LinesOfSight: draw outlines around the vision cones.
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@ -19,7 +19,7 @@ namespace SemiColinGames {
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// The number of total triangles drawn is one less than the number of edge points.
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readonly int[] indices = new int[(NUM_EDGE_VERTICES - 1) * 3];
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Color color = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.5f));
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Color color = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.25f));
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public LinesOfSight(GraphicsDevice graphics) {
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for (int i = 0; i < MAX_NPCS; i++) {
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@ -88,11 +88,13 @@ namespace SemiColinGames {
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}
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}
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coneVertices[index][i + 1] = new VertexPositionColor(new Vector3(closestHit, 0), color);
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coneVertices[index][i + 1] = new VertexPositionColor(
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new Vector3((int) closestHit.X, (int) closestHit.Y, 0), color);
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}
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}
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public void Draw(GraphicsDevice graphics, BasicEffect lightingEffect) {
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// Draw the cones themselves.
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for (int i = 0; i < NUM_EDGE_VERTICES - 1; i++) {
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indices[i * 3] = 0;
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indices[i * 3 + 1] = i + 1;
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@ -113,6 +115,31 @@ namespace SemiColinGames {
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graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Length / 3);
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}
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}
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// Draw the outlines of the cones.
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for (int i = 0; i <= NUM_EDGE_VERTICES; i++) {
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indices[i] = i;
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}
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indices[NUM_EDGE_VERTICES + 1] = 0;
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for (int npcIndex = 0; npcIndex < MAX_NPCS; npcIndex++) {
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if (!coneEnabled[npcIndex]) {
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continue;
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}
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vertexBuffer.SetData(coneVertices[npcIndex]);
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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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// TODO: just draw a single opaque outline.
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for (int i = 0; i < 4; i++) {
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graphics.DrawIndexedPrimitives(
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PrimitiveType.LineStrip, 0, 0, NUM_EDGE_VERTICES + 1);
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}
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}
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}
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}
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}
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}
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