Unstable 1.8.4.0
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@@ -1,4 +1,4 @@
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using Barotrauma.Extensions;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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@@ -245,7 +245,7 @@ namespace Barotrauma.Lights
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}
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set
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{
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if (!needsRecalculation && value)
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if (value)
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{
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foreach (ConvexHullList chList in convexHullsInRange)
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{
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@@ -450,6 +450,8 @@ namespace Barotrauma.Lights
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set;
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}
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public Vector2 OffsetFromBody;
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public DeformableSprite DeformableLightSprite
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{
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get;
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@@ -550,7 +552,6 @@ namespace Barotrauma.Lights
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chList.List.Clear();
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foreach (var convexHull in fullChList.List)
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{
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if (!convexHull.Enabled) { continue; }
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if (!MathUtils.CircleIntersectsRectangle(lightPos, TextureRange, convexHull.BoundingBox)) { continue; }
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if (lightSourceParams.Directional)
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{
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@@ -562,9 +563,9 @@ namespace Barotrauma.Lights
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// center is in the opposite direction from the ray (cheapest check first)
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if (Vector2.Dot(ray, convexHull.BoundingBox.Center.ToVector2() - lightPos) <= 0 &&
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/*ray doesn't hit the convex hull*/
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!MathUtils.GetLineRectangleIntersection(lightPos, lightPos + ray, bounds, out _) &&
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!MathUtils.GetLineWorldRectangleIntersection(lightPos, lightPos + ray, bounds, out _) &&
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/*normal vectors of the ray don't hit the convex hull */
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!MathUtils.GetLineRectangleIntersection(lightPos + normal, lightPos - normal, bounds, out _))
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!MathUtils.GetLineWorldRectangleIntersection(lightPos + normal, lightPos - normal, bounds, out _))
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{
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continue;
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}
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@@ -572,6 +573,7 @@ namespace Barotrauma.Lights
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chList.List.Add(convexHull);
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}
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chList.IsHidden.RemoveWhere(ch => !chList.List.Contains(ch));
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chList.HasBeenVisible.RemoveWhere(ch => !chList.List.Contains(ch));
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HullsUpToDate.Add(sub);
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}
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@@ -592,7 +594,17 @@ namespace Barotrauma.Lights
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private void CheckHullsInRange(Submarine sub)
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{
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//find the list of convexhulls that belong to the sub
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ConvexHullList chList = convexHullsInRange.FirstOrDefault(chList => chList.Submarine == sub);
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// Performance-sensitive code, hence implemented without Linq.
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ConvexHullList chList = null;
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foreach (var chl in convexHullsInRange)
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{
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if (chl.Submarine == sub)
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{
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chList = chl;
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break;
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}
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}
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//not found -> create one
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if (chList == null)
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@@ -604,7 +616,8 @@ namespace Barotrauma.Lights
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foreach (var ch in chList.List)
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{
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if (ch.LastVertexChangeTime > LastRecalculationTime && !chList.IsHidden.Contains(ch))
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if (ch.LastVertexChangeTime > LastRecalculationTime &&
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(!chList.IsHidden.Contains(ch) || chList.HasBeenVisible.Contains(ch)))
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{
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NeedsRecalculation = true;
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break;
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@@ -712,8 +725,8 @@ namespace Barotrauma.Lights
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{
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foreach (ConvexHull hull in chList.List)
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{
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if (hull.IsInvalid) { continue; }
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if (!chList.IsHidden.Contains(hull))
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if (hull.IsInvalid || !hull.Enabled) { continue; }
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if (!chList.IsHidden.Contains(hull) || chList.HasBeenVisible.Contains(hull))
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{
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//find convexhull segments that are close enough and facing towards the light source
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lock (mutex)
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@@ -732,7 +745,17 @@ namespace Barotrauma.Lights
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}
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foreach (ConvexHull hull in chList.List)
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{
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chList.IsHidden.Add(hull);
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if (!hull.Enabled)
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{
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//if the hull is not enabled, we cannot determine if it's visible or hidden from the point of view of the light source
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//so let's not mark it as hidden, but instead consider it as something that has been visible, so we know to recalculate if/when it becomes enabled again
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chList.IsHidden.Remove(hull);
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chList.HasBeenVisible.Add(hull);
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continue;
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}
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//mark convex hulls as hidden at this point, they're removed if we find any of the segments to be visible
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chList.IsHidden.Add(hull);
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}
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}
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@@ -1411,14 +1434,7 @@ namespace Barotrauma.Lights
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{
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if (conditionals.None()) { return; }
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if (conditionalTarget == null) { return; }
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if (logicalOperator == PropertyConditional.LogicalOperatorType.And)
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{
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Enabled = conditionals.All(c => c.Matches(conditionalTarget));
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}
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else
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{
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Enabled = conditionals.Any(c => c.Matches(conditionalTarget));
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}
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Enabled = PropertyConditional.CheckConditionals(conditionalTarget, conditionals, logicalOperator);
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}
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public void DebugDrawVertices(SpriteBatch spriteBatch)
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@@ -1501,6 +1517,7 @@ namespace Barotrauma.Lights
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foreach (var convexHullList in convexHullsInRange)
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{
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convexHullList.IsHidden.Remove(visibleConvexHull);
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convexHullList.HasBeenVisible.Add(visibleConvexHull);
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}
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}
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