axiosengine/axios/DebugViewXNA.cs

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2012-03-19 23:57:59 +00:00
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using FarseerPhysics.Collision;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
using FarseerPhysics.Controllers;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace FarseerPhysics.DebugViews
{
/// <summary>
/// A debug view that works in XNA.
/// A debug view shows you what happens inside the physics engine. You can view
/// bodies, joints, fixtures and more.
/// </summary>
public class DebugViewXNA : DebugView, IDisposable
{
//Drawing
private PrimitiveBatch _primitiveBatch;
private SpriteBatch _batch;
private SpriteFont _font;
private GraphicsDevice _device;
private Vector2[] _tempVertices = new Vector2[Settings.MaxPolygonVertices];
private List<StringData> _stringData;
private Matrix _localProjection;
private Matrix _localView;
//Shapes
public Color DefaultShapeColor = new Color(0.9f, 0.7f, 0.7f);
public Color InactiveShapeColor = new Color(0.5f, 0.5f, 0.3f);
public Color KinematicShapeColor = new Color(0.5f, 0.5f, 0.9f);
public Color SleepingShapeColor = new Color(0.6f, 0.6f, 0.6f);
public Color StaticShapeColor = new Color(0.5f, 0.9f, 0.5f);
public Color TextColor = Color.White;
//Contacts
private int _pointCount;
private const int MaxContactPoints = 2048;
private ContactPoint[] _points = new ContactPoint[MaxContactPoints];
//Debug panel
#if XBOX
public Vector2 DebugPanelPosition = new Vector2(55, 100);
#else
public Vector2 DebugPanelPosition = new Vector2(40, 100);
#endif
private int _max;
private int _avg;
private int _min;
//Performance graph
public bool AdaptiveLimits = true;
public int ValuesToGraph = 500;
public int MinimumValue;
public int MaximumValue = 1000;
private List<float> _graphValues = new List<float>();
#if XBOX
public Rectangle PerformancePanelBounds = new Rectangle(265, 100, 200, 100);
#else
public Rectangle PerformancePanelBounds = new Rectangle(250, 100, 200, 100);
#endif
private Vector2[] _background = new Vector2[4];
public bool Enabled = true;
#if XBOX || WINDOWS_PHONE
public const int CircleSegments = 16;
#else
public const int CircleSegments = 32;
#endif
public DebugViewXNA(World world)
: base(world)
{
world.ContactManager.PreSolve += PreSolve;
//Default flags
AppendFlags(DebugViewFlags.Shape);
AppendFlags(DebugViewFlags.Controllers);
AppendFlags(DebugViewFlags.Joint);
}
public void BeginCustomDraw(ref Matrix projection, ref Matrix view)
{
_primitiveBatch.Begin(ref projection, ref view);
}
public void EndCustomDraw()
{
_primitiveBatch.End();
}
#region IDisposable Members
public void Dispose()
{
World.ContactManager.PreSolve -= PreSolve;
}
#endregion
private void PreSolve(Contact contact, ref Manifold oldManifold)
{
if ((Flags & DebugViewFlags.ContactPoints) == DebugViewFlags.ContactPoints)
{
Manifold manifold = contact.Manifold;
if (manifold.PointCount == 0)
{
return;
}
Fixture fixtureA = contact.FixtureA;
FixedArray2<PointState> state1, state2;
Collision.Collision.GetPointStates(out state1, out state2, ref oldManifold, ref manifold);
FixedArray2<Vector2> points;
Vector2 normal;
contact.GetWorldManifold(out normal, out points);
for (int i = 0; i < manifold.PointCount && _pointCount < MaxContactPoints; ++i)
{
if (fixtureA == null)
{
_points[i] = new ContactPoint();
}
ContactPoint cp = _points[_pointCount];
cp.Position = points[i];
cp.Normal = normal;
cp.State = state2[i];
_points[_pointCount] = cp;
++_pointCount;
}
}
}
/// <summary>
/// Call this to draw shapes and other debug draw data.
/// </summary>
private void DrawDebugData()
{
if ((Flags & DebugViewFlags.Shape) == DebugViewFlags.Shape)
{
foreach (Body b in World.BodyList)
{
Transform xf;
b.GetTransform(out xf);
foreach (Fixture f in b.FixtureList)
{
if (b.Enabled == false)
{
DrawShape(f, xf, InactiveShapeColor);
}
else if (b.BodyType == BodyType.Static)
{
DrawShape(f, xf, StaticShapeColor);
}
else if (b.BodyType == BodyType.Kinematic)
{
DrawShape(f, xf, KinematicShapeColor);
}
else if (b.Awake == false)
{
DrawShape(f, xf, SleepingShapeColor);
}
else
{
DrawShape(f, xf, DefaultShapeColor);
}
}
}
}
if ((Flags & DebugViewFlags.ContactPoints) == DebugViewFlags.ContactPoints)
{
const float axisScale = 0.3f;
for (int i = 0; i < _pointCount; ++i)
{
ContactPoint point = _points[i];
if (point.State == PointState.Add)
{
// Add
DrawPoint(point.Position, 0.1f, new Color(0.3f, 0.95f, 0.3f));
}
else if (point.State == PointState.Persist)
{
// Persist
DrawPoint(point.Position, 0.1f, new Color(0.3f, 0.3f, 0.95f));
}
if ((Flags & DebugViewFlags.ContactNormals) == DebugViewFlags.ContactNormals)
{
Vector2 p1 = point.Position;
Vector2 p2 = p1 + axisScale * point.Normal;
DrawSegment(p1, p2, new Color(0.4f, 0.9f, 0.4f));
}
}
_pointCount = 0;
}
if ((Flags & DebugViewFlags.PolygonPoints) == DebugViewFlags.PolygonPoints)
{
foreach (Body body in World.BodyList)
{
foreach (Fixture f in body.FixtureList)
{
PolygonShape polygon = f.Shape as PolygonShape;
if (polygon != null)
{
Transform xf;
body.GetTransform(out xf);
for (int i = 0; i < polygon.Vertices.Count; i++)
{
Vector2 tmp = MathUtils.Multiply(ref xf, polygon.Vertices[i]);
DrawPoint(tmp, 0.1f, Color.Red);
}
}
}
}
}
if ((Flags & DebugViewFlags.Joint) == DebugViewFlags.Joint)
{
foreach (Joint j in World.JointList)
{
DrawJoint(j);
}
}
if ((Flags & DebugViewFlags.Pair) == DebugViewFlags.Pair)
{
Color color = new Color(0.3f, 0.9f, 0.9f);
for (int i = 0; i < World.ContactManager.ContactList.Count; i++)
{
Contact c = World.ContactManager.ContactList[i];
Fixture fixtureA = c.FixtureA;
Fixture fixtureB = c.FixtureB;
AABB aabbA;
fixtureA.GetAABB(out aabbA, 0);
AABB aabbB;
fixtureB.GetAABB(out aabbB, 0);
Vector2 cA = aabbA.Center;
Vector2 cB = aabbB.Center;
DrawSegment(cA, cB, color);
}
}
if ((Flags & DebugViewFlags.AABB) == DebugViewFlags.AABB)
{
Color color = new Color(0.9f, 0.3f, 0.9f);
IBroadPhase bp = World.ContactManager.BroadPhase;
foreach (Body b in World.BodyList)
{
if (b.Enabled == false)
{
continue;
}
foreach (Fixture f in b.FixtureList)
{
for (int t = 0; t < f.ProxyCount; ++t)
{
FixtureProxy proxy = f.Proxies[t];
AABB aabb;
bp.GetFatAABB(proxy.ProxyId, out aabb);
DrawAABB(ref aabb, color);
}
}
}
}
if ((Flags & DebugViewFlags.CenterOfMass) == DebugViewFlags.CenterOfMass)
{
foreach (Body b in World.BodyList)
{
Transform xf;
b.GetTransform(out xf);
xf.Position = b.WorldCenter;
DrawTransform(ref xf);
}
}
if ((Flags & DebugViewFlags.Controllers) == DebugViewFlags.Controllers)
{
for (int i = 0; i < World.ControllerList.Count; i++)
{
Controller controller = World.ControllerList[i];
BuoyancyController buoyancy = controller as BuoyancyController;
if (buoyancy != null)
{
AABB container = buoyancy.Container;
DrawAABB(ref container, Color.LightBlue);
}
}
}
if ((Flags & DebugViewFlags.DebugPanel) == DebugViewFlags.DebugPanel)
{
DrawDebugPanel();
}
}
private void DrawPerformanceGraph()
{
_graphValues.Add(World.UpdateTime);
if (_graphValues.Count > ValuesToGraph + 1)
_graphValues.RemoveAt(0);
float x = PerformancePanelBounds.X;
float deltaX = PerformancePanelBounds.Width / (float)ValuesToGraph;
float yScale = PerformancePanelBounds.Bottom - (float)PerformancePanelBounds.Top;
// we must have at least 2 values to start rendering
if (_graphValues.Count > 2)
{
_max = (int)_graphValues.Max();
_avg = (int)_graphValues.Average();
_min = (int)_graphValues.Min();
if (AdaptiveLimits)
{
MaximumValue = _max;
MinimumValue = 0;
}
// start at last value (newest value added)
// continue until no values are left
for (int i = _graphValues.Count - 1; i > 0; i--)
{
float y1 = PerformancePanelBounds.Bottom -
((_graphValues[i] / (MaximumValue - MinimumValue)) * yScale);
float y2 = PerformancePanelBounds.Bottom -
((_graphValues[i - 1] / (MaximumValue - MinimumValue)) * yScale);
Vector2 x1 =
new Vector2(MathHelper.Clamp(x, PerformancePanelBounds.Left, PerformancePanelBounds.Right),
MathHelper.Clamp(y1, PerformancePanelBounds.Top, PerformancePanelBounds.Bottom));
Vector2 x2 =
new Vector2(
MathHelper.Clamp(x + deltaX, PerformancePanelBounds.Left, PerformancePanelBounds.Right),
MathHelper.Clamp(y2, PerformancePanelBounds.Top, PerformancePanelBounds.Bottom));
DrawSegment(x1, x2, Color.LightGreen);
x += deltaX;
}
}
DrawString(PerformancePanelBounds.Right + 10, PerformancePanelBounds.Top, "Max: " + _max);
DrawString(PerformancePanelBounds.Right + 10, PerformancePanelBounds.Center.Y - 7, "Avg: " + _avg);
DrawString(PerformancePanelBounds.Right + 10, PerformancePanelBounds.Bottom - 15, "Min: " + _min);
//Draw background.
_background[0] = new Vector2(PerformancePanelBounds.X, PerformancePanelBounds.Y);
_background[1] = new Vector2(PerformancePanelBounds.X,
PerformancePanelBounds.Y + PerformancePanelBounds.Height);
_background[2] = new Vector2(PerformancePanelBounds.X + PerformancePanelBounds.Width,
PerformancePanelBounds.Y + PerformancePanelBounds.Height);
_background[3] = new Vector2(PerformancePanelBounds.X + PerformancePanelBounds.Width,
PerformancePanelBounds.Y);
DrawSolidPolygon(_background, 4, Color.DarkGray, true);
}
private void DrawDebugPanel()
{
int fixtures = 0;
for (int i = 0; i < World.BodyList.Count; i++)
{
fixtures += World.BodyList[i].FixtureList.Count;
}
int x = (int)DebugPanelPosition.X;
int y = (int)DebugPanelPosition.Y;
DrawString(x, y, "Objects:" +
"\n- Bodies: " + World.BodyList.Count +
"\n- Fixtures: " + fixtures +
"\n- Contacts: " + World.ContactList.Count +
"\n- Joints: " + World.JointList.Count +
"\n- Controllers: " + World.ControllerList.Count +
"\n- Proxies: " + World.ProxyCount);
DrawString(x + 110, y, "Update time:" +
"\n- Body: " + World.SolveUpdateTime +
"\n- Contact: " + World.ContactsUpdateTime +
"\n- CCD: " + World.ContinuousPhysicsTime +
"\n- Joint: " + World.Island.JointUpdateTime +
"\n- Controller: " + World.ControllersUpdateTime +
"\n- Total: " + World.UpdateTime);
}
public void DrawAABB(ref AABB aabb, Color color)
{
Vector2[] verts = new Vector2[4];
verts[0] = new Vector2(aabb.LowerBound.X, aabb.LowerBound.Y);
verts[1] = new Vector2(aabb.UpperBound.X, aabb.LowerBound.Y);
verts[2] = new Vector2(aabb.UpperBound.X, aabb.UpperBound.Y);
verts[3] = new Vector2(aabb.LowerBound.X, aabb.UpperBound.Y);
DrawPolygon(verts, 4, color);
}
private void DrawJoint(Joint joint)
{
if (!joint.Enabled)
return;
Body b1 = joint.BodyA;
Body b2 = joint.BodyB;
Transform xf1, xf2;
b1.GetTransform(out xf1);
Vector2 x2 = Vector2.Zero;
// WIP David
if (!joint.IsFixedType())
{
b2.GetTransform(out xf2);
x2 = xf2.Position;
}
Vector2 p1 = joint.WorldAnchorA;
Vector2 p2 = joint.WorldAnchorB;
Vector2 x1 = xf1.Position;
Color color = new Color(0.5f, 0.8f, 0.8f);
switch (joint.JointType)
{
case JointType.Distance:
DrawSegment(p1, p2, color);
break;
case JointType.Pulley:
PulleyJoint pulley = (PulleyJoint)joint;
Vector2 s1 = pulley.GroundAnchorA;
Vector2 s2 = pulley.GroundAnchorB;
DrawSegment(s1, p1, color);
DrawSegment(s2, p2, color);
DrawSegment(s1, s2, color);
break;
case JointType.FixedMouse:
DrawPoint(p1, 0.5f, new Color(0.0f, 1.0f, 0.0f));
DrawSegment(p1, p2, new Color(0.8f, 0.8f, 0.8f));
break;
case JointType.Revolute:
//DrawSegment(x2, p1, color);
DrawSegment(p2, p1, color);
DrawSolidCircle(p2, 0.1f, Vector2.Zero, Color.Red);
DrawSolidCircle(p1, 0.1f, Vector2.Zero, Color.Blue);
break;
case JointType.FixedAngle:
//Should not draw anything.
break;
case JointType.FixedRevolute:
DrawSegment(x1, p1, color);
DrawSolidCircle(p1, 0.1f, Vector2.Zero, Color.Pink);
break;
case JointType.FixedLine:
DrawSegment(x1, p1, color);
DrawSegment(p1, p2, color);
break;
case JointType.FixedDistance:
DrawSegment(x1, p1, color);
DrawSegment(p1, p2, color);
break;
case JointType.FixedPrismatic:
DrawSegment(x1, p1, color);
DrawSegment(p1, p2, color);
break;
case JointType.Gear:
DrawSegment(x1, x2, color);
break;
//case JointType.Weld:
// break;
default:
DrawSegment(x1, p1, color);
DrawSegment(p1, p2, color);
DrawSegment(x2, p2, color);
break;
}
}
public void DrawShape(Fixture fixture, Transform xf, Color color)
{
switch (fixture.ShapeType)
{
case ShapeType.Circle:
{
CircleShape circle = (CircleShape)fixture.Shape;
Vector2 center = MathUtils.Multiply(ref xf, circle.Position);
float radius = circle.Radius;
Vector2 axis = xf.R.Col1;
DrawSolidCircle(center, radius, axis, color);
}
break;
case ShapeType.Polygon:
{
PolygonShape poly = (PolygonShape)fixture.Shape;
int vertexCount = poly.Vertices.Count;
Debug.Assert(vertexCount <= Settings.MaxPolygonVertices);
for (int i = 0; i < vertexCount; ++i)
{
_tempVertices[i] = MathUtils.Multiply(ref xf, poly.Vertices[i]);
}
DrawSolidPolygon(_tempVertices, vertexCount, color);
}
break;
case ShapeType.Edge:
{
EdgeShape edge = (EdgeShape)fixture.Shape;
Vector2 v1 = MathUtils.Multiply(ref xf, edge.Vertex1);
Vector2 v2 = MathUtils.Multiply(ref xf, edge.Vertex2);
DrawSegment(v1, v2, color);
}
break;
case ShapeType.Loop:
{
LoopShape loop = (LoopShape)fixture.Shape;
int count = loop.Vertices.Count;
Vector2 v1 = MathUtils.Multiply(ref xf, loop.Vertices[count - 1]);
DrawCircle(v1, 0.05f, color);
for (int i = 0; i < count; ++i)
{
Vector2 v2 = MathUtils.Multiply(ref xf, loop.Vertices[i]);
DrawSegment(v1, v2, color);
v1 = v2;
}
}
break;
}
}
public override void DrawPolygon(Vector2[] vertices, int count, float red, float green, float blue)
{
DrawPolygon(vertices, count, new Color(red, green, blue));
}
public void DrawPolygon(Vector2[] vertices, int count, Color color)
{
if (!_primitiveBatch.IsReady())
{
throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything.");
}
for (int i = 0; i < count - 1; i++)
{
_primitiveBatch.AddVertex(vertices[i], color, PrimitiveType.LineList);
_primitiveBatch.AddVertex(vertices[i + 1], color, PrimitiveType.LineList);
}
_primitiveBatch.AddVertex(vertices[count - 1], color, PrimitiveType.LineList);
_primitiveBatch.AddVertex(vertices[0], color, PrimitiveType.LineList);
}
public override void DrawSolidPolygon(Vector2[] vertices, int count, float red, float green, float blue)
{
DrawSolidPolygon(vertices, count, new Color(red, green, blue), true);
}
public void DrawSolidPolygon(Vector2[] vertices, int count, Color color)
{
DrawSolidPolygon(vertices, count, color, true);
}
public void DrawSolidPolygon(Vector2[] vertices, int count, Color color, bool outline)
{
if (!_primitiveBatch.IsReady())
{
throw new InvalidOperationException("BeginCustomDraw must be called before drawing anything.");
}
if (count == 2)
{
DrawPolygon(vertices, count, color);
return;
}
Color colorFill = color * (outline ? 0.5f : 1.0f);
for (int i = 1; i < count - 1; i++)
{
_primitiveBatch.AddVertex(vertices[0], colorFill, PrimitiveType.TriangleList);
_primitiveBatch.AddVertex(vertices[i], colorFill, PrimitiveType.TriangleList);
_primitiveBatch.AddVertex(vertices[i + 1], colorFill, PrimitiveType.TriangleList);
}
if (outline)
{
DrawPolygon(vertices, count, color);
}
}
public override void DrawCircle(Vector2 center, float radius, float red, float green, float blue)
{
DrawCircle(center, radius, new Color(red, green, blue));
}
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 override void DrawSolidCircle(Vector2 center, float radius, Vector2 axis, float red, float green,
float blue)
{
DrawSolidCircle(center, radius, axis, new Color(red, green, blue));
}
public void DrawSolidCircle(Vector2 center, float radius, Vector2 axis, 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);
DrawSegment(center, center + axis * radius, color);
}
public override void DrawSegment(Vector2 start, Vector2 end, float red, float green, float blue)
{
DrawSegment(start, end, new Color(red, green, blue));
}
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 override void DrawTransform(ref Transform transform)
{
const float axisScale = 0.4f;
Vector2 p1 = transform.Position;
Vector2 p2 = p1 + axisScale * transform.R.Col1;
DrawSegment(p1, p2, Color.Red);
p2 = p1 + axisScale * transform.R.Col2;
DrawSegment(p1, p2, Color.Green);
}
public void DrawPoint(Vector2 p, float size, Color color)
{
Vector2[] verts = new Vector2[4];
float hs = size / 2.0f;
verts[0] = p + new Vector2(-hs, -hs);
verts[1] = p + new Vector2(hs, -hs);
verts[2] = p + new Vector2(hs, hs);
verts[3] = p + new Vector2(-hs, hs);
DrawSolidPolygon(verts, 4, color, true);
}
public void DrawString(int x, int y, string s, params object[] args)
{
_stringData.Add(new StringData(x, y, s, args, TextColor));
}
public void DrawArrow(Vector2 start, Vector2 end, float length, float width, bool drawStartIndicator,
Color color)
{
// Draw connection segment between start- and end-point
DrawSegment(start, end, color);
// Precalculate halfwidth
float halfWidth = width / 2;
// Create directional reference
Vector2 rotation = (start - end);
rotation.Normalize();
// Calculate angle of directional vector
float angle = (float)Math.Atan2(rotation.X, -rotation.Y);
// Create matrix for rotation
Matrix rotMatrix = Matrix.CreateRotationZ(angle);
// Create translation matrix for end-point
Matrix endMatrix = Matrix.CreateTranslation(end.X, end.Y, 0);
// Setup arrow end shape
Vector2[] verts = new Vector2[3];
verts[0] = new Vector2(0, 0);
verts[1] = new Vector2(-halfWidth, -length);
verts[2] = new Vector2(halfWidth, -length);
// Rotate end shape
Vector2.Transform(verts, ref rotMatrix, verts);
// Translate end shape
Vector2.Transform(verts, ref endMatrix, verts);
// Draw arrow end shape
DrawSolidPolygon(verts, 3, color, false);
if (drawStartIndicator)
{
// Create translation matrix for start
Matrix startMatrix = Matrix.CreateTranslation(start.X, start.Y, 0);
// Setup arrow start shape
Vector2[] baseVerts = new Vector2[4];
baseVerts[0] = new Vector2(-halfWidth, length / 4);
baseVerts[1] = new Vector2(halfWidth, length / 4);
baseVerts[2] = new Vector2(halfWidth, 0);
baseVerts[3] = new Vector2(-halfWidth, 0);
// Rotate start shape
Vector2.Transform(baseVerts, ref rotMatrix, baseVerts);
// Translate start shape
Vector2.Transform(baseVerts, ref startMatrix, baseVerts);
// Draw start shape
DrawSolidPolygon(baseVerts, 4, color, false);
}
}
public void RenderDebugData(ref Matrix projection, ref Matrix view)
{
if (!Enabled)
{
return;
}
//Nothing is enabled - don't draw the debug view.
if (Flags == 0)
return;
_device.RasterizerState = RasterizerState.CullNone;
_device.DepthStencilState = DepthStencilState.Default;
_primitiveBatch.Begin(ref projection, ref view);
DrawDebugData();
_primitiveBatch.End();
if ((Flags & DebugViewFlags.PerformanceGraph) == DebugViewFlags.PerformanceGraph)
{
_primitiveBatch.Begin(ref _localProjection, ref _localView);
DrawPerformanceGraph();
_primitiveBatch.End();
}
// begin the sprite batch effect
_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
// draw any strings we have
for (int i = 0; i < _stringData.Count; i++)
{
_batch.DrawString(_font, string.Format(_stringData[i].S, _stringData[i].Args),
new Vector2(_stringData[i].X + 1f, _stringData[i].Y + 1f), Color.Black);
_batch.DrawString(_font, string.Format(_stringData[i].S, _stringData[i].Args),
new Vector2(_stringData[i].X, _stringData[i].Y), _stringData[i].Color);
}
// end the sprite batch effect
_batch.End();
_stringData.Clear();
}
public void RenderDebugData(ref Matrix projection)
{
if (!Enabled)
{
return;
}
Matrix view = Matrix.Identity;
RenderDebugData(ref projection, ref view);
}
public void LoadContent(GraphicsDevice device, ContentManager content)
{
// Create a new SpriteBatch, which can be used to draw textures.
_device = device;
_batch = new SpriteBatch(_device);
_primitiveBatch = new PrimitiveBatch(_device, 1000);
_font = content.Load<SpriteFont>("font");
_stringData = new List<StringData>();
_localProjection = Matrix.CreateOrthographicOffCenter(0f, _device.Viewport.Width, _device.Viewport.Height,
0f, 0f, 1f);
_localView = Matrix.Identity;
}
#region Nested type: ContactPoint
private struct ContactPoint
{
public Vector2 Normal;
public Vector2 Position;
public PointState State;
}
#endregion
#region Nested type: StringData
private struct StringData
{
public object[] Args;
public Color Color;
public string S;
public int X, Y;
public StringData(int x, int y, string s, object[] args, Color color)
{
X = x;
Y = y;
S = s;
Args = args;
Color = color;
}
}
#endregion
}
}