46

我已经阅读了一堆涉及 XNA 的教程(并且是各种版本),但我对绘制原语仍然有些困惑。一切似乎真的很复杂。

有人可以使用代码向我展示在屏幕上绘制一两条线的最简单的 XNA 实现吗?也许有一个简短的解释(包括样板文件)?

我不是游戏程序员,也没有多少 XNA 经验。我的最终目标是在屏幕上绘制一些线条,最终我将通过旋转等(手动)进行转换。然而,对于这第一步..我需要简单地画线!我记得在我古老的 OpenGL 时代,用几个方法调用画一条线是相当简单的。我应该简单地恢复使用非托管 directx 调用吗?

4

10 回答 10

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在这里有一个很好的演练:

http://msdn.microsoft.com/en-us/library/bb196414.aspx#ID2EEF

你会发现渲染一条原始线比设置一个带纹理的四边形并旋转它需要更多的代码,因为本质上,你在渲染一条线时做同样的事情。

于 2008-11-06T20:41:50.807 回答
16

按照 NoHayProblema 的回答(我还不能发表评论)。

这个答案虽然是这个老问题的正确答案,但并不完整。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。为了使用这种方法,您需要像这样设置纹理的数据:

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。可以像这样在 spriteBatch.Draw 中应用旋转:

this.spriteBatch.Draw (SimpleTexture, new Rectangle(0, 0, 100, 1), null,
    Color.Blue, -(float)Math.PI/4, new Vector2 (0f, 0f), SpriteEffects.None, 1f);
于 2011-01-15T00:43:30.923 回答
10

找到了该 http://www.bit-101.com/blog/?p=2832的教程

它使用 BasicEffect(着色器)和 XNA 4.0 中的内置绘图用户原语

一些我觉得有帮助的代码示例:

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);   

画法

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);

如果这对您有帮助,请玩得开心并投票。还请访问我从中获得的教程。

于 2012-11-12T01:37:37.287 回答
8

好吧,你可以用一种非常简单的方式来做到这一点,而无需进入 3D 可怕的矢量内容。

只需创建一个快速纹理,例如:

Texture2D SimpleTexture = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color);

然后使用该纹理画一条线:

this.spriteBatch.Draw(SimpleTexture, new Rectangle(100, 100, 100, 1), Color.Blue);

我希望这有帮助

于 2010-09-19T14:53:31.057 回答
4

我认为最简单的最好方法是获取一个白色像素的图像,然后将该像素拉伸成一个矩形,使其看起来像一条线

我做了一个线课,

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;
    }

希望这可以帮助

于 2013-11-13T15:32:26.533 回答
2

还有“manders”在CodePlex上放出的“圆线”代码:


这是关于它的博客文章:

于 2009-07-06T03:00:50.647 回答
2

我想绘制光线,以便调试由爆炸产生的光线以及它们与对象相交的位置。这将在两点之间绘制一条像素细线。这就是我所做的:

类来存储一些简单的光线数据。XNA 默认光线类可以工作,但它不存储光线到相交的长度。

public class myRay
{
    public Vector3 position, direction;
    public float length;
}   

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 方法中使用所需的分辨率将其传递给“Matrix.CreateOrthographicOffCenter”投影。

然后在 draw 方法中运行它:

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();
}

因此,当我的游戏中发生爆炸时,它会这样做(伪代码):

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);
}

它非常简单(它可能看起来比实际复杂得多)并且很容易将它放入一个单独的类中,您无需再考虑。它还可以让您一次绘制很多线条。

于 2017-02-23T16:51:20.440 回答
1

我自己也遇到了这个问题,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;
    }
}
于 2014-09-19T15:45:53.603 回答
1

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();
        }
于 2016-06-08T08:04:51.467 回答
0

这是我用来通过指定开始坐标、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(该行将由这些组成)。

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



    }
}
于 2013-12-04T06:29:51.113 回答