OpenGL imgui slider ranges - c++

I have a 960x540 window I'm creating using OpenGL. Rendering one texture here and using imgui to implement a slider that let's me translate the x, y, and z positions at runtime.
int window_width = 960;
int window_height = 540;
window = glfwCreateWindow(window_width, window_height, "Object Oriented OpenGL", NULL, NULL);
First I set the slider default values.
glm::vec3 model_matrix_translation(200, 200, 0);
Later in my loop that renders the objects positions frame by frame as long as the window is open, I set the ImGui::SliderFloat3 v_min and v_max params to be the dimensions of my window. It appears all 3 sliders x,y, and z use these values, but is there a way to set a range for each individuals slider? As you can see my slider for the y axis can go beyond 540.
while (!glfwWindowShouldClose(window))
{
// renderer and other code before this point
{
ImGui::SliderFloat3("Model Matrix Translation", &model_matrix_translation.x, 0.0f, 960.0f);
}
ImGui::Render();
ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
}

The implementation of SliderFloat3 delegates to SliderScalarN, which is implemented as such:
bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
bool value_changed = false;
BeginGroup();
PushID(label);
PushMultiItemsWidths(components, CalcItemWidth());
size_t type_size = GDataTypeInfo[data_type].Size;
for (int i = 0; i < components; i++)
{
PushID(i);
if (i > 0)
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power);
PopID();
PopItemWidth();
v = (void*)((char*)v + type_size);
}
PopID();
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
{
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, label_end);
}
EndGroup();
return value_changed;
}
For your purposes, you will need to use a modified version of this function that moves v_min and v_max along with v, so in your modified function, change the last line of that for loop to:
v = (void*)((char*)v + type_size);
v_min = (void*)((char*)v_min + type_size);
v_max = (void*)((char*)v_max + type_size);
Or just specialize the whole function to take float* instead and then you can just do v++, v_min++, v_max++; instead.
Finally, you can call your modified function as follows:
float mins[] = {0.0f, 0.0f, 0.0f};
float maxs[] = {960.0f, 540.0f, 0.0f};
MyModifiedSliderFloat3("Model Matrix Translation", &model_matrix_translation.x, mins, maxs);

Related

World to screen space coordinates in OpenSceneGraph

So I've got a class Label that inherits from osg::Geode which I draw in the world space in OpenSceneGraph. After displaying each frame, I then want to read the screen space coordinates of
each Label, so I can find out how much they overlap in the screen space. To this end, I created a class ScreenSpace which should calculate this (the interesting function is calc_screen_coords.)
I wrote a small subroutine that dumps each frame with some extra information, including the ScreenSpace box which represents what the program thinks the screen space coordinates are:
Now in the above picture, there seems to be no problem; but if I rotate it to the other side (with my mouse), then it looks quite different:
And that is what I don't understand.
Is my world to screen space calculation wrong?
Or am I getting the wrong BoundingBox from the Drawable?
Or maybe it has something to do with the setAutoRotateToScreen(true) directive that I give the osgText::Text object?
Is there a better way to do this? Should I try to use a Billboard instead? How would I do that though? (I tried and it totally didn't work for me — I must be missing something...)
Here is the source code for calculating the screen space coordinates of a Label:
struct Pixel {
// elided methods...
int x;
int y;
}
// Forward declarations:
pair<Pixel, Pixel> calc_screen_coords(const osg::BoundingBox& box, const osg::Camera* cam);
void rearange(Pixel& left, Pixel& right);
class ScreenSpace {
public:
ScreenSpace(const Label* label, const osg::Camera* cam)
{
BoundingBox box = label->getDrawable(0)->computeBound();
tie(bottom_left_, upper_right_) = calc_screen_coords(box, cam);
rearrange(bottom_left_, upper_right_);
}
// elided methods...
private:
Pixel bottom_left_;
Pixel upper_right_;
}
pair<Pixel, Pixel> calc_screen_coords(const osg::BoundingBox& box, const osg::Camera* cam)
{
Vec4d vec (box.xMin(), box.yMin(), box.zMin(), 1.0);
Vec4d veq (box.xMax(), box.yMax(), box.zMax(), 1.0);
Matrixd transmat
= cam->getViewMatrix()
* cam->getProjectionMatrix()
* cam->getViewport()->computeWindowMatrix();
vec = vec * transmat;
vec = vec / vec.w();
veq = veq * transmat;
veq = veq / veq.w();
return make_pair(
Pixel(static_cast<int>(vec.x()), static_cast<int>(vec.y())),
Pixel(static_cast<int>(veq.x()), static_cast<int>(veq.y()))
);
}
inline void swap(int& v, int& w)
{
int temp = v;
v = w;
w = temp;
}
inline void rearrange(Pixel& left, Pixel& right)
{
if (left.x > right.x) {
swap(left.x, right.x);
}
if (left.y > right.y) {
swap(left.y, right.y);
}
}
And here is the construction of Label (I tried to abridge it a little):
// Forward declaration:
Geometry* createLeader(straph::Point pos, double height, Color color);
class Label : public osg::Geode {
public:
Label(font, fontSize, text, color, position, height, margin, bgcolor, leaderColor)
{
osgText::Text* txt = new osgText::Text;
txt->setFont(font);
txt->setColor(color.vec4());
txt->setCharacterSize(fontSize);
txt->setText(text);
// Set display properties and height
txt->setAlignment(osgText::TextBase::CENTER_BOTTOM);
txt->setAutoRotateToScreen(true);
txt->setPosition(toVec3(position, height));
// Create bounding box and leader
typedef osgText::TextBase::DrawModeMask DMM;
unsigned drawMode = DMM::TEXT | DMM::BOUNDINGBOX;
drawMode |= DMM::FILLEDBOUNDINGBOX;
txt->setBoundingBoxColor(bgcolor.vec4());
txt->setBoundingBoxMargin(margin);
txt->setDrawMode(drawMode);
this->addDrawable(txt);
Geometry* leader = createLeader(position, height, leaderColor);
this->addDrawable(leader);
}
// elided methods and data members...
}
Geometry* createLeader(straph::Point pos, double height, Color color)
{
Geometry* leader = new Geometry();
Vec3Array* array = new Vec3Array();
array->push_back(Vec3(pos.x, pos.y, height));
array->push_back(Vec3(pos.x, pos.y, 0.0f));
Vec4Array* colors = new Vec4Array(1);
(*colors)[0] = color.vec4();
leader->setColorArray(colors);
leader->setColorBinding(Geometry::BIND_OVERALL);
leader->setVertexArray(array);
leader->addPrimitiveSet(new DrawArrays(PrimitiveSet::LINES, 0, 2));
LineWidth* lineWidth = new osg::LineWidth();
lineWidth->setWidth(2.0f);
leader->getOrCreateStateSet()->setAttributeAndModes(lineWidth, osg::StateAttribute::ON);
return leader;
}
Any pointers or help?
I found a solution that works for me, but is also unsatisfying, so if you have a better solution, I'm all ears.
Basically, I take different points from the Label that I know will be at certain points,
and I calculate the screen space by combining this. For the left and right sides, I take
the bounds of the regular bounding box, and for the top and bottom, I calculate it with the
center of the bounding box and the position of the label.
ScreenSpace::ScreenSpace(const Label* label, const osg::Camera* cam)
{
const Matrixd transmat
= cam->getViewMatrix()
* cam->getProjectionMatrix()
* cam->getViewport()->computeWindowMatrix();
auto topixel = [&](Vec3 v) -> Pixel {
Vec4 vec(v.x(), v.y(), v.z(), 1.0);
vec = vec * transmat;
vec = vec / vec.w();
return Pixel(static_cast<int>(vec.x()), static_cast<int>(vec.y()));
};
// Get left right coordinates
vector<int> xs; xs.reserve(8);
vector<int> ys; ys.reserve(8);
BoundingBox box = label->getDrawable(0)->computeBound();
for (int i=0; i < 8; i++) {
Pixel p = topixel(box.corner(i));
xs.push_back(p.x);
ys.push_back(p.y);
};
int xmin = *min_element(xs.begin(), xs.end());
int xmax = *max_element(xs.begin(), xs.end());
// Get up-down coordinates
int ymin = topixel(dynamic_cast<const osgText::Text*>(label->getDrawable(0))->getPosition()).y;
int center = topixel(box.center()).y;
int ymax = center + (center - ymin);
bottom_left_ = Pixel(xmin, ymin);
upper_right_ = Pixel(xmax, ymax);
z_ = distance_from_camera(label, cam);
}

Tessellation - saving data

I am using tessellation in order to transfer non triangled polygons to triangle polygons.
I am trying to save the data in variable and run the tessellation code once while saving the data. The code use the saved data in order to draw it in draw function.
I am trying the draw a star polygon, The problem is that I can see some triangles but not a star. Why when I save the data the drawing go wrong?
Here is the initialize code:
#define callback void(CALLBACK*)()
void Init()
{
GLdouble star[5][6] = /* star data, The data is 100% perfect */
glColor3f(0.0f, 1.0f, 0.0f);
GLUtesselator *pTess = gluNewTess();
indexNum = 0;
gluTessCallback(pTess, GLU_TESS_BEGIN, (callback)glDrowMode);
gluTessCallback(pTess, GLU_TESS_VERTEX, (callback)saveData);
gluTessCallback(pTess, GLU_TESS_ERROR, (callback)tessError);
gluTessCallback(pTess, GLU_TESS_COMBINE, (callback) scbCombine);
gluTessProperty(pTess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO);
gluTessBeginPolygon(pTess, NULL);
gluTessBeginContour(pTess);
for(int i = 0; i < 5; i++)
gluTessVertex(pTess, star[i], star[i]);
gluTessEndContour(pTess);
gluTessEndPolygon(pTess);
gluDeleteTess(pTess);
}
The saving data code and saving the drawing mode:
struct vecStruct
{
GLdouble *vertex, *color;
};
vecStruct vec[16];
int indexNum = 0;
void CALLBACK saveData(const GLvoid *ptr)
{
const GLdouble *data = (const GLdouble*)ptr;
vec[indexNum].vertex = new GLdouble[3];
vec[indexNum].color = new GLdouble[3];
vec[indexNum].vertex[0] = data[0];
vec[indexNum].vertex[1] = data[1];
vec[indexNum].vertex[2] = data[2];
vec[indexNum].color[0] = data[3];
vec[indexNum].color[1] = data[4];
vec[indexNum].color[2] = data[5];
indexNum++;
}
GLenum drawMode;
void CALLBACK glDrowMode(GLenum where)
{
drawMode = where;
}
And last the drow function:
void vboDraw()
{
glBegin(drawMode);
for (int i = 0; i < indexNum; i++)
{
glColor3dv(vec[i].color);
glVertex3dv(vec[i].vertex);
}
glEnd();
}
As I have said I should see star:
But what I can see is some triangles:
What is wrong with the code?
Why can not I save the data for doing the tessellation code only once?

Pixel Perfect Collision Detection in Cocos2dx

I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/
Here is my code for the Cocos2d-x version
bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) {
bool isColliding = false;
CCRect intersection;
CCRect r1 = spr1->boundingBox();
CCRect r2 = spr2->boundingBox();
intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0);
intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX());
intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY());
// Look for simple bounding box collision
if ( (intersection.size.width>0) && (intersection.size.height>0) ) {
// If we're not checking for pixel perfect collisions, return true
if (!pp) {
return true;
}
unsigned int x = intersection.origin.x;
unsigned int y = intersection.origin.y;
unsigned int w = intersection.size.width;
unsigned int h = intersection.size.height;
unsigned int numPixels = w * h;
//CCLog("Intersection X and Y %d, %d", x, y);
//CCLog("Number of pixels %d", numPixels);
// Draw into the RenderTexture
_rt->beginWithClear( 0, 0, 0, 0);
// Render both sprites: first one in RED and second one in GREEN
glColorMask(1, 0, 0, 1);
spr1->visit();
glColorMask(0, 1, 0, 1);
spr2->visit();
glColorMask(1, 1, 1, 1);
// Get color values of intersection area
ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels );
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
_rt->end();
// Read buffer
unsigned int step = 1;
for(unsigned int i=0; i 0 && color.g > 0) {
isColliding = true;
break;
}
}
// Free buffer memory
free(buffer);
}
return isColliding;
}
My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision.
I think the opengl masking code is not working as I intended.
Here is the code for "_rt"
_rt = CCRenderTexture::create(visibleSize.width, visibleSize.height);
_rt->setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f));
this->addChild(_rt, 1000000);
_rt->setVisible(true); //For testing
I think I am making a mistake with the implementation of this CCRenderTexture
Can anyone guide me with what I am doing wrong ?
Thank you for your time :)
Finally solved the problem.
Had to use custom opengl fragment shaders to shade one of the sprites completely RED and the other completely BLUE and then looping through glReadPixels values to find any pixel having both RED and BLUE pixels. (Blending has to be considered as well, we do not want to replace one pixel value by the other)
In-Depth information can be found on my blog post
http://blog.muditjaju.infiniteeurekas.in/?p=1
You are not stepping through the buffer properly.
// Read buffer
unsigned int step = 1;
for(unsigned int i=0; i<numPixels; i+=step)
{
ccColor4B color = buffer;
if (color.r > 0 && color.g > 0)
{
isCollision = YES;
break;
}
}
source: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/#post-337907

How to implement a color picking strategy also for text?

So, I successfully implemented picking/selection by rendering with a unique color each part I want to be selectable.
This works for geometry, but what about the text? I searched the Web a lot, but I didn't find anything connected to color picking and text.
The solution I thought was rendering some custom geometry instead of a text in the back buffer. Problem is that my scene can have different rotations (global X + local Z), so I would need to calculate every time the right position and rotation of this geometry since I need to match the position/rotation of the text, that is rendered automatically horizontal and perpendicular to the user with the glut.glutStrokeString(font, string) call.
I wonder if there is a trick also regarding text selection.
Ps: sry, I was wrong, I am not using the stroke but the glutBitmapString..
You can calculate a bounding rectangle in screen space for your text and on a click event check if the cursor position lies in any of active bounding rectangles. Something like this:
struct brect_t { float x, y, w, h; };
struct string_t {
void *fontID;
const unsigned char *data;
brect_t rect;
};
static string_t strings[MAX_STRINGS];
int stringsCount = 0;
// add new string to render queue
int stringsAdd(float x, float y, void *fontID, const unsigned char *str) {
if (stringsCount >= MAX_STRINGS)
return 0;
string_t *string = strings + stringsCount++;
string->rect.x = x;
string->rect.y = y;
string->rect.w = glutStrokeLength(fontID, str);
string->rect.h = glutStrokeHeight(fontID);
strings->fontID = fontID;
string->data = str;
return 1;
}
// render all strings
void stringsRender(float r, float g, float b) {
glColor3f(r, g, b);
for (int i = 0; i < stringsCount; ++i) {
const string_t *string = strings + i;
glPushMatrix();
glLoadIdentity();
glTranslatef(string->rect.x, string->rect.y, 0.0f);
glutStrokeString(string->fontID, string->data);
glPopMatrix();
}
}
// x,y - in model space coordinates
const string_t* stringsPick(float x, float y) {
for (int i = 0; i < stringsCount; ++i) {
const string_t *string = strings + i;
const rect_t *rect = &string->rect;
if (x >= rect->x &&
y >= rect->y &&
x <= (rect->x + rect->w) &&
y <= (rect->y + rect->h)) {
return string;
}
}
return NULL;
}

How do I draw lines using XNA?

I've read a bunch of tutorials involving XNA (and it's various versions) and I still am a little confused on drawing primitives. Everything seems to be really convoluted.
Can someone show me, using code, the simplest XNA implementation of drawing one or two lines on to the screen? Perhaps with a brief explanation (including the boilerplate)?
I'm not a games programmer and I have little XNA experience. My ultimate goal is to draw some lines onto the screen which I will eventually transform with rotations, etc (by hand). However, for this first step.. I need to simply draw the lines! I remember back in my ancient OpenGL days it was fairly straightforward when drawing a line with a few method calls. Should I simply revert to using unmanaged directx calls?
When working with XNA, everything (even 2d primitives) have to be expressed in a way that a 3d card can understand, which means that a line is just a set of vertices.
MSDN has a pretty good walkthrough here:
http://msdn.microsoft.com/en-us/library/bb196414.aspx#ID2EEF
You'll find that it takes more code to render a primitive line than it would take to just setup a textured quad and rotate that, since in essence, your doing the same thing when rendering a line.
Following NoHayProblema's answer (I cannot comment yet).
That answer, although the correct one for this old question, is incomplete. Texture2D constructor returns an uninitialized texture, which is never painted on screen.
In order to use that approach, you need to set the texture's data like this:
Texture2D SimpleTexture = new Texture2D(GraphicsDevice, 1, 1, false,
SurfaceFormat.Color);
Int32[] pixel = {0xFFFFFF}; // White. 0xFF is Red, 0xFF0000 is Blue
SimpleTexture.SetData<Int32> (pixel, 0, SimpleTexture.Width * SimpleTexture.Height);
// Paint a 100x1 line starting at 20, 50
this.spriteBatch.Draw(SimpleTexture, new Rectangle(20, 50, 100, 1), Color.Blue);
Take into account that the way you write the data into pixel must be consistent with the texture's SurfaceFormat. The example works because the texture is being formatted as RGB.
Rotations can be applied in spriteBatch.Draw like this:
this.spriteBatch.Draw (SimpleTexture, new Rectangle(0, 0, 100, 1), null,
Color.Blue, -(float)Math.PI/4, new Vector2 (0f, 0f), SpriteEffects.None, 1f);
found a tutorial for that
http://www.bit-101.com/blog/?p=2832
its using a BasicEffect (shader)
and the built in draw user primitive in XNA 4.0
some code samples i find helpful:
load content method
basicEffect = new BasicEffect(GraphicsDevice);
basicEffect.VertexColorEnabled = true;
basicEffect.Projection = Matrix.CreateOrthographicOffCenter
(0, GraphicsDevice.Viewport.Width,     // left, right
GraphicsDevice.Viewport.Height, 0,    // bottom, top
0, 1);   
draw method
basicEffect.CurrentTechnique.Passes[0].Apply();
var vertices = new VertexPositionColor[4];
vertices[0].Position = new Vector3(100, 100, 0);
vertices[0].Color = Color.Black;
vertices[1].Position = new Vector3(200, 100, 0);
vertices[1].Color = Color.Red;
vertices[2].Position = new Vector3(200, 200, 0);
vertices[2].Color = Color.Black;
vertices[3].Position = new Vector3(100, 200, 0);
vertices[3].Color = Color.Red;
GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, vertices, 0, 2);
have fun and vote up if this helped you. also pay a visit to the tutorial i got this from.
Well, you can do it in a very simple way without getting into the 3D horrible vector stuff.
Just create a quick texture, for example:
Texture2D SimpleTexture = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
And then just draw a line using that texture:
this.spriteBatch.Draw(SimpleTexture, new Rectangle(100, 100, 100, 1), Color.Blue);
I hope this helps
The simplest best way, I think, is to get the image of just a white pixel then stretch that pixel in a rectangle to look like a line
I made a Line class,
class Line
{
Texture pixel = ((set this to a texture of a white pixel with no border));
Vector2 p1, p2; //this will be the position in the center of the line
int length, thickness; //length and thickness of the line, or width and height of rectangle
Rectangle rect; //where the line will be drawn
float rotation; // rotation of the line, with axis at the center of the line
Color color;
//p1 and p2 are the two end points of the line
public Line(Vector2 p1, Vector2 p2, int thickness, Color color)
{
this.p1 = p1;
this.p2 = p2;
this.thickness = thickness;
this.color = color;
}
public void Update(GameTime gameTime)
{
length = (int)Vector2.Distance(p1, p2); //gets distance between the points
rotation = getRotation(p1.X, p1.Y, p2.X, p2.Y); //gets angle between points(method on bottom)
rect = new Rectangle((int)p1.X, (int)p1.Y, length, thickness)
//To change the line just change the positions of p1 and p2
}
public void Draw(SpriteBatch spriteBatch, GameTime gameTime)
{
spriteBatch.Draw(pixel, rect, null, color, rotation, new Vector2.Zero, SpriteEffects.None, 0.0f);
}
//this returns the angle between two points in radians
private float getRotation(float x, float y, float x2, float y2)
{
float adj = x - x2;
float opp = y - y2;
float tan = opp / adj;
float res = MathHelper.ToDegrees((float)Math.Atan2(opp, adj));
res = (res - 180) % 360;
if (res < 0) { res += 360; }
res = MathHelper.ToRadians(res);
return res;
}
Hope this helps
There is also the "round line" code that "manders" has released on CodePlex:
http://roundline.codeplex.com/
Here is the blog post about it:
XNA RoundLine Code Released on CodePlex
Just stretch a white pixel.
point = game.Content.Load<Texture2D>("ui/point");
public void DrawLine(Vector2 start, Vector2 end, Color color)
{
Vector2 edge = end - start;
float angle = (float)Math.Atan2(edge.Y, edge.X);
spriteBatch.Begin();
spriteBatch.Draw(point,
new Rectangle((int)start.X, (int)start.Y, (int)edge.Length(), 1),
null,
color,
angle,
new Vector2(0, 0),
SpriteEffects.None,
0);
spriteBatch.End();
}
I wanted to draw rays so that I could debug rays created by explosions and where they intersect objects. This will draw a single pixel thin line between two points. This is what I did:
Class to store some simple ray data. The XNA default ray class could work, but it doesn't store the length of the ray to intersection.
public class myRay
{
public Vector3 position, direction;
public float length;
}
A list to store the rays that are to be drawn:
List<myRay> DebugRays= new List<myRay>();
Create a BasicEffect and pass it a "Matrix.CreateOrthographicOffCenter" projection with your desired resolution in the LoadContent method.
Then run this in the draw method:
private void DrawRays()
{
spriteBatch.Begin();
foreach (myRay ray in DebugRays)
{
//An array of 2 vertices - a start and end position
VertexPositionColor[] Vertices = new VertexPositionColor[2];
int[] Indices = new int[2];
//Starting position of the ray
Vertices[0] = new VertexPositionColor()
{
Color = Color.Orange,
Position = ray.position
};
//End point of the ray
Vertices[1] = new VertexPositionColor()
{
Color = Color.Orange,
Position = ray.position + (ray.direction * ray.length)
};
Indices[0] = 0;
Indices[1] = 1;
foreach (EffectPass pass in BasicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawUserIndexedPrimitives(PrimitiveType.LineStrip, Vertices, 0, 2, Indices, 0, 1, VertexPositionColorTexture.VertexDeclaration);
}
}
spriteBatch.End();
}
So when an explosion happens in my game it does this (Psuedocode):
OnExplosionHappened()
{
DebugRays.Clear()
myRay ray = new myRay()
{
position = explosion.Position,
direction = GetDirection(explosion, solid),
//Used GetValueOrDefault here to prevent null value errors
length = explosionRay.Intersects(solid.BoundingBox).GetValueOrDefault()
};
DebugRays.Add(ray);
}
It's pretty simple (It possibly looks way more complicated than it is) and it'd be easy to put it into a separate class that you never have to think about again. It also lets you draw a whole lot of lines at once.
I encountered this problem my self and decided to make a class called LineBatch.
LineBatch will draw lines without needing a spriteBatch or dots.
The class is below.
public class LineBatch
{
bool cares_about_begin_without_end;
bool began;
GraphicsDevice GraphicsDevice;
List<VertexPositionColor> verticies = new List<VertexPositionColor>();
BasicEffect effect;
public LineBatch(GraphicsDevice graphics)
{
GraphicsDevice = graphics;
effect = new BasicEffect(GraphicsDevice);
Matrix world = Matrix.Identity;
Matrix view = Matrix.CreateTranslation(-GraphicsDevice.Viewport.Width / 2, -GraphicsDevice.Viewport.Height / 2, 0);
Matrix projection = Matrix.CreateOrthographic(GraphicsDevice.Viewport.Width, -GraphicsDevice.Viewport.Height, -10, 10);
effect.World = world;
effect.View = view;
effect.VertexColorEnabled = true;
effect.Projection = projection;
effect.DiffuseColor = Color.White.ToVector3();
cares_about_begin_without_end = true;
}
public LineBatch(GraphicsDevice graphics, bool cares_about_begin_without_end)
{
this.cares_about_begin_without_end = cares_about_begin_without_end;
GraphicsDevice = graphics;
effect = new BasicEffect(GraphicsDevice);
Matrix world = Matrix.Identity;
Matrix view = Matrix.CreateTranslation(-GraphicsDevice.Viewport.Width / 2, -GraphicsDevice.Viewport.Height / 2, 0);
Matrix projection = Matrix.CreateOrthographic(GraphicsDevice.Viewport.Width, -GraphicsDevice.Viewport.Height, -10, 10);
effect.World = world;
effect.View = view;
effect.VertexColorEnabled = true;
effect.Projection = projection;
effect.DiffuseColor = Color.White.ToVector3();
}
public void DrawAngledLineWithRadians(Vector2 start, float length, float radians, Color color)
{
Vector2 offset = new Vector2(
(float)Math.Sin(radians) * length, //x
-(float)Math.Cos(radians) * length //y
);
Draw(start, start + offset, color);
}
public void DrawOutLineOfRectangle(Rectangle rectangle, Color color)
{
Draw(new Vector2(rectangle.X, rectangle.Y), new Vector2(rectangle.X + rectangle.Width, rectangle.Y), color);
Draw(new Vector2(rectangle.X, rectangle.Y), new Vector2(rectangle.X, rectangle.Y + rectangle.Height), color);
Draw(new Vector2(rectangle.X + rectangle.Width, rectangle.Y), new Vector2(rectangle.X + rectangle.Width, rectangle.Y + rectangle.Height), color);
Draw(new Vector2(rectangle.X, rectangle.Y + rectangle.Height), new Vector2(rectangle.X + rectangle.Width, rectangle.Y + rectangle.Height), color);
}
public void DrawOutLineOfTriangle(Vector2 point_1, Vector2 point_2, Vector2 point_3, Color color)
{
Draw(point_1, point_2, color);
Draw(point_1, point_3, color);
Draw(point_2, point_3, color);
}
float GetRadians(float angleDegrees)
{
return angleDegrees * ((float)Math.PI) / 180.0f;
}
public void DrawAngledLine(Vector2 start, float length, float angleDegrees, Color color)
{
DrawAngledLineWithRadians(start, length, GetRadians(angleDegrees), color);
}
public void Draw(Vector2 start, Vector2 end, Color color)
{
verticies.Add(new VertexPositionColor(new Vector3(start, 0f), color));
verticies.Add(new VertexPositionColor(new Vector3(end, 0f), color));
}
public void Draw(Vector3 start, Vector3 end, Color color)
{
verticies.Add(new VertexPositionColor(start, color));
verticies.Add(new VertexPositionColor(end, color));
}
public void End()
{
if (!began)
if (cares_about_begin_without_end)
throw new ArgumentException("Please add begin before end!");
else
Begin();
if (verticies.Count > 0)
{
VertexBuffer vb = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), verticies.Count, BufferUsage.WriteOnly);
vb.SetData<VertexPositionColor>(verticies.ToArray());
GraphicsDevice.SetVertexBuffer(vb);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawPrimitives(PrimitiveType.LineList, 0, verticies.Count / 2);
}
}
began = false;
}
public void Begin()
{
if (began)
if (cares_about_begin_without_end)
throw new ArgumentException("You forgot end.");
else
End();
verticies.Clear();
began = true;
}
}
Here is a simple way that I use to make lines by specifying a start coordinate, an end coordinate, width, and color of them:
NOTE: you must add a file named "dot" to the content directory (the line will be made out of these).
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Xna.LineHelper
{
public class LineManager
{
int loopCounter;
int lineLegnth;
Vector2 lineDirection;
Vector2 _position;
Color dotColor;
Rectangle _rectangle;
List<Texture2D> _dots = new List<Texture2D>();
FunctionsLibrary functions = new FunctionsLibrary();
public void CreateLineFiles(Vector2 startPosition, Vector2 endPosition, int width, Color color, ContentManager content)
{
dotColor = color;
_position.X = startPosition.X;
_position.Y = startPosition.Y;
lineLegnth = functions.Distance((int)startPosition.X, (int)endPosition.X, (int)startPosition.Y, (int)endPosition.Y);
lineDirection = new Vector2((endPosition.X - startPosition.X) / lineLegnth, (endPosition.Y - startPosition.Y) / lineLegnth);
_dots.Clear();
loopCounter = 0;
_rectangle = new Rectangle((int)startPosition.X, (int)startPosition.Y, width, width);
while (loopCounter < lineLegnth)
{
Texture2D dot = content.Load<Texture2D>("dot");
_dots.Add(dot);
loopCounter += 1;
}
}
public void DrawLoadedLine(SpriteBatch sb)
{
foreach (Texture2D dot in _dots)
{
_position.X += lineDirection.X;
_position.Y += lineDirection.Y;
_rectangle.X = (int)_position.X;
_rectangle.Y = (int)_position.Y;
sb.Draw(dot, _rectangle, dotColor);
}
}
}
public class FunctionsLibrary
{
//Random for all methods
Random Rand = new Random();
#region math
public int TriangleArea1(int bottom, int height)
{
int answer = (bottom * height / 2);
return answer;
}
public double TriangleArea2(int A, int B, int C)
{
int s = ((A + B + C) / 2);
double answer = (Math.Sqrt(s * (s - A) * (s - B) * (s - C)));
return answer;
}
public int RectangleArea(int side1, int side2)
{
int answer = (side1 * side2);
return answer;
}
public int SquareArea(int side)
{
int answer = (side * side);
return answer;
}
public double CircleArea(int diameter)
{
double answer = (((diameter / 2) * (diameter / 2)) * Math.PI);
return answer;
}
public int Diference(int A, int B)
{
int distance = Math.Abs(A - B);
return distance;
}
#endregion
#region standardFunctions
public int Distance(int x1, int x2, int y1, int y2)
{
return (int)(Math.Sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2)));
}
#endregion
}
}