using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MonoGame.Extended.Triangulation; using System; using System.Collections.Generic; using System.Text; namespace MonoGame.Extended.VectorDraw { public class PrimitiveDrawing { //Drawing private PrimitiveBatch _primitiveBatch; private SpriteBatch _batch; private SpriteFont _font; private GraphicsDevice _device; private readonly Vector2[] _tempVertices = new Vector2[1000]; //TODO: something else... //private Matrix _localProjection; //private Matrix _localView; //TODO: do we need to split this based on platform? #if XBOX || WINDOWS_PHONE public const int CircleSegments = 16; #else public const int CircleSegments = 32; #endif public PrimitiveDrawing(PrimitiveBatch primitiveBatch) { _primitiveBatch = primitiveBatch; } public void DrawPoint(Vector2 center, Color color) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); //Add two points or the PrimitiveBatch acts up _primitiveBatch.AddVertex(center, color, PrimitiveType.LineList); _primitiveBatch.AddVertex(center, color, PrimitiveType.LineList); } public void DrawRectangle(Vector2 location, float width, float height, Color color) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); Vector2[] rectVerts = new Vector2[4] { new Vector2(0, 0), new Vector2(width, 0), new Vector2(width, height), new Vector2(0, height) }; //Location is offset here DrawPolygon(location, rectVerts, color); } public void DrawSolidRectangle(Vector2 location, float width, float height, Color color) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); Vector2[] rectVerts = new Vector2[4] { new Vector2(0, 0), new Vector2(width, 0), new Vector2(width, height), new Vector2(0, height) }; DrawSolidPolygon(location, rectVerts, color); } public void DrawCircle(Vector2 center, float radius, Color color) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); const double increment = Math.PI * 2.0 / CircleSegments; double theta = 0.0; for (int i = 0; i < CircleSegments; i++) { Vector2 v1 = center + radius * new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)); Vector2 v2 = center + radius * new Vector2((float)Math.Cos(theta + increment), (float)Math.Sin(theta + increment)); _primitiveBatch.AddVertex(v1, color, PrimitiveType.LineList); _primitiveBatch.AddVertex(v2, color, PrimitiveType.LineList); theta += increment; } } public void DrawSolidCircle(Vector2 center, float radius, Color color) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); const double increment = Math.PI * 2.0 / CircleSegments; double theta = 0.0; Color colorFill = color * 0.5f; Vector2 v0 = center + radius * new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)); theta += increment; for (int i = 1; i < CircleSegments - 1; i++) { Vector2 v1 = center + radius * new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)); Vector2 v2 = center + radius * new Vector2((float)Math.Cos(theta + increment), (float)Math.Sin(theta + increment)); _primitiveBatch.AddVertex(v0, colorFill, PrimitiveType.TriangleList); _primitiveBatch.AddVertex(v1, colorFill, PrimitiveType.TriangleList); _primitiveBatch.AddVertex(v2, colorFill, PrimitiveType.TriangleList); theta += increment; } DrawCircle(center, radius, color); } public void DrawSolidCircle(Vector2 center, float radius, Color color, Color fillcolor) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); const double increment = Math.PI * 2.0 / CircleSegments; double theta = 0.0; Vector2 v0 = center + radius * new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)); theta += increment; for (int i = 1; i < CircleSegments - 1; i++) { Vector2 v1 = center + radius * new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)); Vector2 v2 = center + radius * new Vector2((float)Math.Cos(theta + increment), (float)Math.Sin(theta + increment)); _primitiveBatch.AddVertex(v0, fillcolor, PrimitiveType.TriangleList); _primitiveBatch.AddVertex(v1, fillcolor, PrimitiveType.TriangleList); _primitiveBatch.AddVertex(v2, fillcolor, PrimitiveType.TriangleList); theta += increment; } DrawCircle(center, radius, color); } public void DrawSegment(Vector2 start, Vector2 end, Color color) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); _primitiveBatch.AddVertex(start, color, PrimitiveType.LineList); _primitiveBatch.AddVertex(end, color, PrimitiveType.LineList); } public void DrawPolygon(Vector2 position, Vector2[] vertices, Color color, bool closed = true) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); int count = vertices.Length; for (int i = 0; i < count - 1; i++) { //translate the vertices according to the position passed _primitiveBatch.AddVertex(new Vector2(vertices[i].X + position.X, vertices[i].Y + position.Y), color, PrimitiveType.LineList); _primitiveBatch.AddVertex(new Vector2(vertices[i + 1].X + position.X, vertices[i + 1].Y + position.Y), color, PrimitiveType.LineList); } if (closed) { //TODO: verify closed is working as expected _primitiveBatch.AddVertex(new Vector2(vertices[count - 1].X + position.X, vertices[count - 1].Y + position.Y), color, PrimitiveType.LineList); _primitiveBatch.AddVertex(new Vector2(vertices[0].X + position.X, vertices[0].Y + position.Y), color, PrimitiveType.LineList); } } public void DrawSolidPolygon(Vector2 position, Vector2[] vertices, Color color, bool outline = true) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); int count = vertices.Length; if (count == 2) { DrawPolygon(position, vertices, color); return; } Color colorFill = color * (outline ? 0.5f : 1.0f); Vector2[] outVertices; int[] outIndices; Triangulator.Triangulate(vertices, WindingOrder.CounterClockwise, out outVertices, out outIndices); for(int i = 0; i < outIndices.Length - 2; i += 3) { _primitiveBatch.AddVertex(new Vector2(outVertices[outIndices[i]].X + position.X, outVertices[outIndices[i]].Y + position.Y), colorFill, PrimitiveType.TriangleList); _primitiveBatch.AddVertex(new Vector2(outVertices[outIndices[i + 1]].X + position.X, outVertices[outIndices[i + 1]].Y + position.Y), colorFill, PrimitiveType.TriangleList); _primitiveBatch.AddVertex(new Vector2(outVertices[outIndices[i + 2]].X + position.X, outVertices[outIndices[i + 2]].Y + position.Y), colorFill, PrimitiveType.TriangleList); } if (outline) DrawPolygon(position, vertices, color); } public void DrawEllipse(Vector2 center, Vector2 radius, int sides, Color color) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); DrawPolygon(center, CreateEllipse(radius.X, radius.Y, sides), color); } public void DrawSolidEllipse(Vector2 center, Vector2 radius, int sides, Color color, bool outline = true) { if (!_primitiveBatch.IsReady()) throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything."); Color colorFill = color * (outline ? 0.5f : 1.0f); Vector2[] vertices = CreateEllipse(radius.X, radius.Y, sides); Vector2[] outVertices; int[] outIndices; Triangulator.Triangulate(vertices, WindingOrder.CounterClockwise, out outVertices, out outIndices); for (int i = 0; i < outIndices.Length - 2; i += 3) { _primitiveBatch.AddVertex(new Vector2(outVertices[outIndices[i]].X + center.X, outVertices[outIndices[i]].Y + center.Y), colorFill, PrimitiveType.TriangleList); _primitiveBatch.AddVertex(new Vector2(outVertices[outIndices[i + 1]].X + center.X, outVertices[outIndices[i + 1]].Y + center.Y), colorFill, PrimitiveType.TriangleList); _primitiveBatch.AddVertex(new Vector2(outVertices[outIndices[i + 2]].X + center.X, outVertices[outIndices[i + 2]].Y + center.Y), colorFill, PrimitiveType.TriangleList); } } private static Vector2[] CreateEllipse(float rx, float ry, int sides) { var vertices = new Vector2[sides]; var t = 0.0; var dt = 2.0 * Math.PI / sides; for (var i = 0; i < sides; i++, t += dt) { var x = (float)(rx * Math.Cos(t)); var y = (float)(ry * Math.Sin(t)); vertices[i] = new Vector2(x, y); } return vertices; } } }