Unstable 0.16.0.0

This commit is contained in:
Markus Isberg
2022-01-14 01:28:24 +09:00
parent d9baeaa2e1
commit 7d6421a548
237 changed files with 6430 additions and 2205 deletions
@@ -517,7 +517,7 @@ namespace Barotrauma.Lights
private void RefreshConvexHullList(ConvexHullList chList, Vector2 lightPos, Submarine sub)
{
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
if (fullChList == null) return;
if (fullChList == null) { return; }
chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, TextureRange, ch.BoundingBox));
@@ -530,105 +530,121 @@ namespace Barotrauma.Lights
/// </summary>
private void CheckHullsInRange()
{
List<Submarine> subs = new List<Submarine>(Submarine.Loaded);
subs.Add(null);
foreach (Submarine sub in subs)
foreach (Submarine sub in Submarine.Loaded)
{
//find the list of convexhulls that belong to the sub
var chList = hullsInRange.Find(x => x.Submarine == sub);
CheckHullsInRange(sub);
}
//check convex hulls that aren't in any sub
CheckHullsInRange(null);
}
//not found -> create one
if (chList == null)
private void CheckHullsInRange(Submarine sub)
{
//find the list of convexhulls that belong to the sub
ConvexHullList chList = null;
foreach (var ch in hullsInRange)
{
if (ch.Submarine == sub)
{
chList = new ConvexHullList(sub);
hullsInRange.Add(chList);
NeedsRecalculation = true;
}
if (chList.List.Any(ch => ch.LastVertexChangeTime > lastRecalculationTime && !chList.IsHidden.Contains(ch)))
{
NeedsRecalculation = true;
}
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhulls are both outside
if (sub == null)
{
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, null);
}
}
//light is outside, convexhulls inside a sub
else
{
lightPos -= sub.Position;
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, TextureRange, subBorders))
{
if (chList.List.Count > 0) NeedsRecalculation = true;
chList.List.Clear();
continue;
}
RefreshConvexHullList(chList, lightPos, sub);
}
}
else
{
//light is inside, convexhull outside
if (sub == null) continue;
//light and convexhull are both inside the same sub
if (sub == ParentSub)
{
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, sub);
}
}
//light and convexhull are inside different subs
else
{
if (sub.DockedTo.Contains(ParentSub) && !NeedsHullCheck) continue;
lightPos -= (sub.Position - ParentSub.Position);
Rectangle subBorders = sub.Borders;
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, TextureRange, subBorders))
{
if (chList.List.Count > 0) NeedsRecalculation = true;
chList.List.Clear();
continue;
}
//recalculate vertices if the subs have moved > 5 px relative to each other
Vector2 diff = ParentSub.WorldPosition - sub.WorldPosition;
if (!diffToSub.TryGetValue(sub, out Vector2 prevDiff))
{
diffToSub.Add(sub, diff);
NeedsRecalculation = true;
}
else if (Vector2.DistanceSquared(diff, prevDiff) > 5.0f * 5.0f)
{
diffToSub[sub] = diff;
NeedsRecalculation = true;
}
RefreshConvexHullList(chList, lightPos, sub);
}
chList = ch;
break;
}
}
//not found -> create one
if (chList == null)
{
chList = new ConvexHullList(sub);
hullsInRange.Add(chList);
NeedsRecalculation = true;
}
foreach (var ch in chList.List)
{
if (ch.LastVertexChangeTime > lastRecalculationTime && !chList.IsHidden.Contains(ch))
{
NeedsRecalculation = true;
break;
}
}
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhulls are both outside
if (sub == null)
{
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, null);
}
}
//light is outside, convexhulls inside a sub
else
{
lightPos -= sub.Position;
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, TextureRange, subBorders))
{
if (chList.List.Count > 0) { NeedsRecalculation = true; }
chList.List.Clear();
return;
}
RefreshConvexHullList(chList, lightPos, sub);
}
}
else
{
//light is inside, convexhull outside
if (sub == null) { return; }
//light and convexhull are both inside the same sub
if (sub == ParentSub)
{
if (NeedsHullCheck)
{
RefreshConvexHullList(chList, lightPos, sub);
}
}
//light and convexhull are inside different subs
else
{
if (sub.DockedTo.Contains(ParentSub) && !NeedsHullCheck) { return; }
lightPos -= (sub.Position - ParentSub.Position);
Rectangle subBorders = sub.Borders;
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, TextureRange, subBorders))
{
if (chList.List.Count > 0) { NeedsRecalculation = true; }
chList.List.Clear();
return;
}
//recalculate vertices if the subs have moved > 5 px relative to each other
Vector2 diff = ParentSub.WorldPosition - sub.WorldPosition;
if (!diffToSub.TryGetValue(sub, out Vector2 prevDiff))
{
diffToSub.Add(sub, diff);
NeedsRecalculation = true;
}
else if (Vector2.DistanceSquared(diff, prevDiff) > 5.0f * 5.0f)
{
diffToSub[sub] = diff;
NeedsRecalculation = true;
}
RefreshConvexHullList(chList, lightPos, sub);
}
}
}
private List<Vector2> FindRaycastHits()