using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; // Disables "GraphicsDevice.DrawIndexedPrimitives(...) is obsolete." warning. // MonoGame has obsoleted this function, but FNA needs it. #pragma warning disable CS0618 namespace SemiColinGames { public sealed class LinesOfSight : IDisposable { // Max number of NPCs whose vision cones will be shown at once. const int MAX_NPCS = 4; // Number of edge vertices per vision cone. const int NUM_EDGE_VERTICES = 30; readonly VertexBuffer vertexBuffer; readonly IndexBuffer indexBuffer; readonly bool[] coneEnabled = new bool[MAX_NPCS]; // coneFillVertices[i][0] is the eye position; the rest are the edge vertices. readonly VertexPositionColor[][] coneFillVertices = new VertexPositionColor[MAX_NPCS][]; readonly VertexPositionColor[][] coneOutlineVertices = new VertexPositionColor[MAX_NPCS][]; // The number of total triangles drawn is one less than the number of edge points. readonly int[] indices = new int[(NUM_EDGE_VERTICES - 1) * 3]; Color fill = Color.FromNonPremultiplied(new Vector4(1, 1, 1, 0.1f)); Color outline = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.5f)); public LinesOfSight(GraphicsDevice graphics) { for (int i = 0; i < MAX_NPCS; i++) { coneFillVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1]; coneOutlineVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1]; } vertexBuffer = new VertexBuffer( graphics, typeof(VertexPositionColor), NUM_EDGE_VERTICES * 3, BufferUsage.WriteOnly); indexBuffer = new IndexBuffer( graphics, typeof(int), indices.Length, BufferUsage.WriteOnly); } ~LinesOfSight() { Dispose(); } public void Dispose() { vertexBuffer.Dispose(); indexBuffer.Dispose(); GC.SuppressFinalize(this); } public void Update(NPC[] npcs, AABB[] collisionTargets) { for (int i = 0; i < MAX_NPCS; i++) { coneEnabled[i] = false; } for (int i = 0; i < MAX_NPCS; i++) { UpdateNpc(i, npcs[i], collisionTargets); } } private void UpdateNpc(int index, NPC npc, AABB[] collisionTargets) { coneEnabled[index] = true; Vector2 eyePos = npc.EyePosition; float visionRange = npc.VisionRange; Vector2 ray = npc.VisionRay; float fov = npc.FieldOfView; float visionRangeSq = visionRange * visionRange; float fovStep = fov / (NUM_EDGE_VERTICES - 1); coneFillVertices[index][0] = new VertexPositionColor(new Vector3(npc.EyePosition, 0), fill); coneOutlineVertices[index][0] = new VertexPositionColor(new Vector3(npc.EyePosition, 0), outline); for (int i = 0; i < NUM_EDGE_VERTICES; i++) { float angle = -fov / 2 + fovStep * i; Vector2 rotated = ray.Rotate(angle); Vector2 closestHit = Vector2.Add(eyePos, rotated); float hitTime = 1f; for (int j = 0; j < collisionTargets.Length; j++) { AABB box = collisionTargets[j]; if (Math.Abs(box.Position.X - npc.Position.X) > visionRange + box.HalfSize.X) { continue; } Vector2 delta = Vector2.Add(box.HalfSize, 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; } } } coneFillVertices[index][i + 1] = new VertexPositionColor( new Vector3((int) closestHit.X, (int) closestHit.Y, 0), fill); coneOutlineVertices[index][i + 1] = new VertexPositionColor( new Vector3((int) closestHit.X, (int) closestHit.Y, 0), outline); } } public void Draw(GraphicsDevice graphics, BasicEffect lightingEffect) { // Draw the cones themselves. for (int i = 0; i < NUM_EDGE_VERTICES - 1; i++) { indices[i * 3] = 0; indices[i * 3 + 1] = i + 1; indices[i * 3 + 2] = i + 2; } for (int npcIndex = 0; npcIndex < MAX_NPCS; npcIndex++) { if (!coneEnabled[npcIndex]) { continue; } vertexBuffer.SetData(coneFillVertices[npcIndex]); indexBuffer.SetData(indices); graphics.SetVertexBuffer(vertexBuffer); graphics.Indices = indexBuffer; foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) { pass.Apply(); graphics.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, indices.Length, 0, indices.Length / 3); } } // Draw the outlines of the cones. for (int i = 0; i <= NUM_EDGE_VERTICES; i++) { indices[i] = i; } indices[NUM_EDGE_VERTICES + 1] = 0; for (int npcIndex = 0; npcIndex < MAX_NPCS; npcIndex++) { if (!coneEnabled[npcIndex]) { continue; } vertexBuffer.SetData(coneOutlineVertices[npcIndex]); indexBuffer.SetData(indices); graphics.SetVertexBuffer(vertexBuffer); graphics.Indices = indexBuffer; foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) { pass.Apply(); graphics.DrawIndexedPrimitives( PrimitiveType.LineStrip, 0, 0, NUM_EDGE_VERTICES + 1, 0, NUM_EDGE_VERTICES + 1); } } } } }