/// <summary> /// Default drawing method that takes into account rotation, translation, and scale. /// </summary> /// <param name="gameTime"></param> public void Draw(ref SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.Draw(texture, position, null, color, rotation, center, scale, SpriteEffects.None, 0f); //Draw the bounding spheres if (!useBoundingBox && drawBoundingSpheres) { foreach (BoundingSphere b in boundingSphereList) { PrimitiveLine brush = new PrimitiveLine(game.GraphicsDevice); //Create a circle (from 100 lines) with the radius brush.CreateCircle(b.Radius, 100); brush.Position = new Vector2(b.Center.X, b.Center.Y); brush.Render(ref spriteBatch); } PrimitiveLine br = new PrimitiveLine(game.GraphicsDevice); //Create a circle (from 100 lines) with the radius br.CreateCircle(generalBoundingSphere.Radius, 100); br.Position = new Vector2(generalBoundingSphere.Center.X, generalBoundingSphere.Center.Y); br.Render(ref spriteBatch); } }
/// <summary> /// Draws the global fixed point for debug purposes. /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public void Draw(ref SpriteBatch spriteBatch, GameTime gameTime) { if (drawFixedPoint) { //Draw the global fixed point PrimitiveLine brush = new PrimitiveLine(game.GraphicsDevice); //Create a circle (from 100 lines) with the radius int _radius = 5; brush.CreateCircle(_radius, 100); //Minus off the radius to get the circle centered on the fixed point brush.Position.X = globalFixedPoint.X; brush.Position.Y = globalFixedPoint.Y; brush.Render(ref spriteBatch); } //Print some gesture stats if (gestureComponent.showStats) { gestureComponent.Draw(ref spriteBatch, gameTime); } }
/// <summary> /// Draws the global fixed point for debug purposes. /// </summary> /// <param name="spriteBatch"></param> /// <param name="gameTime"></param> public void Draw(ref SpriteBatch spriteBatch, GameTime gameTime) { if (drawFixedPoint) { //Draw the global fixed point PrimitiveLine brush = new PrimitiveLine(game.GraphicsDevice); //Create a circle (from 100 lines) with the radius int _radius = 5; brush.CreateCircle(_radius, 100); //Minus off the radius to get the circle centered on the fixed point brush.Position.X = globalFixedPoint.X; brush.Position.Y = globalFixedPoint.Y; brush.Render(ref spriteBatch); } //Print some gesture stats if (gestureComponent.showStats) gestureComponent.Draw(ref spriteBatch, gameTime); }
/// <summary> /// Default drawing method that takes into account rotation, translation, and scale. /// </summary> /// <param name="gameTime"></param> public void Draw(ref SpriteBatch spriteBatch, GameTime gameTime) { spriteBatch.Draw(texture, position, null, color, rotation, center, scale, SpriteEffects.None, 0f); //Draw the bounding spheres if(!useBoundingBox && drawBoundingSpheres) { foreach (BoundingSphere b in boundingSphereList) { PrimitiveLine brush = new PrimitiveLine(game.GraphicsDevice); //Create a circle (from 100 lines) with the radius brush.CreateCircle(b.Radius, 100); brush.Position = new Vector2(b.Center.X, b.Center.Y); brush.Render(ref spriteBatch); } PrimitiveLine br = new PrimitiveLine(game.GraphicsDevice); //Create a circle (from 100 lines) with the radius br.CreateCircle(generalBoundingSphere.Radius, 100); br.Position = new Vector2(generalBoundingSphere.Center.X, generalBoundingSphere.Center.Y); br.Render(ref spriteBatch); } }