/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); _boundaries = new List<Boundary>(); _width = GraphicsDevice.Viewport.Width / 2; _height = GraphicsDevice.Viewport.Height; _boundaries.Add(new Boundary(Vector2.Zero, new Vector2(_width, 0))); _boundaries.Add(new Boundary(Vector2.Zero, new Vector2(0, _height))); _boundaries.Add(new Boundary(new Vector2(_width, 0), new Vector2(_width, _height))); _boundaries.Add(new Boundary(new Vector2(0, _height), new Vector2(_width, _height))); /* Random rnd = new Random(); for (int i = 0; i < 7; i++) { int x1 = (int)(rnd.NextDouble() * _width); int y1 = (int)(rnd.NextDouble() * _height); int x2 = (int)(rnd.NextDouble() * _width); int y2 = (int)(rnd.NextDouble() * _height); int red = (int)(rnd.NextDouble() * 255); int green = (int)(rnd.NextDouble() * 255); int blue = (int)(rnd.NextDouble() * 255); _boundaries.Add(new Boundary(new Vector2(x1, y1), new Vector2(x2, y2)) { Color = new Color(red, green, blue) }); } */ _boundaries.Add(new Boundary(new Vector2(100, 100), new Vector2(150, 100))); _boundaries.Add(new Boundary(new Vector2(100, 100), new Vector2(100, 150))); _boundaries.Add(new Boundary(new Vector2(150, 100), new Vector2(100, 150))); //_rayViewer = new RayViewer(new Vector2(100, 200), 0, 360, 0.1f, Color.White, .03f) _rayViewer = new RayViewer(new Vector2(100, 200), 0, 1, 1f, Color.Red, 1f) { Draw3D = true, Area3D = new Rectangle(_width, 0, _width, _height) }; }
public Ray(RayViewer pParent, Vector2 pPosition, float pAngle) { Parent = pParent; Position = pPosition; Direction = new Vector2((float)Math.Cos(pAngle) * 10, (float)Math.Sin(pAngle) * 10); }
public Ray(RayViewer pParent, Vector2 pPosition) { Parent = pParent; Position = pPosition; }