rename numEdgeVertices -> NUM_EDGE_VERTICES
GitOrigin-RevId: c7a67e06ea330f1fd3de4abdbeb8021402b6f330
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3a8defcf3f
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@ -5,20 +5,20 @@ using System;
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namespace SemiColinGames {
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class LinesOfSight : IDisposable {
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const int numEdgeVertices = 60;
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const int NUM_EDGE_VERTICES = 60;
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readonly VertexBuffer vertexBuffer;
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readonly IndexBuffer indexBuffer;
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// coneVertices[0] is the eye position; the rest are the edge vertices.
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readonly VertexPositionColor[] coneVertices = new VertexPositionColor[numEdgeVertices + 1];
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readonly VertexPositionColor[] coneVertices = new VertexPositionColor[NUM_EDGE_VERTICES + 1];
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// The number of total triangles drawn is one less than the number of edge points.
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readonly int[] indices = new int[(numEdgeVertices - 1) * 3];
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readonly int[] indices = new int[(NUM_EDGE_VERTICES - 1) * 3];
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
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public LinesOfSight(GraphicsDevice graphics) {
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vertexBuffer = new VertexBuffer(
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graphics, typeof(VertexPositionColor), numEdgeVertices * 3, BufferUsage.WriteOnly);
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graphics, typeof(VertexPositionColor), NUM_EDGE_VERTICES * 3, BufferUsage.WriteOnly);
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indexBuffer = new IndexBuffer(
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graphics, typeof(int), indices.Length, BufferUsage.WriteOnly);
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}
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@ -40,10 +40,10 @@ namespace SemiColinGames {
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float fov = player.FieldOfView;
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float visionRangeSq = visionRange * visionRange;
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float fovStep = fov / (numEdgeVertices - 1);
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float fovStep = fov / (NUM_EDGE_VERTICES - 1);
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coneVertices[0] = new VertexPositionColor(new Vector3(player.EyePosition, 0), color);
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for (int i = 0; i < numEdgeVertices; i++) {
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for (int i = 0; i < NUM_EDGE_VERTICES; 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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@ -77,7 +77,7 @@ namespace SemiColinGames {
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public void Draw(GraphicsDevice graphics, BasicEffect lightingEffect) {
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for (int i = 0; i < numEdgeVertices - 1; i++) {
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for (int i = 0; i < NUM_EDGE_VERTICES - 1; i++) {
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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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