rotation functioning in rectangle renderer.
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@ -99,20 +99,22 @@ namespace CameraTest
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base.Update(gameTime);
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}
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float angleDeg = 0;
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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angleDeg++;
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if (angleDeg > 360) angleDeg = 0;
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GraphicsDevice.Clear(Color.Black);
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rr.Begin(true);
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rr.Draw(25, 25, 70, 70, Color.Purple);
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rr.End();
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rr.Begin(false);
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rr.Draw(75, 75, 70, 70, Color.Green);
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rr.Draw(75, 75, 70, 70, Color.Green, MathHelper.ToRadians(angleDeg));
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rr.End();
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base.Draw(gameTime);
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}
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@ -75,22 +75,22 @@ namespace RecrownedAthenaeum.Render
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/// <param name="height">Height of rectangle.</param>
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/// <param name="color">Color of all vertices of this rectangle.</param>
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/// <param name="rotation">Rotation of rectangle. Default is 0 radians.</param>
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/// <param name="filled">If this rectangle should be filled.</param>
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public void Draw(int x, int y, int width, int height, Color color, float rotation = 0)
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{
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primitiveBatch.primitiveCount = filled ? 3 : 4;
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Vector2[] corners = new Vector2[4];
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corners[0] = new Vector2(x, y);
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corners[1] = new Vector2(x + width, y);
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corners[2] = new Vector2(x + width, y + height);
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corners[3] = new Vector2(x, y + height);
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corners[1] = new Vector2 (width, 0);
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corners[2] = new Vector2(width, height);
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corners[3] = new Vector2(0, height);
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if (rotation != 0)
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{
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Matrix rotMat = Matrix.CreateRotationZ(rotation);
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for (int i = 0; i < corners.Length; i++)
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{
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Vector2.Transform(corners[i], rotMat);
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corners[i] = Vector2.Transform(corners[i], rotMat);
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corners[i].X += x;
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corners[i].Y += y;
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}
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}
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