protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); // Use SpriteSortMode.Immediate, so we can apply custom renderstates. _spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.SaveState); // Set the texture addressing mode to wrap, so we can repeat // many copies of our tiled checkerboard texture. GraphicsDevice.SamplerStates[0].AddressU = TextureAddressMode.Wrap; GraphicsDevice.SamplerStates[0].AddressV = TextureAddressMode.Wrap; Rectangle fullRect = new Rectangle(0, 0, this.Width, this.Height); // Draw a tiled checkerboard pattern in the background. _spriteBatch.Draw(_crossTexture, fullRect, fullRect, Color.White); if (SceneItem == null) { _spriteBatch.End(); } else { _spriteBatch.End(); DrawingManager.ViewPortSize = new Point(this.Width, this.Height); _camera.Position = Vector2.Zero; _camera.Update(1 / 60f); Vector2 oldPivot = SceneItem.Pivot; bool oldIsPivotRelative = SceneItem.IsPivotRelative; Vector2 oldPosition = SceneItem.Position; float oldRotation = SceneItem.Rotation; Vector2 oldScale = SceneItem.Scale; bool oldVisibility = SceneItem.Visible; SceneItem.Visible = true; SceneItem.Position = Vector2.Zero; SceneItem.Pivot = new Vector2(0.5f); SceneItem.IsPivotRelative = true; SceneItem.Scale = Vector2.One; SceneItem.Rotation = 0; SceneItem.Update(1 / 60f); SceneItem.Draw(1 / 60f); SceneItem.Position = oldPosition; SceneItem.Pivot = oldPivot; SceneItem.IsPivotRelative = oldIsPivotRelative; SceneItem.Scale = oldScale; SceneItem.Rotation = oldRotation; SceneItem.Visible = oldVisibility; MilkshakeForm.SwapCameraAndRenderScene(_camera); } }
public void LerpSceneItemWith(CompositeBoneTransform nextState, float amount, bool nextStateOverride) { // original is only used when bone.Interpolate is set to false, and refer to the 1st KF of the 1st anim SceneItem item = GetSceneItem(); String subItem = GetSubItem(); if (String.IsNullOrEmpty(subItem) == false && item is ISubItemCollection) { ((ISubItemCollection)item).SetCurrentSubItem(subItem); } if (item != null) { item.Update(1 / 60f); amount = MathHelper.Clamp(amount, 0, 1); CompositeEntity parentEntity = Parent.Parent.Parent; CompositeBoneTransform parentTransform = this.ParentBoneTransform; _currentVisibleState = GetVisibilityState(parentTransform); if (_currentVisibleState == false) { return; } bool nextStateVisibility = nextState.GetVisibilityState(nextState.ParentBoneTransform); // no lerping if the next state isnt visible if (nextStateVisibility == false) { nextState = this; } if (nextStateOverride == true) { _position = nextState.Position; _scale = nextState.Scale; _rotation = nextState.Rotation; } else { _position = Vector2.Lerp(this.Position, nextState.Position, amount); _scale = Vector2.Lerp(this.Scale, nextState.Scale, amount); _rotation = MathHelper.Lerp(this.Rotation, nextState.Rotation, amount); } if (this.Opacity.HasValue == true || nextState.Opacity.HasValue == true) { if (this.Opacity.HasValue == true && nextState.Opacity.HasValue == false) { _opacity = this.Opacity.Value; } else if (this.Opacity.HasValue == false && nextState.Opacity.HasValue == true) { _opacity = nextState.Opacity.Value; } else { _opacity = IceMath.Lerp(this.Opacity.Value, nextState.Opacity.Value, amount); } } else { _opacity = null; } _transformPivot = item.GetAbsolutePivot(false); item.FlipHorizontal = parentEntity.FlipHorizontal ^ this.FlipHorizontal; item.FlipVertical = parentEntity.FlipVertical ^ this.FlipVertical; if (parentEntity.FlipHorizontal == true) { _position.X = -_position.X; _transformPivot.X = item.BoundingRectSize.X - _transformPivot.X; _rotation = -_rotation; } if (parentEntity.FlipVertical == true) { _position.Y = -_position.Y; _transformPivot.Y = item.BoundingRectSize.Y - _transformPivot.Y; _rotation = -_rotation; } if (parentEntity.Scale != Vector2.One) { _position *= parentEntity.Scale; } if (parentEntity.Rotation != 0) { Vector2 offset = _position; float length = offset.Length(); double angle = Math.Atan2((float)offset.Y, (float)offset.X) + parentEntity.Rotation; offset.X = (float)(length * Math.Cos(angle)); offset.Y = (float)(length * Math.Sin(angle)); _position = offset; } if (parentTransform != null) { if (this.InheritRotation.HasValue == false && this.Bone.InheritRotation == true || this.InheritRotation.HasValue == true && this.InheritRotation == true) { _rotation += parentTransform.CurrentRotation; } if (this.InheritScale.HasValue == false && this.Bone.InheritScale == true || this.InheritScale.HasValue == true && this.InheritScale == true) { _scale *= parentTransform.CurrentScale; } if (this.InheritPosition.HasValue == false && this.Bone.InheritPosition == true || this.InheritPosition.HasValue == true && this.InheritPosition == true) { Vector2 offset = _position; float length = offset.Length(); double angle = Math.Atan2((float)offset.Y, (float)offset.X) + parentTransform._rotation; offset.X = (float)(length * Math.Cos(angle)); offset.Y = (float)(length * Math.Sin(angle)); _position = parentTransform.CurrentPosition + offset; } } } }