Represents a 2D grid of cells which identify what can be seen given a list of IViewers. This supports line of sight.
Beispiel #1
0
        /// <summary>
        /// Adds an IViewer to this grid.
        /// </summary>
        /// <param name="viewerToAdd">The viewer to add.</param>
        public void AddViewer(IViewer viewerToAdd)
        {
            int localGridDimension = MathFunctions.RoundToInt(viewerToAdd.WorldViewRadius / mGridSpacing) * 2 + 1;

            VisibilityGrid localVisibilityGrid = new VisibilityGrid(0, 0, mGridSpacing,
                                                                    localGridDimension, localGridDimension);

            ViewerInformation viewerInformation = new ViewerInformation();

            viewerInformation.LocalVisibilityGrid = localVisibilityGrid;

            if (mFogFactor > 0)
            {
                localVisibilityGrid.FogColor      = FogColor;
                localVisibilityGrid.FogShade      = FogShade;
                localVisibilityGrid.FogResolution = FogResolution;
            }
            int xIndex;
            int yIndex;

            mViewers.Add(viewerToAdd, viewerInformation);

            WorldToIndex(viewerToAdd.X, viewerToAdd.Y, out xIndex, out yIndex);

            int radiusAsInt = MathFunctions.RoundToInt(viewerToAdd.WorldViewRadius / mGridSpacing);

            if (xIndex >= radiusAsInt && yIndex >= radiusAsInt &&
                xIndex + radiusAsInt < mNumberOfXTiles && yIndex + radiusAsInt < mNumberOfYTiles)
            {
                UpdateViewersLocalVisibilityGrid(viewerToAdd, viewerInformation);
            }

            UpdateRevealedFromViewers();
        }
Beispiel #2
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        private void UpdateRevealedFromViewers()
        {
            MakeAllHidden();

            int x;
            int y;

            int xIndex;
            int yIndex;
            int radiusAsInt;

            foreach (KeyValuePair <IViewer, ViewerInformation> kvp in mViewers)
            {
                IViewer viewer = kvp.Key;
                WorldToIndex(viewer.X, viewer.Y, out xIndex, out yIndex);
                radiusAsInt = MathFunctions.RoundToInt(viewer.WorldViewRadius / mGridSpacing);

                if (xIndex >= radiusAsInt && yIndex >= radiusAsInt &&
                    xIndex + radiusAsInt < mNumberOfXTiles && yIndex + radiusAsInt < mNumberOfYTiles)
                {
                    ViewerInformation info        = kvp.Value;
                    VisibilityGrid    gridToPlace = info.LocalVisibilityGrid;

                    int   xOffset = MathFunctions.RoundToInt((gridToPlace.mXSeed - mXSeed) / mGridSpacing);
                    int   yOffset = MathFunctions.RoundToInt((gridToPlace.mYSeed - mYSeed) / mGridSpacing);
                    int   fogX, fogY;
                    Color sourceColor;
                    Color destinationColor;
                    for (x = 0; x < gridToPlace.mNumberOfXTiles; x++)
                    {
                        for (y = 0; y < gridToPlace.mNumberOfYTiles; y++)
                        {
                            mRevealedTiles[x + xOffset][y + yOffset] |= gridToPlace.mRevealedTiles[x][y];

                            if (mFogFactor > 0)
                            {
                                for (fogX = 0; fogX < mFogFactor; fogX++)
                                {
                                    for (fogY = 0; fogY < mFogFactor; fogY++)
                                    {
                                        sourceColor      = gridToPlace.mFogImageData.GetPixelColor(x * mFogFactor + fogX, y * mFogFactor + fogY);
                                        destinationColor = mFogImageData.GetPixelColor((x + xOffset) * mFogFactor + fogX, (y + yOffset) * mFogFactor + fogY);
                                        if (sourceColor.R > destinationColor.R)
                                        {
                                            destinationColor = sourceColor;
                                        }
                                        mFogImageData.SetPixel((x + xOffset) * mFogFactor + fogX, (y + yOffset) * mFogFactor + fogY, destinationColor);
                                    }
                                }
                            }
                        }
                    }
                }
            }

            if (mFogFactor > 0 && mFogTexture != null)
            {
                mFogImageData.ToTexture2D(mFogTexture);
            }
        }
Beispiel #3
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        /// <summary>
        /// Returns whether a given world position is in view of a given viewer.
        /// </summary>
        /// <param name="viewer">The viewer to check visibility for.</param>
        /// <param name="targetPosition">The world coordinates.</param>
        /// <returns>Whether in view.</returns>
        public bool IsPositionInDirectView(IViewer viewer, ref Vector3 targetPosition)
        {
            if (mViewers.ContainsKey(viewer))
            {
                VisibilityGrid grid = mViewers[viewer].LocalVisibilityGrid;

                return(grid.IsRevealedWorld(targetPosition.X, targetPosition.Y));
            }
#if DEBUG
            else
            {
                throw new InvalidOperationException("Viewer does not exist in Visbility grid");
            }
#else
            return(false);
#endif
        }
        /// <summary>
        /// Adds an IViewer to this grid.
        /// </summary>
        /// <param name="viewerToAdd">The viewer to add.</param>
        public void AddViewer(IViewer viewerToAdd)
        {
            int localGridDimension = MathFunctions.RoundToInt(viewerToAdd.WorldViewRadius / mGridSpacing) * 2 + 1;

            VisibilityGrid localVisibilityGrid = new VisibilityGrid(0, 0, mGridSpacing,
                localGridDimension, localGridDimension);

            ViewerInformation viewerInformation = new ViewerInformation();
            viewerInformation.LocalVisibilityGrid = localVisibilityGrid;

            if (mFogFactor > 0)
            {
                localVisibilityGrid.FogColor = FogColor;
                localVisibilityGrid.FogShade = FogShade;
                localVisibilityGrid.FogResolution = FogResolution;
            }
            int xIndex;
            int yIndex;
            mViewers.Add(viewerToAdd, viewerInformation);

            WorldToIndex(viewerToAdd.X, viewerToAdd.Y, out xIndex, out yIndex);

            int radiusAsInt = MathFunctions.RoundToInt(viewerToAdd.WorldViewRadius / mGridSpacing);

            if (xIndex >= radiusAsInt && yIndex >= radiusAsInt &&
                xIndex + radiusAsInt < mNumberOfXTiles && yIndex + radiusAsInt < mNumberOfYTiles)
            {

                UpdateViewersLocalVisibilityGrid(viewerToAdd, viewerInformation);
            }

            UpdateRevealedFromViewers();
        }
Beispiel #5
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        private void UpdateViewersLocalVisibilityGrid(IViewer viewer, ViewerInformation viewerInformation)
        {
            VisibilityGrid localGrid = viewerInformation.LocalVisibilityGrid;

            localGrid.MakeAllHidden();
            localGrid.ClearBlockedTiles();

            int viewRadius = MathFunctions.RoundToInt(viewer.WorldViewRadius / mGridSpacing);

            int xIndex;
            int yIndex;

            WorldToIndex(viewer.X, viewer.Y, out xIndex, out yIndex);

            float tileCenteredXPosition;
            float tileCenteredYPosition;

            IndexToWorld(xIndex, yIndex, out tileCenteredXPosition, out tileCenteredYPosition);

            viewerInformation.LastX = xIndex;
            viewerInformation.LastY = yIndex;

            localGrid.mXSeed =
                tileCenteredXPosition - viewer.WorldViewRadius;


            localGrid.mYSeed =
                tileCenteredYPosition - viewer.WorldViewRadius;

            int xOffset = MathFunctions.RoundToInt((localGrid.mXSeed - mXSeed) / mGridSpacing);
            int yOffset = MathFunctions.RoundToInt((localGrid.mYSeed - mYSeed) / mGridSpacing);

            // copy over the blocked areas to the viewer
            int   y;
            int   fogX, fogY;
            byte  shadedValue;
            Color shadedColor;
            float invertedFogFactor = 1.0f;

            if (mFogFactor > 1)
            {
                invertedFogFactor = 1.0f / mFogFactor;
            }
            for (int x = 0; x < localGrid.mNumberOfXTiles; x++)
            {
                for (y = 0; y < localGrid.mNumberOfYTiles; y++)
                {
                    localGrid.mBlockedTiles[x][y] = mBlockedTiles[x + xOffset][y + yOffset];
                }
            }

            localGrid.MakeAllHidden();
            localGrid.RevealCircle(viewRadius, viewRadius, viewRadius);
            localGrid.BleedDirectlyVisibleToWalls();

            if (mFogFactor > 0)
            {
                for (int x = 0; x < localGrid.mNumberOfXTiles; x++)
                {
                    for (y = 0; y < localGrid.mNumberOfYTiles; y++)
                    {
                        for (fogX = 0; fogX < mFogFactor; fogX++)
                        {
                            for (fogY = 0; fogY < mFogFactor; fogY++)
                            {
                                shadedColor = localGrid.mFogImageData.GetPixelColor(x * mFogFactor + fogX, y * mFogFactor + fogY);
                                shadedValue = 0;
                                if (localGrid.mRevealedTiles[x][y] != 0)
                                {
                                    shadedValue = localGrid.CalculateFogColorByDistance(x + (fogX * invertedFogFactor), y + (fogY * invertedFogFactor), shadedColor.R, viewer);
                                }
                                else if (shadedColor.R > FogShade)
                                {
                                    shadedValue = FogShade;
                                }
                                //shadedColor = Color.FromNonPremultiplied(FogColor.R, FogColor.G, FogColor.B, shadedValue);
                                shadedColor = Color.FromNonPremultiplied(shadedValue, shadedValue, shadedValue, 255);
                                localGrid.mFogImageData.SetPixel(x * mFogFactor + fogX, y * mFogFactor + fogY, shadedColor);
                            }
                        }
                    }
                }
            }
        }