Esempio n. 1
0
        public void DrawLine(Vector3 start, Vector3 end, Color color, float width = 0.025f)
        {
            Vector3 dir = end - start;

            dir.Z = 0;

            Vector3 extDir1;
            Vector3 extDir2;

            if (dir.LengthSquared() > 0.0001f)
            {
                dir.Normalize();

                extDir1.X = -dir.Y;
                extDir1.Y = dir.X;
                extDir1.Z = 0;

                extDir2 = Vector3.Cross(dir, extDir1);
            }
            else
            {
                extDir1 = Vector3.UnitX;
                extDir2 = Vector3.UnitY;
            }

            _vertexBuffer[0] = new ColoredVertex(start + extDir1 * (width / 2), color);
            _vertexBuffer[1] = new ColoredVertex(start - extDir1 * (width / 2), color);
            _vertexBuffer[2] = new ColoredVertex(end + extDir1 * (width / 2), color);
            _vertexBuffer[3] = new ColoredVertex(end - extDir1 * (width / 2), color);

            _vertexBuffer[4] = new ColoredVertex(start + extDir2 * (width / 2), color);
            _vertexBuffer[5] = new ColoredVertex(start - extDir2 * (width / 2), color);
            _vertexBuffer[6] = new ColoredVertex(end + extDir2 * (width / 2), color);
            _vertexBuffer[7] = new ColoredVertex(end - extDir2 * (width / 2), color);

            _indexBuffer[0] = 0;
            _indexBuffer[1] = 1;
            _indexBuffer[2] = 2;

            _indexBuffer[3] = 1;
            _indexBuffer[4] = 2;
            _indexBuffer[5] = 3;

            _indexBuffer[6] = 4;
            _indexBuffer[7] = 5;
            _indexBuffer[8] = 6;

            _indexBuffer[9]  = 5;
            _indexBuffer[10] = 6;
            _indexBuffer[11] = 7;

            SetDeclaration();
            Device.DrawIndexedUserPrimitives(PrimitiveType.TriangleList, 0, 8, 4, _indexBuffer,
                                             Format.Index32, _vertexBuffer, ColoredVertex.Stride);
        }
Esempio n. 2
0
        /// <summary>
        /// Creates a right-handed spherical billboard that rotates around a specified object position.
        /// </summary>
        /// <param name="objectPosition">The position of the object around which the billboard will rotate.</param>
        /// <param name="cameraPosition">The position of the camera.</param>
        /// <param name="cameraUpVector">The up vector of the camera.</param>
        /// <param name="cameraForwardVector">The forward vector of the camera.</param>
        public static Matrix BillboardLh(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 cameraUpVector, ref Vector3 cameraForwardVector)
        {
            var     result = new Matrix();
            Vector3 crossed;
            Vector3 final;
            Vector3 difference = cameraPosition - objectPosition;

            float lengthSq = difference.LengthSquared();

            if (IsZero(lengthSq))
            {
                difference = -cameraForwardVector;
            }
            else
            {
                difference *= (float)(1.0 / Math.Sqrt(lengthSq));
            }

            Vector3.Cross(ref cameraUpVector, ref difference, out crossed);
            crossed.Normalize();
            Vector3.Cross(ref difference, ref crossed, out final);

            result.M11 = crossed.X;
            result.M12 = crossed.Y;
            result.M13 = crossed.Z;
            result.M14 = 0.0f;

            result.M21 = final.X;
            result.M22 = final.Y;
            result.M23 = final.Z;
            result.M24 = 0.0f;

            result.M31 = difference.X;
            result.M32 = difference.Y;
            result.M33 = difference.Z;
            result.M34 = 0.0f;

            result.M41 = objectPosition.X;
            result.M42 = objectPosition.Y;
            result.M43 = objectPosition.Z;
            result.M44 = 1.0f;

            return(result);
        }