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move LinesOfSight into its own file

GitOrigin-RevId: 21a722cc9d
master
Colin McMillen 4 years ago
parent
commit
5b7c0dd888
  1. 80
      Shared/LinesOfSight.cs

80
Shared/LinesOfSight.cs

@ -0,0 +1,80 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace SemiColinGames {
class LinesOfSight {
public static void Draw(Player player, AABB[] collisionTargets, GraphicsDevice graphics,
BasicEffect lightingEffect) {
// TODO: DrawIndexedPrimitives
Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
Vector2 eyePos = player.EyePosition;
int numConePoints = 60;
// TODO: don't new[] every frame.
VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints];
float visionRange = 150;
float visionRangeSq = visionRange * visionRange;
float fov = FMath.DegToRad(120);
float fovStep = fov / (numConePoints - 1);
Vector2 ray = new Vector2(visionRange * player.GetFacing, 0);
if (player.GetPose == Player.Pose.Stretching) {
ray = ray.Rotate(player.GetFacing * FMath.DegToRad(-30));
}
if (player.GetPose == Player.Pose.Crouching) {
ray = ray.Rotate(player.GetFacing * FMath.DegToRad(30));
}
for (int i = 0; i < conePoints.Length; i++) {
float angle = -fov / 2 + fovStep * i;
Vector2 rotated = ray.Rotate(angle);
Vector2 closestHit = Vector2.Add(eyePos, rotated);
float hitTime = 1f;
Vector2 halfTileSize = new Vector2(World.TileSize / 2.0f, World.TileSize / 2.0f);
for (int j = 0; j < collisionTargets.Length; j++) {
AABB box = collisionTargets[j];
if (Math.Abs(box.Position.X - player.Position.X) > visionRange + halfTileSize.X) {
continue;
}
Vector2 delta = Vector2.Add(halfTileSize, Vector2.Subtract(box.Position, eyePos));
if (delta.LengthSquared() > visionRangeSq) {
continue;
}
Hit? maybeHit = box.IntersectSegment(eyePos, rotated);
if (maybeHit != null) {
Hit hit = maybeHit.Value;
if (hit.Time < hitTime) {
hitTime = hit.Time;
closestHit = hit.Position;
}
}
}
float tint = 0.6f - hitTime / 2;
Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint));
conePoints[i] = new VertexPositionColor(new Vector3(closestHit, 0), tinted);
}
// TODO: don't new[] every frame.
VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3];
VertexPositionColor eyeVertex = new VertexPositionColor(new Vector3(eyePos, 0), color);
for (int i = 0; i < numConePoints - 1; i++) {
vertices[i * 3] = eyeVertex;
vertices[i * 3 + 1] = conePoints[i];
vertices[i * 3 + 2] = conePoints[i + 1];
}
VertexBuffer vertexBuffer = new VertexBuffer(
graphics, typeof(VertexPositionColor), vertices.Length, BufferUsage.WriteOnly);
vertexBuffer.SetData<VertexPositionColor>(vertices);
graphics.SetVertexBuffer(vertexBuffer);
foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
pass.Apply();
graphics.DrawPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3);
}
}
}
}
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