将精灵按比例排列并围绕任意点旋转

| 我有2个精灵,当一起绘制时,它们可以构成屏幕上的正确图像。不能同时绘制它们。 想象一下这堂课:
class MyImage
{
    Vector2 drawOffset;  // this gets added before the image is drawn
    Vector2 sourceRect;  // this is where it is on the source texturepage

    void Draw(Vector2 position)
    {
        position = position + drawOffset;
        spriteBatch.Draw(sourceTexture, position, sourceRect, Color.White);
    }
}
并向其中调用以下代码:
MyImage a = new MyImage();  // assume they get initialised correctly
MyImage b = new MyImage();  // with different drawOffsets and sourceRects

a.Draw(position);  // this composes the final
b.Draw(position);  // screen image from the 2 source images
现在,我想向Draw()函数添加比例和旋转,但是在正确设置SpriteBatch.Draw函数的参数方面确实遇到了麻烦。这将是需要缩放,旋转和原点的版本。我需要最终合成的图像正确缩放和旋转(围绕某个任意中心),但是我一生无法解决如何操纵缩放比例,旋转和原点参数以使2张图像看起来像是缩放和旋转音乐会。有人做过这样的事吗?如果有任何不清楚的地方,很乐意根据反馈修改问题。如果图像有帮助,我可以将其张贴在某处... 我已经看过围绕xna 2D的旋转,但是仍然很困惑。 干杯, 查理 非常感谢您提供以下答案-使用它,我设法使图像正确呈现。另一个问题仍然存在,那就是我似乎需要使用大量的spritebatch.Begin / End对(每个图像渲染一对)。我还没有办法测量此设备上的性能,并且帧速率没有变化,所以我想这不是问题。 这是我的代码:
// gr is the graphic object:
// gr.position is the location of the image in the atlas
// gr.DrawOffset is the draw offset so the image is placed correctly in it\'s virtual box
// gr.pageIndex is the index into the texture/atlas array
// hw,hh are half the width/height of the image (it always rotates around it\'s centre in fact)

Matrix m = Matrix.CreateTranslation(-hw, -hh, 0) *
    Matrix.CreateRotationZ(rotation) *                   // rotation : parameter
    Matrix.CreateScale(scale) *                          // scale : parameter
    Matrix.CreateTranslation(pos.X + hw, pos.Y + hh, 0); // pos : parameter!

spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, m);
spriteBatch.Draw(page[gr.pageIndex].texture, gr.DrawOffset, gr.position, color);
spriteBatch.End();
    
已邀请:
        如果要使用SpriteBatch.Draw绘制纹理,我建议您不要尝试操纵原点,缩放参数以尝试实现此目的,我只是怀疑它是否可以这样做。但是您确实有另一种选择,您可以操纵SpriteBatch矩阵。 这是一个快速且肮脏的示例,请注意,我在此处使用的纹理是128x96,因此我对该图像大小的值进行了硬编码。不要在此代码中寻找任何最佳实践,我编写它的目的是尝试尽可能清晰地展示该概念。
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace WindowsGame1
{
  /// <summary>
  /// This is the main type for your game
  /// </summary>
  public class Game1 : Microsoft.Xna.Framework.Game
  {
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;

    private Texture2D _texture;

    private MyImage _image1;
    private MyImage _image2;

    // Attributes of the composed sprite
    private float _angle = 0.0f;
    private Vector2 _position = new Vector2(100, 100);
    private Vector2 _rotationPoint = new Vector2(96, 48);

    public Game1()
    {
      graphics = new GraphicsDeviceManager(this);
      Content.RootDirectory = \"Content\";
    }

    /// <summary>
    /// Allows the game to perform any initialization it needs to before starting to run.
    /// This is where it can query for any required services and load any non-graphic
    /// related content.  Calling base.Initialize will enumerate through any components
    /// and initialize them as well.
    /// </summary>
    protected override void Initialize()
    {
      // TODO: Add your initialization logic here

      base.Initialize();
    }

    /// <summary>
    /// LoadContent will be called once per game and is the place to load
    /// all of your content.
    /// </summary>
    protected override void LoadContent()
    {
      // Create a new SpriteBatch, which can be used to draw textures.
      spriteBatch = new SpriteBatch(GraphicsDevice);

      _texture = Content.Load<Texture2D>(\"Gravitar\");

      // Create the two MyImage instances
      _image1 = new MyImage(_texture, Vector2.Zero, Vector2.Zero);
      _image2 = new MyImage(_texture, new Vector2(64, 0), new Vector2(64, 0));
    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// all content.
    /// </summary>
    protected override void UnloadContent()
    {
      // TODO: Unload any non ContentManager content here
    }

    /// <summary>
    /// Allows the game to run logic such as updating the world,
    /// checking for collisions, gathering input, and playing audio.
    /// </summary>
    /// <param name=\"gameTime\">Provides a snapshot of timing values.</param>
    protected override void Update(GameTime gameTime)
    {
      // Allows the game to exit
      if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
        this.Exit();

      float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

      _angle += 0.5f * elapsedTime;

      if (Mouse.GetState().LeftButton == ButtonState.Pressed)
      {
        _angle = 0.0f;
      }

      if (Keyboard.GetState().IsKeyDown(Keys.Left)) 
        _position += new Vector2(-10, 0)*elapsedTime;

      if (Keyboard.GetState().IsKeyDown(Keys.Right)) 
        _position += new Vector2(10, 0) * elapsedTime;

      base.Update(gameTime);
    }

    /// <summary>
    /// This is called when the game should draw itself.
    /// </summary>
    /// <param name=\"gameTime\">Provides a snapshot of timing values.</param>
    protected override void Draw(GameTime gameTime)
    {
      GraphicsDevice.Clear(Color.CornflowerBlue);

      // Setup the sprite batch matrix      
      // Notice that we first translate to the point or rotation
      // then rotate and when we translate to the desired position we
      // need to compensate for the first translation so that the texture
      // appears at the correct location
      Matrix m = 
        Matrix.CreateScale(1.5f) 
        * Matrix.CreateTranslation(-_rotationPoint.X, -_rotationPoint.Y, 0) 
        * Matrix.CreateRotationZ(_angle) 
        * Matrix.CreateTranslation(_position.X + _rotationPoint.X, _position.Y + _rotationPoint.Y, 0);

      // Begin the SpriteBatch passing the matrix
      spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, m);
      _image1.Draw(spriteBatch);
      _image2.Draw(spriteBatch);            
      spriteBatch.End();

      base.Draw(gameTime);
    }

    class MyImage
    {
      Vector2 _drawOffset;
      Vector2 _sourcePoint;
      Texture2D _sourceTexture;      

      public MyImage(Texture2D sourceTexture, Vector2 sourcePoint, Vector2 drawOffset)
      {
        _drawOffset = drawOffset;
        _sourcePoint = sourcePoint;
        _sourceTexture = sourceTexture;
      }

      public void Draw(SpriteBatch spriteBatch)
      {      
        spriteBatch.Draw(_sourceTexture, _drawOffset, 
          new Rectangle((int)_sourcePoint.X, (int)_sourcePoint.Y, 64, 96), 
          Color.White);
      }
    }
  }
}
    

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