public void DrawLine(FPoint point1, FPoint point2, Color color, float thickness = 1f)
        {
            var distance = FPoint.Distance(point1, point2);
            var angle    = FloatMath.Atan2(point2.Y - point1.Y, point2.X - point1.X);

            DrawLine(point1, distance, angle, color, thickness);
        }
        private void DrawPolygonEdge(TextureRegion2D texture, FPoint point1, FPoint point2, Color color, float thickness)
        {
#if DEBUG
            IncRenderSpriteCount();
#endif

            var length = FPoint.Distance(point1, point2);
            var angle  = FloatMath.Atan2(point2.Y - point1.Y, point2.X - point1.X);
            var scale  = new Vector2(length, thickness);

            internalBatch.Draw(
                texture: texture.Texture,
                position: point1.ToVec2D(),
                sourceRectangle: texture.Bounds,
                color: color,
                rotation: angle,
                scale: scale);
        }
Exemple #3
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        public static float ToAngle(this Vector2 vector2)
        {
            //   +------------------------------->
            //   |
            //   |
            //   |          3*pi/2
            //   |            |
            //   |            |
            //   |    pi -----+----- 0
            //   |            |
            //   |            |
            //   |            pi/2
            //   |
            //   |
            //   v
            //
            // = Counterclockwise
            // = East : Zero
            // = Radians

            return((FloatMath.Atan2(vector2.Y, vector2.X) + FloatMath.RAD_POS_360) % FloatMath.RAD_POS_360);
        }
Exemple #4
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 // @see Vector2Extension.ToAngle()
 public float ToAngle(FPoint origin)
 {
     return((FloatMath.Atan2(Y - origin.Y, X - origin.X) + FloatMath.RAD_POS_360) % FloatMath.RAD_POS_360);
 }
Exemple #5
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 // @see Vector2Extension.ToAngle()
 public float ToAngle()
 {
     return((FloatMath.Atan2(Y, X) + FloatMath.RAD_POS_360) % FloatMath.RAD_POS_360);
 }