public void PrepareDebugRendering(PhysicsRenderer renderer) { foreach (Jitter.Dynamics.RigidBody body in m_World.RigidBodies) { renderer.Color = body.IsStaticOrInactive ? Color.Red : Color.Green; body.DebugDraw(renderer); } }
public override void Draw(GraphicsDevice device, Camera camera) { PhysicsRenderer physicsrenderer = PhysicsRenderer.GetInstance(device); physicsrenderer.Draw(body, camera); SpriteRenderer spriterenderer = SpriteRenderer.GetInstance(device); spriterenderer.Begin(null); Vector3 proj = camera.Project(new Vector3(target, 0)); spriterenderer.AddString(Resources.arial10px_font, "x", proj.X, proj.Y); spriterenderer.End(); }
public void Draw2dEntities(GraphicsDevice device, Camera camera) { if (!is_warm) { Warm(device); } Entity entity; for (int i = 0; i < entities.Count; i++) { entity = entities[i]; if (entity is Bubble || entity is Billboard) { entity.Draw(device, camera); } if (entity is Bubble || entity is Fish) { float distance = (entity.position - player.position).Length(); if (distance < 10) { hint_logic.entity = entity; hint_logic.Emit(); } } } if (!is_debug_visible) { return; } // no depth reading device.DepthStencilState = DepthStencilState.None; PhysicsRenderer physicsrenderer = PhysicsRenderer.GetInstance(device); physicsrenderer.Draw(physics, camera); // set depth reading to default device.DepthStencilState = DepthStencilState.Default; }