Ejemplo n.º 1
0
        public virtual bool Draw(SpriteBatch3D spriteBatch, Vector3 drawPosition, MouseOverList mouseOverList, Map map)
        {
            VertexPositionNormalTextureHue[] vertexBuffer;

            if (Rotation != 0)
            {
                Vector3 center = drawPosition - new Vector3(DrawArea.X - World.WorldViews.IsometricRenderer.TileSizeI + DrawArea.Width / 2, DrawArea.Y + DrawArea.Height / 2, 0);
                float sinx = (float)System.Math.Sin(Rotation) * DrawArea.Width / 2f;
                float cosx = (float)System.Math.Cos(Rotation) * DrawArea.Width / 2f;
                float siny = (float)System.Math.Sin(Rotation) * -DrawArea.Height / 2f;
                float cosy = (float)System.Math.Cos(Rotation) * -DrawArea.Height / 2f;
                // 2   0
                // |\  |
                // |  \|
                // 3   1
                vertexBuffer = VertexPositionNormalTextureHue.PolyBufferFlipped;

                vertexBuffer[0].Position = center;
                vertexBuffer[0].Position.X += cosx - -siny;
                vertexBuffer[0].Position.Y -= sinx + -cosy;

                vertexBuffer[1].Position = center;
                vertexBuffer[1].Position.X += cosx - siny;
                vertexBuffer[1].Position.Y += -sinx + -cosy;

                vertexBuffer[2].Position = center;
                vertexBuffer[2].Position.X += -cosx - -siny;
                vertexBuffer[2].Position.Y += sinx + cosy;

                vertexBuffer[3].Position = center;
                vertexBuffer[3].Position.X += -cosx - siny;
                vertexBuffer[3].Position.Y += sinx + -cosy;
            }
            else
            {
                if (DrawFlip)
                {
                    // 2   0
                    // |\  |
                    // |  \|
                    // 3   1
                    vertexBuffer = VertexPositionNormalTextureHue.PolyBufferFlipped;
                    vertexBuffer[0].Position = drawPosition;
                    vertexBuffer[0].Position.X += DrawArea.X + World.WorldViews.IsometricRenderer.TileSizeF;
                    vertexBuffer[0].Position.Y -= DrawArea.Y;

                    vertexBuffer[1].Position = vertexBuffer[0].Position;
                    vertexBuffer[1].Position.Y += DrawArea.Height;

                    vertexBuffer[2].Position = vertexBuffer[0].Position;
                    vertexBuffer[2].Position.X -= DrawArea.Width;

                    vertexBuffer[3].Position = vertexBuffer[1].Position;
                    vertexBuffer[3].Position.X -= DrawArea.Width;
                }
                else
                {
                    // 0---1
                    //    /
                    //  /
                    // 2---3
                    vertexBuffer = VertexPositionNormalTextureHue.PolyBuffer;
                    vertexBuffer[0].Position = drawPosition;
                    vertexBuffer[0].Position.X -= DrawArea.X;
                    vertexBuffer[0].Position.Y -= DrawArea.Y;

                    vertexBuffer[1].Position = vertexBuffer[0].Position;
                    vertexBuffer[1].Position.X += DrawArea.Width;

                    vertexBuffer[2].Position = vertexBuffer[0].Position;
                    vertexBuffer[2].Position.Y += DrawArea.Height;

                    vertexBuffer[3].Position = vertexBuffer[1].Position;
                    vertexBuffer[3].Position.Y += DrawArea.Height;
                }
            }

            if (vertexBuffer[0].Hue != HueVector)
                vertexBuffer[0].Hue = vertexBuffer[1].Hue = vertexBuffer[2].Hue = vertexBuffer[3].Hue = HueVector;

            if (!spriteBatch.Draw(DrawTexture, vertexBuffer, s_Technique))
            {
                return false;
            }

            Pick(mouseOverList, vertexBuffer);

            return true;
        }
Ejemplo n.º 2
0
        private bool Draw3DStretched(SpriteBatch3D spriteBatch, Vector3 drawPosition, MouseOverList mouseOverList, Map map)
        {
            // this is an isometric stretched tile and needs a specialized draw routine.
            m_vertexBufferAlternate[0].Position = drawPosition + m_vertex0_yOffset;
            m_vertexBufferAlternate[1].Position = drawPosition + m_vertex1_yOffset;
            m_vertexBufferAlternate[2].Position = drawPosition + m_vertex2_yOffset;
            m_vertexBufferAlternate[3].Position = drawPosition + m_vertex3_yOffset;

            if (!spriteBatch.Draw(DrawTexture, m_vertexBufferAlternate, s_Technique))
                return false;

            if ((mouseOverList.PickType & PickType) == PickType)
            {
                if (mouseOverList.IsMouseInObjectIsometric(m_vertexBufferAlternate))
                {
                    MouseOverItem item = new MouseOverItem(DrawTexture, m_vertexBufferAlternate[0].Position, Entity);
                    item.Vertices = new Vector3[4] { m_vertexBufferAlternate[0].Position, m_vertexBufferAlternate[1].Position, m_vertexBufferAlternate[2].Position, m_vertexBufferAlternate[3].Position };
                    mouseOverList.Add2DItem(item);
                }
            }

            return true;
        }