680 lines
25 KiB
C#
680 lines
25 KiB
C#
using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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namespace Barotrauma.Lights
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{
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class ConvexHullList
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{
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private List<ConvexHull> list;
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public HashSet<ConvexHull> IsHidden;
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public readonly Submarine Submarine;
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public List<ConvexHull> List
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{
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get { return list; }
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set
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{
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Debug.Assert(value != null);
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Debug.Assert(!list.Contains(null));
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list = value;
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IsHidden.RemoveWhere(ch => !list.Contains(ch));
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}
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}
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public ConvexHullList(Submarine submarine)
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{
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Submarine = submarine;
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list = new List<ConvexHull>();
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IsHidden = new HashSet<ConvexHull>();
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}
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}
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class Segment
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{
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public SegmentPoint Start;
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public SegmentPoint End;
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public ConvexHull ConvexHull;
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public bool IsHorizontal;
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public bool IsAxisAligned;
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public Segment(SegmentPoint start, SegmentPoint end, ConvexHull convexHull)
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{
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if (start.Pos.Y > end.Pos.Y)
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{
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var temp = start;
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start = end;
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end = temp;
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}
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Start = start;
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End = end;
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ConvexHull = convexHull;
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start.ConvexHull = convexHull;
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end.ConvexHull = convexHull;
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IsHorizontal = Math.Abs(start.Pos.X - end.Pos.X) > Math.Abs(start.Pos.Y - end.Pos.Y);
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IsAxisAligned = Math.Abs(start.Pos.X - end.Pos.X) < 0.1f || Math.Abs(start.Pos.Y - end.Pos.Y) < 0.001f;
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}
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}
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struct SegmentPoint
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{
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public Vector2 Pos;
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public Vector2 WorldPos;
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public ConvexHull ConvexHull;
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public SegmentPoint(Vector2 pos, ConvexHull convexHull)
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{
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Pos = pos;
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WorldPos = pos;
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ConvexHull = convexHull;
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}
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public override string ToString()
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{
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return Pos.ToString();
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}
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}
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class ConvexHull
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{
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public static List<ConvexHullList> HullLists = new List<ConvexHullList>();
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public static BasicEffect shadowEffect;
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public static BasicEffect penumbraEffect;
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private Segment[] segments = new Segment[4];
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private SegmentPoint[] vertices = new SegmentPoint[4];
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private SegmentPoint[] losVertices = new SegmentPoint[4];
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private readonly bool[] backFacing;
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private readonly bool[] ignoreEdge;
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private readonly bool isHorizontal;
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public VertexPositionColor[] ShadowVertices { get; private set; }
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public VertexPositionTexture[] PenumbraVertices { get; private set; }
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public int ShadowVertexCount { get; private set; }
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public MapEntity ParentEntity { get; private set; }
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private bool enabled;
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public bool Enabled
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{
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get
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{
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return enabled;
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}
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set
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{
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if (enabled == value) return;
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enabled = value;
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LastVertexChangeTime = (float)Timing.TotalTime;
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}
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}
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/// <summary>
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/// The elapsed gametime when the vertices of this hull last changed
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/// </summary>
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public float LastVertexChangeTime
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{
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get;
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private set;
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}
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public Rectangle BoundingBox { get; private set; }
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public ConvexHull(Vector2[] points, Color color, MapEntity parent)
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{
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if (shadowEffect == null)
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{
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shadowEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
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{
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VertexColorEnabled = true
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};
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}
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if (penumbraEffect == null)
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{
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penumbraEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
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{
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TextureEnabled = true,
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LightingEnabled = false,
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Texture = TextureLoader.FromFile("Content/Lights/penumbra.png")
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};
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}
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ParentEntity = parent;
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ShadowVertices = new VertexPositionColor[6 * 2];
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PenumbraVertices = new VertexPositionTexture[6];
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backFacing = new bool[4];
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ignoreEdge = new bool[4];
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SetVertices(points);
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Enabled = true;
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isHorizontal = BoundingBox.Width > BoundingBox.Height;
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if (ParentEntity is Structure structure)
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{
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isHorizontal = structure.IsHorizontal;
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}
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else if (ParentEntity is Item item)
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{
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var door = item.GetComponent<Door>();
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if (door != null) { isHorizontal = door.IsHorizontal; }
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}
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var chList = HullLists.Find(x => x.Submarine == parent.Submarine);
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if (chList == null)
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{
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chList = new ConvexHullList(parent.Submarine);
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HullLists.Add(chList);
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}
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foreach (ConvexHull ch in chList.List)
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{
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MergeOverlappingSegments(ch);
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ch.MergeOverlappingSegments(this);
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}
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chList.List.Add(this);
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}
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private void MergeOverlappingSegments(ConvexHull ch)
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{
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if (ch == this) return;
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if (isHorizontal == ch.isHorizontal)
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{
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//hide segments that are roughly at the some position as some other segment (e.g. the ends of two adjacent wall pieces)
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float mergeDist = 32;
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float mergeDistSqr = mergeDist * mergeDist;
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for (int i = 0; i < segments.Length; i++)
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{
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for (int j = 0; j < ch.segments.Length; j++)
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{
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if (segments[i].IsHorizontal != ch.segments[j].IsHorizontal) { continue; }
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//the segments must be at different sides of the convex hulls to be merged
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//(e.g. the right edge of a wall piece and the left edge of another one)
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var segment1Center = (segments[i].Start.Pos + segments[i].End.Pos) / 2.0f;
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var segment2Center = (ch.segments[j].Start.Pos + ch.segments[j].End.Pos) / 2.0f;
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if (Vector2.Dot(segment1Center - BoundingBox.Center.ToVector2(), segment2Center - ch.BoundingBox.Center.ToVector2()) > 0) { continue; }
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if (Vector2.DistanceSquared(segments[i].Start.Pos, ch.segments[j].Start.Pos) < mergeDistSqr &&
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Vector2.DistanceSquared(segments[i].End.Pos, ch.segments[j].End.Pos) < mergeDistSqr)
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{
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ignoreEdge[i] = true;
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ch.ignoreEdge[j] = true;
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MergeSegments(segments[i], ch.segments[j], true);
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}
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else if (Vector2.DistanceSquared(segments[i].Start.Pos, ch.segments[j].End.Pos) < mergeDistSqr &&
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Vector2.DistanceSquared(segments[i].End.Pos, ch.segments[j].Start.Pos) < mergeDistSqr)
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{
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ignoreEdge[i] = true;
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ch.ignoreEdge[j] = true;
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MergeSegments(segments[i], ch.segments[j], false);
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}
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}
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}
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}
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else
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{
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//TODO: do something to corner areas where a vertical wall meets a horizontal one
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}
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//ignore edges that are inside some other convex hull
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for (int i = 0; i < vertices.Length; i++)
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{
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if (vertices[i].Pos.X >= ch.BoundingBox.X && vertices[i].Pos.X <= ch.BoundingBox.Right &&
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vertices[i].Pos.Y >= ch.BoundingBox.Y && vertices[i].Pos.Y <= ch.BoundingBox.Bottom)
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{
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Vector2 p = vertices[(i + 1) % vertices.Length].Pos;
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if (p.X >= ch.BoundingBox.X && p.X <= ch.BoundingBox.Right &&
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p.Y >= ch.BoundingBox.Y && p.Y <= ch.BoundingBox.Bottom)
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{
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ignoreEdge[i] = true;
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}
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}
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}
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}
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private void MergeSegments(Segment segment1, Segment segment2, bool startPointsMatch)
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{
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int startPointIndex = -1, endPointIndex = -1;
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for (int i = 0; i < vertices.Length; i++)
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{
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if (vertices[i].Pos.NearlyEquals(segment1.Start.Pos))
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startPointIndex = i;
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else if (vertices[i].Pos.NearlyEquals(segment1.End.Pos))
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endPointIndex = i;
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}
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if (startPointIndex == -1 || endPointIndex == -1) { return; }
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int startPoint2Index = -1, endPoint2Index = -1;
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for (int i = 0; i < segment2.ConvexHull.vertices.Length; i++)
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{
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if (segment2.ConvexHull.vertices[i].Pos.NearlyEquals(segment2.Start.Pos))
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startPoint2Index = i;
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else if (segment2.ConvexHull.vertices[i].Pos.NearlyEquals(segment2.End.Pos))
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endPoint2Index = i;
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}
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if (startPoint2Index == -1 || endPoint2Index == -1) { return; }
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if (startPointsMatch)
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{
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losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos =
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(segment1.Start.Pos + segment2.Start.Pos) / 2.0f;
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losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos =
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(segment1.End.Pos + segment2.End.Pos) / 2.0f;
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}
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else
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{
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losVertices[startPointIndex].Pos = segment2.ConvexHull.losVertices[startPoint2Index].Pos =
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(segment1.Start.Pos + segment2.End.Pos) / 2.0f;
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losVertices[endPointIndex].Pos = segment2.ConvexHull.losVertices[endPoint2Index].Pos =
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(segment1.End.Pos + segment2.Start.Pos) / 2.0f;
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}
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}
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public void Rotate(Vector2 origin, float amount)
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{
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Matrix rotationMatrix =
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Matrix.CreateTranslation(-origin.X, -origin.Y, 0.0f) *
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Matrix.CreateRotationZ(amount) *
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Matrix.CreateTranslation(origin.X, origin.Y, 0.0f);
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SetVertices(vertices.Select(v => v.Pos).ToArray(), rotationMatrix);
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}
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private void CalculateDimensions()
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{
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float minX = vertices[0].Pos.X, minY = vertices[0].Pos.Y, maxX = vertices[0].Pos.X, maxY = vertices[0].Pos.Y;
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for (int i = 1; i < vertices.Length; i++)
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{
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if (vertices[i].Pos.X < minX) minX = vertices[i].Pos.X;
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if (vertices[i].Pos.Y < minY) minY = vertices[i].Pos.Y;
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if (vertices[i].Pos.X > maxX) maxX = vertices[i].Pos.X;
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if (vertices[i].Pos.Y > minY) maxY = vertices[i].Pos.Y;
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}
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BoundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
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}
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public void Move(Vector2 amount)
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{
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for (int i = 0; i < vertices.Length; i++)
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{
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vertices[i].Pos += amount;
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losVertices[i].Pos += amount;
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segments[i].Start.Pos += amount;
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segments[i].End.Pos += amount;
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}
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LastVertexChangeTime = (float)Timing.TotalTime;
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CalculateDimensions();
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}
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public void SetVertices(Vector2[] points, Matrix? rotationMatrix = null)
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{
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Debug.Assert(points.Length == 4, "Only rectangular convex hulls are supported");
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LastVertexChangeTime = (float)Timing.TotalTime;
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for (int i = 0; i < 4; i++)
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{
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vertices[i] = new SegmentPoint(points[i], this);
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losVertices[i] = new SegmentPoint(points[i], this);
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}
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for (int i = 0; i < 4; i++)
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{
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ignoreEdge[i] = false;
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}
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int margin = 0;
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if (Math.Abs(points[0].X - points[2].X) < Math.Abs(points[0].Y - points[2].Y))
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{
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losVertices[0].Pos = new Vector2(points[0].X + margin, points[0].Y);
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losVertices[1].Pos = new Vector2(points[1].X + margin, points[1].Y);
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losVertices[2].Pos = new Vector2(points[2].X - margin, points[2].Y);
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losVertices[3].Pos = new Vector2(points[3].X - margin, points[3].Y);
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}
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else
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{
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losVertices[0].Pos = new Vector2(points[0].X, points[0].Y + margin);
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losVertices[1].Pos = new Vector2(points[1].X, points[1].Y - margin);
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losVertices[2].Pos = new Vector2(points[2].X, points[2].Y - margin);
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losVertices[3].Pos = new Vector2(points[3].X, points[3].Y + margin);
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}
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if (rotationMatrix.HasValue)
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{
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for (int i = 0; i < vertices.Length; i++)
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{
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vertices[i].Pos = Vector2.Transform(vertices[i].Pos, rotationMatrix.Value);
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losVertices[i].Pos = Vector2.Transform(losVertices[i].Pos, rotationMatrix.Value);
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}
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}
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for (int i = 0; i < 4; i++)
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{
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segments[i] = new Segment(vertices[i], vertices[(i + 1) % 4], this);
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}
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CalculateDimensions();
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if (ParentEntity == null) return;
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var chList = HullLists.Find(x => x.Submarine == ParentEntity.Submarine);
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if (chList != null)
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{
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foreach (ConvexHull ch in chList.List)
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{
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MergeOverlappingSegments(ch);
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}
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}
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}
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public bool Intersects(Rectangle rect)
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{
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if (!Enabled) return false;
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Rectangle transformedBounds = BoundingBox;
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if (ParentEntity != null && ParentEntity.Submarine != null)
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{
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transformedBounds.X += (int)ParentEntity.Submarine.Position.X;
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transformedBounds.Y += (int)ParentEntity.Submarine.Position.Y;
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}
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return transformedBounds.Intersects(rect);
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}
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/// <summary>
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/// Returns the segments that are facing towards viewPosition
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/// </summary>
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public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments, bool ignoreEdges)
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{
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for (int i = 0; i < 4; i++)
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{
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if (ignoreEdge[i] && ignoreEdges) continue;
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Vector2 pos1 = vertices[i].WorldPos;
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Vector2 pos2 = vertices[(i + 1) % 4].WorldPos;
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Vector2 middle = (pos1 + pos2) / 2;
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Vector2 L = viewPosition - middle;
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Vector2 N = new Vector2(
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-(pos2.Y - pos1.Y),
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pos2.X - pos1.X);
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if (Vector2.Dot(N, L) > 0)
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{
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visibleSegments.Add(segments[i]);
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}
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}
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}
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public void RefreshWorldPositions()
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{
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for (int i = 0; i < 4; i++)
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{
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vertices[i].WorldPos = vertices[i].Pos;
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segments[i].Start.WorldPos = segments[i].Start.Pos;
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segments[i].End.WorldPos = segments[i].End.Pos;
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}
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if (ParentEntity == null || ParentEntity.Submarine == null) { return; }
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for (int i = 0; i < 4; i++)
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{
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vertices[i].WorldPos += ParentEntity.Submarine.DrawPosition;
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segments[i].Start.WorldPos += ParentEntity.Submarine.DrawPosition;
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segments[i].End.WorldPos += ParentEntity.Submarine.DrawPosition;
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}
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}
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public void CalculateShadowVertices(Vector2 lightSourcePos, bool los = true)
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{
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Vector3 offset = Vector3.Zero;
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if (ParentEntity != null && ParentEntity.Submarine != null)
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{
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offset = new Vector3(ParentEntity.Submarine.DrawPosition.X, ParentEntity.Submarine.DrawPosition.Y, 0.0f);
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}
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ShadowVertexCount = 0;
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var vertices = los ? losVertices : this.vertices;
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//compute facing of each edge, using N*L
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for (int i = 0; i < 4; i++)
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{
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if (ignoreEdge[i])
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{
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backFacing[i] = false;
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continue;
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}
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Vector2 firstVertex = vertices[i].Pos;
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Vector2 secondVertex = vertices[(i+1) % 4].Pos;
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Vector2 L = lightSourcePos - ((firstVertex + secondVertex) / 2.0f);
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Vector2 N = new Vector2(
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-(secondVertex.Y - firstVertex.Y),
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secondVertex.X - firstVertex.X);
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backFacing[i] = (Vector2.Dot(N, L) < 0) == los;
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}
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//find beginning and ending vertices which
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//belong to the shadow
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int startingIndex = 0;
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int endingIndex = 0;
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for (int i = 0; i < 4; i++)
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{
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int currentEdge = i;
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int nextEdge = (i + 1) % 4;
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if (backFacing[currentEdge] && !backFacing[nextEdge])
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endingIndex = nextEdge;
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if (!backFacing[currentEdge] && backFacing[nextEdge])
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startingIndex = nextEdge;
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}
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//nr of vertices that are in the shadow
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if (endingIndex > startingIndex)
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ShadowVertexCount = endingIndex - startingIndex + 1;
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else
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ShadowVertexCount = 4 + 1 - startingIndex + endingIndex;
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//shadowVertices = new VertexPositionColor[shadowVertexCount * 2];
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//create a triangle strip that has the shape of the shadow
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int currentIndex = startingIndex;
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int svCount = 0;
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while (svCount != ShadowVertexCount * 2)
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{
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Vector3 vertexPos = new Vector3(vertices[currentIndex].Pos, 0.0f);
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int i = los ? svCount : svCount + 1;
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int j = los ? svCount + 1 : svCount;
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//one vertex on the hull
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ShadowVertices[i] = new VertexPositionColor
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{
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|
Color = los ? Color.Black : Color.Transparent,
|
|
Position = vertexPos + offset
|
|
};
|
|
|
|
//one extruded by the light direction
|
|
ShadowVertices[j] = new VertexPositionColor
|
|
{
|
|
Color = ShadowVertices[i].Color
|
|
};
|
|
|
|
Vector3 L2P = vertexPos - new Vector3(lightSourcePos, 0);
|
|
L2P.Normalize();
|
|
|
|
ShadowVertices[j].Position = new Vector3(lightSourcePos, 0) + L2P * 9000 + offset;
|
|
|
|
svCount += 2;
|
|
currentIndex = (currentIndex + 1) % 4;
|
|
}
|
|
|
|
if (los)
|
|
{
|
|
CalculatePenumbraVertices(startingIndex, endingIndex, lightSourcePos, los);
|
|
}
|
|
}
|
|
|
|
private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los)
|
|
{
|
|
var vertices = los ? losVertices : this.vertices;
|
|
|
|
Vector3 offset = Vector3.Zero;
|
|
if (ParentEntity != null && ParentEntity.Submarine != null)
|
|
{
|
|
offset = new Vector3(ParentEntity.Submarine.DrawPosition.X, ParentEntity.Submarine.DrawPosition.Y, 0.0f);
|
|
}
|
|
|
|
for (int n = 0; n < 4; n += 3)
|
|
{
|
|
Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex].Pos : vertices[endingIndex].Pos, 0.0f);
|
|
|
|
PenumbraVertices[n] = new VertexPositionTexture
|
|
{
|
|
Position = penumbraStart + offset,
|
|
TextureCoordinate = new Vector2(0.0f, 1.0f)
|
|
};
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
PenumbraVertices[n + i + 1] = new VertexPositionTexture();
|
|
Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
|
|
vertexDir.Normalize();
|
|
|
|
Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f;
|
|
if (n > 0) normal = -normal;
|
|
|
|
vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
|
|
vertexDir.Normalize();
|
|
PenumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000 + offset;
|
|
|
|
if (los)
|
|
{
|
|
PenumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
PenumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero;
|
|
}
|
|
}
|
|
|
|
if (n > 0)
|
|
{
|
|
var temp = PenumbraVertices[4];
|
|
PenumbraVertices[4] = PenumbraVertices[5];
|
|
PenumbraVertices[5] = temp;
|
|
}
|
|
}
|
|
}
|
|
|
|
public static List<ConvexHull> GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
|
|
{
|
|
List<ConvexHull> list = new List<ConvexHull>();
|
|
|
|
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)
|
|
{
|
|
lightPos += (ParentSub.WorldPosition - ParentSub.HiddenSubPosition);
|
|
HashSet<RuinGeneration.Ruin> visibleRuins = new HashSet<RuinGeneration.Ruin>();
|
|
foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
|
|
{
|
|
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, ruin.Area)) { continue; }
|
|
visibleRuins.Add(ruin);
|
|
}
|
|
list.AddRange(chList.List.FindAll(ch => ch.ParentEntity?.ParentRuin != null && visibleRuins.Contains(ch.ParentEntity.ParentRuin)));
|
|
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(x => x.Submarine == ParentEntity.Submarine);
|
|
|
|
if (chList != null)
|
|
{
|
|
chList.List.Remove(this);
|
|
if (chList.List.Count == 0)
|
|
{
|
|
HullLists.Remove(chList);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|