From 9504c2236c2afa63d34bfcd8fdd5382ea95bbae6 Mon Sep 17 00:00:00 2001 From: Colin McMillen Date: Mon, 9 Mar 2020 14:47:21 -0400 Subject: [PATCH] LinesOfSight: support multiple NPCs --- Shared/LinesOfSight.cs | 51 +++++++++++++++++++++++++++++------------- 1 file changed, 36 insertions(+), 15 deletions(-) diff --git a/Shared/LinesOfSight.cs b/Shared/LinesOfSight.cs index 3227514..15a2650 100644 --- a/Shared/LinesOfSight.cs +++ b/Shared/LinesOfSight.cs @@ -5,18 +5,27 @@ using System; namespace SemiColinGames { public sealed class LinesOfSight : IDisposable { - const int NUM_EDGE_VERTICES = 60; + // Max number of NPCs whose vision cones will be shown at once. + const int MAX_NPCS = 4; + + // Number of edge vertices per vision cone. + const int NUM_EDGE_VERTICES = 30; readonly VertexBuffer vertexBuffer; readonly IndexBuffer indexBuffer; - // coneVertices[0] is the eye position; the rest are the edge vertices. - readonly VertexPositionColor[] coneVertices = new VertexPositionColor[NUM_EDGE_VERTICES + 1]; + readonly bool[] coneEnabled = new bool[MAX_NPCS]; + // coneVertices[i][0] is the eye position; the rest are the edge vertices. + readonly VertexPositionColor[][] coneVertices = new VertexPositionColor[MAX_NPCS][]; // The number of total triangles drawn is one less than the number of edge points. 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) { + for (int i = 0; i < MAX_NPCS; i++) { + coneVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1]; + } + vertexBuffer = new VertexBuffer( graphics, typeof(VertexPositionColor), NUM_EDGE_VERTICES * 3, BufferUsage.WriteOnly); indexBuffer = new IndexBuffer( @@ -34,8 +43,16 @@ namespace SemiColinGames { } public void Update(NPC[] npcs, AABB[] collisionTargets) { - NPC npc = npcs[0]; + for (int i = 0; i < MAX_NPCS; i++) { + coneEnabled[i] = false; + } + for (int i = 0; i < MAX_NPCS; i++) { + UpdateNpc(i, npcs[i], collisionTargets); + } + } + private void UpdateNpc(int index, NPC npc, AABB[] collisionTargets) { + coneEnabled[index] = true; Vector2 eyePos = npc.EyePosition; float visionRange = npc.VisionRange; Vector2 ray = npc.VisionRay; @@ -44,7 +61,7 @@ namespace SemiColinGames { float visionRangeSq = visionRange * visionRange; float fovStep = fov / (NUM_EDGE_VERTICES - 1); - coneVertices[0] = new VertexPositionColor(new Vector3(npc.EyePosition, 0), color); + coneVertices[index][0] = new VertexPositionColor(new Vector3(npc.EyePosition, 0), color); for (int i = 0; i < NUM_EDGE_VERTICES; i++) { float angle = -fov / 2 + fovStep * i; Vector2 rotated = ray.Rotate(angle); @@ -73,26 +90,30 @@ namespace SemiColinGames { float tint = 0.6f - hitTime / 2; Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint)); - coneVertices[i + 1] = new VertexPositionColor(new Vector3(closestHit, 0), tinted); + coneVertices[index][i + 1] = new VertexPositionColor(new Vector3(closestHit, 0), tinted); } } public void Draw(GraphicsDevice graphics, BasicEffect lightingEffect) { - 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; } - vertexBuffer.SetData(coneVertices); - indexBuffer.SetData(indices); - graphics.SetVertexBuffer(vertexBuffer); - graphics.Indices = indexBuffer; - - foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) { - pass.Apply(); - graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Length / 3); + for (int npcIndex = 0; npcIndex < MAX_NPCS; npcIndex++) { + if (!coneEnabled[npcIndex]) { + continue; + } + vertexBuffer.SetData(coneVertices[npcIndex]); + indexBuffer.SetData(indices); + graphics.SetVertexBuffer(vertexBuffer); + graphics.Indices = indexBuffer; + + foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) { + pass.Apply(); + graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Length / 3); + } } } }