using System.Xml.Linq; using FarseerPhysics; using FarseerPhysics.Dynamics; using FarseerPhysics.Factories; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Collections.Generic; using System; namespace Barotrauma { partial class PhysicsBody { public void Draw(SpriteBatch spriteBatch, Sprite sprite, Color color, float? depth = null, float scale = 1.0f) { if (!Enabled) return; UpdateDrawPosition(); if (sprite == null) return; SpriteEffects spriteEffect = (dir == 1.0f) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; if (GameMain.DebugDraw) { if (!body.Awake) color = Color.Blue; if (targetPosition != null) { Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)targetPosition); if (Submarine != null) pos += Submarine.DrawPosition; GUI.DrawRectangle(spriteBatch, new Vector2(pos.X - 5, -(pos.Y + 5)), Vector2.One * 10.0f, Color.Red, false, 0, 3); } if (offsetFromTargetPos != Vector2.Zero) { Vector2 pos = ConvertUnits.ToDisplayUnits(body.Position); if (Submarine != null) pos += Submarine.DrawPosition; GUI.DrawLine(spriteBatch, new Vector2(pos.X, -pos.Y), new Vector2(DrawPosition.X, -DrawPosition.Y), Color.Cyan, 0, 5); } } sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color, -drawRotation, scale, spriteEffect, depth); } public void DebugDraw(SpriteBatch spriteBatch, Color color) { if (bodyShapeTexture == null) { switch (BodyShape) { case PhysicsBody.Shape.Rectangle: bodyShapeTexture = GUI.CreateRectangle( (int)ConvertUnits.ToDisplayUnits(width), (int)ConvertUnits.ToDisplayUnits(height)); break; case PhysicsBody.Shape.Capsule: bodyShapeTexture = GUI.CreateCapsule( (int)ConvertUnits.ToDisplayUnits(radius), (int)ConvertUnits.ToDisplayUnits(Math.Max(height, width))); break; case PhysicsBody.Shape.Circle: bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(radius)); break; } } float rot = -DrawRotation; if (bodyShape == PhysicsBody.Shape.Capsule && width > height) { rot -= MathHelper.PiOver2; } spriteBatch.Draw( bodyShapeTexture, new Vector2(DrawPosition.X, -DrawPosition.Y), null, color, rot, new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f); } } }