コード例 #1
0
ファイル: GroundView.cs プロジェクト: msx752/UltimaXNA
        private bool Draw3DStretched(SpriteBatch3D spriteBatch, Vector3 drawPosition, MouseOverList mouseOverList, Map map)
        {
            // this is an isometric stretched tile and needs a specialized draw routine.
            m_vertexBufferAlternate[0].Position = drawPosition + m_vertex0_yOffset;
            m_vertexBufferAlternate[1].Position = drawPosition + m_vertex1_yOffset;
            m_vertexBufferAlternate[2].Position = drawPosition + m_vertex2_yOffset;
            m_vertexBufferAlternate[3].Position = drawPosition + m_vertex3_yOffset;

            if (!spriteBatch.DrawSprite(DrawTexture, m_vertexBufferAlternate, s_Technique))
                return false;

            if ((mouseOverList.PickType & PickType) == PickType)
            {
                if (mouseOverList.IsMouseInObjectIsometric(m_vertexBufferAlternate))
                {
                    MouseOverItem item = new MouseOverItem(DrawTexture, m_vertexBufferAlternate[0].Position, Entity);
                    item.Vertices = new Vector3[4] { m_vertexBufferAlternate[0].Position, m_vertexBufferAlternate[1].Position, m_vertexBufferAlternate[2].Position, m_vertexBufferAlternate[3].Position };
                    mouseOverList.Add2DItem(item);
                }
            }

            return true;
        }
コード例 #2
0
ファイル: AEntityView.cs プロジェクト: msx752/UltimaXNA
        public virtual bool Draw(SpriteBatch3D spriteBatch, Vector3 drawPosition, MouseOverList mouseOverList, Map map, bool roofHideFlag)
        {
            VertexPositionNormalTextureHue[] vertexBuffer;

            if (Rotation != 0)
            {
                float w = DrawArea.Width / 2f;
                float h = DrawArea.Height / 2f;
                Vector3 center = drawPosition - new Vector3(DrawArea.X - IsometricRenderer.TILE_SIZE_INTEGER + w, DrawArea.Y + h, 0);
                float sinx = (float)Math.Sin(Rotation) * w;
                float cosx = (float)Math.Cos(Rotation) * w;
                float siny = (float)Math.Sin(Rotation) * -h;
                float cosy = (float)Math.Cos(Rotation) * -h;
                // 2   0    
                // |\  |     
                // |  \|     
                // 3   1
                vertexBuffer = VertexPositionNormalTextureHue.PolyBufferFlipped;

                vertexBuffer[0].Position = center;
                vertexBuffer[0].Position.X += cosx - -siny;
                vertexBuffer[0].Position.Y -= sinx + -cosy;

                vertexBuffer[1].Position = center;
                vertexBuffer[1].Position.X += cosx - siny;
                vertexBuffer[1].Position.Y += -sinx + -cosy;

                vertexBuffer[2].Position = center;
                vertexBuffer[2].Position.X += -cosx - -siny;
                vertexBuffer[2].Position.Y += sinx + cosy;

                vertexBuffer[3].Position = center;
                vertexBuffer[3].Position.X += -cosx - siny;
                vertexBuffer[3].Position.Y += sinx + -cosy;
            }
            else
            {
                if (DrawFlip)
                {
                    // 2   0    
                    // |\  |     
                    // |  \|     
                    // 3   1
                    vertexBuffer = VertexPositionNormalTextureHue.PolyBufferFlipped;
                    vertexBuffer[0].Position = drawPosition;
                    vertexBuffer[0].Position.X += DrawArea.X + IsometricRenderer.TILE_SIZE_FLOAT;
                    vertexBuffer[0].Position.Y -= DrawArea.Y;
                    vertexBuffer[0].TextureCoordinate.Y = 0;

                    vertexBuffer[1].Position = vertexBuffer[0].Position;
                    vertexBuffer[1].Position.Y += DrawArea.Height;

                    vertexBuffer[2].Position = vertexBuffer[0].Position;
                    vertexBuffer[2].Position.X -= DrawArea.Width;
                    vertexBuffer[2].TextureCoordinate.Y = 0;

                    vertexBuffer[3].Position = vertexBuffer[1].Position;
                    vertexBuffer[3].Position.X -= DrawArea.Width;

                    /*if (m_YClipLine != 0)
                    {
                        if (m_YClipLine > vertexBuffer[3].Position.Y)
                            return false;
                        else if (m_YClipLine > vertexBuffer[0].Position.Y)
                        {
                            float uvStart = (m_YClipLine - vertexBuffer[0].Position.Y) / DrawTexture.Height;
                            vertexBuffer[0].Position.Y = vertexBuffer[2].Position.Y = m_YClipLine;
                            vertexBuffer[0].TextureCoordinate.Y = vertexBuffer[2].TextureCoordinate.Y = uvStart;
                        }
                    }*/
                }
                else
                {
                    // 0---1    
                    //    /     
                    //  /       
                    // 2---3
                    vertexBuffer = VertexPositionNormalTextureHue.PolyBuffer;
                    vertexBuffer[0].Position = drawPosition;
                    vertexBuffer[0].Position.X -= DrawArea.X;
                    vertexBuffer[0].Position.Y -= DrawArea.Y;
                    vertexBuffer[0].TextureCoordinate.Y = 0;

                    vertexBuffer[1].Position = vertexBuffer[0].Position;
                    vertexBuffer[1].Position.X += DrawArea.Width;
                    vertexBuffer[1].TextureCoordinate.Y = 0;

                    vertexBuffer[2].Position = vertexBuffer[0].Position;
                    vertexBuffer[2].Position.Y += DrawArea.Height;

                    vertexBuffer[3].Position = vertexBuffer[1].Position;
                    vertexBuffer[3].Position.Y += DrawArea.Height;

                    /*if (m_YClipLine != 0)
                    {
                        if (m_YClipLine >= vertexBuffer[3].Position.Y)
                            return false;
                        else if (m_YClipLine > vertexBuffer[0].Position.Y)
                        {
                            float uvStart = (m_YClipLine - vertexBuffer[0].Position.Y) / DrawTexture.Height;
                            vertexBuffer[0].Position.Y = vertexBuffer[1].Position.Y = m_YClipLine;
                            vertexBuffer[0].TextureCoordinate.Y = vertexBuffer[1].TextureCoordinate.Y = uvStart;
                        }
                    }*/
                }
            }

            if (vertexBuffer[0].Hue != HueVector)
                vertexBuffer[0].Hue = vertexBuffer[1].Hue = vertexBuffer[2].Hue = vertexBuffer[3].Hue = HueVector;

            if (!spriteBatch.DrawSprite(DrawTexture, vertexBuffer, s_Technique))
            {
                // the vertex buffer was not on screen, return false (did not draw)
                return false;
            }

            Pick(mouseOverList, vertexBuffer);

            if (IsShadowCastingView)
            {
                spriteBatch.DrawShadow(DrawTexture, vertexBuffer, new Vector2(
                    drawPosition.X + IsometricRenderer.TILE_SIZE_FLOAT_HALF,
                    drawPosition.Y + (Entity.Position.Offset.X + Entity.Position.Offset.Y) * IsometricRenderer.TILE_SIZE_FLOAT_HALF - ((Entity.Position.Z_offset + Entity.Z) * 4) + IsometricRenderer.TILE_SIZE_FLOAT_HALF),
                    DrawFlip, DrawShadowZDepth);
            }

            return true;
        }
コード例 #3
0
ファイル: GroundView.cs プロジェクト: jorsi/UltimaXNA
 bool Draw3DStretched(SpriteBatch3D spriteBatch, Vector3 drawPosition, MouseOverList mouseOver, Map map)
 {
     // this is an isometric stretched tile and needs a specialized draw routine.
     m_vertexBufferAlternate[0].Position = drawPosition + m_vertex0_yOffset;
     m_vertexBufferAlternate[1].Position = drawPosition + m_vertex1_yOffset;
     m_vertexBufferAlternate[2].Position = drawPosition + m_vertex2_yOffset;
     m_vertexBufferAlternate[3].Position = drawPosition + m_vertex3_yOffset;
     if (!spriteBatch.DrawSprite(DrawTexture, m_vertexBufferAlternate, Technique))
     {
         return false;
     }
     if ((mouseOver.PickType & PickType) == PickType)
     {
         if (mouseOver.IsMouseInObjectIsometric(m_vertexBufferAlternate))
         {
             mouseOver.AddItem(Entity, m_vertexBufferAlternate[0].Position);
         }
     }
     return true;
 }