Merge branch 'master' of https://github.com/Regalis11/Barotrauma
This commit is contained in:
@@ -1,7 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">ReleaseLinux</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
@@ -9,7 +9,7 @@
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
<AssemblyName>BarotraumaClient</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
@@ -28,37 +28,47 @@
|
||||
<BootstrapperEnabled>true</BootstrapperEnabled>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\bin\Windows\Debug\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;WINDOWS;CLIENT</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Prefer32Bit>false</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\bin\Windows\Release\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;CLIENT</DefineConstants>
|
||||
<AllowedReferenceRelatedFileExtensions>
|
||||
<!-- Prevent default XML and PDB files copied to output in RELEASE.
|
||||
Only *.allowedextension files will be included, which doesn't exist in my case.
|
||||
-->
|
||||
.allowedextension
|
||||
</AllowedReferenceRelatedFileExtensions>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Prefer32Bit>false</Prefer32Bit>
|
||||
<ReleaseVersion>0.7.0.1</ReleaseVersion>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseLinux|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\bin\ReleaseLinux\</OutputPath>
|
||||
<DefineConstants>TRACE;LINUX;CLIENT</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugLinux|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\bin\DebugLinux\</OutputPath>
|
||||
<DefineConstants>TRACE;LINUX;CLIENT;DEBUG</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseWindows|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\bin\ReleaseWindows\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;CLIENT</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugWindows|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\bin\DebugWindows\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;CLIENT;DEBUG</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Source\Camera.cs" />
|
||||
@@ -221,31 +231,30 @@
|
||||
<Compile Include="Source\Utils\ToolBox.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="MonoGame.Framework, Version=3.6.0.1625, Culture=neutral, processorArchitecture=MSIL">
|
||||
<Reference Condition="$(DefineConstants.Contains('WINDOWS'))" Include="MonoGame.Framework.WindowsDX">
|
||||
<HintPath>..\..\Libraries\NuGet\MonoGame.Framework.WindowsDX.3.6.0.1625\lib\net40\MonoGame.Framework.dll</HintPath>
|
||||
<Private>True</Private>
|
||||
</Reference>
|
||||
<Reference Include="NVorbis, Version=0.8.4.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<Reference Condition="$(DefineConstants.Contains('WINDOWS'))" Include="SharpDX">
|
||||
<HintPath>..\..\Libraries\NuGet\SharpDX.4.0.1\lib\net45\SharpDX.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Condition="$(DefineConstants.Contains('WINDOWS'))" Include="NVorbis">
|
||||
<HintPath>..\..\Libraries\NuGet\NVorbis.0.8.5.0\lib\NVorbis.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="OpenTK, Version=1.1.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\Libraries\NuGet\OpenTK.2.0.0\lib\net20\OpenTK.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PresentationCore" />
|
||||
<Reference Include="RestSharp">
|
||||
<HintPath>..\..\Libraries\NuGet\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\Libraries\NuGet\MonoGame.Framework.WindowsDX.3.6.0.1625\lib\net40\SharpDX.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.XML" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="RestSharp">
|
||||
<HintPath>..\..\Libraries\NuGet\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Condition="$(DefineConstants.Contains('LINUX'))" Include="MonoGame.Framework.DesktopGL">
|
||||
<HintPath>..\..\Libraries\NuGet\MonoGame.Framework.DesktopGL.3.6.0.1625\lib\net40\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="freetype6.dll">
|
||||
@@ -257,6 +266,15 @@
|
||||
<Content Include="wrap_oal.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="MonoGame.Framework.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="OpenTK.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="SharpFont.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.0">
|
||||
@@ -281,10 +299,6 @@
|
||||
</BootstrapperPackage>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer Physics MonoGame.csproj">
|
||||
<Project>{0aad36e3-51a5-4a07-ab60-5c8a66bd38b7}</Project>
|
||||
<Name>Farseer Physics MonoGame</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.csproj">
|
||||
<Project>{3b8f9edb-6e5e-450c-abc2-ec49075d0b50}</Project>
|
||||
<Name>Hyper.ComponentModel</Name>
|
||||
@@ -297,9 +311,12 @@
|
||||
<Project>{c293db32-fa42-486d-b128-5a12522fae4e}</Project>
|
||||
<Name>SharpFont</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer Physics MonoGame.csproj">
|
||||
<Project>{0AAD36E3-51A5-4A07-AB60-5C8A66BD38B7}</Project>
|
||||
<Name>Farseer Physics MonoGame</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="OpenTK.dll.config" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
@@ -312,4 +329,4 @@
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<configuration>
|
||||
<dllmap dll="SDL2.dll" os="osx" target="libSDL2-2.0.0.dylib" />
|
||||
<dllmap dll="soft_oal.dll" os="osx" target="libopenal.1.dylib" />
|
||||
<dllmap dll="SDL2.dll" os="linux" cpu="x86" target="./x86/libSDL2-2.0.so.0" />
|
||||
<dllmap dll="soft_oal.dll" os="linux" cpu="x86" target="./x86/libopenal.so.1" />
|
||||
<dllmap dll="SDL2.dll" os="linux" cpu="x86-64" target="./x64/libSDL2-2.0.so.0" />
|
||||
<dllmap dll="soft_oal.dll" os="linux" cpu="x86-64" target="./x64/libopenal.so.1" />
|
||||
</configuration>
|
||||
6
Barotrauma/BarotraumaClient/SharpFont.dll.config
Executable file
6
Barotrauma/BarotraumaClient/SharpFont.dll.config
Executable file
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<configuration>
|
||||
<dllmap dll="freetype6" os="linux" target="libfreetype.so.6" />
|
||||
<dllmap dll="freetype6" os="osx" target="/Library/Frameworks/Mono.framework/Libraries/libfreetype.6.dylib" />
|
||||
<dllmap dll="freetype6" os="freebsd" target="libfreetype.so.6" />
|
||||
</configuration>
|
||||
@@ -1,4 +1,4 @@
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Particles;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
@@ -290,7 +290,15 @@ namespace Barotrauma
|
||||
string name = Info.DisplayName;
|
||||
if (controlled == null && name != Info.Name) name += " (Disguised)";
|
||||
|
||||
Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(name) * 0.5f / cam.Zoom;
|
||||
Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
|
||||
Vector2 screenSize = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
Vector2 viewportSize = new Vector2(cam.WorldView.Width, cam.WorldView.Height);
|
||||
namePos.X -= cam.WorldView.X; namePos.Y += cam.WorldView.Y;
|
||||
namePos *= screenSize / viewportSize;
|
||||
namePos.X = (float)Math.Floor(namePos.X); namePos.Y = (float)Math.Floor(namePos.Y);
|
||||
namePos *= viewportSize / screenSize;
|
||||
namePos.X += cam.WorldView.X; namePos.Y -= cam.WorldView.Y;
|
||||
|
||||
Color nameColor = Color.White;
|
||||
|
||||
if (Controlled != null && TeamID != Controlled.TeamID)
|
||||
|
||||
@@ -145,6 +145,10 @@ namespace Barotrauma
|
||||
|
||||
float rotation = msg.ReadFloat();
|
||||
|
||||
ReadStatus(msg);
|
||||
|
||||
msg.ReadPadBits();
|
||||
|
||||
int index = 0;
|
||||
if (GameMain.NetworkMember.Character == this)
|
||||
{
|
||||
@@ -193,9 +197,6 @@ namespace Barotrauma
|
||||
IsRemotePlayer = ownerID > 0;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
ReadStatus(msg);
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
@@ -28,7 +28,7 @@ namespace Barotrauma
|
||||
static GUIFrame frame;
|
||||
static GUIListBox listBox;
|
||||
static GUITextBox textBox;
|
||||
|
||||
|
||||
public static void Init(GameWindow window)
|
||||
{
|
||||
int x = 20, y = 20;
|
||||
@@ -47,7 +47,7 @@ namespace Barotrauma
|
||||
return true;
|
||||
};
|
||||
|
||||
|
||||
|
||||
NewMessage("Press F3 to open/close the debug console", Color.Cyan);
|
||||
NewMessage("Enter \"help\" for a list of available console commands", Color.Cyan);
|
||||
|
||||
@@ -111,7 +111,7 @@ namespace Barotrauma
|
||||
{
|
||||
textBox.Text = AutoComplete(textBox.Text);
|
||||
}
|
||||
|
||||
|
||||
if (PlayerInput.KeyHit(Keys.Enter))
|
||||
{
|
||||
ExecuteCommand(textBox.Text);
|
||||
@@ -164,7 +164,7 @@ namespace Barotrauma
|
||||
{
|
||||
listBox.children.RemoveRange(0, listBox.children.Count - MaxMessages);
|
||||
}
|
||||
|
||||
|
||||
Messages.Add(msg);
|
||||
if (Messages.Count > MaxMessages)
|
||||
{
|
||||
@@ -190,10 +190,27 @@ namespace Barotrauma
|
||||
|
||||
private static void InitProjectSpecific()
|
||||
{
|
||||
commands.Add(new Command("autohull", "", (string[] args) =>
|
||||
{
|
||||
if (Screen.Selected != GameMain.SubEditorScreen) return;
|
||||
|
||||
if (MapEntity.mapEntityList.Any(e => e is Hull || e is Gap))
|
||||
{
|
||||
ShowQuestionPrompt("This submarine already has hulls and/or gaps. This command will delete them. Do you want to continue? Y/N",
|
||||
(option) => {
|
||||
if (option.ToLower() == "y") GameMain.SubEditorScreen.AutoHull();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
GameMain.SubEditorScreen.AutoHull();
|
||||
}
|
||||
}));
|
||||
|
||||
commands.Add(new Command("startclient", "", (string[] args) =>
|
||||
{
|
||||
if (args.Length == 0) return;
|
||||
|
||||
|
||||
if (GameMain.Client == null)
|
||||
{
|
||||
GameMain.NetworkMember = new GameClient("Name");
|
||||
@@ -227,7 +244,7 @@ namespace Barotrauma
|
||||
}
|
||||
GameMain.SubEditorScreen.Select();
|
||||
}));
|
||||
|
||||
|
||||
commands.Add(new Command("editcharacter", "", (string[] args) =>
|
||||
{
|
||||
GameMain.CharacterEditorScreen.Select();
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
@@ -427,12 +427,15 @@ namespace Barotrauma
|
||||
ScreenOverlayColor, true);
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
if (GameMain.ShowFPS || GameMain.DebugDraw)
|
||||
{
|
||||
DrawString(spriteBatch, new Vector2(10, 10),
|
||||
DrawString(spriteBatch, new Vector2(10, 10),
|
||||
"FPS: " + (int)GameMain.FrameCounter.AverageFramesPerSecond,
|
||||
Color.White, Color.Black * 0.5f, 0, SmallFont);
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
DrawString(spriteBatch, new Vector2(10, 25),
|
||||
"Physics: " + GameMain.World.UpdateTime,
|
||||
Color.White, Color.Black * 0.5f, 0, SmallFont);
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using EventInput;
|
||||
using EventInput;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
@@ -129,7 +129,38 @@ namespace Barotrauma
|
||||
{
|
||||
get { return new Vector2(rect.Center.X, rect.Center.Y); }
|
||||
}
|
||||
|
||||
|
||||
protected Rectangle ClampRect(Rectangle r)
|
||||
{
|
||||
if (parent == null) return r;
|
||||
Rectangle parentRect = parent.ClampRect(parent.rect);
|
||||
if (parentRect.Width <= 0 || parentRect.Height <= 0) return Rectangle.Empty;
|
||||
if (parentRect.X > r.X)
|
||||
{
|
||||
int diff = parentRect.X - r.X;
|
||||
r.X = parentRect.X;
|
||||
r.Width -= diff;
|
||||
}
|
||||
if (parentRect.Y > r.Y)
|
||||
{
|
||||
int diff = parentRect.Y - r.Y;
|
||||
r.Y = parentRect.Y;
|
||||
r.Height -= diff;
|
||||
}
|
||||
if (parentRect.X + parentRect.Width < r.X + r.Width)
|
||||
{
|
||||
int diff = (r.X + r.Width) - (parentRect.X + parentRect.Width);
|
||||
r.Width -= diff;
|
||||
}
|
||||
if (parentRect.Y + parentRect.Height < r.Y + r.Height)
|
||||
{
|
||||
int diff = (r.Y + r.Height) - (parentRect.Y + parentRect.Height);
|
||||
r.Height -= diff;
|
||||
}
|
||||
if (r.Width <= 0 || r.Height <= 0) return Rectangle.Empty;
|
||||
return r;
|
||||
}
|
||||
|
||||
public virtual Rectangle Rect
|
||||
{
|
||||
get { return rect; }
|
||||
@@ -162,7 +193,7 @@ namespace Barotrauma
|
||||
|
||||
public virtual Rectangle MouseRect
|
||||
{
|
||||
get { return CanBeFocused ? rect : Rectangle.Empty; }
|
||||
get { return CanBeFocused ? ClampRect(rect) : Rectangle.Empty; }
|
||||
}
|
||||
|
||||
public Dictionary<ComponentState, List<UISprite>> sprites;
|
||||
|
||||
@@ -283,7 +283,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return rect;
|
||||
return ClampRect(rect);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -54,7 +54,7 @@ namespace Barotrauma
|
||||
|
||||
public GUIMessage(string text, Color color, Vector2 position, float lifeTime, Alignment textAlignment, bool autoCenter)
|
||||
{
|
||||
coloredText = new ColoredText(text, color);
|
||||
coloredText = new ColoredText(text, color, false);
|
||||
pos = position;
|
||||
this.lifeTime = lifeTime;
|
||||
this.Alignment = textAlignment;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -63,7 +63,7 @@ namespace Barotrauma
|
||||
|
||||
public override Rectangle MouseRect
|
||||
{
|
||||
get { return box.Rect; }
|
||||
get { return ClampRect(box.Rect); }
|
||||
}
|
||||
|
||||
public override ScalableFont Font
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Particles;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
@@ -14,6 +14,7 @@ namespace Barotrauma
|
||||
{
|
||||
class GameMain : Game
|
||||
{
|
||||
public static bool ShowFPS = true;
|
||||
public static bool DebugDraw;
|
||||
|
||||
public static FrameCounter FrameCounter;
|
||||
|
||||
@@ -470,7 +470,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
body.FarseerBody.Enabled = false;
|
||||
body.Enabled = false;
|
||||
}
|
||||
|
||||
if ((newPosition - SimPosition).Length() > body.LinearVelocity.Length() * 2.0f)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Barotrauma.Lights;
|
||||
using Barotrauma.Lights;
|
||||
using Barotrauma.Particles;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
@@ -76,9 +76,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f;
|
||||
lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
|
||||
lightSource.Position = position + Vector2.UnitY * 30.0f;
|
||||
if (Math.Abs((lightSource.Range * 0.2f) - Math.Max(size.X, size.Y)) > 1.0f) lightSource.Range = Math.Max(size.X, size.Y) * 5.0f;
|
||||
if (Vector2.DistanceSquared(lightSource.Position,position) > 5.0f) lightSource.Position = position + Vector2.UnitY * 30.0f;
|
||||
|
||||
if (size.X > 256.0f)
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -63,6 +63,7 @@ namespace Barotrauma
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
dustOffset -= Vector2.UnitY * 10.0f * deltaTime;
|
||||
while (dustOffset.Y <= -1024.0f) dustOffset.Y += 1024.0f;
|
||||
}
|
||||
|
||||
public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
|
||||
@@ -108,7 +109,7 @@ namespace Barotrauma
|
||||
Vector2 backgroundPos = cam.WorldViewCenter;
|
||||
|
||||
backgroundPos.Y = -backgroundPos.Y;
|
||||
backgroundPos /= 20.0f;
|
||||
backgroundPos *= 0.05f;
|
||||
|
||||
if (backgroundPos.Y < 1024)
|
||||
{
|
||||
@@ -130,35 +131,38 @@ namespace Barotrauma
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred,
|
||||
BlendState.AlphaBlend,
|
||||
SamplerState.LinearWrap, DepthStencilState.Default, null, null,
|
||||
cam.Transform);
|
||||
|
||||
Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y);
|
||||
Vector2 offset = -origin + dustOffset;
|
||||
while (offset.X <= -1024.0f) offset.X += 1024.0f;
|
||||
while (offset.X > 0.0f) offset.X -= 1024.0f;
|
||||
while (offset.Y <= -1024.0f) offset.Y += 1024.0f;
|
||||
while (offset.Y > 0.0f) offset.Y -= 1024.0f;
|
||||
|
||||
if (backgroundSpriteManager != null) backgroundSpriteManager.DrawSprites(spriteBatch, cam);
|
||||
if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch);
|
||||
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float scale = 1.0f - i * 0.2f;
|
||||
float recipScale = 1.0f / scale;
|
||||
|
||||
//alpha goes from 1.0 to 0.0 when scale is in the range of 0.2-0.1
|
||||
float alpha = (cam.Zoom * scale) < 0.2f ? (cam.Zoom * scale - 0.1f) * 10.0f : 1.0f;
|
||||
//alpha goes from 1.0 to 0.0 when scale is in the range of 0.5-0.25
|
||||
float alpha = (cam.Zoom * scale) < 0.5f ? (cam.Zoom * scale - 0.25f) * 40.0f : 1.0f;
|
||||
if (alpha <= 0.0f) continue;
|
||||
|
||||
Vector2 offset = (new Vector2(cam.WorldViewCenter.X, cam.WorldViewCenter.Y) + dustOffset) * scale;
|
||||
Vector3 origin = new Vector3(cam.WorldView.Width, cam.WorldView.Height, 0.0f) * 0.5f;
|
||||
Vector2 offsetS = offset * scale + new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f - new Vector2(256.0f * i);
|
||||
while (offsetS.X <= -1024.0f*scale) offsetS.X += 1024.0f*scale;
|
||||
while (offsetS.X > 0.0f) offsetS.X -= 1024.0f*scale;
|
||||
while (offsetS.Y <= -1024.0f*scale) offsetS.Y += 1024.0f*scale;
|
||||
while (offsetS.Y > 0.0f) offsetS.Y -= 1024.0f*scale;
|
||||
|
||||
dustParticles.SourceRect = new Rectangle(
|
||||
(int)((offset.X - origin.X + (i * 256)) / scale),
|
||||
(int)((-offset.Y - origin.Y + (i * 256)) / scale),
|
||||
(int)((cam.WorldView.Width) / scale),
|
||||
(int)((cam.WorldView.Height) / scale));
|
||||
|
||||
spriteBatch.Draw(dustParticles.Texture,
|
||||
new Vector2(cam.WorldViewCenter.X, -cam.WorldViewCenter.Y),
|
||||
dustParticles.SourceRect, Color.White * alpha, 0.0f,
|
||||
new Vector2(cam.WorldView.Width, cam.WorldView.Height) * 0.5f / scale, scale, SpriteEffects.None, 1.0f - scale);
|
||||
Rectangle srcRect = new Rectangle(0, 0, 2048, 2048);
|
||||
dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y), Vector2.Zero, srcRect, Color.White * alpha, new Vector2(scale));
|
||||
}
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
@@ -13,7 +13,11 @@ namespace Barotrauma
|
||||
|
||||
public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
|
||||
|
||||
private Effect waterEffect;
|
||||
public Effect waterEffect
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
private BasicEffect basicEffect;
|
||||
|
||||
public int PositionInBuffer = 0;
|
||||
@@ -93,7 +97,7 @@ namespace Barotrauma
|
||||
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
|
||||
graphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -23,7 +23,17 @@ namespace Barotrauma.Lights
|
||||
|
||||
public Color AmbientLight;
|
||||
|
||||
RenderTarget2D lightMap, losTexture;
|
||||
private float lightmapScale = 0.5f;
|
||||
public RenderTarget2D lightMap
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
public RenderTarget2D losTexture
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
BasicEffect lightEffect;
|
||||
|
||||
@@ -36,8 +46,9 @@ namespace Barotrauma.Lights
|
||||
public bool LightingEnabled = true;
|
||||
|
||||
public bool ObstructVision;
|
||||
LightSource losSource;
|
||||
|
||||
private Texture2D visionCircle;
|
||||
private Sprite visionCircle;
|
||||
|
||||
private Dictionary<Hull, Color> hullAmbientLights;
|
||||
private Dictionary<Hull, Color> smoothedHullAmbientLights;
|
||||
@@ -50,21 +61,26 @@ namespace Barotrauma.Lights
|
||||
|
||||
AmbientLight = new Color(20, 20, 20, 255);
|
||||
|
||||
visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
|
||||
//visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
|
||||
visionCircle = new Sprite("Content/Lights/visioncircle.png", new Vector2(0.2f, 0.5f));
|
||||
|
||||
var pp = graphics.PresentationParameters;
|
||||
|
||||
lightMap = new RenderTarget2D(graphics,
|
||||
GameMain.GraphicsWidth, GameMain.GraphicsHeight, false,
|
||||
(int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false,
|
||||
pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
|
||||
RenderTargetUsage.DiscardContents);
|
||||
|
||||
losTexture = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
losTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false, SurfaceFormat.Alpha8, DepthFormat.None);
|
||||
|
||||
losSource = new LightSource(Vector2.Zero, GameMain.GraphicsWidth, Color.White, null, false);
|
||||
losSource.texture = new Texture2D(graphics, 1, 1);
|
||||
losSource.texture.SetData(new Color[] { Color.White });// fill the texture with white
|
||||
|
||||
if (lightEffect == null)
|
||||
{
|
||||
lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
|
||||
lightEffect.VertexColorEnabled = false;
|
||||
lightEffect.VertexColorEnabled = true;
|
||||
|
||||
lightEffect.TextureEnabled = true;
|
||||
lightEffect.Texture = LightSource.LightTexture;
|
||||
@@ -141,9 +157,9 @@ namespace Barotrauma.Lights
|
||||
//clear to some small ambient light
|
||||
graphics.Clear(AmbientLight);
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform * Matrix.CreateScale(new Vector3(lightmapScale, lightmapScale, 1.0f)));
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
|
||||
|
||||
Matrix transform = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
@@ -158,7 +174,7 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
|
||||
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
|
||||
|
||||
|
||||
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
|
||||
|
||||
if (Character.Controlled != null)
|
||||
@@ -201,56 +217,43 @@ namespace Barotrauma.Lights
|
||||
|
||||
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
|
||||
{
|
||||
if (!LosEnabled && !ObstructVision) return;
|
||||
if (!LosEnabled || ViewTarget == null) return;
|
||||
|
||||
graphics.SetRenderTarget(losTexture);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
|
||||
//--------------------------------------
|
||||
|
||||
graphics.Clear(Color.Black);
|
||||
if (ObstructVision)
|
||||
{
|
||||
//graphics.Clear(Color.Black);
|
||||
|
||||
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
|
||||
diff.Y = -diff.Y;
|
||||
float rotation = MathUtils.VectorToAngle(diff);
|
||||
|
||||
Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length()/256.0f, 2.0f, 5.0f), 2.0f);
|
||||
|
||||
spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
|
||||
new Vector2(LightSource.LightTexture.Width*0.2f, LightSource.LightTexture.Height/2), scale, SpriteEffects.None, 0.0f);
|
||||
Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length() / 256.0f, 2.0f, 5.0f), 2.0f) * 0.3f;
|
||||
|
||||
visionCircle.size = new Vector2(visionCircle.SourceRect.Width * scale.X, visionCircle.SourceRect.Height * scale.Y);
|
||||
losSource.overrideLightTexture = visionCircle;
|
||||
losSource.Rotation = rotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics.Clear(Color.White);
|
||||
losSource.overrideLightTexture = null;
|
||||
}
|
||||
|
||||
spriteBatch.End();
|
||||
graphics.BlendState = BlendState.Additive;
|
||||
|
||||
//--------------------------------------
|
||||
Vector2 pos = ViewTarget.Position;
|
||||
losSource.Position = pos;
|
||||
losSource.NeedsRecalculation = true;
|
||||
losSource.ParentSub = ViewTarget.Submarine;
|
||||
|
||||
if (LosEnabled && ViewTarget != null)
|
||||
{
|
||||
Vector2 pos = ViewTarget.WorldPosition;
|
||||
Matrix transform = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
losSource.Draw(spriteBatch, lightEffect, transform);
|
||||
|
||||
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
|
||||
graphics.BlendState = BlendState.AlphaBlend;
|
||||
|
||||
Matrix shadowTransform = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
var convexHulls = ConvexHull.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
|
||||
|
||||
if (convexHulls != null)
|
||||
{
|
||||
foreach (ConvexHull convexHull in convexHulls)
|
||||
{
|
||||
if (!convexHull.Intersects(camView)) continue;
|
||||
//if (!camView.Intersects(convexHull.BoundingBox)) continue;
|
||||
|
||||
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
graphics.SetRenderTarget(null);
|
||||
}
|
||||
|
||||
@@ -338,22 +341,11 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
if (!LightingEnabled) return;
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
|
||||
spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, null);
|
||||
spriteBatch.Draw(lightMap, new Rectangle(0,0,GameMain.GraphicsWidth,GameMain.GraphicsHeight), Color.White);
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
public void DrawLOS(SpriteBatch spriteBatch, Effect effect,bool renderingBackground)
|
||||
{
|
||||
if (!LosEnabled || ViewTarget == null) return;
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, renderingBackground ? CustomBlendStates.LOS : CustomBlendStates.Multiplicative, null, null, null, effect);
|
||||
spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
|
||||
spriteBatch.End();
|
||||
|
||||
if (!renderingBackground) ObstructVision = false;
|
||||
}
|
||||
|
||||
public void ClearLights()
|
||||
{
|
||||
lights.Clear();
|
||||
@@ -376,16 +368,10 @@ namespace Barotrauma.Lights
|
||||
MultiplyWithAlpha = new BlendState();
|
||||
MultiplyWithAlpha.ColorDestinationBlend = MultiplyWithAlpha.AlphaDestinationBlend = Blend.One;
|
||||
MultiplyWithAlpha.ColorSourceBlend = MultiplyWithAlpha.AlphaSourceBlend = Blend.DestinationAlpha;
|
||||
|
||||
LOS = new BlendState();
|
||||
LOS.ColorSourceBlend = LOS.AlphaSourceBlend = Blend.Zero;
|
||||
LOS.ColorDestinationBlend = LOS.AlphaDestinationBlend = Blend.InverseSourceColor;
|
||||
LOS.ColorBlendFunction = LOS.AlphaBlendFunction = BlendFunction.Add;
|
||||
}
|
||||
public static BlendState Multiplicative { get; private set; }
|
||||
public static BlendState WriteToAlpha { get; private set; }
|
||||
public static BlendState MultiplyWithAlpha { get; private set; }
|
||||
public static BlendState LOS { get; private set; }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -17,8 +17,8 @@ namespace Barotrauma.Lights
|
||||
private Color color;
|
||||
private float range;
|
||||
|
||||
private Sprite overrideLightTexture;
|
||||
private Texture2D texture;
|
||||
public Sprite overrideLightTexture;
|
||||
public Texture2D texture;
|
||||
|
||||
public Sprite LightSprite;
|
||||
|
||||
@@ -140,7 +140,7 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
}
|
||||
|
||||
public LightSource(Vector2 position, float range, Color color, Submarine submarine)
|
||||
public LightSource(Vector2 position, float range, Color color, Submarine submarine, bool addLight=true)
|
||||
{
|
||||
hullsInRange = new List<ConvexHullList>();
|
||||
|
||||
@@ -156,7 +156,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
diffToSub = new Dictionary<Submarine, Vector2>();
|
||||
|
||||
GameMain.LightManager.AddLight(this);
|
||||
if (addLight) GameMain.LightManager.AddLight(this);
|
||||
}
|
||||
|
||||
/*public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
|
||||
@@ -322,6 +322,7 @@ namespace Barotrauma.Lights
|
||||
hulls.AddRange(chList.List);
|
||||
}
|
||||
|
||||
float bounds = range*2;
|
||||
//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>();
|
||||
@@ -336,6 +337,10 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -344,14 +349,21 @@ namespace Barotrauma.Lights
|
||||
|
||||
//(might be more effective to calculate if we actually need these extra points)
|
||||
var boundaryCorners = new List<SegmentPoint> {
|
||||
new SegmentPoint(new Vector2(drawPos.X + range*2, drawPos.Y + range*2)),
|
||||
new SegmentPoint(new Vector2(drawPos.X + range*2, drawPos.Y - range*2)),
|
||||
new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y - range*2)),
|
||||
new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y + range*2))
|
||||
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y + bounds)),
|
||||
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y - bounds)),
|
||||
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y - bounds)),
|
||||
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y + bounds))
|
||||
};
|
||||
|
||||
//points.Clear();
|
||||
points.AddRange(boundaryCorners);
|
||||
|
||||
//visibleSegments.Clear();
|
||||
for (int i=0;i<4;i++)
|
||||
{
|
||||
visibleSegments.Add(new Segment(boundaryCorners[i], boundaryCorners[(i + 1) % 4]));
|
||||
}
|
||||
|
||||
var compareCCW = new CompareSegmentPointCW(drawPos);
|
||||
try
|
||||
{
|
||||
@@ -368,14 +380,16 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
|
||||
List<Vector2> output = new List<Vector2>();
|
||||
//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++)
|
||||
{
|
||||
if (Math.Abs(points[i].WorldPos.X - points[i + 1].WorldPos.X) < 3 &&
|
||||
Math.Abs(points[i].WorldPos.Y - points[i + 1].WorldPos.Y) < 3)
|
||||
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)
|
||||
{
|
||||
points.RemoveAt(i + 1);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -385,32 +399,52 @@ 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
|
||||
Vector2 intersection1 = RayCast(drawPos, drawPos + dir * range * 2 - dirNormal, visibleSegments);
|
||||
Vector2 intersection2 = RayCast(drawPos, drawPos + dir * range * 2 + dirNormal, visibleSegments);
|
||||
Pair<int,Vector2> intersection1 = RayCast(drawPos, drawPos + dir * bounds * 2 - dirNormal, visibleSegments);
|
||||
Pair<int,Vector2> intersection2 = RayCast(drawPos, drawPos + dir * bounds * 2 + dirNormal, visibleSegments);
|
||||
|
||||
//hit almost the same position -> only add one vertex to output
|
||||
if ((Math.Abs(intersection1.X - intersection2.X) < 5 &&
|
||||
Math.Abs(intersection1.Y - intersection2.Y) < 5))
|
||||
if (intersection1.First < 0) return new List<Vector2>();
|
||||
if (intersection2.First < 0) return new List<Vector2>();
|
||||
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;
|
||||
|
||||
//hit at the current segmentpoint -> place the segmentpoint into the list
|
||||
if (isPoint1 && isPoint2)
|
||||
{
|
||||
output.Add(intersection1);
|
||||
output.Add(p.WorldPos);
|
||||
}
|
||||
else
|
||||
else if (intersection1.First != intersection2.First)
|
||||
{
|
||||
output.Add(intersection1);
|
||||
output.Add(intersection2);
|
||||
output.Add(isPoint1 ? p.WorldPos : intersection1.Second);
|
||||
output.Add(isPoint2 ? p.WorldPos : intersection2.Second);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//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)
|
||||
{
|
||||
output.RemoveAt(i + 1);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
private Vector2 RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
|
||||
private Pair<int,Vector2> RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
|
||||
{
|
||||
float closestDist = 0.0f;
|
||||
Vector2? closestIntersection = null;
|
||||
|
||||
foreach (Segment s in segments)
|
||||
int segment = -1;
|
||||
|
||||
for (int i=0;i<segments.Count;i++)
|
||||
{
|
||||
Segment s = segments[i];
|
||||
Vector2? intersection = MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, s.IsHorizontal);
|
||||
|
||||
if (intersection != null)
|
||||
@@ -420,16 +454,20 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
closestDist = dist;
|
||||
closestIntersection = intersection;
|
||||
segment = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
|
||||
Pair<int,Vector2> retVal = new Pair<int,Vector2>();
|
||||
retVal.Second = closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
|
||||
retVal.First = segment;
|
||||
return retVal;
|
||||
}
|
||||
|
||||
private void CalculateLightVertices(List<Vector2> rayCastHits)
|
||||
{
|
||||
List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
|
||||
List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
|
||||
|
||||
Vector2 drawPos = position;
|
||||
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
|
||||
@@ -446,16 +484,19 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
|
||||
// Add a vertex for the center of the mesh
|
||||
vertices.Add(new VertexPositionTexture(new Vector3(position.X, position.Y, 0),
|
||||
new Vector2(0.5f, 0.5f) + uvOffset));
|
||||
vertices.Add(new VertexPositionColorTexture(new Vector3(position.X, position.Y, 0),
|
||||
Color.White,new Vector2(0.5f, 0.5f) + uvOffset));
|
||||
|
||||
// Add all the other encounter points as vertices
|
||||
// storing their world position as UV coordinates
|
||||
foreach (Vector2 vertex in rayCastHits)
|
||||
for (int i = 0; i < rayCastHits.Count; i++)
|
||||
{
|
||||
Vector2 vertex = rayCastHits[i];
|
||||
Vector2 prevVertex = rayCastHits[i > 0 ? i - 1 : rayCastHits.Count - 1];
|
||||
Vector2 nextVertex = rayCastHits[i < rayCastHits.Count - 1 ? i + 1 : 0];
|
||||
Vector2 rawDiff = vertex - drawPos;
|
||||
Vector2 diff = rawDiff;
|
||||
diff /= range*2.0f;
|
||||
diff /= range * 2.0f;
|
||||
if (overrideLightTexture != null)
|
||||
{
|
||||
Vector2 originDiff = diff;
|
||||
@@ -467,22 +508,52 @@ namespace Barotrauma.Lights
|
||||
diff += uvOffset;
|
||||
}
|
||||
|
||||
vertices.Add(new VertexPositionTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
|
||||
new Vector2(0.5f, 0.5f) + diff));
|
||||
Vector2 nDiff1 = vertex - nextVertex;
|
||||
float tx = nDiff1.X; nDiff1.X = -nDiff1.Y; nDiff1.Y = tx;
|
||||
nDiff1 /= Math.Max(Math.Abs(nDiff1.X), Math.Abs(nDiff1.Y));
|
||||
Vector2 nDiff2 = prevVertex - vertex;
|
||||
tx = nDiff2.X; nDiff2.X = -nDiff2.Y; nDiff2.Y = tx;
|
||||
nDiff2 /= Math.Max(Math.Abs(nDiff2.X),Math.Abs(nDiff2.Y));
|
||||
Vector2 nDiff = nDiff1 + nDiff2;
|
||||
nDiff /= Math.Max(Math.Abs(nDiff.X), Math.Abs(nDiff.Y));
|
||||
nDiff *= 50.0f;
|
||||
if (Vector2.DistanceSquared(nDiff, rawDiff) > Vector2.DistanceSquared(-nDiff, rawDiff)) nDiff = -nDiff;
|
||||
VertexPositionColorTexture fadeVert = new VertexPositionColorTexture(new Vector3(position.X + rawDiff.X + nDiff.X, position.Y + rawDiff.Y + nDiff.Y, 0),
|
||||
Color.White * 0.0f, new Vector2(0.5f, 0.5f) + diff);
|
||||
|
||||
vertices.Add(new VertexPositionColorTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
|
||||
Color.White, new Vector2(0.5f, 0.5f) + diff));
|
||||
vertices.Add(fadeVert);
|
||||
}
|
||||
|
||||
// Compute the indices to form triangles
|
||||
List<short> indices = new List<short>();
|
||||
for (int i = 0; i < rayCastHits.Count - 1; i++)
|
||||
for (int i = 0; i < rayCastHits.Count-1; i++)
|
||||
{
|
||||
indices.Add(0);
|
||||
indices.Add((short)((i + 2) % vertices.Count));
|
||||
indices.Add((short)((i + 1) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 3) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 1) % vertices.Count));
|
||||
|
||||
indices.Add((short)((i*2 + 1) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 3) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 4) % vertices.Count));
|
||||
|
||||
indices.Add((short)((i*2 + 2) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 1) % vertices.Count));
|
||||
indices.Add((short)((i*2 + 4) % vertices.Count));
|
||||
}
|
||||
|
||||
indices.Add(0);
|
||||
indices.Add((short)(1));
|
||||
indices.Add((short)(vertices.Count - 1));
|
||||
indices.Add((short)(vertices.Count - 2));
|
||||
|
||||
indices.Add((short)(1));
|
||||
indices.Add((short)(vertices.Count-1));
|
||||
indices.Add((short)(vertices.Count-2));
|
||||
|
||||
indices.Add((short)(1));
|
||||
indices.Add((short)(2));
|
||||
indices.Add((short)(vertices.Count-1));
|
||||
|
||||
vertexCount = vertices.Count;
|
||||
indexCount = indices.Count;
|
||||
@@ -491,19 +562,19 @@ namespace Barotrauma.Lights
|
||||
//now we just create a buffer for 64 verts and make it larger if needed
|
||||
if (lightVolumeBuffer == null)
|
||||
{
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
|
||||
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
|
||||
}
|
||||
else if (vertexCount > lightVolumeBuffer.VertexCount)
|
||||
else if (vertexCount > lightVolumeBuffer.VertexCount || indexCount > lightVolumeIndexBuffer.IndexCount)
|
||||
{
|
||||
lightVolumeBuffer.Dispose();
|
||||
lightVolumeIndexBuffer.Dispose();
|
||||
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
|
||||
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
|
||||
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
|
||||
}
|
||||
|
||||
lightVolumeBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
|
||||
|
||||
lightVolumeBuffer.SetData<VertexPositionColorTexture>(vertices.ToArray());
|
||||
lightVolumeIndexBuffer.SetData<short>(indices.ToArray());
|
||||
}
|
||||
|
||||
@@ -562,7 +633,7 @@ namespace Barotrauma.Lights
|
||||
}
|
||||
else
|
||||
{
|
||||
lightEffect.Texture = LightTexture;
|
||||
lightEffect.Texture = texture??LightTexture;
|
||||
}
|
||||
lightEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
@@ -571,6 +642,7 @@ namespace Barotrauma.Lights
|
||||
|
||||
GameMain.Instance.GraphicsDevice.DrawIndexedPrimitives
|
||||
(
|
||||
//PrimitiveType.LineList, 0, 0, indexCount / 2
|
||||
PrimitiveType.TriangleList, 0, 0, indexCount / 3
|
||||
);
|
||||
}
|
||||
|
||||
@@ -974,8 +974,14 @@ namespace Barotrauma.Networking
|
||||
|
||||
private void ReadIngameUpdate(NetIncomingMessage inc)
|
||||
{
|
||||
List<IServerSerializable> entities = new List<IServerSerializable>();
|
||||
|
||||
float sendingTime = inc.ReadFloat() - inc.SenderConnection.RemoteTimeOffset;
|
||||
|
||||
ServerNetObject? prevObjHeader = null;
|
||||
long prevBitPos = 0;
|
||||
long prevBytePos = 0;
|
||||
|
||||
ServerNetObject objHeader;
|
||||
while ((objHeader = (ServerNetObject)inc.ReadByte()) != ServerNetObject.END_OF_MESSAGE)
|
||||
{
|
||||
@@ -1004,15 +1010,51 @@ namespace Barotrauma.Networking
|
||||
break;
|
||||
case ServerNetObject.ENTITY_EVENT:
|
||||
case ServerNetObject.ENTITY_EVENT_INITIAL:
|
||||
entityEventManager.Read(objHeader, inc, sendingTime);
|
||||
entityEventManager.Read(objHeader, inc, sendingTime, entities);
|
||||
break;
|
||||
case ServerNetObject.CHAT_MESSAGE:
|
||||
ChatMessage.ClientRead(inc);
|
||||
break;
|
||||
default:
|
||||
DebugConsole.ThrowError("Error while reading update from server (unknown object header \""+objHeader+"\"!)");
|
||||
if (prevObjHeader != null)
|
||||
{
|
||||
DebugConsole.ThrowError("Previous object type: " + prevObjHeader.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("Error occurred on the very first object!");
|
||||
}
|
||||
DebugConsole.ThrowError("Previous object was " + (inc.Position - prevBitPos) + " bits long (" + (inc.PositionInBytes - prevBytePos) + " bytes)");
|
||||
if (prevObjHeader == ServerNetObject.ENTITY_EVENT || prevObjHeader == ServerNetObject.ENTITY_EVENT_INITIAL)
|
||||
{
|
||||
foreach (IServerSerializable ent in entities)
|
||||
{
|
||||
if (ent == null)
|
||||
{
|
||||
DebugConsole.ThrowError(" - NULL");
|
||||
continue;
|
||||
}
|
||||
Entity e = ent as Entity;
|
||||
DebugConsole.ThrowError(" - "+e.ToString());
|
||||
}
|
||||
}
|
||||
DebugConsole.ThrowError("Writing object data to \"crashreport_object.bin\", please send this file to us at http://github.com/Regalis11/Barotrauma/issues");
|
||||
|
||||
FileStream fl = File.Open("crashreport_object.bin", FileMode.Create);
|
||||
BinaryWriter sw = new BinaryWriter(fl);
|
||||
|
||||
sw.Write(inc.Data, (int)prevBytePos, (int)(inc.LengthBytes - prevBytePos));
|
||||
|
||||
sw.Close();
|
||||
fl.Close();
|
||||
|
||||
throw new Exception("Error while reading update from server: please send us \"crashreport_object.bin\"!");
|
||||
break;
|
||||
}
|
||||
prevObjHeader = objHeader;
|
||||
prevBitPos = inc.Position;
|
||||
prevBytePos = inc.PositionInBytes;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -100,7 +100,7 @@ namespace Barotrauma.Networking
|
||||
/// <summary>
|
||||
/// Read the events from the message, ignoring ones we've already received
|
||||
/// </summary>
|
||||
public void Read(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
|
||||
public void Read(ServerNetObject type, NetIncomingMessage msg, float sendingTime, List<IServerSerializable> entities)
|
||||
{
|
||||
UInt16 unreceivedEntityEventCount = 0;
|
||||
|
||||
@@ -128,6 +128,8 @@ namespace Barotrauma.Networking
|
||||
firstNewID = null;
|
||||
}
|
||||
|
||||
entities.Clear();
|
||||
|
||||
UInt16 firstEventID = msg.ReadUInt16();
|
||||
int eventCount = msg.ReadByte();
|
||||
|
||||
@@ -146,6 +148,7 @@ namespace Barotrauma.Networking
|
||||
byte msgLength = msg.ReadByte();
|
||||
|
||||
IServerSerializable entity = Entity.FindEntityByID(entityID) as IServerSerializable;
|
||||
entities.Add(entity);
|
||||
|
||||
//skip the event if we've already received it or if the entity isn't found
|
||||
if (thisEventID != (UInt16)(lastReceivedID + 1) || entity == null)
|
||||
|
||||
@@ -258,7 +258,7 @@ namespace Barotrauma.Particles
|
||||
}
|
||||
else
|
||||
{
|
||||
Hull newHull = Hull.FindHull(position);
|
||||
Hull newHull = Hull.FindHull(position,currentHull);
|
||||
if (newHull != currentHull)
|
||||
{
|
||||
currentHull = newHull;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
@@ -14,7 +14,7 @@ namespace Barotrauma
|
||||
readonly RenderTarget2D renderTargetBackground;
|
||||
readonly RenderTarget2D renderTarget;
|
||||
readonly RenderTarget2D renderTargetWater;
|
||||
readonly RenderTarget2D renderTargetAir;
|
||||
readonly RenderTarget2D renderTargetFinal;
|
||||
|
||||
private Effect damageEffect;
|
||||
|
||||
@@ -27,9 +27,9 @@ namespace Barotrauma
|
||||
cam.Translate(new Vector2(-10.0f, 50.0f));
|
||||
|
||||
renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
|
||||
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTargetFinal = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None);
|
||||
|
||||
|
||||
#if LINUX
|
||||
@@ -97,7 +97,6 @@ namespace Barotrauma
|
||||
|
||||
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
sub.UpdateTransform();
|
||||
@@ -113,197 +112,137 @@ namespace Barotrauma
|
||||
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
//1. draw the background, characters and the parts of the submarine that are behind them
|
||||
//----------------------------------------------------------------------------------------
|
||||
|
||||
graphics.SetRenderTarget(renderTargetBackground);
|
||||
|
||||
if (Level.Loaded == null)
|
||||
{
|
||||
graphics.Clear(new Color(11, 18, 26, 255));
|
||||
}
|
||||
else
|
||||
{
|
||||
//graphics.Clear(new Color(255, 255, 255, 255));
|
||||
Level.Loaded.DrawBack(graphics, spriteBatch, cam);
|
||||
}
|
||||
|
||||
//draw structures that are in water and not part of any sub (e.g. ruins)
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform);
|
||||
Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.Submarine == null);
|
||||
spriteBatch.End();
|
||||
|
||||
//draw alpha blended particles that are in water and behind subs
|
||||
//draw alpha blended particles that are in water and behind subs
|
||||
#if LINUX
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
|
||||
#else
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
|
||||
#endif
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
|
||||
spriteBatch.End();
|
||||
|
||||
//draw additive particles that are in water and behind subs
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
|
||||
spriteBatch.End();
|
||||
|
||||
//draw submarine structures that are behind water
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform);
|
||||
Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.Submarine != null);
|
||||
spriteBatch.End();
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
|
||||
spriteBatch.End();
|
||||
|
||||
//draw additive particles that are in water and behind subs
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
|
||||
spriteBatch.End();
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
|
||||
Submarine.DrawBack(spriteBatch, false, s => s is Structure && ((Structure)s).ResizeVertical && ((Structure)s).ResizeHorizontal);
|
||||
foreach (Structure s in Structure.WallList)
|
||||
{
|
||||
if ((s.ResizeVertical != s.ResizeHorizontal) && s.CastShadow)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(s.DrawPosition.X-s.WorldRect.Width/2,-s.DrawPosition.Y-s.WorldRect.Height/2), new Vector2(s.WorldRect.Width, s.WorldRect.Height), Color.Black, true);
|
||||
}
|
||||
}
|
||||
spriteBatch.End();
|
||||
graphics.SetRenderTarget(renderTarget);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred,
|
||||
BlendState.Opaque);
|
||||
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
|
||||
spriteBatch.End();
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.AlphaBlend,
|
||||
null, null, null, null,
|
||||
cam.Transform);
|
||||
|
||||
Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, null);
|
||||
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
|
||||
spriteBatch.End();
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
|
||||
Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
|
||||
Submarine.DrawBack(spriteBatch, false, s => s is Structure && !(((Structure)s).ResizeVertical && ((Structure)s).ResizeHorizontal));
|
||||
foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
|
||||
graphics.SetRenderTarget(renderTargetWater);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
|
||||
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), waterColor);
|
||||
spriteBatch.End();
|
||||
|
||||
//draw alpha blended particles that are inside a sub
|
||||
#if LINUX
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
#else
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
#endif
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
|
||||
spriteBatch.End();
|
||||
|
||||
//draw additive particles that are inside a sub
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
|
||||
spriteBatch.End();
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
//draw the rendertarget and particles that are only supposed to be drawn in air into renderTargetAir
|
||||
|
||||
graphics.SetRenderTarget(renderTargetAir);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
|
||||
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
|
||||
spriteBatch.End();
|
||||
|
||||
//draw alpha blended particles that are not in water
|
||||
#if LINUX
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
#else
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
#endif
|
||||
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
|
||||
spriteBatch.End();
|
||||
|
||||
//draw additive particles that are not in water
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
|
||||
spriteBatch.End();
|
||||
|
||||
if (Character.Controlled != null && GameMain.LightManager.LosEnabled)
|
||||
{
|
||||
graphics.SetRenderTarget(renderTarget);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred,
|
||||
BlendState.Opaque, null, null, null, lightBlur.Effect);
|
||||
|
||||
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.AlphaBlend, SamplerState.LinearWrap,
|
||||
null, null, null,
|
||||
cam.Transform);
|
||||
|
||||
Submarine.DrawDamageable(spriteBatch, null, false);
|
||||
Submarine.DrawFront(spriteBatch, false, s => s is Structure);
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, true);
|
||||
}
|
||||
|
||||
graphics.SetRenderTarget(null);
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
//2. pass the renderTarget to the water shader to do the water effect
|
||||
//----------------------------------------------------------------------------------------
|
||||
|
||||
Hull.renderer.RenderBack(spriteBatch, renderTargetWater);
|
||||
|
||||
Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
|
||||
Hull.renderer.PositionInBuffer = 0;
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
hull.Render(graphics, cam);
|
||||
}
|
||||
|
||||
Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
//3. draw the sections of the map that are on top of the water
|
||||
//----------------------------------------------------------------------------------------
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.AlphaBlend, SamplerState.LinearWrap,
|
||||
null, null, null,
|
||||
cam.Transform);
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, null, null, cam.Transform);
|
||||
|
||||
Submarine.DrawFront(spriteBatch, false, null);
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate,
|
||||
BlendState.NonPremultiplied, SamplerState.LinearWrap,
|
||||
null, null,
|
||||
damageEffect,
|
||||
cam.Transform);
|
||||
//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
|
||||
graphics.SetRenderTarget(renderTargetWater);
|
||||
|
||||
Submarine.DrawDamageable(spriteBatch, damageEffect, false);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
|
||||
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), waterColor);
|
||||
spriteBatch.End();
|
||||
|
||||
spriteBatch.End();
|
||||
//draw alpha blended particles that are inside a sub
|
||||
#if LINUX
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
#else
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
#endif
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
|
||||
spriteBatch.End();
|
||||
|
||||
GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
|
||||
graphics.SetRenderTarget(renderTarget);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.AlphaBlend, SamplerState.LinearWrap,
|
||||
null, null, null,
|
||||
cam.Transform);
|
||||
//draw alpha blended particles that are not in water
|
||||
#if LINUX
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
#else
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
|
||||
#endif
|
||||
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
|
||||
spriteBatch.End();
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch);
|
||||
//draw additive particles that are not in water
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
|
||||
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
|
||||
spriteBatch.End();
|
||||
|
||||
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam);
|
||||
graphics.SetRenderTarget(renderTargetFinal);
|
||||
Hull.renderer.RenderBack(spriteBatch, renderTargetWater);
|
||||
|
||||
spriteBatch.End();
|
||||
Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
|
||||
Hull.renderer.PositionInBuffer = 0;
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
hull.Render(graphics, cam);
|
||||
}
|
||||
|
||||
if (Character.Controlled != null && GameMain.LightManager.LosEnabled)
|
||||
{
|
||||
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, false);
|
||||
Hull.renderer.Render(graphics, cam, renderTarget, Cam.ShaderTransform);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate,
|
||||
BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, RasterizerState.CullNone, null);
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate,
|
||||
BlendState.NonPremultiplied, SamplerState.LinearWrap,
|
||||
null, null,
|
||||
damageEffect,
|
||||
cam.Transform);
|
||||
Submarine.DrawDamageable(spriteBatch, damageEffect, false);
|
||||
spriteBatch.End();
|
||||
|
||||
float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
|
||||
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
|
||||
Color.Lerp(GameMain.LightManager.AmbientLight * 0.5f, Color.Red, r));
|
||||
//draw additive particles that are inside a sub
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
|
||||
spriteBatch.End();
|
||||
if (GameMain.LightManager.LightingEnabled)
|
||||
{
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, Lights.CustomBlendStates.Multiplicative, null, DepthStencilState.None, null, null, null);
|
||||
spriteBatch.Draw(GameMain.LightManager.lightMap, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
|
||||
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam);
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch);
|
||||
spriteBatch.End();
|
||||
|
||||
graphics.SetRenderTarget(null);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, null, null, null);
|
||||
if (GameMain.LightManager.LosEnabled && Character.Controlled!=null)
|
||||
{
|
||||
float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
|
||||
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
|
||||
Color.Lerp(GameMain.LightManager.AmbientLight * 0.5f, Color.Red, r));
|
||||
spriteBatch.End();
|
||||
Hull.renderer.waterEffect.CurrentTechnique = Hull.renderer.waterEffect.Techniques["LosShader"];
|
||||
Hull.renderer.waterEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.losTexture);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.None, null, Hull.renderer.waterEffect, null);
|
||||
}
|
||||
spriteBatch.Draw(renderTargetFinal, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
|
||||
spriteBatch.End();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,10 +15,10 @@ namespace Barotrauma
|
||||
class Emitter : ISerializableEntity
|
||||
{
|
||||
public float EmitTimer;
|
||||
|
||||
|
||||
[Editable(), Serialize("0.0,0.0", false)]
|
||||
public Vector2 AngleRange { get; private set; }
|
||||
|
||||
|
||||
[Editable(), Serialize("0.0,0.0", false)]
|
||||
public Vector2 VelocityRange { get; private set; }
|
||||
|
||||
@@ -76,7 +76,7 @@ namespace Barotrauma
|
||||
cam = new Camera();
|
||||
|
||||
guiRoot = new GUIFrame(Rectangle.Empty, null, null);
|
||||
|
||||
|
||||
leftPanel = new GUIFrame(new Rectangle(0, 0, 150, GameMain.GraphicsHeight), "GUIFrameLeft", guiRoot);
|
||||
leftPanel.Padding = new Vector4(10.0f, 20.0f, 10.0f, 20.0f);
|
||||
|
||||
@@ -150,7 +150,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
private void SerializeAll()
|
||||
{
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(GameMain.ParticleManager.ConfigFile);
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
@@ -179,6 +179,7 @@ namespace Barotrauma
|
||||
|
||||
private void SerializeToClipboard(ParticlePrefab prefab)
|
||||
{
|
||||
#if WINDOWS
|
||||
if (prefab == null) return;
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings();
|
||||
@@ -197,6 +198,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
Clipboard.SetText(sb.ToString());
|
||||
#endif
|
||||
}
|
||||
|
||||
public override void Update(double deltaTime)
|
||||
|
||||
@@ -901,7 +901,305 @@ namespace Barotrauma
|
||||
previouslyUsedList.RemoveChild(textBlock);
|
||||
previouslyUsedList.children.Insert(0, textBlock);
|
||||
}
|
||||
|
||||
public void AutoHull()
|
||||
{
|
||||
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
|
||||
{
|
||||
MapEntity h = MapEntity.mapEntityList[i];
|
||||
if (h is Hull || h is Gap)
|
||||
{
|
||||
h.Remove();
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
List<Vector2> wallPoints = new List<Vector2>();
|
||||
Vector2 min = Vector2.Zero;
|
||||
Vector2 max = Vector2.Zero;
|
||||
|
||||
List<MapEntity> mapEntityList = new List<MapEntity>();
|
||||
|
||||
foreach (MapEntity e in MapEntity.mapEntityList)
|
||||
{
|
||||
if (e is Item)
|
||||
{
|
||||
Item it = e as Item;
|
||||
Door door = it.GetComponent<Door>();
|
||||
if (door != null)
|
||||
{
|
||||
int halfW = e.WorldRect.Width / 2;
|
||||
wallPoints.Add(new Vector2(e.WorldRect.X + halfW, -e.WorldRect.Y + e.WorldRect.Height));
|
||||
mapEntityList.Add(it);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!(e is Structure)) continue;
|
||||
Structure s = e as Structure;
|
||||
if (!s.HasBody) continue;
|
||||
mapEntityList.Add(e);
|
||||
|
||||
if (e.Rect.Width > e.Rect.Height)
|
||||
{
|
||||
int halfH = e.WorldRect.Height / 2;
|
||||
wallPoints.Add(new Vector2(e.WorldRect.X, -e.WorldRect.Y + halfH));
|
||||
wallPoints.Add(new Vector2(e.WorldRect.X + e.WorldRect.Width, -e.WorldRect.Y + halfH));
|
||||
}
|
||||
else
|
||||
{
|
||||
int halfW = e.WorldRect.Width / 2;
|
||||
wallPoints.Add(new Vector2(e.WorldRect.X + halfW, -e.WorldRect.Y));
|
||||
wallPoints.Add(new Vector2(e.WorldRect.X + halfW, -e.WorldRect.Y + e.WorldRect.Height));
|
||||
}
|
||||
}
|
||||
|
||||
min = wallPoints[0];
|
||||
max = wallPoints[0];
|
||||
for (int i = 0; i < wallPoints.Count; i++)
|
||||
{
|
||||
min.X = Math.Min(min.X, wallPoints[i].X);
|
||||
min.Y = Math.Min(min.Y, wallPoints[i].Y);
|
||||
max.X = Math.Max(max.X, wallPoints[i].X);
|
||||
max.Y = Math.Max(max.Y, wallPoints[i].Y);
|
||||
}
|
||||
|
||||
List<Rectangle> hullRects = new List<Rectangle>();
|
||||
hullRects.Add(new Rectangle((int)min.X, (int)min.Y, (int)(max.X - min.X), (int)(max.Y - min.Y)));
|
||||
foreach (Vector2 point in wallPoints)
|
||||
{
|
||||
MathUtils.SplitRectanglesHorizontal(hullRects, point);
|
||||
MathUtils.SplitRectanglesVertical(hullRects, point);
|
||||
}
|
||||
|
||||
hullRects.Sort((a, b) =>
|
||||
{
|
||||
if (a.Y < b.Y) return -1;
|
||||
if (a.Y > b.Y) return 1;
|
||||
if (a.X < b.X) return -1;
|
||||
if (a.X > b.X) return 1;
|
||||
return 0;
|
||||
});
|
||||
|
||||
for (int i = 0; i < hullRects.Count - 1; i++)
|
||||
{
|
||||
Rectangle rect = hullRects[i];
|
||||
if (hullRects[i + 1].Y > rect.Y) continue;
|
||||
|
||||
Vector2 hullRPoint = new Vector2(rect.X + rect.Width - 8, rect.Y + rect.Height / 2);
|
||||
Vector2 hullLPoint = new Vector2(rect.X, rect.Y + rect.Height / 2);
|
||||
|
||||
MapEntity container = null;
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
Rectangle entRect = e.WorldRect;
|
||||
entRect.Y = -entRect.Y;
|
||||
if (entRect.Contains(hullRPoint))
|
||||
{
|
||||
if (!entRect.Contains(hullLPoint)) container = e;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (container == null)
|
||||
{
|
||||
rect.Width += hullRects[i + 1].Width;
|
||||
hullRects[i] = rect;
|
||||
hullRects.RemoveAt(i + 1);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
Rectangle entRect = e.WorldRect;
|
||||
if (entRect.Width < entRect.Height) continue;
|
||||
entRect.Y = -entRect.Y - 16;
|
||||
for (int i = 0; i < hullRects.Count; i++)
|
||||
{
|
||||
Rectangle hullRect = hullRects[i];
|
||||
if (entRect.Intersects(hullRect))
|
||||
{
|
||||
if (hullRect.Y < entRect.Y)
|
||||
{
|
||||
hullRect.Height = Math.Max((entRect.Y + 16 + entRect.Height / 2) - hullRect.Y, hullRect.Height);
|
||||
hullRects[i] = hullRect;
|
||||
}
|
||||
else if (hullRect.Y + hullRect.Height <= entRect.Y + 16 + entRect.Height)
|
||||
{
|
||||
hullRects.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
Rectangle entRect = e.WorldRect;
|
||||
if (entRect.Width < entRect.Height) continue;
|
||||
entRect.Y = -entRect.Y;
|
||||
for (int i = 0; i < hullRects.Count; i++)
|
||||
{
|
||||
Rectangle hullRect = hullRects[i];
|
||||
if (entRect.Intersects(hullRect))
|
||||
{
|
||||
if (hullRect.Y >= entRect.Y - 8 && hullRect.Y + hullRect.Height <= entRect.Y + entRect.Height + 8)
|
||||
{
|
||||
hullRects.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < hullRects.Count;)
|
||||
{
|
||||
Rectangle hullRect = hullRects[i];
|
||||
Vector2 point = new Vector2(hullRect.X+2, hullRect.Y+hullRect.Height/2);
|
||||
MapEntity container = null;
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
Rectangle entRect = e.WorldRect;
|
||||
entRect.Y = -entRect.Y;
|
||||
if (entRect.Contains(point))
|
||||
{
|
||||
container = e;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (container == null)
|
||||
{
|
||||
hullRects.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
while (hullRects[i].Y <= hullRect.Y)
|
||||
{
|
||||
i++;
|
||||
if (i >= hullRects.Count) break;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = hullRects.Count-1; i >= 0;)
|
||||
{
|
||||
Rectangle hullRect = hullRects[i];
|
||||
Vector2 point = new Vector2(hullRect.X+hullRect.Width-2, hullRect.Y+hullRect.Height/2);
|
||||
MapEntity container = null;
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
Rectangle entRect = e.WorldRect;
|
||||
entRect.Y = -entRect.Y;
|
||||
if (entRect.Contains(point))
|
||||
{
|
||||
container = e;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (container == null)
|
||||
{
|
||||
hullRects.RemoveAt(i); i--;
|
||||
continue;
|
||||
}
|
||||
|
||||
while (hullRects[i].Y >= hullRect.Y)
|
||||
{
|
||||
i--;
|
||||
if (i < 0) break;
|
||||
}
|
||||
}
|
||||
|
||||
hullRects.Sort((a, b) =>
|
||||
{
|
||||
if (a.X < b.X) return -1;
|
||||
if (a.X > b.X) return 1;
|
||||
if (a.Y < b.Y) return -1;
|
||||
if (a.Y > b.Y) return 1;
|
||||
return 0;
|
||||
});
|
||||
|
||||
for (int i = 0; i < hullRects.Count - 1; i++)
|
||||
{
|
||||
Rectangle rect = hullRects[i];
|
||||
if (hullRects[i + 1].Width != rect.Width) continue;
|
||||
if (hullRects[i + 1].X > rect.X) continue;
|
||||
|
||||
Vector2 hullBPoint = new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height - 8);
|
||||
Vector2 hullUPoint = new Vector2(rect.X + rect.Width / 2, rect.Y);
|
||||
|
||||
MapEntity container = null;
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
Rectangle entRect = e.WorldRect;
|
||||
entRect.Y = -entRect.Y;
|
||||
if (entRect.Contains(hullBPoint))
|
||||
{
|
||||
if (!entRect.Contains(hullUPoint)) container = e;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (container == null)
|
||||
{
|
||||
rect.Height += hullRects[i + 1].Height;
|
||||
hullRects[i] = rect;
|
||||
hullRects.RemoveAt(i + 1);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < hullRects.Count;i++)
|
||||
{
|
||||
Rectangle rect = hullRects[i];
|
||||
rect.Y -= 16;
|
||||
rect.Height += 32;
|
||||
hullRects[i] = rect;
|
||||
}
|
||||
|
||||
hullRects.Sort((a, b) =>
|
||||
{
|
||||
if (a.Y < b.Y) return -1;
|
||||
if (a.Y > b.Y) return 1;
|
||||
if (a.X < b.X) return -1;
|
||||
if (a.X > b.X) return 1;
|
||||
return 0;
|
||||
});
|
||||
|
||||
for (int i = 0; i < hullRects.Count; i++)
|
||||
{
|
||||
for (int j = i+1; j < hullRects.Count; j++)
|
||||
{
|
||||
if (hullRects[j].Y <= hullRects[i].Y) continue;
|
||||
if (hullRects[j].Intersects(hullRects[i]))
|
||||
{
|
||||
Rectangle rect = hullRects[i];
|
||||
rect.Height = hullRects[j].Y - rect.Y;
|
||||
hullRects[i] = rect;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Rectangle rect in hullRects)
|
||||
{
|
||||
Rectangle hullRect = rect;
|
||||
hullRect.Y = -hullRect.Y;
|
||||
Hull newHull = new Hull(MapEntityPrefab.Find("Hull"),
|
||||
hullRect,
|
||||
Submarine.MainSub);
|
||||
}
|
||||
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
if (!(e is Structure)) continue;
|
||||
if (!(e as Structure).IsPlatform) continue;
|
||||
|
||||
Rectangle gapRect = e.WorldRect;
|
||||
gapRect.Y -= 8;
|
||||
gapRect.Height = 16;
|
||||
Gap newGap = new Gap(MapEntityPrefab.Find("Gap"),
|
||||
gapRect);
|
||||
}
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
if (tutorial != null) tutorial.AddToGUIUpdateList();
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.IO;
|
||||
@@ -186,18 +186,23 @@ namespace Barotrauma
|
||||
|
||||
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color)
|
||||
{
|
||||
DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color);
|
||||
DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color, Vector2.One);
|
||||
}
|
||||
|
||||
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Rectangle sourceRect, Color color)
|
||||
{
|
||||
DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color, Vector2.One);
|
||||
}
|
||||
|
||||
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Rectangle sourceRect, Color color, Vector2 scale)
|
||||
{
|
||||
//pos.X = (int)pos.X;
|
||||
//pos.Y = (int)pos.Y;
|
||||
|
||||
//how many times the texture needs to be drawn on the x-axis
|
||||
int xTiles = (int)Math.Ceiling((targetSize.X + startOffset.X) / sourceRect.Width);
|
||||
int xTiles = (int)Math.Ceiling((targetSize.X + startOffset.X) / (sourceRect.Width*scale.X));
|
||||
//how many times the texture needs to be drawn on the y-axis
|
||||
int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / sourceRect.Height);
|
||||
int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / (sourceRect.Height*scale.Y));
|
||||
|
||||
Vector2 position = pos - startOffset;
|
||||
Rectangle drawRect = sourceRect;
|
||||
@@ -211,11 +216,11 @@ namespace Barotrauma
|
||||
|
||||
if (x == xTiles - 1)
|
||||
{
|
||||
drawRect.Width -= (int)((position.X + sourceRect.Width) - (pos.X + targetSize.X));
|
||||
drawRect.Width -= (int)((position.X + sourceRect.Width*scale.X) - (pos.X + targetSize.X));
|
||||
}
|
||||
else
|
||||
{
|
||||
drawRect.Width = sourceRect.Width;
|
||||
drawRect.Width = (int)(sourceRect.Width*scale.X);
|
||||
}
|
||||
|
||||
if (position.X < pos.X)
|
||||
@@ -234,11 +239,11 @@ namespace Barotrauma
|
||||
|
||||
if (y == yTiles - 1)
|
||||
{
|
||||
drawRect.Height -= (int)((position.Y + sourceRect.Height) - (pos.Y + targetSize.Y));
|
||||
drawRect.Height -= (int)((position.Y + sourceRect.Height*scale.Y) - (pos.Y + targetSize.Y));
|
||||
}
|
||||
else
|
||||
{
|
||||
drawRect.Height = sourceRect.Height;
|
||||
drawRect.Height = (int)(sourceRect.Height*scale.Y);
|
||||
}
|
||||
|
||||
if (position.Y < pos.Y)
|
||||
@@ -252,10 +257,10 @@ namespace Barotrauma
|
||||
spriteBatch.Draw(texture, position,
|
||||
drawRect, color, rotation, Vector2.Zero, 1.0f, effects, depth);
|
||||
|
||||
position.Y += sourceRect.Height;
|
||||
position.Y += sourceRect.Height*scale.Y;
|
||||
}
|
||||
|
||||
position.X += sourceRect.Width;
|
||||
position.X += sourceRect.Width*scale.X;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.IO;
|
||||
using Color = Microsoft.Xna.Framework.Color;
|
||||
@@ -44,7 +44,7 @@ namespace Barotrauma
|
||||
try
|
||||
{
|
||||
|
||||
using (Stream fileStream = File.OpenRead(path))
|
||||
using (Stream fileStream = File.OpenRead(path))
|
||||
{
|
||||
var texture = Texture2D.FromStream(_graphicsDevice, fileStream);
|
||||
texture = PreMultiplyAlpha(texture);
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="MonoGame.Framework.DesktopGL" version="3.6.0.1625" targetFramework="net45" />
|
||||
<package id="MonoGame.Framework.WindowsDX" version="3.6.0.1625" targetFramework="net45" />
|
||||
<package id="NVorbis" version="0.8.5.0" targetFramework="net45" />
|
||||
<package id="OpenTK" version="2.0.0" targetFramework="net45" />
|
||||
<package id="RestSharp" version="105.2.3" targetFramework="net45" />
|
||||
<package id="SharpDX" version="4.0.1" targetFramework="net45" />
|
||||
</packages>
|
||||
@@ -1,8 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">ReleaseLinux</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<ProjectGuid>{85232B20-074D-4723-B0C6-91495391E448}</ProjectGuid>
|
||||
<OutputType>Exe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
@@ -27,30 +27,47 @@
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<BootstrapperEnabled>true</BootstrapperEnabled>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>..\bin\Windows\Debug\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;WINDOWS;SERVER</DefineConstants>
|
||||
<DebugType>full</DebugType>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
|
||||
<OutputPath>..\bin\Windows\Release\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;SERVER</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
<ReleaseVersion>0.7.0.1</ReleaseVersion>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseLinux|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\bin\ReleaseLinux</OutputPath>
|
||||
<DefineConstants>TRACE;SERVER</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugLinux|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\bin\DebugLinux</OutputPath>
|
||||
<DefineConstants>TRACE;SERVER;DEBUG</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseWindows|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\bin\ReleaseWindows</OutputPath>
|
||||
<DefineConstants>TRACE;SERVER</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugWindows|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\bin\DebugWindows</OutputPath>
|
||||
<DefineConstants>TRACE;SERVER;DEBUG</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="RestSharp, Version=105.2.3.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
|
||||
@@ -5,14 +5,10 @@ using System.IO;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
|
||||
#if WINDOWS
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
#if WINDOWS || LINUX
|
||||
/// <summary>
|
||||
/// The main class.
|
||||
/// </summary>
|
||||
@@ -86,5 +82,4 @@ namespace Barotrauma
|
||||
sw.Close();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -168,7 +168,7 @@ namespace Microsoft.Xna.Framework
|
||||
// |-------|-------|-------|-------
|
||||
// A B G R
|
||||
private uint _packedValue;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Constructs an RGBA color from a packed value.
|
||||
/// The value is a 32-bit unsigned integer, with R in the least significant octet.
|
||||
@@ -384,8 +384,8 @@ namespace Microsoft.Xna.Framework
|
||||
this._packedValue = (this._packedValue & 0x00ffffff) | ((uint)value << 24);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Compares whether two <see cref="Color"/> instances are equal.
|
||||
/// </summary>
|
||||
/// <param name="a"><see cref="Color"/> instance on the left of the equal sign.</param>
|
||||
@@ -395,13 +395,13 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return (a._packedValue == b._packedValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Compares whether two <see cref="Color"/> instances are not equal.
|
||||
/// </summary>
|
||||
/// <param name="a"><see cref="Color"/> instance on the left of the not equal sign.</param>
|
||||
/// <param name="b"><see cref="Color"/> instance on the right of the not equal sign.</param>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator !=(Color a, Color b)
|
||||
{
|
||||
return (a._packedValue != b._packedValue);
|
||||
@@ -415,7 +415,7 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return this._packedValue.GetHashCode();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Compares whether current instance is equal to specified object.
|
||||
/// </summary>
|
||||
@@ -444,8 +444,8 @@ namespace Microsoft.Xna.Framework
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// AliceBlue color (R:240,G:248,B:255,A:255).
|
||||
/// </summary>
|
||||
public static Color AliceBlue
|
||||
@@ -466,13 +466,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// Aqua color (R:0,G:255,B:255,A:255).
|
||||
/// </summary>
|
||||
public static Color Aqua
|
||||
public static Color Aqua
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Aquamarine color (R:127,G:255,B:212,A:255).
|
||||
/// </summary>
|
||||
public static Color Aquamarine
|
||||
@@ -484,13 +484,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// Azure color (R:240,G:255,B:255,A:255).
|
||||
/// </summary>
|
||||
public static Color Azure
|
||||
public static Color Azure
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Beige color (R:245,G:245,B:220,A:255).
|
||||
/// </summary>
|
||||
public static Color Beige
|
||||
@@ -610,13 +610,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// Cornsilk color (R:255,G:248,B:220,A:255).
|
||||
/// </summary>
|
||||
public static Color Cornsilk
|
||||
public static Color Cornsilk
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Crimson color (R:220,G:20,B:60,A:255).
|
||||
/// </summary>
|
||||
public static Color Crimson
|
||||
@@ -637,13 +637,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// DarkBlue color (R:0,G:0,B:139,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkBlue
|
||||
public static Color DarkBlue
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// DarkCyan color (R:0,G:139,B:139,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkCyan
|
||||
@@ -664,13 +664,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// DarkGray color (R:169,G:169,B:169,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkGray
|
||||
public static Color DarkGray
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// DarkGreen color (R:0,G:100,B:0,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkGreen
|
||||
@@ -733,7 +733,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// DarkSalmon color (R:233,G:150,B:122,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkSalmon
|
||||
@@ -850,7 +850,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Fuchsia color (R:255,G:0,B:255,A:255).
|
||||
/// </summary>
|
||||
public static Color Fuchsia
|
||||
@@ -1496,7 +1496,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// SaddleBrown color (R:139,G:69,B:19,A:255).
|
||||
/// </summary>
|
||||
public static Color SaddleBrown
|
||||
@@ -1504,7 +1504,7 @@ namespace Microsoft.Xna.Framework
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Salmon color (R:250,G:128,B:114,A:255).
|
||||
/// </summary>
|
||||
@@ -1532,7 +1532,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// SeaShell color (R:255,G:245,B:238,A:255).
|
||||
/// </summary>
|
||||
public static Color SeaShell
|
||||
@@ -1541,7 +1541,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Sienna color (R:160,G:82,B:45,A:255).
|
||||
/// </summary>
|
||||
public static Color Sienna
|
||||
@@ -1550,7 +1550,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Silver color (R:192,G:192,B:192,A:255).
|
||||
/// </summary>
|
||||
public static Color Silver
|
||||
@@ -1649,7 +1649,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Turquoise color (R:64,G:224,B:208,A:255).
|
||||
/// </summary>
|
||||
public static Color Turquoise
|
||||
@@ -1670,12 +1670,12 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// Wheat color (R:245,G:222,B:179,A:255).
|
||||
/// </summary>
|
||||
public static Color Wheat
|
||||
public static Color Wheat
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// White color (R:255,G:255,B:255,A:255).
|
||||
/// </summary>
|
||||
@@ -1722,7 +1722,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>Interpolated <see cref="Color"/>.</returns>
|
||||
public static Color Lerp(Color value1, Color value2, Single amount)
|
||||
{
|
||||
amount = MathHelper.Clamp(amount, 0, 1);
|
||||
amount = MathHelper.Clamp(amount, 0, 1);
|
||||
return new Color(
|
||||
(int)MathHelper.Lerp(value1.R, value2.R, amount),
|
||||
(int)MathHelper.Lerp(value1.G, value2.G, amount),
|
||||
@@ -1730,24 +1730,24 @@ namespace Microsoft.Xna.Framework
|
||||
(int)MathHelper.Lerp(value1.A, value2.A, amount) );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Multiply <see cref="Color"/> by value.
|
||||
/// </summary>
|
||||
/// <param name="value">Source <see cref="Color"/>.</param>
|
||||
/// <param name="scale">Multiplicator.</param>
|
||||
/// <returns>Multiplication result.</returns>
|
||||
public static Color Multiply(Color value, float scale)
|
||||
{
|
||||
return new Color((int)(value.R * scale), (int)(value.G * scale), (int)(value.B * scale), (int)(value.A * scale));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
public static Color Multiply(Color value, float scale)
|
||||
{
|
||||
return new Color((int)(value.R * scale), (int)(value.G * scale), (int)(value.B * scale), (int)(value.A * scale));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiply <see cref="Color"/> by value.
|
||||
/// </summary>
|
||||
/// <param name="value">Source <see cref="Color"/>.</param>
|
||||
/// <param name="scale">Multiplicator.</param>
|
||||
/// <returns>Multiplication result.</returns>
|
||||
public static Color operator *(Color value, float scale)
|
||||
public static Color operator *(Color value, float scale)
|
||||
{
|
||||
return new Color((int)(value.R * scale), (int)(value.G * scale), (int)(value.B * scale), (int)(value.A * scale));
|
||||
}
|
||||
@@ -1769,7 +1769,7 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return new Vector4(R / 255.0f, G / 255.0f, B / 255.0f, A / 255.0f);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets packed value of this <see cref="Color"/>.
|
||||
/// </summary>
|
||||
@@ -1800,8 +1800,8 @@ namespace Microsoft.Xna.Framework
|
||||
/// {R:[red] G:[green] B:[blue] A:[alpha]}
|
||||
/// </summary>
|
||||
/// <returns><see cref="String"/> representation of this <see cref="Color"/>.</returns>
|
||||
public override string ToString ()
|
||||
{
|
||||
public override string ToString ()
|
||||
{
|
||||
StringBuilder sb = new StringBuilder(25);
|
||||
sb.Append("{R:");
|
||||
sb.Append(R);
|
||||
@@ -1813,9 +1813,9 @@ namespace Microsoft.Xna.Framework
|
||||
sb.Append(A);
|
||||
sb.Append("}");
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Translate a non-premultipled alpha <see cref="Color"/> to a <see cref="Color"/> that contains premultiplied alpha.
|
||||
/// </summary>
|
||||
/// <param name="vector">A <see cref="Vector4"/> representing color.</param>
|
||||
@@ -1824,8 +1824,8 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return new Color(vector.X * vector.W, vector.Y * vector.W, vector.Z * vector.W, vector.W);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Translate a non-premultipled alpha <see cref="Color"/> to a <see cref="Color"/> that contains premultiplied alpha.
|
||||
/// </summary>
|
||||
/// <param name="r">Red component value.</param>
|
||||
@@ -1839,15 +1839,15 @@ namespace Microsoft.Xna.Framework
|
||||
}
|
||||
|
||||
#region IEquatable<Color> Members
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Compares whether current instance is equal to specified <see cref="Color"/>.
|
||||
/// </summary>
|
||||
/// <param name="other">The <see cref="Color"/> to compare.</param>
|
||||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(Color other)
|
||||
{
|
||||
return this.PackedValue == other.PackedValue;
|
||||
return this.PackedValue == other.PackedValue;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace Microsoft.Xna.Framework.Graphics
|
||||
/// <summary>
|
||||
/// No options specified.
|
||||
/// </summary>
|
||||
None = 0,
|
||||
None = 0,
|
||||
/// <summary>
|
||||
/// Render the sprite reversed along the X axis.
|
||||
/// </summary>
|
||||
|
||||
@@ -44,15 +44,15 @@ namespace Microsoft.Xna.Framework.Input
|
||||
/// Identifies the state of a keyboard key.
|
||||
/// </summary>
|
||||
public enum KeyState
|
||||
{
|
||||
/// <summary>
|
||||
/// Key is released.
|
||||
/// </summary>
|
||||
Up,
|
||||
{
|
||||
/// <summary>
|
||||
/// Key is released.
|
||||
/// </summary>
|
||||
Up,
|
||||
|
||||
/// <summary>
|
||||
/// Key is pressed.
|
||||
/// </summary>
|
||||
Down,
|
||||
}
|
||||
/// <summary>
|
||||
/// Key is pressed.
|
||||
/// </summary>
|
||||
Down,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Microsoft.Xna.Framework.Input
|
||||
/// <summary>
|
||||
/// Holds the state of keystrokes by a keyboard.
|
||||
/// </summary>
|
||||
public struct KeyboardState
|
||||
public struct KeyboardState
|
||||
{
|
||||
// Used for the common situation where GetPressedKeys will return an empty array
|
||||
static Keys[] empty = new Keys[0];
|
||||
|
||||
@@ -6,648 +6,648 @@ namespace Microsoft.Xna.Framework.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines the keys on a keyboard.
|
||||
/// </summary>
|
||||
public enum Keys
|
||||
{
|
||||
/// </summary>
|
||||
public enum Keys
|
||||
{
|
||||
/// <summary>
|
||||
/// Reserved.
|
||||
/// </summary>
|
||||
None = 0,
|
||||
None = 0,
|
||||
/// <summary>
|
||||
/// BACKSPACE key.
|
||||
/// </summary>
|
||||
Back = 8,
|
||||
Back = 8,
|
||||
/// <summary>
|
||||
/// TAB key.
|
||||
/// </summary>
|
||||
Tab = 9,
|
||||
Tab = 9,
|
||||
/// <summary>
|
||||
/// ENTER key.
|
||||
/// </summary>
|
||||
Enter = 13,
|
||||
Enter = 13,
|
||||
/// <summary>
|
||||
/// CAPS LOCK key.
|
||||
/// </summary>
|
||||
CapsLock = 20,
|
||||
CapsLock = 20,
|
||||
/// <summary>
|
||||
/// ESC key.
|
||||
/// </summary>
|
||||
Escape = 27,
|
||||
Escape = 27,
|
||||
/// <summary>
|
||||
/// SPACEBAR key.
|
||||
/// </summary>
|
||||
Space = 32,
|
||||
Space = 32,
|
||||
/// <summary>
|
||||
/// PAGE UP key.
|
||||
/// </summary>
|
||||
PageUp = 33,
|
||||
PageUp = 33,
|
||||
/// <summary>
|
||||
/// PAGE DOWN key.
|
||||
/// </summary>
|
||||
PageDown = 34,
|
||||
PageDown = 34,
|
||||
/// <summary>
|
||||
/// END key.
|
||||
/// </summary>
|
||||
End = 35,
|
||||
End = 35,
|
||||
/// <summary>
|
||||
/// HOME key.
|
||||
/// </summary>
|
||||
Home = 36,
|
||||
Home = 36,
|
||||
/// <summary>
|
||||
/// LEFT ARROW key.
|
||||
/// </summary>
|
||||
Left = 37,
|
||||
Left = 37,
|
||||
/// <summary>
|
||||
/// UP ARROW key.
|
||||
/// </summary>
|
||||
Up = 38,
|
||||
Up = 38,
|
||||
/// <summary>
|
||||
/// RIGHT ARROW key.
|
||||
/// </summary>
|
||||
Right = 39,
|
||||
Right = 39,
|
||||
/// <summary>
|
||||
/// DOWN ARROW key.
|
||||
/// </summary>
|
||||
Down = 40,
|
||||
Down = 40,
|
||||
/// <summary>
|
||||
/// SELECT key.
|
||||
/// </summary>
|
||||
Select = 41,
|
||||
Select = 41,
|
||||
/// <summary>
|
||||
/// PRINT key.
|
||||
/// </summary>
|
||||
Print = 42,
|
||||
Print = 42,
|
||||
/// <summary>
|
||||
/// EXECUTE key.
|
||||
/// </summary>
|
||||
Execute = 43,
|
||||
Execute = 43,
|
||||
/// <summary>
|
||||
/// PRINT SCREEN key.
|
||||
/// </summary>
|
||||
PrintScreen = 44,
|
||||
PrintScreen = 44,
|
||||
/// <summary>
|
||||
/// INS key.
|
||||
/// </summary>
|
||||
Insert = 45,
|
||||
Insert = 45,
|
||||
/// <summary>
|
||||
/// DEL key.
|
||||
/// </summary>
|
||||
Delete = 46,
|
||||
Delete = 46,
|
||||
/// <summary>
|
||||
/// HELP key.
|
||||
/// </summary>
|
||||
Help = 47,
|
||||
Help = 47,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D0 = 48,
|
||||
D0 = 48,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D1 = 49,
|
||||
D1 = 49,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D2 = 50,
|
||||
D2 = 50,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D3 = 51,
|
||||
D3 = 51,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D4 = 52,
|
||||
D4 = 52,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D5 = 53,
|
||||
D5 = 53,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D6 = 54,
|
||||
D6 = 54,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D7 = 55,
|
||||
D7 = 55,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D8 = 56,
|
||||
D8 = 56,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D9 = 57,
|
||||
D9 = 57,
|
||||
/// <summary>
|
||||
/// A key.
|
||||
/// </summary>
|
||||
A = 65,
|
||||
A = 65,
|
||||
/// <summary>
|
||||
/// B key.
|
||||
/// </summary>
|
||||
B = 66,
|
||||
B = 66,
|
||||
/// <summary>
|
||||
/// C key.
|
||||
/// </summary>
|
||||
C = 67,
|
||||
C = 67,
|
||||
/// <summary>
|
||||
/// D key.
|
||||
/// </summary>
|
||||
D = 68,
|
||||
D = 68,
|
||||
/// <summary>
|
||||
/// E key.
|
||||
/// </summary>
|
||||
E = 69,
|
||||
E = 69,
|
||||
/// <summary>
|
||||
/// F key.
|
||||
/// </summary>
|
||||
F = 70,
|
||||
F = 70,
|
||||
/// <summary>
|
||||
/// G key.
|
||||
/// </summary>
|
||||
G = 71,
|
||||
G = 71,
|
||||
/// <summary>
|
||||
/// H key.
|
||||
/// </summary>
|
||||
H = 72,
|
||||
H = 72,
|
||||
/// <summary>
|
||||
/// I key.
|
||||
/// </summary>
|
||||
I = 73,
|
||||
I = 73,
|
||||
/// <summary>
|
||||
/// J key.
|
||||
/// </summary>
|
||||
J = 74,
|
||||
J = 74,
|
||||
/// <summary>
|
||||
/// K key.
|
||||
/// </summary>
|
||||
K = 75,
|
||||
K = 75,
|
||||
/// <summary>
|
||||
/// L key.
|
||||
/// </summary>
|
||||
L = 76,
|
||||
L = 76,
|
||||
/// <summary>
|
||||
/// M key.
|
||||
/// </summary>
|
||||
M = 77,
|
||||
M = 77,
|
||||
/// <summary>
|
||||
/// N key.
|
||||
/// </summary>
|
||||
N = 78,
|
||||
N = 78,
|
||||
/// <summary>
|
||||
/// O key.
|
||||
/// </summary>
|
||||
O = 79,
|
||||
O = 79,
|
||||
/// <summary>
|
||||
/// P key.
|
||||
/// </summary>
|
||||
P = 80,
|
||||
P = 80,
|
||||
/// <summary>
|
||||
/// Q key.
|
||||
/// </summary>
|
||||
Q = 81,
|
||||
Q = 81,
|
||||
/// <summary>
|
||||
/// R key.
|
||||
/// </summary>
|
||||
R = 82,
|
||||
R = 82,
|
||||
/// <summary>
|
||||
/// S key.
|
||||
/// </summary>
|
||||
S = 83,
|
||||
S = 83,
|
||||
/// <summary>
|
||||
/// T key.
|
||||
/// </summary>
|
||||
T = 84,
|
||||
T = 84,
|
||||
/// <summary>
|
||||
/// U key.
|
||||
/// </summary>
|
||||
U = 85,
|
||||
U = 85,
|
||||
/// <summary>
|
||||
/// V key.
|
||||
/// </summary>
|
||||
V = 86,
|
||||
V = 86,
|
||||
/// <summary>
|
||||
/// W key.
|
||||
/// </summary>
|
||||
W = 87,
|
||||
W = 87,
|
||||
/// <summary>
|
||||
/// X key.
|
||||
/// </summary>
|
||||
X = 88,
|
||||
X = 88,
|
||||
/// <summary>
|
||||
/// Y key.
|
||||
/// </summary>
|
||||
Y = 89,
|
||||
Y = 89,
|
||||
/// <summary>
|
||||
/// Z key.
|
||||
/// </summary>
|
||||
Z = 90,
|
||||
Z = 90,
|
||||
/// <summary>
|
||||
/// Left Windows key.
|
||||
/// </summary>
|
||||
LeftWindows = 91,
|
||||
LeftWindows = 91,
|
||||
/// <summary>
|
||||
/// Right Windows key.
|
||||
/// </summary>
|
||||
RightWindows = 92,
|
||||
RightWindows = 92,
|
||||
/// <summary>
|
||||
/// Applications key.
|
||||
/// </summary>
|
||||
Apps = 93,
|
||||
Apps = 93,
|
||||
/// <summary>
|
||||
/// Computer Sleep key.
|
||||
/// </summary>
|
||||
Sleep = 95,
|
||||
Sleep = 95,
|
||||
/// <summary>
|
||||
/// Numeric keypad 0 key.
|
||||
/// </summary>
|
||||
NumPad0 = 96,
|
||||
NumPad0 = 96,
|
||||
/// <summary>
|
||||
/// Numeric keypad 1 key.
|
||||
/// </summary>
|
||||
NumPad1 = 97,
|
||||
NumPad1 = 97,
|
||||
/// <summary>
|
||||
/// Numeric keypad 2 key.
|
||||
/// </summary>
|
||||
NumPad2 = 98,
|
||||
NumPad2 = 98,
|
||||
/// <summary>
|
||||
/// Numeric keypad 3 key.
|
||||
/// </summary>
|
||||
NumPad3 = 99,
|
||||
NumPad3 = 99,
|
||||
/// <summary>
|
||||
/// Numeric keypad 4 key.
|
||||
/// </summary>
|
||||
NumPad4 = 100,
|
||||
NumPad4 = 100,
|
||||
/// <summary>
|
||||
/// Numeric keypad 5 key.
|
||||
/// </summary>
|
||||
NumPad5 = 101,
|
||||
NumPad5 = 101,
|
||||
/// <summary>
|
||||
/// Numeric keypad 6 key.
|
||||
/// </summary>
|
||||
NumPad6 = 102,
|
||||
NumPad6 = 102,
|
||||
/// <summary>
|
||||
/// Numeric keypad 7 key.
|
||||
/// </summary>
|
||||
NumPad7 = 103,
|
||||
NumPad7 = 103,
|
||||
/// <summary>
|
||||
/// Numeric keypad 8 key.
|
||||
/// </summary>
|
||||
NumPad8 = 104,
|
||||
NumPad8 = 104,
|
||||
/// <summary>
|
||||
/// Numeric keypad 9 key.
|
||||
/// </summary>
|
||||
NumPad9 = 105,
|
||||
NumPad9 = 105,
|
||||
/// <summary>
|
||||
/// Multiply key.
|
||||
/// </summary>
|
||||
Multiply = 106,
|
||||
Multiply = 106,
|
||||
/// <summary>
|
||||
/// Add key.
|
||||
/// </summary>
|
||||
Add = 107,
|
||||
Add = 107,
|
||||
/// <summary>
|
||||
/// Separator key.
|
||||
/// </summary>
|
||||
Separator = 108,
|
||||
Separator = 108,
|
||||
/// <summary>
|
||||
/// Subtract key.
|
||||
/// </summary>
|
||||
Subtract = 109,
|
||||
Subtract = 109,
|
||||
/// <summary>
|
||||
/// Decimal key.
|
||||
/// </summary>
|
||||
Decimal = 110,
|
||||
Decimal = 110,
|
||||
/// <summary>
|
||||
/// Divide key.
|
||||
/// </summary>
|
||||
Divide = 111,
|
||||
Divide = 111,
|
||||
/// <summary>
|
||||
/// F1 key.
|
||||
/// </summary>
|
||||
F1 = 112,
|
||||
F1 = 112,
|
||||
/// <summary>
|
||||
/// F2 key.
|
||||
/// </summary>
|
||||
F2 = 113,
|
||||
F2 = 113,
|
||||
/// <summary>
|
||||
/// F3 key.
|
||||
/// </summary>
|
||||
F3 = 114,
|
||||
F3 = 114,
|
||||
/// <summary>
|
||||
/// F4 key.
|
||||
/// </summary>
|
||||
F4 = 115,
|
||||
F4 = 115,
|
||||
/// <summary>
|
||||
/// F5 key.
|
||||
/// </summary>
|
||||
F5 = 116,
|
||||
F5 = 116,
|
||||
/// <summary>
|
||||
/// F6 key.
|
||||
/// </summary>
|
||||
F6 = 117,
|
||||
F6 = 117,
|
||||
/// <summary>
|
||||
/// F7 key.
|
||||
/// </summary>
|
||||
F7 = 118,
|
||||
F7 = 118,
|
||||
/// <summary>
|
||||
/// F8 key.
|
||||
/// </summary>
|
||||
F8 = 119,
|
||||
F8 = 119,
|
||||
/// <summary>
|
||||
/// F9 key.
|
||||
/// </summary>
|
||||
F9 = 120,
|
||||
F9 = 120,
|
||||
/// <summary>
|
||||
/// F10 key.
|
||||
/// </summary>
|
||||
F10 = 121,
|
||||
F10 = 121,
|
||||
/// <summary>
|
||||
/// F11 key.
|
||||
/// </summary>
|
||||
F11 = 122,
|
||||
F11 = 122,
|
||||
/// <summary>
|
||||
/// F12 key.
|
||||
/// </summary>
|
||||
F12 = 123,
|
||||
F12 = 123,
|
||||
/// <summary>
|
||||
/// F13 key.
|
||||
/// </summary>
|
||||
F13 = 124,
|
||||
F13 = 124,
|
||||
/// <summary>
|
||||
/// F14 key.
|
||||
/// </summary>
|
||||
F14 = 125,
|
||||
F14 = 125,
|
||||
/// <summary>
|
||||
/// F15 key.
|
||||
/// </summary>
|
||||
F15 = 126,
|
||||
F15 = 126,
|
||||
/// <summary>
|
||||
/// F16 key.
|
||||
/// </summary>
|
||||
F16 = 127,
|
||||
F16 = 127,
|
||||
/// <summary>
|
||||
/// F17 key.
|
||||
/// </summary>
|
||||
F17 = 128,
|
||||
F17 = 128,
|
||||
/// <summary>
|
||||
/// F18 key.
|
||||
/// </summary>
|
||||
F18 = 129,
|
||||
F18 = 129,
|
||||
/// <summary>
|
||||
/// F19 key.
|
||||
/// </summary>
|
||||
F19 = 130,
|
||||
F19 = 130,
|
||||
/// <summary>
|
||||
/// F20 key.
|
||||
/// </summary>
|
||||
F20 = 131,
|
||||
F20 = 131,
|
||||
/// <summary>
|
||||
/// F21 key.
|
||||
/// </summary>
|
||||
F21 = 132,
|
||||
F21 = 132,
|
||||
/// <summary>
|
||||
/// F22 key.
|
||||
/// </summary>
|
||||
F22 = 133,
|
||||
F22 = 133,
|
||||
/// <summary>
|
||||
/// F23 key.
|
||||
/// </summary>
|
||||
F23 = 134,
|
||||
F23 = 134,
|
||||
/// <summary>
|
||||
/// F24 key.
|
||||
/// </summary>
|
||||
F24 = 135,
|
||||
F24 = 135,
|
||||
/// <summary>
|
||||
/// NUM LOCK key.
|
||||
/// </summary>
|
||||
NumLock = 144,
|
||||
NumLock = 144,
|
||||
/// <summary>
|
||||
/// SCROLL LOCK key.
|
||||
/// </summary>
|
||||
Scroll = 145,
|
||||
Scroll = 145,
|
||||
/// <summary>
|
||||
/// Left SHIFT key.
|
||||
/// </summary>
|
||||
LeftShift = 160,
|
||||
LeftShift = 160,
|
||||
/// <summary>
|
||||
/// Right SHIFT key.
|
||||
/// </summary>
|
||||
RightShift = 161,
|
||||
RightShift = 161,
|
||||
/// <summary>
|
||||
/// Left CONTROL key.
|
||||
/// </summary>
|
||||
LeftControl = 162,
|
||||
LeftControl = 162,
|
||||
/// <summary>
|
||||
/// Right CONTROL key.
|
||||
/// </summary>
|
||||
RightControl = 163,
|
||||
RightControl = 163,
|
||||
/// <summary>
|
||||
/// Left ALT key.
|
||||
/// </summary>
|
||||
LeftAlt = 164,
|
||||
LeftAlt = 164,
|
||||
/// <summary>
|
||||
/// Right ALT key.
|
||||
/// </summary>
|
||||
RightAlt = 165,
|
||||
RightAlt = 165,
|
||||
/// <summary>
|
||||
/// Browser Back key.
|
||||
/// </summary>
|
||||
BrowserBack = 166,
|
||||
BrowserBack = 166,
|
||||
/// <summary>
|
||||
/// Browser Forward key.
|
||||
/// </summary>
|
||||
BrowserForward = 167,
|
||||
BrowserForward = 167,
|
||||
/// <summary>
|
||||
/// Browser Refresh key.
|
||||
/// </summary>
|
||||
BrowserRefresh = 168,
|
||||
BrowserRefresh = 168,
|
||||
/// <summary>
|
||||
/// Browser Stop key.
|
||||
/// </summary>
|
||||
BrowserStop = 169,
|
||||
BrowserStop = 169,
|
||||
/// <summary>
|
||||
/// Browser Search key.
|
||||
/// </summary>
|
||||
BrowserSearch = 170,
|
||||
BrowserSearch = 170,
|
||||
/// <summary>
|
||||
/// Browser Favorites key.
|
||||
/// </summary>
|
||||
BrowserFavorites = 171,
|
||||
BrowserFavorites = 171,
|
||||
/// <summary>
|
||||
/// Browser Start and Home key.
|
||||
/// </summary>
|
||||
BrowserHome = 172,
|
||||
/// <summary>
|
||||
BrowserHome = 172,
|
||||
/// <summary>
|
||||
/// Volume Mute key.
|
||||
/// </summary>
|
||||
/// </summary>
|
||||
VolumeMute = 173,
|
||||
/// <summary>
|
||||
/// Volume Down key.
|
||||
/// </summary>
|
||||
VolumeDown = 174,
|
||||
VolumeDown = 174,
|
||||
/// <summary>
|
||||
/// Volume Up key.
|
||||
/// </summary>
|
||||
VolumeUp = 175,
|
||||
VolumeUp = 175,
|
||||
/// <summary>
|
||||
/// Next Track key.
|
||||
/// </summary>
|
||||
MediaNextTrack = 176,
|
||||
MediaNextTrack = 176,
|
||||
/// <summary>
|
||||
/// Previous Track key.
|
||||
/// </summary>
|
||||
MediaPreviousTrack = 177,
|
||||
MediaPreviousTrack = 177,
|
||||
/// <summary>
|
||||
/// Stop Media key.
|
||||
/// </summary>
|
||||
MediaStop = 178,
|
||||
MediaStop = 178,
|
||||
/// <summary>
|
||||
/// Play/Pause Media key.
|
||||
/// </summary>
|
||||
MediaPlayPause = 179,
|
||||
MediaPlayPause = 179,
|
||||
/// <summary>
|
||||
/// Start Mail key.
|
||||
/// </summary>
|
||||
LaunchMail = 180,
|
||||
LaunchMail = 180,
|
||||
/// <summary>
|
||||
/// Select Media key.
|
||||
/// </summary>
|
||||
SelectMedia = 181,
|
||||
SelectMedia = 181,
|
||||
/// <summary>
|
||||
/// Start Application 1 key.
|
||||
/// </summary>
|
||||
LaunchApplication1 = 182,
|
||||
LaunchApplication1 = 182,
|
||||
/// <summary>
|
||||
/// Start Application 2 key.
|
||||
/// </summary>
|
||||
LaunchApplication2 = 183,
|
||||
LaunchApplication2 = 183,
|
||||
/// <summary>
|
||||
/// The OEM Semicolon key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemSemicolon = 186,
|
||||
OemSemicolon = 186,
|
||||
/// <summary>
|
||||
/// For any country/region, the '+' key.
|
||||
/// </summary>
|
||||
OemPlus = 187,
|
||||
OemPlus = 187,
|
||||
/// <summary>
|
||||
/// For any country/region, the ',' key.
|
||||
/// </summary>
|
||||
OemComma = 188,
|
||||
OemComma = 188,
|
||||
/// <summary>
|
||||
/// For any country/region, the '-' key.
|
||||
/// </summary>
|
||||
OemMinus = 189,
|
||||
OemMinus = 189,
|
||||
/// <summary>
|
||||
/// For any country/region, the '.' key.
|
||||
/// </summary>
|
||||
OemPeriod = 190,
|
||||
OemPeriod = 190,
|
||||
/// <summary>
|
||||
/// The OEM question mark key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemQuestion = 191,
|
||||
OemQuestion = 191,
|
||||
/// <summary>
|
||||
/// The OEM tilde key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemTilde = 192,
|
||||
OemTilde = 192,
|
||||
/// <summary>
|
||||
/// The OEM open bracket key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemOpenBrackets = 219,
|
||||
OemOpenBrackets = 219,
|
||||
/// <summary>
|
||||
/// The OEM pipe key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemPipe = 220,
|
||||
OemPipe = 220,
|
||||
/// <summary>
|
||||
/// The OEM close bracket key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemCloseBrackets = 221,
|
||||
OemCloseBrackets = 221,
|
||||
/// <summary>
|
||||
/// The OEM singled/double quote key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemQuotes = 222,
|
||||
OemQuotes = 222,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
Oem8 = 223,
|
||||
Oem8 = 223,
|
||||
/// <summary>
|
||||
/// The OEM angle bracket or backslash key on the RT 102 key keyboard.
|
||||
/// </summary>
|
||||
OemBackslash = 226,
|
||||
OemBackslash = 226,
|
||||
/// <summary>
|
||||
/// IME PROCESS key.
|
||||
/// </summary>
|
||||
ProcessKey = 229,
|
||||
ProcessKey = 229,
|
||||
/// <summary>
|
||||
/// Attn key.
|
||||
/// </summary>
|
||||
Attn = 246,
|
||||
Attn = 246,
|
||||
/// <summary>
|
||||
/// CrSel key.
|
||||
/// </summary>
|
||||
Crsel = 247,
|
||||
Crsel = 247,
|
||||
/// <summary>
|
||||
/// ExSel key.
|
||||
/// </summary>
|
||||
Exsel = 248,
|
||||
Exsel = 248,
|
||||
/// <summary>
|
||||
/// Erase EOF key.
|
||||
/// </summary>
|
||||
EraseEof = 249,
|
||||
EraseEof = 249,
|
||||
/// <summary>
|
||||
/// Play key.
|
||||
/// </summary>
|
||||
Play = 250,
|
||||
Play = 250,
|
||||
/// <summary>
|
||||
/// Zoom key.
|
||||
/// </summary>
|
||||
Zoom = 251,
|
||||
Zoom = 251,
|
||||
/// <summary>
|
||||
/// PA1 key.
|
||||
/// </summary>
|
||||
Pa1 = 253,
|
||||
Pa1 = 253,
|
||||
/// <summary>
|
||||
/// CLEAR key.
|
||||
/// </summary>
|
||||
OemClear = 254,
|
||||
OemClear = 254,
|
||||
/// <summary>
|
||||
/// Green ChatPad key.
|
||||
/// </summary>
|
||||
ChatPadGreen = 0xCA,
|
||||
ChatPadGreen = 0xCA,
|
||||
/// <summary>
|
||||
/// Orange ChatPad key.
|
||||
/// </summary>
|
||||
ChatPadOrange = 0xCB,
|
||||
ChatPadOrange = 0xCB,
|
||||
/// <summary>
|
||||
/// PAUSE key.
|
||||
/// </summary>
|
||||
Pause = 0x13,
|
||||
Pause = 0x13,
|
||||
/// <summary>
|
||||
/// IME Convert key.
|
||||
/// </summary>
|
||||
ImeConvert = 0x1c,
|
||||
ImeConvert = 0x1c,
|
||||
/// <summary>
|
||||
/// IME NoConvert key.
|
||||
/// </summary>
|
||||
ImeNoConvert = 0x1d,
|
||||
ImeNoConvert = 0x1d,
|
||||
/// <summary>
|
||||
/// Kana key on Japanese keyboards.
|
||||
/// </summary>
|
||||
Kana = 0x15,
|
||||
Kana = 0x15,
|
||||
/// <summary>
|
||||
/// Kanji key on Japanese keyboards.
|
||||
/// </summary>
|
||||
Kanji = 0x19,
|
||||
Kanji = 0x19,
|
||||
/// <summary>
|
||||
/// OEM Auto key.
|
||||
/// </summary>
|
||||
OemAuto = 0xf3,
|
||||
OemAuto = 0xf3,
|
||||
/// <summary>
|
||||
/// OEM Copy key.
|
||||
/// </summary>
|
||||
OemCopy = 0xf2,
|
||||
OemCopy = 0xf2,
|
||||
/// <summary>
|
||||
/// OEM Enlarge Window key.
|
||||
/// </summary>
|
||||
OemEnlW = 0xf4
|
||||
}
|
||||
OemEnlW = 0xf4
|
||||
}
|
||||
}
|
||||
|
||||
@@ -147,7 +147,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// </summary>
|
||||
/// <param name="a"><see cref="Point"/> instance on the left of the not equal sign.</param>
|
||||
/// <param name="b"><see cref="Point"/> instance on the right of the not equal sign.</param>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator !=(Point a, Point b)
|
||||
{
|
||||
return !a.Equals(b);
|
||||
|
||||
@@ -138,12 +138,12 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>The result of the quaternion addition.</returns>
|
||||
public static Quaternion Add(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X + quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y + quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z + quaternion2.Z;
|
||||
quaternion.W = quaternion1.W + quaternion2.W;
|
||||
return quaternion;
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X + quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y + quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z + quaternion2.Z;
|
||||
quaternion.W = quaternion1.W + quaternion2.W;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -154,10 +154,10 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="result">The result of the quaternion addition as an output parameter.</param>
|
||||
public static void Add(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
|
||||
{
|
||||
result.X = quaternion1.X + quaternion2.X;
|
||||
result.Y = quaternion1.Y + quaternion2.Y;
|
||||
result.Z = quaternion1.Z + quaternion2.Z;
|
||||
result.W = quaternion1.W + quaternion2.W;
|
||||
result.X = quaternion1.X + quaternion2.X;
|
||||
result.Y = quaternion1.Y + quaternion2.Y;
|
||||
result.Z = quaternion1.Z + quaternion2.Z;
|
||||
result.W = quaternion1.W + quaternion2.W;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -171,8 +171,8 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="value2">The second <see cref="Quaternion"/> to concatenate.</param>
|
||||
/// <returns>The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation.</returns>
|
||||
public static Quaternion Concatenate(Quaternion value1, Quaternion value2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
{
|
||||
Quaternion quaternion;
|
||||
|
||||
float x1 = value1.X;
|
||||
float y1 = value1.Y;
|
||||
@@ -180,17 +180,17 @@ namespace Microsoft.Xna.Framework
|
||||
float w1 = value1.W;
|
||||
|
||||
float x2 = value2.X;
|
||||
float y2 = value2.Y;
|
||||
float z2 = value2.Z;
|
||||
float w2 = value2.W;
|
||||
float y2 = value2.Y;
|
||||
float z2 = value2.Z;
|
||||
float w2 = value2.W;
|
||||
|
||||
quaternion.X = ((x2 * w1) + (x1 * w2)) + ((y2 * z1) - (z2 * y1));
|
||||
quaternion.Y = ((y2 * w1) + (y1 * w2)) + ((z2 * x1) - (x2 * z1));
|
||||
quaternion.Z = ((z2 * w1) + (z1 * w2)) + ((x2 * y1) - (y2 * x1));
|
||||
quaternion.W = (w2 * w1) - (((x2 * x1) + (y2 * y1)) + (z2 * z1));
|
||||
quaternion.X = ((x2 * w1) + (x1 * w2)) + ((y2 * z1) - (z2 * y1));
|
||||
quaternion.Y = ((y2 * w1) + (y1 * w2)) + ((z2 * x1) - (x2 * z1));
|
||||
quaternion.Z = ((z2 * w1) + (z1 * w2)) + ((x2 * y1) - (y2 * x1));
|
||||
quaternion.W = (w2 * w1) - (((x2 * x1) + (y2 * y1)) + (z2 * z1));
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="Quaternion"/> that contains concatenation between two quaternion.
|
||||
@@ -199,7 +199,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="value2">The second <see cref="Quaternion"/> to concatenate.</param>
|
||||
/// <param name="result">The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation as an output parameter.</param>
|
||||
public static void Concatenate(ref Quaternion value1, ref Quaternion value2, out Quaternion result)
|
||||
{
|
||||
{
|
||||
float x1 = value1.X;
|
||||
float y1 = value1.Y;
|
||||
float z1 = value1.Z;
|
||||
@@ -224,11 +224,11 @@ namespace Microsoft.Xna.Framework
|
||||
/// Transforms this quaternion into its conjugated version.
|
||||
/// </summary>
|
||||
public void Conjugate()
|
||||
{
|
||||
X = -X;
|
||||
Y = -Y;
|
||||
Z = -Z;
|
||||
}
|
||||
{
|
||||
X = -X;
|
||||
Y = -Y;
|
||||
Z = -Z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="Quaternion"/> that contains conjugated version of the specified quaternion.
|
||||
@@ -236,9 +236,9 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="value">The quaternion which values will be used to create the conjugated version.</param>
|
||||
/// <returns>The conjugate version of the specified quaternion.</returns>
|
||||
public static Quaternion Conjugate(Quaternion value)
|
||||
{
|
||||
return new Quaternion(-value.X,-value.Y,-value.Z,value.W);
|
||||
}
|
||||
{
|
||||
return new Quaternion(-value.X,-value.Y,-value.Z,value.W);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="Quaternion"/> that contains conjugated version of the specified quaternion.
|
||||
@@ -246,12 +246,12 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="value">The quaternion which values will be used to create the conjugated version.</param>
|
||||
/// <param name="result">The conjugated version of the specified quaternion as an output parameter.</param>
|
||||
public static void Conjugate(ref Quaternion value, out Quaternion result)
|
||||
{
|
||||
result.X = -value.X;
|
||||
result.Y = -value.Y;
|
||||
result.Z = -value.Z;
|
||||
result.W = value.W;
|
||||
}
|
||||
{
|
||||
result.X = -value.X;
|
||||
result.Y = -value.Y;
|
||||
result.Z = -value.Z;
|
||||
result.W = value.W;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -265,10 +265,10 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>The new quaternion builded from axis and angle.</returns>
|
||||
public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)
|
||||
{
|
||||
float half = angle * 0.5f;
|
||||
float sin = (float)Math.Sin(half);
|
||||
float cos = (float)Math.Cos(half);
|
||||
return new Quaternion(axis.X * sin, axis.Y * sin, axis.Z * sin, cos);
|
||||
float half = angle * 0.5f;
|
||||
float sin = (float)Math.Sin(half);
|
||||
float cos = (float)Math.Cos(half);
|
||||
return new Quaternion(axis.X * sin, axis.Y * sin, axis.Z * sin, cos);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -280,12 +280,12 @@ namespace Microsoft.Xna.Framework
|
||||
public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result)
|
||||
{
|
||||
float half = angle * 0.5f;
|
||||
float sin = (float)Math.Sin(half);
|
||||
float cos = (float)Math.Cos(half);
|
||||
result.X = axis.X * sin;
|
||||
result.Y = axis.Y * sin;
|
||||
result.Z = axis.Z * sin;
|
||||
result.W = cos;
|
||||
float sin = (float)Math.Sin(half);
|
||||
float cos = (float)Math.Cos(half);
|
||||
result.X = axis.X * sin;
|
||||
result.Y = axis.Y * sin;
|
||||
result.Z = axis.Z * sin;
|
||||
result.W = cos;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -304,51 +304,51 @@ namespace Microsoft.Xna.Framework
|
||||
float half;
|
||||
float scale = matrix.M11 + matrix.M22 + matrix.M33;
|
||||
|
||||
if (scale > 0.0f)
|
||||
{
|
||||
if (scale > 0.0f)
|
||||
{
|
||||
sqrt = (float)Math.Sqrt(scale + 1.0f);
|
||||
quaternion.W = sqrt * 0.5f;
|
||||
quaternion.W = sqrt * 0.5f;
|
||||
sqrt = 0.5f / sqrt;
|
||||
|
||||
quaternion.X = (matrix.M23 - matrix.M32) * sqrt;
|
||||
quaternion.Y = (matrix.M31 - matrix.M13) * sqrt;
|
||||
quaternion.Z = (matrix.M12 - matrix.M21) * sqrt;
|
||||
quaternion.X = (matrix.M23 - matrix.M32) * sqrt;
|
||||
quaternion.Y = (matrix.M31 - matrix.M13) * sqrt;
|
||||
quaternion.Z = (matrix.M12 - matrix.M21) * sqrt;
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
|
||||
{
|
||||
return quaternion;
|
||||
}
|
||||
if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
|
||||
{
|
||||
sqrt = (float) Math.Sqrt(1.0f + matrix.M11 - matrix.M22 - matrix.M33);
|
||||
half = 0.5f / sqrt;
|
||||
|
||||
quaternion.X = 0.5f * sqrt;
|
||||
quaternion.Y = (matrix.M12 + matrix.M21) * half;
|
||||
quaternion.Z = (matrix.M13 + matrix.M31) * half;
|
||||
quaternion.W = (matrix.M23 - matrix.M32) * half;
|
||||
quaternion.X = 0.5f * sqrt;
|
||||
quaternion.Y = (matrix.M12 + matrix.M21) * half;
|
||||
quaternion.Z = (matrix.M13 + matrix.M31) * half;
|
||||
quaternion.W = (matrix.M23 - matrix.M32) * half;
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
if (matrix.M22 > matrix.M33)
|
||||
{
|
||||
return quaternion;
|
||||
}
|
||||
if (matrix.M22 > matrix.M33)
|
||||
{
|
||||
sqrt = (float) Math.Sqrt(1.0f + matrix.M22 - matrix.M11 - matrix.M33);
|
||||
half = 0.5f / sqrt;
|
||||
|
||||
quaternion.X = (matrix.M21 + matrix.M12) * half;
|
||||
quaternion.Y = 0.5f * sqrt;
|
||||
quaternion.Z = (matrix.M32 + matrix.M23) * half;
|
||||
quaternion.W = (matrix.M31 - matrix.M13) * half;
|
||||
quaternion.X = (matrix.M21 + matrix.M12) * half;
|
||||
quaternion.Y = 0.5f * sqrt;
|
||||
quaternion.Z = (matrix.M32 + matrix.M23) * half;
|
||||
quaternion.W = (matrix.M31 - matrix.M13) * half;
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
return quaternion;
|
||||
}
|
||||
sqrt = (float) Math.Sqrt(1.0f + matrix.M33 - matrix.M11 - matrix.M22);
|
||||
half = 0.5f / sqrt;
|
||||
half = 0.5f / sqrt;
|
||||
|
||||
quaternion.X = (matrix.M31 + matrix.M13) * half;
|
||||
quaternion.Y = (matrix.M32 + matrix.M23) * half;
|
||||
quaternion.Z = 0.5f * sqrt;
|
||||
quaternion.W = (matrix.M12 - matrix.M21) * half;
|
||||
|
||||
return quaternion;
|
||||
quaternion.X = (matrix.M31 + matrix.M13) * half;
|
||||
quaternion.Y = (matrix.M32 + matrix.M23) * half;
|
||||
quaternion.Z = 0.5f * sqrt;
|
||||
quaternion.W = (matrix.M12 - matrix.M21) * half;
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -417,7 +417,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="roll">Roll around the z axis in radians.</param>
|
||||
/// <returns>A new quaternion from the concatenated yaw, pitch, and roll angles.</returns>
|
||||
public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll)
|
||||
{
|
||||
{
|
||||
float halfRoll = roll * 0.5f;
|
||||
float halfPitch = pitch * 0.5f;
|
||||
float halfYaw = yaw * 0.5f;
|
||||
@@ -442,8 +442,8 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="pitch">Pitch around the x axis in radians.</param>
|
||||
/// <param name="roll">Roll around the z axis in radians.</param>
|
||||
/// <param name="result">A new quaternion from the concatenated yaw, pitch, and roll angles as an output parameter.</param>
|
||||
public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)
|
||||
{
|
||||
public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)
|
||||
{
|
||||
float halfRoll = roll * 0.5f;
|
||||
float halfPitch = pitch * 0.5f;
|
||||
float halfYaw = yaw * 0.5f;
|
||||
@@ -474,25 +474,25 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Divide(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num13;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num12;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num11;
|
||||
quaternion.W = (w * num) - num10;
|
||||
return quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num13;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num12;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num11;
|
||||
quaternion.W = (w * num) - num10;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -504,23 +504,23 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Divide(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
|
||||
{
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
result.X = ((x * num) + (num4 * w)) + num13;
|
||||
result.Y = ((y * num) + (num3 * w)) + num12;
|
||||
result.Z = ((z * num) + (num2 * w)) + num11;
|
||||
result.W = (w * num) - num10;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
result.X = ((x * num) + (num4 * w)) + num13;
|
||||
result.Y = ((y * num) + (num3 * w)) + num12;
|
||||
result.Z = ((z * num) + (num2 * w)) + num11;
|
||||
result.W = (w * num) - num10;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -572,7 +572,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(Quaternion other)
|
||||
{
|
||||
return X == other.X &&
|
||||
return X == other.X &&
|
||||
Y == other.Y &&
|
||||
Z == other.Z &&
|
||||
W == other.W;
|
||||
@@ -599,13 +599,13 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Inverse(Quaternion quaternion)
|
||||
{
|
||||
Quaternion quaternion2;
|
||||
float num2 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num = 1f / num2;
|
||||
quaternion2.X = -quaternion.X * num;
|
||||
quaternion2.Y = -quaternion.Y * num;
|
||||
quaternion2.Z = -quaternion.Z * num;
|
||||
quaternion2.W = quaternion.W * num;
|
||||
return quaternion2;
|
||||
float num2 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num = 1f / num2;
|
||||
quaternion2.X = -quaternion.X * num;
|
||||
quaternion2.Y = -quaternion.Y * num;
|
||||
quaternion2.Z = -quaternion.Z * num;
|
||||
quaternion2.W = quaternion.W * num;
|
||||
return quaternion2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -616,11 +616,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Inverse(ref Quaternion quaternion, out Quaternion result)
|
||||
{
|
||||
float num2 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num = 1f / num2;
|
||||
result.X = -quaternion.X * num;
|
||||
result.Y = -quaternion.Y * num;
|
||||
result.Z = -quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
float num = 1f / num2;
|
||||
result.X = -quaternion.X * num;
|
||||
result.Y = -quaternion.Y * num;
|
||||
result.Z = -quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -631,7 +631,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>The magnitude of the quaternion components.</returns>
|
||||
public float Length()
|
||||
{
|
||||
return (float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W));
|
||||
return (float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -655,30 +655,30 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
|
||||
{
|
||||
float num = amount;
|
||||
float num2 = 1f - num;
|
||||
Quaternion quaternion = new Quaternion();
|
||||
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
if (num5 >= 0f)
|
||||
{
|
||||
quaternion.X = (num2 * quaternion1.X) + (num * quaternion2.X);
|
||||
quaternion.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
|
||||
quaternion.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
|
||||
quaternion.W = (num2 * quaternion1.W) + (num * quaternion2.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
quaternion.X = (num2 * quaternion1.X) - (num * quaternion2.X);
|
||||
quaternion.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
|
||||
quaternion.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
|
||||
quaternion.W = (num2 * quaternion1.W) - (num * quaternion2.W);
|
||||
}
|
||||
float num4 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num3 = 1f / ((float) Math.Sqrt((double) num4));
|
||||
quaternion.X *= num3;
|
||||
quaternion.Y *= num3;
|
||||
quaternion.Z *= num3;
|
||||
quaternion.W *= num3;
|
||||
return quaternion;
|
||||
float num2 = 1f - num;
|
||||
Quaternion quaternion = new Quaternion();
|
||||
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
if (num5 >= 0f)
|
||||
{
|
||||
quaternion.X = (num2 * quaternion1.X) + (num * quaternion2.X);
|
||||
quaternion.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
|
||||
quaternion.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
|
||||
quaternion.W = (num2 * quaternion1.W) + (num * quaternion2.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
quaternion.X = (num2 * quaternion1.X) - (num * quaternion2.X);
|
||||
quaternion.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
|
||||
quaternion.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
|
||||
quaternion.W = (num2 * quaternion1.W) - (num * quaternion2.W);
|
||||
}
|
||||
float num4 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num3 = 1f / ((float) Math.Sqrt((double) num4));
|
||||
quaternion.X *= num3;
|
||||
quaternion.Y *= num3;
|
||||
quaternion.Z *= num3;
|
||||
quaternion.W *= num3;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -691,28 +691,28 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
|
||||
{
|
||||
float num = amount;
|
||||
float num2 = 1f - num;
|
||||
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
if (num5 >= 0f)
|
||||
{
|
||||
result.X = (num2 * quaternion1.X) + (num * quaternion2.X);
|
||||
result.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
|
||||
result.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
|
||||
result.W = (num2 * quaternion1.W) + (num * quaternion2.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
result.X = (num2 * quaternion1.X) - (num * quaternion2.X);
|
||||
result.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
|
||||
result.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
|
||||
result.W = (num2 * quaternion1.W) - (num * quaternion2.W);
|
||||
}
|
||||
float num4 = (((result.X * result.X) + (result.Y * result.Y)) + (result.Z * result.Z)) + (result.W * result.W);
|
||||
float num3 = 1f / ((float) Math.Sqrt((double) num4));
|
||||
result.X *= num3;
|
||||
result.Y *= num3;
|
||||
result.Z *= num3;
|
||||
result.W *= num3;
|
||||
float num2 = 1f - num;
|
||||
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
if (num5 >= 0f)
|
||||
{
|
||||
result.X = (num2 * quaternion1.X) + (num * quaternion2.X);
|
||||
result.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
|
||||
result.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
|
||||
result.W = (num2 * quaternion1.W) + (num * quaternion2.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
result.X = (num2 * quaternion1.X) - (num * quaternion2.X);
|
||||
result.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
|
||||
result.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
|
||||
result.W = (num2 * quaternion1.W) - (num * quaternion2.W);
|
||||
}
|
||||
float num4 = (((result.X * result.X) + (result.Y * result.Y)) + (result.Z * result.Z)) + (result.W * result.W);
|
||||
float num3 = 1f / ((float) Math.Sqrt((double) num4));
|
||||
result.X *= num3;
|
||||
result.Y *= num3;
|
||||
result.Z *= num3;
|
||||
result.W *= num3;
|
||||
|
||||
}
|
||||
|
||||
@@ -730,33 +730,33 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
|
||||
{
|
||||
float num2;
|
||||
float num3;
|
||||
Quaternion quaternion;
|
||||
float num = amount;
|
||||
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
bool flag = false;
|
||||
if (num4 < 0f)
|
||||
{
|
||||
flag = true;
|
||||
num4 = -num4;
|
||||
}
|
||||
if (num4 > 0.999999f)
|
||||
{
|
||||
num3 = 1f - num;
|
||||
num2 = flag ? -num : num;
|
||||
}
|
||||
else
|
||||
{
|
||||
float num5 = (float) Math.Acos((double) num4);
|
||||
float num6 = (float) (1.0 / Math.Sin((double) num5));
|
||||
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
|
||||
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
|
||||
}
|
||||
quaternion.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
|
||||
quaternion.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
|
||||
quaternion.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
|
||||
quaternion.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
|
||||
return quaternion;
|
||||
float num3;
|
||||
Quaternion quaternion;
|
||||
float num = amount;
|
||||
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
bool flag = false;
|
||||
if (num4 < 0f)
|
||||
{
|
||||
flag = true;
|
||||
num4 = -num4;
|
||||
}
|
||||
if (num4 > 0.999999f)
|
||||
{
|
||||
num3 = 1f - num;
|
||||
num2 = flag ? -num : num;
|
||||
}
|
||||
else
|
||||
{
|
||||
float num5 = (float) Math.Acos((double) num4);
|
||||
float num6 = (float) (1.0 / Math.Sin((double) num5));
|
||||
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
|
||||
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
|
||||
}
|
||||
quaternion.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
|
||||
quaternion.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
|
||||
quaternion.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
|
||||
quaternion.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -769,31 +769,31 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
|
||||
{
|
||||
float num2;
|
||||
float num3;
|
||||
float num = amount;
|
||||
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
bool flag = false;
|
||||
if (num4 < 0f)
|
||||
{
|
||||
flag = true;
|
||||
num4 = -num4;
|
||||
}
|
||||
if (num4 > 0.999999f)
|
||||
{
|
||||
num3 = 1f - num;
|
||||
num2 = flag ? -num : num;
|
||||
}
|
||||
else
|
||||
{
|
||||
float num5 = (float) Math.Acos((double) num4);
|
||||
float num6 = (float) (1.0 / Math.Sin((double) num5));
|
||||
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
|
||||
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
|
||||
}
|
||||
result.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
|
||||
result.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
|
||||
result.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
|
||||
result.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
|
||||
float num3;
|
||||
float num = amount;
|
||||
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
bool flag = false;
|
||||
if (num4 < 0f)
|
||||
{
|
||||
flag = true;
|
||||
num4 = -num4;
|
||||
}
|
||||
if (num4 > 0.999999f)
|
||||
{
|
||||
num3 = 1f - num;
|
||||
num2 = flag ? -num : num;
|
||||
}
|
||||
else
|
||||
{
|
||||
float num5 = (float) Math.Acos((double) num4);
|
||||
float num6 = (float) (1.0 / Math.Sin((double) num5));
|
||||
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
|
||||
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
|
||||
}
|
||||
result.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
|
||||
result.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
|
||||
result.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
|
||||
result.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -809,11 +809,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Subtract(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X - quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y - quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z - quaternion2.Z;
|
||||
quaternion.W = quaternion1.W - quaternion2.W;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X - quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y - quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z - quaternion2.Z;
|
||||
quaternion.W = quaternion1.W - quaternion2.W;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -825,9 +825,9 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Subtract(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
|
||||
{
|
||||
result.X = quaternion1.X - quaternion2.X;
|
||||
result.Y = quaternion1.Y - quaternion2.Y;
|
||||
result.Z = quaternion1.Z - quaternion2.Z;
|
||||
result.W = quaternion1.W - quaternion2.W;
|
||||
result.Y = quaternion1.Y - quaternion2.Y;
|
||||
result.Z = quaternion1.Z - quaternion2.Z;
|
||||
result.W = quaternion1.W - quaternion2.W;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -843,23 +843,23 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Multiply(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num12;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num11;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num10;
|
||||
quaternion.W = (w * num) - num9;
|
||||
return quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num12;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num11;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num10;
|
||||
quaternion.W = (w * num) - num9;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -871,11 +871,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Multiply(Quaternion quaternion1, float scaleFactor)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X * scaleFactor;
|
||||
quaternion.Y = quaternion1.Y * scaleFactor;
|
||||
quaternion.Z = quaternion1.Z * scaleFactor;
|
||||
quaternion.W = quaternion1.W * scaleFactor;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X * scaleFactor;
|
||||
quaternion.Y = quaternion1.Y * scaleFactor;
|
||||
quaternion.Z = quaternion1.Z * scaleFactor;
|
||||
quaternion.W = quaternion1.W * scaleFactor;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -887,9 +887,9 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Multiply(ref Quaternion quaternion1, float scaleFactor, out Quaternion result)
|
||||
{
|
||||
result.X = quaternion1.X * scaleFactor;
|
||||
result.Y = quaternion1.Y * scaleFactor;
|
||||
result.Z = quaternion1.Z * scaleFactor;
|
||||
result.W = quaternion1.W * scaleFactor;
|
||||
result.Y = quaternion1.Y * scaleFactor;
|
||||
result.Z = quaternion1.Z * scaleFactor;
|
||||
result.W = quaternion1.W * scaleFactor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -901,21 +901,21 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Multiply(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
|
||||
{
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
result.X = ((x * num) + (num4 * w)) + num12;
|
||||
result.Y = ((y * num) + (num3 * w)) + num11;
|
||||
result.Z = ((z * num) + (num2 * w)) + num10;
|
||||
result.W = (w * num) - num9;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
result.X = ((x * num) + (num4 * w)) + num12;
|
||||
result.Y = ((y * num) + (num3 * w)) + num11;
|
||||
result.Z = ((z * num) + (num2 * w)) + num10;
|
||||
result.W = (w * num) - num9;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -929,7 +929,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>The result of the quaternion negation.</returns>
|
||||
public static Quaternion Negate(Quaternion quaternion)
|
||||
{
|
||||
return new Quaternion(-quaternion.X, -quaternion.Y, -quaternion.Z, -quaternion.W);
|
||||
return new Quaternion(-quaternion.X, -quaternion.Y, -quaternion.Z, -quaternion.W);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -940,9 +940,9 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Negate(ref Quaternion quaternion, out Quaternion result)
|
||||
{
|
||||
result.X = -quaternion.X;
|
||||
result.Y = -quaternion.Y;
|
||||
result.Z = -quaternion.Z;
|
||||
result.W = -quaternion.W;
|
||||
result.Y = -quaternion.Y;
|
||||
result.Z = -quaternion.Z;
|
||||
result.W = -quaternion.W;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -954,11 +954,11 @@ namespace Microsoft.Xna.Framework
|
||||
/// </summary>
|
||||
public void Normalize()
|
||||
{
|
||||
float num = 1f / ((float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W)));
|
||||
X *= num;
|
||||
Y *= num;
|
||||
Z *= num;
|
||||
W *= num;
|
||||
float num = 1f / ((float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W)));
|
||||
X *= num;
|
||||
Y *= num;
|
||||
Z *= num;
|
||||
W *= num;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -969,12 +969,12 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Normalize(Quaternion quaternion)
|
||||
{
|
||||
Quaternion result;
|
||||
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
|
||||
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
|
||||
result.X = quaternion.X * num;
|
||||
result.Y = quaternion.Y * num;
|
||||
result.Z = quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
return result;
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -984,11 +984,11 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="result">The unit length quaternion an output parameter.</param>
|
||||
public static void Normalize(ref Quaternion quaternion, out Quaternion result)
|
||||
{
|
||||
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
|
||||
result.X = quaternion.X * num;
|
||||
result.Y = quaternion.Y * num;
|
||||
result.Z = quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
|
||||
result.X = quaternion.X * num;
|
||||
result.Y = quaternion.Y * num;
|
||||
result.Z = quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -1025,11 +1025,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator +(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X + quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y + quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z + quaternion2.Z;
|
||||
quaternion.W = quaternion1.W + quaternion2.W;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X + quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y + quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z + quaternion2.Z;
|
||||
quaternion.W = quaternion1.W + quaternion2.W;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1041,25 +1041,25 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator /(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num13;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num12;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num11;
|
||||
quaternion.W = (w * num) - num10;
|
||||
return quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num13;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num12;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num11;
|
||||
quaternion.W = (w * num) - num10;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1078,14 +1078,14 @@ namespace Microsoft.Xna.Framework
|
||||
/// </summary>
|
||||
/// <param name="quaternion1"><see cref="Quaternion"/> instance on the left of the not equal sign.</param>
|
||||
/// <param name="quaternion2"><see cref="Quaternion"/> instance on the right of the not equal sign.</param>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator !=(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
if (((quaternion1.X == quaternion2.X) && (quaternion1.Y == quaternion2.Y)) && (quaternion1.Z == quaternion2.Z))
|
||||
{
|
||||
return (quaternion1.W != quaternion2.W);
|
||||
}
|
||||
return true;
|
||||
{
|
||||
return (quaternion1.W != quaternion2.W);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1097,23 +1097,23 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator *(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num12;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num11;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num10;
|
||||
quaternion.W = (w * num) - num9;
|
||||
return quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num12;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num11;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num10;
|
||||
quaternion.W = (w * num) - num9;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1125,11 +1125,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator *(Quaternion quaternion1, float scaleFactor)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X * scaleFactor;
|
||||
quaternion.Y = quaternion1.Y * scaleFactor;
|
||||
quaternion.Z = quaternion1.Z * scaleFactor;
|
||||
quaternion.W = quaternion1.W * scaleFactor;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X * scaleFactor;
|
||||
quaternion.Y = quaternion1.Y * scaleFactor;
|
||||
quaternion.Z = quaternion1.Z * scaleFactor;
|
||||
quaternion.W = quaternion1.W * scaleFactor;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1141,11 +1141,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X - quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y - quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z - quaternion2.Z;
|
||||
quaternion.W = quaternion1.W - quaternion2.W;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X - quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y - quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z - quaternion2.Z;
|
||||
quaternion.W = quaternion1.W - quaternion2.W;
|
||||
return quaternion;
|
||||
|
||||
}
|
||||
|
||||
@@ -1157,11 +1157,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator -(Quaternion quaternion)
|
||||
{
|
||||
Quaternion quaternion2;
|
||||
quaternion2.X = -quaternion.X;
|
||||
quaternion2.Y = -quaternion.Y;
|
||||
quaternion2.Z = -quaternion.Z;
|
||||
quaternion2.W = -quaternion.W;
|
||||
return quaternion2;
|
||||
quaternion2.X = -quaternion.X;
|
||||
quaternion2.Y = -quaternion.Y;
|
||||
quaternion2.Z = -quaternion.Z;
|
||||
quaternion2.W = -quaternion.W;
|
||||
return quaternion2;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -236,7 +236,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="x">The x coordinate of the point to check for containment.</param>
|
||||
/// <param name="y">The y coordinate of the point to check for containment.</param>
|
||||
/// <returns><c>true</c> if the provided coordinates lie inside this <see cref="Rectangle"/>; <c>false</c> otherwise.</returns>
|
||||
public bool Contains(int x, int y)
|
||||
public bool Contains(int x, int y)
|
||||
{
|
||||
return ((((this.X <= x) && (x < (this.X + this.Width))) && (this.Y <= y)) && (y < (this.Y + this.Height)));
|
||||
}
|
||||
@@ -251,7 +251,7 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return ((((this.X <= x) && (x < (this.X + this.Width))) && (this.Y <= y)) && (y < (this.Y + this.Height)));
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets whether or not the provided <see cref="Point"/> lies within the bounds of this <see cref="Rectangle"/>.
|
||||
/// </summary>
|
||||
@@ -517,7 +517,7 @@ namespace Microsoft.Xna.Framework
|
||||
result.Width = Math.Max(value1.Right, value2.Right) - result.X;
|
||||
result.Height = Math.Max(value1.Bottom, value2.Bottom) - result.Y;
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1120,7 +1120,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// </summary>
|
||||
/// <param name="value1"><see cref="Vector4"/> instance on the left of the not equal sign.</param>
|
||||
/// <param name="value2"><see cref="Vector4"/> instance on the right of the not equal sign.</param>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator !=(Vector4 value1, Vector4 value2)
|
||||
{
|
||||
return !(value1 == value2);
|
||||
|
||||
@@ -1535,4 +1535,4 @@
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\ToolBox.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\UpdaterUtil.cs" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
<WeldedSprite texture ="door.png" sourcerect="99,0,32,188" depth="0.0" origin="0.5,0.5"/>
|
||||
<BrokenSprite texture ="door.png" sourcerect="133,0,58,208" depth="0.051" origin="0.5,0.0" scale="true"/>
|
||||
<sound file="door.ogg" type="OnUse" range="500.0"/>
|
||||
<sound file="Content/Items/Tools/Crowbar.ogg" type="OnPicked" range="2000.0"/>
|
||||
<sound file="Content/Items/Tools/crowbar.ogg" type="OnPicked" range="2000.0"/>
|
||||
</Door>
|
||||
|
||||
<AiTarget sightrange="500.0"/>
|
||||
@@ -159,4 +159,4 @@
|
||||
<output name="proximity_sensor"/>
|
||||
</ConnectionPanel>
|
||||
</Item>
|
||||
</Items>
|
||||
</Items>
|
||||
|
||||
@@ -48,8 +48,9 @@ float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoor
|
||||
float4 main2(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 losColor = tex2D(LosSampler, texCoord);
|
||||
float4 sample = tex2D(TextureSampler, texCoord);
|
||||
|
||||
float4 outColor = float4(losColor.x, losColor.y, losColor.z, color.w);
|
||||
float4 outColor = float4(sample.x, sample.y, sample.z, losColor.x);
|
||||
|
||||
return outColor;
|
||||
}
|
||||
@@ -69,4 +70,4 @@ technique LosShader
|
||||
{
|
||||
PixelShader = compile ps_4_0_level_9_1 main2();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BIN
Barotrauma/BarotraumaShared/Content/watershader_opengl.xnb
Normal file → Executable file
BIN
Barotrauma/BarotraumaShared/Content/watershader_opengl.xnb
Normal file → Executable file
Binary file not shown.
@@ -78,7 +78,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
//re-enable collider
|
||||
if (!Collider.FarseerBody.Enabled)
|
||||
if (!Collider.Enabled)
|
||||
{
|
||||
var lowestLimb = FindLowestLimb();
|
||||
|
||||
@@ -87,7 +87,7 @@ namespace Barotrauma
|
||||
Math.Max(lowestLimb.SimPosition.Y + (Collider.radius + Collider.height / 2), Collider.SimPosition.Y)),
|
||||
0.0f);
|
||||
|
||||
Collider.FarseerBody.Enabled = true;
|
||||
Collider.Enabled = true;
|
||||
}
|
||||
|
||||
ResetPullJoints();
|
||||
|
||||
@@ -105,7 +105,7 @@ namespace Barotrauma
|
||||
|
||||
|
||||
//re-enable collider
|
||||
if (!Collider.FarseerBody.Enabled)
|
||||
if (!Collider.Enabled)
|
||||
{
|
||||
var lowestLimb = FindLowestLimb();
|
||||
|
||||
@@ -115,7 +115,7 @@ namespace Barotrauma
|
||||
Collider.Rotation);
|
||||
|
||||
Collider.FarseerBody.ResetDynamics();
|
||||
Collider.FarseerBody.Enabled = true;
|
||||
Collider.Enabled = true;
|
||||
}
|
||||
|
||||
if (swimming)
|
||||
|
||||
@@ -1469,5 +1469,12 @@ namespace Barotrauma
|
||||
list.Remove(this);
|
||||
}
|
||||
|
||||
public static void RemoveAll()
|
||||
{
|
||||
for (int i = list.Count - 1; i >= 0; i--)
|
||||
{
|
||||
list[i].Remove();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -344,18 +344,18 @@ namespace Barotrauma
|
||||
if (GameMain.Client != null) return;
|
||||
|
||||
float newHealth = MathHelper.Clamp(value, minHealth, maxHealth);
|
||||
if (newHealth == health) return;
|
||||
//if (newHealth == health) return;
|
||||
|
||||
health = newHealth;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
/*if (GameMain.Server != null)
|
||||
{
|
||||
if (Math.Abs(health - lastSentHealth) > (maxHealth - minHealth) / 255.0f || Math.Sign(health) != Math.Sign(lastSentHealth))
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
lastSentHealth = health;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
@@ -373,12 +373,12 @@ namespace Barotrauma
|
||||
if (GameMain.Client != null) return;
|
||||
|
||||
float newBleeding = MathHelper.Clamp(value, 0.0f, 5.0f);
|
||||
if (newBleeding == bleeding) return;
|
||||
//if (newBleeding == bleeding) return;
|
||||
|
||||
bleeding = newBleeding;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
|
||||
/*if (GameMain.Server != null)
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });*/
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1540,11 +1540,11 @@ namespace Barotrauma
|
||||
if (stunTimer > 0.0f)
|
||||
{
|
||||
stunTimer -= deltaTime;
|
||||
if (stunTimer < 0.0f && GameMain.Server != null)
|
||||
/*if (stunTimer < 0.0f && GameMain.Server != null)
|
||||
{
|
||||
//stun ended -> notify clients
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
}
|
||||
} */
|
||||
}
|
||||
|
||||
//Skip health effects as critical health handles it differently
|
||||
@@ -1574,8 +1574,8 @@ namespace Barotrauma
|
||||
if (IsRagdolled)
|
||||
{
|
||||
if (AnimController is HumanoidAnimController) ((HumanoidAnimController)AnimController).Crouching = false;
|
||||
if(GameMain.Server != null)
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
/*if(GameMain.Server != null)
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });*/
|
||||
AnimController.ResetPullJoints();
|
||||
selectedConstruction = null;
|
||||
return;
|
||||
@@ -1821,11 +1821,11 @@ namespace Barotrauma
|
||||
|
||||
if ((newStun <= stunTimer && !allowStunDecrease) || !MathUtils.IsValid(newStun)) return;
|
||||
|
||||
if (GameMain.Server != null &&
|
||||
/*if (GameMain.Server != null &&
|
||||
(Math.Sign(newStun) != Math.Sign(stunTimer) || Math.Abs(newStun - stunTimer) > 0.1f))
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
}
|
||||
}*/
|
||||
|
||||
if (Math.Sign(newStun) != Math.Sign(stunTimer)) AnimController.ResetPullJoints();
|
||||
|
||||
@@ -1884,11 +1884,11 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
if (GameMain.NetworkMember != null)
|
||||
/*if (GameMain.NetworkMember != null)
|
||||
{
|
||||
if (GameMain.Server != null)
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
|
||||
}
|
||||
}*/
|
||||
|
||||
AnimController.Frozen = false;
|
||||
|
||||
|
||||
@@ -332,6 +332,7 @@ namespace Barotrauma
|
||||
inventory.ServerRead(type, msg, c);
|
||||
break;
|
||||
case 1:
|
||||
bool doingCPR = msg.ReadBoolean();
|
||||
if (c.Character != this)
|
||||
{
|
||||
#if DEBUG
|
||||
@@ -340,7 +341,6 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
bool doingCPR = msg.ReadBoolean();
|
||||
AnimController.Anim = doingCPR ? AnimController.Animation.CPR : AnimController.Animation.None;
|
||||
break;
|
||||
case 2:
|
||||
@@ -358,7 +358,15 @@ namespace Barotrauma
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
AnimController.GrabLimb = (LimbType)msg.ReadUInt16();
|
||||
LimbType grabLimb = (LimbType)msg.ReadUInt16();
|
||||
if (c.Character != this)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.Log("Received a character update message from a client who's not controlling the character");
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
AnimController.GrabLimb = grabLimb;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
@@ -384,10 +392,6 @@ namespace Barotrauma
|
||||
Client owner = ((Client)extraData[1]);
|
||||
msg.Write(owner == null ? (byte)0 : owner.ID);
|
||||
break;
|
||||
case NetEntityEvent.Type.Status:
|
||||
msg.WriteRangedInteger(0, 2, 2);
|
||||
WriteStatus(msg);
|
||||
break;
|
||||
}
|
||||
msg.WritePadBits();
|
||||
}
|
||||
@@ -474,6 +478,8 @@ namespace Barotrauma
|
||||
tempBuffer.Write(SimPosition.Y);
|
||||
tempBuffer.Write(AnimController.Collider.Rotation);
|
||||
|
||||
WriteStatus(tempBuffer);
|
||||
|
||||
tempBuffer.WritePadBits();
|
||||
|
||||
msg.Write((byte)tempBuffer.LengthBytes);
|
||||
|
||||
@@ -13,13 +13,15 @@ namespace Barotrauma
|
||||
{
|
||||
public string Text;
|
||||
public Color Color;
|
||||
public bool IsCommand;
|
||||
|
||||
public readonly string Time;
|
||||
|
||||
public ColoredText(string text, Color color)
|
||||
public ColoredText(string text, Color color, bool isCommand)
|
||||
{
|
||||
this.Text = text;
|
||||
this.Color = color;
|
||||
this.IsCommand = isCommand;
|
||||
|
||||
Time = DateTime.Now.ToString();
|
||||
}
|
||||
@@ -1303,9 +1305,14 @@ namespace Barotrauma
|
||||
|
||||
direction = MathHelper.Clamp(direction, -1, 1);
|
||||
|
||||
selectedIndex += direction;
|
||||
if (selectedIndex < 0) selectedIndex = Messages.Count - 1;
|
||||
selectedIndex = selectedIndex % Messages.Count;
|
||||
int i = 0;
|
||||
do
|
||||
{
|
||||
selectedIndex += direction;
|
||||
if (selectedIndex < 0) selectedIndex = Messages.Count - 1;
|
||||
selectedIndex = selectedIndex % Messages.Count;
|
||||
if (++i >= Messages.Count) break;
|
||||
} while (!Messages[selectedIndex].IsCommand);
|
||||
|
||||
return Messages[selectedIndex].Text;
|
||||
}
|
||||
@@ -1317,7 +1324,7 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
activeQuestionText = null;
|
||||
#endif
|
||||
NewMessage(command, Color.White);
|
||||
NewMessage(command, Color.White, true);
|
||||
//reset the variable before invoking the delegate because the method may need to activate another question
|
||||
var temp = activeQuestionCallback;
|
||||
activeQuestionCallback = null;
|
||||
@@ -1331,7 +1338,7 @@ namespace Barotrauma
|
||||
|
||||
if (!splitCommand[0].ToLowerInvariant().Equals("admin"))
|
||||
{
|
||||
NewMessage(command, Color.White);
|
||||
NewMessage(command, Color.White, true);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
@@ -1611,12 +1618,12 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static void NewMessage(string msg, Color color)
|
||||
public static void NewMessage(string msg, Color color, bool isCommand = false)
|
||||
{
|
||||
if (string.IsNullOrEmpty((msg))) return;
|
||||
|
||||
#if SERVER
|
||||
Messages.Add(new ColoredText(msg, color));
|
||||
Messages.Add(new ColoredText(msg, color, isCommand));
|
||||
|
||||
//TODO: REMOVE
|
||||
Console.ForegroundColor = XnaToConsoleColor.Convert(color);
|
||||
@@ -1631,7 +1638,7 @@ namespace Barotrauma
|
||||
#elif CLIENT
|
||||
lock (queuedMessages)
|
||||
{
|
||||
queuedMessages.Enqueue(new ColoredText(msg, color));
|
||||
queuedMessages.Enqueue(new ColoredText(msg, color, isCommand));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -515,6 +515,7 @@ namespace Barotrauma.Items.Components
|
||||
case "requireditem":
|
||||
if (!overrideRequiredItems) requiredItems.Clear();
|
||||
overrideRequiredItems = true;
|
||||
|
||||
RelatedItem newRequiredItem = RelatedItem.Load(subElement);
|
||||
|
||||
if (newRequiredItem == null) continue;
|
||||
|
||||
@@ -1207,7 +1207,7 @@ namespace Barotrauma
|
||||
Color color = Color.Red;
|
||||
if (ic.HasRequiredSkills(character) && ic.HasRequiredItems(character, false)) color = Color.Orange;
|
||||
|
||||
texts.Add(new ColoredText(ic.Msg, color));
|
||||
texts.Add(new ColoredText(ic.Msg, color, false));
|
||||
}
|
||||
|
||||
return texts;
|
||||
@@ -1608,7 +1608,7 @@ namespace Barotrauma
|
||||
msg.Write(body.FarseerBody.Awake);
|
||||
if (body.FarseerBody.Awake)
|
||||
{
|
||||
body.FarseerBody.Enabled = true;
|
||||
body.Enabled = true;
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(body.LinearVelocity.X, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(body.LinearVelocity.Y, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,4 +1,4 @@
|
||||
/*
|
||||
/*
|
||||
* Created by SharpDevelop.
|
||||
* User: Burhan
|
||||
* Date: 17/06/2014
|
||||
@@ -8,31 +8,31 @@
|
||||
*/
|
||||
|
||||
/*
|
||||
Copyright 2011 James Humphreys. All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, are
|
||||
permitted provided that the following conditions are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright notice, this list of
|
||||
conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions in binary form must reproduce the above copyright notice, this list
|
||||
of conditions and the following disclaimer in the documentation and/or other materials
|
||||
provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY James Humphreys ``AS IS\" AND ANY EXPRESS OR IMPLIED
|
||||
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
||||
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
The views and conclusions contained in the software and documentation are those of the
|
||||
authors and should not be interpreted as representing official policies, either expressed
|
||||
or implied, of James Humphreys.
|
||||
Copyright 2011 James Humphreys. All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, are
|
||||
permitted provided that the following conditions are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright notice, this list of
|
||||
conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions in binary form must reproduce the above copyright notice, this list
|
||||
of conditions and the following disclaimer in the documentation and/or other materials
|
||||
provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY James Humphreys ``AS IS\" AND ANY EXPRESS OR IMPLIED
|
||||
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
||||
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
The views and conclusions contained in the software and documentation are those of the
|
||||
authors and should not be interpreted as representing official policies, either expressed
|
||||
or implied, of James Humphreys.
|
||||
*/
|
||||
|
||||
/*
|
||||
@@ -58,63 +58,63 @@ using System.Collections.Generic;
|
||||
namespace Voronoi2
|
||||
{
|
||||
public class Point
|
||||
{
|
||||
public double x, y;
|
||||
|
||||
public void setPoint ( double x, double y )
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
// use for sites and vertecies
|
||||
public class Site
|
||||
{
|
||||
public Point coord;
|
||||
public int sitenbr;
|
||||
{
|
||||
public double x, y;
|
||||
|
||||
public void setPoint ( double x, double y )
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
// use for sites and vertecies
|
||||
public class Site
|
||||
{
|
||||
public Point coord;
|
||||
public int sitenbr;
|
||||
|
||||
public void SetPoint(Vector2 point)
|
||||
{
|
||||
coord.setPoint(point.X, point.Y);
|
||||
}
|
||||
|
||||
public Site ()
|
||||
{
|
||||
coord = new Point();
|
||||
}
|
||||
}
|
||||
|
||||
public class Edge
|
||||
{
|
||||
public double a = 0, b = 0, c = 0;
|
||||
public Site[] ep;
|
||||
public Site[] reg;
|
||||
public int edgenbr;
|
||||
|
||||
public Edge ()
|
||||
{
|
||||
ep = new Site[2];
|
||||
reg = new Site[2];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class Halfedge
|
||||
{
|
||||
public Halfedge ELleft, ELright;
|
||||
public Edge ELedge;
|
||||
public bool deleted;
|
||||
public int ELpm;
|
||||
public Site vertex;
|
||||
public double ystar;
|
||||
public Halfedge PQnext;
|
||||
|
||||
public Halfedge ()
|
||||
{
|
||||
PQnext = null;
|
||||
}
|
||||
}
|
||||
|
||||
public Site ()
|
||||
{
|
||||
coord = new Point();
|
||||
}
|
||||
}
|
||||
|
||||
public class Edge
|
||||
{
|
||||
public double a = 0, b = 0, c = 0;
|
||||
public Site[] ep;
|
||||
public Site[] reg;
|
||||
public int edgenbr;
|
||||
|
||||
public Edge ()
|
||||
{
|
||||
ep = new Site[2];
|
||||
reg = new Site[2];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class Halfedge
|
||||
{
|
||||
public Halfedge ELleft, ELright;
|
||||
public Edge ELedge;
|
||||
public bool deleted;
|
||||
public int ELpm;
|
||||
public Site vertex;
|
||||
public double ystar;
|
||||
public Halfedge PQnext;
|
||||
|
||||
public Halfedge ()
|
||||
{
|
||||
PQnext = null;
|
||||
}
|
||||
}
|
||||
|
||||
public enum CellType
|
||||
{
|
||||
@@ -187,11 +187,11 @@ namespace Voronoi2
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public class GraphEdge
|
||||
{
|
||||
|
||||
public class GraphEdge
|
||||
{
|
||||
public Vector2 point1, point2;
|
||||
public Site site1, site2;
|
||||
public Site site1, site2;
|
||||
public VoronoiCell cell1, cell2;
|
||||
|
||||
public bool isSolid;
|
||||
@@ -239,20 +239,20 @@ namespace Voronoi2
|
||||
|
||||
return normal;
|
||||
}
|
||||
}
|
||||
|
||||
// للترتيب
|
||||
public class SiteSorterYX : IComparer<Site>
|
||||
{
|
||||
public int Compare ( Site p1, Site p2 )
|
||||
{
|
||||
Point s1 = p1.coord;
|
||||
Point s2 = p2.coord;
|
||||
if ( s1.y < s2.y ) return -1;
|
||||
if ( s1.y > s2.y ) return 1;
|
||||
if ( s1.x < s2.x ) return -1;
|
||||
if ( s1.x > s2.x ) return 1;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// للترتيب
|
||||
public class SiteSorterYX : IComparer<Site>
|
||||
{
|
||||
public int Compare ( Site p1, Site p2 )
|
||||
{
|
||||
Point s1 = p1.coord;
|
||||
Point s2 = p2.coord;
|
||||
if ( s1.y < s2.y ) return -1;
|
||||
if ( s1.y > s2.y ) return 1;
|
||||
if ( s1.x < s2.x ) return -1;
|
||||
if ( s1.x > s2.x ) return 1;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -89,11 +89,11 @@ namespace Barotrauma
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
protected bool ResizeHorizontal
|
||||
public bool ResizeHorizontal
|
||||
{
|
||||
get { return prefab != null && prefab.ResizeHorizontal; }
|
||||
}
|
||||
protected bool ResizeVertical
|
||||
public bool ResizeVertical
|
||||
{
|
||||
get { return prefab != null && prefab.ResizeVertical; }
|
||||
}
|
||||
|
||||
@@ -848,6 +848,7 @@ namespace Barotrauma
|
||||
{
|
||||
StairDirection = StairDirection == Direction.Left ? Direction.Right : Direction.Left;
|
||||
bodies.ForEach(b => GameMain.World.RemoveBody(b));
|
||||
bodies.Clear();
|
||||
|
||||
CreateStairBodies();
|
||||
}
|
||||
|
||||
@@ -1208,9 +1208,9 @@ namespace Barotrauma
|
||||
Item.ItemList.Clear();
|
||||
}
|
||||
|
||||
PhysicsBody.RemoveAll();
|
||||
Ragdoll.RemoveAll();
|
||||
|
||||
Ragdoll.list.Clear();
|
||||
PhysicsBody.RemoveAll();
|
||||
|
||||
GameMain.World.Clear();
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
public static bool IsValidName(string name)
|
||||
{
|
||||
if (name.Contains("\n") || name.Contains("\r\n")) return false;
|
||||
if (name.Contains("\n") || name.Contains("\r")) return false;
|
||||
|
||||
return (name.All(c =>
|
||||
c != ';' &&
|
||||
|
||||
@@ -172,7 +172,7 @@ namespace Barotrauma.Networking
|
||||
DebugConsole.NewMessage(clName + " (" + inc.SenderConnection.RemoteEndPoint.Address.ToString() + ") couldn't join the server (invalid name)", Color.Red);
|
||||
return;
|
||||
}
|
||||
if (clName.ToLower() == Name.ToLower())
|
||||
if (Homoglyphs.Compare(clName.ToLower(),Name.ToLower()))
|
||||
{
|
||||
DisconnectUnauthClient(inc, unauthClient, "That name is taken.");
|
||||
Log(clName + " (" + inc.SenderConnection.RemoteEndPoint.Address.ToString() + ") couldn't join the server (name taken by the server)", ServerLog.MessageType.Error);
|
||||
|
||||
@@ -349,9 +349,12 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
clientPermissions.Clear();
|
||||
|
||||
if (File.Exists("Data/clientpermissions.txt") && !File.Exists(ClientPermissionsFile))
|
||||
if (!File.Exists(ClientPermissionsFile))
|
||||
{
|
||||
LoadClientPermissionsOld("Data/clientpermissions.txt");
|
||||
if (File.Exists("Data/clientpermissions.txt"))
|
||||
{
|
||||
LoadClientPermissionsOld("Data/clientpermissions.txt");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -94,9 +94,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
class Key
|
||||
{
|
||||
private bool hit, hitQueue;
|
||||
class Key
|
||||
{
|
||||
private bool hit, hitQueue;
|
||||
private bool held, heldQueue;
|
||||
|
||||
|
||||
@@ -106,23 +106,23 @@ namespace Barotrauma
|
||||
//{
|
||||
// get { return canBeHeld; }
|
||||
//}
|
||||
|
||||
public Key(KeyOrMouse binding)
|
||||
{
|
||||
|
||||
public Key(KeyOrMouse binding)
|
||||
{
|
||||
this.binding = binding;
|
||||
}
|
||||
}
|
||||
|
||||
public bool Hit
|
||||
{
|
||||
get
|
||||
{
|
||||
return hit;
|
||||
}
|
||||
set
|
||||
{
|
||||
hit = value;
|
||||
}
|
||||
}
|
||||
public bool Hit
|
||||
{
|
||||
get
|
||||
{
|
||||
return hit;
|
||||
}
|
||||
set
|
||||
{
|
||||
hit = value;
|
||||
}
|
||||
}
|
||||
|
||||
public bool Held
|
||||
{
|
||||
@@ -141,14 +141,14 @@ namespace Barotrauma
|
||||
get { return binding; }
|
||||
}
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
if (hit) hitQueue = true;
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
if (hit) hitQueue = true;
|
||||
|
||||
held = binding.IsDown();
|
||||
if (held) heldQueue = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetState(bool hit, bool held)
|
||||
{
|
||||
@@ -156,12 +156,12 @@ namespace Barotrauma
|
||||
if (held) heldQueue = true;
|
||||
}
|
||||
|
||||
public bool DequeueHit()
|
||||
{
|
||||
bool value = hitQueue;
|
||||
hitQueue = false;
|
||||
return value;
|
||||
}
|
||||
public bool DequeueHit()
|
||||
{
|
||||
bool value = hitQueue;
|
||||
hitQueue = false;
|
||||
return value;
|
||||
}
|
||||
|
||||
public bool DequeueHeld()
|
||||
{
|
||||
@@ -187,11 +187,11 @@ namespace Barotrauma
|
||||
held = false;
|
||||
}
|
||||
|
||||
public void ResetHit()
|
||||
{
|
||||
hit = false;
|
||||
//stateQueue = false;
|
||||
}
|
||||
public void ResetHit()
|
||||
{
|
||||
hit = false;
|
||||
//stateQueue = false;
|
||||
}
|
||||
|
||||
|
||||
public void ResetHeld()
|
||||
@@ -199,5 +199,5 @@ namespace Barotrauma
|
||||
held = false;
|
||||
//stateQueue = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -508,6 +508,52 @@ namespace Barotrauma
|
||||
// Return formatted number with suffix
|
||||
return readable.ToString("0.# ") + suffix;
|
||||
}
|
||||
|
||||
public static void SplitRectanglesHorizontal(List<Rectangle> rects, Vector2 point)
|
||||
{
|
||||
for (int i = 0; i < rects.Count; i++)
|
||||
{
|
||||
if (point.Y > rects[i].Y && point.Y < rects[i].Y + rects[i].Height)
|
||||
{
|
||||
Rectangle rect1 = rects[i];
|
||||
Rectangle rect2 = rects[i];
|
||||
|
||||
rect1.Height = (int)(point.Y - rects[i].Y);
|
||||
|
||||
rect2.Height = rects[i].Height - rect1.Height;
|
||||
rect2.Y = rect1.Y + rect1.Height;
|
||||
rects[i] = rect1;
|
||||
rects.Insert(i + 1, rect2); i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void SplitRectanglesVertical(List<Rectangle> rects, Vector2 point)
|
||||
{
|
||||
for (int i = 0; i < rects.Count; i++)
|
||||
{
|
||||
if (point.X>rects[i].X && point.X<rects[i].X+rects[i].Width)
|
||||
{
|
||||
Rectangle rect1 = rects[i];
|
||||
Rectangle rect2 = rects[i];
|
||||
|
||||
rect1.Width = (int)(point.X-rects[i].X);
|
||||
|
||||
rect2.Width = rects[i].Width - rect1.Width;
|
||||
rect2.X = rect1.X + rect1.Width;
|
||||
rects[i] = rect1;
|
||||
rects.Insert(i + 1, rect2); i++;
|
||||
}
|
||||
}
|
||||
|
||||
/*for (int i = 0; i < rects.Count; i++)
|
||||
{
|
||||
if (rects[i].Width <= 0 || rects[i].Height <= 0)
|
||||
{
|
||||
rects.RemoveAt(i); i--;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
class CompareCCW : IComparer<Vector2>
|
||||
|
||||
BIN
Barotrauma/BarotraumaShared/libSDL2-2.0.0.dylib
Normal file
BIN
Barotrauma/BarotraumaShared/libSDL2-2.0.0.dylib
Normal file
Binary file not shown.
BIN
Barotrauma/BarotraumaShared/libopenal.1.dylib
Normal file
BIN
Barotrauma/BarotraumaShared/libopenal.1.dylib
Normal file
Binary file not shown.
@@ -1,7 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">ReleaseLinux</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
@@ -9,38 +9,54 @@
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Launcher</RootNamespace>
|
||||
<AssemblyName>Barotrauma Launcher</AssemblyName>
|
||||
<AssemblyName>Launcher</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<MonoGamePlatform>Windows</MonoGamePlatform>
|
||||
<MonoGameContentBuilderExe>
|
||||
</MonoGameContentBuilderExe>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\bin\Windows\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Prefer32Bit>false</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\bin\Windows\Release\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Prefer32Bit>false</Prefer32Bit>
|
||||
<ReleaseVersion>0.7.0.1</ReleaseVersion>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationIcon>Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseLinux|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\bin\ReleaseLinux</OutputPath>
|
||||
<DefineConstants>TRACE;LINUX;CLIENT</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugLinux|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\bin\DebugLinux</OutputPath>
|
||||
<DefineConstants>TRACE;LINUX;CLIENT;DEBUG</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'ReleaseWindows|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\bin\ReleaseWindows</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;CLIENT</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'DebugWindows|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\bin\DebugWindows</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;CLIENT;DEBUG</DefineConstants>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="LauncherMain.cs" />
|
||||
<Compile Include="Program.cs" />
|
||||
|
||||
@@ -45,429 +45,78 @@ Global
|
||||
Libraries\SharpFont\Source\SharpFontShared\SharpFontShared.projitems*{c293db32-fa42-486d-b128-5a12522fae4e}*SharedItemsImports = 4
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Android|Any CPU = Android|Any CPU
|
||||
Android|Mixed Platforms = Android|Mixed Platforms
|
||||
Android|x86 = Android|x86
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Debug|Mixed Platforms = Debug|Mixed Platforms
|
||||
DebugLinux|x86 = DebugLinux|x86
|
||||
DebugWindows|x86 = DebugWindows|x86
|
||||
ReleaseLinux|x86 = ReleaseLinux|x86
|
||||
ReleaseWindows|x86 = ReleaseWindows|x86
|
||||
Debug|x86 = Debug|x86
|
||||
iOS|Any CPU = iOS|Any CPU
|
||||
iOS|Mixed Platforms = iOS|Mixed Platforms
|
||||
iOS|x86 = iOS|x86
|
||||
Linux|Any CPU = Linux|Any CPU
|
||||
Linux|Mixed Platforms = Linux|Mixed Platforms
|
||||
Linux|x86 = Linux|x86
|
||||
OSX|Any CPU = OSX|Any CPU
|
||||
OSX|Mixed Platforms = OSX|Mixed Platforms
|
||||
OSX|x86 = OSX|x86
|
||||
PSM|Any CPU = PSM|Any CPU
|
||||
PSM|Mixed Platforms = PSM|Mixed Platforms
|
||||
PSM|x86 = PSM|x86
|
||||
Release|Any CPU = Release|Any CPU
|
||||
Release|Mixed Platforms = Release|Mixed Platforms
|
||||
Release|x86 = Release|x86
|
||||
Windows|Any CPU = Windows|Any CPU
|
||||
Windows|Mixed Platforms = Windows|Mixed Platforms
|
||||
Windows|x86 = Windows|x86
|
||||
Windows8|Any CPU = Windows8|Any CPU
|
||||
Windows8|Mixed Platforms = Windows8|Mixed Platforms
|
||||
Windows8|x86 = Windows8|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Android|Any CPU.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Android|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Android|Mixed Platforms.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Android|x86.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Android|x86.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Debug|Any CPU.ActiveCfg = Debug|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Debug|Mixed Platforms.Build.0 = Debug|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Debug|x86.ActiveCfg = Debug|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Debug|x86.Build.0 = Debug|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.iOS|Any CPU.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.iOS|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.iOS|Mixed Platforms.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.iOS|x86.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.iOS|x86.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Linux|Any CPU.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Linux|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Linux|Mixed Platforms.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Linux|x86.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Linux|x86.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.OSX|Any CPU.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.OSX|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.OSX|Mixed Platforms.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.OSX|x86.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.OSX|x86.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.PSM|Any CPU.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.PSM|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.PSM|Mixed Platforms.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.PSM|x86.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.PSM|x86.Build.0 = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Release|Any CPU.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Release|Mixed Platforms.ActiveCfg = Release|x86
|
||||
{008C0F83-E914-4966-9135-EA885059EDD8}.Release|Mixed Platforms.Build.0 = Release|x86
|
||||
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@@ -484,4 +133,7 @@ Global
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@@ -52,6 +31,38 @@
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@@ -166,13 +177,20 @@
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||||
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||||
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||||
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@@ -67,7 +68,6 @@
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||||
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||||
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@@ -12,6 +12,7 @@
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@@ -28,6 +28,7 @@
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@@ -2,6 +2,7 @@
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@@ -7,6 +7,6 @@
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||||
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||||
@@ -13,5 +13,9 @@ Before downloading the source code, please read the [EULA](EULA.txt).
|
||||
**Wiki:** http://barotrauma.gamepedia.com/Barotrauma_Wiki
|
||||
|
||||
## Prerequisities:
|
||||
### Windows
|
||||
- [Visual Studio](https://www.visualstudio.com/vs/community/) with C# 6.0 support (VS 2015 or later recommended)
|
||||
- [MonoGame 3.6](http://www.monogame.net/downloads/)
|
||||
### Linux
|
||||
- [Mono 5.4](www.mono-project.com)
|
||||
- [MonoDevelop 6](http://www.monodevelop.com/)
|
||||
- *Note: See http://community.monogame.net/t/installing-monogame-3-6-on-linux/8811 to get this version of MonoDevelop if your distro's package distribution suite is outdated.*
|
||||
|
||||
Reference in New Issue
Block a user