diff --git a/Subsurface/Content/Items/Door/doors.xml b/Subsurface/Content/Items/Door/doors.xml
index f4326c5ed..f6c6f3c78 100644
--- a/Subsurface/Content/Items/Door/doors.xml
+++ b/Subsurface/Content/Items/Door/doors.xml
@@ -34,7 +34,7 @@
-
+
diff --git a/Subsurface/Source/GameMain.cs b/Subsurface/Source/GameMain.cs
index fb6ac0329..e8c171971 100644
--- a/Subsurface/Source/GameMain.cs
+++ b/Subsurface/Source/GameMain.cs
@@ -103,6 +103,15 @@ namespace Barotrauma
{
get { return NetworkMember as GameClient; }
}
+
+ ///
+ /// Total seconds elapsed after startup
+ ///
+ public double TotalElapsedTime
+ {
+ get;
+ private set;
+ }
public GameMain()
{
@@ -297,11 +306,12 @@ namespace Barotrauma
protected override void Update(GameTime gameTime)
{
Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
-
bool paused = true;
while (Timing.Accumulator >= Timing.Step)
{
+ TotalElapsedTime = gameTime.TotalGameTime.TotalSeconds;
+
fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
fixedTime.ElapsedGameTime = addTime;
diff --git a/Subsurface/Source/Items/Components/Door.cs b/Subsurface/Source/Items/Components/Door.cs
index ec03b232e..a592d749f 100644
--- a/Subsurface/Source/Items/Components/Door.cs
+++ b/Subsurface/Source/Items/Components/Door.cs
@@ -368,7 +368,7 @@ namespace Barotrauma.Items.Components
LinkedGap.ConnectedDoor = this;
LinkedGap.Open = openState;
- Vector2[] corners = GetConvexHullCorners(doorRect);
+ Vector2[] corners = GetConvexHullCorners(Rectangle.Empty);
convexHull = new ConvexHull(corners, Color.Black, item);
if (window != Rectangle.Empty) convexHull2 = new ConvexHull(corners, Color.Black, item);
diff --git a/Subsurface/Source/Map/Lights/ConvexHull.cs b/Subsurface/Source/Map/Lights/ConvexHull.cs
index c48285988..2740c7693 100644
--- a/Subsurface/Source/Map/Lights/ConvexHull.cs
+++ b/Subsurface/Source/Map/Lights/ConvexHull.cs
@@ -7,7 +7,7 @@ using System.Linq;
namespace Barotrauma.Lights
{
- class CachedShadow : IDisposable
+ /*class CachedShadow : IDisposable
{
public VertexBuffer ShadowBuffer;
@@ -40,7 +40,7 @@ namespace Barotrauma.Lights
{
ShadowBuffer.Dispose();
}
- }
+ }*/
class ConvexHullList
{
@@ -65,17 +65,58 @@ namespace Barotrauma.Lights
}
}
+ class Segment
+ {
+ public SegmentPoint Start;
+ public SegmentPoint End;
+
+ public Segment(SegmentPoint start, SegmentPoint end)
+ {
+ Start = start;
+ End = end;
+
+ start.Segment = this;
+ end.Segment = this;
+ }
+ }
+
+ struct SegmentPoint
+ {
+ public Vector2 Pos;
+ public Vector2 WorldPos;
+
+ public Segment Segment;
+
+ public SegmentPoint(Vector2 pos)
+ {
+ Pos = pos;
+ WorldPos = pos;
+
+ Segment = null;
+ }
+
+ public override string ToString()
+ {
+ return Pos.ToString();
+ }
+ }
+
class ConvexHull
{
public static List HullLists = new List();
static BasicEffect shadowEffect;
static BasicEffect penumbraEffect;
- private Dictionary cachedShadows;
-
- private Vector2[] vertices;
- private Vector2[] losVertices;
- private int primitiveCount;
+ //private Dictionary cachedShadows;
+
+ public VertexBuffer ShadowBuffer;
+
+ Segment[] segments = new Segment[4];
+ SegmentPoint[] vertices = new SegmentPoint[4];
+ SegmentPoint[] losVertices = new SegmentPoint[4];
+
+ //private Vector2[] vertices;
+ //private Vector2[] losVertices;
private bool[] backFacing;
private bool[] ignoreEdge;
@@ -95,10 +136,28 @@ namespace Barotrauma.Lights
}
+ private bool enabled;
public bool Enabled
+ {
+ get
+ {
+ return enabled;
+ }
+ set
+ {
+ if (enabled == value) return;
+ enabled = value;
+ LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
+ }
+ }
+
+ ///
+ /// The elapsed gametime when the vertices of this hull last changed
+ ///
+ public float LastVertexChangeTime
{
get;
- set;
+ private set;
}
public Rectangle BoundingBox
@@ -124,18 +183,17 @@ namespace Barotrauma.Lights
parentEntity = parent;
- cachedShadows = new Dictionary();
+ //cachedShadows = new Dictionary();
shadowVertices = new VertexPositionColor[6 * 2];
penumbraVertices = new VertexPositionTexture[6];
//vertices = points;
- primitiveCount = points.Length;
SetVertices(points);
//CalculateDimensions();
- backFacing = new bool[primitiveCount];
- ignoreEdge = new bool[primitiveCount];
+ backFacing = new bool[4];
+ ignoreEdge = new bool[4];
Enabled = true;
@@ -157,12 +215,14 @@ namespace Barotrauma.Lights
private void UpdateIgnoredEdges(ConvexHull ch)
{
+ if (ch == this) return;
+ //ignore edges that are inside some other convex hull
for (int i = 0; i < vertices.Length; i++)
{
- if (vertices[i].X >= ch.boundingBox.X && vertices[i].X <= ch.boundingBox.Right &&
- vertices[i].Y >= ch.boundingBox.Y && vertices[i].Y <= ch.boundingBox.Bottom)
+ if (vertices[i].Pos.X >= ch.boundingBox.X && vertices[i].Pos.X <= ch.boundingBox.Right &&
+ vertices[i].Pos.Y >= ch.boundingBox.Y && vertices[i].Pos.Y <= ch.boundingBox.Bottom)
{
- Vector2 p = vertices[(i + 1) % vertices.Length];
+ Vector2 p = vertices[(i + 1) % vertices.Length].Pos;
if (p.X >= ch.boundingBox.X && p.X <= ch.boundingBox.Right &&
p.Y >= ch.boundingBox.Y && p.Y <= ch.boundingBox.Bottom)
@@ -179,11 +239,11 @@ namespace Barotrauma.Lights
for (int i = 0; i < vertices.Length; i++)
{
- if (minX == null || vertices[i].X < minX) minX = vertices[i].X;
- if (minY == null || vertices[i].Y < minY) minY = vertices[i].Y;
+ if (minX == null || vertices[i].Pos.X < minX) minX = vertices[i].Pos.X;
+ if (minY == null || vertices[i].Pos.Y < minY) minY = vertices[i].Pos.Y;
- if (maxX == null || vertices[i].X > maxX) maxX = vertices[i].X;
- if (maxY == null || vertices[i].Y > minY) maxY = vertices[i].Y;
+ if (maxX == null || vertices[i].Pos.X > maxX) maxX = vertices[i].Pos.X;
+ if (maxY == null || vertices[i].Pos.Y > minY) maxY = vertices[i].Pos.Y;
}
boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
@@ -191,47 +251,73 @@ namespace Barotrauma.Lights
public void Move(Vector2 amount)
{
- ClearCachedShadows();
-
for (int i = 0; i < vertices.Length; i++)
{
- vertices[i] += amount;
- losVertices[i] += amount;
+ vertices[i].Pos += amount;
+ losVertices[i].Pos += amount;
+
+ segments[i].Start.Pos += amount;
+ segments[i].End.Pos += amount;
}
+ LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
+
CalculateDimensions();
}
public void SetVertices(Vector2[] points)
{
- ClearCachedShadows();
+ Debug.Assert(points.Length == 4, "Only rectangular convex hulls are supported");
- vertices = points;
- losVertices = points;
+ LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
+ for (int i = 0; i < 4; i++)
+ {
+ vertices[i] = new SegmentPoint(points[i]);
+ losVertices[i] = new SegmentPoint(points[i]);
+
+ }
+ for (int i = 0; i < 4; i++)
+ {
+ segments[i] = new Segment(vertices[i], vertices[(i + 1) % 4]);
+ }
+
int margin = 0;
if (Math.Abs(points[0].X - points[2].X) < Math.Abs(points[0].Y - points[1].Y))
{
- losVertices = new Vector2[] {
- new Vector2(points[0].X+margin, points[0].Y),
- new Vector2(points[1].X+margin, points[1].Y),
- new Vector2(points[2].X-margin, points[2].Y),
- new Vector2(points[3].X-margin, points[3].Y)};
+ losVertices[0].Pos = new Vector2(points[0].X + margin, points[0].Y);
+ losVertices[1].Pos = new Vector2(points[1].X + margin, points[1].Y);
+ losVertices[2].Pos = new Vector2(points[2].X - margin, points[2].Y);
+ losVertices[3].Pos = new Vector2(points[3].X - margin, points[3].Y);
}
else
{
- losVertices = new Vector2[] {
- new Vector2(points[0].X, points[0].Y +margin),
- new Vector2(points[1].X, points[1].Y - margin),
- new Vector2(points[2].X, points[2].Y - margin),
- new Vector2(points[3].X, points[3].Y + margin)};
+ losVertices[0].Pos = new Vector2(points[0].X, points[0].Y + margin);
+ losVertices[1].Pos = new Vector2(points[1].X, points[1].Y - margin);
+ losVertices[2].Pos = new Vector2(points[2].X, points[2].Y - margin);
+ losVertices[3].Pos = new Vector2(points[3].X, points[3].Y + margin);
}
CalculateDimensions();
+
+ if (parentEntity == null || ignoreEdge == null) return;
+ for (int i = 0; i<4; i++)
+ {
+ ignoreEdge[i] = false;
+ }
+
+ var chList = HullLists.Find(x => x.Submarine == parentEntity.Submarine);
+ if (chList != null)
+ {
+ foreach (ConvexHull ch in chList.List)
+ {
+ UpdateIgnoredEdges(ch);
+ }
+ }
}
- private void RemoveCachedShadow(Lights.LightSource light)
+ /*private void RemoveCachedShadow(Lights.LightSource light)
{
CachedShadow shadow = null;
cachedShadows.TryGetValue(light, out shadow);
@@ -251,7 +337,7 @@ namespace Barotrauma.Lights
cachedShadow.Value.Dispose();
}
cachedShadows.Clear();
- }
+ }*/
public bool Intersects(Rectangle rect)
{
@@ -265,6 +351,50 @@ namespace Barotrauma.Lights
}
return transformedBounds.Intersects(rect);
}
+
+ ///
+ /// Returns the segments that are facing towards viewPosition
+ ///
+ public List GetVisibleSegments(Vector2 viewPosition)
+ {
+ List visibleFaces = new List();
+
+ for (int i = 0; i < 4; i++)
+ {
+ if (ignoreEdge[i]) continue;
+
+ Vector2 pos1 = vertices[i].WorldPos;
+ Vector2 pos2 = vertices[(i + 1) % 4].WorldPos;
+
+ Vector2 middle = (pos1 + pos2) / 2;
+
+ Vector2 L = viewPosition - middle;
+
+ Vector2 N = new Vector2(
+ -(pos2.Y - pos1.Y),
+ pos2.X - pos1.X);
+
+ if (Vector2.Dot(N, L) > 0)
+ {
+ visibleFaces.Add(segments[i]);
+ }
+ }
+
+ return visibleFaces;
+ }
+
+
+ public void RefreshWorldPositions()
+ {
+ if (parentEntity == null || parentEntity.Submarine == null) return;
+ for (int i = 0; i < 4; i++)
+ {
+ vertices[i].WorldPos = vertices[i].Pos + parentEntity.Submarine.DrawPosition;
+ segments[i].Start.WorldPos = segments[i].Start.Pos + parentEntity.Submarine.DrawPosition;
+ segments[i].End.WorldPos = segments[i].End.Pos + parentEntity.Submarine.DrawPosition;
+
+ }
+ }
private void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
{
@@ -273,7 +403,7 @@ namespace Barotrauma.Lights
var vertices = los ? losVertices : this.vertices;
//compute facing of each edge, using N*L
- for (int i = 0; i < primitiveCount; i++)
+ for (int i = 0; i < 4; i++)
{
if (ignoreEdge[i])
{
@@ -281,12 +411,10 @@ namespace Barotrauma.Lights
continue;
}
- Vector2 firstVertex = new Vector2(vertices[i].X, vertices[i].Y);
- int secondIndex = (i + 1) % primitiveCount;
- Vector2 secondVertex = new Vector2(vertices[secondIndex].X, vertices[secondIndex].Y);
- Vector2 middle = (firstVertex + secondVertex) / 2;
+ Vector2 firstVertex = vertices[i].Pos;
+ Vector2 secondVertex = vertices[(i+1) % 4].Pos;
- Vector2 L = lightSourcePos - middle;
+ Vector2 L = lightSourcePos - ((firstVertex + secondVertex) / 2.0f);
Vector2 N = new Vector2(
-(secondVertex.Y - firstVertex.Y),
@@ -299,10 +427,10 @@ namespace Barotrauma.Lights
//belong to the shadow
int startingIndex = 0;
int endingIndex = 0;
- for (int i = 0; i < primitiveCount; i++)
+ for (int i = 0; i < 4; i++)
{
int currentEdge = i;
- int nextEdge = (i + 1) % primitiveCount;
+ int nextEdge = (i + 1) % 4;
if (backFacing[currentEdge] && !backFacing[nextEdge])
endingIndex = nextEdge;
@@ -315,7 +443,7 @@ namespace Barotrauma.Lights
if (endingIndex > startingIndex)
shadowVertexCount = endingIndex - startingIndex + 1;
else
- shadowVertexCount = primitiveCount + 1 - startingIndex + endingIndex;
+ shadowVertexCount = 4 + 1 - startingIndex + endingIndex;
//shadowVertices = new VertexPositionColor[shadowVertexCount * 2];
@@ -324,7 +452,7 @@ namespace Barotrauma.Lights
int svCount = 0;
while (svCount != shadowVertexCount * 2)
{
- Vector3 vertexPos = new Vector3(vertices[currentIndex], 0.0f);
+ Vector3 vertexPos = new Vector3(vertices[currentIndex].Pos, 0.0f);
int i = los ? svCount : svCount + 1;
int j = los ? svCount + 1 : svCount;
@@ -338,14 +466,13 @@ namespace Barotrauma.Lights
shadowVertices[j] = new VertexPositionColor();
shadowVertices[j].Color = shadowVertices[i].Color;
-
Vector3 L2P = vertexPos - new Vector3(lightSourcePos, 0);
L2P.Normalize();
shadowVertices[j].Position = new Vector3(lightSourcePos, 0) + L2P * 9000;
svCount += 2;
- currentIndex = (currentIndex + 1) % primitiveCount;
+ currentIndex = (currentIndex + 1) % 4;
}
if (los)
@@ -358,7 +485,7 @@ namespace Barotrauma.Lights
{
for (int n = 0; n < 4; n += 3)
{
- Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
+ Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex].Pos : vertices[endingIndex].Pos, 0.0f);
penumbraVertices[n] = new VertexPositionTexture();
penumbraVertices[n].Position = penumbraStart;
@@ -397,6 +524,59 @@ namespace Barotrauma.Lights
}
}
+ public static List GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
+ {
+ List list = new List();
+
+ foreach (ConvexHullList chList in ConvexHull.HullLists)
+ {
+ Vector2 lightPos = position;
+ if (ParentSub == null)
+ {
+ //light and the convexhull are both outside
+ if (chList.Submarine == null)
+ {
+ list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
+
+ }
+ //light is outside, convexhull inside a sub
+ else
+ {
+ if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, chList.Submarine.Borders)) continue;
+
+ lightPos -= (chList.Submarine.WorldPosition - chList.Submarine.HiddenSubPosition);
+
+ list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
+ }
+ }
+ else
+ {
+ //light is inside, convexhull outside
+ if (chList.Submarine == null) continue;
+
+ //light and convexhull are both inside the same sub
+ if (chList.Submarine == ParentSub)
+ {
+ list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
+ }
+ //light and convexhull are inside different subs
+ else
+ {
+ lightPos -= (chList.Submarine.Position - ParentSub.Position);
+
+ Rectangle subBorders = chList.Submarine.Borders;
+ subBorders.Location += chList.Submarine.HiddenSubPosition.ToPoint() - new Point(0, chList.Submarine.Borders.Height);
+
+ if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) continue;
+
+ list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
+ }
+ }
+ }
+
+ return list;
+ }
+
public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, LightSource light, Matrix transform, bool los = true)
{
if (!Enabled) return;
@@ -415,29 +595,13 @@ namespace Barotrauma.Lights
}
}
-
- CachedShadow cachedShadow = null;
- if (!cachedShadows.TryGetValue(light, out cachedShadow) ||
- Vector2.DistanceSquared(lightSourcePos, cachedShadow.LightPos) > 1.0f)
- {
- CalculateShadowVertices(lightSourcePos, los);
-
- if (cachedShadow != null)
- {
- cachedShadow.LightPos = lightSourcePos;
- cachedShadow.ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
- cachedShadow.ShadowVertexCount = shadowVertexCount;
- }
- else
- {
- cachedShadow = new CachedShadow(shadowVertices, lightSourcePos, shadowVertexCount, 0);
- RemoveCachedShadow(light);
- cachedShadows.Add(light, cachedShadow);
- }
- }
-
- graphicsDevice.SetVertexBuffer(cachedShadow.ShadowBuffer);
- shadowVertexCount = cachedShadow.ShadowVertexCount;
+
+ CalculateShadowVertices(lightSourcePos, los);
+ ShadowBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, 6 * 2, BufferUsage.None);
+ ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
+
+ graphicsDevice.SetVertexBuffer(ShadowBuffer);
+ shadowVertexCount = shadowVertices.Length;
DrawShadows(graphicsDevice, cam, transform, los);
}
@@ -493,8 +657,6 @@ namespace Barotrauma.Lights
public void Remove()
{
- ClearCachedShadows();
-
var chList = HullLists.Find(x => x.Submarine == parentEntity.Submarine);
if (chList != null)
@@ -506,8 +668,6 @@ namespace Barotrauma.Lights
}
}
}
-
-
}
}
diff --git a/Subsurface/Source/Map/Lights/LightManager.cs b/Subsurface/Source/Map/Lights/LightManager.cs
index b3d4c8382..b1ae2f9f9 100644
--- a/Subsurface/Source/Map/Lights/LightManager.cs
+++ b/Subsurface/Source/Map/Lights/LightManager.cs
@@ -25,6 +25,8 @@ namespace Barotrauma.Lights
public Color AmbientLight;
RenderTarget2D lightMap, losTexture;
+
+ BasicEffect lightEffect;
private static Texture2D alphaClearTexture;
@@ -60,6 +62,15 @@ namespace Barotrauma.Lights
losTexture = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
+ if (lightEffect == null)
+ {
+ lightEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
+ lightEffect.VertexColorEnabled = false;
+
+ lightEffect.TextureEnabled = true;
+ lightEffect.Texture = LightSource.LightTexture;
+ }
+
hullAmbientLights = new Dictionary();
smoothedHullAmbientLights = new Dictionary();
@@ -83,7 +94,8 @@ namespace Barotrauma.Lights
{
foreach (LightSource light in lights)
{
- light.NeedsHullUpdate = true;
+ light.NeedsHullCheck = true;
+ light.NeedsRecalculation = true;
}
}
@@ -132,46 +144,27 @@ 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 transform = cam.ShaderTransform
+ * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
+
+ Vector3 offset = Vector3.Zero;// new Vector3(Submarine.MainSub.DrawPosition.X, Submarine.MainSub.DrawPosition.Y, 0.0f);
+
foreach (LightSource light in lights)
{
if (light.Color.A < 1 || light.Range < 1.0f || !light.CastShadows) continue;
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
-
- //clear alpha to 1
- ClearAlphaToOne(graphics, spriteBatch);
-
- //draw all shadows
- //write only to the alpha channel, which sets alpha to 0
- graphics.RasterizerState = RasterizerState.CullNone;
- graphics.BlendState = CustomBlendStates.WriteToAlpha;
- light.DrawShadows(graphics, cam, shadowTransform);
-
- //draw the light shape
- //where Alpha is 0, nothing will be written
- spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
- light.Draw(spriteBatch);
-
- spriteBatch.End();
+ light.Draw(spriteBatch, lightEffect, transform);
}
-
- ClearAlphaToOne(graphics, spriteBatch);
-
- spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
-
+ lightEffect.World = Matrix.CreateTranslation(offset) * transform;
+
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
-
- foreach (LightSource light in lights)
- {
- if (light.Color.A < 1 || light.Range < 1.0f || light.CastShadows) continue;
- //if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
-
- light.Draw(spriteBatch);
- }
-
if (Character.Controlled != null)
{
if (Character.Controlled.ClosestItem != null)
@@ -185,10 +178,6 @@ namespace Barotrauma.Lights
Character.Controlled.ClosestCharacter.Draw(spriteBatch);
}
}
- spriteBatch.End();
-
-
- spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
foreach (Hull hull in smoothedHullAmbientLights.Keys)
{
@@ -207,11 +196,11 @@ namespace Barotrauma.Lights
spriteBatch.End();
-
//clear alpha, to avoid messing stuff up later
- ClearAlphaToOne(graphics, spriteBatch);
-
+ //ClearAlphaToOne(graphics, spriteBatch);
+
graphics.SetRenderTarget(null);
+ graphics.BlendState = BlendState.AlphaBlend;
}
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
@@ -253,7 +242,7 @@ namespace Barotrauma.Lights
Matrix shadowTransform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
- var convexHulls = LightSource.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
+ var convexHulls = ConvexHull.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
if (convexHulls != null)
{
diff --git a/Subsurface/Source/Map/Lights/LightSource.cs b/Subsurface/Source/Map/Lights/LightSource.cs
index f6d21525d..4474d6a36 100644
--- a/Subsurface/Source/Map/Lights/LightSource.cs
+++ b/Subsurface/Source/Map/Lights/LightSource.cs
@@ -15,27 +15,35 @@ namespace Barotrauma.Lights
private List hullsInRange;
private Color color;
-
private float range;
-
- public SpriteEffects SpriteEffect = SpriteEffects.None;
-
+
+ private Sprite overrideLightTexture;
private Texture2D texture;
+ public SpriteEffects SpriteEffect = SpriteEffects.None;
public Sprite LightSprite;
- private Sprite overrideLightTexture;
-
public Submarine ParentSub;
public bool CastShadows;
- //what was the range of the light when HullsInRange were last updated
- private float prevHullUpdateRange;
+ //what was the range of the light when lightvolumes were last calculated
+ private float prevCalculatedRange;
+ private Vector2 prevCalculatedPosition;
- private Vector2 prevHullUpdatePosition;
+ //do we need to recheck which convex hulls are within range
+ //(e.g. position or range of the lightsource has changed)
+ public bool NeedsHullCheck = true;
+ //do we need to recalculate the vertices of the light volume
+ public bool NeedsRecalculation = true;
- public bool NeedsHullUpdate;
+ //when were the vertices of the light volume last calculated
+ private float lastRecalculationTime;
+
+ private DynamicVertexBuffer lightVolumeBuffer;
+ private DynamicIndexBuffer lightVolumeIndexBuffer;
+ private int vertexCount;
+ private int indexCount;
private Vector2 position;
public Vector2 Position
@@ -46,17 +54,26 @@ namespace Barotrauma.Lights
if (position == value) return;
position = value;
- if (Vector2.Distance(prevHullUpdatePosition, position) < 5.0f) return;
+ if (Vector2.Distance(prevCalculatedPosition, position) < 5.0f) return;
- NeedsHullUpdate = true;
- prevHullUpdatePosition = position;
+ NeedsHullCheck = true;
+ NeedsRecalculation = true;
+ prevCalculatedPosition = position;
}
}
+ private float rotation;
public float Rotation
{
- get;
- set;
+ get { return rotation; }
+ set
+ {
+ if (rotation == value) return;
+ rotation = value;
+
+ NeedsHullCheck = true;
+ NeedsRecalculation = true;
+ }
}
public Vector2 WorldPosition
@@ -90,10 +107,11 @@ namespace Barotrauma.Lights
{
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
- if (Math.Abs(prevHullUpdateRange - range) < 10.0f) return;
+ if (Math.Abs(prevCalculatedRange - range) < 10.0f) return;
- NeedsHullUpdate = true;
- prevHullUpdateRange = range;
+ NeedsHullCheck = true;
+ NeedsRecalculation = true;
+ prevCalculatedRange = range;
}
}
@@ -130,13 +148,13 @@ namespace Barotrauma.Lights
this.color = color;
CastShadows = true;
-
+
texture = LightTexture;
-
+
GameMain.LightManager.AddLight(this);
}
- public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
+ /*public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
{
if (!CastShadows) return;
if (range < 1.0f || color.A < 0.01f) return;
@@ -161,147 +179,318 @@ namespace Barotrauma.Lights
foreach (ConvexHull ch in outsideHulls)
{
ch.DrawShadows(graphics, cam, this, shadowTransform, false);
- }
- }
+ }
+ }*/
- private List GetHullsInRange(Submarine sub)
+ ///
+ /// Update the contents of ConvexHullList and check if we need to recalculate vertices
+ ///
+ private void RefreshConvexHullList(ConvexHullList chList, Vector2 lightPos, Submarine sub)
{
- //find the current list of hulls in range
- var chList = hullsInRange.Find(x => x.Submarine == sub);
+ var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
+ if (fullChList == null) return;
- //not found -> create one
- if (chList == null)
- {
- chList = new ConvexHullList(sub);
- hullsInRange.Add(chList);
- }
+ chList.List = fullChList.List.FindAll(ch => ch.Enabled && MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
- Vector2 lightPos = position;
- if (ParentSub == null)
- {
- //light and the convexhull are both outside
- if (sub == null)
- {
- if (NeedsHullUpdate)
- {
- var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
- if (fullChList != null)
- chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
- }
- }
- //light is outside, convexhull inside a sub
- else
- {
- lightPos -= sub.Position;
-
- Rectangle subBorders = sub.Borders;
- subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
-
- //only draw if the light overlaps with the sub
- if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
-
- var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
- chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
- }
- }
- else
- {
- //light is inside, convexhull outside
- if (sub == null) return null;
-
- //light and convexhull are both inside the same sub
- if (sub == ParentSub)
- {
- if (NeedsHullUpdate)
- {
- var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
- chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
- }
- }
- //light and convexhull are inside different subs
- else
- {
- if (sub.DockedTo.Contains(ParentSub) && !NeedsHullUpdate) return chList.List;
-
- lightPos -= (sub.Position - ParentSub.Position);
-
- Rectangle subBorders = sub.Borders;
- subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
-
- //only draw if the light overlaps with the sub
- if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
-
- var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
- chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
- }
- }
-
- return chList.List;
+ NeedsHullCheck = true;
}
- public static List GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
+ ///
+ /// Recheck which convex hulls are in range (if needed),
+ /// and check if we need to recalculate vertices due to changes in the convex hulls
+ ///
+ private void CheckHullsInRange()
{
- List list = new List();
+ List subs = new List(Submarine.Loaded);
+ subs.Add(null);
- foreach (ConvexHullList chList in ConvexHull.HullLists)
+ foreach (Submarine sub in subs)
{
+ //find the list of convexhulls that belong to the sub
+ var chList = hullsInRange.Find(x => x.Submarine == sub);
+
+ //not found -> create one
+ if (chList == null)
+ {
+ chList = new ConvexHullList(sub);
+ hullsInRange.Add(chList);
+ NeedsRecalculation = true;
+ }
+
+ if (chList.List.Any(ch => ch.LastVertexChangeTime > lastRecalculationTime))
+ {
+ NeedsRecalculation = true;
+ }
+
Vector2 lightPos = position;
if (ParentSub == null)
{
- //light and the convexhull are both outside
- if (chList.Submarine == null)
+ //light and the convexhulls are both outside
+ if (sub == null)
{
- list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
-
+ if (NeedsHullCheck)
+ {
+ RefreshConvexHullList(chList, lightPos, null);
+ }
}
- //light is outside, convexhull inside a sub
+ //light is outside, convexhulls inside a sub
else
{
- if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, chList.Submarine.Borders)) continue;
+ lightPos -= sub.Position;
- lightPos -= (chList.Submarine.WorldPosition - chList.Submarine.HiddenSubPosition);
+ Rectangle subBorders = sub.Borders;
+ subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
- list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
+ //only draw if the light overlaps with the sub
+ if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
+ {
+ if (chList.List.Count > 0) NeedsRecalculation = true;
+ chList.List.Clear();
+ continue;
+ }
+
+ RefreshConvexHullList(chList, lightPos, sub);
}
}
- else
+ else
{
//light is inside, convexhull outside
- if (chList.Submarine == null) continue;
-
+ if (sub == null) continue;
+
//light and convexhull are both inside the same sub
- if (chList.Submarine == ParentSub)
+ if (sub == ParentSub)
{
- list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
+ if (NeedsHullCheck)
+ {
+ RefreshConvexHullList(chList, lightPos, sub);
+ }
}
//light and convexhull are inside different subs
else
{
- lightPos -= (chList.Submarine.Position - ParentSub.Position);
+ if (sub.DockedTo.Contains(ParentSub) && !NeedsHullCheck) continue;
- Rectangle subBorders = chList.Submarine.Borders;
- subBorders.Location += chList.Submarine.HiddenSubPosition.ToPoint() - new Point(0, chList.Submarine.Borders.Height);
+ lightPos -= (sub.Position - ParentSub.Position);
- if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) continue;
+ Rectangle subBorders = sub.Borders;
+ subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
- list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
+ //only draw if the light overlaps with the sub
+ if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders))
+ {
+ if (chList.List.Count > 0) NeedsRecalculation = true;
+ chList.List.Clear();
+ continue;
+ }
+
+ RefreshConvexHullList(chList, lightPos, sub);
}
}
}
-
-
- return list;
}
-
- public void Draw(SpriteBatch spriteBatch)
+ private List FindRaycastHits()
{
+ if (!CastShadows) return null;
+ if (range < 1.0f || color.A < 0.01f) return null;
+
+ Vector2 drawPos = position;
+ if (ParentSub != null) drawPos += ParentSub.DrawPosition;
+
+ var hulls = new List();// ConvexHull.GetHullsInRange(position, range, ParentSub);
+ foreach (ConvexHullList chList in hullsInRange)
+ {
+ hulls.AddRange(chList.List);
+ }
+
+ //find convexhull segments that are close enough and facing towards the light source
+ List visibleSegments = new List();
+ List points = new List();
+ foreach (ConvexHull hull in hulls)
+ {
+ hull.RefreshWorldPositions();
+
+ var visibleHullSegments = hull.GetVisibleSegments(drawPos);
+ visibleSegments.AddRange(visibleHullSegments);
+
+ foreach (Segment s in visibleHullSegments)
+ {
+ points.Add(s.Start);
+ points.Add(s.End);
+ }
+ }
+
+ //add a square-shaped boundary to make sure we've got something to construct the triangles from
+ //even if there aren't enough hull segments around the light source
+
+ //(might be more effective to calculate if we actually need these extra points)
+ var boundaryCorners = new List {
+ 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))
+ };
+
+ points.AddRange(boundaryCorners);
+
+ var compareCCW = new CompareSegmentPointCW(drawPos);
+ points.Sort(compareCCW);
+
+ List output = new List();
+
+ //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)
+ {
+ points.RemoveAt(i + 1);
+ }
+ }
+
+ foreach (SegmentPoint p in points)
+ {
+ Vector2 dir = Vector2.Normalize(p.WorldPos - drawPos);
+ 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);
+
+ //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))
+ {
+ output.Add(intersection1);
+ }
+ else
+ {
+ output.Add(intersection1);
+ output.Add(intersection2);
+ }
+ }
+
+ return output;
+ }
+
+ private Vector2 RayCast(Vector2 rayStart, Vector2 rayEnd, List segments)
+ {
+ float closestDist = 0.0f;
+ Vector2? closestIntersection = null;
+
+ foreach (Segment s in segments)
+ {
+ Vector2? intersection = MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos);
+
+ if (intersection != null)
+ {
+ float dist = Vector2.Distance((Vector2)intersection, rayStart);
+ if (closestIntersection == null || dist < closestDist)
+ {
+ closestDist = dist;
+ closestIntersection = intersection;
+ }
+ }
+ }
+
+ return closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
+ }
+
+ private void CalculateLightVertices(List rayCastHits)
+ {
+ List vertices = new List();
+
+ Vector2 drawPos = position;
+ if (ParentSub != null) drawPos += ParentSub.DrawPosition;
+
+ float cosAngle = (float)Math.Cos(Rotation);
+ float sinAngle = -(float)Math.Sin(Rotation);
+
+ Vector2 uvOffset = Vector2.Zero;
+ Vector2 overrideTextureDims = Vector2.One;
+ if (overrideLightTexture != null)
+ {
+ overrideTextureDims = new Vector2(overrideLightTexture.SourceRect.Width, overrideLightTexture.SourceRect.Height);
+ uvOffset = (overrideLightTexture.Origin / overrideTextureDims) - new Vector2(0.5f, 0.5f);
+ }
+
+ // 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));
+
+ // Add all the other encounter points as vertices
+ // storing their world position as UV coordinates
+ foreach (Vector2 vertex in rayCastHits)
+ {
+ Vector2 rawDiff = vertex - drawPos;
+ Vector2 diff = rawDiff;
+ diff /= range*2.0f;
+ if (overrideLightTexture != null)
+ {
+ Vector2 originDiff = diff;
+
+ diff.X = originDiff.X * cosAngle - originDiff.Y * sinAngle;
+ diff.Y = originDiff.X * sinAngle + originDiff.Y * cosAngle;
+ diff *= (overrideTextureDims / overrideLightTexture.size) * 2.0f;
+
+ diff += uvOffset;
+ }
+
+ vertices.Add(new VertexPositionTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
+ new Vector2(0.5f, 0.5f) + diff));
+ }
+
+ // Compute the indices to form triangles
+ List indices = new List();
+ 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(0);
+ indices.Add((short)(1));
+ indices.Add((short)(vertices.Count - 1));
+
+ vertexCount = vertices.Count;
+ indexCount = indices.Count;
+
+ //TODO: a better way to determine the size of the vertex buffer and handle changes in size?
+ //now we just create a buffer for 64 verts and make it larger if needed
+ if (lightVolumeBuffer == null)
+ {
+ lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
+ lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
+ }
+ else if (vertexCount > lightVolumeBuffer.VertexCount)
+ {
+ lightVolumeBuffer.Dispose();
+ lightVolumeIndexBuffer.Dispose();
+
+ lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
+ lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
+ }
+
+ lightVolumeBuffer.SetData(vertices.ToArray());
+ lightVolumeIndexBuffer.SetData(indices.ToArray());
+ }
+
+ public void Draw(SpriteBatch spriteBatch, BasicEffect lightEffect, Matrix transform)
+ {
+ CheckHullsInRange();
+
+ Vector3 offset = ParentSub == null ? Vector3.Zero :
+ new Vector3(ParentSub.DrawPosition.X, ParentSub.DrawPosition.Y, 0.0f);
+
+ lightEffect.World = Matrix.CreateTranslation(offset) * transform;
+
Vector2 drawPos = position;
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
drawPos.Y = -drawPos.Y;
- if (range > 1.0f)
+ if (range > 1.0f && false)
{
if (overrideLightTexture == null)
{
@@ -322,9 +511,38 @@ namespace Barotrauma.Lights
if (LightSprite != null)
{
- LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
+ //LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
+ }
- }
+ if (NeedsRecalculation)
+ {
+ var verts = FindRaycastHits();
+ CalculateLightVertices(verts);
+
+ lastRecalculationTime = (float)GameMain.Instance.TotalElapsedTime;
+ NeedsRecalculation = false;
+ }
+
+ if (vertexCount == 0) return;
+
+ lightEffect.DiffuseColor = (new Vector3(color.R, color.G, color.B) * (color.A / 255.0f)) / 255.0f;// color.ToVector3();
+ if (overrideLightTexture != null)
+ {
+ lightEffect.Texture = overrideLightTexture.Texture;
+ }
+ else
+ {
+ lightEffect.Texture = LightTexture;
+ }
+ lightEffect.CurrentTechnique.Passes[0].Apply();
+
+ GameMain.CurrGraphicsDevice.SetVertexBuffer(lightVolumeBuffer);
+ GameMain.CurrGraphicsDevice.Indices = lightVolumeIndexBuffer;
+
+ GameMain.CurrGraphicsDevice.DrawIndexedPrimitives
+ (
+ PrimitiveType.TriangleList, 0, 0, indexCount / 3
+ );
}
public void FlipX()
@@ -349,6 +567,18 @@ namespace Barotrauma.Lights
{
if (LightSprite != null) LightSprite.Remove();
+ if (lightVolumeBuffer != null)
+ {
+ lightVolumeBuffer.Dispose();
+ lightVolumeBuffer = null;
+ }
+
+ if (lightVolumeIndexBuffer != null)
+ {
+ lightVolumeIndexBuffer.Dispose();
+ lightVolumeIndexBuffer = null;
+ }
+
GameMain.LightManager.RemoveLight(this);
}
}
diff --git a/Subsurface/Source/Utils/MathUtils.cs b/Subsurface/Source/Utils/MathUtils.cs
index ccdf61cc5..279fc3088 100644
--- a/Subsurface/Source/Utils/MathUtils.cs
+++ b/Subsurface/Source/Utils/MathUtils.cs
@@ -208,6 +208,48 @@ namespace Barotrauma
return a1 + t * b;
}
+ ///
+ /// Get the point where line segment (a1, a2) intersects the axis-aligned line segment (axisAligned1, axisAligned2)
+ ///
+ public static Vector2? GetAxisAlignedLineIntersection(Vector2 a1, Vector2 a2, Vector2 axisAligned1, Vector2 axisAligned2)
+ {
+ if (Math.Abs(axisAligned1.X - axisAligned2.X) < 1.0f)
+ {
+ if (Math.Sign(a1.X - axisAligned1.X) == Math.Sign(a2.X - axisAligned1.X))
+ return null;
+
+ if (Math.Max(a1.Y, a2.Y) < Math.Min(axisAligned1.Y, axisAligned2.Y))
+ return null;
+
+ if (Math.Min(a1.Y, a2.Y) > Math.Max(axisAligned1.Y, axisAligned2.Y))
+ return null;
+ }
+ else
+ {
+ if (Math.Sign(a1.Y - axisAligned1.Y) == Math.Sign(a2.Y - axisAligned1.Y))
+ return null;
+
+ if (Math.Max(a1.X, a2.X) < Math.Min(axisAligned1.X, axisAligned2.X))
+ return null;
+
+ if (Math.Min(a1.X, a2.X) > Math.Max(axisAligned1.X, axisAligned2.X))
+ return null;
+ }
+
+ Vector2 b = a2 - a1;
+ Vector2 d = axisAligned2 - axisAligned1;
+ float bDotDPerp = b.X * d.Y - b.Y * d.X;
+
+ Vector2 c = axisAligned1 - a1;
+ float t = (c.X * d.Y - c.Y * d.X) / bDotDPerp;
+ if (t < 0 || t > 1) return null;
+
+ float u = (c.X * b.Y - c.Y * b.X) / bDotDPerp;
+ if (u < 0 || u > 1) return null;
+
+ return a1 + t * b;
+ }
+
public static Vector2? GetLineRectangleIntersection(Vector2 a1, Vector2 a2, Rectangle rect)
{
Vector2? intersection = GetLineIntersection(a1, a2,
@@ -276,15 +318,16 @@ namespace Barotrauma
public static bool CircleIntersectsRectangle(Vector2 circlePos, float radius, Rectangle rect)
{
float xDist = Math.Abs(circlePos.X - rect.Center.X);
+ float yDist = Math.Abs(circlePos.Y - rect.Center.Y);
+
int halfWidth = rect.Width / 2;
+ int halfHeight = rect.Height / 2;
if (xDist > (halfWidth + radius)) { return false; }
- if (xDist <= (halfWidth)) { return true; }
+ if (yDist > (halfHeight + radius)) { return false; }
- float yDist = Math.Abs(circlePos.Y - rect.Center.Y);
- int halfHeight = rect.Height / 2;
- if (yDist > (halfHeight + radius)) { return false; }
+ if (xDist <= (halfWidth)) { return true; }
if (yDist <= (halfHeight)) { return true; }
float distSqX = xDist - halfWidth;
@@ -475,4 +518,18 @@ namespace Barotrauma
return Math.Sign(d2 - d1);
}
}
+
+ class CompareSegmentPointCW : IComparer
+ {
+ private Vector2 center;
+
+ public CompareSegmentPointCW(Vector2 center)
+ {
+ this.center = center;
+ }
+ public int Compare(Lights.SegmentPoint a, Lights.SegmentPoint b)
+ {
+ return -CompareCCW.Compare(a.WorldPos, b.WorldPos, center);
+ }
+ }
}