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first pass at implementing line-of-sight algorithm

partial solution for #29

GitOrigin-RevId: bb5f5dc057
master
Colin McMillen 4 years ago
parent
commit
5cb3ff9fbd
  1. 94
      Shared/Player.cs

94
Shared/Player.cs

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

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