2020-02-12 18:39:51 +00:00
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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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2020-03-09 16:19:19 +00:00
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public sealed class LinesOfSight : IDisposable {
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2020-02-12 20:11:09 +00:00
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2020-03-09 18:47:21 +00:00
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// Max number of NPCs whose vision cones will be shown at once.
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const int MAX_NPCS = 4;
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// Number of edge vertices per vision cone.
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const int NUM_EDGE_VERTICES = 30;
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2020-02-19 21:36:38 +00:00
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readonly VertexBuffer vertexBuffer;
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readonly IndexBuffer indexBuffer;
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2020-03-09 18:47:21 +00:00
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readonly bool[] coneEnabled = new bool[MAX_NPCS];
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// coneVertices[i][0] is the eye position; the rest are the edge vertices.
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readonly VertexPositionColor[][] coneVertices = new VertexPositionColor[MAX_NPCS][];
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2020-02-12 20:54:28 +00:00
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// The number of total triangles drawn is one less than the number of edge points.
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2020-02-26 01:34:00 +00:00
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readonly int[] indices = new int[(NUM_EDGE_VERTICES - 1) * 3];
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2020-02-19 21:36:38 +00:00
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2020-03-09 20:13:52 +00:00
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Color color = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.25f));
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2020-02-12 20:11:09 +00:00
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public LinesOfSight(GraphicsDevice graphics) {
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2020-03-09 18:47:21 +00:00
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for (int i = 0; i < MAX_NPCS; i++) {
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coneVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1];
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}
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2020-02-12 20:11:09 +00:00
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vertexBuffer = new VertexBuffer(
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2020-02-26 01:34:00 +00:00
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graphics, typeof(VertexPositionColor), NUM_EDGE_VERTICES * 3, BufferUsage.WriteOnly);
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2020-02-12 20:54:28 +00:00
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indexBuffer = new IndexBuffer(
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graphics, typeof(int), indices.Length, BufferUsage.WriteOnly);
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2020-02-12 20:11:09 +00:00
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}
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2020-02-19 21:30:34 +00:00
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~LinesOfSight() {
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Dispose();
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}
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public void Dispose() {
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vertexBuffer.Dispose();
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indexBuffer.Dispose();
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2020-02-19 22:18:00 +00:00
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GC.SuppressFinalize(this);
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2020-02-19 21:30:34 +00:00
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}
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2020-03-09 16:41:07 +00:00
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public void Update(NPC[] npcs, AABB[] collisionTargets) {
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2020-03-09 18:47:21 +00:00
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for (int i = 0; i < MAX_NPCS; i++) {
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coneEnabled[i] = false;
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}
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for (int i = 0; i < MAX_NPCS; i++) {
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UpdateNpc(i, npcs[i], collisionTargets);
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}
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}
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2020-03-09 16:41:07 +00:00
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2020-03-09 18:47:21 +00:00
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private void UpdateNpc(int index, NPC npc, AABB[] collisionTargets) {
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coneEnabled[index] = true;
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2020-03-09 16:41:07 +00:00
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Vector2 eyePos = npc.EyePosition;
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float visionRange = npc.VisionRange;
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Vector2 ray = npc.VisionRay;
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float fov = npc.FieldOfView;
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2020-02-12 20:11:09 +00:00
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2020-02-12 18:39:51 +00:00
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float visionRangeSq = visionRange * visionRange;
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2020-02-26 01:34:00 +00:00
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float fovStep = fov / (NUM_EDGE_VERTICES - 1);
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2020-02-12 18:39:51 +00:00
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2020-03-09 18:47:21 +00:00
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coneVertices[index][0] = new VertexPositionColor(new Vector3(npc.EyePosition, 0), color);
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2020-02-26 01:34:00 +00:00
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for (int i = 0; i < NUM_EDGE_VERTICES; i++) {
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2020-02-12 18:39:51 +00:00
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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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for (int j = 0; j < collisionTargets.Length; j++) {
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AABB box = collisionTargets[j];
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2020-03-11 15:01:34 +00:00
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if (Math.Abs(box.Position.X - npc.Position.X) > visionRange + box.HalfSize.X) {
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2020-02-12 18:39:51 +00:00
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continue;
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}
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2020-03-11 15:01:34 +00:00
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Vector2 delta = Vector2.Add(box.HalfSize, Vector2.Subtract(box.Position, eyePos));
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2020-02-12 18:39:51 +00:00
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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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2020-03-09 20:13:52 +00:00
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coneVertices[index][i + 1] = new VertexPositionColor(
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new Vector3((int) closestHit.X, (int) closestHit.Y, 0), color);
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2020-02-12 18:39:51 +00:00
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}
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2020-02-12 20:11:09 +00:00
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}
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2020-02-19 21:36:38 +00:00
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public void Draw(GraphicsDevice graphics, BasicEffect lightingEffect) {
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2020-03-09 20:13:52 +00:00
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// Draw the cones themselves.
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2020-02-26 01:34:00 +00:00
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for (int i = 0; i < NUM_EDGE_VERTICES - 1; i++) {
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2020-02-12 20:54:28 +00:00
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indices[i * 3] = 0;
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indices[i * 3 + 1] = i + 1;
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indices[i * 3 + 2] = i + 2;
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2020-02-12 18:39:51 +00:00
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}
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2020-03-09 18:47:21 +00:00
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for (int npcIndex = 0; npcIndex < MAX_NPCS; npcIndex++) {
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if (!coneEnabled[npcIndex]) {
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continue;
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}
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vertexBuffer.SetData(coneVertices[npcIndex]);
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indexBuffer.SetData(indices);
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graphics.SetVertexBuffer(vertexBuffer);
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graphics.Indices = indexBuffer;
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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pass.Apply();
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graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Length / 3);
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}
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2020-02-12 18:39:51 +00:00
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}
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2020-03-09 20:13:52 +00:00
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// Draw the outlines of the cones.
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for (int i = 0; i <= NUM_EDGE_VERTICES; i++) {
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indices[i] = i;
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}
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indices[NUM_EDGE_VERTICES + 1] = 0;
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for (int npcIndex = 0; npcIndex < MAX_NPCS; npcIndex++) {
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if (!coneEnabled[npcIndex]) {
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continue;
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}
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vertexBuffer.SetData(coneVertices[npcIndex]);
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indexBuffer.SetData(indices);
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graphics.SetVertexBuffer(vertexBuffer);
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graphics.Indices = indexBuffer;
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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pass.Apply();
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// TODO: just draw a single opaque outline.
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for (int i = 0; i < 4; i++) {
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graphics.DrawIndexedPrimitives(
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PrimitiveType.LineStrip, 0, 0, NUM_EDGE_VERTICES + 1);
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}
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}
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}
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2020-02-12 18:39:51 +00:00
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}
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}
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}
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