New FOV algorithm that works pretty well.
Saved for posterity here, approximately: https://twitter.com/mcmillen/status/1227326054949408768 GitOrigin-RevId: e960dad1d9241c08dbf1292c6856311d4ebd7a85
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@ -5,13 +5,18 @@ using System;
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// https://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
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namespace SemiColinGames {
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class Camera {
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private Rectangle bbox = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
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// Screen size in pixels is 1920x1080 divided by 4.
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private Rectangle bbox = new Rectangle(0, 0, 480, 270);
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public int Width { get => bbox.Width; }
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public int Height { get => bbox.Height; }
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public int Left { get => bbox.Left; }
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public int Top { get => bbox.Top; }
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public Matrix Projection {
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get => Matrix.CreateOrthographicOffCenter(Left, Left + Width, Height, 0, -1, 1);
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}
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public void Update(Point player, int worldWidth) {
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int diff = player.X - bbox.Center.X;
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if (Math.Abs(diff) > 16) {
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110
Shared/Player.cs
110
Shared/Player.cs
@ -11,7 +11,7 @@ namespace SemiColinGames {
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Right = 1
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};
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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public enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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private const int moveSpeed = 180;
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private const int jumpSpeed = -600;
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@ -46,6 +46,15 @@ namespace SemiColinGames {
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this.texture = texture;
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}
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// TODO: just make Facing an int.
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public int GetFacing {
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get { return (int) facing; }
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}
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public Pose GetPose {
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get { return pose; }
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}
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public Point Position { get { return position; } }
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public void Update(float modelTime, History<Input> input, AABB[] collisionTargets) {
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@ -147,102 +156,15 @@ namespace SemiColinGames {
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} else {
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pose = Pose.Standing;
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}
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DrawSightLines(collisionTargets);
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}
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Vector2 Rotate(Vector2 point, float angle) {
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float cos = FMath.Cos(angle);
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float sin = FMath.Sin(angle);
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return new Vector2(
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point.X * cos - point.Y * sin,
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point.Y * cos + point.X * sin);
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}
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bool PointInCone(
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float visionRangeSq, float fovCos, Vector2 eyePos, Vector2 direction, Vector2 test) {
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Vector2 delta = Vector2.Subtract(test, eyePos);
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if (delta.LengthSquared() > visionRangeSq) {
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return false;
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public Vector2 EyePosition {
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get {
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bool walking = pose == Pose.Walking || pose == Pose.Jumping;
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Vector2 eyeOffset = walking ? eyeOffsetWalking : eyeOffsetStanding;
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return Vector2.Add(
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Position.ToVector2(), new Vector2(eyeOffset.X * (int) facing, eyeOffset.Y));
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}
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float dot = Vector2.Dot(Vector2.Normalize(direction), Vector2.Normalize(delta));
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return dot > fovCos;
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}
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void DrawSightLines(AABB[] collisionTargets) {
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float fov = FMath.DegToRad(45);
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float fovCos = FMath.Cos(fov);
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Color color = Color.LightYellow;
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Vector2 eyeOffset = pose == Pose.Walking ? eyeOffsetWalking : eyeOffsetStanding;
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Vector2 eyePos = Vector2.Add(
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Position.ToVector2(), new Vector2(eyeOffset.X * (int) facing, eyeOffset.Y));
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float visionRange = 150;
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float visionRangeSq = visionRange * visionRange;
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Vector2 ray = new Vector2(visionRange * (int) facing, 0);
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if (pose == Pose.Stretching) {
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ray = Rotate(ray, (int) facing * FMath.DegToRad(-30));
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}
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if (pose == Pose.Crouching) {
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ray = Rotate(ray, (int) facing * FMath.DegToRad(30));
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}
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Vector2 coneBottom = Rotate(ray, fov);
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Vector2 coneTop = Rotate(ray, -fov);
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List<Vector2> points = new List<Vector2>();
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List<AABB> boxes = new List<AABB>();
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points.Add(Vector2.Add(eyePos, coneBottom));
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points.Add(Vector2.Add(eyePos, coneTop));
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foreach (AABB box in collisionTargets) {
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int hitCount = points.Count;
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if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.TopLeft)) {
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points.Add(box.TopLeft);
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}
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if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.TopRight)) {
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points.Add(box.TopRight);
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}
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if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.BottomLeft)) {
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points.Add(box.BottomLeft);
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}
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if (PointInCone(visionRangeSq, fovCos, eyePos, ray, box.BottomRight)) {
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points.Add(box.BottomRight);
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}
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if (points.Count > hitCount) {
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boxes.Add(box);
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Debug.AddRect(box, color);
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}
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}
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HashSet<AABB> boxesSeen = new HashSet<AABB>();
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foreach (Vector2 point in points) {
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float minTime = 1;
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AABB? closestBox = null;
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Vector2 delta = Vector2.Subtract(point, eyePos);
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foreach (AABB box in boxes) {
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Hit? maybeHit = box.IntersectSegment(eyePos, delta);
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if (maybeHit != null) {
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float time = FMath.Clamp(maybeHit.Value.Time, 0, 1);
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Vector2 target = Vector2.Add(eyePos, Vector2.Multiply(delta, time));
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Debug.AddLine(eyePos, target, color);
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if (time < minTime) {
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minTime = time;
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closestBox = box;
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}
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}
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}
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if (closestBox != null) {
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boxesSeen.Add(closestBox.Value);
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}
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}
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foreach (AABB box in boxesSeen) {
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Debug.AddRect(box, Color.Orange);
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}
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Debug.AddLine(eyePos, Vector2.Add(eyePos, ray), Color.Red);
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Debug.AddLine(eyePos, Vector2.Add(eyePos, coneTop), Color.Red);
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Debug.AddLine(eyePos, Vector2.Add(eyePos, coneBottom), Color.Red);
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}
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// Returns the desired (dx, dy) for the player to move this frame.
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@ -11,7 +11,10 @@ namespace SemiColinGames {
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const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS;
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readonly GraphicsDeviceManager graphics;
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RenderTarget2D renderTarget;
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RenderTarget2D sceneTarget;
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RenderTarget2D lightingTarget;
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BasicEffect lightingEffect;
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SpriteBatch spriteBatch;
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SpriteFont font;
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@ -54,9 +57,22 @@ namespace SemiColinGames {
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Debug.Initialize(GraphicsDevice);
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renderTarget = new RenderTarget2D(
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sceneTarget = new RenderTarget2D(
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GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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lightingTarget = new RenderTarget2D(
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GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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lightingEffect = new BasicEffect(GraphicsDevice);
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lightingEffect.World = Matrix.CreateTranslation(0, 0, 0);
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lightingEffect.View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up);
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lightingEffect.VertexColorEnabled = true;
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RasterizerState rasterizerState = new RasterizerState() {
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CullMode = CullMode.None
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};
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GraphicsDevice.RasterizerState = rasterizerState;
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base.Initialize();
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}
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@ -67,7 +83,7 @@ namespace SemiColinGames {
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font = Content.Load<SpriteFont>("font");
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player = new Player(Content.Load<Texture2D>("Ninja_Female"));
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world = new World(Content.Load<Texture2D>("grassland"), Levels.DEMO);
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world = new World(Content.Load<Texture2D>("grassland"), Levels.ONE_ONE);
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grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
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grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
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}
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@ -131,8 +147,8 @@ namespace SemiColinGames {
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Debug.SetFpsText(fpsText);
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// Draw scene to RenderTarget.
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GraphicsDevice.SetRenderTarget(renderTarget);
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// Draw scene to sceneTarget.
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GraphicsDevice.SetRenderTarget(sceneTarget);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
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@ -148,7 +164,8 @@ namespace SemiColinGames {
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// Set up transformation matrix for drawing world objects.
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Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
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spriteBatch.Begin(
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SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
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// Draw player.
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player.Draw(spriteBatch);
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@ -162,7 +179,13 @@ namespace SemiColinGames {
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// Aaaaand we're done.
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spriteBatch.End();
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// Draw RenderTarget to screen.
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// Draw lighting to lightingTarget.
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GraphicsDevice.SetRenderTarget(lightingTarget);
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GraphicsDevice.Clear(new Color(0, 0, 0, 0f));
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lightingEffect.Projection = camera.Projection;
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DrawFov();
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// Draw sceneTarget to screen.
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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if (framesToSuppress == 0) {
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@ -171,7 +194,8 @@ namespace SemiColinGames {
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RasterizerState.CullNone);
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Rectangle drawRect = new Rectangle(
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0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
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spriteBatch.Draw(renderTarget, drawRect, Color.White);
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spriteBatch.Draw(sceneTarget, drawRect, Color.White);
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spriteBatch.Draw(lightingTarget, drawRect, Color.White);
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// Draw debug toasts.
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Debug.DrawToasts(spriteBatch, font);
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@ -182,5 +206,77 @@ namespace SemiColinGames {
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base.Draw(gameTime);
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drawTimer.Stop();
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}
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private void DrawFov() {
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// TODO: DrawIndexedPrimitives
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
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Vector2 eyePos = player.EyePosition;
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int numConePoints = 60;
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// TODO: don't new[] every frame.
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VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints];
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float visionRange = 150;
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float visionRangeSq = visionRange * visionRange;
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float fov = FMath.DegToRad(120);
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float fovStep = fov / (numConePoints - 1);
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Vector2 ray = new Vector2(visionRange * player.GetFacing, 0);
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if (player.GetPose == Player.Pose.Stretching) {
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ray = ray.Rotate(player.GetFacing * FMath.DegToRad(-30));
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}
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if (player.GetPose == Player.Pose.Crouching) {
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ray = ray.Rotate(player.GetFacing * FMath.DegToRad(30));
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}
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for (int i = 0; i < conePoints.Length; 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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float hitTime = 1f;
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Vector2 halfTileSize = new Vector2(World.TileSize / 2.0f, World.TileSize / 2.0f);
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for (int j = 0; j < world.CollisionTargets.Length; j++) {
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AABB box = world.CollisionTargets[j];
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if (Math.Abs(box.Position.X - player.Position.X) > visionRange + halfTileSize.X) {
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continue;
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}
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Vector2 delta = Vector2.Add(halfTileSize, Vector2.Subtract(box.Position, eyePos));
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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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float tint = 0.6f - hitTime / 2;
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Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint));
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conePoints[i] = new VertexPositionColor(new Vector3(closestHit, 0), tinted);
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}
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// TODO: don't new[] every frame.
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VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3];
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VertexPositionColor eyeVertex = new VertexPositionColor(new Vector3(eyePos, 0), color);
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for (int i = 0; i < numConePoints - 1; i++) {
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vertices[i * 3] = eyeVertex;
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vertices[i * 3 + 1] = conePoints[i];
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vertices[i * 3 + 2] = conePoints[i + 1];
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}
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VertexBuffer vertexBuffer = new VertexBuffer(
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GraphicsDevice, typeof(VertexPositionColor), vertices.Length, BufferUsage.WriteOnly);
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vertexBuffer.SetData<VertexPositionColor>(vertices);
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GraphicsDevice.SetVertexBuffer(vertexBuffer);
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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pass.Apply();
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GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3);
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}
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}
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}
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}
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