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@ -5,25 +5,29 @@ using System; |
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namespace SemiColinGames { |
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class LinesOfSight { |
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const int numConePoints = 60; |
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VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints]; |
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const int numEdgeVertices = 60; |
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// coneVertices[0] is the eye position; the rest are the edge vertices.
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VertexPositionColor[] coneVertices = new VertexPositionColor[numEdgeVertices + 1]; |
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f)); |
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VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3]; |
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// The number of total triangles drawn is one less than the number of edge points.
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int[] indices = new int[(numEdgeVertices - 1) * 3]; |
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VertexBuffer vertexBuffer; |
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IndexBuffer indexBuffer; |
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public LinesOfSight(GraphicsDevice graphics) { |
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vertexBuffer = new VertexBuffer( |
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graphics, typeof(VertexPositionColor), numConePoints * 3, BufferUsage.WriteOnly); |
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graphics, typeof(VertexPositionColor), numEdgeVertices * 3, BufferUsage.WriteOnly); |
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indexBuffer = new IndexBuffer( |
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graphics, typeof(int), indices.Length, BufferUsage.WriteOnly); |
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} |
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public void Update(Player player, AABB[] collisionTargets) { |
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// TODO: DrawIndexedPrimitives
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Vector2 eyePos = player.EyePosition; |
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float visionRange = 150; |
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float visionRangeSq = visionRange * visionRange; |
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float fov = FMath.DegToRad(120); |
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float fovStep = fov / (numConePoints - 1); |
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float fovStep = fov / (numEdgeVertices - 1); |
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Vector2 ray = new Vector2(visionRange * player.GetFacing, 0); |
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if (player.GetPose == Player.Pose.Stretching) { |
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@ -33,7 +37,8 @@ namespace SemiColinGames { |
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ray = ray.Rotate(player.GetFacing * FMath.DegToRad(30)); |
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} |
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for (int i = 0; i < conePoints.Length; i++) { |
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coneVertices[0] = new VertexPositionColor(new Vector3(player.EyePosition, 0), color); |
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for (int i = 0; i < numEdgeVertices; i++) { |
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float angle = -fov / 2 + fovStep * i; |
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Vector2 rotated = ray.Rotate(angle); |
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Vector2 closestHit = Vector2.Add(eyePos, rotated); |
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@ -61,28 +66,27 @@ namespace SemiColinGames { |
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float tint = 0.6f - hitTime / 2; |
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Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint)); |
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conePoints[i] = new VertexPositionColor(new Vector3(closestHit, 0), tinted); |
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coneVertices[i + 1] = new VertexPositionColor(new Vector3(closestHit, 0), tinted); |
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} |
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} |
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public void Draw(Player player, AABB[] collisionTargets, GraphicsDevice graphics, |
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BasicEffect lightingEffect) { |
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VertexPositionColor eyeVertex = new VertexPositionColor( |
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new Vector3(player.EyePosition, 0), color); |
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for (int i = 0; i < numConePoints - 1; i++) { |
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vertices[i * 3] = eyeVertex; |
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vertices[i * 3 + 1] = conePoints[i]; |
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vertices[i * 3 + 2] = conePoints[i + 1]; |
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for (int i = 0; i < numEdgeVertices - 1; i++) { |
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indices[i * 3] = 0; |
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indices[i * 3 + 1] = i + 1; |
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indices[i * 3 + 2] = i + 2; |
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} |
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vertexBuffer.SetData<VertexPositionColor>(vertices); |
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vertexBuffer.SetData(coneVertices); |
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indexBuffer.SetData(indices); |
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graphics.SetVertexBuffer(vertexBuffer); |
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graphics.Indices = indexBuffer; |
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) { |
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pass.Apply(); |
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graphics.DrawPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3); |
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graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, coneVertices.Length, 0, indices.Length / 3); |
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} |
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} |
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} |
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