Lighting fixes & teleporting characters to sub

This commit is contained in:
Regalis11
2015-12-06 16:07:25 +02:00
parent 09588e548d
commit 40fb8d803d
11 changed files with 66 additions and 27 deletions

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@@ -735,7 +735,7 @@ namespace Barotrauma
{
Limb head = AnimController.GetLimb(LimbType.Head);
Lights.LightManager.ViewPos = ConvertUnits.ToDisplayUnits(head.SimPosition);
Lights.LightManager.ViewPos = ConvertUnits.ToDisplayUnits(WorldPosition);
if (!DisableControls)
{

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@@ -144,8 +144,8 @@ namespace Barotrauma.Items.Components
Vector2[] corners = GetConvexHullCorners(doorRect);
convexHull = new ConvexHull(corners, Color.Black);
if (window!=Rectangle.Empty) convexHull2 = new ConvexHull(corners, Color.Black);
convexHull = new ConvexHull(corners, Color.Black, item.CurrentHull == null ? null : item.CurrentHull.Submarine);
if (window!=Rectangle.Empty) convexHull2 = new ConvexHull(corners, Color.Black, item.CurrentHull == null ? null : item.CurrentHull.Submarine);
UpdateConvexHulls();
@@ -303,7 +303,12 @@ namespace Barotrauma.Items.Components
if (stuck>0.0f && weldedSprite!=null)
{
weldedSprite.Draw(spriteBatch, new Vector2(item.Rect.X, -item.Rect.Y), Color.White*(stuck/100.0f), 0.0f, 1.0f);
Vector2 weldSpritePos = new Vector2(item.Rect.X, item.Rect.Y);
if (item.Submarine != null) weldSpritePos += item.Submarine.Position;
weldSpritePos.Y = -weldSpritePos.Y;
weldedSprite.Draw(spriteBatch,
weldSpritePos, Color.White*(stuck/100.0f), 0.0f, 1.0f);
}
if (openState == 1.0f)
@@ -311,8 +316,12 @@ namespace Barotrauma.Items.Components
body.Enabled = false;
return;
}
spriteBatch.Draw(doorSprite.Texture, new Vector2(item.Rect.Center.X, -item.Rect.Y),
Vector2 pos = new Vector2(item.Rect.Center.X, -item.Rect.Y);
if (item.Submarine != null) pos += item.Submarine.Position;
pos.Y = -pos.Y;
spriteBatch.Draw(doorSprite.Texture, pos,
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);

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@@ -88,7 +88,7 @@ namespace Barotrauma.Items.Components
// break;
//}
light = new LightSource(item.Position, 100.0f, Color.White);
light = new LightSource(item.Position, 100.0f, Color.White, item.CurrentHull == null ? null : item.CurrentHull.Submarine);
IsActive = true;

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@@ -64,7 +64,7 @@ namespace Barotrauma
public Submarine Submarine
{
get;
protected set;
set;
}
public AITarget AiTarget

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@@ -68,7 +68,7 @@ namespace Barotrauma
float displayRange = ConvertUnits.ToDisplayUnits(attack.Range);
light = new LightSource(displayPosition, displayRange, Color.LightYellow);
light = new LightSource(displayPosition, displayRange, Color.LightYellow, hull != null ? hull.Submarine : null);
CoroutineManager.StartCoroutine(DimLight());
float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, displayPosition)/2.0f;

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@@ -50,7 +50,7 @@ namespace Barotrauma
fireSoundLarge = Sound.Load("Content/Sounds/firelarge.ogg");
}
lightSource = new LightSource(position, 50.0f, new Color(1.0f, 0.9f, 0.6f));
lightSource = new LightSource(position, 50.0f, new Color(1.0f, 0.9f, 0.6f), hull == null ? null : hull.Submarine);
hull.AddFireSource(this, !networkEvent);

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@@ -30,6 +30,7 @@ namespace Barotrauma.Lights
private Dictionary<LightSource, CachedShadow> cachedShadows;
private Vector2[] worldVertices;
private Vector2[] vertices;
private int primitiveCount;
@@ -38,6 +39,8 @@ namespace Barotrauma.Lights
private VertexPositionColor[] shadowVertices;
private VertexPositionTexture[] penumbraVertices;
private Entity parentEntity;
private Rectangle boundingBox;
public bool Enabled
@@ -51,7 +54,7 @@ namespace Barotrauma.Lights
get { return boundingBox; }
}
public ConvexHull(Vector2[] points, Color color)
public ConvexHull(Vector2[] points, Color color, Entity parent)
{
if (shadowEffect == null)
{
@@ -67,9 +70,12 @@ namespace Barotrauma.Lights
penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
}
parentEntity = parent;
cachedShadows = new Dictionary<LightSource, CachedShadow>();
vertices = points;
worldVertices = new Vector2[vertices.Length];
primitiveCount = vertices.Length;
CalculateDimensions();
@@ -109,6 +115,7 @@ namespace Barotrauma.Lights
for (int i = 0; i < vertices.Count(); i++)
{
vertices[i] += amount;
worldVertices[i] += amount;
}
CalculateDimensions();
@@ -118,17 +125,26 @@ namespace Barotrauma.Lights
{
cachedShadows.Clear();
worldVertices = points;
vertices = points;
}
private void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
{
for (int i = 0; i < vertices.Length; i++)
{
worldVertices[i] = vertices[i];
if (parentEntity != null && parentEntity.Submarine != null)
{
worldVertices[i] += parentEntity.Submarine.Position;
}
}
//compute facing of each edge, using N*L
for (int i = 0; i < primitiveCount; i++)
{
Vector2 firstVertex = new Vector2(vertices[i].X, vertices[i].Y);
Vector2 firstVertex = new Vector2(worldVertices[i].X, worldVertices[i].Y);
int secondIndex = (i + 1) % primitiveCount;
Vector2 secondVertex = new Vector2(vertices[secondIndex].X, vertices[secondIndex].Y);
Vector2 secondVertex = new Vector2(worldVertices[secondIndex].X, worldVertices[secondIndex].Y);
Vector2 middle = (firstVertex + secondVertex) / 2;
Vector2 L = lightSourcePos - middle;
@@ -171,7 +187,7 @@ namespace Barotrauma.Lights
int svCount = 0;
while (svCount != shadowVertexCount * 2)
{
Vector3 vertexPos = new Vector3(vertices[currentIndex], 0.0f);
Vector3 vertexPos = new Vector3(worldVertices[currentIndex], 0.0f);
//one vertex on the hull
shadowVertices[svCount] = new VertexPositionColor();
@@ -201,7 +217,7 @@ namespace Barotrauma.Lights
for (int n = 0; n < 4; n += 3)
{
Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
Vector3 penumbraStart = new Vector3((n == 0) ? worldVertices[startingIndex] : worldVertices[endingIndex], 0.0f);
penumbraVertices[n] = new VertexPositionTexture();
penumbraVertices[n].Position = penumbraStart;
@@ -248,7 +264,7 @@ namespace Barotrauma.Lights
if (cachedShadows.TryGetValue(light, out cachedShadow))
{
if (light.Position == cachedShadow.LightPos ||
Vector2.DistanceSquared(light.Position, cachedShadow.LightPos) < 1.0f)
Vector2.DistanceSquared(light.WorldPosition, cachedShadow.LightPos) < 1.0f)
{
shadowVertices = cachedShadow.ShadowVertices;
penumbraVertices = cachedShadow.PenumbraVertices;
@@ -256,8 +272,8 @@ namespace Barotrauma.Lights
}
else
{
CalculateShadowVertices(light.Position, los);
cachedShadow.LightPos = light.Position;
CalculateShadowVertices(light.WorldPosition, los);
cachedShadow.LightPos = light.WorldPosition;
cachedShadow.ShadowVertices = shadowVertices;
cachedShadow.PenumbraVertices = penumbraVertices;
@@ -266,7 +282,7 @@ namespace Barotrauma.Lights
else
{
CalculateShadowVertices(light.Position, los);
cachedShadow = new CachedShadow(shadowVertices, penumbraVertices, light.Position);
cachedShadow = new CachedShadow(shadowVertices, penumbraVertices, light.WorldPosition);
cachedShadows.Add(light, cachedShadow);
}

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@@ -19,6 +19,8 @@ namespace Barotrauma.Lights
private Texture2D texture;
public Entity Submarine;
private Vector2 position;
public Vector2 Position
{
@@ -32,6 +34,11 @@ namespace Barotrauma.Lights
}
}
public Vector2 WorldPosition
{
get { return (Submarine == null) ? position : position + Submarine.Position; }
}
public static Texture2D LightTexture
{
get
@@ -64,10 +71,12 @@ namespace Barotrauma.Lights
}
}
public LightSource(Vector2 position, float range, Color color)
public LightSource(Vector2 position, float range, Color color, Submarine submarine)
{
hullsInRange = new List<ConvexHull>();
this.Submarine = submarine;
this.position = position;
this.range = range;
this.color = color;

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@@ -263,7 +263,7 @@ namespace Barotrauma
corners[2] = new Vector2(rect.Right, rect.Y);
corners[3] = new Vector2(rect.Right, rect.Y - rect.Height);
convexHull = new ConvexHull(corners, Color.Black);
convexHull = new ConvexHull(corners, Color.Black, this);
}
InsertToList();

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@@ -9,7 +9,6 @@ using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Voronoi2;
namespace Barotrauma
@@ -32,7 +31,7 @@ namespace Barotrauma
private float depthDamageTimer;
private Submarine sub;
private Submarine submarine;
private Body body;
@@ -88,7 +87,7 @@ namespace Barotrauma
public SubmarineBody(Submarine sub)
{
this.sub = sub;
this.submarine = sub;
List<Vector2> convexHull = GenerateConvexHull();
@@ -119,7 +118,7 @@ namespace Barotrauma
body.BodyType = BodyType.Dynamic;
body.CollisionCategories = Physics.CollisionMisc;
body.CollidesWith = Physics.CollisionLevel;
body.CollidesWith = Physics.CollisionLevel | Physics.CollisionCharacter;
body.Restitution = 0.0f;
body.FixedRotation = true;
body.Awake = true;
@@ -387,8 +386,14 @@ namespace Barotrauma
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
if (cell == null)
{
lastContactCell = null;
lastContactPoint = null;
Limb limb = f2.Body.UserData as Limb;
if (limb!=null && limb.character.Submarine==null)
{
var ragdoll = limb.character.AnimController;
ragdoll.SetPosition(ragdoll.RefLimb.Position - body.Position);
limb.character.Submarine = submarine;
}
return true;
}