100, 6, 4, new List() { new TreeNode(-0.3f, 150, 4, 2), new TreeNode(0.2f, 200, 4, 2), new TreeNode(0.5f, 100, 4, 2) })}), new TreeNode(0.5f, 100, 6, 4, new List() { new TreeNode(-0.1f, 100, 6, 4, new List() { new TreeNode(-0.1f, 150, 4, 2), new TreeNode(0.2f, 200, 4, 2) })}), })})}); graphics.Clear(backgroundColor); var segments = new List(); LinkedList queue = new LinkedList(); queue.AddLast(tree); while (queue.Count > 0) { TreeNode parent = queue.First.Value; queue.RemoveFirst(); Vector2 outVector = new Vector2(0, parent.Length).Rotate(parent.Orientation); Vector2 outPosition = Vector2.Add(parent.Position, outVector); Trapezoid t = new Trapezoid(); t.p1 = new Vector2(parent.Position.X - parent.InWidth, parent.Position.Y); t.p2 = new Vector2(parent.Position.X + parent.InWidth, parent.Position.Y); t.p3 = new Vector2(outPosition.X - parent.OutWidth, outPosition.Y); t.p4 = new Vector2(outPosition.X + parent.OutWidth, outPosition.Y); segments.Add(t); foreach (TreeNode child in parent.Children) { child.Position = outPosition; child.Orientation += parent.Orientation; queue.AddLast(child); } } Color color = Color.SaddleBrown; for (int i = 0; i < segments.Count; i++) { Trapezoid t = segments[i]; vertices[i * 6] = new VertexPositionColor(new Vector3(t.p1.X, t.p1.Y, 0), color); vertices[i * 6 + 1] = new VertexPositionColor(new Vector3(t.p2.X, t.p2.Y, 0), color); vertices[i * 6 + 2] = new VertexPositionColor(new Vector3(t.p3.X, t.p3.Y, 0), color); vertices[i * 6 + 3] = new VertexPositionColor(new Vector3(t.p2.X, t.p2.Y, 0), color); vertices[i * 6 + 4] = new VertexPositionColor(new Vector3(t.p3.X, t.p3.Y, 0), color); vertices[i * 6 + 5] = new VertexPositionColor(new Vector3(t.p4.X, t.p4.Y, 0), color); } graphics.SetVertexBuffer(vertexBuffer); vertexBuffer.SetData(vertices); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); graphics.DrawPrimitives(PrimitiveType.TriangleList, 0, segments.Count * 2); } } } }