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); }
/// <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); }