Esempio n. 1
0
        /**
         * @brief update then given LightShadow (create it if the given on is null)
         *      according to the given Light, ShadingBody and Edge
         */
        static public LightShadow UpdateShadow(
            LightShadow _toBeUpdate, Light _light,
            ShadingBody _body, int _edgeIndex)
        {
            if (_edgeIndex > _body.GetVerticesNumber())
            {
                return(null);
            }
            Vector2 startPoint = _body.GetVertexInWorld(_edgeIndex);
            Vector2 endPoint   = _body.GetVertexInWorld((_edgeIndex + 1) % _body.GetVerticesNumber());
            Vector2 startTill  = startPoint +
                                 _light.GetLightDirection(startPoint) * ShadowDistance;
            Vector2 endTill = endPoint +
                              _light.GetLightDirection(endPoint) * ShadowDistance;
            // update _toBeUpdate
            LightShadow shadow = _toBeUpdate;

            if (shadow == null)
            {
                shadow = new LightShadow();
            }
            shadow.m_vertexList[0] = startPoint;
            shadow.m_vertexList[1] = startTill;
            shadow.m_vertexList[2] = endTill;
            shadow.m_vertexList[3] = endPoint;

            // TODO: not here
            shadow.UpdateDrawVertex();
            return(shadow);
        }
Esempio n. 2
0
        /**
         * @brief update lightShadow because the given light has moved
         *     the algorithm check all the shadowBody then update:
         *     1. m_shadingBody2LightDict
         *     2. m_light2ShadingBodyDict
         *     3. m_lightShadwEdgeDict
         *  and it also create and remove LightShadow
         */
        public void UpdateLight(Light _light)
        {
            HashSet <int> oldShadowBody;

            if (m_light2ShadingBodyDict.ContainsKey(_light.ID))
            {
                oldShadowBody = m_light2ShadingBodyDict[_light.ID];
            }
            else
            {
                oldShadowBody = new HashSet <int>();
            }

            foreach (KeyValuePair <int, ShadingBody> KeyValuePair in m_shadingBodyDict)
            {
                if (_light.IsBodyInLightRange(KeyValuePair.Value.GetVertices(), KeyValuePair.Value.GetTransform2World()))
                {
                    int edgeNumber = KeyValuePair.Value.GetVerticesNumber();
                    for (int e = 0; e < edgeNumber; ++e)
                    {
                        int lightShadowBodyEdgeID = GetLightShadowBodyEdgeID(_light.ID, KeyValuePair.Key, e);
                        // if edge under light
                        if (_light.ShouldEdgeHasShadow(KeyValuePair.Value, e))
                        {
                            if (!m_lightShadowEdgeDict.ContainsKey(lightShadowBodyEdgeID))
                            {
                                m_lightShadowEdgeDict.Add(lightShadowBodyEdgeID, LightShadow.UpdateShadow(null,
                                                                                                          _light, KeyValuePair.Value, e));
                            }
                            else
                            {
                                m_lightShadowEdgeDict[lightShadowBodyEdgeID] =
                                    LightShadow.UpdateShadow(m_lightShadowEdgeDict[lightShadowBodyEdgeID],
                                                             _light, KeyValuePair.Value, e);
                            }
                            m_lightShadowEdgeDict[lightShadowBodyEdgeID].Enable = true;
                        }
                        else
                        {
                            if (m_lightShadowEdgeDict.ContainsKey(lightShadowBodyEdgeID))
                            {
                                m_lightShadowEdgeDict[lightShadowBodyEdgeID].Enable = false;
                            }
                        }
                    }
                    // update light 2 shadow and shadow 2 light
                    if (!m_light2ShadingBodyDict.ContainsKey(_light.ID))
                    {
                        m_light2ShadingBodyDict[_light.ID] = new HashSet <int>();
                    }
                    m_light2ShadingBodyDict[_light.ID].Add(KeyValuePair.Key);
                    if (!m_shadingBody2LightDict.ContainsKey(KeyValuePair.Key))
                    {
                        m_shadingBody2LightDict[KeyValuePair.Key] = new HashSet <int>();
                    }
                    m_shadingBody2LightDict[KeyValuePair.Key].Add(_light.ID);
                }
                //else
                else
                {
                    if (oldShadowBody.Contains(KeyValuePair.Key))
                    {
                        // remove shadow
                        int edgeNumber = KeyValuePair.Value.GetVerticesNumber();
                        for (int e = 0; e < edgeNumber; ++e)
                        {
                            int lightShadowBodyEdgeID = GetLightShadowBodyEdgeID(_light.ID, KeyValuePair.Key, e);
                            if (m_lightShadowEdgeDict.ContainsKey(lightShadowBodyEdgeID))
                            {
                                // TODO: not only disable
                                m_lightShadowEdgeDict[lightShadowBodyEdgeID].Enable = false;
                            }
                        }
                        // update light 2 shadow and shadow 2 light
                        oldShadowBody.Remove(KeyValuePair.Key);
                        if (m_light2ShadingBodyDict.ContainsKey(_light.ID))
                        {
                            m_light2ShadingBodyDict[_light.ID].Remove(KeyValuePair.Key);
                        }
                    }
                }
            }
        }
Esempio n. 3
0
        /**
         * @brief update lightShadow because the given shadingbody has moved
         *     the algorithm check all the lights then update:
         *     1. m_shadingBody2LightDict
         *     2. m_light2ShadingBodyDict
         *     3. m_lightShadwEdgeDict
         *  and it also create and remove LightShadow
         */
        public void UpdateShadowBody(ShadingBody _shadowBody)
        {
            HashSet <int> oldLight;

            if (m_shadingBody2LightDict.ContainsKey(_shadowBody.ID))
            {
                oldLight = m_shadingBody2LightDict[_shadowBody.ID];
            }
            else
            {
                oldLight = new HashSet <int>();
            }

            foreach (KeyValuePair <int, Light> keyValue in m_lightDict)
            {
                // if body in light
                if (keyValue.Value.IsBodyInLightRange(_shadowBody.GetVertices(), _shadowBody.GetTransform2World()))
                {
                    // update shadow
                    int edgeNumber = _shadowBody.GetVerticesNumber();
                    for (int e = 0; e < edgeNumber; ++e)
                    {
                        int lightShadowBodyEdgeID = GetLightShadowBodyEdgeID(keyValue.Key, _shadowBody.ID, e);
                        // if edge under light
                        if (keyValue.Value.ShouldEdgeHasShadow(_shadowBody, e))
                        {
                            m_lightShadowEdgeDict[lightShadowBodyEdgeID] =
                                LightShadow.UpdateShadow(m_lightShadowEdgeDict[lightShadowBodyEdgeID],
                                                         keyValue.Value, _shadowBody, e);
                            m_lightShadowEdgeDict[lightShadowBodyEdgeID].Enable = true;
                        }
                        // else
                        else
                        {
                            // TODO: not only disable, but also remove it
                            m_lightShadowEdgeDict[lightShadowBodyEdgeID].Enable = false;
                        }
                    }
                    // update light 2 shadow and shadow 2 light
                    if (!m_light2ShadingBodyDict.ContainsKey(keyValue.Key))
                    {
                        m_light2ShadingBodyDict[keyValue.Key] = new HashSet <int>();
                    }
                    m_light2ShadingBodyDict[keyValue.Key].Add(_shadowBody.ID);
                    if (!m_shadingBody2LightDict.ContainsKey(_shadowBody.ID))
                    {
                        m_shadingBody2LightDict[_shadowBody.ID] = new HashSet <int>();
                    }
                    m_shadingBody2LightDict[_shadowBody.ID].Add(keyValue.Key);
                }
                // else
                else
                {
                    // if light in old-light
                    if (oldLight.Contains(keyValue.Key))
                    {
                        // remove shadow
                        int edgeNumber = _shadowBody.GetVerticesNumber();
                        for (int e = 0; e < edgeNumber; ++e)
                        {
                            int lightShadowBodyEdgeID = GetLightShadowBodyEdgeID(keyValue.Key, _shadowBody.ID, e);
                            if (m_lightShadowEdgeDict.ContainsKey(lightShadowBodyEdgeID))
                            {
                                // TODO: not only disable
                                m_lightShadowEdgeDict[lightShadowBodyEdgeID].Enable = false;
                            }
                        }
                        // update light2 2 shadow and shadow 2 light
                        oldLight.Remove(keyValue.Key);
                        if (m_light2ShadingBodyDict.ContainsKey(keyValue.Key))
                        {
                            m_light2ShadingBodyDict[keyValue.Key].Remove(_shadowBody.ID);
                        }
                    }
                }
            }
        }