v0.10.5.1
This commit is contained in:
@@ -2,6 +2,7 @@
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using SharpFont;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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@@ -87,6 +88,12 @@ namespace Barotrauma.Lights
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}
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}
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class VectorPair
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{
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public Vector2? A = null;
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public Vector2? B = null;
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}
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class ConvexHull
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{
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public static List<ConvexHullList> HullLists = new List<ConvexHullList>();
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@@ -96,6 +103,7 @@ namespace Barotrauma.Lights
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private readonly Segment[] segments = new Segment[4];
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private readonly SegmentPoint[] vertices = new SegmentPoint[4];
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private readonly SegmentPoint[] losVertices = new SegmentPoint[4];
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private readonly VectorPair[] losOffsets = new VectorPair[4];
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private readonly bool[] backFacing;
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private readonly bool[] ignoreEdge;
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@@ -105,6 +113,7 @@ namespace Barotrauma.Lights
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public VertexPositionColor[] ShadowVertices { get; private set; }
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public VertexPositionTexture[] PenumbraVertices { get; private set; }
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public int ShadowVertexCount { get; private set; }
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public int PenumbraVertexCount { get; private set; }
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private readonly HashSet<ConvexHull> overlappingHulls = new HashSet<ConvexHull>();
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@@ -157,15 +166,24 @@ namespace Barotrauma.Lights
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ParentEntity = parent;
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ShadowVertices = new VertexPositionColor[6 * 2];
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PenumbraVertices = new VertexPositionTexture[6];
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ShadowVertices = new VertexPositionColor[6 * 4];
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PenumbraVertices = new VertexPositionTexture[6 * 4];
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backFacing = new bool[4];
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ignoreEdge = new bool[4];
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SetVertices(points);
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Enabled = true;
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float minX = points[0].X, minY = points[0].Y, maxX = points[0].X, maxY = points[0].Y;
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for (int i = 1; i < vertices.Length; i++)
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{
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if (points[i].X < minX) minX = points[i].X;
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if (points[i].Y < minY) minY = points[i].Y;
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if (points[i].X > maxX) maxX = points[i].X;
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if (points[i].Y > minY) maxY = points[i].Y;
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}
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BoundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
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isHorizontal = BoundingBox.Width > BoundingBox.Height;
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if (ParentEntity is Structure structure)
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@@ -180,6 +198,10 @@ namespace Barotrauma.Lights
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if (door != null) { isHorizontal = door.IsHorizontal; }
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}
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SetVertices(points);
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Enabled = true;
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var chList = HullLists.Find(h => h.Submarine == parent.Submarine);
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if (chList == null)
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{
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@@ -202,11 +224,17 @@ namespace Barotrauma.Lights
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if (isHorizontal == ch.isHorizontal)
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{
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if (BoundingBox == ch.BoundingBox) { return; }
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//hide segments that are roughly at the some position as some other segment (e.g. the ends of two adjacent wall pieces)
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float mergeDist = 32;
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float mergeDist = 16;
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float mergeDistSqr = mergeDist * mergeDist;
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Rectangle intersection = Rectangle.Intersect(BoundingBox, ch.BoundingBox);
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int intersectionArea = intersection.Width * intersection.Height;
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int bboxArea = BoundingBox.Width * BoundingBox.Height;
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int otherBboxArea = ch.BoundingBox.Width * ch.BoundingBox.Height;
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if (Math.Abs(intersectionArea - bboxArea) < mergeDistSqr) { return; }
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if (Math.Abs(intersectionArea - otherBboxArea) < mergeDistSqr) { return; }
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for (int i = 0; i < segments.Length; i++)
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{
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for (int j = 0; j < ch.segments.Length; j++)
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@@ -237,21 +265,67 @@ namespace Barotrauma.Lights
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}
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}
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}
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else
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for (int i = 0; i < segments.Length; i++)
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{
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//TODO: do something to corner areas where a vertical wall meets a horizontal one
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if (ignoreEdge[i]) { continue; }
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if (Vector2.DistanceSquared(segments[i].Start.Pos, segments[i].End.Pos) < 1.0f) { continue; }
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for (int j = 0; j < ch.segments.Length; j++)
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{
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if (ch.ignoreEdge[j]) { continue; }
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if (Vector2.DistanceSquared(ch.segments[j].Start.Pos, ch.segments[j].End.Pos) < 1.0f) { continue; }
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if (IsSegmentAInB(segments[i], ch.segments[j]))
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{
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ignoreEdge[i] = true;
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if (Vector2.DistanceSquared(ch.segments[j].Start.Pos, segments[i].Start.Pos) < 4.0f)
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{
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ch.ShiftSegmentPoint(j, false, segments[i].End.Pos);
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}
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else if (Vector2.DistanceSquared(ch.segments[j].Start.Pos, segments[i].End.Pos) < 4.0f)
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{
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ch.ShiftSegmentPoint(j, false, segments[i].Start.Pos);
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}
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if (Vector2.DistanceSquared(ch.segments[j].End.Pos, segments[i].Start.Pos) < 4.0f)
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{
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ch.ShiftSegmentPoint(j, true, segments[i].End.Pos);
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}
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else if (Vector2.DistanceSquared(ch.segments[j].End.Pos, segments[i].End.Pos) < 4.0f)
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{
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ch.ShiftSegmentPoint(j, true, segments[i].Start.Pos);
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}
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}
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else if (IsSegmentAInB(ch.segments[j], segments[i]))
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{
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ch.ignoreEdge[j] = true;
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if (Vector2.DistanceSquared(segments[i].Start.Pos, ch.segments[j].Start.Pos) < 4.0f)
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{
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ShiftSegmentPoint(i, false, ch.segments[j].End.Pos);
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}
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else if (Vector2.DistanceSquared(segments[i].Start.Pos, ch.segments[j].End.Pos) < 4.0f)
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{
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ShiftSegmentPoint(i, false, ch.segments[j].Start.Pos);
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}
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if (Vector2.DistanceSquared(segments[i].End.Pos, ch.segments[j].Start.Pos) < 4.0f)
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{
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ShiftSegmentPoint(i, true, ch.segments[j].End.Pos);
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}
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else if (Vector2.DistanceSquared(segments[i].End.Pos, ch.segments[j].End.Pos) < 4.0f)
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{
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ShiftSegmentPoint(i, true, ch.segments[j].Start.Pos);
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}
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}
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}
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}
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//ignore edges that are inside some other convex hull
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for (int i = 0; i < vertices.Length; i++)
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{
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if (vertices[i].Pos.X >= ch.BoundingBox.X && vertices[i].Pos.X <= ch.BoundingBox.Right &&
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vertices[i].Pos.Y >= ch.BoundingBox.Y && vertices[i].Pos.Y <= ch.BoundingBox.Bottom)
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if (ch.IsPointInside(vertices[i].Pos))
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{
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Vector2 p = vertices[(i + 1) % vertices.Length].Pos;
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if (p.X >= ch.BoundingBox.X && p.X <= ch.BoundingBox.Right &&
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p.Y >= ch.BoundingBox.Y && p.Y <= ch.BoundingBox.Bottom)
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if (ch.IsPointInside(vertices[(i + 1) % vertices.Length].Pos))
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{
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ignoreEdge[i] = true;
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overlappingHulls.Add(ch);
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@@ -260,6 +334,75 @@ namespace Barotrauma.Lights
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}
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}
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private void ShiftSegmentPoint(int segmentIndex, bool end, Vector2 newPos)
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{
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var segment = segments[segmentIndex];
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losOffsets[segmentIndex] ??= new VectorPair();
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bool flipped = false;
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if (Vector2.DistanceSquared(vertices[segmentIndex].Pos, segment.Start.Pos) > Vector2.DistanceSquared(vertices[segmentIndex].Pos, segment.End.Pos))
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{
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flipped = true;
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}
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if (end == !flipped)
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{
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losOffsets[segmentIndex].B = newPos;
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}
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else
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{
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losOffsets[segmentIndex].A = newPos;
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}
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}
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public bool IsSegmentAInB(Segment a, Segment b)
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{
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if (Vector2.DistanceSquared(a.Start.Pos, a.End.Pos) > Vector2.DistanceSquared(b.Start.Pos, b.End.Pos))
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{
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return false;
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}
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Vector2 min = new Vector2(Math.Min(b.Start.Pos.X, b.End.Pos.X), Math.Min(b.Start.Pos.Y, b.End.Pos.Y));
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Vector2 max = new Vector2(Math.Max(b.Start.Pos.X, b.End.Pos.X), Math.Max(b.Start.Pos.Y, b.End.Pos.Y));
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min.X -= 1.0f; min.Y -= 1.0f;
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max.X += 1.0f; max.Y += 1.0f;
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if (a.Start.Pos.X < min.X) { return false; }
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if (a.Start.Pos.Y < min.Y) { return false; }
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if (a.End.Pos.X < min.X) { return false; }
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if (a.End.Pos.Y < min.Y) { return false; }
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if (a.Start.Pos.X > max.X) { return false; }
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if (a.Start.Pos.Y > max.Y) { return false; }
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if (a.End.Pos.X > max.X) { return false; }
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if (a.End.Pos.Y > max.Y) { return false; }
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float startDist = MathUtils.LineToPointDistanceSquared(b.Start.Pos, b.End.Pos, a.Start.Pos);
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if (startDist > 1.0f) { return false; }
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float endDist = MathUtils.LineToPointDistanceSquared(b.Start.Pos, b.End.Pos, a.End.Pos);
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if (endDist > 1.0f) { return false; }
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return true;
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}
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public bool IsPointInside(Vector2 point)
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{
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if (!BoundingBox.Contains(point)) { return false; }
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Vector2 center = (vertices[0].Pos + vertices[1].Pos + vertices[2].Pos + vertices[3].Pos) * 0.25f;
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for (int i=0;i<4;i++)
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{
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Vector2 segmentVector = vertices[(i + 1) % 4].Pos - vertices[i].Pos;
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Vector2 centerToVertex = center - vertices[i].Pos;
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Vector2 pointToVertex = point - vertices[i].Pos;
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float dotCenter = Vector2.Dot(centerToVertex, segmentVector);
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float dotPoint = Vector2.Dot(pointToVertex, segmentVector);
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if ((dotCenter > 0f && dotPoint < 0f) || (dotCenter < 0f && dotPoint > 0f)) { return false; }
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}
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return true;
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}
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private void MergeSegments(Segment segment1, Segment segment2, bool startPointsMatch)
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{
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int startPointIndex = -1, endPointIndex = -1;
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@@ -344,6 +487,8 @@ namespace Barotrauma.Lights
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vertices[i].Pos += amount;
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losVertices[i].Pos += amount;
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losOffsets[i] = null;
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segments[i].Start.Pos += amount;
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segments[i].End.Pos += amount;
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}
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@@ -406,6 +551,7 @@ namespace Barotrauma.Lights
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{
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vertices[i] = new SegmentPoint(points[i], this);
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losVertices[i] = new SegmentPoint(points[i], this);
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losOffsets[i] = null;
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}
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for (int i = 0; i < 4; i++)
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@@ -517,7 +663,7 @@ namespace Barotrauma.Lights
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}
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}
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public void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
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public void CalculateLosVertices(Vector2 lightSourcePos)
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{
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Vector3 offset = Vector3.Zero;
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if (ParentEntity != null && ParentEntity.Submarine != null)
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@@ -527,8 +673,6 @@ namespace Barotrauma.Lights
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ShadowVertexCount = 0;
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var vertices = los ? losVertices : this.vertices;
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//compute facing of each edge, using N*L
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for (int i = 0; i < 4; i++)
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{
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@@ -538,8 +682,8 @@ namespace Barotrauma.Lights
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continue;
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}
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Vector2 firstVertex = vertices[i].Pos;
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Vector2 secondVertex = vertices[(i+1) % 4].Pos;
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Vector2 firstVertex = losVertices[i].Pos;
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Vector2 secondVertex = losVertices[(i+1) % 4].Pos;
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Vector2 L = lightSourcePos - ((firstVertex + secondVertex) / 2.0f);
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@@ -547,121 +691,144 @@ namespace Barotrauma.Lights
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-(secondVertex.Y - firstVertex.Y),
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secondVertex.X - firstVertex.X);
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backFacing[i] = (Vector2.Dot(N, L) < 0) == los;
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backFacing[i] = (Vector2.Dot(N, L) < 0);
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}
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//find beginning and ending vertices which
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//belong to the shadow
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int startingIndex = -1;
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int endingIndex = -1;
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for (int i = 0; i < 4; i++)
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ShadowVertexCount = 0;
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for (int i=0;i<4;i++)
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{
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int currentEdge = i;
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int nextEdge = (i + 1) % 4;
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if (!backFacing[i]) { continue; }
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int currentIndex = i;
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Vector3 vertexPos0 = new Vector3(losOffsets[currentIndex]?.A ?? losVertices[currentIndex].Pos, 0.0f);
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Vector3 vertexPos1 = new Vector3(losOffsets[currentIndex]?.B ?? losVertices[(currentIndex + 1) % 4].Pos, 0.0f);
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if (backFacing[currentEdge] && !backFacing[nextEdge])
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endingIndex = nextEdge;
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if (Vector3.DistanceSquared(vertexPos0, vertexPos1) < 1.0f) { continue; }
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if (!backFacing[currentEdge] && backFacing[nextEdge])
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startingIndex = nextEdge;
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}
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Vector3 L2P0 = vertexPos0 - new Vector3(lightSourcePos, 0);
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L2P0.Normalize();
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Vector3 extruded0 = new Vector3(lightSourcePos, 0) + L2P0 * 9000;
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if (startingIndex == -1 || endingIndex == -1) { return; }
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Vector3 L2P1 = vertexPos1 - new Vector3(lightSourcePos, 0);
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L2P1.Normalize();
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Vector3 extruded1 = new Vector3(lightSourcePos, 0) + L2P1 * 9000;
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//nr of vertices that are in the shadow
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if (endingIndex > startingIndex)
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ShadowVertexCount = endingIndex - startingIndex + 1;
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else
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ShadowVertexCount = 4 + 1 - startingIndex + endingIndex;
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//shadowVertices = new VertexPositionColor[shadowVertexCount * 2];
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//create a triangle strip that has the shape of the shadow
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int currentIndex = startingIndex;
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int svCount = 0;
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while (svCount != ShadowVertexCount * 2)
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{
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Vector3 vertexPos = new Vector3(vertices[currentIndex].Pos, 0.0f);
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int i = los ? svCount : svCount + 1;
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int j = los ? svCount + 1 : svCount;
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//one vertex on the hull
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ShadowVertices[i] = new VertexPositionColor
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ShadowVertices[ShadowVertexCount + 0] = new VertexPositionColor
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{
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Color = los ? Color.Black : Color.Transparent,
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Position = vertexPos + offset
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Color = Color.Black,
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Position = vertexPos1 + offset
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};
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//one extruded by the light direction
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ShadowVertices[j] = new VertexPositionColor
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ShadowVertices[ShadowVertexCount + 1] = new VertexPositionColor
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{
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Color = ShadowVertices[i].Color
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Color = Color.Black,
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Position = vertexPos0 + offset
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};
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Vector3 L2P = vertexPos - new Vector3(lightSourcePos, 0);
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L2P.Normalize();
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ShadowVertices[j].Position = new Vector3(lightSourcePos, 0) + L2P * 9000 + offset;
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ShadowVertices[ShadowVertexCount + 2] = new VertexPositionColor
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{
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Color = Color.Black,
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Position = extruded0 + offset
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};
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svCount += 2;
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currentIndex = (currentIndex + 1) % 4;
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ShadowVertices[ShadowVertexCount + 3] = new VertexPositionColor
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{
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Color = Color.Black,
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Position = vertexPos1 + offset
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};
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ShadowVertices[ShadowVertexCount + 4] = new VertexPositionColor
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{
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Color = Color.Black,
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Position = extruded0 + offset
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};
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ShadowVertices[ShadowVertexCount + 5] = new VertexPositionColor
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{
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Color = Color.Black,
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Position = extruded1 + offset
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};
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ShadowVertexCount += 6;
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}
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if (los)
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{
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CalculatePenumbraVertices(startingIndex, endingIndex, lightSourcePos, los);
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}
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CalculateLosPenumbraVertices(lightSourcePos);
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}
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private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los)
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private void CalculateLosPenumbraVertices(Vector2 lightSourcePos)
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{
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var vertices = los ? losVertices : this.vertices;
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Vector3 offset = Vector3.Zero;
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if (ParentEntity != null && ParentEntity.Submarine != null)
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{
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offset = new Vector3(ParentEntity.Submarine.DrawPosition.X, ParentEntity.Submarine.DrawPosition.Y, 0.0f);
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}
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for (int n = 0; n < 4; n += 3)
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PenumbraVertexCount = 0;
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for (int i = 0; i < 4; i++)
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{
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Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex].Pos : vertices[endingIndex].Pos, 0.0f);
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int currentIndex = i;
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int prevIndex = (i + 3) % 4;
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int nextIndex = (i + 1) % 4;
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bool disjointed = losOffsets[i]?.A != null;
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Vector2 vertexPos0 = losOffsets[currentIndex]?.A ?? losVertices[currentIndex].Pos;
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Vector2 vertexPos1 = losOffsets[currentIndex]?.B ?? losVertices[nextIndex].Pos;
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PenumbraVertices[n] = new VertexPositionTexture
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if (Vector2.DistanceSquared(vertexPos0, vertexPos1) < 1.0f) { continue; }
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|
||||
if (backFacing[currentIndex] && (disjointed || (!backFacing[prevIndex])))
|
||||
{
|
||||
Position = penumbraStart + offset,
|
||||
TextureCoordinate = new Vector2(0.0f, 1.0f)
|
||||
};
|
||||
Vector3 penumbraStart = new Vector3(vertexPos0, 0.0f);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
PenumbraVertices[n + i + 1] = new VertexPositionTexture();
|
||||
Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
|
||||
vertexDir.Normalize();
|
||||
|
||||
Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f;
|
||||
if (n > 0) normal = -normal;
|
||||
|
||||
vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
|
||||
vertexDir.Normalize();
|
||||
PenumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000 + offset;
|
||||
|
||||
if (los)
|
||||
PenumbraVertices[PenumbraVertexCount] = new VertexPositionTexture
|
||||
{
|
||||
PenumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
|
||||
}
|
||||
else
|
||||
Position = penumbraStart + offset,
|
||||
TextureCoordinate = new Vector2(0.0f, 1.0f)
|
||||
};
|
||||
|
||||
for (int j = 0; j < 2; j++)
|
||||
{
|
||||
PenumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero;
|
||||
PenumbraVertices[PenumbraVertexCount + j + 1] = new VertexPositionTexture();
|
||||
Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
|
||||
vertexDir.Normalize();
|
||||
|
||||
Vector3 normal = (j == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f;
|
||||
|
||||
vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
|
||||
vertexDir.Normalize();
|
||||
PenumbraVertices[PenumbraVertexCount + j + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000 + offset;
|
||||
|
||||
PenumbraVertices[PenumbraVertexCount + j + 1].TextureCoordinate = (j == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
|
||||
}
|
||||
|
||||
PenumbraVertexCount += 3;
|
||||
}
|
||||
|
||||
if (n > 0)
|
||||
disjointed = losOffsets[i]?.B != null;
|
||||
if (backFacing[currentIndex] && (disjointed || (!backFacing[nextIndex])))
|
||||
{
|
||||
var temp = PenumbraVertices[4];
|
||||
PenumbraVertices[4] = PenumbraVertices[5];
|
||||
PenumbraVertices[5] = temp;
|
||||
Vector3 penumbraStart = new Vector3(vertexPos1, 0.0f);
|
||||
|
||||
PenumbraVertices[PenumbraVertexCount] = new VertexPositionTexture
|
||||
{
|
||||
Position = penumbraStart + offset,
|
||||
TextureCoordinate = new Vector2(0.0f, 1.0f)
|
||||
};
|
||||
|
||||
for (int j = 0; j < 2; j++)
|
||||
{
|
||||
PenumbraVertices[PenumbraVertexCount + (1 - j) + 1] = new VertexPositionTexture();
|
||||
Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
|
||||
vertexDir.Normalize();
|
||||
|
||||
Vector3 normal = (j == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f;
|
||||
|
||||
vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) + normal * 20.0f);
|
||||
vertexDir.Normalize();
|
||||
PenumbraVertices[PenumbraVertexCount + (1 - j) + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000 + offset;
|
||||
|
||||
PenumbraVertices[PenumbraVertexCount + (1 - j) + 1].TextureCoordinate = (j == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
|
||||
}
|
||||
|
||||
PenumbraVertexCount += 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -381,7 +381,7 @@ namespace Barotrauma.Lights
|
||||
if (GUI.DisableItemHighlights) { return false; }
|
||||
|
||||
highlightedEntities.Clear();
|
||||
if (Character.Controlled != null)
|
||||
if (Character.Controlled != null && (!Character.Controlled.IsKeyDown(InputType.Aim) || Character.Controlled.SelectedItems.Any(it => it?.GetComponent<Sprayer>() == null)))
|
||||
{
|
||||
if (Character.Controlled.FocusedItem != null)
|
||||
{
|
||||
@@ -532,28 +532,16 @@ namespace Barotrauma.Lights
|
||||
Vector2 relativeLightPos = pos;
|
||||
if (convexHull.ParentEntity?.Submarine != null) relativeLightPos -= convexHull.ParentEntity.Submarine.Position;
|
||||
|
||||
convexHull.CalculateShadowVertices(relativeLightPos, true);
|
||||
convexHull.CalculateLosVertices(relativeLightPos);
|
||||
|
||||
//convert triangle strips to a triangle list
|
||||
for (int i = 0; i < convexHull.ShadowVertexCount * 2 - 2; i++)
|
||||
for (int i = 0; i < convexHull.ShadowVertexCount; i++)
|
||||
{
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
shadowVerts.Add(convexHull.ShadowVertices[i]);
|
||||
shadowVerts.Add(convexHull.ShadowVertices[i + 1]);
|
||||
shadowVerts.Add(convexHull.ShadowVertices[i + 2]);
|
||||
}
|
||||
else
|
||||
{
|
||||
shadowVerts.Add(convexHull.ShadowVertices[i]);
|
||||
shadowVerts.Add(convexHull.ShadowVertices[i + 2]);
|
||||
shadowVerts.Add(convexHull.ShadowVertices[i + 1]);
|
||||
}
|
||||
shadowVerts.Add(convexHull.ShadowVertices[i]);
|
||||
}
|
||||
|
||||
if (convexHull.ShadowVertexCount > 0)
|
||||
for (int i = 0; i < convexHull.PenumbraVertexCount; i++)
|
||||
{
|
||||
penumbraVerts.AddRange(convexHull.PenumbraVertices);
|
||||
penumbraVerts.Add(convexHull.PenumbraVertices[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -140,7 +140,7 @@ namespace Barotrauma.Lights
|
||||
private short[] indices;
|
||||
|
||||
private List<ConvexHullList> hullsInRange;
|
||||
|
||||
|
||||
public Texture2D texture;
|
||||
|
||||
public SpriteEffects LightSpriteEffect;
|
||||
@@ -300,6 +300,14 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
public float TextureRange
|
||||
{
|
||||
get
|
||||
{
|
||||
return lightSourceParams.TextureRange;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Background lights are drawn behind submarines and they don't cast shadows.
|
||||
/// </summary>
|
||||
@@ -366,7 +374,7 @@ namespace Barotrauma.Lights
|
||||
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
|
||||
if (fullChList == null) return;
|
||||
|
||||
chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, Range, ch.BoundingBox));
|
||||
chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, TextureRange, ch.BoundingBox));
|
||||
|
||||
NeedsHullCheck = true;
|
||||
}
|
||||
@@ -418,7 +426,7 @@ namespace Barotrauma.Lights
|
||||
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
|
||||
|
||||
//only draw if the light overlaps with the sub
|
||||
if (!MathUtils.CircleIntersectsRectangle(lightPos, Range, subBorders))
|
||||
if (!MathUtils.CircleIntersectsRectangle(lightPos, TextureRange, subBorders))
|
||||
{
|
||||
if (chList.List.Count > 0) NeedsRecalculation = true;
|
||||
chList.List.Clear();
|
||||
@@ -452,7 +460,7 @@ namespace Barotrauma.Lights
|
||||
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
|
||||
|
||||
//don't draw any shadows if the light doesn't overlap with the borders of the sub
|
||||
if (!MathUtils.CircleIntersectsRectangle(lightPos, Range, subBorders))
|
||||
if (!MathUtils.CircleIntersectsRectangle(lightPos, TextureRange, subBorders))
|
||||
{
|
||||
if (chList.List.Count > 0) NeedsRecalculation = true;
|
||||
chList.List.Clear();
|
||||
@@ -495,7 +503,7 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
foreach (ConvexHull hull in chList.List)
|
||||
{
|
||||
if (!chList.IsHidden.Contains(hull)) hulls.Add(hull);
|
||||
if (!chList.IsHidden.Contains(hull)) { hulls.Add(hull); }
|
||||
}
|
||||
foreach (ConvexHull hull in chList.List)
|
||||
{
|
||||
@@ -503,7 +511,7 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
float bounds = Range * 2;
|
||||
float bounds = TextureRange;
|
||||
//find convexhull segments that are close enough and facing towards the light source
|
||||
List<Segment> visibleSegments = new List<Segment>();
|
||||
List<SegmentPoint> points = new List<SegmentPoint>();
|
||||
@@ -513,6 +521,49 @@ namespace Barotrauma.Lights
|
||||
hull.GetVisibleSegments(drawPos, visibleSegments, ignoreEdges: false);
|
||||
}
|
||||
|
||||
//add a square-shaped boundary to make sure we've got something to construct the triangles from
|
||||
//even if there aren't enough hull segments around the light source
|
||||
|
||||
//(might be more effective to calculate if we actually need these extra points)
|
||||
|
||||
Vector2 drawOffset = Vector2.Zero;
|
||||
float boundsExtended = bounds;
|
||||
if (OverrideLightTexture != null)
|
||||
{
|
||||
float cosAngle = (float)Math.Cos(Rotation);
|
||||
float sinAngle = -(float)Math.Sin(Rotation);
|
||||
|
||||
var overrideTextureDims = new Vector2(OverrideLightTexture.SourceRect.Width, OverrideLightTexture.SourceRect.Height);
|
||||
|
||||
Vector2 origin = OverrideLightTexture.Origin;
|
||||
|
||||
origin /= Math.Max(overrideTextureDims.X, overrideTextureDims.Y);
|
||||
origin -= Vector2.One * 0.5f;
|
||||
|
||||
if (Math.Abs(origin.X) >= 0.45f || Math.Abs(origin.Y) >= 0.45f)
|
||||
{
|
||||
boundsExtended += 5.0f;
|
||||
}
|
||||
|
||||
origin *= TextureRange;
|
||||
|
||||
drawOffset.X = -origin.X * cosAngle - origin.Y * sinAngle;
|
||||
drawOffset.Y = origin.X * sinAngle + origin.Y * cosAngle;
|
||||
}
|
||||
|
||||
var boundaryCorners = new SegmentPoint[] {
|
||||
new SegmentPoint(new Vector2(drawPos.X + drawOffset.X + boundsExtended, drawPos.Y + drawOffset.Y + boundsExtended), null),
|
||||
new SegmentPoint(new Vector2(drawPos.X + drawOffset.X + boundsExtended, drawPos.Y + drawOffset.Y - boundsExtended), null),
|
||||
new SegmentPoint(new Vector2(drawPos.X + drawOffset.X - boundsExtended, drawPos.Y + drawOffset.Y - boundsExtended), null),
|
||||
new SegmentPoint(new Vector2(drawPos.X + drawOffset.X - boundsExtended, drawPos.Y + drawOffset.Y + boundsExtended), null)
|
||||
};
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
var s = new Segment(boundaryCorners[i], boundaryCorners[(i + 1) % 4], null);
|
||||
visibleSegments.Add(s);
|
||||
}
|
||||
|
||||
//Generate new points at the intersections between segments
|
||||
//This is necessary for the light volume to generate properly on some subs
|
||||
for (int i = 0; i < visibleSegments.Count; i++)
|
||||
@@ -532,10 +583,10 @@ namespace Barotrauma.Lights
|
||||
Vector2 p2a = visibleSegments[j].Start.WorldPos;
|
||||
Vector2 p2b = visibleSegments[j].End.WorldPos;
|
||||
|
||||
if (Vector2.DistanceSquared(p1a, p2a) < 25.0f ||
|
||||
Vector2.DistanceSquared(p1a, p2b) < 25.0f ||
|
||||
Vector2.DistanceSquared(p1b, p2a) < 25.0f ||
|
||||
Vector2.DistanceSquared(p1b, p2b) < 25.0f)
|
||||
if (Vector2.DistanceSquared(p1a, p2a) < 5.0f ||
|
||||
Vector2.DistanceSquared(p1a, p2b) < 5.0f ||
|
||||
Vector2.DistanceSquared(p1b, p2a) < 5.0f ||
|
||||
Vector2.DistanceSquared(p1b, p2b) < 5.0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -565,8 +616,8 @@ namespace Barotrauma.Lights
|
||||
mid.Pos -= visibleSegments[i].ConvexHull.ParentEntity.Submarine.DrawPosition;
|
||||
}
|
||||
|
||||
if (Vector2.DistanceSquared(start.WorldPos, mid.WorldPos) < 25.0f ||
|
||||
Vector2.DistanceSquared(end.WorldPos, mid.WorldPos) < 25.0f)
|
||||
if (Vector2.DistanceSquared(start.WorldPos, mid.WorldPos) < 5.0f ||
|
||||
Vector2.DistanceSquared(end.WorldPos, mid.WorldPos) < 5.0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -580,6 +631,7 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
IsHorizontal = visibleSegments[i].IsHorizontal
|
||||
};
|
||||
|
||||
visibleSegments[i] = seg1;
|
||||
visibleSegments.Insert(i + 1, seg2);
|
||||
i--;
|
||||
@@ -588,34 +640,27 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Segment s in visibleSegments)
|
||||
//remove segments that fall out of bounds
|
||||
for (int i = 0; i < visibleSegments.Count; i++)
|
||||
{
|
||||
points.Add(s.Start);
|
||||
points.Add(s.End);
|
||||
if (Math.Abs(s.Start.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.Start.WorldPos.X - drawPos.X);
|
||||
if (Math.Abs(s.Start.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.Start.WorldPos.Y - drawPos.Y);
|
||||
if (Math.Abs(s.End.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.End.WorldPos.X - drawPos.X);
|
||||
if (Math.Abs(s.End.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.End.WorldPos.Y - drawPos.Y);
|
||||
Segment s = visibleSegments[i];
|
||||
if (Math.Abs(s.Start.WorldPos.X - drawPos.X - drawOffset.X) > boundsExtended + 1.0f ||
|
||||
Math.Abs(s.Start.WorldPos.Y - drawPos.Y - drawOffset.Y) > boundsExtended + 1.0f ||
|
||||
Math.Abs(s.End.WorldPos.X - drawPos.X - drawOffset.X) > boundsExtended + 1.0f ||
|
||||
Math.Abs(s.End.WorldPos.Y - drawPos.Y - drawOffset.Y) > boundsExtended + 1.0f)
|
||||
{
|
||||
visibleSegments.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
else
|
||||
{
|
||||
points.Add(s.Start);
|
||||
points.Add(s.End);
|
||||
}
|
||||
}
|
||||
|
||||
//add a square-shaped boundary to make sure we've got something to construct the triangles from
|
||||
//even if there aren't enough hull segments around the light source
|
||||
visibleSegments = visibleSegments.OrderBy(s => MathUtils.LineToPointDistanceSquared(s.Start.WorldPos, s.End.WorldPos, drawPos)).ToList();
|
||||
|
||||
//(might be more effective to calculate if we actually need these extra points)
|
||||
var boundaryCorners = new List<SegmentPoint> {
|
||||
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y + bounds), null),
|
||||
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y - bounds), null),
|
||||
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y - bounds), null),
|
||||
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y + bounds), null)
|
||||
};
|
||||
|
||||
points.AddRange(boundaryCorners);
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
visibleSegments.Add(new Segment(boundaryCorners[i], boundaryCorners[(i + 1) % 4], null));
|
||||
}
|
||||
|
||||
var compareCCW = new CompareSegmentPointCW(drawPos);
|
||||
try
|
||||
{
|
||||
@@ -635,13 +680,15 @@ namespace Barotrauma.Lights
|
||||
//List<Pair<int, Vector2>> preOutput = new List<Pair<int, Vector2>>();
|
||||
|
||||
//remove points that are very close to each other
|
||||
for (int i = 0; i < points.Count - 1; i++)
|
||||
for (int i = 0; i < points.Count; i++)
|
||||
{
|
||||
if (Math.Abs(points[i].WorldPos.X - points[i + 1].WorldPos.X) < 6 &&
|
||||
Math.Abs(points[i].WorldPos.Y - points[i + 1].WorldPos.Y) < 6)
|
||||
for (int j = Math.Min(i + 4, points.Count-1); j > i; j--)
|
||||
{
|
||||
points.RemoveAt(i + 1);
|
||||
i--;
|
||||
if (Math.Abs(points[i].WorldPos.X - points[j].WorldPos.X) < 6 &&
|
||||
Math.Abs(points[i].WorldPos.Y - points[j].WorldPos.Y) < 6)
|
||||
{
|
||||
points.RemoveAt(j);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -651,16 +698,16 @@ namespace Barotrauma.Lights
|
||||
Vector2 dirNormal = new Vector2(-dir.Y, dir.X) * 3;
|
||||
|
||||
//do two slightly offset raycasts to hit the segment itself and whatever's behind it
|
||||
Pair<int,Vector2> intersection1 = RayCast(drawPos, drawPos + dir * bounds * 2 - dirNormal, visibleSegments);
|
||||
Pair<int,Vector2> intersection2 = RayCast(drawPos, drawPos + dir * bounds * 2 + dirNormal, visibleSegments);
|
||||
Pair<int,Vector2> intersection1 = RayCast(drawPos, drawPos + dir * boundsExtended * 2 - dirNormal, visibleSegments);
|
||||
Pair<int,Vector2> intersection2 = RayCast(drawPos, drawPos + dir * boundsExtended * 2 + dirNormal, visibleSegments);
|
||||
|
||||
if (intersection1.First < 0) return new List<Vector2>();
|
||||
if (intersection2.First < 0) return new List<Vector2>();
|
||||
if (intersection1.First < 0) return null;
|
||||
if (intersection2.First < 0) return null;
|
||||
Segment seg1 = visibleSegments[intersection1.First];
|
||||
Segment seg2 = visibleSegments[intersection2.First];
|
||||
|
||||
bool isPoint1 = MathUtils.LineToPointDistance(seg1.Start.WorldPos, seg1.End.WorldPos, p.WorldPos) < 5.0f;
|
||||
bool isPoint2 = MathUtils.LineToPointDistance(seg2.Start.WorldPos, seg2.End.WorldPos, p.WorldPos) < 5.0f;
|
||||
bool isPoint1 = MathUtils.LineToPointDistanceSquared(seg1.Start.WorldPos, seg1.End.WorldPos, p.WorldPos) < 25.0f;
|
||||
bool isPoint2 = MathUtils.LineToPointDistanceSquared(seg2.Start.WorldPos, seg2.End.WorldPos, p.WorldPos) < 25.0f;
|
||||
|
||||
if (isPoint1 && isPoint2)
|
||||
{
|
||||
@@ -696,11 +743,13 @@ namespace Barotrauma.Lights
|
||||
//remove points that are very close to each other
|
||||
for (int i = 0; i < output.Count - 1; i++)
|
||||
{
|
||||
if (Math.Abs(output[i].X - output[i + 1].X) < 6 &&
|
||||
Math.Abs(output[i].Y - output[i + 1].Y) < 6)
|
||||
for (int j = Math.Min(i + 4, output.Count - 1); j > i; j--)
|
||||
{
|
||||
output.RemoveAt(i + 1);
|
||||
i--;
|
||||
if (Math.Abs(output[i].X - output[j].X) < 6 &&
|
||||
Math.Abs(output[i].Y - output[j].Y) < 6)
|
||||
{
|
||||
output.RemoveAt(j);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -709,7 +758,6 @@ namespace Barotrauma.Lights
|
||||
|
||||
private Pair<int, Vector2> RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
|
||||
{
|
||||
float closestDist = float.PositiveInfinity;
|
||||
Vector2? closestIntersection = null;
|
||||
int segment = -1;
|
||||
|
||||
@@ -724,11 +772,11 @@ namespace Barotrauma.Lights
|
||||
|
||||
//segment's end position always has a higher or equal y coordinate than the start position
|
||||
//so we can do this comparison and skip segments that are at the wrong side of the ray
|
||||
if (s.End.WorldPos.Y < s.Start.WorldPos.Y)
|
||||
/*if (s.End.WorldPos.Y < s.Start.WorldPos.Y)
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(s.End.WorldPos.Y >= s.Start.WorldPos.Y,
|
||||
"LightSource raycast failed. Segment's end positions should never be below the start position. Parent entity: " + (s.ConvexHull?.ParentEntity == null ? "null" : s.ConvexHull.ParentEntity.ToString()));
|
||||
}
|
||||
}*/
|
||||
if (s.Start.WorldPos.Y > maxY || s.End.WorldPos.Y < minY) { continue; }
|
||||
//same for the x-axis
|
||||
if (s.Start.WorldPos.X > s.End.WorldPos.X)
|
||||
@@ -741,18 +789,29 @@ namespace Barotrauma.Lights
|
||||
if (s.End.WorldPos.X < minX) continue;
|
||||
if (s.Start.WorldPos.X > maxX) continue;
|
||||
}
|
||||
|
||||
if (s.IsAxisAligned ?
|
||||
MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, s.IsHorizontal, out Vector2 intersection) :
|
||||
MathUtils.GetLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, out intersection))
|
||||
|
||||
bool intersects;
|
||||
Vector2 intersection;
|
||||
if (s.IsAxisAligned)
|
||||
{
|
||||
float dist = Vector2.DistanceSquared(intersection, rayStart);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
closestDist = dist;
|
||||
closestIntersection = intersection;
|
||||
segment = i;
|
||||
}
|
||||
intersects = MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, s.IsHorizontal, out intersection);
|
||||
}
|
||||
else
|
||||
{
|
||||
intersects = MathUtils.GetLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, out intersection);
|
||||
}
|
||||
|
||||
if (intersects)
|
||||
{
|
||||
closestIntersection = intersection;
|
||||
|
||||
rayEnd = intersection;
|
||||
minX = Math.Min(rayStart.X, rayEnd.X);
|
||||
maxX = Math.Max(rayStart.X, rayEnd.X);
|
||||
minY = Math.Min(rayStart.Y, rayEnd.Y);
|
||||
maxY = Math.Max(rayStart.Y, rayEnd.Y);
|
||||
|
||||
segment = i;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -797,7 +856,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
//hacky fix to exc excessively large light volumes (they used to be up to 4x the range of the light if there was nothing to block the rays).
|
||||
//might want to tweak the raycast logic in a way that this isn't necessary
|
||||
float boundRadius = Range * 1.1f / (1.0f - Math.Max(Math.Abs(uvOffset.X), Math.Abs(uvOffset.Y)));
|
||||
/*float boundRadius = Range * 1.1f / (1.0f - Math.Max(Math.Abs(uvOffset.X), Math.Abs(uvOffset.Y)));
|
||||
Rectangle boundArea = new Rectangle((int)(drawPos.X - boundRadius), (int)(drawPos.Y + boundRadius), (int)(boundRadius * 2), (int)(boundRadius * 2));
|
||||
for (int i = 0; i < rayCastHits.Count; i++)
|
||||
{
|
||||
@@ -805,7 +864,7 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
rayCastHits[i] = intersection;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
// Add all the other encounter points as vertices
|
||||
// storing their world position as UV coordinates
|
||||
@@ -818,7 +877,7 @@ namespace Barotrauma.Lights
|
||||
//so we can add new vertices based on these normals
|
||||
Vector2 prevVertex = rayCastHits[i > 0 ? i - 1 : rayCastHits.Count - 1];
|
||||
Vector2 nextVertex = rayCastHits[i < rayCastHits.Count - 1 ? i + 1 : 0];
|
||||
|
||||
|
||||
Vector2 rawDiff = vertex - drawPos;
|
||||
|
||||
//calculate normal of first segment
|
||||
@@ -836,12 +895,18 @@ namespace Barotrauma.Lights
|
||||
//if the normal is pointing towards the light origin
|
||||
//rather than away from it, invert it
|
||||
if (Vector2.DistanceSquared(nDiff2, rawDiff) > Vector2.DistanceSquared(-nDiff2, rawDiff)) nDiff2 = -nDiff2;
|
||||
|
||||
|
||||
//add the normals together and use some magic numbers to create
|
||||
//a somewhat useful/good-looking blur
|
||||
Vector2 nDiff = nDiff1 + nDiff2;
|
||||
nDiff /= Math.Max(Math.Abs(nDiff.X), Math.Abs(nDiff.Y));
|
||||
nDiff *= 50.0f;
|
||||
Vector2 nDiff = nDiff1 * 40.0f;
|
||||
if (MathUtils.GetLineIntersection(vertex + (nDiff1 * 40.0f), nextVertex + (nDiff1 * 40.0f), vertex + (nDiff2 * 40.0f), prevVertex + (nDiff2 * 40.0f), true, out Vector2 intersection))
|
||||
{
|
||||
nDiff = intersection - vertex;
|
||||
if (nDiff.LengthSquared() > 10000.0f)
|
||||
{
|
||||
nDiff /= Math.Max(Math.Abs(nDiff.X), Math.Abs(nDiff.Y)); nDiff *= 100.0f;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 diff = rawDiff;
|
||||
diff /= Range * 2.0f;
|
||||
@@ -948,6 +1013,50 @@ namespace Barotrauma.Lights
|
||||
/// <param name="spriteBatch"></param>
|
||||
public void DrawSprite(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null)
|
||||
{
|
||||
drawPos += ParentSub.DrawPosition;
|
||||
}
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
float cosAngle = (float)Math.Cos(Rotation);
|
||||
float sinAngle = -(float)Math.Sin(Rotation);
|
||||
|
||||
float bounds = TextureRange;
|
||||
|
||||
if (OverrideLightTexture != null)
|
||||
{
|
||||
var overrideTextureDims = new Vector2(OverrideLightTexture.SourceRect.Width, OverrideLightTexture.SourceRect.Height);
|
||||
|
||||
Vector2 origin = OverrideLightTexture.Origin;
|
||||
|
||||
origin /= Math.Max(overrideTextureDims.X, overrideTextureDims.Y);
|
||||
origin *= TextureRange;
|
||||
|
||||
drawPos.X += origin.X * sinAngle + origin.Y * cosAngle;
|
||||
drawPos.Y += origin.X * cosAngle + origin.Y * sinAngle;
|
||||
}
|
||||
|
||||
//add a square-shaped boundary to make sure we've got something to construct the triangles from
|
||||
//even if there aren't enough hull segments around the light source
|
||||
|
||||
//(might be more effective to calculate if we actually need these extra points)
|
||||
var boundaryCorners = new SegmentPoint[] {
|
||||
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y + bounds), null),
|
||||
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y - bounds), null),
|
||||
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y - bounds), null),
|
||||
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y + bounds), null)
|
||||
};
|
||||
|
||||
for (int i=0;i<4;i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, boundaryCorners[i].Pos, boundaryCorners[(i + 1) % 4].Pos, Color.White, 0, 3);
|
||||
}
|
||||
}
|
||||
|
||||
if (DeformableLightSprite != null)
|
||||
{
|
||||
Vector2 origin = DeformableLightSprite.Origin;
|
||||
@@ -976,11 +1085,11 @@ namespace Barotrauma.Lights
|
||||
if (LightSprite != null)
|
||||
{
|
||||
Vector2 origin = LightSprite.Origin;
|
||||
if (LightSpriteEffect == SpriteEffects.FlipHorizontally)
|
||||
if ((LightSpriteEffect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally)
|
||||
{
|
||||
origin.X = LightSprite.SourceRect.Width - origin.X;
|
||||
}
|
||||
if (LightSpriteEffect == SpriteEffects.FlipVertically)
|
||||
if ((LightSpriteEffect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically)
|
||||
{
|
||||
origin.Y = LightSprite.SourceRect.Height - origin.Y;
|
||||
}
|
||||
@@ -1088,7 +1197,7 @@ namespace Barotrauma.Lights
|
||||
PrimitiveType.TriangleList, 0, 0, indexCount / 3
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
hullsInRange.Clear();
|
||||
|
||||
Reference in New Issue
Block a user