diff --git a/Shared/LinesOfSight.cs b/Shared/LinesOfSight.cs new file mode 100644 index 0000000..29e9bf7 --- /dev/null +++ b/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(vertices); + + graphics.SetVertexBuffer(vertexBuffer); + + foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) { + pass.Apply(); + graphics.DrawPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3); + } + } + } +}