示例#1
0
        public static bool IsSightBlocked(HitableObject origin, HitableObject target, int lineWidth)
        {
            if (origin.InteriorID != target.InteriorID)
            {
                return(true);
            }

            Point originPoint = origin.Position.ToPoint();
            Point targetPoint = target.Position.ToPoint();

            Rect unionRect = ShapeCollision.ConvertLineToRect(originPoint, targetPoint);
            List <HitableObject> hittedObjects = GetHittedObjects(unionRect, origin.InteriorID, origin);

            Vector2[] polyRect = GeometryUtils.GetRectangleFromLine(originPoint, targetPoint, lineWidth);

            foreach (var hitableObject in hittedObjects)
            {
                if (hitableObject != target && ShapeCollision.RectIntersectsPoly(hitableObject.HitBoxBounds, polyRect))
                {
                    return(true);
                }
            }

            // Check if blocks are of type hitable && if they intersect with the polyRect
            Point topLeft     = GeometryUtils.GetChunkPosition(unionRect.Left, unionRect.Top, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y);
            Point bottomRight = GeometryUtils.GetChunkPosition(unionRect.Right, unionRect.Bottom, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y);

            for (int blockX = topLeft.X; blockX <= bottomRight.X; blockX++)
            {
                for (int blockY = topLeft.Y; blockY <= bottomRight.Y; blockY++)
                {
                    if (IsBlockHitable(blockX, blockY, origin.InteriorID) && ShapeCollision.RectIntersectsPoly(new Rect(blockX * WorldGrid.BlockSize.X, blockY * WorldGrid.BlockSize.Y, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y), polyRect))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
示例#2
0
        public static bool IsSightBlocked(HitableObject origin, HitableObject target)
        {
            if (origin.InteriorID != target.InteriorID)
            {
                return(true);
            }

            Vector2 originVector = origin.Position.ToVector();
            Vector2 targetVector = target.Position.ToVector();

            Rect unionRect = ShapeCollision.ConvertLineToRect(originVector, targetVector);
            List <HitableObject> hittedObjects = GetHittedObjects(unionRect, origin.InteriorID, origin);

            foreach (var hitableObject in hittedObjects)
            {
                if (hitableObject != target && ShapeCollision.LineIntersectsRectangle(originVector, targetVector, hitableObject.HitBoxBounds))
                {
                    return(true);
                }
            }

            // Check if blocks are of type hitable
            Point topLeft     = GeometryUtils.GetChunkPosition(unionRect.Left, unionRect.Top, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y);
            Point bottomRight = GeometryUtils.GetChunkPosition(unionRect.Right, unionRect.Bottom, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y);

            for (int blockX = topLeft.X; blockX <= bottomRight.X; blockX++)
            {
                for (int blockY = topLeft.Y; blockY <= bottomRight.Y; blockY++)
                {
                    if (IsBlockHitable(blockX, blockY, origin.InteriorID) && ShapeCollision.LineIntersectsRectangle(originVector, targetVector, new Rect(blockX * WorldGrid.BlockSize.X, blockY * WorldGrid.BlockSize.Y, WorldGrid.BlockSize.X, WorldGrid.BlockSize.Y)))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }