Lighting optimization (caching shadow vertices & only checking hulls in range if the position or range of the light changes), ragdoll optimization, itemcomponent optimization, dragging stunned/dead characters
This commit is contained in:
@@ -57,5 +57,6 @@ namespace Subsurface
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public virtual void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle) { }
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public virtual void DragCharacter(Character target) { }
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}
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}
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@@ -578,14 +578,14 @@ namespace Subsurface
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maxDist = ConvertUnits.ToSimUnits(maxDist);
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foreach (Character c in Character.CharacterList)
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foreach (Character c in CharacterList)
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{
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if (c == this) continue;
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if (Vector2.Distance(SimPosition, c.SimPosition) > maxDist) continue;
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float dist = Vector2.Distance(mouseSimPos, c.SimPosition);
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if (dist < maxDist && closestCharacter==null || dist<closestDist)
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if (dist < maxDist && (closestCharacter==null || dist<closestDist))
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{
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closestCharacter = c;
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closestDist = dist;
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@@ -596,6 +596,22 @@ namespace Subsurface
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return closestCharacter;
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}
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private void ToggleSelectedCharacter(Character selected)
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{
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if (selectedCharacter != null)
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{
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foreach (Limb limb in selectedCharacter.AnimController.Limbs)
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{
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limb.pullJoint.Enabled = false;
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}
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selectedCharacter = null;
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}
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else
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{
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selectedCharacter = selected;
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}
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}
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/// <summary>
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/// Control the character according to player input
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/// </summary>
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@@ -659,7 +675,7 @@ namespace Subsurface
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closestCharacter = FindClosestCharacter(mouseSimPos);
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if (closestCharacter != null)
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{
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if (closestCharacter != selectedCharacter) selectedCharacter = null;
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// if (closestCharacter != selectedCharacter) selectedCharacter = null;
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if (!closestCharacter.IsHumanoid) closestCharacter = null;
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}
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@@ -697,21 +713,25 @@ namespace Subsurface
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}
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else
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{
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if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 2.0f) selectedCharacter = null;
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if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 2.0f ||
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(!selectedCharacter.isDead && selectedCharacter.Stun <= 0.0f))
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{
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ToggleSelectedCharacter(selectedCharacter);
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}
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}
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if (GetInputState(InputType.Select))
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{
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if (selectedCharacter != null)
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{
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selectedCharacter = null;
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ToggleSelectedCharacter(selectedCharacter);
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}
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else if (closestCharacter != null && closestCharacter.isDead && closestCharacter.IsHumanoid)
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else if (closestCharacter != null && closestCharacter.IsHumanoid &&
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(closestCharacter.isDead || closestCharacter.AnimController.StunTimer > 0.0f))
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{
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selectedCharacter = closestCharacter;
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}
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}
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}
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DisableControls = false;
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}
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@@ -741,7 +761,7 @@ namespace Subsurface
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public virtual void Update(Camera cam, float deltaTime)
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{
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//AnimController.SimplePhysicsEnabled = (Character.controlled!=this && Vector2.Distance(cam.WorldViewCenter, Position)>5000.0f);
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AnimController.SimplePhysicsEnabled = (Character.controlled!=this && Vector2.Distance(cam.WorldViewCenter, Position)>5000.0f);
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if (isDead) return;
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@@ -825,7 +845,7 @@ namespace Subsurface
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Vector2 pos = ConvertUnits.ToDisplayUnits(AnimController.Limbs[0].SimPosition);
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pos.Y = -pos.Y;
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if (this == Character.controlled) return;
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if (this == controlled) return;
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if (IsNetworkPlayer)
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{
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@@ -54,7 +54,7 @@ namespace Subsurface
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//if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 2.0f) selectedCharacter = null;
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}
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if (character.ClosestCharacter != null && character.ClosestCharacter.IsDead)
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if (character.ClosestCharacter != null && (character.ClosestCharacter.IsDead || character.ClosestCharacter.Stun > 0.0f))
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{
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Vector2 startPos = character.Position + (character.ClosestCharacter.Position - character.Position) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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@@ -225,11 +225,9 @@ namespace Subsurface
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RefLimb.body.Rotation + MathUtils.GetShortestAngle(RefLimb.body.Rotation, movementAngle) :
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HeadAngle*Dir);
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RefLimb.pullJoint.Enabled = true;
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RefLimb.pullJoint.WorldAnchorB =
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RefLimb.SimPosition + movement * 0.1f;
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RefLimb.body.LinearVelocity = movement;
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RefLimb.body.SmoothRotate(0.0f);
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//RefLimb.body.SmoothRotate(0.0f);
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foreach (Limb l in Limbs)
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{
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@@ -36,66 +36,77 @@ namespace Subsurface
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//if (inWater) stairs = null;
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if (onFloorTimer <= 0.0f && !SimplePhysicsEnabled)
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{
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Vector2 rayStart = colliderPos; // at the bottom of the player sprite
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Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
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if (stairs != null) rayEnd.Y -= 0.5f;
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if (Anim != Animation.UsingConstruction) ResetPullJoints();
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//do a raytrace straight down from the torso to figure
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//out whether the ragdoll is standing on ground
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float closestFraction = 1;
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Structure closestStructure = null;
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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switch (fixture.CollisionCategories)
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//do a raytrace straight down from the torso to figure
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//out whether the ragdoll is standing on ground
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float closestFraction = 1;
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Structure closestStructure = null;
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GameMain.World.RayCast((fixture, point, normal, fraction) =>
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{
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case Physics.CollisionStairs:
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if (inWater && TargetMovement.Y < 0.5f) return -1;
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switch (fixture.CollisionCategories)
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{
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case Physics.CollisionStairs:
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if (inWater && TargetMovement.Y < 0.5f) return -1;
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Structure structure = fixture.Body.UserData as Structure;
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if (stairs == null && structure != null)
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{
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if (LowestLimb.SimPosition.Y < structure.SimPosition.Y)
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{
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return -1;
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}
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else
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{
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stairs = structure;
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}
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}
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break;
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case Physics.CollisionPlatform:
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Structure platform = fixture.Body.UserData as Structure;
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if (IgnorePlatforms || LowestLimb.Position.Y < platform.Rect.Y) return -1;
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break;
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case Physics.CollisionWall:
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break;
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default:
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return -1;
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}
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onGround = true;
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if (fraction < closestFraction)
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{
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closestFraction = fraction;
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Structure structure = fixture.Body.UserData as Structure;
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if (stairs == null && structure != null)
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{
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if (LowestLimb.SimPosition.Y < structure.SimPosition.Y)
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{
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return -1;
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}
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else
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{
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stairs = structure;
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}
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}
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break;
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case Physics.CollisionPlatform:
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Structure platform = fixture.Body.UserData as Structure;
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if (IgnorePlatforms || LowestLimb.Position.Y < platform.Rect.Y) return -1;
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break;
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case Physics.CollisionWall:
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break;
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default:
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return -1;
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if (structure != null) closestStructure = structure;
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}
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onFloorTimer = 0.05f;
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return closestFraction;
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}
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, rayStart, rayEnd);
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onGround = true;
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if (fraction < closestFraction)
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if (closestStructure != null && closestStructure.StairDirection != Direction.None)
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{
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closestFraction = fraction;
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Structure structure = fixture.Body.UserData as Structure;
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if (structure != null) closestStructure = structure;
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stairs = closestStructure;
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}
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else
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{
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stairs = null;
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}
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onFloorTimer = 0.05f;
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return closestFraction;
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}
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, rayStart, rayEnd);
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if (closestStructure != null && closestStructure.StairDirection != Direction.None)
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{
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stairs = closestStructure;
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}
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else
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{
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stairs = null;
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if (closestFraction == 1) //raycast didn't hit anything
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{
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floorY = (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
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}
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else
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{
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floorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
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}
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}
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//the ragdoll "stays on ground" for 50 millisecs after separation
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if (onFloorTimer <= 0.0f)
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{
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@@ -110,15 +121,6 @@ namespace Subsurface
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onFloorTimer -= deltaTime;
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}
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if (closestFraction == 1) //raycast didn't hit anything
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{
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floorY = (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
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}
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else
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{
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floorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
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}
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IgnorePlatforms = (TargetMovement.Y < 0.0f);
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@@ -131,11 +133,12 @@ namespace Subsurface
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if (stunTimer > 0)
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{
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//UpdateStruggling();
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stunTimer -= deltaTime;
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return;
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}
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if (Anim != Animation.UsingConstruction) ResetPullJoints();
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if (TargetDir != dir) Flip();
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if (SimplePhysicsEnabled)
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@@ -191,6 +194,10 @@ namespace Subsurface
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Limb leftLeg = GetLimb(LimbType.LeftLeg);
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Limb rightLeg = GetLimb(LimbType.RightLeg);
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if (character.SelectedCharacter != null) DragCharacter(character.SelectedCharacter);
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float getUpSpeed = 0.3f;
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float walkCycleSpeed = head.LinearVelocity.X * walkAnimSpeed;
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if (stairs != null)
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@@ -751,6 +758,27 @@ namespace Subsurface
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// }
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//}
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public override void DragCharacter(Character target)
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{
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb rightHand = GetLimb(LimbType.RightHand);
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leftHand.Disabled = true;
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rightHand.Disabled = true;
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Limb targetLimb = target.AnimController.GetLimb(LimbType.LeftHand);
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leftHand.pullJoint.Enabled = true;
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leftHand.pullJoint.WorldAnchorB = targetLimb.SimPosition;
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rightHand.pullJoint.Enabled = true;
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rightHand.pullJoint.WorldAnchorB = targetLimb.SimPosition;
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targetLimb.pullJoint.Enabled = true;
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targetLimb.pullJoint.WorldAnchorB = leftHand.SimPosition;
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target.AnimController.IgnorePlatforms = IgnorePlatforms;
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}
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public override void HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle)
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{
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//calculate the handle positions
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@@ -141,7 +141,7 @@ namespace Subsurface
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public static void ExecuteCommand(string command, GameMain game)
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{
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#if !DEBUG
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if (Game1.Client!=null)
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if (GameMain.Client!=null)
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{
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ThrowError("Console commands are disabled in multiplayer mode");
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return;
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@@ -128,7 +128,7 @@ namespace Subsurface
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World = new World(new Vector2(0, -9.82f));
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FarseerPhysics.Settings.AllowSleep = true;
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FarseerPhysics.Settings.ContinuousPhysics = false;
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FarseerPhysics.Settings.VelocityIterations = 2;
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FarseerPhysics.Settings.VelocityIterations = 1;
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FarseerPhysics.Settings.PositionIterations = 1;
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}
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@@ -282,6 +282,12 @@ namespace Subsurface.Items.Components
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private int loopingSoundIndex;
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public void PlaySound(ActionType type, Vector2 position)
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{
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if (loopingSound != null)
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{
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loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
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return;
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}
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List<ItemSound> matchingSounds = sounds.FindAll(x => x.Type == type);
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if (matchingSounds.Count == 0) return;
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@@ -292,24 +298,18 @@ namespace Subsurface.Items.Components
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itemSound = matchingSounds[index];
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}
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if (itemSound == null) return;
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if (loopingSound!=null)
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if (itemSound.Loop)
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{
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loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
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loopingSound = itemSound;
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}
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else if (itemSound!=null)
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else
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{
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if (itemSound.Loop)
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{
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loopingSound = itemSound;
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}
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else
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{
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float volume = GetSoundVolume(itemSound);
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if (volume == 0.0f) return;
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itemSound.Sound.Play(volume, itemSound.Range, position);
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}
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}
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float volume = GetSoundVolume(itemSound);
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if (volume == 0.0f) return;
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itemSound.Sound.Play(volume, itemSound.Range, position);
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}
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}
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public void StopSounds(ActionType type)
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@@ -12,6 +12,8 @@ namespace Subsurface.Items.Components
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List<RelatedItem> containableItems;
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public ItemInventory inventory;
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private bool hasStatusEffects;
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//how many items can be contained
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[HasDefaultValue(5, false)]
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public int Capacity
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@@ -89,12 +91,6 @@ namespace Subsurface.Items.Components
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{
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inventory = new ItemInventory(this, capacity, hudPos, slotsPerRow);
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containableItems = new List<RelatedItem>();
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//itemPos = ToolBox.GetAttributeVector2(element, "ItemPos", Vector2.Zero);
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//itemPos = ConvertUnits.ToSimUnits(itemPos);
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//itemInterval = ToolBox.GetAttributeVector2(element, "ItemInterval", Vector2.Zero);
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//itemInterval = ConvertUnits.ToSimUnits(itemInterval);
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foreach (XElement subElement in element.Elements())
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{
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@@ -102,7 +98,15 @@ namespace Subsurface.Items.Components
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{
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case "containable":
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RelatedItem containable = RelatedItem.Load(subElement);
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if (containable!=null) containableItems.Add(containable);
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if (containable == null) continue;
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foreach (StatusEffect effect in containable.statusEffects)
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{
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if (effect.type == ActionType.OnContaining) hasStatusEffects = true;
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}
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containableItems.Add(containable);
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break;
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}
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}
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@@ -121,11 +125,12 @@ namespace Subsurface.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (!hasStatusEffects) return;
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foreach (Item contained in inventory.items)
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{
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if (contained == null || contained.Condition<=0.0f) continue;
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if (contained.body!=null) contained.body.Enabled = false;
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if (contained == null || contained.Condition <= 0.0f) continue;
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//if (contained.body != null) contained.body.Enabled = false;
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RelatedItem ri = containableItems.Find(x => x.MatchesItem(contained));
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if (ri == null) continue;
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@@ -136,16 +141,15 @@ namespace Subsurface.Items.Components
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if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained)) effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
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}
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contained.ApplyStatusEffects(ActionType.OnContained, deltaTime);
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//contained.ApplyStatusEffects(ActionType.OnContained, deltaTime);
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}
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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{
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base.Draw(spriteBatch);
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if (hideItems || (item.body!=null && !item.body.Enabled)) return;
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if (hideItems || (item.body != null && !item.body.Enabled)) return;
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Vector2 transformedItemPos = itemPos;
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Vector2 transformedItemInterval = itemInterval;
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@@ -79,23 +79,22 @@ namespace Subsurface.Items.Components
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//lightColor = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
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}
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public override void Update(float deltaTime, Camera cam)
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{
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base.Update(deltaTime, cam);
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if (item.body != null)
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{
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light.Position = ConvertUnits.ToDisplayUnits(item.body.SimPosition);
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}
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Pickable pickable = item.GetComponent<Pickable>();
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if (item.container!= null)
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if (item.container != null)
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{
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light.Color = Color.Transparent;
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return;
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}
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if (item.body != null)
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{
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light.Position = ConvertUnits.ToDisplayUnits(item.body.SimPosition);
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}
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if (powerConsumption == 0.0f)
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{
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voltage = 1.0f;
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@@ -116,7 +115,6 @@ namespace Subsurface.Items.Components
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}
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light.Color = lightColor * lightBrightness * (1.0f-Rand.Range(0.0f,Flicker));
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|
||||
light.Range = range * (float)Math.Sqrt(lightBrightness);
|
||||
|
||||
voltage = 0.0f;
|
||||
|
||||
@@ -35,6 +35,8 @@ namespace Subsurface.Items.Components
|
||||
Nodes = new List<Vector2>();
|
||||
|
||||
connections = new Connection[2];
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public override void Move(Vector2 amount)
|
||||
|
||||
@@ -116,7 +116,7 @@ namespace Subsurface
|
||||
|
||||
items[i] = item;
|
||||
item.inventory = this;
|
||||
if (item.body!=null)
|
||||
if (item.body != null)
|
||||
{
|
||||
item.body.Enabled = false;
|
||||
}
|
||||
|
||||
@@ -488,6 +488,8 @@ namespace Subsurface
|
||||
}
|
||||
ic.WasUsed = false;
|
||||
|
||||
if (container != null) ic.ApplyStatusEffects(ActionType.OnContained, deltaTime);
|
||||
|
||||
if (!ic.IsActive) continue;
|
||||
|
||||
if (condition > 0.0f)
|
||||
@@ -495,7 +497,7 @@ namespace Subsurface
|
||||
ic.Update(deltaTime, cam);
|
||||
|
||||
ic.PlaySound(ActionType.OnActive, Position);
|
||||
ic.ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
ic.ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -505,7 +507,7 @@ namespace Subsurface
|
||||
|
||||
if (body == null || !body.Enabled) return;
|
||||
|
||||
if (body.LinearVelocity.Length() > 0.001f)
|
||||
if (Math.Abs(body.LinearVelocity.X) > 0.01f || Math.Abs(body.LinearVelocity.Y) > 0.01f)
|
||||
{
|
||||
FindHull();
|
||||
|
||||
@@ -808,7 +810,7 @@ namespace Subsurface
|
||||
if (body != null && body.UserData as Item != item) continue;
|
||||
|
||||
dist = Vector2.Distance(pickPosition, item.SimPosition);
|
||||
if ((closest == null || dist < closestDist))
|
||||
if (dist < item.prefab.PickDistance && (closest == null || dist < closestDist))
|
||||
{
|
||||
closest = item;
|
||||
closestDist = dist;
|
||||
|
||||
@@ -50,6 +50,14 @@ namespace Subsurface
|
||||
|
||||
float lastSentVolume;
|
||||
|
||||
public override string Name
|
||||
{
|
||||
get
|
||||
{
|
||||
return "Hull";
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsLinkable
|
||||
{
|
||||
get { return true; }
|
||||
@@ -202,7 +210,7 @@ namespace Subsurface
|
||||
waveY[(int)(position.X - rect.X) / WaveWidth] = 100.0f;
|
||||
Volume = Volume + 1500.0f;
|
||||
}
|
||||
else if (PlayerInput.GetMouseState.RightButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
|
||||
else if (PlayerInput.RightButtonDown())
|
||||
{
|
||||
Volume = Volume - 1500.0f;
|
||||
}
|
||||
@@ -210,12 +218,11 @@ namespace Subsurface
|
||||
}
|
||||
|
||||
//update client hulls if the amount of water has changed by >10%
|
||||
if (Math.Abs(lastSentVolume-volume)>FullVolume*0.1f)
|
||||
if (Math.Abs(lastSentVolume - volume) > FullVolume * 0.1f)
|
||||
{
|
||||
new Networking.NetworkEvent(ID, false);
|
||||
lastSentVolume = volume;
|
||||
}
|
||||
|
||||
if (!update) return;
|
||||
|
||||
float surfaceY = rect.Y - rect.Height + Volume / rect.Width;
|
||||
|
||||
@@ -852,37 +852,6 @@ int currentTargetIndex = 1;
|
||||
Color.White, 0.0f,
|
||||
Vector2.Zero,
|
||||
SpriteEffects.None, 0.0f);
|
||||
|
||||
//pos = startPosition;
|
||||
//pos.X += Position.X;
|
||||
//pos.Y = -pos.Y - Position.Y;
|
||||
|
||||
//spriteBatch.Draw(shaftTexture,
|
||||
// new Rectangle((int)(pos.X - shaftWidth/2), (int)pos.Y, shaftWidth, 512),
|
||||
// new Rectangle(0, 0, shaftWidth, 256),
|
||||
// Color.White, 0.0f,
|
||||
// Vector2.Zero,
|
||||
// SpriteEffects.None, 0.0f);
|
||||
|
||||
//List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
|
||||
|
||||
//foreach (VoronoiCell cell in cells)
|
||||
//{
|
||||
// for (int i = 0; i < cell.bodyVertices.Count - 1; i++)
|
||||
// {
|
||||
// Vector2 start = cell.bodyVertices[i];
|
||||
// start.X += Position.X;
|
||||
// start.Y = -start.Y - Position.Y;
|
||||
// start.X += Rand.Range(-10.0f, 10.0f);
|
||||
|
||||
// Vector2 end = cell.bodyVertices[i + 1];
|
||||
// end.X += Position.X;
|
||||
// end.Y = -end.Y - Position.Y;
|
||||
// end.X += Rand.Range(-10.0f, 10.0f);
|
||||
|
||||
// GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Red : Color.Red);
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
public List<VoronoiCell> GetCells(Vector2 pos, int searchDepth = 2)
|
||||
|
||||
@@ -5,11 +5,30 @@ using System.Linq;
|
||||
|
||||
namespace Subsurface.Lights
|
||||
{
|
||||
class CachedShadow
|
||||
{
|
||||
|
||||
public VertexPositionColor[] ShadowVertices;
|
||||
public VertexPositionTexture[] PenumbraVertices;
|
||||
|
||||
public Vector2 LightPos;
|
||||
|
||||
public CachedShadow(VertexPositionColor[] shadowVertices, VertexPositionTexture[] penumbraVertices, Vector2 lightPos)
|
||||
{
|
||||
ShadowVertices = shadowVertices;
|
||||
PenumbraVertices = penumbraVertices;
|
||||
|
||||
LightPos = lightPos;
|
||||
}
|
||||
}
|
||||
|
||||
class ConvexHull
|
||||
{
|
||||
public static List<ConvexHull> list = new List<ConvexHull>();
|
||||
static BasicEffect shadowEffect;
|
||||
static BasicEffect penumbraEffect;
|
||||
|
||||
private Dictionary<LightSource, CachedShadow> cachedShadows;
|
||||
|
||||
private Vector2[] vertices;
|
||||
private int primitiveCount;
|
||||
@@ -47,19 +66,14 @@ namespace Subsurface.Lights
|
||||
penumbraEffect.LightingEnabled = false;
|
||||
penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
|
||||
}
|
||||
|
||||
cachedShadows = new Dictionary<LightSource, CachedShadow>();
|
||||
|
||||
vertices = points;
|
||||
primitiveCount = vertices.Length;
|
||||
|
||||
CalculateDimensions();
|
||||
//indices = new short[primitiveCount * 3];
|
||||
|
||||
//for (int i = 0; i < primitiveCount; i++)
|
||||
//{
|
||||
// indices[3 * i] = (short)i;
|
||||
// indices[3 * i + 1] = (short)((i + 1) % vertexCount);
|
||||
// indices[3 * i + 2] = (short)vertexCount;
|
||||
//}
|
||||
|
||||
backFacing = new bool[primitiveCount];
|
||||
|
||||
Enabled = true;
|
||||
@@ -90,6 +104,8 @@ namespace Subsurface.Lights
|
||||
|
||||
public void Move(Vector2 amount)
|
||||
{
|
||||
cachedShadows.Clear();
|
||||
|
||||
for (int i = 0; i < vertices.Count(); i++)
|
||||
{
|
||||
vertices[i] += amount;
|
||||
@@ -100,6 +116,8 @@ namespace Subsurface.Lights
|
||||
|
||||
public void SetVertices(Vector2[] points)
|
||||
{
|
||||
cachedShadows.Clear();
|
||||
|
||||
vertices = points;
|
||||
}
|
||||
|
||||
@@ -222,25 +240,62 @@ namespace Subsurface.Lights
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, LightSource light, Matrix transform, bool los = true)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
CachedShadow cachedShadow = null;
|
||||
if (cachedShadows.TryGetValue(light, out cachedShadow))
|
||||
{
|
||||
if (light.Position == cachedShadow.LightPos ||
|
||||
Vector2.DistanceSquared(light.Position, cachedShadow.LightPos) < 1.0f)
|
||||
{
|
||||
shadowVertices = cachedShadow.ShadowVertices;
|
||||
penumbraVertices = cachedShadow.PenumbraVertices;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
CalculateShadowVertices(light.Position, los);
|
||||
cachedShadow.LightPos = light.Position;
|
||||
cachedShadow.ShadowVertices = shadowVertices;
|
||||
cachedShadow.PenumbraVertices = penumbraVertices;
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CalculateShadowVertices(light.Position, los);
|
||||
cachedShadow = new CachedShadow(shadowVertices, penumbraVertices, light.Position);
|
||||
cachedShadows.Add(light, cachedShadow);
|
||||
}
|
||||
|
||||
DrawShadows(graphicsDevice, cam, transform, los);
|
||||
}
|
||||
|
||||
public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Vector2 lightSourcePos, Matrix transform, bool los = true)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
CalculateShadowVertices(lightSourcePos, los);
|
||||
|
||||
|
||||
DrawShadows(graphicsDevice, cam, transform, los);
|
||||
}
|
||||
|
||||
private void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, Matrix transform, bool los = true)
|
||||
{
|
||||
shadowEffect.World = transform;
|
||||
shadowEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertices.Length - 2);
|
||||
|
||||
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertices.Length - 2);
|
||||
|
||||
if (los)
|
||||
{
|
||||
penumbraEffect.World = shadowEffect.World;
|
||||
penumbraEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
#if WINDOWS
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, penumbraVertices, 0, 2, VertexPositionTexture.VertexDeclaration);
|
||||
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, penumbraVertices, 0, 2, VertexPositionTexture.VertexDeclaration);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -57,12 +57,13 @@ namespace Subsurface.Lights
|
||||
|
||||
public void DrawLOS(GraphicsDevice graphics, Camera cam, Vector2 pos)
|
||||
{
|
||||
if (!LosEnabled) return;
|
||||
|
||||
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
|
||||
|
||||
Matrix shadowTransform = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
if (!LosEnabled) return;
|
||||
foreach (ConvexHull convexHull in ConvexHull.list)
|
||||
{
|
||||
if (!camView.Intersects(convexHull.BoundingBox)) continue;
|
||||
@@ -72,6 +73,14 @@ namespace Subsurface.Lights
|
||||
|
||||
}
|
||||
|
||||
public void OnMapLoaded()
|
||||
{
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
light.UpdateHullsInRange();
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawLightmap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
Matrix shadowTransform = cam.ShaderTransform
|
||||
@@ -81,28 +90,28 @@ namespace Subsurface.Lights
|
||||
|
||||
Rectangle viewRect = cam.WorldView;
|
||||
viewRect.Y -= cam.WorldView.Height;
|
||||
|
||||
|
||||
//clear to some small ambient light
|
||||
graphics.Clear(AmbientLight);
|
||||
|
||||
foreach (LightSource light in lights)
|
||||
{
|
||||
if (light.Color.A < 0.01f || light.Range < 0.01f) continue;
|
||||
//clear alpha to 1
|
||||
ClearAlphaToOne(graphics, spriteBatch);
|
||||
|
||||
if (light.Color.A < 0.01f || light.Range < 0.01f || light.hullsInRange.Count == 0) continue;
|
||||
if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, viewRect)) continue;
|
||||
|
||||
|
||||
//clear alpha to 1
|
||||
ClearAlphaToOne(graphics, spriteBatch);
|
||||
|
||||
//draw all shadows
|
||||
//write only to the alpha channel, which sets alpha to 0
|
||||
graphics.RasterizerState = RasterizerState.CullNone;
|
||||
graphics.BlendState = CustomBlendStates.WriteToAlpha;
|
||||
|
||||
foreach (ConvexHull ch in ConvexHull.list)
|
||||
foreach (ConvexHull ch in light.hullsInRange)
|
||||
{
|
||||
if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, ch.BoundingBox)) continue;
|
||||
//if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, ch.BoundingBox)) continue;
|
||||
//draw shadow
|
||||
ch.DrawShadows(graphics, cam, light.Position, shadowTransform, false);
|
||||
ch.DrawShadows(graphics, cam, light, shadowTransform, false);
|
||||
}
|
||||
|
||||
//draw the light shape
|
||||
@@ -111,6 +120,20 @@ namespace Subsurface.Lights
|
||||
light.Draw(spriteBatch);
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
//ClearAlphaToOne(graphics, spriteBatch);
|
||||
//spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
|
||||
|
||||
//foreach (LightSource light in lights)
|
||||
//{
|
||||
// if (light.Color.A < 0.01f || light.Range < 0.01f || light.hullsInRange.Count > 0) continue;
|
||||
// if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, viewRect)) continue;
|
||||
|
||||
// light.Draw(spriteBatch);
|
||||
//}
|
||||
|
||||
//spriteBatch.End();
|
||||
|
||||
//clear alpha, to avoid messing stuff up later
|
||||
ClearAlphaToOne(graphics, spriteBatch);
|
||||
graphics.SetRenderTarget(null);
|
||||
|
||||
@@ -11,13 +11,26 @@ namespace Subsurface.Lights
|
||||
{
|
||||
private static Texture2D lightTexture;
|
||||
|
||||
public List<ConvexHull> hullsInRange;
|
||||
|
||||
private Color color;
|
||||
|
||||
private float range;
|
||||
|
||||
private Texture2D texture;
|
||||
|
||||
public Vector2 Position;
|
||||
private Vector2 position;
|
||||
public Vector2 Position
|
||||
{
|
||||
get { return position; }
|
||||
set
|
||||
{
|
||||
if (position == value) return;
|
||||
|
||||
position = value;
|
||||
UpdateHullsInRange();
|
||||
}
|
||||
}
|
||||
|
||||
public Color Color
|
||||
{
|
||||
@@ -30,13 +43,19 @@ namespace Subsurface.Lights
|
||||
get { return range; }
|
||||
set
|
||||
{
|
||||
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
|
||||
float newRange = MathHelper.Clamp(value, 0.0f, 2048.0f);
|
||||
if (range == newRange) return;
|
||||
range = newRange;
|
||||
|
||||
UpdateHullsInRange();
|
||||
}
|
||||
}
|
||||
|
||||
public LightSource(Vector2 position, float range, Color color)
|
||||
{
|
||||
Position = position;
|
||||
hullsInRange = new List<ConvexHull>();
|
||||
|
||||
this.position = position;
|
||||
this.range = range;
|
||||
this.color = color;
|
||||
|
||||
@@ -50,10 +69,21 @@ namespace Subsurface.Lights
|
||||
GameMain.LightManager.AddLight(this);
|
||||
}
|
||||
|
||||
public void UpdateHullsInRange()
|
||||
{
|
||||
hullsInRange.Clear();
|
||||
if (range < 1.0f) return;
|
||||
|
||||
foreach (ConvexHull ch in ConvexHull.list)
|
||||
{
|
||||
if (MathUtils.CircleIntersectsRectangle(position, range, ch.BoundingBox)) hullsInRange.Add(ch);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
Vector2 center = new Vector2(lightTexture.Width / 2, lightTexture.Height / 2);
|
||||
float scale = range / ((float)lightTexture.Width / 2.0f);
|
||||
float scale = range / (lightTexture.Width / 2.0f);
|
||||
spriteBatch.Draw(lightTexture, new Vector2(Position.X, -Position.Y), null, color, 0, center, scale, SpriteEffects.None, 1);
|
||||
}
|
||||
|
||||
|
||||
@@ -192,6 +192,8 @@ namespace Subsurface
|
||||
}
|
||||
}
|
||||
|
||||
static Dictionary<string, float> timeElapsed = new Dictionary<string, float>();
|
||||
|
||||
/// <summary>
|
||||
/// Call Update() on every object in Entity.list
|
||||
/// </summary>
|
||||
@@ -202,10 +204,46 @@ namespace Subsurface
|
||||
item.Updated = false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < mapEntityList.Count; i++)
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
mapEntityList[i].Update(cam, deltaTime);
|
||||
hull.Update(cam, deltaTime);
|
||||
}
|
||||
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
{
|
||||
gap.Update(cam, deltaTime);
|
||||
}
|
||||
|
||||
foreach (Item item in Item.itemList)
|
||||
{
|
||||
item.Update(cam, deltaTime);
|
||||
}
|
||||
|
||||
//Stopwatch sw = new Stopwatch();
|
||||
|
||||
//for (int i = 0; i < mapEntityList.Count; i++)
|
||||
//{
|
||||
// sw.Restart();
|
||||
// mapEntityList[i].Update(cam, deltaTime);
|
||||
// sw.Stop();
|
||||
|
||||
// if (timeElapsed.ContainsKey(mapEntityList[i].Name))
|
||||
// {
|
||||
// float asd = 0.0f;
|
||||
// timeElapsed.TryGetValue(mapEntityList[i].Name, out asd);
|
||||
// asd += sw.ElapsedTicks;
|
||||
|
||||
// timeElapsed.Remove(mapEntityList[i].Name);
|
||||
// timeElapsed.Add(mapEntityList[i].Name, asd);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// timeElapsed.Add(mapEntityList[i].Name, sw.ElapsedTicks);
|
||||
// }
|
||||
//}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
public virtual void Update(Camera cam, float deltaTime) { }
|
||||
|
||||
@@ -609,7 +609,7 @@ namespace Subsurface
|
||||
subBody = new SubmarineBody(this);
|
||||
|
||||
MapEntity.OnMapLoaded();
|
||||
|
||||
|
||||
foreach (Item item in Item.itemList)
|
||||
{
|
||||
foreach (ItemComponent ic in item.components)
|
||||
@@ -618,6 +618,8 @@ namespace Subsurface
|
||||
}
|
||||
}
|
||||
|
||||
GameMain.LightManager.OnMapLoaded();
|
||||
|
||||
ID = int.MaxValue-10;
|
||||
|
||||
loaded = this;
|
||||
|
||||
@@ -29,6 +29,14 @@ namespace Subsurface
|
||||
set { spawnType = value; }
|
||||
}
|
||||
|
||||
public override string Name
|
||||
{
|
||||
get
|
||||
{
|
||||
return "WayPoint";
|
||||
}
|
||||
}
|
||||
|
||||
public string[] IdCardTags
|
||||
{
|
||||
get { return idCardTags; }
|
||||
|
||||
@@ -127,7 +127,12 @@ namespace Subsurface
|
||||
&& mouseState.LeftButton == ButtonState.Released);
|
||||
}
|
||||
|
||||
public static bool RightButtonClicked()
|
||||
public static bool RightButtonDown()
|
||||
{
|
||||
return mouseState.RightButton == ButtonState.Pressed;
|
||||
}
|
||||
|
||||
public static bool RightButtonClicked()
|
||||
{
|
||||
return (oldMouseState.RightButton == ButtonState.Pressed
|
||||
&& mouseState.RightButton == ButtonState.Released);
|
||||
|
||||
@@ -158,7 +158,7 @@ namespace Subsurface
|
||||
|
||||
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
GameMain.LightManager.DrawLightmap(graphics, spriteBatch, cam);
|
||||
if (GameMain.LightManager.LightingEnabled) GameMain.LightManager.DrawLightmap(graphics, spriteBatch, cam);
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
//1. draw the background, characters and the parts of the submarine that are behind them
|
||||
@@ -267,17 +267,7 @@ namespace Subsurface
|
||||
}
|
||||
|
||||
Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.AlphaBlend, SamplerState.LinearWrap,
|
||||
null, null, null,
|
||||
cam.Transform);
|
||||
|
||||
Submarine.DrawFront(spriteBatch);
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
|
||||
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
|
||||
{
|
||||
GameMain.GameSession.Level.Render(graphics, cam);
|
||||
@@ -303,6 +293,8 @@ namespace Subsurface
|
||||
|
||||
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
|
||||
|
||||
Submarine.DrawFront(spriteBatch);
|
||||
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
|
||||
{
|
||||
GameMain.GameSession.Level.Draw(spriteBatch);
|
||||
|
||||
@@ -148,7 +148,7 @@
|
||||
<Compile Include="Source\FrameCounter.cs" />
|
||||
<Compile Include="Source\GUI\GUIStyle.cs" />
|
||||
<Compile Include="Source\GUI\GUITextBox.cs" />
|
||||
<Compile Include="Source\Items\Components\Container.cs" />
|
||||
<Compile Include="Source\Items\Components\ItemContainer.cs" />
|
||||
<Compile Include="Source\Items\Components\Machines\Controller.cs" />
|
||||
<Compile Include="Source\Items\Components\Door.cs" />
|
||||
<Compile Include="Source\Items\Components\Ladder.cs" />
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 2013
|
||||
VisualStudioVersion = 12.0.21005.1
|
||||
# Visual Studio 14
|
||||
VisualStudioVersion = 14.0.23107.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Subsurface", "Subsurface\Subsurface.csproj", "{008C0F83-E914-4966-9135-EA885059EDD8}"
|
||||
EndProject
|
||||
@@ -20,9 +20,6 @@ EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CrashReporter", "CrashReporter\CrashReporter.csproj", "{6BE950CD-9A34-49C9-939A-786AC89C287E}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{D32A29D8-AC7B-4189-B734-8ED9EB4120D0}"
|
||||
ProjectSection(SolutionItems) = preProject
|
||||
Performance1.psess = Performance1.psess
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
@@ -401,7 +398,4 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(Performance) = preSolution
|
||||
HasPerformanceSessions = true
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
||||
Reference in New Issue
Block a user