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.
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.
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();
}
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:
Here is the blog post about it:
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
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.