first pass at implementing line-of-sight algorithm
partial solution for #29 GitOrigin-RevId: bb5f5dc057ba5947573f9b9c8eb30cc20f635bb0
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@ -31,6 +31,8 @@ namespace SemiColinGames {
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// centered at that point and extending out by halfSize.X and halfSize.Y.
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private Point position = new Point(64, 16 * 13);
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private Vector2 halfSize = new Vector2(11, 24);
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private Vector2 eyeOffsetStanding = new Vector2(7, -14);
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private Vector2 eyeOffsetWalking = new Vector2(15, -7);
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private int jumps = 0;
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private Facing facing = Facing.Right;
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@ -70,7 +72,7 @@ namespace SemiColinGames {
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new Vector2(halfSize.X + Math.Abs(movement.X) + 1, halfSize.Y + Math.Abs(movement.Y) + 1));
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foreach (var box in collisionTargets) {
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if (box.Intersect(largeBox) != null) {
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Debug.AddRect(box, Color.Green);
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// Debug.AddRect(box, Color.Green);
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candidates.Add(box);
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}
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}
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@ -121,10 +123,10 @@ namespace SemiColinGames {
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if (standingOnGround) {
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jumps = 1;
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ySpeed = -0.0001f;
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Debug.AddRect(Box(position), Color.Cyan);
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// Debug.AddRect(Box(position), Color.Cyan);
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} else {
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jumps = 0;
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Debug.AddRect(Box(position), Color.Orange);
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// Debug.AddRect(Box(position), Color.Orange);
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}
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if (movement.X > 0) {
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@ -145,6 +147,92 @@ namespace SemiColinGames {
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} else {
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pose = Pose.Standing;
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}
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DrawSightLines(collisionTargets);
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}
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Vector2 Rotate(Vector2 point, float angle) {
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float cos = FMath.Cos(angle);
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float sin = FMath.Sin(angle);
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return new Vector2(
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point.X * cos - point.Y * sin,
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point.Y * cos + point.X * sin);
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}
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bool PointInCone(
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float visionRangeSq, float fovCos, Vector2 eyePos, Vector2 direction, Vector2 test) {
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Vector2 delta = Vector2.Subtract(test, eyePos);
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if (delta.LengthSquared() > visionRangeSq) {
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return false;
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}
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float dot = Vector2.Dot(Vector2.Normalize(direction), Vector2.Normalize(delta));
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return dot > fovCos;
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}
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void DrawSightLines(AABB[] collisionTargets) {
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float fov = FMath.DegToRad(45);
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float fovCos = FMath.Cos(fov);
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Color color = Color.LightYellow;
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Vector2 eyeOffset = pose == Pose.Walking ? eyeOffsetWalking : eyeOffsetStanding;
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Vector2 eyePos = Vector2.Add(
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Position.ToVector2(), new Vector2(eyeOffset.X * (int) facing, eyeOffset.Y));
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float visionRange = 150;
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float visionRangeSq = visionRange * visionRange;
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Vector2 ray = new Vector2(visionRange * (int) facing, 0);
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Vector2 coneBottom = Rotate(ray, fov);
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Vector2 coneTop = Rotate(ray, -fov);
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List<Vector2> points = new List<Vector2>();
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List<AABB> boxes = new List<AABB>();
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points.Add(Vector2.Add(eyePos, coneBottom));
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points.Add(Vector2.Add(eyePos, coneTop));
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foreach (AABB box in collisionTargets) {
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int hitCount = points.Count;
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if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.TopLeft)) {
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points.Add(box.TopLeft);
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}
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if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.TopRight)) {
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points.Add(box.TopRight);
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}
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if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.BottomLeft)) {
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points.Add(box.BottomLeft);
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}
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if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.BottomRight)) {
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points.Add(box.BottomRight);
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}
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if (points.Count > hitCount) {
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boxes.Add(box);
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}
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}
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HashSet<AABB> boxesSeen = new HashSet<AABB>();
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foreach (Vector2 hit in points) {
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float minTime = 1;
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AABB? closestBox = null;
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Vector2 delta = Vector2.Subtract(hit, eyePos);
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foreach (AABB box in boxes) {
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Hit? maybeHit = box.IntersectSegment(eyePos, delta);
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if (maybeHit != null && maybeHit.Value.Time < minTime) {
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minTime = maybeHit.Value.Time;
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closestBox = box;
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}
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}
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if (closestBox != null) {
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Vector2 target = Vector2.Add(eyePos, Vector2.Multiply(delta, minTime));
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Debug.AddLine(eyePos, target, color);
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boxesSeen.Add(closestBox.Value);
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}
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}
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foreach (AABB box in boxesSeen) {
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Debug.AddRect(box, color);
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}
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Debug.AddLine(eyePos, Vector2.Add(eyePos, ray), Color.Red);
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Debug.AddLine(eyePos, Vector2.Add(eyePos, coneTop), Color.Red);
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Debug.AddLine(eyePos, Vector2.Add(eyePos, coneBottom), Color.Red);
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}
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// Returns the desired (dx, dy) for the player to move this frame.
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