/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to use, install, execute and perform the Spine * Runtimes Software (the "Software") and derivative works solely for personal * or internal use. Without the written permission of Esoteric Software (see * Section 2 of the Spine Software License Agreement), you may not (a) modify, * translate, adapt or otherwise create derivative works, improvements of the * Software or develop new applications using the Software or (b) remove, * delete, alter or obscure any trademarks or any copyright, trademark, patent * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Spine { /// /// Batch drawing of lines and shapes that can be derrived from lines. /// /// Call drawing methods in between Begin()/End() /// public class ShapeRenderer { GraphicsDevice device; List vertices = new List(); Color color = Color.White; BasicEffect effect; public BasicEffect Effect { get { return effect; } set { effect = value; } } public ShapeRenderer(GraphicsDevice device) { this.device = device; this.effect = new BasicEffect(device); effect.World = Matrix.Identity; effect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up); effect.TextureEnabled = false; effect.VertexColorEnabled = true; } public void SetColor(Color color) { this.color = color; } public void Begin() { device.RasterizerState = new RasterizerState(); device.BlendState = BlendState.AlphaBlend; } public void Line(float x1, float y1, float x2, float y2) { vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color)); vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color)); } /** Calls {@link #circle(float, float, float, int)} by estimating the number of segments needed for a smooth circle. */ public void Circle(float x, float y, float radius) { Circle(x, y, radius, Math.Max(1, (int)(6 * (float)Math.Pow(radius, 1.0f / 3.0f)))); } /** Draws a circle using {@link ShapeType#Line} or {@link ShapeType#Filled}. */ public void Circle(float x, float y, float radius, int segments) { if (segments <= 0) throw new ArgumentException("segments must be > 0."); float angle = 2 * MathUtils.PI / segments; float cos = MathUtils.Cos(angle); float sin = MathUtils.Sin(angle); float cx = radius, cy = 0; float temp = 0; for (int i = 0; i < segments; i++) { vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color)); temp = cx; cx = cos * cx - sin * cy; cy = sin * temp + cos * cy; vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color)); } vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color)); temp = cx; cx = radius; cy = 0; vertices.Add(new VertexPositionColor(new Vector3(x + cx, y + cy, 0), color)); } public void Triangle(float x1, float y1, float x2, float y2, float x3, float y3) { vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color)); vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color)); vertices.Add(new VertexPositionColor(new Vector3(x2, y2, 0), color)); vertices.Add(new VertexPositionColor(new Vector3(x3, y3, 0), color)); vertices.Add(new VertexPositionColor(new Vector3(x3, y3, 0), color)); vertices.Add(new VertexPositionColor(new Vector3(x1, y1, 0), color)); } public void X(float x, float y, float len) { Line(x + len, y + len, x - len, y - len); Line(x - len, y + len, x + len, y - len); } public void Polygon(float[] polygonVertices, int offset, int count) { if (count< 3) throw new ArgumentException("Polygon must contain at least 3 vertices"); offset <<= 1; count <<= 1; var firstX = polygonVertices[offset]; var firstY = polygonVertices[offset + 1]; var last = offset + count; for (int i = offset, n = offset + count - 2; i= last) { x2 = firstX; y2 = firstY; } else { x2 = polygonVertices[i + 2]; y2 = polygonVertices[i + 3]; } Line(x1, y1, x2, y2); } } public void Rect(float x, float y, float width, float height) { Line(x, y, x + width, y); Line(x + width, y, x + width, y + height); Line(x + width, y + height, x, y + height); Line(x, y + height, x, y); } public void End() { if (vertices.Count == 0) return; var verticesArray = vertices.ToArray(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.DrawUserPrimitives(PrimitiveType.LineList, verticesArray, 0, verticesArray.Length / 2); } vertices.Clear(); } } }