Fix an object to screen in OpenGL - c++

I want to do an FPS camera for a game developed in openGL/glut. I want to see the same part of the gun always. So, I want to fix my gun to the screen, and when my camera changes, my gun changes too. The problem arise when my camera rotates. There is a point where a I lost my gun and I cannot see it. I have one class GunCamera
I have tried to set the gun the same rotation as the camera and almost the same position as it. But it fails when I rotate. I have the class GunCameralike this:
class GunCamera : public Camara
{
Solido *s;
public:
void setSolido(Solido *s) { this->s = s; }
Solido *getSolido() { return s; }
GunCamera(double x = 0, double y = 1.65, double z = 0) :Camara(x, y, z) {}
void update(double dt) {
//Transform to radians
double ry = rot2rad(getRot().getY());
Vector3D vel = { -sin(ry),0,cos(ry) };
setPos(getPos() - vel * dt);
}
void render() {
glRotatef(getRot().getX(), 1, 0, 0);
glRotatef(getRot().getY(), 0, 1, 0);
glRotatef(getRot().getZ(), 0, 0, 1);
glTranslatef(-getPos().getX(), -getPos().getY(), -getPos().getZ());
s->setRot(Vector3D(this->getRot().getX(), -this->getRot().getY(), this->getRot().getZ()));
s->setPos(Vector3D(this->getPos().getX(), this->getPos().getY() - 3.5, this->getPos().getZ() + 5));
}
};
Error appears in render method.

Related

how to parent object to another object and affect its position through rotation (make object rotate around other object)

For context, I'm making a top down shooter game where the player always rotates/faces itself to the mouse cursor. That can be easily done, but now I'm stuck in positioning the weapon that the player hold (I separate the weapon entity and the player entity because I want the player to be able to switch weapons). I have to make the weapon also rotates to the same angle as the player (which is also easily done by just getting the player's rotation angle and applying that to the weapon as well). Then the part where I'm really stuck is to always position the weapon like it's revolving around the player (with a bit offset).
With no further ado, here's the code:
class Player
{
public:
Player(string skin)
{
this->skin.loadFromFile("gfx/skins/" + skin + ".png");
player.setTexture(this->skin);
player.setOrigin(Vector2f(7, 6.5f));
}
void SetScale(float x, float y)
{
player.setScale(x, y);
}
void SetPosition(float x, float y)
{
x_pos = x;
y_pos = y;
}
Vector2f GetScale()
{
return player.getScale();
}
Vector2f GetPosition()
{
return Vector2f(x_pos, y_pos);
}
float GetRotation()
{
return rotate_angle;
}
void Update(float delta_time, Vector2f mouse_pos)
{
if (Keyboard::isKeyPressed(Keyboard::A) || Keyboard::isKeyPressed(Keyboard::D))
{
if (Keyboard::isKeyPressed(Keyboard::A))
{
vel_x = smoothMotion(-185.f, vel_x, delta_time);
}
if (Keyboard::isKeyPressed(Keyboard::D))
{
vel_x = smoothMotion(185.f, vel_x, delta_time);
}
}
else
vel_x = smoothMotion(0.f, vel_x, delta_time);
if (Keyboard::isKeyPressed(Keyboard::W) || Keyboard::isKeyPressed(Keyboard::S))
{
if (Keyboard::isKeyPressed(Keyboard::W))
{
vel_y = smoothMotion(-185.f, vel_y, delta_time);
}
if (Keyboard::isKeyPressed(Keyboard::S))
{
vel_y = smoothMotion(185.f, vel_y, delta_time);
}
}
else
vel_y = smoothMotion(0.f, vel_y, delta_time);
x_pos += vel_x * delta_time;
y_pos += vel_y * delta_time;
player.setPosition(x_pos, y_pos);
player_mouse_distance = Vector2f(mouse_pos.x - x_pos, mouse_pos.y - y_pos);
rotate_angle = radToDeg(atan2(player_mouse_distance.y, player_mouse_distance.x));
player.setRotation(rotate_angle);
}
void Draw(RenderWindow& window)
{
window.draw(player);
}
public:
Vector2f player_mouse_distance;
private:
Sprite player;
Texture skin;
float x_pos, y_pos;
float vel_x = 0.f, vel_y = 0.f;
float rotate_angle;
};
class Weapon
{
public:
Weapon(string weapon_name)
{
weapon_texture.loadFromFile("gfx/weapons/" + weapon_name + ".png");
weapon.setTexture(weapon_texture);
}
void SetScale(float x, float y)
{
weapon.setScale(x, y);
}
void SetPosition(float x, float y)
{
x_pos = x;
y_pos = y;
}
void Update(Player player, float delta_time)
{
SetPosition((player.GetScale().x * (9 - 7)) /* <- offset */ * cos(player.GetRotation()) + player.GetPosition().x, (player.GetScale().y * (6.5 - 5)) * sin(player.GetRotation()) + player.GetPosition().y);
weapon.setPosition(x_pos, y_pos);
weapon.setRotation(player.GetRotation());
}
void Draw(RenderWindow& window)
{
window.draw(weapon);
}
private:
Sprite weapon;
Texture weapon_texture;
float x_pos, y_pos;
float vel_x = 0.f, vel_y = 0.f;
float rotate_angle;
};
I'm using C++ and SFML 2.5.1 by the way, but any answer using other language or other graphics library (like Pygame, etc) can be accepted too (since the physics uses the same math formulas anyways).
I watched tutorials about this, but most of them uses game engines like Unity and Godot. They simply just parents the player entity to the weapon entity so that the weapon can also change position when player is rotating.
I figured out that cosine and sine function must be the key formula to implement that, but if I'm wrong please correct me.
Any help is appreciated :]
First, in Player.Update(), the formula for rotation angle should be atan2(y,x), do not convert it to degrees as sin and cos take radians as input.
If other parts of your project rely on Player.rotate_angle to be in degrees, you should convert them back to radians in Weapon.Update(). However, I recommend using radians as all of the C++ base trig functions take radians as input.
In Weapon.Update(), you are applying different offset multipliers to the x and y arguments for SetPosition: (9 - 7) to the x coordinate and (6.5 - 5) to the y coordinates. These should be singular constants instead of expressions like that, and they have to be the same unless you want the Weapon to have an elliptical orbit. Replace those expressions with a constant variable defined somewhere in the Weapon class.
Additionally, player.GetScale() could have different x and y values, so you can replace player.GetScale().x and player.GetScale().y with some new method like Player.GetScaleMagnitude() that returns the length of the vector from player.GetScale() as a float. However, player.GetScale() contributing to an elliptical orbit could be visually beneficial depending on how you want the game to look.
I totally agree with Pablo's answer, but I would go a step further :
Implement a parenting system!
Once you implement his solution, you will already be adding a transformation on top of another one : the weapon's final tranformation will be a composition of its own transformation (offset from the player) and the player transformation (its position+orientation).
I won't describe the exact formulas involved in composing the transformations, Pablo already gave a good answer on that. I'll describe here the architecture of a parentable system :
class TransformationNode
{
public :
TransformationNode(TransformationNode* _parent = nullptr)
: parent(_parent)
{
}
void SetPosition(const float x, const float y)
{
localX = x;
localY = y;
}
void SetAngle(const float angle)
{
localAngle = angle;
}
void computeGlobalCoords()
{
if (parent)
{
globalX = transformFormulaHere(parent->GetGlobalPosition(), parent->GetGlobalAngle());
globalY = transformFormulaHere(parent->GetGlobalPosition(), parent->GetGlobalAngle());
globalAngle = localAngle + parent->GetGlobalAngle();
}
else
{
globalX = localX;
globalY = localY;
globalAngle = localAngle;
}
}
private :
float localX, localY, localAngle;
float globalX, globalY, globalAngle;
TransformationNode* parent;
};
And then you'll have both Player and Weapon inherit from TransformNode. I haven't compiled the code, it's just to get the idea.
By the way, I strongly recommend you to look at Transformation matrices. They are better to use than individual positions and angles.

Make a creature face the direction it's moving in opengl

Below to my spider.java class (though right now the spider is just a sphere and a stick)
import javax.media.opengl.*;
import com.jogamp.opengl.util.*;
import com.jogamp.opengl.util.gl2.GLUT;
import java.util.*;
public class Spider
{
private int spider_object;
private int texture;
private float x, y, z; // position
private float travel_speed;
private float travel_dir_x;
private float travel_dir_y;
private float travel_dir_z;
public Spider( float _x, float _y, float _z,
float _travel_speed)
{
x = _x;
y = _y;
z = _z;
travel_speed = _travel_speed;
travel_dir_x = 0.4f;
travel_dir_y = 0.5f;
travel_dir_z = 0.5f;
}
public void init( GL2 gl )
{
spider_object = gl.glGenLists(1);
gl.glNewList( spider_object, GL2.GL_COMPILE );
// create the spider
GLUT glut = new GLUT();
//glut.glutSolidSphere( 1, 10, 10 );
glut.glutSolidCube(1);
glut.glutSolidCylinder(0.2, 2, 10, 10);
gl.glEndList();
}
public void update( GL2 gl )
{
translate();
}
public void translate()
{
x += travel_speed*travel_dir_x;
y += travel_speed*travel_dir_y;
z += travel_speed*travel_dir_z;
if(x > 2 || x < -2)
travel_dir_x = -travel_dir_x;
if(y > 2 || y < -2)
travel_dir_y = -travel_dir_y;
if(z > 2 || z < -2)
travel_dir_z = -travel_dir_z;
}
public void draw( GL2 gl )
{
gl.glPushMatrix();
gl.glPushAttrib( GL2.GL_CURRENT_BIT );
gl.glTranslatef(x, y, z);
gl.glRotatef( -90, 0, 1, 0 );
gl.glScalef(0.3f, 0.3f, 0.3f);
if (travel_dir_x > 0)
gl.glRotatef(-45, 0, 0, 0);
else
gl.glRotatef(135, 0, 0, 0);
if (travel_dir_y > 0)
gl.glRotatef(-90, 0, 1, 0);
else
gl.glRotatef(90, 0, 1, 0);
gl.glColor3f( 0.85f, 0.55f, 0.20f); // Orange
gl.glCallList( spider_object );
gl.glPopAttrib();
gl.glPopMatrix();
}
}
My goal is to make the creature to turn around and continue moving whenever it hits a "wall" in a 4x4 tank. The code snippets below shows that when you hit the edge of x, y, or z wall, the creature will reverse its direction
if(x > 2 || x < -2)
travel_dir_x = -travel_dir_x;
if(y > 2 || y < -2)
travel_dir_y = -travel_dir_y;
if(z > 2 || z < -2)
travel_dir_z = -travel_dir_z;
As of right now I think I figured out how to make it move left and right when it hits the "left" and "right" wall when the simulation first started. (Depending on the camera angle, it may not be left and right).
The following code is what I think makes the creature reverse direction and continues to move forward when hitting a wall. The following code is taken from the draw() function
if (travel_dir_x > 0)
gl.glRotatef(-45, 0, 0, 0);
else
gl.glRotatef(135, 0, 0, 0);
If I mess with that chuck of code, my creature will disappear. I can however change the x, y, or z parameters to 1s and make it move at a different angle.
Is my understanding of the code above correct? How can I make it so that when the creature begins to move in a 3-D direction, it will look at that specific combination of x, y, and z as oppose to just look "left" and look "right" ??

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);
}

OpenGL draw circle, weird bugs

I'm no mathematician, but I need to draw a filled in circle.
My approach was to use someone else's math to get all the points on the circumference of a circle, and turn them into a triangle fan.
I need the vertices in a vertex array, no immediate mode.
The circle does appear. However, when I try and overlay circles strange things happen. They appear only a second and then disappear. When I move my mouse out of the window a triangle sticks out from nowhere.
Here's the class:
class circle
{
//every coordinate with have an X and Y
private:
GLfloat *_vertices;
static const float DEG2RAD = 3.14159/180;
GLfloat _scalex, _scaley, _scalez;
int _cachearraysize;
public:
circle(float scalex, float scaley, float scalez, float radius, int numdegrees)
{
//360 degrees, 2 per coordinate, 2 coordinates for center and end of triangle fan
_cachearraysize = (numdegrees * 2) + 4;
_vertices = new GLfloat[_cachearraysize];
for(int x= 2; x < (_cachearraysize-2); x = x + 2)
{
float degreeinRadians = x*DEG2RAD;
_vertices[x] = cos(degreeinRadians)*radius;
_vertices[x + 1] = sin(degreeinRadians)*radius;
}
//get the X as X of 0 and X of 180 degrees, subtract to get diameter. divide
//by 2 for radius and add back to X of 180
_vertices[0]= ((_vertices[2] - _vertices[362])/2) + _vertices[362];
//same idea for Y
_vertices[1]= ((_vertices[183] - _vertices[543])/2) + _vertices[543];
//close off the triangle fan at the same point as start
_vertices[_cachearraysize -1] = _vertices[0];
_vertices[_cachearraysize] = _vertices[1];
_scalex = scalex;
_scaley = scaley;
_scalez = scalez;
}
~circle()
{
delete[] _vertices;
}
void draw()
{
glScalef(_scalex, _scaley, _scalez);
glVertexPointer(2,GL_FLOAT, 0, _vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, _cachearraysize);
}
};
That's some ugly code, I'd say - lots of magic numbers et cetera.
Try something like:
struct Point {
Point(float x, float y) : x(x), y(y) {}
float x, y;
};
std::vector<Point> points;
const float step = 0.1;
const float radius = 2;
points.push_back(Point(0,0));
// iterate over the angle array
for (float a=0; a<2*M_PI; a+=step) {
points.push_back(cos(a)*radius,sin(a)*radius);
}
// duplicate the first vertex after the centre
points.push_back(points.at(1));
// rendering:
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,GL_FLOAT,0, &points[0]);
glDrawArrays(GL_TRIANGLE_FAN,0,points.size());
It's up to you to rewrite this as a class, as you prefer. The math behind is really simple, don't fear to try and understand it.

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
}
}