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rename numEdgeVertices -> NUM_EDGE_VERTICES

GitOrigin-RevId: c7a67e06ea
master
Colin McMillen 4 years ago
parent
commit
5549f15029
  1. 14
      Shared/LinesOfSight.cs

14
Shared/LinesOfSight.cs

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

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