Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Lights/LightSource.cs
Regalis c8dae18135 - syncing docking ports
- linkedsubmarine saving fixes, path can be changed and sub reloaded in editinghub
- lightsources don't constantly recheck convex hulls of another sub if subs are docked
- position update networkevents arent sent for subs that are docked to the main sub
2016-07-06 23:01:51 +03:00

334 lines
11 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma.Lights
{
class LightSource
{
private static Texture2D lightTexture;
private List<ConvexHullList> hullsInRange;
private Color color;
private float range;
private Texture2D texture;
public Sprite LightSprite;
private Sprite overrideLightTexture;
public Entity ParentSub;
public bool CastShadows;
//what was the range of the light when HullsInRange were last updated
private float prevHullUpdateRange;
private Vector2 prevHullUpdatePosition;
public bool NeedsHullUpdate;
private Vector2 position;
public Vector2 Position
{
get { return position; }
set
{
if (position == value) return;
position = value;
if (Vector2.Distance(prevHullUpdatePosition, position) < 5.0f) return;
NeedsHullUpdate = true;
prevHullUpdatePosition = position;
}
}
public float Rotation
{
get;
set;
}
public Vector2 WorldPosition
{
get { return (ParentSub == null) ? position : position + ParentSub.Position; }
}
public static Texture2D LightTexture
{
get
{
if (lightTexture == null)
{
lightTexture = TextureLoader.FromFile("Content/Lights/light.png");
}
return lightTexture;
}
}
public Color Color
{
get { return color; }
set { color = value; }
}
public float Range
{
get { return range; }
set
{
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
if (Math.Abs(prevHullUpdateRange - range) < 10.0f) return;
NeedsHullUpdate = true;
prevHullUpdateRange = range;
}
}
public LightSource (XElement element)
: this(Vector2.Zero, 100.0f, Color.White, null)
{
float range = ToolBox.GetAttributeFloat(element, "range", 100.0f);
Color color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
CastShadows = ToolBox.GetAttributeBool(element, "castshadows", true);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
LightSprite = new Sprite(subElement);
break;
case "lighttexture":
overrideLightTexture = new Sprite(subElement);
break;
}
}
}
public LightSource(Vector2 position, float range, Color color, Submarine submarine)
{
hullsInRange = new List<ConvexHullList>();
this.ParentSub = submarine;
this.position = position;
this.range = range;
this.color = color;
CastShadows = true;
texture = LightTexture;
GameMain.LightManager.AddLight(this);
}
public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
{
if (!CastShadows) return;
if (range < 1.0f || color.A < 0.01f) return;
foreach (Submarine sub in Submarine.Loaded)
{
var hulls = GetHullsInRange(sub);
if (hulls == null) continue;
foreach ( ConvexHull ch in hulls)
{
ch.DrawShadows(graphics, cam, this, shadowTransform, false);
}
}
var outsideHulls = GetHullsInRange(null);
NeedsHullUpdate = false;
if (outsideHulls == null) return;
foreach (ConvexHull ch in outsideHulls)
{
ch.DrawShadows(graphics, cam, this, shadowTransform, false);
}
}
private List<ConvexHull> GetHullsInRange(Submarine sub)
{
var chList = hullsInRange.Find(x => x.Submarine == sub);
if (chList == null)
{
chList = new ConvexHullList(sub);
hullsInRange.Add(chList);
}
List<ConvexHull> list = chList.List;
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);
list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
chList.List = list;
}
}
//light is outside, convexhull inside a sub
else
{
//todo: check
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);
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);
list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
chList.List = list;
}
}
//light and convexhull are inside different subs
else
{
if (sub.DockedTo.Contains(ParentSub) && !NeedsHullUpdate) return 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);
list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
chList.List = list;
}
}
return list;
}
public static List<ConvexHull> GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
{
List<ConvexHull> list = new List<ConvexHull>();
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 Draw(SpriteBatch spriteBatch)
{
if (range > 1.0f)
{
if (overrideLightTexture == null)
{
Vector2 center = new Vector2(LightTexture.Width / 2, LightTexture.Height / 2);
float scale = range / (lightTexture.Width / 2.0f);
spriteBatch.Draw(lightTexture, new Vector2(WorldPosition.X, -WorldPosition.Y), null, color, 0, center, scale, SpriteEffects.None, 1);
}
else
{
overrideLightTexture.Draw(spriteBatch,
new Vector2(WorldPosition.X, -WorldPosition.Y), Color,
overrideLightTexture.Origin, -Rotation,
new Vector2(overrideLightTexture.size.X/overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y/overrideLightTexture.SourceRect.Height));
}
}
if (LightSprite != null)
{
LightSprite.Draw(spriteBatch, new Vector2(WorldPosition.X, -WorldPosition.Y), Color, LightSprite.Origin);
}
}
public void Remove()
{
if (LightSprite != null) LightSprite.Remove();
GameMain.LightManager.RemoveLight(this);
}
}
}