示例#1
0
        /// <summary>
        /// Draws the grid.
        /// </summary>
        /// <param name="sb">The <see cref="ISpriteBatch"/> to draw to.</param>
        /// <param name="camera">The <see cref="Camera2D"/> describing the view.</param>
        public void Draw(ISpriteBatch sb, ICamera2D camera)
        {
            if (sb == null)
            {
                Debug.Fail("sb is null.");
                return;
            }
            if (sb.IsDisposed)
            {
                Debug.Fail("sb is disposed.");
                return;
            }
            if (camera == null)
            {
                Debug.Fail("camera is null.");
                return;
            }

            var p1 = new Vector2();
            var p2 = new Vector2();

            var min  = camera.Min;
            var max  = camera.Max;
            var size = camera.Size;

            min -= new Vector2(min.X % Size.X, min.Y % Size.Y);

            // Vertical lines
            p1.Y = (float)Math.Round(min.Y);
            p2.Y = (float)Math.Round(p1.Y + size.Y + 32);
            for (var x = min.X; x < max.X; x += Size.X)
            {
                p1.X = (float)Math.Round(x);
                p2.X = (float)Math.Round(x);
                RenderLine.Draw(sb, p1, p2, Color, 1.1f); // Note: 1.1f is used for thickness instead of 1.0f since at 1.0f, it will sometimes vanish. The SFML implementation is buggy.
            }

            // Horizontal lines
            p1.X = (float)Math.Round(camera.Min.X);
            p2.X = (float)Math.Round(p1.X + size.X + 32);
            for (var y = min.Y; y < max.Y; y += Size.Y)
            {
                p1.Y = (float)Math.Round(y);
                p2.Y = (float)Math.Round(y);
                RenderLine.Draw(sb, p1, p2, Color, 1.1f);
            }
        }
示例#2
0
        /// <summary>
        /// Draws the grid.
        /// </summary>
        /// <param name="sb">The <see cref="ISpriteBatch"/> to draw to.</param>
        /// <param name="camera">The <see cref="Camera2D"/> describing the view.</param>
        public void Draw(ISpriteBatch sb, ICamera2D camera)
        {
            if (sb == null)
            {
                Debug.Fail("sb is null.");
                return;
            }
            if (sb.IsDisposed)
            {
                Debug.Fail("sb is disposed.");
                return;
            }
            if (camera == null)
            {
                Debug.Fail("camera is null.");
                return;
            }

            var p1 = new Vector2();
            var p2 = new Vector2();

            var min  = camera.Min;
            var max  = camera.Max;
            var size = camera.Size;

            min -= new Vector2(min.X % Size.X, min.Y % Size.Y);

            // Vertical lines
            p1.Y = min.Y;
            p2.Y = p1.Y + size.Y + 32;
            for (var x = min.X; x < max.X; x += Size.X)
            {
                p1.X = x;
                p2.X = x;
                RenderLine.Draw(sb, p1, p2, Color);
            }

            // Horizontal lines
            p1.X = camera.Min.X;
            p2.X = p1.X + size.X + 32;
            for (var y = min.Y; y < max.Y; y += Size.Y)
            {
                p1.Y = y;
                p2.Y = y;
                RenderLine.Draw(sb, p1, p2, Color);
            }
        }
示例#3
0
        public static void Draw(ISpriteBatch sb, Vector2 source, Vector2 dest, Color color)
        {
            var dist  = Vector2.Distance(source, dest);
            var angle = GetAngle(source, dest);

            // Get the length of the segments
            var segLen = dist / 6;

            if (segLen < 5.0f)
            {
                segLen = 5.0f;
            }
            if (segLen > 25.0f)
            {
                segLen = 25.0f;
            }

            // Primary line
            var tailLen = dist - (segLen / 2);
            var pDest   = source + (new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * tailLen);

            RenderLine.Draw(sb, source, pDest, color);

            // Arrow segment 1
            var ang1 = angle - MathHelper.PiOver4;
            var seg1 = dest - (new Vector2((float)Math.Cos(ang1), (float)Math.Sin(ang1)) * segLen);

            RenderLine.Draw(sb, dest, seg1, color);

            // Arrow segment 2
            var ang2 = angle + MathHelper.PiOver4;
            var seg2 = dest - (new Vector2((float)Math.Cos(ang2), (float)Math.Sin(ang2)) * segLen);

            RenderLine.Draw(sb, dest, seg2, color);

            // Arrow segment 3
            RenderLine.Draw(sb, seg1, seg2, color);
        }
示例#4
0
        /// <summary>
        /// Recursively draws the joints and bones of a skeleton.
        /// </summary>
        /// <param name="camera">Camera to use.</param>
        /// <param name="sb"><see cref="ISpriteBatch"/> to draw to.</param>
        /// <param name="selectedNode">SpriteBatch to draw to.</param>
        /// <param name="node">Current node being drawn.</param>
        /// <param name="colorIndex">Index of the color to use from the ColorList.</param>
        static void RecursiveDraw(ICamera2D camera, ISpriteBatch sb, SkeletonNode selectedNode, SkeletonNode node, int colorIndex)
        {
            // Find the color of the joint
            var color = _colorList[colorIndex];

            if (node == selectedNode)
            {
                color = _nodeColorSelected;
            }
            else if (node.Parent == null)
            {
                color = _nodeColorRoot;
            }

            // Draw the joint
            var scale  = 1f / camera.Scale;
            var origin = SkeletonNode.HalfJointVector;

            _joint.Draw(sb, node.Position, color, SpriteEffects.None, 0f, origin, scale);

            // Iterate through the children
            foreach (var child in node.Nodes)
            {
                colorIndex++;
                if (colorIndex == _colorList.Length)
                {
                    colorIndex = 0;
                }

                // Draw the bone to the child
                RenderLine.Draw(sb, node.Position, child.Position, _colorList[colorIndex], (1f / camera.Scale) * 2f);

                // Draw the child
                RecursiveDraw(camera, sb, selectedNode, child, colorIndex);
            }
        }