move LinesOfSight into its own file
GitOrigin-RevId: 21a722cc9d31abf0f5d33cccebb82d7786e45fde
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Shared/LinesOfSight.cs
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80
Shared/LinesOfSight.cs
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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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