Colin McMillen
4 years ago
1 changed files with 80 additions and 0 deletions
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using Microsoft.Xna.Framework; |
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using Microsoft.Xna.Framework.Graphics; |
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using System; |
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namespace SemiColinGames { |
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class LinesOfSight { |
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public static void Draw(Player player, AABB[] collisionTargets, GraphicsDevice graphics, |
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BasicEffect lightingEffect) { |
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// TODO: DrawIndexedPrimitives
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f)); |
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Vector2 eyePos = player.EyePosition; |
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int numConePoints = 60; |
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// TODO: don't new[] every frame.
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VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints]; |
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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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Vector2 ray = new Vector2(visionRange * player.GetFacing, 0); |
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if (player.GetPose == Player.Pose.Stretching) { |
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ray = ray.Rotate(player.GetFacing * FMath.DegToRad(-30)); |
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} |
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if (player.GetPose == Player.Pose.Crouching) { |
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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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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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float hitTime = 1f; |
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Vector2 halfTileSize = new Vector2(World.TileSize / 2.0f, World.TileSize / 2.0f); |
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for (int j = 0; j < collisionTargets.Length; j++) { |
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AABB box = collisionTargets[j]; |
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if (Math.Abs(box.Position.X - player.Position.X) > visionRange + halfTileSize.X) { |
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continue; |
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} |
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Vector2 delta = Vector2.Add(halfTileSize, Vector2.Subtract(box.Position, eyePos)); |
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if (delta.LengthSquared() > visionRangeSq) { |
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continue; |
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} |
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Hit? maybeHit = box.IntersectSegment(eyePos, rotated); |
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if (maybeHit != null) { |
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Hit hit = maybeHit.Value; |
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if (hit.Time < hitTime) { |
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hitTime = hit.Time; |
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closestHit = hit.Position; |
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} |
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} |
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} |
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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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} |
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// TODO: don't new[] every frame.
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VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3]; |
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VertexPositionColor eyeVertex = new VertexPositionColor(new Vector3(eyePos, 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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} |
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VertexBuffer vertexBuffer = new VertexBuffer( |
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graphics, typeof(VertexPositionColor), vertices.Length, BufferUsage.WriteOnly); |
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vertexBuffer.SetData<VertexPositionColor>(vertices); |
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graphics.SetVertexBuffer(vertexBuffer); |
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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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} |
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} |
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} |
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} |
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