我已经阅读了一些涉及XNA的教程(以及它的各种版本),我仍然对绘制基元有点困惑。一切似乎都很复杂。
有人可以使用代码向我展示最简单的XNA实现,即在屏幕上绘制一行或两行吗?也许有一个简短的解释(包括样板)?
我不是游戏程序员,我的XNA经验很少。我的最终目标是在屏幕上绘制一些线条,我最终将通过旋转等方式(手动)进行转换。然而,对于这第一步......我需要简单画线!我记得在我古老的OpenGL时代,当用一些方法调用绘制一条线时,它是相当简单的。我应该简单地恢复使用非托管Directx呼叫吗?
答案 0 :(得分:19)
使用XNA时,所有内容(甚至是2d基元)都必须以3d卡可以理解的方式表示,这意味着一条线只是一组顶点。
MSDN在这里有一个非常好的演练:
http://msdn.microsoft.com/en-us/library/bb196414.aspx#ID2EEF
你会发现渲染原始线需要的代码多于设置纹理四边形并旋转它所需的代码,因为从本质上讲,你在渲染一条线时也会做同样的事情。
答案 1 :(得分:17)
遵循NoHayProblema的回答(我暂不予评论)。
虽然对于这个老问题的答案是正确的,但答案是不完整的。 Texture2D构造函数返回一个未初始化的纹理,它永远不会在屏幕上绘制。 为了使用该方法,您需要设置纹理的数据,如下所示:
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);
考虑到将数据写入像素的方式必须与纹理的SurfaceFormat一致。该示例有效,因为纹理被格式化为RGB。 旋转可以在spriteBatch.Draw中应用,如下所示:
this.spriteBatch.Draw (SimpleTexture, new Rectangle(0, 0, 100, 1), null,
Color.Blue, -(float)Math.PI/4, new Vector2 (0f, 0f), SpriteEffects.None, 1f);
答案 2 :(得分:7)
嗯,你可以用一种非常简单的方式做到这一点,而不会进入3D可怕的矢量。
只需创建一个快速纹理,例如:
Texture2D SimpleTexture = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
然后使用该纹理绘制一条线:
this.spriteBatch.Draw(SimpleTexture, new Rectangle(100, 100, 100, 1), Color.Blue);
我希望这会有所帮助
答案 3 :(得分:7)
找到了一个教程 http://www.bit-101.com/blog/?p=2832
使用BasicEffect(着色器) 和XNA 4.0中的内置绘图用户原语
我认为有用的一些代码示例:
加载内容方法
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);
绘制方法
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);
如果这有助于你,那就玩得开心并投票。也参观了我从中得到的教程。
答案 4 :(得分:4)
我认为,最简单的最佳方法是获取一个白色像素的图像,然后将矩形中的像素拉伸成一条线
我做了一个Line类,
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;
}
希望这有帮助
答案 5 :(得分:2)
在CodePlex上还有“manders”发布的“圆线”代码:
以下是关于它的博文:
答案 6 :(得分:2)
我想绘制光线,以便我可以调试由爆炸产生的光线以及它们与物体相交的位置。这将在两点之间绘制单个像素细线。这就是我所做的:
用于存储一些简单光线数据的类。 XNA默认光线类可以工作,但它不会将光线的长度存储到交叉点。
public class myRay
{
public Vector3 position, direction;
public float length;
}
用于存储要绘制的光线的列表:
List<myRay> DebugRays= new List<myRay>();
创建一个BasicEffect,并在LoadContent方法中将所需分辨率的“Matrix.CreateOrthographicOffCenter”投影传递给它。
然后在draw方法中运行:
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();
}
所以当我的游戏中发生爆炸时,它就会这样做(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);
}
这很简单(它可能看起来比它复杂得多)并且很容易将它放入一个你永远不必再考虑的单独的类中。它还可以让你一次绘制很多行。
答案 7 :(得分:0)
这是一种通过指定起始坐标,结束坐标,宽度和颜色来制作线条的简单方法:
注意:您必须将一个名为“dot”的文件添加到内容目录中(该行将由这些行创建)。
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 RollDice(int sides)
{
int result = (Rand.Next(1, sides + 1));
return result;
}
public void ConsoleWelcomeMessage(string gameName, string playerName = "\b")
{
Console.WriteLine("Welcome " + playerName + " to " + gameName + "!");
}
public string ConsoleGetName()
{
Console.WriteLine();
Console.Write("Type your name: ");
string name = Console.ReadLine();
Console.WriteLine("Your name will be: " + name);
return name;
}
public int ConsoleGetDifficulty(int min, int max)
{
bool done = false;
int difficulty = 1;
Console.WriteLine();
Console.Write("Choose your difficulty from " + min + " to " + max + ": ");
while (done == false)
{
try
{
string input = Console.ReadLine();
difficulty = int.Parse(input);
if (difficulty < max + 1 && difficulty > min - 1)
{
done = true;
}
else
{
//Ends the try block with an impossible action (bool.Parse)
bool tester = bool.Parse(input);
}
}
catch
{
Console.Write("Enter a valid number: ");
}
}
Console.WriteLine("Your difficulty will be: " + difficulty);
return difficulty;
}
public int Distance(int x1, int x2, int y1, int y2)
{
return (int)(Math.Sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2)));
}
public void Test()
{
}
#endregion
}
}
答案 8 :(得分:0)
我遇到了这个问题,并决定创建一个名为LineBatch的类。 LineBatch将绘制线条而不需要spriteBatch或点。 课程如下。
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;
}
}
答案 9 :(得分:-2)
只需拉伸一个白色像素。
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();
}