using Barotrauma.Extensions; using Barotrauma.Items.Components; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using SharpFont; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; namespace Barotrauma.Lights { class ConvexHullList { private List list; public HashSet IsHidden; public readonly Submarine Submarine; public List List { get { return list; } set { Debug.Assert(value != null); Debug.Assert(!list.Contains(null)); list = value; IsHidden.RemoveWhere(ch => !list.Contains(ch)); } } public ConvexHullList(Submarine submarine) { Submarine = submarine; list = new List(); IsHidden = new HashSet(); } } class Segment { public SegmentPoint Start; public SegmentPoint End; public ConvexHull ConvexHull; public bool IsHorizontal; public bool IsAxisAligned; public Segment(SegmentPoint start, SegmentPoint end, ConvexHull convexHull) { if (start.Pos.Y > end.Pos.Y) { var temp = start; start = end; end = temp; } Start = start; End = end; ConvexHull = convexHull; start.ConvexHull = convexHull; end.ConvexHull = convexHull; IsHorizontal = Math.Abs(start.Pos.X - end.Pos.X) > Math.Abs(start.Pos.Y - end.Pos.Y); IsAxisAligned = Math.Abs(start.Pos.X - end.Pos.X) < 0.1f || Math.Abs(start.Pos.Y - end.Pos.Y) < 0.001f; } } struct SegmentPoint { public Vector2 Pos; public Vector2 WorldPos; public ConvexHull ConvexHull; public SegmentPoint(Vector2 pos, ConvexHull convexHull) { Pos = pos; WorldPos = pos; ConvexHull = convexHull; } public override string ToString() { return Pos.ToString(); } } class VectorPair { public Vector2? A = null; public Vector2? B = null; } class ConvexHull { public static List HullLists = new List(); public static BasicEffect shadowEffect; public static BasicEffect penumbraEffect; private readonly Segment[] segments = new Segment[4]; private readonly SegmentPoint[] vertices = new SegmentPoint[4]; private readonly SegmentPoint[] losVertices = new SegmentPoint[4]; private readonly VectorPair[] losOffsets = new VectorPair[4]; private readonly bool[] backFacing; private readonly bool[] ignoreEdge; private readonly bool isHorizontal; public VertexPositionColor[] ShadowVertices { get; private set; } public VertexPositionTexture[] PenumbraVertices { get; private set; } public int ShadowVertexCount { get; private set; } public int PenumbraVertexCount { get; private set; } private readonly HashSet overlappingHulls = new HashSet(); public MapEntity ParentEntity { get; private set; } private bool enabled; public bool Enabled { get { return enabled; } set { if (enabled == value) return; enabled = value; LastVertexChangeTime = (float)Timing.TotalTime; } } /// /// The elapsed gametime when the vertices of this hull last changed /// public float LastVertexChangeTime { get; private set; } public Rectangle BoundingBox { get; private set; } public ConvexHull(Vector2[] points, Color color, MapEntity parent) { if (shadowEffect == null) { shadowEffect = new BasicEffect(GameMain.Instance.GraphicsDevice) { VertexColorEnabled = true }; } if (penumbraEffect == null) { penumbraEffect = new BasicEffect(GameMain.Instance.GraphicsDevice) { TextureEnabled = true, LightingEnabled = false, Texture = TextureLoader.FromFile("Content/Lights/penumbra.png") }; } ParentEntity = parent; ShadowVertices = new VertexPositionColor[6 * 4]; PenumbraVertices = new VertexPositionTexture[6 * 4]; backFacing = new bool[4]; ignoreEdge = new bool[4]; float minX = points[0].X, minY = points[0].Y, maxX = points[0].X, maxY = points[0].Y; for (int i = 1; i < vertices.Length; i++) { if (points[i].X < minX) minX = points[i].X; if (points[i].Y < minY) minY = points[i].Y; if (points[i].X > maxX) maxX = points[i].X; if (points[i].Y > minY) maxY = points[i].Y; } BoundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY)); isHorizontal = BoundingBox.Width > BoundingBox.Height; if (ParentEntity is Structure structure) { System.Diagnostics.Debug.Assert(!structure.Removed); isHorizontal = structure.IsHorizontal; } else if (ParentEntity is Item item) { System.Diagnostics.Debug.Assert(!item.Removed); var door = item.GetComponent(); if (door != null) { isHorizontal = door.IsHorizontal; } } SetVertices(points); Enabled = true; var chList = HullLists.Find(h => h.Submarine == parent.Submarine); if (chList == null) { chList = new ConvexHullList(parent.Submarine); HullLists.Add(chList); } foreach (ConvexHull ch in chList.List) { MergeOverlappingSegments(ch); ch.MergeOverlappingSegments(this); } chList.List.Add(this); } private void MergeOverlappingSegments(ConvexHull ch) { if (ch == this) { return; } if (isHorizontal == ch.isHorizontal) { //hide segments that are roughly at the some position as some other segment (e.g. the ends of two adjacent wall pieces) float mergeDist = 16; float mergeDistSqr = mergeDist * mergeDist; Rectangle intersection = Rectangle.Intersect(BoundingBox, ch.BoundingBox); int intersectionArea = intersection.Width * intersection.Height; int bboxArea = BoundingBox.Width * BoundingBox.Height; int otherBboxArea = ch.BoundingBox.Width * ch.BoundingBox.Height; if (Math.Abs(intersectionArea - bboxArea) < mergeDistSqr) { return; } if (Math.Abs(intersectionArea - otherBboxArea) < mergeDistSqr) { return; } for (int i = 0; i < segments.Length; i++) { for (int j = 0; j < ch.segments.Length; j++) { if (segments[i].IsHorizontal != ch.segments[j].IsHorizontal) { continue; } if (ignoreEdge[i] || ch.ignoreEdge[j]) { continue; } //the segments must be at different sides of the convex hulls to be merged //(e.g. the right edge of a wall piece and the left edge of another one) var segment1Center = (segments[i].Start.Pos + segments[i].End.Pos) / 2.0f; var segment2Center = (ch.segments[j].Start.Pos + ch.segments[j].End.Pos) / 2.0f; if (Vector2.Dot(segment1Center - BoundingBox.Center.ToVector2(), segment2Center - ch.BoundingBox.Center.ToVector2()) > 0) { continue; } if (Vector2.DistanceSquared(segments[i].Start.Pos, ch.segments[j].Start.Pos) < mergeDistSqr && Vector2.DistanceSquared(segments[i].End.Pos, ch.segments[j].End.Pos) < mergeDistSqr) { ignoreEdge[i] = true; ch.ignoreEdge[j] = true; MergeSegments(segments[i], ch.segments[j], true); } else if (Vector2.DistanceSquared(segments[i].Start.Pos, ch.segments[j].End.Pos) < mergeDistSqr && Vector2.DistanceSquared(segments[i].End.Pos, ch.segments[j].Start.Pos) < mergeDistSqr) { ignoreEdge[i] = true; ch.ignoreEdge[j] = true; MergeSegments(segments[i], ch.segments[j], false); } } } } for (int i = 0; i < segments.Length; i++) { if (ignoreEdge[i]) { continue; } if (Vector2.DistanceSquared(segments[i].Start.Pos, segments[i].End.Pos) < 1.0f) { continue; } for (int j = 0; j < ch.segments.Length; j++) { if (ch.ignoreEdge[j]) { continue; } if (Vector2.DistanceSquared(ch.segments[j].Start.Pos, ch.segments[j].End.Pos) < 1.0f) { continue; } if (IsSegmentAInB(segments[i], ch.segments[j])) { ignoreEdge[i] = true; if (Vector2.DistanceSquared(ch.segments[j].Start.Pos, segments[i].Start.Pos) < 4.0f) { ch.ShiftSegmentPoint(j, false, segments[i].End.Pos); } else if (Vector2.DistanceSquared(ch.segments[j].Start.Pos, segments[i].End.Pos) < 4.0f) { ch.ShiftSegmentPoint(j, false, segments[i].Start.Pos); } if (Vector2.DistanceSquared(ch.segments[j].End.Pos, segments[i].Start.Pos) < 4.0f) { ch.ShiftSegmentPoint(j, true, segments[i].End.Pos); } else if (Vector2.DistanceSquared(ch.segments[j].End.Pos, segments[i].End.Pos) < 4.0f) { ch.ShiftSegmentPoint(j, true, segments[i].Start.Pos); } } else if (IsSegmentAInB(ch.segments[j], segments[i])) { ch.ignoreEdge[j] = true; if (Vector2.DistanceSquared(segments[i].Start.Pos, ch.segments[j].Start.Pos) < 4.0f) { ShiftSegmentPoint(i, false, ch.segments[j].End.Pos); } else if (Vector2.DistanceSquared(segments[i].Start.Pos, ch.segments[j].End.Pos) < 4.0f) { ShiftSegmentPoint(i, false, ch.segments[j].Start.Pos); } if (Vector2.DistanceSquared(segments[i].End.Pos, ch.segments[j].Start.Pos) < 4.0f) { ShiftSegmentPoint(i, true, ch.segments[j].End.Pos); } else if (Vector2.DistanceSquared(segments[i].End.Pos, ch.segments[j].End.Pos) < 4.0f) { ShiftSegmentPoint(i, true, ch.segments[j].Start.Pos); } } } } //ignore edges that are inside some other convex hull for (int i = 0; i < vertices.Length; i++) { if (ch.IsPointInside(vertices[i].Pos)) { if (ch.IsPointInside(vertices[(i + 1) % vertices.Length].Pos)) { ignoreEdge[i] = true; overlappingHulls.Add(ch); } } } } private void ShiftSegmentPoint(int segmentIndex, bool end, Vector2 newPos) { var segment = segments[segmentIndex]; losOffsets[segmentIndex] ??= new VectorPair(); bool flipped = false; if (Vector2.DistanceSquared(vertices[segmentIndex].Pos, segment.Start.Pos) > Vector2.DistanceSquared(vertices[segmentIndex].Pos, segment.End.Pos)) { flipped = true; } if (end == !flipped) { losOffsets[segmentIndex].B = newPos; } else { losOffsets[segmentIndex].A = newPos; } } public bool IsSegmentAInB(Segment a, Segment b) { if (Vector2.DistanceSquared(a.Start.Pos, a.End.Pos) > Vector2.DistanceSquared(b.Start.Pos, b.End.Pos)) { return false; } Vector2 min = new Vector2(Math.Min(b.Start.Pos.X, b.End.Pos.X), Math.Min(b.Start.Pos.Y, b.End.Pos.Y)); Vector2 max = new Vector2(Math.Max(b.Start.Pos.X, b.End.Pos.X), Math.Max(b.Start.Pos.Y, b.End.Pos.Y)); min.X -= 1.0f; min.Y -= 1.0f; max.X += 1.0f; max.Y += 1.0f; if (a.Start.Pos.X < min.X) { return false; } if (a.Start.Pos.Y < min.Y) { return false; } if (a.End.Pos.X < min.X) { return false; } if (a.End.Pos.Y < min.Y) { return false; } if (a.Start.Pos.X > max.X) { return false; } if (a.Start.Pos.Y > max.Y) { return false; } if (a.End.Pos.X > max.X) { return false; } if (a.End.Pos.Y > max.Y) { return false; } float startDist = MathUtils.LineToPointDistanceSquared(b.Start.Pos, b.End.Pos, a.Start.Pos); if (startDist > 1.0f) { return false; } float endDist = MathUtils.LineToPointDistanceSquared(b.Start.Pos, b.End.Pos, a.End.Pos); if (endDist > 1.0f) { return false; } return true; } public bool IsPointInside(Vector2 point) { if (!BoundingBox.Contains(point)) { return false; } Vector2 center = (vertices[0].Pos + vertices[1].Pos + vertices[2].Pos + vertices[3].Pos) * 0.25f; for (int i = 0; i < 4; i++) { Vector2 segmentVector = vertices[(i + 1) % 4].Pos - vertices[i].Pos; Vector2 centerToVertex = center - vertices[i].Pos; Vector2 pointToVertex = point - vertices[i].Pos; float dotCenter = Vector2.Dot(centerToVertex, segmentVector); float dotPoint = Vector2.Dot(pointToVertex, segmentVector); if ((dotCenter > 0f && dotPoint < 0f) || (dotCenter < 0f && dotPoint > 0f)) { return false; } } return true; } private void MergeSegments(Segment segment1, Segment segment2, bool startPointsMatch) { int startPointIndex = -1, endPointIndex = -1; for (int i = 0; i < vertices.Length; i++) { if (vertices[i].Pos.NearlyEquals(segment1.Start.Pos)) startPointIndex = i; else if (vertices[i].Pos.NearlyEquals(segment1.End.Pos)) endPointIndex = i; } if (startPointIndex == -1 || endPointIndex == -1) { return; } int startPoint2Index = -1, endPoint2Index = -1; for (int i = 0; i < segment2.ConvexHull.vertices.Length; i++) { if (segment2.ConvexHull.vertices[i].Pos.NearlyEquals(segment2.Start.Pos)) startPoint2Index = i; else if (segment2.ConvexHull.vertices[i].Pos.NearlyEquals(segment2.End.Pos)) endPoint2Index = i; } if (startPoint2Index == -1 || endPoint2Index == -1) { return; } if (startPointsMatch) { losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos = (segment1.Start.Pos + segment2.Start.Pos) / 2.0f; losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos = (segment1.End.Pos + segment2.End.Pos) / 2.0f; } else { if (Vector2.DistanceSquared(losVertices[startPointIndex].Pos, segment1.Start.Pos) < Vector2.DistanceSquared(losVertices[startPointIndex].Pos, segment1.End.Pos)) { losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos = (segment1.Start.Pos + segment2.End.Pos) / 2.0f; losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos = (segment1.End.Pos + segment2.Start.Pos) / 2.0f; } else { losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos = (segment1.End.Pos + segment2.Start.Pos) / 2.0f; losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos = (segment1.Start.Pos + segment2.End.Pos) / 2.0f; } } overlappingHulls.Add(segment2.ConvexHull); segment2.ConvexHull.overlappingHulls.Add(this); } public void Rotate(Vector2 origin, float amount) { Matrix rotationMatrix = Matrix.CreateTranslation(-origin.X, -origin.Y, 0.0f) * Matrix.CreateRotationZ(amount) * Matrix.CreateTranslation(origin.X, origin.Y, 0.0f); SetVertices(vertices.Select(v => v.Pos).ToArray(), rotationMatrix: rotationMatrix); } private void CalculateDimensions() { float minX = vertices[0].Pos.X, minY = vertices[0].Pos.Y, maxX = vertices[0].Pos.X, maxY = vertices[0].Pos.Y; for (int i = 1; i < vertices.Length; i++) { if (vertices[i].Pos.X < minX) minX = vertices[i].Pos.X; if (vertices[i].Pos.Y < minY) minY = vertices[i].Pos.Y; if (vertices[i].Pos.X > maxX) maxX = vertices[i].Pos.X; if (vertices[i].Pos.Y > minY) maxY = vertices[i].Pos.Y; } BoundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY)); } public void Move(Vector2 amount) { for (int i = 0; i < vertices.Length; i++) { vertices[i].Pos += amount; losVertices[i].Pos += amount; losOffsets[i] = null; segments[i].Start.Pos += amount; segments[i].End.Pos += amount; } LastVertexChangeTime = (float)Timing.TotalTime; overlappingHulls.Clear(); for (int i = 0; i < 4; i++) { ignoreEdge[i] = false; } CalculateDimensions(); if (ParentEntity == null) { return; } var chList = HullLists.Find(h => h.Submarine == ParentEntity.Submarine); if (chList != null) { overlappingHulls.Clear(); foreach (ConvexHull ch in chList.List) { MergeOverlappingSegments(ch); ch.MergeOverlappingSegments(this); } } } public static void RecalculateAll(Submarine sub) { var chList = HullLists.Find(h => h.Submarine == sub); if (chList != null) { foreach (ConvexHull ch in chList.List) { ch.overlappingHulls.Clear(); for (int i = 0; i < 4; i++) { ch.ignoreEdge[i] = false; } } for (int i = 0; i < chList.List.Count; i++) { for (int j = i + 1; j < chList.List.Count; j++) { chList.List[i].MergeOverlappingSegments(chList.List[j]); chList.List[j].MergeOverlappingSegments(chList.List[i]); } } } } public void SetVertices(Vector2[] points, bool mergeOverlappingSegments = true, Matrix? rotationMatrix = null) { Debug.Assert(points.Length == 4, "Only rectangular convex hulls are supported"); LastVertexChangeTime = (float)Timing.TotalTime; for (int i = 0; i < 4; i++) { vertices[i] = new SegmentPoint(points[i], this); losVertices[i] = new SegmentPoint(points[i], this); losOffsets[i] = null; } for (int i = 0; i < 4; i++) { ignoreEdge[i] = false; } overlappingHulls.Clear(); int margin = 0; if (Math.Abs(points[0].X - points[2].X) < Math.Abs(points[0].Y - points[2].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[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); } if (rotationMatrix.HasValue) { for (int i = 0; i < vertices.Length; i++) { vertices[i].Pos = Vector2.Transform(vertices[i].Pos, rotationMatrix.Value); losVertices[i].Pos = Vector2.Transform(losVertices[i].Pos, rotationMatrix.Value); } } for (int i = 0; i < 4; i++) { segments[i] = new Segment(vertices[i], vertices[(i + 1) % 4], this); } CalculateDimensions(); if (ParentEntity == null) { return; } if (mergeOverlappingSegments) { var chList = HullLists.Find(h => h.Submarine == ParentEntity.Submarine); if (chList != null) { overlappingHulls.Clear(); foreach (ConvexHull ch in chList.List) { MergeOverlappingSegments(ch); } } } } public bool Intersects(Rectangle rect) { if (!Enabled) return false; Rectangle transformedBounds = BoundingBox; if (ParentEntity != null && ParentEntity.Submarine != null) { transformedBounds.X += (int)ParentEntity.Submarine.Position.X; transformedBounds.Y += (int)ParentEntity.Submarine.Position.Y; } return transformedBounds.Intersects(rect); } /// /// Returns the segments that are facing towards viewPosition /// public void GetVisibleSegments(Vector2 viewPosition, List visibleSegments, bool ignoreEdges) { for (int i = 0; i < 4; i++) { if (ignoreEdge[i] && ignoreEdges) 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) { visibleSegments.Add(segments[i]); } } } public void RefreshWorldPositions() { for (int i = 0; i < 4; i++) { vertices[i].WorldPos = vertices[i].Pos; segments[i].Start.WorldPos = segments[i].Start.Pos; segments[i].End.WorldPos = segments[i].End.Pos; } if (ParentEntity == null || ParentEntity.Submarine == null) { return; } for (int i = 0; i < 4; i++) { vertices[i].WorldPos += ParentEntity.Submarine.DrawPosition; segments[i].Start.WorldPos += ParentEntity.Submarine.DrawPosition; segments[i].End.WorldPos += ParentEntity.Submarine.DrawPosition; } } public void CalculateLosVertices(Vector2 lightSourcePos) { Vector3 offset = Vector3.Zero; if (ParentEntity != null && ParentEntity.Submarine != null) { offset = new Vector3(ParentEntity.Submarine.DrawPosition.X, ParentEntity.Submarine.DrawPosition.Y, 0.0f); } ShadowVertexCount = 0; //compute facing of each edge, using N*L for (int i = 0; i < 4; i++) { if (ignoreEdge[i]) { backFacing[i] = false; continue; } Vector2 firstVertex = losVertices[i].Pos; Vector2 secondVertex = losVertices[(i+1) % 4].Pos; Vector2 L = lightSourcePos - ((firstVertex + secondVertex) / 2.0f); Vector2 N = new Vector2( -(secondVertex.Y - firstVertex.Y), secondVertex.X - firstVertex.X); backFacing[i] = (Vector2.Dot(N, L) < 0); } ShadowVertexCount = 0; for (int i = 0; i < 4; i++) { if (!backFacing[i]) { continue; } int currentIndex = i; Vector3 vertexPos0 = new Vector3(losOffsets[currentIndex]?.A ?? losVertices[currentIndex].Pos, 0.0f); Vector3 vertexPos1 = new Vector3(losOffsets[currentIndex]?.B ?? losVertices[(currentIndex + 1) % 4].Pos, 0.0f); if (Vector3.DistanceSquared(vertexPos0, vertexPos1) < 1.0f) { continue; } Vector3 L2P0 = vertexPos0 - new Vector3(lightSourcePos, 0); L2P0.Normalize(); Vector3 extruded0 = new Vector3(lightSourcePos, 0) + L2P0 * 9000; Vector3 L2P1 = vertexPos1 - new Vector3(lightSourcePos, 0); L2P1.Normalize(); Vector3 extruded1 = new Vector3(lightSourcePos, 0) + L2P1 * 9000; ShadowVertices[ShadowVertexCount + 0] = new VertexPositionColor { Color = Color.Black, Position = vertexPos1 + offset }; ShadowVertices[ShadowVertexCount + 1] = new VertexPositionColor { Color = Color.Black, Position = vertexPos0 + offset }; ShadowVertices[ShadowVertexCount + 2] = new VertexPositionColor { Color = Color.Black, Position = extruded0 + offset }; ShadowVertices[ShadowVertexCount + 3] = new VertexPositionColor { Color = Color.Black, Position = vertexPos1 + offset }; ShadowVertices[ShadowVertexCount + 4] = new VertexPositionColor { Color = Color.Black, Position = extruded0 + offset }; ShadowVertices[ShadowVertexCount + 5] = new VertexPositionColor { Color = Color.Black, Position = extruded1 + offset }; ShadowVertexCount += 6; } CalculateLosPenumbraVertices(lightSourcePos); } private void CalculateLosPenumbraVertices(Vector2 lightSourcePos) { Vector3 offset = Vector3.Zero; if (ParentEntity != null && ParentEntity.Submarine != null) { offset = new Vector3(ParentEntity.Submarine.DrawPosition.X, ParentEntity.Submarine.DrawPosition.Y, 0.0f); } PenumbraVertexCount = 0; for (int i = 0; i < 4; i++) { int currentIndex = i; int prevIndex = (i + 3) % 4; int nextIndex = (i + 1) % 4; bool disjointed = losOffsets[i]?.A != null; Vector2 vertexPos0 = losOffsets[currentIndex]?.A ?? losVertices[currentIndex].Pos; Vector2 vertexPos1 = losOffsets[currentIndex]?.B ?? losVertices[nextIndex].Pos; if (Vector2.DistanceSquared(vertexPos0, vertexPos1) < 1.0f) { continue; } if (backFacing[currentIndex] && (disjointed || (!backFacing[prevIndex]))) { Vector3 penumbraStart = new Vector3(vertexPos0, 0.0f); PenumbraVertices[PenumbraVertexCount] = new VertexPositionTexture { Position = penumbraStart + offset, TextureCoordinate = new Vector2(0.0f, 1.0f) }; for (int j = 0; j < 2; j++) { PenumbraVertices[PenumbraVertexCount + j + 1] = new VertexPositionTexture(); Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0); vertexDir.Normalize(); Vector3 normal = (j == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f; vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f); vertexDir.Normalize(); PenumbraVertices[PenumbraVertexCount + j + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000 + offset; PenumbraVertices[PenumbraVertexCount + j + 1].TextureCoordinate = (j == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f); } PenumbraVertexCount += 3; } disjointed = losOffsets[i]?.B != null; if (backFacing[currentIndex] && (disjointed || (!backFacing[nextIndex]))) { Vector3 penumbraStart = new Vector3(vertexPos1, 0.0f); PenumbraVertices[PenumbraVertexCount] = new VertexPositionTexture { Position = penumbraStart + offset, TextureCoordinate = new Vector2(0.0f, 1.0f) }; for (int j = 0; j < 2; j++) { PenumbraVertices[PenumbraVertexCount + (1 - j) + 1] = new VertexPositionTexture(); Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0); vertexDir.Normalize(); Vector3 normal = (j == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f; vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) + normal * 20.0f); vertexDir.Normalize(); PenumbraVertices[PenumbraVertexCount + (1 - j) + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000 + offset; PenumbraVertices[PenumbraVertexCount + (1 - j) + 1].TextureCoordinate = (j == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f); } PenumbraVertexCount += 3; } } } public static List GetHullsInRange(Vector2 position, float range, Submarine ParentSub) { List list = new List(); foreach (ConvexHullList chList in 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 { Rectangle subBorders = chList.Submarine.Borders; subBorders.Y -= chList.Submarine.Borders.Height; if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, subBorders)) { 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 Remove() { var chList = HullLists.Find(h => h.Submarine == ParentEntity.Submarine); if (chList != null) { chList.List.Remove(this); if (chList.List.Count == 0) { HullLists.Remove(chList); } foreach (ConvexHull ch2 in overlappingHulls) { for (int i = 0; i < 4; i++) { ch2.ignoreEdge[i] = false; } ch2.overlappingHulls.Remove(this); foreach (ConvexHull ch in chList.List) { ch.MergeOverlappingSegments(ch2); } } } } } }