示例#1
0
        // TODO: Add more advanced texture rectangles
        //       Like texture region and texture rotation

        public static void AddRectangle(this DynamicPrimitive dynamicPrimitive, Vector2 min, Vector2 max, Color color, Matrix4x4?world = null, float lineWidth = 1)
        {
            dynamicPrimitive.BeginPrimitive(PrimitiveType.Lines, null, world, lineWidth);
            {
                dynamicPrimitive.AddVertex(new Vector3(min.X, min.Y, 0), color);
                dynamicPrimitive.AddVertex(new Vector3(min.X, max.Y, 0), color);
                dynamicPrimitive.AddVertex(new Vector3(max.X, max.Y, 0), color);
                dynamicPrimitive.AddVertex(new Vector3(max.X, min.Y, 0), color);

                dynamicPrimitive.AddIndex(0);
                dynamicPrimitive.AddIndex(1);
                dynamicPrimitive.AddIndex(1);
                dynamicPrimitive.AddIndex(2);
                dynamicPrimitive.AddIndex(2);
                dynamicPrimitive.AddIndex(3);
                dynamicPrimitive.AddIndex(3);
                dynamicPrimitive.AddIndex(0);
            }
            dynamicPrimitive.EndPrimitive();
        }
示例#2
0
        public static void AddRectangle(this DynamicPrimitive dynamicPrimitive, Vector2 min, Vector2 max, Vector3 up, Color color, Matrix4x4?world = null, float lineWidth = 1)
        {
            var transform = MathHelper.CreateRotation(new Vector3(0, 1, 0), up);

            dynamicPrimitive.BeginPrimitive(PrimitiveType.Lines, null, world, lineWidth);
            {
                dynamicPrimitive.AddVertex(Vector3.TransformNormal(new Vector3(min.X, min.Y, 0), transform), color);
                dynamicPrimitive.AddVertex(Vector3.TransformNormal(new Vector3(min.X, max.Y, 0), transform), color);
                dynamicPrimitive.AddVertex(Vector3.TransformNormal(new Vector3(max.X, max.Y, 0), transform), color);
                dynamicPrimitive.AddVertex(Vector3.TransformNormal(new Vector3(max.X, min.Y, 0), transform), color);

                dynamicPrimitive.AddIndex(0);
                dynamicPrimitive.AddIndex(1);
                dynamicPrimitive.AddIndex(1);
                dynamicPrimitive.AddIndex(2);
                dynamicPrimitive.AddIndex(2);
                dynamicPrimitive.AddIndex(3);
                dynamicPrimitive.AddIndex(3);
                dynamicPrimitive.AddIndex(0);
            }
            dynamicPrimitive.EndPrimitive();
        }
示例#3
0
        public static void AddSolidRectangle(this DynamicPrimitive dynamicPrimitive, Vector2 min, Vector2 max, Color color, TextureId?texture = null, Matrix4x4?world = null)
        {
            dynamicPrimitive.BeginPrimitive(PrimitiveType.Triangles, texture, world);
            {
                dynamicPrimitive.AddVertex(new Vector3(min.X, min.Y, 0), color, new Vector2(0, 0));
                dynamicPrimitive.AddVertex(new Vector3(min.X, max.Y, 0), color, new Vector2(0, 1));
                dynamicPrimitive.AddVertex(new Vector3(max.X, max.Y, 0), color, new Vector2(1, 1));
                dynamicPrimitive.AddVertex(new Vector3(max.X, min.Y, 0), color, new Vector2(1, 0));

                dynamicPrimitive.AddIndex(0);
                dynamicPrimitive.AddIndex(1);
                dynamicPrimitive.AddIndex(2);

                dynamicPrimitive.AddIndex(2);
                dynamicPrimitive.AddIndex(3);
                dynamicPrimitive.AddIndex(0);
            }
            dynamicPrimitive.EndPrimitive();
        }