コード例 #1
0
ファイル: Shadow2.cs プロジェクト: blmarket/lib4bpp
 public void AddWall(Vector2 p1, Vector2 p2)
 {
     double angle1, angle2;
     angle1 = Math.Atan2(p1.Y, p1.X);
     angle2 = Math.Atan2(p2.Y, p2.X);
     double adiff = angle2 - angle1;
     if (adiff < 0) adiff += Math.PI * 2.0;
     if (adiff > Math.PI)
     {
         Vector2 tmp = p2; p2 = p1; p1 = tmp;
         double tmp2 = angle1; angle1 = angle2; angle2 = tmp2;
     }
     if (angle1 < 0) angle1 += Math.PI * 2.0;
     if (angle2 < 0) angle2 += Math.PI * 2.0;
     if (angle2 < angle1)
     {
         DxLib.Geometry2D.Line line = new DxLib.Geometry2D.Line(p1, p2);
         Vector2 tmp = line.GetIntersection(0.0);
         addit(tmp, p2);
         addit(p1, tmp);
     }
     else
     {
         addit(p1, p2);
     }
 }
コード例 #2
0
ファイル: Shadow2.cs プロジェクト: blmarket/lib4bpp
        public VertexBuffer BuildShadowVertex(Device dx_device, Vector2 ViewerPos)
        {
            Vector2[] Boundary = new Vector2[4] {
                new Vector2(3,3),
                new Vector2(-3,3),
                new Vector2(-3,-3),
                new Vector2(3,-3),
            };

            List<CustomVertex.PositionColored> list = new List<CustomVertex.PositionColored>();

            foreach (Vector2[] w in m_Walls)
            {
                Vector2 p1 = w[0] - ViewerPos, p2 = w[1] - ViewerPos;

                double a1 = Math.Atan2(p1.Y,p1.X), a2 = Math.Atan2(p2.Y,p2.X);
                double adiff = a2 - a1;
                if (adiff < 0) adiff += Math.PI * 2.0;
                if (adiff > Math.PI)
                {
                    adiff = a2; a2 = a1; a1 = adiff;
                    Vector2 p = p2; p2 = p1; p1 = p;
                }

                Geometry2D.Line line = new DxLib.Geometry2D.Line(p1, p2);
                if (a2 < a1) a2 += Math.PI * 2;
                for (int i = 0; i < 4; i++)
                {
                    double angle = Math.Atan2(Boundary[i].Y - ViewerPos.Y, Boundary[i].X - ViewerPos.X);
                    if(angle < a1) angle += Math.PI * 2;
                    if (angle < a2)
                    {
                        Vector2 p = line.GetIntersection(angle);
                        AddShadowVertex(list, p1, p, ViewerPos);
                        p1 = p;
                    }
                }
                AddShadowVertex(list, p1, p2, ViewerPos);
            }

            if (m_VB != null) m_VB.Dispose();
            m_VB = new VertexBuffer(typeof(CustomVertex.PositionColored), list.Count() + 1, dx_device, Usage.None,
                CustomVertex.PositionColored.Format, Pool.Managed);

            m_VertexCount = list.Count();

            CustomVertex.PositionColored[] array = (CustomVertex.PositionColored[])m_VB.Lock(0, LockFlags.None);
            list.CopyTo(array);
            m_VB.Unlock();
            return m_VB;
        }
コード例 #3
0
ファイル: Shadow2.cs プロジェクト: blmarket/lib4bpp
        void addit(Vector2 p1, Vector2 p2)
        {
            Vector2[] Boundary = new Vector2[4] {
                new Vector2(3,3),
                new Vector2(-3,3),
                new Vector2(-3,-3),
                new Vector2(3,-3),
            };

            float a1 = (float)Math.Atan2(p1.Y, p1.X);
            if (a1 < 0) a1 += (float)Math.PI * 2;
            float a2 = (float)Math.Atan2(p2.Y, p2.X);
            if (a2 < 0) a2 += (float)Math.PI * 2;
            DxLib.Geometry2D.Line line = new DxLib.Geometry2D.Line(p1,p2);

            int cnt = 2;
            for (int i = 0; i < 4; i++)
            {
                float angle = (float)Math.Atan2(Boundary[i].Y, Boundary[i].X);
                if (angle < 0) angle += (float)Math.PI * 2;
                if (a1 < angle && angle < a2)
                {
                    cnt++;
                }
            }

            Vector2[] Walls = new Vector2[cnt];
            Walls[0] = p1;
            Walls[cnt - 1] = p2;
            cnt = 1;
            for (int i = 0; i < 4; i++)
            {
                float angle = (float)Math.Atan2(Boundary[i].Y, Boundary[i].X);
                if (angle < 0) angle += (float)Math.PI * 2;
                if (a1 < angle && angle < a2)
                {
                    Walls[cnt] = line.GetIntersection(angle);
                    cnt++;
                }
            }

            m_Walls.Add(Walls);
        }